sceneComponent.ts 8.9 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251
  1. import { Scene } from "./scene";
  2. import { AbstractMesh } from "./Meshes/abstractMesh";
  3. import { SubMesh, } from "./Meshes/subMesh";
  4. import { _InstancesBatch } from "./Meshes/mesh";
  5. import { SmartArrayNoDuplicate } from "./Misc/smartArray";
  6. import { Nullable } from "./types";
  7. import { Camera } from "./Cameras/camera";
  8. import { RenderTargetTexture } from "./Materials/Textures/renderTargetTexture";
  9. import { PickingInfo } from "./Collisions/pickingInfo";
  10. import { AbstractScene } from "./abstractScene";
  11. declare type Mesh = import("./Meshes/mesh").Mesh;
  12. /**
  13. * Groups all the scene component constants in one place to ease maintenance.
  14. * @hidden
  15. */
  16. export class SceneComponentConstants {
  17. public static readonly NAME_EFFECTLAYER = "EffectLayer";
  18. public static readonly NAME_LAYER = "Layer";
  19. public static readonly NAME_LENSFLARESYSTEM = "LensFlareSystem";
  20. public static readonly NAME_BOUNDINGBOXRENDERER = "BoundingBoxRenderer";
  21. public static readonly NAME_PARTICLESYSTEM = "ParticleSystem";
  22. public static readonly NAME_GAMEPAD = "Gamepad";
  23. public static readonly NAME_SIMPLIFICATIONQUEUE = "SimplificationQueue";
  24. public static readonly NAME_GEOMETRYBUFFERRENDERER = "GeometryBufferRenderer";
  25. public static readonly NAME_DEPTHRENDERER = "DepthRenderer";
  26. public static readonly NAME_POSTPROCESSRENDERPIPELINEMANAGER = "PostProcessRenderPipelineManager";
  27. public static readonly NAME_SPRITE = "Sprite";
  28. public static readonly NAME_OUTLINERENDERER = "Outline";
  29. public static readonly NAME_PROCEDURALTEXTURE = "ProceduralTexture";
  30. public static readonly NAME_SHADOWGENERATOR = "ShadowGenerator";
  31. public static readonly NAME_OCTREE = "Octree";
  32. public static readonly NAME_PHYSICSENGINE = "PhysicsEngine";
  33. public static readonly NAME_AUDIO = "Audio";
  34. public static readonly STEP_ISREADYFORMESH_EFFECTLAYER = 0;
  35. public static readonly STEP_BEFOREEVALUATEACTIVEMESH_BOUNDINGBOXRENDERER = 0;
  36. public static readonly STEP_EVALUATESUBMESH_BOUNDINGBOXRENDERER = 0;
  37. public static readonly STEP_ACTIVEMESH_BOUNDINGBOXRENDERER = 0;
  38. public static readonly STEP_CAMERADRAWRENDERTARGET_EFFECTLAYER = 1;
  39. public static readonly STEP_BEFORECAMERADRAW_EFFECTLAYER = 0;
  40. public static readonly STEP_BEFORECAMERADRAW_LAYER = 1;
  41. public static readonly STEP_BEFORERENDERTARGETDRAW_LAYER = 0;
  42. public static readonly STEP_BEFORERENDERINGMESH_OUTLINE = 0;
  43. public static readonly STEP_AFTERRENDERINGMESH_OUTLINE = 0;
  44. public static readonly STEP_AFTERRENDERINGGROUPDRAW_EFFECTLAYER_DRAW = 0;
  45. public static readonly STEP_AFTERRENDERINGGROUPDRAW_BOUNDINGBOXRENDERER = 1;
  46. public static readonly STEP_BEFORECAMERAUPDATE_SIMPLIFICATIONQUEUE = 0;
  47. public static readonly STEP_BEFORECAMERAUPDATE_GAMEPAD = 1;
  48. public static readonly STEP_BEFORECLEAR_PROCEDURALTEXTURE = 0;
  49. public static readonly STEP_AFTERRENDERTARGETDRAW_LAYER = 0;
  50. public static readonly STEP_AFTERCAMERADRAW_EFFECTLAYER = 0;
  51. public static readonly STEP_AFTERCAMERADRAW_LENSFLARESYSTEM = 1;
  52. public static readonly STEP_AFTERCAMERADRAW_EFFECTLAYER_DRAW = 2;
  53. public static readonly STEP_AFTERCAMERADRAW_LAYER = 3;
  54. public static readonly STEP_AFTERRENDER_AUDIO = 0;
  55. public static readonly STEP_GATHERRENDERTARGETS_DEPTHRENDERER = 0;
  56. public static readonly STEP_GATHERRENDERTARGETS_GEOMETRYBUFFERRENDERER = 1;
  57. public static readonly STEP_GATHERRENDERTARGETS_SHADOWGENERATOR = 2;
  58. public static readonly STEP_GATHERRENDERTARGETS_POSTPROCESSRENDERPIPELINEMANAGER = 3;
  59. public static readonly STEP_GATHERACTIVECAMERARENDERTARGETS_DEPTHRENDERER = 0;
  60. public static readonly STEP_POINTERMOVE_SPRITE = 0;
  61. public static readonly STEP_POINTERDOWN_SPRITE = 0;
  62. public static readonly STEP_POINTERUP_SPRITE = 0;
  63. }
  64. /**
  65. * This represents a scene component.
