var BABYLON;
(function (BABYLON) {
/**
* Represents a scene to be rendered by the engine.
* @see http://doc.babylonjs.com/page.php?p=21911
*/
var Scene = (function () {
/**
* @constructor
* @param {BABYLON.Engine} engine - the engine to be used to render this scene.
*/
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.forcePointsCloud = false;
this.forceShowBoundingBoxes = false;
this.animationsEnabled = true;
this.cameraToUseForPointers = null; // Define this parameter if you are using multiple cameras and you want to specify which one should be used for pointer position
// Fog
/**
* is fog enabled on this scene.
* @type {boolean}
*/
this.fogEnabled = true;
this.fogMode = 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
/**
* is shadow enabled on this scene.
* @type {boolean}
*/
this.shadowsEnabled = true;
/**
* is light enabled on this scene.
* @type {boolean}
*/
this.lightsEnabled = true;
/**
* All of the lights added to this scene.
* @see BABYLON.Light
* @type {BABYLON.Light[]}
*/
this.lights = new Array();
// Cameras
/**
* All of the cameras added to this scene.
* @see BABYLON.Camera
* @type {BABYLON.Camera[]}
*/
this.cameras = new Array();
this.activeCameras = new Array();
// Meshes
/**
* All of the (abstract) meshes added to this scene.
* @see BABYLON.AbstractMesh
* @type {BABYLON.AbstractMesh[]}
*/
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.spritesEnabled = true;
this.spriteManagers = new Array();
// Layers
this.layers = new Array();
// Skeletons
this.skeletonsEnabled = true;
this.skeletons = new Array();
// Lens flares
this.lensFlaresEnabled = true;
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.dumpNextRenderTargets = false;
this.customRenderTargets = new Array();
// Imported meshes
this.importedMeshesFiles = new Array();
this._actionManagers = new Array();
this._meshesForIntersections = new BABYLON.SmartArray(256);
// Procedural textures
this.proceduralTexturesEnabled = true;
this._proceduralTextures = new Array();
this.soundTracks = new Array();
this._audioEnabled = true;
this._headphone = false;
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 = []; //ANY
this._onBeforeRenderCallbacks = new Array();
this._onAfterRenderCallbacks = 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._activeBones = 0;
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._outlineRenderer = new BABYLON.OutlineRenderer(this);
this.attachControl();
this._debugLayer = new BABYLON.DebugLayer(this);
this.mainSoundTrack = new BABYLON.SoundTrack(this, { mainTrack: true });
//simplification queue
this.simplificationQueue = new BABYLON.SimplificationQueue();
}
Object.defineProperty(Scene, "FOGMODE_NONE", {
get: function () {
return Scene._FOGMODE_NONE;
},
enumerable: true,
configurable: true
});
Object.defineProperty(Scene, "FOGMODE_EXP", {
get: function () {
return Scene._FOGMODE_EXP;
},
enumerable: true,
configurable: true
});
Object.defineProperty(Scene, "FOGMODE_EXP2", {
get: function () {
return Scene._FOGMODE_EXP2;
},
enumerable: true,
configurable: true
});
Object.defineProperty(Scene, "FOGMODE_LINEAR", {
get: function () {
return Scene._FOGMODE_LINEAR;
},
enumerable: true,
configurable: true
});
Object.defineProperty(Scene.prototype, "debugLayer", {
// Properties
get: function () {
return this._debugLayer;
},
enumerable: true,
configurable: true
});
Object.defineProperty(Scene.prototype, "meshUnderPointer", {
/**
* The mesh that is currently under the pointer.
* @return {BABYLON.AbstractMesh} mesh under the pointer/mouse cursor or null if none.
