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scene.ts
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scene.ts
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import { Nullable } from "./types";
import { Tools } from "./Misc/tools";
import { IAnimatable } from './Animations/animatable.interface';
import { PrecisionDate } from "./Misc/precisionDate";
import { Observable, Observer } from "./Misc/observable";
import { SmartArrayNoDuplicate, SmartArray, ISmartArrayLike } from "./Misc/smartArray";
import { StringDictionary } from "./Misc/stringDictionary";
import { Tags } from "./Misc/tags";
import { Vector2, Vector3, Matrix } from "./Maths/math.vector";
import { Geometry } from "./Meshes/geometry";
import { TransformNode } from "./Meshes/transformNode";
import { SubMesh } from "./Meshes/subMesh";
import { AbstractMesh } from "./Meshes/abstractMesh";
import { Mesh } from "./Meshes/mesh";
import { IParticleSystem } from "./Particles/IParticleSystem";
import { Bone } from "./Bones/bone";
import { Skeleton } from "./Bones/skeleton";
import { MorphTargetManager } from "./Morph/morphTargetManager";
import { Camera } from "./Cameras/camera";
import { AbstractScene } from "./abstractScene";
import { BaseTexture } from "./Materials/Textures/baseTexture";
import { Texture } from "./Materials/Textures/texture";
import { RenderTargetTexture } from "./Materials/Textures/renderTargetTexture";
import { Material } from "./Materials/material";
import { ImageProcessingConfiguration } from "./Materials/imageProcessingConfiguration";
import { Effect } from "./Materials/effect";
import { UniformBuffer } from "./Materials/uniformBuffer";
import { MultiMaterial } from "./Materials/multiMaterial";
import { Light } from "./Lights/light";
import { PickingInfo } from "./Collisions/pickingInfo";
import { ICollisionCoordinator } from "./Collisions/collisionCoordinator";
import { PointerEventTypes, PointerInfoPre, PointerInfo } from "./Events/pointerEvents";
import { KeyboardInfoPre, KeyboardInfo } from "./Events/keyboardEvents";
import { ActionEvent } from "./Actions/actionEvent";
import { PostProcessManager } from "./PostProcesses/postProcessManager";
import { IOfflineProvider } from "./Offline/IOfflineProvider";
import { RenderingGroupInfo, RenderingManager, IRenderingManagerAutoClearSetup } from "./Rendering/renderingManager";
import { ISceneComponent, ISceneSerializableComponent, Stage, SimpleStageAction, RenderTargetsStageAction, RenderTargetStageAction, MeshStageAction, EvaluateSubMeshStageAction, PreActiveMeshStageAction, CameraStageAction, RenderingGroupStageAction, RenderingMeshStageAction, PointerMoveStageAction, PointerUpDownStageAction, CameraStageFrameBufferAction } from "./sceneComponent";
import { Engine } from "./Engines/engine";
import { Node } from "./node";
import { MorphTarget } from "./Morph/morphTarget";
import { Constants } from "./Engines/constants";
import { DomManagement } from "./Misc/domManagement";
import { Logger } from "./Misc/logger";
import { EngineStore } from "./Engines/engineStore";
import { AbstractActionManager } from './Actions/abstractActionManager';
import { _DevTools } from './Misc/devTools';
import { WebRequest } from './Misc/webRequest';
import { InputManager } from './Inputs/scene.inputManager';
import { PerfCounter } from './Misc/perfCounter';
import { IFileRequest } from './Misc/fileRequest';
import { Color4, Color3 } from './Maths/math.color';
import { Plane } from './Maths/math.plane';
import { Frustum } from './Maths/math.frustum';
import { UniqueIdGenerator } from './Misc/uniqueIdGenerator';
import { FileTools, LoadFileError, RequestFileError, ReadFileError } from './Misc/fileTools';
import { IClipPlanesHolder } from './Misc/interfaces/iClipPlanesHolder';
declare type Ray = import("./Culling/ray").Ray;
declare type TrianglePickingPredicate = import("./Culling/ray").TrianglePickingPredicate;
declare type Animation = import("./Animations/animation").Animation;
declare type Animatable = import("./Animations/animatable").Animatable;
declare type AnimationGroup = import("./Animations/animationGroup").AnimationGroup;
declare type AnimationPropertiesOverride = import("./Animations/animationPropertiesOverride").AnimationPropertiesOverride;
declare type Collider = import("./Collisions/collider").Collider;
declare type PostProcess = import("./PostProcesses/postProcess").PostProcess;
/**
* Define an interface for all classes that will hold resources
*/
export interface IDisposable {
/**
* Releases all held resources
*/
dispose(): void;
}
/** Interface defining initialization parameters for Scene class */
export interface SceneOptions {
/**
* Defines that scene should keep up-to-date a map of geometry to enable fast look-up by uniqueId
* It will improve performance when the number of geometries becomes important.
