sceneComponent.ts 9.0 KB

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  1. import { Scene } from "scene";
  2. import { AbstractMesh } from "Mesh/abstractMesh";
  3. import { SubMesh, } from "Mesh/subMesh";
  4. import { _InstancesBatch } from "Mesh";
  5. import { SmartArrayNoDuplicate } from "Tools/smartArray";
  6. import { Nullable } from "types";
  7. import { Camera } from "Cameras/camera";
  8. import { RenderTargetTexture } from "Materials/Textures/renderTargetTexture";
  9. import { PickingInfo } from "Collisions/pickingInfo";
  10. import { AbstractScene } from "abstractScene";
  11. /**
  12. * Groups all the scene component constants in one place to ease maintenance.
  13. * @hidden
  14. */
  15. export class SceneComponentConstants {
  16. public static readonly NAME_EFFECTLAYER = "EffectLayer";
  17. public static readonly NAME_LAYER = "Layer";
  18. public static readonly NAME_LENSFLARESYSTEM = "LensFlareSystem";
  19. public static readonly NAME_BOUNDINGBOXRENDERER = "BoundingBoxRenderer";
  20. public static readonly NAME_PARTICLESYSTEM = "ParticleSystem";
  21. public static readonly NAME_GAMEPAD = "Gamepad";
  22. public static readonly NAME_SIMPLIFICATIONQUEUE = "SimplificationQueue";
  23. public static readonly NAME_GEOMETRYBUFFERRENDERER = "GeometryBufferRenderer";
  24. public static readonly NAME_DEPTHRENDERER = "DepthRenderer";
  25. public static readonly NAME_POSTPROCESSRENDERPIPELINEMANAGER = "PostProcessRenderPipelineManager";
  26. public static readonly NAME_SPRITE = "Sprite";
  27. public static readonly NAME_OUTLINERENDERER = "Outline";
  28. public static readonly NAME_PROCEDURALTEXTURE = "ProceduralTexture";
  29. public static readonly NAME_SHADOWGENERATOR = "ShadowGenerator";
  30. public static readonly NAME_OCTREE = "Octree";
  31. public static readonly NAME_PHYSICSENGINE = "PhysicsEngine";
  32. public static readonly NAME_AUDIO = "Audio";
  33. public static readonly STEP_ISREADYFORMESH_EFFECTLAYER = 0;
  34. public static readonly STEP_BEFOREEVALUATEACTIVEMESH_BOUNDINGBOXRENDERER = 0;
  35. public static readonly STEP_EVALUATESUBMESH_BOUNDINGBOXRENDERER = 0;
  36. public static readonly STEP_ACTIVEMESH_BOUNDINGBOXRENDERER = 0;
  37. public static readonly STEP_CAMERADRAWRENDERTARGET_EFFECTLAYER = 1;
  38. public static readonly STEP_BEFORECAMERADRAW_EFFECTLAYER = 0;
  39. public static readonly STEP_BEFORECAMERADRAW_LAYER = 1;
  40. public static readonly STEP_BEFORERENDERINGMESH_OUTLINE = 0;
  41. public static readonly STEP_AFTERRENDERINGMESH_OUTLINE = 0;
  42. public static readonly STEP_AFTERRENDERINGGROUPDRAW_EFFECTLAYER_DRAW = 0;
  43. public static readonly STEP_AFTERRENDERINGGROUPDRAW_BOUNDINGBOXRENDERER = 1;
  44. public static readonly STEP_BEFORECAMERAUPDATE_SIMPLIFICATIONQUEUE = 0;
  45. public static readonly STEP_BEFORECAMERAUPDATE_GAMEPAD = 1;
  46. public static readonly STEP_BEFORECLEAR_PROCEDURALTEXTURE = 0;
  47. public static readonly STEP_AFTERCAMERADRAW_EFFECTLAYER = 0;
  48. public static readonly STEP_AFTERCAMERADRAW_LENSFLARESYSTEM = 1;
  49. public static readonly STEP_AFTERCAMERADRAW_EFFECTLAYER_DRAW = 2;
  50. public static readonly STEP_AFTERCAMERADRAW_LAYER = 3;
  51. public static readonly STEP_AFTERRENDER_AUDIO = 0;
  52. public static readonly STEP_GATHERRENDERTARGETS_SHADOWGENERATOR = 0;
  53. public static readonly STEP_GATHERRENDERTARGETS_GEOMETRYBUFFERRENDERER = 1;
  54. public static readonly STEP_GATHERRENDERTARGETS_DEPTHRENDERER = 2;
  55. public static readonly STEP_GATHERRENDERTARGETS_POSTPROCESSRENDERPIPELINEMANAGER = 3;
  56. public static readonly STEP_GATHERACTIVECAMERARENDERTARGETS_DEPTHRENDERER = 0;
  57. public static readonly STEP_POINTERMOVE_SPRITE = 0;
  58. public static readonly STEP_POINTERDOWN_SPRITE = 0;
  59. public static readonly STEP_POINTERUP_SPRITE = 0;
  60. }
  61. /**
  62. * This represents a scene component.
