babylon.spriteManager.ts 13 KB

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