  66. *
  67. * This is used to decouple the dependency the scene is having on the different workloads like
  68. * layers, post processes...
  69. */
  70. export interface ISceneComponent {
  71. /**
  72. * The name of the component. Each component must have a unique name.
  73. */
  74. name: string;
  75. /**
  76. * The scene the component belongs to.
  77. */
  78. scene: Scene;
  79. /**
  80. * Register the component to one instance of a scene.
  81. */
  82. register(): void;
  83. /**
  84. * Rebuilds the elements related to this component in case of
  85. * context lost for instance.
  86. */
  87. rebuild(): void;
  88. /**
  89. * Disposes the component and the associated ressources.
  90. */
  91. dispose(): void;
  92. }
  93. /**
  94. * This represents a SERIALIZABLE scene component.
  95. *
  96. * This extends Scene Component to add Serialization methods on top.
  97. */
  98. export interface ISceneSerializableComponent extends ISceneComponent {
  99. /**
  100. * Adds all the elements from the container to the scene
  101. * @param container the container holding the elements
  102. */
  103. addFromContainer(container: AbstractScene): void;
  104. /**
  105. * Removes all the elements in the container from the scene
  106. * @param container contains the elements to remove
  107. * @param dispose if the removed element should be disposed (default: false)
  108. */
  109. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  110. /**
  111. * Serializes the component data to the specified json object
  112. * @param serializationObject The object to serialize to
  113. */
  114. serialize(serializationObject: any): void;
  115. }
  116. /**
  117. * Strong typing of a Mesh related stage step action
  118. */
  119. export type MeshStageAction = (mesh: AbstractMesh, hardwareInstancedRendering: boolean) => boolean;
  120. /**
  121. * Strong typing of a Evaluate Sub Mesh related stage step action
  122. */
  123. export type EvaluateSubMeshStageAction = (mesh: AbstractMesh, subMesh: SubMesh) => void;
  124. /**
  125. * Strong typing of a Active Mesh related stage step action
  126. */
  127. export type ActiveMeshStageAction = (sourceMesh: AbstractMesh, mesh: AbstractMesh) => void;
  128. /**
  129. * Strong typing of a Camera related stage step action
  130. */
  131. export type CameraStageAction = (camera: Camera) => void;
  132. /**
  133. * Strong typing of a Camera Frame buffer related stage step action
  134. */
  135. export type CameraStageFrameBufferAction = (camera: Camera) => boolean;
  136. /**
  137. * Strong typing of a Render Target related stage step action
  138. */
  139. export type RenderTargetStageAction = (renderTarget: RenderTargetTexture) => void;
  140. /**
  141. * Strong typing of a RenderingGroup related stage step action
  142. */
  143. export type RenderingGroupStageAction = (renderingGroupId: number) => void;
  144. /**
  145. * Strong typing of a Mesh Render related stage step action
  146. */
  147. export type RenderingMeshStageAction = (mesh: Mesh, subMesh: SubMesh, batch: _InstancesBatch) => void;
  148. /**
  149. * Strong typing of a simple stage step action
  150. */
  151. export type SimpleStageAction = () => void;
  152. /**
  153. * Strong typing of a render target action.
  154. */
  155. export type RenderTargetsStageAction = (renderTargets: SmartArrayNoDuplicate<RenderTargetTexture>) => void;
  156. /**
  157. * Strong typing of a pointer move action.
  158. */
  159. export type PointerMoveStageAction = (unTranslatedPointerX: number, unTranslatedPointerY: number, pickResult: Nullable<PickingInfo>, isMeshPicked: boolean, element: HTMLElement) => Nullable<PickingInfo>;
  160. /**
  161. * Strong typing of a pointer up/down action.
  162. */
  163. export type PointerUpDownStageAction = (unTranslatedPointerX: number, unTranslatedPointerY: number, pickResult: Nullable<PickingInfo>, evt: PointerEvent) => Nullable<PickingInfo>;
  164. /**
  165. * Representation of a stage in the scene (Basically a list of ordered steps)
  166. * @hidden
  167. */
  168. export class Stage<T extends Function> extends Array<{ index: number, component: ISceneComponent, action: T }> {
  169. /**
  170. * Hide ctor from the rest of the world.
  171. * @param items The items to add.
  172. */
  173. private constructor(items?: { index: number, component: ISceneComponent, action: T }[]) {
  174. super(...<any>items);
  175. }
  176. /**
  177. * Creates a new Stage.
  178. * @returns A new instance of a Stage
  179. */
  180. static Create<T extends Function>(): Stage<T> {
  181. return Object.create(Stage.prototype);
  182. }
  183. /**
  184. * Registers a step in an ordered way in the targeted stage.
  185. * @param index Defines the position to register the step in
  186. * @param component Defines the component attached to the step
  187. * @param action Defines the action to launch during the step
  188. */
  189. public registerStep(index: number, component: ISceneComponent, action: T): void {
  190. let i = 0;
  191. let maxIndex = Number.MAX_VALUE;
  192. for (; i < this.length; i++) {
  193. let step = this[i];
  194. maxIndex = step.index;
  195. if (index < maxIndex) {
  196. break;
  197. }
  198. }
  199. this.splice(i, 0, { index, component, action: action.bind(component) });
  200. }
  201. /**
  202. * Clears all the steps from the stage.
  203. */
  204. public clear(): void {
  205. this.length = 0;
  206. }
  207. }