babylon.spriteSceneComponent.ts 14 KB

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  1. module BABYLON {
  2. export interface Scene {
  3. /** @hidden */
  4. _pointerOverSprite: Nullable<Sprite>;
  5. /** @hidden */
  6. _pickedDownSprite: Nullable<Sprite>;
  7. /** @hidden */
  8. _tempSpritePickingRay: Nullable<Ray>;
  9. /**
  10. * All of the sprite managers added to this scene
  11. * @see http://doc.babylonjs.com/babylon101/sprites
  12. */
  13. spriteManagers: Array<ISpriteManager>;
  14. /**
  15. * An event triggered when sprites rendering is about to start
  16. * Note: This event can be trigger more than once per frame (because sprites can be rendered by render target textures as well)
  17. */
  18. onBeforeSpritesRenderingObservable: Observable<Scene>;
  19. /**
  20. * An event triggered when sprites rendering is done
  21. * Note: This event can be trigger more than once per frame (because sprites can be rendered by render target textures as well)
  22. */
  23. onAfterSpritesRenderingObservable: Observable<Scene>;
  24. /** @hidden */
  25. _internalPickSprites(ray: Ray, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  26. /** Launch a ray to try to pick a sprite in the scene
  27. * @param x position on screen
  28. * @param y position on screen
  29. * @param predicate Predicate function used to determine eligible sprites. Can be set to null. In this case, a sprite must have isPickable set to true
  30. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  31. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  32. * @returns a PickingInfo
  33. */
  34. pickSprite(x: number, y: number, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  35. /** Use the given ray to pick a sprite in the scene
  36. * @param ray The ray (in world space) to use to pick meshes
  37. * @param predicate Predicate function used to determine eligible sprites. Can be set to null. In this case, a sprite must have isPickable set to true
  38. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  39. * @param camera camera to use. Can be set to null. In this case, the scene.activeCamera will be used
  40. * @returns a PickingInfo
  41. */
  42. pickSpriteWithRay(ray: Ray, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  43. /**
  44. * Force the sprite under the pointer
  45. * @param sprite defines the sprite to use
  46. */
  47. setPointerOverSprite(sprite: Nullable<Sprite>): void;
  48. /**
  49. * Gets the sprite under the pointer
  50. * @returns a Sprite or null if no sprite is under the pointer
  51. */
  52. getPointerOverSprite(): Nullable<Sprite>;
  53. }
  54. Scene.prototype._internalPickSprites = function(ray: Ray, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo> {
  55. if (!PickingInfo) {
  56. return null;
  57. }
  58. var pickingInfo = null;
  59. if (!camera) {
  60. if (!this.activeCamera) {
  61. return null;
  62. }
  63. camera = this.activeCamera;
  64. }
  65. if (this.spriteManagers.length > 0) {
  66. for (var spriteIndex = 0; spriteIndex < this.spriteManagers.length; spriteIndex++) {
  67. var spriteManager = this.spriteManagers[spriteIndex];
  68. if (!spriteManager.isPickable) {
  69. continue;
  70. }
  71. var result = spriteManager.intersects(ray, camera, predicate, fastCheck);
  72. if (!result || !result.hit)
  73. continue;
  74. if (!fastCheck && pickingInfo != null && result.distance >= pickingInfo.distance)
  75. continue;
  76. pickingInfo = result;
  77. if (fastCheck) {
  78. break;
  79. }
  80. }
  81. }
  82. return pickingInfo || new PickingInfo();
  83. }
  84. Scene.prototype.pickSprite = function(x: number, y: number, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo> {
  85. this.createPickingRayInCameraSpaceToRef(x, y, this._tempSpritePickingRay!, camera);
  86. return this._internalPickSprites(this._tempSpritePickingRay!, predicate, fastCheck, camera);
  87. }
  88. Scene.prototype.pickSpriteWithRay = function(ray: Ray, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo> {
  89. if (!this._tempSpritePickingRay) {
  90. return null;
  91. }
  92. if (!camera) {
  93. if (!this.activeCamera) {
  94. return null;
  95. }
  96. camera = this.activeCamera;
  97. }
  98. Ray.TransformToRef(ray, camera.getViewMatrix(), this._tempSpritePickingRay);
  99. return this._internalPickSprites(this._tempSpritePickingRay, predicate, fastCheck, camera);
  100. }
  101. Scene.prototype.setPointerOverSprite = function(sprite: Nullable<Sprite>): void {
  102. if (this._pointerOverSprite === sprite) {
  103. return;
  104. }
  105. if (this._pointerOverSprite && this._pointerOverSprite.actionManager) {
  106. this._pointerOverSprite.actionManager.processTrigger(ActionManager.OnPointerOutTrigger, ActionEvent.CreateNewFromSprite(this._pointerOverSprite, this));
  107. }
  108. this._pointerOverSprite = sprite;
  109. if (this._pointerOverSprite && this._pointerOverSprite.actionManager) {
  110. this._pointerOverSprite.actionManager.processTrigger(ActionManager.OnPointerOverTrigger, ActionEvent.CreateNewFromSprite(this._pointerOverSprite, this));
  111. }
  112. }
  113. Scene.prototype.getPointerOverSprite = function(): Nullable<Sprite> {
  114. return this._pointerOverSprite;
  115. }
  116. /**
  117. * Defines the sprite scene component responsible to manage sprites
  118. * in a given scene.
