module BABYLON { var checkExtends = (v: Vector3, min: Vector3, max: Vector3) => { if (v.x < min.x) min.x = v.x; if (v.y < min.y) min.y = v.y; if (v.z < min.z) min.z = v.z; if (v.x > max.x) max.x = v.x; if (v.y > max.y) max.y = v.y; if (v.z > max.z) max.z = v.z; }; export class Scene { // Statics public static FOGMODE_NONE = 0; public static FOGMODE_EXP = 1; public static FOGMODE_EXP2 = 2; public static FOGMODE_LINEAR = 3; // Members public autoClear = true; public clearColor = new BABYLON.Color3(0.2, 0.2, 0.3); public ambientColor = new BABYLON.Color3(0, 0, 0); public beforeRender: () => void; public afterRender: () => void; public forceWireframe = false; public clipPlane: Plane; // Pointers private _onPointerMove: (evt: PointerEvent) => void; private _onPointerDown: (evt: PointerEvent) => void; public onPointerDown: (evt: PointerEvent, pickInfo: PickingInfo) => void; // Fog public fogMode = BABYLON.Scene.FOGMODE_NONE; public fogColor = new Color3(0.2, 0.2, 0.3); public fogDensity = 0.1; public fogStart = 0; public fogEnd = 1000.0; // Lights public lightsEnabled = true; public lights = new Array(); // Cameras public cameras = new Array(); public activeCameras = new Array(); public activeCamera: Camera; // Meshes public meshes = new Array(); // Geometries private _geometries = new Array(); public materials = new Array(); public multiMaterials = new Array(); public defaultMaterial = new BABYLON.StandardMaterial("default material", this); // Textures public texturesEnabled = true; public textures = new Array(); // Particles public particlesEnabled = true; public particleSystems = new Array(); // Sprites public spriteManagers = new Array(); // Layers public layers = new Array(); // Skeletons public skeletons = new Array(); // Lens flares public lensFlareSystems = new Array(); // Collisions public collisionsEnabled = true; public gravity = new BABYLON.Vector3(0, -9.0, 0); // Postprocesses public postProcessesEnabled = true; public postProcessManager: PostProcessManager; public postProcessRenderPipelineManager: PostProcessRenderPipelineManager; // Customs render targets public renderTargetsEnabled = true; public customRenderTargets = new Array(); // Delay loading public useDelayedTextureLoading: boolean; // Imported meshes public importedMeshesFiles = new Array(); // Database public database; //ANY // Actions public actionManager: ActionManager; // Private private _engine: Engine; private _totalVertices = 0; public _activeVertices = 0; public _activeParticles = 0; private _lastFrameDuration = 0; private _evaluateActiveMeshesDuration = 0; private _renderTargetsDuration = 0; public _particlesDuration = 0; private _renderDuration = 0; public _spritesDuration = 0; private _animationRatio = 0; private _animationStartDate: number; private _renderId = 0; private _executeWhenReadyTimeoutId = -1; public _toBeDisposed = new SmartArray(256); private _onReadyCallbacks = new Array<() => void>(); private _pendingData = [];//ANY private _onBeforeRenderCallbacks = new Array<() => void>(); private _activeMeshes = new SmartArray(256); private _processedMaterials = new SmartArray(256); private _renderTargets = new SmartArray(256); public _activeParticleSystems = new SmartArray(256); private _activeSkeletons = new SmartArray(32); private _renderingManager: RenderingManager; private _physicsEngine: PhysicsEngine; private _activeAnimatables = new Array(); private _transformMatrix = Matrix.Zero(); private _pickWithRayInverseMatrix: Matrix; private _scaledPosition = Vector3.Zero(); private _scaledVelocity = Vector3.Zero(); private _boundingBoxRenderer: BoundingBoxRenderer; private _viewMatrix: Matrix; private _projectionMatrix: Matrix; private _frustumPlanes: Plane[]; private _selectionOctree: Octree; private _pointerOverMesh: Mesh; // Constructor constructor(engine: Engine) { this._engine = engine; engine.scenes.push(this); this._renderingManager = new RenderingManager(this); this.postProcessManager = new PostProcessManager(this); this.postProcessRenderPipelineManager = new PostProcessRenderPipelineManager(); this._boundingBoxRenderer = new BoundingBoxRenderer(this); this.attachControl(); } // Properties public getBoundingBoxRenderer(): BoundingBoxRenderer { return this._boundingBoxRenderer; } public getEngine(): Engine { return this._engine; } public getTotalVertices(): number { return this._totalVertices; } public getActiveVertices(): number { return this._activeVertices; } public getActiveParticles(): number { return this._activeParticles; } // Stats public getLastFrameDuration(): number { return this._lastFrameDuration; } public