babylon.scene.ts 52 KB

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  1. module BABYLON {
  2. export interface IDisposable {
  3. dispose(): void;
  4. }
  5. export class Scene {
  6. // Statics
  7. public static FOGMODE_NONE = 0;
  8. public static FOGMODE_EXP = 1;
  9. public static FOGMODE_EXP2 = 2;
  10. public static FOGMODE_LINEAR = 3;
  11. public static MinDeltaTime = 1.0;
  12. public static MaxDeltaTime = 1000.0;
  13. // Members
  14. public autoClear = true;
  15. public clearColor = new BABYLON.Color3(0.2, 0.2, 0.3);
  16. public ambientColor = new BABYLON.Color3(0, 0, 0);
  17. public beforeRender: () => void;
  18. public afterRender: () => void;
  19. public onDispose: () => void;
  20. public beforeCameraRender: (camera: Camera) => void;
  21. public afterCameraRender: (camera: Camera) => void;
  22. public forceWireframe = false;
  23. public clipPlane: Plane;
  24. // Pointers
  25. private _onPointerMove: (evt: PointerEvent) => void;
  26. private _onPointerDown: (evt: PointerEvent) => void;
  27. public onPointerDown: (evt: PointerEvent, pickInfo: PickingInfo) => void;
  28. 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
  29. private _pointerX: number;
  30. private _pointerY: number;
  31. private _meshUnderPointer: AbstractMesh;
  32. // Keyboard
  33. private _onKeyDown: (evt: Event) => void;
  34. private _onKeyUp: (evt: Event) => void;
  35. // Fog
  36. public fogMode = BABYLON.Scene.FOGMODE_NONE;
  37. public fogColor = new Color3(0.2, 0.2, 0.3);
  38. public fogDensity = 0.1;
  39. public fogStart = 0;
  40. public fogEnd = 1000.0;
  41. // Lights
  42. public lightsEnabled = true;
  43. public lights = new Array<Light>();
  44. // Cameras
  45. public cameras = new Array<Camera>();
  46. public activeCameras = new Array<Camera>();
  47. public activeCamera: Camera;
  48. // Meshes
  49. public meshes = new Array<AbstractMesh>();
  50. // Geometries
  51. private _geometries = new Array<Geometry>();
  52. public materials = new Array<Material>();
  53. public multiMaterials = new Array<MultiMaterial>();
  54. public defaultMaterial = new BABYLON.StandardMaterial("default material", this);
  55. // Textures
  56. public texturesEnabled = true;
  57. public textures = new Array<BaseTexture>();
  58. // Particles
  59. public particlesEnabled = true;
  60. public particleSystems = new Array<ParticleSystem>();
  61. // Sprites
  62. public spriteManagers = new Array<SpriteManager>();
  63. // Layers
  64. public layers = new Array<Layer>();
  65. // Skeletons
  66. public skeletons = new Array<Skeleton>();
  67. // Lens flares
  68. public lensFlareSystems = new Array<LensFlareSystem>();
  69. // Collisions
  70. public collisionsEnabled = true;
  71. public gravity = new BABYLON.Vector3(0, -9.0, 0);
  72. // Postprocesses
  73. public postProcessesEnabled = true;
  74. public postProcessManager: PostProcessManager;
  75. public postProcessRenderPipelineManager: PostProcessRenderPipelineManager;
  76. // Customs render targets
  77. public renderTargetsEnabled = true;
  78. public customRenderTargets = new Array<RenderTargetTexture>();
  79. // Delay loading
  80. public useDelayedTextureLoading: boolean;
  81. // Imported meshes
  82. public importedMeshesFiles = new Array<String>();
  83. // Database
  84. public database; //ANY
  85. // Actions
  86. public actionManager: ActionManager;
  87. public _actionManagers = new Array<ActionManager>();
  88. private _meshesForIntersections = new SmartArray<AbstractMesh>(256);
  89. // Private
  90. private _engine: Engine;
  91. private _totalVertices = 0;
  92. public _activeVertices = 0;
  93. public _activeParticles = 0;
  94. private _lastFrameDuration = 0;
  95. private _evaluateActiveMeshesDuration = 0;
  96. private _renderTargetsDuration = 0;
  97. public _particlesDuration = 0;
  98. private _renderDuration = 0;
  99. public _spritesDuration = 0;
  100. private _animationRatio = 0;
  101. private _animationStartDate: number;
  102. private _renderId = 0;
  103. private _executeWhenReadyTimeoutId = -1;
  104. public _toBeDisposed = new SmartArray<IDisposable>(256);
  105. private _onReadyCallbacks = new Array<() => void>();
  106. private _pendingData = [];//ANY
  107. private _onBeforeRenderCallbacks = new Array<() => void>();
  108. private _activeMeshes = new SmartArray<Mesh>(256);
  109. private _processedMaterials = new SmartArray<Material>(256);
  110. private _renderTargets = new SmartArray<RenderTargetTexture>(256);
  111. public _activeParticleSystems = new SmartArray<ParticleSystem>(256);
  112. private _activeSkeletons = new SmartArray<Skeleton>(32);
  113. private _renderingManager: RenderingManager;
  114. private _physicsEngine: PhysicsEngine;
  115. public _activeAnimatables = new Array<Animatable>();
  116. private _transformMatrix = Matrix.Zero();
  117. private _pickWithRayInverseMatrix: Matrix;
  118. private _scaledPosition = Vector3.Zero();
  119. private _scaledVelocity = Vector3.Zero();
  120. private _boundingBoxRenderer: BoundingBoxRenderer;
  121. private _outlineRenderer: OutlineRenderer;
  122. private _viewMatrix: Matrix;
  123. private _projectionMatrix: Matrix;
  124. private _frustumPlanes: Plane[];
  125. private _selectionOctree: Octree<AbstractMesh>;
  126. private _pointerOverMesh: AbstractMesh;
  127. // Constructor
  128. constructor(engine: Engine) {
  129. this._engine = engine;
  130. engine.scenes.push(this);
  131. this._renderingManager = new RenderingManager(this);