  119. */
  120. export class SpriteSceneComponent implements ISceneComponent {
  121. /**
  122. * The component name helpfull to identify the component in the list of scene components.
  123. */
  124. public readonly name = SceneComponentConstants.NAME_SPRITE;
  125. /**
  126. * The scene the component belongs to.
  127. */
  128. public scene: Scene;
  129. /** @hidden */
  130. private _spritePredicate: (sprite: Sprite) => boolean;
  131. /**
  132. * Creates a new instance of the component for the given scene
  133. * @param scene Defines the scene to register the component in
  134. */
  135. constructor(scene: Scene) {
  136. this.scene = scene;
  137. this.scene.spriteManagers = new Array<ISpriteManager>();
  138. this.scene._tempSpritePickingRay = Ray ? Ray.Zero() : null;
  139. this.scene.onBeforeSpritesRenderingObservable = new Observable<Scene>();
  140. this.scene.onAfterSpritesRenderingObservable = new Observable<Scene>();
  141. this._spritePredicate = (sprite: Sprite): boolean => {
  142. if (!sprite.actionManager) {
  143. return false;
  144. }
  145. return sprite.isPickable && sprite.actionManager.hasPointerTriggers;
  146. };
  147. }
  148. /**
  149. * Registers the component in a given scene
  150. */
  151. public register(): void {
  152. this.scene._pointerMoveStage.registerStep(SceneComponentConstants.STEP_POINTERMOVE_SPRITE, this, this._pointerMove);
  153. this.scene._pointerDownStage.registerStep(SceneComponentConstants.STEP_POINTERDOWN_SPRITE, this, this._pointerDown);
  154. this.scene._pointerUpStage.registerStep(SceneComponentConstants.STEP_POINTERUP_SPRITE, this, this._pointerUp);
  155. }
  156. /**
  157. * Rebuilds the elements related to this component in case of
  158. * context lost for instance.
  159. */
  160. public rebuild(): void {
  161. /** Nothing to do for sprites */
  162. }
  163. /**
  164. * Disposes the component and the associated ressources.
