移除Core,新增各接口用于sdk扩展
This commit is contained in:
@@ -78,6 +78,9 @@ module es {
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public onEntityTransformChanged(comp: transform.Component) {
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}
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public debugRender(batcher: IBatcher) {
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}
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/**
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*当父实体或此组件启用时调用
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*/
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@@ -89,7 +92,7 @@ module es {
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*/
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public onDisabled() {
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}
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public setEnabled(isEnabled: boolean) {
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if (this._enabled != isEnabled) {
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this._enabled = isEnabled;
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@@ -1,6 +1,13 @@
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///<reference path="./Collider.ts" />
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module es {
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export class BoxCollider extends Collider {
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/**
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* 创建一个BoxCollider,并使用x/y组件作为局部Offset
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* @param x
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* @param y
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* @param width
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* @param height
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*/
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constructor(x: number, y: number, width: number, height: number) {
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super();
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@@ -30,10 +37,12 @@ module es {
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* @param height
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*/
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public setSize(width: number, height: number) {
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this._colliderRequiresAutoSizing = false;
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let box = this.shape as Box;
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if (width != box.width || height != box.height) {
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// 更新框,改变边界,如果我们需要更新物理系统中的边界
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box.updateBox(width, height);
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this._isPositionDirty = true;
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if (this.entity && this._isParentEntityAddedToScene)
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Physics.updateCollider(this);
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}
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@@ -46,10 +55,12 @@ module es {
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* @param width
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*/
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public setWidth(width: number): BoxCollider {
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this._colliderRequiresAutoSizing = false;
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let box = this.shape as Box;
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if (width != box.width) {
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// 更新框,改变边界,如果我们需要更新物理系统中的边界
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box.updateBox(width, box.height);
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this._isPositionDirty = true;
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if (this.entity && this._isParentEntityAddedToScene)
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Physics.updateCollider(this);
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}
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@@ -62,15 +73,25 @@ module es {
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* @param height
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*/
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public setHeight(height: number) {
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this._colliderRequiresAutoSizing = false;
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let box = this.shape as Box;
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if (height != box.height) {
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// 更新框,改变边界,如果我们需要更新物理系统中的边界
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box.updateBox(box.width, height);
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this._isPositionDirty = true;
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if (this.entity && this._isParentEntityAddedToScene)
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Physics.updateCollider(this);
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}
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}
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public debugRender(batcher: IBatcher) {
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let poly = this.shape as Polygon;
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batcher.drawHollowRect(this.bounds, Debug.colliderBounds, 1);
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batcher.drawPolygon(this.shape.position, poly.points, Debug.colliderEdge, true, 1);
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batcher.drawPixel(this.entity.transform.position, Debug.colliderPosition, 4);
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batcher.drawPixel(Vector2.add(this.entity.transform.position, this.shape.center), Debug.colliderCenter, 2);
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}
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public toString() {
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return `[BoxCollider: bounds: ${this.bounds}]`;
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}
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@@ -1,7 +1,9 @@
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module es {
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export class CircleCollider extends Collider {
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/**
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* 创建一个有半径的圆
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* 创建一个具有半径的CircleCollider。
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* 请注意,当指定半径时,如果在实体上使用RenderableComponent,您将需要设置原点来对齐CircleCollider。
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* 例如,如果RenderableComponent有一个0,0的原点,并且创建了一个半径为1.5f * renderable.width的CircleCollider,你可以通过设置originNormalied为中心除以缩放尺寸来偏移原点
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*
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* @param radius
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*/
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@@ -24,18 +26,27 @@ module es {
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* @param radius
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*/
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public setRadius(radius: number): CircleCollider {
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this._colliderRequiresAutoSizing = false;
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let circle = this.shape as Circle;
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if (radius != circle.radius) {
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circle.radius = radius;
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circle._originalRadius = radius;
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this._isPositionDirty = true;
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if (this.entity && this._isParentEntityAddedToScene)
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if (this.entity != null && this._isParentEntityAddedToScene)
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Physics.updateCollider(this);
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}
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return this;
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}
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public debugRender(batcher: IBatcher) {
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batcher.drawHollowRect(this.bounds, Debug.colliderBounds, 1);
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batcher.drawCircle(this.shape.position, (this.shape as Circle).radius, Debug.colliderEdge, 1);
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batcher.drawPixel(this.entity.transform.position, Debug.colliderPosition, 4);
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batcher.drawPixel(this.shape.position, Debug.colliderCenter, 2);
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}
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public toString() {
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return `[CircleCollider: bounds: ${this.bounds}, radius: ${(this.shape as Circle).radius}]`
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}
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@@ -116,6 +116,28 @@ module es {
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public onAddedToEntity() {
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if (this._colliderRequiresAutoSizing) {
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Insist.isTrue(this instanceof BoxCollider || this instanceof CircleCollider, "只有框和圆的碰撞器可以自动创建");
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let renderable = this.entity.getComponent<RenderableComponent>(RenderableComponent);
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if (renderable == null)
