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- module BABYLON {
- export interface IDisposable {
- dispose(): void;
- }
- /**
- * Represents a scene to be rendered by the engine.
- * @see http://doc.babylonjs.com/page.php?p=21911
- */
- export class Scene {
- // Statics
- public static FOGMODE_NONE = 0;
- public static FOGMODE_EXP = 1;
- public static FOGMODE_EXP2 = 2;
- public static FOGMODE_LINEAR = 3;
- public static MinDeltaTime = 1.0;
- public static MaxDeltaTime = 1000.0;
- // Members
- public autoClear = true;
- public clearColor: any = new Color3(0.2, 0.2, 0.3);
- public ambientColor = new Color3(0, 0, 0);
- /**
- * A function to be executed before rendering this scene
- * @type {Function}
- */
- public beforeRender: () => void;
- /**
- * A function to be executed after rendering this scene
- * @type {Function}
- */
- public afterRender: () => void;
- /**
- * A function to be executed when this scene is disposed.
- * @type {Function}
- */
- public onDispose: () => void;
- public beforeCameraRender: (camera: Camera) => void;
- public afterCameraRender: (camera: Camera) => void;
- public forceWireframe = false;
- public forcePointsCloud = false;
- public forceShowBoundingBoxes = false;
- public clipPlane: Plane;
- public animationsEnabled = true;
- // Pointers
- private _onPointerMove: (evt: PointerEvent) => void;
- private _onPointerDown: (evt: PointerEvent) => void;
- public onPointerDown: (evt: PointerEvent, pickInfo: PickingInfo) => void;
- public cameraToUseForPointers: Camera = null; // Define this parameter if you are using multiple cameras and you want to specify which one should be used for pointer position
- private _pointerX: number;
- private _pointerY: number;
- private _meshUnderPointer: AbstractMesh;
- // Keyboard
- private _onKeyDown: (evt: Event) => void;
- private _onKeyUp: (evt: Event) => void;
- // Fog
- /**
- * is fog enabled on this scene.
- * @type {boolean}
- */
- public fogEnabled = true;
- public fogMode = Scene.FOGMODE_NONE;
- public fogColor = new Color3(0.2, 0.2, 0.3);
- public fogDensity = 0.1;
- public fogStart = 0;
- public fogEnd = 1000.0;
- // Lights
- /**
- * is shadow enabled on this scene.
- * @type {boolean}
- */
- public shadowsEnabled = true;
- /**
- * is light enabled on this scene.
- * @type {boolean}
- */
- public lightsEnabled = true;
- /**
- * All of the lights added to this scene.
- * @see BABYLON.Light
- * @type {BABYLON.Light[]}
- */
- public lights = new Array<Light>();
- // Cameras
- /**
- * All of the cameras added to this scene.
- * @see BABYLON.Camera
- * @type {BABYLON.Camera[]}
- */
- public cameras = new Array<Camera>();
- public activeCameras = new Array<Camera>();
- public activeCamera: Camera;
- // Meshes
- /**
- * All of the (abstract) meshes added to this scene.
- * @see BABYLON.AbstractMesh
- * @type {BABYLON.AbstractMesh[]}
- */
- public meshes = new Array<AbstractMesh>();
- // Geometries
- private _geometries = new Array<Geometry>();
- public materials = new Array<Material>();
- public multiMaterials = new Array<MultiMaterial>();
- public defaultMaterial = new StandardMaterial("default material", this);
- // Textures
- public texturesEnabled = true;
- public textures = new Array<BaseTexture>();
- // Particles
- public particlesEnabled = true;
- public particleSystems = new Array<ParticleSystem>();
- // Sprites
- public spriteManagers = new Array<SpriteManager>();
- // Layers
- public layers = new Array<Layer>();
- // Skeletons
- public skeletonsEnabled = true;
- public skeletons = new Array<Skeleton>();
- // Lens flares
- public lensFlaresEnabled = true;
- public lensFlareSystems = new Array<LensFlareSystem>();
- // Collisions
- public collisionsEnabled = true;
- public gravity = new Vector3(0, -9.0, 0);
- // Postprocesses
- public postProcessesEnabled = true;
- public postProcessManager: PostProcessManager;
- public postProcessRenderPipelineManager: PostProcessRenderPipelineManager;
- // Customs render targets
- public renderTargetsEnabled = true;
- public customRenderTargets = new Array<RenderTargetTexture>();
- // Delay loading
- public useDelayedTextureLoading: boolean;
- // Imported meshes
- public importedMeshesFiles = new Array<String>();
- // Database
- public database; //ANY
- // Actions
- /**
- * This scene's action manager
- * @type {BABYLON.ActionManager}
- */
- public actionManager: ActionManager;
- public _actionManagers = new Array<ActionManager>();
- private _meshesForIntersections = new SmartArray<AbstractMesh>(256);
- // Procedural textures
- public proceduralTexturesEnabled = true;
- public _proceduralTextures = new Array<ProceduralTexture>();
- // Sound Tracks
- public mainSoundTrack: SoundTrack;
- public soundTracks = new Array<SoundTrack>();
- // Private
- private _engine: Engine;
- private _totalVertices = 0;
- public _activeVertices = 0;
- public _activeParticles = 0;
- private _lastFrameDuration = 0;
- private _evaluateActiveMeshesDuration = 0;
- private _renderTargetsDuration = 0;
- public _particlesDuration = 0;
- private _renderDuration = 0;
- public _spritesDuration = 0;
- private _animationRatio = 0;
- private _animationStartDate: number;
- public _cachedMaterial: Material;
- private _renderId = 0;
- private _executeWhenReadyTimeoutId = -1;
- public _toBeDisposed = new SmartArray<IDisposable>(256);
- private _onReadyCallbacks = new Array<() => void>();
- private _pendingData = [];//ANY
- private _onBeforeRenderCallbacks = new Array<() => void>();
- private _onAfterRenderCallbacks = new Array<() => void>();
- private _activeMeshes = new SmartArray<Mesh>(256);
- private _processedMaterials = new SmartArray<Material>(256);
- private _renderTargets = new SmartArray<RenderTargetTexture>(256);
- public _activeParticleSystems = new SmartArray<ParticleSystem>(256);
- private _activeSkeletons = new SmartArray<Skeleton>(32);
- private _activeBones = 0;
- private _renderingManager: RenderingManager;
- private _physicsEngine: PhysicsEngine;
- public _activeAnimatables = new Array<Animatable>();
- private _transformMatrix = Matrix.Zero();
- private _pickWithRayInverseMatrix: Matrix;
- private _scaledPosition = Vector3.Zero();
- private _scaledVelocity = Vector3.Zero();
- private _boundingBoxRenderer: BoundingBoxRenderer;
- private _outlineRenderer: OutlineRenderer;
- private _viewMatrix: Matrix;
- private _projectionMatrix: Matrix;
- private _frustumPlanes: Plane[];
- private _selectionOctree: Octree<AbstractMesh>;
- private _pointerOverMesh: AbstractMesh;
- private _debugLayer: DebugLayer;
- private _depthRenderer: DepthRenderer;
- /**
- * @constructor
- * @param {BABYLON.Engine} engine - the engine to be used to render this scene.