*/
useGeometryUniqueIdsMap?: boolean;
/**
* Defines that each material of the scene should keep up-to-date a map of referencing meshes for fast diposing
* It will improve performance when the number of mesh becomes important, but might consume a bit more memory
*/
useMaterialMeshMap?: boolean;
/**
* Defines that each mesh of the scene should keep up-to-date a map of referencing cloned meshes for fast diposing
* It will improve performance when the number of mesh becomes important, but might consume a bit more memory
*/
useClonedMeshMap?: boolean;
/** Defines if the creation of the scene should impact the engine (Eg. UtilityLayer's scene) */
virtual?: boolean;
}
/**
* Represents a scene to be rendered by the engine.
* @see https://doc.babylonjs.com/features/scene
*/
export class Scene extends AbstractScene implements IAnimatable, IClipPlanesHolder {
/** The fog is deactivated */
public static readonly FOGMODE_NONE = 0;
/** The fog density is following an exponential function */
public static readonly FOGMODE_EXP = 1;
/** The fog density is following an exponential function faster than FOGMODE_EXP */
public static readonly FOGMODE_EXP2 = 2;
/** The fog density is following a linear function. */
public static readonly FOGMODE_LINEAR = 3;
/**
* Gets or sets the minimum deltatime when deterministic lock step is enabled
* @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
*/
public static MinDeltaTime = 1.0;
/**
* Gets or sets the maximum deltatime when deterministic lock step is enabled
* @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
*/
public static MaxDeltaTime = 1000.0;
/**
* Factory used to create the default material.
* @param name The name of the material to create
* @param scene The scene to create the material for
* @returns The default material
*/
public static DefaultMaterialFactory(scene: Scene): Material {
throw _DevTools.WarnImport("StandardMaterial");
}
/**
* Factory used to create the a collision coordinator.
* @returns The collision coordinator
*/
public static CollisionCoordinatorFactory(): ICollisionCoordinator {
throw _DevTools.WarnImport("DefaultCollisionCoordinator");
}
// Members
/** @hidden */
public _inputManager = new InputManager(this);
/** Define this parameter if you are using multiple cameras and you want to specify which one should be used for pointer position */
public cameraToUseForPointers: Nullable<Camera> = null;
/** @hidden */
public readonly _isScene = true;
/** @hidden */
public _blockEntityCollection = false;
/**
* Gets or sets a boolean that indicates if the scene must clear the render buffer before rendering a frame
*/
public autoClear = true;
/**
* Gets or sets a boolean that indicates if the scene must clear the depth and stencil buffers before rendering a frame
*/
public autoClearDepthAndStencil = true;
/**
* Defines the color used to clear the render buffer (Default is (0.2, 0.2, 0.3, 1.0))
*/
public clearColor: Color4 = new Color4(0.2, 0.2, 0.3, 1.0);
/**
* Defines the color used to simulate the ambient color (Default is (0, 0, 0))
*/
public ambientColor = new Color3(0, 0, 0);
/**
* This is use to store the default BRDF lookup for PBR materials in your scene.
