scene.ts 174 KB

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  1. import { Nullable } from "./types";
  2. import { Tools } from "./Misc/tools";
  3. import { IAnimatable } from './Animations/animatable.interface';
  4. import { PrecisionDate } from "./Misc/precisionDate";
  5. import { Observable, Observer } from "./Misc/observable";
  6. import { SmartArrayNoDuplicate, SmartArray, ISmartArrayLike } from "./Misc/smartArray";
  7. import { StringDictionary } from "./Misc/stringDictionary";
  8. import { Tags } from "./Misc/tags";
  9. import { Vector2, Vector3, Matrix } from "./Maths/math.vector";
  10. import { Geometry } from "./Meshes/geometry";
  11. import { TransformNode } from "./Meshes/transformNode";
  12. import { SubMesh } from "./Meshes/subMesh";
  13. import { AbstractMesh } from "./Meshes/abstractMesh";
  14. import { Mesh } from "./Meshes/mesh";
  15. import { IParticleSystem } from "./Particles/IParticleSystem";
  16. import { Bone } from "./Bones/bone";
  17. import { Skeleton } from "./Bones/skeleton";
  18. import { MorphTargetManager } from "./Morph/morphTargetManager";
  19. import { Camera } from "./Cameras/camera";
  20. import { AbstractScene } from "./abstractScene";
  21. import { BaseTexture } from "./Materials/Textures/baseTexture";
  22. import { Texture } from "./Materials/Textures/texture";
  23. import { RenderTargetTexture } from "./Materials/Textures/renderTargetTexture";
  24. import { Material } from "./Materials/material";
  25. import { ImageProcessingConfiguration } from "./Materials/imageProcessingConfiguration";
  26. import { Effect } from "./Materials/effect";
  27. import { UniformBuffer } from "./Materials/uniformBuffer";
  28. import { MultiMaterial } from "./Materials/multiMaterial";
  29. import { Light } from "./Lights/light";
  30. import { PickingInfo } from "./Collisions/pickingInfo";
  31. import { ICollisionCoordinator } from "./Collisions/collisionCoordinator";
  32. import { PointerEventTypes, PointerInfoPre, PointerInfo } from "./Events/pointerEvents";
  33. import { KeyboardInfoPre, KeyboardInfo } from "./Events/keyboardEvents";
  34. import { ActionEvent } from "./Actions/actionEvent";
  35. import { PostProcessManager } from "./PostProcesses/postProcessManager";
  36. import { IOfflineProvider } from "./Offline/IOfflineProvider";
  37. import { RenderingGroupInfo, RenderingManager, IRenderingManagerAutoClearSetup } from "./Rendering/renderingManager";
  38. import { ISceneComponent, ISceneSerializableComponent, Stage, SimpleStageAction, RenderTargetsStageAction, RenderTargetStageAction, MeshStageAction, EvaluateSubMeshStageAction, PreActiveMeshStageAction, CameraStageAction, RenderingGroupStageAction, RenderingMeshStageAction, PointerMoveStageAction, PointerUpDownStageAction, CameraStageFrameBufferAction } from "./sceneComponent";
  39. import { Engine } from "./Engines/engine";
  40. import { Node } from "./node";
  41. import { MorphTarget } from "./Morph/morphTarget";
  42. import { Constants } from "./Engines/constants";
  43. import { DomManagement } from "./Misc/domManagement";
  44. import { Logger } from "./Misc/logger";
  45. import { EngineStore } from "./Engines/engineStore";
  46. import { AbstractActionManager } from './Actions/abstractActionManager';
  47. import { _DevTools } from './Misc/devTools';
  48. import { WebRequest } from './Misc/webRequest';
  49. import { InputManager } from './Inputs/scene.inputManager';
  50. import { PerfCounter } from './Misc/perfCounter';
  51. import { IFileRequest } from './Misc/fileRequest';
  52. import { Color4, Color3 } from './Maths/math.color';
  53. import { Plane } from './Maths/math.plane';
  54. import { Frustum } from './Maths/math.frustum';
  55. import { UniqueIdGenerator } from './Misc/uniqueIdGenerator';
  56. import { FileTools, LoadFileError, RequestFileError, ReadFileError } from './Misc/fileTools';
  57. import { IClipPlanesHolder } from './Misc/interfaces/iClipPlanesHolder';
  58. declare type Ray = import("./Culling/ray").Ray;
  59. declare type TrianglePickingPredicate = import("./Culling/ray").TrianglePickingPredicate;
  60. declare type Animation = import("./Animations/animation").Animation;
  61. declare type Animatable = import("./Animations/animatable").Animatable;
  62. declare type AnimationGroup = import("./Animations/animationGroup").AnimationGroup;
  63. declare type AnimationPropertiesOverride = import("./Animations/animationPropertiesOverride").AnimationPropertiesOverride;
  64. declare type Collider = import("./Collisions/collider").Collider;
  65. declare type WebGPUEngine = import("./Engines/webgpuEngine").WebGPUEngine;
  66. declare type PostProcess = import("./PostProcesses/postProcess").PostProcess;
  67. /**
  68. * Define an interface for all classes that will hold resources
  69. */
  70. export interface IDisposable {
  71. /**
  72. * Releases all held resources
  73. */
  74. dispose(): void;
  75. }
  76. /** Interface defining initialization parameters for Scene class */
  77. export interface SceneOptions {
  78. /**
  79. * Defines that scene should keep up-to-date a map of geometry to enable fast look-up by uniqueId
  80. * It will improve performance when the number of geometries becomes important.
  81. */
  82. useGeometryUniqueIdsMap?: boolean;
  83. /**
  84. * Defines that each material of the scene should keep up-to-date a map of referencing meshes for fast diposing
  85. * It will improve performance when the number of mesh becomes important, but might consume a bit more memory
  86. */
  87. useMaterialMeshMap?: boolean;
  88. /**
  89. * Defines that each mesh of the scene should keep up-to-date a map of referencing cloned meshes for fast diposing
  90. * It will improve performance when the number of mesh becomes important, but might consume a bit more memory
  91. */
  92. useClonedMeshMap?: boolean;
  93. /** Defines if the creation of the scene should impact the engine (Eg. UtilityLayer's scene) */
  94. virtual?: boolean;
  95. }
  96. /**
  97. * Represents a scene to be rendered by the engine.
  98. * @see https://doc.babylonjs.com/features/scene
  99. */
  100. export class Scene extends AbstractScene implements IAnimatable, IClipPlanesHolder {
  101. /** The fog is deactivated */
  102. public static readonly FOGMODE_NONE = 0;
  103. /** The fog density is following an exponential function */
  104. public static readonly FOGMODE_EXP = 1;
  105. /** The fog density is following an exponential function faster than FOGMODE_EXP */
  106. public static readonly FOGMODE_EXP2 = 2;
  107. /** The fog density is following a linear function. */
  108. public static readonly FOGMODE_LINEAR = 3;
  109. /**
  110. * Gets or sets the minimum deltatime when deterministic lock step is enabled
  111. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  112. */
  113. public static MinDeltaTime = 1.0;
  114. /**
  115. * Gets or sets the maximum deltatime when deterministic lock step is enabled
  116. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  117. */
  118. public static MaxDeltaTime = 1000.0;
  119. /**
  120. * Factory used to create the default material.
  121. * @param name The name of the material to create
  122. * @param scene The scene to create the material for
  123. * @returns The default material
  124. */
  125. public static DefaultMaterialFactory(scene: Scene): Material {
  126. throw _DevTools.WarnImport("StandardMaterial");
  127. }
  128. /**
  129. * Factory used to create the a collision coordinator.
  130. * @returns The collision coordinator
  131. */
  132. public static CollisionCoordinatorFactory(): ICollisionCoordinator {
  133. throw _DevTools.WarnImport("DefaultCollisionCoordinator");
  134. }
  135. // Members
  136. /** @hidden */
  137. public _inputManager = new InputManager(this);
  138. /** Define this parameter if you are using multiple cameras and you want to specify which one should be used for pointer position */
  139. public cameraToUseForPointers: Nullable<Camera> = null;
  140. /** @hidden */
  141. public readonly _isScene = true;
  142. /** @hidden */
  143. public _blockEntityCollection = false;
  144. /**
  145. * Gets or sets a boolean that indicates if the scene must clear the render buffer before rendering a frame
  146. */
  147. public autoClear = true;
  148. /**
  149. * Gets or sets a boolean that indicates if the scene must clear the depth and stencil buffers before rendering a frame
  150. */
  151. public autoClearDepthAndStencil = true;
  152. /**
  153. * Defines the color used to clear the render buffer (Default is (0.2, 0.2, 0.3, 1.0))
  154. */
  155. public clearColor: Color4 = new Color4(0.2, 0.2, 0.3, 1.0);
  156. /**
  157. * Defines the color used to simulate the ambient color (Default is (0, 0, 0))
  158. */
  159. public ambientColor = new Color3(0, 0, 0);
  160. /**
  161. * This is use to store the default BRDF lookup for PBR materials in your scene.
  162. * It should only be one of the following (if not the default embedded one):
  163. * * For uncorrelated BRDF (pbr.brdf.useEnergyConservation = false and pbr.brdf.useSmithVisibilityHeightCorrelated = false) : https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds
  164. * * For correlated BRDF (pbr.brdf.useEnergyConservation = false and pbr.brdf.useSmithVisibilityHeightCorrelated = true) : https://assets.babylonjs.com/environments/correlatedBRDF.dds
  165. * * For correlated multi scattering BRDF (pbr.brdf.useEnergyConservation = true and pbr.brdf.useSmithVisibilityHeightCorrelated = true) : https://assets.babylonjs.com/environments/correlatedMSBRDF.dds
  166. * The material properties need to be setup according to the type of texture in use.
  167. */
  168. public environmentBRDFTexture: BaseTexture;
  169. /**
  170. * Texture used in all pbr material as the reflection texture.
  171. * As in the majority of the scene they are the same (exception for multi room and so on),
  172. * this is easier to reference from here than from all the materials.
  173. */
  174. public get environmentTexture(): Nullable<BaseTexture> {
  175. return this._environmentTexture;
  176. }
  177. /**
  178. * Texture used in all pbr material as the reflection texture.
  179. * As in the majority of the scene they are the same (exception for multi room and so on),
  180. * this is easier to set here than in all the materials.
  181. */
  182. public set environmentTexture(value: Nullable<BaseTexture>) {
  183. if (this._environmentTexture === value) {
  184. return;
  185. }
  186. this._environmentTexture = value;
  187. this.markAllMaterialsAsDirty(Constants.MATERIAL_TextureDirtyFlag);
  188. }
  189. /** @hidden */
  190. protected _environmentIntensity: number = 1;
  191. /**
  192. * Intensity of the environment in all pbr material.
  193. * This dims or reinforces the IBL lighting overall (reflection and diffuse).
  194. * As in the majority of the scene they are the same (exception for multi room and so on),
  195. * this is easier to reference from here than from all the materials.
  196. */
  197. public get environmentIntensity(): number {
  198. return this._environmentIntensity;
  199. }
  200. /**
  201. * Intensity of the environment in all pbr material.
  202. * This dims or reinforces the IBL lighting overall (reflection and diffuse).
  203. * As in the majority of the scene they are the same (exception for multi room and so on),
  204. * this is easier to set here than in all the materials.
  205. */
  206. public set environmentIntensity(value: number) {
  207. if (this._environmentIntensity === value) {
  208. return;
  209. }
  210. this._environmentIntensity = value;
  211. this.markAllMaterialsAsDirty(Constants.MATERIAL_TextureDirtyFlag);
  212. }
  213. /** @hidden */
  214. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  215. /**
  216. * Default image processing configuration used either in the rendering
  217. * Forward main pass or through the imageProcessingPostProcess if present.
  218. * As in the majority of the scene they are the same (exception for multi camera),
  219. * this is easier to reference from here than from all the materials and post process.
  220. *
  221. * No setter as we it is a shared configuration, you can set the values instead.
  222. */
  223. public get imageProcessingConfiguration(): ImageProcessingConfiguration {
  224. return this._imageProcessingConfiguration;
  225. }
  226. private _forceWireframe = false;
  227. /**
  228. * Gets or sets a boolean indicating if all rendering must be done in wireframe
  229. */
  230. public set forceWireframe(value: boolean) {
  231. if (this._forceWireframe === value) {
  232. return;
  233. }
  234. this._forceWireframe = value;
  235. this.markAllMaterialsAsDirty(Constants.MATERIAL_MiscDirtyFlag);
  236. }
  237. public get forceWireframe(): boolean {
  238. return this._forceWireframe;
  239. }
  240. private _skipFrustumClipping = false;
  241. /**
  242. * Gets or sets a boolean indicating if we should skip the frustum clipping part of the active meshes selection
  243. */
  244. public set skipFrustumClipping(value: boolean) {
  245. if (this._skipFrustumClipping === value) {
  246. return;
  247. }
  248. this._skipFrustumClipping = value;
  249. }
  250. public get skipFrustumClipping(): boolean {
  251. return this._skipFrustumClipping;
  252. }
  253. private _forcePointsCloud = false;
  254. /**
  255. * Gets or sets a boolean indicating if all rendering must be done in point cloud
  256. */
  257. public set forcePointsCloud(value: boolean) {
  258. if (this._forcePointsCloud === value) {
  259. return;
  260. }
  261. this._forcePointsCloud = value;
  262. this.markAllMaterialsAsDirty(Constants.MATERIAL_MiscDirtyFlag);
  263. }
  264. public get forcePointsCloud(): boolean {
  265. return this._forcePointsCloud;
  266. }
  267. /**
  268. * Gets or sets the active clipplane 1
  269. */
  270. public clipPlane: Nullable<Plane>;
  271. /**
  272. * Gets or sets the active clipplane 2
  273. */
  274. public clipPlane2: Nullable<Plane>;
  275. /**
  276. * Gets or sets the active clipplane 3
  277. */
  278. public clipPlane3: Nullable<Plane>;
  279. /**
  280. * Gets or sets the active clipplane 4
  281. */
  282. public clipPlane4: Nullable<Plane>;
  283. /**
  284. * Gets or sets the active clipplane 5
  285. */
  286. public clipPlane5: Nullable<Plane>;
  287. /**
  288. * Gets or sets the active clipplane 6
  289. */
  290. public clipPlane6: Nullable<Plane>;
  291. /**
  292. * Gets or sets a boolean indicating if animations are enabled
  293. */
  294. public animationsEnabled = true;
  295. private _animationPropertiesOverride: Nullable<AnimationPropertiesOverride> = null;
  296. /**
  297. * Gets or sets the animation properties override
  298. */
  299. public get animationPropertiesOverride(): Nullable<AnimationPropertiesOverride> {
  300. return this._animationPropertiesOverride;
  301. }
  302. public set animationPropertiesOverride(value: Nullable<AnimationPropertiesOverride>) {
  303. this._animationPropertiesOverride = value;
  304. }
  305. /**
  306. * Gets or sets a boolean indicating if a constant deltatime has to be used
  307. * This is mostly useful for testing purposes when you do not want the animations to scale with the framerate
  308. */
  309. public useConstantAnimationDeltaTime = false;
  310. /**
  311. * Gets or sets a boolean indicating if the scene must keep the meshUnderPointer property updated
  312. * Please note that it requires to run a ray cast through the scene on every frame
  313. */
  314. public constantlyUpdateMeshUnderPointer = false;
  315. /**
  316. * Defines the HTML cursor to use when hovering over interactive elements
  317. */
  318. public hoverCursor = "pointer";
  319. /**
  320. * Defines the HTML default cursor to use (empty by default)
  321. */
  322. public defaultCursor: string = "";
  323. /**
  324. * Defines whether cursors are handled by the scene.
  325. */
  326. public doNotHandleCursors = false;
  327. /**
  328. * This is used to call preventDefault() on pointer down
  329. * in order to block unwanted artifacts like system double clicks
  330. */
  331. public preventDefaultOnPointerDown = true;
  332. /**
  333. * This is used to call preventDefault() on pointer up
  334. * in order to block unwanted artifacts like system double clicks
  335. */
  336. public preventDefaultOnPointerUp = true;
  337. // Metadata
  338. /**
  339. * Gets or sets user defined metadata
  340. */
  341. public metadata: any = null;
  342. /**
  343. * For internal use only. Please do not use.
  344. */
  345. public reservedDataStore: any = null;
  346. /**
  347. * Gets the name of the plugin used to load this scene (null by default)
  348. */
  349. public loadingPluginName: string;
  350. /**
  351. * Use this array to add regular expressions used to disable offline support for specific urls
  352. */
  353. public disableOfflineSupportExceptionRules = new Array<RegExp>();
  354. /**
  355. * An event triggered when the scene is disposed.
  356. */
  357. public onDisposeObservable = new Observable<Scene>();
  358. private _onDisposeObserver: Nullable<Observer<Scene>> = null;
  359. /** Sets a function to be executed when this scene is disposed. */
  360. public set onDispose(callback: () => void) {
  361. if (this._onDisposeObserver) {
  362. this.onDisposeObservable.remove(this._onDisposeObserver);
  363. }
  364. this._onDisposeObserver = this.onDisposeObservable.add(callback);
  365. }
  366. /**
  367. * An event triggered before rendering the scene (right after animations and physics)
  368. */
  369. public onBeforeRenderObservable = new Observable<Scene>();
  370. private _onBeforeRenderObserver: Nullable<Observer<Scene>> = null;
  371. /** Sets a function to be executed before rendering this scene */
  372. public set beforeRender(callback: Nullable<() => void>) {
  373. if (this._onBeforeRenderObserver) {
  374. this.onBeforeRenderObservable.remove(this._onBeforeRenderObserver);
  375. }
  376. if (callback) {
  377. this._onBeforeRenderObserver = this.onBeforeRenderObservable.add(callback);
  378. }
  379. }
  380. /**
  381. * An event triggered after rendering the scene
  382. */
  383. public onAfterRenderObservable = new Observable<Scene>();
  384. /**
  385. * An event triggered after rendering the scene for an active camera (When scene.render is called this will be called after each camera)
  386. */
  387. public onAfterRenderCameraObservable = new Observable<Camera>();
  388. private _onAfterRenderObserver: Nullable<Observer<Scene>> = null;
  389. /** Sets a function to be executed after rendering this scene */
  390. public set afterRender(callback: Nullable<() => void>) {
  391. if (this._onAfterRenderObserver) {
  392. this.onAfterRenderObservable.remove(this._onAfterRenderObserver);
  393. }
  394. if (callback) {
  395. this._onAfterRenderObserver = this.onAfterRenderObservable.add(callback);
  396. }
  397. }
  398. /**
  399. * An event triggered before animating the scene
  400. */
  401. public onBeforeAnimationsObservable = new Observable<Scene>();
  402. /**
  403. * An event triggered after animations processing
  404. */
  405. public onAfterAnimationsObservable = new Observable<Scene>();
  406. /**
  407. * An event triggered before draw calls are ready to be sent
  408. */
  409. public onBeforeDrawPhaseObservable = new Observable<Scene>();
  410. /**
  411. * An event triggered after draw calls have been sent
  412. */
  413. public onAfterDrawPhaseObservable = new Observable<Scene>();
  414. /**
  415. * An event triggered when the scene is ready
  416. */
  417. public onReadyObservable = new Observable<Scene>();
  418. /**
  419. * An event triggered before rendering a camera
  420. */
  421. public onBeforeCameraRenderObservable = new Observable<Camera>();
  422. private _onBeforeCameraRenderObserver: Nullable<Observer<Camera>> = null;
  423. /** Sets a function to be executed before rendering a camera*/
  424. public set beforeCameraRender(callback: () => void) {
  425. if (this._onBeforeCameraRenderObserver) {
  426. this.onBeforeCameraRenderObservable.remove(this._onBeforeCameraRenderObserver);
  427. }
  428. this._onBeforeCameraRenderObserver = this.onBeforeCameraRenderObservable.add(callback);
  429. }
  430. /**
  431. * An event triggered after rendering a camera
  432. */
  433. public onAfterCameraRenderObservable = new Observable<Camera>();
  434. private _onAfterCameraRenderObserver: Nullable<Observer<Camera>> = null;
  435. /** Sets a function to be executed after rendering a camera*/
  436. public set afterCameraRender(callback: () => void) {
  437. if (this._onAfterCameraRenderObserver) {
  438. this.onAfterCameraRenderObservable.remove(this._onAfterCameraRenderObserver);
  439. }
  440. this._onAfterCameraRenderObserver = this.onAfterCameraRenderObservable.add(callback);
  441. }
  442. /**
  443. * An event triggered when active meshes evaluation is about to start
  444. */
  445. public onBeforeActiveMeshesEvaluationObservable = new Observable<Scene>();
  446. /**
  447. * An event triggered when active meshes evaluation is done
  448. */
  449. public onAfterActiveMeshesEvaluationObservable = new Observable<Scene>();
  450. /**
  451. * An event triggered when particles rendering is about to start
  452. * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
  453. */
  454. public onBeforeParticlesRenderingObservable = new Observable<Scene>();
  455. /**
  456. * An event triggered when particles rendering is done
  457. * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
  458. */
  459. public onAfterParticlesRenderingObservable = new Observable<Scene>();
  460. /**
  461. * An event triggered when SceneLoader.Append or SceneLoader.Load or SceneLoader.ImportMesh were successfully executed
  462. */
  463. public onDataLoadedObservable = new Observable<Scene>();
  464. /**
  465. * An event triggered when a camera is created
  466. */
  467. public onNewCameraAddedObservable = new Observable<Camera>();
  468. /**
  469. * An event triggered when a camera is removed
  470. */
  471. public onCameraRemovedObservable = new Observable<Camera>();
  472. /**
  473. * An event triggered when a light is created
  474. */
  475. public onNewLightAddedObservable = new Observable<Light>();
  476. /**
  477. * An event triggered when a light is removed
  478. */
  479. public onLightRemovedObservable = new Observable<Light>();
  480. /**
  481. * An event triggered when a geometry is created
  482. */
  483. public onNewGeometryAddedObservable = new Observable<Geometry>();
  484. /**
  485. * An event triggered when a geometry is removed
  486. */
  487. public onGeometryRemovedObservable = new Observable<Geometry>();
  488. /**
  489. * An event triggered when a transform node is created
  490. */
  491. public onNewTransformNodeAddedObservable = new Observable<TransformNode>();
  492. /**
  493. * An event triggered when a transform node is removed
  494. */
  495. public onTransformNodeRemovedObservable = new Observable<TransformNode>();
  496. /**
  497. * An event triggered when a mesh is created
  498. */
  499. public onNewMeshAddedObservable = new Observable<AbstractMesh>();
  500. /**
  501. * An event triggered when a mesh is removed
  502. */
  503. public onMeshRemovedObservable = new Observable<AbstractMesh>();
  504. /**
  505. * An event triggered when a skeleton is created
  506. */
  507. public onNewSkeletonAddedObservable = new Observable<Skeleton>();
  508. /**
  509. * An event triggered when a skeleton is removed
  510. */
  511. public onSkeletonRemovedObservable = new Observable<Skeleton>();
  512. /**
  513. * An event triggered when a material is created
  514. */
  515. public onNewMaterialAddedObservable = new Observable<Material>();
  516. /**
  517. * An event triggered when a multi material is created
  518. */
  519. public onNewMultiMaterialAddedObservable = new Observable<MultiMaterial>();
  520. /**
  521. * An event triggered when a material is removed
  522. */
  523. public onMaterialRemovedObservable = new Observable<Material>();
  524. /**
  525. * An event triggered when a multi material is removed
  526. */
  527. public onMultiMaterialRemovedObservable = new Observable<MultiMaterial>();
  528. /**
  529. * An event triggered when a texture is created
  530. */
  531. public onNewTextureAddedObservable = new Observable<BaseTexture>();
  532. /**
  533. * An event triggered when a texture is removed
  534. */
  535. public onTextureRemovedObservable = new Observable<BaseTexture>();
  536. /**
  537. * An event triggered when render targets are about to be rendered
  538. * Can happen multiple times per frame.