  132. this.postProcessManager = new PostProcessManager(this);
  133. this.postProcessRenderPipelineManager = new PostProcessRenderPipelineManager();
  134. this._boundingBoxRenderer = new BoundingBoxRenderer(this);
  135. this._outlineRenderer = new OutlineRenderer(this);
  136. this.attachControl();
  137. }
  138. // Properties
  139. public get meshUnderPointer(): AbstractMesh {
  140. return this._meshUnderPointer;
  141. }
  142. public get pointerX(): number {
  143. return this._pointerX;
  144. }
  145. public get pointerY(): number {
  146. return this._pointerY;
  147. }
  148. public getBoundingBoxRenderer(): BoundingBoxRenderer {
  149. return this._boundingBoxRenderer;
  150. }
  151. public getOutlineRenderer(): OutlineRenderer {
  152. return this._outlineRenderer;
  153. }
  154. public getEngine(): Engine {
  155. return this._engine;
  156. }
  157. public getTotalVertices(): number {
  158. return this._totalVertices;
  159. }
  160. public getActiveVertices(): number {
  161. return this._activeVertices;
  162. }
  163. public getActiveParticles(): number {
  164. return this._activeParticles;
  165. }
  166. // Stats
  167. public getLastFrameDuration(): number {
  168. return this._lastFrameDuration;
  169. }
  170. public getEvaluateActiveMeshesDuration(): number {
  171. return this._evaluateActiveMeshesDuration;
  172. }
  173. public getActiveMeshes(): SmartArray<Mesh> {
  174. return this._activeMeshes;
  175. }
  176. public getRenderTargetsDuration(): number {
  177. return this._renderTargetsDuration;
  178. }
  179. public getRenderDuration(): number {
  180. return this._renderDuration;
  181. }
  182. public getParticlesDuration(): number {
  183. return this._particlesDuration;
  184. }
  185. public getSpritesDuration(): number {
  186. return this._spritesDuration;
  187. }
  188. public getAnimationRatio(): number {
  189. return this._animationRatio;
  190. }
  191. public getRenderId(): number {
  192. return this._renderId;
  193. }
  194. private _updatePointerPosition(evt: PointerEvent): void {
  195. var canvasRect = this._engine.getRenderingCanvasClientRect();
  196. this._pointerX = evt.clientX - canvasRect.left;
  197. this._pointerY = evt.clientY - canvasRect.top;
  198. if (this.cameraToUseForPointers) {
  199. this._pointerX = this._pointerX - this.cameraToUseForPointers.viewport.x * this._engine.getRenderWidth();
  200. this._pointerY = this._pointerY - this.cameraToUseForPointers.viewport.y * this._engine.getRenderHeight();
  201. }
  202. }
  203. // Pointers handling
  204. public attachControl() {
  205. this._onPointerMove = (evt: PointerEvent) => {
  206. var canvas = this._engine.getRenderingCanvas();
  207. this._updatePointerPosition(evt);
  208. var pickResult = this.pick(this._pointerX, this._pointerY,
  209. (mesh: AbstractMesh): boolean => mesh.isPickable && mesh.isVisible && mesh.isReady() && mesh.actionManager && mesh.actionManager.hasPointerTriggers,
  210. false,
  211. this.cameraToUseForPointers);
  212. if (pickResult.hit) {
  213. this._meshUnderPointer = pickResult.pickedMesh;
  214. this.setPointerOverMesh(pickResult.pickedMesh);
  215. canvas.style.cursor = "pointer";
  216. } else {
  217. this.setPointerOverMesh(null);
  218. canvas.style.cursor = "";
  219. this._meshUnderPointer = null;
  220. }
  221. };
  222. this._onPointerDown = (evt: PointerEvent) => {
  223. var predicate = null;
  224. if (!this.onPointerDown) {
  225. predicate = (mesh: AbstractMesh): boolean => {
  226. return mesh.isPickable && mesh.isVisible && mesh.isReady() && mesh.actionManager && mesh.actionManager.hasPickTriggers;
  227. };
  228. }
  229. this._updatePointerPosition(evt);
  230. var pickResult = this.pick(this._pointerX, this._pointerY, predicate, false, this.cameraToUseForPointers);
  231. if (pickResult.hit) {
  232. if (pickResult.pickedMesh.actionManager) {
  233. switch (evt.button) {
  234. case 0:
  235. pickResult.pickedMesh.actionManager.processTrigger(BABYLON.ActionManager.OnLeftPickTrigger, ActionEvent.CreateNew(pickResult.pickedMesh));
  236. break;
  237. case 1:
  238. pickResult.pickedMesh.actionManager.processTrigger(BABYLON.ActionManager.OnCenterPickTrigger, ActionEvent.CreateNew(pickResult.pickedMesh));
  239. break;
  240. case 2:
  241. pickResult.pickedMesh.actionManager.processTrigger(BABYLON.ActionManager.OnRightPickTrigger, ActionEvent.CreateNew(pickResult.pickedMesh));
  242. break;
  243. }
  244. pickResult.pickedMesh.actionManager.processTrigger(BABYLON.ActionManager.OnPickTrigger, ActionEvent.CreateNew(pickResult.pickedMesh));
  245. }
  246. }
  247. if (this.onPointerDown) {
  248. this.onPointerDown(evt, pickResult);
  249. }
  250. };
  251. this._onKeyDown = (evt: Event) => {
  252. if (this.actionManager) {
  253. this.actionManager.processTrigger(BABYLON.ActionManager.OnKeyDownTrigger, ActionEvent.CreateNewFromScene(this, evt));
  254. }
  255. };
  256. this._onKeyUp = (evt: Event) => {
  257. if (this.actionManager) {
  258. this.actionManager.processTrigger(BABYLON.ActionManager.OnKeyUpTrigger, ActionEvent.CreateNewFromScene(this, evt));
  259. }
  260. };
  261. var eventPrefix = Tools.GetPointerPrefix();
  262. this._engine.getRenderingCanvas().addEventListener(eventPrefix + "move", this._onPointerMove, false);
  263. this._engine.getRenderingCanvas().addEventListener(eventPrefix + "down", this._onPointerDown, false);
  264. window.addEventListener("keydown", this._onKeyDown, false);
  265. window.addEventListener("keyup", this._onKeyUp, false);
