module BABYLON { /** * Node is the basic class for all scene objects (Mesh, Light Camera). */ export class Node { @serialize() public name: string; @serialize() public id: string; @serialize() public uniqueId: number; @serialize() public state = ""; @serialize() public metadata: any = null; public doNotSerialize = false; public animations = new Array(); private _ranges: { [name: string]: AnimationRange; } = {}; public onReady: (node: Node) => void; private _childrenFlag = -1; private _isEnabled = true; private _isReady = true; public _currentRenderId = -1; private _parentRenderId = -1; public _waitingParentId: string; private _scene: Scene; public _cache; private _parentNode: Node; private _children: Node[]; public set parent(parent: Node) { 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); } } public get parent(): Node { return this._parentNode; } public getClassName(): string { return "Node"; } /** * An event triggered when the mesh is disposed. * @type {BABYLON.Observable} */ public onDisposeObservable = new Observable(); private _onDisposeObserver: Observer; public set onDispose(callback: () => void) { if (this._onDisposeObserver) { this.onDisposeObservable.remove(this._onDisposeObserver); } this._onDisposeObserver = this.onDisposeObservable.add(callback); } /** * @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 */ constructor(name: string, scene: Scene) { this.name = name; this.id = name; this._scene = scene; this._initCache(); } public getScene(): Scene { return this._scene; } public getEngine(): Engine { return this._scene.getEngine(); } // override it in derived class public getWorldMatrix(): Matrix { return Matrix.Identity(); } // override it in derived class if you add new variables to the cache // and call the parent class method public _initCache() { this._cache = {}; this._cache.parent = undefined; } public updateCache(force?: boolean): void { 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 public _updateCache(ignoreParentClass?: boolean): void { } // override it in derived class if you add new variables to the cache public _isSynchronized(): boolean { return true; } public _markSyncedWithParent() { this._parentRenderId = this.parent._currentRenderId; } public isSynchronizedWithParent(): boolean { if (!this.parent) { return true; } if (this._parentRenderId !== this.parent._currentRenderId) { return false; } return this.parent.isSynchronized(); } public isSynchronized(updateCache?: boolean): boolean { var check = this.hasNewParent(); check = check || !this.isSynchronizedWithParent(); check = check || !this._isSynchronized(); if (updateCache) this.updateCache(true); return !check; } public hasNewParent(update?: boolean): boolean { 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 */ public isReady(): boolean { 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 */ public isEnabled(): boolean { 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 */ public setEnabled(value: boolean): void { 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 */ public isDescendantOf(ancestor: Node): boolean { 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. */ public _getDescendants(results: Node[], directDescendantsOnly: boolean = false, predicate?: (node: Node) => boolean): void { 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. */ public getDescendants(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): Node[] { 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. */ public getChildren(predicate?: (node: Node) => boolean): Node[] { return this.getDescendants(true, predicate); } /** * Get all child-meshes of this node. */ public getChildMeshes(directDecendantsOnly?: boolean, predicate?: (node: Node) => boolean): AbstractMesh[] { var results: Array = []; this._getDescendants(results, directDecendantsOnly, (node: Node) => { return ((!predicate || predicate(node)) && (node instanceof AbstractMesh)); }); return results; } public _setReady(state: boolean): void { if (state === this._isReady) { return; } if (!state) { this._isReady = false; return; } this._isReady = true; if (this.onReady) { this.onReady(this); } } public getAnimationByName(name: string): Animation { for (var i = 0; i < this.animations.length; i++) { var animation = this.animations[i]; if (animation.name === name) { return animation; } } return null; } public createAnimationRange(name: string, from: number, to: number): void { // check name not already in use if (!this._ranges[name]) { this._ranges[name] = new 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); } } } } public deleteAnimationRange(name: string, deleteFrames = true): void { 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]' } public getAnimationRange(name: string): AnimationRange { return this._ranges[name]; } public beginAnimation(name: string, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void): void { var range = this.getAnimationRange(name); if (!range) { return null; } this._scene.beginAnimation(this, range.from, range.to, loop, speedRatio, onAnimationEnd); } public serializeAnimationRanges(): any { var serializationRanges = []; for (var name in this._ranges) { var range: any = {}; range.name = name; range.from = this._ranges[name].from; range.to = this._ranges[name].to; serializationRanges.push(range); } return serializationRanges; } public dispose(): void { this.parent = null; // Callback this.onDisposeObservable.notifyObservers(this); this.onDisposeObservable.clear(); } public static ParseAnimationRanges(node: Node, parsedNode: any, scene: Scene): void { 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); } } } } }