- */
- constructor(engine: Engine) {
- this._engine = engine;
- engine.scenes.push(this);
- this._renderingManager = new RenderingManager(this);
- this.postProcessManager = new PostProcessManager(this);
- this.postProcessRenderPipelineManager = new PostProcessRenderPipelineManager();
- this._boundingBoxRenderer = new BoundingBoxRenderer(this);
- this._outlineRenderer = new OutlineRenderer(this);
- this.attachControl();
- this._debugLayer = new DebugLayer(this);
- this.mainSoundTrack = new SoundTrack(this, { mainTrack: true });
- }
- // Properties
- public get debugLayer(): DebugLayer {
- return this._debugLayer;
- }
- /**
- * The mesh that is currently under the pointer.
- * @return {BABYLON.AbstractMesh} mesh under the pointer/mouse cursor or null if none.
- */
- public get meshUnderPointer(): AbstractMesh {
- return this._meshUnderPointer;
- }
- /**
- * Current on-screen X position of the pointer
- * @return {number} X position of the pointer
- */
- public get pointerX(): number {
- return this._pointerX;
- }
- /**
- * Current on-screen Y position of the pointer
- * @return {number} Y position of the pointer
- */
- public get pointerY(): number {
- return this._pointerY;
- }
- public getCachedMaterial(): Material {
- return this._cachedMaterial;
- }
- public getBoundingBoxRenderer(): BoundingBoxRenderer {
- return this._boundingBoxRenderer;
- }
- public getOutlineRenderer(): OutlineRenderer {
- return this._outlineRenderer;
- }
- public getEngine(): Engine {
- return this._engine;
- }
- public getTotalVertices(): number {
- return this._totalVertices;
- }
- public getActiveVertices(): number {
- return this._activeVertices;
- }
- public getActiveParticles(): number {
- return this._activeParticles;
- }
- public getActiveBones(): number {
- return this._activeBones;
- }
- // Stats
- public getLastFrameDuration(): number {
- return this._lastFrameDuration;
- }
- public getEvaluateActiveMeshesDuration(): number {
- return this._evaluateActiveMeshesDuration;
- }
- public getActiveMeshes(): SmartArray<Mesh> {
- return this._activeMeshes;
- }
- public getRenderTargetsDuration(): number {
- return this._renderTargetsDuration;
- }
- public getRenderDuration(): number {
- return this._renderDuration;
- }
- public getParticlesDuration(): number {
- return this._particlesDuration;
- }
- public getSpritesDuration(): number {
- return this._spritesDuration;
- }
- public getAnimationRatio(): number {
- return this._animationRatio;
- }
- public getRenderId(): number {
- return this._renderId;
- }
- private _updatePointerPosition(evt: PointerEvent): void {
- var canvasRect = this._engine.getRenderingCanvasClientRect();
- this._pointerX = evt.clientX - canvasRect.left;
- this._pointerY = evt.clientY - canvasRect.top;
- if (this.cameraToUseForPointers) {
- this._pointerX = this._pointerX - this.cameraToUseForPointers.viewport.x * this._engine.getRenderWidth();
- this._pointerY = this._pointerY - this.cameraToUseForPointers.viewport.y * this._engine.getRenderHeight();
- }
- }
- // Pointers handling
- public attachControl() {
- this._onPointerMove = (evt: PointerEvent) => {
- var canvas = this._engine.getRenderingCanvas();
- this._updatePointerPosition(evt);
- var pickResult = this.pick(this._pointerX, this._pointerY,
- (mesh: AbstractMesh): boolean => mesh.isPickable && mesh.isVisible && mesh.isReady() && mesh.actionManager && mesh.actionManager.hasPointerTriggers,
- false,
- this.cameraToUseForPointers);
- if (pickResult.hit) {
- this._meshUnderPointer = pickResult.pickedMesh;
- this.setPointerOverMesh(pickResult.pickedMesh);
- canvas.style.cursor = "pointer";
- } else {
- this.setPointerOverMesh(null);
- canvas.style.cursor = "";
- this._meshUnderPointer = null;
- }
- };
- this._onPointerDown = (evt: PointerEvent) => {
- var predicate = null;
- if (!this.onPointerDown) {
- predicate = (mesh: AbstractMesh): boolean => {
- return mesh.isPickable && mesh.isVisible && mesh.isReady() && mesh.actionManager && mesh.actionManager.hasPickTriggers;
- };
- }
- this._updatePointerPosition(evt);
- var pickResult = this.pick(this._pointerX, this._pointerY, predicate, false, this.cameraToUseForPointers);
- if (pickResult.hit) {
- if (pickResult.pickedMesh.actionManager) {
- switch (evt.button) {
- case 0:
- pickResult.pickedMesh.actionManager.processTrigger(ActionManager.OnLeftPickTrigger, ActionEvent.CreateNew(pickResult.pickedMesh, evt));
- break;
- case 1:
- pickResult.pickedMesh.actionManager.processTrigger(ActionManager.OnCenterPickTrigger, ActionEvent.CreateNew(pickResult.pickedMesh, evt));
- break;
- case 2:
- pickResult.pickedMesh.actionManager.processTrigger(ActionManager.OnRightPickTrigger, ActionEvent.CreateNew(pickResult.pickedMesh, evt));
- break;
- }
- pickResult.pickedMesh.actionManager.processTrigger(ActionManager.OnPickTrigger, ActionEvent.CreateNew(pickResult.pickedMesh, evt));
- }
- }
- if (this.onPointerDown) {
- this.onPointerDown(evt, pickResult);
- }
- };
- this._onKeyDown = (evt: Event) => {
- if (this.actionManager) {
- this.actionManager.processTrigger(ActionManager.OnKeyDownTrigger, ActionEvent.CreateNewFromScene(this, evt));
- }
- };
- this._onKeyUp = (evt: Event) => {
- if (this.actionManager) {
- this.actionManager.processTrigger(ActionManager.OnKeyUpTrigger, ActionEvent.CreateNewFromScene(this, evt));
- }
- };
- var eventPrefix = Tools.GetPointerPrefix();
- this._engine.getRenderingCanvas().addEventListener(eventPrefix + "move", this._onPointerMove, false);
- this._engine.getRenderingCanvas().addEventListener(eventPrefix + "down", this._onPointerDown, false);
- window.addEventListener("keydown", this._onKeyDown, false);
- window.addEventListener("keyup", this._onKeyUp, false);
- }
- public detachControl() {
- var eventPrefix = Tools.GetPointerPrefix();
- this._engine.getRenderingCanvas().removeEventListener(eventPrefix + "move", this._onPointerMove);
- this._engine.getRenderingCanvas().removeEventListener(eventPrefix + "down", this._onPointerDown);
- window.removeEventListener("keydown", this._onKeyDown);
- window.removeEventListener("keyup", this._onKeyUp);
- }
- // Ready
- public isReady(): boolean {
- if (this._pendingData.length > 0) {
- return false;
- }
- for (var index = 0; index < this._geometries.length; index++) {
- var geometry = this._geometries[index];
- if (geometry.delayLoadState === Engine.DELAYLOADSTATE_LOADING) {