* It should only be one of the following (if not the default embedded one):
* * For uncorrelated BRDF (pbr.brdf.useEnergyConservation = false and pbr.brdf.useSmithVisibilityHeightCorrelated = false) : https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds
* * For correlated BRDF (pbr.brdf.useEnergyConservation = false and pbr.brdf.useSmithVisibilityHeightCorrelated = true) : https://assets.babylonjs.com/environments/correlatedBRDF.dds
* * For correlated multi scattering BRDF (pbr.brdf.useEnergyConservation = true and pbr.brdf.useSmithVisibilityHeightCorrelated = true) : https://assets.babylonjs.com/environments/correlatedMSBRDF.dds
* The material properties need to be setup according to the type of texture in use.
*/
public environmentBRDFTexture: BaseTexture;
/**
* Texture used in all pbr material as the reflection texture.
* As in the majority of the scene they are the same (exception for multi room and so on),
* this is easier to reference from here than from all the materials.
*/
public get environmentTexture(): Nullable<BaseTexture> {
return this._environmentTexture;
}
/**
* Texture used in all pbr material as the reflection texture.
* As in the majority of the scene they are the same (exception for multi room and so on),
* this is easier to set here than in all the materials.
*/
public set environmentTexture(value: Nullable<BaseTexture>) {
if (this._environmentTexture === value) {
return;
}
this._environmentTexture = value;
this.markAllMaterialsAsDirty(Constants.MATERIAL_TextureDirtyFlag);
}
/** @hidden */
protected _environmentIntensity: number = 1;
/**
* Intensity of the environment in all pbr material.
* This dims or reinforces the IBL lighting overall (reflection and diffuse).
* As in the majority of the scene they are the same (exception for multi room and so on),
* this is easier to reference from here than from all the materials.
*/
public get environmentIntensity(): number {
return this._environmentIntensity;
}
/**
* Intensity of the environment in all pbr material.
* This dims or reinforces the IBL lighting overall (reflection and diffuse).
* As in the majority of the scene they are the same (exception for multi room and so on),
* this is easier to set here than in all the materials.
*/
public set environmentIntensity(value: number) {
if (this._environmentIntensity === value) {
return;
}
this._environmentIntensity = value;
this.markAllMaterialsAsDirty(Constants.MATERIAL_TextureDirtyFlag);
}
/** @hidden */
protected _imageProcessingConfiguration: ImageProcessingConfiguration;
/**
* Default image processing configuration used either in the rendering
* Forward main pass or through the imageProcessingPostProcess if present.
* As in the majority of the scene they are the same (exception for multi camera),
* this is easier to reference from here than from all the materials and post process.
*
* No setter as we it is a shared configuration, you can set the values instead.
*/
public get imageProcessingConfiguration(): ImageProcessingConfiguration {
return this._imageProcessingConfiguration;
}
private _forceWireframe = false;
/**
* Gets or sets a boolean indicating if all rendering must be done in wireframe
*/
public set forceWireframe(value: boolean) {
if (this._forceWireframe === value) {
return;
}
this._forceWireframe = value;
this.markAllMaterialsAsDirty(Constants.MATERIAL_MiscDirtyFlag);
}
public get forceWireframe(): boolean {
return this._forceWireframe;
}
private _skipFrustumClipping = false;
/**
* Gets or sets a boolean indicating if we should skip the frustum clipping part of the active meshes selection
*/
public set skipFrustumClipping(value: boolean) {
if (this._skipFrustumClipping === value) {
return;
}
this._skipFrustumClipping = value;
}
public get skipFrustumClipping(): boolean {
return this._skipFrustumClipping;
}
private _forcePointsCloud = false;
/**
* Gets or sets a boolean indicating if all rendering must be done in point cloud
*/
public set forcePointsCloud(value: boolean) {
if (this._forcePointsCloud === value) {
return;
}
this._forcePointsCloud = value;
this.markAllMaterialsAsDirty(Constants.MATERIAL_MiscDirtyFlag);
}
public get forcePointsCloud(): boolean {
return this._forcePointsCloud;
}
/**
* Gets or sets the active clipplane 1
*/
public clipPlane: Nullable<Plane>;
/**
* Gets or sets the active clipplane 2
*/
public clipPlane2: Nullable<Plane>;
/**
* Gets or sets the active clipplane 3
*/
