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- var BABYLON = BABYLON || {};
- (function () {
- BABYLON.Scene = function (engine) {
- this._engine = engine;
- this.autoClear = true;
- this.clearColor = new BABYLON.Color3(0.2, 0.2, 0.3);
- this.ambientColor = new BABYLON.Color3(0, 0, 0);
- engine.scenes.push(this);
- this._totalVertices = 0;
- this._activeVertices = 0;
- this._activeParticles = 0;
- this._lastFrameDuration = 0;
- this._evaluateActiveMeshesDuration = 0;
- this._renderTargetsDuration = 0;
- this._renderDuration = 0;
- this._toBeDisposed = [];
- this._onReadyCallbacks = [];
- this._pendingData = [];
- this._onBeforeRenderCallbacks = [];
-
- // Fog
- this.fogMode = BABYLON.Scene.FOGMODE_NONE;
- this.fogColor = new BABYLON.Color3(0.2, 0.2, 0.3);
- this.fogDensity = 0.1;
- this.fogStart = 0;
- this.fogEnd = 1000.0;
- // Lights
- this.lights = [];
- // Cameras
- this.cameras = [];
- this.activeCamera = null;
- // Meshes
- this.meshes = [];
- this._activeMeshes = [];
- // Materials
- this.materials = [];
- this.multiMaterials = [];
- this.defaultMaterial = new BABYLON.StandardMaterial("default material", this);
- // Textures
- this.textures = [];
- // Particles
- this.particleSystems = [];
- // Sprites
- this.spriteManagers = [];
- // Layers
- this.layers = [];
- // Collisions
- this.collisionsEnabled = true;
- this.gravity = new BABYLON.Vector3(0, 0, -9);
- // Animations
- this._activeAnimatables = [];
- };
- // Properties
- BABYLON.Scene.prototype.getEngine = function () {
- return this._engine;
- };
- BABYLON.Scene.prototype.getTotalVertices = function () {
- return this._totalVertices;
- };
- BABYLON.Scene.prototype.getActiveVertices = function () {
- return this._activeVertices;
- };
- BABYLON.Scene.prototype.getTotalVertices = function () {
- return this._totalVertices;
- };
- BABYLON.Scene.prototype.getActiveParticles = function () {
- return this._activeParticles;
- };
- // Stats
- BABYLON.Scene.prototype.getLastFrameDuration = function () {
- return this._lastFrameDuration;
- };
- BABYLON.Scene.prototype.getEvaluateActiveMeshesDuration = function () {
- return this._evaluateActiveMeshesDuration;
- };
- BABYLON.Scene.prototype.getRenderTargetsDuration = function () {
- return this._renderTargetsDuration;
- };
- BABYLON.Scene.prototype.getRenderDuration = function () {
- return this._renderDuration;
- };
- BABYLON.Scene.prototype.getParticlesDuration = function () {
- return this._particlesDuration;
- };
- BABYLON.Scene.prototype.getSpritesDuration = function () {
- return this._spritesDuration;
- };
- BABYLON.Scene.prototype.getAnimationRatio = function () {
- return this._animationRatio;
- };
- // Ready
- BABYLON.Scene.prototype.isReady = function () {
- for (var index = 0; index < this.materials.length; index++) {
- if (!this.materials[index].isReady()) {
- return false;
- }
- }
- return true;
- };
- BABYLON.Scene.prototype.executeWhenReady = function (func) {
- if (this.isReady()) {
- func();
- return;
- }
- if (this._pendingData.length === 0) {
- func();
- return;
- }
- this._onReadyCallbacks.push(func);
- };
-
- BABYLON.Scene.prototype.registerBeforeRender = function (func) {
- this._onBeforeRenderCallbacks.push(func);
- };
-
- BABYLON.Scene.prototype.unregisterBeforeRender = function (func) {
- var index = this._onBeforeRenderCallbacks.indexOf(func);
- if (index > -1) {
- this._onBeforeRenderCallbacks.splice(index, 1);
- }
- };
