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- import { IDisposable, Scene } from "../scene";
- import { Nullable } from "../types";
- import { Observable, Observer } from "../Misc/observable";
- import { PointerInfoPre, PointerInfo, PointerEventTypes } from "../Events/pointerEvents";
- import { PickingInfo } from "../Collisions/pickingInfo";
- import { AbstractMesh } from "../Meshes/abstractMesh";
- import { EngineStore } from "../Engines/engineStore";
- import { HemisphericLight } from '../Lights/hemisphericLight';
- import { Vector3, Color3 } from '../Maths/math';
- import { Camera } from '../Cameras/camera';
- /**
- * Renders a layer on top of an existing scene
- */
- export class UtilityLayerRenderer implements IDisposable {
- private _pointerCaptures: { [pointerId: number]: boolean } = {};
- private _lastPointerEvents: { [pointerId: number]: boolean } = {};
- private static _DefaultUtilityLayer: Nullable<UtilityLayerRenderer> = null;
- private static _DefaultKeepDepthUtilityLayer: Nullable<UtilityLayerRenderer> = null;
- private _sharedGizmoLight: Nullable<HemisphericLight> = null;
- private _renderCamera: Nullable<Camera> = null;
- /**
- * Gets the camera that is used to render the utility layer (when not set, this will be the last active camera)
- * @returns the camera that is used when rendering the utility layer
- */
- public getRenderCamera() {
- if (this._renderCamera) {
- return this._renderCamera;
- } else if (this.originalScene.activeCameras.length > 1) {
- return this.originalScene.activeCameras[this.originalScene.activeCameras.length - 1];
- } else {
- return this.originalScene.activeCamera;
- }
- }
- /**
- * Sets the camera that should be used when rendering the utility layer (If set to null the last active camera will be used)
- * @param cam the camera that should be used when rendering the utility layer
- */
- public setRenderCamera(cam: Nullable<Camera>) {
- this._renderCamera = cam;
- }
- /**
- * @hidden
- * Light which used by gizmos to get light shading
- */
- public _getSharedGizmoLight(): HemisphericLight {
- if (!this._sharedGizmoLight) {
- this._sharedGizmoLight = new HemisphericLight("shared gizmo light", new Vector3(0, 1, 0), this.utilityLayerScene);
- this._sharedGizmoLight.intensity = 2;
- this._sharedGizmoLight.groundColor = Color3.Gray();
- }
- return this._sharedGizmoLight;
- }
- /**
- * If the picking should be done on the utility layer prior to the actual scene (Default: true)
- */
- public pickUtilitySceneFirst = true;
- /**
- * A shared utility layer that can be used to overlay objects into a scene (Depth map of the previous scene is cleared before drawing on top of it)
- */
- public static get DefaultUtilityLayer(): UtilityLayerRenderer {
- if (UtilityLayerRenderer._DefaultUtilityLayer == null) {
- UtilityLayerRenderer._DefaultUtilityLayer = new UtilityLayerRenderer(EngineStore.LastCreatedScene!);
- UtilityLayerRenderer._DefaultUtilityLayer.originalScene.onDisposeObservable.addOnce(() => {
- UtilityLayerRenderer._DefaultUtilityLayer = null;
- });
- }
- return UtilityLayerRenderer._DefaultUtilityLayer;
- }
- /**
- * A shared utility layer that can be used to embed objects into a scene (Depth map of the previous scene is not cleared before drawing on top of it)
- */
- public static get DefaultKeepDepthUtilityLayer(): UtilityLayerRenderer {
- if (UtilityLayerRenderer._DefaultKeepDepthUtilityLayer == null) {
- UtilityLayerRenderer._DefaultKeepDepthUtilityLayer = new UtilityLayerRenderer(EngineStore.LastCreatedScene!);
- UtilityLayerRenderer._DefaultKeepDepthUtilityLayer.utilityLayerScene.autoClearDepthAndStencil = false;
- UtilityLayerRenderer._DefaultKeepDepthUtilityLayer.originalScene.onDisposeObservable.addOnce(() => {
- UtilityLayerRenderer._DefaultKeepDepthUtilityLayer = null;
- });
- }
- return UtilityLayerRenderer._DefaultKeepDepthUtilityLayer;
- }
- /**
- * The scene that is rendered on top of the original scene
- */
- public utilityLayerScene: Scene;
- /**
- * If the utility layer should automatically be rendered on top of existing scene
- */
- public shouldRender: boolean = true;
- /**
- * If set to true, only pointer down onPointerObservable events will be blocked when picking is occluded by original scene
- */
- public onlyCheckPointerDownEvents = true;
- /**
- * If set to false, only pointerUp, pointerDown and pointerMove will be sent to the utilityLayerScene (false by default)
- */
- public processAllEvents = false;
- /**