getEvaluateActiveMeshesDuration(): number { return this._evaluateActiveMeshesDuration; } public getActiveMeshes(): SmartArray { return this._activeMeshes; } public getRenderTargetsDuration(): number { return this._renderTargetsDuration; } public getRenderDuration(): number { return this._renderDuration; } public getParticlesDuration(): number { return this._particlesDuration; } public getSpritesDuration(): number { return this._spritesDuration; } public getAnimationRatio(): number { return this._animationRatio; } public getRenderId(): number { return this._renderId; } // Pointers handling public attachControl() { this._onPointerMove = (evt: PointerEvent) => { var canvas = this._engine.getRenderingCanvas(); var pickResult = this.pick(evt.offsetX || evt.layerX, evt.offsetY || evt.layerY, mesh => mesh.actionManager && mesh.isPickable); if (pickResult.hit) { this.setPointerOverMesh(pickResult.pickedMesh); canvas.style.cursor = "pointer"; } else { this.setPointerOverMesh(null); canvas.style.cursor = ""; } }; this._onPointerDown = (evt: PointerEvent) => { var pickResult = this.pick(evt.offsetX || evt.layerX, evt.offsetY || evt.layerY); if (pickResult.hit) { if (pickResult.pickedMesh.actionManager) { pickResult.pickedMesh.actionManager.processTrigger(BABYLON.ActionManager.OnPickTrigger); } } if (this.onPointerDown) { this.onPointerDown(evt, pickResult); } }; var eventPrefix = Tools.GetPointerPrefix(); this._engine.getRenderingCanvas().addEventListener(eventPrefix + "move", this._onPointerMove, false); this._engine.getRenderingCanvas().addEventListener(eventPrefix + "down", this._onPointerDown, false); } public detachControl() { var eventPrefix = Tools.GetPointerPrefix(); this._engine.getRenderingCanvas().removeEventListener(eventPrefix + "move", this._onPointerMove); this._engine.getRenderingCanvas().removeEventListener(eventPrefix + "down", this._onPointerDown); } // Ready public isReady(): boolean { 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 (var index = 0; index < this.meshes.length; index++) { var mesh = this.meshes[index]; var mat = mesh.material; if (mesh.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADING) { return false; } if (mat) { if (!mat.isReady(mesh)) { return false; } } } return true; } public registerBeforeRender(func: () => void): void { this._onBeforeRenderCallbacks.push(func); } public unregisterBeforeRender(func: () => void): void { var index = this._onBeforeRenderCallbacks.indexOf(func); if (index > -1) { this._onBeforeRenderCallbacks.splice(index, 1); } } public _addPendingData(data): void { this._pendingData.push(data); } public _removePendingData(data): void { var index = this._pendingData.indexOf(data); if (index !== -1) { this._pendingData.splice(index, 1); } } public getWaitingItemsCount(): number { return this._pendingData.length; } public executeWhenReady(func: () => void): void { this._onReadyCallbacks.push(func); if (this._executeWhenReadyTimeoutId !== -1) { return; } this._executeWhenReadyTimeoutId = setTimeout(() => { this._checkIsReady(); }, 150); } public _checkIsReady() { if (this.isReady()) { this._onReadyCallbacks.forEach(func => { func(); }); this._onReadyCallbacks = []; this._executeWhenReadyTimeoutId = -1; return; } this._executeWhenReadyTimeoutId = setTimeout(() => { this._checkIsReady(); }, 150); } // Animations public beginAnimation(target: any, from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void): void { if (speedRatio === undefined) { speedRatio = 1.0; } // Local animations if (target.animations) { this.stopAnimation(target); var animatable = new BABYLON.Internals.Animatable(target, from, to, loop, speedRatio, onAnimationEnd); this._activeAnimatables.push(animatable); } // 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); } } } public beginDirectAnimation(target: any, animations: Animation[], from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void): void { if (speedRatio === undefined) { speedRatio = 1.0; } var animatable = new BABYLON.Internals.Animatable(target, from, to, loop, speedRatio, onAnimationEnd, animations); this._activeAnimatables.push(animatable); } public stopAnimation(target: any): void { // Local animations if (target.animations) { for (var index = 0; index < this._activeAnimatables.length; index++) { if (this._activeAnimatables[index].target === target) { this._activeAnimatables.splice(index, 1); return; } } } // Children animations if (target.getAnimatables) { var animatables = target.getAnimatables(); for (index = 0; index < animatables.length; index++) { this.stopAnimation(animatables[index]); } } } private _animate(): void { 