babylon.scene.ts 126 KB

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  1. module BABYLON {
  2. export interface IDisposable {
  3. dispose(): void;
  4. }
  5. export class PointerEventTypes {
  6. static _POINTERDOWN = 0x01;
  7. static _POINTERUP = 0x02;
  8. static _POINTERMOVE = 0x04;
  9. static _POINTERWHEEL = 0x08;
  10. static _POINTERPICK = 0x10;
  11. public static get POINTERDOWN(): number {
  12. return PointerEventTypes._POINTERDOWN;
  13. }
  14. public static get POINTERUP(): number {
  15. return PointerEventTypes._POINTERUP;
  16. }
  17. public static get POINTERMOVE(): number {
  18. return PointerEventTypes._POINTERMOVE;
  19. }
  20. public static get POINTERWHEEL(): number {
  21. return PointerEventTypes._POINTERWHEEL;
  22. }
  23. public static get POINTERPICK(): number {
  24. return PointerEventTypes._POINTERPICK;
  25. }
  26. }
  27. export class PointerInfoBase {
  28. constructor(public type: number, public event: PointerEvent | MouseWheelEvent) {
  29. }
  30. }
  31. /**
  32. * This class is used to store pointer related info for the onPrePointerObservable event.
  33. * Set the skipOnPointerObservable property to true if you want the engine to stop any process after this event is triggered, even not calling onPointerObservable
  34. */
  35. export class PointerInfoPre extends PointerInfoBase {
  36. constructor(type: number, event: PointerEvent | MouseWheelEvent, localX, localY) {
  37. super(type, event);
  38. this.skipOnPointerObservable = false;
  39. this.localPosition = new Vector2(localX, localY);
  40. }
  41. public localPosition: Vector2;
  42. public skipOnPointerObservable: boolean;
  43. }
  44. /**
  45. * This type contains all the data related to a pointer event in Babylon.js.
  46. * The event member is an instance of PointerEvent for all types except PointerWheel and is of type MouseWheelEvent when type equals PointerWheel. The different event types can be found in the PointerEventTypes class.
  47. */
  48. export class PointerInfo extends PointerInfoBase {
  49. constructor(type: number, event: PointerEvent | MouseWheelEvent, public pickInfo: PickingInfo) {
  50. super(type, event);
  51. }
  52. }
  53. /**
  54. * This class is used by the onRenderingGroupObservable
  55. */
  56. export class RenderingGroupInfo {
  57. /**
  58. * The Scene that being rendered
  59. */
  60. scene: Scene;
  61. /**
  62. * The camera currently used for the rendering pass
  63. */
  64. camera: Camera;
  65. /**
  66. * The ID of the renderingGroup being processed
  67. */
  68. renderingGroupId: number;
  69. /**
  70. * The rendering stage, can be either STAGE_PRECLEAR, STAGE_PREOPAQUE, STAGE_PRETRANSPARENT, STAGE_POSTTRANSPARENT
  71. */
  72. renderStage: number;
  73. /**
  74. * Stage corresponding to the very first hook in the renderingGroup phase: before the render buffer may be cleared
  75. * This stage will be fired no matter what
  76. */
  77. static STAGE_PRECLEAR = 1;
  78. /**
  79. * Called before opaque object are rendered.
  80. * This stage will be fired only if there's 3D Opaque content to render
  81. */
  82. static STAGE_PREOPAQUE = 2;
  83. /**
  84. * Called after the opaque objects are rendered and before the transparent ones
  85. * This stage will be fired only if there's 3D transparent content to render
  86. */
  87. static STAGE_PRETRANSPARENT = 3;
  88. /**
  89. * Called after the transparent object are rendered, last hook of the renderingGroup phase
  90. * This stage will be fired no matter what
  91. */
  92. static STAGE_POSTTRANSPARENT = 4;
  93. }
  94. /**
  95. * Represents a scene to be rendered by the engine.
  96. * @see http://doc.babylonjs.com/page.php?p=21911
  97. */
  98. export class Scene implements IAnimatable {
  99. // Statics
  100. private static _FOGMODE_NONE = 0;
  101. private static _FOGMODE_EXP = 1;
  102. private static _FOGMODE_EXP2 = 2;
  103. private static _FOGMODE_LINEAR = 3;
  104. public static MinDeltaTime = 1.0;
  105. public static MaxDeltaTime = 1000.0;
  106. public static get FOGMODE_NONE(): number {
  107. return Scene._FOGMODE_NONE;
  108. }
  109. public static get FOGMODE_EXP(): number {
  110. return Scene._FOGMODE_EXP;
  111. }
  112. public static get FOGMODE_EXP2(): number {
  113. return Scene._FOGMODE_EXP2;
  114. }
  115. public static get FOGMODE_LINEAR(): number {
  116. return Scene._FOGMODE_LINEAR;
  117. }
  118. // Members
  119. public autoClear = true;
  120. public clearColor: Color4 = new Color4(0.2, 0.2, 0.3, 1.0);
  121. public ambientColor = new Color3(0, 0, 0);
  122. public forceWireframe = false;
  123. public forcePointsCloud = false;
  124. public forceShowBoundingBoxes = false;
  125. public clipPlane: Plane;
  126. public animationsEnabled = true;
  127. public constantlyUpdateMeshUnderPointer = false;
  128. public useRightHandedSystem = false;
  129. public hoverCursor = "pointer";
  130. // Metadata
  131. public metadata: any = null;
  132. // Events
  133. /**
  134. * An event triggered when the scene is disposed.
  135. * @type {BABYLON.Observable}
  136. */
  137. public onDisposeObservable = new Observable<Scene>();
  138. private _onDisposeObserver: Observer<Scene>;
  139. public set onDispose(callback: () => void) {
  140. if (this._onDisposeObserver) {
  141. this.onDisposeObservable.remove(this._onDisposeObserver);
  142. }
  143. this._onDisposeObserver = this.onDisposeObservable.add(callback);
  144. }
  145. /**
  146. * An event triggered before rendering the scene
  147. * @type {BABYLON.Observable}
  148. */
  149. public onBeforeRenderObservable = new Observable<Scene>();
  150. private _onBeforeRenderObserver: Observer<Scene>;
  151. public set beforeRender(callback: () => void) {
  152. if (this._onBeforeRenderObserver) {
  153. this.onBeforeRenderObservable.remove(this._onBeforeRenderObserver);
  154. }
  155. this._onBeforeRenderObserver = this.onBeforeRenderObservable.add(callback);
  156. }
  157. /**
  158. * An event triggered after rendering the scene
  159. * @type {BABYLON.Observable}
  160. */
  161. public onAfterRenderObservable = new Observable<Scene>();
  162. private _onAfterRenderObserver: Observer<Scene>;
  163. public set afterRender(callback: () => void) {
  164. if (this._onAfterRenderObserver) {
  165. this.onAfterRenderObservable.remove(this._onAfterRenderObserver);
  166. }
  167. this._onAfterRenderObserver = this.onAfterRenderObservable.add(callback);
  168. }
  169. /**
  170. * An event triggered when the scene is ready
  171. * @type {BABYLON.Observable}
  172. */
  173. public onReadyObservable = new Observable<Scene>();
  174. /**
  175. * An event triggered before rendering a camera
  176. * @type {BABYLON.Observable}
  177. */
  178. public onBeforeCameraRenderObservable = new Observable<Camera>();
  179. private _onBeforeCameraRenderObserver: Observer<Camera>;
  180. public set beforeCameraRender(callback: () => void) {
  181. if (this._onBeforeCameraRenderObserver) {
  182. this.onBeforeCameraRenderObservable.remove(this._onBeforeCameraRenderObserver);
  183. }
  184. this._onBeforeCameraRenderObserver = this.onBeforeCameraRenderObservable.add(callback);
  185. }
  186. /**
  187. * An event triggered after rendering a camera
  188. * @type {BABYLON.Observable}
  189. */
  190. public onAfterCameraRenderObservable = new Observable<Camera>();
  191. private _onAfterCameraRenderObserver: Observer<Camera>;
  192. public set afterCameraRender(callback: () => void) {
  193. if (this._onAfterCameraRenderObserver) {
  194. this.onAfterCameraRenderObservable.remove(this._onAfterCameraRenderObserver);
  195. }
  196. this._onAfterCameraRenderObserver = this.onAfterCameraRenderObservable.add(callback);
  197. }
  198. /**
  199. * An event triggered when a camera is created
  200. * @type {BABYLON.Observable}
  201. */
  202. public onNewCameraAddedObservable = new Observable<Camera>();
  203. /**
  204. * An event triggered when a camera is removed
  205. * @type {BABYLON.Observable}
  206. */
  207. public onCameraRemovedObservable = new Observable<Camera>();
  208. /**
  209. * An event triggered when a light is created
  210. * @type {BABYLON.Observable}
  211. */
  212. public onNewLightAddedObservable = new Observable<Light>();
  213. /**
  214. * An event triggered when a light is removed
  215. * @type {BABYLON.Observable}
  216. */
  217. public onLightRemovedObservable = new Observable<Light>();
  218. /**
  219. * An event triggered when a geometry is created
  220. * @type {BABYLON.Observable}
  221. */
  222. public onNewGeometryAddedObservable = new Observable<Geometry>();
  223. /**
  224. * An event triggered when a geometry is removed
  225. * @type {BABYLON.Observable}
  226. */
  227. public onGeometryRemovedObservable = new Observable<Geometry>();
  228. /**
  229. * An event triggered when a mesh is created
  230. * @type {BABYLON.Observable}
  231. */
  232. public onNewMeshAddedObservable = new Observable<AbstractMesh>();
  233. /**
  234. * An event triggered when a mesh is removed
  235. * @type {BABYLON.Observable}
  236. */
  237. public onMeshRemovedObservable = new Observable<AbstractMesh>();
  238. /**
  239. * This Observable will be triggered for each stage of each renderingGroup of each rendered camera.
  240. * The RenderinGroupInfo class contains all the information about the context in which the observable is called
  241. * 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)
  242. */
  243. public onRenderingGroupObservable = new Observable<RenderingGroupInfo>();
  244. // Animations
  245. public animations: Animation[] = [];
  246. // Pointers
  247. public pointerDownPredicate: (Mesh: AbstractMesh) => boolean;
  248. public pointerUpPredicate: (Mesh: AbstractMesh) => boolean;
  249. public pointerMovePredicate: (Mesh: AbstractMesh) => boolean;
  250. private _onPointerMove: (evt: PointerEvent) => void;
  251. private _onPointerDown: (evt: PointerEvent) => void;
  252. private _onPointerUp: (evt: PointerEvent) => void;
  253. /**
  254. * @deprecated Use onPointerObservable instead
  255. */
  256. public onPointerMove: (evt: PointerEvent, pickInfo: PickingInfo) => void;
  257. /**
  258. * @deprecated Use onPointerObservable instead
  259. */
  260. public onPointerDown: (evt: PointerEvent, pickInfo: PickingInfo) => void;
  261. /**
  262. * @deprecated Use onPointerObservable instead
  263. */
  264. public onPointerUp: (evt: PointerEvent, pickInfo: PickingInfo) => void;
  265. /**
  266. * @deprecated Use onPointerObservable instead
  267. */
  268. public onPointerPick: (evt: PointerEvent, pickInfo: PickingInfo) => void;
  269. /**
  270. * This observable event is triggered when any mouse event registered during Scene.attach() is called BEFORE the 3D engine to process anything (mesh/sprite picking for instance).
  271. * You have the possibility to skip the 3D Engine process and the call to onPointerObservable by setting PointerInfoBase.skipOnPointerObservable to true
  272. */
  273. public onPrePointerObservable = new Observable<PointerInfoPre>();
  274. /**
  275. * Observable event triggered each time an input event is received from the rendering canvas
  276. */
  277. public onPointerObservable = new Observable<PointerInfo>();
  278. public get unTranslatedPointer(): Vector2 {
  279. return new Vector2(this._unTranslatedPointerX, this._unTranslatedPointerY);
  280. }
  281. public cameraToUseForPointers: Camera = null; // Define this parameter if you are using multiple cameras and you want to specify which one should be used for pointer position
  282. private _pointerX: number;
  283. private _pointerY: number;
  284. private _unTranslatedPointerX: number;
  285. private _unTranslatedPointerY: number;
  286. private _startingPointerPosition = new Vector2(0, 0);
  287. private _startingPointerTime = 0;
  288. // Mirror
  289. public _mirroredCameraPosition: Vector3;
  290. // Keyboard
  291. private _onKeyDown: (evt: Event) => void;
  292. private _onKeyUp: (evt: Event) => void;
  293. // Fog
  294. /**
  295. * is fog enabled on this scene.
  296. * @type {boolean}
  297. */
  298. public fogEnabled = true;
  299. public fogMode = Scene.FOGMODE_NONE;
  300. public fogColor = new Color3(0.2, 0.2, 0.3);
  301. public fogDensity = 0.1;
  302. public fogStart = 0;
  303. public fogEnd = 1000.0;
  304. // Lights
  305. /**
  306. * is shadow enabled on this scene.
  307. * @type {boolean}
  308. */
  309. public shadowsEnabled = true;
  310. /**
  311. * is light enabled on this scene.
  312. * @type {boolean}
  313. */
  314. public lightsEnabled = true;
  315. /**
  316. * All of the lights added to this scene.
  317. * @see BABYLON.Light
  318. * @type {BABYLON.Light[]}
  319. */
  320. public lights = new Array<Light>();
  321. // Cameras
  322. /**
  323. * All of the cameras added to this scene.
  324. * @see BABYLON.Camera
  325. * @type {BABYLON.Camera[]}
  326. */
  327. public cameras = new Array<Camera>();
  328. public activeCameras = new Array<Camera>();
  329. public activeCamera: Camera;
  330. // Meshes
  331. /**
  332. * All of the (abstract) meshes added to this scene.
