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- import { AbstractScene } from "./abstractScene";
- import { Scene } from "./scene";
- import { Mesh } from "./Meshes/mesh";
- import { TransformNode } from './Meshes/transformNode';
- import { Skeleton } from './Bones/skeleton';
- import { AnimationGroup } from './Animations/animationGroup';
- import { Animatable } from './Animations/animatable';
- import { AbstractMesh } from './Meshes/abstractMesh';
- import { MultiMaterial } from './Materials/multiMaterial';
- import { Material } from './Materials/material';
- import { Logger } from './Misc/logger';
- import { EngineStore } from './Engines/engineStore';
- import { Nullable } from './types';
- import { Node } from './node';
- /**
- * Set of assets to keep when moving a scene into an asset container.
- */
- export class KeepAssets extends AbstractScene { }
- /**
- * Class used to store the output of the AssetContainer.instantiateAllMeshesToScene function
- */
- export class InstantiatedEntries {
- /**
- * List of new root nodes (eg. nodes with no parent)
- */
- public rootNodes: TransformNode[] = [];
- /**
- * List of new skeletons
- */
- public skeletons: Skeleton[] = [];
- /**
- * List of new animation groups
- */
- public animationGroups: AnimationGroup[] = [];
- }
- /**
- * Container with a set of assets that can be added or removed from a scene.
- */
- export class AssetContainer extends AbstractScene {
- private _wasAddedToScene = false;
- /**
- * The scene the AssetContainer belongs to.
- */
- public scene: Scene;
- /**
- * Instantiates an AssetContainer.
- * @param scene The scene the AssetContainer belongs to.
- */
- constructor(scene: Scene) {
- super();
- this.scene = scene;
- this["sounds"] = [];
- this["effectLayers"] = [];
- this["layers"] = [];
- this["lensFlareSystems"] = [];
- this["proceduralTextures"] = [];
- this["reflectionProbes"] = [];
- scene.onDisposeObservable.add(() => {
- if (!this._wasAddedToScene) {
- this.dispose();
- }
- });
- }
- /**
- * Instantiate or clone all meshes and add the new ones to the scene.
- * Skeletons and animation groups will all be cloned
- * @param nameFunction defines an optional function used to get new names for clones
- * @param cloneMaterials defines an optional boolean that defines if materials must be cloned as well (false by default)
- * @returns a list of rootNodes, skeletons and aniamtion groups that were duplicated
- */
- public instantiateModelsToScene(nameFunction?: (sourceName: string) => string, cloneMaterials = false): InstantiatedEntries {
- let convertionMap: {[key: number]: number} = {};
- let storeMap: {[key: number]: any} = {};
- let result = new InstantiatedEntries();
- let alreadySwappedSkeletons: Skeleton[] = [];
- let alreadySwappedMaterials: Material[] = [];
- let options = {
- doNotInstantiate: true
- };
- let onClone = (source: TransformNode, clone: TransformNode) => {
- convertionMap[source.uniqueId] = clone.uniqueId;
- storeMap[clone.uniqueId] = clone;
- if (nameFunction) {
- clone.name = nameFunction(source.name);
- }
- if (clone instanceof Mesh) {
- let clonedMesh = clone as Mesh;
- if (clonedMesh.morphTargetManager) {
- let oldMorphTargetManager = (source as Mesh).morphTargetManager!;
- clonedMesh.morphTargetManager = oldMorphTargetManager.clone();