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 public getViewMatrix(): Matrix { return this._viewMatrix; } public getProjectionMatrix(): Matrix { return this._projectionMatrix; } public getTransformMatrix(): Matrix { return this._transformMatrix; } public setTransformMatrix(view: Matrix, projection: Matrix): void { this._viewMatrix = view; this._projectionMatrix = projection; this._viewMatrix.multiplyToRef(this._projectionMatrix, this._transformMatrix); } // Methods public setActiveCameraByID(id: string): Camera { var camera = this.getCameraByID(id); if (camera) { this.activeCamera = camera; return camera; } return null; } public setActiveCameraByName(name: string): Camera { var camera = this.getCameraByName(name); if (camera) { this.activeCamera = camera; return camera; } return null; } public getMaterialByID(id: string): Material { for (var index = 0; index < this.materials.length; index++) { if (this.materials[index].id === id) { return this.materials[index]; } } return null; } public getMaterialByName(name: string): Material { for (var index = 0; index < this.materials.length; index++) { if (this.materials[index].name === name) { return this.materials[index]; } } return null; } public getCameraByID(id: string): Camera { for (var index = 0; index < this.cameras.length; index++) { if (this.cameras[index].id === id) { return this.cameras[index]; } } return null; } public getCameraByName(name: string): Camera { for (var index = 0; index < this.cameras.length; index++) { if (this.cameras[index].name === name) { return this.cameras[index]; } } return null; } public getLightByName(name: string): Light { for (var index = 0; index < this.lights.length; index++) { if (this.lights[index].name === name) { return this.lights[index]; } } return null; } public getLightByID(id: string): Light { for (var index = 0; index < this.lights.length; index++) { if (this.lights[index].id === id) { return this.lights[index]; } } return null; } public getGeometryByID(id: string): Geometry { for (var index = 0; index < this._geometries.length; index++) { if (this._geometries[index].id === id) { return this._geometries[index]; } } return null; } public pushGeometry(geometry: Geometry, force?: boolean): boolean { if (!force && this.getGeometryByID(geometry.id)) { return false; } this._geometries.push(geometry); return true; } public getGeometries(): Geometry[] { return this._geometries; } public getMeshByID(id: string): Mesh { for (var index = 0; index < this.meshes.length; index++) { if (this.meshes[index].id === id) { return this.meshes[index]; } } return null; } public getLastMeshByID(id: string): Mesh { for (var index = this.meshes.length - 1; index >= 0; index--) { if (this.meshes[index].id === id) { return this.meshes[index]; } } return null; } public getLastEntryByID(id: string): Node { 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; } public getMeshByName(name: string): Mesh { for (var index = 0; index < this.meshes.length; index++) { if (this.meshes[index].name === name) { return this.meshes[index]; } } return null; } public getLastSkeletonByID(id: string): Skeleton { for (var index = this.skeletons.length - 1; index >= 0; index--) { if (this.skeletons[index].id === id) { return this.skeletons[index]; } } return null; } public getSkeletonById(id: string): Skeleton { for (var index = 0; index < this.skeletons.length; index++) { if (this.skeletons[index].id === id) { return this.skeletons[index]; } } return null; } public getSkeletonByName(name: string): Skeleton { for (var index = 0; index < this.skeletons.length; index++) { if (this.skeletons[index].name === name) { return this.skeletons[index]; } } return null; } public isActiveMesh(mesh: Mesh): boolean { return (this._activeMeshes.indexOf(mesh) !== -1); } private _evaluateSubMesh(subMesh: SubMesh, mesh: Mesh): void { if (mesh.subMeshes.length == 1 || subMesh.isInFrustum(this._frustumPlanes)) { var material = subMesh.getMaterial(); 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); } } } private _evaluateActiveMeshes(): void { 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 if (this._selectionOctree) { // Octree var selection = this._selectionOctree.select(this._frustumPlanes); for (var blockIndex = 0; blockIndex < selection.length; blockIndex++) { var block = selection.data[blockIndex]; for (var meshIndex = 0; meshIndex < block.meshes.length; meshIndex++) { var mesh = block.meshes[meshIndex]; if (Math.abs(mesh._renderId) !