utilityLayerRenderer.ts 16 KB

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  1. import { IDisposable, Scene } from "../scene";
  2. import { Nullable } from "../types";
  3. import { Observable, Observer } from "../Misc/observable";
  4. import { PointerInfoPre, PointerInfo, PointerEventTypes } from "../Events/pointerEvents";
  5. import { PickingInfo } from "../Collisions/pickingInfo";
  6. import { AbstractMesh } from "../Meshes/abstractMesh";
  7. import { EngineStore } from "../Engines/engineStore";
  8. import { HemisphericLight } from '../Lights/hemisphericLight';
  9. import { Vector3, Color3 } from '../Maths/math';
  10. import { Camera } from '../Cameras/camera';
  11. /**
  12. * Renders a layer on top of an existing scene
  13. */
  14. export class UtilityLayerRenderer implements IDisposable {
  15. private _pointerCaptures: { [pointerId: number]: boolean } = {};
  16. private _lastPointerEvents: { [pointerId: number]: boolean } = {};
  17. private static _DefaultUtilityLayer: Nullable<UtilityLayerRenderer> = null;
  18. private static _DefaultKeepDepthUtilityLayer: Nullable<UtilityLayerRenderer> = null;
  19. private _sharedGizmoLight: Nullable<HemisphericLight> = null;
  20. private _renderCamera: Nullable<Camera> = null;
  21. /**
  22. * Gets the camera that is used to render the utility layer (when not set, this will be the last active camera)
  23. * @returns the camera that is used when rendering the utility layer
  24. */
  25. public getRenderCamera() {
  26. if (this._renderCamera) {
  27. return this._renderCamera;
  28. } else if (this.originalScene.activeCameras.length > 1) {
  29. return this.originalScene.activeCameras[this.originalScene.activeCameras.length - 1];
  30. } else {
  31. return this.originalScene.activeCamera;
  32. }
  33. }
  34. /**
  35. * Sets the camera that should be used when rendering the utility layer (If set to null the last active camera will be used)
  36. * @param cam the camera that should be used when rendering the utility layer
  37. */
  38. public setRenderCamera(cam: Nullable<Camera>) {
  39. this._renderCamera = cam;
  40. }
  41. /**
  42. * @hidden
  43. * Light which used by gizmos to get light shading
  44. */
  45. public _getSharedGizmoLight(): HemisphericLight {
  46. if (!this._sharedGizmoLight) {
  47. this._sharedGizmoLight = new HemisphericLight("shared gizmo light", new Vector3(0, 1, 0), this.utilityLayerScene);
  48. this._sharedGizmoLight.intensity = 2;
  49. this._sharedGizmoLight.groundColor = Color3.Gray();
  50. }
  51. return this._sharedGizmoLight;
  52. }
  53. /**
  54. * If the picking should be done on the utility layer prior to the actual scene (Default: true)
  55. */
  56. public pickUtilitySceneFirst = true;
  57. /**
  58. * 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)
  59. */
  60. public static get DefaultUtilityLayer(): UtilityLayerRenderer {
  61. if (UtilityLayerRenderer._DefaultUtilityLayer == null) {
  62. UtilityLayerRenderer._DefaultUtilityLayer = new UtilityLayerRenderer(EngineStore.LastCreatedScene!);
  63. UtilityLayerRenderer._DefaultUtilityLayer.originalScene.onDisposeObservable.addOnce(() => {
  64. UtilityLayerRenderer._DefaultUtilityLayer = null;
  65. });
  66. }
  67. return UtilityLayerRenderer._DefaultUtilityLayer;
  68. }
  69. /**
  70. * 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)
  71. */
  72. public static get DefaultKeepDepthUtilityLayer(): UtilityLayerRenderer {
  73. if (UtilityLayerRenderer._DefaultKeepDepthUtilityLayer == null) {
  74. UtilityLayerRenderer._DefaultKeepDepthUtilityLayer = new UtilityLayerRenderer(EngineStore.LastCreatedScene!);