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console.warn("Collider没有形状,也没有RenderableComponent。不知道如何确定它的大小。");
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if (renderable != null) {
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let renderableBounds = renderable.bounds.clone();
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// 我们在这里需要大小*反比例,因为当我们自动调整Collider的大小时,它需要没有一个缩放的Renderable
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let width = renderableBounds.width / this.entity.transform.scale.x;
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let height = renderableBounds.height / this.entity.transform.scale.y;
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if (this instanceof CircleCollider) {
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this.radius = Math.max(width, height) * 0.5;
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// 获取Renderable的中心,将其转移到本地坐标,并将其作为我们碰撞器的localOffset
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this.localOffset = Vector2.subtract(renderableBounds.center, this.entity.transform.position);
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} else if (this instanceof BoxCollider) {
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this.width = width;
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this.height = height;
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this.localOffset = Vector2.subtract(renderableBounds.center, this.entity.transform.position);
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}
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}
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}
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this._isParentEntityAddedToScene = true;
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@@ -23,5 +23,13 @@ module es {
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Polygon.recenterPolygonVerts(points);
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this.shape = new Polygon(points);
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}
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public debugRender(batcher: IBatcher) {
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let poly = this.shape as Polygon;
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batcher.drawHollowRect(this.bounds, Debug.colliderBounds, 1);
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batcher.drawPolygon(this.shape.position, poly.points, Debug.colliderEdge, true, 1);
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batcher.drawPixel(this.entity.transform.position, Debug.colliderPosition, 4);
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batcher.drawPixel(this.shape.position, Debug.colliderCenter, 2);
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}
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}
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}
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80
source/src/ECS/Components/Renderables/IRenderable.ts
Normal file
80
source/src/ECS/Components/Renderables/IRenderable.ts
Normal file
@@ -0,0 +1,80 @@
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module es {
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/**
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* 接口,当应用于一个Component时,它将被注册到场景渲染器中。
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* 请仔细实现这个功能 改变像layerDepth/renderLayer/material这样的东西需要更新Scene RenderableComponentList
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*/
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export interface IRenderable {
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/** 包裹此对象的AABB。用来进行相机筛选 */
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bounds: Rectangle;
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/** 这个IRenderable是否应该被渲染 */
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enabled: boolean;
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/**
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* 标准的Batcher图层深度,0为前面,1为后面。
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* 改变这个值会触发场景中可渲染组件列表的排序
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*/
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layerDepth: number;
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/**
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* 较低的renderLayers在前面,较高的在後面,就像layerDepth一样,但不是限制在0-1。
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* 请注意,这意味着较高的renderLayers首先被发送到Batcher。在使用模板缓冲区时,这是一个重要的事实
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*/
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renderLayer: number;
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/**
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* 由渲染器使用,用于指定该精灵应如何渲染。
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* 如果非空,当组件从实体中移除时,它会被自动处理。
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*/
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material;
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/**
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* 这个Renderable的可见性。
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* 状态的改变最终会调用onBecameVisible/onBecameInvisible方法
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*/
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isVisible: boolean;
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/**
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* 用于检索一个已经铸造的Material子类的帮助程序
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*/
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getMaterial<T extends IMaterial>(): T;
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/**
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* 如果Renderables的边界与Camera.bounds相交,则返回true。
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* 处理isVisible标志的状态切换。
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* 在你的渲染方法中使用这个方法来决定你是否应该渲染
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* @param camera
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*/
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isVisibleFromCamera(camera: ICamera): boolean;
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/**
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* 被渲染器调用。摄像机可以用来进行裁剪,并使用Batcher实例进行绘制
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* @param batcher
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* @param camera
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*/
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render(batcher: IBatcher, camera: ICamera);
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/**
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* 只有在没有对撞机的情况下才会渲染边界。
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* 始终在原点上渲染一个正方形
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* @param batcher
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*/
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debugRender(batcher: IBatcher);
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}
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/**
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* 对IRenderables进行排序的比较器。
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* 首先按 RenderLayer 排序,然后按 LayerDepth 排序。
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* 如果出现平局,则使用材料作为平局的断定器,以避免渲染状态的改变
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*/
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export class RenderableComparer implements IComparer<IRenderable> {
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public compare(self: IRenderable, other: IRenderable): number {
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let res = other.renderLayer - self.renderLayer;
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if (res == 0) {
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res = other.layerDepth - self.layerDepth;
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if (res == 0) {
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if (self.material == other.material)
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return 0;
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if (other.material == null)
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return -1;
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return 1;
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}
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}
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return res;
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}
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}
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}
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232
source/src/ECS/Components/Renderables/RenderableComponent.ts
Normal file
232
source/src/ECS/Components/Renderables/RenderableComponent.ts
Normal file
@@ -0,0 +1,232 @@
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module es {
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/**
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* IRenderable的具体实现。包含方便的方法。
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* 非常重要!子类必须覆盖width/height或bounds! 子类必须覆盖width/height或bounds!
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*/
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export abstract class RenderableComponent extends Component implements IRenderable, IComparer<RenderableComponent> {
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/**
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* 不重写bounds属性的子类必须实现这个!RenderableComponent的宽度。
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*/
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public get width() {
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return this.bounds.width;
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}
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/**
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* 不重写bounds属性的子类必须实现这个!