public clipPlane3: Nullable<Plane>;
/**
* Gets or sets the active clipplane 4
*/
public clipPlane4: Nullable<Plane>;
/**
* Gets or sets the active clipplane 5
*/
public clipPlane5: Nullable<Plane>;
/**
* Gets or sets the active clipplane 6
*/
public clipPlane6: Nullable<Plane>;
/**
* Gets or sets a boolean indicating if animations are enabled
*/
public animationsEnabled = true;
private _animationPropertiesOverride: Nullable<AnimationPropertiesOverride> = null;
/**
* Gets or sets the animation properties override
*/
public get animationPropertiesOverride(): Nullable<AnimationPropertiesOverride> {
return this._animationPropertiesOverride;
}
public set animationPropertiesOverride(value: Nullable<AnimationPropertiesOverride>) {
this._animationPropertiesOverride = value;
}
/**
* Gets or sets a boolean indicating if a constant deltatime has to be used
* This is mostly useful for testing purposes when you do not want the animations to scale with the framerate
*/
public useConstantAnimationDeltaTime = false;
/**
* Gets or sets a boolean indicating if the scene must keep the meshUnderPointer property updated
* Please note that it requires to run a ray cast through the scene on every frame
*/
public constantlyUpdateMeshUnderPointer = false;
/**
* Defines the HTML cursor to use when hovering over interactive elements
*/
public hoverCursor = "pointer";
/**
* Defines the HTML default cursor to use (empty by default)
*/
public defaultCursor: string = "";
/**
* Defines whether cursors are handled by the scene.
*/
public doNotHandleCursors = false;
/**
* This is used to call preventDefault() on pointer down
* in order to block unwanted artifacts like system double clicks
*/
public preventDefaultOnPointerDown = true;
/**
* This is used to call preventDefault() on pointer up
* in order to block unwanted artifacts like system double clicks
*/
public preventDefaultOnPointerUp = true;
// Metadata
/**
* Gets or sets user defined metadata
*/
public metadata: any = null;
/**
* For internal use only. Please do not use.
*/
public reservedDataStore: any = null;
/**
* Gets the name of the plugin used to load this scene (null by default)
*/
public loadingPluginName: string;
/**
* Use this array to add regular expressions used to disable offline support for specific urls
*/
public disableOfflineSupportExceptionRules = new Array<RegExp>();
/**
* An event triggered when the scene is disposed.
*/
public onDisposeObservable = new Observable<Scene>();
private _onDisposeObserver: Nullable<Observer<Scene>> = null;
/** Sets a function to be executed when this scene is disposed. */
public set onDispose(callback: () => void) {
if (this._onDisposeObserver) {
this.onDisposeObservable.remove(this._onDisposeObserver);
}
this._onDisposeObserver = this.onDisposeObservable.add(callback);
}
/**
* An event triggered before rendering the scene (right after animations and physics)
*/
public onBeforeRenderObservable = new Observable<Scene>();
private _onBeforeRenderObserver: Nullable<Observer<Scene>> = null;
/** Sets a function to be executed before rendering this scene */
public set beforeRender(callback: Nullable<() => void>) {
if (this._onBeforeRenderObserver) {
this.onBeforeRenderObservable.remove(this._onBeforeRenderObserver);
}
if (callback) {
this._onBeforeRenderObserver = this.onBeforeRenderObservable.add(callback);
}
}
/**
* An event triggered after rendering the scene
*/
public onAfterRenderObservable = new Observable<Scene>();
/**
* An event triggered after rendering the scene for an active camera (When scene.render is called this will be called after each camera)
*/
public onAfterRenderCameraObservable = new Observable<Camera>();
private _onAfterRenderObserver: Nullable<Observer<Scene>> = null;
/** Sets a function to be executed after rendering this scene */
public set afterRender(callback: Nullable<() => void>) {
if (this._onAfterRenderObserver) {
this.onAfterRenderObservable.remove(this._onAfterRenderObserver);
}
if (callback) {
this._onAfterRenderObserver = this.onAfterRenderObservable.add(callback);
}
}
/**
* An event triggered before animating the scene
*/
public onBeforeAnimationsObservable = new Observable<Scene>();
/**
* An event triggered after animations processing
*/
public onAfterAnimationsObservable = new Observable<Scene>();
/**
* An event triggered before draw calls are ready to be sent
*/
public onBeforeDrawPhaseObservable = new Observable<Scene>();
/**
