spriteManager.ts 24 KB

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  1. import { IDisposable, Scene } from "../scene";
  2. import { Nullable } from "../types";
  3. import { Observable, Observer } from "../Misc/observable";
  4. import { Buffer } from "../Meshes/buffer";
  5. import { VertexBuffer } from "../Meshes/buffer";
  6. import { Vector3, TmpVectors } from "../Maths/math.vector";
  7. import { Sprite } from "./sprite";
  8. import { SpriteSceneComponent } from "./spriteSceneComponent";
  9. import { PickingInfo } from "../Collisions/pickingInfo";
  10. import { Camera } from "../Cameras/camera";
  11. import { Texture } from "../Materials/Textures/texture";
  12. import { Effect } from "../Materials/effect";
  13. import { Material } from "../Materials/material";
  14. import { SceneComponentConstants } from "../sceneComponent";
  15. import { Constants } from "../Engines/constants";
  16. import { Logger } from "../Misc/logger";
  17. import "../Shaders/sprites.fragment";
  18. import "../Shaders/sprites.vertex";
  19. import { DataBuffer } from '../Meshes/dataBuffer';
  20. declare type Ray = import("../Culling/ray").Ray;
  21. /**
  22. * Defines the minimum interface to fullfil in order to be a sprite manager.
  23. */
  24. export interface ISpriteManager extends IDisposable {
  25. /**
  26. * Restricts the camera to viewing objects with the same layerMask.
  27. * A camera with a layerMask of 1 will render spriteManager.layerMask & camera.layerMask!== 0
  28. */
  29. layerMask: number;
  30. /**
  31. * Gets or sets a boolean indicating if the mesh can be picked (by scene.pick for instance or through actions). Default is true
  32. */
  33. isPickable: boolean;
  34. /**
  35. * Specifies the rendering group id for this mesh (0 by default)
  36. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#rendering-groups
  37. */
  38. renderingGroupId: number;
  39. /**
  40. * Defines the list of sprites managed by the manager.
  41. */
  42. sprites: Array<Sprite>;
  43. /**
  44. * Tests the intersection of a sprite with a specific ray.
  45. * @param ray The ray we are sending to test the collision
  46. * @param camera The camera space we are sending rays in
  47. * @param predicate A predicate allowing excluding sprites from the list of object to test
  48. * @param fastCheck Is the hit test done in a OOBB or AOBB fashion the faster, the less precise
  49. * @returns picking info or null.
  50. */
  51. intersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean): Nullable<PickingInfo>;
  52. /**
  53. * Intersects the sprites with a ray
  54. * @param ray defines the ray to intersect with
  55. * @param camera defines the current active camera
  56. * @param predicate defines a predicate used to select candidate sprites
  57. * @returns null if no hit or a PickingInfo array
  58. */
  59. multiIntersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean): Nullable<PickingInfo[]>;
  60. /**
  61. * Renders the list of sprites on screen.
  62. */
  63. render(): void;
  64. }
  65. /**
  66. * Class used to manage multiple sprites on the same spritesheet
  67. * @see http://doc.babylonjs.com/babylon101/sprites
  68. */
  69. export class SpriteManager implements ISpriteManager {
  70. /** Gets the list of sprites */
  71. public sprites = new Array<Sprite>();
  72. /** Gets or sets the rendering group id (0 by default) */
  73. public renderingGroupId = 0;
  74. /** Gets or sets camera layer mask */
  75. public layerMask: number = 0x0FFFFFFF;
  76. /** Gets or sets a boolean indicating if the manager must consider scene fog when rendering */
  77. public fogEnabled = true;
  78. /** Gets or sets a boolean indicating if the sprites are pickable */
  79. public isPickable = false;
  80. /** Defines the default width of a cell in the spritesheet */
  81. public cellWidth: number;
  82. /** Defines the default height of a cell in the spritesheet */
  83. public cellHeight: number;
  84. /** Associative array from JSON sprite data file */
  85. private _cellData: any;
  86. /** Array of sprite names from JSON sprite data file */
  87. private _spriteMap: Array<string>;
  88. /** True when packed cell data from JSON file is ready*/
  89. private _packedAndReady: boolean = false;
  90. /**
  91. * An event triggered when the manager is disposed.