- return false;
- }
- }
- for (index = 0; index < this.meshes.length; index++) {
- var mesh = this.meshes[index];
- if (!mesh.isReady()) {
- return false;
- }
- var mat = mesh.material;
- if (mat) {
- if (!mat.isReady(mesh)) {
- return false;
- }
- }
- }
- return true;
- }
- public resetCachedMaterial(): void {
- this._cachedMaterial = null;
- }
- public registerBeforeRender(func: () => void): void {
- this._onBeforeRenderCallbacks.push(func);
- }
- public unregisterBeforeRender(func: () => void): void {
- var index = this._onBeforeRenderCallbacks.indexOf(func);
- if (index > -1) {
- this._onBeforeRenderCallbacks.splice(index, 1);
- }
- }
- public registerAfterRender(func: () => void): void {
- this._onAfterRenderCallbacks.push(func);
- }
- public unregisterAfterRender(func: () => void): void {
- var index = this._onAfterRenderCallbacks.indexOf(func);
- if (index > -1) {
- this._onAfterRenderCallbacks.splice(index, 1);
- }
- }
- public _addPendingData(data): void {
- this._pendingData.push(data);
- }
- public _removePendingData(data): void {
- var index = this._pendingData.indexOf(data);
- if (index !== -1) {
- this._pendingData.splice(index, 1);
- }
- }
- public getWaitingItemsCount(): number {
- return this._pendingData.length;
- }
- /**
- * Registers a function to be executed when the scene is ready.
- * @param {Function} func - the function to be executed.
- */
- public executeWhenReady(func: () => void): void {
- this._onReadyCallbacks.push(func);
- if (this._executeWhenReadyTimeoutId !== -1) {
- return;
- }
- this._executeWhenReadyTimeoutId = setTimeout(() => {
- this._checkIsReady();
- }, 150);
- }
- public _checkIsReady() {
- if (this.isReady()) {
- this._onReadyCallbacks.forEach(func => {
- func();
- });
- this._onReadyCallbacks = [];
- this._executeWhenReadyTimeoutId = -1;
- return;
- }
- this._executeWhenReadyTimeoutId = setTimeout(() => {
- this._checkIsReady();
- }, 150);
- }
- // Animations
- /**
- * Will start the animation sequence of a given target
- * @param target - the target
- * @param {number} from - from which frame should animation start
- * @param {number} to - till which frame should animation run.
- * @param {boolean} [loop] - should the animation loop
- * @param {number} [speedRatio] - the speed in which to run the animation
- * @param {Function} [onAnimationEnd] function to be executed when the animation ended.
- * @param {BABYLON.Animatable} [animatable] an animatable object. If not provided a new one will be created from the given params.
- * @return {BABYLON.Animatable} the animatable object created for this animation
- * @see BABYLON.Animatable
- * @see http://doc.babylonjs.com/page.php?p=22081
- */
- public beginAnimation(target: any, from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, animatable?: Animatable): Animatable {
- if (speedRatio === undefined) {
- speedRatio = 1.0;
- }
- this.stopAnimation(target);
- if (!animatable) {
- animatable = new Animatable(this, target, from, to, loop, speedRatio, onAnimationEnd);
- }
- // Local animations
- if (target.animations) {
- animatable.appendAnimations(target, target.animations);
- }
- // 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, onAnimationEnd, animatable);
- }
- }
- return animatable;
- }
- public beginDirectAnimation(target: any, animations: Animation[], from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void): Animatable {
- if (speedRatio === undefined) {
- speedRatio = 1.0;
- }
- var animatable = new Animatable(this, target, from, to, loop, speedRatio, onAnimationEnd, animations);
- return animatable;
- }
- public getAnimatableByTarget(target: any): Animatable {
- for (var index = 0; index < this._activeAnimatables.length; index++) {
- if (this._activeAnimatables[index].target === target) {
- return this._activeAnimatables[index];
- }
- }
- return null;
- }
- /**
- * Will stop the animation of the given target
- * @param target - the target
- * @see beginAnimation
- */
- public stopAnimation(target: any): void {
- var animatable = this.getAnimatableByTarget(target);
- if (animatable) {
- animatable.stop();
- }
- }
- private _animate(): void {
- if (!this.animationsEnabled) {
- return;
- }
- if (!this._animationStartDate) {
- this._animationStartDate = Tools.Now;
- }
- // Getting time
- var now = Tools.Now;
- var delay = now - this._animationStartDate;
- for (var index = 0; index < this._activeAnimatables.length; index++) {
- if (!this._activeAnimatables[index]._animate(delay)) {
- this._activeAnimatables.splice(index, 1);
- index--;
- }
- }
- }
- // Matrix
- public getViewMatrix(): Matrix {
- return this._viewMatrix;
- }
- public getProjectionMatrix(): Matrix {
- return this._projectionMatrix;
- }
- public getTransformMatrix(): Matrix {
- return this._transformMatrix;
- }
- public setTransformMatrix(view: Matrix, projection: Matrix): void {
- this._viewMatrix = view;
- this._projectionMatrix = projection;
- this._viewMatrix.multiplyToRef(this._projectionMatrix, this._transformMatrix);
- }
- // Methods
- /**
- * sets the active camera of the scene using its ID
- * @param {string} id - the camera's ID
- * @return {BABYLON.Camera|null} the new active camera or null if none found.
- * @see activeCamera
- */
- public setActiveCameraByID(id: string): Camera {
- var camera = this.getCameraByID(id);
- if (camera) {
- this.activeCamera = camera;
- return camera;
- }
- return null;
- }
- /**
- * sets the active camera of the scene using its name
- * @param {string} name - the camera's name
- * @return {BABYLON.Camera|null} the new active camera or null if none found.
- * @see activeCamera
- */
- public setActiveCameraByName(name: string): Camera {
- var camera = this.getCameraByName(name);
- if (camera) {
- this.activeCamera = camera;
- return camera;
- }
- return null;
- }
- /**
- * get a material using its id
- * @param {string} the material's ID
- * @return {BABYLON.Material|null} the material or null if none found.
- */
- public getMaterialByID(id: string): Material {
- for (var index = 0; index < this.materials.length; index++) {
- if (this.materials[index].id === id) {
- return this.materials[index];
- }
- }
- return null;
- }
- /**
- * get a material using its name
- * @param {string} the material's name
- * @return {BABYLON.Material|null} the material or null if none found.