  75. UtilityLayerRenderer._DefaultKeepDepthUtilityLayer.utilityLayerScene.autoClearDepthAndStencil = false;
  76. UtilityLayerRenderer._DefaultKeepDepthUtilityLayer.originalScene.onDisposeObservable.addOnce(() => {
  77. UtilityLayerRenderer._DefaultKeepDepthUtilityLayer = null;
  78. });
  79. }
  80. return UtilityLayerRenderer._DefaultKeepDepthUtilityLayer;
  81. }
  82. /**
  83. * The scene that is rendered on top of the original scene
  84. */
  85. public utilityLayerScene: Scene;
  86. /**
  87. * If the utility layer should automatically be rendered on top of existing scene
  88. */
  89. public shouldRender: boolean = true;
  90. /**
  91. * If set to true, only pointer down onPointerObservable events will be blocked when picking is occluded by original scene
  92. */
  93. public onlyCheckPointerDownEvents = true;
  94. /**
  95. * If set to false, only pointerUp, pointerDown and pointerMove will be sent to the utilityLayerScene (false by default)
  96. */
  97. public processAllEvents = false;
  98. /**
  99. * Observable raised when the pointer move from the utility layer scene to the main scene
  100. */
  101. public onPointerOutObservable = new Observable<number>();
  102. /** Gets or sets a predicate that will be used to indicate utility meshes present in the main scene */
  103. public mainSceneTrackerPredicate: (mesh: Nullable<AbstractMesh>) => boolean;
  104. private _afterRenderObserver: Nullable<Observer<Camera>>;
  105. private _sceneDisposeObserver: Nullable<Observer<Scene>>;
  106. private _originalPointerObserver: Nullable<Observer<PointerInfoPre>>;
  107. /**
  108. * Instantiates a UtilityLayerRenderer
  109. * @param originalScene the original scene that will be rendered on top of
  110. * @param handleEvents boolean indicating if the utility layer should handle events
  111. */
  112. constructor(
  113. /** the original scene that will be rendered on top of */
  114. public originalScene: Scene,
  115. handleEvents: boolean = true) {
  116. // Create scene which will be rendered in the foreground and remove it from being referenced by engine to avoid interfering with existing app
  117. this.utilityLayerScene = new Scene(originalScene.getEngine(), {virtual: true});
  118. this.utilityLayerScene.useRightHandedSystem = originalScene.useRightHandedSystem;
  119. this.utilityLayerScene._allowPostProcessClearColor = false;
  120. // Detach controls on utility scene, events will be fired by logic below to handle picking priority
  121. this.utilityLayerScene.detachControl();
  122. if (handleEvents) {
  123. this._originalPointerObserver = originalScene.onPrePointerObservable.add((prePointerInfo, eventState) => {
  124. if (!this.utilityLayerScene.activeCamera) {
  125. return;
  126. }
  127. if (!this.processAllEvents) {
  128. if (prePointerInfo.type !== PointerEventTypes.POINTERMOVE
  129. && prePointerInfo.type !== PointerEventTypes.POINTERUP
  130. && prePointerInfo.type !== PointerEventTypes.POINTERDOWN) {
  131. return;
  132. }
  133. }
  134. this.utilityLayerScene.pointerX = originalScene.pointerX;
  135. this.utilityLayerScene.pointerY = originalScene.pointerY;
  136. let pointerEvent = <PointerEvent>(prePointerInfo.event);
  137. if (originalScene!.isPointerCaptured(pointerEvent.pointerId)) {
  138. this._pointerCaptures[pointerEvent.pointerId] = false;
  139. return;
  140. }
  141. var utilityScenePick = prePointerInfo.ray ? this.utilityLayerScene.pickWithRay(prePointerInfo.ray) : this.utilityLayerScene.pick(originalScene.pointerX, originalScene.pointerY);