- BABYLON.Scene.prototype._addPendingData = function (data) {
- this._pendingData.push(data);
- };
- BABYLON.Scene.prototype._removePendingData = function (data) {
- var index = this._pendingData.indexOf(data);
- if (index !== -1) {
- this._pendingData.splice(index, 1);
- if (this._pendingData.length === 0) {
- this._onReadyCallbacks.forEach(function (func) {
- func();
- });
- this._onReadyCallbacks = [];
- }
- }
- };
- // Animations
- BABYLON.Scene.prototype.beginAnimation = function (target, from, to, loop, speedRatio) {
- if (speedRatio === undefined) {
- speedRatio = 1.0;
- }
- // Local animations
- if (target.animations) {
- this.stopAnimation(target);
- var animatable = new BABYLON._Animatable(target, from, to, loop, speedRatio);
- this._activeAnimatables.push(animatable);
- }
- // Children animations
- if (target.getAnimatables) {
- var animatables = target.getAnimatables();
- for (var index = 0; index < animatables.length; index++) {
- this.beginAnimation(animatables[index], from, to, loop, speedRatio);
- }
- }
- };
- BABYLON.Scene.prototype.stopAnimation = function (target) {
- for (var index = 0; index < this._activeAnimatables.length; index++) {
- if (this._activeAnimatables[index].target === target) {
- this._activeAnimatables.splice(index, 1);
- return;
- }
- }
- };
- BABYLON.Scene.prototype._animate = function () {
- for (var index = 0; index < this._activeAnimatables.length; index++) {
- if (!this._activeAnimatables[index]._animate()) {
- this._activeAnimatables.splice(index, 1);
- index--;
- }
- }
- };
- // Matrix
- BABYLON.Scene.prototype.getViewMatrix = function () {
- return this._viewMatrix;
- };
- BABYLON.Scene.prototype.getProjectionMatrix = function () {
- return this._projectionMatrix;
- };
- BABYLON.Scene.prototype.getTransformMatrix = function () {
- return this._transformMatrix;
- };
- BABYLON.Scene.prototype.setTransformMatrix = function (view, projection) {
- this._viewMatrix = view;
- this._projectionMatrix = projection;
- this._transformMatrix = this._viewMatrix.multiply(this._projectionMatrix);
- };
- // Methods
- BABYLON.Scene.prototype.activeCameraByID = function (id) {
- for (var index = 0; index < this.cameras.length; index++) {
- if (this.cameras[index].id == id) {
- this.activeCamera = this.cameras[index];
- return;
- }
- }
- };
- BABYLON.Scene.prototype.getMaterialByID = function (id) {
- for (var index = 0; index < this.materials.length; index++) {
- if (this.materials[index].id == id) {
- return this.materials[index];
- }
- }
- return null;
- };
- BABYLON.Scene.prototype.getMeshByID = function (id) {
- for (var index = 0; index < this.meshes.length; index++) {
- if (this.meshes[index].id == id) {
- return this.meshes[index];
- }
- }
- return null;
- };
- BABYLON.Scene.prototype.getLastMeshByID = function (id) {
- var result = null;
- for (var index = 0; index < this.meshes.length; index++) {
- if (this.meshes[index].id == id) {
- result = this.meshes[index];
- }
- }
- return result;
- };
- BABYLON.Scene.prototype.getMeshByName = function (name) {
- for (var index = 0; index < this.meshes.length; index++) {
- if (this.meshes[index].name == name) {
- return this.meshes[index];
- }
- }
- return null;
- };
- BABYLON.Scene.prototype.isActiveMesh = function (mesh) {
- return (this._activeMeshes.indexOf(mesh) !== -1);
- };
- BABYLON.Scene.prototype._evaluateActiveMeshes = function () {
- this._activeMeshes = [];
- this._opaqueSubMeshes = [];
- this._transparentSubMeshes = [];
