utilityLayerRenderer.ts 16 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 { PointerInfoPre, PointerInfo, PointerEventTypes } from "../Events/pointerEvents";
  5. import { PickingInfo } from "../Collisions/pickingInfo";
  6. import { AbstractMesh } from "../Meshes/abstractMesh";
  7. import { EngineStore } from "../Engines/engineStore";
  8. import { HemisphericLight } from '../Lights/hemisphericLight';
  9. import { Vector3 } from '../Maths/math.vector';
  10. import { Camera } from '../Cameras/camera';
  11. import { Color3 } from '../Maths/math.color';
  12. /**
  13. * Renders a layer on top of an existing scene
  14. */
  15. export class UtilityLayerRenderer implements IDisposable {
  16. private _pointerCaptures: { [pointerId: number]: boolean } = {};
  17. private _lastPointerEvents: { [pointerId: number]: boolean } = {};
  18. private static _DefaultUtilityLayer: Nullable<UtilityLayerRenderer> = null;
  19. private static _DefaultKeepDepthUtilityLayer: Nullable<UtilityLayerRenderer> = null;
  20. private _sharedGizmoLight: Nullable<HemisphericLight> = null;
  21. private _renderCamera: Nullable<Camera> = null;
  22. /**
  23. * Gets the camera that is used to render the utility layer (when not set, this will be the last active camera)
  24. * @returns the camera that is used when rendering the utility layer
  25. */
  26. public getRenderCamera() {
  27. if (this._renderCamera) {
  28. return this._renderCamera;
  29. } else if (this.originalScene.activeCameras.length > 1) {
  30. return this.originalScene.activeCameras[this.originalScene.activeCameras.length - 1];
  31. } else {
  32. return this.originalScene.activeCamera;
  33. }
  34. }
  35. /**
  36. * Sets the camera that should be used when rendering the utility layer (If set to null the last active camera will be used)
  37. * @param cam the camera that should be used when rendering the utility layer
  38. */
  39. public setRenderCamera(cam: Nullable<Camera>) {
  40. this._renderCamera = cam;
  41. }
  42. /**
  43. * @hidden
  44. * Light which used by gizmos to get light shading
  45. */
  46. public _getSharedGizmoLight(): HemisphericLight {
  47. if (!this._sharedGizmoLight) {
  48. this._sharedGizmoLight = new HemisphericLight("shared gizmo light", new Vector3(0, 1, 0), this.utilityLayerScene);
  49. this._sharedGizmoLight.intensity = 2;
  50. this._sharedGizmoLight.groundColor = Color3.Gray();
  51. }
  52. return this._sharedGizmoLight;
  53. }
  54. /**
  55. * If the picking should be done on the utility layer prior to the actual scene (Default: true)
  56. */
  57. public pickUtilitySceneFirst = true;
  58. /**
  59. * A shared utility layer that can be used to overlay objects into a scene (Depth map of the previous scene is cleared before drawing on top of it)
  60. */
  61. public static get DefaultUtilityLayer(): UtilityLayerRenderer {
  62. if (UtilityLayerRenderer._DefaultUtilityLayer == null) {
  63. UtilityLayerRenderer._DefaultUtilityLayer = new UtilityLayerRenderer(EngineStore.LastCreatedScene!);
  64. UtilityLayerRenderer._DefaultUtilityLayer.originalScene.onDisposeObservable.addOnce(() => {
  65. UtilityLayerRenderer._DefaultUtilityLayer = null;
  66. });
  67. }
  68. return UtilityLayerRenderer._DefaultUtilityLayer;
  69. }
  70. /**
  71. * A shared utility layer that can be used to embed objects into a scene (Depth map of the previous scene is not cleared before drawing on top of it)
  72. */
  73. public static get DefaultKeepDepthUtilityLayer(): UtilityLayerRenderer {
  74. if (UtilityLayerRenderer._DefaultKeepDepthUtilityLayer == null) {