- for (var index = 0; index < oldMorphTargetManager.numTargets; index++) {
- let oldTarget = oldMorphTargetManager.getTarget(index);
- let newTarget = clonedMesh.morphTargetManager.getTarget(index);
- convertionMap[oldTarget.uniqueId] = newTarget.uniqueId;
- storeMap[newTarget.uniqueId] = newTarget;
- }
- }
- }
- };
- this.transformNodes.forEach((o) => {
- if (!o.parent) {
- let newOne = o.instantiateHierarchy(null, options, (source, clone) => {
- onClone(source, clone);
- });
- if (newOne) {
- result.rootNodes.push(newOne);
- }
- }
- });
- this.meshes.forEach((o) => {
- if (!o.parent) {
- let newOne = o.instantiateHierarchy(null, options, (source, clone) => {
- onClone(source, clone);
- if ((clone as any).material) {
- let mesh = clone as AbstractMesh;
- if (mesh.material) {
- if (cloneMaterials) {
- let sourceMaterial = (source as AbstractMesh).material!;
- if (alreadySwappedMaterials.indexOf(sourceMaterial) === -1) {
- let swap = sourceMaterial.clone(nameFunction ? nameFunction(sourceMaterial.name) : "Clone of " + sourceMaterial.name)!;
- alreadySwappedMaterials.push(sourceMaterial);
- convertionMap[sourceMaterial.uniqueId] = swap.uniqueId;
- storeMap[swap.uniqueId] = swap;
- if (sourceMaterial.getClassName() === "MultiMaterial") {
- let multi = sourceMaterial as MultiMaterial;
- for (var material of multi.subMaterials) {
- if (!material) {
- continue;
- }
- swap = material.clone(nameFunction ? nameFunction(material.name) : "Clone of " + material.name)!;
- alreadySwappedMaterials.push(material);
- convertionMap[material.uniqueId] = swap.uniqueId;
- storeMap[swap.uniqueId] = swap;
- }
- multi.subMaterials = multi.subMaterials.map((m) => m && storeMap[convertionMap[m.uniqueId]]);
- }
- }
- if (mesh.getClassName() !== "InstancedMesh") {
- mesh.material = storeMap[convertionMap[sourceMaterial.uniqueId]];
- }
- } else {
- if (mesh.material.getClassName() === "MultiMaterial") {
- if (this.scene.multiMaterials.indexOf(mesh.material as MultiMaterial) === -1) {
- this.scene.addMultiMaterial(mesh.material as MultiMaterial);
- }
- } else {
- if (this.scene.materials.indexOf(mesh.material) === -1) {
- this.scene.addMaterial(mesh.material);
- }
- }
- }
- }
- }
- });
- if (newOne) {
- result.rootNodes.push(newOne);
- }
- }
- });
- this.skeletons.forEach((s) => {
- let clone = s.clone(nameFunction ? nameFunction(s.name) : "Clone of " + s.name);
- if (s.overrideMesh) {
- clone.overrideMesh = storeMap[convertionMap[s.overrideMesh.uniqueId]];
- }
- for (var m of this.meshes) {
- if (m.skeleton === s && !m.isAnInstance) {
- let copy = storeMap[convertionMap[m.uniqueId]];
- (copy as Mesh).skeleton = clone;
- if (alreadySwappedSkeletons.indexOf(clone) !== -1) {
- continue;
- }
- alreadySwappedSkeletons.push(clone);
- // Check if bones are mesh linked
- for (var bone of clone.bones) {
- if (bone._linkedTransformNode) {
- bone._linkedTransformNode = storeMap[convertionMap[bone._linkedTransformNode.uniqueId]];
- }
- }
- }
- }
- result.skeletons.push(clone);
- });
- this.animationGroups.forEach((o) => {
- let clone = o.clone(o.name, (oldTarget) => {
- let newTarget = storeMap[convertionMap[oldTarget.uniqueId]];
- return newTarget || oldTarget;
- });
- result.animationGroups.push(clone);
- });
- return result;
- }
- /**
- * Adds all the assets from the container to the scene.
