babylon.scene.ts 56 KB

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  1. module BABYLON {
  2. export interface IDisposable {
  3. dispose(): void;
  4. }
  5. export class Scene {
  6. // Statics
  7. public static FOGMODE_NONE = 0;
  8. public static FOGMODE_EXP = 1;
  9. public static FOGMODE_EXP2 = 2;
  10. public static FOGMODE_LINEAR = 3;
  11. public static MinDeltaTime = 1.0;
  12. public static MaxDeltaTime = 1000.0;
  13. // Members
  14. public autoClear = true;
  15. public clearColor: any = new BABYLON.Color3(0.2, 0.2, 0.3);
  16. public ambientColor = new BABYLON.Color3(0, 0, 0);
  17. public beforeRender: () => void;
  18. public afterRender: () => void;
  19. public onDispose: () => void;
  20. public beforeCameraRender: (camera: Camera) => void;
  21. public afterCameraRender: (camera: Camera) => void;
  22. public forceWireframe = false;
  23. public clipPlane: Plane;
  24. // Pointers
  25. private _onPointerMove: (evt: PointerEvent) => void;
  26. private _onPointerDown: (evt: PointerEvent) => void;
  27. public onPointerDown: (evt: PointerEvent, pickInfo: PickingInfo) => void;
  28. public cameraToUseForPointers: Camera = null; // Define this parameter if you are using multiple cameras and you want to specify which one should be used for pointer position
  29. private _pointerX: number;
  30. private _pointerY: number;
  31. private _meshUnderPointer: AbstractMesh;
  32. // Keyboard
  33. private _onKeyDown: (evt: Event) => void;
  34. private _onKeyUp: (evt: Event) => void;
  35. // Fog
  36. public fogMode = BABYLON.Scene.FOGMODE_NONE;
  37. public fogColor = new Color3(0.2, 0.2, 0.3);
  38. public fogDensity = 0.1;
  39. public fogStart = 0;
  40. public fogEnd = 1000.0;
  41. // Lights
  42. public shadowsEnabled = true;
  43. public lightsEnabled = true;
  44. public lights = new Array<Light>();
  45. // Cameras
  46. public cameras = new Array<Camera>();
  47. public activeCameras = new Array<Camera>();
  48. public activeCamera: Camera;
  49. // Meshes
  50. public meshes = new Array<AbstractMesh>();
  51. // Geometries
  52. private _geometries = new Array<Geometry>();
  53. public materials = new Array<Material>();
  54. public multiMaterials = new Array<MultiMaterial>();
  55. public defaultMaterial = new BABYLON.StandardMaterial("default material", this);
  56. // Textures
  57. public texturesEnabled = true;
  58. public textures = new Array<BaseTexture>();
  59. // Particles
  60. public particlesEnabled = true;
  61. public particleSystems = new Array<ParticleSystem>();
  62. // Sprites
  63. public spriteManagers = new Array<SpriteManager>();
  64. // Layers
  65. public layers = new Array<Layer>();
  66. // Skeletons
  67. public skeletons = new Array<Skeleton>();
  68. // Lens flares
  69. public lensFlaresEnabled = true;
  70. public lensFlareSystems = new Array<LensFlareSystem>();
  71. // Collisions
  72. public collisionsEnabled = true;
  73. public gravity = new BABYLON.Vector3(0, -9.0, 0);
  74. // Postprocesses
  75. public postProcessesEnabled = true;
  76. public postProcessManager: PostProcessManager;
  77. public postProcessRenderPipelineManager: PostProcessRenderPipelineManager;
  78. // Customs render targets
  79. public renderTargetsEnabled = true;
  80. public customRenderTargets = new Array<RenderTargetTexture>();
  81. // Delay loading
  82. public useDelayedTextureLoading: boolean;
  83. // Imported meshes
  84. public importedMeshesFiles = new Array<String>();
  85. // Database
  86. public database; //ANY
  87. // Actions
  88. public actionManager: ActionManager;
  89. public _actionManagers = new Array<ActionManager>();
  90. private _meshesForIntersections = new SmartArray<AbstractMesh>(256);
  91. // Procedural textures
  92. public proceduralTexturesEnabled = true;
  93. public _proceduralTextures = new Array<ProceduralTexture>();
  94. // Private
  95. private _engine: Engine;
  96. private _totalVertices = 0;
  97. public _activeVertices = 0;
  98. public _activeParticles = 0;
  99. private _lastFrameDuration = 0;
  100. private _evaluateActiveMeshesDuration = 0;
  101. private _renderTargetsDuration = 0;
  102. public _particlesDuration = 0;
  103. private _renderDuration = 0;
  104. public _spritesDuration = 0;
  105. private _animationRatio = 0;
  106. private _animationStartDate: number;
  107. private _renderId = 0;
  108. private _executeWhenReadyTimeoutId = -1;
  109. public _toBeDisposed = new SmartArray<IDisposable>(256);
  110. private _onReadyCallbacks = new Array<() => void>();
  111. private _pendingData = [];//ANY
  112. private _onBeforeRenderCallbacks = new Array<() => void>();
  113. private _activeMeshes = new SmartArray<Mesh>(256);
  114. private _processedMaterials = new SmartArray<Material>(256);
  115. private _renderTargets = new SmartArray<RenderTargetTexture>(256);
  116. public _activeParticleSystems = new SmartArray<ParticleSystem>(256);
  117. private _activeSkeletons = new SmartArray<Skeleton>(32);
  118. private _renderingManager: RenderingManager;
  119. private _physicsEngine: PhysicsEngine;
  120. public _activeAnimatables = new Array<Animatable>();
  121. private _transformMatrix = Matrix.Zero();
  122. private _pickWithRayInverseMatrix: Matrix;
  123. private _scaledPosition = Vector3.Zero();
  124. private _scaledVelocity = Vector3.Zero();
  125. private _boundingBoxRenderer: BoundingBoxRenderer;
  126. private _outlineRenderer: OutlineRenderer;
  127. private _viewMatrix: Matrix;
  128. private _projectionMatrix: Matrix;
  129. private _frustumPlanes: Plane[];
  130. private _selectionOctree: Octree<AbstractMesh>;
  131. private _pointerOverMesh: AbstractMesh;
  132. // Constructor
  133. constructor(engine: Engine) {
  134. this._engine = engine;
  135. engine.scenes.push(this);
  136. this._renderingManager = new RenderingManager(this);
  137. this.postProcessManager = new PostProcessManager(this);