  75. UtilityLayerRenderer._DefaultKeepDepthUtilityLayer = new UtilityLayerRenderer(EngineStore.LastCreatedScene!);
  76. UtilityLayerRenderer._DefaultKeepDepthUtilityLayer.utilityLayerScene.autoClearDepthAndStencil = false;
  77. UtilityLayerRenderer._DefaultKeepDepthUtilityLayer.originalScene.onDisposeObservable.addOnce(() => {
  78. UtilityLayerRenderer._DefaultKeepDepthUtilityLayer = null;
  79. });
  80. }
  81. return UtilityLayerRenderer._DefaultKeepDepthUtilityLayer;
  82. }
  83. /**
  84. * The scene that is rendered on top of the original scene
  85. */
  86. public utilityLayerScene: Scene;
  87. /**
  88. * If the utility layer should automatically be rendered on top of existing scene
  89. */
  90. public shouldRender: boolean = true;
  91. /**
  92. * If set to true, only pointer down onPointerObservable events will be blocked when picking is occluded by original scene
  93. */
  94. public onlyCheckPointerDownEvents = true;
  95. /**
  96. * If set to false, only pointerUp, pointerDown and pointerMove will be sent to the utilityLayerScene (false by default)
  97. */
  98. public processAllEvents = false;
  99. /**
  100. * Observable raised when the pointer move from the utility layer scene to the main scene
  101. */
  102. public onPointerOutObservable = new Observable<number>();
  103. /** Gets or sets a predicate that will be used to indicate utility meshes present in the main scene */
  104. public mainSceneTrackerPredicate: (mesh: Nullable<AbstractMesh>) => boolean;
  105. private _afterRenderObserver: Nullable<Observer<Camera>>;
  106. private _sceneDisposeObserver: Nullable<Observer<Scene>>;
  107. private _originalPointerObserver: Nullable<Observer<PointerInfoPre>>;
  108. /**
  109. * Instantiates a UtilityLayerRenderer
  110. * @param originalScene the original scene that will be rendered on top of
  111. * @param handleEvents boolean indicating if the utility layer should handle events
  112. */
  113. constructor(
  114. /** the original scene that will be rendered on top of */
  115. public originalScene: Scene,
  116. handleEvents: boolean = true) {
  117. // Create scene which will be rendered in the foreground and remove it from being referenced by engine to avoid interfering with existing app
  118. this.utilityLayerScene = new Scene(originalScene.getEngine(), { virtual: true });
  119. this.utilityLayerScene.useRightHandedSystem = originalScene.useRightHandedSystem;
  120. this.utilityLayerScene._allowPostProcessClearColor = false;
  121. // Detach controls on utility scene, events will be fired by logic below to handle picking priority
  122. this.utilityLayerScene.detachControl();
  123. if (handleEvents) {
  124. this._originalPointerObserver = originalScene.onPrePointerObservable.add((prePointerInfo, eventState) => {
  125. if (!this.utilityLayerScene.activeCamera) {
  126. return;
  127. }
  128. if (!this.processAllEvents) {
  129. if (prePointerInfo.type !== PointerEventTypes.POINTERMOVE
  130. && prePointerInfo.type !== PointerEventTypes.POINTERUP
  131. && prePointerInfo.type !== PointerEventTypes.POINTERDOWN) {
  132. return;
  133. }
  134. }
  135. this.utilityLayerScene.pointerX = originalScene.pointerX;
  136. this.utilityLayerScene.pointerY = originalScene.pointerY;
  137. let pointerEvent = <PointerEvent>(prePointerInfo.event);
  138. if (originalScene!.isPointerCaptured(pointerEvent.pointerId)) {
  139. this._pointerCaptures[pointerEvent.pointerId] = false;
  140. return;
  141. }
  142. var utilityScenePick = prePointerInfo.ray ? this.utilityLayerScene.pickWithRay(prePointerInfo.ray) : this.utilityLayerScene.pick(originalScene.pointerX, originalScene.pointerY);