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*/
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public get height() {
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return this.bounds.height;
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}
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/**
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* 包裹此对象的AABB。用来进行相机筛选。
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*/
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public get bounds(): Rectangle {
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if (this._areBoundsDirty) {
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this._bounds.calculateBounds(this.entity.transform.position, this._localOffset, Vector2.zero,
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this.entity.transform.scale, this.entity.transform.rotation, this.width, this.height);
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this._areBoundsDirty = false;
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}
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return this._bounds;
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}
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/**
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* 标准的Batcher图层深度,0为前面,1为后面。
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* 改变这个值会触发场景中可渲染组件列表的排序。
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*/
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public get layerDepth() {
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return this._layerDepth;
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}
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public set layerDepth(value: number) {
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this.setLayerDepth(value);
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}
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/**
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* 较低的renderLayers在前面,较高的在后面,就像layerDepth一樣,但不是限制在0-1。
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* 请注意,这意味着更高的renderLayers首先被发送到Batcher。
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*/
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public get renderLayer() {
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return this._renderLayer;
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}
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public set renderLayer(value: number) {
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this.setRenderLayer(value);
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}
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/**
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* 由渲染器使用,用于指定该精灵的渲染方式
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*/
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public material: IMaterial;
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/**
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* 偏移。用于将多个Renderables添加到需要特定定位的实体
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*/
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public get localOffset(): Vector2 {
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return this._localOffset;
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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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/**
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* 这个Renderable的可见性。
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* 状态的改变最终会调用onBecameVisible/onBecameInvisible方法
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*/
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public get isVisible() {
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return this._isVisble;
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}
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public set isVisible(value: boolean) {
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if (this._isVisble != value) {
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this._isVisble = value;
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if (this._isVisble)
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this.onBecameVisible();
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else
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this.onBecameInvisible();
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}
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}
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public debugRenderEnabled: boolean = true;
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protected _localOffset: Vector2;
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protected _layerDepth: number;
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protected _renderLayer: number;
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protected _bounds: Rectangle;
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protected _isVisble: boolean;
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protected _areBoundsDirty: boolean = true;
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public onEntityTransformChanged(comp: transform.Component) {
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this._areBoundsDirty = true;
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}
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/**
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* 被渲染器调用。摄像机可以用来进行裁剪,并使用Batcher实例进行绘制
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* @param batcher
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* @param camera
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*/
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public abstract render(batcher: IBatcher, camera: ICamera);
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/**
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* 只有在没有对撞机的情况下才会渲染边界。始终在原点上渲染一个正方形
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* @param batcher
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*/