  138. this.postProcessRenderPipelineManager = new PostProcessRenderPipelineManager();
  139. this._boundingBoxRenderer = new BoundingBoxRenderer(this);
  140. this._outlineRenderer = new OutlineRenderer(this);
  141. this.attachControl();
  142. }
  143. // Properties
  144. public get meshUnderPointer(): AbstractMesh {
  145. return this._meshUnderPointer;
  146. }
  147. public get pointerX(): number {
  148. return this._pointerX;
  149. }
  150. public get pointerY(): number {
  151. return this._pointerY;
  152. }
  153. public getBoundingBoxRenderer(): BoundingBoxRenderer {
  154. return this._boundingBoxRenderer;
  155. }
  156. public getOutlineRenderer(): OutlineRenderer {
  157. return this._outlineRenderer;
  158. }
  159. public getEngine(): Engine {
  160. return this._engine;
  161. }
  162. public getTotalVertices(): number {
  163. return this._totalVertices;
  164. }
  165. public getActiveVertices(): number {
  166. return this._activeVertices;
  167. }
  168. public getActiveParticles(): number {
  169. return this._activeParticles;
  170. }
  171. // Stats
  172. public getLastFrameDuration(): number {
  173. return this._lastFrameDuration;
  174. }
  175. public getEvaluateActiveMeshesDuration(): number {
  176. return this._evaluateActiveMeshesDuration;
  177. }
  178. public getActiveMeshes(): SmartArray<Mesh> {
  179. return this._activeMeshes;
  180. }
  181. public getRenderTargetsDuration(): number {
  182. return this._renderTargetsDuration;
  183. }
  184. public getRenderDuration(): number {
  185. return this._renderDuration;
  186. }
  187. public getParticlesDuration(): number {
  188. return this._particlesDuration;
  189. }
  190. public getSpritesDuration(): number {
  191. return this._spritesDuration;
  192. }
  193. public getAnimationRatio(): number {
  194. return this._animationRatio;
  195. }
  196. public getRenderId(): number {
  197. return this._renderId;
  198. }
  199. private _updatePointerPosition(evt: PointerEvent): void {
  200. var canvasRect = this._engine.getRenderingCanvasClientRect();
  201. this._pointerX = evt.clientX - canvasRect.left;
  202. this._pointerY = evt.clientY - canvasRect.top;
  203. if (this.cameraToUseForPointers) {
  204. this._pointerX = this._pointerX - this.cameraToUseForPointers.viewport.x * this._engine.getRenderWidth();
  205. this._pointerY = this._pointerY - this.cameraToUseForPointers.viewport.y * this._engine.getRenderHeight();
  206. }
  207. }
  208. // Pointers handling
  209. public attachControl() {
  210. this._onPointerMove = (evt: PointerEvent) => {
  211. var canvas = this._engine.getRenderingCanvas();
  212. this._updatePointerPosition(evt);
  213. var pickResult = this.pick(this._pointerX, this._pointerY,
  214. (mesh: AbstractMesh): boolean => mesh.isPickable && mesh.isVisible && mesh.isReady() && mesh.actionManager && mesh.actionManager.hasPointerTriggers,
  215. false,
  216. this.cameraToUseForPointers);
  217. if (pickResult.hit) {
  218. this._meshUnderPointer = pickResult.pickedMesh;
  219. this.setPointerOverMesh(pickResult.pickedMesh);
  220. canvas.style.cursor = "pointer";
  221. } else {
  222. this.setPointerOverMesh(null);
  223. canvas.style.cursor = "";
  224. this._meshUnderPointer = null;
  225. }
  226. };
  227. this._onPointerDown = (evt: PointerEvent) => {
  228. var predicate = null;
  229. if (!this.onPointerDown) {
  230. predicate = (mesh: AbstractMesh): boolean => {
  231. return mesh.isPickable && mesh.isVisible && mesh.isReady() && mesh.actionManager && mesh.actionManager.hasPickTriggers;
  232. };
  233. }
  234. this._updatePointerPosition(evt);
  235. var pickResult = this.pick(this._pointerX, this._pointerY, predicate, false, this.cameraToUseForPointers);
  236. if (pickResult.hit) {
  237. if (pickResult.pickedMesh.actionManager) {
  238. switch (evt.button) {
  239. case 0:
  240. pickResult.pickedMesh.actionManager.processTrigger(BABYLON.ActionManager.OnLeftPickTrigger, ActionEvent.CreateNew(pickResult.pickedMesh));
  241. break;
  242. case 1:
  243. pickResult.pickedMesh.actionManager.processTrigger(BABYLON.ActionManager.OnCenterPickTrigger, ActionEvent.CreateNew(pickResult.pickedMesh));
  244. break;
  245. case 2:
  246. pickResult.pickedMesh.actionManager.processTrigger(BABYLON.ActionManager.OnRightPickTrigger, ActionEvent.CreateNew(pickResult.pickedMesh));
  247. break;
  248. }
  249. pickResult.pickedMesh.actionManager.processTrigger(BABYLON.ActionManager.OnPickTrigger, ActionEvent.CreateNew(pickResult.pickedMesh));
  250. }
  251. }
  252. if (this.onPointerDown) {
  253. this.onPointerDown(evt, pickResult);
  254. }
  255. };
  256. this._onKeyDown = (evt: Event) => {
  257. if (this.actionManager) {
  258. this.actionManager.processTrigger(BABYLON.ActionManager.OnKeyDownTrigger, ActionEvent.CreateNewFromScene(this, evt));
  259. }
  260. };
  261. this._onKeyUp = (evt: Event) => {
  262. if (this.actionManager) {
  263. this.actionManager.processTrigger(BABYLON.ActionManager.OnKeyUpTrigger, ActionEvent.CreateNewFromScene(this, evt));
  264. }
  265. };
  266. var eventPrefix = Tools.GetPointerPrefix();
  267. this._engine.getRenderingCanvas().addEventListener(eventPrefix + "move", this._onPointerMove, false);
  268. this._engine.getRenderingCanvas().addEventListener(eventPrefix + "down", this._onPointerDown, false);
  269. window.addEventListener("keydown", this._onKeyDown, false);
  270. window.addEventListener("keyup", this._onKeyUp, false);
  271. }
  272. public detachControl() {
  273. var eventPrefix = Tools.GetPointerPrefix();
  274. this._engine.getRenderingCanvas().removeEventListener(eventPrefix + "move", this._onPointerMove);
  275. this._engine.getRenderingCanvas().removeEventListener(eventPrefix + "down", this._onPointerDown);
  276. window.removeEventListener("keydown", this._onKeyDown);
  277. window.removeEventListener("keyup", this._onKeyUp);
