lensFlareSystemSceneComponent.ts 7.4 KB

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  1. import { Tools } from "../Misc/tools";
  2. import { Nullable } from "../types";
  3. import { Camera } from "../Cameras/camera";
  4. import { Scene } from "../scene";
  5. import { SceneComponentConstants, ISceneSerializableComponent } from "../sceneComponent";
  6. import { _TimeToken } from "../Instrumentation/timeToken";
  7. import { AbstractScene } from "../abstractScene";
  8. import { AssetContainer } from "../assetContainer";
  9. import { LensFlareSystem } from "./lensFlareSystem";
  10. // Adds the parser to the scene parsers.
  11. AbstractScene.AddParser(SceneComponentConstants.NAME_LENSFLARESYSTEM, (parsedData: any, scene: Scene, container: AssetContainer, rootUrl: string) => {
  12. // Lens flares
  13. if (parsedData.lensFlareSystems !== undefined && parsedData.lensFlareSystems !== null) {
  14. if (!container.lensFlareSystems) {
  15. container.lensFlareSystems = new Array<LensFlareSystem>();
  16. }
  17. for (let index = 0, cache = parsedData.lensFlareSystems.length; index < cache; index++) {
  18. var parsedLensFlareSystem = parsedData.lensFlareSystems[index];
  19. var lf = LensFlareSystem.Parse(parsedLensFlareSystem, scene, rootUrl);
  20. container.lensFlareSystems.push(lf);
  21. }
  22. }
  23. });
  24. declare module "../abstractScene" {
  25. export interface AbstractScene {
  26. /**
  27. * The list of lens flare system added to the scene
  28. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  29. */
  30. lensFlareSystems: Array<LensFlareSystem>;
  31. /**
  32. * Removes the given lens flare system from this scene.
  33. * @param toRemove The lens flare system to remove
  34. * @returns The index of the removed lens flare system
  35. */
  36. removeLensFlareSystem(toRemove: LensFlareSystem): number;
  37. /**
  38. * Adds the given lens flare system to this scene
  39. * @param newLensFlareSystem The lens flare system to add
  40. */
  41. addLensFlareSystem(newLensFlareSystem: LensFlareSystem): void;
  42. /**
  43. * Gets a lens flare system using its name
  44. * @param name defines the name to look for
  45. * @returns the lens flare system or null if not found
  46. */
  47. getLensFlareSystemByName(name: string): Nullable<LensFlareSystem>;
  48. /**
  49. * Gets a lens flare system using its id
  50. * @param id defines the id to look for
  51. * @returns the lens flare system or null if not found
  52. */
  53. getLensFlareSystemByID(id: string): Nullable<LensFlareSystem>;
  54. }
  55. }
  56. AbstractScene.prototype.getLensFlareSystemByName = function(name: string): Nullable<LensFlareSystem> {
  57. for (var index = 0; index < this.lensFlareSystems.length; index++) {
  58. if (this.lensFlareSystems[index].name === name) {
  59. return this.lensFlareSystems[index];
  60. }
  61. }
  62. return null;
  63. };
  64. AbstractScene.prototype.getLensFlareSystemByID = function(id: string): Nullable<LensFlareSystem> {
  65. for (var index = 0; index < this.lensFlareSystems.length; index++) {
  66. if (this.lensFlareSystems[index].id === id) {
  67. return this.lensFlareSystems[index];
  68. }
  69. }
  70. return null;
  71. };
  72. AbstractScene.prototype.removeLensFlareSystem = function(toRemove: LensFlareSystem): number {
  73. var index = this.lensFlareSystems.indexOf(toRemove);
  74. if (index !== -1) {
  75. this.lensFlareSystems.splice(index, 1);
  76. }
  77. return index;
  78. };
  79. AbstractScene.prototype.addLensFlareSystem = function(newLensFlareSystem: LensFlareSystem): void {
  80. this.lensFlareSystems.push(newLensFlareSystem);
  81. };
  82. /**
  83. * Defines the lens flare scene component responsible to manage any lens flares
  84. * in a given scene.