- */
- public getMaterialByName(name: string): Material {
- for (var index = 0; index < this.materials.length; index++) {
- if (this.materials[index].name === name) {
- return this.materials[index];
- }
- }
- return null;
- }
- public getCameraByID(id: string): Camera {
- for (var index = 0; index < this.cameras.length; index++) {
- if (this.cameras[index].id === id) {
- return this.cameras[index];
- }
- }
- return null;
- }
- /**
- * get a camera using its name
- * @param {string} the camera's name
- * @return {BABYLON.Camera|null} the camera or null if none found.
- */
- public getCameraByName(name: string): Camera {
- for (var index = 0; index < this.cameras.length; index++) {
- if (this.cameras[index].name === name) {
- return this.cameras[index];
- }
- }
- return null;
- }
- /**
- * get a light node using its name
- * @param {string} the light's name
- * @return {BABYLON.Light|null} the light or null if none found.
- */
- public getLightByName(name: string): Light {
- for (var index = 0; index < this.lights.length; index++) {
- if (this.lights[index].name === name) {
- return this.lights[index];
- }
- }
- return null;
- }
- /**
- * get a light node using its ID
- * @param {string} the light's id
- * @return {BABYLON.Light|null} the light or null if none found.
- */
- public getLightByID(id: string): Light {
- for (var index = 0; index < this.lights.length; index++) {
- if (this.lights[index].id === id) {
- return this.lights[index];
- }
- }
- return null;
- }
- /**
- * get a geometry using its ID
- * @param {string} the geometry's id
- * @return {BABYLON.Geometry|null} the geometry or null if none found.
- */
- public getGeometryByID(id: string): Geometry {
- for (var index = 0; index < this._geometries.length; index++) {
- if (this._geometries[index].id === id) {
- return this._geometries[index];
- }
- }
- return null;
- }
- /**
- * add a new geometry to this scene.
- * @param {BABYLON.Geometry} geometry - the geometry to be added to the scene.
- * @param {boolean} [force] - force addition, even if a geometry with this ID already exists
- * @return {boolean} was the geometry added or not
- */
- public pushGeometry(geometry: Geometry, force?: boolean): boolean {
- if (!force && this.getGeometryByID(geometry.id)) {
- return false;
- }
- this._geometries.push(geometry);
- return true;
- }
- public getGeometries(): Geometry[] {
- return this._geometries;
- }
- /**
- * Get a the first added mesh found of a given ID
- * @param {string} id - the id to search for
- * @return {BABYLON.AbstractMesh|null} the mesh found or null if not found at all.
- */
- public getMeshByID(id: string): AbstractMesh {
- for (var index = 0; index < this.meshes.length; index++) {
- if (this.meshes[index].id === id) {
- return this.meshes[index];
- }
- }
- return null;
- }
- /**
- * Get a the last added mesh found of a given ID
- * @param {string} id - the id to search for
- * @return {BABYLON.AbstractMesh|null} the mesh found or null if not found at all.
- */
- public getLastMeshByID(id: string): AbstractMesh {
- for (var index = this.meshes.length - 1; index >= 0; index--) {
- if (this.meshes[index].id === id) {
- return this.meshes[index];
- }
- }
- return null;
- }
- /**
- * Get a the last added node (Mesh, Camera, Light) found of a given ID
- * @param {string} id - the id to search for
- * @return {BABYLON.Node|null} the node found or null if not found at all.
- */
- public getLastEntryByID(id: string): Node {
- for (var index = this.meshes.length - 1; index >= 0; index--) {
- if (this.meshes[index].id === id) {
- return this.meshes[index];
- }
- }
- for (index = this.cameras.length - 1; index >= 0; index--) {
- if (this.cameras[index].id === id) {
- return this.cameras[index];
- }
- }
- for (index = this.lights.length - 1; index >= 0; index--) {
- if (this.lights[index].id === id) {
- return this.lights[index];
- }
- }
- return null;
- }
- public getNodeByName(name: string): Node {
- var mesh = this.getMeshByName(name);
- if (mesh) {
- return mesh;
- }
- var light = this.getLightByName(name);
- if (light) {
- return light;
- }
- return this.getCameraByName(name);
- }
- public getMeshByName(name: string): AbstractMesh {
- for (var index = 0; index < this.meshes.length; index++) {
- if (this.meshes[index].name === name) {
- return this.meshes[index];
- }
- }
- return null;
- }
- public getSoundByName(name: string): Sound {
- for (var index = 0; index < this.mainSoundTrack.soundCollection.length; index++) {
- if (this.mainSoundTrack.soundCollection[index].name === name) {
- return this.mainSoundTrack.soundCollection[index];
- }
- }
- for (var sdIndex = 0; sdIndex < this.soundTracks.length; sdIndex++) {
- for (index = 0; index < this.soundTracks[sdIndex].soundCollection.length; index++) {
- if (this.soundTracks[sdIndex].soundCollection[index].name === name) {
- return this.soundTracks[sdIndex].soundCollection[index];
- }
- }
- }
- return null;
- }
- public getLastSkeletonByID(id: string): Skeleton {
- for (var index = this.skeletons.length - 1; index >= 0; index--) {
- if (this.skeletons[index].id === id) {
- return this.skeletons[index];
- }
- }
- return null;
- }
- public getSkeletonById(id: string): Skeleton {
- for (var index = 0; index < this.skeletons.length; index++) {
- if (this.skeletons[index].id === id) {
- return this.skeletons[index];
- }
- }
- return null;
- }
- public getSkeletonByName(name: string): Skeleton {
- for (var index = 0; index < this.skeletons.length; index++) {
- if (this.skeletons[index].name === name) {
- return this.skeletons[index];
- }
- }
- return null;
- }
- public isActiveMesh(mesh: Mesh): boolean {
- return (this._activeMeshes.indexOf(mesh) !== -1);
- }
- private _evaluateSubMesh(subMesh: SubMesh, mesh: AbstractMesh): void {
- if (mesh.subMeshes.length === 1 || subMesh.isInFrustum(this._frustumPlanes)) {
- var material = subMesh.getMaterial();
- if (mesh.showSubMeshesBoundingBox) {
- this._boundingBoxRenderer.renderList.push(subMesh.getBoundingInfo().boundingBox);
- }
- if (material) {
- // Render targets