*/
get: function () {
return this._meshUnderPointer;
},
enumerable: true,
configurable: true
});
Object.defineProperty(Scene.prototype, "pointerX", {
/**
* Current on-screen X position of the pointer
* @return {number} X position of the pointer
*/
get: function () {
return this._pointerX;
},
enumerable: true,
configurable: true
});
Object.defineProperty(Scene.prototype, "pointerY", {
/**
* Current on-screen Y position of the pointer
* @return {number} Y position of the pointer
*/
get: function () {
return this._pointerY;
},
enumerable: true,
configurable: true
});
Scene.prototype.getCachedMaterial = function () {
return this._cachedMaterial;
};
Scene.prototype.getBoundingBoxRenderer = function () {
return this._boundingBoxRenderer;
};
Scene.prototype.getOutlineRenderer = function () {
return this._outlineRenderer;
};
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;
};
Scene.prototype.getActiveBones = function () {
return this._activeBones;
};
// 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.incrementRenderId = function () {
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._meshUnderPointer = pickResult.pickedMesh;
_this.setPointerOverMesh(pickResult.pickedMesh);
canvas.style.cursor = "pointer";
}
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, evt));
break;
case 1:
pickResult.pickedMesh.actionManager.processTrigger(BABYLON.ActionManager.OnCenterPickTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
break;
case 2:
pickResult.pickedMesh.actionManager.processTrigger(BABYLON.ActionManager.OnRightPickTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
break;
}
pickResult.pickedMesh.actionManager.processTrigger(BABYLON.ActionManager.OnPickTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
}
}
if (_this.onPointerDown) {
_this.onPointerDown(evt, pickResult);
}
};
this._onKeyDown = function (evt) {
if (_this.actionManager) {
_this.actionManager.processTrigger(BABYLON.ActionManager.OnKeyDownTrigger, BABYLON.ActionEvent.CreateNewFromScene(_this, evt));
}
};
this._onKeyUp = function (evt) {
if (_this.actionManager) {
_this.actionManager.processTrigger(BABYLON.ActionManager.OnKeyUpTrigger, BABYLON.ActionEvent.CreateNewFromScene(_this, evt));
}
};
var eventPrefix = BABYLON.Tools.GetPointerPrefix();
this._engine.getRenderingCanvas().addEventListener(eventPrefix + "move", this._onPointerMove, false);
this._engine.getRenderingCanvas().addEventListener(eventPrefix + "down", this._onPointerDown, false);
BABYLON.Tools.RegisterTopRootEvents([
{ name: "keydown", handler: this._onKeyDown },
{ name: "keyup", handler: this._onKeyUp }
]);
};
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);
BABYLON.Tools.UnregisterTopRootEvents([
{ name: "keydown", handler: this._onKeyDown },
{ name: "keyup", handler: this._onKeyUp }
]);
};
// 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.resetCachedMaterial = function () {
this._cachedMaterial = null;
};
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.registerAfterRender = function (func) {
this._onAfterRenderCallbacks.push(func);
};
Scene.prototype.unregisterAfterRender = function (func) {
var index = this._onAfterRenderCallbacks.indexOf(func);
if (index > -1) {
this._onAfterRenderCallbacks.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;
};
/**
* Registers a function to be executed when the scene is ready.
* @param {Function} func - the function to be executed.
*/
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
/**
* Will start the animation sequence of a given target
* @param target - the target
* @param {number} from - from which frame should animation start
* @param {number} to - till which frame should animation run.
* @param {boolean} [loop] - should the animation loop
* @param {number} [speedRatio] - the speed in which to run the animation
* @param {Function} [onAnimationEnd] function to be executed when the animation ended.
* @param {BABYLON.Animatable} [animatable] an animatable object. If not provided a new one will be created from the given params.
