主版本(支持渲染版本移动分支至support_engine)
This commit is contained in:
@@ -78,9 +78,6 @@ 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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@@ -84,14 +84,6 @@ module es {
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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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@@ -40,13 +40,6 @@ module es {
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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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@@ -114,32 +114,6 @@ module es {
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}
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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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this.registerColliderWithPhysicsSystem();
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}
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@@ -23,13 +23,5 @@ 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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@@ -1,80 +0,0 @@
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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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@@ -1,230 +0,0 @@
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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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public static renderIdGenerator: number = 0;
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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 abstract get width();
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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 abstract get height();
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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 abstract get bounds();
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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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* 渲染时传递给批处理程序的颜色
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*/
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public color: number = 0xffffff;
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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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constructor() {
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super();
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}
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public debugRenderEnabled: boolean = true;
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protected _localOffset: Vector2 = Vector2.zero;
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protected _layerDepth: number;
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protected _renderLayer: number;
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protected _bounds: Rectangle = Rectangle.empty;
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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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* 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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public onRemovedFromEntity() {
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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。
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* 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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* 标准的Batcher图层深度,0为前面,1为后面。
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* 改变这个值会触发一种类似于renderableComponents的方法
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* @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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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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* 较低的渲染层在前面,较高的在后面
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* @param renderLayer
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*/
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public setRenderLayer(renderLayer: number): RenderableComponent {
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if (renderLayer != this._renderLayer) {
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let oldRenderLayer = this._renderLayer;
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this._renderLayer = renderLayer;
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// 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
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if (this.entity && this.entity.scene)
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this.entity.scene.renderableComponents.updateRenderableRenderLayer(this, oldRenderLayer, this._renderLayer);
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}
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return this;