- if (material.getRenderTargetTextures) {
- if (this._processedMaterials.indexOf(material) === -1) {
- this._processedMaterials.push(material);
- this._renderTargets.concat(material.getRenderTargetTextures());
- }
- }
- // Dispatch
- this._activeVertices += subMesh.indexCount;
- this._renderingManager.dispatch(subMesh);
- }
- }
- }
- private _evaluateActiveMeshes(): void {
- this._activeMeshes.reset();
- this._renderingManager.reset();
- this._processedMaterials.reset();
- this._activeParticleSystems.reset();
- this._activeSkeletons.reset();
- this._boundingBoxRenderer.reset();
- if (!this._frustumPlanes) {
- this._frustumPlanes = Frustum.GetPlanes(this._transformMatrix);
- } else {
- Frustum.GetPlanesToRef(this._transformMatrix, this._frustumPlanes);
- }
- // Meshes
- var meshes: AbstractMesh[];
- var len: number;
- if (this._selectionOctree) { // Octree
- var selection = this._selectionOctree.select(this._frustumPlanes);
- meshes = selection.data;
- len = selection.length;
- } else { // Full scene traversal
- len = this.meshes.length;
- meshes = this.meshes;
- }
- for (var meshIndex = 0; meshIndex < len; meshIndex++) {
- var mesh = meshes[meshIndex];
- if (mesh.isBlocked) {
- continue;
- }
- this._totalVertices += mesh.getTotalVertices();
- if (!mesh.isReady()) {
- continue;
- }
- mesh.computeWorldMatrix();
- // Intersections
- if (mesh.actionManager && mesh.actionManager.hasSpecificTriggers([ActionManager.OnIntersectionEnterTrigger, ActionManager.OnIntersectionExitTrigger])) {
- this._meshesForIntersections.pushNoDuplicate(mesh);
- }
- // Switch to current LOD
- var meshLOD = mesh.getLOD(this.activeCamera);
- if (!meshLOD) {
- continue;
- }
- mesh._preActivate();
- if (mesh.isEnabled() && mesh.isVisible && mesh.visibility > 0 && ((mesh.layerMask & this.activeCamera.layerMask) !== 0) && mesh.isInFrustum(this._frustumPlanes)) {
- this._activeMeshes.push(mesh);
- mesh._activate(this._renderId);
- this._activeMesh(meshLOD);
- }
- }
- // Particle systems
- var beforeParticlesDate = Tools.Now;
- if (this.particlesEnabled) {
- Tools.StartPerformanceCounter("Particles", this.particleSystems.length > 0);
- for (var particleIndex = 0; particleIndex < this.particleSystems.length; particleIndex++) {
- var particleSystem = this.particleSystems[particleIndex];
- if (!particleSystem.isStarted()) {
- continue;
- }
- if (!particleSystem.emitter.position || (particleSystem.emitter && particleSystem.emitter.isEnabled())) {
- this._activeParticleSystems.push(particleSystem);
- particleSystem.animate();
- }
- }
- Tools.EndPerformanceCounter("Particles", this.particleSystems.length > 0);
- }
- this._particlesDuration += Tools.Now - beforeParticlesDate;
- }
- private _activeMesh(mesh: AbstractMesh): void {
- if (mesh.skeleton && this.skeletonsEnabled) {
- this._activeSkeletons.pushNoDuplicate(mesh.skeleton);
- }
- if (mesh.showBoundingBox || this.forceShowBoundingBoxes) {
- this._boundingBoxRenderer.renderList.push(mesh.getBoundingInfo().boundingBox);
- }
- if (mesh && mesh.subMeshes) {
- // Submeshes Octrees
- var len: number;
- var subMeshes: SubMesh[];
- if (mesh._submeshesOctree && mesh.useOctreeForRenderingSelection) {
- var intersections = mesh._submeshesOctree.select(this._frustumPlanes);
- len = intersections.length;
- subMeshes = intersections.data;
- } else {
- subMeshes = mesh.subMeshes;
- len = subMeshes.length;
- }
- for (var subIndex = 0; subIndex < len; subIndex++) {
- var subMesh = subMeshes[subIndex];
- this._evaluateSubMesh(subMesh, mesh);
- }
- }
- }
- public updateTransformMatrix(force?: boolean): void {
- this.setTransformMatrix(this.activeCamera.getViewMatrix(), this.activeCamera.getProjectionMatrix(force));
- }
- private _renderForCamera(camera: Camera): void {
- var engine = this._engine;
- this.activeCamera = camera;
- if (!this.activeCamera)
- throw new Error("Active camera not set");
- Tools.StartPerformanceCounter("Rendering camera " + this.activeCamera.name);
- // Viewport
- engine.setViewport(this.activeCamera.viewport);
- // Camera
- this._renderId++;
- this.updateTransformMatrix();
- if (this.beforeCameraRender) {
- this.beforeCameraRender(this.activeCamera);
- }
- // Meshes
- var beforeEvaluateActiveMeshesDate = Tools.Now;
- Tools.StartPerformanceCounter("Active meshes evaluation");
- this._evaluateActiveMeshes();
- this._evaluateActiveMeshesDuration += Tools.Now - beforeEvaluateActiveMeshesDate;
- Tools.EndPerformanceCounter("Active meshes evaluation");
- // Skeletons
- for (var skeletonIndex = 0; skeletonIndex < this._activeSkeletons.length; skeletonIndex++) {
- var skeleton = this._activeSkeletons.data[skeletonIndex];
- skeleton.prepare();
- this._activeBones += skeleton.bones.length;
- }
- // Render targets
- var beforeRenderTargetDate = Tools.Now;
- if (this.renderTargetsEnabled) {
- Tools.StartPerformanceCounter("Render targets", this._renderTargets.length > 0);
- for (var renderIndex = 0; renderIndex < this._renderTargets.length; renderIndex++) {
- var renderTarget = this._renderTargets.data[renderIndex];
- if (renderTarget._shouldRender()) {
- this._renderId++;
- renderTarget.render();
- }
- }
- Tools.EndPerformanceCounter("Render targets", this._renderTargets.length > 0);
- this._renderId++;
- }
- if (this._renderTargets.length > 0) { // Restore back buffer
- engine.restoreDefaultFramebuffer();
- }
- this._renderTargetsDuration += Tools.Now - beforeRenderTargetDate;
- // Prepare Frame
- this.postProcessManager._prepareFrame();
- var beforeRenderDate = Tools.Now;
- // 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
- Tools.StartPerformanceCounter("Main render");
- this._renderingManager.render(null, null, true, true);
- Tools.EndPerformanceCounter("Main render");
- // Bounding boxes
- this._boundingBoxRenderer.render();
- // Lens flares
- if (this.lensFlaresEnabled) {
- Tools.StartPerformanceCounter("Lens flares", this.lensFlareSystems.length > 0);
- for (var lensFlareSystemIndex = 0; lensFlareSystemIndex < this.lensFlareSystems.length; lensFlareSystemIndex++) {
