spriteManager.ts 16 KB

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  1. import { IDisposable, Scene } from "scene";
  2. import { Nullable } from "types";
  3. import { Observable, Observer } from "Tools";
  4. import { VertexBuffer, Buffer } from "Mesh";
  5. import { Vector3 } from "Math";
  6. import { Sprite, SpriteSceneComponent } from ".";
  7. import { Ray, Camera, PickingInfo, Texture, Effect, SceneComponentConstants, Material, Engine } from "index";
  8. /**
  9. * Defines the minimum interface to fullfil in order to be a sprite manager.
  10. */
  11. export interface ISpriteManager extends IDisposable {
  12. /**
  13. * Restricts the camera to viewing objects with the same layerMask.
  14. * A camera with a layerMask of 1 will render spriteManager.layerMask & camera.layerMask!== 0
  15. */
  16. layerMask: number;
  17. /**
  18. * Gets or sets a boolean indicating if the mesh can be picked (by scene.pick for instance or through actions). Default is true
  19. */
  20. isPickable: boolean;
  21. /**
  22. * Specifies the rendering group id for this mesh (0 by default)
  23. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#rendering-groups
  24. */
  25. renderingGroupId: number;
  26. /**
  27. * Defines the list of sprites managed by the manager.
  28. */
  29. sprites: Array<Sprite>;
  30. /**
  31. * Tests the intersection of a sprite with a specific ray.
  32. * @param ray The ray we are sending to test the collision
  33. * @param camera The camera space we are sending rays in
  34. * @param predicate A predicate allowing excluding sprites from the list of object to test
  35. * @param fastCheck Is the hit test done in a OOBB or AOBB fashion the faster, the less precise
  36. * @returns picking info or null.
  37. */
  38. intersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean): Nullable<PickingInfo>;
  39. /**
  40. * Renders the list of sprites on screen.
  41. */
  42. render(): void;
  43. }
  44. /**
  45. * Class used to manage multiple sprites on the same spritesheet
  46. * @see http://doc.babylonjs.com/babylon101/sprites
  47. */
  48. export class SpriteManager implements ISpriteManager {
  49. /** Gets the list of sprites */
  50. public sprites = new Array<Sprite>();
  51. /** Gets or sets the rendering group id (0 by default) */
  52. public renderingGroupId = 0;
  53. /** Gets or sets camera layer mask */
  54. public layerMask: number = 0x0FFFFFFF;
  55. /** Gets or sets a boolean indicating if the manager must consider scene fog when rendering */
  56. public fogEnabled = true;
  57. /** Gets or sets a boolean indicating if the sprites are pickable */
  58. public isPickable = false;
  59. /** Defines the default width of a cell in the spritesheet */
  60. public cellWidth: number;
  61. /** Defines the default height of a cell in the spritesheet */
  62. public cellHeight: number;
  63. /**
  64. * An event triggered when the manager is disposed.
