utilityLayerRenderer.ts 14 KB

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  1. import { IDisposable, Scene } from "../scene";
  2. import { Nullable } from "../types";
  3. import { Observable, Observer } from "../Misc/observable";
  4. import { PointerInfoPre, PointerInfo, PointerEventTypes } from "../Events/pointerEvents";
  5. import { PickingInfo } from "../Collisions/pickingInfo";
  6. import { AbstractMesh } from "../Meshes/abstractMesh";
  7. import { EngineStore } from "../Engines/engineStore";
  8. /**
  9. * Renders a layer on top of an existing scene
  10. */
  11. export class UtilityLayerRenderer implements IDisposable {
  12. private _pointerCaptures: { [pointerId: number]: boolean } = {};
  13. private _lastPointerEvents: { [pointerId: number]: boolean } = {};
  14. private static _DefaultUtilityLayer: Nullable<UtilityLayerRenderer> = null;
  15. private static _DefaultKeepDepthUtilityLayer: Nullable<UtilityLayerRenderer> = null;
  16. /**
  17. * If the picking should be done on the utility layer prior to the actual scene (Default: true)
  18. */
  19. public pickUtilitySceneFirst = true;
  20. /**
  21. * A shared utility layer that can be used to overlay objects into a scene (Depth map of the previous scene is cleared before drawing on top of it)
  22. */
  23. public static get DefaultUtilityLayer(): UtilityLayerRenderer {
  24. if (UtilityLayerRenderer._DefaultUtilityLayer == null) {
  25. UtilityLayerRenderer._DefaultUtilityLayer = new UtilityLayerRenderer(EngineStore.LastCreatedScene!);
  26. UtilityLayerRenderer._DefaultUtilityLayer.originalScene.onDisposeObservable.addOnce(() => {
  27. UtilityLayerRenderer._DefaultUtilityLayer = null;
  28. });
  29. }
  30. return UtilityLayerRenderer._DefaultUtilityLayer;
  31. }
  32. /**
  33. * A shared utility layer that can be used to embed objects into a scene (Depth map of the previous scene is not cleared before drawing on top of it)
  34. */
  35. public static get DefaultKeepDepthUtilityLayer(): UtilityLayerRenderer {
  36. if (UtilityLayerRenderer._DefaultKeepDepthUtilityLayer == null) {
  37. UtilityLayerRenderer._DefaultKeepDepthUtilityLayer = new UtilityLayerRenderer(EngineStore.LastCreatedScene!);
  38. UtilityLayerRenderer._DefaultKeepDepthUtilityLayer.utilityLayerScene.autoClearDepthAndStencil = false;
  39. UtilityLayerRenderer._DefaultKeepDepthUtilityLayer.originalScene.onDisposeObservable.addOnce(() => {
  40. UtilityLayerRenderer._DefaultKeepDepthUtilityLayer = null;
  41. });
  42. }
  43. return UtilityLayerRenderer._DefaultKeepDepthUtilityLayer;
  44. }
  45. /**
  46. * The scene that is rendered on top of the original scene
  47. */
  48. public utilityLayerScene: Scene;
  49. /**
  50. * If the utility layer should automatically be rendered on top of existing scene
  51. */
  52. public shouldRender: boolean = true;
  53. /**
  54. * If set to true, only pointer down onPointerObservable events will be blocked when picking is occluded by original scene
  55. */
  56. public onlyCheckPointerDownEvents = true;
  57. /**
  58. * If set to false, only pointerUp, pointerDown and pointerMove will be sent to the utilityLayerScene (false by default)
  59. */
  60. public processAllEvents = false;
  61. /**
  62. * Observable raised when the pointer move from the utility layer scene to the main scene
  63. */
  64. public onPointerOutObservable = new Observable<number>();
  65. /** Gets or sets a predicate that will be used to indicate utility meshes present in the main scene */
  66. public mainSceneTrackerPredicate: (mesh: Nullable<AbstractMesh>) => boolean;
  67. private _afterRenderObserver: Nullable<Observer<Scene>>;
  68. private _sceneDisposeObserver: Nullable<Observer<Scene>>;
  69. private _originalPointerObserver: Nullable<Observer<PointerInfoPre>>;
  70. /**
  71. * Instantiates a UtilityLayerRenderer
  72. * @param originalScene the original scene that will be rendered on top of
  73. * @param handleEvents boolean indicating if the utility layer should handle events
  74. */
  75. constructor(
  76. /** the original scene that will be rendered on top of */
  77. public originalScene: Scene,
  78. handleEvents: boolean = true) {
  79. // Create scene which will be rendered in the foreground and remove it from being referenced by engine to avoid interfering with existing app