  85. */
  86. export class LensFlareSystemSceneComponent implements ISceneSerializableComponent {
  87. /**
  88. * The component name helpfull to identify the component in the list of scene components.
  89. */
  90. public readonly name = SceneComponentConstants.NAME_LENSFLARESYSTEM;
  91. /**
  92. * The scene the component belongs to.
  93. */
  94. public scene: Scene;
  95. /**
  96. * Creates a new instance of the component for the given scene
  97. * @param scene Defines the scene to register the component in
  98. */
  99. constructor(scene: Scene) {
  100. this.scene = scene;
  101. scene.lensFlareSystems = new Array<LensFlareSystem>();
  102. }
  103. /**
  104. * Registers the component in a given scene
  105. */
  106. public register(): void {
  107. this.scene._afterCameraDrawStage.registerStep(SceneComponentConstants.STEP_AFTERCAMERADRAW_LENSFLARESYSTEM, this, this._draw);
  108. }
  109. /**
  110. * Rebuilds the elements related to this component in case of
  111. * context lost for instance.
  112. */
  113. public rebuild(): void {
  114. // Nothing to do for lens flare
  115. }
  116. /**
  117. * Adds all the elements from the container to the scene
  118. * @param container the container holding the elements
  119. */
  120. public addFromContainer(container: AbstractScene): void {
  121. if (!container.lensFlareSystems) {
  122. return;
  123. }
  124. container.lensFlareSystems.forEach((o) => {
  125. this.scene.addLensFlareSystem(o);
  126. });
  127. }
  128. /**
  129. * Removes all the elements in the container from the scene
  130. * @param container contains the elements to remove
  131. * @param dispose if the removed element should be disposed (default: false)
  132. */
  133. public removeFromContainer(container: AbstractScene, dispose?: boolean): void {
  134. if (!container.lensFlareSystems) {
  135. return;
  136. }
  137. container.lensFlareSystems.forEach((o) => {
  138. this.scene.removeLensFlareSystem(o);
  139. if (dispose) {
  140. o.dispose();
  141. }
  142. });
  143. }
  144. /**
  145. * Serializes the component data to the specified json object
  146. * @param serializationObject The object to serialize to
  147. */
  148. public serialize(serializationObject: any): void {
  149. // Lens flares
  150. serializationObject.lensFlareSystems = [];
  151. let lensFlareSystems = this.scene.lensFlareSystems;
  152. for (let lensFlareSystem of lensFlareSystems) {
  153. serializationObject.lensFlareSystems.push(lensFlareSystem.serialize());
  154. }
  155. }
  156. /**
  157. * Disposes the component and the associated ressources.
  158. */
  159. public dispose(): void {
  160. let lensFlareSystems = this.scene.lensFlareSystems;
  161. while (lensFlareSystems.length) {
  162. lensFlareSystems[0].dispose();
  163. }
  164. }
  165. private _draw(camera: Camera): void {
  166. // Lens flares
  167. if (this.scene.lensFlaresEnabled) {
  168. let lensFlareSystems = this.scene.lensFlareSystems;
  169. Tools.StartPerformanceCounter("Lens flares", lensFlareSystems.length > 0);
  170. for (let lensFlareSystem of lensFlareSystems) {
  171. if ((camera.layerMask & lensFlareSystem.layerMask) !== 0) {
  172. lensFlareSystem.render();
  173. }
  174. }
  175. Tools.EndPerformanceCounter("Lens flares", lensFlareSystems.length > 0);
  176. }
  177. }
  178. }
  179. LensFlareSystem._SceneComponentInitialization = (scene: Scene) => {
  180. let component = scene._getComponent(SceneComponentConstants.NAME_LENSFLARESYSTEM) as LensFlareSystemSceneComponent;
  181. if (!component) {
  182. component = new LensFlareSystemSceneComponent(scene);
  183. scene._addComponent(component);
  184. }
  185. };