* @return {BABYLON.Animatable} the animatable object created for this animation
* @see BABYLON.Animatable
* @see http://doc.babylonjs.com/page.php?p=22081
*/
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;
};
/**
* Will stop the animation of the given target
* @param target - the target
* @see beginAnimation
*/
Scene.prototype.stopAnimation = function (target) {
var animatable = this.getAnimatableByTarget(target);
if (animatable) {
animatable.stop();
}
};
Scene.prototype._animate = function () {
if (!this.animationsEnabled) {
return;
}
if (!this._animationStartDate) {
this._animationStartDate = BABYLON.Tools.Now;
}
// Getting time
var now = BABYLON.Tools.Now;
var delay = now - this._animationStartDate;
for (var index = 0; index < this._activeAnimatables.length; index++) {
this._activeAnimatables[index]._animate(delay);
}
};
// 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.addMesh = function (newMesh) {
var position = this.meshes.push(newMesh);
if (this.onNewMeshAdded) {
this.onNewMeshAdded(newMesh, position, this);
}
};
Scene.prototype.removeMesh = function (toRemove) {
var index = this.meshes.indexOf(toRemove);
if (index !== -1) {
// Remove from the scene if mesh found
this.meshes.splice(index, 1);
}
if (this.onMeshRemoved) {
this.onMeshRemoved(toRemove);
}
return index;
};
Scene.prototype.removeLight = function (toRemove) {
var index = this.lights.indexOf(toRemove);
if (index !== -1) {
// Remove from the scene if mesh found
this.lights.splice(index, 1);
}
if (this.onLightRemoved) {
this.onLightRemoved(toRemove);
}
return index;
};
Scene.prototype.removeCamera = function (toRemove) {
var index = this.cameras.indexOf(toRemove);
if (index !== -1) {
// Remove from the scene if mesh found
this.cameras.splice(index, 1);
}
if (this.onCameraRemoved) {
this.onCameraRemoved(toRemove);
}
return index;
};
Scene.prototype.addLight = function (newLight) {
var position = this.lights.push(newLight);
if (this.onNewLightAdded) {
this.onNewLightAdded(newLight, position, this);
}
};
Scene.prototype.addCamera = function (newCamera) {
var position = this.cameras.push(newCamera);
if (this.onNewCameraAdded) {
this.onNewCameraAdded(newCamera, position, this);
}
};
/**
* sets the active camera of the scene using its ID
* @param {string} id - the camera's ID
* @return {BABYLON.Camera|null} the new active camera or null if none found.
* @see activeCamera
*/
Scene.prototype.setActiveCameraByID = function (id) {
var camera = this.getCameraByID(id);
if (camera) {
this.activeCamera = camera;
return camera;
}
return null;
};
/**
* sets the active camera of the scene using its name
* @param {string} name - the camera's name
* @return {BABYLON.Camera|null} the new active camera or null if none found.
* @see activeCamera
*/
Scene.prototype.setActiveCameraByName = function (name) {
var camera = this.getCameraByName(name);
if (camera) {
this.activeCamera = camera;
return camera;
}
return null;
};
/**
* get a material using its id
* @param {string} the material's ID
* @return {BABYLON.Material|null} the material or null if none found.
*/
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;
};
/**
* get a material using its name
* @param {string} the material's name
* @return {BABYLON.Material|null} the material or null if none found.
*/
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;
};
/**
* get a camera using its name
* @param {string} the camera's name
* @return {BABYLON.Camera|null} the camera or null if none found.
*/
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;
};
/**
* get a light node using its name
* @param {string} the light's name
* @return {BABYLON.Light|null} the light or null if none found.
*/
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;
};
/**
* get a light node using its ID
* @param {string} the light's id
* @return {BABYLON.Light|null} the light or null if none found.
*/
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;
};
/**
* get a geometry using its ID
* @param {string} the geometry's id
* @return {BABYLON.Geometry|null} the geometry or null if none found.
*/
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;
};
/**
* add a new geometry to this scene.
* @param {BABYLON.Geometry} geometry - the geometry to be added to the scene.
* @param {boolean} [force] - force addition, even if a geometry with this ID already exists
* @return {boolean} was the geometry added or not
*/
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;
};
/**
* Get a the first added mesh found of a given ID
* @param {string} id - the id to search for
* @return {BABYLON.AbstractMesh|null} the mesh found or null if not found at all.