  80. this.utilityLayerScene = new Scene(originalScene.getEngine());
  81. this.utilityLayerScene.useRightHandedSystem = originalScene.useRightHandedSystem;
  82. this.utilityLayerScene._allowPostProcessClearColor = false;
  83. originalScene.getEngine().scenes.pop();
  84. // Detach controls on utility scene, events will be fired by logic below to handle picking priority
  85. this.utilityLayerScene.detachControl();
  86. if (handleEvents) {
  87. this._originalPointerObserver = originalScene.onPrePointerObservable.add((prePointerInfo, eventState) => {
  88. if (!this.utilityLayerScene.activeCamera) {
  89. return;
  90. }
  91. if (!this.processAllEvents) {
  92. if (prePointerInfo.type !== PointerEventTypes.POINTERMOVE
  93. && prePointerInfo.type !== PointerEventTypes.POINTERUP
  94. && prePointerInfo.type !== PointerEventTypes.POINTERDOWN) {
  95. return;
  96. }
  97. }
  98. this.utilityLayerScene.pointerX = originalScene.pointerX;
  99. this.utilityLayerScene.pointerY = originalScene.pointerY;
  100. let pointerEvent = <PointerEvent>(prePointerInfo.event);
  101. if (originalScene!.isPointerCaptured(pointerEvent.pointerId)) {
  102. this._pointerCaptures[pointerEvent.pointerId] = false;
  103. return;
  104. }
  105. var utilityScenePick = prePointerInfo.ray ? this.utilityLayerScene.pickWithRay(prePointerInfo.ray) : this.utilityLayerScene.pick(originalScene.pointerX, originalScene.pointerY);
  106. if (!prePointerInfo.ray && utilityScenePick) {
  107. prePointerInfo.ray = utilityScenePick.ray;
  108. }
  109. // always fire the prepointer oversvable
  110. this.utilityLayerScene.onPrePointerObservable.notifyObservers(prePointerInfo);
  111. // allow every non pointer down event to flow to the utility layer
  112. if (this.onlyCheckPointerDownEvents && prePointerInfo.type != PointerEventTypes.POINTERDOWN) {
  113. if (!prePointerInfo.skipOnPointerObservable) {
  114. this.utilityLayerScene.onPointerObservable.notifyObservers(new PointerInfo(prePointerInfo.type, prePointerInfo.event, utilityScenePick));
  115. }
  116. if (prePointerInfo.type === PointerEventTypes.POINTERUP && this._pointerCaptures[pointerEvent.pointerId]) {
  117. this._pointerCaptures[pointerEvent.pointerId] = false;
  118. }
  119. return;
  120. }
  121. if (this.utilityLayerScene.autoClearDepthAndStencil || this.pickUtilitySceneFirst) {
  122. // If this layer is an overlay, check if this layer was hit and if so, skip pointer events for the main scene
  123. if (utilityScenePick && utilityScenePick.hit) {
  124. if (!prePointerInfo.skipOnPointerObservable) {
  125. this.utilityLayerScene.onPointerObservable.notifyObservers(new PointerInfo(prePointerInfo.type, prePointerInfo.event, utilityScenePick));
  126. }
  127. prePointerInfo.skipOnPointerObservable = true;
  128. }
  129. } else {
  130. var originalScenePick = prePointerInfo.ray ? originalScene.pickWithRay(prePointerInfo.ray) : originalScene.pick(originalScene.pointerX, originalScene.pointerY);
  131. let pointerEvent = <PointerEvent>(prePointerInfo.event);
  132. // If the layer can be occluded by the original scene, only fire pointer events to the first layer that hit they ray
  133. if (originalScenePick && utilityScenePick) {
  134. // No pick in utility scene
  135. if (utilityScenePick.distance === 0 && originalScenePick.pickedMesh) {
  136. if (this.mainSceneTrackerPredicate && this.mainSceneTrackerPredicate(originalScenePick.pickedMesh)) {
  137. // We touched an utility mesh present in the main scene
  138. this._notifyObservers(prePointerInfo, originalScenePick, pointerEvent);
  139. prePointerInfo.skipOnPointerObservable = true;
  140. } else if (prePointerInfo.type === PointerEventTypes.POINTERDOWN) {
  141. this._pointerCaptures[pointerEvent.pointerId] = true;
  142. } else if (this._lastPointerEvents[pointerEvent.pointerId]) {
  143. // We need to send a last pointerup to the utilityLayerScene to make sure animations can complete
  144. this.onPointerOutObservable.notifyObservers(pointerEvent.pointerId);
  145. delete this._lastPointerEvents[pointerEvent.pointerId];
  146. }
  147. } else if (!this._pointerCaptures[pointerEvent.pointerId] && (utilityScenePick.distance < originalScenePick.distance || originalScenePick.distance === 0)) {
  148. // We pick something in utility scene or the pick in utility is closer than the one in main scene
