babylon.utilityLayerRenderer.ts 14 KB

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