  333. * @see BABYLON.AbstractMesh
  334. * @type {BABYLON.AbstractMesh[]}
  335. */
  336. public meshes = new Array<AbstractMesh>();
  337. // Geometries
  338. private _geometries = new Array<Geometry>();
  339. public materials = new Array<Material>();
  340. public multiMaterials = new Array<MultiMaterial>();
  341. private _defaultMaterial: StandardMaterial;
  342. public get defaultMaterial(): StandardMaterial {
  343. if (!this._defaultMaterial) {
  344. this._defaultMaterial = new StandardMaterial("default material", this);
  345. }
  346. return this._defaultMaterial;
  347. }
  348. // Textures
  349. public texturesEnabled = true;
  350. public textures = new Array<BaseTexture>();
  351. // Particles
  352. public particlesEnabled = true;
  353. public particleSystems = new Array<ParticleSystem>();
  354. // Sprites
  355. public spritesEnabled = true;
  356. public spriteManagers = new Array<SpriteManager>();
  357. // Layers
  358. public layers = new Array<Layer>();
  359. public highlightLayers = new Array<HighlightLayer>();
  360. // Skeletons
  361. public skeletonsEnabled = true;
  362. public skeletons = new Array<Skeleton>();
  363. // Lens flares
  364. public lensFlaresEnabled = true;
  365. public lensFlareSystems = new Array<LensFlareSystem>();
  366. // Collisions
  367. public collisionsEnabled = true;
  368. private _workerCollisions;
  369. public collisionCoordinator: ICollisionCoordinator;
  370. public gravity = new Vector3(0, -9.807, 0);
  371. // Postprocesses
  372. public postProcessesEnabled = true;
  373. public postProcessManager: PostProcessManager;
  374. public postProcessRenderPipelineManager: PostProcessRenderPipelineManager;
  375. // Customs render targets
  376. public renderTargetsEnabled = true;
  377. public dumpNextRenderTargets = false;
  378. public customRenderTargets = new Array<RenderTargetTexture>();
  379. // Delay loading
  380. public useDelayedTextureLoading: boolean;
  381. // Imported meshes
  382. public importedMeshesFiles = new Array<String>();
  383. // Probes
  384. public probesEnabled = true;
  385. public reflectionProbes = new Array<ReflectionProbe>();
  386. // Database
  387. public database; //ANY
  388. /**
  389. * This scene's action manager
  390. * @type {BABYLON.ActionManager}
  391. */
  392. public actionManager: ActionManager;
  393. public _actionManagers = new Array<ActionManager>();
  394. private _meshesForIntersections = new SmartArray<AbstractMesh>(256);
  395. // Procedural textures
  396. public proceduralTexturesEnabled = true;
  397. public _proceduralTextures = new Array<ProceduralTexture>();
  398. // Sound Tracks
  399. public mainSoundTrack: SoundTrack;
  400. public soundTracks = new Array<SoundTrack>();
  401. private _audioEnabled = true;
  402. private _headphone = false;
  403. //Simplification Queue
  404. public simplificationQueue: SimplificationQueue;
  405. // Private
  406. private _engine: Engine;
  407. // Performance counters
  408. private _totalMeshesCounter = new PerfCounter();
  409. private _totalLightsCounter = new PerfCounter();
  410. private _totalMaterialsCounter = new PerfCounter();
  411. private _totalTexturesCounter = new PerfCounter();
  412. private _totalVertices = new PerfCounter();
  413. public _activeIndices = new PerfCounter();
  414. public _activeParticles = new PerfCounter();
  415. private _lastFrameDuration = new PerfCounter();
  416. private _evaluateActiveMeshesDuration = new PerfCounter();
  417. private _renderTargetsDuration = new PerfCounter();
  418. public _particlesDuration = new PerfCounter();
  419. private _renderDuration = new PerfCounter();
  420. public _spritesDuration = new PerfCounter();
  421. public _activeBones = new PerfCounter();
  422. private _animationRatio: number;
  423. private _animationTimeLast: number;
  424. private _animationTime: number = 0;
  425. public animationTimeScale: number = 1;
  426. public _cachedMaterial: Material;
  427. private _renderId = 0;
  428. private _executeWhenReadyTimeoutId = -1;
  429. private _intermediateRendering = false;
  430. public _toBeDisposed = new SmartArray<IDisposable>(256);
  431. private _pendingData = [];//ANY
  432. private _activeMeshes = new SmartArray<Mesh>(256);
  433. private _processedMaterials = new SmartArray<Material>(256);
  434. private _renderTargets = new SmartArray<RenderTargetTexture>(256);
  435. public _activeParticleSystems = new SmartArray<ParticleSystem>(256);
  436. private _activeSkeletons = new SmartArray<Skeleton>(32);
  437. private _softwareSkinnedMeshes = new SmartArray<Mesh>(32);
  438. private _renderingManager: RenderingManager;
  439. private _physicsEngine: PhysicsEngine;
  440. public _activeAnimatables = new Array<Animatable>();
  441. private _transformMatrix = Matrix.Zero();
  442. private _pickWithRayInverseMatrix: Matrix;
  443. private _edgesRenderers = new SmartArray<EdgesRenderer>(16);
  444. private _boundingBoxRenderer: BoundingBoxRenderer;
  445. private _outlineRenderer: OutlineRenderer;
  446. private _viewMatrix: Matrix;
  447. private _projectionMatrix: Matrix;
  448. private _frustumPlanes: Plane[];
  449. public get frustumPlanes(): Plane[] {
  450. return this._frustumPlanes;
  451. }
  452. private _selectionOctree: Octree<AbstractMesh>;
  453. private _pointerOverMesh: AbstractMesh;
  454. private _pointerOverSprite: Sprite;
  455. private _debugLayer: DebugLayer;
  456. private _depthRenderer: DepthRenderer;
  457. private _uniqueIdCounter = 0;
  458. private _pickedDownMesh: AbstractMesh;
  459. private _pickedDownSprite: Sprite;
  460. private _externalData: StringDictionary<Object>;
  461. private _uid: string;
  462. /**
  463. * @constructor
  464. * @param {BABYLON.Engine} engine - the engine to be used to render this scene.
  465. */
  466. constructor(engine: Engine) {
  467. this._engine = engine;
  468. engine.scenes.push(this);
  469. this._externalData = new StringDictionary<Object>();
  470. this._uid = null;
  471. this._renderingManager = new RenderingManager(this);
  472. this.postProcessManager = new PostProcessManager(this);
  473. this.postProcessRenderPipelineManager = new PostProcessRenderPipelineManager();
  474. this._boundingBoxRenderer = new BoundingBoxRenderer(this);
  475. if (OutlineRenderer) {
  476. this._outlineRenderer = new OutlineRenderer(this);
  477. }
  478. this.attachControl();
  479. if (SoundTrack) {
  480. this.mainSoundTrack = new SoundTrack(this, { mainTrack: true });
  481. }
  482. //simplification queue
  483. if (SimplificationQueue) {
  484. this.simplificationQueue = new SimplificationQueue();
  485. }
  486. //collision coordinator initialization. For now legacy per default.
  487. this.workerCollisions = false;//(!!Worker && (!!BABYLON.CollisionWorker || BABYLON.WorkerIncluded));
  488. }
  489. // Properties
  490. public get debugLayer(): DebugLayer {
  491. if (!this._debugLayer) {
  492. this._debugLayer = new DebugLayer(this);
  493. }
  494. return this._debugLayer;
  495. }
  496. public set workerCollisions(enabled: boolean) {
  497. enabled = (enabled && !!Worker);
  498. this._workerCollisions = enabled;
  499. if (this.collisionCoordinator) {
  500. this.collisionCoordinator.destroy();
  501. }
  502. this.collisionCoordinator = enabled ? new CollisionCoordinatorWorker() : new CollisionCoordinatorLegacy();
  503. this.collisionCoordinator.init(this);
  504. }
  505. public get workerCollisions(): boolean {
  506. return this._workerCollisions;
  507. }
  508. public get SelectionOctree(): Octree<AbstractMesh> {
  509. return this._selectionOctree;
  510. }
  511. /**
  512. * The mesh that is currently under the pointer.
  513. * @return {BABYLON.AbstractMesh} mesh under the pointer/mouse cursor or null if none.
  514. */
  515. public get meshUnderPointer(): AbstractMesh {
  516. return this._pointerOverMesh;
  517. }
  518. /**
  519. * Current on-screen X position of the pointer
  520. * @return {number} X position of the pointer
  521. */
  522. public get pointerX(): number {
  523. return this._pointerX;
  524. }
  525. /**
  526. * Current on-screen Y position of the pointer
  527. * @return {number} Y position of the pointer
  528. */
  529. public get pointerY(): number {
  530. return this._pointerY;
  531. }
  532. public getCachedMaterial(): Material {
  533. return this._cachedMaterial;
  534. }
  535. public getBoundingBoxRenderer(): BoundingBoxRenderer {
  536. return this._boundingBoxRenderer;
  537. }
  538. public getOutlineRenderer(): OutlineRenderer {
  539. return this._outlineRenderer;
  540. }
  541. public getEngine(): Engine {
  542. return this._engine;
  543. }
  544. public getTotalVertices(): number {
  545. return this._totalVertices.current;
  546. }
  547. public get totalVerticesPerfCounter(): PerfCounter {
  548. return this._totalVertices;
  549. }
  550. public getActiveIndices(): number {
  551. return this._activeIndices.current;
  552. }
  553. public get totalActiveIndicesPerfCounter(): PerfCounter {
  554. return this._activeIndices;
  555. }
  556. public getActiveParticles(): number {
  557. return this._activeParticles.current;
  558. }
  559. public get activeParticlesPerfCounter(): PerfCounter {
  560. return this._activeParticles;
  561. }
  562. public getActiveBones(): number {
  563. return this._activeBones.current;
  564. }
  565. public get activeBonesPerfCounter(): PerfCounter {
  566. return this._activeBones;
  567. }
  568. // Stats
  569. public getLastFrameDuration(): number {
  570. return this._lastFrameDuration.current;
  571. }
  572. public get lastFramePerfCounter(): PerfCounter {
  573. return this._lastFrameDuration;
  574. }
  575. public getEvaluateActiveMeshesDuration(): number {
  576. return this._evaluateActiveMeshesDuration.current;
  577. }
  578. public get evaluateActiveMeshesDurationPerfCounter(): PerfCounter {
  579. return this._evaluateActiveMeshesDuration;
  580. }
  581. public getActiveMeshes(): SmartArray<Mesh> {
  582. return this._activeMeshes;
  583. }
  584. public getRenderTargetsDuration(): number {
  585. return this._renderTargetsDuration.current;
  586. }
  587. public getRenderDuration(): number {
  588. return this._renderDuration.current;
  589. }
  590. public get renderDurationPerfCounter(): PerfCounter {
  591. return this._renderDuration;
  592. }
  593. public getParticlesDuration(): number {
  594. return this._particlesDuration.current;
  595. }
  596. public get particlesDurationPerfCounter(): PerfCounter {
  597. return this._particlesDuration;
  598. }
  599. public getSpritesDuration(): number {
  600. return this._spritesDuration.current;
  601. }
  602. public get spriteDuractionPerfCounter(): PerfCounter {
  603. return this._spritesDuration;
  604. }
  605. public getAnimationRatio(): number {
  606. return this._animationRatio;
  607. }
  608. public getRenderId(): number {
  609. return this._renderId;
  610. }
  611. public incrementRenderId(): void {
  612. this._renderId++;
  613. }
  614. private _updatePointerPosition(evt: PointerEvent): void {
  615. var canvasRect = this._engine.getRenderingCanvasClientRect();
  616. this._pointerX = evt.clientX - canvasRect.left;
  617. this._pointerY = evt.clientY - canvasRect.top;
  618. this._unTranslatedPointerX = this._pointerX;
  619. this._unTranslatedPointerY = this._pointerY;
  620. if (this.cameraToUseForPointers) {
  621. this._pointerX = this._pointerX - this.cameraToUseForPointers.viewport.x * this._engine.getRenderWidth();
  622. this._pointerY = this._pointerY - this.cameraToUseForPointers.viewport.y * this._engine.getRenderHeight();
  623. }
  624. }
  625. // Pointers handling
  626. /**
  627. * Attach events to the canvas (To handle actionManagers triggers and raise onPointerMove, onPointerDown and onPointerUp
  628. * @param attachUp defines if you want to attach events to pointerup
  629. * @param attachDown defines if you want to attach events to pointerdown
  630. * @param attachMove defines if you want to attach events to pointermove
  631. */
  632. public attachControl(attachUp = true, attachDown = true, attachMove = true) {
  633. var spritePredicate = (sprite: Sprite): boolean => {
  634. return sprite.isPickable && sprite.actionManager && sprite.actionManager.hasPointerTriggers;
  635. };
  636. this._onPointerMove = (evt: PointerEvent) => {
  637. this._updatePointerPosition(evt);
  638. // PreObservable support
  639. if (this.onPrePointerObservable.hasObservers()) {
  640. let type = evt.type === "mousewheel" || evt.type === "DOMMouseScroll" ? PointerEventTypes.POINTERWHEEL : PointerEventTypes.POINTERMOVE;
  641. let pi = new PointerInfoPre(type, evt, this._unTranslatedPointerX, this._unTranslatedPointerY);
  642. this.onPrePointerObservable.notifyObservers(pi, type);
  643. if (pi.skipOnPointerObservable) {
  644. return;
  645. }
  646. }
  647. if (!this.cameraToUseForPointers && !this.activeCamera) {
  648. return;
  649. }
  650. var canvas = this._engine.getRenderingCanvas();
  651. if (!this.pointerMovePredicate) {
  652. this.pointerMovePredicate = (mesh: AbstractMesh): boolean => mesh.isPickable && mesh.isVisible && mesh.isReady() && (this.constantlyUpdateMeshUnderPointer || mesh.actionManager !== null && mesh.actionManager !== undefined);
  653. }
  654. // Meshes
  655. var pickResult = this.pick(this._unTranslatedPointerX, this._unTranslatedPointerY, this.pointerMovePredicate, false, this.cameraToUseForPointers);
  656. if (pickResult.hit && pickResult.pickedMesh) {
  657. this.setPointerOverSprite(null);
  658. this.setPointerOverMesh(pickResult.pickedMesh);
  659. if (this._pointerOverMesh.actionManager && this._pointerOverMesh.actionManager.hasPointerTriggers) {
  660. if (this._pointerOverMesh.actionManager.hoverCursor) {
  661. canvas.style.cursor = this._pointerOverMesh.actionManager.hoverCursor;
  662. } else {
  663. canvas.style.cursor = this.hoverCursor;
  664. }
  665. } else {
  666. canvas.style.cursor = "";
  667. }
  668. } else {
  669. this.setPointerOverMesh(null);
  670. // Sprites
  671. pickResult = this.pickSprite(this._unTranslatedPointerX, this._unTranslatedPointerY, spritePredicate, false, this.cameraToUseForPointers);
  672. if (pickResult.hit && pickResult.pickedSprite) {