  266. }
  267. public detachControl() {
  268. var eventPrefix = Tools.GetPointerPrefix();
  269. this._engine.getRenderingCanvas().removeEventListener(eventPrefix + "move", this._onPointerMove);
  270. this._engine.getRenderingCanvas().removeEventListener(eventPrefix + "down", this._onPointerDown);
  271. window.removeEventListener("keydown", this._onKeyDown);
  272. window.removeEventListener("keyup", this._onKeyUp);
  273. }
  274. // Ready
  275. public isReady(): boolean {
  276. if (this._pendingData.length > 0) {
  277. return false;
  278. }
  279. for (var index = 0; index < this._geometries.length; index++) {
  280. var geometry = this._geometries[index];
  281. if (geometry.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADING) {
  282. return false;
  283. }
  284. }
  285. for (index = 0; index < this.meshes.length; index++) {
  286. var mesh = this.meshes[index];
  287. if (!mesh.isReady()) {
  288. return false;
  289. }
  290. var mat = mesh.material;
  291. if (mat) {
  292. if (!mat.isReady(mesh)) {
  293. return false;
  294. }
  295. }
  296. }
  297. return true;
  298. }
  299. public registerBeforeRender(func: () => void): void {
  300. this._onBeforeRenderCallbacks.push(func);
  301. }
  302. public unregisterBeforeRender(func: () => void): void {
  303. var index = this._onBeforeRenderCallbacks.indexOf(func);
  304. if (index > -1) {
  305. this._onBeforeRenderCallbacks.splice(index, 1);
  306. }
  307. }
  308. public _addPendingData(data): void {
  309. this._pendingData.push(data);
  310. }
  311. public _removePendingData(data): void {
  312. var index = this._pendingData.indexOf(data);
  313. if (index !== -1) {
  314. this._pendingData.splice(index, 1);
  315. }
  316. }
  317. public getWaitingItemsCount(): number {
  318. return this._pendingData.length;
  319. }
  320. public executeWhenReady(func: () => void): void {
  321. this._onReadyCallbacks.push(func);
  322. if (this._executeWhenReadyTimeoutId !== -1) {
  323. return;
  324. }
  325. this._executeWhenReadyTimeoutId = setTimeout(() => {
  326. this._checkIsReady();
  327. }, 150);
  328. }
  329. public _checkIsReady() {
  330. if (this.isReady()) {
  331. this._onReadyCallbacks.forEach(func => {
  332. func();
  333. });
  334. this._onReadyCallbacks = [];
  335. this._executeWhenReadyTimeoutId = -1;
  336. return;
  337. }
  338. this._executeWhenReadyTimeoutId = setTimeout(() => {
  339. this._checkIsReady();
  340. }, 150);
  341. }
  342. // Animations
  343. public beginAnimation(target: any, from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, animatable?: Animatable): Animatable {
  344. if (speedRatio === undefined) {
  345. speedRatio = 1.0;
  346. }
  347. this.stopAnimation(target);
  348. if (!animatable) {
  349. animatable = new Animatable(this, target, from, to, loop, speedRatio, onAnimationEnd);
  350. }
  351. // Local animations
  352. if (target.animations) {
  353. animatable.appendAnimations(target, target.animations);
  354. }
  355. // Children animations
  356. if (target.getAnimatables) {
  357. var animatables = target.getAnimatables();
  358. for (var index = 0; index < animatables.length; index++) {
  359. this.beginAnimation(animatables[index], from, to, loop, speedRatio, onAnimationEnd, animatable);
  360. }
  361. }
  362. return animatable;
  363. }
  364. public beginDirectAnimation(target: any, animations: Animation[], from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void): Animatable {
  365. if (speedRatio === undefined) {
  366. speedRatio = 1.0;
  367. }
  368. var animatable = new BABYLON.Animatable(this, target, from, to, loop, speedRatio, onAnimationEnd, animations);
  369. return animatable;
  370. }
  371. public getAnimatableByTarget(target: any): Animatable {
  372. for (var index = 0; index < this._activeAnimatables.length; index++) {
  373. if (this._activeAnimatables[index].target === target) {
  374. return this._activeAnimatables[index];
  375. }
  376. }
  377. return null;
  378. }
  379. public stopAnimation(target: any): void {
  380. var animatable = this.getAnimatableByTarget(target);
  381. if (animatable) {
  382. animatable.stop();
  383. }
  384. }
  385. private _animate(): void {
  386. if (!this._animationStartDate) {
  387. this._animationStartDate = new Date().getTime();
  388. }
  389. // Getting time
  390. var now = new Date().getTime();
  391. var delay = now - this._animationStartDate;
  392. for (var index = 0; index < this._activeAnimatables.length; index++) {
  393. if (!this._activeAnimatables[index]._animate(delay)) {
  394. this._activeAnimatables.splice(index, 1);
  395. index--;
  396. }
  397. }
  398. }
  399. // Matrix
  400. public getViewMatrix(): Matrix {
  401. return this._viewMatrix;
  402. }
  403. public getProjectionMatrix(): Matrix {
  404. return this._projectionMatrix;
  405. }
  406. public getTransformMatrix(): Matrix {
  407. return this._transformMatrix;
  408. }
  409. public setTransformMatrix(view: Matrix, projection: Matrix): void {
  410. this._viewMatrix = view;
  411. this._projectionMatrix = projection;
  412. this._viewMatrix.multiplyToRef(this._projectionMatrix, this._transformMatrix);
  413. }
  414. // Methods
  415. public setActiveCameraByID(id: string): Camera {
  416. var camera = this.getCameraByID(id);
  417. if (camera) {
  418. this.activeCamera = camera;
  419. return camera;
  420. }
  421. return null;
  422. }
  423. public setActiveCameraByName(name: string): Camera {
  424. var camera = this.getCameraByName(name);
