移除Core,新增各接口用于sdk扩展
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@@ -1,23 +1,51 @@
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module es {
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/** 场景 */
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export class Scene {
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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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/**
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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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/** 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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/**
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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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private _screenshotRequestCallback: (texture) => void;
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public readonly _sceneComponents: SceneComponent[] = [];
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public _didSceneBegin;
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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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constructor() {
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this.entities = new EntityList(this);
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if (Core.entitySystemsEnabled)
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this.entityProcessors = new EntityProcessorList();
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this.renderableComponents = new RenderableComponentList();
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this.entityProcessors = new EntityProcessorList();
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this.initialize();
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}
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@@ -43,15 +71,16 @@ module es {
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}
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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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Physics.reset();
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this.updateResolutionScaler();
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if (this.entityProcessors != null)
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this.entityProcessors.begin();
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Core.emitter.addObserver(CoreEvents.GraphicsDeviceReset,this.updateResolutionScaler, this);
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Core.emitter.addObserver(CoreEvents.OrientationChanged, this.updateResolutionScaler, this);
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this._didSceneBegin = true;
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this.onStart();
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@@ -60,8 +89,8 @@ module es {
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public end() {
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this._didSceneBegin = false;
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Core.emitter.removeObserver(CoreEvents.GraphicsDeviceReset, this.updateResolutionScaler);
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Core.emitter.removeObserver(CoreEvents.OrientationChanged, this.updateResolutionScaler);
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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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this.entities.removeAllEntities();
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@@ -70,6 +99,7 @@ module es {
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}
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this._sceneComponents.length = 0;
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this.camera = null;
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Physics.clear();
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if (this.entityProcessors)
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@@ -78,10 +108,19 @@ module es {
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this.unload();
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}
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public updateResolutionScaler(){
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public updateResolutionScaler() {
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}
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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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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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@@ -98,10 +137,60 @@ module es {
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// 更新我们的实体组
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this.entities.update();
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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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if (this.entityProcessors != null)
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this.entityProcessors.lateUpdate();
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}
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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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/**
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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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@@ -154,6 +243,62 @@ module es {
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component.onRemovedFromScene();
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}
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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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}
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renderer.onAddedToScene(this);
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return renderer;
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}
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/**
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* 得到第一个T型的渲染器
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* @param type
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*/
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public getRenderer<T extends IRenderer>(type): T {
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for (let i = 0; i < this._renderers.length; i++) {
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if (this._renderers[i] instanceof type)
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return this._renderers[i] as T;
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}
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for (let i = 0; i < this._afterPostProcessorRenderers.length; i++) {
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if (this._afterPostProcessorRenderers[i] instanceof type)
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return this._afterPostProcessorRenderers[i] as T;
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}
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return null;
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}
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/**
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* 从场景中移除渲染器
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* @param renderer
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*/
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public removeRenderer(renderer: IRenderer) {
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Insist.isTrue(new linq.List(this._renderers).contains(renderer) ||
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new linq.List(this._afterPostProcessorRenderers).contains(renderer));
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if (renderer.wantsToRenderAfterPostProcessors)
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new linq.List(this._afterPostProcessorRenderers).remove(renderer);
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else
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new linq.List(this._renderers).remove(renderer);
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renderer.unload();
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}
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/**
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* 将实体添加到此场景,并返回它
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* @param name
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@@ -168,8 +313,7 @@ module es {
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* @param entity
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*/
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public addEntity(entity: Entity) {
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if (new linq.List(this.entities.buffer).contains(entity))
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console.warn(`您试图将同一实体添加到场景两次: ${entity}`);
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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);
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entity.scene = this;
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