  278. }
  279. // Ready
  280. public isReady(): boolean {
  281. if (this._pendingData.length > 0) {
  282. return false;
  283. }
  284. for (var index = 0; index < this._geometries.length; index++) {
  285. var geometry = this._geometries[index];
  286. if (geometry.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADING) {
  287. return false;
  288. }
  289. }
  290. for (index = 0; index < this.meshes.length; index++) {
  291. var mesh = this.meshes[index];
  292. if (!mesh.isReady()) {
  293. return false;
  294. }
  295. var mat = mesh.material;
  296. if (mat) {
  297. if (!mat.isReady(mesh)) {
  298. return false;
  299. }
  300. }
  301. }
  302. return true;
  303. }
  304. public registerBeforeRender(func: () => void): void {
  305. this._onBeforeRenderCallbacks.push(func);
  306. }
  307. public unregisterBeforeRender(func: () => void): void {
  308. var index = this._onBeforeRenderCallbacks.indexOf(func);
  309. if (index > -1) {
  310. this._onBeforeRenderCallbacks.splice(index, 1);
  311. }
  312. }
  313. public _addPendingData(data): void {
  314. this._pendingData.push(data);
  315. }
  316. public _removePendingData(data): void {
  317. var index = this._pendingData.indexOf(data);
  318. if (index !== -1) {
  319. this._pendingData.splice(index, 1);
  320. }
  321. }
  322. public getWaitingItemsCount(): number {
  323. return this._pendingData.length;
  324. }
  325. public executeWhenReady(func: () => void): void {
  326. this._onReadyCallbacks.push(func);
  327. if (this._executeWhenReadyTimeoutId !== -1) {
  328. return;
  329. }
  330. this._executeWhenReadyTimeoutId = setTimeout(() => {
  331. this._checkIsReady();
  332. }, 150);
  333. }
  334. public _checkIsReady() {
  335. if (this.isReady()) {
  336. this._onReadyCallbacks.forEach(func => {
  337. func();
  338. });
  339. this._onReadyCallbacks = [];
  340. this._executeWhenReadyTimeoutId = -1;
  341. return;
  342. }
  343. this._executeWhenReadyTimeoutId = setTimeout(() => {
  344. this._checkIsReady();
  345. }, 150);
  346. }
  347. // Animations
  348. public beginAnimation(target: any, from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, animatable?: Animatable): Animatable {
  349. if (speedRatio === undefined) {
  350. speedRatio = 1.0;
  351. }
  352. this.stopAnimation(target);
  353. if (!animatable) {
  354. animatable = new Animatable(this, target, from, to, loop, speedRatio, onAnimationEnd);
  355. }
  356. // Local animations
  357. if (target.animations) {
  358. animatable.appendAnimations(target, target.animations);
  359. }
  360. // Children animations
  361. if (target.getAnimatables) {
  362. var animatables = target.getAnimatables();
  363. for (var index = 0; index < animatables.length; index++) {
  364. this.beginAnimation(animatables[index], from, to, loop, speedRatio, onAnimationEnd, animatable);
  365. }
  366. }
  367. return animatable;
  368. }
  369. public beginDirectAnimation(target: any, animations: Animation[], from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void): Animatable {
  370. if (speedRatio === undefined) {
  371. speedRatio = 1.0;
  372. }
  373. var animatable = new BABYLON.Animatable(this, target, from, to, loop, speedRatio, onAnimationEnd, animations);
  374. return animatable;
  375. }
  376. public getAnimatableByTarget(target: any): Animatable {
  377. for (var index = 0; index < this._activeAnimatables.length; index++) {
  378. if (this._activeAnimatables[index].target === target) {
  379. return this._activeAnimatables[index];
  380. }
  381. }
  382. return null;
  383. }
  384. public stopAnimation(target: any): void {
  385. var animatable = this.getAnimatableByTarget(target);
  386. if (animatable) {
  387. animatable.stop();
  388. }
  389. }
  390. private _animate(): void {
  391. if (!this._animationStartDate) {
  392. this._animationStartDate = Tools.Now;
  393. }
  394. // Getting time
  395. var now = Tools.Now;
  396. var delay = now - this._animationStartDate;
  397. for (var index = 0; index < this._activeAnimatables.length; index++) {
  398. if (!this._activeAnimatables[index]._animate(delay)) {
  399. this._activeAnimatables.splice(index, 1);
  400. index--;
  401. }
  402. }
  403. }
  404. // Matrix
  405. public getViewMatrix(): Matrix {
  406. return this._viewMatrix;
  407. }
  408. public getProjectionMatrix(): Matrix {
  409. return this._projectionMatrix;
  410. }
  411. public getTransformMatrix(): Matrix {
  412. return this._transformMatrix;
  413. }
  414. public setTransformMatrix(view: Matrix, projection: Matrix): void {
  415. this._viewMatrix = view;
  416. this._projectionMatrix = projection;
  417. this._viewMatrix.multiplyToRef(this._projectionMatrix, this._transformMatrix);
  418. }
  419. // Methods
  420. public setActiveCameraByID(id: string): Camera {
  421. var camera = this.getCameraByID(id);
  422. if (camera) {
  423. this.activeCamera = camera;
  424. return camera;
  425. }
  426. return null;
  427. }
  428. public setActiveCameraByName(name: string): Camera {
  429. var camera = this.getCameraByName(name);
  430. if (camera) {
  431. this.activeCamera = camera;
  432. return camera;
  433. }
  434. return null;
  435. }
  436. public getMaterialByID(id: string): Material {
  437. for (var index = 0; index < this.materials.length; index++) {
  438. if (this.materials[index].id === id) {
  439. return this.materials[index];
  440. }
  441. }
  442. return null;
  443. }
  444. public getMaterialByName(name: string): Material {
  445. for (var index = 0; index < this.materials.length; index++) {
  446. if (this.materials[index].name === name) {
  447. return this.materials[index];
  448. }
  449. }
  450. return null;
  451. }
  452. public getCameraByID(id: string): Camera {
  453. for (var index = 0; index < this.cameras.length; index++) {
  454. if (this.cameras[index].id === id) {
  455. return this.cameras[index];
