babylon.sceneComponent.ts 5.9 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 STEP_ISREADYFORMESH_EFFECTLAYER = 0;
  14. public static readonly STEP_BEFOREEVALUATEACTIVEMESH_BOUNDINGBOXRENDERER = 0;
  15. public static readonly STEP_EVALUATESUBMESH_BOUNDINGBOXRENDERER = 0;
  16. public static readonly STEP_ACTIVEMESH_BOUNDINGBOXRENDERER = 0;
  17. public static readonly STEP_CAMERADRAWRENDERTARGET_EFFECTLAYER = 1;
  18. public static readonly STEP_BEFORECAMERADRAW_EFFECTLAYER = 0;
  19. public static readonly STEP_BEFORECAMERADRAW_LAYER = 1;
  20. public static readonly STEP_AFTERRENDERINGGROUPDRAW_EFFECTLAYER_DRAW = 0;
  21. public static readonly STEP_BEFORECAMERAUPDATE_GAMEPAD = 0;
  22. public static readonly STEP_AFTERCAMERADRAW_EFFECTLAYER = 0;
  23. public static readonly STEP_AFTERCAMERADRAW_LENSFLARESYSTEM = 1;
  24. public static readonly STEP_AFTERCAMERADRAW_BOUNDINGBOXRENDERER = 2;
  25. public static readonly STEP_AFTERCAMERADRAW_EFFECTLAYER_DRAW = 3;
  26. public static readonly STEP_AFTERCAMERADRAW_LAYER = 4;
  27. }
  28. /**
  29. * This represents a scene component.
  30. *
  31. * This is used to decouple the dependency the scene is having on the different workloads like
  32. * layers, post processes...
  33. */
  34. export interface ISceneComponent {
  35. /**
  36. * The name of the component. Each component must have a unique name.
  37. */
  38. name: string;
  39. /**
  40. * The scene the component belongs to.
  41. */
  42. scene: Scene;
  43. /**
  44. * Register the component to one instance of a scene.
  45. */
  46. register(): void;
  47. /**
  48. * Rebuilds the elements related to this component in case of
  49. * context lost for instance.
  50. */
  51. rebuild(): void;
  52. /**
  53. * Disposes the component and the associated ressources.
  54. */
  55. dispose(): void;
  56. }
  57. /**
  58. * This represents a SERIALIZABLE scene component.
  59. *
  60. * This extends Scene Component to add Serialization methods on top.
  61. */
  62. export interface ISceneSerializableComponent extends ISceneComponent {
  63. /**
  64. * Adds all the element from the container to the scene
  65. * @param container the container holding the elements
  66. */
  67. addFromContainer(container: AbstractScene): void;
  68. /**
  69. * Removes all the elements in the container from the scene
  70. * @param container contains the elements to remove
  71. */
  72. removeFromContainer(container: AbstractScene): void;
  73. /**
  74. * Serializes the component data to the specified json object
  75. * @param serializationObject The object to serialize to
  76. */
  77. serialize(serializationObject: any): void;
  78. }
  79. /**
  80. * Strong typing of a Mesh related stage step action
  81. */
  82. export type MeshStageAction = (mesh: AbstractMesh, hardwareInstancedRendering: boolean) => boolean;
  83. /**
  84. * Strong typing of a Evaluate Sub Mesh related stage step action
  85. */
  86. export type EvaluateSubMeshStageAction = (mesh: AbstractMesh, subMesh: SubMesh) => void;
  87. /**
  88. * Strong typing of a Active Mesh related stage step action
  89. */
  90. export type ActiveMeshStageAction = (sourceMesh: AbstractMesh, mesh: AbstractMesh) => void;
  91. /**
  92. * Strong typing of a Camera related stage step action
  93. */
  94. export type CameraStageAction = (camera: Camera) => void;
  95. /**
  96. * Strong typing of a RenderingGroup related stage step action
  97. */
  98. export type RenderingGroupStageAction = (renderingGroupId: number) => void;
  99. /**
  100. * Strong typing of a simple stage step action
  101. */
  102. export type SimpleStageAction = () => void;
  103. /**
  104. * Repressentation of a stage in the scene (Basically a list of ordered steps)
  105. * @hidden
  106. */
  107. export class Stage<T extends Function> extends Array<{ index: number, component: ISceneComponent, action: T }> {
  108. /**
  109. * Hide ctor from the rest of the world.
  110. * @param items The items to add.
  111. */
  112. private constructor(items?: { index: number, component: ISceneComponent, action: T }[]) {
  113. super(...<any>items)
  114. }
  115. /**
  116. * Creates a new Stage.
  117. * @returns A new instance of a Stage
  118. */
  119. static Create<T extends Function>(): Stage<T> {
  120. return Object.create(Stage.prototype);
  121. }
  122. /**
  123. * Registers a step in an ordered way in the targeted stage.
  124. * @param index Defines the position to register the step in
  125. * @param component Defines the component attached to the step
  126. * @param action Defines the action to launch during the step
  127. */
  128. public registerStep(index: number, component: ISceneComponent, action: T): void {
  129. let i = 0;
  130. let maxIndex = Number.MAX_VALUE;
  131. for (; i < this.length && i < maxIndex; i++) {
  132. let step = this[i];
  133. maxIndex = step.index;
  134. }
  135. this.splice(i, 0, { index, component, action: action.bind(component) });
  136. }
  137. /**
  138. * Clears all the steps from the stage.
  139. */
  140. public clear(): void {
  141. this.length = 0;
  142. }
  143. }
  144. }