- * Observable raised when the pointer move from the utility layer scene to the main scene
- */
- public onPointerOutObservable = new Observable<number>();
- /** Gets or sets a predicate that will be used to indicate utility meshes present in the main scene */
- public mainSceneTrackerPredicate: (mesh: Nullable<AbstractMesh>) => boolean;
- private _afterRenderObserver: Nullable<Observer<Camera>>;
- private _sceneDisposeObserver: Nullable<Observer<Scene>>;
- private _originalPointerObserver: Nullable<Observer<PointerInfoPre>>;
- /**
- * Instantiates a UtilityLayerRenderer
- * @param originalScene the original scene that will be rendered on top of
- * @param handleEvents boolean indicating if the utility layer should handle events
- */
- constructor(
- /** the original scene that will be rendered on top of */
- public originalScene: Scene,
- handleEvents: boolean = true) {
- // Create scene which will be rendered in the foreground and remove it from being referenced by engine to avoid interfering with existing app
- this.utilityLayerScene = new Scene(originalScene.getEngine(), {virtual: true});
- this.utilityLayerScene.useRightHandedSystem = originalScene.useRightHandedSystem;
- this.utilityLayerScene._allowPostProcessClearColor = false;
- // Detach controls on utility scene, events will be fired by logic below to handle picking priority
- this.utilityLayerScene.detachControl();
- if (handleEvents) {
- this._originalPointerObserver = originalScene.onPrePointerObservable.add((prePointerInfo, eventState) => {
- if (!this.utilityLayerScene.activeCamera) {
- return;
- }
- if (!this.processAllEvents) {
- if (prePointerInfo.type !== PointerEventTypes.POINTERMOVE
- && prePointerInfo.type !== PointerEventTypes.POINTERUP
- && prePointerInfo.type !== PointerEventTypes.POINTERDOWN) {
- return;
- }
- }
- this.utilityLayerScene.pointerX = originalScene.pointerX;
- this.utilityLayerScene.pointerY = originalScene.pointerY;
- let pointerEvent = <PointerEvent>(prePointerInfo.event);
- if (originalScene!.isPointerCaptured(pointerEvent.pointerId)) {
- this._pointerCaptures[pointerEvent.pointerId] = false;
- return;
- }
- var utilityScenePick = prePointerInfo.ray ? this.utilityLayerScene.pickWithRay(prePointerInfo.ray) : this.utilityLayerScene.pick(originalScene.pointerX, originalScene.pointerY);
- if (!prePointerInfo.ray && utilityScenePick) {
- prePointerInfo.ray = utilityScenePick.ray;
- }
- // always fire the prepointer oversvable
- this.utilityLayerScene.onPrePointerObservable.notifyObservers(prePointerInfo);
- // allow every non pointer down event to flow to the utility layer
- if (this.onlyCheckPointerDownEvents && prePointerInfo.type != PointerEventTypes.POINTERDOWN) {
- if (!prePointerInfo.skipOnPointerObservable) {
- this.utilityLayerScene.onPointerObservable.notifyObservers(new PointerInfo(prePointerInfo.type, prePointerInfo.event, utilityScenePick));
- }
- if (prePointerInfo.type === PointerEventTypes.POINTERUP && this._pointerCaptures[pointerEvent.pointerId]) {
- this._pointerCaptures[pointerEvent.pointerId] = false;
- }
- return;
- }
- if (this.utilityLayerScene.autoClearDepthAndStencil || this.pickUtilitySceneFirst) {
- // If this layer is an overlay, check if this layer was hit and if so, skip pointer events for the main scene
- if (utilityScenePick && utilityScenePick.hit) {
- if (!prePointerInfo.skipOnPointerObservable) {
- this.utilityLayerScene.onPointerObservable.notifyObservers(new PointerInfo(prePointerInfo.type, prePointerInfo.event, utilityScenePick));
- }
- prePointerInfo.skipOnPointerObservable = true;
- }
- } else {
- var originalScenePick = prePointerInfo.ray ? originalScene.pickWithRay(prePointerInfo.ray) : originalScene.pick(originalScene.pointerX, originalScene.pointerY);
- let pointerEvent = <PointerEvent>(prePointerInfo.event);
- // If the layer can be occluded by the original scene, only fire pointer events to the first layer that hit they ray
- if (originalScenePick && utilityScenePick) {
- // No pick in utility scene
- if (utilityScenePick.distance === 0 && originalScenePick.pickedMesh) {
- if (this.mainSceneTrackerPredicate && this.mainSceneTrackerPredicate(originalScenePick.pickedMesh)) {
- // We touched an utility mesh present in the main scene
- this._notifyObservers(prePointerInfo, originalScenePick, pointerEvent);
- prePointerInfo.skipOnPointerObservable = true;
- } else if (prePointerInfo.type === PointerEventTypes.POINTERDOWN) {