  92. */
  93. public onDisposeObservable = new Observable<SpriteManager>();
  94. private _onDisposeObserver: Nullable<Observer<SpriteManager>>;
  95. /**
  96. * Callback called when the manager is disposed
  97. */
  98. public set onDispose(callback: () => void) {
  99. if (this._onDisposeObserver) {
  100. this.onDisposeObservable.remove(this._onDisposeObserver);
  101. }
  102. this._onDisposeObserver = this.onDisposeObservable.add(callback);
  103. }
  104. private _capacity: number;
  105. private _fromPacked: boolean;
  106. private _spriteTexture: Texture;
  107. private _epsilon: number;
  108. private _scene: Scene;
  109. private _vertexData: Float32Array;
  110. private _buffer: Buffer;
  111. private _vertexBuffers: { [key: string]: VertexBuffer } = {};
  112. private _indexBuffer: DataBuffer;
  113. private _effectBase: Effect;
  114. private _effectFog: Effect;
  115. /**
  116. * Gets or sets the spritesheet texture
  117. */
  118. public get texture(): Texture {
  119. return this._spriteTexture;
  120. }
  121. public set texture(value: Texture) {
  122. this._spriteTexture = value;
  123. }
  124. private _blendMode = Constants.ALPHA_COMBINE;
  125. /**
  126. * Blend mode use to render the particle, it can be any of
  127. * the static Constants.ALPHA_x properties provided in this class.
  128. * Default value is Constants.ALPHA_COMBINE
  129. */
  130. public get blendMode() { return this._blendMode; }
  131. public set blendMode(blendMode: number) {
  132. this._blendMode = blendMode;
  133. }
  134. /** Disables writing to the depth buffer when rendering the sprites.
  135. * It can be handy to disable depth writing when using textures without alpha channel
  136. * and setting some specific blend modes.
  137. */
  138. public disableDepthWrite: boolean = false;
  139. /**
  140. * Creates a new sprite manager
  141. * @param name defines the manager's name
  142. * @param imgUrl defines the sprite sheet url
  143. * @param capacity defines the maximum allowed number of sprites
  144. * @param cellSize defines the size of a sprite cell
  145. * @param scene defines the hosting scene
  146. * @param epsilon defines the epsilon value to align texture (0.01 by default)
  147. * @param samplingMode defines the smapling mode to use with spritesheet
  148. * @param fromPacked set to false; do not alter
  149. * @param spriteJSON null otherwise a JSON object defining sprite sheet data; do not alter
  150. */
  151. constructor(
  152. /** defines the manager's name */
  153. public name: string,
  154. imgUrl: string, capacity: number, cellSize: any, scene: Scene, epsilon: number = 0.01, samplingMode: number = Texture.TRILINEAR_SAMPLINGMODE, fromPacked: boolean = false, spriteJSON: any | null = null) {
  155. if (!scene._getComponent(SceneComponentConstants.NAME_SPRITE)) {
  156. scene._addComponent(new SpriteSceneComponent(scene));
  157. }
  158. this._capacity = capacity;
  159. this._fromPacked = fromPacked;
  160. this._spriteTexture = new Texture(imgUrl, scene, true, false, samplingMode);
  161. this._spriteTexture.wrapU = Texture.CLAMP_ADDRESSMODE;
  162. this._spriteTexture.wrapV = Texture.CLAMP_ADDRESSMODE;
  163. if (cellSize.width && cellSize.height) {
  164. this.cellWidth = cellSize.width;
  165. this.cellHeight = cellSize.height;
  166. } else if (cellSize !== undefined) {
  167. this.cellWidth = cellSize;
  168. this.cellHeight = cellSize;
  169. } else {
  170. return;
  171. }
  172. this._epsilon = epsilon;
  173. this._scene = scene;
  174. this._scene.spriteManagers.push(this);
  175. var indices = [];
  176. var index = 0;
  177. for (var count = 0; count < capacity; count++) {
  178. indices.push(index);
  179. indices.push(index + 1);
