var BABYLON; (function (BABYLON) { var Scene = (function () { // Constructor function Scene(engine) { // Members this.autoClear = true; this.clearColor = new BABYLON.Color3(0.2, 0.2, 0.3); this.ambientColor = new BABYLON.Color3(0, 0, 0); this.forceWireframe = false; this.cameraToUseForPointers = null; // Fog this.fogMode = BABYLON.Scene.FOGMODE_NONE; this.fogColor = new BABYLON.Color3(0.2, 0.2, 0.3); this.fogDensity = 0.1; this.fogStart = 0; this.fogEnd = 1000.0; // Lights this.lightsEnabled = true; this.lights = new Array(); // Cameras this.cameras = new Array(); this.activeCameras = new Array(); // Meshes this.meshes = new Array(); // Geometries this._geometries = new Array(); this.materials = new Array(); this.multiMaterials = new Array(); this.defaultMaterial = new BABYLON.StandardMaterial("default material", this); // Textures this.texturesEnabled = true; this.textures = new Array(); // Particles this.particlesEnabled = true; this.particleSystems = new Array(); // Sprites this.spriteManagers = new Array(); // Layers this.layers = new Array(); // Skeletons this.skeletons = new Array(); // Lens flares this.lensFlareSystems = new Array(); // Collisions this.collisionsEnabled = true; this.gravity = new BABYLON.Vector3(0, -9.0, 0); // Postprocesses this.postProcessesEnabled = true; // Customs render targets this.renderTargetsEnabled = true; this.customRenderTargets = new Array(); // Imported meshes this.importedMeshesFiles = new Array(); this._actionManagers = new Array(); this._meshesForIntersections = new BABYLON.SmartArray(256); this._totalVertices = 0; this._activeVertices = 0; this._activeParticles = 0; this._lastFrameDuration = 0; this._evaluateActiveMeshesDuration = 0; this._renderTargetsDuration = 0; this._particlesDuration = 0; this._renderDuration = 0; this._spritesDuration = 0; this._animationRatio = 0; this._renderId = 0; this._executeWhenReadyTimeoutId = -1; this._toBeDisposed = new BABYLON.SmartArray(256); this._onReadyCallbacks = new Array(); this._pendingData = []; this._onBeforeRenderCallbacks = new Array(); this._activeMeshes = new BABYLON.SmartArray(256); this._processedMaterials = new BABYLON.SmartArray(256); this._renderTargets = new BABYLON.SmartArray(256); this._activeParticleSystems = new BABYLON.SmartArray(256); this._activeSkeletons = new BABYLON.SmartArray(32); this._activeAnimatables = new Array(); this._transformMatrix = BABYLON.Matrix.Zero(); this._scaledPosition = BABYLON.Vector3.Zero(); this._scaledVelocity = BABYLON.Vector3.Zero(); this._engine = engine; engine.scenes.push(this); this._renderingManager = new BABYLON.RenderingManager(this); this.postProcessManager = new BABYLON.PostProcessManager(this); this.postProcessRenderPipelineManager = new BABYLON.PostProcessRenderPipelineManager(); this._boundingBoxRenderer = new BABYLON.BoundingBoxRenderer(this); this.attachControl(); } Object.defineProperty(Scene.prototype, "meshUnderPointer", { // Properties get: function () { return this._meshUnderPointer; }, enumerable: true, configurable: true }); Object.defineProperty(Scene.prototype, "pointerX", { get: function () { return this._pointerX; }, enumerable: true, configurable: true }); Object.defineProperty(Scene.prototype, "pointerY", { get: function () { return this._pointerY; }, enumerable: true, configurable: true }); Scene.prototype.getBoundingBoxRenderer = function () { return this._boundingBoxRenderer; }; Scene.prototype.getEngine = function () { return this._engine; }; Scene.prototype.getTotalVertices = function () { return this._totalVertices; }; Scene.prototype.getActiveVertices = function () { return this._activeVertices; }; Scene.prototype.getActiveParticles = function () { return this._activeParticles; }; // Stats Scene.prototype.getLastFrameDuration = function () { return this._lastFrameDuration; }; Scene.prototype.getEvaluateActiveMeshesDuration = function () { return this._evaluateActiveMeshesDuration; }; Scene.prototype.getActiveMeshes = function () { return this._activeMeshes; }; Scene.prototype.getRenderTargetsDuration = function () { return this._renderTargetsDuration; }; Scene.prototype.getRenderDuration = function () { return this._renderDuration; }; Scene.prototype.getParticlesDuration = function () { return this._particlesDuration; }; Scene.prototype.getSpritesDuration = function () { return