  149. this._notifyObservers(prePointerInfo, utilityScenePick, pointerEvent);
  150. // If a previous utility layer set this, do not unset this
  151. if (!prePointerInfo.skipOnPointerObservable) {
  152. prePointerInfo.skipOnPointerObservable = utilityScenePick.distance > 0;
  153. }
  154. } else if (!this._pointerCaptures[pointerEvent.pointerId] && (utilityScenePick.distance > originalScenePick.distance)) {
  155. // We have a pick in both scenes but main is closer than utility
  156. // We touched an utility mesh present in the main scene
  157. if (this.mainSceneTrackerPredicate && this.mainSceneTrackerPredicate(originalScenePick.pickedMesh)) {
  158. this._notifyObservers(prePointerInfo, originalScenePick, pointerEvent);
  159. prePointerInfo.skipOnPointerObservable = true;
  160. } else if (this._lastPointerEvents[pointerEvent.pointerId]) {
  161. // We need to send a last pointerup to the utilityLayerScene to make sure animations can complete
  162. this.onPointerOutObservable.notifyObservers(pointerEvent.pointerId);
  163. delete this._lastPointerEvents[pointerEvent.pointerId];
  164. }
  165. }
  166. if (prePointerInfo.type === PointerEventTypes.POINTERUP && this._pointerCaptures[pointerEvent.pointerId]) {
  167. this._pointerCaptures[pointerEvent.pointerId] = false;
  168. }
  169. }
  170. }
  171. });
  172. // As a newly added utility layer will be rendered over the screen last, it's pointer events should be processed first
  173. if (this._originalPointerObserver) {
  174. originalScene.onPrePointerObservable.makeObserverTopPriority(this._originalPointerObserver);
  175. }
  176. }
  177. // Render directly on top of existing scene without clearing
  178. this.utilityLayerScene.autoClear = false;
  179. this._afterRenderObserver = this.originalScene.onAfterRenderObservable.add(() => {
  180. if (this.shouldRender) {
  181. this.render();
  182. }
  183. });
  184. this._sceneDisposeObserver = this.originalScene.onDisposeObservable.add(() => {
  185. this.dispose();
  186. });
  187. this._updateCamera();
  188. }
  189. private _notifyObservers(prePointerInfo: PointerInfoPre, pickInfo: PickingInfo, pointerEvent: PointerEvent) {
  190. if (!prePointerInfo.skipOnPointerObservable) {
  191. this.utilityLayerScene.onPointerObservable.notifyObservers(new PointerInfo(prePointerInfo.type, prePointerInfo.event, pickInfo));
  192. this._lastPointerEvents[pointerEvent.pointerId] = true;
  193. }
  194. }
  195. /**
  196. * Renders the utility layers scene on top of the original scene
  197. */
  198. public render() {
  199. this._updateCamera();
  200. if (this.utilityLayerScene.activeCamera) {
  201. // Set the camera's scene to utility layers scene
  202. var oldScene = this.utilityLayerScene.activeCamera.getScene();
  203. var camera = this.utilityLayerScene.activeCamera;
  204. camera._scene = this.utilityLayerScene;
  205. if (camera.leftCamera) {
  206. camera.leftCamera._scene = this.utilityLayerScene;
  207. }
  208. if (camera.rightCamera) {
  209. camera.rightCamera._scene = this.utilityLayerScene;
  210. }
  211. this.utilityLayerScene.render(false);
  212. // Reset camera's scene back to original
  213. camera._scene = oldScene;
  214. if (camera.leftCamera) {
  215. camera.leftCamera._scene = oldScene;
  216. }
  217. if (camera.rightCamera) {
  218. camera.rightCamera._scene = oldScene;
  219. }
  220. }
  221. }
  222. /**
  223. * Disposes of the renderer
  224. */
  225. public dispose() {
  226. this.onPointerOutObservable.clear();
  227. if (this._afterRenderObserver) {
  228. this.originalScene.onAfterRenderObservable.remove(this._afterRenderObserver);
  229. }
  230. if (this._sceneDisposeObserver) {
  231. this.originalScene.onDisposeObservable.remove(this._sceneDisposeObserver);
  232. }
  233. if (this._originalPointerObserver) {
  234. this.originalScene.onPrePointerObservable.remove(this._originalPointerObserver);
  235. }
  236. this.utilityLayerScene.dispose();
  237. }
  238. private _updateCamera() {
  239. if (this.originalScene.activeCameras.length > 1) {
  240. this.utilityLayerScene.activeCamera = this.originalScene.activeCameras[this.originalScene.activeCameras.length - 1];
  241. } else {
  242. this.utilityLayerScene.activeCamera = this.originalScene.activeCamera;
  243. }
  244. }
  245. }