* An event triggered after draw calls have been sent
*/
public onAfterDrawPhaseObservable = new Observable<Scene>();
/**
* An event triggered when the scene is ready
*/
public onReadyObservable = new Observable<Scene>();
/**
* An event triggered before rendering a camera
*/
public onBeforeCameraRenderObservable = new Observable<Camera>();
private _onBeforeCameraRenderObserver: Nullable<Observer<Camera>> = null;
/** Sets a function to be executed before rendering a camera*/
public set beforeCameraRender(callback: () => void) {
if (this._onBeforeCameraRenderObserver) {
this.onBeforeCameraRenderObservable.remove(this._onBeforeCameraRenderObserver);
}
this._onBeforeCameraRenderObserver = this.onBeforeCameraRenderObservable.add(callback);
}
/**
* An event triggered after rendering a camera
*/
public onAfterCameraRenderObservable = new Observable<Camera>();
private _onAfterCameraRenderObserver: Nullable<Observer<Camera>> = null;
/** Sets a function to be executed after rendering a camera*/
public set afterCameraRender(callback: () => void) {
if (this._onAfterCameraRenderObserver) {
this.onAfterCameraRenderObservable.remove(this._onAfterCameraRenderObserver);
}
this._onAfterCameraRenderObserver = this.onAfterCameraRenderObservable.add(callback);
}
/**
* An event triggered when active meshes evaluation is about to start
*/
public onBeforeActiveMeshesEvaluationObservable = new Observable<Scene>();
/**
* An event triggered when active meshes evaluation is done
*/
public onAfterActiveMeshesEvaluationObservable = new Observable<Scene>();
/**
* An event triggered when particles rendering is about to start
* Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
*/
public onBeforeParticlesRenderingObservable = new Observable<Scene>();
/**
* An event triggered when particles rendering is done
* Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
*/
public onAfterParticlesRenderingObservable = new Observable<Scene>();
/**
* An event triggered when SceneLoader.Append or SceneLoader.Load or SceneLoader.ImportMesh were successfully executed
*/
public onDataLoadedObservable = new Observable<Scene>();
/**
* An event triggered when a camera is created
*/
public onNewCameraAddedObservable = new Observable<Camera>();
/**
* An event triggered when a camera is removed
*/
public onCameraRemovedObservable = new Observable<Camera>();
/**
* An event triggered when a light is created
*/
public onNewLightAddedObservable = new Observable<Light>();
/**
* An event triggered when a light is removed
*/
public onLightRemovedObservable = new Observable<Light>();
/**
* An event triggered when a geometry is created
*/
public onNewGeometryAddedObservable = new Observable<Geometry>();
/**
* An event triggered when a geometry is removed
*/
public onGeometryRemovedObservable = new Observable<Geometry>();
/**
* An event triggered when a transform node is created
*/
public onNewTransformNodeAddedObservable = new Observable<TransformNode>();
/**
* An event triggered when a transform node is removed
*/
public onTransformNodeRemovedObservable = new Observable<TransformNode>();
/**
* An event triggered when a mesh is created
*/
public onNewMeshAddedObservable = new Observable<AbstractMesh>();
/**
* An event triggered when a mesh is removed
*/
public onMeshRemovedObservable = new Observable<AbstractMesh>();
/**
* An event triggered when a skeleton is created
*/
public onNewSkeletonAddedObservable = new Observable<Skeleton>();
/**
* An event triggered when a skeleton is removed
*/
public onSkeletonRemovedObservable = new Observable<Skeleton>();
/**
* An event triggered when a material is created
*/
public onNewMaterialAddedObservable = new Observable<Material>();
/**
* An event triggered when a multi material is created
*/
public onNewMultiMaterialAddedObservable = new Observable<MultiMaterial>();
/**
* An event triggered when a material is removed
*/
public onMaterialRemovedObservable = new Observable<Material>();
/**
* An event triggered when a multi material is removed
*/
public onMultiMaterialRemovedObservable = new Observable<MultiMaterial>();
/**
* An event triggered when a texture is created
*/
public onNewTextureAddedObservable = new Observable<BaseTexture>();
/**
* An event triggered when a texture is removed
*/
public onTextureRemovedObservable = new Observable<BaseTexture>();
/**
* An event triggered when render targets are about to be rendered
* Can happen multiple times per frame.
