babylon.sceneComponent.ts 8.0 KB

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  1. module BABYLON {
  2. /**
  3. * Groups all the scene component constants in one place to ease maintenance.
  4. * @hidden
  5. */
  6. export class SceneComponentConstants {
  7. public static readonly NAME_EFFECTLAYER = "EffectLayer";
  8. public static readonly NAME_LAYER = "Layer";
  9. public static readonly NAME_LENSFLARESYSTEM = "LensFlareSystem";
  10. public static readonly NAME_BOUNDINGBOXRENDERER = "BoundingBoxRenderer";
  11. public static readonly NAME_PARTICLESYSTEM = "ParticleSystem";
  12. public static readonly NAME_GAMEPAD = "Gamepad";
  13. public static readonly NAME_SIMPLIFICATIONQUEUE = "SimplificationQueue";
  14. public static readonly NAME_GEOMETRYBUFFERRENDERER = "GeometryBufferRenderer";
  15. public static readonly NAME_DEPTHRENDERER = "DepthRenderer";
  16. public static readonly NAME_POSTPROCESSRENDERPIPELINEMANAGER = "PostProcessRenderPipelineManager";
  17. public static readonly NAME_SPRITE = "Sprite";
  18. public static readonly NAME_OUTLINERENDERER = "Outline";
  19. public static readonly STEP_ISREADYFORMESH_EFFECTLAYER = 0;
  20. public static readonly STEP_BEFOREEVALUATEACTIVEMESH_BOUNDINGBOXRENDERER = 0;
  21. public static readonly STEP_EVALUATESUBMESH_BOUNDINGBOXRENDERER = 0;
  22. public static readonly STEP_ACTIVEMESH_BOUNDINGBOXRENDERER = 0;
  23. public static readonly STEP_CAMERADRAWRENDERTARGET_EFFECTLAYER = 1;
  24. public static readonly STEP_BEFORECAMERADRAW_EFFECTLAYER = 0;
  25. public static readonly STEP_BEFORECAMERADRAW_LAYER = 1;
  26. public static readonly STEP_BEFORERENDERINGMESH_OUTLINE = 0;
  27. public static readonly STEP_AFTERRENDERINGMESH_OUTLINE = 0;
  28. public static readonly STEP_AFTERRENDERINGGROUPDRAW_EFFECTLAYER_DRAW = 0;
  29. public static readonly STEP_BEFORECAMERAUPDATE_SIMPLIFICATIONQUEUE = 0;
  30. public static readonly STEP_BEFORECAMERAUPDATE_GAMEPAD = 1;
  31. public static readonly STEP_AFTERCAMERADRAW_EFFECTLAYER = 0;
  32. public static readonly STEP_AFTERCAMERADRAW_LENSFLARESYSTEM = 1;
  33. public static readonly STEP_AFTERCAMERADRAW_BOUNDINGBOXRENDERER = 2;
  34. public static readonly STEP_AFTERCAMERADRAW_EFFECTLAYER_DRAW = 3;
  35. public static readonly STEP_AFTERCAMERADRAW_LAYER = 4;
  36. public static readonly STEP_GATHERRENDERTARGETS_GEOMETRYBUFFERRENDERER = 0;
  37. public static readonly STEP_GATHERRENDERTARGETS_DEPTHRENDERER = 1;
  38. public static readonly STEP_GATHERRENDERTARGETS_POSTPROCESSRENDERPIPELINEMANAGER = 2;
  39. public static readonly STEP_REBUILDGEOMETRY_POSTPROCESSRENDERPIPELINEMANAGER = 0;
  40. public static readonly STEP_POINTERMOVE_SPRITE = 0;
  41. public static readonly STEP_POINTERDOWN_SPRITE = 0;
  42. public static readonly STEP_POINTERUP_SPRITE = 0;
  43. }
  44. /**
  45. * This represents a scene component.
  46. *
  47. * This is used to decouple the dependency the scene is having on the different workloads like
  48. * layers, post processes...
  49. */
  50. export interface ISceneComponent {
  51. /**
  52. * The name of the component. Each component must have a unique name.
  53. */
  54. name: string;
  55. /**
  56. * The scene the component belongs to.
  57. */
  58. scene: Scene;
  59. /**
  60. * Register the component to one instance of a scene.
  61. */
  62. register(): void;
  63. /**
  64. * Rebuilds the elements related to this component in case of
  65. * context lost for instance.