  539. */
  540. public onBeforeRenderTargetsRenderObservable = new Observable<Scene>();
  541. /**
  542. * An event triggered when render targets were rendered.
  543. * Can happen multiple times per frame.
  544. */
  545. public onAfterRenderTargetsRenderObservable = new Observable<Scene>();
  546. /**
  547. * An event triggered before calculating deterministic simulation step
  548. */
  549. public onBeforeStepObservable = new Observable<Scene>();
  550. /**
  551. * An event triggered after calculating deterministic simulation step
  552. */
  553. public onAfterStepObservable = new Observable<Scene>();
  554. /**
  555. * An event triggered when the activeCamera property is updated
  556. */
  557. public onActiveCameraChanged = new Observable<Scene>();
  558. /**
  559. * This Observable will be triggered before rendering each renderingGroup of each rendered camera.
  560. * The RenderinGroupInfo class contains all the information about the context in which the observable is called
  561. * If you wish to register an Observer only for a given set of renderingGroup, use the mask with a combination of the renderingGroup index elevated to the power of two (1 for renderingGroup 0, 2 for renderingrOup1, 4 for 2 and 8 for 3)
  562. */
  563. public onBeforeRenderingGroupObservable = new Observable<RenderingGroupInfo>();
  564. /**
  565. * This Observable will be triggered after rendering each renderingGroup of each rendered camera.
  566. * The RenderinGroupInfo class contains all the information about the context in which the observable is called
  567. * If you wish to register an Observer only for a given set of renderingGroup, use the mask with a combination of the renderingGroup index elevated to the power of two (1 for renderingGroup 0, 2 for renderingrOup1, 4 for 2 and 8 for 3)
  568. */
  569. public onAfterRenderingGroupObservable = new Observable<RenderingGroupInfo>();
  570. /**
  571. * This Observable will when a mesh has been imported into the scene.
  572. */
  573. public onMeshImportedObservable = new Observable<AbstractMesh>();
  574. /**
  575. * This Observable will when an animation file has been imported into the scene.
  576. */
  577. public onAnimationFileImportedObservable = new Observable<Scene>();
  578. /**
  579. * Gets or sets a user defined funtion to select LOD from a mesh and a camera.
  580. * By default this function is undefined and Babylon.js will select LOD based on distance to camera
  581. */
  582. public customLODSelector: (mesh: AbstractMesh, camera: Camera) => Nullable<AbstractMesh>;
  583. // Animations
  584. /** @hidden */
  585. public _registeredForLateAnimationBindings = new SmartArrayNoDuplicate<any>(256);
  586. // Pointers
  587. /**
  588. * Gets or sets a predicate used to select candidate meshes for a pointer down event
  589. */
  590. public pointerDownPredicate: (Mesh: AbstractMesh) => boolean;
  591. /**
  592. * Gets or sets a predicate used to select candidate meshes for a pointer up event
  593. */
  594. public pointerUpPredicate: (Mesh: AbstractMesh) => boolean;
  595. /**
  596. * Gets or sets a predicate used to select candidate meshes for a pointer move event
  597. */
  598. public pointerMovePredicate: (Mesh: AbstractMesh) => boolean;
  599. /** Callback called when a pointer move is detected */
  600. public onPointerMove: (evt: PointerEvent, pickInfo: PickingInfo, type: PointerEventTypes) => void;
  601. /** Callback called when a pointer down is detected */
  602. public onPointerDown: (evt: PointerEvent, pickInfo: PickingInfo, type: PointerEventTypes) => void;
  603. /** Callback called when a pointer up is detected */
  604. public onPointerUp: (evt: PointerEvent, pickInfo: Nullable<PickingInfo>, type: PointerEventTypes) => void;
  605. /** Callback called when a pointer pick is detected */
  606. public onPointerPick: (evt: PointerEvent, pickInfo: PickingInfo) => void;
  607. /**
  608. * This observable event is triggered when any ponter event is triggered. It is registered during Scene.attachControl() and it is called BEFORE the 3D engine process anything (mesh/sprite picking for instance).
  609. * You have the possibility to skip the process and the call to onPointerObservable by setting PointerInfoPre.skipOnPointerObservable to true
  610. */
  611. public onPrePointerObservable = new Observable<PointerInfoPre>();
  612. /**
  613. * Observable event triggered each time an input event is received from the rendering canvas
  614. */
  615. public onPointerObservable = new Observable<PointerInfo>();
  616. /**
  617. * Gets the pointer coordinates without any translation (ie. straight out of the pointer event)
  618. */
  619. public get unTranslatedPointer(): Vector2 {
  620. return this._inputManager.unTranslatedPointer;
  621. }
  622. /**
  623. * Gets or sets the distance in pixel that you have to move to prevent some events. Default is 10 pixels
  624. */
  625. public static get DragMovementThreshold() {
  626. return InputManager.DragMovementThreshold;
  627. }
  628. public static set DragMovementThreshold(value: number) {
  629. InputManager.DragMovementThreshold = value;
  630. }
  631. /**
  632. * Time in milliseconds to wait to raise long press events if button is still pressed. Default is 500 ms
  633. */
  634. public static get LongPressDelay() {
  635. return InputManager.LongPressDelay;
  636. }
  637. public static set LongPressDelay(value: number) {
  638. InputManager.LongPressDelay = value;
  639. }
  640. /**
  641. * Time in milliseconds to wait to raise long press events if button is still pressed. Default is 300 ms
  642. */
  643. public static get DoubleClickDelay() {
  644. return InputManager.DoubleClickDelay;
  645. }
  646. public static set DoubleClickDelay(value: number) {
  647. InputManager.DoubleClickDelay = value;
  648. }
  649. /** If you need to check double click without raising a single click at first click, enable this flag */
  650. public static get ExclusiveDoubleClickMode() {
  651. return InputManager.ExclusiveDoubleClickMode;
  652. }
  653. public static set ExclusiveDoubleClickMode(value: boolean) {
  654. InputManager.ExclusiveDoubleClickMode = value;
  655. }
  656. // Mirror
  657. /** @hidden */
  658. public _mirroredCameraPosition: Nullable<Vector3>;
  659. // Keyboard
  660. /**
  661. * This observable event is triggered when any keyboard event si raised and registered during Scene.attachControl()
  662. * You have the possibility to skip the process and the call to onKeyboardObservable by setting KeyboardInfoPre.skipOnPointerObservable to true
  663. */
  664. public onPreKeyboardObservable = new Observable<KeyboardInfoPre>();
  665. /**
  666. * Observable event triggered each time an keyboard event is received from the hosting window
  667. */
  668. public onKeyboardObservable = new Observable<KeyboardInfo>();
  669. // Coordinates system
  670. private _useRightHandedSystem = false;
  671. /**
  672. * Gets or sets a boolean indicating if the scene must use right-handed coordinates system
  673. */
  674. public set useRightHandedSystem(value: boolean) {
  675. if (this._useRightHandedSystem === value) {
  676. return;
  677. }
  678. this._useRightHandedSystem = value;
  679. this.markAllMaterialsAsDirty(Constants.MATERIAL_MiscDirtyFlag);
  680. }
  681. public get useRightHandedSystem(): boolean {
  682. return this._useRightHandedSystem;
  683. }
  684. // Deterministic lockstep
  685. private _timeAccumulator: number = 0;
  686. private _currentStepId: number = 0;
  687. private _currentInternalStep: number = 0;
  688. /**
  689. * Sets the step Id used by deterministic lock step
  690. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  691. * @param newStepId defines the step Id
  692. */
  693. public setStepId(newStepId: number): void {
  694. this._currentStepId = newStepId;
  695. }
  696. /**
  697. * Gets the step Id used by deterministic lock step
  698. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  699. * @returns the step Id
  700. */
  701. public getStepId(): number {
  702. return this._currentStepId;
  703. }
  704. /**
  705. * Gets the internal step used by deterministic lock step
  706. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  707. * @returns the internal step
  708. */
  709. public getInternalStep(): number {
  710. return this._currentInternalStep;
  711. }
  712. // Fog
  713. private _fogEnabled = true;
  714. /**
  715. * Gets or sets a boolean indicating if fog is enabled on this scene
  716. * @see https://doc.babylonjs.com/babylon101/environment#fog
  717. * (Default is true)
  718. */
  719. public set fogEnabled(value: boolean) {
  720. if (this._fogEnabled === value) {
  721. return;
  722. }
  723. this._fogEnabled = value;
  724. this.markAllMaterialsAsDirty(Constants.MATERIAL_MiscDirtyFlag);
  725. }
  726. public get fogEnabled(): boolean {
  727. return this._fogEnabled;
  728. }
  729. private _fogMode = Scene.FOGMODE_NONE;
  730. /**
  731. * Gets or sets the fog mode to use
  732. * @see https://doc.babylonjs.com/babylon101/environment#fog
  733. * | mode | value |
  734. * | --- | --- |
  735. * | FOGMODE_NONE | 0 |
  736. * | FOGMODE_EXP | 1 |
  737. * | FOGMODE_EXP2 | 2 |
  738. * | FOGMODE_LINEAR | 3 |
  739. */
  740. public set fogMode(value: number) {
  741. if (this._fogMode === value) {
  742. return;
  743. }
  744. this._fogMode = value;
  745. this.markAllMaterialsAsDirty(Constants.MATERIAL_MiscDirtyFlag);
  746. }
  747. public get fogMode(): number {
  748. return this._fogMode;
  749. }
  750. /**
  751. * Gets or sets the fog color to use
  752. * @see https://doc.babylonjs.com/babylon101/environment#fog
  753. * (Default is Color3(0.2, 0.2, 0.3))
  754. */
  755. public fogColor = new Color3(0.2, 0.2, 0.3);
  756. /**
  757. * Gets or sets the fog density to use
  758. * @see https://doc.babylonjs.com/babylon101/environment#fog
  759. * (Default is 0.1)
  760. */
  761. public fogDensity = 0.1;
  762. /**
  763. * Gets or sets the fog start distance to use
  764. * @see https://doc.babylonjs.com/babylon101/environment#fog
  765. * (Default is 0)
  766. */
  767. public fogStart = 0;
  768. /**
  769. * Gets or sets the fog end distance to use
  770. * @see https://doc.babylonjs.com/babylon101/environment#fog
  771. * (Default is 1000)
  772. */
  773. public fogEnd = 1000.0;
  774. /**
  775. * Flag indicating that the frame buffer binding is handled by another component
  776. */
  777. public get prePass(): boolean {
  778. return !!this.prePassRenderer && this.prePassRenderer.defaultRT.enabled;
  779. }
  780. // Lights
  781. private _shadowsEnabled = true;
  782. /**
  783. * Gets or sets a boolean indicating if shadows are enabled on this scene
  784. */
  785. public set shadowsEnabled(value: boolean) {
  786. if (this._shadowsEnabled === value) {
  787. return;
  788. }
  789. this._shadowsEnabled = value;
  790. this.markAllMaterialsAsDirty(Constants.MATERIAL_LightDirtyFlag);
  791. }
  792. public get shadowsEnabled(): boolean {
  793. return this._shadowsEnabled;
  794. }
  795. private _lightsEnabled = true;
  796. /**
  797. * Gets or sets a boolean indicating if lights are enabled on this scene
  798. */
  799. public set lightsEnabled(value: boolean) {
  800. if (this._lightsEnabled === value) {
  801. return;
  802. }
  803. this._lightsEnabled = value;
  804. this.markAllMaterialsAsDirty(Constants.MATERIAL_LightDirtyFlag);
  805. }
  806. public get lightsEnabled(): boolean {
  807. return this._lightsEnabled;
  808. }
  809. /** All of the active cameras added to this scene. */
  810. public activeCameras: Nullable<Camera[]> = new Array<Camera>();
  811. /** @hidden */
  812. public _activeCamera: Nullable<Camera>;
  813. /** Gets or sets the current active camera */
  814. public get activeCamera(): Nullable<Camera> {
  815. return this._activeCamera;
  816. }
  817. public set activeCamera(value: Nullable<Camera>) {
  818. if (value === this._activeCamera) {
  819. return;
  820. }
  821. this._activeCamera = value;
  822. this.onActiveCameraChanged.notifyObservers(this);
  823. }
  824. private _defaultMaterial: Material;
  825. /** The default material used on meshes when no material is affected */
  826. public get defaultMaterial(): Material {
  827. if (!this._defaultMaterial) {
  828. this._defaultMaterial = Scene.DefaultMaterialFactory(this);
  829. }
  830. return this._defaultMaterial;
  831. }
  832. /** The default material used on meshes when no material is affected */
  833. public set defaultMaterial(value: Material) {
  834. this._defaultMaterial = value;
  835. }
  836. // Textures
  837. private _texturesEnabled = true;
  838. /**
  839. * Gets or sets a boolean indicating if textures are enabled on this scene
  840. */
  841. public set texturesEnabled(value: boolean) {
  842. if (this._texturesEnabled === value) {
  843. return;
  844. }
  845. this._texturesEnabled = value;
  846. this.markAllMaterialsAsDirty(Constants.MATERIAL_TextureDirtyFlag);
  847. }
  848. public get texturesEnabled(): boolean {
  849. return this._texturesEnabled;
  850. }
  851. // Physics
  852. /**
  853. * Gets or sets a boolean indicating if physic engines are enabled on this scene
  854. */
  855. public physicsEnabled = true;
  856. // Particles
  857. /**
  858. * Gets or sets a boolean indicating if particles are enabled on this scene
  859. */
  860. public particlesEnabled = true;
  861. // Sprites
  862. /**
  863. * Gets or sets a boolean indicating if sprites are enabled on this scene
  864. */
  865. public spritesEnabled = true;
  866. // Skeletons
  867. private _skeletonsEnabled = true;
  868. /**
  869. * Gets or sets a boolean indicating if skeletons are enabled on this scene
  870. */
  871. public set skeletonsEnabled(value: boolean) {
  872. if (this._skeletonsEnabled === value) {
  873. return;
  874. }
  875. this._skeletonsEnabled = value;
  876. this.markAllMaterialsAsDirty(Constants.MATERIAL_AttributesDirtyFlag);
  877. }
  878. public get skeletonsEnabled(): boolean {
  879. return this._skeletonsEnabled;
  880. }
  881. // Lens flares
  882. /**
  883. * Gets or sets a boolean indicating if lens flares are enabled on this scene
  884. */
  885. public lensFlaresEnabled = true;
  886. // Collisions
  887. /**
  888. * Gets or sets a boolean indicating if collisions are enabled on this scene
  889. * @see https://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  890. */
  891. public collisionsEnabled = true;
  892. private _collisionCoordinator: ICollisionCoordinator;
  893. /** @hidden */
  894. public get collisionCoordinator(): ICollisionCoordinator {
  895. if (!this._collisionCoordinator) {
  896. this._collisionCoordinator = Scene.CollisionCoordinatorFactory();
  897. this._collisionCoordinator.init(this);
  898. }
  899. return this._collisionCoordinator;
  900. }
  901. /**
  902. * Defines the gravity applied to this scene (used only for collisions)
  903. * @see https://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  904. */
  905. public gravity = new Vector3(0, -9.807, 0);
  906. // Postprocesses
  907. /**
  908. * Gets or sets a boolean indicating if postprocesses are enabled on this scene
  909. */
  910. public postProcessesEnabled = true;
  911. /**
  912. * Gets the current postprocess manager
  913. */
  914. public postProcessManager: PostProcessManager;
  915. // Customs render targets
  916. /**
  917. * Gets or sets a boolean indicating if render targets are enabled on this scene
  918. */
  919. public renderTargetsEnabled = true;
  920. /**
  921. * Gets or sets a boolean indicating if next render targets must be dumped as image for debugging purposes
  922. * We recommend not using it and instead rely on Spector.js: http://spector.babylonjs.com
  923. */
  924. public dumpNextRenderTargets = false;
  925. /**
  926. * The list of user defined render targets added to the scene
  927. */
  928. public customRenderTargets = new Array<RenderTargetTexture>();
  929. /**
  930. * Defines if texture loading must be delayed
  931. * If true, textures will only be loaded when they need to be rendered
  932. */
  933. public useDelayedTextureLoading: boolean;
  934. /**
  935. * Gets the list of meshes imported to the scene through SceneLoader
  936. */
  937. public importedMeshesFiles = new Array<String>();
  938. // Probes
  939. /**
  940. * Gets or sets a boolean indicating if probes are enabled on this scene
  941. */
  942. public probesEnabled = true;
  943. // Offline support
  944. /**
  945. * Gets or sets the current offline provider to use to store scene data
  946. * @see https://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  947. */
  948. public offlineProvider: IOfflineProvider;
  949. /**
  950. * Gets or sets the action manager associated with the scene
  951. * @see https://doc.babylonjs.com/how_to/how_to_use_actions
  952. */
  953. public actionManager: AbstractActionManager;
  954. private _meshesForIntersections = new SmartArrayNoDuplicate<AbstractMesh>(256);
  955. // Procedural textures
  956. /**
  957. * Gets or sets a boolean indicating if procedural textures are enabled on this scene
  958. */
  959. public proceduralTexturesEnabled = true;
  960. // Private
  961. private _engine: Engine;
  962. // Performance counters
  963. private _totalVertices = new PerfCounter();
  964. /** @hidden */
  965. public _activeIndices = new PerfCounter();
  966. /** @hidden */
  967. public _activeParticles = new PerfCounter();
  968. /** @hidden */
  969. public _activeBones = new PerfCounter();
  970. private _animationRatio: number;
  971. /** @hidden */
  972. public _animationTimeLast: number;
  973. /** @hidden */
  974. public _animationTime: number = 0;
  975. /**
  976. * Gets or sets a general scale for animation speed
  977. * @see https://www.babylonjs-playground.com/#IBU2W7#3
  978. */
  979. public animationTimeScale: number = 1;
  980. /** @hidden */
  981. public _cachedMaterial: Nullable<Material>;
  982. /** @hidden */
  983. public _cachedEffect: Nullable<Effect>;
  984. /** @hidden */
  985. public _cachedVisibility: Nullable<number>;
  986. private _renderId = 0;
  987. private _frameId = 0;
  988. private _executeWhenReadyTimeoutId = -1;
  989. private _intermediateRendering = false;
  990. private _viewUpdateFlag = -1;
  991. private _projectionUpdateFlag = -1;
  992. /** @hidden */
  993. public _toBeDisposed = new Array<Nullable<IDisposable>>(256);
  994. private _activeRequests = new Array<IFileRequest>();
  995. /** @hidden */
  996. public _pendingData = new Array();
  997. private _isDisposed = false;
  998. /**
  999. * Gets or sets a boolean indicating that all submeshes of active meshes must be rendered
  1000. * Use this boolean to avoid computing frustum clipping on submeshes (This could help when you are CPU bound)
  1001. */
  1002. public dispatchAllSubMeshesOfActiveMeshes: boolean = false;
  1003. private _activeMeshes = new SmartArray<AbstractMesh>(256);
  1004. private _processedMaterials = new SmartArray<Material>(256);
  1005. private _renderTargets = new SmartArrayNoDuplicate<RenderTargetTexture>(256);
  1006. /** @hidden */
  1007. public _activeParticleSystems = new SmartArray<IParticleSystem>(256);
  1008. private _activeSkeletons = new SmartArrayNoDuplicate<Skeleton>(32);
  1009. private _softwareSkinnedMeshes = new SmartArrayNoDuplicate<Mesh>(32);
  1010. private _renderingManager: RenderingManager;
  1011. /** @hidden */
  1012. public _activeAnimatables = new Array<Animatable>();
  1013. private _transformMatrix = Matrix.Zero();
  1014. private _sceneUbo: UniformBuffer;
  1015. /** @hidden */
  1016. public _viewMatrix: Matrix;
  1017. /** @hidden */
  1018. public _projectionMatrix: Matrix;
  1019. /** @hidden */
  1020. public _forcedViewPosition: Nullable<Vector3>;
  1021. /** @hidden */
  1022. public _frustumPlanes: Plane[];
  1023. /**
  1024. * Gets the list of frustum planes (built from the active camera)
  1025. */
  1026. public get frustumPlanes(): Plane[] {
  1027. return this._frustumPlanes;
  1028. }
  1029. /**
  1030. * Gets or sets a boolean indicating if lights must be sorted by priority (off by default)
  1031. * This is useful if there are more lights that the maximum simulteanous authorized
  1032. */
  1033. public requireLightSorting = false;
  1034. /** @hidden */
  1035. public readonly useMaterialMeshMap: boolean;
  1036. /** @hidden */
  1037. public readonly useClonedMeshMap: boolean;
  1038. private _externalData: StringDictionary<Object>;
  1039. private _uid: Nullable<string>;
  1040. /**
  1041. * @hidden
  1042. * Backing store of defined scene components.