  65. */
  66. public onDisposeObservable = new Observable<SpriteManager>();
  67. private _onDisposeObserver: Nullable<Observer<SpriteManager>>;
  68. /**
  69. * Callback called when the manager is disposed
  70. */
  71. public set onDispose(callback: () => void) {
  72. if (this._onDisposeObserver) {
  73. this.onDisposeObservable.remove(this._onDisposeObserver);
  74. }
  75. this._onDisposeObserver = this.onDisposeObservable.add(callback);
  76. }
  77. private _capacity: number;
  78. private _spriteTexture: Texture;
  79. private _epsilon: number;
  80. private _scene: Scene;
  81. private _vertexData: Float32Array;
  82. private _buffer: Buffer;
  83. private _vertexBuffers: { [key: string]: VertexBuffer } = {};
  84. private _indexBuffer: WebGLBuffer;
  85. private _effectBase: Effect;
  86. private _effectFog: Effect;
  87. /**
  88. * Gets or sets the spritesheet texture
  89. */
  90. public get texture(): Texture {
  91. return this._spriteTexture;
  92. }
  93. public set texture(value: Texture) {
  94. this._spriteTexture = value;
  95. }
  96. /**
  97. * Creates a new sprite manager
  98. * @param name defines the manager's name
  99. * @param imgUrl defines the sprite sheet url
  100. * @param capacity defines the maximum allowed number of sprites
  101. * @param cellSize defines the size of a sprite cell
  102. * @param scene defines the hosting scene
  103. * @param epsilon defines the epsilon value to align texture (0.01 by default)
  104. * @param samplingMode defines the smapling mode to use with spritesheet
  105. */
  106. constructor(
  107. /** defines the manager's name */
  108. public name: string,
  109. imgUrl: string, capacity: number, cellSize: any, scene: Scene, epsilon: number = 0.01, samplingMode: number = Texture.TRILINEAR_SAMPLINGMODE) {
  110. if (!scene._getComponent(SceneComponentConstants.NAME_SPRITE)) {
  111. scene._addComponent(new SpriteSceneComponent(scene));
  112. }
  113. this._capacity = capacity;
  114. this._spriteTexture = new Texture(imgUrl, scene, true, false, samplingMode);
  115. this._spriteTexture.wrapU = Texture.CLAMP_ADDRESSMODE;
  116. this._spriteTexture.wrapV = Texture.CLAMP_ADDRESSMODE;
  117. if (cellSize.width && cellSize.height) {
  118. this.cellWidth = cellSize.width;
  119. this.cellHeight = cellSize.height;
  120. } else if (cellSize !== undefined) {
  121. this.cellWidth = cellSize;
  122. this.cellHeight = cellSize;
  123. } else {
  124. return;
  125. }
  126. this._epsilon = epsilon;
  127. this._scene = scene;
  128. this._scene.spriteManagers.push(this);
  129. var indices = [];
  130. var index = 0;
  131. for (var count = 0; count < capacity; count++) {
  132. indices.push(index);
  133. indices.push(index + 1);
  134. indices.push(index + 2);
  135. indices.push(index);
  136. indices.push(index + 2);
  137. indices.push(index + 3);
  138. index += 4;
  139. }
  140. this._indexBuffer = scene.getEngine().createIndexBuffer(indices);
  141. // VBO
  142. // 16 floats per sprite (x, y, z, angle, sizeX, sizeY, offsetX, offsetY, invertU, invertV, cellIndexX, cellIndexY, color r, color g, color b, color a)
  143. this._vertexData = new Float32Array(capacity * 16 * 4);
  144. this._buffer = new Buffer(scene.getEngine(), this._vertexData, true, 16);
  145. var positions = this._buffer.createVertexBuffer(VertexBuffer.PositionKind, 0, 4);
  146. var options = this._buffer.createVertexBuffer("options", 4, 4);
  147. var cellInfo = this._buffer.createVertexBuffer("cellInfo", 8, 4);
  148. var colors = this._buffer.createVertexBuffer(VertexBuffer.ColorKind, 12, 4);
  149. this._vertexBuffers[VertexBuffer.PositionKind] = positions;
  150. this._vertexBuffers["options"] = options;