  425. if (camera) {
  426. this.activeCamera = camera;
  427. return camera;
  428. }
  429. return null;
  430. }
  431. public getMaterialByID(id: string): Material {
  432. for (var index = 0; index < this.materials.length; index++) {
  433. if (this.materials[index].id === id) {
  434. return this.materials[index];
  435. }
  436. }
  437. return null;
  438. }
  439. public getMaterialByName(name: string): Material {
  440. for (var index = 0; index < this.materials.length; index++) {
  441. if (this.materials[index].name === name) {
  442. return this.materials[index];
  443. }
  444. }
  445. return null;
  446. }
  447. public getCameraByID(id: string): Camera {
  448. for (var index = 0; index < this.cameras.length; index++) {
  449. if (this.cameras[index].id === id) {
  450. return this.cameras[index];
  451. }
  452. }
  453. return null;
  454. }
  455. public getCameraByName(name: string): Camera {
  456. for (var index = 0; index < this.cameras.length; index++) {
  457. if (this.cameras[index].name === name) {
  458. return this.cameras[index];
  459. }
  460. }
  461. return null;
  462. }
  463. public getLightByName(name: string): Light {
  464. for (var index = 0; index < this.lights.length; index++) {
  465. if (this.lights[index].name === name) {
  466. return this.lights[index];
  467. }
  468. }
  469. return null;
  470. }
  471. public getLightByID(id: string): Light {
  472. for (var index = 0; index < this.lights.length; index++) {
  473. if (this.lights[index].id === id) {
  474. return this.lights[index];
  475. }
  476. }
  477. return null;
  478. }
  479. public getGeometryByID(id: string): Geometry {
  480. for (var index = 0; index < this._geometries.length; index++) {
  481. if (this._geometries[index].id === id) {
  482. return this._geometries[index];
  483. }
  484. }
  485. return null;
  486. }
  487. public pushGeometry(geometry: Geometry, force?: boolean): boolean {
  488. if (!force && this.getGeometryByID(geometry.id)) {
  489. return false;
  490. }
  491. this._geometries.push(geometry);
  492. return true;
  493. }
  494. public getGeometries(): Geometry[] {
  495. return this._geometries;
  496. }
  497. public getMeshByID(id: string): AbstractMesh {
  498. for (var index = 0; index < this.meshes.length; index++) {
  499. if (this.meshes[index].id === id) {
  500. return this.meshes[index];
  501. }
  502. }
  503. return null;
  504. }
  505. public getLastMeshByID(id: string): AbstractMesh {
  506. for (var index = this.meshes.length - 1; index >= 0; index--) {
  507. if (this.meshes[index].id === id) {
  508. return this.meshes[index];
  509. }
  510. }
  511. return null;
  512. }
  513. public getLastEntryByID(id: string): Node {
  514. for (var index = this.meshes.length - 1; index >= 0; index--) {
  515. if (this.meshes[index].id === id) {
  516. return this.meshes[index];
  517. }
  518. }
  519. for (index = this.cameras.length - 1; index >= 0; index--) {
  520. if (this.cameras[index].id === id) {
  521. return this.cameras[index];
  522. }
  523. }
  524. for (index = this.lights.length - 1; index >= 0; index--) {
  525. if (this.lights[index].id === id) {
  526. return this.lights[index];
  527. }
  528. }
  529. return null;
  530. }
  531. public getMeshByName(name: string): AbstractMesh {
  532. for (var index = 0; index < this.meshes.length; index++) {
  533. if (this.meshes[index].name === name) {
  534. return this.meshes[index];
  535. }
  536. }
  537. return null;
  538. }
  539. public getLastSkeletonByID(id: string): Skeleton {
  540. for (var index = this.skeletons.length - 1; index >= 0; index--) {
  541. if (this.skeletons[index].id === id) {
  542. return this.skeletons[index];
  543. }
  544. }
  545. return null;
  546. }
  547. public getSkeletonById(id: string): Skeleton {
  548. for (var index = 0; index < this.skeletons.length; index++) {
  549. if (this.skeletons[index].id === id) {
  550. return this.skeletons[index];
  551. }
  552. }
  553. return null;
  554. }
  555. public getSkeletonByName(name: string): Skeleton {
  556. for (var index = 0; index < this.skeletons.length; index++) {
  557. if (this.skeletons[index].name === name) {
  558. return this.skeletons[index];
  559. }
  560. }
  561. return null;
  562. }
  563. public isActiveMesh(mesh: Mesh): boolean {
  564. return (this._activeMeshes.indexOf(mesh) !== -1);
  565. }
  566. private _evaluateSubMesh(subMesh: SubMesh, mesh: AbstractMesh): void {
  567. if (mesh.subMeshes.length == 1 || subMesh.isInFrustum(this._frustumPlanes)) {
  568. var material = subMesh.getMaterial();
  569. if (mesh.showSubMeshesBoundingBox) {
  570. this._boundingBoxRenderer.renderList.push(subMesh.getBoundingInfo().boundingBox);
  571. }
  572. if (material) {
  573. // Render targets
  574. if (material.getRenderTargetTextures) {
  575. if (this._processedMaterials.indexOf(material) === -1) {
  576. this._processedMaterials.push(material);
  577. this._renderTargets.concat(material.getRenderTargetTextures());
  578. }
  579. }
  580. // Dispatch
  581. this._activeVertices += subMesh.verticesCount;
  582. this._renderingManager.dispatch(subMesh);
  583. }
  584. }
  585. }
  586. private _evaluateActiveMeshes(): void {
  587. this._activeMeshes.reset();
  588. this._renderingManager.reset();
  589. this._processedMaterials.reset();
  590. this._activeParticleSystems.reset();
  591. this._activeSkeletons.reset();
  592. this._boundingBoxRenderer.reset();
  593. if (!this._frustumPlanes) {