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}
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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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* @param offset
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*/
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public setLocalOffset(offset: Vector2): RenderableComponent {
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if (!this._localOffset.equals(offset)) {
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this._localOffset = offset;
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this._areBoundsDirty = true;
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}
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return this;
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}
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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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public getMaterial<T extends IMaterial>(): T {
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return this.material as T;
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}
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/**
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* 先按renderLayer排序,再按layerDepth排序,最后按材质排序
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* @param other
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*/
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public compare(other: RenderableComponent) {
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let res = other.renderLayer - this.renderLayer;
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if (res == 0) {
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res = other.layerDepth - this.layerDepth;
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if (res == 0) {
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if (this.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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}
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}
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}
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@@ -1,29 +1,12 @@
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module es {
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export enum CoreEvents {
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/**
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* 在图形设备重置时触发。当这种情况发生时,任何渲染目标或其他内容的VRAM将被擦除,需要重新生成
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*/
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graphicsDeviceReset,
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/**
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* 当场景发生变化时触发
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*/
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sceneChanged,
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/**
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* 当设备方向改变时触发
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* 每帧更新事件
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*/
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orientationChanged,
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/**
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* 当Core.useCustomUpdate为true时则派发该事件
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*/
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sceneUpdated,
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addDefaultRender,
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setRenderTarget,
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clearGraphics,
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disposeRenderTarget,
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resolutionScale,
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resolutionOffset,
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createRenderTarget,
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createCamera,
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rendererSizeChanged,
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frameUpdated,
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}
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}
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@@ -380,14 +380,6 @@ module es {
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this.components.update();
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}
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/**
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* 自定义渲染器可以选择是否调用它
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* @param batcher
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*/
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public debugRender(batcher: IBatcher) {
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this.components.debugRender(batcher);