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public debugRender(batcher: IBatcher) {
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if (!this.debugRenderEnabled)
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return;
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// 如果我们没有对撞机,我们就画出我们的范围
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if (this.entity.getComponent<Collider>(Collider) == null)
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batcher.drawHollowRect(this.bounds, 0xFFFF00);
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batcher.drawPixel(this.entity.transform.position.add(this._localOffset), 0xcc3299, 4);
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}
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/**
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* 当Renderable进入相机帧时被调用。
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* 请注意,如果您的Renderer没有使用isVisibleFromCamera来进行裁剪检查,这些方法将不会被调用。
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* 所有默认的Renderer都会这样做
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*/
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protected onBecameVisible() {
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||||
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}
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||||
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||||
/**
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* 当渲染器退出相机帧时,将调用这些方法。
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* 请注意,如果你的Renderer没有使用isVisibleFromCamera来进行Culling检查,这些方法将不会被调用。
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||||
* 所有默认的Renderer都会这样做
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*/
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protected onBecameInvisible() {
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||||
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}
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||||
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||||
public onRemovedFromEntity() {
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||||
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}
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||||
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||||
/**
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* 如果Renderables的边界与Camera.bounds相交,则返回true。
|
||||
* 处理isVisible标志的状态切换。在你的渲染方法中使用这个方法来决定你是否应该渲染
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* @param camera
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||||
*/
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public isVisibleFromCamera(camera: ICamera) {
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this.isVisible = camera.bounds.intersects(this.bounds);
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return this.isVisible;
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}
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public setMaterial(material: IMaterial) {
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this.material = material;
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if (this.entity != null && this.entity.scene != null)
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this.entity.scene.renderableComponents.setRenderLayerNeedsComponentSort(this.renderLayer);
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return this;
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||||
}
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||||
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||||
/**
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||||
* 标准的Batcher图层深度,0为前面,1为后面。
|
||||
* 改变这个值会触发一种类似于renderableComponents的方法
|
||||
* @param layerDepth
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*/
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public setLayerDepth(layerDepth: number): RenderableComponent {
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this._layerDepth = MathHelper.clamp01(layerDepth);
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||||
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if (this.entity != null && this.entity.scene != null)
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this.entity.scene.renderableComponents.setRenderLayerNeedsComponentSort(this.renderLayer);
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return this;
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}
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||||
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||||
/**
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* 较低的渲染层在前面,较高的在后面
|
||||
* @param renderLayer
|
||||
*/
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||||
public setRenderLayer(renderLayer: number): RenderableComponent {
|
||||
if (renderLayer != this._renderLayer) {
|
||||
let oldRenderLayer = this._renderLayer;
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||||
this._renderLayer = renderLayer;
|
||||
|
||||
// 如果该组件拥有一个实体,那么是由ComponentList管理,需要通知它改变了渲染层
|
||||
if (this.entity && this.entity.scene)
|
||||
this.entity.scene.renderableComponents.updateRenderableRenderLayer(this, oldRenderLayer, this._renderLayer);
|
||||
}
|
||||
|
||||
return this;
|
||||
}
|
||||
|
||||
/**
|
||||
* 偏移。用于将多个Renderables添加到需要特定定位的实体
|
||||
* @param offset
|
||||
*/
|
||||
public setLocalOffset(offset: Vector2): RenderableComponent {
|
||||
if (!this._localOffset.equals(offset)) {
|
||||
this._localOffset = offset;
|
||||
this._areBoundsDirty = true;
|
||||
}
|
||||
|
||||
return this;
|
||||
}
|
||||
|
||||
/**
|
||||
* 用于检索一个已经铸造的Material子类的帮助程序
|
||||
*/
|
||||
public getMaterial<T extends IMaterial>(): T {
|
||||
return this.material as T;
|
||||
}
|
||||
|
||||
/**
|
||||
* 先按renderLayer排序,再按layerDepth排序,最后按材质排序
|
||||
* @param other
|
||||
*/
|
||||
public compare(other: RenderableComponent) {
|
||||
let res = other.renderLayer - this.renderLayer;
|
||||
if (res == 0) {
|
||||
res = other.layerDepth - this.layerDepth;
|
||||
if (res == 0) {
|
||||
if (this.material == other.material)
|
||||
return 0;
|
||||
|
||||
if (other.material == null)
