babylon.scene.ts 181 KB

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  1. module BABYLON {
  2. export interface IDisposable {
  3. dispose(): void;
  4. }
  5. class ClickInfo {
  6. private _singleClick = false;
  7. private _doubleClick = false;
  8. private _hasSwiped = false;
  9. private _ignore = false;
  10. public get singleClick(): boolean {
  11. return this._singleClick;
  12. }
  13. public get doubleClick(): boolean {
  14. return this._doubleClick;
  15. }
  16. public get hasSwiped(): boolean {
  17. return this._hasSwiped;
  18. }
  19. public get ignore(): boolean {
  20. return this._ignore;
  21. }
  22. public set singleClick(b: boolean) {
  23. this._singleClick = b;
  24. }
  25. public set doubleClick(b: boolean) {
  26. this._doubleClick = b;
  27. }
  28. public set hasSwiped(b: boolean) {
  29. this._hasSwiped = b;
  30. }
  31. public set ignore(b: boolean) {
  32. this._ignore = b;
  33. }
  34. }
  35. /**
  36. * This class is used by the onRenderingGroupObservable
  37. */
  38. export class RenderingGroupInfo {
  39. /**
  40. * The Scene that being rendered
  41. */
  42. scene: Scene;
  43. /**
  44. * The camera currently used for the rendering pass
  45. */
  46. camera: Nullable<Camera>;
  47. /**
  48. * The ID of the renderingGroup being processed
  49. */
  50. renderingGroupId: number;
  51. /**
  52. * The rendering stage, can be either STAGE_PRECLEAR, STAGE_PREOPAQUE, STAGE_PRETRANSPARENT, STAGE_POSTTRANSPARENT
  53. */
  54. renderStage: number;
  55. /**
  56. * Stage corresponding to the very first hook in the renderingGroup phase: before the render buffer may be cleared
  57. * This stage will be fired no matter what
  58. */
  59. static STAGE_PRECLEAR = 1;
  60. /**
  61. * Called before opaque object are rendered.
  62. * This stage will be fired only if there's 3D Opaque content to render
  63. */
  64. static STAGE_PREOPAQUE = 2;
  65. /**
  66. * Called after the opaque objects are rendered and before the transparent ones
  67. * This stage will be fired only if there's 3D transparent content to render
  68. */
  69. static STAGE_PRETRANSPARENT = 3;
  70. /**
  71. * Called after the transparent object are rendered, last hook of the renderingGroup phase
  72. * This stage will be fired no matter what
  73. */
  74. static STAGE_POSTTRANSPARENT = 4;
  75. }
  76. /**
  77. * Represents a scene to be rendered by the engine.
  78. * @see http://doc.babylonjs.com/page.php?p=21911
  79. */
  80. export class Scene implements IAnimatable {
  81. // Statics
  82. private static _FOGMODE_NONE = 0;
  83. private static _FOGMODE_EXP = 1;
  84. private static _FOGMODE_EXP2 = 2;
  85. private static _FOGMODE_LINEAR = 3;
  86. private static _uniqueIdCounter = 0;
  87. public static MinDeltaTime = 1.0;
  88. public static MaxDeltaTime = 1000.0;
  89. /** The fog is deactivated */
  90. public static get FOGMODE_NONE(): number {
  91. return Scene._FOGMODE_NONE;
  92. }
  93. /** The fog density is following an exponential function */
  94. public static get FOGMODE_EXP(): number {
  95. return Scene._FOGMODE_EXP;
  96. }
  97. /** The fog density is following an exponential function faster than FOGMODE_EXP */
  98. public static get FOGMODE_EXP2(): number {
  99. return Scene._FOGMODE_EXP2;
  100. }
  101. /** The fog density is following a linear function. */
  102. public static get FOGMODE_LINEAR(): number {
  103. return Scene._FOGMODE_LINEAR;
  104. }
  105. // Members
  106. public autoClear = true;
  107. public autoClearDepthAndStencil = true;
  108. public clearColor: Color4 = new Color4(0.2, 0.2, 0.3, 1.0);
  109. public ambientColor = new Color3(0, 0, 0);
  110. public _environmentBRDFTexture: BaseTexture;
  111. protected _environmentTexture: BaseTexture;
  112. /**
  113. * Texture used in all pbr material as the reflection texture.
  114. * As in the majority of the scene they are the same (exception for multi room and so on),
  115. * this is easier to reference from here than from all the materials.
  116. */
  117. public get environmentTexture(): BaseTexture {
  118. return this._environmentTexture;
  119. }
  120. /**
  121. * Texture used in all pbr material as the reflection texture.
  122. * As in the majority of the scene they are the same (exception for multi room and so on),
  123. * this is easier to set here than in all the materials.
  124. */
  125. public set environmentTexture(value: BaseTexture) {
  126. if (this._environmentTexture === value) {
  127. return;
  128. }
  129. this._environmentTexture = value;
  130. this.markAllMaterialsAsDirty(Material.TextureDirtyFlag);
  131. }
  132. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  133. /**
  134. * Default image processing configuration used either in the rendering
  135. * Forward main pass or through the imageProcessingPostProcess if present.
  136. * As in the majority of the scene they are the same (exception for multi camera),
  137. * this is easier to reference from here than from all the materials and post process.
  138. *
  139. * No setter as we it is a shared configuration, you can set the values instead.
  140. */
  141. public get imageProcessingConfiguration(): ImageProcessingConfiguration {
  142. return this._imageProcessingConfiguration;
  143. }
  144. public forceWireframe = false;
  145. private _forcePointsCloud = false;
  146. public set forcePointsCloud(value: boolean) {
  147. if (this._forcePointsCloud === value) {
  148. return;
  149. }
  150. this._forcePointsCloud = value;
  151. this.markAllMaterialsAsDirty(Material.MiscDirtyFlag);
  152. }
  153. public get forcePointsCloud(): boolean {
  154. return this._forcePointsCloud;
  155. }
  156. public forceShowBoundingBoxes = false;
  157. public clipPlane: Nullable<Plane>;
  158. public animationsEnabled = true;
  159. public constantlyUpdateMeshUnderPointer = false;
  160. public hoverCursor = "pointer";
  161. public defaultCursor: string = "";
  162. /**
  163. * This is used to call preventDefault() on pointer down
  164. * in order to block unwanted artifacts like system double clicks
  165. */
  166. public preventDefaultOnPointerDown = true;
  167. // Metadata
  168. public metadata: any = null;
  169. public loadingPluginName: string;
  170. // Events
  171. private _spritePredicate: (sprite: Sprite) => boolean;
  172. /**
  173. * An event triggered when the scene is disposed.
  174. * @type {BABYLON.Observable}
  175. */
  176. public onDisposeObservable = new Observable<Scene>();
  177. private _onDisposeObserver: Nullable<Observer<Scene>>;
  178. /** A function to be executed when this scene is disposed. */
  179. public set onDispose(callback: () => void) {
  180. if (this._onDisposeObserver) {
  181. this.onDisposeObservable.remove(this._onDisposeObserver);
  182. }
  183. this._onDisposeObserver = this.onDisposeObservable.add(callback);
  184. }
  185. /**
  186. * An event triggered before rendering the scene (right after animations and physics)
  187. * @type {BABYLON.Observable}
  188. */
  189. public onBeforeRenderObservable = new Observable<Scene>();
  190. private _onBeforeRenderObserver: Nullable<Observer<Scene>>;
  191. /** A function to be executed before rendering this scene */
  192. public set beforeRender(callback: Nullable<() => void>) {
  193. if (this._onBeforeRenderObserver) {
  194. this.onBeforeRenderObservable.remove(this._onBeforeRenderObserver);
  195. }
  196. if (callback) {
  197. this._onBeforeRenderObserver = this.onBeforeRenderObservable.add(callback);
  198. }
  199. }
  200. /**
  201. * An event triggered after rendering the scene
  202. * @type {BABYLON.Observable}
  203. */
  204. public onAfterRenderObservable = new Observable<Scene>();
  205. private _onAfterRenderObserver: Nullable<Observer<Scene>>;
  206. /** A function to be executed after rendering this scene */
  207. public set afterRender(callback: Nullable<() => void>) {
  208. if (this._onAfterRenderObserver) {
  209. this.onAfterRenderObservable.remove(this._onAfterRenderObserver);
  210. }
  211. if (callback) {
  212. this._onAfterRenderObserver = this.onAfterRenderObservable.add(callback);
  213. }
  214. }
  215. /**
  216. * An event triggered before animating the scene
  217. * @type {BABYLON.Observable}
  218. */
  219. public onBeforeAnimationsObservable = new Observable<Scene>();
  220. /**
  221. * An event triggered after animations processing
  222. * @type {BABYLON.Observable}
  223. */
  224. public onAfterAnimationsObservable = new Observable<Scene>();
  225. /**
  226. * An event triggered before draw calls are ready to be sent
  227. * @type {BABYLON.Observable}
  228. */
  229. public onBeforeDrawPhaseObservable = new Observable<Scene>();
  230. /**
  231. * An event triggered after draw calls have been sent
  232. * @type {BABYLON.Observable}
  233. */
  234. public onAfterDrawPhaseObservable = new Observable<Scene>();
  235. /**
  236. * An event triggered when physic simulation is about to be run
  237. * @type {BABYLON.Observable}
  238. */
  239. public onBeforePhysicsObservable = new Observable<Scene>();
  240. /**
  241. * An event triggered when physic simulation has been done
  242. * @type {BABYLON.Observable}
  243. */
  244. public onAfterPhysicsObservable = new Observable<Scene>();
  245. /**
  246. * An event triggered when the scene is ready
  247. * @type {BABYLON.Observable}
  248. */
  249. public onReadyObservable = new Observable<Scene>();
  250. /**
  251. * An event triggered before rendering a camera
  252. * @type {BABYLON.Observable}
  253. */
  254. public onBeforeCameraRenderObservable = new Observable<Camera>();
  255. private _onBeforeCameraRenderObserver: Nullable<Observer<Camera>>;
  256. public set beforeCameraRender(callback: () => void) {
  257. if (this._onBeforeCameraRenderObserver) {
  258. this.onBeforeCameraRenderObservable.remove(this._onBeforeCameraRenderObserver);
  259. }
  260. this._onBeforeCameraRenderObserver = this.onBeforeCameraRenderObservable.add(callback);
  261. }
  262. /**
  263. * An event triggered after rendering a camera
  264. * @type {BABYLON.Observable}
  265. */
  266. public onAfterCameraRenderObservable = new Observable<Camera>();
  267. private _onAfterCameraRenderObserver: Nullable<Observer<Camera>>;
  268. public set afterCameraRender(callback: () => void) {
  269. if (this._onAfterCameraRenderObserver) {
  270. this.onAfterCameraRenderObservable.remove(this._onAfterCameraRenderObserver);
  271. }
  272. this._onAfterCameraRenderObserver = this.onAfterCameraRenderObservable.add(callback);
  273. }
  274. /**
  275. * An event triggered when active meshes evaluation is about to start
  276. * @type {BABYLON.Observable}
  277. */
  278. public onBeforeActiveMeshesEvaluationObservable = new Observable<Scene>();
  279. /**
  280. * An event triggered when active meshes evaluation is done
  281. * @type {BABYLON.Observable}
  282. */
  283. public onAfterActiveMeshesEvaluationObservable = new Observable<Scene>();
  284. /**
  285. * An event triggered when particles rendering is about to start
  286. * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
  287. * @type {BABYLON.Observable}
  288. */
  289. public onBeforeParticlesRenderingObservable = new Observable<Scene>();
  290. /**
  291. * An event triggered when particles rendering is done
  292. * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
  293. * @type {BABYLON.Observable}
  294. */
  295. public onAfterParticlesRenderingObservable = new Observable<Scene>();
  296. /**
  297. * An event triggered when sprites rendering is about to start
  298. * Note: This event can be trigger more than once per frame (because sprites can be rendered by render target textures as well)
  299. * @type {BABYLON.Observable}
  300. */
  301. public onBeforeSpritesRenderingObservable = new Observable<Scene>();
  302. /**
  303. * An event triggered when sprites rendering is done
  304. * Note: This event can be trigger more than once per frame (because sprites can be rendered by render target textures as well)
  305. * @type {BABYLON.Observable}
  306. */
  307. public onAfterSpritesRenderingObservable = new Observable<Scene>();
  308. /**
  309. * An event triggered when SceneLoader.Append or SceneLoader.Load or SceneLoader.ImportMesh were successfully executed
  310. * @type {BABYLON.Observable}
  311. */
  312. public onDataLoadedObservable = new Observable<Scene>();
  313. /**
  314. * An event triggered when a camera is created
  315. * @type {BABYLON.Observable}
  316. */
  317. public onNewCameraAddedObservable = new Observable<Camera>();
  318. /**
  319. * An event triggered when a camera is removed
  320. * @type {BABYLON.Observable}
  321. */
  322. public onCameraRemovedObservable = new Observable<Camera>();
  323. /**
  324. * An event triggered when a light is created
  325. * @type {BABYLON.Observable}
  326. */
  327. public onNewLightAddedObservable = new Observable<Light>();
  328. /**
  329. * An event triggered when a light is removed
  330. * @type {BABYLON.Observable}
  331. */
  332. public onLightRemovedObservable = new Observable<Light>();
  333. /**
  334. * An event triggered when a geometry is created
  335. * @type {BABYLON.Observable}
  336. */
  337. public onNewGeometryAddedObservable = new Observable<Geometry>();
  338. /**
  339. * An event triggered when a geometry is removed
  340. * @type {BABYLON.Observable}
  341. */
  342. public onGeometryRemovedObservable = new Observable<Geometry>();
  343. /**
  344. * An event triggered when a transform node is created
  345. * @type {BABYLON.Observable}
  346. */
  347. public onNewTransformNodeAddedObservable = new Observable<TransformNode>();
  348. /**
  349. * An event triggered when a transform node is removed
  350. * @type {BABYLON.Observable}
  351. */
  352. public onTransformNodeRemovedObservable = new Observable<TransformNode>();
  353. /**
  354. * An event triggered when a mesh is created
  355. * @type {BABYLON.Observable}
  356. */
  357. public onNewMeshAddedObservable = new Observable<AbstractMesh>();
  358. /**
  359. * An event triggered when a mesh is removed
  360. * @type {BABYLON.Observable}
  361. */
  362. public onMeshRemovedObservable = new Observable<AbstractMesh>();
  363. /**
  364. * An event triggered when render targets are about to be rendered
  365. * Can happen multiple times per frame.
  366. * @type {BABYLON.Observable}
  367. */
  368. public OnBeforeRenderTargetsRenderObservable = new Observable<Scene>();
  369. /**
  370. * An event triggered when render targets were rendered.
  371. * Can happen multiple times per frame.
  372. * @type {BABYLON.Observable}
  373. */
  374. public OnAfterRenderTargetsRenderObservable = new Observable<Scene>();
  375. /**
  376. * An event triggered before calculating deterministic simulation step
  377. * @type {BABYLON.Observable}
  378. */
  379. public onBeforeStepObservable = new Observable<Scene>();
  380. /**
  381. * An event triggered after calculating deterministic simulation step
  382. * @type {BABYLON.Observable}
  383. */
  384. public onAfterStepObservable = new Observable<Scene>();
  385. /**
  386. * This Observable will be triggered for each stage of each renderingGroup of each rendered camera.
  387. * The RenderinGroupInfo class contains all the information about the context in which the observable is called
  388. * If you wish to register an Observer only for a given set of renderingGroup, use the mask with a combination of the renderingGroup index elevated to the power of two (1 for renderingGroup 0, 2 for renderingrOup1, 4 for 2 and 8 for 3)
  389. */
  390. public onRenderingGroupObservable = new Observable<RenderingGroupInfo>();
  391. // Animations
  392. public animations: Animation[] = [];
  393. // Pointers
  394. public pointerDownPredicate: (Mesh: AbstractMesh) => boolean;
  395. public pointerUpPredicate: (Mesh: AbstractMesh) => boolean;
  396. public pointerMovePredicate: (Mesh: AbstractMesh) => boolean;
  397. private _onPointerMove: (evt: PointerEvent) => void;
  398. private _onPointerDown: (evt: PointerEvent) => void;
  399. private _onPointerUp: (evt: PointerEvent) => void;
  400. /** Deprecated. Use onPointerObservable instead */
  401. public onPointerMove: (evt: PointerEvent, pickInfo: PickingInfo) => void;
  402. /** Deprecated. Use onPointerObservable instead */
  403. public onPointerDown: (evt: PointerEvent, pickInfo: PickingInfo) => void;
  404. /** Deprecated. Use onPointerObservable instead */
  405. public onPointerUp: (evt: PointerEvent, pickInfo: Nullable<PickingInfo>) => void;
  406. /** Deprecated. Use onPointerObservable instead */
  407. public onPointerPick: (evt: PointerEvent, pickInfo: PickingInfo) => void;
  408. // Gamepads
  409. private _gamepadManager: Nullable<GamepadManager>;
  410. public get gamepadManager(): GamepadManager {
  411. if (!this._gamepadManager) {
  412. this._gamepadManager = new GamepadManager();
  413. }
  414. return this._gamepadManager;
  415. }
  416. /**
  417. * This observable event is triggered when any ponter event is triggered. It is registered during Scene.attachControl() and it is called BEFORE the 3D engine process anything (mesh/sprite picking for instance).
  418. * You have the possibility to skip the process and the call to onPointerObservable by setting PointerInfoPre.skipOnPointerObservable to true
  419. */
  420. public onPrePointerObservable = new Observable<PointerInfoPre>();
  421. /**
  422. * Observable event triggered each time an input event is received from the rendering canvas
  423. */
  424. public onPointerObservable = new Observable<PointerInfo>();
  425. public get unTranslatedPointer(): Vector2 {
  426. return new Vector2(this._unTranslatedPointerX, this._unTranslatedPointerY);
  427. }
  428. /** The distance in pixel that you have to move to prevent some events */
  429. public static DragMovementThreshold = 10; // in pixels
  430. /** Time in milliseconds to wait to raise long press events if button is still pressed */
  431. public static LongPressDelay = 500; // in milliseconds
  432. /** Time in milliseconds with two consecutive clicks will be considered as a double click */
  433. public static DoubleClickDelay = 300; // in milliseconds
  434. /** If you need to check double click without raising a single click at first click, enable this flag */
  435. public static ExclusiveDoubleClickMode = false;
  436. private _initClickEvent: (obs1: Observable<PointerInfoPre>, obs2: Observable<PointerInfo>, evt: PointerEvent, cb: (clickInfo: ClickInfo, pickResult: Nullable<PickingInfo>) => void) => void;
  437. private _initActionManager: (act: Nullable<ActionManager>, clickInfo: ClickInfo) => Nullable<ActionManager>;
  438. private _delayedSimpleClick: (btn: number, clickInfo: ClickInfo, cb: (clickInfo: ClickInfo, pickResult: Nullable<PickingInfo>) => void) => void;
  439. private _delayedSimpleClickTimeout: number;
  440. private _previousDelayedSimpleClickTimeout: number;
  441. private _meshPickProceed = false;
  442. private _previousButtonPressed: number;
  443. private _currentPickResult: Nullable<PickingInfo> = null;
  444. private _previousPickResult: Nullable<PickingInfo> = null;
  445. private _totalPointersPressed = 0;
  446. private _doubleClickOccured = false;
  447. /** Define this parameter if you are using multiple cameras and you want to specify which one should be used for pointer position */
  448. public cameraToUseForPointers: Nullable<Camera> = null;
  449. private _pointerX: number;
  450. private _pointerY: number;
  451. private _unTranslatedPointerX: number;
  452. private _unTranslatedPointerY: number;
  453. private _startingPointerPosition = new Vector2(0, 0);
  454. private _previousStartingPointerPosition = new Vector2(0, 0);
  455. private _startingPointerTime = 0;
  456. private _previousStartingPointerTime = 0;
  457. // Deterministic lockstep
  458. private _timeAccumulator: number = 0;
  459. private _currentStepId: number = 0;
  460. private _currentInternalStep: number = 0;
  461. // Mirror
  462. public _mirroredCameraPosition: Nullable<Vector3>;
  463. // Keyboard
  464. /**
  465. * This observable event is triggered when any keyboard event si raised and registered during Scene.attachControl()
  466. * You have the possibility to skip the process and the call to onKeyboardObservable by setting KeyboardInfoPre.skipOnPointerObservable to true
  467. */
  468. public onPreKeyboardObservable = new Observable<KeyboardInfoPre>();
  469. /**
  470. * Observable event triggered each time an keyboard event is received from the hosting window
  471. */
  472. public onKeyboardObservable = new Observable<KeyboardInfo>();
  473. private _onKeyDown: (evt: Event) => void;
  474. private _onKeyUp: (evt: Event) => void;
  475. private _onCanvasFocusObserver: Nullable<Observer<Engine>>;
  476. private _onCanvasBlurObserver: Nullable<Observer<Engine>>;
  477. // Coordinate system
  478. /**
  479. * use right-handed coordinate system on this scene.