  143. if (!prePointerInfo.ray && utilityScenePick) {
  144. prePointerInfo.ray = utilityScenePick.ray;
  145. }
  146. // always fire the prepointer oversvable
  147. this.utilityLayerScene.onPrePointerObservable.notifyObservers(prePointerInfo);
  148. // allow every non pointer down event to flow to the utility layer
  149. if (this.onlyCheckPointerDownEvents && prePointerInfo.type != PointerEventTypes.POINTERDOWN) {
  150. if (!prePointerInfo.skipOnPointerObservable) {
  151. this.utilityLayerScene.onPointerObservable.notifyObservers(new PointerInfo(prePointerInfo.type, prePointerInfo.event, utilityScenePick));
  152. }
  153. if (prePointerInfo.type === PointerEventTypes.POINTERUP && this._pointerCaptures[pointerEvent.pointerId]) {
  154. this._pointerCaptures[pointerEvent.pointerId] = false;
  155. }
  156. return;
  157. }
  158. if (this.utilityLayerScene.autoClearDepthAndStencil || this.pickUtilitySceneFirst) {
  159. // If this layer is an overlay, check if this layer was hit and if so, skip pointer events for the main scene
  160. if (utilityScenePick && utilityScenePick.hit) {
  161. if (!prePointerInfo.skipOnPointerObservable) {
  162. this.utilityLayerScene.onPointerObservable.notifyObservers(new PointerInfo(prePointerInfo.type, prePointerInfo.event, utilityScenePick));
  163. }
  164. prePointerInfo.skipOnPointerObservable = true;
  165. }
  166. } else {
  167. var originalScenePick = prePointerInfo.ray ? originalScene.pickWithRay(prePointerInfo.ray) : originalScene.pick(originalScene.pointerX, originalScene.pointerY);
  168. let pointerEvent = <PointerEvent>(prePointerInfo.event);
  169. // If the layer can be occluded by the original scene, only fire pointer events to the first layer that hit they ray
  170. if (originalScenePick && utilityScenePick) {
  171. // No pick in utility scene
  172. if (utilityScenePick.distance === 0 && originalScenePick.pickedMesh) {
  173. if (this.mainSceneTrackerPredicate && this.mainSceneTrackerPredicate(originalScenePick.pickedMesh)) {
  174. // We touched an utility mesh present in the main scene
  175. this._notifyObservers(prePointerInfo, originalScenePick, pointerEvent);
  176. prePointerInfo.skipOnPointerObservable = true;
  177. } else if (prePointerInfo.type === PointerEventTypes.POINTERDOWN) {
  178. this._pointerCaptures[pointerEvent.pointerId] = true;
  179. } else if (this._lastPointerEvents[pointerEvent.pointerId]) {
  180. // We need to send a last pointerup to the utilityLayerScene to make sure animations can complete
  181. this.onPointerOutObservable.notifyObservers(pointerEvent.pointerId);
  182. delete this._lastPointerEvents[pointerEvent.pointerId];
  183. }
  184. } else if (!this._pointerCaptures[pointerEvent.pointerId] && (utilityScenePick.distance < originalScenePick.distance || originalScenePick.distance === 0)) {
  185. // We pick something in utility scene or the pick in utility is closer than the one in main scene
  186. this._notifyObservers(prePointerInfo, utilityScenePick, pointerEvent);
  187. // If a previous utility layer set this, do not unset this
  188. if (!prePointerInfo.skipOnPointerObservable) {
  189. prePointerInfo.skipOnPointerObservable = utilityScenePick.distance > 0;
  190. }
  191. } else if (!this._pointerCaptures[pointerEvent.pointerId] && (utilityScenePick.distance > originalScenePick.distance)) {
  192. // We have a pick in both scenes but main is closer than utility
  193. // We touched an utility mesh present in the main scene
  194. if (this.mainSceneTrackerPredicate && this.mainSceneTrackerPredicate(originalScenePick.pickedMesh)) {