|
||||
return -1;
|
||||
|
||||
return 1;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -8,7 +8,7 @@ module es {
|
||||
/**
|
||||
* 如果启用了SceneComponent,则为true。状态的改变会导致调用onEnabled/onDisable。
|
||||
*/
|
||||
public get enabled(){
|
||||
public get enabled() {
|
||||
return this._enabled;
|
||||
}
|
||||
|
||||
@@ -16,7 +16,7 @@ module es {
|
||||
* 如果启用了SceneComponent,则为true。状态的改变会导致调用onEnabled/onDisable。
|
||||
* @param value
|
||||
*/
|
||||
public set enabled(value: boolean){
|
||||
public set enabled(value: boolean) {
|
||||
this.setEnabled(value);
|
||||
}
|
||||
|
||||
@@ -30,38 +30,38 @@ module es {
|
||||
/**
|
||||
* 在启用此SceneComponent时调用
|
||||
*/
|
||||
public onEnabled(){
|
||||
public onEnabled() {
|
||||
}
|
||||
|
||||
/**
|
||||
* 当禁用此SceneComponent时调用
|
||||
*/
|
||||
public onDisabled(){
|
||||
public onDisabled() {
|
||||
}
|
||||
|
||||
/**
|
||||
* 当该SceneComponent从场景中移除时调用
|
||||
*/
|
||||
public onRemovedFromScene(){
|
||||
public onRemovedFromScene() {
|
||||
}
|
||||
|
||||
/**
|
||||
* 在实体更新之前每一帧调用
|
||||
*/
|
||||
public update(){
|
||||
public update() {
|
||||
}
|
||||
|
||||
/**
|
||||
* 启用/禁用这个SceneComponent
|
||||
* @param isEnabled
|
||||
*/
|
||||
public setEnabled(isEnabled: boolean): SceneComponent{
|
||||
if (this._enabled != isEnabled){
|
||||
public setEnabled(isEnabled: boolean): SceneComponent {
|
||||
if (this._enabled != isEnabled) {
|
||||
this._enabled = isEnabled;
|
||||
|
||||
if (this._enabled){
|
||||
if (this._enabled) {
|
||||
this.onEnabled();
|
||||
}else{
|
||||
} else {
|
||||
this.onDisabled();
|
||||
}
|
||||
}
|
||||
@@ -73,16 +73,15 @@ module es {
|
||||
* 设置SceneComponent的updateOrder并触发某种SceneComponent
|
||||
* @param updateOrder
|
||||
*/
|
||||
public setUpdateOrder(updateOrder: number){
|
||||
if (this.updateOrder != updateOrder){
|
||||
public setUpdateOrder(updateOrder: number) {
|
||||
if (this.updateOrder != updateOrder) {
|
||||
this.updateOrder = updateOrder;
|
||||
Core.scene._sceneComponents.sort(this.compare);
|
||||
}
|
||||
|
||||
return this;
|
||||
}
|
||||
|
||||
public compare(other: SceneComponent): number{
|
||||
public compare(other: SceneComponent): number {
|
||||
return this.updateOrder - other.updateOrder;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,217 +0,0 @@
|
||||
module es {
|
||||
/**
|
||||
* 全局核心类
|
||||
*/
|
||||
export class Core {
|
||||
/**
|
||||
* 核心发射器。只发出核心级别的事件
|
||||
*/
|
||||
public static emitter: Emitter<CoreEvents>;
|
||||
/**
|
||||
* 启用/禁用焦点丢失时的暂停。如果为真,则不调用更新或渲染方法
|
||||
*/
|
||||
public static pauseOnFocusLost = true;
|
||||
/**
|
||||
* 是否启用调试渲染
|
||||
*/
|
||||
public static debugRenderEndabled = false;
|
||||
/**
|
||||
* 简化对内部类的全局内容实例的访问
|
||||
*/
|
||||
public static _instance: Core;
|
||||
/**
|
||||
* 用于确定是否应该使用EntitySystems
|
||||
*/
|
||||
public static entitySystemsEnabled: boolean;
|
||||
|
||||
public _nextScene: Scene;
|
||||
/**
|
||||
* 用于凝聚GraphicsDeviceReset事件
|
||||
*/
|
||||
public _graphicsDeviceChangeTimer: ITimer;
|
||||
/**
|
||||
* 全局访问系统
|
||||
*/
|
||||
public _globalManagers: GlobalManager[] = [];
|
||||
public _coroutineManager: CoroutineManager = new CoroutineManager();
|
||||
public _timerManager: TimerManager = new TimerManager();
|
||||
public width: number;
|
||||
public height: number;
|
||||
|
||||
constructor(width: number, height: number, enableEntitySystems: boolean = true) {
|
||||
this.width = width;
|
||||
this.height = height;
|
||||
|
||||
Core._instance = this;
|
||||
Core.emitter = new Emitter<CoreEvents>();
|
||||
Core.emitter.addObserver(CoreEvents.FrameUpdated, this.update, this);
|
||||
|
||||
Core.registerGlobalManager(this._coroutineManager);
|
||||
Core.registerGlobalManager(this._timerManager);
|
||||
Core.entitySystemsEnabled = enableEntitySystems;
|
||||
|
||||
this.initialize();
|
||||
}
|
||||
|
||||
/**
|
||||
* 提供对单例/游戏实例的访问
|
||||
* @constructor
|
||||
*/
|
||||
public static get Instance() {
|
||||
return this._instance;
|
||||
}
|
||||
|
||||
public _frameCounterElapsedTime: number = 0;
|
||||
public _frameCounter: number = 0;
|
||||
public _totalMemory: number = 0;
|
||||
public _titleMemory: (totalMemory: number, frameCounter: number) => void;
|
||||
public _scene: Scene;
|
||||
|
||||
/**
|
||||
* 当前活动的场景。注意,如果设置了该设置,在更新结束之前场景实际上不会改变
|
||||
*/
|
||||
public static get scene() {
|
||||
if (!this._instance)
|
||||
return null;
|
||||
return this._instance._scene;
|
||||
}
|
||||
|
||||
/**
|
||||
* 当前活动的场景。注意,如果设置了该设置,在更新结束之前场景实际上不会改变
|
||||
* @param value
|
||||
*/
|
||||
public static set scene(value: Scene) {
|
||||
if (!value) {
|
||||
console.error("场景不能为空");
|
||||
return;
|
||||
}
|
||||
|
||||
if (this._instance._scene == null) {
|
||||
this._instance._scene = value;
|
||||
this._instance.onSceneChanged();
|
||||
this._instance._scene.begin();
|
||||
} else {
|
||||
this._instance._nextScene = value;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 添加一个全局管理器对象,它的更新方法将调用场景前的每一帧。
|
||||
* @param manager
|
||||
*/
|
||||
public static registerGlobalManager(manager: es.GlobalManager) {
|
||||
this._instance._globalManagers.push(manager);
|
||||
manager.enabled = true;
|
||||
}
|
||||
|
||||
/**
|
||||
* 删除全局管理器对象
|
||||
* @param manager
|
||||
*/
|
||||
public static unregisterGlobalManager(manager: es.GlobalManager) {
|
||||
new linq.List(this._instance._globalManagers).remove(manager);
|
||||
manager.enabled = false;
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取类型为T的全局管理器
|
||||
* @param type
|
||||
*/
|
||||
public static getGlobalManager<T extends es.GlobalManager>(type): T {
|
||||
for (let i = 0; i < this._instance._globalManagers.length; i++) {
|
||||
if (this._instance._globalManagers[i] instanceof type)
|
||||
return this._instance._globalManagers[i] as T;
|
||||
}
|
||||
return null;
|
||||
}
|
||||
|
||||
/**
|
||||
* 启动一个coroutine。Coroutine可以将number延时几秒或延时到其他startCoroutine.Yielding
|
||||
* null将使coroutine在下一帧被执行。
|
||||
* @param enumerator
|
||||
*/
|
||||
public static startCoroutine(enumerator): ICoroutine {
|
||||
return this._instance._coroutineManager.startCoroutine(enumerator);
|
||||
}
|
||||
|
||||