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}
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/**
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* 将组件添加到组件列表中。返回组件。
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* @param component
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@@ -13,105 +13,23 @@ 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ResolutionPolicy是完美的像素,这将被设置为为它计算的比例
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||||
*/
|
||||
public pixelPerfectScale: number = 1;
|
||||
/**
|
||||
* 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;
|
||||
/**
|
||||
* 所有场景的默认分辨率大小
|
||||
*/
|
||||
private static _defaultDesignResolutionSize: Vector2 = Vector2.zero;
|
||||
private static _defaultDesignBleedSize: Vector2 = Vector2.zero;
|
||||
/**
|
||||
* 用于所有场景的默认分辨率策略
|
||||
*/
|
||||
private static _defaultSceneResolutionPolicy: SceneResolutionPolicy = SceneResolutionPolicy.none;
|
||||
/**
|
||||
* 场景的解析策略
|
||||
*/
|
||||
private _resolutionPolicy: SceneResolutionPolicy;
|
||||
/**
|
||||
* 场景使用的设计分辨率大小
|
||||
*/
|
||||
private _designResolutionSize: Vector2 = Vector2.zero;
|
||||
private _designBleedSize: Vector2 = Vector2.zero;
|
||||
/**
|
||||
* 这将根据分辨率策略进行设置,并用于RenderTarget的最终输出
|
||||
*/
|
||||
private _finalRenderDestinationRect: Rectangle = Rectangle.empty;
|
||||
|
||||
private _sceneRenderTarget: Ref<any> = new Ref(null);
|
||||
private _destinationRenderTarget: Ref<any> = new Ref(null);
|
||||
private _screenshotRequestCallback: (texture) => void;
|
||||
|
||||
public readonly _sceneComponents: SceneComponent[] = [];
|
||||
public _renderers: IRenderer[] = [];
|
||||
public readonly _afterPostProcessorRenderers: IRenderer[] = [];
|
||||
private _didSceneBegin: boolean;
|
||||
|
||||
private currentRenderId: Ref<number> = new Ref(null);
|
||||
|
||||
/**
|
||||
* 设置新场景将使用的默认设计尺寸和分辨率策略,水平/垂直Bleed仅与BestFit相关
|
||||
* @param width
|
||||
* @param height
|
||||
* @param sceneResolutionPolicy
|
||||
* @param horizontalBleed
|
||||
* @param vertialcalBleed
|
||||
*/
|
||||
public static setDefaultDesignResolution(width: number, height: number,
|
||||
sceneResolutionPolicy: SceneResolutionPolicy,
|
||||
horizontalBleed: number = 0, vertialcalBleed: number = 0) {
|
||||
this._defaultDesignBleedSize = new Vector2(width, height);
|
||||
this._defaultSceneResolutionPolicy = sceneResolutionPolicy;
|
||||
if (this._defaultSceneResolutionPolicy == SceneResolutionPolicy.bestFit)
|
||||
this._defaultDesignBleedSize = new Vector2(horizontalBleed, vertialcalBleed);
|
||||
}
|
||||
|
||||
constructor() {
|
||||
this.entities = new EntityList(this);
|
||||
this.renderableComponents = new RenderableComponentList();
|
||||
this.entityProcessors = new EntityProcessorList();
|
||||
|
||||
Framework.emitter.emit(CoreEvents.createCamera, this);
|
||||
|
||||
this._resolutionPolicy = Scene._defaultSceneResolutionPolicy;
|
||||
this._designResolutionSize = Scene._defaultDesignResolutionSize;
|
||||
this._designBleedSize = Scene._defaultDesignBleedSize;
|
||||
|
||||
this.initialize();
|
||||
}
|
||||
|
||||
@@ -136,16 +54,7 @@ module es {
|
||||
}
|
||||
|
||||
public begin() {
|
||||
if (this._renderers.length == 0) {
|
||||
Framework.emitter.emit(CoreEvents.addDefaultRender);
|
||||
console.warn("场景开始时没有渲染器");
|
||||
}
|
||||
|
||||
Physics.reset();
|
||||
this.updateResolutionScaler();
|
||||
Framework.emitter.emit(CoreEvents.setRenderTarget, this._sceneRenderTarget);
|
||||
Framework.emitter.addObserver(CoreEvents.graphicsDeviceReset, this.updateResolutionScaler, this);
|
||||
Framework.emitter.addObserver(CoreEvents.orientationChanged, this.updateResolutionScaler, this);
|
||||
|
||||
if (this.entityProcessors != null)
|
||||
this.entityProcessors.begin();
|
||||
@@ -158,10 +67,6 @@ module es {
|
||||
public end() {
|
||||
this._didSceneBegin = false;
|
||||
|
||||
for (let i = 0; i < this._renderers.length; i++)
|
||||
this._renderers[i].unload();
|
||||
|
||||
Framework.emitter.removeObserver(CoreEvents.graphicsDeviceReset, this.updateResolutionScaler);
|
||||
this.entities.removeAllEntities();
|
||||
|
||||
for (let i = 0; i < this._sceneComponents.length; i++) {
|
||||
@@ -169,9 +74,6 @@ module es {
|
||||
}
|
||||
this._sceneComponents.length = 0;
|
||||
|
||||
this.camera = null;
|
||||
Framework.emitter.emit(CoreEvents.disposeRenderTarget, this._sceneRenderTarget);
|
||||
Framework.emitter.emit(CoreEvents.disposeRenderTarget, this._destinationRenderTarget);
|
||||
Physics.clear();
|
||||
|
||||
if (this.entityProcessors)
|
||||
@@ -180,107 +82,7 @@ module es {
|
||||
this.unload();
|
||||
}
|
||||
|
||||
public updateResolutionScaler() {
|
||||
let designSize = this._designResolutionSize;
|
||||
let screenSize = new Vector2(Screen.width, Screen.height);
|
||||
let screenAspectRatio = screenSize.x / screenSize.y;
|
||||
|
||||
let renderTargetWidth = screenSize.x;
|
||||
let renderTargetHeight = screenSize.y;