- this._alphaTestSubMeshes = [];
- this._processedMaterials = [];
- this._renderTargets = [];
- this._activeParticleSystems = [];
- var frustumPlanes = BABYLON.Frustum.GetPlanes(this._transformMatrix);
- this._totalVertices = 0;
- this._activeVertices = 0;
- // meshes
- for (var meshIndex = 0; meshIndex < this.meshes.length; meshIndex++) {
- var mesh = this.meshes[meshIndex];
- this._totalVertices += mesh.getTotalVertices();
- mesh.computeWorldMatrix();
- if (mesh.isEnabled() && mesh.isVisible && mesh.visibility > 0 && mesh.isInFrustrum(frustumPlanes)) {
- for (var subIndex = 0; subIndex < mesh.subMeshes.length; subIndex++) {
- var subMesh = mesh.subMeshes[subIndex];
- if (mesh.subMeshes.length == 1 || subMesh.isInFrustrum(frustumPlanes)) {
- var material = subMesh.getMaterial();
- if (this._activeMeshes.indexOf(mesh) === -1) {
- this._activeMeshes.push(mesh);
- }
- if (material) {
- // Render targets
- if (material.getRenderTargetTextures) {
- if (this._processedMaterials.indexOf(material) === -1) {
- this._processedMaterials.push(material);
- this._renderTargets = this._renderTargets.concat(material.getRenderTargetTextures());
- }
- }
- // Dispatch
- if (material.needAlphaBlending() || mesh.visibility < 1.0) { // Transparent
- if (material.alpha > 0 || mesh.visibility < 1.0) {
- this._transparentSubMeshes.push(subMesh); // Opaque
- }
- } else if (material.needAlphaTesting()) { // Alpha test
- this._alphaTestSubMeshes.push(subMesh);
- } else {
- this._opaqueSubMeshes.push(subMesh);
- }
- }
- }
- }
- }
- }
- // Particle systems
- var beforeParticlesDate = new Date();
- for (var particleIndex = 0; particleIndex < this.particleSystems.length; particleIndex++) {
- var particleSystem = this.particleSystems[particleIndex];
- if (!particleSystem.emitter.position || (particleSystem.emitter && particleSystem.emitter.isEnabled())) {
- this._activeParticleSystems.push(particleSystem);
- particleSystem.animate();
- }
- }
- this._particlesDuration += new Date() - beforeParticlesDate;
- };
- BABYLON.Scene.prototype._localRender = function (opaqueSubMeshes, alphaTestSubMeshes, transparentSubMeshes, activeMeshes) {
- var engine = this._engine;
- // Opaque
- var subIndex;
- var submesh;
- for (subIndex = 0; subIndex < opaqueSubMeshes.length; subIndex++) {
- submesh = opaqueSubMeshes[subIndex];
- this._activeVertices += submesh.verticesCount;
- submesh.render();
- }
- // Alpha test
- engine.setAlphaTesting(true);
- for (subIndex = 0; subIndex < alphaTestSubMeshes.length; subIndex++) {
- submesh = alphaTestSubMeshes[subIndex];
- this._activeVertices += submesh.verticesCount;
- submesh.render();
- }
- engine.setAlphaTesting(false);
- if (!activeMeshes) {
- // Sprites
- var beforeSpritessDate = new Date();
- for (var index = 0; index < this.spriteManagers.length; index++) {
- var spriteManager = this.spriteManagers[index];
- spriteManager.render();
- }
- this._spritesDuration = new Date() - beforeSpritessDate;
- }
- // Transparent
- engine.setAlphaMode(BABYLON.Engine.ALPHA_COMBINE);
- for (subIndex = 0; subIndex < transparentSubMeshes.length; subIndex++) {
- submesh = transparentSubMeshes[subIndex];
- this._activeVertices += submesh.verticesCount;
- submesh.render();
- }
- engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
- // Particles
- var beforeParticlesDate = new Date();
- for (var particleIndex = 0; particleIndex < this._activeParticleSystems.length; particleIndex++) {