  63. *
  64. * This is used to decouple the dependency the scene is having on the different workloads like
  65. * layers, post processes...
  66. */
  67. export interface ISceneComponent {
  68. /**
  69. * The name of the component. Each component must have a unique name.
  70. */
  71. name: string;
  72. /**
  73. * The scene the component belongs to.
  74. */
  75. scene: Scene;
  76. /**
  77. * Register the component to one instance of a scene.
  78. */
  79. register(): void;
  80. /**
  81. * Rebuilds the elements related to this component in case of
  82. * context lost for instance.
  83. */
  84. rebuild(): void;
  85. /**
  86. * Disposes the component and the associated ressources.
  87. */
  88. dispose(): void;
  89. }
  90. /**
  91. * This represents a SERIALIZABLE scene component.
  92. *
  93. * This extends Scene Component to add Serialization methods on top.
  94. */
  95. export interface ISceneSerializableComponent extends ISceneComponent {
  96. /**
  97. * Adds all the element from the container to the scene
  98. * @param container the container holding the elements
  99. */
  100. addFromContainer(container: AbstractScene): void;
  101. /**
  102. * Removes all the elements in the container from the scene
  103. * @param container contains the elements to remove
  104. */
  105. removeFromContainer(container: AbstractScene): void;
  106. /**
  107. * Serializes the component data to the specified json object
  108. * @param serializationObject The object to serialize to
  109. */
  110. serialize(serializationObject: any): void;
  111. }
  112. /**
  113. * Strong typing of a Mesh related stage step action
  114. */
  115. export type MeshStageAction = (mesh: AbstractMesh, hardwareInstancedRendering: boolean) => boolean;
  116. /**
  117. * Strong typing of a Evaluate Sub Mesh related stage step action
  118. */
  119. export type EvaluateSubMeshStageAction = (mesh: AbstractMesh, subMesh: SubMesh) => void;
  120. /**
  121. * Strong typing of a Active Mesh related stage step action
  122. */
  123. export type ActiveMeshStageAction = (sourceMesh: AbstractMesh, mesh: AbstractMesh) => void;
  124. /**
  125. * Strong typing of a Camera related stage step action
  126. */
  127. export type CameraStageAction = (camera: Camera) => void;
  128. /**
  129. * Strong typing of a RenderingGroup related stage step action
  130. */
  131. export type RenderingGroupStageAction = (renderingGroupId: number) => void;
  132. /**
  133. * Strong typing of a Mesh Render related stage step action
  134. */
  135. export type RenderingMeshStageAction = (mesh: AbstractMesh, subMesh: SubMesh, batch: _InstancesBatch) => void;
  136. /**
  137. * Strong typing of a simple stage step action
  138. */
  139. export type SimpleStageAction = () => void;
  140. /**
  141. * Strong typing of a render target action.
  142. */
  143. export type RenderTargetsStageAction = (renderTargets: SmartArrayNoDuplicate<RenderTargetTexture>) => void;
  144. /**
  145. * Strong typing of a pointer move action.
  146. */
  147. export type PointerMoveStageAction = (unTranslatedPointerX: number, unTranslatedPointerY: number, pickResult: Nullable<PickingInfo>, isMeshPicked: boolean, canvas: HTMLCanvasElement) => Nullable<PickingInfo>;
  148. /**
  149. * Strong typing of a pointer up/down action.
  150. */
  151. export type PointerUpDownStageAction = (unTranslatedPointerX: number, unTranslatedPointerY: number, pickResult: Nullable<PickingInfo>, evt: PointerEvent) => Nullable<PickingInfo>;
  152. /**
  153. * Repressentation of a stage in the scene (Basically a list of ordered steps)
  154. * @hidden
  155. */
  156. export class Stage<T extends Function> extends Array<{ index: number, component: ISceneComponent, action: T }> {
  157. /**
  158. * Hide ctor from the rest of the world.
  159. * @param items The items to add.
  160. */
  161. private constructor(items?: { index: number, component: ISceneComponent, action: T }[]) {
  162. super(...<any>items);
  163. }
  164. /**
  165. * Creates a new Stage.
  166. * @returns A new instance of a Stage
  167. */
  168. static Create<T extends Function>(): Stage<T> {
  169. return Object.create(Stage.prototype);
  170. }
  171. /**
  172. * Registers a step in an ordered way in the targeted stage.
  173. * @param index Defines the position to register the step in
  174. * @param component Defines the component attached to the step
  175. * @param action Defines the action to launch during the step
  176. */
  177. public registerStep(index: number, component: ISceneComponent, action: T): void {
  178. let i = 0;
  179. let maxIndex = Number.MAX_VALUE;
  180. for (; i < this.length; i++) {
  181. let step = this[i];
  182. maxIndex = step.index;
  183. if (index < maxIndex) {
  184. break;
  185. }
  186. }
  187. this.splice(i, 0, { index, component, action: action.bind(component) });
  188. }
  189. /**
  190. * Clears all the steps from the stage.
  191. */
  192. public clear(): void {
  193. this.length = 0;
  194. }
  195. }