*/
public onBeforeRenderTargetsRenderObservable = new Observable<Scene>();
/**
* An event triggered when render targets were rendered.
* Can happen multiple times per frame.
*/
public onAfterRenderTargetsRenderObservable = new Observable<Scene>();
/**
* An event triggered before calculating deterministic simulation step
*/
public onBeforeStepObservable = new Observable<Scene>();
/**
* An event triggered after calculating deterministic simulation step
*/
public onAfterStepObservable = new Observable<Scene>();
/**
* An event triggered when the activeCamera property is updated
*/
public onActiveCameraChanged = new Observable<Scene>();
/**
* This Observable will be triggered before rendering each renderingGroup of each rendered camera.
* The RenderinGroupInfo class contains all the information about the context in which the observable is called
* If you wish to register an Observer only for a given set of renderingGroup, use the mask with a combination of the renderingGroup index elevated to the power of two (1 for renderingGroup 0, 2 for renderingrOup1, 4 for 2 and 8 for 3)
*/
public onBeforeRenderingGroupObservable = new Observable<RenderingGroupInfo>();
/**
* This Observable will be triggered after rendering each renderingGroup of each rendered camera.
* The RenderinGroupInfo class contains all the information about the context in which the observable is called
* If you wish to register an Observer only for a given set of renderingGroup, use the mask with a combination of the renderingGroup index elevated to the power of two (1 for renderingGroup 0, 2 for renderingrOup1, 4 for 2 and 8 for 3)
*/
public onAfterRenderingGroupObservable = new Observable<RenderingGroupInfo>();
/**
* This Observable will when a mesh has been imported into the scene.
*/
public onMeshImportedObservable = new Observable<AbstractMesh>();
/**
* This Observable will when an animation file has been imported into the scene.
*/
public onAnimationFileImportedObservable = new Observable<Scene>();
/**
* Gets or sets a user defined funtion to select LOD from a mesh and a camera.
* By default this function is undefined and Babylon.js will select LOD based on distance to camera
*/
public customLODSelector: (mesh: AbstractMesh, camera: Camera) => Nullable<AbstractMesh>;
// Animations
/** @hidden */
public _registeredForLateAnimationBindings = new SmartArrayNoDuplicate<any>(256);
// Pointers
/**
* Gets or sets a predicate used to select candidate meshes for a pointer down event
*/
public pointerDownPredicate: (Mesh: AbstractMesh) => boolean;
/**
* Gets or sets a predicate used to select candidate meshes for a pointer up event
*/
public pointerUpPredicate: (Mesh: AbstractMesh) => boolean;
/**
* Gets or sets a predicate used to select candidate meshes for a pointer move event
*/
public pointerMovePredicate: (Mesh: AbstractMesh) => boolean;
/** Callback called when a pointer move is detected */
public onPointerMove: (evt: PointerEvent, pickInfo: PickingInfo, type: PointerEventTypes) => void;
/** Callback called when a pointer down is detected */
public onPointerDown: (evt: PointerEvent, pickInfo: PickingInfo, type: PointerEventTypes) => void;
/** Callback called when a pointer up is detected */
public onPointerUp: (evt: PointerEvent, pickInfo: Nullable<PickingInfo>, type: PointerEventTypes) => void;
/** Callback called when a pointer pick is detected */
public onPointerPick: (evt: PointerEvent, pickInfo: PickingInfo) => void;
/**
* This observable event is triggered when any ponter event is triggered. It is registered during Scene.attachControl() and it is called BEFORE the 3D engine process anything (mesh/sprite picking for instance).