*/
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;
};
/**
* Get a the last added mesh found of a given ID
* @param {string} id - the id to search for
* @return {BABYLON.AbstractMesh|null} the mesh found or null if not found at all.
*/
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;
};
/**
* Get a the last added node (Mesh, Camera, Light) found of a given ID
* @param {string} id - the id to search for
* @return {BABYLON.Node|null} the node found or null if not found at all.
*/
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.getNodeByName = function (name) {
var mesh = this.getMeshByName(name);
if (mesh) {
return mesh;
}
var light = this.getLightByName(name);
if (light) {
return light;
}
return this.getCameraByName(name);
};
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.getSoundByName = function (name) {
for (var index = 0; index < this.mainSoundTrack.soundCollection.length; index++) {
if (this.mainSoundTrack.soundCollection[index].name === name) {
return this.mainSoundTrack.soundCollection[index];
}
}
for (var sdIndex = 0; sdIndex < this.soundTracks.length; sdIndex++) {
for (index = 0; index < this.soundTracks[sdIndex].soundCollection.length; index++) {
if (this.soundTracks[sdIndex].soundCollection[index].name === name) {
return this.soundTracks[sdIndex].soundCollection[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.indexCount;
this._renderingManager.dispatch(subMesh);
}
}
};
Scene.prototype._evaluateActiveMeshes = function () {
this.activeCamera._activeMeshes.reset();
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];
if (mesh.isBlocked) {
continue;
}
this._totalVertices += mesh.getTotalVertices();
if (!mesh.isReady()) {
continue;
}
mesh.computeWorldMatrix();
// Intersections
if (mesh.actionManager && mesh.actionManager.hasSpecificTriggers([BABYLON.ActionManager.OnIntersectionEnterTrigger, BABYLON.ActionManager.OnIntersectionExitTrigger])) {
this._meshesForIntersections.pushNoDuplicate(mesh);
}
// Switch to current LOD
var meshLOD = mesh.getLOD(this.activeCamera);
if (!meshLOD) {
continue;
}
mesh._preActivate();
if (mesh.isEnabled() && mesh.isVisible && mesh.visibility > 0 && ((mesh.layerMask & this.activeCamera.layerMask) !== 0) && mesh.isInFrustum(this._frustumPlanes)) {
this._activeMeshes.push(mesh);
this.activeCamera._activeMeshes.push(mesh);
mesh._activate(this._renderId);
this._activeMesh(meshLOD);
}
}
// Particle systems
var beforeParticlesDate = BABYLON.Tools.Now;
if (this.particlesEnabled) {
BABYLON.Tools.StartPerformanceCounter("Particles", this.particleSystems.length > 0);
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();
}
}
BABYLON.Tools.EndPerformanceCounter("Particles", this.particleSystems.length > 0);
}
this._particlesDuration += BABYLON.Tools.Now - beforeParticlesDate;
};
Scene.prototype._activeMesh = function (mesh) {
if (mesh.skeleton && this.skeletonsEnabled) {
this._activeSkeletons.pushNoDuplicate(mesh.skeleton);
}
if (mesh.showBoundingBox || this.forceShowBoundingBoxes) {
this._boundingBoxRenderer.renderList.push(mesh.getBoundingInfo().boundingBox);
}
if (mesh && 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");
BABYLON.Tools.StartPerformanceCounter("Rendering camera " + this.activeCamera.name);
// Viewport
engine.setViewport(this.activeCamera.viewport);
// Camera
this._renderId++;
this.updateTransformMatrix();
if (this.beforeCameraRender) {
this.beforeCameraRender(this.activeCamera);
}
// Meshes
var beforeEvaluateActiveMeshesDate = BABYLON.Tools.Now;
BABYLON.Tools.StartPerformanceCounter("Active meshes evaluation");
this._evaluateActiveMeshes();