  594. this._frustumPlanes = BABYLON.Frustum.GetPlanes(this._transformMatrix);
  595. } else {
  596. BABYLON.Frustum.GetPlanesToRef(this._transformMatrix, this._frustumPlanes);
  597. }
  598. // Meshes
  599. var meshes: AbstractMesh[];
  600. var len: number;
  601. if (this._selectionOctree) { // Octree
  602. var selection = this._selectionOctree.select(this._frustumPlanes);
  603. meshes = selection.data;
  604. len = selection.length;
  605. } else { // Full scene traversal
  606. len = this.meshes.length;
  607. meshes = this.meshes;
  608. }
  609. for (var meshIndex = 0; meshIndex < len; meshIndex++) {
  610. var mesh = meshes[meshIndex];
  611. this._totalVertices += mesh.getTotalVertices();
  612. if (!mesh.isReady()) {
  613. continue;
  614. }
  615. mesh.computeWorldMatrix();
  616. mesh._preActivate();
  617. // Intersections
  618. if (mesh.actionManager && mesh.actionManager.hasSpecificTriggers([ActionManager.OnIntersectionEnterTrigger, ActionManager.OnIntersectionExitTrigger])) {
  619. this._meshesForIntersections.pushNoDuplicate(mesh);
  620. }
  621. if (mesh.isEnabled() && mesh.isVisible && mesh.visibility > 0 && ((mesh.layerMask & this.activeCamera.layerMask) != 0) && mesh.isInFrustum(this._frustumPlanes)) {
  622. this._activeMeshes.push(mesh);
  623. mesh._activate(this._renderId);
  624. this._activeMesh(mesh);
  625. }
  626. }
  627. // Particle systems
  628. var beforeParticlesDate = new Date().getTime();
  629. if (this.particlesEnabled) {
  630. for (var particleIndex = 0; particleIndex < this.particleSystems.length; particleIndex++) {
  631. var particleSystem = this.particleSystems[particleIndex];
  632. if (!particleSystem.isStarted()) {
  633. continue;
  634. }
  635. if (!particleSystem.emitter.position || (particleSystem.emitter && particleSystem.emitter.isEnabled())) {
  636. this._activeParticleSystems.push(particleSystem);
  637. particleSystem.animate();
  638. }
  639. }
  640. }
  641. this._particlesDuration += new Date().getTime() - beforeParticlesDate;
  642. }
  643. private _activeMesh(mesh: AbstractMesh): void {
  644. if (mesh.skeleton) {
  645. this._activeSkeletons.pushNoDuplicate(mesh.skeleton);
  646. }
  647. if (mesh.showBoundingBox) {
  648. this._boundingBoxRenderer.renderList.push(mesh.getBoundingInfo().boundingBox);
  649. }
  650. if (mesh.subMeshes) {
  651. // Submeshes Octrees
  652. var len: number;
  653. var subMeshes: SubMesh[];
  654. if (mesh._submeshesOctree && mesh.useOctreeForRenderingSelection) {
  655. var intersections = mesh._submeshesOctree.select(this._frustumPlanes);
  656. len = intersections.length;
  657. subMeshes = intersections.data;
  658. } else {
  659. subMeshes = mesh.subMeshes;
  660. len = subMeshes.length;
  661. }
  662. for (var subIndex = 0; subIndex < len; subIndex++) {
  663. var subMesh = subMeshes[subIndex];
  664. this._evaluateSubMesh(subMesh, mesh);
  665. }
  666. }
  667. }
  668. public updateTransformMatrix(force?: boolean): void {
  669. this.setTransformMatrix(this.activeCamera.getViewMatrix(), this.activeCamera.getProjectionMatrix(force));
  670. }
  671. private _renderForCamera(camera: Camera): void {
  672. var engine = this._engine;
  673. this.activeCamera = camera;
  674. if (!this.activeCamera)
  675. throw new Error("Active camera not set");
  676. // Viewport
  677. engine.setViewport(this.activeCamera.viewport);
  678. // Camera
  679. this._renderId++;
  680. this.updateTransformMatrix();
  681. if (this.beforeCameraRender) {
  682. this.beforeCameraRender(this.activeCamera);
  683. }
  684. // Meshes
  685. var beforeEvaluateActiveMeshesDate = new Date().getTime();
  686. this._evaluateActiveMeshes();
  687. this._evaluateActiveMeshesDuration += new Date().getTime() - beforeEvaluateActiveMeshesDate;
  688. // Skeletons
  689. for (var skeletonIndex = 0; skeletonIndex < this._activeSkeletons.length; skeletonIndex++) {
  690. var skeleton = this._activeSkeletons.data[skeletonIndex];
  691. skeleton.prepare();
  692. }
  693. // Render targets
  694. var beforeRenderTargetDate = new Date().getTime();
  695. if (this.renderTargetsEnabled) {
  696. for (var renderIndex = 0; renderIndex < this._renderTargets.length; renderIndex++) {
  697. var renderTarget = this._renderTargets.data[renderIndex];
  698. if (renderTarget._shouldRender()) {
  699. this._renderId++;
  700. renderTarget.render();
  701. }
  702. }
  703. this._renderId++;
  704. }
  705. if (this._renderTargets.length > 0) { // Restore back buffer
  706. engine.restoreDefaultFramebuffer();
  707. }
  708. this._renderTargetsDuration += new Date().getTime() - beforeRenderTargetDate;
  709. // Prepare Frame
  710. this.postProcessManager._prepareFrame();
  711. var beforeRenderDate = new Date().getTime();
  712. // Backgrounds
  713. if (this.layers.length) {
  714. engine.setDepthBuffer(false);
  715. var layerIndex;
  716. var layer;
  717. for (layerIndex = 0; layerIndex < this.layers.length; layerIndex++) {
  718. layer = this.layers[layerIndex];
  719. if (layer.isBackground) {
  720. layer.render();
  721. }
  722. }
  723. engine.setDepthBuffer(true);
  724. }
  725. // Render
  726. this._renderingManager.render(null, null, true, true);
  727. // Bounding boxes
  728. this._boundingBoxRenderer.render();
  729. // Lens flares
  730. for (var lensFlareSystemIndex = 0; lensFlareSystemIndex < this.lensFlareSystems.length; lensFlareSystemIndex++) {
  731. this.lensFlareSystems[lensFlareSystemIndex].render();
  732. }
  733. // Foregrounds