  456. }
  457. }
  458. return null;
  459. }
  460. public getCameraByName(name: string): Camera {
  461. for (var index = 0; index < this.cameras.length; index++) {
  462. if (this.cameras[index].name === name) {
  463. return this.cameras[index];
  464. }
  465. }
  466. return null;
  467. }
  468. public getLightByName(name: string): Light {
  469. for (var index = 0; index < this.lights.length; index++) {
  470. if (this.lights[index].name === name) {
  471. return this.lights[index];
  472. }
  473. }
  474. return null;
  475. }
  476. public getLightByID(id: string): Light {
  477. for (var index = 0; index < this.lights.length; index++) {
  478. if (this.lights[index].id === id) {
  479. return this.lights[index];
  480. }
  481. }
  482. return null;
  483. }
  484. public getGeometryByID(id: string): Geometry {
  485. for (var index = 0; index < this._geometries.length; index++) {
  486. if (this._geometries[index].id === id) {
  487. return this._geometries[index];
  488. }
  489. }
  490. return null;
  491. }
  492. public pushGeometry(geometry: Geometry, force?: boolean): boolean {
  493. if (!force && this.getGeometryByID(geometry.id)) {
  494. return false;
  495. }
  496. this._geometries.push(geometry);
  497. return true;
  498. }
  499. public getGeometries(): Geometry[] {
  500. return this._geometries;
  501. }
  502. public getMeshByID(id: string): AbstractMesh {
  503. for (var index = 0; index < this.meshes.length; index++) {
  504. if (this.meshes[index].id === id) {
  505. return this.meshes[index];
  506. }
  507. }
  508. return null;
  509. }
  510. public getLastMeshByID(id: string): AbstractMesh {
  511. for (var index = this.meshes.length - 1; index >= 0; index--) {
  512. if (this.meshes[index].id === id) {
  513. return this.meshes[index];
  514. }
  515. }
  516. return null;
  517. }
  518. public getLastEntryByID(id: string): Node {
  519. for (var index = this.meshes.length - 1; index >= 0; index--) {
  520. if (this.meshes[index].id === id) {
  521. return this.meshes[index];
  522. }
  523. }
  524. for (index = this.cameras.length - 1; index >= 0; index--) {
  525. if (this.cameras[index].id === id) {
  526. return this.cameras[index];
  527. }
  528. }
  529. for (index = this.lights.length - 1; index >= 0; index--) {
  530. if (this.lights[index].id === id) {
  531. return this.lights[index];
  532. }
  533. }
  534. return null;
  535. }
  536. public getMeshByName(name: string): AbstractMesh {
  537. for (var index = 0; index < this.meshes.length; index++) {
  538. if (this.meshes[index].name === name) {
  539. return this.meshes[index];
  540. }
  541. }
  542. return null;
  543. }
  544. public getLastSkeletonByID(id: string): Skeleton {
  545. for (var index = this.skeletons.length - 1; index >= 0; index--) {
  546. if (this.skeletons[index].id === id) {
  547. return this.skeletons[index];
  548. }
  549. }
  550. return null;
  551. }
  552. public getSkeletonById(id: string): Skeleton {
  553. for (var index = 0; index < this.skeletons.length; index++) {
  554. if (this.skeletons[index].id === id) {
  555. return this.skeletons[index];
  556. }
  557. }
  558. return null;
  559. }
  560. public getSkeletonByName(name: string): Skeleton {
  561. for (var index = 0; index < this.skeletons.length; index++) {
  562. if (this.skeletons[index].name === name) {
  563. return this.skeletons[index];
  564. }
  565. }
  566. return null;
  567. }
  568. public isActiveMesh(mesh: Mesh): boolean {
  569. return (this._activeMeshes.indexOf(mesh) !== -1);
  570. }
  571. private _evaluateSubMesh(subMesh: SubMesh, mesh: AbstractMesh): void {
  572. if (mesh.subMeshes.length == 1 || subMesh.isInFrustum(this._frustumPlanes)) {
  573. var material = subMesh.getMaterial();
  574. if (mesh.showSubMeshesBoundingBox) {
  575. this._boundingBoxRenderer.renderList.push(subMesh.getBoundingInfo().boundingBox);
  576. }
  577. if (material) {
  578. // Render targets
  579. if (material.getRenderTargetTextures) {
  580. if (this._processedMaterials.indexOf(material) === -1) {
  581. this._processedMaterials.push(material);
  582. this._renderTargets.concat(material.getRenderTargetTextures());
  583. }
  584. }
  585. // Dispatch
  586. this._activeVertices += subMesh.verticesCount;
  587. this._renderingManager.dispatch(subMesh);
  588. }
  589. }
  590. }
  591. private _evaluateActiveMeshes(): void {
  592. this._activeMeshes.reset();
  593. this._renderingManager.reset();
  594. this._processedMaterials.reset();
  595. this._activeParticleSystems.reset();
  596. this._activeSkeletons.reset();
  597. this._boundingBoxRenderer.reset();
  598. if (!this._frustumPlanes) {
  599. this._frustumPlanes = BABYLON.Frustum.GetPlanes(this._transformMatrix);
  600. } else {
  601. BABYLON.Frustum.GetPlanesToRef(this._transformMatrix, this._frustumPlanes);
  602. }
  603. // Meshes
  604. var meshes: AbstractMesh[];
  605. var len: number;
  606. if (this._selectionOctree) { // Octree
  607. var selection = this._selectionOctree.select(this._frustumPlanes);
  608. meshes = selection.data;
  609. len = selection.length;
  610. } else { // Full scene traversal
  611. len = this.meshes.length;
  612. meshes = this.meshes;
  613. }
  614. for (var meshIndex = 0; meshIndex < len; meshIndex++) {
  615. var mesh = meshes[meshIndex];
  616. if (mesh.isBlocked) {
  617. continue;
  618. }
  619. this._totalVertices += mesh.getTotalVertices();
  620. if (!mesh.isReady()) {
  621. continue;
  622. }
  623. mesh.computeWorldMatrix();
  624. // Intersections
  625. if (mesh.actionManager && mesh.actionManager.hasSpecificTriggers([ActionManager.OnIntersectionEnterTrigger, ActionManager.OnIntersectionExitTrigger])) {
  626. this._meshesForIntersections.pushNoDuplicate(mesh);
  627. }
  628. // Switch to current LOD
  629. var meshLOD = mesh.getLOD(this.activeCamera);
  630. if (!meshLOD) {