== this._renderId) { this._totalVertices += mesh.getTotalVertices(); if (!mesh.isReady()) { continue; } mesh.computeWorldMatrix(); mesh._renderId = 0; } if (mesh._renderId === this._renderId || (mesh._renderId === 0 && mesh.isEnabled() && mesh.isVisible && mesh.visibility > 0 && mesh.isInFrustum(this._frustumPlanes))) { if (mesh._renderId === 0) { this._activeMeshes.push(mesh); } mesh._renderId = this._renderId; if (mesh.showBoundingBox) { this._boundingBoxRenderer.renderList.push(mesh); } if (mesh.skeleton) { this._activeSkeletons.pushNoDuplicate(mesh.skeleton); } var subMeshes = block.subMeshes[meshIndex]; for (subIndex = 0; subIndex < subMeshes.length; subIndex++) { subMesh = subMeshes[subIndex]; if (subMesh._renderId === this._renderId) { continue; } subMesh._renderId = this._renderId; this._evaluateSubMesh(subMesh, mesh); } } else { mesh._renderId = -this._renderId; } } } } else { // Full scene traversal for (meshIndex = 0; meshIndex < this.meshes.length; meshIndex++) { mesh = this.meshes[meshIndex]; this._totalVertices += mesh.getTotalVertices(); if (!mesh.isReady()) { continue; } mesh.computeWorldMatrix(); if (mesh.isEnabled() && mesh.isVisible && mesh.visibility > 0 && mesh.isInFrustum(this._frustumPlanes)) { this._activeMeshes.push(mesh); if (mesh.skeleton) { this._activeSkeletons.pushNoDuplicate(mesh.skeleton); } if (mesh.showBoundingBox) { this._boundingBoxRenderer.renderList.push(mesh); } if (mesh.subMeshes) { for (var subIndex = 0; subIndex < mesh.subMeshes.length; subIndex++) { var subMesh = mesh.subMeshes[subIndex]; this._evaluateSubMesh(subMesh, 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.emitter.position || (particleSystem.emitter && particleSystem.emitter.isEnabled())) { this._activeParticleSystems.push(particleSystem); particleSystem.animate(); } } } this._particlesDuration += new Date().getTime() - beforeParticlesDate; } public updateTransformMatrix(force?: boolean): void { this.setTransformMatrix(this.activeCamera.getViewMatrix(), this.activeCamera.getProjectionMatrix(force)); } private _renderForCamera(camera: Camera): void { 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(); // Meshes var beforeEvaluateActiveMeshesDate = new Date().getTime(); this._evaluateActiveMeshes(); this._evaluateActiveMeshesDuration += new Date().getTime() - beforeEvaluateActiveMeshesDate; // Skeletons for (var skeletonIndex = 0; skeletonIndex < this._activeSkeletons.length; skeletonIndex++) { var skeleton = this._activeSkeletons.data[skeletonIndex]; skeleton.prepare(); } // Customs render targets registration for (var customIndex = 0; customIndex < this.customRenderTargets.length; customIndex++) { this._renderTargets.push(this.customRenderTargets[customIndex]); } // Render targets var beforeRenderTargetDate = new Date().getTime(); if (this.renderTargetsEnabled) { for (var renderIndex = 0; renderIndex < this._renderTargets.length; renderIndex++) { var renderTarget = this._renderTargets.data[renderIndex]; this._renderId++; renderTarget.render(); } } if (this._renderTargets.length > 0) { // Restore back buffer 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(); // Lens flares 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(); } private _processSubCameras(camera: Camera): void { if (camera.subCameras.length == 0) { this._renderForCamera(camera); return; } // Sub-cameras 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(); } public render(): void { 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; // Actions if (this.actionManager) { this.actionManager.processTrigger(ActionManager.OnEveryFrameTrigger); } // Before render if (this.beforeRender) { this.beforeRender(); } for (var callbackIndex = 0; callbackIndex < this._onBeforeRenderCallbacks.length; callbackIndex++) { this._onBeforeRenderCallbacks[callbackIndex](); } // Animations var deltaTime = BABYLON.Tools.GetDeltaTime(); 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); // Shadows 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); } // After render if (this.afterRender) { this.afterRender(); } // Cleaning 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; } public dispose(): void { this.beforeRender = null; this.afterRender = null; this.skeletons = []; this._boundingBoxRenderer.dispose(); // Events this.detachControl(); // Detach cameras var canvas = this._engine.getRenderingCanvas(); var index; for (index = 0; index < this.cameras.length; index++) { this.cameras[index].detachControl(canvas); } // Release lights while (this.lights.length) { this.lights[0].dispose(); } // Release meshes while (this.meshes.length) { this.meshes[0].dispose(true); } // Release cameras while (this.cameras.length) { this.cameras[0].dispose(); } // Release materials while (this.materials.length) { this.materials[0].dispose(); } // Release