  1043. */
  1044. public _components: ISceneComponent[] = [];
  1045. /**
  1046. * @hidden
  1047. * Backing store of defined scene components.
  1048. */
  1049. public _serializableComponents: ISceneSerializableComponent[] = [];
  1050. /**
  1051. * List of components to register on the next registration step.
  1052. */
  1053. private _transientComponents: ISceneComponent[] = [];
  1054. /**
  1055. * Registers the transient components if needed.
  1056. */
  1057. private _registerTransientComponents(): void {
  1058. // Register components that have been associated lately to the scene.
  1059. if (this._transientComponents.length > 0) {
  1060. for (let component of this._transientComponents) {
  1061. component.register();
  1062. }
  1063. this._transientComponents = [];
  1064. }
  1065. }
  1066. /**
  1067. * @hidden
  1068. * Add a component to the scene.
  1069. * Note that the ccomponent could be registered on th next frame if this is called after
  1070. * the register component stage.
  1071. * @param component Defines the component to add to the scene
  1072. */
  1073. public _addComponent(component: ISceneComponent) {
  1074. this._components.push(component);
  1075. this._transientComponents.push(component);
  1076. const serializableComponent = component as ISceneSerializableComponent;
  1077. if (serializableComponent.addFromContainer && serializableComponent.serialize) {
  1078. this._serializableComponents.push(serializableComponent);
  1079. }
  1080. }
  1081. /**
  1082. * @hidden
  1083. * Gets a component from the scene.
  1084. * @param name defines the name of the component to retrieve
  1085. * @returns the component or null if not present
  1086. */
  1087. public _getComponent(name: string): Nullable<ISceneComponent> {
  1088. for (let component of this._components) {
  1089. if (component.name === name) {
  1090. return component;
  1091. }
  1092. }
  1093. return null;
  1094. }
  1095. /**
  1096. * @hidden
  1097. * Defines the actions happening before camera updates.
  1098. */
  1099. public _beforeCameraUpdateStage = Stage.Create<SimpleStageAction>();
  1100. /**
  1101. * @hidden
  1102. * Defines the actions happening before clear the canvas.
  1103. */
  1104. public _beforeClearStage = Stage.Create<SimpleStageAction>();
  1105. /**
  1106. * @hidden
  1107. * Defines the actions happening before clear the canvas.
  1108. */
  1109. public _beforeRenderTargetClearStage = Stage.Create<RenderTargetStageAction>();
  1110. /**
  1111. * @hidden
  1112. * Defines the actions when collecting render targets for the frame.
  1113. */
  1114. public _gatherRenderTargetsStage = Stage.Create<RenderTargetsStageAction>();
  1115. /**
  1116. * @hidden
  1117. * Defines the actions happening for one camera in the frame.
  1118. */
  1119. public _gatherActiveCameraRenderTargetsStage = Stage.Create<RenderTargetsStageAction>();
  1120. /**
  1121. * @hidden
  1122. * Defines the actions happening during the per mesh ready checks.
  1123. */
  1124. public _isReadyForMeshStage = Stage.Create<MeshStageAction>();
  1125. /**
  1126. * @hidden
  1127. * Defines the actions happening before evaluate active mesh checks.
  1128. */
  1129. public _beforeEvaluateActiveMeshStage = Stage.Create<SimpleStageAction>();
  1130. /**
  1131. * @hidden
  1132. * Defines the actions happening during the evaluate sub mesh checks.
  1133. */
  1134. public _evaluateSubMeshStage = Stage.Create<EvaluateSubMeshStageAction>();
  1135. /**
  1136. * @hidden
  1137. * Defines the actions happening during the active mesh stage.
  1138. */
  1139. public _preActiveMeshStage = Stage.Create<PreActiveMeshStageAction>();
  1140. /**
  1141. * @hidden
  1142. * Defines the actions happening during the per camera render target step.
  1143. */
  1144. public _cameraDrawRenderTargetStage = Stage.Create<CameraStageFrameBufferAction>();
  1145. /**
  1146. * @hidden
  1147. * Defines the actions happening just before the active camera is drawing.
  1148. */
  1149. public _beforeCameraDrawStage = Stage.Create<CameraStageAction>();
  1150. /**
  1151. * @hidden
  1152. * Defines the actions happening just before a render target is drawing.
  1153. */
  1154. public _beforeRenderTargetDrawStage = Stage.Create<RenderTargetStageAction>();
  1155. /**
  1156. * @hidden
  1157. * Defines the actions happening just before a rendering group is drawing.
  1158. */
  1159. public _beforeRenderingGroupDrawStage = Stage.Create<RenderingGroupStageAction>();
  1160. /**
  1161. * @hidden
  1162. * Defines the actions happening just before a mesh is drawing.
  1163. */
  1164. public _beforeRenderingMeshStage = Stage.Create<RenderingMeshStageAction>();
  1165. /**
  1166. * @hidden
  1167. * Defines the actions happening just after a mesh has been drawn.
  1168. */
  1169. public _afterRenderingMeshStage = Stage.Create<RenderingMeshStageAction>();
  1170. /**
  1171. * @hidden
  1172. * Defines the actions happening just after a rendering group has been drawn.
  1173. */
  1174. public _afterRenderingGroupDrawStage = Stage.Create<RenderingGroupStageAction>();
  1175. /**
  1176. * @hidden
  1177. * Defines the actions happening just after the active camera has been drawn.
  1178. */
  1179. public _afterCameraDrawStage = Stage.Create<CameraStageAction>();
  1180. /**
  1181. * @hidden
  1182. * Defines the actions happening just after a render target has been drawn.
  1183. */
  1184. public _afterRenderTargetDrawStage = Stage.Create<RenderTargetStageAction>();
  1185. /**
  1186. * @hidden
  1187. * Defines the actions happening just after rendering all cameras and computing intersections.
  1188. */
  1189. public _afterRenderStage = Stage.Create<SimpleStageAction>();
  1190. /**
  1191. * @hidden
  1192. * Defines the actions happening when a pointer move event happens.
  1193. */
  1194. public _pointerMoveStage = Stage.Create<PointerMoveStageAction>();
  1195. /**
  1196. * @hidden
  1197. * Defines the actions happening when a pointer down event happens.
  1198. */
  1199. public _pointerDownStage = Stage.Create<PointerUpDownStageAction>();
  1200. /**
  1201. * @hidden
  1202. * Defines the actions happening when a pointer up event happens.
  1203. */
  1204. public _pointerUpStage = Stage.Create<PointerUpDownStageAction>();
  1205. /**
  1206. * an optional map from Geometry Id to Geometry index in the 'geometries' array
  1207. */
  1208. private geometriesByUniqueId: Nullable<{ [uniqueId: string]: number | undefined }> = null;
  1209. private _renderBundles: Nullable<GPURenderBundle[]> = null;
  1210. /**
  1211. * Creates a new Scene
  1212. * @param engine defines the engine to use to render this scene
  1213. * @param options defines the scene options
  1214. */
  1215. constructor(engine: Engine, options?: SceneOptions) {
  1216. super();
  1217. const fullOptions = {
  1218. useGeometryUniqueIdsMap: true,
  1219. useMaterialMeshMap: true,
  1220. useClonedMeshMap: true,
  1221. virtual: false,
  1222. ...options
  1223. };
  1224. this._engine = engine || EngineStore.LastCreatedEngine;
  1225. if (!fullOptions.virtual) {
  1226. EngineStore._LastCreatedScene = this;
  1227. this._engine.scenes.push(this);
  1228. }
  1229. this._uid = null;
  1230. this._renderingManager = new RenderingManager(this);
  1231. if (PostProcessManager) {
  1232. this.postProcessManager = new PostProcessManager(this);
  1233. }
  1234. if (DomManagement.IsWindowObjectExist()) {
  1235. this.attachControl();
  1236. }
  1237. // Uniform Buffer
  1238. this._createUbo();
  1239. // Default Image processing definition
  1240. if (ImageProcessingConfiguration) {
  1241. this._imageProcessingConfiguration = new ImageProcessingConfiguration();
  1242. }
  1243. this.setDefaultCandidateProviders();
  1244. if (fullOptions.useGeometryUniqueIdsMap) {
  1245. this.geometriesByUniqueId = {};
  1246. }
  1247. this.useMaterialMeshMap = fullOptions.useMaterialMeshMap;
  1248. this.useClonedMeshMap = fullOptions.useClonedMeshMap;
  1249. if (!options || !options.virtual) {
  1250. this._engine.onNewSceneAddedObservable.notifyObservers(this);
  1251. }
  1252. }
  1253. /**
  1254. * Gets a string identifying the name of the class
  1255. * @returns "Scene" string
  1256. */
  1257. public getClassName(): string {
  1258. return "Scene";
  1259. }
  1260. private _defaultMeshCandidates: ISmartArrayLike<AbstractMesh> = {
  1261. data: [],
  1262. length: 0
  1263. };
  1264. /**
  1265. * @hidden
  1266. */
  1267. public _getDefaultMeshCandidates(): ISmartArrayLike<AbstractMesh> {
  1268. this._defaultMeshCandidates.data = this.meshes;
  1269. this._defaultMeshCandidates.length = this.meshes.length;
  1270. return this._defaultMeshCandidates;
  1271. }
  1272. private _defaultSubMeshCandidates: ISmartArrayLike<SubMesh> = {
  1273. data: [],
  1274. length: 0
  1275. };
  1276. /**
  1277. * @hidden
  1278. */
  1279. public _getDefaultSubMeshCandidates(mesh: AbstractMesh): ISmartArrayLike<SubMesh> {
  1280. this._defaultSubMeshCandidates.data = mesh.subMeshes;
  1281. this._defaultSubMeshCandidates.length = mesh.subMeshes.length;
  1282. return this._defaultSubMeshCandidates;
  1283. }
  1284. /**
  1285. * Sets the default candidate providers for the scene.
  1286. * This sets the getActiveMeshCandidates, getActiveSubMeshCandidates, getIntersectingSubMeshCandidates
  1287. * and getCollidingSubMeshCandidates to their default function
  1288. */
  1289. public setDefaultCandidateProviders(): void {
  1290. this.getActiveMeshCandidates = this._getDefaultMeshCandidates.bind(this);
  1291. this.getActiveSubMeshCandidates = this._getDefaultSubMeshCandidates.bind(this);
  1292. this.getIntersectingSubMeshCandidates = this._getDefaultSubMeshCandidates.bind(this);
  1293. this.getCollidingSubMeshCandidates = this._getDefaultSubMeshCandidates.bind(this);
  1294. }
  1295. /**
  1296. * Gets the mesh that is currently under the pointer
  1297. */
  1298. public get meshUnderPointer(): Nullable<AbstractMesh> {
  1299. return this._inputManager.meshUnderPointer;
  1300. }
  1301. /**
  1302. * Gets or sets the current on-screen X position of the pointer
  1303. */
  1304. public get pointerX(): number {
  1305. return this._inputManager.pointerX;
  1306. }
  1307. public set pointerX(value: number) {
  1308. this._inputManager.pointerX = value;
  1309. }
  1310. /**
  1311. * Gets or sets the current on-screen Y position of the pointer
  1312. */
  1313. public get pointerY(): number {
  1314. return this._inputManager.pointerY;
  1315. }
  1316. public set pointerY(value: number) {
  1317. this._inputManager.pointerY = value;
  1318. }
  1319. /**
  1320. * Gets the cached material (ie. the latest rendered one)
  1321. * @returns the cached material
  1322. */
  1323. public getCachedMaterial(): Nullable<Material> {
  1324. return this._cachedMaterial;
  1325. }
  1326. /**
  1327. * Gets the cached effect (ie. the latest rendered one)
  1328. * @returns the cached effect
  1329. */
  1330. public getCachedEffect(): Nullable<Effect> {
  1331. return this._cachedEffect;
  1332. }
  1333. /**
  1334. * Gets the cached visibility state (ie. the latest rendered one)
  1335. * @returns the cached visibility state
  1336. */
  1337. public getCachedVisibility(): Nullable<number> {
  1338. return this._cachedVisibility;
  1339. }
  1340. /**
  1341. * Gets a boolean indicating if the current material / effect / visibility must be bind again
  1342. * @param material defines the current material
  1343. * @param effect defines the current effect
  1344. * @param visibility defines the current visibility state
  1345. * @returns true if one parameter is not cached
  1346. */
  1347. public isCachedMaterialInvalid(material: Material, effect: Effect, visibility: number = 1) {
  1348. return this._cachedEffect !== effect || this._cachedMaterial !== material || this._cachedVisibility !== visibility;
  1349. }
  1350. /**
  1351. * Gets the engine associated with the scene
  1352. * @returns an Engine
  1353. */
  1354. public getEngine(): Engine {
  1355. return this._engine;
  1356. }
  1357. /**
  1358. * Gets the total number of vertices rendered per frame
  1359. * @returns the total number of vertices rendered per frame
  1360. */
  1361. public getTotalVertices(): number {
  1362. return this._totalVertices.current;
  1363. }
  1364. /**
  1365. * Gets the performance counter for total vertices
  1366. * @see https://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  1367. */
  1368. public get totalVerticesPerfCounter(): PerfCounter {
  1369. return this._totalVertices;
  1370. }
  1371. /**
  1372. * Gets the total number of active indices rendered per frame (You can deduce the number of rendered triangles by dividing this number by 3)
  1373. * @returns the total number of active indices rendered per frame
  1374. */
  1375. public getActiveIndices(): number {
  1376. return this._activeIndices.current;
  1377. }
  1378. /**
  1379. * Gets the performance counter for active indices
  1380. * @see https://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  1381. */
  1382. public get totalActiveIndicesPerfCounter(): PerfCounter {
  1383. return this._activeIndices;
  1384. }
  1385. /**
  1386. * Gets the total number of active particles rendered per frame
  1387. * @returns the total number of active particles rendered per frame
  1388. */
  1389. public getActiveParticles(): number {
  1390. return this._activeParticles.current;
  1391. }
  1392. /**
  1393. * Gets the performance counter for active particles
  1394. * @see https://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  1395. */
  1396. public get activeParticlesPerfCounter(): PerfCounter {
  1397. return this._activeParticles;
  1398. }
  1399. /**
  1400. * Gets the total number of active bones rendered per frame
  1401. * @returns the total number of active bones rendered per frame
  1402. */
  1403. public getActiveBones(): number {
  1404. return this._activeBones.current;
  1405. }
  1406. /**
  1407. * Gets the performance counter for active bones
  1408. * @see https://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  1409. */
  1410. public get activeBonesPerfCounter(): PerfCounter {
  1411. return this._activeBones;
  1412. }
  1413. /**
  1414. * Gets the array of active meshes
  1415. * @returns an array of AbstractMesh
  1416. */
  1417. public getActiveMeshes(): SmartArray<AbstractMesh> {
  1418. return this._activeMeshes;
  1419. }
  1420. /**
  1421. * Gets the animation ratio (which is 1.0 is the scene renders at 60fps and 2 if the scene renders at 30fps, etc.)
  1422. * @returns a number
  1423. */
  1424. public getAnimationRatio(): number {
  1425. return this._animationRatio !== undefined ? this._animationRatio : 1;
  1426. }
  1427. /**
  1428. * Gets an unique Id for the current render phase
  1429. * @returns a number
  1430. */
  1431. public getRenderId(): number {
  1432. return this._renderId;
  1433. }
  1434. /**
  1435. * Gets an unique Id for the current frame
  1436. * @returns a number
  1437. */
  1438. public getFrameId(): number {
  1439. return this._frameId;
  1440. }
  1441. /** Call this function if you want to manually increment the render Id*/
  1442. public incrementRenderId(): void {
  1443. this._renderId++;
  1444. }
  1445. private _createUbo(): void {
  1446. this._sceneUbo = new UniformBuffer(this._engine, undefined, false, "scene");
  1447. this._sceneUbo.addUniform("viewProjection", 16);
  1448. this._sceneUbo.addUniform("view", 16);
  1449. this._sceneUbo.addUniform("projection", 16);
  1450. this._sceneUbo.addUniform("vEyePosition", 4);
  1451. }
  1452. /**
  1453. * Use this method to simulate a pointer move on a mesh
  1454. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  1455. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  1456. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  1457. * @returns the current scene
  1458. */
  1459. public simulatePointerMove(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): Scene {
  1460. this._inputManager.simulatePointerMove(pickResult, pointerEventInit);
  1461. return this;
  1462. }
  1463. /**
  1464. * Use this method to simulate a pointer down on a mesh
  1465. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  1466. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  1467. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  1468. * @returns the current scene
  1469. */
  1470. public simulatePointerDown(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): Scene {
  1471. this._inputManager.simulatePointerDown(pickResult, pointerEventInit);
  1472. return this;
  1473. }
  1474. /**
  1475. * Use this method to simulate a pointer up on a mesh
  1476. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  1477. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  1478. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  1479. * @param doubleTap indicates that the pointer up event should be considered as part of a double click (false by default)
  1480. * @returns the current scene
  1481. */
  1482. public simulatePointerUp(pickResult: PickingInfo, pointerEventInit?: PointerEventInit, doubleTap?: boolean): Scene {
  1483. this._inputManager.simulatePointerUp(pickResult, pointerEventInit, doubleTap);
  1484. return this;
  1485. }
  1486. /**
  1487. * Gets a boolean indicating if the current pointer event is captured (meaning that the scene has already handled the pointer down)
  1488. * @param pointerId defines the pointer id to use in a multi-touch scenario (0 by default)
  1489. * @returns true if the pointer was captured
  1490. */
  1491. public isPointerCaptured(pointerId = 0): boolean {
  1492. return this._inputManager.isPointerCaptured(pointerId);
  1493. }
  1494. /**
  1495. * Attach events to the canvas (To handle actionManagers triggers and raise onPointerMove, onPointerDown and onPointerUp
  1496. * @param attachUp defines if you want to attach events to pointerup
  1497. * @param attachDown defines if you want to attach events to pointerdown
  1498. * @param attachMove defines if you want to attach events to pointermove
  1499. */
  1500. public attachControl(attachUp = true, attachDown = true, attachMove = true): void {
  1501. this._inputManager.attachControl(attachUp, attachDown, attachMove);
  1502. }
  1503. /** Detaches all event handlers*/
  1504. public detachControl() {
  1505. this._inputManager.detachControl();
  1506. }
  1507. /**
  1508. * This function will check if the scene can be rendered (textures are loaded, shaders are compiled)
  1509. * Delay loaded resources are not taking in account
  1510. * @return true if all required resources are ready
  1511. */
  1512. public isReady(): boolean {
  1513. if (this._isDisposed) {
  1514. return false;
  1515. }
  1516. let index: number;
  1517. let engine = this.getEngine();
  1518. // Effects
  1519. if (!engine.areAllEffectsReady()) {
  1520. return false;
  1521. }
  1522. // Pending data
  1523. if (this._pendingData.length > 0) {
  1524. return false;
  1525. }
  1526. // Meshes
  1527. for (index = 0; index < this.meshes.length; index++) {
  1528. var mesh = this.meshes[index];
  1529. if (!mesh.isEnabled()) {
  1530. continue;
  1531. }
  1532. if (!mesh.subMeshes || mesh.subMeshes.length === 0) {
  1533. continue;
  1534. }
  1535. if (!mesh.isReady(true)) {
  1536. return false;
  1537. }
  1538. let hardwareInstancedRendering = mesh.hasThinInstances || mesh.getClassName() === "InstancedMesh" || mesh.getClassName() === "InstancedLinesMesh" || engine.getCaps().instancedArrays && (<Mesh>mesh).instances.length > 0;
  1539. // Is Ready For Mesh
  1540. for (let step of this._isReadyForMeshStage) {
  1541. if (!step.action(mesh, hardwareInstancedRendering)) {
  1542. return false;
  1543. }
  1544. }
  1545. }
  1546. // Geometries
  1547. for (index = 0; index < this.geometries.length; index++) {
  1548. var geometry = this.geometries[index];
  1549. if (geometry.delayLoadState === Constants.DELAYLOADSTATE_LOADING) {
  1550. return false;
  1551. }
  1552. }
  1553. // Post-processes
  1554. if (this.activeCameras && this.activeCameras.length > 0) {
  1555. for (var camera of this.activeCameras) {
  1556. if (!camera.isReady(true)) {
  1557. return false;
  1558. }
  1559. }
  1560. } else if (this.activeCamera) {
  1561. if (!this.activeCamera.isReady(true)) {
  1562. return false;
  1563. }
  1564. }
  1565. // Particles
  1566. for (var particleSystem of this.particleSystems) {
  1567. if (!particleSystem.isReady()) {
  1568. return false;
  1569. }
  1570. }
  1571. return true;
  1572. }
  1573. /** Resets all cached information relative to material (including effect and visibility) */
  1574. public resetCachedMaterial(): void {
  1575. this._cachedMaterial = null;
  1576. this._cachedEffect = null;
  1577. this._cachedVisibility = null;
  1578. }
  1579. /**
  1580. * Registers a function to be called before every frame render
  1581. * @param func defines the function to register
  1582. */
  1583. public registerBeforeRender(func: () => void): void {
  1584. this.onBeforeRenderObservable.add(func);
  1585. }
  1586. /**
  1587. * Unregisters a function called before every frame render
  1588. * @param func defines the function to unregister
  1589. */
  1590. public unregisterBeforeRender(func: () => void): void {
  1591. this.onBeforeRenderObservable.removeCallback(func);
  1592. }
  1593. /**
  1594. * Registers a function to be called after every frame render
  1595. * @param func defines the function to register
  1596. */
  1597. public registerAfterRender(func: () => void): void {
  1598. this.onAfterRenderObservable.add(func);
  1599. }
  1600. /**
  1601. * Unregisters a function called after every frame render
  1602. * @param func defines the function to unregister
  1603. */
  1604. public unregisterAfterRender(func: () => void): void {
  1605. this.onAfterRenderObservable.removeCallback(func);
  1606. }
  1607. private _executeOnceBeforeRender(func: () => void): void {
  1608. let execFunc = () => {
  1609. func();
  1610. setTimeout(() => {
  1611. this.unregisterBeforeRender(execFunc);
  1612. });
  1613. };
  1614. this.registerBeforeRender(execFunc);
  1615. }
  1616. /**
  1617. * The provided function will run before render once and will be disposed afterwards.