  195. this._notifyObservers(prePointerInfo, originalScenePick, pointerEvent);
  196. prePointerInfo.skipOnPointerObservable = true;
  197. } else if (this._lastPointerEvents[pointerEvent.pointerId]) {
  198. // We need to send a last pointerup to the utilityLayerScene to make sure animations can complete
  199. this.onPointerOutObservable.notifyObservers(pointerEvent.pointerId);
  200. delete this._lastPointerEvents[pointerEvent.pointerId];
  201. }
  202. }
  203. if (prePointerInfo.type === PointerEventTypes.POINTERUP && this._pointerCaptures[pointerEvent.pointerId]) {
  204. this._pointerCaptures[pointerEvent.pointerId] = false;
  205. }
  206. }
  207. }
  208. });
  209. // As a newly added utility layer will be rendered over the screen last, it's pointer events should be processed first
  210. if (this._originalPointerObserver) {
  211. originalScene.onPrePointerObservable.makeObserverTopPriority(this._originalPointerObserver);
  212. }
  213. }
  214. // Render directly on top of existing scene without clearing
  215. this.utilityLayerScene.autoClear = false;
  216. this._afterRenderObserver = this.originalScene.onAfterCameraRenderObservable.add((camera) => {
  217. // Only render when the render camera finishes rendering
  218. if (this.shouldRender && camera == this.getRenderCamera()) {
  219. this.render();
  220. }
  221. });
  222. this._sceneDisposeObserver = this.originalScene.onDisposeObservable.add(() => {
  223. this.dispose();
  224. });
  225. this._updateCamera();
  226. }
  227. private _notifyObservers(prePointerInfo: PointerInfoPre, pickInfo: PickingInfo, pointerEvent: PointerEvent) {
  228. if (!prePointerInfo.skipOnPointerObservable) {
  229. this.utilityLayerScene.onPointerObservable.notifyObservers(new PointerInfo(prePointerInfo.type, prePointerInfo.event, pickInfo));
  230. this._lastPointerEvents[pointerEvent.pointerId] = true;
  231. }
  232. }
  233. /**
  234. * Renders the utility layers scene on top of the original scene
  235. */
  236. public render() {
  237. this._updateCamera();
  238. if (this.utilityLayerScene.activeCamera) {
  239. // Set the camera's scene to utility layers scene
  240. var oldScene = this.utilityLayerScene.activeCamera.getScene();
  241. var camera = this.utilityLayerScene.activeCamera;
  242. camera._scene = this.utilityLayerScene;
  243. if (camera.leftCamera) {
  244. camera.leftCamera._scene = this.utilityLayerScene;
  245. }
  246. if (camera.rightCamera) {
  247. camera.rightCamera._scene = this.utilityLayerScene;
  248. }
  249. this.utilityLayerScene.render(false);
  250. // Reset camera's scene back to original
  251. camera._scene = oldScene;
  252. if (camera.leftCamera) {
  253. camera.leftCamera._scene = oldScene;
  254. }
  255. if (camera.rightCamera) {
  256. camera.rightCamera._scene = oldScene;
  257. }
  258. }
  259. }
  260. /**
  261. * Disposes of the renderer
  262. */
  263. public dispose() {
  264. this.onPointerOutObservable.clear();
  265. if (this._afterRenderObserver) {
  266. this.originalScene.onAfterCameraRenderObservable.remove(this._afterRenderObserver);
  267. }
  268. if (this._sceneDisposeObserver) {
  269. this.originalScene.onDisposeObservable.remove(this._sceneDisposeObserver);
  270. }
  271. if (this._originalPointerObserver) {
  272. this.originalScene.onPrePointerObservable.remove(this._originalPointerObserver);
  273. }
  274. this.utilityLayerScene.dispose();
  275. }
  276. private _updateCamera() {
  277. this.utilityLayerScene.cameraToUseForPointers = this.getRenderCamera();
  278. this.utilityLayerScene.activeCamera = this.getRenderCamera();
  279. }
  280. }