  734. if (this.layers.length) {
  735. engine.setDepthBuffer(false);
  736. for (layerIndex = 0; layerIndex < this.layers.length; layerIndex++) {
  737. layer = this.layers[layerIndex];
  738. if (!layer.isBackground) {
  739. layer.render();
  740. }
  741. }
  742. engine.setDepthBuffer(true);
  743. }
  744. this._renderDuration += new Date().getTime() - beforeRenderDate;
  745. // Finalize frame
  746. this.postProcessManager._finalizeFrame(camera.isIntermediate);
  747. // Update camera
  748. this.activeCamera._updateFromScene();
  749. // Reset some special arrays
  750. this._renderTargets.reset();
  751. if (this.afterCameraRender) {
  752. this.afterCameraRender(this.activeCamera);
  753. }
  754. }
  755. private _processSubCameras(camera: Camera): void {
  756. if (camera.subCameras.length == 0) {
  757. this._renderForCamera(camera);
  758. return;
  759. }
  760. // Sub-cameras
  761. for (var index = 0; index < camera.subCameras.length; index++) {
  762. this._renderForCamera(camera.subCameras[index]);
  763. }
  764. this.activeCamera = camera;
  765. this.setTransformMatrix(this.activeCamera.getViewMatrix(), this.activeCamera.getProjectionMatrix());
  766. // Update camera
  767. this.activeCamera._updateFromScene();
  768. }
  769. private _checkIntersections(): void {
  770. for (var index = 0; index < this._meshesForIntersections.length; index++) {
  771. var sourceMesh = this._meshesForIntersections.data[index];
  772. for (var actionIndex = 0; actionIndex < sourceMesh.actionManager.actions.length; actionIndex++) {
  773. var action = sourceMesh.actionManager.actions[actionIndex];
  774. if (action.trigger == ActionManager.OnIntersectionEnterTrigger || action.trigger == ActionManager.OnIntersectionExitTrigger) {
  775. var otherMesh = action.getTriggerParameter();
  776. var areIntersecting = otherMesh.intersectsMesh(sourceMesh, false);
  777. var currentIntersectionInProgress = sourceMesh._intersectionsInProgress.indexOf(otherMesh);
  778. if (areIntersecting && currentIntersectionInProgress === -1 && action.trigger == ActionManager.OnIntersectionEnterTrigger) {
  779. sourceMesh.actionManager.processTrigger(ActionManager.OnIntersectionEnterTrigger, ActionEvent.CreateNew(sourceMesh));
  780. sourceMesh._intersectionsInProgress.push(otherMesh);
  781. } else if (!areIntersecting && currentIntersectionInProgress > -1 && action.trigger == ActionManager.OnIntersectionExitTrigger) {
  782. sourceMesh.actionManager.processTrigger(ActionManager.OnIntersectionExitTrigger, ActionEvent.CreateNew(sourceMesh));
  783. var indexOfOther = sourceMesh._intersectionsInProgress.indexOf(otherMesh);
  784. if (indexOfOther > -1) {
  785. sourceMesh._intersectionsInProgress.splice(indexOfOther, 1);
  786. }
  787. }
  788. }
  789. }
  790. }
  791. }
  792. public render(): void {
  793. var startDate = new Date().getTime();
  794. this._particlesDuration = 0;
  795. this._spritesDuration = 0;
  796. this._activeParticles = 0;
  797. this._renderDuration = 0;
  798. this._evaluateActiveMeshesDuration = 0;
  799. this._totalVertices = 0;
  800. this._activeVertices = 0;
  801. this._meshesForIntersections.reset();
  802. // Actions
  803. if (this.actionManager) {
  804. this.actionManager.processTrigger(ActionManager.OnEveryFrameTrigger, null);
  805. }
  806. // Before render
  807. if (this.beforeRender) {
  808. this.beforeRender();
  809. }
  810. for (var callbackIndex = 0; callbackIndex < this._onBeforeRenderCallbacks.length; callbackIndex++) {
  811. this._onBeforeRenderCallbacks[callbackIndex]();
  812. }
  813. // Animations
  814. var deltaTime = Math.max(Scene.MinDeltaTime, Math.min(BABYLON.Tools.GetDeltaTime(), Scene.MaxDeltaTime));
  815. this._animationRatio = deltaTime * (60.0 / 1000.0);
  816. this._animate();
  817. // Physics
  818. if (this._physicsEngine) {
  819. this._physicsEngine._runOneStep(deltaTime / 1000.0);
  820. }
  821. // Customs render targets
  822. var beforeRenderTargetDate = new Date().getTime();
  823. var engine = this.getEngine();
  824. if (this.renderTargetsEnabled) {
  825. for (var customIndex = 0; customIndex < this.customRenderTargets.length; customIndex++) {
  826. var renderTarget = this.customRenderTargets[customIndex];
  827. if (renderTarget._shouldRender()) {
  828. this._renderId++;
  829. this.activeCamera = renderTarget.activeCamera || this.activeCamera;
  830. if (!this.activeCamera)
  831. throw new Error("Active camera not set");
  832. // Viewport
  833. engine.setViewport(this.activeCamera.viewport);
  834. // Camera
  835. this.updateTransformMatrix();
  836. renderTarget.render();
  837. }
  838. }
  839. this._renderId++;
  840. }
  841. if (this.customRenderTargets.length > 0) { // Restore back buffer
  842. engine.restoreDefaultFramebuffer();
  843. }
  844. this._renderTargetsDuration += new Date().getTime() - beforeRenderTargetDate;
  845. // Clear
  846. this._engine.clear(this.clearColor, this.autoClear || this.forceWireframe, true);
  847. // Shadows
  848. for (var lightIndex = 0; lightIndex < this.lights.length; lightIndex++) {
  849. var light = this.lights[lightIndex];
  850. var shadowGenerator = light.getShadowGenerator();
  851. if (light.isEnabled() && shadowGenerator && shadowGenerator.getShadowMap().getScene().textures.indexOf(shadowGenerator.getShadowMap()) !== -1) {
  852. this._renderTargets.push(shadowGenerator.getShadowMap());
  853. }
  854. }
  855. // RenderPipeline
  856. this.postProcessRenderPipelineManager.update();
  857. // Multi-cameras?