  1618. * A timeout delay can be provided so that the function will be executed in N ms.
  1619. * The timeout is using the browser's native setTimeout so time percision cannot be guaranteed.
  1620. * @param func The function to be executed.
  1621. * @param timeout optional delay in ms
  1622. */
  1623. public executeOnceBeforeRender(func: () => void, timeout?: number): void {
  1624. if (timeout !== undefined) {
  1625. setTimeout(() => {
  1626. this._executeOnceBeforeRender(func);
  1627. }, timeout);
  1628. } else {
  1629. this._executeOnceBeforeRender(func);
  1630. }
  1631. }
  1632. /** @hidden */
  1633. public _addPendingData(data: any): void {
  1634. this._pendingData.push(data);
  1635. }
  1636. /** @hidden */
  1637. public _removePendingData(data: any): void {
  1638. var wasLoading = this.isLoading;
  1639. var index = this._pendingData.indexOf(data);
  1640. if (index !== -1) {
  1641. this._pendingData.splice(index, 1);
  1642. }
  1643. if (wasLoading && !this.isLoading) {
  1644. this.onDataLoadedObservable.notifyObservers(this);
  1645. }
  1646. }
  1647. /**
  1648. * Returns the number of items waiting to be loaded
  1649. * @returns the number of items waiting to be loaded
  1650. */
  1651. public getWaitingItemsCount(): number {
  1652. return this._pendingData.length;
  1653. }
  1654. /**
  1655. * Returns a boolean indicating if the scene is still loading data
  1656. */
  1657. public get isLoading(): boolean {
  1658. return this._pendingData.length > 0;
  1659. }
  1660. /**
  1661. * Registers a function to be executed when the scene is ready
  1662. * @param {Function} func - the function to be executed
  1663. */
  1664. public executeWhenReady(func: () => void): void {
  1665. this.onReadyObservable.add(func);
  1666. if (this._executeWhenReadyTimeoutId !== -1) {
  1667. return;
  1668. }
  1669. this._executeWhenReadyTimeoutId = setTimeout(() => {
  1670. this._checkIsReady();
  1671. }, 150);
  1672. }
  1673. /**
  1674. * Returns a promise that resolves when the scene is ready
  1675. * @returns A promise that resolves when the scene is ready
  1676. */
  1677. public whenReadyAsync(): Promise<void> {
  1678. return new Promise((resolve) => {
  1679. this.executeWhenReady(() => {
  1680. resolve();
  1681. });
  1682. });
  1683. }
  1684. /** @hidden */
  1685. public _checkIsReady() {
  1686. this._registerTransientComponents();
  1687. if (this.isReady()) {
  1688. this.onReadyObservable.notifyObservers(this);
  1689. this.onReadyObservable.clear();
  1690. this._executeWhenReadyTimeoutId = -1;
  1691. return;
  1692. }
  1693. if (this._isDisposed) {
  1694. this.onReadyObservable.clear();
  1695. this._executeWhenReadyTimeoutId = -1;
  1696. return;
  1697. }
  1698. this._executeWhenReadyTimeoutId = setTimeout(() => {
  1699. this._checkIsReady();
  1700. }, 150);
  1701. }
  1702. /**
  1703. * Gets all animatable attached to the scene
  1704. */
  1705. public get animatables(): Animatable[] {
  1706. return this._activeAnimatables;
  1707. }
  1708. /**
  1709. * Resets the last animation time frame.
  1710. * Useful to override when animations start running when loading a scene for the first time.
  1711. */
  1712. public resetLastAnimationTimeFrame(): void {
  1713. this._animationTimeLast = PrecisionDate.Now;
  1714. }
  1715. // Matrix
  1716. /**
  1717. * Gets the current view matrix
  1718. * @returns a Matrix
  1719. */
  1720. public getViewMatrix(): Matrix {
  1721. return this._viewMatrix;
  1722. }
  1723. /**
  1724. * Gets the current projection matrix
  1725. * @returns a Matrix
  1726. */
  1727. public getProjectionMatrix(): Matrix {
  1728. return this._projectionMatrix;
  1729. }
  1730. /**
  1731. * Gets the current transform matrix
  1732. * @returns a Matrix made of View * Projection
  1733. */
  1734. public getTransformMatrix(): Matrix {
  1735. return this._transformMatrix;
  1736. }
  1737. /**
  1738. * Sets the current transform matrix
  1739. * @param viewL defines the View matrix to use
  1740. * @param projectionL defines the Projection matrix to use
  1741. * @param viewR defines the right View matrix to use (if provided)
  1742. * @param projectionR defines the right Projection matrix to use (if provided)
  1743. */
  1744. public setTransformMatrix(viewL: Matrix, projectionL: Matrix, viewR?: Matrix, projectionR?: Matrix): void {
  1745. if (this._viewUpdateFlag === viewL.updateFlag && this._projectionUpdateFlag === projectionL.updateFlag) {
  1746. return;
  1747. }
  1748. this._viewUpdateFlag = viewL.updateFlag;
  1749. this._projectionUpdateFlag = projectionL.updateFlag;
  1750. this._viewMatrix = viewL;
  1751. this._projectionMatrix = projectionL;
  1752. this._viewMatrix.multiplyToRef(this._projectionMatrix, this._transformMatrix);
  1753. // Update frustum
  1754. if (!this._frustumPlanes) {
  1755. this._frustumPlanes = Frustum.GetPlanes(this._transformMatrix);
  1756. } else {
  1757. Frustum.GetPlanesToRef(this._transformMatrix, this._frustumPlanes);
  1758. }
  1759. if (this._multiviewSceneUbo && this._multiviewSceneUbo.useUbo) {
  1760. this._updateMultiviewUbo(viewR, projectionR);
  1761. } else if (this._sceneUbo.useUbo) {
  1762. this._sceneUbo.updateMatrix("viewProjection", this._transformMatrix);
  1763. this._sceneUbo.updateMatrix("view", this._viewMatrix);
  1764. this._sceneUbo.updateMatrix("projection", this._projectionMatrix);
  1765. }
  1766. }
  1767. /**
  1768. * Gets the uniform buffer used to store scene data
  1769. * @returns a UniformBuffer
  1770. */
  1771. public getSceneUniformBuffer(): UniformBuffer {
  1772. return this._multiviewSceneUbo ? this._multiviewSceneUbo : this._sceneUbo;
  1773. }
  1774. /**
  1775. * Gets an unique (relatively to the current scene) Id
  1776. * @returns an unique number for the scene
  1777. */
  1778. public getUniqueId() {
  1779. return UniqueIdGenerator.UniqueId;
  1780. }
  1781. /**
  1782. * Add a mesh to the list of scene's meshes
  1783. * @param newMesh defines the mesh to add
  1784. * @param recursive if all child meshes should also be added to the scene
  1785. */
  1786. public addMesh(newMesh: AbstractMesh, recursive = false) {
  1787. if (this._blockEntityCollection) {
  1788. return;
  1789. }
  1790. this.meshes.push(newMesh);
  1791. newMesh._resyncLightSources();
  1792. if (!newMesh.parent) {
  1793. newMesh._addToSceneRootNodes();
  1794. }
  1795. this.onNewMeshAddedObservable.notifyObservers(newMesh);
  1796. if (recursive) {
  1797. newMesh.getChildMeshes().forEach((m) => {
  1798. this.addMesh(m);
  1799. });
  1800. }
  1801. }
  1802. /**
  1803. * Remove a mesh for the list of scene's meshes
  1804. * @param toRemove defines the mesh to remove
  1805. * @param recursive if all child meshes should also be removed from the scene
  1806. * @returns the index where the mesh was in the mesh list
  1807. */
  1808. public removeMesh(toRemove: AbstractMesh, recursive = false): number {
  1809. var index = this.meshes.indexOf(toRemove);
  1810. if (index !== -1) {
  1811. // Remove from the scene if mesh found
  1812. this.meshes[index] = this.meshes[this.meshes.length - 1];
  1813. this.meshes.pop();
  1814. if (!toRemove.parent) {
  1815. toRemove._removeFromSceneRootNodes();
  1816. }
  1817. }
  1818. this.onMeshRemovedObservable.notifyObservers(toRemove);
  1819. if (recursive) {
  1820. toRemove.getChildMeshes().forEach((m) => {
  1821. this.removeMesh(m);
  1822. });
  1823. }
  1824. return index;
  1825. }
  1826. /**
  1827. * Add a transform node to the list of scene's transform nodes
  1828. * @param newTransformNode defines the transform node to add
  1829. */
  1830. public addTransformNode(newTransformNode: TransformNode) {
  1831. if (this._blockEntityCollection) {
  1832. return;
  1833. }
  1834. newTransformNode._indexInSceneTransformNodesArray = this.transformNodes.length;
  1835. this.transformNodes.push(newTransformNode);
  1836. if (!newTransformNode.parent) {
  1837. newTransformNode._addToSceneRootNodes();
  1838. }
  1839. this.onNewTransformNodeAddedObservable.notifyObservers(newTransformNode);
  1840. }
  1841. /**
  1842. * Remove a transform node for the list of scene's transform nodes
  1843. * @param toRemove defines the transform node to remove
  1844. * @returns the index where the transform node was in the transform node list
  1845. */
  1846. public removeTransformNode(toRemove: TransformNode): number {
  1847. var index = toRemove._indexInSceneTransformNodesArray;
  1848. if (index !== -1) {
  1849. if (index !== this.transformNodes.length - 1) {
  1850. const lastNode = this.transformNodes[this.transformNodes.length - 1];
  1851. this.transformNodes[index] = lastNode;
  1852. lastNode._indexInSceneTransformNodesArray = index;
  1853. }
  1854. toRemove._indexInSceneTransformNodesArray = -1;
  1855. this.transformNodes.pop();
  1856. if (!toRemove.parent) {
  1857. toRemove._removeFromSceneRootNodes();
  1858. }
  1859. }
  1860. this.onTransformNodeRemovedObservable.notifyObservers(toRemove);
  1861. return index;
  1862. }
  1863. /**
  1864. * Remove a skeleton for the list of scene's skeletons
  1865. * @param toRemove defines the skeleton to remove
  1866. * @returns the index where the skeleton was in the skeleton list
  1867. */
  1868. public removeSkeleton(toRemove: Skeleton): number {
  1869. var index = this.skeletons.indexOf(toRemove);
  1870. if (index !== -1) {
  1871. // Remove from the scene if found
  1872. this.skeletons.splice(index, 1);
  1873. this.onSkeletonRemovedObservable.notifyObservers(toRemove);
  1874. }
  1875. return index;
  1876. }
  1877. /**
  1878. * Remove a morph target for the list of scene's morph targets
  1879. * @param toRemove defines the morph target to remove
  1880. * @returns the index where the morph target was in the morph target list
  1881. */
  1882. public removeMorphTargetManager(toRemove: MorphTargetManager): number {
  1883. var index = this.morphTargetManagers.indexOf(toRemove);
  1884. if (index !== -1) {
  1885. // Remove from the scene if found
  1886. this.morphTargetManagers.splice(index, 1);
  1887. }
  1888. return index;
  1889. }
  1890. /**
  1891. * Remove a light for the list of scene's lights
  1892. * @param toRemove defines the light to remove
  1893. * @returns the index where the light was in the light list
  1894. */
  1895. public removeLight(toRemove: Light): number {
  1896. var index = this.lights.indexOf(toRemove);
  1897. if (index !== -1) {
  1898. // Remove from meshes
  1899. for (var mesh of this.meshes) {
  1900. mesh._removeLightSource(toRemove, false);
  1901. }
  1902. // Remove from the scene if mesh found
  1903. this.lights.splice(index, 1);
  1904. this.sortLightsByPriority();
  1905. if (!toRemove.parent) {
  1906. toRemove._removeFromSceneRootNodes();
  1907. }
  1908. }
  1909. this.onLightRemovedObservable.notifyObservers(toRemove);
  1910. return index;
  1911. }
  1912. /**
  1913. * Remove a camera for the list of scene's cameras
  1914. * @param toRemove defines the camera to remove
  1915. * @returns the index where the camera was in the camera list
  1916. */
  1917. public removeCamera(toRemove: Camera): number {
  1918. var index = this.cameras.indexOf(toRemove);
  1919. if (index !== -1) {
  1920. // Remove from the scene if mesh found
  1921. this.cameras.splice(index, 1);
  1922. if (!toRemove.parent) {
  1923. toRemove._removeFromSceneRootNodes();
  1924. }
  1925. }
  1926. // Remove from activeCameras
  1927. if (this.activeCameras) {
  1928. var index2 = this.activeCameras.indexOf(toRemove);
  1929. if (index2 !== -1) {
  1930. // Remove from the scene if mesh found
  1931. this.activeCameras.splice(index2, 1);
  1932. }
  1933. }
  1934. // Reset the activeCamera
  1935. if (this.activeCamera === toRemove) {
  1936. if (this.cameras.length > 0) {
  1937. this.activeCamera = this.cameras[0];
  1938. } else {
  1939. this.activeCamera = null;
  1940. }
  1941. }
  1942. this.onCameraRemovedObservable.notifyObservers(toRemove);
  1943. return index;
  1944. }
  1945. /**
  1946. * Remove a particle system for the list of scene's particle systems
  1947. * @param toRemove defines the particle system to remove
  1948. * @returns the index where the particle system was in the particle system list
  1949. */
  1950. public removeParticleSystem(toRemove: IParticleSystem): number {
  1951. var index = this.particleSystems.indexOf(toRemove);
  1952. if (index !== -1) {
  1953. this.particleSystems.splice(index, 1);
  1954. }
  1955. return index;
  1956. }
  1957. /**
  1958. * Remove a animation for the list of scene's animations
  1959. * @param toRemove defines the animation to remove
  1960. * @returns the index where the animation was in the animation list
  1961. */
  1962. public removeAnimation(toRemove: Animation): number {
  1963. var index = this.animations.indexOf(toRemove);
  1964. if (index !== -1) {
  1965. this.animations.splice(index, 1);
  1966. }
  1967. return index;
  1968. }
  1969. /**
  1970. * Will stop the animation of the given target
  1971. * @param target - the target
  1972. * @param animationName - the name of the animation to stop (all animations will be stopped if both this and targetMask are empty)
  1973. * @param targetMask - a function that determines if the animation should be stopped based on its target (all animations will be stopped if both this and animationName are empty)
  1974. */
  1975. public stopAnimation(target: any, animationName?: string, targetMask?: (target: any) => boolean): void {
  1976. // Do nothing as code will be provided by animation component
  1977. }
  1978. /**
  1979. * Removes the given animation group from this scene.
  1980. * @param toRemove The animation group to remove
  1981. * @returns The index of the removed animation group
  1982. */
  1983. public removeAnimationGroup(toRemove: AnimationGroup): number {
  1984. var index = this.animationGroups.indexOf(toRemove);
  1985. if (index !== -1) {
  1986. this.animationGroups.splice(index, 1);
  1987. }
  1988. return index;
  1989. }
  1990. /**
  1991. * Removes the given multi-material from this scene.
  1992. * @param toRemove The multi-material to remove
  1993. * @returns The index of the removed multi-material
  1994. */
  1995. public removeMultiMaterial(toRemove: MultiMaterial): number {
  1996. var index = this.multiMaterials.indexOf(toRemove);
  1997. if (index !== -1) {
  1998. this.multiMaterials.splice(index, 1);
  1999. }
  2000. this.onMultiMaterialRemovedObservable.notifyObservers(toRemove);
  2001. return index;
  2002. }
  2003. /**
  2004. * Removes the given material from this scene.
  2005. * @param toRemove The material to remove
  2006. * @returns The index of the removed material
  2007. */
  2008. public removeMaterial(toRemove: Material): number {
  2009. var index = toRemove._indexInSceneMaterialArray;
  2010. if (index !== -1 && index < this.materials.length) {
  2011. if (index !== this.materials.length - 1) {
  2012. const lastMaterial = this.materials[this.materials.length - 1];
  2013. this.materials[index] = lastMaterial;
  2014. lastMaterial._indexInSceneMaterialArray = index;
  2015. }
  2016. toRemove._indexInSceneMaterialArray = -1;
  2017. this.materials.pop();
  2018. }
  2019. this.onMaterialRemovedObservable.notifyObservers(toRemove);
  2020. return index;
  2021. }
  2022. /**
  2023. * Removes the given action manager from this scene.
  2024. * @param toRemove The action manager to remove
  2025. * @returns The index of the removed action manager
  2026. */
  2027. public removeActionManager(toRemove: AbstractActionManager): number {
  2028. var index = this.actionManagers.indexOf(toRemove);
  2029. if (index !== -1) {
  2030. this.actionManagers.splice(index, 1);
  2031. }
  2032. return index;
  2033. }
  2034. /**
  2035. * Removes the given texture from this scene.
  2036. * @param toRemove The texture to remove
  2037. * @returns The index of the removed texture
  2038. */
  2039. public removeTexture(toRemove: BaseTexture): number {
  2040. var index = this.textures.indexOf(toRemove);
  2041. if (index !== -1) {
  2042. this.textures.splice(index, 1);
  2043. }
  2044. this.onTextureRemovedObservable.notifyObservers(toRemove);
  2045. return index;
  2046. }
  2047. /**
  2048. * Adds the given light to this scene
  2049. * @param newLight The light to add
  2050. */
  2051. public addLight(newLight: Light): void {
  2052. if (this._blockEntityCollection) {
  2053. return;
  2054. }
  2055. this.lights.push(newLight);
  2056. this.sortLightsByPriority();
  2057. if (!newLight.parent) {
  2058. newLight._addToSceneRootNodes();
  2059. }
  2060. // Add light to all meshes (To support if the light is removed and then re-added)
  2061. for (var mesh of this.meshes) {
  2062. if (mesh.lightSources.indexOf(newLight) === -1) {
  2063. mesh.lightSources.push(newLight);
  2064. mesh._resyncLightSources();
  2065. }
  2066. }
  2067. this.onNewLightAddedObservable.notifyObservers(newLight);
  2068. }
  2069. /**
  2070. * Sorts the list list based on light priorities
  2071. */
  2072. public sortLightsByPriority(): void {
  2073. if (this.requireLightSorting) {
  2074. this.lights.sort(Light.CompareLightsPriority);
  2075. }
  2076. }
  2077. /**
  2078. * Adds the given camera to this scene
  2079. * @param newCamera The camera to add
  2080. */
  2081. public addCamera(newCamera: Camera): void {
  2082. if (this._blockEntityCollection) {
  2083. return;
  2084. }
  2085. this.cameras.push(newCamera);
  2086. this.onNewCameraAddedObservable.notifyObservers(newCamera);
  2087. if (!newCamera.parent) {
  2088. newCamera._addToSceneRootNodes();
  2089. }
  2090. }
  2091. /**
  2092. * Adds the given skeleton to this scene
  2093. * @param newSkeleton The skeleton to add
  2094. */
  2095. public addSkeleton(newSkeleton: Skeleton): void {
  2096. if (this._blockEntityCollection) {
  2097. return;
  2098. }
  2099. this.skeletons.push(newSkeleton);
  2100. this.onNewSkeletonAddedObservable.notifyObservers(newSkeleton);
  2101. }
  2102. /**
  2103. * Adds the given particle system to this scene
  2104. * @param newParticleSystem The particle system to add
  2105. */
  2106. public addParticleSystem(newParticleSystem: IParticleSystem): void {
  2107. if (this._blockEntityCollection) {
  2108. return;
  2109. }
  2110. this.particleSystems.push(newParticleSystem);
  2111. }
  2112. /**
  2113. * Adds the given animation to this scene
  2114. * @param newAnimation The animation to add
  2115. */
  2116. public addAnimation(newAnimation: Animation): void {
  2117. if (this._blockEntityCollection) {
  2118. return;
  2119. }
  2120. this.animations.push(newAnimation);
  2121. }
  2122. /**
  2123. * Adds the given animation group to this scene.
  2124. * @param newAnimationGroup The animation group to add
  2125. */
  2126. public addAnimationGroup(newAnimationGroup: AnimationGroup): void {
  2127. if (this._blockEntityCollection) {
  2128. return;
  2129. }
  2130. this.animationGroups.push(newAnimationGroup);
  2131. }
  2132. /**
  2133. * Adds the given multi-material to this scene
  2134. * @param newMultiMaterial The multi-material to add
  2135. */
  2136. public addMultiMaterial(newMultiMaterial: MultiMaterial): void {
  2137. if (this._blockEntityCollection) {
  2138. return;
  2139. }
  2140. this.multiMaterials.push(newMultiMaterial);
  2141. this.onNewMultiMaterialAddedObservable.notifyObservers(newMultiMaterial);
  2142. }
  2143. /**
  2144. * Adds the given material to this scene
  2145. * @param newMaterial The material to add
  2146. */
  2147. public addMaterial(newMaterial: Material): void {
  2148. if (this._blockEntityCollection) {
  2149. return;
  2150. }
  2151. newMaterial._indexInSceneMaterialArray = this.materials.length;
  2152. this.materials.push(newMaterial);
  2153. this.onNewMaterialAddedObservable.notifyObservers(newMaterial);
  2154. }
  2155. /**
  2156. * Adds the given morph target to this scene
  2157. * @param newMorphTargetManager The morph target to add
  2158. */
  2159. public addMorphTargetManager(newMorphTargetManager: MorphTargetManager): void {
  2160. if (this._blockEntityCollection) {
  2161. return;
  2162. }
  2163. this.morphTargetManagers.push(newMorphTargetManager);
  2164. }
  2165. /**
  2166. * Adds the given geometry to this scene
  2167. * @param newGeometry The geometry to add
  2168. */
  2169. public addGeometry(newGeometry: Geometry): void {
  2170. if (this._blockEntityCollection) {
  2171. return;
  2172. }
  2173. if (this.geometriesByUniqueId) {
  2174. this.geometriesByUniqueId[newGeometry.uniqueId] = this.geometries.length;
  2175. }
  2176. this.geometries.push(newGeometry);
  2177. }
  2178. /**
  2179. * Adds the given action manager to this scene
  2180. * @param newActionManager The action manager to add
  2181. */
  2182. public addActionManager(newActionManager: AbstractActionManager): void {
  2183. this.actionManagers.push(newActionManager);
  2184. }
  2185. /**
  2186. * Adds the given texture to this scene.