particles while (this.particleSystems.length) { this.particleSystems[0].dispose(); } // Release sprites while (this.spriteManagers.length) { this.spriteManagers[0].dispose(); } // Release layers while (this.layers.length) { this.layers[0].dispose(); } // Release textures 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 public _getNewPosition(position: Vector3, velocity: Vector3, collider: Collider, maximumRetry: number, finalPosition: Vector3): void { 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); finalPosition.multiplyInPlace(collider.radius); } private _collideWithWorld(position: Vector3, velocity: Vector3, collider: Collider, maximumRetry: number, finalPosition: Vector3): void { var closeDistance = BABYLON.Engine.CollisionsEpsilon * 10.0; if (collider.retry >= maximumRetry) { finalPosition.copyFrom(position); return; } collider._initialize(position, velocity, closeDistance); // Check all meshes for (var index = 0; index < this.meshes.length; index++) { var mesh = this.meshes[index]; if (mesh.isEnabled() && mesh.checkCollisions) { 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); } // Octrees public createOrUpdateSelectionOctree(): void { if (!this._selectionOctree) { this._selectionOctree = new BABYLON.Octree(); } 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; checkExtends(minBox, min, max); checkExtends(maxBox, min, max); } // Update octree this._selectionOctree.update(min, max, this.meshes); } // Picking public createPickingRay(x: number, y: number, world: Matrix, camera: Camera): Ray { 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()); } private _internalPick(rayFunction: (world: Matrix) => Ray, predicate: (mesh: Mesh) => boolean, fastCheck?: boolean): PickingInfo { 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.hit) continue; if (!fastCheck && pickingInfo != null && result.distance >= pickingInfo.distance) continue; pickingInfo = result; if (fastCheck) { break; } } return pickingInfo || new BABYLON.PickingInfo(); } public pick(x: number, y: number, predicate?: (mesh: Mesh) => boolean, fastCheck?: boolean, camera?: Camera): PickingInfo { /// 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(world => this.createPickingRay(x, y, world, camera), predicate, fastCheck); } public pickWithRay(ray: Ray, predicate: (mesh: Mesh) => boolean, fastCheck?: boolean) { return this._internalPick(world => { if (!this._pickWithRayInverseMatrix) { this._pickWithRayInverseMatrix = BABYLON.Matrix.Identity(); } world.invertToRef(this._pickWithRayInverseMatrix); return BABYLON.Ray.Transform(ray, this._pickWithRayInverseMatrix); }, predicate, fastCheck); } public setPointerOverMesh(mesh: Mesh): void { if (this._pointerOverMesh === mesh) { return; } if (this._pointerOverMesh && this._pointerOverMesh.actionManager) { this._pointerOverMesh.actionManager.processTrigger(ActionManager.OnPointerOutTrigger); } this._pointerOverMesh = mesh; if (this._pointerOverMesh && this._pointerOverMesh.actionManager) { this._pointerOverMesh.actionManager.processTrigger(ActionManager.OnPointerOverTrigger); } } public getPointerOverMesh(): Mesh { return this._pointerOverMesh; } // Physics public getPhysicsEngine(): PhysicsEngine { return this._physicsEngine; } public enablePhysics(gravity: Vector3, plugin?: PhysicsEnginePlugin): boolean { 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; } public disablePhysicsEngine(): void { if (!this._physicsEngine) { return; } this._physicsEngine.dispose(); this._physicsEngine = undefined; } public isPhysicsEnabled(): boolean { return this._physicsEngine !== undefined; } public setGravity(gravity: Vector3): void { if (!this._physicsEngine) { return; } this._physicsEngine._setGravity(gravity); } public createCompoundImpostor(parts: any, options: PhysicsBodyCreationOptions): any { if (parts.parts) { // Old API 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 public deleteCompoundImpostor(compound: any): void { 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 private _getByTags(list: any[], tagsQuery: string): any[] { 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; } public getMeshesByTags(tagsQuery: string): Mesh[] { return this._getByTags(this.meshes, tagsQuery); } public getCamerasByTags(tagsQuery: string): Camera[] { return this._getByTags(this.cameras, tagsQuery); } public getLightsByTags(tagsQuery: string): Light[] { return this._getByTags(this.lights, tagsQuery); } public getMaterialByTags(tagsQuery: string): Material[] { return this._getByTags(this.materials, tagsQuery).concat(this._getByTags(this.multiMaterials, tagsQuery)); } } }