  151. this._vertexBuffers["cellInfo"] = cellInfo;
  152. this._vertexBuffers[VertexBuffer.ColorKind] = colors;
  153. // Effects
  154. this._effectBase = this._scene.getEngine().createEffect("sprites",
  155. [VertexBuffer.PositionKind, "options", "cellInfo", VertexBuffer.ColorKind],
  156. ["view", "projection", "textureInfos", "alphaTest"],
  157. ["diffuseSampler"], "");
  158. this._effectFog = this._scene.getEngine().createEffect("sprites",
  159. [VertexBuffer.PositionKind, "options", "cellInfo", VertexBuffer.ColorKind],
  160. ["view", "projection", "textureInfos", "alphaTest", "vFogInfos", "vFogColor"],
  161. ["diffuseSampler"], "#define FOG");
  162. }
  163. private _appendSpriteVertex(index: number, sprite: Sprite, offsetX: number, offsetY: number, rowSize: number): void {
  164. var arrayOffset = index * 16;
  165. if (offsetX === 0) {
  166. offsetX = this._epsilon;
  167. }
  168. else if (offsetX === 1) {
  169. offsetX = 1 - this._epsilon;
  170. }
  171. if (offsetY === 0) {
  172. offsetY = this._epsilon;
  173. }
  174. else if (offsetY === 1) {
  175. offsetY = 1 - this._epsilon;
  176. }
  177. this._vertexData[arrayOffset] = sprite.position.x;
  178. this._vertexData[arrayOffset + 1] = sprite.position.y;
  179. this._vertexData[arrayOffset + 2] = sprite.position.z;
  180. this._vertexData[arrayOffset + 3] = sprite.angle;
  181. this._vertexData[arrayOffset + 4] = sprite.width;
  182. this._vertexData[arrayOffset + 5] = sprite.height;
  183. this._vertexData[arrayOffset + 6] = offsetX;
  184. this._vertexData[arrayOffset + 7] = offsetY;
  185. this._vertexData[arrayOffset + 8] = sprite.invertU ? 1 : 0;
  186. this._vertexData[arrayOffset + 9] = sprite.invertV ? 1 : 0;
  187. var offset = (sprite.cellIndex / rowSize) >> 0;
  188. this._vertexData[arrayOffset + 10] = sprite.cellIndex - offset * rowSize;
  189. this._vertexData[arrayOffset + 11] = offset;
  190. // Color
  191. this._vertexData[arrayOffset + 12] = sprite.color.r;
  192. this._vertexData[arrayOffset + 13] = sprite.color.g;
  193. this._vertexData[arrayOffset + 14] = sprite.color.b;
  194. this._vertexData[arrayOffset + 15] = sprite.color.a;
  195. }
  196. /**
  197. * Intersects the sprites with a ray
  198. * @param ray defines the ray to intersect with
  199. * @param camera defines the current active camera
  200. * @param predicate defines a predicate used to select candidate sprites
  201. * @param fastCheck defines if a fast check only must be done (the first potential sprite is will be used and not the closer)
  202. * @returns null if no hit or a PickingInfo
  203. */
  204. public intersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean): Nullable<PickingInfo> {
  205. var count = Math.min(this._capacity, this.sprites.length);
  206. var min = Vector3.Zero();
  207. var max = Vector3.Zero();
  208. var distance = Number.MAX_VALUE;
  209. var currentSprite: Nullable<Sprite> = null;
  210. var cameraSpacePosition = Vector3.Zero();
  211. var cameraView = camera.getViewMatrix();
  212. for (var index = 0; index < count; index++) {
  213. var sprite = this.sprites[index];
  214. if (!sprite) {
  215. continue;
  216. }
  217. if (predicate) {
  218. if (!predicate(sprite)) {
  219. continue;
  220. }
  221. } else if (!sprite.isPickable) {
  222. continue;
  223. }
  224. Vector3.TransformCoordinatesToRef(sprite.position, cameraView, cameraSpacePosition);
  225. min.copyFromFloats(cameraSpacePosition.x - sprite.width / 2, cameraSpacePosition.y - sprite.height / 2, cameraSpacePosition.z);
  226. max.copyFromFloats(cameraSpacePosition.x + sprite.width / 2, cameraSpacePosition.y + sprite.height / 2, cameraSpacePosition.z);
  227. if (ray.intersectsBoxMinMax(min, max)) {