  2187. * @param newTexture The texture to add
  2188. */
  2189. public addTexture(newTexture: BaseTexture): void {
  2190. if (this._blockEntityCollection) {
  2191. return;
  2192. }
  2193. this.textures.push(newTexture);
  2194. this.onNewTextureAddedObservable.notifyObservers(newTexture);
  2195. }
  2196. /**
  2197. * Switch active camera
  2198. * @param newCamera defines the new active camera
  2199. * @param attachControl defines if attachControl must be called for the new active camera (default: true)
  2200. */
  2201. public switchActiveCamera(newCamera: Camera, attachControl = true): void {
  2202. var canvas = this._engine.getInputElement();
  2203. if (!canvas) {
  2204. return;
  2205. }
  2206. if (this.activeCamera) {
  2207. this.activeCamera.detachControl();
  2208. }
  2209. this.activeCamera = newCamera;
  2210. if (attachControl) {
  2211. newCamera.attachControl();
  2212. }
  2213. }
  2214. /**
  2215. * sets the active camera of the scene using its ID
  2216. * @param id defines the camera's ID
  2217. * @return the new active camera or null if none found.
  2218. */
  2219. public setActiveCameraByID(id: string): Nullable<Camera> {
  2220. var camera = this.getCameraByID(id);
  2221. if (camera) {
  2222. this.activeCamera = camera;
  2223. return camera;
  2224. }
  2225. return null;
  2226. }
  2227. /**
  2228. * sets the active camera of the scene using its name
  2229. * @param name defines the camera's name
  2230. * @returns the new active camera or null if none found.
  2231. */
  2232. public setActiveCameraByName(name: string): Nullable<Camera> {
  2233. var camera = this.getCameraByName(name);
  2234. if (camera) {
  2235. this.activeCamera = camera;
  2236. return camera;
  2237. }
  2238. return null;
  2239. }
  2240. /**
  2241. * get an animation group using its name
  2242. * @param name defines the material's name
  2243. * @return the animation group or null if none found.
  2244. */
  2245. public getAnimationGroupByName(name: string): Nullable<AnimationGroup> {
  2246. for (var index = 0; index < this.animationGroups.length; index++) {
  2247. if (this.animationGroups[index].name === name) {
  2248. return this.animationGroups[index];
  2249. }
  2250. }
  2251. return null;
  2252. }
  2253. /**
  2254. * Get a material using its unique id
  2255. * @param uniqueId defines the material's unique id
  2256. * @return the material or null if none found.
  2257. */
  2258. public getMaterialByUniqueID(uniqueId: number): Nullable<Material> {
  2259. for (var index = 0; index < this.materials.length; index++) {
  2260. if (this.materials[index].uniqueId === uniqueId) {
  2261. return this.materials[index];
  2262. }
  2263. }
  2264. return null;
  2265. }
  2266. /**
  2267. * get a material using its id
  2268. * @param id defines the material's ID
  2269. * @return the material or null if none found.
  2270. */
  2271. public getMaterialByID(id: string): Nullable<Material> {
  2272. for (var index = 0; index < this.materials.length; index++) {
  2273. if (this.materials[index].id === id) {
  2274. return this.materials[index];
  2275. }
  2276. }
  2277. return null;
  2278. }
  2279. /**
  2280. * Gets a the last added material using a given id
  2281. * @param id defines the material's ID
  2282. * @return the last material with the given id or null if none found.
  2283. */
  2284. public getLastMaterialByID(id: string): Nullable<Material> {
  2285. for (var index = this.materials.length - 1; index >= 0; index--) {
  2286. if (this.materials[index].id === id) {
  2287. return this.materials[index];
  2288. }
  2289. }
  2290. return null;
  2291. }
  2292. /**
  2293. * Gets a material using its name
  2294. * @param name defines the material's name
  2295. * @return the material or null if none found.
  2296. */
  2297. public getMaterialByName(name: string): Nullable<Material> {
  2298. for (var index = 0; index < this.materials.length; index++) {
  2299. if (this.materials[index].name === name) {
  2300. return this.materials[index];
  2301. }
  2302. }
  2303. return null;
  2304. }
  2305. /**
  2306. * Get a texture using its unique id
  2307. * @param uniqueId defines the texture's unique id
  2308. * @return the texture or null if none found.
  2309. */
  2310. public getTextureByUniqueID(uniqueId: number): Nullable<BaseTexture> {
  2311. for (var index = 0; index < this.textures.length; index++) {
  2312. if (this.textures[index].uniqueId === uniqueId) {
  2313. return this.textures[index];
  2314. }
  2315. }
  2316. return null;
  2317. }
  2318. /**
  2319. * Gets a camera using its id
  2320. * @param id defines the id to look for
  2321. * @returns the camera or null if not found
  2322. */
  2323. public getCameraByID(id: string): Nullable<Camera> {
  2324. for (var index = 0; index < this.cameras.length; index++) {
  2325. if (this.cameras[index].id === id) {
  2326. return this.cameras[index];
  2327. }
  2328. }
  2329. return null;
  2330. }
  2331. /**
  2332. * Gets a camera using its unique id
  2333. * @param uniqueId defines the unique id to look for
  2334. * @returns the camera or null if not found
  2335. */
  2336. public getCameraByUniqueID(uniqueId: number): Nullable<Camera> {
  2337. for (var index = 0; index < this.cameras.length; index++) {
  2338. if (this.cameras[index].uniqueId === uniqueId) {
  2339. return this.cameras[index];
  2340. }
  2341. }
  2342. return null;
  2343. }
  2344. /**
  2345. * Gets a camera using its name
  2346. * @param name defines the camera's name
  2347. * @return the camera or null if none found.
  2348. */
  2349. public getCameraByName(name: string): Nullable<Camera> {
  2350. for (var index = 0; index < this.cameras.length; index++) {
  2351. if (this.cameras[index].name === name) {
  2352. return this.cameras[index];
  2353. }
  2354. }
  2355. return null;
  2356. }
  2357. /**
  2358. * Gets a bone using its id
  2359. * @param id defines the bone's id
  2360. * @return the bone or null if not found
  2361. */
  2362. public getBoneByID(id: string): Nullable<Bone> {
  2363. for (var skeletonIndex = 0; skeletonIndex < this.skeletons.length; skeletonIndex++) {
  2364. var skeleton = this.skeletons[skeletonIndex];
  2365. for (var boneIndex = 0; boneIndex < skeleton.bones.length; boneIndex++) {
  2366. if (skeleton.bones[boneIndex].id === id) {
  2367. return skeleton.bones[boneIndex];
  2368. }
  2369. }
  2370. }
  2371. return null;
  2372. }
  2373. /**
  2374. * Gets a bone using its id
  2375. * @param name defines the bone's name
  2376. * @return the bone or null if not found
  2377. */
  2378. public getBoneByName(name: string): Nullable<Bone> {
  2379. for (var skeletonIndex = 0; skeletonIndex < this.skeletons.length; skeletonIndex++) {
  2380. var skeleton = this.skeletons[skeletonIndex];
  2381. for (var boneIndex = 0; boneIndex < skeleton.bones.length; boneIndex++) {
  2382. if (skeleton.bones[boneIndex].name === name) {
  2383. return skeleton.bones[boneIndex];
  2384. }
  2385. }
  2386. }
  2387. return null;
  2388. }
  2389. /**
  2390. * Gets a light node using its name
  2391. * @param name defines the the light's name
  2392. * @return the light or null if none found.
  2393. */
  2394. public getLightByName(name: string): Nullable<Light> {
  2395. for (var index = 0; index < this.lights.length; index++) {
  2396. if (this.lights[index].name === name) {
  2397. return this.lights[index];
  2398. }
  2399. }
  2400. return null;
  2401. }
  2402. /**
  2403. * Gets a light node using its id
  2404. * @param id defines the light's id
  2405. * @return the light or null if none found.
  2406. */
  2407. public getLightByID(id: string): Nullable<Light> {
  2408. for (var index = 0; index < this.lights.length; index++) {
  2409. if (this.lights[index].id === id) {
  2410. return this.lights[index];
  2411. }
  2412. }
  2413. return null;
  2414. }
  2415. /**
  2416. * Gets a light node using its scene-generated unique ID
  2417. * @param uniqueId defines the light's unique id
  2418. * @return the light or null if none found.
  2419. */
  2420. public getLightByUniqueID(uniqueId: number): Nullable<Light> {
  2421. for (var index = 0; index < this.lights.length; index++) {
  2422. if (this.lights[index].uniqueId === uniqueId) {
  2423. return this.lights[index];
  2424. }
  2425. }
  2426. return null;
  2427. }
  2428. /**
  2429. * Gets a particle system by id
  2430. * @param id defines the particle system id
  2431. * @return the corresponding system or null if none found
  2432. */
  2433. public getParticleSystemByID(id: string): Nullable<IParticleSystem> {
  2434. for (var index = 0; index < this.particleSystems.length; index++) {
  2435. if (this.particleSystems[index].id === id) {
  2436. return this.particleSystems[index];
  2437. }
  2438. }
  2439. return null;
  2440. }
  2441. /**
  2442. * Gets a geometry using its ID
  2443. * @param id defines the geometry's id
  2444. * @return the geometry or null if none found.
  2445. */
  2446. public getGeometryByID(id: string): Nullable<Geometry> {
  2447. for (var index = 0; index < this.geometries.length; index++) {
  2448. if (this.geometries[index].id === id) {
  2449. return this.geometries[index];
  2450. }
  2451. }
  2452. return null;
  2453. }
  2454. private _getGeometryByUniqueID(uniqueId: number): Nullable<Geometry> {
  2455. if (this.geometriesByUniqueId) {
  2456. const index = this.geometriesByUniqueId[uniqueId];
  2457. if (index !== undefined) {
  2458. return this.geometries[index];
  2459. }
  2460. }
  2461. else {
  2462. for (var index = 0; index < this.geometries.length; index++) {
  2463. if (this.geometries[index].uniqueId === uniqueId) {
  2464. return this.geometries[index];
  2465. }
  2466. }
  2467. }
  2468. return null;
  2469. }
  2470. /**
  2471. * Add a new geometry to this scene
  2472. * @param geometry defines the geometry to be added to the scene.
  2473. * @param force defines if the geometry must be pushed even if a geometry with this id already exists
  2474. * @return a boolean defining if the geometry was added or not
  2475. */
  2476. public pushGeometry(geometry: Geometry, force?: boolean): boolean {
  2477. if (!force && this._getGeometryByUniqueID(geometry.uniqueId)) {
  2478. return false;
  2479. }
  2480. this.addGeometry(geometry);
  2481. this.onNewGeometryAddedObservable.notifyObservers(geometry);
  2482. return true;
  2483. }
  2484. /**
  2485. * Removes an existing geometry
  2486. * @param geometry defines the geometry to be removed from the scene
  2487. * @return a boolean defining if the geometry was removed or not
  2488. */
  2489. public removeGeometry(geometry: Geometry): boolean {
  2490. let index;
  2491. if (this.geometriesByUniqueId) {
  2492. index = this.geometriesByUniqueId[geometry.uniqueId];
  2493. if (index === undefined) {
  2494. return false;
  2495. }
  2496. }
  2497. else {
  2498. index = this.geometries.indexOf(geometry);
  2499. if (index < 0) {
  2500. return false;
  2501. }
  2502. }
  2503. if (index !== this.geometries.length - 1) {
  2504. const lastGeometry = this.geometries[this.geometries.length - 1];
  2505. if (lastGeometry) {
  2506. this.geometries[index] = lastGeometry;
  2507. if (this.geometriesByUniqueId) {
  2508. this.geometriesByUniqueId[lastGeometry.uniqueId] = index;
  2509. this.geometriesByUniqueId[geometry.uniqueId] = undefined;
  2510. }
  2511. }
  2512. }
  2513. this.geometries.pop();
  2514. this.onGeometryRemovedObservable.notifyObservers(geometry);
  2515. return true;
  2516. }
  2517. /**
  2518. * Gets the list of geometries attached to the scene
  2519. * @returns an array of Geometry
  2520. */
  2521. public getGeometries(): Geometry[] {
  2522. return this.geometries;
  2523. }
  2524. /**
  2525. * Gets the first added mesh found of a given ID
  2526. * @param id defines the id to search for
  2527. * @return the mesh found or null if not found at all
  2528. */
  2529. public getMeshByID(id: string): Nullable<AbstractMesh> {
  2530. for (var index = 0; index < this.meshes.length; index++) {
  2531. if (this.meshes[index].id === id) {
  2532. return this.meshes[index];
  2533. }
  2534. }
  2535. return null;
  2536. }
  2537. /**
  2538. * Gets a list of meshes using their id
  2539. * @param id defines the id to search for
  2540. * @returns a list of meshes
  2541. */
  2542. public getMeshesByID(id: string): Array<AbstractMesh> {
  2543. return this.meshes.filter(function(m) {
  2544. return m.id === id;
  2545. });
  2546. }
  2547. /**
  2548. * Gets the first added transform node found of a given ID
  2549. * @param id defines the id to search for
  2550. * @return the found transform node or null if not found at all.
  2551. */
  2552. public getTransformNodeByID(id: string): Nullable<TransformNode> {
  2553. for (var index = 0; index < this.transformNodes.length; index++) {
  2554. if (this.transformNodes[index].id === id) {
  2555. return this.transformNodes[index];
  2556. }
  2557. }
  2558. return null;
  2559. }
  2560. /**
  2561. * Gets a transform node with its auto-generated unique id
  2562. * @param uniqueId efines the unique id to search for
  2563. * @return the found transform node or null if not found at all.
  2564. */
  2565. public getTransformNodeByUniqueID(uniqueId: number): Nullable<TransformNode> {
  2566. for (var index = 0; index < this.transformNodes.length; index++) {
  2567. if (this.transformNodes[index].uniqueId === uniqueId) {
  2568. return this.transformNodes[index];
  2569. }
  2570. }
  2571. return null;
  2572. }
  2573. /**
  2574. * Gets a list of transform nodes using their id
  2575. * @param id defines the id to search for
  2576. * @returns a list of transform nodes
  2577. */
  2578. public getTransformNodesByID(id: string): Array<TransformNode> {
  2579. return this.transformNodes.filter(function(m) {
  2580. return m.id === id;
  2581. });
  2582. }
  2583. /**
  2584. * Gets a mesh with its auto-generated unique id
  2585. * @param uniqueId defines the unique id to search for
  2586. * @return the found mesh or null if not found at all.
  2587. */
  2588. public getMeshByUniqueID(uniqueId: number): Nullable<AbstractMesh> {
  2589. for (var index = 0; index < this.meshes.length; index++) {
  2590. if (this.meshes[index].uniqueId === uniqueId) {
  2591. return this.meshes[index];
  2592. }
  2593. }
  2594. return null;
  2595. }
  2596. /**
  2597. * Gets a the last added mesh using a given id
  2598. * @param id defines the id to search for
  2599. * @return the found mesh or null if not found at all.
  2600. */
  2601. public getLastMeshByID(id: string): Nullable<AbstractMesh> {
  2602. for (var index = this.meshes.length - 1; index >= 0; index--) {
  2603. if (this.meshes[index].id === id) {
  2604. return this.meshes[index];
  2605. }
  2606. }
  2607. return null;
  2608. }
  2609. /**
  2610. * Gets a the last added node (Mesh, Camera, Light) using a given id
  2611. * @param id defines the id to search for
  2612. * @return the found node or null if not found at all
  2613. */
  2614. public getLastEntryByID(id: string): Nullable<Node> {
  2615. var index: number;
  2616. for (index = this.meshes.length - 1; index >= 0; index--) {
  2617. if (this.meshes[index].id === id) {
  2618. return this.meshes[index];
  2619. }
  2620. }
  2621. for (index = this.transformNodes.length - 1; index >= 0; index--) {
  2622. if (this.transformNodes[index].id === id) {
  2623. return this.transformNodes[index];
  2624. }
  2625. }
  2626. for (index = this.cameras.length - 1; index >= 0; index--) {
  2627. if (this.cameras[index].id === id) {
  2628. return this.cameras[index];
  2629. }
  2630. }
  2631. for (index = this.lights.length - 1; index >= 0; index--) {
  2632. if (this.lights[index].id === id) {
  2633. return this.lights[index];
  2634. }
  2635. }
  2636. return null;
  2637. }
  2638. /**
  2639. * Gets a node (Mesh, Camera, Light) using a given id
  2640. * @param id defines the id to search for
  2641. * @return the found node or null if not found at all
  2642. */
  2643. public getNodeByID(id: string): Nullable<Node> {
  2644. const mesh = this.getMeshByID(id);
  2645. if (mesh) {
  2646. return mesh;
  2647. }
  2648. const transformNode = this.getTransformNodeByID(id);
  2649. if (transformNode) {
  2650. return transformNode;
  2651. }
  2652. const light = this.getLightByID(id);
  2653. if (light) {
  2654. return light;
  2655. }
  2656. const camera = this.getCameraByID(id);
  2657. if (camera) {
  2658. return camera;
  2659. }
  2660. const bone = this.getBoneByID(id);
  2661. if (bone) {
  2662. return bone;
  2663. }
  2664. return null;
  2665. }
  2666. /**
  2667. * Gets a node (Mesh, Camera, Light) using a given name
  2668. * @param name defines the name to search for
  2669. * @return the found node or null if not found at all.
  2670. */
  2671. public getNodeByName(name: string): Nullable<Node> {
  2672. const mesh = this.getMeshByName(name);
  2673. if (mesh) {
  2674. return mesh;
  2675. }
  2676. const transformNode = this.getTransformNodeByName(name);
  2677. if (transformNode) {
  2678. return transformNode;
  2679. }
  2680. const light = this.getLightByName(name);
  2681. if (light) {
  2682. return light;
  2683. }
  2684. const camera = this.getCameraByName(name);
  2685. if (camera) {
  2686. return camera;
  2687. }
  2688. const bone = this.getBoneByName(name);
  2689. if (bone) {
  2690. return bone;
  2691. }
  2692. return null;
  2693. }
  2694. /**
  2695. * Gets a mesh using a given name
  2696. * @param name defines the name to search for
  2697. * @return the found mesh or null if not found at all.
  2698. */
  2699. public getMeshByName(name: string): Nullable<AbstractMesh> {
  2700. for (var index = 0; index < this.meshes.length; index++) {
  2701. if (this.meshes[index].name === name) {
  2702. return this.meshes[index];
  2703. }
  2704. }
  2705. return null;
  2706. }
  2707. /**
  2708. * Gets a transform node using a given name
  2709. * @param name defines the name to search for
  2710. * @return the found transform node or null if not found at all.
  2711. */
  2712. public getTransformNodeByName(name: string): Nullable<TransformNode> {
  2713. for (var index = 0; index < this.transformNodes.length; index++) {
  2714. if (this.transformNodes[index].name === name) {
  2715. return this.transformNodes[index];
  2716. }
  2717. }
  2718. return null;
  2719. }
  2720. /**
  2721. * Gets a skeleton using a given id (if many are found, this function will pick the last one)
  2722. * @param id defines the id to search for
  2723. * @return the found skeleton or null if not found at all.
  2724. */
  2725. public getLastSkeletonByID(id: string): Nullable<Skeleton> {
  2726. for (var index = this.skeletons.length - 1; index >= 0; index--) {
  2727. if (this.skeletons[index].id === id) {
  2728. return this.skeletons[index];
  2729. }
  2730. }
  2731. return null;
  2732. }
  2733. /**
  2734. * Gets a skeleton using a given auto generated unique id
  2735. * @param uniqueId defines the unique id to search for
  2736. * @return the found skeleton or null if not found at all.
  2737. */
  2738. public getSkeletonByUniqueId(uniqueId: number): Nullable<Skeleton> {
  2739. for (var index = 0; index < this.skeletons.length; index++) {
  2740. if (this.skeletons[index].uniqueId === uniqueId) {
  2741. return this.skeletons[index];
  2742. }
  2743. }
  2744. return null;
  2745. }
  2746. /**
  2747. * Gets a skeleton using a given id (if many are found, this function will pick the first one)
  2748. * @param id defines the id to search for
  2749. * @return the found skeleton or null if not found at all.
  2750. */
  2751. public getSkeletonById(id: string): Nullable<Skeleton> {
  2752. for (var index = 0; index < this.skeletons.length; index++) {
  2753. if (this.skeletons[index].id === id) {
  2754. return this.skeletons[index];
  2755. }
  2756. }
  2757. return null;
  2758. }
  2759. /**
  2760. * Gets a skeleton using a given name
  2761. * @param name defines the name to search for
  2762. * @return the found skeleton or null if not found at all.
  2763. */
  2764. public getSkeletonByName(name: string): Nullable<Skeleton> {
  2765. for (var index = 0; index < this.skeletons.length; index++) {
  2766. if (this.skeletons[index].name === name) {
  2767. return this.skeletons[index];
  2768. }
  2769. }
  2770. return null;
  2771. }
  2772. /**
  2773. * Gets a morph target manager using a given id (if many are found, this function will pick the last one)
  2774. * @param id defines the id to search for
  2775. * @return the found morph target manager or null if not found at all.
