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- var __decorate = (this && this.__decorate) || function (decorators, target, key, desc) {
- var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d;
- if (typeof Reflect === "object" && typeof Reflect.decorate === "function") r = Reflect.decorate(decorators, target, key, desc);
- else for (var i = decorators.length - 1; i >= 0; i--) if (d = decorators[i]) r = (c < 3 ? d(r) : c > 3 ? d(target, key, r) : d(target, key)) || r;
- return c > 3 && r && Object.defineProperty(target, key, r), r;
- };
- var BABYLON;
- (function (BABYLON) {
- /**
- * Node is the basic class for all scene objects (Mesh, Light Camera).
- */
- var Node = (function () {
- /**
- * @constructor
- * @param {string} name - the name and id to be given to this node
- * @param {BABYLON.Scene} the scene this node will be added to
- */
- function Node(name, scene) {
- this.state = "";
- this.animations = new Array();
- this._ranges = {};
- this._childrenFlag = -1;
- this._isEnabled = true;
- this._isReady = true;
- this._currentRenderId = -1;
- this._parentRenderId = -1;
- this.name = name;
- this.id = name;
- this._scene = scene;
- this._initCache();
- }
- Node.prototype.getScene = function () {
- return this._scene;
- };
- Node.prototype.getEngine = function () {
- return this._scene.getEngine();
- };
- // override it in derived class
- Node.prototype.getWorldMatrix = function () {
- return BABYLON.Matrix.Identity();
- };
- // override it in derived class if you add new variables to the cache
- // and call the parent class method
- Node.prototype._initCache = function () {
- this._cache = {};
- this._cache.parent = undefined;
- };
- Node.prototype.updateCache = function (force) {
- if (!force && this.isSynchronized())
- return;
- this._cache.parent = this.parent;
- this._updateCache();
- };
- // override it in derived class if you add new variables to the cache
- // and call the parent class method if !ignoreParentClass
- Node.prototype._updateCache = function (ignoreParentClass) {
- };
- // override it in derived class if you add new variables to the cache
- Node.prototype._isSynchronized = function () {
- return true;
- };
- Node.prototype._markSyncedWithParent = function () {
- this._parentRenderId = this.parent._currentRenderId;
- };
- Node.prototype.isSynchronizedWithParent = function () {
- if (!this.parent) {
- return true;
- }
- if (this._parentRenderId !== this.parent._currentRenderId) {
- return false;
- }
- return this.parent.isSynchronized();
- };
- Node.prototype.isSynchronized = function (updateCache) {
- var check = this.hasNewParent();
- check = check || !this.isSynchronizedWithParent();
- check = check || !this._isSynchronized();
- if (updateCache)
- this.updateCache(true);
- return !check;
- };
- Node.prototype.hasNewParent = function (update) {
- if (this._cache.parent === this.parent)
- return false;
- if (update)
- this._cache.parent = this.parent;
- return true;
- };
- /**
- * Is this node ready to be used/rendered
- * @return {boolean} is it ready
- */
- Node.prototype.isReady = function () {
- return this._isReady;
- };
- /**
- * Is this node enabled.
- * If the node has a parent and is enabled, the parent will be inspected as well.
- * @return {boolean} whether this node (and its parent) is enabled.
- * @see setEnabled
- */
- Node.prototype.isEnabled = function () {
- if (!this._isEnabled) {
- return false;
- }
- if (this.parent) {
- return this.parent.isEnabled();
- }
- return true;
- };
- /**
- * Set the enabled state of this node.
- * @param {boolean} value - the new enabled state
- * @see isEnabled
- */
- Node.prototype.setEnabled = function (value) {
- this._isEnabled = value;
- };
- /**
- * Is this node a descendant of the given node.
- * The function will iterate up the hierarchy until the ancestor was found or no more parents defined.