- var particleSystem = this._activeParticleSystems[particleIndex];
- if (!activeMeshes || activeMeshes.indexOf(particleSystem.emitter) !== -1) {
- this._activeParticles += particleSystem.render();
- }
- }
- this._particlesDuration += new Date() - beforeParticlesDate;
- };
- BABYLON.Scene.prototype.render = function () {
- var startDate = new Date();
- this._particlesDuration = 0;
- this._activeParticles = 0;
- var engine = this._engine;
- // Before render
- if (this.beforeRender) {
- this.beforeRender();
- }
-
- for (var callbackIndex = 0; callbackIndex < this._onBeforeRenderCallbacks.length; callbackIndex++) {
- this._onBeforeRenderCallbacks[callbackIndex]();
- }
- // Camera
- if (!this.activeCamera)
- throw new Error("Active camera not set");
- this.setTransformMatrix(this.activeCamera.getViewMatrix(), this.activeCamera.getProjectionMatrix());
- // Animations
- this._animationRatio = BABYLON.Tools.GetDeltaTime() * (60.0 / 1000.0);
- this._animate();
- // Meshes
- var beforeEvaluateActiveMeshesDate = new Date();
- this._evaluateActiveMeshes();
- this._evaluateActiveMeshesDuration = new Date() - beforeEvaluateActiveMeshesDate;
- // Render targets
- var beforeRenderTargetDate = new Date();
- for (var renderIndex = 0; renderIndex < this._renderTargets.length; renderIndex++) {
- var renderTarget = this._renderTargets[renderIndex];
- renderTarget.render();
- }
- if (this._renderTargets.length > 0) { // Restore back buffer
- engine.restoreDefaultFramebuffer();
- }
- this._renderTargetsDuration = new Date() - beforeRenderTargetDate;
- // Clear
- var beforeRenderDate = new Date();
- engine.clear(this.clearColor, this.autoClear, true);
- // Backgrounds
- if (this.layers.length) {
- engine.setDepthBuffer(false);
- var layerIndex;
- var layer;
- for (layerIndex = 0; layerIndex < this.layers.length; layerIndex++) {
- layer = this.layers[layerIndex];
- if (layer.isBackground) {
- layer.render();
- }
- }
- engine.setDepthBuffer(true);
- }
- // Render
- this._localRender(this._opaqueSubMeshes, this._alphaTestSubMeshes, this._transparentSubMeshes);
- // Foregrounds
- if (this.layers.length) {
- engine.setDepthBuffer(false);
- for (layerIndex = 0; layerIndex < this.layers.length; layerIndex++) {
- layer = this.layers[layerIndex];
- if (!layer.isBackground) {
- layer.render();
- }
- }
- engine.setDepthBuffer(true);
- }
- this._renderDuration = new Date() - beforeRenderDate;
- // Update camera
- this.activeCamera._update();
- // After render
- if (this.afterRender) {
- this.afterRender();
- }
- // Cleaning
- for (var index = 0; index < this._toBeDisposed.length; index++) {
- this._toBeDisposed[index].dispose();
- }
- this._toBeDisposed = [];
- this._lastFrameDuration = new Date() - startDate;
- };
- BABYLON.Scene.prototype.dispose = function () {
- this.beforeRender = null;
- this.afterRender = null;
- // Detach cameras
- var canvas = this._engine.getRenderingCanvas();
- var index;
- for (index = 0; index < this.cameras.length; index++) {
- this.cameras[index].detachControl(canvas);
- }
- // Release meshes
- while (this.meshes.length) {
- this.meshes[0].dispose(true);
- }
- // Release materials
- while (this.materials.length) {
- this.materials[0].dispose();
- }
- // Release particles
- while (this.particleSystems.length) {
- this.particleSystems[0].dispose();
- }
- // Release sprites
- while (this.spriteManagers.length) {
- this.spriteManagers[0].dispose();
- }
- // Release layers
- while (this.layers.length) {
- this.layers[0].dispose();