- this.lensFlareSystems[lensFlareSystemIndex].render();
- }
- Tools.EndPerformanceCounter("Lens flares", this.lensFlareSystems.length > 0);
- }
- // 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 += Tools.Now - beforeRenderDate;
- // Finalize frame
- this.postProcessManager._finalizeFrame(camera.isIntermediate);
- // Update camera
- this.activeCamera._updateFromScene();
- // Reset some special arrays
- this._renderTargets.reset();
- if (this.afterCameraRender) {
- this.afterCameraRender(this.activeCamera);
- }
- Tools.EndPerformanceCounter("Rendering camera " + this.activeCamera.name);
- }
- private _processSubCameras(camera: Camera): void {
- if (camera.subCameras.length === 0) {
- this._renderForCamera(camera);
- return;
- }
- // Sub-cameras
- for (var index = 0; index < camera.subCameras.length; index++) {
- this._renderForCamera(camera.subCameras[index]);
- }
- this.activeCamera = camera;
- this.setTransformMatrix(this.activeCamera.getViewMatrix(), this.activeCamera.getProjectionMatrix());
- // Update camera
- this.activeCamera._updateFromScene();
- }
- private _checkIntersections(): void {
- for (var index = 0; index < this._meshesForIntersections.length; index++) {
- var sourceMesh = this._meshesForIntersections.data[index];
- for (var actionIndex = 0; actionIndex < sourceMesh.actionManager.actions.length; actionIndex++) {
- var action = sourceMesh.actionManager.actions[actionIndex];
- if (action.trigger === ActionManager.OnIntersectionEnterTrigger || action.trigger === ActionManager.OnIntersectionExitTrigger) {
- var otherMesh = action.getTriggerParameter();
- var areIntersecting = otherMesh.intersectsMesh(sourceMesh, false);
- var currentIntersectionInProgress = sourceMesh._intersectionsInProgress.indexOf(otherMesh);
- if (areIntersecting && currentIntersectionInProgress === -1) {
- if (action.trigger === ActionManager.OnIntersectionEnterTrigger) {
- action._executeCurrent(ActionEvent.CreateNew(sourceMesh));
- sourceMesh._intersectionsInProgress.push(otherMesh);
- } else if (action.trigger === ActionManager.OnIntersectionExitTrigger) {
- sourceMesh._intersectionsInProgress.push(otherMesh);
- }
- } else if (!areIntersecting && currentIntersectionInProgress > -1 && action.trigger === ActionManager.OnIntersectionExitTrigger) {
- action._executeCurrent(ActionEvent.CreateNew(sourceMesh));
- var indexOfOther = sourceMesh._intersectionsInProgress.indexOf(otherMesh);
- if (indexOfOther > -1) {
- sourceMesh._intersectionsInProgress.splice(indexOfOther, 1);
- }
- }
- }
- }
- }
- }
- public render(): void {
- var startDate = Tools.Now;
- this._particlesDuration = 0;
- this._spritesDuration = 0;
- this._activeParticles = 0;
- this._renderDuration = 0;
- this._renderTargetsDuration = 0;
- this._evaluateActiveMeshesDuration = 0;
- this._totalVertices = 0;
- this._activeVertices = 0;
- this._activeBones = 0;
- this.getEngine().resetDrawCalls();
- this._meshesForIntersections.reset();
- this.resetCachedMaterial();
- Tools.StartPerformanceCounter("Scene rendering");
- // Actions
- if (this.actionManager) {
- this.actionManager.processTrigger(ActionManager.OnEveryFrameTrigger, null);
- }
- // Before render
- if (this.beforeRender) {
- this.beforeRender();
- }
- for (var callbackIndex = 0; callbackIndex < this._onBeforeRenderCallbacks.length; callbackIndex++) {
- this._onBeforeRenderCallbacks[callbackIndex]();
- }
- // Animations
- var deltaTime = Math.max(Scene.MinDeltaTime, Math.min(this._engine.getDeltaTime(), Scene.MaxDeltaTime));
- this._animationRatio = deltaTime * (60.0 / 1000.0);
- this._animate();
- // Physics
- if (this._physicsEngine) {
- Tools.StartPerformanceCounter("Physics");
- this._physicsEngine._runOneStep(deltaTime / 1000.0);
- Tools.EndPerformanceCounter("Physics");
- }
- // Customs render targets
- var beforeRenderTargetDate = Tools.Now;
- var engine = this.getEngine();
- if (this.renderTargetsEnabled) {
- Tools.StartPerformanceCounter("Custom render targets", this.customRenderTargets.length > 0);
- for (var customIndex = 0; customIndex < this.customRenderTargets.length; customIndex++) {
- var renderTarget = this.customRenderTargets[customIndex];
- if (renderTarget._shouldRender()) {
- this._renderId++;
- this.activeCamera = renderTarget.activeCamera || this.activeCamera;
- if (!this.activeCamera)
- throw new Error("Active camera not set");
- // Viewport
- engine.setViewport(this.activeCamera.viewport);
- // Camera
- this.updateTransformMatrix();
- renderTarget.render();
- }
- }
- Tools.EndPerformanceCounter("Custom render targets", this.customRenderTargets.length > 0);
- this._renderId++;
- }
- if (this.customRenderTargets.length > 0) { // Restore back buffer
- engine.restoreDefaultFramebuffer();
- }
- this._renderTargetsDuration += Tools.Now - beforeRenderTargetDate;
- // Procedural textures
- if (this.proceduralTexturesEnabled) {
- Tools.StartPerformanceCounter("Procedural textures", this._proceduralTextures.length > 0);
- for (var proceduralIndex = 0; proceduralIndex < this._proceduralTextures.length; proceduralIndex++) {
- var proceduralTexture = this._proceduralTextures[proceduralIndex];
- if (proceduralTexture._shouldRender()) {
- proceduralTexture.render();
- }
- }
- Tools.EndPerformanceCounter("Procedural textures", this._proceduralTextures.length > 0);
- }
- // Clear
- this._engine.clear(this.clearColor, this.autoClear || this.forceWireframe || this.forcePointsCloud, true);
- // Shadows
- if (this.shadowsEnabled) {
- for (var lightIndex = 0; lightIndex < this.lights.length; lightIndex++) {
- var light = this.lights[lightIndex];
- var shadowGenerator = light.getShadowGenerator();
- if (light.isEnabled() && shadowGenerator && shadowGenerator.getShadowMap().getScene().textures.indexOf(shadowGenerator.getShadowMap()) !== -1) {
- this._renderTargets.push(shadowGenerator.getShadowMap());
- }
- }
- }
- // Depth renderer
- if (this._depthRenderer) {
- this._renderTargets.push(this._depthRenderer.getDepthMap());
- }
- // RenderPipeline
- this.postProcessRenderPipelineManager.update();
- // Multi-cameras?