  858. if (this.activeCameras.length > 0) {
  859. var currentRenderId = this._renderId;
  860. for (var cameraIndex = 0; cameraIndex < this.activeCameras.length; cameraIndex++) {
  861. this._renderId = currentRenderId;
  862. this._processSubCameras(this.activeCameras[cameraIndex]);
  863. }
  864. } else {
  865. if (!this.activeCamera) {
  866. throw new Error("No camera defined");
  867. }
  868. this._processSubCameras(this.activeCamera);
  869. }
  870. // Intersection checks
  871. this._checkIntersections();
  872. // After render
  873. if (this.afterRender) {
  874. this.afterRender();
  875. }
  876. // Cleaning
  877. for (var index = 0; index < this._toBeDisposed.length; index++) {
  878. this._toBeDisposed.data[index].dispose();
  879. this._toBeDisposed[index] = null;
  880. }
  881. this._toBeDisposed.reset();
  882. this._lastFrameDuration = new Date().getTime() - startDate;
  883. }
  884. public dispose(): void {
  885. this.beforeRender = null;
  886. this.afterRender = null;
  887. this.skeletons = [];
  888. this._boundingBoxRenderer.dispose();
  889. // Events
  890. if (this.onDispose) {
  891. this.onDispose();
  892. }
  893. this.detachControl();
  894. // Detach cameras
  895. var canvas = this._engine.getRenderingCanvas();
  896. var index;
  897. for (index = 0; index < this.cameras.length; index++) {
  898. this.cameras[index].detachControl(canvas);
  899. }
  900. // Release lights
  901. while (this.lights.length) {
  902. this.lights[0].dispose();
  903. }
  904. // Release meshes
  905. while (this.meshes.length) {
  906. this.meshes[0].dispose(true);
  907. }
  908. // Release cameras
  909. while (this.cameras.length) {
  910. this.cameras[0].dispose();
  911. }
  912. // Release materials
  913. while (this.materials.length) {
  914. this.materials[0].dispose();
  915. }
  916. // Release particles
  917. while (this.particleSystems.length) {
  918. this.particleSystems[0].dispose();
  919. }
  920. // Release sprites
  921. while (this.spriteManagers.length) {
  922. this.spriteManagers[0].dispose();
  923. }
  924. // Release layers
  925. while (this.layers.length) {
  926. this.layers[0].dispose();
  927. }
  928. // Release textures
  929. while (this.textures.length) {
  930. this.textures[0].dispose();
  931. }
  932. // Post-processes
  933. this.postProcessManager.dispose();
  934. // Physics
  935. if (this._physicsEngine) {
  936. this.disablePhysicsEngine();
  937. }
  938. // Remove from engine
  939. index = this._engine.scenes.indexOf(this);
  940. if (index > -1) {
  941. this._engine.scenes.splice(index, 1);
  942. }
  943. this._engine.wipeCaches();
  944. }
  945. // Collisions
  946. public _getNewPosition(position: Vector3, velocity: Vector3, collider: Collider, maximumRetry: number, finalPosition: Vector3, excludedMesh: AbstractMesh = null): void {
  947. position.divideToRef(collider.radius, this._scaledPosition);
  948. velocity.divideToRef(collider.radius, this._scaledVelocity);
  949. collider.retry = 0;
  950. collider.initialVelocity = this._scaledVelocity;
  951. collider.initialPosition = this._scaledPosition;
  952. this._collideWithWorld(this._scaledPosition, this._scaledVelocity, collider, maximumRetry, finalPosition, excludedMesh);
  953. finalPosition.multiplyInPlace(collider.radius);
  954. }
  955. private _collideWithWorld(position: Vector3, velocity: Vector3, collider: Collider, maximumRetry: number, finalPosition: Vector3, excludedMesh: AbstractMesh = null): void {
  956. var closeDistance = BABYLON.Engine.CollisionsEpsilon * 10.0;
  957. if (collider.retry >= maximumRetry) {
  958. finalPosition.copyFrom(position);
  959. return;
  960. }
  961. collider._initialize(position, velocity, closeDistance);
  962. // Check all meshes
  963. for (var index = 0; index < this.meshes.length; index++) {
  964. var mesh = this.meshes[index];
  965. if (mesh.isEnabled() && mesh.checkCollisions && mesh.subMeshes && mesh !== excludedMesh) {
  966. mesh._checkCollision(collider);
  967. }
  968. }
  969. if (!collider.collisionFound) {
  970. position.addToRef(velocity, finalPosition);
  971. return;
  972. }
  973. if (velocity.x != 0 || velocity.y != 0 || velocity.z != 0) {
  974. collider._getResponse(position, velocity);
  975. }
  976. if (velocity.length() <= closeDistance) {
  977. finalPosition.copyFrom(position);
  978. return;
  979. }
  980. collider.retry++;
  981. this._collideWithWorld(position, velocity, collider, maximumRetry, finalPosition, excludedMesh);
  982. }
  983. // Octrees
  984. public createOrUpdateSelectionOctree(maxCapacity = 64, maxDepth = 2): Octree<AbstractMesh> {
  985. if (!this._selectionOctree) {
  986. this._selectionOctree = new BABYLON.Octree<AbstractMesh>(Octree.CreationFuncForMeshes, maxCapacity, maxDepth);
  987. }
  988. var min = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  989. var max = new BABYLON.Vector3(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE);
  990. for (var index = 0; index < this.meshes.length; index++) {
  991. var mesh = this.meshes[index];
  992. mesh.computeWorldMatrix(true);
  993. var minBox = mesh.getBoundingInfo().boundingBox.minimumWorld;
  994. var maxBox = mesh.getBoundingInfo().boundingBox.maximumWorld;
  995. Tools.CheckExtends(minBox, min, max);
  996. Tools.CheckExtends(maxBox, min, max);
  997. }
  998. // Update octree
  999. this._selectionOctree.update(min, max, this.meshes);
  1000. return this._selectionOctree;
  1001. }
  1002. // Picking
  1003. public createPickingRay(x: number, y: number, world: Matrix, camera: Camera): Ray {
  1004. var engine = this._engine;
  1005. if (!camera) {
  1006. if (!this.activeCamera)
  1007. throw new Error("Active camera not set");
  1008. camera = this.activeCamera;
  1009. }
  1010. var cameraViewport = camera.viewport;
  1011. var viewport = cameraViewport.toGlobal(engine);
  1012. // Moving coordinates to local viewport world
  1013. x = x / this._engine.getHardwareScalingLevel() - viewport.x;
  1014. y = y / this._engine.getHardwareScalingLevel() - (this._engine.getRenderHeight() - viewport.y - viewport.height);
  1015. return BABYLON.Ray.CreateNew(x, y, viewport.width, viewport.height, world ? world : BABYLON.Matrix.Identity(), camera.getViewMatrix(), camera.getProjectionMatrix());
