var __decorate = (this && this.__decorate) || function (decorators, target, key, desc) { var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d; if (typeof Reflect === "object" && typeof Reflect.decorate === "function") r = Reflect.decorate(decorators, target, key, desc); else for (var i = decorators.length - 1; i >= 0; i--) if (d = decorators[i]) r = (c < 3 ? d(r) : c > 3 ? d(target, key, r) : d(target, key)) || r; return c > 3 && r && Object.defineProperty(target, key, r), r; }; var BABYLON; (function (BABYLON) { /** * Node is the basic class for all scene objects (Mesh, Light Camera). */ var Node = (function () { /** * @constructor * @param {string} name - the name and id to be given to this node * @param {BABYLON.Scene} the scene this node will be added to */ function Node(name, scene) { this.state = ""; this.metadata = null; this.doNotSerialize = false; this.animations = new Array(); this._ranges = {}; this._childrenFlag = -1; this._isEnabled = true; this._isReady = true; this._currentRenderId = -1; this._parentRenderId = -1; /** * An event triggered when the mesh is disposed. * @type {BABYLON.Observable} */ this.onDisposeObservable = new BABYLON.Observable(); this.name = name; this.id = name; this._scene = scene; this._initCache(); } Object.defineProperty(Node.prototype, "parent", { get: function () { return this._parentNode; }, set: function (parent) { if (this._parentNode === parent) { return; } if (this._parentNode) { var index = this._parentNode._children.indexOf(this); if (index !== -1) { this._parentNode._children.splice(index, 1); } } this._parentNode = parent; if (this._parentNode) { if (!this._parentNode._children) { this._parentNode._children = new Array(); } this._parentNode._children.push(this); } }, enumerable: true, configurable: true }); Object.defineProperty(Node.prototype, "onDispose", { set: function (callback) { if (this._onDisposeObserver) { this.onDisposeObservable.remove(this._onDisposeObserver); } this._onDisposeObserver = this.onDisposeObservable.add(callback); }, enumerable: true, configurable: true }); Node.prototype.getScene = function () { return this._scene; }; Node.prototype.getEngine = function () { return this._scene.getEngine(); }; // override it in derived class Node.prototype.getWorldMatrix = function () { return BABYLON.Matrix.Identity(); }; // override it in derived class if you add new variables to the cache // and call the parent class method Node.prototype._initCache = function () { this._cache = {}; this._cache.parent = undefined; }; Node.prototype.updateCache = function (force) { if (!force && this.isSynchronized()) return; this._cache.parent = this.parent; this._updateCache(); }; // override it in derived class if you add new variables to the cache // and call the parent class method if !ignoreParentClass Node.prototype._updateCache = function (ignoreParentClass) { }; // override it in derived class if you add new variables to the cache Node.prototype._isSynchronized = function () { return true; }; Node.prototype._markSyncedWithParent = function () { this._parentRenderId = this.parent._currentRenderId; }; Node.prototype.isSynchronizedWithParent = function () { if (!this.parent) { return true; } if (this._parentRenderId !== this.parent._currentRenderId) { return false; } return this.parent.isSynchronized(); }; Node.prototype.isSynchronized = function (updateCache) { var check = this.hasNewParent(); check = check || !this.isSynchronizedWithParent(); check = check || !this._isSynchronized(); if (updateCache) this.updateCache(true); return !check; }; Node.prototype.hasNewParent = function (update) { if (this._cache.parent === this.parent) return false; if (update) this._cache.parent = this.parent; return true; }; /** * Is this node ready to be used/rendered * @return {boolean} is it ready */ Node.prototype.isReady = function () { return this._isReady; }; /** * Is this node enabled. * If the node has a parent and is enabled, the parent will be inspected as well. * @return {boolean} whether this node (and its parent) is enabled. * @see setEnabled */ Node.prototype.isEnabled = function () { if (!this._isEnabled) { return false; } if (this.parent) { return this.parent.isEnabled(); } return true; }; /** * Set the enabled state of this node. * @param {boolean} value - the new enabled state * @see isEnabled */ Node.prototype.setEnabled = function (value) { this._isEnabled = value; }; /** * Is this node a descendant of the given node. * The function will iterate up the hierarchy until the ancestor was found or no more parents defined. * @param {BABYLON.Node} ancestor - The parent node to inspect * @see parent */ Node.prototype.isDescendantOf = function (ancestor) { if (this.parent) { if (this.parent === ancestor) { return true; } return this.parent.isDescendantOf(ancestor); } return false; }; /** * Evaluate the list of children and determine if they should be considered as descendants considering the given criterias * @param {BABYLON.Node[]} results the result array containing the nodes matching the given criterias * @param {boolean} directDescendantsOnly if true only direct