- if (this.activeCameras.length > 0) {
- var currentRenderId = this._renderId;
- for (var cameraIndex = 0; cameraIndex < this.activeCameras.length; cameraIndex++) {
- this._renderId = currentRenderId;
- this._processSubCameras(this.activeCameras[cameraIndex]);
- }
- } else {
- if (!this.activeCamera) {
- throw new Error("No camera defined");
- }
- this._processSubCameras(this.activeCamera);
- }
- // Intersection checks
- this._checkIntersections();
- // Update the audio listener attached to the camera
- this._updateAudioParameters();
- // After render
- if (this.afterRender) {
- this.afterRender();
- }
- for (callbackIndex = 0; callbackIndex < this._onAfterRenderCallbacks.length; callbackIndex++) {
- this._onAfterRenderCallbacks[callbackIndex]();
- }
- // Cleaning
- for (var index = 0; index < this._toBeDisposed.length; index++) {
- this._toBeDisposed.data[index].dispose();
- this._toBeDisposed[index] = null;
- }
- this._toBeDisposed.reset();
- Tools.EndPerformanceCounter("Scene rendering");
- this._lastFrameDuration = Tools.Now - startDate;
- }
- private _updateAudioParameters() {
- var listeningCamera: Camera;
- var audioEngine = this._engine.getAudioEngine();
- if (this.activeCameras.length > 0) {
- listeningCamera = this.activeCameras[0];
- } else {
- listeningCamera = this.activeCamera;
- }
- if (listeningCamera && audioEngine.canUseWebAudio) {
- audioEngine.audioContext.listener.setPosition(listeningCamera.position.x, listeningCamera.position.y, listeningCamera.position.z);
- var mat = Matrix.Invert(listeningCamera.getViewMatrix());
- var cameraDirection = Vector3.TransformNormal(new Vector3(0, 0, -1), mat);
- cameraDirection.normalize();
- audioEngine.audioContext.listener.setOrientation(cameraDirection.x, cameraDirection.y, cameraDirection.z, 0, 1, 0);
- for (var i = 0; i < this.mainSoundTrack.soundCollection.length; i++) {
- var sound = this.mainSoundTrack.soundCollection[i];
- if (sound.useCustomAttenuation) {
- sound.updateDistanceFromListener();
- }
- }
- for (i = 0; i < this.soundTracks.length; i++) {
- for (var j = 0; j < this.soundTracks[i].soundCollection.length; j++) {
- sound = this.soundTracks[i].soundCollection[j];
- if (sound.useCustomAttenuation) {
- sound.updateDistanceFromListener();
- }
- }
- }
- }
- }
- public enableDepthRenderer(): DepthRenderer {
- if (this._depthRenderer) {
- return this._depthRenderer;
- }
- this._depthRenderer = new DepthRenderer(this);
- return this._depthRenderer;
- }
- public disableDepthRenderer(): void {
- if (!this._depthRenderer) {
- return;
- }
- this._depthRenderer.dispose();
- this._depthRenderer = null;
- }
- public dispose(): void {
- this.beforeRender = null;
- this.afterRender = null;
- this.skeletons = [];
- this._boundingBoxRenderer.dispose();
- if (this._depthRenderer) {
- this._depthRenderer.dispose();
- }
- // Debug layer
- this.debugLayer.hide();
- // Events
- if (this.onDispose) {
- this.onDispose();
- }
- this._onBeforeRenderCallbacks = [];
- this._onAfterRenderCallbacks = [];
- this.detachControl();
- // Release sounds & sounds tracks
- this.mainSoundTrack.dispose();
- for (var scIndex = 0; scIndex < this.soundTracks.length; scIndex++) {
- this.soundTracks[scIndex].dispose();
- }
- // Detach cameras
- var canvas = this._engine.getRenderingCanvas();
- var index;
- for (index = 0; index < this.cameras.length; index++) {
- this.cameras[index].detachControl(canvas);
- }
- // Release lights
- while (this.lights.length) {
- this.lights[0].dispose();
- }
- // Release meshes
- while (this.meshes.length) {
- this.meshes[0].dispose(true);
- }
- // Release cameras
- while (this.cameras.length) {
- this.cameras[0].dispose();
- }
- // 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[0].dispose();
- }
- // Post-processes
- this.postProcessManager.dispose();
- // Physics
- if (this._physicsEngine) {
- this.disablePhysicsEngine();
- }
- // Remove from engine
- index = this._engine.scenes.indexOf(this);
- if (index > -1) {
- this._engine.scenes.splice(index, 1);
- }
- this._engine.wipeCaches();
- }
- // Collisions
- public _getNewPosition(position: Vector3, velocity: Vector3, collider: Collider, maximumRetry: number, finalPosition: Vector3, excludedMesh: AbstractMesh = null): void {
- position.divideToRef(collider.radius, this._scaledPosition);
- velocity.divideToRef(collider.radius, this._scaledVelocity);
- collider.retry = 0;
- collider.initialVelocity = this._scaledVelocity;
- collider.initialPosition = this._scaledPosition;
- this._collideWithWorld(this._scaledPosition, this._scaledVelocity, collider, maximumRetry, finalPosition, excludedMesh);
- finalPosition.multiplyInPlace(collider.radius);
- }
- private _collideWithWorld(position: Vector3, velocity: Vector3, collider: Collider, maximumRetry: number, finalPosition: Vector3, excludedMesh: AbstractMesh = null): void {
- var closeDistance = Engine.CollisionsEpsilon * 10.0;
- if (collider.retry >= maximumRetry) {
- finalPosition.copyFrom(position);
- return;
- }
- 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.subMeshes && mesh !== excludedMesh) {
- mesh._checkCollision(collider);
- }
- }
- if (!collider.collisionFound) {
- position.addToRef(velocity, finalPosition);
- return;
- }
- if (velocity.x !== 0 || velocity.y !== 0 || velocity.z !== 0) {
- collider._getResponse(position, velocity);
- }
- if (velocity.length() <= closeDistance) {
- finalPosition.copyFrom(position);
- return;
- }
- collider.retry++;
- this._collideWithWorld(position, velocity, collider, maximumRetry, finalPosition, excludedMesh);
- }
- // Octrees
- public createOrUpdateSelectionOctree(maxCapacity = 64, maxDepth = 2): Octree<AbstractMesh> {
- if (!this._selectionOctree) {
- this._selectionOctree = new Octree<AbstractMesh>(Octree.CreationFuncForMeshes, maxCapacity, maxDepth);
- }
- var min = new Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
- var max = new Vector3(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE);
- for (var index = 0; index < this.meshes.length; index++) {
- var mesh = this.meshes[index];
- mesh.computeWorldMatrix(true);
- var minBox = mesh.getBoundingInfo().boundingBox.minimumWorld;
- var maxBox = mesh.getBoundingInfo().boundingBox.maximumWorld;
- Tools.CheckExtends(minBox, min, max);
- Tools.CheckExtends(maxBox, min, max);
- }
- // Update octree
- this._selectionOctree.update(min, max, this.meshes);
- return this._selectionOctree;