  631. continue;
  632. }
  633. mesh._preActivate();
  634. if (mesh.isEnabled() && mesh.isVisible && mesh.visibility > 0 && ((mesh.layerMask & this.activeCamera.layerMask) != 0) && mesh.isInFrustum(this._frustumPlanes)) {
  635. this._activeMeshes.push(mesh);
  636. mesh._activate(this._renderId);
  637. this._activeMesh(meshLOD);
  638. }
  639. }
  640. // Particle systems
  641. var beforeParticlesDate = Tools.Now;
  642. if (this.particlesEnabled) {
  643. Tools.StartPerformanceCounter("Particles", this.particleSystems.length > 0);
  644. for (var particleIndex = 0; particleIndex < this.particleSystems.length; particleIndex++) {
  645. var particleSystem = this.particleSystems[particleIndex];
  646. if (!particleSystem.isStarted()) {
  647. continue;
  648. }
  649. if (!particleSystem.emitter.position || (particleSystem.emitter && particleSystem.emitter.isEnabled())) {
  650. this._activeParticleSystems.push(particleSystem);
  651. particleSystem.animate();
  652. }
  653. }
  654. Tools.EndPerformanceCounter("Particles", this.particleSystems.length > 0);
  655. }
  656. this._particlesDuration += Tools.Now - beforeParticlesDate;
  657. }
  658. private _activeMesh(mesh: AbstractMesh): void {
  659. if (mesh.skeleton) {
  660. this._activeSkeletons.pushNoDuplicate(mesh.skeleton);
  661. }
  662. if (mesh.showBoundingBox) {
  663. this._boundingBoxRenderer.renderList.push(mesh.getBoundingInfo().boundingBox);
  664. }
  665. if (mesh && mesh.subMeshes) {
  666. // Submeshes Octrees
  667. var len: number;
  668. var subMeshes: SubMesh[];
  669. if (mesh._submeshesOctree && mesh.useOctreeForRenderingSelection) {
  670. var intersections = mesh._submeshesOctree.select(this._frustumPlanes);
  671. len = intersections.length;
  672. subMeshes = intersections.data;
  673. } else {
  674. subMeshes = mesh.subMeshes;
  675. len = subMeshes.length;
  676. }
  677. for (var subIndex = 0; subIndex < len; subIndex++) {
  678. var subMesh = subMeshes[subIndex];
  679. this._evaluateSubMesh(subMesh, mesh);
  680. }
  681. }
  682. }
  683. public updateTransformMatrix(force?: boolean): void {
  684. this.setTransformMatrix(this.activeCamera.getViewMatrix(), this.activeCamera.getProjectionMatrix(force));
  685. }
  686. private _renderForCamera(camera: Camera): void {
  687. var engine = this._engine;
  688. this.activeCamera = camera;
  689. if (!this.activeCamera)
  690. throw new Error("Active camera not set");
  691. Tools.StartPerformanceCounter("Rendering camera " + this.activeCamera.name);
  692. // Viewport
  693. engine.setViewport(this.activeCamera.viewport);
  694. // Camera
  695. this._renderId++;
  696. this.updateTransformMatrix();
  697. if (this.beforeCameraRender) {
  698. this.beforeCameraRender(this.activeCamera);
  699. }
  700. // Meshes
  701. var beforeEvaluateActiveMeshesDate = Tools.Now;
  702. Tools.StartPerformanceCounter("Active meshes evaluation");
  703. this._evaluateActiveMeshes();
  704. this._evaluateActiveMeshesDuration += Tools.Now - beforeEvaluateActiveMeshesDate;
  705. Tools.EndPerformanceCounter("Active meshes evaluation");
  706. // Skeletons
  707. for (var skeletonIndex = 0; skeletonIndex < this._activeSkeletons.length; skeletonIndex++) {
  708. var skeleton = this._activeSkeletons.data[skeletonIndex];
  709. skeleton.prepare();
  710. }
  711. // Render targets
  712. var beforeRenderTargetDate = Tools.Now;
  713. if (this.renderTargetsEnabled) {
  714. Tools.StartPerformanceCounter("Render targets", this._renderTargets.length > 0);
  715. for (var renderIndex = 0; renderIndex < this._renderTargets.length; renderIndex++) {
  716. var renderTarget = this._renderTargets.data[renderIndex];
  717. if (renderTarget._shouldRender()) {
  718. this._renderId++;
  719. renderTarget.render();
  720. }
  721. }
  722. Tools.EndPerformanceCounter("Render targets", this._renderTargets.length > 0);
  723. this._renderId++;
  724. }
  725. if (this._renderTargets.length > 0) { // Restore back buffer
  726. engine.restoreDefaultFramebuffer();
  727. }
  728. this._renderTargetsDuration += Tools.Now - beforeRenderTargetDate;
  729. // Prepare Frame
  730. this.postProcessManager._prepareFrame();
  731. var beforeRenderDate = Tools.Now;
  732. // Backgrounds
  733. if (this.layers.length) {
  734. engine.setDepthBuffer(false);
  735. var layerIndex;
  736. var layer;
  737. for (layerIndex = 0; layerIndex < this.layers.length; layerIndex++) {
  738. layer = this.layers[layerIndex];
  739. if (layer.isBackground) {
  740. layer.render();
  741. }
  742. }
  743. engine.setDepthBuffer(true);
  744. }
  745. // Render
  746. Tools.StartPerformanceCounter("Main render");
  747. this._renderingManager.render(null, null, true, true);
  748. Tools.EndPerformanceCounter("Main render");
  749. // Bounding boxes
  750. this._boundingBoxRenderer.render();
  751. // Lens flares
  752. if (this.lensFlaresEnabled) {
  753. Tools.StartPerformanceCounter("Lens flares", this.lensFlareSystems.length > 0);
  754. for (var lensFlareSystemIndex = 0; lensFlareSystemIndex < this.lensFlareSystems.length; lensFlareSystemIndex++) {
  755. this.lensFlareSystems[lensFlareSystemIndex].render();
  756. }
  757. Tools.EndPerformanceCounter("Lens flares", this.lensFlareSystems.length > 0);
  758. }
  759. // Foregrounds
  760. if (this.layers.length) {
  761. engine.setDepthBuffer(false);
  762. for (layerIndex = 0; layerIndex < this.layers.length; layerIndex++) {
  763. layer = this.layers[layerIndex];
  764. if (!layer.isBackground) {
  765. layer.render();
  766. }
  767. }
  768. engine.setDepthBuffer(true);
  769. }
  770. this._renderDuration += Tools.Now - beforeRenderDate;
  771. // Finalize frame
  772. this.postProcessManager._finalizeFrame(camera.isIntermediate);
  773. // Update camera
  774. this.activeCamera._updateFromScene();
  775. // Reset some special arrays
  776. this._renderTargets.reset();