- * @param {BABYLON.Node} ancestor - The parent node to inspect
- * @see parent
- */
- Node.prototype.isDescendantOf = function (ancestor) {
- if (this.parent) {
- if (this.parent === ancestor) {
- return true;
- }
- return this.parent.isDescendantOf(ancestor);
- }
- return false;
- };
- Node.prototype._getDescendants = function (list, results, directDecendantsOnly) {
- if (directDecendantsOnly === void 0) { directDecendantsOnly = false; }
- for (var index = 0; index < list.length; index++) {
- var item = list[index];
- if ((directDecendantsOnly && item.parent === this) || (!directDecendantsOnly && item.isDescendantOf(this))) {
- results.push(item);
- }
- }
- };
- /**
- * Will return all nodes that have this node as parent.
- * @return {BABYLON.Node[]} all children nodes of all types.
- */
- Node.prototype.getDescendants = function (directDecendantsOnly) {
- var results = [];
- this._getDescendants(this._scene.meshes, results, directDecendantsOnly);
- this._getDescendants(this._scene.lights, results, directDecendantsOnly);
- this._getDescendants(this._scene.cameras, results, directDecendantsOnly);
- return results;
- };
- /**
- * @Deprecated, legacy support.
- * use getDecendants instead.
- */
- Node.prototype.getChildren = function () {
- return this.getDescendants(true);
- };
- /**
- * Get all child-meshes of this node.
- */
- Node.prototype.getChildMeshes = function (directDecendantsOnly) {
- var results = [];
- this._getDescendants(this._scene.meshes, results, directDecendantsOnly);
- return results;
- };
- Node.prototype._setReady = function (state) {
- if (state === this._isReady) {
- return;
- }
- if (!state) {
- this._isReady = false;
- return;
- }
- this._isReady = true;
- if (this.onReady) {
- this.onReady(this);
- }
- };
- Node.prototype.getAnimationByName = function (name) {
- for (var i = 0; i < this.animations.length; i++) {
- var animation = this.animations[i];
- if (animation.name === name) {
- return animation;
- }
- }
- return null;
- };
- Node.prototype.createAnimationRange = function (name, from, to) {
- // check name not already in use
- if (!this._ranges[name]) {
- this._ranges[name] = new BABYLON.AnimationRange(name, from, to);
- for (var i = 0, nAnimations = this.animations.length; i < nAnimations; i++) {
- if (this.animations[i]) {
- this.animations[i].createRange(name, from, to);
- }
- }
- }
- };
- Node.prototype.deleteAnimationRange = function (name, deleteFrames) {
- if (deleteFrames === void 0) { deleteFrames = true; }
- for (var i = 0, nAnimations = this.animations.length; i < nAnimations; i++) {
- if (this.animations[i]) {
- this.animations[i].deleteRange(name, deleteFrames);
- }
- }
- this._ranges[name] = undefined; // said much faster than 'delete this._range[name]'
- };
- Node.prototype.getAnimationRange = function (name) {
- return this._ranges[name];
- };
- Node.prototype.beginAnimation = function (name, loop, speedRatio, onAnimationEnd) {
- var range = this.getAnimationRange(name);
- if (!range) {
- return null;
- }
- this._scene.beginAnimation(this, range.from, range.to, loop, speedRatio, onAnimationEnd);
- };
- Node.prototype.serializeAnimationRanges = function () {
- var serializationRanges = [];
- for (var name in this._ranges) {
- var range = {};
- range.name = name;
- range.from = this._ranges[name].from;
- range.to = this._ranges[name].to;
- serializationRanges.push(range);
- }
- return serializationRanges;
- };
- Node.ParseAnimationRanges = function (node, parsedNode, scene) {
- if (parsedNode.ranges) {
- for (var index = 0; index < parsedNode.ranges.length; index++) {
- var data = parsedNode.ranges[index];
- node.createAnimationRange(data.name, data.from, data.to);
- }
- }
- };
- __decorate([
- BABYLON.serialize()
- ], Node.prototype, "name", void 0);
- __decorate([
- BABYLON.serialize()
- ], Node.prototype, "id", void 0);
- __decorate([
- BABYLON.serialize()
- ], Node.prototype, "uniqueId", void 0);
- __decorate([
- BABYLON.serialize()
- ], Node.prototype, "state", void 0);
- return Node;
- })();
- BABYLON.Node = Node;
- })(BABYLON || (BABYLON = {}));
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