this._spritesDuration; }; Scene.prototype.getAnimationRatio = function () { return this._animationRatio; }; Scene.prototype.getRenderId = function () { return this._renderId; }; Scene.prototype._updatePointerPosition = function (evt) { var canvasRect = this._engine.getRenderingCanvasClientRect(); this._pointerX = evt.clientX - canvasRect.left; this._pointerY = evt.clientY - canvasRect.top; if (this.cameraToUseForPointers) { this._pointerX = this._pointerX - this.cameraToUseForPointers.viewport.x * this._engine.getRenderWidth(); this._pointerY = this._pointerY - this.cameraToUseForPointers.viewport.y * this._engine.getRenderHeight(); } }; // Pointers handling Scene.prototype.attachControl = function () { var _this = this; this._onPointerMove = function (evt) { var canvas = _this._engine.getRenderingCanvas(); _this._updatePointerPosition(evt); var pickResult = _this.pick(_this._pointerX, _this._pointerY, function (mesh) { return mesh.isPickable && mesh.isVisible && mesh.isReady() && mesh.actionManager && mesh.actionManager.hasPointerTriggers; }, false, _this.cameraToUseForPointers); if (pickResult.hit) { _this.setPointerOverMesh(pickResult.pickedMesh); canvas.style.cursor = "pointer"; _this._meshUnderPointer = pickResult.pickedMesh; } else { _this.setPointerOverMesh(null); canvas.style.cursor = ""; _this._meshUnderPointer = null; } }; this._onPointerDown = function (evt) { var predicate = null; if (!_this.onPointerDown) { predicate = function (mesh) { return mesh.isPickable && mesh.isVisible && mesh.isReady() && mesh.actionManager && mesh.actionManager.hasPickTriggers; }; } _this._updatePointerPosition(evt); var pickResult = _this.pick(_this._pointerX, _this._pointerY, predicate, false, _this.cameraToUseForPointers); if (pickResult.hit) { if (pickResult.pickedMesh.actionManager) { switch (evt.button) { case 0: pickResult.pickedMesh.actionManager.processTrigger(BABYLON.ActionManager.OnLeftPickTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh)); break; case 1: pickResult.pickedMesh.actionManager.processTrigger(BABYLON.ActionManager.OnCenterPickTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh)); break; case 2: pickResult.pickedMesh.actionManager.processTrigger(BABYLON.ActionManager.OnRightPickTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh)); break; } pickResult.pickedMesh.actionManager.processTrigger(BABYLON.ActionManager.OnPickTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh)); } } if (_this.onPointerDown) { _this.onPointerDown(evt, pickResult); } }; var eventPrefix = BABYLON.Tools.GetPointerPrefix(); this._engine.getRenderingCanvas().addEventListener(eventPrefix + "move", this._onPointerMove, false); this._engine.getRenderingCanvas().addEventListener(eventPrefix + "down", this._onPointerDown, false); }; Scene.prototype.detachControl = function () { var eventPrefix = BABYLON.Tools.GetPointerPrefix(); this._engine.getRenderingCanvas().removeEventListener(eventPrefix + "move", this._onPointerMove); this._engine.getRenderingCanvas().removeEventListener(eventPrefix + "down", this._onPointerDown); }; // Ready Scene.prototype.isReady = function () { if (this._pendingData.length > 0) { return false; } for (var index = 0; index < this._geometries.length; index++) { var geometry = this._geometries[index]; if (geometry.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADING) { return false; } } for (index = 0; index < this.meshes.length; index++) { var mesh = this.meshes[index]; if (!mesh.isReady()) { return false; } var mat = mesh.material; if (mat) { if (!mat.isReady(mesh)) { return false; } } } return true; }; Scene.prototype.registerBeforeRender = function (func) { this._onBeforeRenderCallbacks.push(func); }; Scene.prototype.unregisterBeforeRender = function (func) { var index = this._onBeforeRenderCallbacks.indexOf(func); if (index > -1) { this._onBeforeRenderCallbacks.splice(index, 1); } }; Scene.prototype._addPendingData = function (data) { this._pendingData.push(data); }; Scene.prototype._removePendingData = function (data) { var index = this._pendingData.indexOf(data); if (index !== -1) { this._pendingData.splice(index, 1); } }; Scene.prototype.getWaitingItemsCount = function () { return this._pendingData.length; }; Scene.prototype.executeWhenReady = function (func) { var _this = this; this._onReadyCallbacks.push(func); if (this._executeWhenReadyTimeoutId !