  777. if (this.afterCameraRender) {
  778. this.afterCameraRender(this.activeCamera);
  779. }
  780. Tools.EndPerformanceCounter("Rendering camera " + this.activeCamera.name);
  781. }
  782. private _processSubCameras(camera: Camera): void {
  783. if (camera.subCameras.length == 0) {
  784. this._renderForCamera(camera);
  785. return;
  786. }
  787. // Sub-cameras
  788. for (var index = 0; index < camera.subCameras.length; index++) {
  789. this._renderForCamera(camera.subCameras[index]);
  790. }
  791. this.activeCamera = camera;
  792. this.setTransformMatrix(this.activeCamera.getViewMatrix(), this.activeCamera.getProjectionMatrix());
  793. // Update camera
  794. this.activeCamera._updateFromScene();
  795. }
  796. private _checkIntersections(): void {
  797. for (var index = 0; index < this._meshesForIntersections.length; index++) {
  798. var sourceMesh = this._meshesForIntersections.data[index];
  799. for (var actionIndex = 0; actionIndex < sourceMesh.actionManager.actions.length; actionIndex++) {
  800. var action = sourceMesh.actionManager.actions[actionIndex];
  801. if (action.trigger == ActionManager.OnIntersectionEnterTrigger || action.trigger == ActionManager.OnIntersectionExitTrigger) {
  802. var otherMesh = action.getTriggerParameter();
  803. var areIntersecting = otherMesh.intersectsMesh(sourceMesh, false);
  804. var currentIntersectionInProgress = sourceMesh._intersectionsInProgress.indexOf(otherMesh);
  805. if (areIntersecting && currentIntersectionInProgress === -1 && action.trigger == ActionManager.OnIntersectionEnterTrigger) {
  806. sourceMesh.actionManager.processTrigger(ActionManager.OnIntersectionEnterTrigger, ActionEvent.CreateNew(sourceMesh));
  807. sourceMesh._intersectionsInProgress.push(otherMesh);
  808. } else if (!areIntersecting && currentIntersectionInProgress > -1 && action.trigger == ActionManager.OnIntersectionExitTrigger) {
  809. sourceMesh.actionManager.processTrigger(ActionManager.OnIntersectionExitTrigger, ActionEvent.CreateNew(sourceMesh));
  810. var indexOfOther = sourceMesh._intersectionsInProgress.indexOf(otherMesh);
  811. if (indexOfOther > -1) {
  812. sourceMesh._intersectionsInProgress.splice(indexOfOther, 1);
  813. }
  814. }
  815. }
  816. }
  817. }
  818. }
  819. public render(): void {
  820. var startDate = Tools.Now;
  821. this._particlesDuration = 0;
  822. this._spritesDuration = 0;
  823. this._activeParticles = 0;
  824. this._renderDuration = 0;
  825. this._evaluateActiveMeshesDuration = 0;
  826. this._totalVertices = 0;
  827. this._activeVertices = 0;
  828. this._meshesForIntersections.reset();
  829. Tools.StartPerformanceCounter("Scene rendering");
  830. // Actions
  831. if (this.actionManager) {
  832. this.actionManager.processTrigger(ActionManager.OnEveryFrameTrigger, null);
  833. }
  834. // Before render
  835. if (this.beforeRender) {
  836. this.beforeRender();
  837. }
  838. for (var callbackIndex = 0; callbackIndex < this._onBeforeRenderCallbacks.length; callbackIndex++) {
  839. this._onBeforeRenderCallbacks[callbackIndex]();
  840. }
  841. // Animations
  842. var deltaTime = Math.max(Scene.MinDeltaTime, Math.min(BABYLON.Tools.GetDeltaTime(), Scene.MaxDeltaTime));
  843. this._animationRatio = deltaTime * (60.0 / 1000.0);
  844. this._animate();
  845. // Physics
  846. if (this._physicsEngine) {
  847. Tools.StartPerformanceCounter("Physics");
  848. this._physicsEngine._runOneStep(deltaTime / 1000.0);
  849. Tools.EndPerformanceCounter("Physics");
  850. }
  851. // Customs render targets
  852. var beforeRenderTargetDate = Tools.Now;
  853. var engine = this.getEngine();
  854. if (this.renderTargetsEnabled) {
  855. Tools.StartPerformanceCounter("Custom render targets", this.customRenderTargets.length > 0);
  856. for (var customIndex = 0; customIndex < this.customRenderTargets.length; customIndex++) {
  857. var renderTarget = this.customRenderTargets[customIndex];
  858. if (renderTarget._shouldRender()) {
  859. this._renderId++;
  860. this.activeCamera = renderTarget.activeCamera || this.activeCamera;
  861. if (!this.activeCamera)
  862. throw new Error("Active camera not set");
  863. // Viewport
  864. engine.setViewport(this.activeCamera.viewport);
  865. // Camera
  866. this.updateTransformMatrix();
  867. renderTarget.render();
  868. }
  869. }
  870. Tools.EndPerformanceCounter("Custom render targets", this.customRenderTargets.length > 0);
  871. this._renderId++;
  872. }
  873. if (this.customRenderTargets.length > 0) { // Restore back buffer
  874. engine.restoreDefaultFramebuffer();
  875. }
  876. this._renderTargetsDuration += Tools.Now - beforeRenderTargetDate;
  877. // Procedural textures
  878. if (this.proceduralTexturesEnabled) {
  879. Tools.StartPerformanceCounter("Procedural textures", this._proceduralTextures.length > 0);
  880. for (var proceduralIndex = 0; proceduralIndex < this._proceduralTextures.length; proceduralIndex++) {
  881. var proceduralTexture = this._proceduralTextures[proceduralIndex];
  882. if (proceduralTexture._shouldRender()) {
  883. proceduralTexture.render();
  884. }
  885. }
  886. Tools.EndPerformanceCounter("Procedural textures", this._proceduralTextures.length > 0);
  887. }
  888. // Clear
  889. this._engine.clear(this.clearColor, this.autoClear || this.forceWireframe, true);
  890. // Shadows
  891. if (this.shadowsEnabled) {
  892. for (var lightIndex = 0; lightIndex < this.lights.length; lightIndex++) {
  893. var light = this.lights[lightIndex];
  894. var shadowGenerator = light.getShadowGenerator();
  895. if (light.isEnabled() && shadowGenerator && shadowGenerator.getShadowMap().getScene().textures.indexOf(shadowGenerator.getShadowMap()) !== -1) {
  896. this._renderTargets.push(shadowGenerator.getShadowMap());
  897. }
  898. }
  899. }
  900. // RenderPipeline
  901. this.postProcessRenderPipelineManager.update();
  902. // Multi-cameras?