  66. */
  67. rebuild(): void;
  68. /**
  69. * Disposes the component and the associated ressources.
  70. */
  71. dispose(): void;
  72. }
  73. /**
  74. * This represents a SERIALIZABLE scene component.
  75. *
  76. * This extends Scene Component to add Serialization methods on top.
  77. */
  78. export interface ISceneSerializableComponent extends ISceneComponent {
  79. /**
  80. * Adds all the element from the container to the scene
  81. * @param container the container holding the elements
  82. */
  83. addFromContainer(container: AbstractScene): void;
  84. /**
  85. * Removes all the elements in the container from the scene
  86. * @param container contains the elements to remove
  87. */
  88. removeFromContainer(container: AbstractScene): void;
  89. /**
  90. * Serializes the component data to the specified json object
  91. * @param serializationObject The object to serialize to
  92. */
  93. serialize(serializationObject: any): void;
  94. }
  95. /**
  96. * Strong typing of a Mesh related stage step action
  97. */
  98. export type MeshStageAction = (mesh: AbstractMesh, hardwareInstancedRendering: boolean) => boolean;
  99. /**
  100. * Strong typing of a Evaluate Sub Mesh related stage step action
  101. */
  102. export type EvaluateSubMeshStageAction = (mesh: AbstractMesh, subMesh: SubMesh) => void;
  103. /**
  104. * Strong typing of a Active Mesh related stage step action
  105. */
  106. export type ActiveMeshStageAction = (sourceMesh: AbstractMesh, mesh: AbstractMesh) => void;
  107. /**
  108. * Strong typing of a Camera related stage step action
  109. */
  110. export type CameraStageAction = (camera: Camera) => void;
  111. /**
  112. * Strong typing of a RenderingGroup related stage step action
  113. */
  114. export type RenderingGroupStageAction = (renderingGroupId: number) => void;
  115. /**
  116. * Strong typing of a Mesh Render related stage step action
  117. */
  118. export type RenderingMeshStageAction = (mesh: AbstractMesh, subMesh: SubMesh, batch: _InstancesBatch) => void;
  119. /**
  120. * Strong typing of a simple stage step action
  121. */
  122. export type SimpleStageAction = () => void;
  123. /**
  124. * Strong typing of a render target action.
  125. */
  126. export type RenderTargetsStageAction = (renderTargets: SmartArrayNoDuplicate<RenderTargetTexture>) => void;
  127. /**
  128. * Strong typing of a pointer move action.
  129. */
  130. export type PointerMoveStageAction = (unTranslatedPointerX: number, unTranslatedPointerY: number, pickResult: Nullable<PickingInfo>, isMeshPicked: boolean, canvas: HTMLCanvasElement) => Nullable<PickingInfo>;
  131. /**
  132. * Strong typing of a pointer up/down action.
  133. */
  134. export type PointerUpDownStageAction = (unTranslatedPointerX: number, unTranslatedPointerY: number, pickResult: Nullable<PickingInfo>, evt: PointerEvent) => Nullable<PickingInfo>;
  135. /**
  136. * Repressentation of a stage in the scene (Basically a list of ordered steps)
  137. * @hidden
  138. */
  139. export class Stage<T extends Function> extends Array<{ index: number, component: ISceneComponent, action: T }> {
  140. /**
  141. * Hide ctor from the rest of the world.
  142. * @param items The items to add.
  143. */
  144. private constructor(items?: { index: number, component: ISceneComponent, action: T }[]) {
  145. super(...<any>items)
  146. }
  147. /**
  148. * Creates a new Stage.
  149. * @returns A new instance of a Stage
  150. */
  151. static Create<T extends Function>(): Stage<T> {
  152. return Object.create(Stage.prototype);
  153. }
  154. /**
  155. * Registers a step in an ordered way in the targeted stage.
  156. * @param index Defines the position to register the step in
  157. * @param component Defines the component attached to the step
  158. * @param action Defines the action to launch during the step
  159. */
  160. public registerStep(index: number, component: ISceneComponent, action: T): void {
  161. let i = 0;
  162. let maxIndex = Number.MAX_VALUE;
  163. for (; i < this.length && i < maxIndex; i++) {
  164. let step = this[i];
  165. maxIndex = step.index;
  166. }
  167. this.splice(i, 0, { index, component, action: action.bind(component) });
  168. }
  169. /**
  170. * Clears all the steps from the stage.
  171. */
  172. public clear(): void {
  173. this.length = 0;
  174. }
  175. }
  176. }