this._evaluateActiveMeshesDuration += BABYLON.Tools.Now - beforeEvaluateActiveMeshesDate;
BABYLON.Tools.EndPerformanceCounter("Active meshes evaluation");
for (var skeletonIndex = 0; skeletonIndex < this._activeSkeletons.length; skeletonIndex++) {
var skeleton = this._activeSkeletons.data[skeletonIndex];
skeleton.prepare();
}
// Render targets
var beforeRenderTargetDate = BABYLON.Tools.Now;
if (this.renderTargetsEnabled) {
BABYLON.Tools.StartPerformanceCounter("Render targets", this._renderTargets.length > 0);
for (var renderIndex = 0; renderIndex < this._renderTargets.length; renderIndex++) {
var renderTarget = this._renderTargets.data[renderIndex];
if (renderTarget._shouldRender()) {
this._renderId++;
var hasSpecialRenderTargetCamera = renderTarget.activeCamera && renderTarget.activeCamera !== this.activeCamera;
renderTarget.render(hasSpecialRenderTargetCamera, this.dumpNextRenderTargets);
}
}
BABYLON.Tools.EndPerformanceCounter("Render targets", this._renderTargets.length > 0);
this._renderId++;
}
if (this._renderTargets.length > 0) {
engine.restoreDefaultFramebuffer();
}
this._renderTargetsDuration += BABYLON.Tools.Now - beforeRenderTargetDate;
// Prepare Frame
this.postProcessManager._prepareFrame();
var beforeRenderDate = BABYLON.Tools.Now;
// 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
BABYLON.Tools.StartPerformanceCounter("Main render");
this._renderingManager.render(null, null, true, true);
BABYLON.Tools.EndPerformanceCounter("Main render");
// Bounding boxes
this._boundingBoxRenderer.render();
// Lens flares
if (this.lensFlaresEnabled) {
BABYLON.Tools.StartPerformanceCounter("Lens flares", this.lensFlareSystems.length > 0);
for (var lensFlareSystemIndex = 0; lensFlareSystemIndex < this.lensFlareSystems.length; lensFlareSystemIndex++) {
this.lensFlareSystems[lensFlareSystemIndex].render();
}
BABYLON.Tools.EndPerformanceCounter("Lens flares", this.lensFlareSystems.length > 0);
}
// 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 += BABYLON.Tools.Now - 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);
}
BABYLON.Tools.EndPerformanceCounter("Rendering camera " + this.activeCamera.name);
};
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 parameters = action.getTriggerParameter();
var otherMesh = parameters instanceof BABYLON.AbstractMesh ? parameters : parameters.mesh;
var areIntersecting = otherMesh.intersectsMesh(sourceMesh, parameters.usePreciseIntersection);
var currentIntersectionInProgress = sourceMesh._intersectionsInProgress.indexOf(otherMesh);
if (areIntersecting && currentIntersectionInProgress === -1) {
if (action.trigger === BABYLON.ActionManager.OnIntersectionEnterTrigger) {
action._executeCurrent(BABYLON.ActionEvent.CreateNew(sourceMesh));
sourceMesh._intersectionsInProgress.push(otherMesh);
}
else if (action.trigger === BABYLON.ActionManager.OnIntersectionExitTrigger) {
sourceMesh._intersectionsInProgress.push(otherMesh);
}
}
else if (!areIntersecting && currentIntersectionInProgress > -1 && action.trigger === BABYLON.ActionManager.OnIntersectionExitTrigger) {
action._executeCurrent(BABYLON.ActionEvent.CreateNew(sourceMesh));
var indexOfOther = sourceMesh._intersectionsInProgress.indexOf(otherMesh);
if (indexOfOther > -1) {
sourceMesh._intersectionsInProgress.splice(indexOfOther, 1);
}
}
}
}
}
};
Scene.prototype.render = function () {
var startDate = BABYLON.Tools.Now;
this._particlesDuration = 0;
this._spritesDuration = 0;
this._activeParticles = 0;
this._renderDuration = 0;
this._renderTargetsDuration = 0;
this._evaluateActiveMeshesDuration = 0;