/**
|
||||
* 调度一个一次性或重复的计时器,该计时器将调用已传递的动作
|
||||
* @param timeInSeconds
|
||||
* @param repeats
|
||||
* @param context
|
||||
* @param onTime
|
||||
*/
|
||||
public static schedule(timeInSeconds: number, repeats: boolean = false, context: any = null, onTime: (timer: ITimer) => void) {
|
||||
return this._instance._timerManager.schedule(timeInSeconds, repeats, context, onTime);
|
||||
}
|
||||
|
||||
public onOrientationChanged() {
|
||||
Core.emitter.emit(CoreEvents.OrientationChanged);
|
||||
}
|
||||
|
||||
public startDebugDraw() {
|
||||
this._frameCounter++;
|
||||
this._frameCounterElapsedTime += Time.deltaTime;
|
||||
if (this._frameCounterElapsedTime >= 1) {
|
||||
let memoryInfo = window.performance["memory"];
|
||||
if (memoryInfo != null) {
|
||||
this._totalMemory = Number((memoryInfo.totalJSHeapSize / 1048576).toFixed(2));
|
||||
}
|
||||
if (this._titleMemory) this._titleMemory(this._totalMemory, this._frameCounter);
|
||||
this._frameCounter = 0;
|
||||
this._frameCounterElapsedTime -= 1;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 在一个场景结束后,下一个场景开始之前调用
|
||||
*/
|
||||
public onSceneChanged() {
|
||||
Core.emitter.emit(CoreEvents.SceneChanged);
|
||||
Time.sceneChanged();
|
||||
}
|
||||
|
||||
/**
|
||||
* 当屏幕大小发生改变时调用
|
||||
*/
|
||||
protected onGraphicsDeviceReset() {
|
||||
// 我们用这些来避免垃圾事件的发生
|
||||
if (this._graphicsDeviceChangeTimer != null) {
|
||||
this._graphicsDeviceChangeTimer.reset();
|
||||
} else {
|
||||
this._graphicsDeviceChangeTimer = Core.schedule(0.05, false, this, t => {
|
||||
(t.context as Core)._graphicsDeviceChangeTimer = null;
|
||||
Core.emitter.emit(CoreEvents.GraphicsDeviceReset);
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
protected initialize() {
|
||||
|
||||
}
|
||||
|
||||
protected async update(currentTime?: number) {
|
||||
if (currentTime != null) Time.update(currentTime);
|
||||
if (this._scene != null) {
|
||||
for (let i = this._globalManagers.length - 1; i >= 0; i--) {
|
||||
if (this._globalManagers[i].enabled)
|
||||
this._globalManagers[i].update();
|
||||
}
|
||||
|
||||
this._scene.update();
|
||||
|
||||
if (this._nextScene != null) {
|
||||
this._scene.end();
|
||||
|
||||
this._scene = this._nextScene;
|
||||
this._nextScene = null;
|
||||
this.onSceneChanged();
|
||||
|
||||
this._scene.begin();
|
||||
}
|
||||
}
|
||||
|
||||
this.startDebugDraw();
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -16,5 +16,17 @@ module es {
|
||||
* 当每帧事件触发时
|
||||
*/
|
||||
FrameUpdated,
|
||||
/**
|
||||
* 当Core.useCustomUpdate为true时则派发该事件
|
||||
*/
|
||||
SceneUpdated,
|
||||
/**
|
||||
* 当场景需要绘制时
|
||||
*/
|
||||
CallDraw,
|
||||
/**
|
||||
* 当需要GC时
|
||||
*/
|
||||
CallGC,
|
||||
}
|
||||
}
|
||||
|
||||
@@ -46,8 +46,7 @@ module es {
|
||||
this.name = name;
|
||||
this.id = Entity._idGenerator++;
|
||||
|
||||
if (Core.entitySystemsEnabled)
|
||||
this.componentBits = new BitSet();
|
||||
this.componentBits = new BitSet();
|
||||
}
|
||||
|
||||
public _isDestroyed: boolean;
|
||||
@@ -211,11 +210,11 @@ module es {
|
||||
} else if (parent instanceof Entity) {
|
||||
this.transform.setParent(parent.transform);
|
||||
}
|
||||
|
||||
|
||||
return this;
|
||||
}
|
||||
|
||||
public setPosition(x: number, y: number){
|
||||
public setPosition(x: number, y: number) {
|
||||
this.transform.setPosition(x, y);
|
||||
return this;
|
||||
}
|
||||
@@ -225,22 +224,22 @@ module es {
|
||||
return this;
|
||||
}
|
||||
|
||||
public setRotation(radians: number){
|
||||
public setRotation(radians: number) {
|
||||
this.transform.setRotation(radians);
|
||||
return this;
|
||||
}
|
||||
|
||||
public setRotationDegrees(degrees: number){
|
||||
public setRotationDegrees(degrees: number) {
|
||||
this.transform.setRotationDegrees(degrees);
|
||||
return this;
|
||||
}
|
||||
|
||||
public setLocalRotation(radians: number){
|
||||
public setLocalRotation(radians: number) {
|
||||
this.transform.setLocalRotation(radians);
|
||||
return this;
|
||||
}
|
||||
|
||||
public setLocalRotationDegrees(degrees: number){
|
||||
public setLocalRotationDegrees(degrees: number) {
|
||||
this.transform.setLocalRotationDegrees(degrees);
|
||||
return this;
|
||||
}
|
||||
@@ -253,7 +252,7 @@ module es {
|
||||
} else {
|
||||
this.transform.setScale(new Vector2(scale));
|
||||
}
|
||||
|
||||
|
||||
return this;
|
||||
}
|
||||
|
||||
@@ -265,7 +264,7 @@ module es {
|
||||
} else {
|
||||
this.transform.setLocalScale(new Vector2(scale));
|
||||
}
|
||||
|
||||
|
||||
return this;
|
||||
}
|
||||
|
||||
@@ -381,6 +380,14 @@ module es {
|
||||
this.components.update();
|
||||
}
|
||||
|
||||
/**
|
||||
* 自定义渲染器可以选择是否调用它
|
||||
* @param batcher
|
||||
*/
|
||||
public debugRender(batcher: IBatcher) {
|
||||
this.components.debugRender(batcher);
|
||||
}
|
||||
|
||||
/**
|
||||
* 将组件添加到组件列表中。返回组件。
|
||||
* @param component
|
||||
|
||||
@@ -1,23 +1,51 @@
|
||||
module es {
|
||||
/** 场景 */
|
||||
export class Scene {
|
||||
/**
|
||||
* 默认场景 摄像机
|
||||
*/
|
||||
public camera: ICamera;
|
||||
/**
|
||||
* 这个场景中的实体列表
|
||||
*/
|
||||
public readonly entities: EntityList;
|
||||
/** 管理当前在场景中的所有RenderableComponents的列表 Entitys */
|
||||
public readonly renderableComponents: RenderableComponentList;
|
||||
/**
|
||||
* 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。
|
||||
* 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
|
||||
*/
|
||||
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;
|
||||
/**
|
||||
* 管理所有实体处理器
|
||||
*/
|
||||
public readonly entityProcessors: EntityProcessorList;
|
||||
|
||||
private _screenshotRequestCallback: (texture) => void;
|
||||
|
||||
public readonly _sceneComponents: SceneComponent[] = [];
|
||||
public _didSceneBegin;
|
||||
public _renderers: IRenderer[] = [];
|
||||
public readonly _afterPostProcessorRenderers: IRenderer[] = [];
|
||||
public _didSceneBegin: boolean;
|
||||
|
||||
constructor() {
|
||||
this.entities = new EntityList(this);
|
||||
|
||||
if (Core.entitySystemsEnabled)
|
||||
this.entityProcessors = new EntityProcessorList();
|
||||
this.renderableComponents = new RenderableComponentList();
|
||||