  673. this.setPointerOverSprite(pickResult.pickedSprite);
  674. if (this._pointerOverSprite.actionManager && this._pointerOverSprite.actionManager.hoverCursor) {
  675. canvas.style.cursor = this._pointerOverSprite.actionManager.hoverCursor;
  676. } else {
  677. canvas.style.cursor = this.hoverCursor;
  678. }
  679. } else {
  680. this.setPointerOverSprite(null);
  681. // Restore pointer
  682. canvas.style.cursor = "";
  683. }
  684. }
  685. if (this.onPointerMove) {
  686. this.onPointerMove(evt, pickResult);
  687. }
  688. if (this.onPointerObservable.hasObservers()) {
  689. let type = evt.type === "mousewheel" || evt.type === "DOMMouseScroll" ? PointerEventTypes.POINTERWHEEL : PointerEventTypes.POINTERMOVE;
  690. let pi = new PointerInfo(type, evt, pickResult);
  691. this.onPointerObservable.notifyObservers(pi, type);
  692. }
  693. };
  694. this._onPointerDown = (evt: PointerEvent) => {
  695. this._updatePointerPosition(evt);
  696. // PreObservable support
  697. if (this.onPrePointerObservable.hasObservers()) {
  698. let type = PointerEventTypes.POINTERDOWN;
  699. let pi = new PointerInfoPre(type, evt, this._unTranslatedPointerX, this._unTranslatedPointerY);
  700. this.onPrePointerObservable.notifyObservers(pi, type);
  701. if (pi.skipOnPointerObservable) {
  702. return;
  703. }
  704. }
  705. if (!this.cameraToUseForPointers && !this.activeCamera) {
  706. return;
  707. }
  708. this._startingPointerPosition.x = this._pointerX;
  709. this._startingPointerPosition.y = this._pointerY;
  710. this._startingPointerTime = new Date().getTime();
  711. if (!this.pointerDownPredicate) {
  712. this.pointerDownPredicate = (mesh: AbstractMesh): boolean => {
  713. return mesh.isPickable && mesh.isVisible && mesh.isReady();
  714. };
  715. }
  716. // Meshes
  717. this._pickedDownMesh = null;
  718. var pickResult = this.pick(this._unTranslatedPointerX, this._unTranslatedPointerY, this.pointerDownPredicate, false, this.cameraToUseForPointers);
  719. if (pickResult.hit && pickResult.pickedMesh) {
  720. if (pickResult.pickedMesh.actionManager) {
  721. this._pickedDownMesh = pickResult.pickedMesh;
  722. if (pickResult.pickedMesh.actionManager.hasPickTriggers) {
  723. switch (evt.button) {
  724. case 0:
  725. pickResult.pickedMesh.actionManager.processTrigger(ActionManager.OnLeftPickTrigger, ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  726. break;
  727. case 1:
  728. pickResult.pickedMesh.actionManager.processTrigger(ActionManager.OnCenterPickTrigger, ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  729. break;
  730. case 2:
  731. pickResult.pickedMesh.actionManager.processTrigger(ActionManager.OnRightPickTrigger, ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  732. break;
  733. }
  734. if (pickResult.pickedMesh.actionManager) {
  735. pickResult.pickedMesh.actionManager.processTrigger(ActionManager.OnPickDownTrigger, ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  736. }
  737. }
  738. if (pickResult.pickedMesh.actionManager && pickResult.pickedMesh.actionManager.hasSpecificTrigger(ActionManager.OnLongPressTrigger)) {
  739. var that = this;
  740. window.setTimeout(function () {
  741. var pickResult = that.pick(that._unTranslatedPointerX, that._unTranslatedPointerY,
  742. (mesh: AbstractMesh): boolean => mesh.isPickable && mesh.isVisible && mesh.isReady() && mesh.actionManager && mesh.actionManager.hasSpecificTrigger(ActionManager.OnLongPressTrigger),
  743. false, that.cameraToUseForPointers);
  744. if (pickResult.hit && pickResult.pickedMesh) {
  745. if (pickResult.pickedMesh.actionManager) {
  746. if (that._startingPointerTime !== 0 && ((new Date().getTime() - that._startingPointerTime) > ActionManager.LongPressDelay) && (Math.abs(that._startingPointerPosition.x - that._pointerX) < ActionManager.DragMovementThreshold && Math.abs(that._startingPointerPosition.y - that._pointerY) < ActionManager.DragMovementThreshold)) {
  747. that._startingPointerTime = 0;
  748. pickResult.pickedMesh.actionManager.processTrigger(ActionManager.OnLongPressTrigger, ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  749. }
  750. }
  751. }
  752. }, ActionManager.LongPressDelay);
  753. }
  754. }
  755. }
  756. if (this.onPointerDown) {
  757. this.onPointerDown(evt, pickResult);
  758. }
  759. if (this.onPointerObservable.hasObservers()) {
  760. let type = PointerEventTypes.POINTERDOWN;
  761. let pi = new PointerInfo(type, evt, pickResult);
  762. this.onPointerObservable.notifyObservers(pi, type);
  763. }
  764. // Sprites
  765. this._pickedDownSprite = null;
  766. if (this.spriteManagers.length > 0) {
  767. pickResult = this.pickSprite(this._unTranslatedPointerX, this._unTranslatedPointerY, spritePredicate, false, this.cameraToUseForPointers);
  768. if (pickResult.hit && pickResult.pickedSprite) {
  769. if (pickResult.pickedSprite.actionManager) {
  770. this._pickedDownSprite = pickResult.pickedSprite;
  771. switch (evt.button) {
  772. case 0:
  773. pickResult.pickedSprite.actionManager.processTrigger(ActionManager.OnLeftPickTrigger, ActionEvent.CreateNewFromSprite(pickResult.pickedSprite, this, evt));
  774. break;
  775. case 1:
  776. pickResult.pickedSprite.actionManager.processTrigger(ActionManager.OnCenterPickTrigger, ActionEvent.CreateNewFromSprite(pickResult.pickedSprite, this, evt));
  777. break;
  778. case 2:
  779. pickResult.pickedSprite.actionManager.processTrigger(ActionManager.OnRightPickTrigger, ActionEvent.CreateNewFromSprite(pickResult.pickedSprite, this, evt));
  780. break;
  781. }
  782. if (pickResult.pickedSprite.actionManager) {
  783. pickResult.pickedSprite.actionManager.processTrigger(ActionManager.OnPickDownTrigger, ActionEvent.CreateNewFromSprite(pickResult.pickedSprite, this, evt));
  784. }
  785. }
  786. }
  787. }
  788. };
  789. this._onPointerUp = (evt: PointerEvent) => {
  790. this._updatePointerPosition(evt);
  791. // PreObservable support
  792. if (this.onPrePointerObservable.hasObservers()) {
  793. let type = PointerEventTypes.POINTERUP;
  794. let pi = new PointerInfoPre(type, evt, this._unTranslatedPointerX, this._unTranslatedPointerY);
  795. this.onPrePointerObservable.notifyObservers(pi, type);
  796. if (pi.skipOnPointerObservable) {
  797. return;
  798. }
  799. }
  800. if (!this.cameraToUseForPointers && !this.activeCamera) {
  801. return;
  802. }
  803. if (!this.pointerUpPredicate) {
  804. this.pointerUpPredicate = (mesh: AbstractMesh): boolean => {
  805. return mesh.isPickable && mesh.isVisible && mesh.isReady();
  806. };
  807. }
  808. // Meshes
  809. var pickResult = this.pick(this._unTranslatedPointerX, this._unTranslatedPointerY, this.pointerUpPredicate, false, this.cameraToUseForPointers);
  810. if (pickResult.hit && pickResult.pickedMesh) {
  811. if (this._pickedDownMesh != null && pickResult.pickedMesh == this._pickedDownMesh) {
  812. if (this.onPointerPick) {
  813. this.onPointerPick(evt, pickResult);
  814. }
  815. if (this.onPointerObservable.hasObservers()) {
  816. let type = PointerEventTypes.POINTERPICK;
  817. let pi = new PointerInfo(type, evt, pickResult);
  818. this.onPointerObservable.notifyObservers(pi, type);
  819. }
  820. }
  821. if (pickResult.pickedMesh.actionManager) {
  822. pickResult.pickedMesh.actionManager.processTrigger(ActionManager.OnPickUpTrigger, ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  823. if (pickResult.pickedMesh.actionManager) {
  824. if (Math.abs(this._startingPointerPosition.x - this._pointerX) < ActionManager.DragMovementThreshold && Math.abs(this._startingPointerPosition.y - this._pointerY) < ActionManager.DragMovementThreshold) {
  825. pickResult.pickedMesh.actionManager.processTrigger(ActionManager.OnPickTrigger, ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  826. }
  827. }
  828. }
  829. }
  830. if (this._pickedDownMesh && this._pickedDownMesh.actionManager && this._pickedDownMesh !== pickResult.pickedMesh) {
  831. this._pickedDownMesh.actionManager.processTrigger(ActionManager.OnPickOutTrigger, ActionEvent.CreateNew(this._pickedDownMesh, evt));
  832. }
  833. if (this.onPointerUp) {
  834. this.onPointerUp(evt, pickResult);
  835. }
  836. if (this.onPointerObservable.hasObservers()) {
  837. let type = PointerEventTypes.POINTERUP;
  838. let pi = new PointerInfo(type, evt, pickResult);
  839. this.onPointerObservable.notifyObservers(pi, type);
  840. }
  841. this._startingPointerTime = 0;
  842. // Sprites
  843. if (this.spriteManagers.length > 0) {
  844. pickResult = this.pickSprite(this._unTranslatedPointerX, this._unTranslatedPointerY, spritePredicate, false, this.cameraToUseForPointers);
  845. if (pickResult.hit && pickResult.pickedSprite) {
  846. if (pickResult.pickedSprite.actionManager) {
  847. pickResult.pickedSprite.actionManager.processTrigger(ActionManager.OnPickUpTrigger, ActionEvent.CreateNewFromSprite(pickResult.pickedSprite, this, evt));
  848. if (pickResult.pickedSprite.actionManager) {
  849. if (Math.abs(this._startingPointerPosition.x - this._pointerX) < ActionManager.DragMovementThreshold && Math.abs(this._startingPointerPosition.y - this._pointerY) < ActionManager.DragMovementThreshold) {
  850. pickResult.pickedSprite.actionManager.processTrigger(ActionManager.OnPickTrigger, ActionEvent.CreateNewFromSprite(pickResult.pickedSprite, this, evt));
  851. }
  852. }
  853. }
  854. }
  855. if (this._pickedDownSprite && this._pickedDownSprite.actionManager && this._pickedDownSprite !== pickResult.pickedSprite) {
  856. this._pickedDownSprite.actionManager.processTrigger(ActionManager.OnPickOutTrigger, ActionEvent.CreateNewFromSprite(this._pickedDownSprite, this, evt));
  857. }
  858. }
  859. };
  860. this._onKeyDown = (evt: Event) => {
  861. if (this.actionManager) {
  862. this.actionManager.processTrigger(ActionManager.OnKeyDownTrigger, ActionEvent.CreateNewFromScene(this, evt));
  863. }
  864. };
  865. this._onKeyUp = (evt: Event) => {
  866. if (this.actionManager) {
  867. this.actionManager.processTrigger(ActionManager.OnKeyUpTrigger, ActionEvent.CreateNewFromScene(this, evt));
  868. }
  869. };
  870. var eventPrefix = Tools.GetPointerPrefix();
  871. var canvas = this._engine.getRenderingCanvas();
  872. if (attachMove) {
  873. canvas.addEventListener(eventPrefix + "move", this._onPointerMove, false);
  874. // Wheel
  875. canvas.addEventListener('mousewheel', this._onPointerMove, false);
  876. canvas.addEventListener('DOMMouseScroll', this._onPointerMove, false);
  877. }
  878. if (attachDown) {
  879. canvas.addEventListener(eventPrefix + "down", this._onPointerDown, false);
  880. }
  881. if (attachUp) {
  882. canvas.addEventListener(eventPrefix + "up", this._onPointerUp, false);
  883. }
  884. canvas.tabIndex = 1;
  885. canvas.addEventListener("keydown", this._onKeyDown, false);
  886. canvas.addEventListener("keyup", this._onKeyUp, false);
  887. }
  888. public detachControl() {
  889. var eventPrefix = Tools.GetPointerPrefix();
  890. var canvas = this._engine.getRenderingCanvas();
  891. canvas.removeEventListener(eventPrefix + "move", this._onPointerMove);
  892. canvas.removeEventListener(eventPrefix + "down", this._onPointerDown);
  893. canvas.removeEventListener(eventPrefix + "up", this._onPointerUp);
  894. // Wheel
  895. canvas.removeEventListener('mousewheel', this._onPointerMove);
  896. canvas.removeEventListener('DOMMouseScroll', this._onPointerMove);
  897. canvas.removeEventListener("keydown", this._onKeyDown);
  898. canvas.removeEventListener("keyup", this._onKeyUp);
  899. }
  900. // Ready
  901. public isReady(): boolean {
  902. if (this._pendingData.length > 0) {
  903. return false;
  904. }
  905. var index: number;
  906. for (index = 0; index < this._geometries.length; index++) {
  907. var geometry = this._geometries[index];
  908. if (geometry.delayLoadState === Engine.DELAYLOADSTATE_LOADING) {
  909. return false;
  910. }
  911. }
  912. for (index = 0; index < this.meshes.length; index++) {
  913. var mesh = this.meshes[index];
  914. if (!mesh.isReady()) {
  915. return false;
  916. }
  917. var mat = mesh.material;
  918. if (mat) {
  919. if (!mat.isReady(mesh)) {
  920. return false;
  921. }
  922. }
  923. }
  924. return true;
  925. }
  926. public resetCachedMaterial(): void {
  927. this._cachedMaterial = null;
  928. }
  929. public registerBeforeRender(func: () => void): void {
  930. this.onBeforeRenderObservable.add(func);
  931. }
  932. public unregisterBeforeRender(func: () => void): void {
  933. this.onBeforeRenderObservable.removeCallback(func);
  934. }
  935. public registerAfterRender(func: () => void): void {
  936. this.onAfterRenderObservable.add(func);
  937. }
  938. public unregisterAfterRender(func: () => void): void {
  939. this.onAfterRenderObservable.removeCallback(func);
  940. }
  941. public _addPendingData(data): void {
  942. this._pendingData.push(data);
  943. }
  944. public _removePendingData(data): void {
  945. var index = this._pendingData.indexOf(data);
  946. if (index !== -1) {
  947. this._pendingData.splice(index, 1);
  948. }
  949. }
  950. public getWaitingItemsCount(): number {
  951. return this._pendingData.length;
  952. }
  953. /**
  954. * Registers a function to be executed when the scene is ready.
  955. * @param {Function} func - the function to be executed.
  956. */
  957. public executeWhenReady(func: () => void): void {
  958. this.onReadyObservable.add(func);
  959. if (this._executeWhenReadyTimeoutId !== -1) {
  960. return;
  961. }
  962. this._executeWhenReadyTimeoutId = setTimeout(() => {
  963. this._checkIsReady();
  964. }, 150);
  965. }
  966. public _checkIsReady() {
  967. if (this.isReady()) {
  968. this.onReadyObservable.notifyObservers(this);
  969. this.onReadyObservable.clear();
  970. this._executeWhenReadyTimeoutId = -1;
  971. return;
  972. }
  973. this._executeWhenReadyTimeoutId = setTimeout(() => {
  974. this._checkIsReady();
  975. }, 150);
  976. }
  977. // Animations
  978. /**
  979. * Will start the animation sequence of a given target
  980. * @param target - the target
  981. * @param {number} from - from which frame should animation start
  982. * @param {number} to - till which frame should animation run.