  480. * @type {boolean}
  481. */
  482. private _useRightHandedSystem = false;
  483. public set useRightHandedSystem(value: boolean) {
  484. if (this._useRightHandedSystem === value) {
  485. return;
  486. }
  487. this._useRightHandedSystem = value;
  488. this.markAllMaterialsAsDirty(Material.MiscDirtyFlag);
  489. }
  490. public get useRightHandedSystem(): boolean {
  491. return this._useRightHandedSystem;
  492. }
  493. public setStepId(newStepId: number): void {
  494. this._currentStepId = newStepId;
  495. };
  496. public getStepId(): number {
  497. return this._currentStepId;
  498. };
  499. public getInternalStep(): number {
  500. return this._currentInternalStep;
  501. };
  502. // Fog
  503. private _fogEnabled = true;
  504. /**
  505. * is fog enabled on this scene.
  506. */
  507. public set fogEnabled(value: boolean) {
  508. if (this._fogEnabled === value) {
  509. return;
  510. }
  511. this._fogEnabled = value;
  512. this.markAllMaterialsAsDirty(Material.MiscDirtyFlag);
  513. }
  514. public get fogEnabled(): boolean {
  515. return this._fogEnabled;
  516. }
  517. private _fogMode = Scene.FOGMODE_NONE;
  518. public set fogMode(value: number) {
  519. if (this._fogMode === value) {
  520. return;
  521. }
  522. this._fogMode = value;
  523. this.markAllMaterialsAsDirty(Material.MiscDirtyFlag);
  524. }
  525. public get fogMode(): number {
  526. return this._fogMode;
  527. }
  528. public fogColor = new Color3(0.2, 0.2, 0.3);
  529. public fogDensity = 0.1;
  530. public fogStart = 0;
  531. public fogEnd = 1000.0;
  532. // Lights
  533. /**
  534. * is shadow enabled on this scene.
  535. * @type {boolean}
  536. */
  537. private _shadowsEnabled = true;
  538. public set shadowsEnabled(value: boolean) {
  539. if (this._shadowsEnabled === value) {
  540. return;
  541. }
  542. this._shadowsEnabled = value;
  543. this.markAllMaterialsAsDirty(Material.LightDirtyFlag);
  544. }
  545. public get shadowsEnabled(): boolean {
  546. return this._shadowsEnabled;
  547. }
  548. /**
  549. * is light enabled on this scene.
  550. * @type {boolean}
  551. */
  552. private _lightsEnabled = true;
  553. public set lightsEnabled(value: boolean) {
  554. if (this._lightsEnabled === value) {
  555. return;
  556. }
  557. this._lightsEnabled = value;
  558. this.markAllMaterialsAsDirty(Material.LightDirtyFlag);
  559. }
  560. public get lightsEnabled(): boolean {
  561. return this._lightsEnabled;
  562. }
  563. /**
  564. * All of the lights added to this scene.
  565. * @see BABYLON.Light
  566. * @type {BABYLON.Light[]}
  567. */
  568. public lights = new Array<Light>();
  569. // Cameras
  570. /** All of the cameras added to this scene. */
  571. public cameras = new Array<Camera>();
  572. /** All of the active cameras added to this scene. */
  573. public activeCameras = new Array<Camera>();
  574. /** The current active camera */
  575. public activeCamera: Nullable<Camera>;
  576. // Meshes
  577. /**
  578. * All of the tranform nodes added to this scene.
  579. * @see BABYLON.TransformNode
  580. * @type {BABYLON.TransformNode[]}
  581. */
  582. public transformNodes = new Array<TransformNode>();
  583. /**
  584. * All of the (abstract) meshes added to this scene.
  585. * @see BABYLON.AbstractMesh
  586. * @type {BABYLON.AbstractMesh[]}
  587. */
  588. public meshes = new Array<AbstractMesh>();
  589. // Geometries
  590. private _geometries = new Array<Geometry>();
  591. public materials = new Array<Material>();
  592. public multiMaterials = new Array<MultiMaterial>();
  593. private _defaultMaterial: Material;
  594. /** The default material used on meshes when no material is affected */
  595. public get defaultMaterial(): Material {
  596. if (!this._defaultMaterial) {
  597. this._defaultMaterial = new StandardMaterial("default material", this);
  598. }
  599. return this._defaultMaterial;
  600. }
  601. /** The default material used on meshes when no material is affected */
  602. public set defaultMaterial(value: Material) {
  603. this._defaultMaterial = value;
  604. }
  605. // Textures
  606. private _texturesEnabled = true;
  607. public set texturesEnabled(value: boolean) {
  608. if (this._texturesEnabled === value) {
  609. return;
  610. }
  611. this._texturesEnabled = value;
  612. this.markAllMaterialsAsDirty(Material.TextureDirtyFlag);
  613. }
  614. public get texturesEnabled(): boolean {
  615. return this._texturesEnabled;
  616. }
  617. public textures = new Array<BaseTexture>();
  618. // Particles
  619. public particlesEnabled = true;
  620. public particleSystems = new Array<IParticleSystem>();
  621. // Sprites
  622. public spritesEnabled = true;
  623. public spriteManagers = new Array<SpriteManager>();
  624. // Layers
  625. public layers = new Array<Layer>();
  626. public highlightLayers = new Array<HighlightLayer>();
  627. // Skeletons
  628. private _skeletonsEnabled = true;
  629. public set skeletonsEnabled(value: boolean) {
  630. if (this._skeletonsEnabled === value) {
  631. return;
  632. }
  633. this._skeletonsEnabled = value;
  634. this.markAllMaterialsAsDirty(Material.AttributesDirtyFlag);
  635. }
  636. public get skeletonsEnabled(): boolean {
  637. return this._skeletonsEnabled;
  638. }
  639. public skeletons = new Array<Skeleton>();
  640. // Morph targets
  641. public morphTargetManagers = new Array<MorphTargetManager>();
  642. // Lens flares
  643. public lensFlaresEnabled = true;
  644. public lensFlareSystems = new Array<LensFlareSystem>();
  645. // Collisions
  646. public collisionsEnabled = true;
  647. private _workerCollisions: boolean;
  648. public collisionCoordinator: ICollisionCoordinator;
  649. /** Defines the gravity applied to this scene */
  650. public gravity = new Vector3(0, -9.807, 0);
  651. // Postprocesses
  652. public postProcesses = new Array<PostProcess>();
  653. public postProcessesEnabled = true;
  654. public postProcessManager: PostProcessManager;
  655. private _postProcessRenderPipelineManager: PostProcessRenderPipelineManager
  656. public get postProcessRenderPipelineManager(): PostProcessRenderPipelineManager {
  657. if (!this._postProcessRenderPipelineManager) {
  658. this._postProcessRenderPipelineManager = new PostProcessRenderPipelineManager();
  659. }
  660. return this._postProcessRenderPipelineManager;
  661. }
  662. // Customs render targets
  663. public renderTargetsEnabled = true;
  664. public dumpNextRenderTargets = false;
  665. public customRenderTargets = new Array<RenderTargetTexture>();
  666. // Delay loading
  667. public useDelayedTextureLoading: boolean;
  668. // Imported meshes
  669. public importedMeshesFiles = new Array<String>();
  670. // Probes
  671. public probesEnabled = true;
  672. public reflectionProbes = new Array<ReflectionProbe>();
  673. // Database
  674. public database: Database;
  675. /**
  676. * This scene's action manager
  677. * @type {BABYLON.ActionManager}
  678. */
  679. public actionManager: ActionManager;
  680. public _actionManagers = new Array<ActionManager>();
  681. private _meshesForIntersections = new SmartArrayNoDuplicate<AbstractMesh>(256);
  682. // Procedural textures
  683. public proceduralTexturesEnabled = true;
  684. public _proceduralTextures = new Array<ProceduralTexture>();
  685. // Sound Tracks
  686. private _mainSoundTrack: SoundTrack;
  687. public soundTracks = new Array<SoundTrack>();
  688. private _audioEnabled = true;
  689. private _headphone = false;
  690. public get mainSoundTrack(): SoundTrack {
  691. if (!this._mainSoundTrack) {
  692. this._mainSoundTrack = new SoundTrack(this, { mainTrack: true });
  693. }
  694. return this._mainSoundTrack;
  695. }
  696. // VR Helper
  697. public VRHelper: VRExperienceHelper;
  698. //Simplification Queue
  699. public simplificationQueue: SimplificationQueue;
  700. // Private
  701. private _engine: Engine;
  702. // Performance counters
  703. private _totalVertices = new PerfCounter();
  704. public _activeIndices = new PerfCounter();
  705. public _activeParticles = new PerfCounter();
  706. public _activeBones = new PerfCounter();
  707. private _animationRatio: number;
  708. private _animationTimeLast: number;
  709. private _animationTime: number = 0;
  710. public animationTimeScale: number = 1;
  711. public _cachedMaterial: Nullable<Material>;
  712. public _cachedEffect: Nullable<Effect>;
  713. public _cachedVisibility: Nullable<number>;
  714. private _renderId = 0;
  715. private _executeWhenReadyTimeoutId = -1;
  716. private _intermediateRendering = false;
  717. private _viewUpdateFlag = -1;
  718. private _projectionUpdateFlag = -1;
  719. private _alternateViewUpdateFlag = -1;
  720. private _alternateProjectionUpdateFlag = -1;
  721. public _toBeDisposed = new SmartArray<Nullable<IDisposable>>(256);
  722. private _pendingData = new Array();
  723. private _isDisposed = false;
  724. private _activeMeshes = new SmartArray<AbstractMesh>(256);
  725. private _processedMaterials = new SmartArray<Material>(256);
  726. private _renderTargets = new SmartArrayNoDuplicate<RenderTargetTexture>(256);
  727. public _activeParticleSystems = new SmartArray<IParticleSystem>(256);
  728. private _activeSkeletons = new SmartArrayNoDuplicate<Skeleton>(32);
  729. private _softwareSkinnedMeshes = new SmartArrayNoDuplicate<Mesh>(32);
  730. private _renderingManager: RenderingManager;
  731. private _physicsEngine: Nullable<PhysicsEngine>;
  732. public _activeAnimatables = new Array<Animatable>();
  733. private _transformMatrix = Matrix.Zero();
  734. private _sceneUbo: UniformBuffer;
  735. private _alternateSceneUbo: UniformBuffer;
  736. private _pickWithRayInverseMatrix: Matrix;
  737. private _boundingBoxRenderer: BoundingBoxRenderer;
  738. private _outlineRenderer: OutlineRenderer;
  739. private _viewMatrix: Matrix;
  740. private _projectionMatrix: Matrix;
  741. private _alternateViewMatrix: Matrix;
  742. private _alternateProjectionMatrix: Matrix;
  743. private _alternateTransformMatrix: Matrix;
  744. private _useAlternateCameraConfiguration = false;
  745. private _alternateRendering = false;
  746. public _forcedViewPosition: Nullable<Vector3>;
  747. public get _isAlternateRenderingEnabled(): boolean {
  748. return this._alternateRendering;
  749. }
  750. private _frustumPlanes: Plane[];
  751. public get frustumPlanes(): Plane[] {
  752. return this._frustumPlanes;
  753. }
  754. public requireLightSorting = false;
  755. private _selectionOctree: Octree<AbstractMesh>;
  756. private _pointerOverMesh: Nullable<AbstractMesh>;
  757. private _pointerOverSprite: Nullable<Sprite>;
  758. private _debugLayer: DebugLayer;
  759. private _depthRenderer: Nullable<DepthRenderer>;
  760. private _geometryBufferRenderer: Nullable<GeometryBufferRenderer>;
  761. private _pickedDownMesh: Nullable<AbstractMesh>;
  762. private _pickedUpMesh: Nullable<AbstractMesh>;
  763. private _pickedDownSprite: Nullable<Sprite>;
  764. private _externalData: StringDictionary<Object>;
  765. private _uid: Nullable<string>;
  766. /**
  767. * @constructor
  768. * @param {BABYLON.Engine} engine - the engine to be used to render this scene.
  769. */
  770. constructor(engine: Engine) {
  771. this._engine = engine || Engine.LastCreatedEngine;
  772. this._engine.scenes.push(this);
  773. this._uid = null;
  774. this._renderingManager = new RenderingManager(this);
  775. this.postProcessManager = new PostProcessManager(this);
  776. if (OutlineRenderer) {
  777. this._outlineRenderer = new OutlineRenderer(this);
  778. }
  779. if (Tools.IsWindowObjectExist()) {
  780. this.attachControl();
  781. }
  782. //simplification queue
  783. if (SimplificationQueue) {
  784. this.simplificationQueue = new SimplificationQueue();
  785. }
  786. //collision coordinator initialization. For now legacy per default.
  787. this.workerCollisions = false;//(!!Worker && (!!BABYLON.CollisionWorker || BABYLON.WorkerIncluded));
  788. // Uniform Buffer
  789. this._createUbo();
  790. // Default Image processing definition.
  791. this._imageProcessingConfiguration = new ImageProcessingConfiguration();
  792. }
  793. // Properties
  794. public get debugLayer(): DebugLayer {
  795. if (!this._debugLayer) {
  796. this._debugLayer = new DebugLayer(this);
  797. }
  798. return this._debugLayer;
  799. }
  800. public set workerCollisions(enabled: boolean) {
  801. if (!BABYLON.CollisionCoordinatorLegacy) {
  802. return;
  803. }
  804. enabled = (enabled && !!Worker);
  805. this._workerCollisions = enabled;
  806. if (this.collisionCoordinator) {
  807. this.collisionCoordinator.destroy();
  808. }
  809. this.collisionCoordinator = enabled ? new CollisionCoordinatorWorker() : new CollisionCoordinatorLegacy();
  810. this.collisionCoordinator.init(this);
  811. }
  812. public get workerCollisions(): boolean {
  813. return this._workerCollisions;
  814. }
  815. public get selectionOctree(): Octree<AbstractMesh> {
  816. return this._selectionOctree;
  817. }
  818. /**
  819. * The mesh that is currently under the pointer.
  820. * @return {BABYLON.AbstractMesh} mesh under the pointer/mouse cursor or null if none.
  821. */
  822. public get meshUnderPointer(): Nullable<AbstractMesh> {
  823. return this._pointerOverMesh;
  824. }
  825. /**
  826. * Current on-screen X position of the pointer
  827. * @return {number} X position of the pointer
  828. */
  829. public get pointerX(): number {
  830. return this._pointerX;
  831. }
  832. /**
  833. * Current on-screen Y position of the pointer
  834. * @return {number} Y position of the pointer
  835. */
  836. public get pointerY(): number {
  837. return this._pointerY;
  838. }
  839. public getCachedMaterial(): Nullable<Material> {
  840. return this._cachedMaterial;
  841. }
  842. public getCachedEffect(): Nullable<Effect> {
  843. return this._cachedEffect;
  844. }
  845. public getCachedVisibility(): Nullable<number> {
  846. return this._cachedVisibility;
  847. }
  848. public isCachedMaterialInvalid(material: Material, effect: Effect, visibility: number = 1) {
  849. return this._cachedEffect !== effect || this._cachedMaterial !== material || this._cachedVisibility !== visibility;
  850. }
  851. public getBoundingBoxRenderer(): BoundingBoxRenderer {
  852. if (!this._boundingBoxRenderer) {
  853. this._boundingBoxRenderer = new BoundingBoxRenderer(this);
  854. }
  855. return this._boundingBoxRenderer;
  856. }
  857. public getOutlineRenderer(): OutlineRenderer {
  858. return this._outlineRenderer;
  859. }
  860. public getEngine(): Engine {
  861. return this._engine;
  862. }
  863. public getTotalVertices(): number {
  864. return this._totalVertices.current;
  865. }
  866. public get totalVerticesPerfCounter(): PerfCounter {
  867. return this._totalVertices;
  868. }
  869. public getActiveIndices(): number {
  870. return this._activeIndices.current;
  871. }
  872. public get totalActiveIndicesPerfCounter(): PerfCounter {
  873. return this._activeIndices;
  874. }
  875. public getActiveParticles(): number {
  876. return this._activeParticles.current;
  877. }
  878. public get activeParticlesPerfCounter(): PerfCounter {
  879. return this._activeParticles;
  880. }
  881. public getActiveBones(): number {
  882. return this._activeBones.current;
  883. }
  884. public get activeBonesPerfCounter(): PerfCounter {
  885. return this._activeBones;
  886. }
  887. // Stats
  888. public getInterFramePerfCounter(): number {
  889. Tools.Warn("getInterFramePerfCounter is deprecated. Please use SceneInstrumentation class");
  890. return 0;
  891. }
  892. public get interFramePerfCounter(): Nullable<PerfCounter> {
  893. Tools.Warn("interFramePerfCounter is deprecated. Please use SceneInstrumentation class");
  894. return null;
  895. }
  896. public getLastFrameDuration(): number {
  897. Tools.Warn("getLastFrameDuration is deprecated. Please use SceneInstrumentation class");
  898. return 0;
  899. }
  900. public get lastFramePerfCounter(): Nullable<PerfCounter> {
  901. Tools.Warn("lastFramePerfCounter is deprecated. Please use SceneInstrumentation class");
  902. return null;
  903. }
  904. public getEvaluateActiveMeshesDuration(): number {
  905. Tools.Warn("getEvaluateActiveMeshesDuration is deprecated. Please use SceneInstrumentation class");
  906. return 0;
  907. }
  908. public get evaluateActiveMeshesDurationPerfCounter(): Nullable<PerfCounter> {
  909. Tools.Warn("evaluateActiveMeshesDurationPerfCounter is deprecated. Please use SceneInstrumentation class");
  910. return null;
  911. }
  912. public getActiveMeshes(): SmartArray<AbstractMesh> {
  913. return this._activeMeshes;
  914. }
  915. public getRenderTargetsDuration(): number {
  916. Tools.Warn("getRenderTargetsDuration is deprecated. Please use SceneInstrumentation class");
  917. return 0;
  918. }
  919. public getRenderDuration(): number {
  920. Tools.Warn("getRenderDuration is deprecated. Please use SceneInstrumentation class");
  921. return 0;
  922. }
  923. public get renderDurationPerfCounter(): Nullable<PerfCounter> {
  924. Tools.Warn("renderDurationPerfCounter is deprecated. Please use SceneInstrumentation class");
  925. return null;
  926. }
  927. public getParticlesDuration(): number {
  928. Tools.Warn("getParticlesDuration is deprecated. Please use SceneInstrumentation class");
  929. return 0;
  930. }
  931. public get particlesDurationPerfCounter(): Nullable<PerfCounter> {
  932. Tools.Warn("particlesDurationPerfCounter is deprecated. Please use SceneInstrumentation class");
  933. return null;
  934. }
  935. public getSpritesDuration(): number {
  936. Tools.Warn("getSpritesDuration is deprecated. Please use SceneInstrumentation class");
  937. return 0;
  938. }
  939. public get spriteDuractionPerfCounter(): Nullable<PerfCounter> {
  940. Tools.Warn("spriteDuractionPerfCounter is deprecated. Please use SceneInstrumentation class");
  941. return null;
  942. }
  943. public getAnimationRatio(): number {
  944. return this._animationRatio;
  945. }
  946. public getRenderId(): number {
  947. return this._renderId;
  948. }
  949. public incrementRenderId(): void {
  950. this._renderId++;
  951. }
  952. private _updatePointerPosition(evt: PointerEvent): void {
  953. var canvasRect = this._engine.getRenderingCanvasClientRect();
  954. if (!canvasRect) {
  955. return;
  956. }
  957. this._pointerX = evt.clientX - canvasRect.left;
  958. this._pointerY = evt.clientY - canvasRect.top;
  959. this._unTranslatedPointerX = this._pointerX;
  960. this._unTranslatedPointerY = this._pointerY;
  961. }
  962. private _createUbo(): void {
  963. this._sceneUbo = new UniformBuffer(this._engine, undefined, true);
  964. this._sceneUbo.addUniform("viewProjection", 16);
  965. this._sceneUbo.addUniform("view", 16);
  966. }
  967. private _createAlternateUbo(): void {
  968. this._alternateSceneUbo = new UniformBuffer(this._engine, undefined, true);
  969. this._alternateSceneUbo.addUniform("viewProjection", 16);
  970. this._alternateSceneUbo.addUniform("view", 16);
  971. }
  972. // Pointers handling
  973. /**
  974. * Use this method to simulate a pointer move on a mesh
  975. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  976. */
  977. public simulatePointerMove(pickResult: PickingInfo): Scene {
  978. let evt = new PointerEvent("pointermove");
  979. return this._processPointerMove(pickResult, evt);
  980. }
  981. private _processPointerMove(pickResult: Nullable<PickingInfo>, evt: PointerEvent): Scene {
  982. var canvas = this._engine.getRenderingCanvas();
  983. if (!canvas) {
  984. return this;
  985. }
  986. if (pickResult && pickResult.hit && pickResult.pickedMesh) {