this.entityProcessors = new EntityProcessorList();
|
||||
|
||||
this.initialize();
|
||||
}
|
||||
@@ -43,15 +71,16 @@ module es {
|
||||
}
|
||||
|
||||
public begin() {
|
||||
if (this._renderers.length == 0) {
|
||||
console.warn("场景开始时没有渲染器");
|
||||
}
|
||||
|
||||
Physics.reset();
|
||||
this.updateResolutionScaler();
|
||||
|
||||
if (this.entityProcessors != null)
|
||||
this.entityProcessors.begin();
|
||||
|
||||
Core.emitter.addObserver(CoreEvents.GraphicsDeviceReset,this.updateResolutionScaler, this);
|
||||
Core.emitter.addObserver(CoreEvents.OrientationChanged, this.updateResolutionScaler, this);
|
||||
|
||||
this._didSceneBegin = true;
|
||||
this.onStart();
|
||||
|
||||
@@ -60,8 +89,8 @@ module es {
|
||||
public end() {
|
||||
this._didSceneBegin = false;
|
||||
|
||||
Core.emitter.removeObserver(CoreEvents.GraphicsDeviceReset, this.updateResolutionScaler);
|
||||
Core.emitter.removeObserver(CoreEvents.OrientationChanged, this.updateResolutionScaler);
|
||||
for (let i = 0; i < this._renderers.length; i++)
|
||||
this._renderers[i].unload();
|
||||
|
||||
this.entities.removeAllEntities();
|
||||
|
||||
@@ -70,6 +99,7 @@ module es {
|
||||
}
|
||||
this._sceneComponents.length = 0;
|
||||
|
||||
this.camera = null;
|
||||
Physics.clear();
|
||||
|
||||
if (this.entityProcessors)
|
||||
@@ -78,10 +108,19 @@ module es {
|
||||
this.unload();
|
||||
}
|
||||
|
||||
public updateResolutionScaler(){
|
||||
public updateResolutionScaler() {
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* 下一次绘制完成后,这将克隆回缓冲区,并调用回调与clone。
|
||||
* 注意,当使用完Texture后,你必须处理掉它
|
||||
* @param callback
|
||||
*/
|
||||
public requestScreenshot(callback: (texture) => void) {
|
||||
this._screenshotRequestCallback = callback;
|
||||
}
|
||||
|
||||
public update() {
|
||||
// 更新我们的列表,以防它们有任何变化
|
||||
this.entities.updateLists();
|
||||
@@ -98,10 +137,60 @@ module es {
|
||||
// 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)
|
||||
this.entityProcessors.lateUpdate();
|
||||
}
|
||||
|
||||
public render() {
|
||||
if (this._renderers.length == 0) {
|
||||
console.error("场景中没有渲染器!");
|
||||
return;
|
||||
}
|
||||
|
||||
let lastRendererHadRenderTarget = false;
|
||||
for (let i = 0; i < this._renderers.length; i++) {
|
||||
if (lastRendererHadRenderTarget && this._renderers[i].wantsToRenderToSceneRenderTarget) {
|
||||
// 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;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 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。
|
||||
* 几乎在所有情况下,finalRenderTarget都是空的。
|
||||
* 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。
|
||||
* @param finalRenderTarget
|
||||
*/
|
||||
public postRender(finalRenderTarget = null) {
|
||||
for (let i = 0; i < this._afterPostProcessorRenderers.length; i++) {
|
||||
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) {
|
||||
// TODO: 实现各平台的截图方式
|
||||
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) {
|
||||
|
||||
} else {
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 向组件列表添加并返回SceneComponent
|
||||
* @param component
|
||||
@@ -154,6 +243,62 @@ module es {
|
||||
component.onRemovedFromScene();
|
||||
}
|
||||
|
||||
/**
|
||||
* 添加一个渲染器到场景中
|
||||
* @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;
|
||||
}
|
||||
|
||||
/**
|
||||
* 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();
|
||||
}
|
||||
|
||||
/**
|
||||
* 将实体添加到此场景,并返回它
|
||||
* @param name
|
||||
@@ -168,8 +313,7 @@ module es {
|
||||
* @param entity
|
||||
*/
|
||||
public addEntity(entity: Entity) {
|
||||
if (new linq.List(this.entities.buffer).contains(entity))
|
||||
console.warn(`您试图将同一实体添加到场景两次: ${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}`);
|
||||
this.entities.add(entity);
|
||||
entity.scene = this;
|
||||
|
||||
|
||||
@@ -86,10 +86,8 @@ module es {
|
||||
if (isIUpdatable(component))
|
||||
new linq.List(this._updatableComponents).remove(component);
|
||||
|
||||
if (Core.entitySystemsEnabled) {
|
||||
this._entity.componentBits.set(ComponentTypeManager.getIndexFor(TypeUtils.getType(component)), false);
|
||||
this._entity.scene.entityProcessors.onComponentRemoved(this._entity);
|
||||
}
|
||||
this._entity.componentBits.set(ComponentTypeManager.getIndexFor(TypeUtils.getType(component)), false);
|
||||
this._entity.scene.entityProcessors.onComponentRemoved(this._entity);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -98,10 +96,8 @@ module es {
|
||||
if (isIUpdatable(component))
|
||||
this._updatableComponents.push(component);
|
||||
|
||||
if (Core.entitySystemsEnabled) {
|
||||
this._entity.componentBits.set(ComponentTypeManager.getIndexFor(TypeUtils.getType(component)));
|
||||
this._entity.scene.entityProcessors.onComponentAdded(this._entity);
|
||||
}
|
||||
this._entity.componentBits.set(ComponentTypeManager.getIndexFor(TypeUtils.getType(component)));
|
||||
this._entity.scene.entityProcessors.onComponentAdded(this._entity);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -125,10 +121,8 @@ module es {
|
||||
if (isIUpdatable(component))
|
||||
this._updatableComponents.push(component);
|
||||
|
||||
if (Core.entitySystemsEnabled) {
|
||||
this._entity.componentBits.set(ComponentTypeManager.getIndexFor(TypeUtils.getType(component)));
|
||||
this._entity.scene.entityProcessors.onComponentAdded(this._entity);
|
||||
}
|
||||
this._entity.componentBits.set(ComponentTypeManager.getIndexFor(TypeUtils.getType(component)));
|
||||
this._entity.scene.entityProcessors.onComponentAdded(this._entity);
|
||||
|
||||
this._components.push(component);
|
||||
this._tempBufferList.push(component);
|
||||
@@ -164,10 +158,8 @@ module es {
|
||||
if (isIUpdatable(component))
|
||||
new linq.List(this._updatableComponents).remove(component);
|
||||
|
||||
if (Core.entitySystemsEnabled) {
|
||||
this._entity.componentBits.set(ComponentTypeManager.getIndexFor(TypeUtils.getType(component)), false);
|
||||
this._entity.scene.entityProcessors.onComponentRemoved(this._entity);
|
||||
}
|
||||
this._entity.componentBits.set(ComponentTypeManager.getIndexFor(TypeUtils.getType(component)), false);
|
||||
this._entity.scene.entityProcessors.onComponentRemoved(this._entity);
