module BABYLON { export interface IDisposable { dispose(): void; } /** * Represents a scene to be rendered by the engine. * @see http://doc.babylonjs.com/page.php?p=21911 */ export class Scene { // Statics private static _FOGMODE_NONE = 0; private static _FOGMODE_EXP = 1; private static _FOGMODE_EXP2 = 2; private static _FOGMODE_LINEAR = 3; public static MinDeltaTime = 1.0; public static MaxDeltaTime = 1000.0; public static get FOGMODE_NONE(): number { return Scene._FOGMODE_NONE; } public static get FOGMODE_EXP(): number { return Scene._FOGMODE_EXP; } public static get FOGMODE_EXP2(): number { return Scene._FOGMODE_EXP2; } public static get FOGMODE_LINEAR(): number { return Scene._FOGMODE_LINEAR; } // Members public autoClear = true; public clearColor: any = new Color3(0.2, 0.2, 0.3); public ambientColor = new Color3(0, 0, 0); /** * A function to be executed before rendering this scene * @type {Function} */ public beforeRender: () => void; /** * A function to be executed after rendering this scene * @type {Function} */ public afterRender: () => void; /** * A function to be executed when this scene is disposed. * @type {Function} */ public onDispose: () => void; public beforeCameraRender: (camera: Camera) => void; public afterCameraRender: (camera: Camera) => void; public forceWireframe = false; public forcePointsCloud = false; public forceShowBoundingBoxes = false; public clipPlane: Plane; public animationsEnabled = true; // Pointers private _onPointerMove: (evt: PointerEvent) => void; private _onPointerDown: (evt: PointerEvent) => void; public onPointerDown: (evt: PointerEvent, pickInfo: PickingInfo) => void; public cameraToUseForPointers: Camera = null; // Define this parameter if you are using multiple cameras and you want to specify which one should be used for pointer position private _pointerX: number; private _pointerY: number; private _meshUnderPointer: AbstractMesh; // Keyboard private _onKeyDown: (evt: Event) => void; private _onKeyUp: (evt: Event) => void; // Fog /** * is fog enabled on this scene. * @type {boolean} */ public fogEnabled = true; public fogMode = 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 /** * is shadow enabled on this scene. * @type {boolean} */ public shadowsEnabled = true; /** * is light enabled on this scene. * @type {boolean} */ public lightsEnabled = true; /** * All of the lights added to this scene. * @see BABYLON.Light * @type {BABYLON.Light[]} */ public lights = new Array(); public onNewLightAdded: (newLight?: Light, positionInArray?: number, scene?: Scene) => void; public onLightRemoved: (removedLight?: Light) => void; // Cameras /** * All of the cameras added to this scene. * @see BABYLON.Camera * @type {BABYLON.Camera[]} */ public cameras = new Array(); public onNewCameraAdded: (newCamera?: Camera, positionInArray?: number, scene?: Scene) => void; public onCameraRemoved: (removedCamera?: Camera) => void; public activeCameras = new Array(); public activeCamera: Camera; // Meshes /** * All of the (abstract) meshes added to this scene. * @see BABYLON.AbstractMesh * @type {BABYLON.AbstractMesh[]} */ public meshes = new Array(); public onNewMeshAdded: (newMesh?: AbstractMesh, positionInArray?: number, scene?: Scene) => void; public onMeshRemoved: (removedMesh?: AbstractMesh) => void; // Geometries private _geometries = new Array(); public materials = new Array(); public multiMaterials = new Array(); public defaultMaterial = new StandardMaterial("default material", this); // Textures public texturesEnabled = true; public textures = new Array(); // Particles public particlesEnabled = true; public particleSystems = new Array(); // Sprites public spritesEnabled = true; public spriteManagers = new Array(); // Layers public layers = new Array(); // Skeletons public skeletonsEnabled = true; public skeletons = new Array(); // Lens flares public lensFlaresEnabled = true; public lensFlareSystems = new Array(); // Collisions public collisionsEnabled = true; public gravity = new Vector3(0, -9.0, 0); // Postprocesses public postProcessesEnabled = true; public postProcessManager: PostProcessManager; public postProcessRenderPipelineManager: PostProcessRenderPipelineManager; // Customs render targets public renderTargetsEnabled = true; public dumpNextRenderTargets = false; public customRenderTargets = new Array(); // Delay loading public useDelayedTextureLoading: boolean; // Imported meshes public importedMeshesFiles = new Array(); // Database public database; //ANY // Actions /** * This scene's action manager * @type {BABYLON.ActionManager} */ public actionManager: ActionManager; public _actionManagers = new Array(); private _meshesForIntersections = new SmartArray(256); // Procedural textures public proceduralTexturesEnabled = true; public _proceduralTextures = new Array(); // Sound Tracks public mainSoundTrack: SoundTrack; public soundTracks = new Array(); private _audioEnabled = true; private _headphone = false; //Simplification Queue public simplificationQueue: SimplificationQueue; // 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; public _cachedMaterial: Material; 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 _onAfterRenderCallbacks = 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); public _activeBones = 0; private _renderingManager: RenderingManager; private _physicsEngine: PhysicsEngine; public _activeAnimatables = new Array(); private _transformMatrix = Matrix.Zero(); private _pickWithRayInverseMatrix: Matrix; private _scaledPosition = Vector3.Zero(); private _scaledVelocity = Vector3.Zero(); private _boundingBoxRenderer: BoundingBoxRenderer; private _outlineRenderer: OutlineRenderer; private _viewMatrix: Matrix; private _projectionMatrix: Matrix; private _frustumPlanes: Plane[]; private _selectionOctree: Octree; private _pointerOverMesh: AbstractMesh; private _debugLayer: DebugLayer; private _depthRenderer: DepthRenderer; /** * @constructor * @param {BABYLON.Engine} engine - the engine to be used to render this scene. */ 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._outlineRenderer = new OutlineRenderer(this); this.attachControl(); this._debugLayer = new DebugLayer(this); this.mainSoundTrack = new SoundTrack(this, { mainTrack: true }); //simplification queue this.simplificationQueue = new SimplificationQueue(); } // Properties public get debugLayer(): DebugLayer { return this._debugLayer; } /** * The mesh that is currently under the pointer. * @return {BABYLON.AbstractMesh} mesh under the pointer/mouse cursor or null if none. */ public get meshUnderPointer(): AbstractMesh { return this._meshUnderPointer; } /** * Current on-screen X position of the pointer * @return {number} X position of the pointer */ public get pointerX(): number { return this._pointerX; } /** * Current on-screen Y position of the pointer * @return {number} Y position of the pointer */ public get pointerY(): number { return this._pointerY; } public getCachedMaterial(): Material { return this._cachedMaterial; } public getBoundingBoxRenderer(): BoundingBoxRenderer { return this._boundingBoxRenderer; } public getOutlineRenderer(): OutlineRenderer { return this._outlineRenderer; } public getEngine(): Engine { return this._engine; } public getTotalVertices(): number { return this._totalVertices; } public getActiveVertices(): number { return this._activeVertices; } public getActiveParticles(): number { return this._activeParticles; } public getActiveBones(): number { return this._activeBones; } // 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; } public incrementRenderId(): void { this._renderId++; } private _updatePointerPosition(evt: PointerEvent): void { 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 public attachControl() { this._onPointerMove = (evt: PointerEvent) => { var canvas = this._engine.getRenderingCanvas(); this._updatePointerPosition(evt); var pickResult = this.pick(this._pointerX, this._pointerY, (mesh: AbstractMesh): boolean => 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 = (evt: PointerEvent) => { var predicate = null; if (!this.onPointerDown) { predicate = (mesh: AbstractMesh): boolean => { 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(ActionManager.OnLeftPickTrigger, ActionEvent.CreateNew(pickResult.pickedMesh, evt)); break; case 1: pickResult.pickedMesh.actionManager.processTrigger(ActionManager.OnCenterPickTrigger, ActionEvent.CreateNew(pickResult.pickedMesh, evt)); break; case 2: pickResult.pickedMesh.actionManager.processTrigger(ActionManager.OnRightPickTrigger, ActionEvent.CreateNew(pickResult.pickedMesh, evt)); break; } pickResult.pickedMesh.actionManager.processTrigger(ActionManager.OnPickTrigger, ActionEvent.CreateNew(pickResult.pickedMesh, evt)); } } if (this.onPointerDown) { this.onPointerDown(evt, pickResult); } }; this._onKeyDown = (evt: Event) => { if (this.actionManager) { this.actionManager.processTrigger(ActionManager.OnKeyDownTrigger, ActionEvent.CreateNewFromScene(this, evt)); } }; this._onKeyUp = (evt: Event) => { if (this.actionManager) { this.actionManager.processTrigger(ActionManager.OnKeyUpTrigger, ActionEvent.CreateNewFromScene(this, evt)); } }; var eventPrefix = Tools.GetPointerPrefix(); this._engine.getRenderingCanvas().addEventListener(eventPrefix + "move", this._onPointerMove, false); this._engine.getRenderingCanvas().addEventListener(eventPrefix + "down", this._onPointerDown, false); Tools.RegisterTopRootEvents([ { name: "keydown", handler: this._onKeyDown }, { name: "keyup", handler: this._onKeyUp } ]); } public detachControl() { var eventPrefix = Tools.GetPointerPrefix(); this._engine.getRenderingCanvas().removeEventListener(eventPrefix + "move", this._onPointerMove); this._engine.getRenderingCanvas().removeEventListener(eventPrefix + "down", this._onPointerDown); Tools.UnregisterTopRootEvents([ { name: "keydown", handler: this._onKeyDown }, { name: "keyup", handler: this._onKeyUp } ]); } // 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 === 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; } public resetCachedMaterial(): void { this._cachedMaterial = null; } 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 registerAfterRender(func: () => void): void { this._onAfterRenderCallbacks.push(func); } public unregisterAfterRender(func: () => void): void { var index = this._onAfterRenderCallbacks.indexOf(func); if (index > -1) { this._onAfterRenderCallbacks.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; } /** * Registers a function to be executed when the scene is ready. * @param {Function} func - the function to be executed. */ 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 /** * 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 */ public beginAnimation(target: any, from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, animatable?: Animatable): Animatable { if (speedRatio === undefined) { speedRatio = 1.0; } this.stopAnimation(target); if (!animatable) { animatable = new 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; } public beginDirectAnimation(target: any, animations: Animation[], from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void): Animatable { if (speedRatio === undefined) { speedRatio = 1.0; } var animatable = new Animatable(this, target, from, to, loop, speedRatio, onAnimationEnd, animations); return animatable; } public getAnimatableByTarget(target: any): Animatable { 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 */ public stopAnimation(target: any): void { var animatable = this.getAnimatableByTarget(target); if (animatable) { animatable.stop(); } } private _animate(): void { if (!this.animationsEnabled) { return; } if (!this._animationStartDate) { this._animationStartDate = Tools.Now; } // Getting time var now = Tools.Now; var delay = now - this._animationStartDate; for (var index = 0; index < this._activeAnimatables.length; index++) { this._activeAnimatables[index]._animate(delay); } } // 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 addMesh(newMesh: AbstractMesh) { var position = this.meshes.push(newMesh); if (this.onNewMeshAdded) { this.onNewMeshAdded(newMesh, position, this); } } public removeMesh(toRemove: AbstractMesh): number { 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; } public removeLight(toRemove: Light): number { 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; } public removeCamera(toRemove: Camera): number { 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; } public addLight(newLight: Light) { var position = this.lights.push(newLight); if (this.onNewLightAdded) { this.onNewLightAdded(newLight, position, this); } } public addCamera(newCamera: Camera) { 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 */ public setActiveCameraByID(id: string): Camera { 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 */ public setActiveCameraByName(name: string): Camera { 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. */ 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; } /** * get a material using its name * @param {string} the material's name * @return {BABYLON.Material|null} the material or null if none found. */ 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; } /** * get a camera using its name * @param {string} the camera's name * @return {BABYLON.Camera|null} the camera or null if none found. */ 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; } /** * get a light node using its name * @param {string} the light's name * @return {BABYLON.Light|null} the light or null if none found. */ 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; } /** * get a light node using its ID * @param {string} the light's id * @return {BABYLON.Light|null} the light or null if none found. */ 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; } /** * get