  987. this.setPointerOverSprite(null);
  988. this.setPointerOverMesh(pickResult.pickedMesh);
  989. if (this._pointerOverMesh && this._pointerOverMesh.actionManager && this._pointerOverMesh.actionManager.hasPointerTriggers) {
  990. if (this._pointerOverMesh.actionManager.hoverCursor) {
  991. canvas.style.cursor = this._pointerOverMesh.actionManager.hoverCursor;
  992. } else {
  993. canvas.style.cursor = this.hoverCursor;
  994. }
  995. } else {
  996. canvas.style.cursor = this.defaultCursor;
  997. }
  998. } else {
  999. this.setPointerOverMesh(null);
  1000. // Sprites
  1001. pickResult = this.pickSprite(this._unTranslatedPointerX, this._unTranslatedPointerY, this._spritePredicate, false, this.cameraToUseForPointers || undefined);
  1002. if (pickResult && pickResult.hit && pickResult.pickedSprite) {
  1003. this.setPointerOverSprite(pickResult.pickedSprite);
  1004. if (this._pointerOverSprite && this._pointerOverSprite.actionManager && this._pointerOverSprite.actionManager.hoverCursor) {
  1005. canvas.style.cursor = this._pointerOverSprite.actionManager.hoverCursor;
  1006. } else {
  1007. canvas.style.cursor = this.hoverCursor;
  1008. }
  1009. } else {
  1010. this.setPointerOverSprite(null);
  1011. // Restore pointer
  1012. canvas.style.cursor = this.defaultCursor;
  1013. }
  1014. }
  1015. if (pickResult) {
  1016. if (this.onPointerMove) {
  1017. this.onPointerMove(evt, pickResult);
  1018. }
  1019. if (this.onPointerObservable.hasObservers()) {
  1020. let type = evt.type === "mousewheel" || evt.type === "DOMMouseScroll" ? PointerEventTypes.POINTERWHEEL : PointerEventTypes.POINTERMOVE;
  1021. let pi = new PointerInfo(type, evt, pickResult);
  1022. this.onPointerObservable.notifyObservers(pi, type);
  1023. }
  1024. }
  1025. return this;
  1026. }
  1027. /**
  1028. * Use this method to simulate a pointer down on a mesh
  1029. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  1030. */
  1031. public simulatePointerDown(pickResult: PickingInfo): Scene {
  1032. let evt = new PointerEvent("pointerdown");
  1033. return this._processPointerDown(pickResult, evt);
  1034. }
  1035. private _processPointerDown(pickResult: Nullable<PickingInfo>, evt: PointerEvent): Scene {
  1036. if (pickResult && pickResult.hit && pickResult.pickedMesh) {
  1037. this._pickedDownMesh = pickResult.pickedMesh;
  1038. var actionManager = pickResult.pickedMesh.actionManager;
  1039. if (actionManager) {
  1040. if (actionManager.hasPickTriggers) {
  1041. actionManager.processTrigger(ActionManager.OnPickDownTrigger, ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  1042. switch (evt.button) {
  1043. case 0:
  1044. actionManager.processTrigger(ActionManager.OnLeftPickTrigger, ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  1045. break;
  1046. case 1:
  1047. actionManager.processTrigger(ActionManager.OnCenterPickTrigger, ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  1048. break;
  1049. case 2:
  1050. actionManager.processTrigger(ActionManager.OnRightPickTrigger, ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  1051. break;
  1052. }
  1053. }
  1054. if (actionManager.hasSpecificTrigger(ActionManager.OnLongPressTrigger)) {
  1055. window.setTimeout(() => {
  1056. var pickResult = this.pick(this._unTranslatedPointerX, this._unTranslatedPointerY,
  1057. (mesh: AbstractMesh): boolean => (<boolean>(mesh.isPickable && mesh.isVisible && mesh.isReady() && mesh.actionManager && mesh.actionManager.hasSpecificTrigger(ActionManager.OnLongPressTrigger) && mesh == this._pickedDownMesh)),
  1058. false, this.cameraToUseForPointers);
  1059. if (pickResult && pickResult.hit && pickResult.pickedMesh && actionManager) {
  1060. if (this._totalPointersPressed !== 0 &&
  1061. ((new Date().getTime() - this._startingPointerTime) > Scene.LongPressDelay) &&
  1062. (Math.abs(this._startingPointerPosition.x - this._pointerX) < Scene.DragMovementThreshold &&
  1063. Math.abs(this._startingPointerPosition.y - this._pointerY) < Scene.DragMovementThreshold)) {
  1064. this._startingPointerTime = 0;
  1065. actionManager.processTrigger(ActionManager.OnLongPressTrigger, ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  1066. }
  1067. }
  1068. }, Scene.LongPressDelay);
  1069. }
  1070. }
  1071. }
  1072. if (pickResult) {
  1073. if (this.onPointerDown) {
  1074. this.onPointerDown(evt, pickResult);
  1075. }
  1076. if (this.onPointerObservable.hasObservers()) {
  1077. let type = PointerEventTypes.POINTERDOWN;
  1078. let pi = new PointerInfo(type, evt, pickResult);
  1079. this.onPointerObservable.notifyObservers(pi, type);
  1080. }
  1081. }
  1082. return this;
  1083. }
  1084. /**
  1085. * Use this method to simulate a pointer up on a mesh
  1086. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  1087. */
  1088. public simulatePointerUp(pickResult: PickingInfo): Scene {
  1089. let evt = new PointerEvent("pointerup");
  1090. let clickInfo = new ClickInfo();
  1091. clickInfo.singleClick = true;
  1092. return this._processPointerUp(pickResult, evt, clickInfo);
  1093. }
  1094. private _processPointerUp(pickResult: Nullable<PickingInfo>, evt: PointerEvent, clickInfo: ClickInfo): Scene {
  1095. if (pickResult && pickResult && pickResult.pickedMesh) {
  1096. this._pickedUpMesh = pickResult.pickedMesh;
  1097. if (this._pickedDownMesh === this._pickedUpMesh) {
  1098. if (this.onPointerPick) {
  1099. this.onPointerPick(evt, pickResult);
  1100. }
  1101. if (clickInfo.singleClick && !clickInfo.ignore && this.onPointerObservable.hasObservers()) {
  1102. let type = PointerEventTypes.POINTERPICK;
  1103. let pi = new PointerInfo(type, evt, pickResult);
  1104. this.onPointerObservable.notifyObservers(pi, type);
  1105. }
  1106. }
  1107. if (pickResult.pickedMesh.actionManager) {
  1108. if (clickInfo.ignore) {
  1109. pickResult.pickedMesh.actionManager.processTrigger(ActionManager.OnPickUpTrigger, ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  1110. }
  1111. if (!clickInfo.hasSwiped && !clickInfo.ignore && clickInfo.singleClick) {
  1112. pickResult.pickedMesh.actionManager.processTrigger(ActionManager.OnPickTrigger, ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  1113. }
  1114. if (clickInfo.doubleClick && !clickInfo.ignore && pickResult.pickedMesh.actionManager.hasSpecificTrigger(ActionManager.OnDoublePickTrigger)) {
  1115. pickResult.pickedMesh.actionManager.processTrigger(ActionManager.OnDoublePickTrigger, ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  1116. }
  1117. }
  1118. }
  1119. if (this._pickedDownMesh &&
  1120. this._pickedDownMesh.actionManager &&
  1121. this._pickedDownMesh.actionManager.hasSpecificTrigger(ActionManager.OnPickOutTrigger) &&
  1122. this._pickedDownMesh !== this._pickedUpMesh) {
  1123. this._pickedDownMesh.actionManager.processTrigger(ActionManager.OnPickOutTrigger, ActionEvent.CreateNew(this._pickedDownMesh, evt));
  1124. }
  1125. if (this.onPointerUp) {
  1126. this.onPointerUp(evt, pickResult);
  1127. }
  1128. if (this.onPointerObservable.hasObservers()) {
  1129. if (!clickInfo.ignore) {
  1130. if (!clickInfo.hasSwiped) {
  1131. if (clickInfo.singleClick && this.onPointerObservable.hasSpecificMask(PointerEventTypes.POINTERTAP)) {
  1132. let type = PointerEventTypes.POINTERTAP;
  1133. let pi = new PointerInfo(type, evt, pickResult);
  1134. this.onPointerObservable.notifyObservers(pi, type);
  1135. }
  1136. if (clickInfo.doubleClick && this.onPointerObservable.hasSpecificMask(PointerEventTypes.POINTERDOUBLETAP)) {
  1137. let type = PointerEventTypes.POINTERDOUBLETAP;
  1138. let pi = new PointerInfo(type, evt, pickResult);
  1139. this.onPointerObservable.notifyObservers(pi, type);
  1140. }
  1141. }
  1142. }
  1143. else {
  1144. let type = PointerEventTypes.POINTERUP;
  1145. let pi = new PointerInfo(type, evt, pickResult);
  1146. this.onPointerObservable.notifyObservers(pi, type);
  1147. }
  1148. }
  1149. return this;
  1150. }
  1151. /**
  1152. * Attach events to the canvas (To handle actionManagers triggers and raise onPointerMove, onPointerDown and onPointerUp
  1153. * @param attachUp defines if you want to attach events to pointerup
  1154. * @param attachDown defines if you want to attach events to pointerdown
  1155. * @param attachMove defines if you want to attach events to pointermove
  1156. */
  1157. public attachControl(attachUp = true, attachDown = true, attachMove = true) {
  1158. this._initActionManager = (act: Nullable<ActionManager>, clickInfo: ClickInfo): Nullable<ActionManager> => {
  1159. if (!this._meshPickProceed) {
  1160. let pickResult = this.pick(this._unTranslatedPointerX, this._unTranslatedPointerY, this.pointerDownPredicate, false, this.cameraToUseForPointers);
  1161. this._currentPickResult = pickResult;
  1162. if (pickResult) {
  1163. act = (pickResult.hit && pickResult.pickedMesh) ? pickResult.pickedMesh.actionManager : null;
  1164. }
  1165. this._meshPickProceed = true;
  1166. }
  1167. return act;
  1168. };
  1169. this._delayedSimpleClick = (btn: number, clickInfo: ClickInfo, cb: (clickInfo: ClickInfo, pickResult: Nullable<PickingInfo>) => void) => {
  1170. // double click delay is over and that no double click has been raised since, or the 2 consecutive keys pressed are different
  1171. if ((new Date().getTime() - this._previousStartingPointerTime > Scene.DoubleClickDelay && !this._doubleClickOccured) ||
  1172. btn !== this._previousButtonPressed) {
  1173. this._doubleClickOccured = false;
  1174. clickInfo.singleClick = true;
  1175. clickInfo.ignore = false;
  1176. cb(clickInfo, this._currentPickResult);
  1177. }
  1178. }
  1179. this._initClickEvent = (obs1: Observable<PointerInfoPre>, obs2: Observable<PointerInfo>, evt: PointerEvent, cb: (clickInfo: ClickInfo, pickResult: Nullable<PickingInfo>) => void): void => {
  1180. let clickInfo = new ClickInfo();
  1181. this._currentPickResult = null;
  1182. let act: Nullable<ActionManager> = null;
  1183. let checkPicking = obs1.hasSpecificMask(PointerEventTypes.POINTERPICK) || obs2.hasSpecificMask(PointerEventTypes.POINTERPICK)
  1184. || obs1.hasSpecificMask(PointerEventTypes.POINTERTAP) || obs2.hasSpecificMask(PointerEventTypes.POINTERTAP)
  1185. || obs1.hasSpecificMask(PointerEventTypes.POINTERDOUBLETAP) || obs2.hasSpecificMask(PointerEventTypes.POINTERDOUBLETAP);
  1186. if (!checkPicking && BABYLON.ActionManager && ActionManager.HasPickTriggers) {
  1187. act = this._initActionManager(act, clickInfo);
  1188. if (act)
  1189. checkPicking = act.hasPickTriggers;
  1190. }
  1191. if (checkPicking) {
  1192. let btn = evt.button;
  1193. clickInfo.hasSwiped = Math.abs(this._startingPointerPosition.x - this._pointerX) > Scene.DragMovementThreshold ||
  1194. Math.abs(this._startingPointerPosition.y - this._pointerY) > Scene.DragMovementThreshold;
  1195. if (!clickInfo.hasSwiped) {
  1196. let checkSingleClickImmediately = !Scene.ExclusiveDoubleClickMode;
  1197. if (!checkSingleClickImmediately) {
  1198. checkSingleClickImmediately = !obs1.hasSpecificMask(PointerEventTypes.POINTERDOUBLETAP) &&
  1199. !obs2.hasSpecificMask(PointerEventTypes.POINTERDOUBLETAP);
  1200. if (checkSingleClickImmediately && !ActionManager.HasSpecificTrigger(ActionManager.OnDoublePickTrigger)) {
  1201. act = this._initActionManager(act, clickInfo);
  1202. if (act)
  1203. checkSingleClickImmediately = !act.hasSpecificTrigger(ActionManager.OnDoublePickTrigger);
  1204. }
  1205. }
  1206. if (checkSingleClickImmediately) {
  1207. // single click detected if double click delay is over or two different successive keys pressed without exclusive double click or no double click required
  1208. if (new Date().getTime() - this._previousStartingPointerTime > Scene.DoubleClickDelay ||
  1209. btn !== this._previousButtonPressed) {
  1210. clickInfo.singleClick = true;
  1211. cb(clickInfo, this._currentPickResult);
  1212. }
  1213. }
  1214. // at least one double click is required to be check and exclusive double click is enabled
  1215. else {
  1216. // wait that no double click has been raised during the double click delay
  1217. this._previousDelayedSimpleClickTimeout = this._delayedSimpleClickTimeout;
  1218. this._delayedSimpleClickTimeout = window.setTimeout(this._delayedSimpleClick.bind(this, btn, clickInfo, cb), Scene.DoubleClickDelay);
  1219. }
  1220. let checkDoubleClick = obs1.hasSpecificMask(PointerEventTypes.POINTERDOUBLETAP) ||
  1221. obs2.hasSpecificMask(PointerEventTypes.POINTERDOUBLETAP);
  1222. if (!checkDoubleClick && ActionManager.HasSpecificTrigger(ActionManager.OnDoublePickTrigger)) {
  1223. act = this._initActionManager(act, clickInfo);
  1224. if (act)
  1225. checkDoubleClick = act.hasSpecificTrigger(ActionManager.OnDoublePickTrigger);
  1226. }
  1227. if (checkDoubleClick) {
  1228. // two successive keys pressed are equal, double click delay is not over and double click has not just occurred
  1229. if (btn === this._previousButtonPressed &&
  1230. new Date().getTime() - this._previousStartingPointerTime < Scene.DoubleClickDelay &&
  1231. !this._doubleClickOccured
  1232. ) {
  1233. // pointer has not moved for 2 clicks, it's a double click
  1234. if (!clickInfo.hasSwiped &&
  1235. Math.abs(this._previousStartingPointerPosition.x - this._startingPointerPosition.x) < Scene.DragMovementThreshold &&
  1236. Math.abs(this._previousStartingPointerPosition.y - this._startingPointerPosition.y) < Scene.DragMovementThreshold) {
  1237. this._previousStartingPointerTime = 0;
  1238. this._doubleClickOccured = true;
  1239. clickInfo.doubleClick = true;
  1240. clickInfo.ignore = false;
  1241. if (Scene.ExclusiveDoubleClickMode && this._previousDelayedSimpleClickTimeout) {
  1242. clearTimeout(this._previousDelayedSimpleClickTimeout);
  1243. }
  1244. this._previousDelayedSimpleClickTimeout = this._delayedSimpleClickTimeout;
  1245. cb(clickInfo, this._currentPickResult);
  1246. }
  1247. // if the two successive clicks are too far, it's just two simple clicks
  1248. else {
  1249. this._doubleClickOccured = false;
  1250. this._previousStartingPointerTime = this._startingPointerTime;
  1251. this._previousStartingPointerPosition.x = this._startingPointerPosition.x;
  1252. this._previousStartingPointerPosition.y = this._startingPointerPosition.y;
  1253. this._previousButtonPressed = btn;
  1254. if (Scene.ExclusiveDoubleClickMode) {
  1255. if (this._previousDelayedSimpleClickTimeout) {
  1256. clearTimeout(this._previousDelayedSimpleClickTimeout);
  1257. }
  1258. this._previousDelayedSimpleClickTimeout = this._delayedSimpleClickTimeout;
  1259. cb(clickInfo, this._previousPickResult);
  1260. }
  1261. else {
  1262. cb(clickInfo, this._currentPickResult);
  1263. }
  1264. }
  1265. }
  1266. // just the first click of the double has been raised
  1267. else {
  1268. this._doubleClickOccured = false;
  1269. this._previousStartingPointerTime = this._startingPointerTime;
  1270. this._previousStartingPointerPosition.x = this._startingPointerPosition.x;
  1271. this._previousStartingPointerPosition.y = this._startingPointerPosition.y;
  1272. this._previousButtonPressed = btn;
  1273. }
  1274. }
  1275. }
  1276. }
  1277. clickInfo.ignore = true;
  1278. cb(clickInfo, this._currentPickResult);
  1279. };
  1280. this._spritePredicate = (sprite: Sprite): boolean => {
  1281. return sprite.isPickable && sprite.actionManager && sprite.actionManager.hasPointerTriggers;
  1282. };
  1283. this._onPointerMove = (evt: PointerEvent) => {
  1284. this._updatePointerPosition(evt);
  1285. // PreObservable support
  1286. if (this.onPrePointerObservable.hasObservers()) {
  1287. let type = evt.type === "mousewheel" || evt.type === "DOMMouseScroll" ? PointerEventTypes.POINTERWHEEL : PointerEventTypes.POINTERMOVE;
  1288. let pi = new PointerInfoPre(type, evt, this._unTranslatedPointerX, this._unTranslatedPointerY);
  1289. this.onPrePointerObservable.notifyObservers(pi, type);
  1290. if (pi.skipOnPointerObservable) {
  1291. return;
  1292. }
  1293. }
  1294. if (!this.cameraToUseForPointers && !this.activeCamera) {
  1295. return;
  1296. }
  1297. if (!this.pointerMovePredicate) {
  1298. this.pointerMovePredicate = (mesh: AbstractMesh): boolean => mesh.isPickable && mesh.isVisible && mesh.isReady() && mesh.isEnabled() && (mesh.enablePointerMoveEvents || this.constantlyUpdateMeshUnderPointer || (mesh.actionManager !== null && mesh.actionManager !== undefined));
  1299. }
  1300. // Meshes
  1301. var pickResult = this.pick(this._unTranslatedPointerX, this._unTranslatedPointerY, this.pointerMovePredicate, false, this.cameraToUseForPointers);
  1302. this._processPointerMove(pickResult, evt);
  1303. };
  1304. this._onPointerDown = (evt: PointerEvent) => {
  1305. this._totalPointersPressed++;
  1306. this._pickedDownMesh = null;
  1307. this._meshPickProceed = false;
  1308. this._updatePointerPosition(evt);
  1309. if (this.preventDefaultOnPointerDown && canvas) {
  1310. evt.preventDefault();
  1311. canvas.focus();
  1312. }
  1313. // PreObservable support
  1314. if (this.onPrePointerObservable.hasObservers()) {
  1315. let type = PointerEventTypes.POINTERDOWN;
  1316. let pi = new PointerInfoPre(type, evt, this._unTranslatedPointerX, this._unTranslatedPointerY);
  1317. this.onPrePointerObservable.notifyObservers(pi, type);
  1318. if (pi.skipOnPointerObservable) {
  1319. return;
  1320. }
  1321. }
  1322. if (!this.cameraToUseForPointers && !this.activeCamera) {
  1323. return;
  1324. }
  1325. this._startingPointerPosition.x = this._pointerX;
  1326. this._startingPointerPosition.y = this._pointerY;
  1327. this._startingPointerTime = new Date().getTime();
  1328. if (!this.pointerDownPredicate) {
  1329. this.pointerDownPredicate = (mesh: AbstractMesh): boolean => {
  1330. return mesh.isPickable && mesh.isVisible && mesh.isReady() && mesh.isEnabled();
  1331. };
  1332. }
  1333. // Meshes
  1334. this._pickedDownMesh = null;
  1335. var pickResult = this.pick(this._unTranslatedPointerX, this._unTranslatedPointerY, this.pointerDownPredicate, false, this.cameraToUseForPointers);
  1336. this._processPointerDown(pickResult, evt);
  1337. // Sprites
  1338. this._pickedDownSprite = null;
  1339. if (this.spriteManagers.length > 0) {
  1340. pickResult = this.pickSprite(this._unTranslatedPointerX, this._unTranslatedPointerY, this._spritePredicate, false, this.cameraToUseForPointers || undefined);
  1341. if (pickResult && pickResult.hit && pickResult.pickedSprite) {
  1342. if (pickResult.pickedSprite.actionManager) {
  1343. this._pickedDownSprite = pickResult.pickedSprite;
  1344. switch (evt.button) {
  1345. case 0:
  1346. pickResult.pickedSprite.actionManager.processTrigger(ActionManager.OnLeftPickTrigger, ActionEvent.CreateNewFromSprite(pickResult.pickedSprite, this, evt));
  1347. break;
  1348. case 1:
  1349. pickResult.pickedSprite.actionManager.processTrigger(ActionManager.OnCenterPickTrigger, ActionEvent.CreateNewFromSprite(pickResult.pickedSprite, this, evt));
  1350. break;
  1351. case 2:
  1352. pickResult.pickedSprite.actionManager.processTrigger(ActionManager.OnRightPickTrigger, ActionEvent.CreateNewFromSprite(pickResult.pickedSprite, this, evt));
  1353. break;
  1354. }
  1355. if (pickResult.pickedSprite.actionManager) {
  1356. pickResult.pickedSprite.actionManager.processTrigger(ActionManager.OnPickDownTrigger, ActionEvent.CreateNewFromSprite(pickResult.pickedSprite, this, evt));
  1357. }
  1358. }
  1359. }
  1360. }
  1361. };
  1362. this._onPointerUp = (evt: PointerEvent) => {
  1363. if (this._totalPointersPressed === 0) { // We are attaching the pointer up to windows because of a bug in FF
  1364. return; // So we need to test it the pointer down was pressed before.
