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- module BABYLON {
- /**
- * Node is the basic class for all scene objects (Mesh, Light Camera).
- */
- export class Node {
- public parent: Node;
- @serialize()
- public name: string;
- @serialize()
- public id: string;
- @serialize()
- public uniqueId: number;
- @serialize()
- public state = "";
- public animations = new Array<Animation>();
- private _ranges: { [name: string]: AnimationRange; } = {};
- public onReady: (node: Node) => void;
- private _childrenFlag = -1;
- private _isEnabled = true;
- private _isReady = true;
- public _currentRenderId = -1;
- private _parentRenderId = -1;
- public _waitingParentId: string;
- private _scene: Scene;
- public _cache;
- /**
- * @constructor
- * @param {string} name - the name and id to be given to this node
- * @param {BABYLON.Scene} the scene this node will be added to
- */
- constructor(name: string, scene: Scene) {
- this.name = name;
- this.id = name;
- this._scene = scene;
- this._initCache();
- }
- public getScene(): Scene {
- return this._scene;
- }
- public getEngine(): Engine {
- return this._scene.getEngine();
- }
- // override it in derived class
- public getWorldMatrix(): Matrix {
- return Matrix.Identity();
- }
- // override it in derived class if you add new variables to the cache
- // and call the parent class method
- public _initCache() {
- this._cache = {};
- this._cache.parent = undefined;
- }
- public updateCache(force?: boolean): void {
- if (!force && this.isSynchronized())
- return;
- this._cache.parent = this.parent;
- this._updateCache();
- }
- // override it in derived class if you add new variables to the cache
- // and call the parent class method if !ignoreParentClass
- public _updateCache(ignoreParentClass?: boolean): void {
- }
- // override it in derived class if you add new variables to the cache
- public _isSynchronized(): boolean {
- return true;
- }
- public _markSyncedWithParent() {
- this._parentRenderId = this.parent._currentRenderId;
- }
- public isSynchronizedWithParent(): boolean {
- if (!this.parent) {
- return true;
- }
- if (this._parentRenderId !== this.parent._currentRenderId) {
- return false;
- }
- return this.parent.isSynchronized();
- }
- public isSynchronized(updateCache?: boolean): boolean {
- var check = this.hasNewParent();
- check = check || !this.isSynchronizedWithParent();
- check = check || !this._isSynchronized();
- if (updateCache)
- this.updateCache(true);
- return !check;
- }
- public hasNewParent(update?: boolean): boolean {
- if (this._cache.parent === this.parent)
- return false;
- if (update)
- this._cache.parent = this.parent;
- return true;
- }
- /**
- * Is this node ready to be used/rendered
- * @return {boolean} is it ready
- */
- public isReady(): boolean {
- return this._isReady;
- }
- /**
- * Is this node enabled.
- * If the node has a parent and is enabled, the parent will be inspected as well.
- * @return {boolean} whether this node (and its parent) is enabled.
- * @see setEnabled
- */
- public isEnabled(): boolean {
- if (!this._isEnabled) {
- return false;
- }
- if (this.parent) {
- return this.parent.isEnabled();
- }
- return true;
- }
- /**
- * Set the enabled state of this node.
- * @param {boolean} value - the new enabled state
- * @see isEnabled
- */
- public setEnabled(value: boolean): void {
- this._isEnabled = value;
- }
- /**
- * Is this node a descendant of the given node.
- * The function will iterate up the hierarchy until the ancestor was found or no more parents defined.
- * @param {BABYLON.Node} ancestor - The parent node to inspect
- * @see parent
- */
- public isDescendantOf(ancestor: Node): boolean {
- if (this.parent) {
- if (this.parent === ancestor) {
- return true;
- }
- return this.parent.isDescendantOf(ancestor);
- }
- return false;
- }
- public _getDescendants(list: Node[], results: Node[], directDecendantsOnly: boolean = false): void {
- for (var index = 0; index < list.length; index++) {
- var item = list[index];
- if ((directDecendantsOnly && item.parent === this) || (!directDecendantsOnly && item.isDescendantOf(this))) {
- results.push(item);
- }
- }
- }
- /**
- * Will return all nodes that have this node as parent.
- * @return {BABYLON.Node[]} all children nodes of all types.
- */
- public getDescendants(directDecendantsOnly?: boolean): Node[] {
- var results = [];
- this._getDescendants(this._scene.meshes, results, directDecendantsOnly);
- this._getDescendants(this._scene.lights, results, directDecendantsOnly);
- this._getDescendants(this._scene.cameras, results, directDecendantsOnly);
- return results;
- }
-
- /**
- * @Deprecated, legacy support.
- * use getDecendants instead.
- */
- public getChildren(): Node[] {
- return this.getDescendants(true);
- }
-
- /**
- * Get all child-meshes of this node.
- */
- public getChildMeshes(directDecendantsOnly?: boolean): AbstractMesh[] {
- var results: Array<AbstractMesh> = [];
- this._getDescendants(this._scene.meshes, results, false);
- return results;
- }
- public _setReady(state: boolean): void {
- if (state === this._isReady) {
- return;
- }
- if (!state) {
- this._isReady = false;
- return;
- }
- this._isReady = true;
- if (this.onReady) {
- this.onReady(this);
- }
- }
- public getAnimationByName(name: string): Animation {
- for (var i = 0; i < this.animations.length; i++) {
- var animation = this.animations[i];
- if (animation.name === name) {
- return animation;
- }
- }
- return null;
- }
- public createAnimationRange(name: string, from: number, to: number): void {
- // check name not already in use
- if (!this._ranges[name]) {
- this._ranges[name] = new AnimationRange(name, from, to);
- for (var i = 0, nAnimations = this.animations.length; i < nAnimations; i++) {
- if (this.animations[i]) {
- this.animations[i].createRange(name, from, to);
- }
- }
- }
- }
- public deleteAnimationRange(name: string, deleteFrames = true): void {
- for (var i = 0, nAnimations = this.animations.length; i < nAnimations; i++) {
- if (this.animations[i]) {
- this.animations[i].deleteRange(name, deleteFrames);
- }
- }
- this._ranges[name] = undefined; // said much faster than 'delete this._range[name]'
- }
- public getAnimationRange(name: string): AnimationRange {
- return this._ranges[name];
- }
- public beginAnimation(name: string, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void): void {
- var range = this.getAnimationRange(name);
- if (!range) {
- return null;
- }
- this._scene.beginAnimation(this, range.from, range.to, loop, speedRatio, onAnimationEnd);
- }
- public serializeAnimationRanges(): any {
- var serializationRanges = [];
- for (var name in this._ranges) {
- var range: any = {};
- range.name = name;
- range.from = this._ranges[name].from;
- range.to = this._ranges[name].to;
- serializationRanges.push(range);
- }
- return serializationRanges;
- }
- public static ParseAnimationRanges(node: Node, parsedNode: any, scene: Scene): void {
- if (parsedNode.ranges) {
- for (var index = 0; index < parsedNode.ranges.length; index++) {
- var data = parsedNode.ranges[index];
- node.createAnimationRange(data.name, data.from, data.to);
- }
- }
- }
- }
- }
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