- */
- public addAllToScene() {
- this._wasAddedToScene = true;
- this.cameras.forEach((o) => {
- this.scene.addCamera(o);
- });
- this.lights.forEach((o) => {
- this.scene.addLight(o);
- });
- this.meshes.forEach((o) => {
- this.scene.addMesh(o);
- });
- this.skeletons.forEach((o) => {
- this.scene.addSkeleton(o);
- });
- this.animations.forEach((o) => {
- this.scene.addAnimation(o);
- });
- this.animationGroups.forEach((o) => {
- this.scene.addAnimationGroup(o);
- });
- this.multiMaterials.forEach((o) => {
- this.scene.addMultiMaterial(o);
- });
- this.materials.forEach((o) => {
- this.scene.addMaterial(o);
- });
- this.morphTargetManagers.forEach((o) => {
- this.scene.addMorphTargetManager(o);
- });
- this.geometries.forEach((o) => {
- this.scene.addGeometry(o);
- });
- this.transformNodes.forEach((o) => {
- this.scene.addTransformNode(o);
- });
- this.actionManagers.forEach((o) => {
- this.scene.addActionManager(o);
- });
- this.textures.forEach((o) => {
- this.scene.addTexture(o);
- });
- this.reflectionProbes.forEach((o) => {
- this.scene.addReflectionProbe(o);
- });
- if (this.environmentTexture) {
- this.scene.environmentTexture = this.environmentTexture;
- }
- for (let component of this.scene._serializableComponents) {
- component.addFromContainer(this);
- }
- }
- /**
- * Removes all the assets in the container from the scene
- */
- public removeAllFromScene() {
- this._wasAddedToScene = false;
- this.cameras.forEach((o) => {
- this.scene.removeCamera(o);
- });
- this.lights.forEach((o) => {
- this.scene.removeLight(o);
- });
- this.meshes.forEach((o) => {
- this.scene.removeMesh(o);
- });
- this.skeletons.forEach((o) => {
- this.scene.removeSkeleton(o);
- });
- this.animations.forEach((o) => {
- this.scene.removeAnimation(o);
- });
- this.animationGroups.forEach((o) => {
- this.scene.removeAnimationGroup(o);
- });
- this.multiMaterials.forEach((o) => {
- this.scene.removeMultiMaterial(o);
- });
- this.materials.forEach((o) => {
- this.scene.removeMaterial(o);
- });
- this.morphTargetManagers.forEach((o) => {
- this.scene.removeMorphTargetManager(o);
- });
- this.geometries.forEach((o) => {
- this.scene.removeGeometry(o);
- });
- this.transformNodes.forEach((o) => {
- this.scene.removeTransformNode(o);
- });
- this.actionManagers.forEach((o) => {
- this.scene.removeActionManager(o);
- });
- this.textures.forEach((o) => {
- this.scene.removeTexture(o);
- });
- this.reflectionProbes.forEach((o) => {
- this.scene.removeReflectionProbe(o);
- });
- if (this.environmentTexture === this.scene.environmentTexture) {
- this.scene.environmentTexture = null;
- }
- for (let component of this.scene._serializableComponents) {
- component.removeFromContainer(this);
- }
- }
- /**
- * Disposes all the assets in the container
- */
- public dispose() {
- this.cameras.forEach((o) => {
- o.dispose();
- });
- this.cameras = [];
- this.lights.forEach((o) => {
- o.dispose();
- });
- this.lights = [];
- this.meshes.forEach((o) => {
- o.dispose();
- });
- this.meshes = [];
- this.skeletons.forEach((o) => {
- o.dispose();
- });
- this.skeletons = [];
- this.animationGroups.forEach((o) => {
- o.dispose();
- });
- this.animationGroups = [];
- this.multiMaterials.forEach((o) => {
- o.dispose();
- });
- this.multiMaterials = [];
- this.materials.forEach((o) => {
- o.dispose();
- });
- this.materials = [];
- this.geometries.forEach((o) => {
- o.dispose();
- });
- this.geometries = [];
- this.transformNodes.forEach((o) => {
- o.dispose();
- });
- this.transformNodes = [];
- this.actionManagers.forEach((o) => {
- o.dispose();
- });
- this.actionManagers = [];
- this.textures.forEach((o) => {
- o.dispose();
- });
- this.textures = [];
- this.reflectionProbes.forEach((o) => {
- o.dispose();
- });
- this.reflectionProbes = [];
- if (this.environmentTexture) {
- this.environmentTexture.dispose();
- this.environmentTexture = null;
- }
- for (let component of this.scene._serializableComponents) {
- component.removeFromContainer(this, true);
- }
- }
- private _moveAssets<T>(sourceAssets: T[], targetAssets: T[], keepAssets: T[]): void {
- if (!sourceAssets) {
- return;
- }
- for (let asset of sourceAssets) {
- let move = true;
- if (keepAssets) {
- for (let keepAsset of keepAssets) {
- if (asset === keepAsset) {
- move = false;
- break;
- }
- }
- }
- if (move) {
- targetAssets.push(asset);
- }
- }
- }
- /**
- * Removes all the assets contained in the scene and adds them to the container.
- * @param keepAssets Set of assets to keep in the scene. (default: empty)
- */
- public moveAllFromScene(keepAssets?: KeepAssets): void {
- this._wasAddedToScene = false;
- if (keepAssets === undefined) {
- keepAssets = new KeepAssets();
- }
- for (let key in this) {
- if (this.hasOwnProperty(key)) {
- (<any>this)[key] = (<any>this)[key] || (key === "environmentTexture" ? null : []);
- this._moveAssets((<any>this.scene)[key], (<any>this)[key], (<any>keepAssets)[key]);
- }
- }
- this.environmentTexture = this.scene.environmentTexture;
- this.removeAllFromScene();
- }
- /**
- * Adds all meshes in the asset container to a root mesh that can be used to position all the contained meshes. The root mesh is then added to the front of the meshes in the assetContainer.