  983. * @param {boolean} [loop] - should the animation loop
  984. * @param {number} [speedRatio] - the speed in which to run the animation
  985. * @param {Function} [onAnimationEnd] function to be executed when the animation ended.
  986. * @param {BABYLON.Animatable} [animatable] an animatable object. If not provided a new one will be created from the given params.
  987. * @return {BABYLON.Animatable} the animatable object created for this animation
  988. * @see BABYLON.Animatable
  989. * @see http://doc.babylonjs.com/page.php?p=22081
  990. */
  991. public beginAnimation(target: any, from: number, to: number, loop?: boolean, speedRatio: number = 1.0, onAnimationEnd?: () => void, animatable?: Animatable): Animatable {
  992. this.stopAnimation(target);
  993. if (!animatable) {
  994. animatable = new Animatable(this, target, from, to, loop, speedRatio, onAnimationEnd);
  995. }
  996. // Local animations
  997. if (target.animations) {
  998. animatable.appendAnimations(target, target.animations);
  999. }
  1000. // Children animations
  1001. if (target.getAnimatables) {
  1002. var animatables = target.getAnimatables();
  1003. for (var index = 0; index < animatables.length; index++) {
  1004. this.beginAnimation(animatables[index], from, to, loop, speedRatio, onAnimationEnd, animatable);
  1005. }
  1006. }
  1007. animatable.reset();
  1008. return animatable;
  1009. }
  1010. public beginDirectAnimation(target: any, animations: Animation[], from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void): Animatable {
  1011. if (speedRatio === undefined) {
  1012. speedRatio = 1.0;
  1013. }
  1014. var animatable = new Animatable(this, target, from, to, loop, speedRatio, onAnimationEnd, animations);
  1015. return animatable;
  1016. }
  1017. public getAnimatableByTarget(target: any): Animatable {
  1018. for (var index = 0; index < this._activeAnimatables.length; index++) {
  1019. if (this._activeAnimatables[index].target === target) {
  1020. return this._activeAnimatables[index];
  1021. }
  1022. }
  1023. return null;
  1024. }
  1025. public get Animatables(): Animatable[] {
  1026. return this._activeAnimatables;
  1027. }
  1028. /**
  1029. * Will stop the animation of the given target
  1030. * @param target - the target
  1031. * @param animationName - the name of the animation to stop (all animations will be stopped is empty)
  1032. * @see beginAnimation
  1033. */
  1034. public stopAnimation(target: any, animationName?: string): void {
  1035. var animatable = this.getAnimatableByTarget(target);
  1036. if (animatable) {
  1037. animatable.stop(animationName);
  1038. }
  1039. }
  1040. private _animate(): void {
  1041. if (!this.animationsEnabled || this._activeAnimatables.length === 0) {
  1042. return;
  1043. }
  1044. // Getting time
  1045. var now = Tools.Now;
  1046. if (!this._animationTimeLast) {
  1047. if (this._pendingData.length > 0) {
  1048. return;
  1049. }
  1050. this._animationTimeLast = now;
  1051. }
  1052. var deltaTime = (now - this._animationTimeLast) * this.animationTimeScale;
  1053. this._animationTime += deltaTime;
  1054. this._animationTimeLast = now;
  1055. for (var index = 0; index < this._activeAnimatables.length; index++) {
  1056. this._activeAnimatables[index]._animate(this._animationTime);
  1057. }
  1058. }
  1059. // Matrix
  1060. public getViewMatrix(): Matrix {
  1061. return this._viewMatrix;
  1062. }
  1063. public getProjectionMatrix(): Matrix {
  1064. return this._projectionMatrix;
  1065. }
  1066. public getTransformMatrix(): Matrix {
  1067. return this._transformMatrix;
  1068. }
  1069. public setTransformMatrix(view: Matrix, projection: Matrix): void {
  1070. this._viewMatrix = view;
  1071. this._projectionMatrix = projection;
  1072. this._viewMatrix.multiplyToRef(this._projectionMatrix, this._transformMatrix);
  1073. // Update frustum
  1074. if (!this._frustumPlanes) {
  1075. this._frustumPlanes = Frustum.GetPlanes(this._transformMatrix);
  1076. } else {
  1077. Frustum.GetPlanesToRef(this._transformMatrix, this._frustumPlanes);
  1078. }
  1079. }
  1080. // Methods
  1081. public addMesh(newMesh: AbstractMesh) {
  1082. newMesh.uniqueId = this._uniqueIdCounter++;
  1083. var position = this.meshes.push(newMesh);
  1084. //notify the collision coordinator
  1085. this.collisionCoordinator.onMeshAdded(newMesh);
  1086. this.onNewMeshAddedObservable.notifyObservers(newMesh);
  1087. }
  1088. public removeMesh(toRemove: AbstractMesh): number {
  1089. var index = this.meshes.indexOf(toRemove);
  1090. if (index !== -1) {
  1091. // Remove from the scene if mesh found
  1092. this.meshes.splice(index, 1);
  1093. }
  1094. //notify the collision coordinator
  1095. this.collisionCoordinator.onMeshRemoved(toRemove);
  1096. this.onMeshRemovedObservable.notifyObservers(toRemove);
  1097. return index;
  1098. }
  1099. public removeSkeleton(toRemove: Skeleton): number {
  1100. var index = this.skeletons.indexOf(toRemove);
  1101. if (index !== -1) {
  1102. // Remove from the scene if mesh found
  1103. this.skeletons.splice(index, 1);
  1104. }
  1105. return index;
  1106. }
  1107. public removeLight(toRemove: Light): number {
  1108. var index = this.lights.indexOf(toRemove);
  1109. if (index !== -1) {
  1110. // Remove from the scene if mesh found
  1111. this.lights.splice(index, 1);
  1112. }
  1113. this.onLightRemovedObservable.notifyObservers(toRemove);
  1114. return index;
  1115. }
  1116. public removeCamera(toRemove: Camera): number {
  1117. var index = this.cameras.indexOf(toRemove);
  1118. if (index !== -1) {
  1119. // Remove from the scene if mesh found
  1120. this.cameras.splice(index, 1);
  1121. }
  1122. // Remove from activeCameras
  1123. var index2 = this.activeCameras.indexOf(toRemove);
  1124. if (index2 !== -1) {
  1125. // Remove from the scene if mesh found
  1126. this.activeCameras.splice(index2, 1);
  1127. }
  1128. // Reset the activeCamera
  1129. if (this.activeCamera === toRemove) {
  1130. if (this.cameras.length > 0) {
  1131. this.activeCamera = this.cameras[0];
  1132. } else {
  1133. this.activeCamera = null;
  1134. }
  1135. }
  1136. this.onCameraRemovedObservable.notifyObservers(toRemove);
  1137. return index;
  1138. }
  1139. public addLight(newLight: Light) {
  1140. newLight.uniqueId = this._uniqueIdCounter++;
  1141. var position = this.lights.push(newLight);
  1142. this.onNewLightAddedObservable.notifyObservers(newLight);
  1143. }
  1144. public addCamera(newCamera: Camera) {
  1145. newCamera.uniqueId = this._uniqueIdCounter++;
  1146. var position = this.cameras.push(newCamera);
  1147. this.onNewCameraAddedObservable.notifyObservers(newCamera);
  1148. }
  1149. /**
  1150. * Switch active camera
  1151. * @param {Camera} newCamera - new active camera
  1152. * @param {boolean} attachControl - call attachControl for the new active camera (default: true)
  1153. */
  1154. public switchActiveCamera(newCamera: Camera, attachControl = true) {
  1155. var canvas = this._engine.getRenderingCanvas();
  1156. this.activeCamera.detachControl(canvas);
  1157. this.activeCamera = newCamera;
  1158. if (attachControl) {
  1159. newCamera.attachControl(canvas);
  1160. }
  1161. }
  1162. /**
  1163. * sets the active camera of the scene using its ID
  1164. * @param {string} id - the camera's ID
  1165. * @return {BABYLON.Camera|null} the new active camera or null if none found.
  1166. * @see activeCamera
  1167. */
  1168. public setActiveCameraByID(id: string): Camera {
  1169. var camera = this.getCameraByID(id);
  1170. if (camera) {
  1171. this.activeCamera = camera;
  1172. return camera;
  1173. }
  1174. return null;
  1175. }
  1176. /**
  1177. * sets the active camera of the scene using its name
  1178. * @param {string} name - the camera's name
  1179. * @return {BABYLON.Camera|null} the new active camera or null if none found.
  1180. * @see activeCamera
  1181. */
  1182. public setActiveCameraByName(name: string): Camera {
  1183. var camera = this.getCameraByName(name);
  1184. if (camera) {
  1185. this.activeCamera = camera;
  1186. return camera;
  1187. }
  1188. return null;
  1189. }
  1190. /**
  1191. * get a material using its id
  1192. * @param {string} the material's ID
  1193. * @return {BABYLON.Material|null} the material or null if none found.
  1194. */
  1195. public getMaterialByID(id: string): Material {
  1196. for (var index = 0; index < this.materials.length; index++) {
  1197. if (this.materials[index].id === id) {
  1198. return this.materials[index];
  1199. }
  1200. }
  1201. return null;
  1202. }
  1203. /**
  1204. * get a material using its name
  1205. * @param {string} the material's name
  1206. * @return {BABYLON.Material|null} the material or null if none found.
  1207. */
  1208. public getMaterialByName(name: string): Material {
  1209. for (var index = 0; index < this.materials.length; index++) {
  1210. if (this.materials[index].name === name) {
  1211. return this.materials[index];
  1212. }
  1213. }
  1214. return null;
  1215. }
  1216. public getLensFlareSystemByName(name: string): LensFlareSystem {
  1217. for (var index = 0; index < this.lensFlareSystems.length; index++) {
  1218. if (this.lensFlareSystems[index].name === name) {
  1219. return this.lensFlareSystems[index];
  1220. }
  1221. }
  1222. return null;
  1223. }
  1224. public getLensFlareSystemByID(id: string): LensFlareSystem {
  1225. for (var index = 0; index < this.lensFlareSystems.length; index++) {
  1226. if (this.lensFlareSystems[index].id === id) {
  1227. return this.lensFlareSystems[index];
  1228. }
  1229. }
  1230. return null;
  1231. }
  1232. public getCameraByID(id: string): Camera {
  1233. for (var index = 0; index < this.cameras.length; index++) {
  1234. if (this.cameras[index].id === id) {
  1235. return this.cameras[index];
  1236. }
  1237. }
  1238. return null;
  1239. }
  1240. public getCameraByUniqueID(uniqueId: number): Camera {
  1241. for (var index = 0; index < this.cameras.length; index++) {
  1242. if (this.cameras[index].uniqueId === uniqueId) {
  1243. return this.cameras[index];
  1244. }
  1245. }
  1246. return null;
  1247. }
  1248. /**
  1249. * get a camera using its name
  1250. * @param {string} the camera's name
  1251. * @return {BABYLON.Camera|null} the camera or null if none found.
  1252. */
  1253. public getCameraByName(name: string): Camera {
  1254. for (var index = 0; index < this.cameras.length; index++) {
  1255. if (this.cameras[index].name === name) {
  1256. return this.cameras[index];
  1257. }
  1258. }
  1259. return null;
  1260. }
  1261. /**
  1262. * get a bone using its id
  1263. * @param {string} the bone's id
  1264. * @return {BABYLON.Bone|null} the bone or null if not found
  1265. */
  1266. public getBoneByID(id: string): Bone {
  1267. for (var skeletonIndex = 0; skeletonIndex < this.skeletons.length; skeletonIndex++) {
  1268. var skeleton = this.skeletons[skeletonIndex];
  1269. for (var boneIndex = 0; boneIndex < skeleton.bones.length; boneIndex++) {
  1270. if (skeleton.bones[boneIndex].id === id) {
  1271. return skeleton.bones[boneIndex];
  1272. }
  1273. }
  1274. }
  1275. return null;
  1276. }
  1277. /**
  1278. * get a bone using its id
  1279. * @param {string} the bone's name
  1280. * @return {BABYLON.Bone|null} the bone or null if not found
  1281. */
  1282. public getBoneByName(name: string): Bone {
  1283. for (var skeletonIndex = 0; skeletonIndex < this.skeletons.length; skeletonIndex++) {
  1284. var skeleton = this.skeletons[skeletonIndex];
  1285. for (var boneIndex = 0; boneIndex < skeleton.bones.length; boneIndex++) {
  1286. if (skeleton.bones[boneIndex].name === name) {
  1287. return skeleton.bones[boneIndex];
  1288. }
  1289. }
  1290. }
  1291. return null;
  1292. }
  1293. /**
  1294. * get a light node using its name
  1295. * @param {string} the light's name
  1296. * @return {BABYLON.Light|null} the light or null if none found.
  1297. */
  1298. public getLightByName(name: string): Light {
  1299. for (var index = 0; index < this.lights.length; index++) {
  1300. if (this.lights[index].name === name) {
  1301. return this.lights[index];
  1302. }
  1303. }
  1304. return null;
  1305. }
  1306. /**
  1307. * get a light node using its ID
  1308. * @param {string} the light's id
  1309. * @return {BABYLON.Light|null} the light or null if none found.
  1310. */
  1311. public getLightByID(id: string): Light {
  1312. for (var index = 0; index < this.lights.length; index++) {
  1313. if (this.lights[index].id === id) {
  1314. return this.lights[index];
  1315. }
  1316. }
  1317. return null;
  1318. }
  1319. /**
  1320. * get a light node using its scene-generated unique ID
  1321. * @param {number} the light's unique id
  1322. * @return {BABYLON.Light|null} the light or null if none found.
  1323. */
  1324. public getLightByUniqueID(uniqueId: number): Light {
  1325. for (var index = 0; index < this.lights.length; index++) {
  1326. if (this.lights[index].uniqueId === uniqueId) {
  1327. return this.lights[index];
  1328. }
  1329. }
  1330. return null;
  1331. }
  1332. /**
  1333. * get a particle system by id
  1334. * @param id {number} the particle system id
  1335. * @return {BABYLON.ParticleSystem|null} the corresponding system or null if none found.
  1336. */
  1337. public getParticleSystemByID(id: string): ParticleSystem {
  1338. for (var index = 0; index < this.particleSystems.length; index++) {
  1339. if (this.particleSystems[index].id === id) {
  1340. return this.particleSystems[index];
  1341. }
  1342. }
  1343. return null;
  1344. }
  1345. /**
  1346. * get a geometry using its ID
  1347. * @param {string} the geometry's id
  1348. * @return {BABYLON.Geometry|null} the geometry or null if none found.
  1349. */
  1350. public getGeometryByID(id: string): Geometry {
  1351. for (var index = 0; index < this._geometries.length; index++) {
  1352. if (this._geometries[index].id === id) {
  1353. return this._geometries[index];
  1354. }
  1355. }
  1356. return null;
  1357. }
  1358. /**
  1359. * add a new geometry to this scene.
  1360. * @param {BABYLON.Geometry} geometry - the geometry to be added to the scene.