a geometry using its ID * @param {string} the geometry's id * @return {BABYLON.Geometry|null} the geometry or null if none found. */ 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; } /** * 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 */ 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; } /** * 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. */ public getMeshByID(id: string): AbstractMesh { 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. */ public getLastMeshByID(id: string): AbstractMesh { 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. */ 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 getNodeByName(name: string): Node { var mesh = this.getMeshByName(name); if (mesh) { return mesh; } var light = this.getLightByName(name); if (light) { return light; } return this.getCameraByName(name); } public getMeshByName(name: string): AbstractMesh { for (var index = 0; index < this.meshes.length; index++) { if (this.meshes[index].name === name) { return this.meshes[index]; } } return null; } public getSoundByName(name: string): Sound { 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; } 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: AbstractMesh): void { 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); } } } private _evaluateActiveMeshes(): void { 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 = Frustum.GetPlanes(this._transformMatrix); } else { Frustum.GetPlanesToRef(this._transformMatrix, this._frustumPlanes); } // Meshes var meshes: AbstractMesh[]; var len: number; if (this._selectionOctree) { // Octree var selection = this._selectionOctree.select(this._frustumPlanes); meshes = selection.data; len = selection.length; } else { // Full scene traversal 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([ActionManager.OnIntersectionEnterTrigger, 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 = Tools.Now; if (this.particlesEnabled) { 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(); } } Tools.EndPerformanceCounter("Particles", this.particleSystems.length > 0); } this._particlesDuration += Tools.Now - beforeParticlesDate; } private _activeMesh(mesh: AbstractMesh): void { 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: number; var subMeshes: SubMesh[]; 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); } } } 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"); 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 = Tools.Now; Tools.StartPerformanceCounter("Active meshes evaluation"); this._evaluateActiveMeshes(); this._evaluateActiveMeshesDuration += Tools.Now - beforeEvaluateActiveMeshesDate; Tools.EndPerformanceCounter("Active meshes evaluation"); // Skeletons for (var skeletonIndex = 0; skeletonIndex < this._activeSkeletons.length; skeletonIndex++) { var skeleton = this._activeSkeletons.data[skeletonIndex]; skeleton.prepare(); } // Render targets var beforeRenderTargetDate = Tools.Now; if (this.renderTargetsEnabled) { 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); } } Tools.EndPerformanceCounter("Render targets", this._renderTargets.length > 0); this._renderId++; } if (this._renderTargets.length > 0) { // Restore back buffer engine.restoreDefaultFramebuffer(); } this._renderTargetsDuration += Tools.Now - beforeRenderTargetDate; // Prepare Frame this.postProcessManager._prepareFrame(); var beforeRenderDate = 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 Tools.StartPerformanceCounter("Main render"); this._renderingManager.render(null, null, true, true); Tools.EndPerformanceCounter("Main render"); // Bounding boxes this._boundingBoxRenderer.render(); // Lens flares if (this.lensFlaresEnabled) { Tools.StartPerformanceCounter("Lens flares", this.lensFlareSystems.length > 0); for (var lensFlareSystemIndex = 0; lensFlareSystemIndex < this.lensFlareSystems.length; lensFlareSystemIndex++) { this.lensFlareSystems[lensFlareSystemIndex].render(); } 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 += 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); } Tools.EndPerformanceCounter("Rendering camera " + this.activeCamera.name); } 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(); } private _checkIntersections(): void { 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 === ActionManager.OnIntersectionEnterTrigger || action.trigger === ActionManager.OnIntersectionExitTrigger) { var parameters = action.getTriggerParameter(); var otherMesh = parameters instanceof AbstractMesh ? parameters : parameters.mesh; var areIntersecting = otherMesh.intersectsMesh(sourceMesh, parameters.usePreciseIntersection); var currentIntersectionInProgress = sourceMesh._intersectionsInProgress.indexOf(otherMesh); if (areIntersecting && currentIntersectionInProgress === -1) { if (action.trigger === ActionManager.OnIntersectionEnterTrigger) { action._executeCurrent(ActionEvent.CreateNew(sourceMesh)); sourceMesh._intersectionsInProgress.push(otherMesh); } else if (action.trigger === ActionManager.OnIntersectionExitTrigger) { sourceMesh._intersectionsInProgress.push(otherMesh); } } else if (!areIntersecting && currentIntersectionInProgress > -1 && action.trigger === ActionManager.OnIntersectionExitTrigger) { action._executeCurrent(ActionEvent.CreateNew(sourceMesh)); var indexOfOther = sourceMesh._intersectionsInProgress.indexOf(otherMesh); if (indexOfOther > -1) { sourceMesh._intersectionsInProgress.splice(indexOfOther, 1); } } } } } } public render(): void { var startDate = 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(); Tools.StartPerformanceCounter("Scene rendering"); // Actions if (this.actionManager) { this.actionManager.processTrigger(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) { Tools.StartPerformanceCounter("Physics"); this._physicsEngine._runOneStep(deltaTime / 1000.0); Tools.EndPerformanceCounter("Physics"); } // Customs render targets var beforeRenderTargetDate = Tools.Now; var engine = this.getEngine(); var currentActiveCamera = this.activeCamera; if (this.renderTargetsEnabled) { 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); } } Tools.EndPerformanceCounter("Custom render targets", this.customRenderTargets.length > 0); this._renderId++; } if (this.customRenderTargets.length > 0) { // Restore back buffer engine.restoreDefaultFramebuffer(); } this._renderTargetsDuration += Tools.Now - beforeRenderTargetDate; this.activeCamera = currentActiveCamera; // Procedural textures if (this.proceduralTexturesEnabled) { 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(); } } 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](); } // Cleaning 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; } Tools.EndPerformanceCounter("Scene rendering"); this._lastFrameDuration = Tools.Now - startDate; } private _updateAudioParameters() { if (!this.audioEnabled || (this.mainSoundTrack.soundCollection.length === 0 && this.soundTracks.length === 0)) { return; } var listeningCamera: Camera; var audioEngine = 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 = Matrix.Invert(listeningCamera.getViewMatrix()); var cameraDirection = Vector3.TransformNormal(new 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(); } } } } } // Audio public get audioEnabled(): boolean { return this._audioEnabled; } public set audioEnabled(value: boolean) { this._audioEnabled = value; if (this._audioEnabled) { this._enableAudio(); } else { this._disableAudio(); } } private _disableAudio() { 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(); } } } private _enableAudio() { 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(); } } } } public get headphone(): boolean { return this._headphone; } public set headphone(value: boolean) { this._headphone = value; if (this._headphone) { this._switchAudioModeForHeadphones(); } else { this._switchAudioModeForNormalSpeakers(); } } private _switchAudioModeForHeadphones() { this.mainSoundTrack.switchPanningModelToHRTF(); for (var i = 0; i < this.soundTracks.length; i++) { this.soundTracks[i].switchPanningModelToHRTF(); } } private _switchAudioModeForNormalSpeakers() { this.mainSoundTrack.switchPanningModelToEqualPower(); for (var i = 0; i < this.soundTracks.length; i++) { this.soundTracks[i].switchPanningModelToEqualPower(); } } public enableDepthRenderer(): DepthRenderer { if (this._depthRenderer) { return this._depthRenderer; } this._depthRenderer = new DepthRenderer(this); return this._depthRenderer; } public disableDepthRenderer(): void { if (!this._depthRenderer) { return; } this._depthRenderer.dispose(); this._depthRenderer = null; } public dispose(): void { 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); } // 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); if (index > -1) { this._engine.scenes.splice(index, 1); } this._engine.wipeCaches(); } // Release sounds & sounds tracks public disposeSounds() { this.mainSoundTrack.dispose(); for (var scIndex = 0; scIndex < this.soundTracks.length; scIndex++) { this.soundTracks[scIndex].dispose(); } } // Collisions public _getNewPosition(position: Vector3, velocity: Vector3, collider: Collider, maximumRetry: number, finalPosition: Vector3, excludedMesh: AbstractMesh = null): 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, excludedMesh); finalPosition.multiplyInPlace(collider.radius); } private _collideWithWorld(position: Vector3, velocity: Vector3, collider: Collider, maximumRetry: number, finalPosition: Vector3, excludedMesh: AbstractMesh = null): void { var closeDistance = 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.