2021SC@SDUSC
(接上文)
目录
ParticleRenderable.dispose(...)
ParticleRenderable.js
4.2函数
ParticleRenderable.dispose(...)
dispose: function(renderer) {
for (var i = 0; i < this._particles.length; i++) {
var p = this._particles[i];
p.emitter.kill(p);
}
this.geometry.dispose(renderer);
},
该函数用于将粒子全部放回粒子池,随后调用geometry内定义的dispose()处理渲染器。
Geometry.dispose(...)
dispose: function (renderer) {
var cache = this._cache;
cache.use(renderer.__uid__);
var chunks = cache.get('chunks');
if (chunks) {
for (var c = 0; c < chunks.length; c++) {
var chunk = chunks[c];
for (var k = 0; k < chunk.attributeBuffers.length; k++) {
var attribs = chunk.attributeBuffers[k];
renderer.gl.deleteBuffer(attribs.buffer);
}
if (chunk.indicesBuffer) {
renderer.gl.deleteBuffer(chunk.indicesBuffer.buffer);
}
}
}
if (this.__vaoCache) {
var vaoExt = renderer.getGLExtension('OES_vertex_array_object');
for (var id in this.__vaoCache) {
var vao = this.__vaoCache[id].vao;
if (vao) {
vaoExt.deleteVertexArrayOES(vao);
}
}
}
this.__vaoCache = {};
cache.deleteContext(renderer.__uid__);
}
该函数通过更新缓冲区内的信息,最后删除相应上下文渲染器。
clone()
clone: function() {
var particleRenderable = new ParticleRenderable({
material: this.material
});
particleRenderable.loop = this.loop;
particleRenderable.duration = this.duration;
particleRenderable.oneshot = this.oneshot;
particleRenderable.spriteAnimationRepeat = this.spriteAnimationRepeat;
particleRenderable.spriteAnimationTileY = this.spriteAnimationTileY;
particleRenderable.spriteAnimationTileX = this.spriteAnimationTileX;
particleRenderable.position.copy(this.position);
particleRenderable.rotation.copy(this.rotation);
particleRenderable.scale.copy(this.scale);
for (var i = 0; i < this._children.length; i++) {
particleRenderable.add(this._children[i].clone());
}
return particleRenderable;
}
克隆函数,将当前particleRendeable的属性数据全部赋予一个新的particleRendeable,并返回。