  1361. * @param {boolean} [force] - force addition, even if a geometry with this ID already exists
  1362. * @return {boolean} was the geometry added or not
  1363. */
  1364. public pushGeometry(geometry: Geometry, force?: boolean): boolean {
  1365. if (!force && this.getGeometryByID(geometry.id)) {
  1366. return false;
  1367. }
  1368. this._geometries.push(geometry);
  1369. //notify the collision coordinator
  1370. this.collisionCoordinator.onGeometryAdded(geometry);
  1371. this.onNewGeometryAddedObservable.notifyObservers(geometry);
  1372. return true;
  1373. }
  1374. /**
  1375. * Removes an existing geometry
  1376. * @param {BABYLON.Geometry} geometry - the geometry to be removed from the scene.
  1377. * @return {boolean} was the geometry removed or not
  1378. */
  1379. public removeGeometry(geometry: Geometry): boolean {
  1380. var index = this._geometries.indexOf(geometry);
  1381. if (index > -1) {
  1382. this._geometries.splice(index, 1);
  1383. //notify the collision coordinator
  1384. this.collisionCoordinator.onGeometryDeleted(geometry);
  1385. this.onGeometryRemovedObservable.notifyObservers(geometry);
  1386. return true;
  1387. }
  1388. return false;
  1389. }
  1390. public getGeometries(): Geometry[] {
  1391. return this._geometries;
  1392. }
  1393. /**
  1394. * Get the first added mesh found of a given ID
  1395. * @param {string} id - the id to search for
  1396. * @return {BABYLON.AbstractMesh|null} the mesh found or null if not found at all.
  1397. */
  1398. public getMeshByID(id: string): AbstractMesh {
  1399. for (var index = 0; index < this.meshes.length; index++) {
  1400. if (this.meshes[index].id === id) {
  1401. return this.meshes[index];
  1402. }
  1403. }
  1404. return null;
  1405. }
  1406. public getMeshesByID(id: string): Array<AbstractMesh> {
  1407. return this.meshes.filter(function (m) {
  1408. return m.id === id;
  1409. })
  1410. }
  1411. /**
  1412. * Get a mesh with its auto-generated unique id
  1413. * @param {number} uniqueId - the unique id to search for
  1414. * @return {BABYLON.AbstractMesh|null} the mesh found or null if not found at all.
  1415. */
  1416. public getMeshByUniqueID(uniqueId: number): AbstractMesh {
  1417. for (var index = 0; index < this.meshes.length; index++) {
  1418. if (this.meshes[index].uniqueId === uniqueId) {
  1419. return this.meshes[index];
  1420. }
  1421. }
  1422. return null;
  1423. }
  1424. /**
  1425. * Get a the last added mesh found of a given ID
  1426. * @param {string} id - the id to search for
  1427. * @return {BABYLON.AbstractMesh|null} the mesh found or null if not found at all.
  1428. */
  1429. public getLastMeshByID(id: string): AbstractMesh {
  1430. for (var index = this.meshes.length - 1; index >= 0; index--) {
  1431. if (this.meshes[index].id === id) {
  1432. return this.meshes[index];
  1433. }
  1434. }
  1435. return null;
  1436. }
  1437. /**
  1438. * Get a the last added node (Mesh, Camera, Light) found of a given ID
  1439. * @param {string} id - the id to search for
  1440. * @return {BABYLON.Node|null} the node found or null if not found at all.
  1441. */
  1442. public getLastEntryByID(id: string): Node {
  1443. var index: number;
  1444. for (index = this.meshes.length - 1; index >= 0; index--) {
  1445. if (this.meshes[index].id === id) {
  1446. return this.meshes[index];
  1447. }
  1448. }
  1449. for (index = this.cameras.length - 1; index >= 0; index--) {
  1450. if (this.cameras[index].id === id) {
  1451. return this.cameras[index];
  1452. }
  1453. }
  1454. for (index = this.lights.length - 1; index >= 0; index--) {
  1455. if (this.lights[index].id === id) {
  1456. return this.lights[index];
  1457. }
  1458. }
  1459. return null;
  1460. }
  1461. public getNodeByID(id: string): Node {
  1462. var mesh = this.getMeshByID(id);
  1463. if (mesh) {
  1464. return mesh;
  1465. }
  1466. var light = this.getLightByID(id);
  1467. if (light) {
  1468. return light;
  1469. }
  1470. var camera = this.getCameraByID(id);
  1471. if (camera) {
  1472. return camera;
  1473. }
  1474. var bone = this.getBoneByID(id);
  1475. return bone;
  1476. }
  1477. public getNodeByName(name: string): Node {
  1478. var mesh = this.getMeshByName(name);
  1479. if (mesh) {
  1480. return mesh;
  1481. }
  1482. var light = this.getLightByName(name);
  1483. if (light) {
  1484. return light;
  1485. }
  1486. var camera = this.getCameraByName(name);
  1487. if (camera) {
  1488. return camera;
  1489. }
  1490. var bone = this.getBoneByName(name);
  1491. return bone;
  1492. }
  1493. public getMeshByName(name: string): AbstractMesh {
  1494. for (var index = 0; index < this.meshes.length; index++) {
  1495. if (this.meshes[index].name === name) {
  1496. return this.meshes[index];
  1497. }
  1498. }
  1499. return null;
  1500. }
  1501. public getSoundByName(name: string): Sound {
  1502. var index: number;
  1503. if (AudioEngine) {
  1504. for (index = 0; index < this.mainSoundTrack.soundCollection.length; index++) {
  1505. if (this.mainSoundTrack.soundCollection[index].name === name) {
  1506. return this.mainSoundTrack.soundCollection[index];
  1507. }
  1508. }
  1509. for (var sdIndex = 0; sdIndex < this.soundTracks.length; sdIndex++) {
  1510. for (index = 0; index < this.soundTracks[sdIndex].soundCollection.length; index++) {
  1511. if (this.soundTracks[sdIndex].soundCollection[index].name === name) {
  1512. return this.soundTracks[sdIndex].soundCollection[index];
  1513. }
  1514. }
  1515. }
  1516. }
  1517. return null;
  1518. }
  1519. public getLastSkeletonByID(id: string): Skeleton {
  1520. for (var index = this.skeletons.length - 1; index >= 0; index--) {
  1521. if (this.skeletons[index].id === id) {
  1522. return this.skeletons[index];
  1523. }
  1524. }
  1525. return null;
  1526. }
  1527. public getSkeletonById(id: string): Skeleton {
  1528. for (var index = 0; index < this.skeletons.length; index++) {
  1529. if (this.skeletons[index].id === id) {
  1530. return this.skeletons[index];
  1531. }
  1532. }
  1533. return null;
  1534. }
  1535. public getSkeletonByName(name: string): Skeleton {
  1536. for (var index = 0; index < this.skeletons.length; index++) {
  1537. if (this.skeletons[index].name === name) {
  1538. return this.skeletons[index];
  1539. }
  1540. }
  1541. return null;
  1542. }
  1543. public isActiveMesh(mesh: Mesh): boolean {
  1544. return (this._activeMeshes.indexOf(mesh) !== -1);
  1545. }
  1546. /**
  1547. * Return a unique id as a string which can serve as an identifier for the scene
  1548. */
  1549. public get uid(): string {
  1550. if (!this._uid) {
  1551. this._uid = Tools.RandomId();
  1552. }
  1553. return this._uid;
  1554. }
  1555. /**
  1556. * Add an externaly attached data from its key.
  1557. * This method call will fail and return false, if such key already exists.
  1558. * If you don't care and just want to get the data no matter what, use the more convenient getOrAddExternalDataWithFactory() method.
  1559. * @param key the unique key that identifies the data
  1560. * @param data the data object to associate to the key for this Engine instance
  1561. * @return true if no such key were already present and the data was added successfully, false otherwise
  1562. */
  1563. public addExternalData<T>(key: string, data: T): boolean {
  1564. return this._externalData.add(key, data);
  1565. }
  1566. /**
  1567. * Get an externaly attached data from its key
  1568. * @param key the unique key that identifies the data
  1569. * @return the associated data, if present (can be null), or undefined if not present
  1570. */
  1571. public getExternalData<T>(key: string): T {
  1572. return <T>this._externalData.get(key);
  1573. }
  1574. /**
  1575. * Get an externaly attached data from its key, create it using a factory if it's not already present
  1576. * @param key the unique key that identifies the data
  1577. * @param factory the factory that will be called to create the instance if and only if it doesn't exists
  1578. * @return the associated data, can be null if the factory returned null.
  1579. */
  1580. public getOrAddExternalDataWithFactory<T>(key: string, factory: (k: string) => T): T {
  1581. return <T>this._externalData.getOrAddWithFactory(key, factory);
  1582. }
  1583. /**
  1584. * Remove an externaly attached data from the Engine instance
  1585. * @param key the unique key that identifies the data
  1586. * @return true if the data was successfully removed, false if it doesn't exist
  1587. */
  1588. public removeExternalData(key): boolean {
  1589. return this._externalData.remove(key);
  1590. }
  1591. private _evaluateSubMesh(subMesh: SubMesh, mesh: AbstractMesh): void {
  1592. if (mesh.alwaysSelectAsActiveMesh || mesh.subMeshes.length === 1 || subMesh.isInFrustum(this._frustumPlanes)) {
  1593. var material = subMesh.getMaterial();
  1594. if (mesh.showSubMeshesBoundingBox) {
  1595. this._boundingBoxRenderer.renderList.push(subMesh.getBoundingInfo().boundingBox);
  1596. }
  1597. if (material) {
  1598. // Render targets
  1599. if (material.getRenderTargetTextures) {
  1600. if (this._processedMaterials.indexOf(material) === -1) {
  1601. this._processedMaterials.push(material);
  1602. this._renderTargets.concatWithNoDuplicate(material.getRenderTargetTextures());
  1603. }
  1604. }
  1605. // Dispatch
  1606. this._activeIndices.addCount(subMesh.indexCount, false);
  1607. this._renderingManager.dispatch(subMesh);
  1608. }
  1609. }
  1610. }
  1611. public _isInIntermediateRendering(): boolean {
  1612. return this._intermediateRendering
  1613. }
  1614. private _evaluateActiveMeshes(): void {
  1615. this.activeCamera._activeMeshes.reset();
  1616. this._activeMeshes.reset();
  1617. this._renderingManager.reset();
  1618. this._processedMaterials.reset();
  1619. this._activeParticleSystems.reset();
  1620. this._activeSkeletons.reset();
  1621. this._softwareSkinnedMeshes.reset();
  1622. this._boundingBoxRenderer.reset();
  1623. this._edgesRenderers.reset();
  1624. // Meshes
  1625. var meshes: AbstractMesh[];
  1626. var len: number;
  1627. if (this._selectionOctree) { // Octree
  1628. var selection = this._selectionOctree.select(this._frustumPlanes);
  1629. meshes = selection.data;
  1630. len = selection.length;
  1631. } else { // Full scene traversal
  1632. len = this.meshes.length;
  1633. meshes = this.meshes;
  1634. }
  1635. for (var meshIndex = 0; meshIndex < len; meshIndex++) {
  1636. var mesh = meshes[meshIndex];
  1637. if (mesh.isBlocked) {
  1638. continue;
  1639. }
  1640. this._totalVertices.addCount(mesh.getTotalVertices(), false);
  1641. if (!mesh.isReady() || !mesh.isEnabled()) {
  1642. continue;
  1643. }
  1644. mesh.computeWorldMatrix();
  1645. // Intersections
  1646. if (mesh.actionManager && mesh.actionManager.hasSpecificTriggers([ActionManager.OnIntersectionEnterTrigger, ActionManager.OnIntersectionExitTrigger])) {
  1647. this._meshesForIntersections.pushNoDuplicate(mesh);
  1648. }
  1649. // Switch to current LOD
  1650. var meshLOD = mesh.getLOD(this.activeCamera);
  1651. if (!meshLOD) {
  1652. continue;
  1653. }
  1654. mesh._preActivate();
  1655. if (mesh.alwaysSelectAsActiveMesh || mesh.isVisible && mesh.visibility > 0 && ((mesh.layerMask & this.activeCamera.layerMask) !== 0) && mesh.isInFrustum(this._frustumPlanes)) {
  1656. this._activeMeshes.push(mesh);
  1657. this.activeCamera._activeMeshes.push(mesh);
  1658. mesh._activate(this._renderId);
  1659. this._activeMesh(mesh, meshLOD);
  1660. }
  1661. }
  1662. // Particle systems
  1663. this._particlesDuration.beginMonitoring();
  1664. var beforeParticlesDate = Tools.Now;
  1665. if (this.particlesEnabled) {
  1666. Tools.StartPerformanceCounter("Particles", this.particleSystems.length > 0);
  1667. for (var particleIndex = 0; particleIndex < this.particleSystems.length; particleIndex++) {
  1668. var particleSystem = this.particleSystems[particleIndex];
  1669. if (!particleSystem.isStarted()) {
  1670. continue;
  1671. }
  1672. if (!particleSystem.emitter.position || (particleSystem.emitter && particleSystem.emitter.isEnabled())) {
  1673. this._activeParticleSystems.push(particleSystem);
  1674. particleSystem.animate();
  1675. this._renderingManager.dispatchParticles(particleSystem);
  1676. }
  1677. }
  1678. Tools.EndPerformanceCounter("Particles", this.particleSystems.length > 0);
  1679. }
  1680. this._particlesDuration.endMonitoring(false);
  1681. }
  1682. private _activeMesh(sourceMesh: AbstractMesh, mesh: AbstractMesh): void {
  1683. if (mesh.skeleton && this.skeletonsEnabled) {
  1684. if (this._activeSkeletons.pushNoDuplicate(mesh.skeleton)) {
  1685. mesh.skeleton.prepare();
  1686. }
  1687. if (!mesh.computeBonesUsingShaders) {
  1688. this._softwareSkinnedMeshes.pushNoDuplicate(mesh);
  1689. }
  1690. }
  1691. if (sourceMesh.showBoundingBox || this.forceShowBoundingBoxes) {
  1692. this._boundingBoxRenderer.renderList.push(sourceMesh.getBoundingInfo().boundingBox);
  1693. }
  1694. if (sourceMesh._edgesRenderer) {
  1695. this._edgesRenderers.push(sourceMesh._edgesRenderer);
  1696. }
  1697. if (mesh && mesh.subMeshes) {
  1698. // Submeshes Octrees
  1699. var len: number;
  1700. var subMeshes: SubMesh[];
  1701. if (mesh._submeshesOctree && mesh.useOctreeForRenderingSelection) {
  1702. var intersections = mesh._submeshesOctree.select(this._frustumPlanes);
  1703. len = intersections.length;
  1704. subMeshes = intersections.data;
  1705. } else {
  1706. subMeshes = mesh.subMeshes;
  1707. len = subMeshes.length;
  1708. }
  1709. for (var subIndex = 0; subIndex < len; subIndex++) {
  1710. var subMesh = subMeshes[subIndex];