== -1) { return; } this._executeWhenReadyTimeoutId = setTimeout(function () { _this._checkIsReady(); }, 150); }; Scene.prototype._checkIsReady = function () { var _this = this; if (this.isReady()) { this._onReadyCallbacks.forEach(function (func) { func(); }); this._onReadyCallbacks = []; this._executeWhenReadyTimeoutId = -1; return; } this._executeWhenReadyTimeoutId = setTimeout(function () { _this._checkIsReady(); }, 150); }; // Animations Scene.prototype.beginAnimation = function (target, from, to, loop, speedRatio, onAnimationEnd, animatable) { if (speedRatio === undefined) { speedRatio = 1.0; } this.stopAnimation(target); if (!animatable) { animatable = new BABYLON.Animatable(this, target, from, to, loop, speedRatio, onAnimationEnd); } // Local animations if (target.animations) { animatable.appendAnimations(target, target.animations); } // Children animations if (target.getAnimatables) { var animatables = target.getAnimatables(); for (var index = 0; index < animatables.length; index++) { this.beginAnimation(animatables[index], from, to, loop, speedRatio, onAnimationEnd, animatable); } } return animatable; }; Scene.prototype.beginDirectAnimation = function (target, animations, from, to, loop, speedRatio, onAnimationEnd) { if (speedRatio === undefined) { speedRatio = 1.0; } var animatable = new BABYLON.Animatable(this, target, from, to, loop, speedRatio, onAnimationEnd, animations); return animatable; }; Scene.prototype.getAnimatableByTarget = function (target) { for (var index = 0; index < this._activeAnimatables.length; index++) { if (this._activeAnimatables[index].target === target) { return this._activeAnimatables[index]; } } return null; }; Scene.prototype.stopAnimation = function (target) { var animatable = this.getAnimatableByTarget(target); if (animatable) { animatable.stop(); } }; Scene.prototype._animate = function () { if (!this._animationStartDate) { this._animationStartDate = new Date().getTime(); } // Getting time var now = new Date().getTime(); var delay = now - this._animationStartDate; for (var index = 0; index < this._activeAnimatables.length; index++) { if (!this._activeAnimatables[index]._animate(delay)) { this._activeAnimatables.splice(index, 1); index--; } } }; // Matrix Scene.prototype.getViewMatrix = function () { return this._viewMatrix; }; Scene.prototype.getProjectionMatrix = function () { return this._projectionMatrix; }; Scene.prototype.getTransformMatrix = function () { return this._transformMatrix; }; Scene.prototype.setTransformMatrix = function (view, projection) { this._viewMatrix = view; this._projectionMatrix = projection; this._viewMatrix.multiplyToRef(this._projectionMatrix, this._transformMatrix); }; // Methods Scene.prototype.setActiveCameraByID = function (id) { var camera = this.getCameraByID(id); if (camera) { this.activeCamera = camera; return camera; } return null; }; Scene.prototype.setActiveCameraByName = function (name) { var camera = this.getCameraByName(name); if (camera) { this.activeCamera = camera; return camera; } return null; }; Scene.prototype.getMaterialByID = function (id) { for (var index = 0; index < this.materials.length; index++) { if (this.materials[index].id === id) { return this.materials[index]; } } return null; }; Scene.prototype.getMaterialByName = function (name) { for (var index = 0; index < this.materials.length; index++) { if (this.materials[index].name === name) { return this.materials[index]; } } return null; }; Scene.prototype.getCameraByID = function (id) { for (var index = 0; index < this.cameras.length; index++) { if (this.cameras[index].id === id) { return this.cameras[index]; } } return null; }; Scene.prototype.getCameraByName = function (name) { for (var index = 0; index < this.cameras.length; index++) { if (this.cameras[index].name === name) { return this.cameras[index]; } } return null; }; Scene.prototype.getLightByName = function (name) { for (var index = 0; index < this.lights.length; index++) { if (this.lights[index].name === name) { return this.lights[index]; } } return null; }; Scene.prototype.getLightByID = function (id) { for (var index = 0; index < this.lights.length; index++) { if (this.lights[index].id === id) { return this.lights[index]; } } return null; }; Scene.prototype.getGeometryByID = function (id) { for (var index = 0; index < this._geometries.length; index++) { if (this._geometries[index].id === id) { return this._geometries[index]; } } return null; }; Scene.prototype.pushGeometry = function (geometry, force) { if (!force && this.getGeometryByID(geometry.id)) { return false; } this._geometries.push(geometry); return true; }; Scene.prototype.getGeometries = function () { return this._geometries; }; Scene.prototype.getMeshByID = function (id) { for (var index = 0; index < this.meshes.length; index++) { if (this.meshes[index].id === id) { return this.meshes[index]; } } return null; }; Scene.prototype.getLastMeshByID = function (id) { for (var index = this.meshes.length - 1; index >= 0; index--) { if (this.meshes[index].id === id) { return this.meshes[index]; } } return null; }; Scene.prototype.getLastEntryByID = function (id) { for (var index = this.meshes.length - 1; index >= 0; index--) { if (this.meshes[index].id === id) { return this.meshes[index]; } } for (index = this.cameras.length - 1; index >= 0; index--) { if (this.cameras[index].id === id) { return this.cameras[index]; } } for (index = this.lights.length - 1; index >= 0; index--) { if (this.lights[index].id === id) { return this.lights[index]; } } return null; }; Scene.prototype.getMeshByName = function (name) { for (var index = 0; index < this.meshes.length; index++) { if (this.meshes[index].name === name) { return this.meshes[index]; } } return null; }; Scene.prototype.getLastSkeletonByID = function (id) { for (var index = this.skeletons.length - 1; index >= 0; index--) { if (this.skeletons[index].id === id) { return this.skeletons[index]; } } return null; }; Scene.prototype.getSkeletonById = function (id) { for (var index = 0; index < this.skeletons.length; index++) { if (this.skeletons[index].id === id) { return this.skeletons[index]; } } return null; }; Scene.prototype.getSkeletonByName = function (name) { for (var index = 0; index < this.skeletons.length; index++) { if (this.skeletons[index].name === name) { return this.skeletons[index]; } } return null; }; Scene.prototype.isActiveMesh = function (mesh) { return (this._activeMeshes.indexOf(mesh) !== -1); }; Scene.prototype._evaluateSubMesh = function (subMesh, mesh) { if (mesh.subMeshes.length == 1 || subMesh.isInFrustum(this._frustumPlanes)) { var material = subMesh.getMaterial(); if (mesh.showSubMeshesBoundingBox) { this._boundingBoxRenderer.renderList.push(subMesh.getBoundingInfo().boundingBox); } if (material) { // Render targets if (material.getRenderTargetTextures) { if (this._processedMaterials.indexOf(material) === -1) { this._processedMaterials.push(material); this._renderTargets.concat(material.getRenderTargetTextures()); } } // Dispatch this._activeVertices += subMesh.verticesCount; this._renderingManager.dispatch(subMesh); } } }; Scene.prototype._evaluateActiveMeshes = function () { this._activeMeshes.reset(); this._renderingManager.reset(); this._processedMaterials.reset(); this._activeParticleSystems.reset(); this._activeSkeletons.reset(); this._boundingBoxRenderer.reset(); if (!this._frustumPlanes) { this._frustumPlanes = BABYLON.Frustum.GetPlanes(this._transformMatrix); } else { BABYLON.Frustum.GetPlanesToRef(this._transformMatrix, this._frustumPlanes); } // Meshes var meshes; var len; if (this._selectionOctree) { var selection = this._selectionOctree.select(this._frustumPlanes); meshes = selection.data; len = selection.length; } else { len = this.meshes.length; meshes = this.meshes; } for (var meshIndex = 0; meshIndex < len; meshIndex++) { var mesh = meshes[meshIndex]; this._totalVertices += mesh.getTotalVertices(); if (!mesh.isReady()) { continue; } mesh.computeWorldMatrix(); mesh._preActivate(); // Intersections if (mesh.actionManager && mesh.actionManager.hasSpecificTriggers([BABYLON.ActionManager.OnIntersectionEnterTrigger, BABYLON.ActionManager.OnIntersectionExitTrigger])) { this._meshesForIntersections.pushNoDuplicate(mesh); } if (mesh.isEnabled() && mesh.isVisible && mesh.visibility > 0 && ((mesh.layerMask & this.activeCamera.layerMask) != 0) && mesh.isInFrustum(this._frustumPlanes)) { this._activeMeshes.push(mesh); mesh._activate(this._renderId); this._activeMesh(mesh); } } // Particle systems var beforeParticlesDate = new Date().getTime(); if (this.particlesEnabled) { for (var particleIndex = 0; particleIndex < this.particleSystems.length; particleIndex++) { var