|
||||
|
||||
component.onRemovedFromEntity();
|
||||
component.entity = null;
|
||||
@@ -252,5 +244,12 @@ module es {
|
||||
for (let i = 0; i < this._components.length; i++)
|
||||
this._components[i].onDisabled();
|
||||
}
|
||||
|
||||
public debugRender(batcher: IBatcher) {
|
||||
for (let i = 0; i < this._components.length; i++) {
|
||||
if (this._components[i].enabled)
|
||||
this._components[i].debugRender(batcher);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -136,16 +136,15 @@ module es {
|
||||
public updateLists() {
|
||||
if (this._entitiesToRemove.getCount() > 0) {
|
||||
this._entitiesToRemove.toArray().forEach(entity => {
|
||||
// 处理标签列表
|
||||
this.removeFromTagList(entity);
|
||||
// 处理标签列表
|
||||
this.removeFromTagList(entity);
|
||||
|
||||
// 处理常规实体列表
|
||||
new linq.List(this._entities).remove(entity);
|
||||
entity.onRemovedFromScene();
|
||||
entity.scene = null;
|
||||
|
||||
if (Core.entitySystemsEnabled)
|
||||
this.scene.entityProcessors.onEntityRemoved(entity);
|
||||
// 处理常规实体列表
|
||||
new linq.List(this._entities).remove(entity);
|
||||
entity.onRemovedFromScene();
|
||||
entity.scene = null;
|
||||
|
||||
this.scene.entityProcessors.onEntityRemoved(entity);
|
||||
});
|
||||
this._entitiesToRemove.clear();
|
||||
}
|
||||
@@ -157,8 +156,7 @@ module es {
|
||||
|
||||
this.addToTagList(entity);
|
||||
|
||||
if (Core.entitySystemsEnabled)
|
||||
this.scene.entityProcessors.onEntityAdded(entity);
|
||||
this.scene.entityProcessors.onEntityAdded(entity);
|
||||
});
|
||||
|
||||
this._entitiesToAdded.toArray().forEach(entity => {
|
||||
@@ -177,7 +175,7 @@ module es {
|
||||
// 根据需要对标签列表进行排序
|
||||
if (this._unsortedTags.size > 0) {
|
||||
this._unsortedTags.forEach(value => this._entityDict.get(value).sort((a, b) => a.compareTo(b)));
|
||||
|
||||
|
||||
this._unsortedTags.clear();
|
||||
}
|
||||
}
|
||||
@@ -192,12 +190,12 @@ module es {
|
||||
return this._entities[i];
|
||||
}
|
||||
|
||||
for (let i = 0; i < this._entitiesToAdded.getCount(); i ++){
|
||||
for (let i = 0; i < this._entitiesToAdded.getCount(); i++) {
|
||||
let entity = this._entitiesToAdded.toArray()[i];
|
||||
if (entity.name == name)
|
||||
return entity;
|
||||
}
|
||||
|
||||
|
||||
return null;
|
||||
}
|
||||
|
||||
@@ -229,7 +227,7 @@ module es {
|
||||
list.push(this._entities[i] as T);
|
||||
}
|
||||
|
||||
for (let i = 0; i < this._entitiesToAdded.getCount(); i ++){
|
||||
for (let i = 0; i < this._entitiesToAdded.getCount(); i++) {
|
||||
let entity = this._entitiesToAdded.toArray()[i];
|
||||
if (TypeUtils.getType(entity) instanceof type) {
|
||||
list.push(entity as T);
|
||||
|
||||
90
source/src/ECS/Utils/RenderableComponentList.ts
Normal file
90
source/src/ECS/Utils/RenderableComponentList.ts
Normal file
@@ -0,0 +1,90 @@
|
||||
module es {
|
||||
export class RenderableComponentList {
|
||||
// IRenderable列表的全局updateOrder排序
|
||||
public static compareUpdatableOrder: IComparer<IRenderable> = new RenderableComparer();
|
||||
|
||||
/**
|
||||
* 添加到实体的组件列表
|
||||
*/
|
||||
private _components: IRenderable[] = [];
|
||||
/**
|
||||
* 通过renderLayer跟踪组件,便于检索
|
||||
*/
|
||||
private _componentsByRenderLayer: Map<number, IRenderable[]> = new Map();
|
||||
|
||||
private _unsortedRenderLayers: number[] = [];
|
||||
private _componentsNeedSort: boolean = true;
|
||||
|
||||
public get count() {
|
||||
return this._components.length;
|
||||
}
|
||||
|
||||
public get(index: number): IRenderable {
|
||||
return this._components[index];
|
||||
}
|
||||
|
||||
public add(component: IRenderable) {
|
||||
this._components.push(component);
|
||||
this.addToRenderLayerList(component, component.renderLayer);
|
||||
}
|
||||
|
||||
public remove(component: IRenderable) {
|
||||
new linq.List(this._components).remove(component);
|
||||
new linq.List(this._componentsByRenderLayer.get(component.renderLayer)).remove(component);
|
||||
}
|
||||
|
||||
public updateRenderableRenderLayer(component: IRenderable, oldRenderLayer: number, newRenderLayer: number) {
|
||||
// 需要注意的是,在组件 "上线 "之前,renderLayer可能会发生变化
|
||||
if (this._componentsByRenderLayer.has(oldRenderLayer) &&
|
||||
new linq.List(this._componentsByRenderLayer.get(oldRenderLayer)).contains(component)) {
|
||||
new linq.List(this._componentsByRenderLayer.get(oldRenderLayer)).remove(component);
|
||||
this.addToRenderLayerList(component, newRenderLayer);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 弄脏RenderLayers排序标志,导致所有组件的重新排序
|
||||
* @param renderLayer
|
||||
*/
|
||||
public setRenderLayerNeedsComponentSort(renderLayer: number) {
|
||||
if (!new linq.List(this._unsortedRenderLayers).contains(renderLayer))
|
||||
this._unsortedRenderLayers.push(renderLayer);
|
||||
this._componentsNeedSort = true;
|
||||
}
|
||||
|
||||
private addToRenderLayerList(component: IRenderable, renderLayer: number) {
|
||||
let list = this.componentsWithRenderLayer(renderLayer);
|
||||
Insist.isFalse(new linq.List(list).contains(component), "组件renderLayer列表已经包含这个组件");
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取所有给定renderLayer的组件。组件列表是预先排序的。
|
||||
* @param renderLayer
|
||||
*/
|
||||
public componentsWithRenderLayer(renderLayer: number) {
|
||||
if (!this._componentsByRenderLayer.has(renderLayer)) {
|
||||
this._componentsByRenderLayer.set(renderLayer, []);
|
||||
}
|
||||
|
||||
return this._componentsByRenderLayer.get(renderLayer);
|
||||
}
|
||||
|
||||
public updateList() {
|
||||
if (this._componentsNeedSort) {
|
||||
this._components.sort(RenderableComponentList.compareUpdatableOrder.compare);
|
||||
this._componentsNeedSort = false;
|
||||
}
|
||||
|
||||
if (this._unsortedRenderLayers.length > 0) {
|
||||
for (let i = 0, count = this._unsortedRenderLayers.length; i < count; i++) {
|
||||
let renderLayerComponents = this._componentsByRenderLayer.get(this._unsortedRenderLayers[i]);
|
||||
if (renderLayerComponents) {
|
||||
renderLayerComponents.sort(RenderableComponentList.compareUpdatableOrder.compare);
|
||||
}
|
||||
}
|
||||
|
||||
this._unsortedRenderLayers.length = 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user