  1365. }
  1366. this._totalPointersPressed--;
  1367. this._pickedUpMesh = null;
  1368. this._meshPickProceed = false;
  1369. this._updatePointerPosition(evt);
  1370. this._initClickEvent(this.onPrePointerObservable, this.onPointerObservable, evt, (clickInfo: ClickInfo, pickResult: Nullable<PickingInfo>) => {
  1371. // PreObservable support
  1372. if (this.onPrePointerObservable.hasObservers()) {
  1373. if (!clickInfo.ignore) {
  1374. if (!clickInfo.hasSwiped) {
  1375. if (clickInfo.singleClick && this.onPrePointerObservable.hasSpecificMask(PointerEventTypes.POINTERTAP)) {
  1376. let type = PointerEventTypes.POINTERTAP;
  1377. let pi = new PointerInfoPre(type, evt, this._unTranslatedPointerX, this._unTranslatedPointerY);
  1378. this.onPrePointerObservable.notifyObservers(pi, type);
  1379. if (pi.skipOnPointerObservable) {
  1380. return;
  1381. }
  1382. }
  1383. if (clickInfo.doubleClick && this.onPrePointerObservable.hasSpecificMask(PointerEventTypes.POINTERDOUBLETAP)) {
  1384. let type = PointerEventTypes.POINTERDOUBLETAP;
  1385. let pi = new PointerInfoPre(type, evt, this._unTranslatedPointerX, this._unTranslatedPointerY);
  1386. this.onPrePointerObservable.notifyObservers(pi, type);
  1387. if (pi.skipOnPointerObservable) {
  1388. return;
  1389. }
  1390. }
  1391. }
  1392. }
  1393. else {
  1394. let type = PointerEventTypes.POINTERUP;
  1395. let pi = new PointerInfoPre(type, evt, this._unTranslatedPointerX, this._unTranslatedPointerY);
  1396. this.onPrePointerObservable.notifyObservers(pi, type);
  1397. if (pi.skipOnPointerObservable) {
  1398. return;
  1399. }
  1400. }
  1401. }
  1402. if (!this.cameraToUseForPointers && !this.activeCamera) {
  1403. return;
  1404. }
  1405. if (!this.pointerUpPredicate) {
  1406. this.pointerUpPredicate = (mesh: AbstractMesh): boolean => {
  1407. return mesh.isPickable && mesh.isVisible && mesh.isReady() && mesh.isEnabled();
  1408. };
  1409. }
  1410. // Meshes
  1411. if (!this._meshPickProceed && (BABYLON.ActionManager && ActionManager.HasTriggers || this.onPointerObservable.hasObservers())) {
  1412. this._initActionManager(null, clickInfo);
  1413. }
  1414. if (!pickResult) {
  1415. pickResult = this._currentPickResult;
  1416. }
  1417. this._processPointerUp(pickResult, evt, clickInfo);
  1418. // Sprites
  1419. if (this.spriteManagers.length > 0) {
  1420. let spritePickResult = this.pickSprite(this._unTranslatedPointerX, this._unTranslatedPointerY, this._spritePredicate, false, this.cameraToUseForPointers || undefined);
  1421. if (spritePickResult) {
  1422. if (spritePickResult.hit && spritePickResult.pickedSprite) {
  1423. if (spritePickResult.pickedSprite.actionManager) {
  1424. spritePickResult.pickedSprite.actionManager.processTrigger(ActionManager.OnPickUpTrigger, ActionEvent.CreateNewFromSprite(spritePickResult.pickedSprite, this, evt));
  1425. if (spritePickResult.pickedSprite.actionManager) {
  1426. if (Math.abs(this._startingPointerPosition.x - this._pointerX) < Scene.DragMovementThreshold && Math.abs(this._startingPointerPosition.y - this._pointerY) < Scene.DragMovementThreshold) {
  1427. spritePickResult.pickedSprite.actionManager.processTrigger(ActionManager.OnPickTrigger, ActionEvent.CreateNewFromSprite(spritePickResult.pickedSprite, this, evt));
  1428. }
  1429. }
  1430. }
  1431. }
  1432. if (this._pickedDownSprite && this._pickedDownSprite.actionManager && this._pickedDownSprite !== spritePickResult.pickedSprite) {
  1433. this._pickedDownSprite.actionManager.processTrigger(ActionManager.OnPickOutTrigger, ActionEvent.CreateNewFromSprite(this._pickedDownSprite, this, evt));
  1434. }
  1435. }
  1436. }
  1437. this._previousPickResult = this._currentPickResult;
  1438. });
  1439. };
  1440. this._onKeyDown = (evt: KeyboardEvent) => {
  1441. let type = KeyboardEventTypes.KEYDOWN;
  1442. if (this.onPreKeyboardObservable.hasObservers()) {
  1443. let pi = new KeyboardInfoPre(type, evt);
  1444. this.onPreKeyboardObservable.notifyObservers(pi, type);
  1445. if (pi.skipOnPointerObservable) {
  1446. return;
  1447. }
  1448. }
  1449. if (this.onKeyboardObservable.hasObservers()) {
  1450. let pi = new KeyboardInfo(type, evt);
  1451. this.onKeyboardObservable.notifyObservers(pi, type);
  1452. }
  1453. if (this.actionManager) {
  1454. this.actionManager.processTrigger(ActionManager.OnKeyDownTrigger, ActionEvent.CreateNewFromScene(this, evt));
  1455. }
  1456. };
  1457. this._onKeyUp = (evt: KeyboardEvent) => {
  1458. let type = KeyboardEventTypes.KEYUP;
  1459. if (this.onPreKeyboardObservable.hasObservers()) {
  1460. let pi = new KeyboardInfoPre(type, evt);
  1461. this.onPreKeyboardObservable.notifyObservers(pi, type);
  1462. if (pi.skipOnPointerObservable) {
  1463. return;
  1464. }
  1465. }
  1466. if (this.onKeyboardObservable.hasObservers()) {
  1467. let pi = new KeyboardInfo(type, evt);
  1468. this.onKeyboardObservable.notifyObservers(pi, type);
  1469. }
  1470. if (this.actionManager) {
  1471. this.actionManager.processTrigger(ActionManager.OnKeyUpTrigger, ActionEvent.CreateNewFromScene(this, evt));
  1472. }
  1473. };
  1474. let engine = this.getEngine();
  1475. this._onCanvasFocusObserver = engine.onCanvasFocusObservable.add(() => {
  1476. if (!canvas) {
  1477. return;
  1478. }
  1479. canvas.addEventListener("keydown", this._onKeyDown, false);
  1480. canvas.addEventListener("keyup", this._onKeyUp, false);
  1481. });
  1482. this._onCanvasBlurObserver = engine.onCanvasBlurObservable.add(() => {
  1483. if (!canvas) {
  1484. return;
  1485. }
  1486. canvas.removeEventListener("keydown", this._onKeyDown);
  1487. canvas.removeEventListener("keyup", this._onKeyUp);
  1488. });
  1489. var eventPrefix = Tools.GetPointerPrefix();
  1490. var canvas = this._engine.getRenderingCanvas();
  1491. if (!canvas) {
  1492. return;
  1493. }
  1494. if (attachMove) {
  1495. canvas.addEventListener(eventPrefix + "move", this._onPointerMove, false);
  1496. // Wheel
  1497. canvas.addEventListener('mousewheel', this._onPointerMove, false);
  1498. canvas.addEventListener('DOMMouseScroll', this._onPointerMove, false);
  1499. }
  1500. if (attachDown) {
  1501. canvas.addEventListener(eventPrefix + "down", this._onPointerDown, false);
  1502. }
  1503. if (attachUp) {
  1504. window.addEventListener(eventPrefix + "up", this._onPointerUp, false);
  1505. }
  1506. canvas.tabIndex = 1;
  1507. }
  1508. public detachControl() {
  1509. let engine = this.getEngine();
  1510. var eventPrefix = Tools.GetPointerPrefix();
  1511. var canvas = engine.getRenderingCanvas();
  1512. if (!canvas) {
  1513. return;
  1514. }
  1515. canvas.removeEventListener(eventPrefix + "move", this._onPointerMove);
  1516. canvas.removeEventListener(eventPrefix + "down", this._onPointerDown);
  1517. window.removeEventListener(eventPrefix + "up", this._onPointerUp);
  1518. if (this._onCanvasBlurObserver) {
  1519. engine.onCanvasBlurObservable.remove(this._onCanvasBlurObserver);
  1520. }
  1521. if (this._onCanvasFocusObserver) {
  1522. engine.onCanvasFocusObservable.remove(this._onCanvasFocusObserver);
  1523. }
  1524. // Wheel
  1525. canvas.removeEventListener('mousewheel', this._onPointerMove);
  1526. canvas.removeEventListener('DOMMouseScroll', this._onPointerMove);
  1527. // Keyboard
  1528. canvas.removeEventListener("keydown", this._onKeyDown);
  1529. canvas.removeEventListener("keyup", this._onKeyUp);
  1530. // Observables
  1531. this.onKeyboardObservable.clear();
  1532. this.onPreKeyboardObservable.clear();
  1533. this.onPointerObservable.clear();
  1534. this.onPrePointerObservable.clear();
  1535. }
  1536. // Ready
  1537. public isReady(): boolean {
  1538. if (this._isDisposed) {
  1539. return false;
  1540. }
  1541. if (this._pendingData.length > 0) {
  1542. return false;
  1543. }
  1544. var index: number;
  1545. // Geometries
  1546. for (index = 0; index < this._geometries.length; index++) {
  1547. var geometry = this._geometries[index];
  1548. if (geometry.delayLoadState === Engine.DELAYLOADSTATE_LOADING) {
  1549. return false;
  1550. }
  1551. }
  1552. // Meshes
  1553. for (index = 0; index < this.meshes.length; index++) {
  1554. var mesh = this.meshes[index];
  1555. if (!mesh.isEnabled()) {
  1556. continue;
  1557. }
  1558. if (!mesh.subMeshes || mesh.subMeshes.length === 0) {
  1559. continue;
  1560. }
  1561. if (!mesh.isReady()) {
  1562. return false;
  1563. }
  1564. var mat = mesh.material;
  1565. if (mat) {
  1566. if (!mat.isReady(mesh)) {
  1567. return false;
  1568. }
  1569. }
  1570. }
  1571. return true;
  1572. }
  1573. public resetCachedMaterial(): void {
  1574. this._cachedMaterial = null;
  1575. this._cachedEffect = null;
  1576. this._cachedVisibility = null;
  1577. }
  1578. public registerBeforeRender(func: () => void): void {
  1579. this.onBeforeRenderObservable.add(func);
  1580. }
  1581. public unregisterBeforeRender(func: () => void): void {
  1582. this.onBeforeRenderObservable.removeCallback(func);
  1583. }
  1584. public registerAfterRender(func: () => void): void {
  1585. this.onAfterRenderObservable.add(func);
  1586. }
  1587. public unregisterAfterRender(func: () => void): void {
  1588. this.onAfterRenderObservable.removeCallback(func);
  1589. }
  1590. public _addPendingData(data: any): void {
  1591. this._pendingData.push(data);
  1592. }
  1593. public _removePendingData(data: any): void {
  1594. var wasLoading = this.isLoading;
  1595. var index = this._pendingData.indexOf(data);
  1596. if (index !== -1) {
  1597. this._pendingData.splice(index, 1);
  1598. }
  1599. if (wasLoading && !this.isLoading) {
  1600. this.onDataLoadedObservable.notifyObservers(this);
  1601. }
  1602. }
  1603. public getWaitingItemsCount(): number {
  1604. return this._pendingData.length;
  1605. }
  1606. public get isLoading(): boolean {
  1607. return this._pendingData.length > 0;
  1608. }
  1609. /**
  1610. * Registers a function to be executed when the scene is ready.
  1611. * @param {Function} func - the function to be executed.
  1612. */
  1613. public executeWhenReady(func: () => void): void {
  1614. this.onReadyObservable.add(func);
  1615. if (this._executeWhenReadyTimeoutId !== -1) {
  1616. return;
  1617. }
  1618. this._executeWhenReadyTimeoutId = setTimeout(() => {
  1619. this._checkIsReady();
  1620. }, 150);
  1621. }
  1622. public _checkIsReady() {
  1623. if (this.isReady()) {
  1624. this.onReadyObservable.notifyObservers(this);
  1625. this.onReadyObservable.clear();
  1626. this._executeWhenReadyTimeoutId = -1;
  1627. return;
  1628. }
  1629. this._executeWhenReadyTimeoutId = setTimeout(() => {
  1630. this._checkIsReady();
  1631. }, 150);
  1632. }
  1633. // Animations
  1634. /**
  1635. * Will start the animation sequence of a given target
  1636. * @param target - the target
  1637. * @param {number} from - from which frame should animation start
  1638. * @param {number} to - till which frame should animation run.
  1639. * @param {boolean} [loop] - should the animation loop
  1640. * @param {number} [speedRatio] - the speed in which to run the animation
  1641. * @param {Function} [onAnimationEnd] function to be executed when the animation ended.
  1642. * @param {BABYLON.Animatable} [animatable] an animatable object. If not provided a new one will be created from the given params.
  1643. * Returns {BABYLON.Animatable} the animatable object created for this animation
  1644. * See BABYLON.Animatable
  1645. */
  1646. public beginAnimation(target: any, from: number, to: number, loop?: boolean, speedRatio: number = 1.0, onAnimationEnd?: () => void, animatable?: Animatable): Animatable {
  1647. if (from > to && speedRatio > 0) {
  1648. speedRatio *= -1;
  1649. }
  1650. this.stopAnimation(target);
  1651. if (!animatable) {
  1652. animatable = new Animatable(this, target, from, to, loop, speedRatio, onAnimationEnd);
  1653. }
  1654. // Local animations
  1655. if (target.animations) {
  1656. animatable.appendAnimations(target, target.animations);
  1657. }
  1658. // Children animations
  1659. if (target.getAnimatables) {
  1660. var animatables = target.getAnimatables();
  1661. for (var index = 0; index < animatables.length; index++) {
  1662. this.beginAnimation(animatables[index], from, to, loop, speedRatio, onAnimationEnd, animatable);
  1663. }
  1664. }
  1665. animatable.reset();
  1666. return animatable;
  1667. }
  1668. public beginDirectAnimation(target: any, animations: Animation[], from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void): Animatable {
  1669. if (speedRatio === undefined) {
  1670. speedRatio = 1.0;
  1671. }
  1672. var animatable = new Animatable(this, target, from, to, loop, speedRatio, onAnimationEnd, animations);
  1673. return animatable;
  1674. }
  1675. public getAnimatableByTarget(target: any): Nullable<Animatable> {
  1676. for (var index = 0; index < this._activeAnimatables.length; index++) {
  1677. if (this._activeAnimatables[index].target === target) {
  1678. return this._activeAnimatables[index];
  1679. }
  1680. }
  1681. return null;
  1682. }
  1683. public get Animatables(): Animatable[] {
  1684. return this._activeAnimatables;
  1685. }
  1686. /**
  1687. * Will stop the animation of the given target
  1688. * @param target - the target
  1689. * @param animationName - the name of the animation to stop (all animations will be stopped is empty)
  1690. * @see beginAnimation
  1691. */
  1692. public stopAnimation(target: any, animationName?: string): void {
  1693. var animatable = this.getAnimatableByTarget(target);
  1694. if (animatable) {
  1695. animatable.stop(animationName);
  1696. }
  1697. }
  1698. /**
  1699. * Stops and removes all animations that have been applied to the scene
  1700. */
  1701. public stopAllAnimations(): void {
  1702. if (this._activeAnimatables) {
  1703. for (let i = 0; i < this._activeAnimatables.length; i++) {
  1704. this._activeAnimatables[i].stop();
  1705. }
  1706. this._activeAnimatables = [];
  1707. }
  1708. }
  1709. private _animate(): void {
  1710. if (!this.animationsEnabled || this._activeAnimatables.length === 0) {
  1711. return;
  1712. }
  1713. // Getting time
  1714. var now = Tools.Now;
  1715. if (!this._animationTimeLast) {
  1716. if (this._pendingData.length > 0) {
  1717. return;
  1718. }
  1719. this._animationTimeLast = now;
  1720. }
  1721. var deltaTime = (now - this._animationTimeLast) * this.animationTimeScale;
  1722. this._animationTime += deltaTime;
  1723. this._animationTimeLast = now;
  1724. for (var index = 0; index < this._activeAnimatables.length; index++) {
  1725. this._activeAnimatables[index]._animate(this._animationTime);
  1726. }
  1727. }
  1728. // Matrix
  1729. public _switchToAlternateCameraConfiguration(active: boolean): void {
  1730. this._useAlternateCameraConfiguration = active;
  1731. }
  1732. public getViewMatrix(): Matrix {
  1733. return this._useAlternateCameraConfiguration ? this._alternateViewMatrix : this._viewMatrix;
  1734. }
  1735. public getProjectionMatrix(): Matrix {
  1736. return this._useAlternateCameraConfiguration ? this._alternateProjectionMatrix : this._projectionMatrix;
  1737. }
  1738. public getTransformMatrix(): Matrix {
  1739. return this._useAlternateCameraConfiguration ? this._alternateTransformMatrix : this._transformMatrix;
  1740. }
  1741. public setTransformMatrix(view: Matrix, projection: Matrix): void {
  1742. if (this._viewUpdateFlag === view.updateFlag && this._projectionUpdateFlag === projection.updateFlag) {
  1743. return;
  1744. }
  1745. this._viewUpdateFlag = view.updateFlag;
  1746. this._projectionUpdateFlag = projection.updateFlag;
  1747. this._viewMatrix = view;
  1748. this._projectionMatrix = projection;
  1749. this._viewMatrix.multiplyToRef(this._projectionMatrix, this._transformMatrix);
  1750. // Update frustum
  1751. if (!this._frustumPlanes) {
  1752. this._frustumPlanes = Frustum.GetPlanes(this._transformMatrix);
  1753. } else {
  1754. Frustum.GetPlanesToRef(this._transformMatrix, this._frustumPlanes);
  1755. }
  1756. if (this.activeCamera && this.activeCamera._alternateCamera) {
  1757. let otherCamera = this.activeCamera._alternateCamera;
  1758. otherCamera.getViewMatrix().multiplyToRef(otherCamera.getProjectionMatrix(), Tmp.Matrix[0]);
  1759. Frustum.GetRightPlaneToRef(Tmp.Matrix[0], this._frustumPlanes[3]); // Replace right plane by second camera right plane
  1760. }
  1761. if (this._sceneUbo.useUbo) {
  1762. this._sceneUbo.updateMatrix("viewProjection", this._transformMatrix);
  1763. this._sceneUbo.updateMatrix("view", this._viewMatrix);
  1764. this._sceneUbo.update();
  1765. }
  1766. }
  1767. public _setAlternateTransformMatrix(view: Matrix, projection: Matrix): void {
  1768. if (this._alternateViewUpdateFlag === view.updateFlag && this._alternateProjectionUpdateFlag === projection.updateFlag) {
  1769. return;
  1770. }
  1771. this._alternateViewUpdateFlag = view.updateFlag;
  1772. this._alternateProjectionUpdateFlag = projection.updateFlag;
  1773. this._alternateViewMatrix = view;
  1774. this._alternateProjectionMatrix = projection;
  1775. if (!this._alternateTransformMatrix) {
  1776. this._alternateTransformMatrix = Matrix.Zero();
  1777. }
  1778. this._alternateViewMatrix.multiplyToRef(this._alternateProjectionMatrix, this._alternateTransformMatrix);
  1779. if (!this._alternateSceneUbo) {
  1780. this._createAlternateUbo();
  1781. }
  1782. if (this._alternateSceneUbo.useUbo) {
  1783. this._alternateSceneUbo.updateMatrix("viewProjection", this._alternateTransformMatrix);
  1784. this._alternateSceneUbo.updateMatrix("view", this._alternateViewMatrix);
  1785. this._alternateSceneUbo.update();
  1786. }
  1787. }
  1788. public getSceneUniformBuffer(): UniformBuffer {
  1789. return this._useAlternateCameraConfiguration ? this._alternateSceneUbo : this._sceneUbo;
  1790. }
  1791. // Methods
  1792. public getUniqueId() {
  1793. var result = Scene._uniqueIdCounter;
  1794. Scene._uniqueIdCounter++;
  1795. return result;
  1796. }
  1797. public addMesh(newMesh: AbstractMesh) {
  1798. this.meshes.push(newMesh);
  1799. //notify the collision coordinator
  1800. if (this.collisionCoordinator) {
  1801. this.collisionCoordinator.onMeshAdded(newMesh);
  1802. }
  1803. this.onNewMeshAddedObservable.notifyObservers(newMesh);
  1804. }
  1805. public removeMesh(toRemove: AbstractMesh): number {
  1806. var index = this.meshes.indexOf(toRemove);
  1807. if (index !== -1) {
  1808. // Remove from the scene if mesh found
  1809. this.meshes.splice(index, 1);
  1810. }
  1811. this.onMeshRemovedObservable.notifyObservers(toRemove);
  1812. return index;
  1813. }
  1814. public addTransformNode(newTransformNode: TransformNode) {
  1815. this.transformNodes.push(newTransformNode);
  1816. this.onNewTransformNodeAddedObservable.notifyObservers(newTransformNode);
  1817. }
  1818. public removeTransformNode(toRemove: TransformNode): number {
  1819. var index = this.transformNodes.indexOf(toRemove);
  1820. if (index !== -1) {
  1821. // Remove from the scene if found
  1822. this.transformNodes.splice(index, 1);
  1823. }
  1824. this.onTransformNodeRemovedObservable.notifyObservers(toRemove);
  1825. return index;
  1826. }
  1827. public removeSkeleton(toRemove: Skeleton): number {
  1828. var index = this.skeletons.indexOf(toRemove);
  1829. if (index !== -1) {
  1830. // Remove from the scene if found
  1831. this.skeletons.splice(index, 1);
  1832. }
  1833. return index;
  1834. }
  1835. public removeMorphTargetManager(toRemove: MorphTargetManager): number {
  1836. var index = this.morphTargetManagers.indexOf(toRemove);
  1837. if (index !== -1) {
  1838. // Remove from the scene if found
  1839. this.morphTargetManagers.splice(index, 1);
  1840. }
  1841. return index;
  1842. }
  1843. public removeLight(toRemove: Light): number {
  1844. var index = this.lights.indexOf(toRemove);
  1845. if (index !== -1) {
  1846. // Remove from the scene if mesh found
  1847. this.lights.splice(index, 1);
  1848. this.sortLightsByPriority();
  1849. }
  1850. this.onLightRemovedObservable.notifyObservers(toRemove);
  1851. return index;
  1852. }
  1853. public removeCamera(toRemove: Camera): number {
  1854. var index = this.cameras.indexOf(toRemove);
  1855. if (index !== -1) {
  1856. // Remove from the scene if mesh found
  1857. this.cameras.splice(index, 1);
  1858. }
  1859. // Remove from activeCameras
  1860. var index2 = this.activeCameras.indexOf(toRemove);
  1861. if (index2 !== -1) {
  1862. // Remove from the scene if mesh found
  1863. this.activeCameras.splice(index2, 1);
  1864. }
  1865. // Reset the activeCamera
  1866. if (this.activeCamera === toRemove) {
  1867. if (this.cameras.length > 0) {
  1868. this.activeCamera = this.cameras[0];
  1869. } else {
  1870. this.activeCamera = null;
  1871. }
  1872. }
  1873. this.onCameraRemovedObservable.notifyObservers(toRemove);
  1874. return index;
  1875. }
  1876. public addLight(newLight: Light) {
  1877. this.lights.push(newLight);
  1878. this.sortLightsByPriority();
  1879. this.onNewLightAddedObservable.notifyObservers(newLight);
  1880. }
  1881. public sortLightsByPriority(): void {
  1882. if (this.requireLightSorting) {
  1883. this.lights.sort(Light.compareLightsPriority);
  1884. }
  1885. }
  1886. public addCamera(newCamera: Camera) {
  1887. this.cameras.push(newCamera);
  1888. this.onNewCameraAddedObservable.notifyObservers(newCamera);
  1889. }
  1890. /**
  1891. * Switch active camera
  1892. * @param {Camera} newCamera - new active camera
  1893. * @param {boolean} attachControl - call attachControl for the new active camera (default: true)
  1894. */
  1895. public switchActiveCamera(newCamera: Camera, attachControl = true) {
  1896. var canvas = this._engine.getRenderingCanvas();
  1897. if (!canvas) {
  1898. return;
  1899. }
  1900. if (this.activeCamera) {
  1901. this.activeCamera.detachControl(canvas);
  1902. }
  1903. this.activeCamera = newCamera;
  1904. if (attachControl) {
  1905. newCamera.attachControl(canvas);
  1906. }
  1907. }
  1908. /**
  1909. * sets the active camera of the scene using its ID
  1910. * @param {string} id - the camera's ID
  1911. * @return {BABYLON.Camera|null} the new active camera or null if none found.