particleSystem = this.particleSystems[particleIndex]; if (!particleSystem.isStarted()) { continue; } if (!particleSystem.emitter.position || (particleSystem.emitter && particleSystem.emitter.isEnabled())) { this._activeParticleSystems.push(particleSystem); particleSystem.animate(); } } } this._particlesDuration += new Date().getTime() - beforeParticlesDate; }; Scene.prototype._activeMesh = function (mesh) { if (mesh.skeleton) { this._activeSkeletons.pushNoDuplicate(mesh.skeleton); } if (mesh.showBoundingBox) { this._boundingBoxRenderer.renderList.push(mesh.getBoundingInfo().boundingBox); } if (mesh.subMeshes) { // Submeshes Octrees var len; var subMeshes; if (mesh._submeshesOctree && mesh.useOctreeForRenderingSelection) { var intersections = mesh._submeshesOctree.select(this._frustumPlanes); len = intersections.length; subMeshes = intersections.data; } else { subMeshes = mesh.subMeshes; len = subMeshes.length; } for (var subIndex = 0; subIndex < len; subIndex++) { var subMesh = subMeshes[subIndex]; this._evaluateSubMesh(subMesh, mesh); } } }; Scene.prototype.updateTransformMatrix = function (force) { this.setTransformMatrix(this.activeCamera.getViewMatrix(), this.activeCamera.getProjectionMatrix(force)); }; Scene.prototype._renderForCamera = function (camera) { var engine = this._engine; this.activeCamera = camera; if (!this.activeCamera) throw new Error("Active camera not set"); // Viewport engine.setViewport(this.activeCamera.viewport); // Camera this._renderId++; this.updateTransformMatrix(); if (this.beforeCameraRender) { this.beforeCameraRender(this.activeCamera); } // Meshes var beforeEvaluateActiveMeshesDate = new Date().getTime(); this._evaluateActiveMeshes(); this._evaluateActiveMeshesDuration += new Date().getTime() - beforeEvaluateActiveMeshesDate; for (var skeletonIndex = 0; skeletonIndex < this._activeSkeletons.length; skeletonIndex++) { var skeleton = this._activeSkeletons.data[skeletonIndex]; skeleton.prepare(); } for (var customIndex = 0; customIndex < this.customRenderTargets.length; customIndex++) { var renderTarget = this.customRenderTargets[customIndex]; this._renderTargets.push(renderTarget); } // Render targets var beforeRenderTargetDate = new Date().getTime(); if (this.renderTargetsEnabled) { for (var renderIndex = 0; renderIndex < this._renderTargets.length; renderIndex++) { renderTarget = this._renderTargets.data[renderIndex]; if (renderTarget._shouldRender()) { this._renderId++; renderTarget.render(); } } this._renderId++; } if (this._renderTargets.length > 0) { engine.restoreDefaultFramebuffer(); } this._renderTargetsDuration = new Date().getTime() - beforeRenderTargetDate; // Prepare Frame this.postProcessManager._prepareFrame(); var beforeRenderDate = new Date().getTime(); // Backgrounds if (this.layers.length) { engine.setDepthBuffer(false); var layerIndex; var layer; for (layerIndex = 0; layerIndex < this.layers.length; layerIndex++) { layer = this.layers[layerIndex]; if (layer.isBackground) { layer.render(); } } engine.setDepthBuffer(true); } // Render this._renderingManager.render(null, null, true, true); // Bounding boxes this._boundingBoxRenderer.render(); for (var lensFlareSystemIndex = 0; lensFlareSystemIndex < this.lensFlareSystems.length; lensFlareSystemIndex++) { this.lensFlareSystems[lensFlareSystemIndex].render(); } // Foregrounds if (this.layers.length) { engine.setDepthBuffer(false); for (layerIndex = 0; layerIndex < this.layers.length; layerIndex++) { layer = this.layers[layerIndex]; if (!layer.isBackground) { layer.render(); } } engine.setDepthBuffer(true); } this._renderDuration += new Date().getTime() - beforeRenderDate; // Finalize frame this.postProcessManager._finalizeFrame(camera.isIntermediate); // Update camera this.activeCamera._updateFromScene(); // Reset some special arrays this._renderTargets.reset(); if (this.afterCameraRender) { this.afterCameraRender(this.activeCamera); } }; Scene.prototype._processSubCameras = function (camera) { if (camera.subCameras.length == 0) { this._renderForCamera(camera); return; } for (var index = 0; index < camera.subCameras.length; index++) { this._renderForCamera(camera.subCameras[index]); } this.activeCamera = camera; this.setTransformMatrix(this.activeCamera.getViewMatrix(), this.activeCamera.getProjectionMatrix()); // Update camera