  903. if (this.activeCameras.length > 0) {
  904. var currentRenderId = this._renderId;
  905. for (var cameraIndex = 0; cameraIndex < this.activeCameras.length; cameraIndex++) {
  906. this._renderId = currentRenderId;
  907. this._processSubCameras(this.activeCameras[cameraIndex]);
  908. }
  909. } else {
  910. if (!this.activeCamera) {
  911. throw new Error("No camera defined");
  912. }
  913. this._processSubCameras(this.activeCamera);
  914. }
  915. // Intersection checks
  916. this._checkIntersections();
  917. // Update the audio listener attached to the camera
  918. this._updateAudioParameters();
  919. // After render
  920. if (this.afterRender) {
  921. this.afterRender();
  922. }
  923. // Cleaning
  924. for (var index = 0; index < this._toBeDisposed.length; index++) {
  925. this._toBeDisposed.data[index].dispose();
  926. this._toBeDisposed[index] = null;
  927. }
  928. this._toBeDisposed.reset();
  929. Tools.EndPerformanceCounter("Scene rendering");
  930. this._lastFrameDuration = Tools.Now - startDate;
  931. }
  932. private _updateAudioParameters() {
  933. var listeningCamera;
  934. var audioEngine = this._engine.getAudioEngine();
  935. if (this.activeCameras.length > 0) {
  936. listeningCamera = this.activeCameras[0];
  937. } else {
  938. listeningCamera = this.activeCamera;
  939. }
  940. if (listeningCamera && audioEngine.canUseWebAudio) {
  941. audioEngine.audioContext.listener.setPosition(listeningCamera.position.x, listeningCamera.position.y, listeningCamera.position.z);
  942. var mat = BABYLON.Matrix.Invert(listeningCamera.getViewMatrix());
  943. var cameraDirection = BABYLON.Vector3.TransformNormal(new BABYLON.Vector3(0, 0, -1), mat);
  944. cameraDirection.normalize();
  945. audioEngine.audioContext.listener.setOrientation(cameraDirection.x, cameraDirection.y, cameraDirection.z, 0, 1, 0);
  946. }
  947. }
  948. public dispose(): void {
  949. this.beforeRender = null;
  950. this.afterRender = null;
  951. this.skeletons = [];
  952. this._boundingBoxRenderer.dispose();
  953. // Events
  954. if (this.onDispose) {
  955. this.onDispose();
  956. }
  957. this._onBeforeRenderCallbacks = [];
  958. this.detachControl();
  959. // Detach cameras
  960. var canvas = this._engine.getRenderingCanvas();
  961. var index;
  962. for (index = 0; index < this.cameras.length; index++) {
  963. this.cameras[index].detachControl(canvas);
  964. }
  965. // Release lights
  966. while (this.lights.length) {
  967. this.lights[0].dispose();
  968. }
  969. // Release meshes
  970. while (this.meshes.length) {
  971. this.meshes[0].dispose(true);
  972. }
  973. // Release cameras
  974. while (this.cameras.length) {
  975. this.cameras[0].dispose();
  976. }
  977. // Release materials
  978. while (this.materials.length) {
  979. this.materials[0].dispose();
  980. }
  981. // Release particles
  982. while (this.particleSystems.length) {
  983. this.particleSystems[0].dispose();
  984. }
  985. // Release sprites
  986. while (this.spriteManagers.length) {
  987. this.spriteManagers[0].dispose();
  988. }
  989. // Release layers
  990. while (this.layers.length) {
  991. this.layers[0].dispose();
  992. }
  993. // Release textures
  994. while (this.textures.length) {
  995. this.textures[0].dispose();
  996. }
  997. // Post-processes
  998. this.postProcessManager.dispose();
  999. // Physics
  1000. if (this._physicsEngine) {
  1001. this.disablePhysicsEngine();
  1002. }
  1003. // Remove from engine
  1004. index = this._engine.scenes.indexOf(this);
  1005. if (index > -1) {
  1006. this._engine.scenes.splice(index, 1);
  1007. }
  1008. this._engine.wipeCaches();
  1009. }
  1010. // Collisions
  1011. public _getNewPosition(position: Vector3, velocity: Vector3, collider: Collider, maximumRetry: number, finalPosition: Vector3, excludedMesh: AbstractMesh = null): void {
  1012. position.divideToRef(collider.radius, this._scaledPosition);
  1013. velocity.divideToRef(collider.radius, this._scaledVelocity);
  1014. collider.retry = 0;
  1015. collider.initialVelocity = this._scaledVelocity;
  1016. collider.initialPosition = this._scaledPosition;
  1017. this._collideWithWorld(this._scaledPosition, this._scaledVelocity, collider, maximumRetry, finalPosition, excludedMesh);
  1018. finalPosition.multiplyInPlace(collider.radius);
  1019. }
  1020. private _collideWithWorld(position: Vector3, velocity: Vector3, collider: Collider, maximumRetry: number, finalPosition: Vector3, excludedMesh: AbstractMesh = null): void {
  1021. var closeDistance = BABYLON.Engine.CollisionsEpsilon * 10.0;
  1022. if (collider.retry >= maximumRetry) {
  1023. finalPosition.copyFrom(position);
  1024. return;
  1025. }
  1026. collider._initialize(position, velocity, closeDistance);
  1027. // Check all meshes
  1028. for (var index = 0; index < this.meshes.length; index++) {
  1029. var mesh = this.meshes[index];
  1030. if (mesh.isEnabled() && mesh.checkCollisions && mesh.subMeshes && mesh !== excludedMesh) {
  1031. mesh._checkCollision(collider);
  1032. }
  1033. }
  1034. if (!collider.collisionFound) {
  1035. position.addToRef(velocity, finalPosition);
  1036. return;
  1037. }
  1038. if (velocity.x != 0 || velocity.y != 0 || velocity.z != 0) {
  1039. collider._getResponse(position, velocity);
  1040. }
  1041. if (velocity.length() <= closeDistance) {
  1042. finalPosition.copyFrom(position);
  1043. return;
  1044. }
  1045. collider.retry++;
  1046. this._collideWithWorld(position, velocity, collider, maximumRetry, finalPosition, excludedMesh);
  1047. }
  1048. // Octrees
  1049. public createOrUpdateSelectionOctree(maxCapacity = 64, maxDepth = 2): Octree<AbstractMesh> {
  1050. if (!this._selectionOctree) {
  1051. this._selectionOctree = new BABYLON.Octree<AbstractMesh>(Octree.CreationFuncForMeshes, maxCapacity, maxDepth);
  1052. }
  1053. var min = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  1054. var max = new BABYLON.Vector3(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE);
  1055. for (var index = 0; index < this.meshes.length; index++) {
  1056. var mesh = this.meshes[index];
  1057. mesh.computeWorldMatrix(true);
  1058. var minBox = mesh.getBoundingInfo().boundingBox.minimumWorld;
  1059. var maxBox = mesh.getBoundingInfo().boundingBox.maximumWorld;
  1060. Tools.CheckExtends(minBox, min, max);
  1061. Tools.CheckExtends(maxBox, min, max);
  1062. }
  1063. // Update octree
  1064. this._selectionOctree.update(min, max, this.meshes);
  1065. return this._selectionOctree;
  1066. }
  1067. // Picking
  1068. public createPickingRay(x: number, y: number, world: Matrix, camera: Camera): Ray {
  1069. var engine = this._engine;
  1070. if (!camera) {
  1071. if (!this.activeCamera)
  1072. throw new Error("Active camera not set");
  1073. camera = this.activeCamera;
  1074. }