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 public getWorldExtends(): { min: Vector3; max: Vector3 } { var min = new Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE); var max = new 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; Tools.CheckExtends(minBox, min, max); Tools.CheckExtends(maxBox, min, max); } return { min: min, max: max }; } public createOrUpdateSelectionOctree(maxCapacity = 64, maxDepth = 2): Octree { if (!this._selectionOctree) { this._selectionOctree = new Octree(Octree.CreationFuncForMeshes, maxCapacity, maxDepth); } var worldExtends = this.getWorldExtends(); // Update octree this._selectionOctree.update(worldExtends.min, worldExtends.max, this.meshes); return this._selectionOctree; } // 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 Ray.CreateNew(x, y, viewport.width, viewport.height, world ? world : 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()); } private _internalPick(rayFunction: (world: Matrix) => Ray, predicate: (mesh: AbstractMesh) => 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 || !result.hit) continue; if (!fastCheck && pickingInfo != null && result.distance >= pickingInfo.distance) continue; pickingInfo = result; if (fastCheck) { break; } } return pickingInfo || new PickingInfo(); } public pick(x: number, y: number, predicate?: (mesh: AbstractMesh) => 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 = Matrix.Identity(); } world.invertToRef(this._pickWithRayInverseMatrix); return Ray.Transform(ray, this._pickWithRayInverseMatrix); }, predicate, fastCheck); } public setPointerOverMesh(mesh: AbstractMesh): void { if (this._pointerOverMesh === mesh) { return; } if (this._pointerOverMesh && this._pointerOverMesh.actionManager) { this._pointerOverMesh.actionManager.processTrigger(ActionManager.OnPointerOutTrigger, ActionEvent.CreateNew(this._pointerOverMesh)); } this._pointerOverMesh = mesh; if (this._pointerOverMesh && this._pointerOverMesh.actionManager) { this._pointerOverMesh.actionManager.processTrigger(ActionManager.OnPointerOverTrigger, ActionEvent.CreateNew(this._pointerOverMesh)); } } public getPointerOverMesh(): AbstractMesh { return this._pointerOverMesh; } // Physics public getPhysicsEngine(): PhysicsEngine { return this._physicsEngine; } public enablePhysics(gravity: Vector3, plugin?: IPhysicsEnginePlugin): boolean { if (this._physicsEngine) { return true; } this._physicsEngine = new 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); } public deleteCompoundImpostor(compound: any): void { for (var index = 0; index < compound.parts.length; index++) { var mesh = compound.parts[index].mesh; mesh._physicImpostor = PhysicsEngine.NoImpostor; this._physicsEngine._unregisterMesh(mesh); } } // Misc. public createDefaultCameraOrLight() { // Light if (this.lights.length === 0) { new HemisphericLight("default light", Vector3.Up(), this); } // Camera if (!this.activeCamera) { var camera = new FreeCamera("default camera", 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 Vector3(worldCenter.x, worldCenter.y, worldExtends.min.z - (worldExtends.max.z - worldExtends.min.z)); camera.setTarget(worldCenter); this.activeCamera = camera; } } // Tags private _getByTags(list: any[], tagsQuery: string, forEach?: (item: any) => void): 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 = []; forEach = forEach || ((item: any) => { return; }); for (var i in list) { var item = list[i]; if (Tags.MatchesQuery(item, tagsQuery)) { listByTags.push(item); forEach(item); } } return listByTags; } public getMeshesByTags(tagsQuery: string, forEach?: (mesh: AbstractMesh) => void): Mesh[] { return this._getByTags(this.meshes, tagsQuery, forEach); } public getCamerasByTags(tagsQuery: string, forEach?: (camera: Camera) => void): Camera[] { return this._getByTags(this.cameras, tagsQuery, forEach); } public getLightsByTags(tagsQuery: string, forEach?: (light: Light) => void): Light[] { return this._getByTags(this.lights, tagsQuery, forEach); } public getMaterialByTags(tagsQuery: string, forEach?: (material: Material) => void): Material[] { return this._getByTags(this.materials, tagsQuery, forEach).concat(this._getByTags(this.multiMaterials, tagsQuery, forEach)); } } }