this.activeCamera._updateFromScene(); }; Scene.prototype._checkIntersections = function () { for (var index = 0; index < this._meshesForIntersections.length; index++) { var sourceMesh = this._meshesForIntersections.data[index]; for (var actionIndex = 0; actionIndex < sourceMesh.actionManager.actions.length; actionIndex++) { var action = sourceMesh.actionManager.actions[actionIndex]; if (action.trigger == BABYLON.ActionManager.OnIntersectionEnterTrigger || action.trigger == BABYLON.ActionManager.OnIntersectionExitTrigger) { var otherMesh = action.getTriggerParameter(); var areIntersecting = otherMesh.intersectsMesh(sourceMesh, false); var currentIntersectionInProgress = sourceMesh._intersectionsInProgress.indexOf(otherMesh); if (areIntersecting && currentIntersectionInProgress === -1 && action.trigger == BABYLON.ActionManager.OnIntersectionEnterTrigger) { sourceMesh.actionManager.processTrigger(BABYLON.ActionManager.OnIntersectionEnterTrigger, BABYLON.ActionEvent.CreateNew(sourceMesh)); sourceMesh._intersectionsInProgress.push(otherMesh); } else if (!areIntersecting && currentIntersectionInProgress > -1 && action.trigger == BABYLON.ActionManager.OnIntersectionExitTrigger) { sourceMesh.actionManager.processTrigger(BABYLON.ActionManager.OnIntersectionExitTrigger, BABYLON.ActionEvent.CreateNew(sourceMesh)); var indexOfOther = sourceMesh._intersectionsInProgress.indexOf(otherMesh); if (indexOfOther > -1) { sourceMesh._intersectionsInProgress.splice(indexOfOther, 1); } } } } } }; Scene.prototype.render = function () { var startDate = new Date().getTime(); this._particlesDuration = 0; this._spritesDuration = 0; this._activeParticles = 0; this._renderDuration = 0; this._evaluateActiveMeshesDuration = 0; this._totalVertices = 0; this._activeVertices = 0; this._meshesForIntersections.reset(); // Actions if (this.actionManager) { this.actionManager.processTrigger(BABYLON.ActionManager.OnEveryFrameTrigger, null); } // Before render if (this.beforeRender) { this.beforeRender(); } for (var callbackIndex = 0; callbackIndex < this._onBeforeRenderCallbacks.length; callbackIndex++) { this._onBeforeRenderCallbacks[callbackIndex](); } // Animations var deltaTime = Math.max(Scene.MinDeltaTime, Math.min(BABYLON.Tools.GetDeltaTime(), Scene.MaxDeltaTime)); this._animationRatio = deltaTime * (60.0 / 1000.0); this._animate(); // Physics if (this._physicsEngine) { this._physicsEngine._runOneStep(deltaTime / 1000.0); } // Clear this._engine.clear(this.clearColor, this.autoClear || this.forceWireframe, true); for (var lightIndex = 0; lightIndex < this.lights.length; lightIndex++) { var light = this.lights[lightIndex]; var shadowGenerator = light.getShadowGenerator(); if (light.isEnabled() && shadowGenerator && shadowGenerator.getShadowMap().getScene().textures.indexOf(shadowGenerator.getShadowMap()) !== -1) { this._renderTargets.push(shadowGenerator.getShadowMap()); } } // RenderPipeline this.postProcessRenderPipelineManager.update(); // Multi-cameras? if (this.activeCameras.length > 0) { var currentRenderId = this._renderId; for (var cameraIndex = 0; cameraIndex < this.activeCameras.length; cameraIndex++) { this._renderId = currentRenderId; this._processSubCameras(this.activeCameras[cameraIndex]); } } else { this._processSubCameras(this.activeCamera); } // Intersection checks this._checkIntersections(); // After render if (this.afterRender) { this.afterRender(); } for (var index = 0; index < this._toBeDisposed.length; index++) { this._toBeDisposed.data[index].dispose(); this._toBeDisposed[index] = null; } this._toBeDisposed.reset(); this._lastFrameDuration = new Date().getTime() - startDate; }; Scene.prototype.dispose = function () { this.beforeRender = null; this.afterRender = null; this.skeletons = []; this._boundingBoxRenderer.dispose(); // Events if (this.onDispose) { this.onDispose(); } this.detachControl(); // Detach cameras var canvas = this._engine.getRenderingCanvas(); var index; for (index = 0; index < this.cameras.length; index++) { this.cameras[index].detachControl(canvas); } while (this.lights.length) { this.lights[0].dispose(); } while (this.meshes.length) { this.meshes[0].dispose(true); } while (this.cameras.length) { this.cameras[0].dispose(); } while (this.materials.length) { this.materials[0].dispose(); } while (this.particleSystems.length) { this.particleSystems[0].dispose(); } while (this.spriteManagers.length) { this.spriteManagers[0].dispose(); } while (this.layers.length) { this.layers[0].dispose(); } while (this.textures.length) { this.textures[0].dispose(); } // Post-processes this.postProcessManager.dispose(); // Physics if (this._physicsEngine) { this.disablePhysicsEngine(); } // Remove from engine index = this._engine.scenes.indexOf(this); this._engine.scenes.splice(index, 1); this._engine.wipeCaches(); }; // Collisions Scene.prototype._getNewPosition = function (position, velocity, collider, maximumRetry, finalPosition, excludedMesh) { if (typeof excludedMesh === "undefined") { excludedMesh = null; } position.divideToRef(collider.radius, this._scaledPosition); velocity.divideToRef(collider.radius, this._scaledVelocity); collider.retry = 0; collider.initialVelocity = this._scaledVelocity; collider.initialPosition = this._scaledPosition; this._collideWithWorld(this._scaledPosition, this._scaledVelocity, collider, maximumRetry, finalPosition, excludedMesh); finalPosition.multiplyInPlace(collider.radius); }; Scene.prototype._collideWithWorld = function (position, velocity, collider, maximumRetry, finalPosition, excludedMesh) { if (typeof excludedMesh === "undefined") { excludedMesh = null; } var closeDistance = BABYLON.Engine.CollisionsEpsilon * 10.0; if (collider.retry >= maximumRetry) { finalPosition.copyFrom(position); return; } collider._initialize(position, velocity, closeDistance); for (var index = 0; index < this.meshes.length; index++) { var mesh = this.meshes[index]; if (mesh.isEnabled() && mesh.checkCollisions && mesh.subMeshes && mesh !== excludedMesh) { mesh._checkCollision(collider); } } if (!collider.collisionFound) { position.addToRef(velocity, finalPosition); return; } if (velocity.x != 0 || velocity.y != 0 || velocity.z != 0) { collider._getResponse(position, velocity); } if (velocity.length() <= closeDistance) { finalPosition.copyFrom(position); return; } collider.retry++; this._collideWithWorld(position, velocity, collider, maximumRetry, finalPosition, excludedMesh); }; // Octrees Scene.prototype.createOrUpdateSelectionOctree = function (maxCapacity, maxDepth) { if (typeof maxCapacity === "undefined") { maxCapacity = 64; } if (typeof maxDepth === "undefined") { maxDepth = 2; } if (!this._selectionOctree) { this._selectionOctree = new BABYLON.Octree(BABYLON.Octree.CreationFuncForMeshes, maxCapacity, maxDepth); } var min = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE); var max = new BABYLON.Vector3(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE); for (var index = 0; index < this.meshes.length; index++) { var mesh = this.meshes[index]; mesh.computeWorldMatrix(true); var minBox = mesh.getBoundingInfo().boundingBox.minimumWorld; var maxBox = mesh.getBoundingInfo().boundingBox.maximumWorld; BABYLON.Tools.CheckExtends(minBox, min, max); BABYLON.Tools.CheckExtends(maxBox, min, max); } // Update octree this._selectionOctree.update(min, max, this.meshes); return this._selectionOctree; }; // Picking Scene.prototype.createPickingRay = function (x, y, world, camera) { var engine = this._engine; if (!camera) { if (!this.activeCamera) throw new Error("Active camera not set"); camera = this.activeCamera; } var cameraViewport = camera.viewport; var viewport = cameraViewport.toGlobal(engine); // Moving coordinates to local viewport world x = x / this._engine.getHardwareScalingLevel() - viewport.x; y = y / this._engine.getHardwareScalingLevel() - (this._engine.getRenderHeight() - viewport.y - viewport.height); return BABYLON.Ray.CreateNew(x, y, viewport.width, viewport.height, world ? world : BABYLON.Matrix.Identity(), camera.getViewMatrix(), camera.getProjectionMatrix()); }; Scene.prototype._internalPick = function (rayFunction, predicate, fastCheck) { var pickingInfo = null; for (var meshIndex = 0; meshIndex < this.meshes.length; meshIndex++) { var mesh = this.meshes[meshIndex]; if (predicate) { if (!predicate(mesh)) { continue; } } else if (!mesh.isEnabled() || !mesh.isVisible || !mesh.isPickable) { continue; } var world = mesh.getWorldMatrix(); var ray = rayFunction(world); var result = mesh.intersects(ray, fastCheck); if (!result || !result.hit) continue; if (!fastCheck && pickingInfo != null && result.distance >= pickingInfo.distance) continue; pickingInfo = result; if (fastCheck) { break; } } return