  1912. * @see activeCamera
  1913. */
  1914. public setActiveCameraByID(id: string): Nullable<Camera> {
  1915. var camera = this.getCameraByID(id);
  1916. if (camera) {
  1917. this.activeCamera = camera;
  1918. return camera;
  1919. }
  1920. return null;
  1921. }
  1922. /**
  1923. * sets the active camera of the scene using its name
  1924. * @param {string} name - the camera's name
  1925. * @return {BABYLON.Camera|null} the new active camera or null if none found.
  1926. * @see activeCamera
  1927. */
  1928. public setActiveCameraByName(name: string): Nullable<Camera> {
  1929. var camera = this.getCameraByName(name);
  1930. if (camera) {
  1931. this.activeCamera = camera;
  1932. return camera;
  1933. }
  1934. return null;
  1935. }
  1936. /**
  1937. * get a material using its id
  1938. * @param {string} the material's ID
  1939. * @return {BABYLON.Material|null} the material or null if none found.
  1940. */
  1941. public getMaterialByID(id: string): Nullable<Material> {
  1942. for (var index = 0; index < this.materials.length; index++) {
  1943. if (this.materials[index].id === id) {
  1944. return this.materials[index];
  1945. }
  1946. }
  1947. return null;
  1948. }
  1949. /**
  1950. * get a material using its name
  1951. * @param {string} the material's name
  1952. * @return {BABYLON.Material|null} the material or null if none found.
  1953. */
  1954. public getMaterialByName(name: string): Nullable<Material> {
  1955. for (var index = 0; index < this.materials.length; index++) {
  1956. if (this.materials[index].name === name) {
  1957. return this.materials[index];
  1958. }
  1959. }
  1960. return null;
  1961. }
  1962. public getLensFlareSystemByName(name: string): Nullable<LensFlareSystem> {
  1963. for (var index = 0; index < this.lensFlareSystems.length; index++) {
  1964. if (this.lensFlareSystems[index].name === name) {
  1965. return this.lensFlareSystems[index];
  1966. }
  1967. }
  1968. return null;
  1969. }
  1970. public getLensFlareSystemByID(id: string): Nullable<LensFlareSystem> {
  1971. for (var index = 0; index < this.lensFlareSystems.length; index++) {
  1972. if (this.lensFlareSystems[index].id === id) {
  1973. return this.lensFlareSystems[index];
  1974. }
  1975. }
  1976. return null;
  1977. }
  1978. public getCameraByID(id: string): Nullable<Camera> {
  1979. for (var index = 0; index < this.cameras.length; index++) {
  1980. if (this.cameras[index].id === id) {
  1981. return this.cameras[index];
  1982. }
  1983. }
  1984. return null;
  1985. }
  1986. public getCameraByUniqueID(uniqueId: number): Nullable<Camera> {
  1987. for (var index = 0; index < this.cameras.length; index++) {
  1988. if (this.cameras[index].uniqueId === uniqueId) {
  1989. return this.cameras[index];
  1990. }
  1991. }
  1992. return null;
  1993. }
  1994. /**
  1995. * get a camera using its name
  1996. * @param {string} the camera's name
  1997. * @return {BABYLON.Camera|null} the camera or null if none found.
  1998. */
  1999. public getCameraByName(name: string): Nullable<Camera> {
  2000. for (var index = 0; index < this.cameras.length; index++) {
  2001. if (this.cameras[index].name === name) {
  2002. return this.cameras[index];
  2003. }
  2004. }
  2005. return null;
  2006. }
  2007. /**
  2008. * get a bone using its id
  2009. * @param {string} the bone's id
  2010. * @return {BABYLON.Bone|null} the bone or null if not found
  2011. */
  2012. public getBoneByID(id: string): Nullable<Bone> {
  2013. for (var skeletonIndex = 0; skeletonIndex < this.skeletons.length; skeletonIndex++) {
  2014. var skeleton = this.skeletons[skeletonIndex];
  2015. for (var boneIndex = 0; boneIndex < skeleton.bones.length; boneIndex++) {
  2016. if (skeleton.bones[boneIndex].id === id) {
  2017. return skeleton.bones[boneIndex];
  2018. }
  2019. }
  2020. }
  2021. return null;
  2022. }
  2023. /**
  2024. * get a bone using its id
  2025. * @param {string} the bone's name
  2026. * @return {BABYLON.Bone|null} the bone or null if not found
  2027. */
  2028. public getBoneByName(name: string): Nullable<Bone> {
  2029. for (var skeletonIndex = 0; skeletonIndex < this.skeletons.length; skeletonIndex++) {
  2030. var skeleton = this.skeletons[skeletonIndex];
  2031. for (var boneIndex = 0; boneIndex < skeleton.bones.length; boneIndex++) {
  2032. if (skeleton.bones[boneIndex].name === name) {
  2033. return skeleton.bones[boneIndex];
  2034. }
  2035. }
  2036. }
  2037. return null;
  2038. }
  2039. /**
  2040. * get a light node using its name
  2041. * @param {string} the light's name
  2042. * @return {BABYLON.Light|null} the light or null if none found.
  2043. */
  2044. public getLightByName(name: string): Nullable<Light> {
  2045. for (var index = 0; index < this.lights.length; index++) {
  2046. if (this.lights[index].name === name) {
  2047. return this.lights[index];
  2048. }
  2049. }
  2050. return null;
  2051. }
  2052. /**
  2053. * get a light node using its ID
  2054. * @param {string} the light's id
  2055. * @return {BABYLON.Light|null} the light or null if none found.
  2056. */
  2057. public getLightByID(id: string): Nullable<Light> {
  2058. for (var index = 0; index < this.lights.length; index++) {
  2059. if (this.lights[index].id === id) {
  2060. return this.lights[index];
  2061. }
  2062. }
  2063. return null;
  2064. }
  2065. /**
  2066. * get a light node using its scene-generated unique ID
  2067. * @param {number} the light's unique id
  2068. * @return {BABYLON.Light|null} the light or null if none found.
  2069. */
  2070. public getLightByUniqueID(uniqueId: number): Nullable<Light> {
  2071. for (var index = 0; index < this.lights.length; index++) {
  2072. if (this.lights[index].uniqueId === uniqueId) {
  2073. return this.lights[index];
  2074. }
  2075. }
  2076. return null;
  2077. }
  2078. /**
  2079. * get a particle system by id
  2080. * @param id {number} the particle system id
  2081. * @return {BABYLON.IParticleSystem|null} the corresponding system or null if none found.
  2082. */
  2083. public getParticleSystemByID(id: string): Nullable<IParticleSystem> {
  2084. for (var index = 0; index < this.particleSystems.length; index++) {
  2085. if (this.particleSystems[index].id === id) {
  2086. return this.particleSystems[index];
  2087. }
  2088. }
  2089. return null;
  2090. }
  2091. /**
  2092. * get a geometry using its ID
  2093. * @param {string} the geometry's id
  2094. * @return {BABYLON.Geometry|null} the geometry or null if none found.
  2095. */
  2096. public getGeometryByID(id: string): Nullable<Geometry> {
  2097. for (var index = 0; index < this._geometries.length; index++) {
  2098. if (this._geometries[index].id === id) {
  2099. return this._geometries[index];
  2100. }
  2101. }
  2102. return null;
  2103. }
  2104. /**
  2105. * add a new geometry to this scene.
  2106. * @param {BABYLON.Geometry} geometry - the geometry to be added to the scene.
  2107. * @param {boolean} [force] - force addition, even if a geometry with this ID already exists
  2108. * @return {boolean} was the geometry added or not
  2109. */
  2110. public pushGeometry(geometry: Geometry, force?: boolean): boolean {
  2111. if (!force && this.getGeometryByID(geometry.id)) {
  2112. return false;
  2113. }
  2114. this._geometries.push(geometry);
  2115. //notify the collision coordinator
  2116. if (this.collisionCoordinator) {
  2117. this.collisionCoordinator.onGeometryAdded(geometry);
  2118. }
  2119. this.onNewGeometryAddedObservable.notifyObservers(geometry);
  2120. return true;
  2121. }
  2122. /**
  2123. * Removes an existing geometry
  2124. * @param {BABYLON.Geometry} geometry - the geometry to be removed from the scene.
  2125. * @return {boolean} was the geometry removed or not
  2126. */
  2127. public removeGeometry(geometry: Geometry): boolean {
  2128. var index = this._geometries.indexOf(geometry);
  2129. if (index > -1) {
  2130. this._geometries.splice(index, 1);
  2131. //notify the collision coordinator
  2132. if (this.collisionCoordinator) {
  2133. this.collisionCoordinator.onGeometryDeleted(geometry);
  2134. }
  2135. this.onGeometryRemovedObservable.notifyObservers(geometry);
  2136. return true;
  2137. }
  2138. return false;
  2139. }
  2140. public getGeometries(): Geometry[] {
  2141. return this._geometries;
  2142. }
  2143. /**
  2144. * Get the first added mesh found of a given ID
  2145. * @param {string} id - the id to search for
  2146. * @return {BABYLON.AbstractMesh|null} the mesh found or null if not found at all.
  2147. */
  2148. public getMeshByID(id: string): Nullable<AbstractMesh> {
  2149. for (var index = 0; index < this.meshes.length; index++) {
  2150. if (this.meshes[index].id === id) {
  2151. return this.meshes[index];
  2152. }
  2153. }
  2154. return null;
  2155. }
  2156. public getMeshesByID(id: string): Array<AbstractMesh> {
  2157. return this.meshes.filter(function (m) {
  2158. return m.id === id;
  2159. })
  2160. }
  2161. /**
  2162. * Get the first added transform node found of a given ID
  2163. * @param {string} id - the id to search for
  2164. * @return {BABYLON.TransformNode|null} the transform node found or null if not found at all.
  2165. */
  2166. public getTransformNodeByID(id: string): Nullable<TransformNode> {
  2167. for (var index = 0; index < this.transformNodes.length; index++) {
  2168. if (this.transformNodes[index].id === id) {
  2169. return this.transformNodes[index];
  2170. }
  2171. }
  2172. return null;
  2173. }
  2174. public getTransformNodesByID(id: string): Array<TransformNode> {
  2175. return this.transformNodes.filter(function (m) {
  2176. return m.id === id;
  2177. })
  2178. }
  2179. /**
  2180. * Get a mesh with its auto-generated unique id
  2181. * @param {number} uniqueId - the unique id to search for
  2182. * @return {BABYLON.AbstractMesh|null} the mesh found or null if not found at all.
  2183. */
  2184. public getMeshByUniqueID(uniqueId: number): Nullable<AbstractMesh> {
  2185. for (var index = 0; index < this.meshes.length; index++) {
  2186. if (this.meshes[index].uniqueId === uniqueId) {
  2187. return this.meshes[index];
  2188. }
  2189. }
  2190. return null;
  2191. }
  2192. /**
  2193. * Get a the last added mesh found of a given ID
  2194. * @param {string} id - the id to search for
  2195. * @return {BABYLON.AbstractMesh|null} the mesh found or null if not found at all.
  2196. */
  2197. public getLastMeshByID(id: string): Nullable<AbstractMesh> {
  2198. for (var index = this.meshes.length - 1; index >= 0; index--) {
  2199. if (this.meshes[index].id === id) {
  2200. return this.meshes[index];
  2201. }
  2202. }
  2203. return null;
  2204. }
  2205. /**
  2206. * Get a the last added node (Mesh, Camera, Light) found of a given ID
  2207. * @param {string} id - the id to search for
  2208. * @return {BABYLON.Node|null} the node found or null if not found at all.
  2209. */
  2210. public getLastEntryByID(id: string): Nullable<Node> {
  2211. var index: number;
  2212. for (index = this.meshes.length - 1; index >= 0; index--) {
  2213. if (this.meshes[index].id === id) {
  2214. return this.meshes[index];
  2215. }
  2216. }
  2217. for (index = this.transformNodes.length - 1; index >= 0; index--) {
  2218. if (this.transformNodes[index].id === id) {
  2219. return this.transformNodes[index];
  2220. }
  2221. }
  2222. for (index = this.cameras.length - 1; index >= 0; index--) {
  2223. if (this.cameras[index].id === id) {
  2224. return this.cameras[index];
  2225. }
  2226. }
  2227. for (index = this.lights.length - 1; index >= 0; index--) {
  2228. if (this.lights[index].id === id) {
  2229. return this.lights[index];
  2230. }
  2231. }
  2232. return null;
  2233. }
  2234. public getNodeByID(id: string): Nullable<Node> {
  2235. var mesh = this.getMeshByID(id);
  2236. if (mesh) {
  2237. return mesh;
  2238. }
  2239. var light = this.getLightByID(id);
  2240. if (light) {
  2241. return light;
  2242. }
  2243. var camera = this.getCameraByID(id);
  2244. if (camera) {
  2245. return camera;
  2246. }
  2247. var bone = this.getBoneByID(id);
  2248. return bone;
  2249. }
  2250. public getNodeByName(name: string): Nullable<Node> {
  2251. var mesh = this.getMeshByName(name);
  2252. if (mesh) {
  2253. return mesh;
  2254. }
  2255. var light = this.getLightByName(name);
  2256. if (light) {
  2257. return light;
  2258. }
  2259. var camera = this.getCameraByName(name);
  2260. if (camera) {
  2261. return camera;
  2262. }
  2263. var bone = this.getBoneByName(name);
  2264. return bone;
  2265. }
  2266. public getMeshByName(name: string): Nullable<AbstractMesh> {
  2267. for (var index = 0; index < this.meshes.length; index++) {
  2268. if (this.meshes[index].name === name) {
  2269. return this.meshes[index];
  2270. }
  2271. }
  2272. return null;
  2273. }
  2274. public getTransformNodeByName(name: string): Nullable<TransformNode> {
  2275. for (var index = 0; index < this.transformNodes.length; index++) {
  2276. if (this.transformNodes[index].name === name) {
  2277. return this.transformNodes[index];
  2278. }
  2279. }
  2280. return null;
  2281. }
  2282. public getSoundByName(name: string): Nullable<Sound> {
  2283. var index: number;
  2284. if (AudioEngine) {
  2285. for (index = 0; index < this.mainSoundTrack.soundCollection.length; index++) {
  2286. if (this.mainSoundTrack.soundCollection[index].name === name) {
  2287. return this.mainSoundTrack.soundCollection[index];
  2288. }
  2289. }
  2290. for (var sdIndex = 0; sdIndex < this.soundTracks.length; sdIndex++) {
  2291. for (index = 0; index < this.soundTracks[sdIndex].soundCollection.length; index++) {
  2292. if (this.soundTracks[sdIndex].soundCollection[index].name === name) {
  2293. return this.soundTracks[sdIndex].soundCollection[index];
  2294. }
  2295. }
  2296. }
  2297. }
  2298. return null;
  2299. }
  2300. public getLastSkeletonByID(id: string): Nullable<Skeleton> {
  2301. for (var index = this.skeletons.length - 1; index >= 0; index--) {
  2302. if (this.skeletons[index].id === id) {
  2303. return this.skeletons[index];
  2304. }
  2305. }
  2306. return null;
  2307. }
  2308. public getSkeletonById(id: string): Nullable<Skeleton> {
  2309. for (var index = 0; index < this.skeletons.length; index++) {
  2310. if (this.skeletons[index].id === id) {
  2311. return this.skeletons[index];
  2312. }
  2313. }
  2314. return null;
  2315. }
  2316. public getSkeletonByName(name: string): Nullable<Skeleton> {
  2317. for (var index = 0; index < this.skeletons.length; index++) {
  2318. if (this.skeletons[index].name === name) {
  2319. return this.skeletons[index];
  2320. }
  2321. }
  2322. return null;
  2323. }
  2324. public getMorphTargetManagerById(id: number): Nullable<MorphTargetManager> {
  2325. for (var index = 0; index < this.morphTargetManagers.length; index++) {
  2326. if (this.morphTargetManagers[index].uniqueId === id) {
  2327. return this.morphTargetManagers[index];
  2328. }
  2329. }
  2330. return null;
  2331. }
  2332. public isActiveMesh(mesh: AbstractMesh): boolean {
  2333. return (this._activeMeshes.indexOf(mesh) !== -1);
  2334. }
  2335. /**
  2336. * Return a the first highlight layer of the scene with a given name.
  2337. * @param name The name of the highlight layer to look for.
  2338. * @return The highlight layer if found otherwise null.
  2339. */
  2340. public getHighlightLayerByName(name: string): Nullable<HighlightLayer> {
  2341. for (var index = 0; index < this.highlightLayers.length; index++) {
  2342. if (this.highlightLayers[index].name === name) {
  2343. return this.highlightLayers[index];
  2344. }
  2345. }
  2346. return null;
  2347. }
  2348. /**
  2349. * Return a unique id as a string which can serve as an identifier for the scene
  2350. */
  2351. public get uid(): string {
  2352. if (!this._uid) {
  2353. this._uid = Tools.RandomId();
  2354. }
  2355. return this._uid;
  2356. }
  2357. /**
  2358. * Add an externaly attached data from its key.
  2359. * This method call will fail and return false, if such key already exists.
  2360. * If you don't care and just want to get the data no matter what, use the more convenient getOrAddExternalDataWithFactory() method.