  2776. */
  2777. public getMorphTargetManagerById(id: number): Nullable<MorphTargetManager> {
  2778. for (var index = 0; index < this.morphTargetManagers.length; index++) {
  2779. if (this.morphTargetManagers[index].uniqueId === id) {
  2780. return this.morphTargetManagers[index];
  2781. }
  2782. }
  2783. return null;
  2784. }
  2785. /**
  2786. * Gets a morph target using a given id (if many are found, this function will pick the first one)
  2787. * @param id defines the id to search for
  2788. * @return the found morph target or null if not found at all.
  2789. */
  2790. public getMorphTargetById(id: string): Nullable<MorphTarget> {
  2791. for (let managerIndex = 0; managerIndex < this.morphTargetManagers.length; ++managerIndex) {
  2792. const morphTargetManager = this.morphTargetManagers[managerIndex];
  2793. for (let index = 0; index < morphTargetManager.numTargets; ++index) {
  2794. const target = morphTargetManager.getTarget(index);
  2795. if (target.id === id) {
  2796. return target;
  2797. }
  2798. }
  2799. }
  2800. return null;
  2801. }
  2802. /**
  2803. * Gets a morph target using a given name (if many are found, this function will pick the first one)
  2804. * @param name defines the name to search for
  2805. * @return the found morph target or null if not found at all.
  2806. */
  2807. public getMorphTargetByName(name: string): Nullable<MorphTarget> {
  2808. for (let managerIndex = 0; managerIndex < this.morphTargetManagers.length; ++managerIndex) {
  2809. const morphTargetManager = this.morphTargetManagers[managerIndex];
  2810. for (let index = 0; index < morphTargetManager.numTargets; ++index) {
  2811. const target = morphTargetManager.getTarget(index);
  2812. if (target.name === name) {
  2813. return target;
  2814. }
  2815. }
  2816. }
  2817. return null;
  2818. }
  2819. /**
  2820. * Gets a post process using a given name (if many are found, this function will pick the first one)
  2821. * @param name defines the name to search for
  2822. * @return the found post process or null if not found at all.
  2823. */
  2824. public getPostProcessByName(name: string): Nullable<PostProcess> {
  2825. for (let postProcessIndex = 0; postProcessIndex < this.postProcesses.length; ++postProcessIndex) {
  2826. const postProcess = this.postProcesses[postProcessIndex];
  2827. if (postProcess.name === name) {
  2828. return postProcess;
  2829. }
  2830. }
  2831. return null;
  2832. }
  2833. /**
  2834. * Gets a boolean indicating if the given mesh is active
  2835. * @param mesh defines the mesh to look for
  2836. * @returns true if the mesh is in the active list
  2837. */
  2838. public isActiveMesh(mesh: AbstractMesh): boolean {
  2839. return (this._activeMeshes.indexOf(mesh) !== -1);
  2840. }
  2841. /**
  2842. * Return a unique id as a string which can serve as an identifier for the scene
  2843. */
  2844. public get uid(): string {
  2845. if (!this._uid) {
  2846. this._uid = Tools.RandomId();
  2847. }
  2848. return this._uid;
  2849. }
  2850. /**
  2851. * Add an externaly attached data from its key.
  2852. * This method call will fail and return false, if such key already exists.
  2853. * If you don't care and just want to get the data no matter what, use the more convenient getOrAddExternalDataWithFactory() method.
  2854. * @param key the unique key that identifies the data
  2855. * @param data the data object to associate to the key for this Engine instance
  2856. * @return true if no such key were already present and the data was added successfully, false otherwise
  2857. */
  2858. public addExternalData<T>(key: string, data: T): boolean {
  2859. if (!this._externalData) {
  2860. this._externalData = new StringDictionary<Object>();
  2861. }
  2862. return this._externalData.add(key, data);
  2863. }
  2864. /**
  2865. * Get an externaly attached data from its key
  2866. * @param key the unique key that identifies the data
  2867. * @return the associated data, if present (can be null), or undefined if not present
  2868. */
  2869. public getExternalData<T>(key: string): Nullable<T> {
  2870. if (!this._externalData) {
  2871. return null;
  2872. }
  2873. return <T>this._externalData.get(key);
  2874. }
  2875. /**
  2876. * Get an externaly attached data from its key, create it using a factory if it's not already present
  2877. * @param key the unique key that identifies the data
  2878. * @param factory the factory that will be called to create the instance if and only if it doesn't exists
  2879. * @return the associated data, can be null if the factory returned null.
  2880. */
  2881. public getOrAddExternalDataWithFactory<T>(key: string, factory: (k: string) => T): T {
  2882. if (!this._externalData) {
  2883. this._externalData = new StringDictionary<Object>();
  2884. }
  2885. return <T>this._externalData.getOrAddWithFactory(key, factory);
  2886. }
  2887. /**
  2888. * Remove an externaly attached data from the Engine instance
  2889. * @param key the unique key that identifies the data
  2890. * @return true if the data was successfully removed, false if it doesn't exist
  2891. */
  2892. public removeExternalData(key: string): boolean {
  2893. return this._externalData.remove(key);
  2894. }
  2895. private _evaluateSubMesh(subMesh: SubMesh, mesh: AbstractMesh, initialMesh: AbstractMesh): void {
  2896. if (initialMesh.hasInstances || initialMesh.isAnInstance || this.dispatchAllSubMeshesOfActiveMeshes || this._skipFrustumClipping || mesh.alwaysSelectAsActiveMesh || mesh.subMeshes.length === 1 || subMesh.isInFrustum(this._frustumPlanes)) {
  2897. for (let step of this._evaluateSubMeshStage) {
  2898. step.action(mesh, subMesh);
  2899. }
  2900. const material = subMesh.getMaterial();
  2901. if (material !== null && material !== undefined) {
  2902. // Render targets
  2903. if (material.hasRenderTargetTextures && material.getRenderTargetTextures != null) {
  2904. if (this._processedMaterials.indexOf(material) === -1) {
  2905. this._processedMaterials.push(material);
  2906. this._renderTargets.concatWithNoDuplicate(material.getRenderTargetTextures!());
  2907. }
  2908. }
  2909. // Dispatch
  2910. this._renderingManager.dispatch(subMesh, mesh, material);
  2911. }
  2912. }
  2913. }
  2914. /**
  2915. * Clear the processed materials smart array preventing retention point in material dispose.
  2916. */
  2917. public freeProcessedMaterials(): void {
  2918. this._processedMaterials.dispose();
  2919. }
  2920. private _preventFreeActiveMeshesAndRenderingGroups = false;
  2921. /** Gets or sets a boolean blocking all the calls to freeActiveMeshes and freeRenderingGroups
  2922. * It can be used in order to prevent going through methods freeRenderingGroups and freeActiveMeshes several times to improve performance
  2923. * when disposing several meshes in a row or a hierarchy of meshes.
  2924. * When used, it is the responsability of the user to blockfreeActiveMeshesAndRenderingGroups back to false.
  2925. */
  2926. public get blockfreeActiveMeshesAndRenderingGroups(): boolean {
  2927. return this._preventFreeActiveMeshesAndRenderingGroups;
  2928. }
  2929. public set blockfreeActiveMeshesAndRenderingGroups(value: boolean) {
  2930. if (this._preventFreeActiveMeshesAndRenderingGroups === value) {
  2931. return;
  2932. }
  2933. if (value) {
  2934. this.freeActiveMeshes();
  2935. this.freeRenderingGroups();
  2936. }
  2937. this._preventFreeActiveMeshesAndRenderingGroups = value;
  2938. }
  2939. /**
  2940. * Clear the active meshes smart array preventing retention point in mesh dispose.
  2941. */
  2942. public freeActiveMeshes(): void {
  2943. if (this.blockfreeActiveMeshesAndRenderingGroups) {
  2944. return;
  2945. }
  2946. this._activeMeshes.dispose();
  2947. if (this.activeCamera && this.activeCamera._activeMeshes) {
  2948. this.activeCamera._activeMeshes.dispose();
  2949. }
  2950. if (this.activeCameras) {
  2951. for (let i = 0; i < this.activeCameras.length; i++) {
  2952. let activeCamera = this.activeCameras[i];
  2953. if (activeCamera && activeCamera._activeMeshes) {
  2954. activeCamera._activeMeshes.dispose();
  2955. }
  2956. }
  2957. }
  2958. }
  2959. /**
  2960. * Clear the info related to rendering groups preventing retention points during dispose.
  2961. */
  2962. public freeRenderingGroups(): void {
  2963. if (this.blockfreeActiveMeshesAndRenderingGroups) {
  2964. return;
  2965. }
  2966. if (this._renderingManager) {
  2967. this._renderingManager.freeRenderingGroups();
  2968. }
  2969. if (this.textures) {
  2970. for (let i = 0; i < this.textures.length; i++) {
  2971. let texture = this.textures[i];
  2972. if (texture && (<RenderTargetTexture>texture).renderList) {
  2973. (<RenderTargetTexture>texture).freeRenderingGroups();
  2974. }
  2975. }
  2976. }
  2977. }
  2978. /** @hidden */
  2979. public _isInIntermediateRendering(): boolean {
  2980. return this._intermediateRendering;
  2981. }
  2982. /**
  2983. * Lambda returning the list of potentially active meshes.
  2984. */
  2985. public getActiveMeshCandidates: () => ISmartArrayLike<AbstractMesh>;
  2986. /**
  2987. * Lambda returning the list of potentially active sub meshes.
  2988. */
  2989. public getActiveSubMeshCandidates: (mesh: AbstractMesh) => ISmartArrayLike<SubMesh>;
  2990. /**
  2991. * Lambda returning the list of potentially intersecting sub meshes.
  2992. */
  2993. public getIntersectingSubMeshCandidates: (mesh: AbstractMesh, localRay: Ray) => ISmartArrayLike<SubMesh>;
  2994. /**
  2995. * Lambda returning the list of potentially colliding sub meshes.
  2996. */
  2997. public getCollidingSubMeshCandidates: (mesh: AbstractMesh, collider: Collider) => ISmartArrayLike<SubMesh>;
  2998. /** @hidden */
  2999. public _activeMeshesFrozen = false;
  3000. private _skipEvaluateActiveMeshesCompletely = false;
  3001. /**
  3002. * Use this function to stop evaluating active meshes. The current list will be keep alive between frames
  3003. * @param skipEvaluateActiveMeshes defines an optional boolean indicating that the evaluate active meshes step must be completely skipped
  3004. * @param onSuccess optional success callback
  3005. * @param onError optional error callback
  3006. * @returns the current scene
  3007. */
  3008. public freezeActiveMeshes(skipEvaluateActiveMeshes = false, onSuccess?: () => void, onError?: (message: string) => void): Scene {
  3009. this.executeWhenReady(() => {
  3010. if (!this.activeCamera) {
  3011. onError && onError('No active camera found');
  3012. return;
  3013. }
  3014. if (!this._frustumPlanes) {
  3015. this.setTransformMatrix(this.activeCamera.getViewMatrix(), this.activeCamera.getProjectionMatrix());
  3016. }
  3017. this._evaluateActiveMeshes();
  3018. this._activeMeshesFrozen = true;
  3019. this._skipEvaluateActiveMeshesCompletely = skipEvaluateActiveMeshes;
  3020. for (var index = 0; index < this._activeMeshes.length; index++) {
  3021. this._activeMeshes.data[index]._freeze();
  3022. }
  3023. onSuccess && onSuccess();
  3024. });
  3025. return this;
  3026. }
  3027. /**
  3028. * Use this function to restart evaluating active meshes on every frame
  3029. * @returns the current scene
  3030. */
  3031. public unfreezeActiveMeshes(): Scene {
  3032. for (var index = 0; index < this.meshes.length; index++) {
  3033. const mesh = this.meshes[index];
  3034. if (mesh._internalAbstractMeshDataInfo) {
  3035. mesh._internalAbstractMeshDataInfo._isActive = false;
  3036. }
  3037. }
  3038. for (var index = 0; index < this._activeMeshes.length; index++) {
  3039. this._activeMeshes.data[index]._unFreeze();
  3040. }
  3041. this._activeMeshesFrozen = false;
  3042. return this;
  3043. }
  3044. private _evaluateActiveMeshes(): void {
  3045. if (this._activeMeshesFrozen && this._activeMeshes.length) {
  3046. if (!this._skipEvaluateActiveMeshesCompletely) {
  3047. const len = this._activeMeshes.length;
  3048. for (let i = 0; i < len; i++) {
  3049. let mesh = this._activeMeshes.data[i];
  3050. mesh.computeWorldMatrix();
  3051. }
  3052. }
  3053. if (this._activeParticleSystems) {
  3054. const psLength = this._activeParticleSystems.length;
  3055. for (let i = 0; i < psLength; i++) {
  3056. this._activeParticleSystems.data[i].animate();
  3057. }
  3058. }
  3059. return;
  3060. }
  3061. if (!this.activeCamera) {
  3062. return;
  3063. }
  3064. this.onBeforeActiveMeshesEvaluationObservable.notifyObservers(this);
  3065. this.activeCamera._activeMeshes.reset();
  3066. this._activeMeshes.reset();
  3067. this._renderingManager.reset();
  3068. this._processedMaterials.reset();
  3069. this._activeParticleSystems.reset();
  3070. this._activeSkeletons.reset();
  3071. this._softwareSkinnedMeshes.reset();
  3072. for (let step of this._beforeEvaluateActiveMeshStage) {
  3073. step.action();
  3074. }
  3075. // Determine mesh candidates
  3076. const meshes = this.getActiveMeshCandidates();
  3077. // Check each mesh
  3078. const len = meshes.length;
  3079. for (let i = 0; i < len; i++) {
  3080. const mesh = meshes.data[i];
  3081. mesh._internalAbstractMeshDataInfo._currentLODIsUpToDate = false;
  3082. if (mesh.isBlocked) {
  3083. continue;
  3084. }
  3085. this._totalVertices.addCount(mesh.getTotalVertices(), false);
  3086. if (!mesh.isReady() || !mesh.isEnabled() || mesh.scaling.lengthSquared() === 0) {
  3087. continue;
  3088. }
  3089. mesh.computeWorldMatrix();
  3090. // Intersections
  3091. if (mesh.actionManager && mesh.actionManager.hasSpecificTriggers2(Constants.ACTION_OnIntersectionEnterTrigger, Constants.ACTION_OnIntersectionExitTrigger)) {
  3092. this._meshesForIntersections.pushNoDuplicate(mesh);
  3093. }
  3094. // Switch to current LOD
  3095. let meshToRender = this.customLODSelector ? this.customLODSelector(mesh, this.activeCamera) : mesh.getLOD(this.activeCamera);
  3096. mesh._internalAbstractMeshDataInfo._currentLOD = meshToRender;
  3097. mesh._internalAbstractMeshDataInfo._currentLODIsUpToDate = true;
  3098. if (meshToRender === undefined || meshToRender === null) {
  3099. continue;
  3100. }
  3101. // Compute world matrix if LOD is billboard
  3102. if (meshToRender !== mesh && meshToRender.billboardMode !== TransformNode.BILLBOARDMODE_NONE) {
  3103. meshToRender.computeWorldMatrix();
  3104. }
  3105. mesh._preActivate();
  3106. if (mesh.isVisible && mesh.visibility > 0 && ((mesh.layerMask & this.activeCamera.layerMask) !== 0) && (this._skipFrustumClipping || mesh.alwaysSelectAsActiveMesh || mesh.isInFrustum(this._frustumPlanes))) {
  3107. this._activeMeshes.push(mesh);
  3108. this.activeCamera._activeMeshes.push(mesh);
  3109. if (meshToRender !== mesh) {
  3110. meshToRender._activate(this._renderId, false);
  3111. }
  3112. for (let step of this._preActiveMeshStage) {
  3113. step.action(mesh);
  3114. }
  3115. if (mesh._activate(this._renderId, false)) {
  3116. if (!mesh.isAnInstance) {
  3117. meshToRender._internalAbstractMeshDataInfo._onlyForInstances = false;
  3118. } else {
  3119. if (mesh._internalAbstractMeshDataInfo._actAsRegularMesh) {
  3120. meshToRender = mesh;
  3121. }
  3122. }
  3123. meshToRender._internalAbstractMeshDataInfo._isActive = true;
  3124. this._activeMesh(mesh, meshToRender);
  3125. }
  3126. mesh._postActivate();
  3127. }
  3128. }
  3129. this.onAfterActiveMeshesEvaluationObservable.notifyObservers(this);
  3130. // Particle systems
  3131. if (this.particlesEnabled) {
  3132. this.onBeforeParticlesRenderingObservable.notifyObservers(this);
  3133. for (var particleIndex = 0; particleIndex < this.particleSystems.length; particleIndex++) {
  3134. var particleSystem = this.particleSystems[particleIndex];
  3135. if (!particleSystem.isStarted() || !particleSystem.emitter) {
  3136. continue;
  3137. }
  3138. let emitter = <any>particleSystem.emitter;
  3139. if (!emitter.position || emitter.isEnabled()) {
  3140. this._activeParticleSystems.push(particleSystem);
  3141. particleSystem.animate();
  3142. this._renderingManager.dispatchParticles(particleSystem);
  3143. }
  3144. }
  3145. this.onAfterParticlesRenderingObservable.notifyObservers(this);
  3146. }
  3147. }
  3148. private _activeMesh(sourceMesh: AbstractMesh, mesh: AbstractMesh): void {
  3149. if (this._skeletonsEnabled && mesh.skeleton !== null && mesh.skeleton !== undefined) {
  3150. if (this._activeSkeletons.pushNoDuplicate(mesh.skeleton)) {
  3151. mesh.skeleton.prepare();
  3152. }
  3153. if (!mesh.computeBonesUsingShaders) {
  3154. this._softwareSkinnedMeshes.pushNoDuplicate(<Mesh>mesh);
  3155. }
  3156. }
  3157. if (
  3158. mesh !== undefined && mesh !== null
  3159. && mesh.subMeshes !== undefined && mesh.subMeshes !== null && mesh.subMeshes.length > 0
  3160. ) {
  3161. const subMeshes = this.getActiveSubMeshCandidates(mesh);
  3162. const len = subMeshes.length;
  3163. for (let i = 0; i < len; i++) {
  3164. const subMesh = subMeshes.data[i];
  3165. this._evaluateSubMesh(subMesh, mesh, sourceMesh);
  3166. }
  3167. }
  3168. }
  3169. /**
  3170. * Update the transform matrix to update from the current active camera
  3171. * @param force defines a boolean used to force the update even if cache is up to date
  3172. */
  3173. public updateTransformMatrix(force?: boolean): void {
  3174. if (!this.activeCamera) {
  3175. return;
  3176. }
  3177. this.setTransformMatrix(this.activeCamera.getViewMatrix(), this.activeCamera.getProjectionMatrix(force));
  3178. }
  3179. private _bindFrameBuffer() {
  3180. if (this.activeCamera && this.activeCamera._multiviewTexture) {
  3181. this.activeCamera._multiviewTexture._bindFrameBuffer();
  3182. } else if (this.activeCamera && this.activeCamera.outputRenderTarget) {
  3183. var useMultiview = this.getEngine().getCaps().multiview && this.activeCamera.outputRenderTarget && this.activeCamera.outputRenderTarget.getViewCount() > 1;
  3184. if (useMultiview) {
  3185. this.activeCamera.outputRenderTarget._bindFrameBuffer();
  3186. } else {
  3187. var internalTexture = this.activeCamera.outputRenderTarget.getInternalTexture();
  3188. if (internalTexture) {
  3189. this.getEngine().bindFramebuffer(internalTexture);
  3190. } else {
  3191. Logger.Error("Camera contains invalid customDefaultRenderTarget");
  3192. }
  3193. }
  3194. } else {
  3195. this.getEngine().restoreDefaultFramebuffer(); // Restore back buffer if needed
  3196. }
  3197. }
  3198. /** @hidden */
  3199. public _allowPostProcessClearColor = true;
  3200. /** @hidden */
  3201. public _renderForCamera(camera: Camera, rigParent?: Camera): void {
  3202. if (camera && camera._skipRendering) {
  3203. return;
  3204. }
  3205. var engine = this._engine;
  3206. // Use _activeCamera instead of activeCamera to avoid onActiveCameraChanged
  3207. this._activeCamera = camera;
  3208. if (!this.activeCamera) {
  3209. throw new Error("Active camera not set");
  3210. }
  3211. // Viewport
  3212. engine.setViewport(this.activeCamera.viewport);
  3213. // Camera
  3214. this.resetCachedMaterial();
  3215. this._renderId++;
  3216. var useMultiview = this.getEngine().getCaps().multiview && camera.outputRenderTarget && camera.outputRenderTarget.getViewCount() > 1;
  3217. if (useMultiview) {
  3218. this.setTransformMatrix(camera._rigCameras[0].getViewMatrix(), camera._rigCameras[0].getProjectionMatrix(), camera._rigCameras[1].getViewMatrix(), camera._rigCameras[1].getProjectionMatrix());
  3219. } else {
  3220. this.updateTransformMatrix();
  3221. }
  3222. this.onBeforeCameraRenderObservable.notifyObservers(this.activeCamera);
  3223. // Meshes
  3224. this._evaluateActiveMeshes();
  3225. // Software skinning
  3226. for (var softwareSkinnedMeshIndex = 0; softwareSkinnedMeshIndex < this._softwareSkinnedMeshes.length; softwareSkinnedMeshIndex++) {
  3227. var mesh = this._softwareSkinnedMeshes.data[softwareSkinnedMeshIndex];
  3228. mesh.applySkeleton(<Skeleton>mesh.skeleton);
  3229. }
  3230. // Render targets
  3231. this.onBeforeRenderTargetsRenderObservable.notifyObservers(this);
  3232. if (camera.customRenderTargets && camera.customRenderTargets.length > 0) {
  3233. this._renderTargets.concatWithNoDuplicate(camera.customRenderTargets);
  3234. }
  3235. if (rigParent && rigParent.customRenderTargets && rigParent.customRenderTargets.length > 0) {
  3236. this._renderTargets.concatWithNoDuplicate(rigParent.customRenderTargets);
  3237. }
  3238. // Collects render targets from external components.