- }
- // Release textures
- while (this.textures.length) {
- this.textures[index].dispose();
- }
- // Remove from engine
- index = this._engine.scenes.indexOf(this);
- this._engine.scenes.splice(index, 1);
- this._engine.wipeCaches();
- };
- // Collisions
- BABYLON.Scene.prototype._getNewPosition = function (position, velocity, collider, maximumRetry) {
- var scaledPosition = position.divide(collider.radius);
- var scaledVelocity = velocity.divide(collider.radius);
- collider.retry = 0;
- collider.initialVelocity = scaledVelocity;
- collider.initialPosition = scaledPosition;
- var finalPosition = this._collideWithWorld(scaledPosition, scaledVelocity, collider, maximumRetry);
- finalPosition = finalPosition.multiply(collider.radius);
- return finalPosition;
- };
- BABYLON.Scene.prototype._collideWithWorld = function (position, velocity, collider, maximumRetry) {
- var closeDistance = BABYLON.Engine.collisionsEpsilon * 10.0;
- if (collider.retry >= maximumRetry) {
- return position;
- }
- collider._initialize(position, velocity, closeDistance);
- // Check all meshes
- for (var index = 0; index < this.meshes.length; index++) {
- var mesh = this.meshes[index];
- if (mesh.isEnabled() && mesh.checkCollisions) {
- mesh._checkCollision(collider);
- }
- }
- if (!collider.collisionFound) {
- return position.add(velocity);
- }
- if (velocity.x != 0 || velocity.y != 0 || velocity.z != 0) {
- var response = collider._getResponse(position, velocity);
- position = response.position;
- velocity = response.velocity;
- }
- if (velocity.length() <= closeDistance) {
- return position;
- }
- collider.retry++;
- return this._collideWithWorld(position, velocity, collider, maximumRetry);
- };
- // Picking
- BABYLON.Scene.prototype.createPickingRay = function (x, y, world) {
- var engine = this._engine;
- if (!this._viewMatrix) {
- if (!this.activeCamera)
- throw new Error("Active camera not set");
- this.setTransformMatrix(this.activeCamera.getViewMatrix(), this.activeCamera.getProjectionMatrix());
- }
- return BABYLON.Ray.CreateNew(x, y, engine.getRenderWidth(), engine.getRenderHeight(), world ? world : BABYLON.Matrix.Identity(), this._viewMatrix, this._projectionMatrix);
- };
- BABYLON.Scene.prototype.pick = function (x, y) {
- var distance = Number.MAX_VALUE;
- var pickedPoint = null;
- var pickedMesh = null;
- for (var meshIndex = 0; meshIndex < this.meshes.length; meshIndex++) {
- var mesh = this.meshes[meshIndex];
- if (!mesh.isEnabled() || !mesh.isVisible || !mesh.isPickable) {
- continue;
- }
- var world = mesh.getWorldMatrix();
- var ray = this.createPickingRay(x, y, world);
- var result = mesh.intersects(ray);
- if (!result.hit)
- continue;
- if (result.distance >= distance)
- continue;
- distance = result.distance;
- pickedMesh = mesh;
- // Get picked point
- var worldOrigin = BABYLON.Vector3.TransformCoordinates(ray.origin, world);
- var direction = ray.direction.clone();
- direction.normalize();
- direction = direction.scale(result.distance);
- var worldDirection = BABYLON.Vector3.TransformNormal(direction, world);
- pickedPoint = worldOrigin.add(worldDirection);
- }
- return { hit: distance != Number.MAX_VALUE, distance: distance, pickedMesh: pickedMesh, pickedPoint: pickedPoint };
- };
- // Statics
- BABYLON.Scene.FOGMODE_NONE = 0;
- BABYLON.Scene.FOGMODE_EXP = 1;
- BABYLON.Scene.FOGMODE_EXP2 = 2;
- BABYLON.Scene.FOGMODE_LINEAR = 3;
- })();
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