  2361. * @param key the unique key that identifies the data
  2362. * @param data the data object to associate to the key for this Engine instance
  2363. * @return true if no such key were already present and the data was added successfully, false otherwise
  2364. */
  2365. public addExternalData<T>(key: string, data: T): boolean {
  2366. if (!this._externalData) {
  2367. this._externalData = new StringDictionary<Object>();
  2368. }
  2369. return this._externalData.add(key, data);
  2370. }
  2371. /**
  2372. * Get an externaly attached data from its key
  2373. * @param key the unique key that identifies the data
  2374. * @return the associated data, if present (can be null), or undefined if not present
  2375. */
  2376. public getExternalData<T>(key: string): Nullable<T> {
  2377. if (!this._externalData) {
  2378. return null;
  2379. }
  2380. return <T>this._externalData.get(key);
  2381. }
  2382. /**
  2383. * Get an externaly attached data from its key, create it using a factory if it's not already present
  2384. * @param key the unique key that identifies the data
  2385. * @param factory the factory that will be called to create the instance if and only if it doesn't exists
  2386. * @return the associated data, can be null if the factory returned null.
  2387. */
  2388. public getOrAddExternalDataWithFactory<T>(key: string, factory: (k: string) => T): T {
  2389. if (!this._externalData) {
  2390. this._externalData = new StringDictionary<Object>();
  2391. }
  2392. return <T>this._externalData.getOrAddWithFactory(key, factory);
  2393. }
  2394. /**
  2395. * Remove an externaly attached data from the Engine instance
  2396. * @param key the unique key that identifies the data
  2397. * @return true if the data was successfully removed, false if it doesn't exist
  2398. */
  2399. public removeExternalData(key: string): boolean {
  2400. return this._externalData.remove(key);
  2401. }
  2402. private _evaluateSubMesh(subMesh: SubMesh, mesh: AbstractMesh): void {
  2403. if (mesh.alwaysSelectAsActiveMesh || mesh.subMeshes.length === 1 || subMesh.isInFrustum(this._frustumPlanes)) {
  2404. var material = subMesh.getMaterial();
  2405. if (mesh.showSubMeshesBoundingBox) {
  2406. let boundingInfo = subMesh.getBoundingInfo();
  2407. this.getBoundingBoxRenderer().renderList.push(boundingInfo.boundingBox);
  2408. }
  2409. if (material) {
  2410. // Render targets
  2411. if (material.getRenderTargetTextures) {
  2412. if (this._processedMaterials.indexOf(material) === -1) {
  2413. this._processedMaterials.push(material);
  2414. this._renderTargets.concatWithNoDuplicate(material.getRenderTargetTextures());
  2415. }
  2416. }
  2417. // Dispatch
  2418. this._activeIndices.addCount(subMesh.indexCount, false);
  2419. this._renderingManager.dispatch(subMesh);
  2420. }
  2421. }
  2422. }
  2423. public _isInIntermediateRendering(): boolean {
  2424. return this._intermediateRendering
  2425. }
  2426. private _activeMeshesFrozen = false;
  2427. /**
  2428. * Use this function to stop evaluating active meshes. The current list will be keep alive between frames
  2429. */
  2430. public freezeActiveMeshes(): Scene {
  2431. this._evaluateActiveMeshes();
  2432. this._activeMeshesFrozen = true;
  2433. return this;
  2434. }
  2435. /**
  2436. * Use this function to restart evaluating active meshes on every frame
  2437. */
  2438. public unfreezeActiveMeshes() {
  2439. this._activeMeshesFrozen = false;
  2440. return this;
  2441. }
  2442. private _evaluateActiveMeshes(): void {
  2443. if (this._activeMeshesFrozen && this._activeMeshes.length) {
  2444. return;
  2445. }
  2446. if (!this.activeCamera) {
  2447. return;
  2448. }
  2449. this.onBeforeActiveMeshesEvaluationObservable.notifyObservers(this);
  2450. this.activeCamera._activeMeshes.reset();
  2451. this._activeMeshes.reset();
  2452. this._renderingManager.reset();
  2453. this._processedMaterials.reset();
  2454. this._activeParticleSystems.reset();
  2455. this._activeSkeletons.reset();
  2456. this._softwareSkinnedMeshes.reset();
  2457. if (this._boundingBoxRenderer) {
  2458. this._boundingBoxRenderer.reset();
  2459. }
  2460. // Meshes
  2461. var meshes: AbstractMesh[];
  2462. var len: number;
  2463. if (this._selectionOctree) { // Octree
  2464. var selection = this._selectionOctree.select(this._frustumPlanes);
  2465. meshes = selection.data;
  2466. len = selection.length;
  2467. } else { // Full scene traversal
  2468. len = this.meshes.length;
  2469. meshes = this.meshes;
  2470. }
  2471. for (var meshIndex = 0; meshIndex < len; meshIndex++) {
  2472. var mesh = meshes[meshIndex];
  2473. if (mesh.isBlocked) {
  2474. continue;
  2475. }
  2476. this._totalVertices.addCount(mesh.getTotalVertices(), false);
  2477. if (!mesh.isReady() || !mesh.isEnabled()) {
  2478. continue;
  2479. }
  2480. mesh.computeWorldMatrix();
  2481. // Intersections
  2482. if (mesh.actionManager && mesh.actionManager.hasSpecificTriggers([ActionManager.OnIntersectionEnterTrigger, ActionManager.OnIntersectionExitTrigger])) {
  2483. this._meshesForIntersections.pushNoDuplicate(mesh);
  2484. }
  2485. // Switch to current LOD
  2486. var meshLOD = mesh.getLOD(this.activeCamera);
  2487. if (!meshLOD) {
  2488. continue;
  2489. }
  2490. mesh._preActivate();
  2491. if (mesh.alwaysSelectAsActiveMesh || mesh.isVisible && mesh.visibility > 0 && ((mesh.layerMask & this.activeCamera.layerMask) !== 0) && mesh.isInFrustum(this._frustumPlanes)) {
  2492. this._activeMeshes.push(mesh);
  2493. this.activeCamera._activeMeshes.push(mesh);
  2494. mesh._activate(this._renderId);
  2495. if (meshLOD !== mesh) {
  2496. meshLOD._activate(this._renderId);
  2497. }
  2498. this._activeMesh(mesh, meshLOD);
  2499. }
  2500. }
  2501. this.onAfterActiveMeshesEvaluationObservable.notifyObservers(this);
  2502. // Particle systems
  2503. if (this.particlesEnabled) {
  2504. this.onBeforeParticlesRenderingObservable.notifyObservers(this);
  2505. for (var particleIndex = 0; particleIndex < this.particleSystems.length; particleIndex++) {
  2506. var particleSystem = this.particleSystems[particleIndex];
  2507. if (!particleSystem.isStarted() || !particleSystem.emitter) {
  2508. continue;
  2509. }
  2510. let emitter = <any>particleSystem.emitter;
  2511. if (!emitter.position || emitter.isEnabled()) {
  2512. this._activeParticleSystems.push(particleSystem);
  2513. particleSystem.animate();
  2514. this._renderingManager.dispatchParticles(particleSystem);
  2515. }
  2516. }
  2517. this.onAfterParticlesRenderingObservable.notifyObservers(this);
  2518. }
  2519. }
  2520. private _activeMesh(sourceMesh: AbstractMesh, mesh: AbstractMesh): void {
  2521. if (mesh.skeleton && this.skeletonsEnabled) {
  2522. if (this._activeSkeletons.pushNoDuplicate(mesh.skeleton)) {
  2523. mesh.skeleton.prepare();
  2524. }
  2525. if (!mesh.computeBonesUsingShaders) {
  2526. this._softwareSkinnedMeshes.pushNoDuplicate(<Mesh>mesh);
  2527. }
  2528. }
  2529. if (sourceMesh.showBoundingBox || this.forceShowBoundingBoxes) {
  2530. let boundingInfo = sourceMesh.getBoundingInfo();
  2531. this.getBoundingBoxRenderer().renderList.push(boundingInfo.boundingBox);
  2532. }
  2533. if (mesh && mesh.subMeshes) {
  2534. // Submeshes Octrees
  2535. var len: number;
  2536. var subMeshes: SubMesh[];
  2537. if (mesh._submeshesOctree && mesh.useOctreeForRenderingSelection) {
  2538. var intersections = mesh._submeshesOctree.select(this._frustumPlanes);
  2539. len = intersections.length;
  2540. subMeshes = intersections.data;
  2541. } else {
  2542. subMeshes = mesh.subMeshes;
  2543. len = subMeshes.length;
  2544. }
  2545. for (var subIndex = 0; subIndex < len; subIndex++) {
  2546. var subMesh = subMeshes[subIndex];
  2547. this._evaluateSubMesh(subMesh, mesh);
  2548. }
  2549. }
  2550. }
  2551. public updateTransformMatrix(force?: boolean): void {
  2552. if (!this.activeCamera) {
  2553. return;
  2554. }
  2555. this.setTransformMatrix(this.activeCamera.getViewMatrix(), this.activeCamera.getProjectionMatrix(force));
  2556. }
  2557. public updateAlternateTransformMatrix(alternateCamera: Camera): void {
  2558. this._setAlternateTransformMatrix(alternateCamera.getViewMatrix(), alternateCamera.getProjectionMatrix());
  2559. }
  2560. private _renderForCamera(camera: Camera): void {
  2561. if (camera && camera._skipRendering) {
  2562. return;
  2563. }
  2564. var engine = this._engine;
  2565. this.activeCamera = camera;
  2566. if (!this.activeCamera)
  2567. throw new Error("Active camera not set");
  2568. Tools.StartPerformanceCounter("Rendering camera " + this.activeCamera.name);
  2569. // Viewport
  2570. engine.setViewport(this.activeCamera.viewport);
  2571. // Camera
  2572. this.resetCachedMaterial();
  2573. this._renderId++;
  2574. this.activeCamera.update();
  2575. this.updateTransformMatrix();
  2576. if (camera._alternateCamera) {
  2577. this.updateAlternateTransformMatrix(camera._alternateCamera);
  2578. this._alternateRendering = true;
  2579. }
  2580. this.onBeforeCameraRenderObservable.notifyObservers(this.activeCamera);
  2581. // Meshes
  2582. this._evaluateActiveMeshes();
  2583. // Software skinning
  2584. for (var softwareSkinnedMeshIndex = 0; softwareSkinnedMeshIndex < this._softwareSkinnedMeshes.length; softwareSkinnedMeshIndex++) {
  2585. var mesh = this._softwareSkinnedMeshes.data[softwareSkinnedMeshIndex];
  2586. mesh.applySkeleton(<Skeleton>mesh.skeleton);
  2587. }
  2588. // Render targets
  2589. this.OnBeforeRenderTargetsRenderObservable.notifyObservers(this);
  2590. var needsRestoreFrameBuffer = false;
  2591. if (camera.customRenderTargets && camera.customRenderTargets.length > 0) {
  2592. this._renderTargets.concatWithNoDuplicate(camera.customRenderTargets);
  2593. }
  2594. if (this.renderTargetsEnabled && this._renderTargets.length > 0) {
  2595. this._intermediateRendering = true;
  2596. Tools.StartPerformanceCounter("Render targets", this._renderTargets.length > 0);
  2597. for (var renderIndex = 0; renderIndex < this._renderTargets.length; renderIndex++) {
  2598. let renderTarget = this._renderTargets.data[renderIndex];
  2599. if (renderTarget._shouldRender()) {
  2600. this._renderId++;
  2601. var hasSpecialRenderTargetCamera = renderTarget.activeCamera && renderTarget.activeCamera !== this.activeCamera;
  2602. renderTarget.render((<boolean>hasSpecialRenderTargetCamera), this.dumpNextRenderTargets);
  2603. }
  2604. }
  2605. Tools.EndPerformanceCounter("Render targets", this._renderTargets.length > 0);
  2606. this._intermediateRendering = false;
  2607. this._renderId++;
  2608. needsRestoreFrameBuffer = true; // Restore back buffer
  2609. }
  2610. // Render HighlightLayer Texture
  2611. var stencilState = this._engine.getStencilBuffer();
  2612. var renderhighlights = false;
  2613. if (this.renderTargetsEnabled && this.highlightLayers && this.highlightLayers.length > 0) {
  2614. this._intermediateRendering = true;
  2615. for (let i = 0; i < this.highlightLayers.length; i++) {
  2616. let highlightLayer = this.highlightLayers[i];
  2617. if (highlightLayer.shouldRender() &&
  2618. (!highlightLayer.camera ||
  2619. (highlightLayer.camera.cameraRigMode === Camera.RIG_MODE_NONE && camera === highlightLayer.camera) ||
  2620. (highlightLayer.camera.cameraRigMode !== Camera.RIG_MODE_NONE && highlightLayer.camera._rigCameras.indexOf(camera) > -1))) {
  2621. renderhighlights = true;
  2622. let renderTarget = (<RenderTargetTexture>(<any>highlightLayer)._mainTexture);
  2623. if (renderTarget._shouldRender()) {
  2624. this._renderId++;
  2625. renderTarget.render(false, false);
  2626. needsRestoreFrameBuffer = true;
  2627. }
  2628. }
  2629. }
  2630. this._intermediateRendering = false;
  2631. this._renderId++;
  2632. }
  2633. if (needsRestoreFrameBuffer) {
  2634. engine.restoreDefaultFramebuffer(); // Restore back buffer
  2635. }
  2636. this.OnAfterRenderTargetsRenderObservable.notifyObservers(this);
  2637. // Prepare Frame
  2638. this.postProcessManager._prepareFrame();
  2639. // Backgrounds
  2640. var layerIndex;
  2641. var layer;
  2642. if (this.layers.length) {
  2643. engine.setDepthBuffer(false);
  2644. for (layerIndex = 0; layerIndex < this.layers.length; layerIndex++) {
  2645. layer = this.layers[layerIndex];
  2646. if (layer.isBackground && ((layer.layerMask & this.activeCamera.layerMask) !== 0)) {
  2647. layer.render();
  2648. }
  2649. }
  2650. engine.setDepthBuffer(true);
  2651. }
  2652. // Activate HighlightLayer stencil
  2653. if (renderhighlights) {
  2654. this._engine.setStencilBuffer(true);
  2655. }
  2656. // Render
  2657. this.onBeforeDrawPhaseObservable.notifyObservers(this);
  2658. this._renderingManager.render(null, null, true, true);
  2659. this.onAfterDrawPhaseObservable.notifyObservers(this);
  2660. // Restore HighlightLayer stencil
  2661. if (renderhighlights) {
  2662. this._engine.setStencilBuffer(stencilState);
  2663. }
  2664. // Bounding boxes
  2665. if (this._boundingBoxRenderer) {
  2666. this._boundingBoxRenderer.render();
  2667. }
  2668. // Lens flares
  2669. if (this.lensFlaresEnabled) {
  2670. Tools.StartPerformanceCounter("Lens flares", this.lensFlareSystems.length > 0);
  2671. for (var lensFlareSystemIndex = 0; lensFlareSystemIndex < this.lensFlareSystems.length; lensFlareSystemIndex++) {
  2672. var lensFlareSystem = this.lensFlareSystems[lensFlareSystemIndex];
  2673. if ((camera.layerMask & lensFlareSystem.layerMask) !== 0) {
  2674. lensFlareSystem.render();
  2675. }
  2676. }
  2677. Tools.EndPerformanceCounter("Lens flares", this.lensFlareSystems.length > 0);
  2678. }
  2679. // Foregrounds
  2680. if (this.layers.length) {
  2681. engine.setDepthBuffer(false);
  2682. for (layerIndex = 0; layerIndex < this.layers.length; layerIndex++) {
  2683. layer = this.layers[layerIndex];
  2684. if (!layer.isBackground && ((layer.layerMask & this.activeCamera.layerMask) !== 0)) {
  2685. layer.render();
  2686. }
  2687. }
  2688. engine.setDepthBuffer(true);
  2689. }
  2690. // Highlight Layer
  2691. if (renderhighlights) {
  2692. engine.setDepthBuffer(false);
  2693. for (let i = 0; i < this.highlightLayers.length; i++) {
  2694. if (this.highlightLayers[i].shouldRender()) {
  2695. this.highlightLayers[i].render();
  2696. }
  2697. }
  2698. engine.setDepthBuffer(true);
  2699. }
  2700. // Finalize frame
  2701. this.postProcessManager._finalizeFrame(camera.isIntermediate);
  2702. // Reset some special arrays
  2703. this._renderTargets.reset();
  2704. this._alternateRendering = false;
  2705. this.onAfterCameraRenderObservable.notifyObservers(this.activeCamera);
  2706. Tools.EndPerformanceCounter("Rendering camera " + this.activeCamera.name);
  2707. }
  2708. private _processSubCameras(camera: Camera): void {
  2709. if (camera.cameraRigMode === Camera.RIG_MODE_NONE) {
  2710. this._renderForCamera(camera);
  2711. return;
  2712. }
  2713. // Update camera
  2714. if (this.activeCamera) {
  2715. this.activeCamera.update();
  2716. }
  2717. // rig cameras
  2718. for (var index = 0; index < camera._rigCameras.length; index++) {
  2719. this._renderForCamera(camera._rigCameras[index]);
  2720. }
  2721. this.activeCamera = camera;
  2722. this.setTransformMatrix(this.activeCamera.getViewMatrix(), this.activeCamera.getProjectionMatrix());
  2723. }
  2724. private _checkIntersections(): void {
  2725. for (var index = 0; index < this._meshesForIntersections.length; index++) {
  2726. var sourceMesh = this._meshesForIntersections.data[index];
  2727. if (!sourceMesh.actionManager) {
  2728. continue;
  2729. }
  2730. for (var actionIndex = 0; actionIndex < sourceMesh.actionManager.actions.length; actionIndex++) {
  2731. var action = sourceMesh.actionManager.actions[actionIndex];
  2732. if (action.trigger === ActionManager.OnIntersectionEnterTrigger || action.trigger === ActionManager.OnIntersectionExitTrigger) {
  2733. var parameters = action.getTriggerParameter();
  2734. var otherMesh = parameters instanceof AbstractMesh ? parameters : parameters.mesh;
  2735. var areIntersecting = otherMesh.intersectsMesh(sourceMesh, parameters.usePreciseIntersection);
  2736. var currentIntersectionInProgress = sourceMesh._intersectionsInProgress.indexOf(otherMesh);
  2737. if (areIntersecting && currentIntersectionInProgress === -1) {
  2738. if (action.trigger === ActionManager.OnIntersectionEnterTrigger) {
  2739. action._executeCurrent(ActionEvent.CreateNew(sourceMesh, undefined, otherMesh));
  2740. sourceMesh._intersectionsInProgress.push(otherMesh);
  2741. } else if (action.trigger === ActionManager.OnIntersectionExitTrigger) {
  2742. sourceMesh._intersectionsInProgress.push(otherMesh);
  2743. }
  2744. } else if (!areIntersecting && currentIntersectionInProgress > -1) {
  2745. //They intersected, and now they don't.
  2746. //is this trigger an exit trigger? execute an event.
  2747. if (action.trigger === ActionManager.OnIntersectionExitTrigger) {
  2748. action._executeCurrent(ActionEvent.CreateNew(sourceMesh, undefined, otherMesh));
  2749. }
  2750. //if this is an exit trigger, or no exit trigger exists, remove the id from the intersection in progress array.
