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