scene.ts 166 KB

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