|
||||
|
||||
let resolutionScaleX = screenSize.x / designSize.x;
|
||||
let resolutionScaleY = screenSize.y / designSize.y;
|
||||
|
||||
let rectCalculated = false;
|
||||
|
||||
// 计算PixelPerfect变体所使用的比例
|
||||
this.pixelPerfectScale = 1;
|
||||
if (this._resolutionPolicy != SceneResolutionPolicy.none) {
|
||||
if (designSize.x / designSize.y > screenAspectRatio)
|
||||
this.pixelPerfectScale = screenSize.x / designSize.x;
|
||||
else
|
||||
this.pixelPerfectScale = screenSize.y / designSize.y;
|
||||
|
||||
if (this.pixelPerfectScale == 0)
|
||||
this.pixelPerfectScale = 1;
|
||||
}
|
||||
|
||||
switch (this._resolutionPolicy) {
|
||||
case SceneResolutionPolicy.none:
|
||||
this._finalRenderDestinationRect.x = this._finalRenderDestinationRect.y = 0;
|
||||
this._finalRenderDestinationRect.width = screenSize.x;
|
||||
this._finalRenderDestinationRect.height = screenSize.y;
|
||||
rectCalculated = true;
|
||||
break;
|
||||
case SceneResolutionPolicy.bestFit:
|
||||
let safeScaleX = screenSize.x / (designSize.x - this._designBleedSize.x);
|
||||
let safeScaleY = screenSize.y / (designSize.y - this._designBleedSize.y);
|
||||
|
||||
let resolutionScale = Math.max(resolutionScaleX, resolutionScaleY);
|
||||
let safeScale = Math.min(safeScaleX, safeScaleY);
|
||||
|
||||
resolutionScaleX = resolutionScaleY = Math.min(resolutionScale, safeScale);
|
||||
|
||||
renderTargetWidth = designSize.x;
|
||||
renderTargetHeight = designSize.y;
|
||||
|
||||
break;
|
||||
}
|
||||
|
||||
// 如果我们还没有计算出一个矩形
|
||||
if (!rectCalculated) {
|
||||
// 计算RenderTarget的显示矩形
|
||||
let renderWidth = designSize.x * resolutionScaleX;
|
||||
let renderHeight = designSize.y * resolutionScaleY;
|
||||
|
||||
this._finalRenderDestinationRect = new Rectangle((screenSize.x - renderWidth) / 2,
|
||||
(screenSize.y - renderHeight) / 2, renderWidth, renderHeight);
|
||||
}
|
||||
|
||||
// 在Input类中设置一些值,将鼠标位置转换为我们的缩放分辨率
|
||||
let scaleX = renderTargetWidth / this._finalRenderDestinationRect.width;
|
||||
let scaleY = renderTargetHeight / this._finalRenderDestinationRect.height;
|
||||
|
||||
Framework.emitter.emit(CoreEvents.resolutionScale, new Vector2(scaleX, scaleY));
|
||||
Framework.emitter.emit(CoreEvents.resolutionOffset, this._finalRenderDestinationRect.location);
|
||||
|
||||
// 调整我们的RenderTargets大小
|
||||
if (this._sceneRenderTarget != null)
|
||||
Framework.emitter.emit(CoreEvents.disposeRenderTarget, this._sceneRenderTarget);
|
||||
Framework.emitter.emit(CoreEvents.createRenderTarget, this._sceneRenderTarget, renderTargetWidth, renderTargetHeight);
|
||||
|
||||
// 只有在已经存在的情况下才会创建 destinationRenderTarget
|
||||
if (this._destinationRenderTarget != null) {
|
||||
Framework.emitter.emit(CoreEvents.disposeRenderTarget, this._destinationRenderTarget);
|
||||
Framework.emitter.emit(CoreEvents.createRenderTarget, this._destinationRenderTarget, renderTargetWidth, renderTargetHeight);
|
||||
}
|
||||
|
||||
// 通知渲染器、后处理器和FinalRenderDelegate渲染纹理尺寸的变化
|
||||
for (let i = 0; i < this._renderers.length; i++)
|
||||
this._renderers[i].onSceneBackBufferSizeChanged(renderTargetWidth, renderTargetHeight);
|
||||
|
||||
for (let i = 0; i < this._afterPostProcessorRenderers.length; i++)
|
||||
this._afterPostProcessorRenderers[i].onSceneBackBufferSizeChanged(renderTargetWidth, renderTargetHeight);
|
||||
|
||||
if (this._finalRenderDelegate != null)
|
||||
this._finalRenderDelegate.onSceneBackBufferSizeChanged(renderTargetWidth, renderTargetHeight);
|
||||
|
||||
this.camera.onSceneRenderTargetSizeChanged(renderTargetWidth, renderTargetHeight);
|
||||
}
|
||||
|
||||
/**
|
||||
* 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() {
|
||||
// 我们在这里设置RenderTarget,这样Viewport就会与RenderTarget正确匹配
|
||||
Framework.emitter.emit(CoreEvents.setRenderTarget, this._sceneRenderTarget);
|
||||
|
||||
// 更新我们的列表,以防它们有任何变化
|
||||
this.entities.updateLists();
|
||||
|
||||
@@ -296,92 +98,10 @@ 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;
|
||||
}
|
||||
|
||||
// 渲染器应该总是先有那些需要RenderTarget的。
|
||||
// 他们在渲染的时候会自己清空并设置自己为当前的RenderTarget。
|
||||
// 如果第一个Renderer想要sceneRenderTarget,我们现在就设置并清除它
|
||||
if (this._renderers[0].wantsToRenderToSceneRenderTarget) {
|
||||
Framework.emitter.emit(CoreEvents.setRenderTarget, this._sceneRenderTarget);
|
||||
Framework.emitter.emit(CoreEvents.clearGraphics);
|
||||
}
|
||||
|
||||
let lastRendererHadRenderTarget = false;
|
||||
for (let i = 0; i < this._renderers.length; i++) {
|
||||
if (lastRendererHadRenderTarget && this._renderers[i].wantsToRenderToSceneRenderTarget) {
|
||||
Framework.emitter.emit(CoreEvents.setRenderTarget, this._sceneRenderTarget);
|
||||
Framework.emitter.emit(CoreEvents.clearGraphics);
|
||||
|
||||
// 强制更新相机矩阵,以考虑到新的视口尺寸
|
||||
if (this._renderers[i].camera != null)
|
||||
this._renderers[i].camera.forceMatrixUpdate();
|
||||
this.camera && this.camera.forceMatrixUpdate();
|
||||
}
|
||||
|
||||