  180. indices.push(index + 2);
  181. indices.push(index);
  182. indices.push(index + 2);
  183. indices.push(index + 3);
  184. index += 4;
  185. }
  186. this._indexBuffer = scene.getEngine().createIndexBuffer(indices);
  187. // VBO
  188. // 18 floats per sprite (x, y, z, angle, sizeX, sizeY, offsetX, offsetY, invertU, invertV, cellLeft, cellTop, cellWidth, cellHeight, color r, color g, color b, color a)
  189. this._vertexData = new Float32Array(capacity * 18 * 4);
  190. this._buffer = new Buffer(scene.getEngine(), this._vertexData, true, 18);
  191. var positions = this._buffer.createVertexBuffer(VertexBuffer.PositionKind, 0, 4);
  192. var options = this._buffer.createVertexBuffer("options", 4, 4);
  193. var inverts = this._buffer.createVertexBuffer("inverts", 8, 2);
  194. var cellInfo = this._buffer.createVertexBuffer("cellInfo", 10, 4);
  195. var colors = this._buffer.createVertexBuffer(VertexBuffer.ColorKind, 14, 4);
  196. this._vertexBuffers[VertexBuffer.PositionKind] = positions;
  197. this._vertexBuffers["options"] = options;
  198. this._vertexBuffers["inverts"] = inverts;
  199. this._vertexBuffers["cellInfo"] = cellInfo;
  200. this._vertexBuffers[VertexBuffer.ColorKind] = colors;
  201. // Effects
  202. this._effectBase = this._scene.getEngine().createEffect("sprites",
  203. [VertexBuffer.PositionKind, "options", "inverts", "cellInfo", VertexBuffer.ColorKind],
  204. ["view", "projection", "textureInfos", "alphaTest"],
  205. ["diffuseSampler"], "");
  206. this._effectFog = this._scene.getEngine().createEffect("sprites",
  207. [VertexBuffer.PositionKind, "options", "inverts", "cellInfo", VertexBuffer.ColorKind],
  208. ["view", "projection", "textureInfos", "alphaTest", "vFogInfos", "vFogColor"],
  209. ["diffuseSampler"], "#define FOG");
  210. if (this._fromPacked) {
  211. this._makePacked(imgUrl, spriteJSON);
  212. }
  213. }
  214. private _makePacked(imgUrl: string, spriteJSON: any) {
  215. if (spriteJSON !== null) {
  216. try {
  217. //Get the JSON and Check its stucture. If its an array parse it if its a JSON sring etc...
  218. let celldata: any;
  219. if (typeof spriteJSON === "string") {
  220. celldata = JSON.parse(spriteJSON);
  221. }else {
  222. celldata = spriteJSON;
  223. }
  224. if (celldata.frames.length) {
  225. let frametemp: any = {};
  226. for (let i = 0; i < celldata.frames.length; i++) {
  227. let _f = celldata.frames[i];
  228. if (typeof (Object.keys(_f))[0] !== "string") {
  229. throw new Error("Invalid JSON Format. Check the frame values and make sure the name is the first parameter.");
  230. }
  231. let name: string = _f[(Object.keys(_f))[0]];
  232. frametemp[name] = _f;
  233. }
  234. celldata.frames = frametemp;
  235. }
  236. let spritemap = (<string[]>(<any>Reflect).ownKeys(celldata.frames));
  237. this._spriteMap = spritemap;
  238. this._packedAndReady = true;
  239. this._cellData = celldata.frames;
  240. }
  241. catch (e) {
  242. this._fromPacked = false;
  243. this._packedAndReady = false;
  244. throw new Error("Invalid JSON from string. Spritesheet managed with constant cell size.");
  245. }
  246. }
  247. else {
  248. let re = /\./g;
  249. let li: number;
  250. do {
  251. li = re.lastIndex;
  252. re.test(imgUrl);
  253. } while (re.lastIndex > 0);
  254. let jsonUrl = imgUrl.substring(0, li - 1) + ".json";
  255. let xmlhttp = new XMLHttpRequest();
  256. xmlhttp.open("GET", jsonUrl, true);
  257. xmlhttp.onerror = () => {
  258. Logger.Error("JSON ERROR: Unable to load JSON file.");
  259. this._fromPacked = false;
  260. this._packedAndReady = false;
  261. };
  262. xmlhttp.onload = () => {
  263. try {
  264. let celldata = JSON.parse(xmlhttp.response);