this._totalVertices = 0;
this._activeVertices = 0;
this._activeBones = 0;
this.getEngine().resetDrawCalls();
this._meshesForIntersections.reset();
this.resetCachedMaterial();
BABYLON.Tools.StartPerformanceCounter("Scene rendering");
// Actions
if (this.actionManager) {
this.actionManager.processTrigger(BABYLON.ActionManager.OnEveryFrameTrigger, null);
}
//Simplification Queue
if (!this.simplificationQueue.running) {
this.simplificationQueue.executeNext();
}
// 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(this._engine.getDeltaTime(), Scene.MaxDeltaTime));
this._animationRatio = deltaTime * (60.0 / 1000.0);
this._animate();
// Physics
if (this._physicsEngine) {
BABYLON.Tools.StartPerformanceCounter("Physics");
this._physicsEngine._runOneStep(deltaTime / 1000.0);
BABYLON.Tools.EndPerformanceCounter("Physics");
}
// Customs render targets
var beforeRenderTargetDate = BABYLON.Tools.Now;
var engine = this.getEngine();
var currentActiveCamera = this.activeCamera;
if (this.renderTargetsEnabled) {
BABYLON.Tools.StartPerformanceCounter("Custom render targets", this.customRenderTargets.length > 0);
for (var customIndex = 0; customIndex < this.customRenderTargets.length; customIndex++) {
var renderTarget = this.customRenderTargets[customIndex];
if (renderTarget._shouldRender()) {
this._renderId++;
this.activeCamera = renderTarget.activeCamera || this.activeCamera;
if (!this.activeCamera)
throw new Error("Active camera not set");
// Viewport
engine.setViewport(this.activeCamera.viewport);
// Camera
this.updateTransformMatrix();
renderTarget.render(currentActiveCamera !== this.activeCamera, this.dumpNextRenderTargets);
}
}
BABYLON.Tools.EndPerformanceCounter("Custom render targets", this.customRenderTargets.length > 0);
this._renderId++;
}
if (this.customRenderTargets.length > 0) {
engine.restoreDefaultFramebuffer();
}
this._renderTargetsDuration += BABYLON.Tools.Now - beforeRenderTargetDate;
this.activeCamera = currentActiveCamera;
// Procedural textures
if (this.proceduralTexturesEnabled) {
BABYLON.Tools.StartPerformanceCounter("Procedural textures", this._proceduralTextures.length > 0);
for (var proceduralIndex = 0; proceduralIndex < this._proceduralTextures.length; proceduralIndex++) {
var proceduralTexture = this._proceduralTextures[proceduralIndex];
if (proceduralTexture._shouldRender()) {
proceduralTexture.render();
}
}
BABYLON.Tools.EndPerformanceCounter("Procedural textures", this._proceduralTextures.length > 0);
}
// Clear
this._engine.clear(this.clearColor, this.autoClear || this.forceWireframe || this.forcePointsCloud, true);
// Shadows
if (this.shadowsEnabled) {
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());
}
}
}
// Depth renderer
if (this._depthRenderer) {
this._renderTargets.push(this._depthRenderer.getDepthMap());
}
// 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 {
if (!this.activeCamera) {
throw new Error("No camera defined");
}
this._processSubCameras(this.activeCamera);
}
// Intersection checks
this._checkIntersections();
// Update the audio listener attached to the camera
this._updateAudioParameters();
// After render
if (this.afterRender) {
this.afterRender();
}
for (callbackIndex = 0; callbackIndex < this._onAfterRenderCallbacks.length; callbackIndex++) {
this._onAfterRenderCallbacks[callbackIndex]();
}
for (var index = 0; index < this._toBeDisposed.length; index++) {
this._toBeDisposed.data[index].dispose();
this._toBeDisposed[index] = null;
}
this._toBeDisposed.reset();
if (this.dumpNextRenderTargets) {
this.dumpNextRenderTargets = false;
}
BABYLON.Tools.EndPerformanceCounter("Scene rendering");