descendants of 'this' will be considered, if false direct and also indirect (children of children, an so on in a recursive manner) descendants of 'this' will be considered. * @param predicate: an optional predicate that will be called on every evaluated children, the predicate must return true for a given child to be part of the result, otherwise it will be ignored. */ Node.prototype._getDescendants = function (results, directDescendantsOnly, predicate) { if (directDescendantsOnly === void 0) { directDescendantsOnly = false; } if (!this._children) { return; } for (var index = 0; index < this._children.length; index++) { var item = this._children[index]; if (!predicate || predicate(item)) { results.push(item); } if (!directDescendantsOnly) { item._getDescendants(results, false, predicate); } } }; /** * Will return all nodes that have this node as ascendant. * @param {boolean} directDescendantsOnly if true only direct descendants of 'this' will be considered, if false direct and also indirect (children of children, an so on in a recursive manner) descendants of 'this' will be considered. * @param predicate: an optional predicate that will be called on every evaluated children, the predicate must return true for a given child to be part of the result, otherwise it will be ignored. * @return {BABYLON.Node[]} all children nodes of all types. */ Node.prototype.getDescendants = function (directDescendantsOnly, predicate) { var results = []; this._getDescendants(results, directDescendantsOnly, predicate); return results; }; /** * @param predicate: an optional predicate that will be called on every evaluated children, the predicate must return true for a given child to be part of the result, otherwise it will be ignored. * @Deprecated, legacy support. * use getDecendants instead. */ Node.prototype.getChildren = function (predicate) { return this.getDescendants(true, predicate); }; /** * Get all child-meshes of this node. */ Node.prototype.getChildMeshes = function (directDecendantsOnly, predicate) { var results = []; this._getDescendants(results, directDecendantsOnly, function (node) { return ((!predicate || predicate(node)) && (node instanceof BABYLON.AbstractMesh)); }); return results; }; Node.prototype._setReady = function (state) { if (state === this._isReady) { return; } if (!state) { this._isReady = false; return; } this._isReady = true; if (this.onReady) { this.onReady(this); } }; Node.prototype.getAnimationByName = function (name) { for (var i = 0; i < this.animations.length; i++) { var animation = this.animations[i]; if (animation.name === name) { return animation; } } return null; }; Node.prototype.createAnimationRange = function (name, from, to) { // check name not already in use if (!this._ranges[name]) { this._ranges[name] = new BABYLON.AnimationRange(name, from, to); for (var i = 0, nAnimations = this.animations.length; i < nAnimations; i++) { if (this.animations[i]) { this.animations[i].createRange(name, from, to); } } } }; Node.prototype.deleteAnimationRange = function (name, deleteFrames) { if (deleteFrames === void 0) { deleteFrames = true; } for (var i = 0, nAnimations = this.animations.length; i < nAnimations; i++) { if (this.animations[i]) { this.animations[i].deleteRange(name, deleteFrames); } } this._ranges[name] = undefined; // said much faster than 'delete this._range[name]' }; Node.prototype.getAnimationRange = function (name) { return this._ranges[name]; }; Node.prototype.beginAnimation = function (name, loop, speedRatio, onAnimationEnd) { var range = this.getAnimationRange(name); if (!range) { return null; } this._scene.beginAnimation(this, range.from, range.to, loop, speedRatio, onAnimationEnd); }; Node.prototype.serializeAnimationRanges = function () { var serializationRanges = []; for (var name in this._ranges) { var range = {}; range.name = name; range.from = this._ranges[name].from; range.to = this._ranges[name].to; serializationRanges.push(range); } return serializationRanges; }; Node.prototype.dispose = function () { this.parent = null; // Callback this.onDisposeObservable.notifyObservers(this); this.onDisposeObservable.clear(); }; Node.prototype.getDirection = function (localAxis) { var result = BABYLON.Vector3.Zero(); this.getDirectionToRef(localAxis, result); return result; }; Node.prototype.getDirectionToRef = function (localAxis, result) { BABYLON.Vector3.TransformNormalToRef(localAxis, this.getWorldMatrix(), result); }; Node.ParseAnimationRanges = function (node, parsedNode, scene) { if (parsedNode.ranges) { for (var index = 0; index < parsedNode.ranges.length; index++) { var data = parsedNode.ranges[index]; node.createAnimationRange(data.name, data.from, data.to); } } }; __decorate([ BABYLON.serialize() ], Node.prototype, "name", void 0); __decorate([ BABYLON.serialize() ], Node.prototype, "id", void 0); __decorate([ BABYLON.serialize() ], Node.prototype, "uniqueId", void 0); __decorate([ BABYLON.serialize() ], Node.prototype, "state", void 0); __decorate([ BABYLON.serialize() ], Node.prototype, "metadata", void 0); return Node; }()); BABYLON.Node = Node; })(BABYLON || (BABYLON = {}));