  265. let spritemap = (<string[]>(<any>Reflect).ownKeys(celldata.frames));
  266. this._spriteMap = spritemap;
  267. this._packedAndReady = true;
  268. this._cellData = celldata.frames;
  269. }
  270. catch (e) {
  271. this._fromPacked = false;
  272. this._packedAndReady = false;
  273. throw new Error("Invalid JSON format. Please check documentation for format specifications.");
  274. }
  275. };
  276. xmlhttp.send();
  277. }
  278. }
  279. private _appendSpriteVertex(index: number, sprite: Sprite, offsetX: number, offsetY: number, baseSize: any): void {
  280. var arrayOffset = index * 18;
  281. if (offsetX === 0) {
  282. offsetX = this._epsilon;
  283. }
  284. else if (offsetX === 1) {
  285. offsetX = 1 - this._epsilon;
  286. }
  287. if (offsetY === 0) {
  288. offsetY = this._epsilon;
  289. }
  290. else if (offsetY === 1) {
  291. offsetY = 1 - this._epsilon;
  292. }
  293. // Positions
  294. this._vertexData[arrayOffset] = sprite.position.x;
  295. this._vertexData[arrayOffset + 1] = sprite.position.y;
  296. this._vertexData[arrayOffset + 2] = sprite.position.z;
  297. this._vertexData[arrayOffset + 3] = sprite.angle;
  298. // Options
  299. this._vertexData[arrayOffset + 4] = sprite.width;
  300. this._vertexData[arrayOffset + 5] = sprite.height;
  301. this._vertexData[arrayOffset + 6] = offsetX;
  302. this._vertexData[arrayOffset + 7] = offsetY;
  303. // Inverts
  304. this._vertexData[arrayOffset + 8] = sprite.invertU ? 1 : 0;
  305. this._vertexData[arrayOffset + 9] = sprite.invertV ? 1 : 0;
  306. // CellIfo
  307. if (this._packedAndReady) {
  308. if (!sprite.cellRef) {
  309. sprite.cellIndex = 0;
  310. }
  311. let num = sprite.cellIndex;
  312. if (typeof (num) === "number" && isFinite(num) && Math.floor(num) === num) {
  313. sprite.cellRef = this._spriteMap[sprite.cellIndex];
  314. }
  315. this._vertexData[arrayOffset + 10] = this._cellData[sprite.cellRef].frame.x / baseSize.width;
  316. this._vertexData[arrayOffset + 11] = this._cellData[sprite.cellRef].frame.y / baseSize.height;
  317. this._vertexData[arrayOffset + 12] = this._cellData[sprite.cellRef].frame.w / baseSize.width;
  318. this._vertexData[arrayOffset + 13] = this._cellData[sprite.cellRef].frame.h / baseSize.height;
  319. }
  320. else {
  321. if (!sprite.cellIndex) {
  322. sprite.cellIndex = 0;
  323. }
  324. var rowSize = baseSize.width / this.cellWidth;
  325. var offset = (sprite.cellIndex / rowSize) >> 0;
  326. this._vertexData[arrayOffset + 10] = (sprite.cellIndex - offset * rowSize) * this.cellWidth / baseSize.width;
  327. this._vertexData[arrayOffset + 11] = offset * this.cellHeight / baseSize.height;
  328. this._vertexData[arrayOffset + 12] = this.cellWidth / baseSize.width;
  329. this._vertexData[arrayOffset + 13] = this.cellHeight / baseSize.height;
  330. }
  331. // Color
  332. this._vertexData[arrayOffset + 14] = sprite.color.r;
  333. this._vertexData[arrayOffset + 15] = sprite.color.g;
  334. this._vertexData[arrayOffset + 16] = sprite.color.b;
  335. this._vertexData[arrayOffset + 17] = sprite.color.a;
  336. }
  337. /**
  338. * Intersects the sprites with a ray
  339. * @param ray defines the ray to intersect with
  340. * @param camera defines the current active camera
  341. * @param predicate defines a predicate used to select candidate sprites
  342. * @param fastCheck defines if a fast check only must be done (the first potential sprite is will be used and not the closer)
  343. * @returns null if no hit or a PickingInfo
  344. */
  345. public intersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean): Nullable<PickingInfo> {
  346. var count = Math.min(this._capacity, this.sprites.length);
  347. var min = Vector3.Zero();