- this._pointerCaptures[pointerEvent.pointerId] = true;
- } else if (this._lastPointerEvents[pointerEvent.pointerId]) {
- // We need to send a last pointerup to the utilityLayerScene to make sure animations can complete
- this.onPointerOutObservable.notifyObservers(pointerEvent.pointerId);
- delete this._lastPointerEvents[pointerEvent.pointerId];
- }
- } else if (!this._pointerCaptures[pointerEvent.pointerId] && (utilityScenePick.distance < originalScenePick.distance || originalScenePick.distance === 0)) {
- // We pick something in utility scene or the pick in utility is closer than the one in main scene
- this._notifyObservers(prePointerInfo, utilityScenePick, pointerEvent);
- // If a previous utility layer set this, do not unset this
- if (!prePointerInfo.skipOnPointerObservable) {
- prePointerInfo.skipOnPointerObservable = utilityScenePick.distance > 0;
- }
- } else if (!this._pointerCaptures[pointerEvent.pointerId] && (utilityScenePick.distance > originalScenePick.distance)) {
- // We have a pick in both scenes but main is closer than utility
- // We touched an utility mesh present in the main scene
- if (this.mainSceneTrackerPredicate && this.mainSceneTrackerPredicate(originalScenePick.pickedMesh)) {
- this._notifyObservers(prePointerInfo, originalScenePick, pointerEvent);
- prePointerInfo.skipOnPointerObservable = true;
- } else if (this._lastPointerEvents[pointerEvent.pointerId]) {
- // We need to send a last pointerup to the utilityLayerScene to make sure animations can complete
- this.onPointerOutObservable.notifyObservers(pointerEvent.pointerId);
- delete this._lastPointerEvents[pointerEvent.pointerId];
- }
- }
- if (prePointerInfo.type === PointerEventTypes.POINTERUP && this._pointerCaptures[pointerEvent.pointerId]) {
- this._pointerCaptures[pointerEvent.pointerId] = false;
- }
- }
- }
- });
- // As a newly added utility layer will be rendered over the screen last, it's pointer events should be processed first
- if (this._originalPointerObserver) {
- originalScene.onPrePointerObservable.makeObserverTopPriority(this._originalPointerObserver);
- }
- }
- // Render directly on top of existing scene without clearing
- this.utilityLayerScene.autoClear = false;
- this._afterRenderObserver = this.originalScene.onAfterCameraRenderObservable.add((camera) => {
- // Only render when the render camera finishes rendering
- if (this.shouldRender && camera == this.getRenderCamera()) {
- this.render();
- }
- });
- this._sceneDisposeObserver = this.originalScene.onDisposeObservable.add(() => {
- this.dispose();
- });
- this._updateCamera();
- }
- private _notifyObservers(prePointerInfo: PointerInfoPre, pickInfo: PickingInfo, pointerEvent: PointerEvent) {
- if (!prePointerInfo.skipOnPointerObservable) {
- this.utilityLayerScene.onPointerObservable.notifyObservers(new PointerInfo(prePointerInfo.type, prePointerInfo.event, pickInfo));
- this._lastPointerEvents[pointerEvent.pointerId] = true;
- }
- }
- /**
- * Renders the utility layers scene on top of the original scene
- */
- public render() {
- this._updateCamera();
- if (this.utilityLayerScene.activeCamera) {
- // Set the camera's scene to utility layers scene
- var oldScene = this.utilityLayerScene.activeCamera.getScene();
- var camera = this.utilityLayerScene.activeCamera;
- camera._scene = this.utilityLayerScene;
- if (camera.leftCamera) {
- camera.leftCamera._scene = this.utilityLayerScene;
- }
- if (camera.rightCamera) {
- camera.rightCamera._scene = this.utilityLayerScene;
- }
- this.utilityLayerScene.render(false);
- // Reset camera's scene back to original
- camera._scene = oldScene;
- if (camera.leftCamera) {
- camera.leftCamera._scene = oldScene;
- }
- if (camera.rightCamera) {
- camera.rightCamera._scene = oldScene;
- }
- }
- }
- /**
- * Disposes of the renderer
- */
- public dispose() {
- this.onPointerOutObservable.clear();
- if (this._afterRenderObserver) {
- this.originalScene.onAfterCameraRenderObservable.remove(this._afterRenderObserver);
- }
- if (this._sceneDisposeObserver) {
- this.originalScene.onDisposeObservable.remove(this._sceneDisposeObserver);
- }
- if (this._originalPointerObserver) {
- this.originalScene.onPrePointerObservable.remove(this._originalPointerObserver);
- }
- this.utilityLayerScene.dispose();
- }
- private _updateCamera() {
- this.utilityLayerScene.cameraToUseForPointers = this.getRenderCamera();
- this.utilityLayerScene.activeCamera = this.getRenderCamera();
- }
- }
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