  142. if (!prePointerInfo.ray && utilityScenePick) {
  143. prePointerInfo.ray = utilityScenePick.ray;
  144. }
  145. // always fire the prepointer oversvable
  146. this.utilityLayerScene.onPrePointerObservable.notifyObservers(prePointerInfo);
  147. // allow every non pointer down event to flow to the utility layer
  148. if (this.onlyCheckPointerDownEvents && prePointerInfo.type != PointerEventTypes.POINTERDOWN) {
  149. if (!prePointerInfo.skipOnPointerObservable) {
  150. this.utilityLayerScene.onPointerObservable.notifyObservers(new PointerInfo(prePointerInfo.type, prePointerInfo.event, utilityScenePick));
  151. }
  152. if (prePointerInfo.type === PointerEventTypes.POINTERUP && this._pointerCaptures[pointerEvent.pointerId]) {
  153. this._pointerCaptures[pointerEvent.pointerId] = false;
  154. }
  155. return;
  156. }
  157. if (this.utilityLayerScene.autoClearDepthAndStencil || this.pickUtilitySceneFirst) {
  158. // If this layer is an overlay, check if this layer was hit and if so, skip pointer events for the main scene
  159. if (utilityScenePick && utilityScenePick.hit) {
  160. if (!prePointerInfo.skipOnPointerObservable) {
  161. this.utilityLayerScene.onPointerObservable.notifyObservers(new PointerInfo(prePointerInfo.type, prePointerInfo.event, utilityScenePick));
  162. }
  163. prePointerInfo.skipOnPointerObservable = true;
  164. }
  165. } else {
  166. var originalScenePick = prePointerInfo.ray ? originalScene.pickWithRay(prePointerInfo.ray) : originalScene.pick(originalScene.pointerX, originalScene.pointerY);
  167. let pointerEvent = <PointerEvent>(prePointerInfo.event);
  168. // If the layer can be occluded by the original scene, only fire pointer events to the first layer that hit they ray
  169. if (originalScenePick && utilityScenePick) {
  170. // No pick in utility scene
  171. if (utilityScenePick.distance === 0 && originalScenePick.pickedMesh) {
  172. if (this.mainSceneTrackerPredicate && this.mainSceneTrackerPredicate(originalScenePick.pickedMesh)) {
  173. // We touched an utility mesh present in the main scene
  174. this._notifyObservers(prePointerInfo, originalScenePick, pointerEvent);
  175. prePointerInfo.skipOnPointerObservable = true;
  176. } else if (prePointerInfo.type === PointerEventTypes.POINTERDOWN) {
  177. this._pointerCaptures[pointerEvent.pointerId] = true;
  178. } else if (this._lastPointerEvents[pointerEvent.pointerId]) {
  179. // We need to send a last pointerup to the utilityLayerScene to make sure animations can complete
  180. this.onPointerOutObservable.notifyObservers(pointerEvent.pointerId);
  181. delete this._lastPointerEvents[pointerEvent.pointerId];
  182. }
  183. } else if (!this._pointerCaptures[pointerEvent.pointerId] && (utilityScenePick.distance < originalScenePick.distance || originalScenePick.distance === 0)) {
  184. // We pick something in utility scene or the pick in utility is closer than the one in main scene
  185. this._notifyObservers(prePointerInfo, utilityScenePick, pointerEvent);
  186. // If a previous utility layer set this, do not unset this
  187. if (!prePointerInfo.skipOnPointerObservable) {
  188. prePointerInfo.skipOnPointerObservable = utilityScenePick.distance > 0;
  189. }
  190. } else if (!this._pointerCaptures[pointerEvent.pointerId] && (utilityScenePick.distance > originalScenePick.distance)) {
  191. // We have a pick in both scenes but main is closer than utility
  192. // We touched an utility mesh present in the main scene
  193. if (this.mainSceneTrackerPredicate && this.mainSceneTrackerPredicate(originalScenePick.pickedMesh)) {