  348. var max = Vector3.Zero();
  349. var distance = Number.MAX_VALUE;
  350. var currentSprite: Nullable<Sprite> = null;
  351. var pickedPoint = TmpVectors.Vector3[0];
  352. var cameraSpacePosition = TmpVectors.Vector3[1];
  353. var cameraView = camera.getViewMatrix();
  354. for (var index = 0; index < count; index++) {
  355. var sprite = this.sprites[index];
  356. if (!sprite) {
  357. continue;
  358. }
  359. if (predicate) {
  360. if (!predicate(sprite)) {
  361. continue;
  362. }
  363. } else if (!sprite.isPickable) {
  364. continue;
  365. }
  366. Vector3.TransformCoordinatesToRef(sprite.position, cameraView, cameraSpacePosition);
  367. min.copyFromFloats(cameraSpacePosition.x - sprite.width / 2, cameraSpacePosition.y - sprite.height / 2, cameraSpacePosition.z);
  368. max.copyFromFloats(cameraSpacePosition.x + sprite.width / 2, cameraSpacePosition.y + sprite.height / 2, cameraSpacePosition.z);
  369. if (ray.intersectsBoxMinMax(min, max)) {
  370. var currentDistance = Vector3.Distance(cameraSpacePosition, ray.origin);
  371. if (distance > currentDistance) {
  372. distance = currentDistance;
  373. currentSprite = sprite;
  374. if (fastCheck) {
  375. break;
  376. }
  377. }
  378. }
  379. }
  380. if (currentSprite) {
  381. var result = new PickingInfo();
  382. cameraView.invertToRef(TmpVectors.Matrix[0]);
  383. result.hit = true;
  384. result.pickedSprite = currentSprite;
  385. result.distance = distance;
  386. // Get picked point
  387. let direction = TmpVectors.Vector3[2];
  388. direction.copyFrom(ray.direction);
  389. direction.normalize();
  390. direction.scaleInPlace(distance);
  391. ray.origin.addToRef(direction, pickedPoint);
  392. result.pickedPoint = Vector3.TransformCoordinates(pickedPoint, TmpVectors.Matrix[0]);
  393. return result;
  394. }
  395. return null;
  396. }
  397. /**
  398. * Intersects the sprites with a ray
  399. * @param ray defines the ray to intersect with
  400. * @param camera defines the current active camera
  401. * @param predicate defines a predicate used to select candidate sprites
  402. * @returns null if no hit or a PickingInfo array
  403. */
  404. public multiIntersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean): Nullable<PickingInfo[]> {
  405. var count = Math.min(this._capacity, this.sprites.length);
  406. var min = Vector3.Zero();
  407. var max = Vector3.Zero();
  408. var distance: number;
  409. var results: Nullable<PickingInfo[]> = [];
  410. var pickedPoint = TmpVectors.Vector3[0].copyFromFloats(0, 0, 0);
  411. var cameraSpacePosition = TmpVectors.Vector3[1].copyFromFloats(0, 0, 0);
  412. var cameraView = camera.getViewMatrix();
  413. for (var index = 0; index < count; index++) {
  414. var sprite = this.sprites[index];
  415. if (!sprite) {
  416. continue;
  417. }
  418. if (predicate) {
  419. if (!predicate(sprite)) {
  420. continue;
  421. }
  422. } else if (!sprite.isPickable) {
  423. continue;
  424. }
  425. Vector3.TransformCoordinatesToRef(sprite.position, cameraView, cameraSpacePosition);
  426. min.copyFromFloats(cameraSpacePosition.x - sprite.width / 2, cameraSpacePosition.y - sprite.height / 2, cameraSpacePosition.z);
  427. max.copyFromFloats(cameraSpacePosition.x + sprite.width / 2, cameraSpacePosition.y + sprite.height / 2, cameraSpacePosition.z);
  428. if (ray.intersectsBoxMinMax(min, max)) {
  429. distance = Vector3.Distance(cameraSpacePosition, ray.origin);
  430. var result = new PickingInfo();
  431. results.push(result);
  432. cameraView.invertToRef(TmpVectors.Matrix[0]);
  433. result.hit = true;
  434. result.pickedSprite = sprite;
  435. result.distance = distance;
  436. // Get picked point
  437. let direction = TmpVectors.Vector3[2];