  228. var currentDistance = Vector3.Distance(cameraSpacePosition, ray.origin);
  229. if (distance > currentDistance) {
  230. distance = currentDistance;
  231. currentSprite = sprite;
  232. if (fastCheck) {
  233. break;
  234. }
  235. }
  236. }
  237. }
  238. if (currentSprite) {
  239. var result = new PickingInfo();
  240. result.hit = true;
  241. result.pickedSprite = currentSprite;
  242. result.distance = distance;
  243. return result;
  244. }
  245. return null;
  246. }
  247. /**
  248. * Render all child sprites
  249. */
  250. public render(): void {
  251. // Check
  252. if (!this._effectBase.isReady() || !this._effectFog.isReady() || !this._spriteTexture || !this._spriteTexture.isReady()) {
  253. return;
  254. }
  255. var engine = this._scene.getEngine();
  256. var baseSize = this._spriteTexture.getBaseSize();
  257. // Sprites
  258. var deltaTime = engine.getDeltaTime();
  259. var max = Math.min(this._capacity, this.sprites.length);
  260. var rowSize = baseSize.width / this.cellWidth;
  261. var offset = 0;
  262. for (var index = 0; index < max; index++) {
  263. var sprite = this.sprites[index];
  264. if (!sprite || !sprite.isVisible) {
  265. continue;
  266. }
  267. sprite._animate(deltaTime);
  268. this._appendSpriteVertex(offset++, sprite, 0, 0, rowSize);
  269. this._appendSpriteVertex(offset++, sprite, 1, 0, rowSize);
  270. this._appendSpriteVertex(offset++, sprite, 1, 1, rowSize);
  271. this._appendSpriteVertex(offset++, sprite, 0, 1, rowSize);
  272. }
  273. this._buffer.update(this._vertexData);
  274. // Render
  275. var effect = this._effectBase;
  276. if (this._scene.fogEnabled && this._scene.fogMode !== Scene.FOGMODE_NONE && this.fogEnabled) {
  277. effect = this._effectFog;
  278. }
  279. engine.enableEffect(effect);
  280. var viewMatrix = this._scene.getViewMatrix();
  281. effect.setTexture("diffuseSampler", this._spriteTexture);
  282. effect.setMatrix("view", viewMatrix);
  283. effect.setMatrix("projection", this._scene.getProjectionMatrix());
  284. effect.setFloat2("textureInfos", this.cellWidth / baseSize.width, this.cellHeight / baseSize.height);
  285. // Fog
  286. if (this._scene.fogEnabled && this._scene.fogMode !== Scene.FOGMODE_NONE && this.fogEnabled) {
  287. effect.setFloat4("vFogInfos", this._scene.fogMode, this._scene.fogStart, this._scene.fogEnd, this._scene.fogDensity);
  288. effect.setColor3("vFogColor", this._scene.fogColor);
  289. }
  290. // VBOs
  291. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, effect);
  292. // Draw order
  293. engine.setDepthFunctionToLessOrEqual();
  294. effect.setBool("alphaTest", true);
  295. engine.setColorWrite(false);
  296. engine.drawElementsType(Material.TriangleFillMode, 0, (offset / 4) * 6);
  297. engine.setColorWrite(true);
  298. effect.setBool("alphaTest", false);
  299. engine.setAlphaMode(Engine.ALPHA_COMBINE);
  300. engine.drawElementsType(Material.TriangleFillMode, 0, (offset / 4) * 6);
  301. engine.setAlphaMode(Engine.ALPHA_DISABLE);
  302. }
  303. /**
  304. * Release associated resources
  305. */
  306. public dispose(): void {
  307. if (this._buffer) {
  308. this._buffer.dispose();
  309. (<any>this._buffer) = null;
  310. }
  311. if (this._indexBuffer) {
  312. this._scene.getEngine()._releaseBuffer(this._indexBuffer);
  313. (<any>this._indexBuffer) = null;
  314. }
  315. if (this._spriteTexture) {
  316. this._spriteTexture.dispose();
  317. (<any>this._spriteTexture) = null;
  318. }
  319. // Remove from scene
  320. var index = this._scene.spriteManagers.indexOf(this);
  321. this._scene.spriteManagers.splice(index, 1);
  322. // Callback
  323. this.onDisposeObservable.notifyObservers(this);
  324. this.onDisposeObservable.clear();
  325. }
  326. }