module BABYLON { /** * ActionEvent is the event beint sent when an action is triggered. */ export class ActionEvent { /** * @constructor * @param source The mesh or sprite that triggered the action. * @param pointerX The X mouse cursor position at the time of the event * @param pointerY The Y mouse cursor position at the time of the event * @param meshUnderPointer The mesh that is currently pointed at (can be null) * @param sourceEvent the original (browser) event that triggered the ActionEvent */ constructor(public source: any, public pointerX: number, public pointerY: number, public meshUnderPointer: AbstractMesh, public sourceEvent?: any, public additionalData?: any) { } /** * Helper function to auto-create an ActionEvent from a source mesh. * @param source The source mesh that triggered the event * @param evt {Event} The original (browser) event */ public static CreateNew(source: AbstractMesh, evt?: Event, additionalData?: any): ActionEvent { var scene = source.getScene(); return new ActionEvent(source, scene.pointerX, scene.pointerY, scene.meshUnderPointer, evt, additionalData); } /** * Helper function to auto-create an ActionEvent from a source mesh. * @param source The source sprite that triggered the event * @param scene Scene associated with the sprite * @param evt {Event} The original (browser) event */ public static CreateNewFromSprite(source: Sprite, scene: Scene, evt?: Event, additionalData?: any): ActionEvent { return new ActionEvent(source, scene.pointerX, scene.pointerY, scene.meshUnderPointer, evt, additionalData); } /** * Helper function to auto-create an ActionEvent from a scene. If triggered by a mesh use ActionEvent.CreateNew * @param scene the scene where the event occurred * @param evt {Event} The original (browser) event */ public static CreateNewFromScene(scene: Scene, evt: Event): ActionEvent { return new ActionEvent(null, scene.pointerX, scene.pointerY, scene.meshUnderPointer, evt); } } /** * Action Manager manages all events to be triggered on a given mesh or the global scene. * A single scene can have many Action Managers to handle predefined actions on specific meshes. */ export class ActionManager { // Statics private static _NothingTrigger = 0; private static _OnPickTrigger = 1; private static _OnLeftPickTrigger = 2; private static _OnRightPickTrigger = 3; private static _OnCenterPickTrigger = 4; private static _OnPointerOverTrigger = 5; private static _OnPointerOutTrigger = 6; private static _OnEveryFrameTrigger = 7; private static _OnIntersectionEnterTrigger = 8; private static _OnIntersectionExitTrigger = 9; private static _OnKeyDownTrigger = 10; private static _OnKeyUpTrigger = 11; private static _OnPickUpTrigger = 12; public static get NothingTrigger(): number { return ActionManager._NothingTrigger; } public static get OnPickTrigger(): number { return ActionManager._OnPickTrigger; } public static get OnLeftPickTrigger(): number { return ActionManager._OnLeftPickTrigger; } public static get OnRightPickTrigger(): number { return ActionManager._OnRightPickTrigger; } public static get OnCenterPickTrigger(): number { return ActionManager._OnCenterPickTrigger; } public static get OnPointerOverTrigger(): number { return ActionManager._OnPointerOverTrigger; } public static get OnPointerOutTrigger(): number { return ActionManager._OnPointerOutTrigger; } public static get OnEveryFrameTrigger(): number { return ActionManager._OnEveryFrameTrigger; } public static get OnIntersectionEnterTrigger(): number { return ActionManager._OnIntersectionEnterTrigger; } public static get OnIntersectionExitTrigger(): number { return ActionManager._OnIntersectionExitTrigger; } public static get OnKeyDownTrigger(): number { return ActionManager._OnKeyDownTrigger; } public static get OnKeyUpTrigger(): number { return ActionManager._OnKeyUpTrigger; } public static get OnPickUpTrigger(): number { return ActionManager._OnPickUpTrigger; } // Members public actions = new Array(); private _scene: Scene; constructor(scene: Scene) { this._scene = scene; scene._actionManagers.push(this); } // Methods public dispose(): void { var index = this._scene._actionManagers.indexOf(this); if (index > -1) { this._scene._actionManagers.splice(index, 1); } } public getScene(): Scene { return this._scene; } /** * Does this action manager handles actions of any of the given triggers * @param {number[]} triggers - the triggers to be tested * @return {boolean} whether one (or more) of the triggers is handeled */ public hasSpecificTriggers(triggers: number[]): boolean { for (var index = 0; index < this.actions.length; index++) { var action = this.actions[index]; if (triggers.indexOf(action.trigger) > -1) { return true; } } return false; } /** * Does this action manager handles actions of a given trigger * @param {number} trigger - the trigger to be tested * @return {boolean} whether the trigger is handeled */ public hasSpecificTrigger(trigger: number): boolean { for (var index = 0; index < this.actions.length; index++) { var action = this.actions[index]; if (action.trigger === trigger) { return true; } } return false; } /** * Does this action manager has pointer triggers * @return {boolean} whether or not it has pointer triggers */ public get hasPointerTriggers(): boolean { for (var index = 0; index < this.actions.length; index++) { var action = this.actions[index]; if (action.trigger >= ActionManager._OnPickTrigger && action.trigger <= ActionManager._OnPointerOutTrigger) { return true; } if (action.trigger === ActionManager._OnPickUpTrigger) { return true; } } return false; } /** * Does this action manager has pick triggers * @return {boolean} whether or not it has pick triggers */ public get hasPickTriggers(): boolean { for (var index = 0; index < this.actions.length; index++) { var action = this.actions[index]; if (action.trigger >= ActionManager._OnPickTrigger && action.trigger <= ActionManager._OnCenterPickTrigger) { return true; } if (action.trigger === ActionManager._OnPickUpTrigger) { return true; } } return false; } /** * Registers an action to this action manager * @param {BABYLON.Action} action - the action to be registered * @return {BABYLON.Action} the action amended (prepared) after registration */ public registerAction(action: Action): Action { if (action.trigger === ActionManager.OnEveryFrameTrigger) { if (this.getScene().actionManager !