  438. direction.copyFrom(ray.direction);
  439. direction.normalize();
  440. direction.scaleInPlace(distance);
  441. ray.origin.addToRef(direction, pickedPoint);
  442. result.pickedPoint = Vector3.TransformCoordinates(pickedPoint, TmpVectors.Matrix[0]);
  443. }
  444. }
  445. return results;
  446. }
  447. /**
  448. * Render all child sprites
  449. */
  450. public render(): void {
  451. // Check
  452. if (!this._effectBase.isReady() || !this._effectFog.isReady() || !this._spriteTexture
  453. || !this._spriteTexture.isReady() || !this.sprites.length) {
  454. return;
  455. }
  456. if (this._fromPacked && (!this._packedAndReady || !this._spriteMap || !this._cellData)) {
  457. return;
  458. }
  459. var engine = this._scene.getEngine();
  460. var baseSize = this._spriteTexture.getBaseSize();
  461. // Sprites
  462. var deltaTime = engine.getDeltaTime();
  463. var max = Math.min(this._capacity, this.sprites.length);
  464. var offset = 0;
  465. let noSprite = true;
  466. for (var index = 0; index < max; index++) {
  467. var sprite = this.sprites[index];
  468. if (!sprite || !sprite.isVisible) {
  469. continue;
  470. }
  471. noSprite = false;
  472. sprite._animate(deltaTime);
  473. this._appendSpriteVertex(offset++, sprite, 0, 0, baseSize);
  474. this._appendSpriteVertex(offset++, sprite, 1, 0, baseSize);
  475. this._appendSpriteVertex(offset++, sprite, 1, 1, baseSize);
  476. this._appendSpriteVertex(offset++, sprite, 0, 1, baseSize);
  477. }
  478. if (noSprite) {
  479. return;
  480. }
  481. this._buffer.update(this._vertexData);
  482. // Render
  483. var effect = this._effectBase;
  484. if (this._scene.fogEnabled && this._scene.fogMode !== Scene.FOGMODE_NONE && this.fogEnabled) {
  485. effect = this._effectFog;
  486. }
  487. engine.enableEffect(effect);
  488. var viewMatrix = this._scene.getViewMatrix();
  489. effect.setTexture("diffuseSampler", this._spriteTexture);
  490. effect.setMatrix("view", viewMatrix);
  491. effect.setMatrix("projection", this._scene.getProjectionMatrix());
  492. // Fog
  493. if (this._scene.fogEnabled && this._scene.fogMode !== Scene.FOGMODE_NONE && this.fogEnabled) {
  494. effect.setFloat4("vFogInfos", this._scene.fogMode, this._scene.fogStart, this._scene.fogEnd, this._scene.fogDensity);
  495. effect.setColor3("vFogColor", this._scene.fogColor);
  496. }
  497. // VBOs
  498. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, effect);
  499. // Draw order
  500. engine.setDepthFunctionToLessOrEqual();
  501. if (!this.disableDepthWrite) {
  502. effect.setBool("alphaTest", true);
  503. engine.setColorWrite(false);
  504. engine.drawElementsType(Material.TriangleFillMode, 0, (offset / 4) * 6);
  505. engine.setColorWrite(true);
  506. effect.setBool("alphaTest", false);
  507. }
  508. engine.setAlphaMode(this._blendMode);
  509. engine.drawElementsType(Material.TriangleFillMode, 0, (offset / 4) * 6);
  510. engine.setAlphaMode(Constants.ALPHA_DISABLE);
  511. }
  512. /**
  513. * Release associated resources
  514. */
  515. public dispose(): void {
  516. if (this._buffer) {
  517. this._buffer.dispose();
  518. (<any>this._buffer) = null;
  519. }
  520. if (this._indexBuffer) {
  521. this._scene.getEngine()._releaseBuffer(this._indexBuffer);
  522. (<any>this._indexBuffer) = null;
  523. }
  524. if (this._spriteTexture) {
  525. this._spriteTexture.dispose();
  526. (<any>this._spriteTexture) = null;
  527. }
  528. // Remove from scene
  529. var index = this._scene.spriteManagers.indexOf(this);
  530. this._scene.spriteManagers.splice(index, 1);
  531. // Callback
  532. this.onDisposeObservable.notifyObservers(this);
  533. this.onDisposeObservable.clear();
  534. }
  535. }