  1711. this._evaluateSubMesh(subMesh, mesh);
  1712. }
  1713. }
  1714. }
  1715. public updateTransformMatrix(force?: boolean): void {
  1716. this.setTransformMatrix(this.activeCamera.getViewMatrix(), this.activeCamera.getProjectionMatrix(force));
  1717. }
  1718. private _renderForCamera(camera: Camera): void {
  1719. var engine = this._engine;
  1720. var startTime = Tools.Now;
  1721. this.activeCamera = camera;
  1722. if (!this.activeCamera)
  1723. throw new Error("Active camera not set");
  1724. Tools.StartPerformanceCounter("Rendering camera " + this.activeCamera.name);
  1725. // Viewport
  1726. engine.setViewport(this.activeCamera.viewport);
  1727. // Camera
  1728. this.resetCachedMaterial();
  1729. this._renderId++;
  1730. this.updateTransformMatrix();
  1731. this.onBeforeCameraRenderObservable.notifyObservers(this.activeCamera);
  1732. // Meshes
  1733. this._evaluateActiveMeshesDuration.beginMonitoring();
  1734. Tools.StartPerformanceCounter("Active meshes evaluation");
  1735. this._evaluateActiveMeshes();
  1736. this._evaluateActiveMeshesDuration.endMonitoring(false);
  1737. Tools.EndPerformanceCounter("Active meshes evaluation");
  1738. // Software skinning
  1739. for (var softwareSkinnedMeshIndex = 0; softwareSkinnedMeshIndex < this._softwareSkinnedMeshes.length; softwareSkinnedMeshIndex++) {
  1740. var mesh = this._softwareSkinnedMeshes.data[softwareSkinnedMeshIndex];
  1741. mesh.applySkeleton(mesh.skeleton);
  1742. }
  1743. // Render targets
  1744. this._renderTargetsDuration.beginMonitoring();
  1745. var needsRestoreFrameBuffer = false;
  1746. var beforeRenderTargetDate = Tools.Now;
  1747. if (this.renderTargetsEnabled && this._renderTargets.length > 0) {
  1748. this._intermediateRendering = true;
  1749. Tools.StartPerformanceCounter("Render targets", this._renderTargets.length > 0);
  1750. for (var renderIndex = 0; renderIndex < this._renderTargets.length; renderIndex++) {
  1751. var renderTarget = this._renderTargets.data[renderIndex];
  1752. if (renderTarget._shouldRender()) {
  1753. this._renderId++;
  1754. var hasSpecialRenderTargetCamera = renderTarget.activeCamera && renderTarget.activeCamera !== this.activeCamera;
  1755. renderTarget.render(hasSpecialRenderTargetCamera, this.dumpNextRenderTargets);
  1756. }
  1757. }
  1758. Tools.EndPerformanceCounter("Render targets", this._renderTargets.length > 0);
  1759. this._intermediateRendering = false;
  1760. this._renderId++;
  1761. needsRestoreFrameBuffer = true; // Restore back buffer
  1762. }
  1763. // Render HighlightLayer Texture
  1764. var stencilState = this._engine.getStencilBuffer();
  1765. var renderhighlights = false;
  1766. if (this.renderTargetsEnabled && this.highlightLayers && this.highlightLayers.length > 0) {
  1767. this._intermediateRendering = true;
  1768. for (let i = 0; i < this.highlightLayers.length; i++) {
  1769. let highlightLayer = this.highlightLayers[i];
  1770. if (highlightLayer.shouldRender() &&
  1771. (!highlightLayer.camera ||
  1772. (highlightLayer.camera.cameraRigMode === Camera.RIG_MODE_NONE && camera === highlightLayer.camera) ||
  1773. (highlightLayer.camera.cameraRigMode !== Camera.RIG_MODE_NONE && highlightLayer.camera._rigCameras.indexOf(camera) > -1))) {
  1774. renderhighlights = true;
  1775. var renderTarget = (<RenderTargetTexture>(<any>highlightLayer)._mainTexture);
  1776. if (renderTarget._shouldRender()) {
  1777. this._renderId++;
  1778. renderTarget.render(false, false);
  1779. needsRestoreFrameBuffer = true;
  1780. }
  1781. }
  1782. }
  1783. this._intermediateRendering = false;
  1784. this._renderId++;
  1785. }
  1786. if (needsRestoreFrameBuffer) {
  1787. engine.restoreDefaultFramebuffer();
  1788. }
  1789. this._renderTargetsDuration.endMonitoring(false);
  1790. // Prepare Frame
  1791. this.postProcessManager._prepareFrame();
  1792. this._renderDuration.beginMonitoring();
  1793. // Backgrounds
  1794. var layerIndex;
  1795. var layer;
  1796. if (this.layers.length) {
  1797. engine.setDepthBuffer(false);
  1798. for (layerIndex = 0; layerIndex < this.layers.length; layerIndex++) {
  1799. layer = this.layers[layerIndex];
  1800. if (layer.isBackground) {
  1801. layer.render();
  1802. }
  1803. }
  1804. engine.setDepthBuffer(true);
  1805. }
  1806. // Render
  1807. Tools.StartPerformanceCounter("Main render");
  1808. // Activate HighlightLayer stencil
  1809. if (renderhighlights) {
  1810. this._engine.setStencilBuffer(true);
  1811. }
  1812. this._renderingManager.render(null, null, true, true);
  1813. // Restore HighlightLayer stencil
  1814. if (renderhighlights) {
  1815. this._engine.setStencilBuffer(stencilState);
  1816. }
  1817. Tools.EndPerformanceCounter("Main render");
  1818. // Bounding boxes
  1819. this._boundingBoxRenderer.render();
  1820. // Edges
  1821. for (var edgesRendererIndex = 0; edgesRendererIndex < this._edgesRenderers.length; edgesRendererIndex++) {
  1822. this._edgesRenderers.data[edgesRendererIndex].render();
  1823. }
  1824. // Lens flares
  1825. if (this.lensFlaresEnabled) {
  1826. Tools.StartPerformanceCounter("Lens flares", this.lensFlareSystems.length > 0);
  1827. for (var lensFlareSystemIndex = 0; lensFlareSystemIndex < this.lensFlareSystems.length; lensFlareSystemIndex++) {
  1828. var lensFlareSystem = this.lensFlareSystems[lensFlareSystemIndex];
  1829. if ((camera.layerMask & lensFlareSystem.layerMask) !== 0) {
  1830. lensFlareSystem.render();
  1831. }
  1832. }
  1833. Tools.EndPerformanceCounter("Lens flares", this.lensFlareSystems.length > 0);
  1834. }
  1835. // Foregrounds
  1836. if (this.layers.length) {
  1837. engine.setDepthBuffer(false);
  1838. for (layerIndex = 0; layerIndex < this.layers.length; layerIndex++) {
  1839. layer = this.layers[layerIndex];
  1840. if (!layer.isBackground) {
  1841. layer.render();
  1842. }
  1843. }
  1844. engine.setDepthBuffer(true);
  1845. }
  1846. // Highlight Layer
  1847. if (renderhighlights) {
  1848. engine.setDepthBuffer(false);
  1849. for (let i = 0; i < this.highlightLayers.length; i++) {
  1850. if (this.highlightLayers[i].shouldRender()) {
  1851. this.highlightLayers[i].render();
  1852. }
  1853. }
  1854. engine.setDepthBuffer(true);
  1855. }
  1856. this._renderDuration.endMonitoring(false);
  1857. // Finalize frame
  1858. this.postProcessManager._finalizeFrame(camera.isIntermediate);
  1859. // Update camera
  1860. this.activeCamera._updateFromScene();
  1861. // Reset some special arrays
  1862. this._renderTargets.reset();
  1863. this.onAfterCameraRenderObservable.notifyObservers(this.activeCamera);
  1864. Tools.EndPerformanceCounter("Rendering camera " + this.activeCamera.name);
  1865. }
  1866. private _processSubCameras(camera: Camera): void {
  1867. if (camera.cameraRigMode === Camera.RIG_MODE_NONE) {
  1868. this._renderForCamera(camera);
  1869. return;
  1870. }
  1871. // rig cameras
  1872. for (var index = 0; index < camera._rigCameras.length; index++) {
  1873. this._renderForCamera(camera._rigCameras[index]);
  1874. }
  1875. this.activeCamera = camera;
  1876. this.setTransformMatrix(this.activeCamera.getViewMatrix(), this.activeCamera.getProjectionMatrix());
  1877. // Update camera
  1878. this.activeCamera._updateFromScene();
  1879. }
  1880. private _checkIntersections(): void {
  1881. for (var index = 0; index < this._meshesForIntersections.length; index++) {
  1882. var sourceMesh = this._meshesForIntersections.data[index];
  1883. for (var actionIndex = 0; actionIndex < sourceMesh.actionManager.actions.length; actionIndex++) {
  1884. var action = sourceMesh.actionManager.actions[actionIndex];
  1885. if (action.trigger === ActionManager.OnIntersectionEnterTrigger || action.trigger === ActionManager.OnIntersectionExitTrigger) {
  1886. var parameters = action.getTriggerParameter();
  1887. var otherMesh = parameters instanceof AbstractMesh ? parameters : parameters.mesh;
  1888. var areIntersecting = otherMesh.intersectsMesh(sourceMesh, parameters.usePreciseIntersection);
  1889. var currentIntersectionInProgress = sourceMesh._intersectionsInProgress.indexOf(otherMesh);
  1890. if (areIntersecting && currentIntersectionInProgress === -1) {
  1891. if (action.trigger === ActionManager.OnIntersectionEnterTrigger) {
  1892. action._executeCurrent(ActionEvent.CreateNew(sourceMesh, null, otherMesh));
  1893. sourceMesh._intersectionsInProgress.push(otherMesh);
  1894. } else if (action.trigger === ActionManager.OnIntersectionExitTrigger) {
  1895. sourceMesh._intersectionsInProgress.push(otherMesh);
  1896. }
  1897. } else if (!areIntersecting && currentIntersectionInProgress > -1) {
  1898. //They intersected, and now they don't.
  1899. //is this trigger an exit trigger? execute an event.
  1900. if (action.trigger === ActionManager.OnIntersectionExitTrigger) {
  1901. action._executeCurrent(ActionEvent.CreateNew(sourceMesh, null, otherMesh));
  1902. }
  1903. //if this is an exit trigger, or no exit trigger exists, remove the id from the intersection in progress array.
  1904. if (!sourceMesh.actionManager.hasSpecificTrigger(ActionManager.OnIntersectionExitTrigger) || action.trigger === ActionManager.OnIntersectionExitTrigger) {
  1905. sourceMesh._intersectionsInProgress.splice(currentIntersectionInProgress, 1);
  1906. }
  1907. }
  1908. }
  1909. }
  1910. }
  1911. }
  1912. public render(): void {
  1913. this._lastFrameDuration.beginMonitoring();
  1914. this._particlesDuration.fetchNewFrame();
  1915. this._spritesDuration.fetchNewFrame();
  1916. this._activeParticles.fetchNewFrame();
  1917. this._renderDuration.fetchNewFrame();
  1918. this._renderTargetsDuration.fetchNewFrame();
  1919. this._evaluateActiveMeshesDuration.fetchNewFrame();
  1920. this._totalVertices.fetchNewFrame();
  1921. this._activeIndices.fetchNewFrame();
  1922. this._activeBones.fetchNewFrame();
  1923. this.getEngine().drawCallsPerfCounter.fetchNewFrame();
  1924. this._meshesForIntersections.reset();
  1925. this.resetCachedMaterial();
  1926. Tools.StartPerformanceCounter("Scene rendering");
  1927. // Actions
  1928. if (this.actionManager) {
  1929. this.actionManager.processTrigger(ActionManager.OnEveryFrameTrigger, null);
  1930. }
  1931. //Simplification Queue
  1932. if (this.simplificationQueue && !this.simplificationQueue.running) {
  1933. this.simplificationQueue.executeNext();
  1934. }
  1935. // Animations
  1936. var deltaTime = Math.max(Scene.MinDeltaTime, Math.min(this._engine.getDeltaTime(), Scene.MaxDeltaTime));
  1937. this._animationRatio = deltaTime * (60.0 / 1000.0);
  1938. this._animate();
  1939. // Physics
  1940. if (this._physicsEngine) {
  1941. Tools.StartPerformanceCounter("Physics");
  1942. this._physicsEngine._step(deltaTime / 1000.0);
  1943. Tools.EndPerformanceCounter("Physics");
  1944. }
  1945. // Before render
  1946. this.onBeforeRenderObservable.notifyObservers(this);
  1947. // Customs render targets
  1948. this._renderTargetsDuration.beginMonitoring();
  1949. var beforeRenderTargetDate = Tools.Now;
  1950. var engine = this.getEngine();
  1951. var currentActiveCamera = this.activeCamera;
  1952. if (this.renderTargetsEnabled) {
  1953. Tools.StartPerformanceCounter("Custom render targets", this.customRenderTargets.length > 0);
  1954. for (var customIndex = 0; customIndex < this.customRenderTargets.length; customIndex++) {
  1955. var renderTarget = this.customRenderTargets[customIndex];
  1956. if (renderTarget._shouldRender()) {
  1957. this._renderId++;
  1958. this.activeCamera = renderTarget.activeCamera || this.activeCamera;
  1959. if (!this.activeCamera)
  1960. throw new Error("Active camera not set");
  1961. // Viewport
  1962. engine.setViewport(this.activeCamera.viewport);
  1963. // Camera
  1964. this.updateTransformMatrix();
  1965. renderTarget.render(currentActiveCamera !== this.activeCamera, this.dumpNextRenderTargets);
  1966. }
  1967. }
  1968. Tools.EndPerformanceCounter("Custom render targets", this.customRenderTargets.length > 0);
  1969. this._renderId++;
  1970. }
  1971. if (this.customRenderTargets.length > 0) { // Restore back buffer
  1972. engine.restoreDefaultFramebuffer();
  1973. }
  1974. this._renderTargetsDuration.endMonitoring();
  1975. this.activeCamera = currentActiveCamera;
  1976. // Procedural textures
  1977. if (this.proceduralTexturesEnabled) {
  1978. Tools.StartPerformanceCounter("Procedural textures", this._proceduralTextures.length > 0);
  1979. for (var proceduralIndex = 0; proceduralIndex < this._proceduralTextures.length; proceduralIndex++) {
  1980. var proceduralTexture = this._proceduralTextures[proceduralIndex];
  1981. if (proceduralTexture._shouldRender()) {
  1982. proceduralTexture.render();
  1983. }
  1984. }
  1985. Tools.EndPerformanceCounter("Procedural textures", this._proceduralTextures.length > 0);
  1986. }
  1987. // Clear
  1988. this._engine.clear(this.clearColor, this.autoClear || this.forceWireframe || this.forcePointsCloud, true, true);
  1989. // Shadows
  1990. if (this.shadowsEnabled) {
  1991. for (var lightIndex = 0; lightIndex < this.lights.length; lightIndex++) {
  1992. var light = this.lights[lightIndex];
  1993. var shadowGenerator = light.getShadowGenerator();
  1994. if (light.isEnabled() && shadowGenerator && shadowGenerator.getShadowMap().getScene().textures.indexOf(shadowGenerator.getShadowMap()) !== -1) {
  1995. this._renderTargets.push(shadowGenerator.getShadowMap());
  1996. }
  1997. }
  1998. }
  1999. // Depth renderer
  2000. if (this._depthRenderer) {
  2001. this._renderTargets.push(this._depthRenderer.getDepthMap());
  2002. }
  2003. // RenderPipeline
  2004. this.postProcessRenderPipelineManager.update();
  2005. // Multi-cameras?