- * @returns the root mesh
- */
- public createRootMesh() {
- var rootMesh = new Mesh("assetContainerRootMesh", this.scene);
- this.meshes.forEach((m) => {
- if (!m.parent) {
- rootMesh.addChild(m);
- }
- });
- this.meshes.unshift(rootMesh);
- return rootMesh;
- }
- /**
- * Merge animations (direct and animation groups) from this asset container into a scene
- * @param scene is the instance of BABYLON.Scene to append to (default: last created scene)
- * @param animatables set of animatables to retarget to a node from the scene
- * @param targetConverter defines a function used to convert animation targets from the asset container to the scene (default: search node by name)
- * @returns an array of the new AnimationGroup added to the scene (empty array if none)
- */
- public mergeAnimationsTo(scene: Nullable<Scene> = EngineStore.LastCreatedScene, animatables: Animatable[], targetConverter: Nullable<(target: any) => Nullable<Node>> = null): AnimationGroup[] {
- if (!scene) {
- Logger.Error("No scene available to merge animations to");
- return [];
- }
- let _targetConverter = targetConverter ? targetConverter : (target: any) => {
- let node = null;
- const targetProperty = target.animations.length ? target.animations[0].targetProperty : "";
- /*
- BabylonJS adds special naming to targets that are children of nodes.
- This name attempts to remove that special naming to get the parent nodes name in case the target
- can't be found in the node tree
- Ex: Torso_primitive0 likely points to a Mesh primitive. We take away primitive0 and are left with "Torso" which is the name
- of the primitive's parent.
- */
- const name = target.name.split(".").join("").split("_primitive")[0];
- switch (targetProperty) {
- case "position":
- case "rotationQuaternion":
- node = scene.getTransformNodeByName(target.name) || scene.getTransformNodeByName(name);
- break;
- case "influence":
- node = scene.getMorphTargetByName(target.name) || scene.getMorphTargetByName(name);
- break;
- default:
- node = scene.getNodeByName(target.name) || scene.getNodeByName(name);
- }
- return node;
- };
- // Copy new node animations
- let nodesInAC = this.getNodes();
- nodesInAC.forEach((nodeInAC) => {
- let nodeInScene = _targetConverter(nodeInAC);
- if (nodeInScene !== null) {
- // Remove old animations with same target property as a new one
- for (let animationInAC of nodeInAC.animations) {
- // Doing treatment on an array for safety measure
- let animationsWithSameProperty = nodeInScene.animations.filter((animationInScene) => {
- return animationInScene.targetProperty === animationInAC.targetProperty;
- });
- for (let animationWithSameProperty of animationsWithSameProperty) {
- const index = nodeInScene.animations.indexOf(animationWithSameProperty, 0);
- if (index > -1) {
- nodeInScene.animations.splice(index, 1);
- }
- }
- }
- // Append new animations
- nodeInScene.animations = nodeInScene.animations.concat(nodeInAC.animations);
- }
- });
- let newAnimationGroups = new Array<AnimationGroup>();
- // Copy new animation groups
- this.animationGroups.slice().forEach((animationGroupInAC) => {
- // Clone the animation group and all its animatables
- newAnimationGroups.push(animationGroupInAC.clone(animationGroupInAC.name, _targetConverter));
- // Remove animatables related to the asset container
- animationGroupInAC.animatables.forEach((animatable) => {
- animatable.stop();
- });
- });
- // Retarget animatables
- animatables.forEach((animatable) => {
- let target = _targetConverter(animatable.target);
- if (target) {
- // Clone the animatable and retarget it
- scene.beginAnimation(target, animatable.fromFrame, animatable.toFrame, animatable.loopAnimation, animatable.speedRatio, animatable.onAnimationEnd ? animatable.onAnimationEnd : undefined, undefined, true, undefined, animatable.onAnimationLoop ? animatable.onAnimationLoop : undefined);
- // Stop animation for the target in the asset container
- scene.stopAnimation(animatable.target);
- }
- });
- return newAnimationGroups;
- }
- }
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