- }
- // Picking
- public createPickingRay(x: number, y: number, world: Matrix, camera: Camera): Ray {
- var engine = this._engine;
- if (!camera) {
- if (!this.activeCamera)
- throw new Error("Active camera not set");
- camera = this.activeCamera;
- }
- var cameraViewport = camera.viewport;
- var viewport = cameraViewport.toGlobal(engine);
- // Moving coordinates to local viewport world
- x = x / this._engine.getHardwareScalingLevel() - viewport.x;
- y = y / this._engine.getHardwareScalingLevel() - (this._engine.getRenderHeight() - viewport.y - viewport.height);
- return Ray.CreateNew(x, y, viewport.width, viewport.height, world ? world : Matrix.Identity(), camera.getViewMatrix(), camera.getProjectionMatrix());
- // return BABYLON.Ray.CreateNew(x / window.devicePixelRatio, y / window.devicePixelRatio, viewport.width, viewport.height, world ? world : BABYLON.Matrix.Identity(), camera.getViewMatrix(), camera.getProjectionMatrix());
- }
- private _internalPick(rayFunction: (world: Matrix) => Ray, predicate: (mesh: AbstractMesh) => boolean, fastCheck?: boolean): PickingInfo {
- var pickingInfo = null;
- for (var meshIndex = 0; meshIndex < this.meshes.length; meshIndex++) {
- var mesh = this.meshes[meshIndex];
- if (predicate) {
- if (!predicate(mesh)) {
- continue;
- }
- } else if (!mesh.isEnabled() || !mesh.isVisible || !mesh.isPickable) {
- continue;
- }
- var world = mesh.getWorldMatrix();
- var ray = rayFunction(world);
- var result = mesh.intersects(ray, fastCheck);
- if (!result || !result.hit)
- continue;
- if (!fastCheck && pickingInfo != null && result.distance >= pickingInfo.distance)
- continue;
- pickingInfo = result;
- if (fastCheck) {
- break;
- }
- }
- return pickingInfo || new PickingInfo();
- }
- public pick(x: number, y: number, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, camera?: Camera): PickingInfo {
- /// <summary>Launch a ray to try to pick a mesh in the scene</summary>
- /// <param name="x">X position on screen</param>
- /// <param name="y">Y position on screen</param>
- /// <param name="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</param>
- /// <param name="fastCheck">Launch a fast check only using the bounding boxes. Can be set to null.</param>
- /// <param name="camera">camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used</param>
- return this._internalPick(world => this.createPickingRay(x, y, world, camera), predicate, fastCheck);
- }
- public pickWithRay(ray: Ray, predicate: (mesh: Mesh) => boolean, fastCheck?: boolean) {
- return this._internalPick(world => {
- if (!this._pickWithRayInverseMatrix) {
- this._pickWithRayInverseMatrix = Matrix.Identity();
- }
- world.invertToRef(this._pickWithRayInverseMatrix);
- return Ray.Transform(ray, this._pickWithRayInverseMatrix);
- }, predicate, fastCheck);
- }
- public setPointerOverMesh(mesh: AbstractMesh): void {
- if (this._pointerOverMesh === mesh) {
- return;
- }
- if (this._pointerOverMesh && this._pointerOverMesh.actionManager) {
- this._pointerOverMesh.actionManager.processTrigger(ActionManager.OnPointerOutTrigger, ActionEvent.CreateNew(this._pointerOverMesh));
- }
- this._pointerOverMesh = mesh;
- if (this._pointerOverMesh && this._pointerOverMesh.actionManager) {
- this._pointerOverMesh.actionManager.processTrigger(ActionManager.OnPointerOverTrigger, ActionEvent.CreateNew(this._pointerOverMesh));
- }
- }
- public getPointerOverMesh(): AbstractMesh {
- return this._pointerOverMesh;
- }
- // Physics
- public getPhysicsEngine(): PhysicsEngine {
- return this._physicsEngine;
- }
- public enablePhysics(gravity: Vector3, plugin?: IPhysicsEnginePlugin): boolean {
- if (this._physicsEngine) {
- return true;
- }
- this._physicsEngine = new PhysicsEngine(plugin);
- if (!this._physicsEngine.isSupported()) {
- this._physicsEngine = null;
- return false;
- }
- this._physicsEngine._initialize(gravity);
- return true;
- }
- public disablePhysicsEngine(): void {
- if (!this._physicsEngine) {
- return;
- }
- this._physicsEngine.dispose();
- this._physicsEngine = undefined;
- }
- public isPhysicsEnabled(): boolean {
- return this._physicsEngine !== undefined;
- }
- public setGravity(gravity: Vector3): void {
- if (!this._physicsEngine) {
- return;
- }
- this._physicsEngine._setGravity(gravity);
- }
- public createCompoundImpostor(parts: any, options: PhysicsBodyCreationOptions): any {
- if (parts.parts) { // Old API
- options = parts;
- parts = parts.parts;
- }
- if (!this._physicsEngine) {
- return null;
- }
- for (var index = 0; index < parts.length; index++) {
- var mesh = parts[index].mesh;
- mesh._physicImpostor = parts[index].impostor;
- mesh._physicsMass = options.mass / parts.length;
- mesh._physicsFriction = options.friction;
- mesh._physicRestitution = options.restitution;
- }
- return this._physicsEngine._registerMeshesAsCompound(parts, options);
- }
- //ANY
- public deleteCompoundImpostor(compound: any): void {
- for (var index = 0; index < compound.parts.length; index++) {
- var mesh = compound.parts[index].mesh;
- mesh._physicImpostor = PhysicsEngine.NoImpostor;
- this._physicsEngine._unregisterMesh(mesh);
- }
- }
- // Tags
- private _getByTags(list: any[], tagsQuery: string, forEach?: (item: any) => void): any[] {
- if (tagsQuery === undefined) {
- // returns the complete list (could be done with BABYLON.Tags.MatchesQuery but no need to have a for-loop here)
- return list;
- }
- var listByTags = [];
- forEach = forEach || ((item: any) => { return; });
- for (var i in list) {
- var item = list[i];
- if (Tags.MatchesQuery(item, tagsQuery)) {
- listByTags.push(item);
- forEach(item);
- }
- }
- return listByTags;
- }
- public getMeshesByTags(tagsQuery: string, forEach?: (mesh: AbstractMesh) => void): Mesh[] {
- return this._getByTags(this.meshes, tagsQuery, forEach);
- }
- public getCamerasByTags(tagsQuery: string, forEach?: (camera: Camera) => void): Camera[] {
- return this._getByTags(this.cameras, tagsQuery, forEach);
- }
- public getLightsByTags(tagsQuery: string, forEach?: (light: Light) => void): Light[] {
- return this._getByTags(this.lights, tagsQuery, forEach);
- }
- public getMaterialByTags(tagsQuery: string, forEach?: (material: Material) => void): Material[] {
- return this._getByTags(this.materials, tagsQuery, forEach).concat(this._getByTags(this.multiMaterials, tagsQuery, forEach));
- }
- }
- }
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