  194. this._notifyObservers(prePointerInfo, originalScenePick, pointerEvent);
  195. prePointerInfo.skipOnPointerObservable = true;
  196. } else if (this._lastPointerEvents[pointerEvent.pointerId]) {
  197. // We need to send a last pointerup to the utilityLayerScene to make sure animations can complete
  198. this.onPointerOutObservable.notifyObservers(pointerEvent.pointerId);
  199. delete this._lastPointerEvents[pointerEvent.pointerId];
  200. }
  201. }
  202. if (prePointerInfo.type === PointerEventTypes.POINTERUP && this._pointerCaptures[pointerEvent.pointerId]) {
  203. this._pointerCaptures[pointerEvent.pointerId] = false;
  204. }
  205. }
  206. }
  207. });
  208. // As a newly added utility layer will be rendered over the screen last, it's pointer events should be processed first
  209. if (this._originalPointerObserver) {
  210. originalScene.onPrePointerObservable.makeObserverTopPriority(this._originalPointerObserver);
  211. }
  212. }
  213. // Render directly on top of existing scene without clearing
  214. this.utilityLayerScene.autoClear = false;
  215. this._afterRenderObserver = this.originalScene.onAfterCameraRenderObservable.add((camera) => {
  216. // Only render when the render camera finishes rendering
  217. if (this.shouldRender && camera == this.getRenderCamera()) {
  218. this.render();
  219. }
  220. });
  221. this._sceneDisposeObserver = this.originalScene.onDisposeObservable.add(() => {
  222. this.dispose();
  223. });
  224. this._updateCamera();
  225. }
  226. private _notifyObservers(prePointerInfo: PointerInfoPre, pickInfo: PickingInfo, pointerEvent: PointerEvent) {
  227. if (!prePointerInfo.skipOnPointerObservable) {
  228. this.utilityLayerScene.onPointerObservable.notifyObservers(new PointerInfo(prePointerInfo.type, prePointerInfo.event, pickInfo));
  229. this._lastPointerEvents[pointerEvent.pointerId] = true;
  230. }
  231. }
  232. /**
  233. * Renders the utility layers scene on top of the original scene
  234. */
  235. public render() {
  236. this._updateCamera();
  237. if (this.utilityLayerScene.activeCamera) {
  238. // Set the camera's scene to utility layers scene
  239. var oldScene = this.utilityLayerScene.activeCamera.getScene();
  240. var camera = this.utilityLayerScene.activeCamera;
  241. camera._scene = this.utilityLayerScene;
  242. if (camera.leftCamera) {
  243. camera.leftCamera._scene = this.utilityLayerScene;
  244. }
  245. if (camera.rightCamera) {
  246. camera.rightCamera._scene = this.utilityLayerScene;
  247. }
  248. this.utilityLayerScene.render(false);
  249. // Reset camera's scene back to original
  250. camera._scene = oldScene;
  251. if (camera.leftCamera) {
  252. camera.leftCamera._scene = oldScene;
  253. }
  254. if (camera.rightCamera) {
  255. camera.rightCamera._scene = oldScene;
  256. }
  257. }
  258. }
  259. /**
  260. * Disposes of the renderer
  261. */
  262. public dispose() {
  263. this.onPointerOutObservable.clear();
  264. if (this._afterRenderObserver) {
  265. this.originalScene.onAfterCameraRenderObservable.remove(this._afterRenderObserver);
  266. }
  267. if (this._sceneDisposeObserver) {
  268. this.originalScene.onDisposeObservable.remove(this._sceneDisposeObserver);
  269. }
  270. if (this._originalPointerObserver) {
  271. this.originalScene.onPrePointerObservable.remove(this._originalPointerObserver);
  272. }
  273. this.utilityLayerScene.dispose();
  274. }
  275. private _updateCamera() {
  276. this.utilityLayerScene.cameraToUseForPointers = this.getRenderCamera();
  277. this.utilityLayerScene.activeCamera = this.getRenderCamera();
  278. }
  279. }