this._lastFrameDuration = BABYLON.Tools.Now - startDate;
};
Scene.prototype._updateAudioParameters = function () {
if (!this.audioEnabled || (this.mainSoundTrack.soundCollection.length === 0 && this.soundTracks.length === 0)) {
return;
}
var listeningCamera;
var audioEngine = BABYLON.Engine.audioEngine;
if (this.activeCameras.length > 0) {
listeningCamera = this.activeCameras[0];
}
else {
listeningCamera = this.activeCamera;
}
if (listeningCamera && audioEngine.canUseWebAudio) {
audioEngine.audioContext.listener.setPosition(listeningCamera.position.x, listeningCamera.position.y, listeningCamera.position.z);
var mat = BABYLON.Matrix.Invert(listeningCamera.getViewMatrix());
var cameraDirection = BABYLON.Vector3.TransformNormal(new BABYLON.Vector3(0, 0, -1), mat);
cameraDirection.normalize();
audioEngine.audioContext.listener.setOrientation(cameraDirection.x, cameraDirection.y, cameraDirection.z, 0, 1, 0);
for (var i = 0; i < this.mainSoundTrack.soundCollection.length; i++) {
var sound = this.mainSoundTrack.soundCollection[i];
if (sound.useCustomAttenuation) {
sound.updateDistanceFromListener();
}
}
for (i = 0; i < this.soundTracks.length; i++) {
for (var j = 0; j < this.soundTracks[i].soundCollection.length; j++) {
sound = this.soundTracks[i].soundCollection[j];
if (sound.useCustomAttenuation) {
sound.updateDistanceFromListener();
}
}
}
}
};
Object.defineProperty(Scene.prototype, "audioEnabled", {
// Audio
get: function () {
return this._audioEnabled;
},
set: function (value) {
this._audioEnabled = value;
if (this._audioEnabled) {
this._enableAudio();
}
else {
this._disableAudio();
}
},
enumerable: true,
configurable: true
});
Scene.prototype._disableAudio = function () {
for (var i = 0; i < this.mainSoundTrack.soundCollection.length; i++) {
this.mainSoundTrack.soundCollection[i].pause();
}
for (i = 0; i < this.soundTracks.length; i++) {
for (var j = 0; j < this.soundTracks[i].soundCollection.length; j++) {
this.soundTracks[i].soundCollection[j].pause();
}
}
};
Scene.prototype._enableAudio = function () {
for (var i = 0; i < this.mainSoundTrack.soundCollection.length; i++) {
if (this.mainSoundTrack.soundCollection[i].isPaused) {
this.mainSoundTrack.soundCollection[i].play();
}
}
for (i = 0; i < this.soundTracks.length; i++) {
for (var j = 0; j < this.soundTracks[i].soundCollection.length; j++) {
if (this.soundTracks[i].soundCollection[j].isPaused) {
this.soundTracks[i].soundCollection[j].play();
}
}
}
};
Object.defineProperty(Scene.prototype, "headphone", {
get: function () {
return this._headphone;
},
set: function (value) {
this._headphone = value;
if (this._headphone) {
this._switchAudioModeForHeadphones();
}
else {
this._switchAudioModeForNormalSpeakers();
}
},
enumerable: true,
configurable: true
});
Scene.prototype._switchAudioModeForHeadphones = function () {
this.mainSoundTrack.switchPanningModelToHRTF();
for (var i = 0; i < this.soundTracks.length; i++) {
this.soundTracks[i].switchPanningModelToHRTF();
}
};
Scene.prototype._switchAudioModeForNormalSpeakers = function () {
this.mainSoundTrack.switchPanningModelToEqualPower();
for (var i = 0; i < this.soundTracks.length; i++) {
this.soundTracks[i].switchPanningModelToEqualPower();
}
};
Scene.prototype.enableDepthRenderer = function () {
if (this._depthRenderer) {
return this._depthRenderer;
}
this._depthRenderer = new BABYLON.DepthRenderer(this);
return this._depthRenderer;
};
Scene.prototype.disableDepthRenderer = function () {
if (!this._depthRenderer) {
return;
}
this._depthRenderer.dispose();
this._depthRenderer = null;
};