  2006. if (this.activeCameras.length > 0) {
  2007. for (var cameraIndex = 0; cameraIndex < this.activeCameras.length; cameraIndex++) {
  2008. if (cameraIndex > 0) {
  2009. this._engine.clear(null, false, true, true);
  2010. }
  2011. this._processSubCameras(this.activeCameras[cameraIndex]);
  2012. }
  2013. } else {
  2014. if (!this.activeCamera) {
  2015. throw new Error("No camera defined");
  2016. }
  2017. this._processSubCameras(this.activeCamera);
  2018. }
  2019. // Intersection checks
  2020. this._checkIntersections();
  2021. // Update the audio listener attached to the camera
  2022. if (AudioEngine) {
  2023. this._updateAudioParameters();
  2024. }
  2025. // After render
  2026. if (this.afterRender) {
  2027. this.afterRender();
  2028. }
  2029. this.onAfterRenderObservable.notifyObservers(this);
  2030. // Cleaning
  2031. for (var index = 0; index < this._toBeDisposed.length; index++) {
  2032. this._toBeDisposed.data[index].dispose();
  2033. this._toBeDisposed[index] = null;
  2034. }
  2035. this._toBeDisposed.reset();
  2036. if (this.dumpNextRenderTargets) {
  2037. this.dumpNextRenderTargets = false;
  2038. }
  2039. Tools.EndPerformanceCounter("Scene rendering");
  2040. this._lastFrameDuration.endMonitoring();
  2041. this._totalMeshesCounter.addCount(this.meshes.length, true);
  2042. this._totalLightsCounter.addCount(this.lights.length, true);
  2043. this._totalMaterialsCounter.addCount(this.materials.length, true);
  2044. this._totalTexturesCounter.addCount(this.textures.length, true);
  2045. this._activeBones.addCount(0, true);
  2046. this._activeIndices.addCount(0, true);
  2047. this._activeParticles.addCount(0, true);
  2048. }
  2049. private _updateAudioParameters() {
  2050. if (!this.audioEnabled || (this.mainSoundTrack.soundCollection.length === 0 && this.soundTracks.length === 1)) {
  2051. return;
  2052. }
  2053. var listeningCamera: Camera;
  2054. var audioEngine = Engine.audioEngine;
  2055. if (this.activeCameras.length > 0) {
  2056. listeningCamera = this.activeCameras[0];
  2057. } else {
  2058. listeningCamera = this.activeCamera;
  2059. }
  2060. if (listeningCamera && audioEngine.canUseWebAudio) {
  2061. audioEngine.audioContext.listener.setPosition(listeningCamera.position.x, listeningCamera.position.y, listeningCamera.position.z);
  2062. var mat = Matrix.Invert(listeningCamera.getViewMatrix());
  2063. var cameraDirection = Vector3.TransformNormal(new Vector3(0, 0, -1), mat);
  2064. cameraDirection.normalize();
  2065. audioEngine.audioContext.listener.setOrientation(cameraDirection.x, cameraDirection.y, cameraDirection.z, 0, 1, 0);
  2066. var i: number;
  2067. for (i = 0; i < this.mainSoundTrack.soundCollection.length; i++) {
  2068. var sound = this.mainSoundTrack.soundCollection[i];
  2069. if (sound.useCustomAttenuation) {
  2070. sound.updateDistanceFromListener();
  2071. }
  2072. }
  2073. for (i = 0; i < this.soundTracks.length; i++) {
  2074. for (var j = 0; j < this.soundTracks[i].soundCollection.length; j++) {
  2075. sound = this.soundTracks[i].soundCollection[j];
  2076. if (sound.useCustomAttenuation) {
  2077. sound.updateDistanceFromListener();
  2078. }
  2079. }
  2080. }
  2081. }
  2082. }
  2083. // Audio
  2084. public get audioEnabled(): boolean {
  2085. return this._audioEnabled;
  2086. }
  2087. public set audioEnabled(value: boolean) {
  2088. this._audioEnabled = value;
  2089. if (AudioEngine) {
  2090. if (this._audioEnabled) {
  2091. this._enableAudio();
  2092. }
  2093. else {
  2094. this._disableAudio();
  2095. }
  2096. }
  2097. }
  2098. private _disableAudio() {
  2099. var i: number;
  2100. for (i = 0; i < this.mainSoundTrack.soundCollection.length; i++) {
  2101. this.mainSoundTrack.soundCollection[i].pause();
  2102. }
  2103. for (i = 0; i < this.soundTracks.length; i++) {
  2104. for (var j = 0; j < this.soundTracks[i].soundCollection.length; j++) {
  2105. this.soundTracks[i].soundCollection[j].pause();
  2106. }
  2107. }
  2108. }
  2109. private _enableAudio() {
  2110. var i: number;
  2111. for (i = 0; i < this.mainSoundTrack.soundCollection.length; i++) {
  2112. if (this.mainSoundTrack.soundCollection[i].isPaused) {
  2113. this.mainSoundTrack.soundCollection[i].play();
  2114. }
  2115. }
  2116. for (i = 0; i < this.soundTracks.length; i++) {
  2117. for (var j = 0; j < this.soundTracks[i].soundCollection.length; j++) {
  2118. if (this.soundTracks[i].soundCollection[j].isPaused) {
  2119. this.soundTracks[i].soundCollection[j].play();
  2120. }
  2121. }
  2122. }
  2123. }
  2124. public get headphone(): boolean {
  2125. return this._headphone;
  2126. }
  2127. public set headphone(value: boolean) {
  2128. this._headphone = value;
  2129. if (AudioEngine) {
  2130. if (this._headphone) {
  2131. this._switchAudioModeForHeadphones();
  2132. }
  2133. else {
  2134. this._switchAudioModeForNormalSpeakers();
  2135. }
  2136. }
  2137. }
  2138. private _switchAudioModeForHeadphones() {
  2139. this.mainSoundTrack.switchPanningModelToHRTF();
  2140. for (var i = 0; i < this.soundTracks.length; i++) {
  2141. this.soundTracks[i].switchPanningModelToHRTF();
  2142. }
  2143. }
  2144. private _switchAudioModeForNormalSpeakers() {
  2145. this.mainSoundTrack.switchPanningModelToEqualPower();
  2146. for (var i = 0; i < this.soundTracks.length; i++) {
  2147. this.soundTracks[i].switchPanningModelToEqualPower();
  2148. }
  2149. }
  2150. public enableDepthRenderer(): DepthRenderer {
  2151. if (this._depthRenderer) {
  2152. return this._depthRenderer;
  2153. }
  2154. this._depthRenderer = new DepthRenderer(this);
  2155. return this._depthRenderer;
  2156. }
  2157. public disableDepthRenderer(): void {
  2158. if (!this._depthRenderer) {
  2159. return;
  2160. }
  2161. this._depthRenderer.dispose();
  2162. this._depthRenderer = null;
  2163. }
  2164. public freezeMaterials(): void {
  2165. for (var i = 0; i < this.materials.length; i++) {
  2166. this.materials[i].freeze();
  2167. }
  2168. }
  2169. public unfreezeMaterials(): void {
  2170. for (var i = 0; i < this.materials.length; i++) {
  2171. this.materials[i].unfreeze();
  2172. }
  2173. }
  2174. public dispose(): void {
  2175. this.beforeRender = null;
  2176. this.afterRender = null;
  2177. this.skeletons = [];
  2178. this._boundingBoxRenderer.dispose();
  2179. if (this._depthRenderer) {
  2180. this._depthRenderer.dispose();
  2181. }
  2182. // Debug layer
  2183. if (this._debugLayer) {
  2184. this._debugLayer.hide();
  2185. }
  2186. // Events
  2187. this.onDisposeObservable.notifyObservers(this);
  2188. this.onDisposeObservable.clear();
  2189. this.onBeforeRenderObservable.clear();
  2190. this.onAfterRenderObservable.clear();
  2191. this.detachControl();
  2192. // Release sounds & sounds tracks
  2193. if (AudioEngine) {
  2194. this.disposeSounds();
  2195. }
  2196. // Detach cameras
  2197. var canvas = this._engine.getRenderingCanvas();
  2198. var index;
  2199. for (index = 0; index < this.cameras.length; index++) {
  2200. this.cameras[index].detachControl(canvas);
  2201. }
  2202. // Release lights
  2203. while (this.lights.length) {
  2204. this.lights[0].dispose();
  2205. }
  2206. // Release meshes
  2207. while (this.meshes.length) {
  2208. this.meshes[0].dispose(true);
  2209. }
  2210. // Release cameras
  2211. while (this.cameras.length) {
  2212. this.cameras[0].dispose();
  2213. }
  2214. // Release materials
  2215. while (this.materials.length) {
  2216. this.materials[0].dispose();
  2217. }
  2218. // Release particles
  2219. while (this.particleSystems.length) {
  2220. this.particleSystems[0].dispose();
  2221. }
  2222. // Release sprites
  2223. while (this.spriteManagers.length) {
  2224. this.spriteManagers[0].dispose();
  2225. }
  2226. // Release layers
  2227. while (this.layers.length) {
  2228. this.layers[0].dispose();
  2229. }
  2230. while (this.highlightLayers.length) {
  2231. this.highlightLayers[0].dispose();
  2232. }
  2233. // Release textures
  2234. while (this.textures.length) {
  2235. this.textures[0].dispose();
  2236. }
  2237. // Post-processes
  2238. this.postProcessManager.dispose();
  2239. // Physics
  2240. if (this._physicsEngine) {
  2241. this.disablePhysicsEngine();
  2242. }
  2243. // Remove from engine
  2244. index = this._engine.scenes.indexOf(this);
  2245. if (index > -1) {
  2246. this._engine.scenes.splice(index, 1);
  2247. }
  2248. this._engine.wipeCaches();
  2249. }
  2250. // Release sounds & sounds tracks
  2251. public disposeSounds() {
  2252. this.mainSoundTrack.dispose();
  2253. for (var scIndex = 0; scIndex < this.soundTracks.length; scIndex++) {
  2254. this.soundTracks[scIndex].dispose();
  2255. }
  2256. }
  2257. // Octrees
  2258. public getWorldExtends(): { min: Vector3; max: Vector3 } {
  2259. var min = new Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  2260. var max = new Vector3(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE);
  2261. for (var index = 0; index < this.meshes.length; index++) {
  2262. var mesh = this.meshes[index];
  2263. mesh.computeWorldMatrix(true);
  2264. var minBox = mesh.getBoundingInfo().boundingBox.minimumWorld;
  2265. var maxBox = mesh.getBoundingInfo().boundingBox.maximumWorld;
  2266. Tools.CheckExtends(minBox, min, max);
  2267. Tools.CheckExtends(maxBox, min, max);
  2268. }
  2269. return {
  2270. min: min,
  2271. max: max
  2272. };
  2273. }
  2274. public createOrUpdateSelectionOctree(maxCapacity = 64, maxDepth = 2): Octree<AbstractMesh> {
  2275. if (!this._selectionOctree) {
  2276. this._selectionOctree = new Octree<AbstractMesh>(Octree.CreationFuncForMeshes, maxCapacity, maxDepth);
  2277. }
  2278. var worldExtends = this.getWorldExtends();
  2279. // Update octree
  2280. this._selectionOctree.update(worldExtends.min, worldExtends.max, this.meshes);
  2281. return this._selectionOctree;
  2282. }
  2283. // Picking
  2284. public createPickingRay(x: number, y: number, world: Matrix, camera: Camera, cameraViewSpace = false): Ray {
  2285. var engine = this._engine;
  2286. if (!camera) {
  2287. if (!this.activeCamera)
  2288. throw new Error("Active camera not set");
  2289. camera = this.activeCamera;
  2290. }
  2291. var cameraViewport = camera.viewport;
  2292. var viewport = cameraViewport.toGlobal(engine.getRenderWidth(), engine.getRenderHeight());
  2293. // Moving coordinates to local viewport world
  2294. x = x / this._engine.getHardwareScalingLevel() - viewport.x;
  2295. y = y / this._engine.getHardwareScalingLevel() - (this._engine.getRenderHeight() - viewport.y - viewport.height);
  2296. return Ray.CreateNew(x, y, viewport.width, viewport.height, world ? world : Matrix.Identity(), cameraViewSpace ? Matrix.Identity() : camera.getViewMatrix(), camera.getProjectionMatrix());
  2297. // return BABYLON.Ray.CreateNew(x / window.devicePixelRatio, y / window.devicePixelRatio, viewport.width, viewport.height, world ? world : BABYLON.Matrix.Identity(), camera.getViewMatrix(), camera.getProjectionMatrix());
  2298. }
  2299. public createPickingRayInCameraSpace(x: number, y: number, camera: Camera): Ray {
  2300. var engine = this._engine;
  2301. if (!camera) {
  2302. if (!this.activeCamera)
  2303. throw new Error("Active camera not set");
  2304. camera = this.activeCamera;
  2305. }
  2306. var cameraViewport = camera.viewport;
  2307. var viewport = cameraViewport.toGlobal(engine.getRenderWidth(), engine.getRenderHeight());
  2308. var identity = Matrix.Identity();
  2309. // Moving coordinates to local viewport world
  2310. x = x / this._engine.getHardwareScalingLevel() - viewport.x;
  2311. y = y / this._engine.getHardwareScalingLevel() - (this._engine.getRenderHeight() - viewport.y - viewport.height);
  2312. return Ray.CreateNew(x, y, viewport.width, viewport.height, identity, identity, camera.getProjectionMatrix());
  2313. }
  2314. private _internalPick(rayFunction: (world: Matrix) => Ray, predicate: (mesh: AbstractMesh) => boolean, fastCheck?: boolean): PickingInfo {
  2315. var pickingInfo = null;
  2316. for (var meshIndex = 0; meshIndex < this.meshes.length; meshIndex++) {
  2317. var mesh = this.meshes[meshIndex];
  2318. if (predicate) {
  2319. if (!predicate(mesh)) {
  2320. continue;
  2321. }
  2322. } else if (!mesh.isEnabled() || !mesh.isVisible || !mesh.isPickable) {
  2323. continue;
  2324. }
  2325. var world = mesh.getWorldMatrix();
  2326. var ray = rayFunction(world);
  2327. var result = mesh.intersects(ray, fastCheck);
  2328. if (!result || !result.hit)
  2329. continue;
  2330. if (!fastCheck && pickingInfo != null && result.distance >= pickingInfo.distance)
  2331. continue;
  2332. pickingInfo = result;
  2333. if (fastCheck) {
  2334. break;
  2335. }
  2336. }
  2337. return pickingInfo || new PickingInfo();
  2338. }
  2339. private _internalMultiPick(rayFunction: (world: Matrix) => Ray, predicate: (mesh: AbstractMesh) => boolean): PickingInfo[] {
  2340. var pickingInfos = new Array<PickingInfo>();
  2341. for (var meshIndex = 0; meshIndex < this.meshes.length; meshIndex++) {
  2342. var mesh = this.meshes[meshIndex];
  2343. if (predicate) {
  2344. if (!predicate(mesh)) {