  2751. if (!sourceMesh.actionManager.hasSpecificTrigger(ActionManager.OnIntersectionExitTrigger) || action.trigger === ActionManager.OnIntersectionExitTrigger) {
  2752. sourceMesh._intersectionsInProgress.splice(currentIntersectionInProgress, 1);
  2753. }
  2754. }
  2755. }
  2756. }
  2757. }
  2758. }
  2759. public render(): void {
  2760. if (this.isDisposed) {
  2761. return;
  2762. }
  2763. this._activeParticles.fetchNewFrame();
  2764. this._totalVertices.fetchNewFrame();
  2765. this._activeIndices.fetchNewFrame();
  2766. this._activeBones.fetchNewFrame();
  2767. this._meshesForIntersections.reset();
  2768. this.resetCachedMaterial();
  2769. this.onBeforeAnimationsObservable.notifyObservers(this);
  2770. // Actions
  2771. if (this.actionManager) {
  2772. this.actionManager.processTrigger(ActionManager.OnEveryFrameTrigger);
  2773. }
  2774. //Simplification Queue
  2775. if (this.simplificationQueue && !this.simplificationQueue.running) {
  2776. this.simplificationQueue.executeNext();
  2777. }
  2778. if (this._engine.isDeterministicLockStep()) {
  2779. var deltaTime = Math.max(Scene.MinDeltaTime, Math.min(this._engine.getDeltaTime(), Scene.MaxDeltaTime)) + this._timeAccumulator;
  2780. var defaultFPS = (60.0 / 1000.0);
  2781. let defaultFrameTime = 1000 / 60; // frame time in MS
  2782. if (this._physicsEngine) {
  2783. defaultFrameTime = this._physicsEngine.getTimeStep() / 1000; //timestep in physics engine is in seconds
  2784. }
  2785. let stepsTaken = 0;
  2786. var maxSubSteps = this._engine.getLockstepMaxSteps();
  2787. var internalSteps = Math.floor(deltaTime / (1000 * defaultFPS));
  2788. internalSteps = Math.min(internalSteps, maxSubSteps);
  2789. do {
  2790. this.onBeforeStepObservable.notifyObservers(this);
  2791. // Animations
  2792. this._animationRatio = defaultFrameTime * defaultFPS;
  2793. this._animate();
  2794. this.onAfterAnimationsObservable.notifyObservers(this);
  2795. // Physics
  2796. if (this._physicsEngine) {
  2797. this.onBeforePhysicsObservable.notifyObservers(this);
  2798. this._physicsEngine._step(defaultFPS);
  2799. this.onAfterPhysicsObservable.notifyObservers(this);
  2800. }
  2801. this.onAfterStepObservable.notifyObservers(this);
  2802. this._currentStepId++;
  2803. if ((internalSteps > 1) && (stepsTaken != internalSteps - 1)) {
  2804. this._evaluateActiveMeshes();
  2805. }
  2806. stepsTaken++;
  2807. deltaTime -= defaultFrameTime;
  2808. } while (deltaTime > 0 && stepsTaken > maxSubSteps);
  2809. this._timeAccumulator = deltaTime;
  2810. }
  2811. else {
  2812. // Animations
  2813. var deltaTime = Math.max(Scene.MinDeltaTime, Math.min(this._engine.getDeltaTime(), Scene.MaxDeltaTime));
  2814. this._animationRatio = deltaTime * (60.0 / 1000.0);
  2815. this._animate();
  2816. this.onAfterAnimationsObservable.notifyObservers(this);
  2817. // Physics
  2818. if (this._physicsEngine) {
  2819. this.onBeforePhysicsObservable.notifyObservers(this);
  2820. this._physicsEngine._step(deltaTime / 1000.0);
  2821. this.onAfterPhysicsObservable.notifyObservers(this);
  2822. }
  2823. }
  2824. // Before render
  2825. this.onBeforeRenderObservable.notifyObservers(this);
  2826. // Customs render targets
  2827. this.OnBeforeRenderTargetsRenderObservable.notifyObservers(this);
  2828. var engine = this.getEngine();
  2829. var currentActiveCamera = this.activeCamera;
  2830. if (this.renderTargetsEnabled) {
  2831. Tools.StartPerformanceCounter("Custom render targets", this.customRenderTargets.length > 0);
  2832. this._intermediateRendering = true;
  2833. for (var customIndex = 0; customIndex < this.customRenderTargets.length; customIndex++) {
  2834. var renderTarget = this.customRenderTargets[customIndex];
  2835. if (renderTarget._shouldRender()) {
  2836. this._renderId++;
  2837. this.activeCamera = renderTarget.activeCamera || this.activeCamera;
  2838. if (!this.activeCamera)
  2839. throw new Error("Active camera not set");
  2840. // Viewport
  2841. engine.setViewport(this.activeCamera.viewport);
  2842. // Camera
  2843. this.updateTransformMatrix();
  2844. renderTarget.render(currentActiveCamera !== this.activeCamera, this.dumpNextRenderTargets);
  2845. }
  2846. }
  2847. Tools.EndPerformanceCounter("Custom render targets", this.customRenderTargets.length > 0);
  2848. this._intermediateRendering = false;
  2849. this._renderId++;
  2850. }
  2851. // Restore back buffer
  2852. if (this.customRenderTargets.length > 0) {
  2853. engine.restoreDefaultFramebuffer();
  2854. }
  2855. this.OnAfterRenderTargetsRenderObservable.notifyObservers(this);
  2856. this.activeCamera = currentActiveCamera;
  2857. // Procedural textures
  2858. if (this.proceduralTexturesEnabled) {
  2859. Tools.StartPerformanceCounter("Procedural textures", this._proceduralTextures.length > 0);
  2860. for (var proceduralIndex = 0; proceduralIndex < this._proceduralTextures.length; proceduralIndex++) {
  2861. var proceduralTexture = this._proceduralTextures[proceduralIndex];
  2862. if (proceduralTexture._shouldRender()) {
  2863. proceduralTexture.render();
  2864. }
  2865. }
  2866. Tools.EndPerformanceCounter("Procedural textures", this._proceduralTextures.length > 0);
  2867. }
  2868. // Clear
  2869. if (this.autoClearDepthAndStencil || this.autoClear) {
  2870. this._engine.clear(this.clearColor, this.autoClear || this.forceWireframe || this.forcePointsCloud, this.autoClearDepthAndStencil, this.autoClearDepthAndStencil);
  2871. }
  2872. // Shadows
  2873. if (this.shadowsEnabled) {
  2874. for (var lightIndex = 0; lightIndex < this.lights.length; lightIndex++) {
  2875. var light = this.lights[lightIndex];
  2876. var shadowGenerator = light.getShadowGenerator();
  2877. if (light.isEnabled() && light.shadowEnabled && shadowGenerator) {
  2878. var shadowMap = <RenderTargetTexture>(shadowGenerator.getShadowMap());
  2879. if (this.textures.indexOf(shadowMap) !== -1) {
  2880. this._renderTargets.push(shadowMap);
  2881. }
  2882. }
  2883. }
  2884. }
  2885. // Depth renderer
  2886. if (this._depthRenderer) {
  2887. this._renderTargets.push(this._depthRenderer.getDepthMap());
  2888. }
  2889. // Geometry renderer
  2890. if (this._geometryBufferRenderer) {
  2891. this._renderTargets.push(this._geometryBufferRenderer.getGBuffer());
  2892. }
  2893. // RenderPipeline
  2894. if (this._postProcessRenderPipelineManager) {
  2895. this._postProcessRenderPipelineManager.update();
  2896. }
  2897. // Multi-cameras?
  2898. if (this.activeCameras.length > 0) {
  2899. for (var cameraIndex = 0; cameraIndex < this.activeCameras.length; cameraIndex++) {
  2900. if (cameraIndex > 0) {
  2901. this._engine.clear(null, false, true, true);
  2902. }
  2903. this._processSubCameras(this.activeCameras[cameraIndex]);
  2904. }
  2905. } else {
  2906. if (!this.activeCamera) {
  2907. throw new Error("No camera defined");
  2908. }
  2909. this._processSubCameras(this.activeCamera);
  2910. }
  2911. // Intersection checks
  2912. this._checkIntersections();
  2913. // Update the audio listener attached to the camera
  2914. if (AudioEngine) {
  2915. this._updateAudioParameters();
  2916. }
  2917. // After render
  2918. if (this.afterRender) {
  2919. this.afterRender();
  2920. }
  2921. this.onAfterRenderObservable.notifyObservers(this);
  2922. // Cleaning
  2923. for (var index = 0; index < this._toBeDisposed.length; index++) {
  2924. var data = this._toBeDisposed.data[index];
  2925. if (data) {
  2926. data.dispose();
  2927. }
  2928. this._toBeDisposed[index] = null;
  2929. }
  2930. this._toBeDisposed.reset();
  2931. if (this.dumpNextRenderTargets) {
  2932. this.dumpNextRenderTargets = false;
  2933. }
  2934. this._activeBones.addCount(0, true);
  2935. this._activeIndices.addCount(0, true);
  2936. this._activeParticles.addCount(0, true);
  2937. }
  2938. private _updateAudioParameters() {
  2939. if (!this.audioEnabled || !this._mainSoundTrack || (this._mainSoundTrack.soundCollection.length === 0 && this.soundTracks.length === 1)) {
  2940. return;
  2941. }
  2942. var listeningCamera: Nullable<Camera>;
  2943. var audioEngine = Engine.audioEngine;
  2944. if (this.activeCameras.length > 0) {
  2945. listeningCamera = this.activeCameras[0];
  2946. } else {
  2947. listeningCamera = this.activeCamera;
  2948. }
  2949. if (listeningCamera && audioEngine.canUseWebAudio && audioEngine.audioContext) {
  2950. audioEngine.audioContext.listener.setPosition(listeningCamera.position.x, listeningCamera.position.y, listeningCamera.position.z);
  2951. // for VR cameras
  2952. if (listeningCamera.rigCameras && listeningCamera.rigCameras.length > 0) {
  2953. listeningCamera = listeningCamera.rigCameras[0];
  2954. }
  2955. var mat = Matrix.Invert(listeningCamera.getViewMatrix());
  2956. var cameraDirection = Vector3.TransformNormal(new Vector3(0, 0, -1), mat);
  2957. cameraDirection.normalize();
  2958. // To avoid some errors on GearVR
  2959. if (!isNaN(cameraDirection.x) && !isNaN(cameraDirection.y) && !isNaN(cameraDirection.z)) {
  2960. audioEngine.audioContext.listener.setOrientation(cameraDirection.x, cameraDirection.y, cameraDirection.z, 0, 1, 0);
  2961. }
  2962. var i: number;
  2963. for (i = 0; i < this.mainSoundTrack.soundCollection.length; i++) {
  2964. var sound = this.mainSoundTrack.soundCollection[i];
  2965. if (sound.useCustomAttenuation) {
  2966. sound.updateDistanceFromListener();
  2967. }
  2968. }
  2969. for (i = 0; i < this.soundTracks.length; i++) {
  2970. for (var j = 0; j < this.soundTracks[i].soundCollection.length; j++) {
  2971. sound = this.soundTracks[i].soundCollection[j];
  2972. if (sound.useCustomAttenuation) {
  2973. sound.updateDistanceFromListener();
  2974. }
  2975. }
  2976. }
  2977. }
  2978. }
  2979. // Audio
  2980. public get audioEnabled(): boolean {
  2981. return this._audioEnabled;
  2982. }
  2983. public set audioEnabled(value: boolean) {
  2984. this._audioEnabled = value;
  2985. if (AudioEngine) {
  2986. if (this._audioEnabled) {
  2987. this._enableAudio();
  2988. }
  2989. else {
  2990. this._disableAudio();
  2991. }
  2992. }
  2993. }
  2994. private _disableAudio() {
  2995. var i: number;
  2996. for (i = 0; i < this.mainSoundTrack.soundCollection.length; i++) {
  2997. this.mainSoundTrack.soundCollection[i].pause();
  2998. }
  2999. for (i = 0; i < this.soundTracks.length; i++) {
  3000. for (var j = 0; j < this.soundTracks[i].soundCollection.length; j++) {
  3001. this.soundTracks[i].soundCollection[j].pause();
  3002. }
  3003. }
  3004. }
  3005. private _enableAudio() {
  3006. var i: number;
  3007. for (i = 0; i < this.mainSoundTrack.soundCollection.length; i++) {
  3008. if (this.mainSoundTrack.soundCollection[i].isPaused) {
  3009. this.mainSoundTrack.soundCollection[i].play();
  3010. }
  3011. }
  3012. for (i = 0; i < this.soundTracks.length; i++) {
  3013. for (var j = 0; j < this.soundTracks[i].soundCollection.length; j++) {
  3014. if (this.soundTracks[i].soundCollection[j].isPaused) {
  3015. this.soundTracks[i].soundCollection[j].play();
  3016. }
  3017. }
  3018. }
  3019. }
  3020. public get headphone(): boolean {
  3021. return this._headphone;
  3022. }
  3023. public set headphone(value: boolean) {
  3024. this._headphone = value;
  3025. if (AudioEngine) {
  3026. if (this._headphone) {
  3027. this._switchAudioModeForHeadphones();
  3028. }
  3029. else {
  3030. this._switchAudioModeForNormalSpeakers();
  3031. }
  3032. }
  3033. }
  3034. private _switchAudioModeForHeadphones() {
  3035. this.mainSoundTrack.switchPanningModelToHRTF();
  3036. for (var i = 0; i < this.soundTracks.length; i++) {
  3037. this.soundTracks[i].switchPanningModelToHRTF();
  3038. }
  3039. }
  3040. private _switchAudioModeForNormalSpeakers() {
  3041. this.mainSoundTrack.switchPanningModelToEqualPower();
  3042. for (var i = 0; i < this.soundTracks.length; i++) {
  3043. this.soundTracks[i].switchPanningModelToEqualPower();
  3044. }
  3045. }
  3046. public enableDepthRenderer(): DepthRenderer {
  3047. if (this._depthRenderer) {
  3048. return this._depthRenderer;
  3049. }
  3050. this._depthRenderer = new DepthRenderer(this);
  3051. return this._depthRenderer;
  3052. }
  3053. public disableDepthRenderer(): void {
  3054. if (!this._depthRenderer) {
  3055. return;
  3056. }
  3057. this._depthRenderer.dispose();
  3058. this._depthRenderer = null;
  3059. }
  3060. public enableGeometryBufferRenderer(ratio: number = 1): Nullable<GeometryBufferRenderer> {
  3061. if (this._geometryBufferRenderer) {
  3062. return this._geometryBufferRenderer;
  3063. }
  3064. this._geometryBufferRenderer = new GeometryBufferRenderer(this, ratio);
  3065. if (!this._geometryBufferRenderer.isSupported) {
  3066. this._geometryBufferRenderer = null;
  3067. }
  3068. return this._geometryBufferRenderer;
  3069. }
  3070. public disableGeometryBufferRenderer(): void {
  3071. if (!this._geometryBufferRenderer) {
  3072. return;
  3073. }
  3074. this._geometryBufferRenderer.dispose();
  3075. this._geometryBufferRenderer = null;
  3076. }
  3077. public freezeMaterials(): void {
  3078. for (var i = 0; i < this.materials.length; i++) {
  3079. this.materials[i].freeze();
  3080. }
  3081. }
  3082. public unfreezeMaterials(): void {
  3083. for (var i = 0; i < this.materials.length; i++) {
  3084. this.materials[i].unfreeze();
  3085. }
  3086. }
  3087. public dispose(): void {
  3088. this.beforeRender = null;
  3089. this.afterRender = null;
  3090. this.skeletons = [];
  3091. this.morphTargetManagers = [];
  3092. this.importedMeshesFiles = new Array<string>();
  3093. this.stopAllAnimations();
  3094. this.resetCachedMaterial();
  3095. if (this._depthRenderer) {
  3096. this._depthRenderer.dispose();
  3097. }
  3098. if (this._gamepadManager) {
  3099. this._gamepadManager.dispose();
  3100. this._gamepadManager = null;
  3101. }
  3102. // Smart arrays
  3103. if (this.activeCamera) {
  3104. this.activeCamera._activeMeshes.dispose();
  3105. this.activeCamera = null;
  3106. }
  3107. this._activeMeshes.dispose();
  3108. this._renderingManager.dispose();
  3109. this._processedMaterials.dispose();
  3110. this._activeParticleSystems.dispose();
  3111. this._activeSkeletons.dispose();
  3112. this._softwareSkinnedMeshes.dispose();
  3113. this._renderTargets.dispose();
  3114. if (this._boundingBoxRenderer) {
  3115. this._boundingBoxRenderer.dispose();
  3116. }
  3117. this._meshesForIntersections.dispose();
  3118. this._toBeDisposed.dispose();
  3119. // Debug layer
  3120. if (this._debugLayer) {
  3121. this._debugLayer.hide();
  3122. }
  3123. // Events
  3124. this.onDisposeObservable.notifyObservers(this);
  3125. this.onDisposeObservable.clear();
  3126. this.onBeforeRenderObservable.clear();
  3127. this.onAfterRenderObservable.clear();
  3128. this.OnBeforeRenderTargetsRenderObservable.clear();
  3129. this.OnAfterRenderTargetsRenderObservable.clear();
  3130. this.onAfterStepObservable.clear();
  3131. this.onBeforeStepObservable.clear();
  3132. this.onBeforeActiveMeshesEvaluationObservable.clear();
  3133. this.onAfterActiveMeshesEvaluationObservable.clear();
  3134. this.onBeforeParticlesRenderingObservable.clear();
  3135. this.onAfterParticlesRenderingObservable.clear();
  3136. this.onBeforeSpritesRenderingObservable.clear();
  3137. this.onAfterSpritesRenderingObservable.clear();
  3138. this.onBeforeDrawPhaseObservable.clear();
  3139. this.onAfterDrawPhaseObservable.clear();
  3140. this.onBeforePhysicsObservable.clear();
  3141. this.onAfterPhysicsObservable.clear();
  3142. this.onBeforeAnimationsObservable.clear();
  3143. this.onAfterAnimationsObservable.clear();
  3144. this.onDataLoadedObservable.clear();
  3145. this.detachControl();
  3146. // Release sounds & sounds tracks
  3147. if (AudioEngine) {
  3148. this.disposeSounds();
  3149. }
  3150. // VR Helper
  3151. if (this.VRHelper) {
  3152. this.VRHelper.dispose();
  3153. }
  3154. // Detach cameras
  3155. var canvas = this._engine.getRenderingCanvas();
  3156. if (canvas) {
  3157. var index;
  3158. for (index = 0; index < this.cameras.length; index++) {
  3159. this.cameras[index].detachControl(canvas);
  3160. }
  3161. }
  3162. // Release lights
  3163. while (this.lights.length) {
  3164. this.lights[0].dispose();
  3165. }
  3166. // Release meshes
  3167. while (this.meshes.length) {
  3168. this.meshes[0].dispose(true);
  3169. }
  3170. while (this.transformNodes.length) {
  3171. this.removeTransformNode(this.transformNodes[0]);
  3172. }
  3173. // Release cameras
  3174. while (this.cameras.length) {
  3175. this.cameras[0].dispose();
  3176. }
  3177. // Release materials
  3178. if (this.defaultMaterial) {
  3179. this.defaultMaterial.dispose()
  3180. }
  3181. while (this.multiMaterials.length) {
  3182. this.multiMaterials[0].dispose();
  3183. }
  3184. while (this.materials.length) {
  3185. this.materials[0].dispose();
  3186. }
  3187. // Release particles
  3188. while (this.particleSystems.length) {
  3189. this.particleSystems[0].dispose();
  3190. }
  3191. // Release sprites
  3192. while (this.spriteManagers.length) {
  3193. this.spriteManagers[0].dispose();
  3194. }
  3195. // Release postProcesses
  3196. while (this.postProcesses.length) {
  3197. this.postProcesses[0].dispose();
  3198. }
  3199. // Release layers
  3200. while (this.layers.length) {
  3201. this.layers[0].dispose();
  3202. }
  3203. while (this.highlightLayers.length) {
  3204. this.highlightLayers[0].dispose();
  3205. }
  3206. // Release textures
  3207. while (this.textures.length) {
  3208. this.textures[0].dispose();
  3209. }
  3210. // Release UBO
  3211. this._sceneUbo.dispose();
  3212. if (this._alternateSceneUbo) {
  3213. this._alternateSceneUbo.dispose();
  3214. }
  3215. // Post-processes
  3216. this.postProcessManager.dispose();
  3217. if (this._postProcessRenderPipelineManager) {
  3218. this._postProcessRenderPipelineManager.dispose();
  3219. }
  3220. // Physics
  3221. if (this._physicsEngine) {
  3222. this.disablePhysicsEngine();
  3223. }
  3224. // Remove from engine
  3225. index = this._engine.scenes.indexOf(this);
  3226. if (index > -1) {
  3227. this._engine.scenes.splice(index, 1);
  3228. }
  3229. this._engine.wipeCaches();
  3230. this._isDisposed = true;
  3231. }
  3232. public get isDisposed(): boolean {
  3233. return this._isDisposed;
  3234. }
  3235. // Release sounds & sounds tracks
  3236. public disposeSounds() {
  3237. if (!this._mainSoundTrack) {
  3238. return;
  3239. }
  3240. this.mainSoundTrack.dispose();
  3241. for (var scIndex = 0; scIndex < this.soundTracks.length; scIndex++) {
  3242. this.soundTracks[scIndex].dispose();
  3243. }
  3244. }
  3245. // Octrees
  3246. public getWorldExtends(): { min: Vector3; max: Vector3 } {
  3247. var min = new Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  3248. var max = new Vector3(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE);
  3249. for (var index = 0; index < this.meshes.length; index++) {
  3250. var mesh = this.meshes[index];
  3251. if (!mesh.subMeshes || mesh.subMeshes.length === 0 || mesh.infiniteDistance) {
  3252. continue;
  3253. }
  3254. mesh.computeWorldMatrix(true);
  3255. let boundingInfo = mesh.getBoundingInfo();
  3256. var minBox = boundingInfo.boundingBox.minimumWorld;
  3257. var maxBox = boundingInfo.boundingBox.maximumWorld;
  3258. Tools.CheckExtends(minBox, min, max);
  3259. Tools.CheckExtends(maxBox, min, max);
  3260. }
  3261. return {
  3262. min: min,
  3263. max: max
  3264. };
  3265. }
  3266. public createOrUpdateSelectionOctree(maxCapacity = 64, maxDepth = 2): Octree<AbstractMesh> {
  3267. if (!this._selectionOctree) {
  3268. this._selectionOctree = new Octree<AbstractMesh>(Octree.CreationFuncForMeshes, maxCapacity, maxDepth);
  3269. }
  3270. var worldExtends = this.getWorldExtends();
  3271. // Update octree
  3272. this._selectionOctree.update(worldExtends.min, worldExtends.max, this.meshes);
  3273. return this._selectionOctree;
  3274. }
  3275. // Picking
  3276. public createPickingRay(x: number, y: number, world: Matrix, camera: Nullable<Camera>, cameraViewSpace = false): Ray {
  3277. let result = Ray.Zero();
  3278. this.createPickingRayToRef(x, y, world, result, camera, cameraViewSpace);