  1075. var cameraViewport = camera.viewport;
  1076. var viewport = cameraViewport.toGlobal(engine);
  1077. // Moving coordinates to local viewport world
  1078. x = x / this._engine.getHardwareScalingLevel() - viewport.x;
  1079. y = y / this._engine.getHardwareScalingLevel() - (this._engine.getRenderHeight() - viewport.y - viewport.height);
  1080. return BABYLON.Ray.CreateNew(x, y, viewport.width, viewport.height, world ? world : BABYLON.Matrix.Identity(), camera.getViewMatrix(), camera.getProjectionMatrix());
  1081. // return BABYLON.Ray.CreateNew(x / window.devicePixelRatio, y / window.devicePixelRatio, viewport.width, viewport.height, world ? world : BABYLON.Matrix.Identity(), camera.getViewMatrix(), camera.getProjectionMatrix());
  1082. }
  1083. private _internalPick(rayFunction: (world: Matrix) => Ray, predicate: (mesh: AbstractMesh) => boolean, fastCheck?: boolean): PickingInfo {
  1084. var pickingInfo = null;
  1085. for (var meshIndex = 0; meshIndex < this.meshes.length; meshIndex++) {
  1086. var mesh = this.meshes[meshIndex];
  1087. if (predicate) {
  1088. if (!predicate(mesh)) {
  1089. continue;
  1090. }
  1091. } else if (!mesh.isEnabled() || !mesh.isVisible || !mesh.isPickable) {
  1092. continue;
  1093. }
  1094. var world = mesh.getWorldMatrix();
  1095. var ray = rayFunction(world);
  1096. var result = mesh.intersects(ray, fastCheck);
  1097. if (!result || !result.hit)
  1098. continue;
  1099. if (!fastCheck && pickingInfo != null && result.distance >= pickingInfo.distance)
  1100. continue;
  1101. pickingInfo = result;
  1102. if (fastCheck) {
  1103. break;
  1104. }
  1105. }
  1106. return pickingInfo || new BABYLON.PickingInfo();
  1107. }
  1108. public pick(x: number, y: number, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, camera?: Camera): PickingInfo {
  1109. /// <summary>Launch a ray to try to pick a mesh in the scene</summary>
  1110. /// <param name="x">X position on screen</param>
  1111. /// <param name="y">Y position on screen</param>
  1112. /// <param name="predicate">Predicate function used to determine eligible meshes. Can be set to null. In this case, a mesh must be enabled, visible and with isPickable set to true</param>
  1113. /// <param name="fastCheck">Launch a fast check only using the bounding boxes. Can be set to null.</param>
  1114. /// <param name="camera">camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used</param>
  1115. return this._internalPick(world => this.createPickingRay(x, y, world, camera), predicate, fastCheck);
  1116. }
  1117. public pickWithRay(ray: Ray, predicate: (mesh: Mesh) => boolean, fastCheck?: boolean) {
  1118. return this._internalPick(world => {
  1119. if (!this._pickWithRayInverseMatrix) {
  1120. this._pickWithRayInverseMatrix = BABYLON.Matrix.Identity();
  1121. }
  1122. world.invertToRef(this._pickWithRayInverseMatrix);
  1123. return BABYLON.Ray.Transform(ray, this._pickWithRayInverseMatrix);
  1124. }, predicate, fastCheck);
  1125. }
  1126. public setPointerOverMesh(mesh: AbstractMesh): void {
  1127. if (this._pointerOverMesh === mesh) {
  1128. return;
  1129. }
  1130. if (this._pointerOverMesh && this._pointerOverMesh.actionManager) {
  1131. this._pointerOverMesh.actionManager.processTrigger(ActionManager.OnPointerOutTrigger, ActionEvent.CreateNew(this._pointerOverMesh));
  1132. }
  1133. this._pointerOverMesh = mesh;
  1134. if (this._pointerOverMesh && this._pointerOverMesh.actionManager) {
  1135. this._pointerOverMesh.actionManager.processTrigger(ActionManager.OnPointerOverTrigger, ActionEvent.CreateNew(this._pointerOverMesh));
  1136. }
  1137. }
  1138. public getPointerOverMesh(): AbstractMesh {
  1139. return this._pointerOverMesh;
  1140. }
  1141. // Physics
  1142. public getPhysicsEngine(): PhysicsEngine {
  1143. return this._physicsEngine;
  1144. }
  1145. public enablePhysics(gravity: Vector3, plugin?: IPhysicsEnginePlugin): boolean {
  1146. if (this._physicsEngine) {
  1147. return true;
  1148. }
  1149. this._physicsEngine = new BABYLON.PhysicsEngine(plugin);
  1150. if (!this._physicsEngine.isSupported()) {
  1151. this._physicsEngine = null;
  1152. return false;
  1153. }
  1154. this._physicsEngine._initialize(gravity);
  1155. return true;
  1156. }
  1157. public disablePhysicsEngine(): void {
  1158. if (!this._physicsEngine) {
  1159. return;
  1160. }
  1161. this._physicsEngine.dispose();
  1162. this._physicsEngine = undefined;
  1163. }
  1164. public isPhysicsEnabled(): boolean {
  1165. return this._physicsEngine !== undefined;
  1166. }
  1167. public setGravity(gravity: Vector3): void {
  1168. if (!this._physicsEngine) {
  1169. return;
  1170. }
  1171. this._physicsEngine._setGravity(gravity);
  1172. }
  1173. public createCompoundImpostor(parts: any, options: PhysicsBodyCreationOptions): any {
  1174. if (parts.parts) { // Old API
  1175. options = parts;
  1176. parts = parts.parts;
  1177. }
  1178. if (!this._physicsEngine) {
  1179. return null;
  1180. }
  1181. for (var index = 0; index < parts.length; index++) {
  1182. var mesh = parts[index].mesh;
  1183. mesh._physicImpostor = parts[index].impostor;
  1184. mesh._physicsMass = options.mass / parts.length;
  1185. mesh._physicsFriction = options.friction;
  1186. mesh._physicRestitution = options.restitution;
  1187. }
  1188. return this._physicsEngine._registerMeshesAsCompound(parts, options);
  1189. }
  1190. //ANY
  1191. public deleteCompoundImpostor(compound: any): void {
  1192. for (var index = 0; index < compound.parts.length; index++) {
  1193. var mesh = compound.parts[index].mesh;
  1194. mesh._physicImpostor = BABYLON.PhysicsEngine.NoImpostor;
  1195. this._physicsEngine._unregisterMesh(mesh);
  1196. }
  1197. }
  1198. // Tags
  1199. private _getByTags(list: any[], tagsQuery: string): any[] {
  1200. if (tagsQuery === undefined) {
  1201. // returns the complete list (could be done with BABYLON.Tags.MatchesQuery but no need to have a for-loop here)
  1202. return list;
  1203. }
  1204. var listByTags = [];
  1205. for (var i in list) {
  1206. var item = list[i];
  1207. if (BABYLON.Tags.MatchesQuery(item, tagsQuery)) {
  1208. listByTags.push(item);
  1209. }
  1210. }
  1211. return listByTags;
  1212. }
  1213. public getMeshesByTags(tagsQuery: string): Mesh[] {
  1214. return this._getByTags(this.meshes, tagsQuery);
  1215. }
  1216. public getCamerasByTags(tagsQuery: string): Camera[] {
  1217. return this._getByTags(this.cameras, tagsQuery);
  1218. }
  1219. public getLightsByTags(tagsQuery: string): Light[] {
  1220. return this._getByTags(this.lights, tagsQuery);
  1221. }
  1222. public getMaterialByTags(tagsQuery: string): Material[] {
  1223. return this._getByTags(this.materials, tagsQuery).concat(this._getByTags(this.multiMaterials, tagsQuery));
  1224. }
  1225. }
  1226. }