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