  3239. for (let step of this._gatherActiveCameraRenderTargetsStage) {
  3240. step.action(this._renderTargets);
  3241. }
  3242. let needRebind = false;
  3243. if (this.renderTargetsEnabled) {
  3244. this._intermediateRendering = true;
  3245. if (this._renderTargets.length > 0) {
  3246. Tools.StartPerformanceCounter("Render targets", this._renderTargets.length > 0);
  3247. for (var renderIndex = 0; renderIndex < this._renderTargets.length; renderIndex++) {
  3248. let renderTarget = this._renderTargets.data[renderIndex];
  3249. if (renderTarget._shouldRender()) {
  3250. this._renderId++;
  3251. var hasSpecialRenderTargetCamera = renderTarget.activeCamera && renderTarget.activeCamera !== this.activeCamera;
  3252. renderTarget.render((<boolean>hasSpecialRenderTargetCamera), this.dumpNextRenderTargets);
  3253. needRebind = true;
  3254. }
  3255. }
  3256. Tools.EndPerformanceCounter("Render targets", this._renderTargets.length > 0);
  3257. this._renderId++;
  3258. }
  3259. for (let step of this._cameraDrawRenderTargetStage) {
  3260. needRebind = step.action(this.activeCamera) || needRebind;
  3261. }
  3262. this._intermediateRendering = false;
  3263. // Need to bind if sub-camera has an outputRenderTarget eg. for webXR
  3264. if (this.activeCamera && this.activeCamera.outputRenderTarget) {
  3265. needRebind = true;
  3266. }
  3267. }
  3268. // Restore framebuffer after rendering to targets
  3269. if (needRebind && !this.prePass) {
  3270. this._bindFrameBuffer();
  3271. }
  3272. this.onAfterRenderTargetsRenderObservable.notifyObservers(this);
  3273. // Prepare Frame
  3274. if (this.postProcessManager && !camera._multiviewTexture && !this.prePass) {
  3275. this.postProcessManager._prepareFrame();
  3276. }
  3277. // Before Camera Draw
  3278. for (let step of this._beforeCameraDrawStage) {
  3279. step.action(this.activeCamera);
  3280. }
  3281. // Render
  3282. this.onBeforeDrawPhaseObservable.notifyObservers(this);
  3283. this._renderingManager.render(null, null, true, true);
  3284. this.onAfterDrawPhaseObservable.notifyObservers(this);
  3285. // After Camera Draw
  3286. for (let step of this._afterCameraDrawStage) {
  3287. step.action(this.activeCamera);
  3288. }
  3289. // Finalize frame
  3290. if (this.postProcessManager && !camera._multiviewTexture) {
  3291. // if the camera has an output render target, render the post process to the render target
  3292. const texture = camera.outputRenderTarget ? camera.outputRenderTarget.getInternalTexture()! : undefined;
  3293. this.postProcessManager._finalizeFrame(camera.isIntermediate, texture);
  3294. }
  3295. // Reset some special arrays
  3296. this._renderTargets.reset();
  3297. this.onAfterCameraRenderObservable.notifyObservers(this.activeCamera);
  3298. }
  3299. private _processSubCameras(camera: Camera): void {
  3300. if (camera.cameraRigMode === Camera.RIG_MODE_NONE || (camera.outputRenderTarget && camera.outputRenderTarget.getViewCount() > 1 && this.getEngine().getCaps().multiview)) {
  3301. this._renderForCamera(camera);
  3302. this.onAfterRenderCameraObservable.notifyObservers(camera);
  3303. return;
  3304. }
  3305. if (camera._useMultiviewToSingleView) {
  3306. this._renderMultiviewToSingleView(camera);
  3307. } else {
  3308. // rig cameras
  3309. for (var index = 0; index < camera._rigCameras.length; index++) {
  3310. this._renderForCamera(camera._rigCameras[index], camera);
  3311. }
  3312. }
  3313. // Use _activeCamera instead of activeCamera to avoid onActiveCameraChanged
  3314. this._activeCamera = camera;
  3315. this.setTransformMatrix(this._activeCamera.getViewMatrix(), this._activeCamera.getProjectionMatrix());
  3316. this.onAfterRenderCameraObservable.notifyObservers(camera);
  3317. }
  3318. private _checkIntersections(): void {
  3319. for (var index = 0; index < this._meshesForIntersections.length; index++) {
  3320. var sourceMesh = this._meshesForIntersections.data[index];
  3321. if (!sourceMesh.actionManager) {
  3322. continue;
  3323. }
  3324. for (var actionIndex = 0; sourceMesh.actionManager && actionIndex < sourceMesh.actionManager.actions.length; actionIndex++) {
  3325. var action = sourceMesh.actionManager.actions[actionIndex];
  3326. if (action.trigger === Constants.ACTION_OnIntersectionEnterTrigger || action.trigger === Constants.ACTION_OnIntersectionExitTrigger) {
  3327. var parameters = action.getTriggerParameter();
  3328. var otherMesh = parameters instanceof AbstractMesh ? parameters : parameters.mesh;
  3329. var areIntersecting = otherMesh.intersectsMesh(sourceMesh, parameters.usePreciseIntersection);
  3330. var currentIntersectionInProgress = sourceMesh._intersectionsInProgress.indexOf(otherMesh);
  3331. if (areIntersecting && currentIntersectionInProgress === -1) {
  3332. if (action.trigger === Constants.ACTION_OnIntersectionEnterTrigger) {
  3333. action._executeCurrent(ActionEvent.CreateNew(sourceMesh, undefined, otherMesh));
  3334. sourceMesh._intersectionsInProgress.push(otherMesh);
  3335. } else if (action.trigger === Constants.ACTION_OnIntersectionExitTrigger) {
  3336. sourceMesh._intersectionsInProgress.push(otherMesh);
  3337. }
  3338. } else if (!areIntersecting && currentIntersectionInProgress > -1) {
  3339. //They intersected, and now they don't.
  3340. //is this trigger an exit trigger? execute an event.
  3341. if (action.trigger === Constants.ACTION_OnIntersectionExitTrigger) {
  3342. action._executeCurrent(ActionEvent.CreateNew(sourceMesh, undefined, otherMesh));
  3343. }
  3344. //if this is an exit trigger, or no exit trigger exists, remove the id from the intersection in progress array.
  3345. if (!sourceMesh.actionManager.hasSpecificTrigger(Constants.ACTION_OnIntersectionExitTrigger, (parameter) => {
  3346. var parameterMesh = parameter instanceof AbstractMesh ? parameter : parameter.mesh;
  3347. return otherMesh === parameterMesh;
  3348. }) || action.trigger === Constants.ACTION_OnIntersectionExitTrigger) {
  3349. sourceMesh._intersectionsInProgress.splice(currentIntersectionInProgress, 1);
  3350. }
  3351. }
  3352. }
  3353. }
  3354. }
  3355. }
  3356. /** @hidden */
  3357. public _advancePhysicsEngineStep(step: number) {
  3358. // Do nothing. Code will be replaced if physics engine component is referenced
  3359. }
  3360. /**
  3361. * User updatable function that will return a deterministic frame time when engine is in deterministic lock step mode
  3362. */
  3363. public getDeterministicFrameTime: () => number = () => {
  3364. return this._engine.getTimeStep();
  3365. }
  3366. /** @hidden */
  3367. public _animate(): void {
  3368. // Nothing to do as long as Animatable have not been imported.
  3369. }
  3370. /** Execute all animations (for a frame) */
  3371. public animate() {
  3372. if (this._engine.isDeterministicLockStep()) {
  3373. var deltaTime = Math.max(Scene.MinDeltaTime, Math.min(this._engine.getDeltaTime(), Scene.MaxDeltaTime)) + this._timeAccumulator;
  3374. let defaultFrameTime = this._engine.getTimeStep();
  3375. var defaultFPS = (1000.0 / defaultFrameTime) / 1000.0;
  3376. let stepsTaken = 0;
  3377. var maxSubSteps = this._engine.getLockstepMaxSteps();
  3378. var internalSteps = Math.floor(deltaTime / defaultFrameTime);
  3379. internalSteps = Math.min(internalSteps, maxSubSteps);
  3380. while (deltaTime > 0 && stepsTaken < internalSteps) {
  3381. this.onBeforeStepObservable.notifyObservers(this);
  3382. // Animations
  3383. this._animationRatio = defaultFrameTime * defaultFPS;
  3384. this._animate();
  3385. this.onAfterAnimationsObservable.notifyObservers(this);
  3386. // Physics
  3387. if (this.physicsEnabled) {
  3388. this._advancePhysicsEngineStep(defaultFrameTime);
  3389. }
  3390. this.onAfterStepObservable.notifyObservers(this);
  3391. this._currentStepId++;
  3392. stepsTaken++;
  3393. deltaTime -= defaultFrameTime;
  3394. }
  3395. this._timeAccumulator = deltaTime < 0 ? 0 : deltaTime;
  3396. }
  3397. else {
  3398. // Animations
  3399. var deltaTime = this.useConstantAnimationDeltaTime ? 16 : Math.max(Scene.MinDeltaTime, Math.min(this._engine.getDeltaTime(), Scene.MaxDeltaTime));
  3400. this._animationRatio = deltaTime * (60.0 / 1000.0);
  3401. this._animate();
  3402. this.onAfterAnimationsObservable.notifyObservers(this);
  3403. // Physics
  3404. if (this.physicsEnabled) {
  3405. this._advancePhysicsEngineStep(deltaTime);
  3406. }
  3407. }
  3408. }
  3409. /**
  3410. * Render the scene
  3411. * @param updateCameras defines a boolean indicating if cameras must update according to their inputs (true by default)
  3412. * @param ignoreAnimations defines a boolean indicating if animations should not be executed (false by default)
  3413. */
  3414. public render(updateCameras = true, ignoreAnimations = false): void {
  3415. if (this.isDisposed) {
  3416. return;
  3417. }
  3418. if (this.onReadyObservable.hasObservers() && this._executeWhenReadyTimeoutId === -1) {
  3419. this._checkIsReady();
  3420. }
  3421. this._frameId++;
  3422. // Register components that have been associated lately to the scene.
  3423. this._registerTransientComponents();
  3424. this._activeParticles.fetchNewFrame();
  3425. this._totalVertices.fetchNewFrame();
  3426. this._activeIndices.fetchNewFrame();
  3427. this._activeBones.fetchNewFrame();
  3428. this._meshesForIntersections.reset();
  3429. this.resetCachedMaterial();
  3430. this.onBeforeAnimationsObservable.notifyObservers(this);
  3431. // Actions
  3432. if (this.actionManager) {
  3433. this.actionManager.processTrigger(Constants.ACTION_OnEveryFrameTrigger);
  3434. }
  3435. // Animations
  3436. if (!ignoreAnimations) {
  3437. this.animate();
  3438. }
  3439. // Before camera update steps
  3440. for (let step of this._beforeCameraUpdateStage) {
  3441. step.action();
  3442. }
  3443. // Update Cameras
  3444. if (updateCameras) {
  3445. if (this.activeCameras && this.activeCameras.length > 0) {
  3446. for (var cameraIndex = 0; cameraIndex < this.activeCameras.length; cameraIndex++) {
  3447. let camera = this.activeCameras[cameraIndex];
  3448. camera.update();
  3449. if (camera.cameraRigMode !== Camera.RIG_MODE_NONE) {
  3450. // rig cameras
  3451. for (var index = 0; index < camera._rigCameras.length; index++) {
  3452. camera._rigCameras[index].update();
  3453. }
  3454. }
  3455. }
  3456. } else if (this.activeCamera) {
  3457. this.activeCamera.update();
  3458. if (this.activeCamera.cameraRigMode !== Camera.RIG_MODE_NONE) {
  3459. // rig cameras
  3460. for (var index = 0; index < this.activeCamera._rigCameras.length; index++) {
  3461. this.activeCamera._rigCameras[index].update();
  3462. }
  3463. }
  3464. }
  3465. }
  3466. // Before render
  3467. this.onBeforeRenderObservable.notifyObservers(this);
  3468. var engine = this.getEngine();
  3469. if (engine.isWebGPU) {
  3470. const webgpuEngine = (engine as WebGPUEngine);
  3471. if (this._activeMeshesFrozen) {
  3472. if (this.activeCameras?.length) {
  3473. for (let cameraIndex = 0; cameraIndex < this.activeCameras.length; cameraIndex++) {
  3474. const camera = this.activeCameras[cameraIndex];
  3475. this.setTransformMatrix(camera.getViewMatrix(), camera.getProjectionMatrix());
  3476. }
  3477. }
  3478. else {
  3479. const camera = this.activeCamera!;
  3480. this.setTransformMatrix(camera.getViewMatrix(), camera.getProjectionMatrix());
  3481. }
  3482. if (this._renderBundles) {
  3483. webgpuEngine.executeBundles(this._renderBundles);
  3484. return;
  3485. }
  3486. webgpuEngine.startRecordBundle();
  3487. webgpuEngine.onEndFrameObservable.addOnce(() => {
  3488. this._renderBundles = [ webgpuEngine.stopRecordBundle() ];
  3489. // TODO. WEBGPU. Frame lost.
  3490. // webgpuEngine.executeBundles(this._renderBundles);
  3491. });
  3492. }
  3493. else {
  3494. if (this._renderBundles) {
  3495. this._renderBundles = null;
  3496. }
  3497. }
  3498. }
  3499. // Customs render targets
  3500. this.onBeforeRenderTargetsRenderObservable.notifyObservers(this);
  3501. var currentActiveCamera = this.activeCamera;
  3502. if (this.renderTargetsEnabled) {
  3503. Tools.StartPerformanceCounter("Custom render targets", this.customRenderTargets.length > 0);
  3504. this._intermediateRendering = true;
  3505. for (var customIndex = 0; customIndex < this.customRenderTargets.length; customIndex++) {
  3506. var renderTarget = this.customRenderTargets[customIndex];
  3507. if (renderTarget._shouldRender()) {
  3508. this._renderId++;
  3509. this.activeCamera = renderTarget.activeCamera || this.activeCamera;
  3510. if (!this.activeCamera) {
  3511. throw new Error("Active camera not set");
  3512. }
  3513. // Viewport
  3514. engine.setViewport(this.activeCamera.viewport);
  3515. // Camera
  3516. this.updateTransformMatrix();
  3517. renderTarget.render(currentActiveCamera !== this.activeCamera, this.dumpNextRenderTargets);
  3518. }
  3519. }
  3520. Tools.EndPerformanceCounter("Custom render targets", this.customRenderTargets.length > 0);
  3521. this._intermediateRendering = false;
  3522. this._renderId++;
  3523. }
  3524. // Restore back buffer
  3525. this.activeCamera = currentActiveCamera;
  3526. if (this._activeCamera && this._activeCamera.cameraRigMode !== Camera.RIG_MODE_CUSTOM && !this.prePass) {
  3527. this._bindFrameBuffer();
  3528. }
  3529. this.onAfterRenderTargetsRenderObservable.notifyObservers(this);
  3530. for (let step of this._beforeClearStage) {
  3531. step.action();
  3532. }
  3533. // Clear
  3534. if (this.autoClearDepthAndStencil || this.autoClear) {
  3535. this._engine.clear(this.clearColor,
  3536. this.autoClear || this.forceWireframe || this.forcePointsCloud,
  3537. this.autoClearDepthAndStencil,
  3538. this.autoClearDepthAndStencil);
  3539. }
  3540. // Collects render targets from external components.
  3541. for (let step of this._gatherRenderTargetsStage) {
  3542. step.action(this._renderTargets);
  3543. }
  3544. // Multi-cameras?
  3545. if (this.activeCameras && this.activeCameras.length > 0) {
  3546. for (var cameraIndex = 0; cameraIndex < this.activeCameras.length; cameraIndex++) {
  3547. if (cameraIndex > 0) {
  3548. this._engine.clear(null, false, true, true);
  3549. }
  3550. this._processSubCameras(this.activeCameras[cameraIndex]);
  3551. }
  3552. } else {
  3553. if (!this.activeCamera) {
  3554. throw new Error("No camera defined");
  3555. }
  3556. this._processSubCameras(this.activeCamera);
  3557. }
  3558. // Intersection checks
  3559. this._checkIntersections();
  3560. // Executes the after render stage actions.
  3561. for (let step of this._afterRenderStage) {
  3562. step.action();
  3563. }
  3564. // After render
  3565. if (this.afterRender) {
  3566. this.afterRender();
  3567. }
  3568. this.onAfterRenderObservable.notifyObservers(this);
  3569. // Cleaning
  3570. if (this._toBeDisposed.length) {
  3571. for (var index = 0; index < this._toBeDisposed.length; index++) {
  3572. var data = this._toBeDisposed[index];
  3573. if (data) {
  3574. data.dispose();
  3575. }
  3576. }
  3577. this._toBeDisposed = [];
  3578. }
  3579. if (this.dumpNextRenderTargets) {
  3580. this.dumpNextRenderTargets = false;
  3581. }
  3582. this._activeBones.addCount(0, true);
  3583. this._activeIndices.addCount(0, true);
  3584. this._activeParticles.addCount(0, true);
  3585. }
  3586. /**
  3587. * Freeze all materials
  3588. * A frozen material will not be updatable but should be faster to render
  3589. */
  3590. public freezeMaterials(): void {
  3591. for (var i = 0; i < this.materials.length; i++) {
  3592. this.materials[i].freeze();
  3593. }
  3594. }
  3595. /**
  3596. * Unfreeze all materials
  3597. * A frozen material will not be updatable but should be faster to render
  3598. */
  3599. public unfreezeMaterials(): void {
  3600. for (var i = 0; i < this.materials.length; i++) {
  3601. this.materials[i].unfreeze();
  3602. }
  3603. }
  3604. /**
  3605. * Releases all held ressources
  3606. */
  3607. public dispose(): void {
  3608. this._renderBundles = null;
  3609. this.beforeRender = null;
  3610. this.afterRender = null;
  3611. if (EngineStore._LastCreatedScene === this) {
  3612. EngineStore._LastCreatedScene = null;
  3613. }
  3614. this.skeletons = [];
  3615. this.morphTargetManagers = [];
  3616. this._transientComponents = [];
  3617. this._isReadyForMeshStage.clear();
  3618. this._beforeEvaluateActiveMeshStage.clear();
  3619. this._evaluateSubMeshStage.clear();
  3620. this._preActiveMeshStage.clear();
  3621. this._cameraDrawRenderTargetStage.clear();
  3622. this._beforeCameraDrawStage.clear();
  3623. this._beforeRenderTargetDrawStage.clear();
  3624. this._beforeRenderingGroupDrawStage.clear();
  3625. this._beforeRenderingMeshStage.clear();
  3626. this._afterRenderingMeshStage.clear();
  3627. this._afterRenderingGroupDrawStage.clear();
  3628. this._afterCameraDrawStage.clear();
  3629. this._afterRenderTargetDrawStage.clear();
  3630. this._afterRenderStage.clear();
  3631. this._beforeCameraUpdateStage.clear();
  3632. this._beforeClearStage.clear();
  3633. this._gatherRenderTargetsStage.clear();
  3634. this._gatherActiveCameraRenderTargetsStage.clear();
  3635. this._pointerMoveStage.clear();
  3636. this._pointerDownStage.clear();
  3637. this._pointerUpStage.clear();
  3638. for (let component of this._components) {
  3639. component.dispose();
  3640. }
  3641. this.importedMeshesFiles = new Array<string>();
  3642. if (this.stopAllAnimations) {
  3643. this.stopAllAnimations();
  3644. }
  3645. this.resetCachedMaterial();
  3646. // Smart arrays
  3647. if (this.activeCamera) {
  3648. this.activeCamera._activeMeshes.dispose();
  3649. this.activeCamera = null;
  3650. }
  3651. this._activeMeshes.dispose();
  3652. this._renderingManager.dispose();
  3653. this._processedMaterials.dispose();
  3654. this._activeParticleSystems.dispose();
  3655. this._activeSkeletons.dispose();
  3656. this._softwareSkinnedMeshes.dispose();
  3657. this._renderTargets.dispose();
  3658. this._registeredForLateAnimationBindings.dispose();
  3659. this._meshesForIntersections.dispose();
  3660. this._toBeDisposed = [];
  3661. // Abort active requests
  3662. for (let request of this._activeRequests) {
  3663. request.abort();
  3664. }
  3665. // Events
  3666. this.onDisposeObservable.notifyObservers(this);
  3667. this.onDisposeObservable.clear();
  3668. this.onBeforeRenderObservable.clear();
  3669. this.onAfterRenderObservable.clear();
  3670. this.onBeforeRenderTargetsRenderObservable.clear();
  3671. this.onAfterRenderTargetsRenderObservable.clear();
  3672. this.onAfterStepObservable.clear();
  3673. this.onBeforeStepObservable.clear();
  3674. this.onBeforeActiveMeshesEvaluationObservable.clear();
  3675. this.onAfterActiveMeshesEvaluationObservable.clear();
  3676. this.onBeforeParticlesRenderingObservable.clear();
  3677. this.onAfterParticlesRenderingObservable.clear();
  3678. this.onBeforeDrawPhaseObservable.clear();
  3679. this.onAfterDrawPhaseObservable.clear();
  3680. this.onBeforeAnimationsObservable.clear();
  3681. this.onAfterAnimationsObservable.clear();
  3682. this.onDataLoadedObservable.clear();
  3683. this.onBeforeRenderingGroupObservable.clear();
  3684. this.onAfterRenderingGroupObservable.clear();
  3685. this.onMeshImportedObservable.clear();
  3686. this.onBeforeCameraRenderObservable.clear();
  3687. this.onAfterCameraRenderObservable.clear();
  3688. this.onReadyObservable.clear();
  3689. this.onNewCameraAddedObservable.clear();
  3690. this.onCameraRemovedObservable.clear();
  3691. this.onNewLightAddedObservable.clear();
  3692. this.onLightRemovedObservable.clear();
  3693. this.onNewGeometryAddedObservable.clear();
  3694. this.onGeometryRemovedObservable.clear();
  3695. this.onNewTransformNodeAddedObservable.clear();
  3696. this.onTransformNodeRemovedObservable.clear();
  3697. this.onNewMeshAddedObservable.clear();
  3698. this.onMeshRemovedObservable.clear();
  3699. this.onNewSkeletonAddedObservable.clear();
  3700. this.onSkeletonRemovedObservable.clear();
  3701. this.onNewMaterialAddedObservable.clear();
  3702. this.onNewMultiMaterialAddedObservable.clear();
  3703. this.onMaterialRemovedObservable.clear();
  3704. this.onMultiMaterialRemovedObservable.clear();
  3705. this.onNewTextureAddedObservable.clear();
  3706. this.onTextureRemovedObservable.clear();
  3707. this.onPrePointerObservable.clear();
  3708. this.onPointerObservable.clear();
  3709. this.onPreKeyboardObservable.clear();
  3710. this.onKeyboardObservable.clear();
  3711. this.onActiveCameraChanged.clear();
  3712. this.detachControl();
  3713. // Detach cameras
  3714. var canvas = this._engine.getInputElement();
  3715. if (canvas) {
  3716. var index;
  3717. for (index = 0; index < this.cameras.length; index++) {
  3718. this.cameras[index].detachControl();
  3719. }
  3720. }
  3721. // Release animation groups
  3722. while (this.animationGroups.length) {
  3723. this.animationGroups[0].dispose();
  3724. }
  3725. // Release lights
  3726. while (this.lights.length) {
  3727. this.lights[0].dispose();
  3728. }
  3729. // Release meshes
  3730. while (this.meshes.length) {
  3731. this.meshes[0].dispose(true);
  3732. }
  3733. while (this.transformNodes.length) {
  3734. this.transformNodes[0].dispose(true);
  3735. }
  3736. // Release cameras
  3737. while (this.cameras.length) {
  3738. this.cameras[0].dispose();
  3739. }
  3740. // Release materials
  3741. if (this._defaultMaterial) {
  3742. this._defaultMaterial.dispose();
  3743. }
  3744. while (this.multiMaterials.length) {
  3745. this.multiMaterials[0].dispose();
  3746. }
  3747. while (this.materials.length) {
  3748. this.materials[0].dispose();
  3749. }
  3750. // Release particles
  3751. while (this.particleSystems.length) {
  3752. this.particleSystems[0].dispose();
  3753. }
  3754. // Release postProcesses
  3755. while (this.postProcesses.length) {
  3756. this.postProcesses[0].dispose();
  3757. }
  3758. // Release textures
  3759. while (this.textures.length) {
  3760. this.textures[0].dispose();
  3761. }
  3762. // Release morph targets
  3763. while (this.morphTargetManagers.length) {
  3764. this.morphTargetManagers[0].dispose();
  3765. }
  3766. // Release UBO
  3767. this._sceneUbo.dispose();
  3768. if (this._multiviewSceneUbo) {
  3769. this._multiviewSceneUbo.dispose();
  3770. }
  3771. // Post-processes
  3772. this.postProcessManager.dispose();
  3773. // Remove from engine
  3774. index = this._engine.scenes.indexOf(this);
  3775. if (index > -1) {
  3776. this._engine.scenes.splice(index, 1);
  3777. }
  3778. this._engine.wipeCaches(true);
  3779. this._isDisposed = true;
  3780. }
  3781. /**
  3782. * Gets if the scene is already disposed
  3783. */
  3784. public get isDisposed(): boolean {
  3785. return this._isDisposed;
  3786. }
  3787. /**
  3788. * Call this function to reduce memory footprint of the scene.