Scene.prototype.dispose = function () {
this.beforeRender = null;
this.afterRender = null;
this.skeletons = [];
this._boundingBoxRenderer.dispose();
if (this._depthRenderer) {
this._depthRenderer.dispose();
}
// Debug layer
this.debugLayer.hide();
// Events
if (this.onDispose) {
this.onDispose();
}
this._onBeforeRenderCallbacks = [];
this._onAfterRenderCallbacks = [];
this.detachControl();
// Release sounds & sounds tracks
this.disposeSounds();
// 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);
if (index > -1) {
this._engine.scenes.splice(index, 1);
}
this._engine.wipeCaches();
};
// Release sounds & sounds tracks
Scene.prototype.disposeSounds = function () {
this.mainSoundTrack.dispose();
for (var scIndex = 0; scIndex < this.soundTracks.length; scIndex++) {
this.soundTracks[scIndex].dispose();
}
};
// Collisions
Scene.prototype._getNewPosition = function (position, velocity, collider, maximumRetry, finalPosition, excludedMesh) {
if (excludedMesh === void 0) { 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 (excludedMesh === void 0) { 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.getWorldExtends = function () {
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);
}
return {
min: min,
max: max
};
};
Scene.prototype.createOrUpdateSelectionOctree = function (maxCapacity, maxDepth) {
if (maxCapacity === void 0) { maxCapacity = 64; }
if (maxDepth === void 0) { maxDepth = 2; }
if (!this._selectionOctree) {
this._selectionOctree = new BABYLON.Octree(BABYLON.Octree.CreationFuncForMeshes, maxCapacity, maxDepth);
}
var worldExtends = this.getWorldExtends();
// Update octree
this._selectionOctree.update(worldExtends.min, worldExtends.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());
// return BABYLON.Ray.CreateNew(x / window.devicePixelRatio, y / window.devicePixelRatio, 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);
};
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);
}
};
// Misc.
Scene.prototype.createDefaultCameraOrLight = function () {
// Light
if (this.lights.length === 0) {
new BABYLON.HemisphericLight("default light", BABYLON.Vector3.Up(), this);
}
// Camera
if (!this.activeCamera) {
var camera = new BABYLON.FreeCamera("default camera", BABYLON.Vector3.Zero(), this);
// Compute position
var worldExtends = this.getWorldExtends();
var worldCenter = worldExtends.min.add(worldExtends.max.subtract(worldExtends.min).scale(0.5));
camera.position = new BABYLON.Vector3(worldCenter.x, worldCenter.y, worldExtends.min.z - (worldExtends.max.z - worldExtends.min.z));
camera.setTarget(worldCenter);
this.activeCamera = camera;
}
};
// Tags
Scene.prototype._getByTags = function (list, tagsQuery, forEach) {
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 = [];
forEach = forEach || (function (item) {
return;
});
for (var i in list) {
var item = list[i];
if (BABYLON.Tags.MatchesQuery(item, tagsQuery)) {
listByTags.push(item);
forEach(item);
}
}
return listByTags;
};
Scene.prototype.getMeshesByTags = function (tagsQuery, forEach) {
return this._getByTags(this.meshes, tagsQuery, forEach);
};
Scene.prototype.getCamerasByTags = function (tagsQuery, forEach) {
return this._getByTags(this.cameras, tagsQuery, forEach);
};
Scene.prototype.getLightsByTags = function (tagsQuery, forEach) {
return this._getByTags(this.lights, tagsQuery, forEach);
};
Scene.prototype.getMaterialByTags = function (tagsQuery, forEach) {
return this._getByTags(this.materials, tagsQuery, forEach).concat(this._getByTags(this.multiMaterials, tagsQuery, forEach));
};
// Statics
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