  2345. continue;
  2346. }
  2347. } else if (!mesh.isEnabled() || !mesh.isVisible || !mesh.isPickable) {
  2348. continue;
  2349. }
  2350. var world = mesh.getWorldMatrix();
  2351. var ray = rayFunction(world);
  2352. var result = mesh.intersects(ray, false);
  2353. if (!result || !result.hit)
  2354. continue;
  2355. pickingInfos.push(result);
  2356. }
  2357. return pickingInfos;
  2358. }
  2359. private _internalPickSprites(ray: Ray, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): PickingInfo {
  2360. var pickingInfo = null;
  2361. camera = camera || this.activeCamera;
  2362. if (this.spriteManagers.length > 0) {
  2363. for (var spriteIndex = 0; spriteIndex < this.spriteManagers.length; spriteIndex++) {
  2364. var spriteManager = this.spriteManagers[spriteIndex];
  2365. if (!spriteManager.isPickable) {
  2366. continue;
  2367. }
  2368. var result = spriteManager.intersects(ray, camera, predicate, fastCheck);
  2369. if (!result || !result.hit)
  2370. continue;
  2371. if (!fastCheck && pickingInfo != null && result.distance >= pickingInfo.distance)
  2372. continue;
  2373. pickingInfo = result;
  2374. if (fastCheck) {
  2375. break;
  2376. }
  2377. }
  2378. }
  2379. return pickingInfo || new PickingInfo();
  2380. }
  2381. /// <summary>Launch a ray to try to pick a mesh in the scene</summary>
  2382. /// <param name="x">X position on screen</param>
  2383. /// <param name="y">Y position on screen</param>
  2384. /// <param name="predicate">Predicate function used to determine eligible meshes. Can be set to null. In this case, a mesh must be enabled, visible and with isPickable set to true</param>
  2385. /// <param name="fastCheck">Launch a fast check only using the bounding boxes. Can be set to null.</param>
  2386. /// <param name="camera">camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used</param>
  2387. public pick(x: number, y: number, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, camera?: Camera): PickingInfo {
  2388. return this._internalPick(world => this.createPickingRay(x, y, world, camera), predicate, fastCheck);
  2389. }
  2390. /// <summary>Launch a ray to try to pick a mesh in the scene</summary>
  2391. /// <param name="x">X position on screen</param>
  2392. /// <param name="y">Y position on screen</param>
  2393. /// <param name="predicate">Predicate function used to determine eligible sprites. Can be set to null. In this case, a sprite must have isPickable set to true</param>
  2394. /// <param name="fastCheck">Launch a fast check only using the bounding boxes. Can be set to null.</param>
  2395. /// <param name="camera">camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used</param>
  2396. public pickSprite(x: number, y: number, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): PickingInfo {
  2397. return this._internalPickSprites(this.createPickingRayInCameraSpace(x, y, camera), predicate, fastCheck, camera);
  2398. }
  2399. public pickWithRay(ray: Ray, predicate: (mesh: Mesh) => boolean, fastCheck?: boolean): PickingInfo {
  2400. return this._internalPick(world => {
  2401. if (!this._pickWithRayInverseMatrix) {
  2402. this._pickWithRayInverseMatrix = Matrix.Identity();
  2403. }
  2404. world.invertToRef(this._pickWithRayInverseMatrix);
  2405. return Ray.Transform(ray, this._pickWithRayInverseMatrix);
  2406. }, predicate, fastCheck);
  2407. }
  2408. /// <summary>Launch a ray to try to pick a mesh in the scene</summary>
  2409. /// <param name="x">X position on screen</param>
  2410. /// <param name="y">Y position on screen</param>
  2411. /// <param name="predicate">Predicate function used to determine eligible meshes. Can be set to null. In this case, a mesh must be enabled, visible and with isPickable set to true</param>
  2412. /// <param name="camera">camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used</param>
  2413. public multiPick(x: number, y: number, predicate?: (mesh: AbstractMesh) => boolean, camera?: Camera): PickingInfo[] {
  2414. return this._internalMultiPick(world => this.createPickingRay(x, y, world, camera), predicate);
  2415. }
  2416. /// <summary>Launch a ray to try to pick a mesh in the scene</summary>
  2417. /// <param name="ray">Ray to use</param>
  2418. /// <param name="predicate">Predicate function used to determine eligible meshes. Can be set to null. In this case, a mesh must be enabled, visible and with isPickable set to true</param>
  2419. public multiPickWithRay(ray: Ray, predicate: (mesh: Mesh) => boolean): PickingInfo[] {
  2420. return this._internalMultiPick(world => {
  2421. if (!this._pickWithRayInverseMatrix) {
  2422. this._pickWithRayInverseMatrix = Matrix.Identity();
  2423. }
  2424. world.invertToRef(this._pickWithRayInverseMatrix);
  2425. return Ray.Transform(ray, this._pickWithRayInverseMatrix);
  2426. }, predicate);
  2427. }
  2428. public setPointerOverMesh(mesh: AbstractMesh): void {
  2429. if (this._pointerOverMesh === mesh) {
  2430. return;
  2431. }
  2432. if (this._pointerOverMesh && this._pointerOverMesh.actionManager) {
  2433. this._pointerOverMesh.actionManager.processTrigger(ActionManager.OnPointerOutTrigger, ActionEvent.CreateNew(this._pointerOverMesh));
  2434. }
  2435. this._pointerOverMesh = mesh;
  2436. if (this._pointerOverMesh && this._pointerOverMesh.actionManager) {
  2437. this._pointerOverMesh.actionManager.processTrigger(ActionManager.OnPointerOverTrigger, ActionEvent.CreateNew(this._pointerOverMesh));
  2438. }
  2439. }
  2440. public getPointerOverMesh(): AbstractMesh {
  2441. return this._pointerOverMesh;
  2442. }
  2443. public setPointerOverSprite(sprite: Sprite): void {
  2444. if (this._pointerOverSprite === sprite) {
  2445. return;
  2446. }
  2447. if (this._pointerOverSprite && this._pointerOverSprite.actionManager) {
  2448. this._pointerOverSprite.actionManager.processTrigger(ActionManager.OnPointerOutTrigger, ActionEvent.CreateNewFromSprite(this._pointerOverSprite, this));
  2449. }
  2450. this._pointerOverSprite = sprite;
  2451. if (this._pointerOverSprite && this._pointerOverSprite.actionManager) {
  2452. this._pointerOverSprite.actionManager.processTrigger(ActionManager.OnPointerOverTrigger, ActionEvent.CreateNewFromSprite(this._pointerOverSprite, this));
  2453. }
  2454. }
  2455. public getPointerOverSprite(): Sprite {
  2456. return this._pointerOverSprite;
  2457. }
  2458. // Physics
  2459. public getPhysicsEngine(): PhysicsEngine {
  2460. return this._physicsEngine;
  2461. }
  2462. /**
  2463. * Enables physics to the current scene
  2464. * @param {BABYLON.Vector3} [gravity] - the scene's gravity for the physics engine
  2465. * @param {BABYLON.IPhysicsEnginePlugin} [plugin] - The physics engine to be used. defaults to OimoJS.
  2466. * @return {boolean} was the physics engine initialized
  2467. */
  2468. public enablePhysics(gravity?: Vector3, plugin?: IPhysicsEnginePlugin): boolean {
  2469. if (this._physicsEngine) {
  2470. return true;
  2471. }
  2472. try {
  2473. this._physicsEngine = new PhysicsEngine(gravity, plugin);
  2474. return true;
  2475. } catch (e) {
  2476. Tools.Error(e.message);
  2477. return false;
  2478. }
  2479. }
  2480. public disablePhysicsEngine(): void {
  2481. if (!this._physicsEngine) {
  2482. return;
  2483. }
  2484. this._physicsEngine.dispose();
  2485. this._physicsEngine = undefined;
  2486. }
  2487. public isPhysicsEnabled(): boolean {
  2488. return this._physicsEngine !== undefined;
  2489. }
  2490. /**
  2491. *
  2492. * Sets the gravity of the physics engine (and NOT of the scene)
  2493. * @param {BABYLON.Vector3} [gravity] - the new gravity to be used
  2494. */
  2495. public setGravity(gravity: Vector3): void {
  2496. Tools.Warn("Deprecated, please use 'scene.getPhysicsEngine().setGravity()'")
  2497. if (!this._physicsEngine) {
  2498. return;
  2499. }
  2500. this._physicsEngine.setGravity(gravity);
  2501. }
  2502. /**
  2503. * Legacy support, using the new API
  2504. * @Deprecated
  2505. */
  2506. public createCompoundImpostor(parts: any, options: PhysicsImpostorParameters): any {
  2507. Tools.Warn("Scene.createCompoundImpostor is deprecated. Please use PhysicsImpostor parent/child")
  2508. if (parts.parts) { // Old API
  2509. options = parts;
  2510. parts = parts.parts;
  2511. }
  2512. var mainMesh: AbstractMesh = parts[0].mesh;
  2513. mainMesh.physicsImpostor = new PhysicsImpostor(mainMesh, parts[0].impostor, options, this)
  2514. for (var index = 1; index < parts.length; index++) {
  2515. var mesh: AbstractMesh = parts[index].mesh;
  2516. if (mesh.parent !== mainMesh) {
  2517. mesh.position = mesh.position.subtract(mainMesh.position);
  2518. mesh.parent = mainMesh;
  2519. }
  2520. mesh.physicsImpostor = new PhysicsImpostor(mesh, parts[index].impostor, options, this)
  2521. }
  2522. mainMesh.physicsImpostor.forceUpdate();
  2523. }
  2524. public deleteCompoundImpostor(compound: any): void {
  2525. var mesh: AbstractMesh = compound.parts[0].mesh;
  2526. mesh.physicsImpostor.dispose(/*true*/);
  2527. mesh.physicsImpostor = null;
  2528. }
  2529. // Misc.
  2530. public createDefaultCameraOrLight(createArcRotateCamera = false) {
  2531. // Light
  2532. if (this.lights.length === 0) {
  2533. new HemisphericLight("default light", Vector3.Up(), this);
  2534. }
  2535. // Camera
  2536. if (!this.activeCamera) {
  2537. // Compute position
  2538. var worldExtends = this.getWorldExtends();
  2539. var worldCenter = worldExtends.min.add(worldExtends.max.subtract(worldExtends.min).scale(0.5));
  2540. var camera;
  2541. if (createArcRotateCamera) {
  2542. camera = new ArcRotateCamera("default camera", 0, 0, 10, Vector3.Zero(), this);
  2543. camera.setPosition(new Vector3(worldCenter.x, worldCenter.y, worldExtends.min.z - (worldExtends.max.z - worldExtends.min.z)));
  2544. camera.setTarget(worldCenter);
  2545. } else {
  2546. camera = new FreeCamera("default camera", Vector3.Zero(), this);
  2547. camera.position = new Vector3(worldCenter.x, worldCenter.y, worldExtends.min.z - (worldExtends.max.z - worldExtends.min.z));
  2548. camera.setTarget(worldCenter);
  2549. }
  2550. this.activeCamera = camera;
  2551. }
  2552. }
  2553. // Tags
  2554. private _getByTags(list: any[], tagsQuery: string, forEach?: (item: any) => void): any[] {
  2555. if (tagsQuery === undefined) {
  2556. // returns the complete list (could be done with BABYLON.Tags.MatchesQuery but no need to have a for-loop here)
  2557. return list;
  2558. }
  2559. var listByTags = [];
  2560. forEach = forEach || ((item: any) => { return; });
  2561. for (var i in list) {
  2562. var item = list[i];
  2563. if (Tags.MatchesQuery(item, tagsQuery)) {
  2564. listByTags.push(item);
  2565. forEach(item);
  2566. }
  2567. }
  2568. return listByTags;
  2569. }
  2570. public getMeshesByTags(tagsQuery: string, forEach?: (mesh: AbstractMesh) => void): Mesh[] {
  2571. return this._getByTags(this.meshes, tagsQuery, forEach);
  2572. }
  2573. public getCamerasByTags(tagsQuery: string, forEach?: (camera: Camera) => void): Camera[] {
  2574. return this._getByTags(this.cameras, tagsQuery, forEach);
  2575. }
  2576. public getLightsByTags(tagsQuery: string, forEach?: (light: Light) => void): Light[] {
  2577. return this._getByTags(this.lights, tagsQuery, forEach);
  2578. }
  2579. public getMaterialByTags(tagsQuery: string, forEach?: (material: Material) => void): Material[] {
  2580. return this._getByTags(this.materials, tagsQuery, forEach).concat(this._getByTags(this.multiMaterials, tagsQuery, forEach));
  2581. }
  2582. /**
  2583. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  2584. * This allowed control for front to back rendering or reversly depending of the special needs.
  2585. *
  2586. * @param renderingGroupId The rendering group id corresponding to its index
  2587. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  2588. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  2589. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  2590. */
  2591. public setRenderingOrder(renderingGroupId: number,
  2592. opaqueSortCompareFn: (a: SubMesh, b: SubMesh) => number = null,
  2593. alphaTestSortCompareFn: (a: SubMesh, b: SubMesh) => number = null,
  2594. transparentSortCompareFn: (a: SubMesh, b: SubMesh) => number = null): void {
  2595. this._renderingManager.setRenderingOrder(renderingGroupId,
  2596. opaqueSortCompareFn,
  2597. alphaTestSortCompareFn,
  2598. transparentSortCompareFn);
  2599. }
  2600. /**
  2601. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  2602. *
  2603. * @param renderingGroupId The rendering group id corresponding to its index
  2604. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  2605. * @param depth Automatically clears depth between groups if true and autoClear is true.
  2606. * @param stencil Automatically clears stencil between groups if true and autoClear is true.
  2607. */
  2608. public setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean,
  2609. depth = true,
  2610. stencil = true): void {
  2611. this._renderingManager.setRenderingAutoClearDepthStencil(renderingGroupId, autoClearDepthStencil, depth, stencil);
  2612. }
  2613. }
  2614. }