this._renderers[i].render(this);
|
||||
lastRendererHadRenderTarget = this._renderers[i].renderTexture != null;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 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) {
|
||||
let enabledCounter = 0;
|
||||
|
||||
for (let i = 0; i < this._afterPostProcessorRenderers.length; i++) {
|
||||
if (i == 0) {
|
||||
// 我们需要在这里设置正确的RenderTarget
|
||||
let currentRenderTarget = MathHelper.isEven(enabledCounter) ? this._sceneRenderTarget : this._destinationRenderTarget;
|
||||
Framework.emitter.emit(CoreEvents.setRenderTarget, currentRenderTarget);
|
||||
}
|
||||
|
||||
if (this._afterPostProcessorRenderers[i].camera != null)
|
||||
this._afterPostProcessorRenderers[i].camera.forceMatrixUpdate();
|
||||
this._afterPostProcessorRenderers[i].render(this);
|
||||
}
|
||||
|
||||
// 如果我们有一个截图请求,在最终渲染到回缓冲区之前处理它
|
||||
if (this._screenshotRequestCallback != null) {
|
||||
let currentRenderTarget = MathHelper.isEven(enabledCounter) ? this._sceneRenderTarget : this._destinationRenderTarget;
|
||||
this._screenshotRequestCallback(currentRenderTarget.value);
|
||||
this._screenshotRequestCallback = null;
|
||||
}
|
||||
|
||||
// 将我们的最终结果渲染到后置缓冲区,或者让我们的委托来做
|
||||
if (this._finalRenderDelegate != null) {
|
||||
let currentRenderTarget = MathHelper.isEven(enabledCounter) ? this._sceneRenderTarget : this._destinationRenderTarget;
|
||||
this._finalRenderDelegate.handleFinalRender(finalRenderTarget, currentRenderTarget, this._finalRenderDestinationRect);
|
||||
} else {
|
||||
let currentRenderTarget = MathHelper.isEven(enabledCounter) ? this._sceneRenderTarget : this._destinationRenderTarget;
|
||||
Framework.emitter.emit(CoreEvents.setRenderTarget, finalRenderTarget);
|
||||
Framework.emitter.emit(CoreEvents.clearGraphics);
|
||||
|
||||
Framework.batcher.begin(this.currentRenderId, null);
|
||||
Framework.batcher.draw(currentRenderTarget.value,
|
||||
new Vector2(this._finalRenderDestinationRect.x, this._finalRenderDestinationRect.y),
|
||||
0xffffff,
|
||||
0,
|
||||
Vector2.zero,
|
||||
new Vector2(this._finalRenderDestinationRect.width, this._finalRenderDestinationRect.height));
|
||||
Framework.batcher.end();
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 向组件列表添加并返回SceneComponent
|
||||
* @param component
|
||||
@@ -434,67 +154,6 @@ 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);
|
||||
|
||||
if (this._didSceneBegin)
|
||||
Framework.emitter.emit(CoreEvents.rendererSizeChanged, this._sceneRenderTarget.value);
|
||||
|
||||
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) {
|
||||
let afterProcessLinqList = new linq.List(this._afterPostProcessorRenderers);
|
||||
let rendererLinqList = new linq.List(this._renderers);
|
||||
Insist.isTrue(rendererLinqList.contains(renderer) ||
|
||||
afterProcessLinqList.contains(renderer));
|
||||
|
||||
if (renderer.wantsToRenderAfterPostProcessors)
|
||||
afterProcessLinqList.remove(renderer);
|
||||
else
|
||||
rendererLinqList.remove(renderer);
|
||||
|
||||
renderer.unload();
|
||||
}
|
||||
|
||||
/**
|
||||
* 将实体添加到此场景,并返回它
|
||||
* @param name
|
||||
|
||||
@@ -82,9 +82,6 @@ module es {
|
||||
for (let component of this._components) {
|
||||
if (!component) continue;
|
||||
|
||||
if (component instanceof RenderableComponent)
|
||||
new linq.List(this._entity.scene.renderableComponents.buffer).remove(component);
|
||||
|
||||
// 处理IUpdatable
|
||||
if (isIUpdatable(component))
|
||||
new linq.List(this._updatableComponents).remove(component);
|
||||
@@ -96,9 +93,6 @@ module es {
|
||||
|
||||
public registerAllComponents() {
|
||||
for (let component of this._components) {
|
||||
if (component instanceof RenderableComponent)
|
||||
this._entity.scene.renderableComponents.buffer.push(component);
|
||||
|
||||
if (isIUpdatable(component))
|
||||
this._updatableComponents.push(component);
|
||||
|
||||
@@ -124,9 +118,6 @@ module es {
|
||||
for (let i = 0, count = this._componentsToAdd.length; i < count; i++) {
|
||||
let component = this._componentsToAdd[i];
|
||||
|
||||
if (component instanceof RenderableComponent)
|
||||
this._entity.scene.renderableComponents.buffer.push(component);
|
||||
|
||||
if (isIUpdatable(component))
|
||||
this._updatableComponents.push(component);
|
||||
|
||||
@@ -162,9 +153,6 @@ module es {
|
||||
}
|
||||
|
||||
public handleRemove(component: Component) {
|
||||
if (component instanceof RenderableComponent)
|
||||
new linq.List(this._entity.scene.renderableComponents.buffer).remove(component);
|
||||
|
||||
if (isIUpdatable(component))
|
||||
new linq.List(this._updatableComponents).remove(component);
|
||||
|
||||
@@ -254,12 +242,5 @@ 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);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,94 +0,0 @@
|
||||
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 buffer(){
|
||||
return this._components;
|
||||
}
|
||||
|
||||
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