  1016. // return BABYLON.Ray.CreateNew(x / window.devicePixelRatio, y / window.devicePixelRatio, viewport.width, viewport.height, world ? world : BABYLON.Matrix.Identity(), camera.getViewMatrix(), camera.getProjectionMatrix());
  1017. }
  1018. private _internalPick(rayFunction: (world: Matrix) => Ray, predicate: (mesh: AbstractMesh) => boolean, fastCheck?: boolean): PickingInfo {
  1019. var pickingInfo = null;
  1020. for (var meshIndex = 0; meshIndex < this.meshes.length; meshIndex++) {
  1021. var mesh = this.meshes[meshIndex];
  1022. if (predicate) {
  1023. if (!predicate(mesh)) {
  1024. continue;
  1025. }
  1026. } else if (!mesh.isEnabled() || !mesh.isVisible || !mesh.isPickable) {
  1027. continue;
  1028. }
  1029. var world = mesh.getWorldMatrix();
  1030. var ray = rayFunction(world);
  1031. var result = mesh.intersects(ray, fastCheck);
  1032. if (!result || !result.hit)
  1033. continue;
  1034. if (!fastCheck && pickingInfo != null && result.distance >= pickingInfo.distance)
  1035. continue;
  1036. pickingInfo = result;
  1037. if (fastCheck) {
  1038. break;
  1039. }
  1040. }
  1041. return pickingInfo || new BABYLON.PickingInfo();
  1042. }
  1043. public pick(x: number, y: number, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, camera?: Camera): PickingInfo {
  1044. /// <summary>Launch a ray to try to pick a mesh in the scene</summary>
  1045. /// <param name="x">X position on screen</param>
  1046. /// <param name="y">Y position on screen</param>
  1047. /// <param name="predicate">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</param>
  1048. /// <param name="fastCheck">Launch a fast check only using the bounding boxes. Can be set to null.</param>
  1049. /// <param name="camera">camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used</param>
  1050. return this._internalPick(world => this.createPickingRay(x, y, world, camera), predicate, fastCheck);
  1051. }
  1052. public pickWithRay(ray: Ray, predicate: (mesh: Mesh) => boolean, fastCheck?: boolean) {
  1053. return this._internalPick(world => {
  1054. if (!this._pickWithRayInverseMatrix) {
  1055. this._pickWithRayInverseMatrix = BABYLON.Matrix.Identity();
  1056. }
  1057. world.invertToRef(this._pickWithRayInverseMatrix);
  1058. return BABYLON.Ray.Transform(ray, this._pickWithRayInverseMatrix);
  1059. }, predicate, fastCheck);
  1060. }
  1061. public setPointerOverMesh(mesh: AbstractMesh): void {
  1062. if (this._pointerOverMesh === mesh) {
  1063. return;
  1064. }
  1065. if (this._pointerOverMesh && this._pointerOverMesh.actionManager) {
  1066. this._pointerOverMesh.actionManager.processTrigger(ActionManager.OnPointerOutTrigger, ActionEvent.CreateNew(this._pointerOverMesh));
  1067. }
  1068. this._pointerOverMesh = mesh;
  1069. if (this._pointerOverMesh && this._pointerOverMesh.actionManager) {
  1070. this._pointerOverMesh.actionManager.processTrigger(ActionManager.OnPointerOverTrigger, ActionEvent.CreateNew(this._pointerOverMesh));
  1071. }
  1072. }
  1073. public getPointerOverMesh(): AbstractMesh {
  1074. return this._pointerOverMesh;
  1075. }
  1076. // Physics
  1077. public getPhysicsEngine(): PhysicsEngine {
  1078. return this._physicsEngine;
  1079. }
  1080. public enablePhysics(gravity: Vector3, plugin?: IPhysicsEnginePlugin): boolean {
  1081. if (this._physicsEngine) {
  1082. return true;
  1083. }
  1084. this._physicsEngine = new BABYLON.PhysicsEngine(plugin);
  1085. if (!this._physicsEngine.isSupported()) {
  1086. this._physicsEngine = null;
  1087. return false;
  1088. }
  1089. this._physicsEngine._initialize(gravity);
  1090. return true;
  1091. }
  1092. public disablePhysicsEngine(): void {
  1093. if (!this._physicsEngine) {
  1094. return;
  1095. }
  1096. this._physicsEngine.dispose();
  1097. this._physicsEngine = undefined;
  1098. }
  1099. public isPhysicsEnabled(): boolean {
  1100. return this._physicsEngine !== undefined;
  1101. }
  1102. public setGravity(gravity: Vector3): void {
  1103. if (!this._physicsEngine) {
  1104. return;
  1105. }
  1106. this._physicsEngine._setGravity(gravity);
  1107. }
  1108. public createCompoundImpostor(parts: any, options: PhysicsBodyCreationOptions): any {
  1109. if (parts.parts) { // Old API
  1110. options = parts;
  1111. parts = parts.parts;
  1112. }
  1113. if (!this._physicsEngine) {
  1114. return null;
  1115. }
  1116. for (var index = 0; index < parts.length; index++) {
  1117. var mesh = parts[index].mesh;
  1118. mesh._physicImpostor = parts[index].impostor;
  1119. mesh._physicsMass = options.mass / parts.length;
  1120. mesh._physicsFriction = options.friction;
  1121. mesh._physicRestitution = options.restitution;
  1122. }
  1123. return this._physicsEngine._registerMeshesAsCompound(parts, options);
  1124. }
  1125. //ANY
  1126. public deleteCompoundImpostor(compound: any): void {
  1127. for (var index = 0; index < compound.parts.length; index++) {
  1128. var mesh = compound.parts[index].mesh;
  1129. mesh._physicImpostor = BABYLON.PhysicsEngine.NoImpostor;
  1130. this._physicsEngine._unregisterMesh(mesh);
  1131. }
  1132. }
  1133. // Tags
  1134. private _getByTags(list: any[], tagsQuery: string): any[] {
  1135. if (tagsQuery === undefined) {
  1136. // returns the complete list (could be done with BABYLON.Tags.MatchesQuery but no need to have a for-loop here)
  1137. return list;
  1138. }
  1139. var listByTags = [];
  1140. for (var i in list) {
  1141. var item = list[i];
  1142. if (BABYLON.Tags.MatchesQuery(item, tagsQuery)) {
  1143. listByTags.push(item);
  1144. }
  1145. }
  1146. return listByTags;
  1147. }
  1148. public getMeshesByTags(tagsQuery: string): Mesh[] {
  1149. return this._getByTags(this.meshes, tagsQuery);
  1150. }
  1151. public getCamerasByTags(tagsQuery: string): Camera[] {
  1152. return this._getByTags(this.cameras, tagsQuery);
  1153. }
  1154. public getLightsByTags(tagsQuery: string): Light[] {
  1155. return this._getByTags(this.lights, tagsQuery);
  1156. }
  1157. public getMaterialByTags(tagsQuery: string): Material[] {
  1158. return this._getByTags(this.materials, tagsQuery).concat(this._getByTags(this.multiMaterials, tagsQuery));
  1159. }
  1160. }
  1161. }