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