  3279. return result;
  3280. }
  3281. public createPickingRayToRef(x: number, y: number, world: Matrix, result: Ray, camera: Nullable<Camera>, cameraViewSpace = false): Scene {
  3282. var engine = this._engine;
  3283. if (!camera) {
  3284. if (!this.activeCamera)
  3285. throw new Error("Active camera not set");
  3286. camera = this.activeCamera;
  3287. }
  3288. var cameraViewport = camera.viewport;
  3289. var viewport = cameraViewport.toGlobal(engine.getRenderWidth(), engine.getRenderHeight());
  3290. // Moving coordinates to local viewport world
  3291. x = x / this._engine.getHardwareScalingLevel() - viewport.x;
  3292. y = y / this._engine.getHardwareScalingLevel() - (this._engine.getRenderHeight() - viewport.y - viewport.height);
  3293. result.update(x, y, viewport.width, viewport.height, world ? world : Matrix.Identity(), cameraViewSpace ? Matrix.Identity() : camera.getViewMatrix(), camera.getProjectionMatrix());
  3294. return this;
  3295. }
  3296. public createPickingRayInCameraSpace(x: number, y: number, camera?: Camera): Ray {
  3297. let result = Ray.Zero();
  3298. this.createPickingRayInCameraSpaceToRef(x, y, result, camera);
  3299. return result;
  3300. }
  3301. public createPickingRayInCameraSpaceToRef(x: number, y: number, result: Ray, camera?: Camera): Scene {
  3302. if (!BABYLON.PickingInfo) {
  3303. return this;
  3304. }
  3305. var engine = this._engine;
  3306. if (!camera) {
  3307. if (!this.activeCamera)
  3308. throw new Error("Active camera not set");
  3309. camera = this.activeCamera;
  3310. }
  3311. var cameraViewport = camera.viewport;
  3312. var viewport = cameraViewport.toGlobal(engine.getRenderWidth(), engine.getRenderHeight());
  3313. var identity = Matrix.Identity();
  3314. // Moving coordinates to local viewport world
  3315. x = x / this._engine.getHardwareScalingLevel() - viewport.x;
  3316. y = y / this._engine.getHardwareScalingLevel() - (this._engine.getRenderHeight() - viewport.y - viewport.height);
  3317. result.update(x, y, viewport.width, viewport.height, identity, identity, camera.getProjectionMatrix());
  3318. return this;
  3319. }
  3320. private _internalPick(rayFunction: (world: Matrix) => Ray, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean): Nullable<PickingInfo> {
  3321. if (!BABYLON.PickingInfo) {
  3322. return null;
  3323. }
  3324. var pickingInfo = null;
  3325. for (var meshIndex = 0; meshIndex < this.meshes.length; meshIndex++) {
  3326. var mesh = this.meshes[meshIndex];
  3327. if (predicate) {
  3328. if (!predicate(mesh)) {
  3329. continue;
  3330. }
  3331. } else if (!mesh.isEnabled() || !mesh.isVisible || !mesh.isPickable) {
  3332. continue;
  3333. }
  3334. var world = mesh.getWorldMatrix();
  3335. var ray = rayFunction(world);
  3336. var result = mesh.intersects(ray, fastCheck);
  3337. if (!result || !result.hit)
  3338. continue;
  3339. if (!fastCheck && pickingInfo != null && result.distance >= pickingInfo.distance)
  3340. continue;
  3341. pickingInfo = result;
  3342. if (fastCheck) {
  3343. break;
  3344. }
  3345. }
  3346. return pickingInfo || new PickingInfo();
  3347. }
  3348. private _internalMultiPick(rayFunction: (world: Matrix) => Ray, predicate?: (mesh: AbstractMesh) => boolean): Nullable<PickingInfo[]> {
  3349. if (!BABYLON.PickingInfo) {
  3350. return null;
  3351. }
  3352. var pickingInfos = new Array<PickingInfo>();
  3353. for (var meshIndex = 0; meshIndex < this.meshes.length; meshIndex++) {
  3354. var mesh = this.meshes[meshIndex];
  3355. if (predicate) {
  3356. if (!predicate(mesh)) {
  3357. continue;
  3358. }
  3359. } else if (!mesh.isEnabled() || !mesh.isVisible || !mesh.isPickable) {
  3360. continue;
  3361. }
  3362. var world = mesh.getWorldMatrix();
  3363. var ray = rayFunction(world);
  3364. var result = mesh.intersects(ray, false);
  3365. if (!result || !result.hit)
  3366. continue;
  3367. pickingInfos.push(result);
  3368. }
  3369. return pickingInfos;
  3370. }
  3371. private _internalPickSprites(ray: Ray, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo> {
  3372. if (!BABYLON.PickingInfo) {
  3373. return null;
  3374. }
  3375. var pickingInfo = null;
  3376. if (!camera) {
  3377. if (!this.activeCamera) {
  3378. return null;
  3379. }
  3380. camera = this.activeCamera;
  3381. }
  3382. if (this.spriteManagers.length > 0) {
  3383. for (var spriteIndex = 0; spriteIndex < this.spriteManagers.length; spriteIndex++) {
  3384. var spriteManager = this.spriteManagers[spriteIndex];
  3385. if (!spriteManager.isPickable) {
  3386. continue;
  3387. }
  3388. var result = spriteManager.intersects(ray, camera, predicate, fastCheck);
  3389. if (!result || !result.hit)
  3390. continue;
  3391. if (!fastCheck && pickingInfo != null && result.distance >= pickingInfo.distance)
  3392. continue;
  3393. pickingInfo = result;
  3394. if (fastCheck) {
  3395. break;
  3396. }
  3397. }
  3398. }
  3399. return pickingInfo || new PickingInfo();
  3400. }
  3401. private _tempPickingRay: Ray;
  3402. /** Launch a ray to try to pick a mesh in the scene
  3403. * @param x position on screen
  3404. * @param y position on screen
  3405. * @param 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
  3406. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  3407. * @param camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  3408. */
  3409. public pick(x: number, y: number, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, camera?: Nullable<Camera>): Nullable<PickingInfo> {
  3410. if (!this._tempPickingRay) {
  3411. this._tempPickingRay = Ray.Zero();
  3412. }
  3413. return this._internalPick(world => {
  3414. this.createPickingRayToRef(x, y, world, this._tempPickingRay, camera || null);
  3415. return this._tempPickingRay;
  3416. }, predicate, fastCheck);
  3417. }
  3418. /** Launch a ray to try to pick a sprite in the scene
  3419. * @param x position on screen
  3420. * @param y position on screen
  3421. * @param predicate Predicate function used to determine eligible sprites. Can be set to null. In this case, a sprite must have isPickable set to true
  3422. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  3423. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  3424. */
  3425. public pickSprite(x: number, y: number, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo> {
  3426. if (!this._tempPickingRay) {
  3427. this._tempPickingRay = Ray.Zero();
  3428. }
  3429. this.createPickingRayInCameraSpaceToRef(x, y, this._tempPickingRay, camera);
  3430. return this._internalPickSprites(this._tempPickingRay, predicate, fastCheck, camera);
  3431. }
  3432. private _cachedRayForTransform: Ray;
  3433. /** Use the given ray to pick a mesh in the scene
  3434. * @param ray The ray to use to pick meshes
  3435. * @param predicate Predicate function used to determine eligible sprites. Can be set to null. In this case, a sprite must have isPickable set to true
  3436. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  3437. */
  3438. public pickWithRay(ray: Ray, predicate: (mesh: AbstractMesh) => boolean, fastCheck?: boolean): Nullable<PickingInfo> {
  3439. return this._internalPick(world => {
  3440. if (!this._pickWithRayInverseMatrix) {
  3441. this._pickWithRayInverseMatrix = Matrix.Identity();
  3442. }
  3443. world.invertToRef(this._pickWithRayInverseMatrix);
  3444. if (!this._cachedRayForTransform) {
  3445. this._cachedRayForTransform = Ray.Zero();
  3446. }
  3447. Ray.TransformToRef(ray, this._pickWithRayInverseMatrix, this._cachedRayForTransform);
  3448. return this._cachedRayForTransform;
  3449. }, predicate, fastCheck);
  3450. }
  3451. /**
  3452. * Launch a ray to try to pick a mesh in the scene
  3453. * @param x X position on screen
  3454. * @param y Y position on screen
  3455. * @param 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
  3456. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  3457. */
  3458. public multiPick(x: number, y: number, predicate?: (mesh: AbstractMesh) => boolean, camera?: Camera): Nullable<PickingInfo[]> {
  3459. return this._internalMultiPick(world => this.createPickingRay(x, y, world, camera || null), predicate);
  3460. }
  3461. /**
  3462. * Launch a ray to try to pick a mesh in the scene
  3463. * @param ray Ray to use
  3464. * @param 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
  3465. */
  3466. public multiPickWithRay(ray: Ray, predicate: (mesh: AbstractMesh) => boolean): Nullable<PickingInfo[]> {
  3467. return this._internalMultiPick(world => {
  3468. if (!this._pickWithRayInverseMatrix) {
  3469. this._pickWithRayInverseMatrix = Matrix.Identity();
  3470. }
  3471. world.invertToRef(this._pickWithRayInverseMatrix);
  3472. if (!this._cachedRayForTransform) {
  3473. this._cachedRayForTransform = Ray.Zero();
  3474. }
  3475. Ray.TransformToRef(ray, this._pickWithRayInverseMatrix, this._cachedRayForTransform);
  3476. return this._cachedRayForTransform;
  3477. }, predicate);
  3478. }
  3479. public setPointerOverMesh(mesh: Nullable<AbstractMesh>): void {
  3480. if (this._pointerOverMesh === mesh) {
  3481. return;
  3482. }
  3483. if (this._pointerOverMesh && this._pointerOverMesh.actionManager) {
  3484. this._pointerOverMesh.actionManager.processTrigger(ActionManager.OnPointerOutTrigger, ActionEvent.CreateNew(this._pointerOverMesh));
  3485. }
  3486. this._pointerOverMesh = mesh;
  3487. if (this._pointerOverMesh && this._pointerOverMesh.actionManager) {
  3488. this._pointerOverMesh.actionManager.processTrigger(ActionManager.OnPointerOverTrigger, ActionEvent.CreateNew(this._pointerOverMesh));
  3489. }
  3490. }
  3491. public getPointerOverMesh(): Nullable<AbstractMesh> {
  3492. return this._pointerOverMesh;
  3493. }
  3494. public setPointerOverSprite(sprite: Nullable<Sprite>): void {
  3495. if (this._pointerOverSprite === sprite) {
  3496. return;
  3497. }
  3498. if (this._pointerOverSprite && this._pointerOverSprite.actionManager) {
  3499. this._pointerOverSprite.actionManager.processTrigger(ActionManager.OnPointerOutTrigger, ActionEvent.CreateNewFromSprite(this._pointerOverSprite, this));
  3500. }
  3501. this._pointerOverSprite = sprite;
  3502. if (this._pointerOverSprite && this._pointerOverSprite.actionManager) {
  3503. this._pointerOverSprite.actionManager.processTrigger(ActionManager.OnPointerOverTrigger, ActionEvent.CreateNewFromSprite(this._pointerOverSprite, this));
  3504. }
  3505. }
  3506. public getPointerOverSprite(): Nullable<Sprite> {
  3507. return this._pointerOverSprite;
  3508. }
  3509. // Physics
  3510. public getPhysicsEngine(): Nullable<PhysicsEngine> {
  3511. return this._physicsEngine;
  3512. }
  3513. /**
  3514. * Enables physics to the current scene
  3515. * @param {BABYLON.Vector3} [gravity] - the scene's gravity for the physics engine
  3516. * @param {BABYLON.IPhysicsEnginePlugin} [plugin] - The physics engine to be used. defaults to OimoJS.
  3517. * @return {boolean} was the physics engine initialized
  3518. */
  3519. public enablePhysics(gravity: Nullable<Vector3> = null, plugin?: IPhysicsEnginePlugin): boolean {
  3520. if (this._physicsEngine) {
  3521. return true;
  3522. }
  3523. try {
  3524. this._physicsEngine = new PhysicsEngine(gravity, plugin);
  3525. return true;
  3526. } catch (e) {
  3527. Tools.Error(e.message);
  3528. return false;
  3529. }
  3530. }
  3531. public disablePhysicsEngine(): void {
  3532. if (!this._physicsEngine) {
  3533. return;
  3534. }
  3535. this._physicsEngine.dispose();
  3536. this._physicsEngine = null;
  3537. }
  3538. public isPhysicsEnabled(): boolean {
  3539. return this._physicsEngine !== undefined;
  3540. }
  3541. public deleteCompoundImpostor(compound: any): void {
  3542. var mesh: AbstractMesh = compound.parts[0].mesh;
  3543. if (mesh.physicsImpostor) {
  3544. mesh.physicsImpostor.dispose(/*true*/);
  3545. mesh.physicsImpostor = null;
  3546. }
  3547. }
  3548. // Misc.
  3549. public _rebuildGeometries(): void {
  3550. for (var geometry of this._geometries) {
  3551. geometry._rebuild();
  3552. }
  3553. for (var mesh of this.meshes) {
  3554. mesh._rebuild();
  3555. }
  3556. if (this.postProcessManager) {
  3557. this.postProcessManager._rebuild();
  3558. }
  3559. for (var layer of this.layers) {
  3560. layer._rebuild();
  3561. }
  3562. for (var highlightLayer of this.highlightLayers) {
  3563. highlightLayer._rebuild();
  3564. }
  3565. if (this._boundingBoxRenderer) {
  3566. this._boundingBoxRenderer._rebuild();
  3567. }
  3568. for (var system of this.particleSystems) {
  3569. system.rebuild();
  3570. }
  3571. if (this._postProcessRenderPipelineManager) {
  3572. this._postProcessRenderPipelineManager._rebuild();
  3573. }
  3574. }
  3575. public _rebuildTextures(): void {
  3576. for (var texture of this.textures) {
  3577. texture._rebuild();
  3578. }
  3579. this.markAllMaterialsAsDirty(Material.TextureDirtyFlag);
  3580. }
  3581. public createDefaultCameraOrLight(createArcRotateCamera = false, replace = false, attachCameraControls = false) {
  3582. // Dispose existing camera or light in replace mode.
  3583. if (replace) {
  3584. if (this.activeCamera) {
  3585. this.activeCamera.dispose();
  3586. this.activeCamera = null;
  3587. }
  3588. if (this.lights) {
  3589. for (var i = 0; i < this.lights.length; i++) {
  3590. this.lights[i].dispose();
  3591. }
  3592. }
  3593. }
  3594. // Light
  3595. if (this.lights.length === 0) {
  3596. new HemisphericLight("default light", Vector3.Up(), this);
  3597. }
  3598. // Camera
  3599. if (!this.activeCamera) {
  3600. var worldExtends = this.getWorldExtends();
  3601. var worldSize = worldExtends.max.subtract(worldExtends.min);
  3602. var worldCenter = worldExtends.min.add(worldSize.scale(0.5));
  3603. var camera: TargetCamera;
  3604. var radius = worldSize.length() * 1.5;
  3605. if (createArcRotateCamera) {
  3606. var arcRotateCamera = new ArcRotateCamera("default camera", -(Math.PI / 2), Math.PI / 2, radius, worldCenter, this);
  3607. arcRotateCamera.lowerRadiusLimit = radius * 0.01;
  3608. arcRotateCamera.wheelPrecision = 100 / radius;
  3609. camera = arcRotateCamera;
  3610. }
  3611. else {
  3612. var freeCamera = new FreeCamera("default camera", new Vector3(worldCenter.x, worldCenter.y, -radius), this);
  3613. freeCamera.setTarget(worldCenter);
  3614. camera = freeCamera;
  3615. }
  3616. camera.minZ = radius * 0.01;
  3617. camera.maxZ = radius * 100;
  3618. camera.speed = radius * 0.2;
  3619. this.activeCamera = camera;
  3620. let canvas = this.getEngine().getRenderingCanvas();
  3621. if (attachCameraControls && canvas) {
  3622. camera.attachControl(canvas);
  3623. }
  3624. }
  3625. }
  3626. public createDefaultSkybox(environmentTexture?: BaseTexture, pbr = false, scale = 1000, blur = 0): Nullable<Mesh> {
  3627. if (environmentTexture) {
  3628. this.environmentTexture = environmentTexture;
  3629. }
  3630. if (!this.environmentTexture) {
  3631. Tools.Warn("Can not create default skybox without environment texture.");
  3632. return null;
  3633. }
  3634. // Skybox
  3635. var hdrSkybox = BABYLON.Mesh.CreateBox("hdrSkyBox", scale, this);
  3636. if (pbr) {
  3637. let hdrSkyboxMaterial = new BABYLON.PBRMaterial("skyBox", this);
  3638. hdrSkyboxMaterial.backFaceCulling = false;
  3639. hdrSkyboxMaterial.reflectionTexture = this.environmentTexture.clone();
  3640. if (hdrSkyboxMaterial.reflectionTexture) {
  3641. hdrSkyboxMaterial.reflectionTexture.coordinatesMode = BABYLON.Texture.SKYBOX_MODE;
  3642. }
  3643. hdrSkyboxMaterial.microSurface = 1.0 - blur;
  3644. hdrSkyboxMaterial.disableLighting = true;
  3645. hdrSkyboxMaterial.twoSidedLighting = true;
  3646. hdrSkybox.infiniteDistance = true;
  3647. hdrSkybox.material = hdrSkyboxMaterial;
  3648. }
  3649. else {
  3650. let skyboxMaterial = new BABYLON.StandardMaterial("skyBox", this);
  3651. skyboxMaterial.backFaceCulling = false;
  3652. skyboxMaterial.reflectionTexture = this.environmentTexture.clone();
  3653. if (skyboxMaterial.reflectionTexture) {
  3654. skyboxMaterial.reflectionTexture.coordinatesMode = BABYLON.Texture.SKYBOX_MODE;
  3655. }
  3656. skyboxMaterial.disableLighting = true;
  3657. hdrSkybox.infiniteDistance = true;
  3658. hdrSkybox.material = skyboxMaterial;
  3659. }
  3660. return hdrSkybox;
  3661. }
  3662. public createDefaultEnvironment(options: Partial<IEnvironmentHelperOptions>): Nullable<EnvironmentHelper> {
  3663. if (BABYLON.EnvironmentHelper) {
  3664. return new EnvironmentHelper(options, this);
  3665. }
  3666. return null;
  3667. }
  3668. public createDefaultVRExperience(webVROptions: WebVROptions = {}): VRExperienceHelper {
  3669. return new BABYLON.VRExperienceHelper(this, webVROptions);
  3670. }
  3671. // Tags
  3672. private _getByTags(list: any[], tagsQuery: string, forEach?: (item: any) => void): any[] {
  3673. if (tagsQuery === undefined) {
  3674. // returns the complete list (could be done with BABYLON.Tags.MatchesQuery but no need to have a for-loop here)
  3675. return list;
  3676. }
  3677. var listByTags = [];
  3678. forEach = forEach || ((item: any) => { return; });
  3679. for (var i in list) {
  3680. var item = list[i];
  3681. if (Tags.MatchesQuery(item, tagsQuery)) {
  3682. listByTags.push(item);
  3683. forEach(item);
  3684. }
  3685. }
  3686. return listByTags;
  3687. }
  3688. public getMeshesByTags(tagsQuery: string, forEach?: (mesh: AbstractMesh) => void): Mesh[] {
  3689. return this._getByTags(this.meshes, tagsQuery, forEach);
  3690. }
  3691. public getCamerasByTags(tagsQuery: string, forEach?: (camera: Camera) => void): Camera[] {
  3692. return this._getByTags(this.cameras, tagsQuery, forEach);
  3693. }
  3694. public getLightsByTags(tagsQuery: string, forEach?: (light: Light) => void): Light[] {
  3695. return this._getByTags(this.lights, tagsQuery, forEach);
  3696. }
  3697. public getMaterialByTags(tagsQuery: string, forEach?: (material: Material) => void): Material[] {
  3698. return this._getByTags(this.materials, tagsQuery, forEach).concat(this._getByTags(this.multiMaterials, tagsQuery, forEach));
  3699. }
  3700. /**
  3701. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  3702. * This allowed control for front to back rendering or reversly depending of the special needs.
  3703. *
  3704. * @param renderingGroupId The rendering group id corresponding to its index
  3705. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  3706. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  3707. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  3708. */
  3709. public setRenderingOrder(renderingGroupId: number,
  3710. opaqueSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number> = null,
  3711. alphaTestSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number> = null,
  3712. transparentSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number> = null): void {
  3713. this._renderingManager.setRenderingOrder(renderingGroupId,
  3714. opaqueSortCompareFn,
  3715. alphaTestSortCompareFn,
  3716. transparentSortCompareFn);
  3717. }
  3718. /**
  3719. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  3720. *
  3721. * @param renderingGroupId The rendering group id corresponding to its index
  3722. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  3723. * @param depth Automatically clears depth between groups if true and autoClear is true.
  3724. * @param stencil Automatically clears stencil between groups if true and autoClear is true.
  3725. */
  3726. public setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean,
  3727. depth = true,
  3728. stencil = true): void {
  3729. this._renderingManager.setRenderingAutoClearDepthStencil(renderingGroupId, autoClearDepthStencil, depth, stencil);
  3730. }
  3731. /**
  3732. * Will flag all materials as dirty to trigger new shader compilation
  3733. * @param predicate If not null, it will be used to specifiy if a material has to be marked as dirty
  3734. */
  3735. public markAllMaterialsAsDirty(flag: number, predicate?: (mat: Material) => boolean): void {
  3736. for (var material of this.materials) {
  3737. if (predicate && !predicate(material)) {
  3738. continue;
  3739. }
  3740. material.markAsDirty(flag);
  3741. }
  3742. }
  3743. }
  3744. }