  165. */
  166. public dispose(): void {
  167. this.scene.onBeforeSpritesRenderingObservable.clear();
  168. this.scene.onAfterSpritesRenderingObservable.clear();
  169. let spriteManagers = this.scene.spriteManagers;
  170. while (spriteManagers.length) {
  171. spriteManagers[0].dispose();
  172. }
  173. }
  174. private _pickSpriteButKeepRay(originalPointerInfo: Nullable<PickingInfo>, x: number, y: number, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo> {
  175. var result = this.scene.pickSprite(x, y, this._spritePredicate, fastCheck, camera);
  176. if (result) {
  177. result.ray = originalPointerInfo ? originalPointerInfo.ray : null;
  178. }
  179. return result;
  180. }
  181. private _pointerMove(unTranslatedPointerX: number, unTranslatedPointerY: number, pickResult: Nullable<PickingInfo>, isMeshPicked: boolean, canvas: HTMLCanvasElement): Nullable<PickingInfo> {
  182. var scene = this.scene;
  183. if (isMeshPicked) {
  184. scene.setPointerOverSprite(null);
  185. } else {
  186. pickResult = this._pickSpriteButKeepRay(pickResult, unTranslatedPointerX, unTranslatedPointerY, false, scene.cameraToUseForPointers || undefined);
  187. if (pickResult && pickResult.hit && pickResult.pickedSprite) {
  188. scene.setPointerOverSprite(pickResult.pickedSprite);
  189. if (scene._pointerOverSprite && scene._pointerOverSprite.actionManager && scene._pointerOverSprite.actionManager.hoverCursor) {
  190. canvas.style.cursor = scene._pointerOverSprite.actionManager.hoverCursor;
  191. } else {
  192. canvas.style.cursor = scene.hoverCursor;
  193. }
  194. } else {
  195. scene.setPointerOverSprite(null);
  196. }
  197. }
  198. return pickResult;
  199. }
  200. private _pointerDown(unTranslatedPointerX: number, unTranslatedPointerY: number, pickResult: Nullable<PickingInfo>, evt: PointerEvent): Nullable<PickingInfo> {
  201. var scene = this.scene;
  202. scene._pickedDownSprite = null;
  203. if (scene.spriteManagers.length > 0) {
  204. pickResult = scene.pickSprite(unTranslatedPointerX, unTranslatedPointerY, this._spritePredicate, false, scene.cameraToUseForPointers || undefined);
  205. if (pickResult && pickResult.hit && pickResult.pickedSprite) {
  206. if (pickResult.pickedSprite.actionManager) {
  207. scene._pickedDownSprite = pickResult.pickedSprite;
  208. switch (evt.button) {
  209. case 0:
  210. pickResult.pickedSprite.actionManager.processTrigger(ActionManager.OnLeftPickTrigger, ActionEvent.CreateNewFromSprite(pickResult.pickedSprite, scene, evt));
  211. break;
  212. case 1:
  213. pickResult.pickedSprite.actionManager.processTrigger(ActionManager.OnCenterPickTrigger, ActionEvent.CreateNewFromSprite(pickResult.pickedSprite, scene, evt));
  214. break;
  215. case 2:
  216. pickResult.pickedSprite.actionManager.processTrigger(ActionManager.OnRightPickTrigger, ActionEvent.CreateNewFromSprite(pickResult.pickedSprite, scene, evt));
  217. break;
  218. }
  219. if (pickResult.pickedSprite.actionManager) {
  220. pickResult.pickedSprite.actionManager.processTrigger(ActionManager.OnPickDownTrigger, ActionEvent.CreateNewFromSprite(pickResult.pickedSprite, scene, evt));
  221. }
  222. }
  223. }
  224. }
  225. return pickResult;
  226. }
  227. private _pointerUp(unTranslatedPointerX: number, unTranslatedPointerY: number, pickResult: Nullable<PickingInfo>, evt: PointerEvent): Nullable<PickingInfo> {
  228. var scene = this.scene;
  229. if (scene.spriteManagers.length > 0) {
  230. let spritePickResult = scene.pickSprite(unTranslatedPointerX, unTranslatedPointerY, this._spritePredicate, false, scene.cameraToUseForPointers || undefined);
  231. if (spritePickResult) {
  232. if (spritePickResult.hit && spritePickResult.pickedSprite) {
  233. if (spritePickResult.pickedSprite.actionManager) {
  234. spritePickResult.pickedSprite.actionManager.processTrigger(ActionManager.OnPickUpTrigger, ActionEvent.CreateNewFromSprite(spritePickResult.pickedSprite, scene, evt));
  235. if (spritePickResult.pickedSprite.actionManager) {
  236. if (!this.scene._isPointerSwiping()) {
  237. spritePickResult.pickedSprite.actionManager.processTrigger(ActionManager.OnPickTrigger, ActionEvent.CreateNewFromSprite(spritePickResult.pickedSprite, scene, evt));
  238. }
  239. }
  240. }
  241. }
  242. if (scene._pickedDownSprite && scene._pickedDownSprite.actionManager && scene._pickedDownSprite !== spritePickResult.pickedSprite) {
  243. scene._pickedDownSprite.actionManager.processTrigger(ActionManager.OnPickOutTrigger, ActionEvent.CreateNewFromSprite(scene._pickedDownSprite, scene, evt));
  244. }
  245. }
  246. }
  247. return pickResult;
  248. }
  249. }
  250. }