== this) { Tools.Warn("OnEveryFrameTrigger can only be used with scene.actionManager"); return null; } } this.actions.push(action); action._actionManager = this; action._prepare(); return action; } /** * Process a specific trigger * @param {number} trigger - the trigger to process * @param evt {BABYLON.ActionEvent} the event details to be processed */ public processTrigger(trigger: number, evt: ActionEvent): void { for (var index = 0; index < this.actions.length; index++) { var action = this.actions[index]; if (action.trigger === trigger) { if (trigger === ActionManager.OnKeyUpTrigger || trigger === ActionManager.OnKeyDownTrigger) { var parameter = action.getTriggerParameter(); if (parameter) { var unicode = evt.sourceEvent.charCode ? evt.sourceEvent.charCode : evt.sourceEvent.keyCode; var actualkey = String.fromCharCode(unicode).toLowerCase(); if (actualkey !== parameter.toLowerCase()) { continue; } } } action._executeCurrent(evt); } } } public _getEffectiveTarget(target: any, propertyPath: string): any { var properties = propertyPath.split("."); for (var index = 0; index < properties.length - 1; index++) { target = target[properties[index]]; } return target; } public _getProperty(propertyPath: string): string { var properties = propertyPath.split("."); return properties[properties.length - 1]; } public static ParseActions(parsedActions: any, object: AbstractMesh, scene: Scene) { var actionManager = new BABYLON.ActionManager(scene); if (object === null) scene.actionManager = actionManager; else object.actionManager = actionManager; // instanciate a new object var instanciate = (name: any, params: Array): any => { var newInstance: Object = Object.create(BABYLON[name].prototype); newInstance.constructor.apply(newInstance, params); return newInstance; }; var parseParameter = (name: string, value: string, target: any, propertyPath: string): any => { if (propertyPath === null) { // String, boolean or float var floatValue = parseFloat(value); if (value === "true" || value === "false") return value === "true"; else return isNaN(floatValue) ? value : floatValue; } var effectiveTarget = propertyPath.split("."); var values = value.split(","); // Get effective Target for (var i = 0; i < effectiveTarget.length; i++) { target = target[effectiveTarget[i]]; } // Return appropriate value with its type if (typeof (target) === "boolean") return values[0] === "true"; if (typeof (target) === "string") return values[0]; // Parameters with multiple values such as Vector3 etc. var split = new Array(); for (var i = 0; i < values.length; i++) split.push(parseFloat(values[i])); if (target instanceof Vector3) return Vector3.FromArray(split); if (target instanceof Vector4) return Vector4.FromArray(split); if (target instanceof Color3) return Color3.FromArray(split); if (target instanceof Color4) return Color4.FromArray(split); return parseFloat(values[0]); }; // traverse graph per trigger var traverse = (parsedAction: any, trigger: any, condition: Condition, action: Action, combineArray: Array = null) => { if (parsedAction.detached) return; var parameters = new Array(); var target: any = null; var propertyPath: string = null; var combine = parsedAction.combine && parsedAction.combine.length > 0; // Parameters if (parsedAction.type === 2) parameters.push(actionManager); else parameters.push(trigger); if (combine) { var actions = new Array(); for (var j = 0; j < parsedAction.combine.length; j++) { traverse(parsedAction.combine[j], ActionManager.NothingTrigger, condition, action, actions); } parameters.push(actions); } else { for (var i = 0; i < parsedAction.properties.length; i++) { var value = parsedAction.properties[i].value; var name = parsedAction.properties[i].name; var targetType = parsedAction.properties[i].targetType; if (name === "target") if (targetType !== null && targetType === "SceneProperties") value = target = scene; else value = target = scene.getNodeByName(value); else if (name === "parent") value = scene.getNodeByName(value); else if (name === "sound") value = scene.getSoundByName(value); else if (name !== "propertyPath") { if (parsedAction.type === 2 && name === "operator") value = ValueCondition[value]; else value = parseParameter(name, value, target, name === "value" ? propertyPath : null); } else { propertyPath = value; } parameters.push(value); } } if (combineArray === null) { parameters.push(condition); } else { parameters.push(null); } // If interpolate value action if (parsedAction.name === "InterpolateValueAction") { var param = parameters[parameters.length - 2]; parameters[parameters.length - 1] = param; parameters[parameters.length - 2] = condition; } // Action or condition(s) and not CombineAction var newAction = instanciate(parsedAction.name, parameters); if (newAction instanceof Condition && condition !== null) { var nothing = new DoNothingAction(trigger, condition); if (action) action.then(nothing); else actionManager.registerAction(nothing); action = nothing; } if (combineArray === null) { if (newAction instanceof Condition) { condition = newAction; newAction = action; } else { condition = null; if (action) action.then(newAction); else actionManager.registerAction(newAction); } } else { combineArray.push(newAction); } for (var i = 0; i < parsedAction.children.length; i++) traverse(parsedAction.children[i], trigger, condition, newAction, null); }; // triggers for (var i = 0; i < parsedActions.children.length; i++) { var triggerParams: any; var trigger = parsedActions.children[i]; if (trigger.properties.length > 0) { var param = trigger.properties[0].value; var value = trigger.properties[0].targetType === null ? param : scene.getMeshByName(param); triggerParams = { trigger: BABYLON.ActionManager[trigger.name], parameter: value }; } else triggerParams = BABYLON.ActionManager[trigger.name]; for (var j = 0; j < trigger.children.length; j++) { if (!trigger.detached) traverse(trigger.children[j], triggerParams, null, null); } } } } }