pickingInfo || new BABYLON.PickingInfo(); }; Scene.prototype.pick = function (x, y, predicate, fastCheck, camera) { var _this = this; /// Launch a ray to try to pick a mesh in the scene /// X position on screen /// Y position on screen /// 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 /// Launch a fast check only using the bounding boxes. Can be set to null. /// camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used return this._internalPick(function (world) { return _this.createPickingRay(x, y, world, camera); }, predicate, fastCheck); }; Scene.prototype.pickWithRay = function (ray, predicate, fastCheck) { var _this = this; return this._internalPick(function (world) { if (!_this._pickWithRayInverseMatrix) { _this._pickWithRayInverseMatrix = BABYLON.Matrix.Identity(); } world.invertToRef(_this._pickWithRayInverseMatrix); return BABYLON.Ray.Transform(ray, _this._pickWithRayInverseMatrix); }, predicate, fastCheck); }; Scene.prototype.setPointerOverMesh = function (mesh) { if (this._pointerOverMesh === mesh) { return; } if (this._pointerOverMesh && this._pointerOverMesh.actionManager) { this._pointerOverMesh.actionManager.processTrigger(BABYLON.ActionManager.OnPointerOutTrigger, BABYLON.ActionEvent.CreateNew(this._pointerOverMesh)); } this._pointerOverMesh = mesh; if (this._pointerOverMesh && this._pointerOverMesh.actionManager) { this._pointerOverMesh.actionManager.processTrigger(BABYLON.ActionManager.OnPointerOverTrigger, BABYLON.ActionEvent.CreateNew(this._pointerOverMesh)); } }; Scene.prototype.getPointerOverMesh = function () { return this._pointerOverMesh; }; // Physics Scene.prototype.getPhysicsEngine = function () { return this._physicsEngine; }; Scene.prototype.enablePhysics = function (gravity, plugin) { if (this._physicsEngine) { return true; } this._physicsEngine = new BABYLON.PhysicsEngine(plugin); if (!this._physicsEngine.isSupported()) { this._physicsEngine = null; return false; } this._physicsEngine._initialize(gravity); return true; }; Scene.prototype.disablePhysicsEngine = function () { if (!this._physicsEngine) { return; } this._physicsEngine.dispose(); this._physicsEngine = undefined; }; Scene.prototype.isPhysicsEnabled = function () { return this._physicsEngine !== undefined; }; Scene.prototype.setGravity = function (gravity) { if (!this._physicsEngine) { return; } this._physicsEngine._setGravity(gravity); }; Scene.prototype.createCompoundImpostor = function (parts, options) { if (parts.parts) { options = parts; parts = parts.parts; } if (!this._physicsEngine) { return null; } for (var index = 0; index < parts.length; index++) { var mesh = parts[index].mesh; mesh._physicImpostor = parts[index].impostor; mesh._physicsMass = options.mass / parts.length; mesh._physicsFriction = options.friction; mesh._physicRestitution = options.restitution; } return this._physicsEngine._registerMeshesAsCompound(parts, options); }; //ANY Scene.prototype.deleteCompoundImpostor = function (compound) { for (var index = 0; index < compound.parts.length; index++) { var mesh = compound.parts[index].mesh; mesh._physicImpostor = BABYLON.PhysicsEngine.NoImpostor; this._physicsEngine._unregisterMesh(mesh); } }; // Tags Scene.prototype._getByTags = function (list, tagsQuery) { if (tagsQuery === undefined) { // returns the complete list (could be done with BABYLON.Tags.MatchesQuery but no need to have a for-loop here) return list; } var listByTags = []; for (var i in list) { var item = list[i]; if (BABYLON.Tags.MatchesQuery(item, tagsQuery)) { listByTags.push(item); } } return listByTags; }; Scene.prototype.getMeshesByTags = function (tagsQuery) { return this._getByTags(this.meshes, tagsQuery); }; Scene.prototype.getCamerasByTags = function (tagsQuery) { return this._getByTags(this.cameras, tagsQuery); }; Scene.prototype.getLightsByTags = function (tagsQuery) { return this._getByTags(this.lights, tagsQuery); }; Scene.prototype.getMaterialByTags = function (tagsQuery) { return this._getByTags(this.materials, tagsQuery).concat(this._getByTags(this.multiMaterials, tagsQuery)); }; Scene.FOGMODE_NONE = 0; Scene.FOGMODE_EXP = 1; Scene.FOGMODE_EXP2 = 2; Scene.FOGMODE_LINEAR = 3; Scene.MinDeltaTime = 1.0; Scene.MaxDeltaTime = 1000.0; return Scene; })(); BABYLON.Scene = Scene; })(BABYLON || (BABYLON = {})); //# sourceMappingURL=babylon.scene.js.map