  3789. * Vertex buffers will not store CPU data anymore (this will prevent picking, collisions or physics to work correctly)
  3790. */
  3791. public clearCachedVertexData(): void {
  3792. for (var meshIndex = 0; meshIndex < this.meshes.length; meshIndex++) {
  3793. var mesh = this.meshes[meshIndex];
  3794. var geometry = (<Mesh>mesh).geometry;
  3795. if (geometry) {
  3796. geometry._indices = [];
  3797. for (var vbName in geometry._vertexBuffers) {
  3798. if (!geometry._vertexBuffers.hasOwnProperty(vbName)) {
  3799. continue;
  3800. }
  3801. geometry._vertexBuffers[vbName]._buffer._data = null;
  3802. }
  3803. }
  3804. }
  3805. }
  3806. /**
  3807. * This function will remove the local cached buffer data from texture.
  3808. * It will save memory but will prevent the texture from being rebuilt
  3809. */
  3810. public cleanCachedTextureBuffer(): void {
  3811. for (var baseTexture of this.textures) {
  3812. let buffer = (<Texture>baseTexture)._buffer;
  3813. if (buffer) {
  3814. (<Texture>baseTexture)._buffer = null;
  3815. }
  3816. }
  3817. }
  3818. /**
  3819. * Get the world extend vectors with an optional filter
  3820. *
  3821. * @param filterPredicate the predicate - which meshes should be included when calculating the world size
  3822. * @returns {{ min: Vector3; max: Vector3 }} min and max vectors
  3823. */
  3824. public getWorldExtends(filterPredicate?: (mesh: AbstractMesh) => boolean): { min: Vector3; max: Vector3 } {
  3825. var min = new Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  3826. var max = new Vector3(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE);
  3827. filterPredicate = filterPredicate || (() => true);
  3828. this.meshes.filter(filterPredicate).forEach((mesh) => {
  3829. mesh.computeWorldMatrix(true);
  3830. if (!mesh.subMeshes || mesh.subMeshes.length === 0 || mesh.infiniteDistance) {
  3831. return;
  3832. }
  3833. let boundingInfo = mesh.getBoundingInfo();
  3834. var minBox = boundingInfo.boundingBox.minimumWorld;
  3835. var maxBox = boundingInfo.boundingBox.maximumWorld;
  3836. Vector3.CheckExtends(minBox, min, max);
  3837. Vector3.CheckExtends(maxBox, min, max);
  3838. });
  3839. return {
  3840. min: min,
  3841. max: max
  3842. };
  3843. }
  3844. // Picking
  3845. /**
  3846. * Creates a ray that can be used to pick in the scene
  3847. * @param x defines the x coordinate of the origin (on-screen)
  3848. * @param y defines the y coordinate of the origin (on-screen)
  3849. * @param world defines the world matrix to use if you want to pick in object space (instead of world space)
  3850. * @param camera defines the camera to use for the picking
  3851. * @param cameraViewSpace defines if picking will be done in view space (false by default)
  3852. * @returns a Ray
  3853. */
  3854. public createPickingRay(x: number, y: number, world: Matrix, camera: Nullable<Camera>, cameraViewSpace = false): Ray {
  3855. throw _DevTools.WarnImport("Ray");
  3856. }
  3857. /**
  3858. * Creates a ray that can be used to pick in the scene
  3859. * @param x defines the x coordinate of the origin (on-screen)
  3860. * @param y defines the y coordinate of the origin (on-screen)
  3861. * @param world defines the world matrix to use if you want to pick in object space (instead of world space)
  3862. * @param result defines the ray where to store the picking ray
  3863. * @param camera defines the camera to use for the picking
  3864. * @param cameraViewSpace defines if picking will be done in view space (false by default)
  3865. * @returns the current scene
  3866. */
  3867. public createPickingRayToRef(x: number, y: number, world: Matrix, result: Ray, camera: Nullable<Camera>, cameraViewSpace = false): Scene {
  3868. throw _DevTools.WarnImport("Ray");
  3869. }
  3870. /**
  3871. * Creates a ray that can be used to pick in the scene
  3872. * @param x defines the x coordinate of the origin (on-screen)
  3873. * @param y defines the y coordinate of the origin (on-screen)
  3874. * @param camera defines the camera to use for the picking
  3875. * @returns a Ray
  3876. */
  3877. public createPickingRayInCameraSpace(x: number, y: number, camera?: Camera): Ray {
  3878. throw _DevTools.WarnImport("Ray");
  3879. }
  3880. /**
  3881. * Creates a ray that can be used to pick in the scene
  3882. * @param x defines the x coordinate of the origin (on-screen)
  3883. * @param y defines the y coordinate of the origin (on-screen)
  3884. * @param result defines the ray where to store the picking ray
  3885. * @param camera defines the camera to use for the picking
  3886. * @returns the current scene
  3887. */
  3888. public createPickingRayInCameraSpaceToRef(x: number, y: number, result: Ray, camera?: Camera): Scene {
  3889. throw _DevTools.WarnImport("Ray");
  3890. }
  3891. /** Launch a ray to try to pick a mesh in the scene
  3892. * @param x position on screen
  3893. * @param y position on screen
  3894. * @param 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
  3895. * @param fastCheck defines if the first intersection will be used (and not the closest)
  3896. * @param camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  3897. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  3898. * @returns a PickingInfo
  3899. */
  3900. public pick(x: number, y: number, predicate?: (mesh: AbstractMesh) => boolean,
  3901. fastCheck?: boolean, camera?: Nullable<Camera>,
  3902. trianglePredicate?: TrianglePickingPredicate
  3903. ): Nullable<PickingInfo> {
  3904. // Dummy info if picking as not been imported
  3905. const pi = new PickingInfo();
  3906. pi._pickingUnavailable = true;
  3907. return pi;
  3908. }
  3909. /** Launch a ray to try to pick a mesh in the scene using only bounding information of the main mesh (not using submeshes)
  3910. * @param x position on screen
  3911. * @param y position on screen
  3912. * @param 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
  3913. * @param fastCheck defines if the first intersection will be used (and not the closest)
  3914. * @param camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  3915. * @returns a PickingInfo (Please note that some info will not be set like distance, bv, bu and everything that cannot be capture by only using bounding infos)
  3916. */
  3917. public pickWithBoundingInfo(x: number, y: number, predicate?: (mesh: AbstractMesh) => boolean,
  3918. fastCheck?: boolean, camera?: Nullable<Camera>): Nullable<PickingInfo> {
  3919. // Dummy info if picking as not been imported
  3920. const pi = new PickingInfo();
  3921. pi._pickingUnavailable = true;
  3922. return pi;
  3923. }
  3924. /** Use the given ray to pick a mesh in the scene
  3925. * @param ray The ray to use to pick meshes
  3926. * @param predicate Predicate function used to determine eligible meshes. Can be set to null. In this case, a mesh must have isPickable set to true
  3927. * @param fastCheck defines if the first intersection will be used (and not the closest)
  3928. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  3929. * @returns a PickingInfo
  3930. */
  3931. public pickWithRay(ray: Ray, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean,
  3932. trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo> {
  3933. throw _DevTools.WarnImport("Ray");
  3934. }
  3935. /**
  3936. * Launch a ray to try to pick a mesh in the scene
  3937. * @param x X position on screen
  3938. * @param y Y position on screen
  3939. * @param 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
  3940. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  3941. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  3942. * @returns an array of PickingInfo
  3943. */
  3944. public multiPick(x: number, y: number, predicate?: (mesh: AbstractMesh) => boolean, camera?: Camera,
  3945. trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]> {
  3946. throw _DevTools.WarnImport("Ray");
  3947. }
  3948. /**
  3949. * Launch a ray to try to pick a mesh in the scene
  3950. * @param ray Ray to use
  3951. * @param 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
  3952. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  3953. * @returns an array of PickingInfo
  3954. */
  3955. public multiPickWithRay(ray: Ray, predicate: (mesh: AbstractMesh) => boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]> {
  3956. throw _DevTools.WarnImport("Ray");
  3957. }
  3958. /**
  3959. * Force the value of meshUnderPointer
  3960. * @param mesh defines the mesh to use
  3961. * @param pointerId optional pointer id when using more than one pointer
  3962. */
  3963. public setPointerOverMesh(mesh: Nullable<AbstractMesh>, pointerId?: number): void {
  3964. this._inputManager.setPointerOverMesh(mesh, pointerId);
  3965. }
  3966. /**
  3967. * Gets the mesh under the pointer
  3968. * @returns a Mesh or null if no mesh is under the pointer
  3969. */
  3970. public getPointerOverMesh(): Nullable<AbstractMesh> {
  3971. return this._inputManager.getPointerOverMesh();
  3972. }
  3973. // Misc.
  3974. /** @hidden */
  3975. public _rebuildGeometries(): void {
  3976. for (var geometry of this.geometries) {
  3977. geometry._rebuild();
  3978. }
  3979. for (var mesh of this.meshes) {
  3980. mesh._rebuild();
  3981. }
  3982. if (this.postProcessManager) {
  3983. this.postProcessManager._rebuild();
  3984. }
  3985. for (let component of this._components) {
  3986. component.rebuild();
  3987. }
  3988. for (var system of this.particleSystems) {
  3989. system.rebuild();
  3990. }
  3991. }
  3992. /** @hidden */
  3993. public _rebuildTextures(): void {
  3994. for (var texture of this.textures) {
  3995. texture._rebuild();
  3996. }
  3997. this.markAllMaterialsAsDirty(Constants.MATERIAL_TextureDirtyFlag);
  3998. }
  3999. // Tags
  4000. private _getByTags(list: any[], tagsQuery: string, forEach?: (item: any) => void): any[] {
  4001. if (tagsQuery === undefined) {
  4002. // returns the complete list (could be done with Tags.MatchesQuery but no need to have a for-loop here)
  4003. return list;
  4004. }
  4005. var listByTags = [];
  4006. forEach = forEach || ((item: any) => { return; });
  4007. for (var i in list) {
  4008. var item = list[i];
  4009. if (Tags && Tags.MatchesQuery(item, tagsQuery)) {
  4010. listByTags.push(item);
  4011. forEach(item);
  4012. }
  4013. }
  4014. return listByTags;
  4015. }
  4016. /**
  4017. * Get a list of meshes by tags
  4018. * @param tagsQuery defines the tags query to use
  4019. * @param forEach defines a predicate used to filter results
  4020. * @returns an array of Mesh
  4021. */
  4022. public getMeshesByTags(tagsQuery: string, forEach?: (mesh: AbstractMesh) => void): Mesh[] {
  4023. return this._getByTags(this.meshes, tagsQuery, forEach);
  4024. }
  4025. /**
  4026. * Get a list of cameras by tags
  4027. * @param tagsQuery defines the tags query to use
  4028. * @param forEach defines a predicate used to filter results
  4029. * @returns an array of Camera
  4030. */
  4031. public getCamerasByTags(tagsQuery: string, forEach?: (camera: Camera) => void): Camera[] {
  4032. return this._getByTags(this.cameras, tagsQuery, forEach);
  4033. }
  4034. /**
  4035. * Get a list of lights by tags
  4036. * @param tagsQuery defines the tags query to use
  4037. * @param forEach defines a predicate used to filter results
  4038. * @returns an array of Light
  4039. */
  4040. public getLightsByTags(tagsQuery: string, forEach?: (light: Light) => void): Light[] {
  4041. return this._getByTags(this.lights, tagsQuery, forEach);
  4042. }
  4043. /**
  4044. * Get a list of materials by tags
  4045. * @param tagsQuery defines the tags query to use
  4046. * @param forEach defines a predicate used to filter results
  4047. * @returns an array of Material
  4048. */
  4049. public getMaterialByTags(tagsQuery: string, forEach?: (material: Material) => void): Material[] {
  4050. return this._getByTags(this.materials, tagsQuery, forEach).concat(this._getByTags(this.multiMaterials, tagsQuery, forEach));
  4051. }
  4052. /**
  4053. * Get a list of transform nodes by tags
  4054. * @param tagsQuery defines the tags query to use
  4055. * @param forEach defines a predicate used to filter results
  4056. * @returns an array of TransformNode
  4057. */
  4058. public getTransformNodesByTags(tagsQuery: string, forEach?: (transform: TransformNode) => void): TransformNode[] {
  4059. return this._getByTags(this.transformNodes, tagsQuery, forEach);
  4060. }
  4061. /**
  4062. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  4063. * This allowed control for front to back rendering or reversly depending of the special needs.
  4064. *
  4065. * @param renderingGroupId The rendering group id corresponding to its index
  4066. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  4067. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  4068. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  4069. */
  4070. public setRenderingOrder(renderingGroupId: number,
  4071. opaqueSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number> = null,
  4072. alphaTestSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number> = null,
  4073. transparentSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number> = null): void {
  4074. this._renderingManager.setRenderingOrder(renderingGroupId,
  4075. opaqueSortCompareFn,
  4076. alphaTestSortCompareFn,
  4077. transparentSortCompareFn);
  4078. }
  4079. /**
  4080. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  4081. *
  4082. * @param renderingGroupId The rendering group id corresponding to its index
  4083. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  4084. * @param depth Automatically clears depth between groups if true and autoClear is true.
  4085. * @param stencil Automatically clears stencil between groups if true and autoClear is true.
  4086. */
  4087. public setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean,
  4088. depth = true,
  4089. stencil = true): void {
  4090. this._renderingManager.setRenderingAutoClearDepthStencil(renderingGroupId, autoClearDepthStencil, depth, stencil);
  4091. }
  4092. /**
  4093. * Gets the current auto clear configuration for one rendering group of the rendering
  4094. * manager.
  4095. * @param index the rendering group index to get the information for
  4096. * @returns The auto clear setup for the requested rendering group
  4097. */
  4098. public getAutoClearDepthStencilSetup(index: number): IRenderingManagerAutoClearSetup {
  4099. return this._renderingManager.getAutoClearDepthStencilSetup(index);
  4100. }
  4101. private _blockMaterialDirtyMechanism = false;
  4102. /** Gets or sets a boolean blocking all the calls to markAllMaterialsAsDirty (ie. the materials won't be updated if they are out of sync) */
  4103. public get blockMaterialDirtyMechanism(): boolean {
  4104. return this._blockMaterialDirtyMechanism;
  4105. }
  4106. public set blockMaterialDirtyMechanism(value: boolean) {
  4107. if (this._blockMaterialDirtyMechanism === value) {
  4108. return;
  4109. }
  4110. this._blockMaterialDirtyMechanism = value;
  4111. if (!value) { // Do a complete update
  4112. this.markAllMaterialsAsDirty(Constants.MATERIAL_AllDirtyFlag);
  4113. }
  4114. }
  4115. /**
  4116. * Will flag all materials as dirty to trigger new shader compilation
  4117. * @param flag defines the flag used to specify which material part must be marked as dirty
  4118. * @param predicate If not null, it will be used to specifiy if a material has to be marked as dirty
  4119. */
  4120. public markAllMaterialsAsDirty(flag: number, predicate?: (mat: Material) => boolean): void {
  4121. if (this._blockMaterialDirtyMechanism) {
  4122. return;
  4123. }
  4124. for (var material of this.materials) {
  4125. if (predicate && !predicate(material)) {
  4126. continue;
  4127. }
  4128. material.markAsDirty(flag);
  4129. }
  4130. }
  4131. /** @hidden */
  4132. public _loadFile(url: string, onSuccess: (data: string | ArrayBuffer, responseURL?: string) => void, onProgress?: (ev: ProgressEvent) => void, useOfflineSupport?: boolean, useArrayBuffer?: boolean, onError?: (request?: WebRequest, exception?: LoadFileError) => void): IFileRequest {
  4133. const request = FileTools.LoadFile(url, onSuccess, onProgress, useOfflineSupport ? this.offlineProvider : undefined, useArrayBuffer, onError);
  4134. this._activeRequests.push(request);
  4135. request.onCompleteObservable.add((request) => {
  4136. this._activeRequests.splice(this._activeRequests.indexOf(request), 1);
  4137. });
  4138. return request;
  4139. }
  4140. /** @hidden */
  4141. public _loadFileAsync(url: string, onProgress?: (data: any) => void, useOfflineSupport?: boolean, useArrayBuffer?: boolean): Promise<string | ArrayBuffer> {
  4142. return new Promise((resolve, reject) => {
  4143. this._loadFile(url, (data) => {
  4144. resolve(data);
  4145. }, onProgress, useOfflineSupport, useArrayBuffer, (request, exception) => {
  4146. reject(exception);
  4147. });
  4148. });
  4149. }
  4150. /** @hidden */
  4151. public _requestFile(url: string, onSuccess: (data: string | ArrayBuffer, request?: WebRequest) => void, onProgress?: (ev: ProgressEvent) => void, useOfflineSupport?: boolean, useArrayBuffer?: boolean, onError?: (error: RequestFileError) => void, onOpened?: (request: WebRequest) => void): IFileRequest {
  4152. const request = FileTools.RequestFile(url, onSuccess, onProgress, useOfflineSupport ? this.offlineProvider : undefined, useArrayBuffer, onError, onOpened);
  4153. this._activeRequests.push(request);
  4154. request.onCompleteObservable.add((request) => {
  4155. this._activeRequests.splice(this._activeRequests.indexOf(request), 1);
  4156. });
  4157. return request;
  4158. }
  4159. /** @hidden */
  4160. public _requestFileAsync(url: string, onProgress?: (ev: ProgressEvent) => void, useOfflineSupport?: boolean, useArrayBuffer?: boolean, onOpened?: (request: WebRequest) => void): Promise<string | ArrayBuffer> {
  4161. return new Promise((resolve, reject) => {
  4162. this._requestFile(url, (data) => {
  4163. resolve(data);
  4164. }, onProgress, useOfflineSupport, useArrayBuffer, (error) => {
  4165. reject(error);
  4166. }, onOpened);
  4167. });
  4168. }
  4169. /** @hidden */
  4170. public _readFile(file: File, onSuccess: (data: string | ArrayBuffer) => void, onProgress?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean, onError?: (error: ReadFileError) => void): IFileRequest {
  4171. const request = FileTools.ReadFile(file, onSuccess, onProgress, useArrayBuffer, onError);
  4172. this._activeRequests.push(request);
  4173. request.onCompleteObservable.add((request) => {
  4174. this._activeRequests.splice(this._activeRequests.indexOf(request), 1);
  4175. });
  4176. return request;
  4177. }
  4178. /** @hidden */
  4179. public _readFileAsync(file: File, onProgress?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean): Promise<string | ArrayBuffer> {
  4180. return new Promise((resolve, reject) => {
  4181. this._readFile(file, (data) => {
  4182. resolve(data);
  4183. }, onProgress, useArrayBuffer, (error) => {
  4184. reject(error);
  4185. });
  4186. });
  4187. }
  4188. }