* You have the possibility to skip the process and the call to onPointerObservable by setting PointerInfoPre.skipOnPointerObservable to true
*/
public onPrePointerObservable = new Observable<PointerInfoPre>();
/**
* Observable event triggered each time an input event is received from the rendering canvas
*/
public onPointerObservable = new Observable<PointerInfo>();
/**
* Gets the pointer coordinates without any translation (ie. straight out of the pointer event)
*/
public get unTranslatedPointer(): Vector2 {
return this._inputManager.unTranslatedPointer;
}
/**
* Gets or sets the distance in pixel that you have to move to prevent some events. Default is 10 pixels
*/
public static get DragMovementThreshold() {
return InputManager.DragMovementThreshold;
}
public static set DragMovementThreshold(value: number) {
InputManager.DragMovementThreshold = value;
}
/**
* Time in milliseconds to wait to raise long press events if button is still pressed. Default is 500 ms
*/
public static get LongPressDelay() {
return InputManager.LongPressDelay;
}
public static set LongPressDelay(value: number) {
InputManager.LongPressDelay = value;
}
/**
* Time in milliseconds to wait to raise long press events if button is still pressed. Default is 300 ms
*/
public static get DoubleClickDelay() {
return InputManager.DoubleClickDelay;
}
public static set DoubleClickDelay(value: number) {
InputManager.DoubleClickDelay = value;
}
/** If you need to check double click without raising a single click at first click, enable this flag */
public static get ExclusiveDoubleClickMode() {
return InputManager.ExclusiveDoubleClickMode;
}
public static set ExclusiveDoubleClickMode(value: boolean) {
InputManager.ExclusiveDoubleClickMode = value;
}
// Mirror
/** @hidden */
public _mirroredCameraPosition: Nullable<Vector3>;
// Keyboard
/**
* This observable event is triggered when any keyboard event si raised and registered during Scene.attachControl()
* You have the possibility to skip the process and the call to onKeyboardObservable by setting KeyboardInfoPre.skipOnPointerObservable to true
*/
public onPreKeyboardObservable = new Observable<KeyboardInfoPre>();
/**
* Observable event triggered each time an keyboard event is received from the hosting window
*/
public onKeyboardObservable = new Observable<KeyboardInfo>();
// Coordinates system
private _useRightHandedSystem = false;
/**
* Gets or sets a boolean indicating if the scene must use right-handed coordinates system
*/
public set useRightHandedSystem(value: boolean) {
if (this._useRightHandedSystem === value) {
return;
}
this._useRightHandedSystem = value;
this.markAllMaterialsAsDirty(Constants.MATERIAL_MiscDirtyFlag);
}
public get useRightHandedSystem(): boolean {
return this._useRightHandedSystem;
}
// Deterministic lockstep
private _timeAccumulator: number = 0;
private _currentStepId: number = 0;
private _currentInternalStep: number = 0;
/**
* Sets the step Id used by deterministic lock step
* @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
* @param newStepId defines the step Id
*/
public setStepId(newStepId: number): void {
this._currentStepId = newStepId;
}
/**
* Gets the step Id used by deterministic lock step
* @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
* @returns the step Id
*/
public getStepId(): number {
return this._currentStepId;
}
/**
* Gets the internal step used by deterministic lock step
* @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
* @returns the internal step
*/
public getInternalStep(): number {
return this._currentInternalStep;
}
// Fog
private _fogEnabled = true;
/**
* Gets or sets a boolean indicating if fog is enabled on this scene
* @see https://doc.babylonjs.com/babylon101/environment#fog
* (Default is true)
*/
public set fogEnabled(value: boolean) {
if (this._fogEnabled === value) {
return;
}
this._fogEnabled = value;
this.markAllMaterialsAsDirty(Constants.MATERIAL_MiscDirtyFlag);
}
public get fogEnabled(): boolean {
return this._fogEnabled;
}
private _fogMode = Scene.FOGMODE_NONE;
/**
* Gets or sets the fog mode to use
* @see https://doc.babylonjs.com/babylon101/environment#fog
* | mode | value |
* | --- | --- |
* | FOGMODE_NONE | 0 |
* | FOGMODE_EXP | 1 |
* | FOGMODE_EXP2 | 2 |
* | FOGMODE_LINEAR | 3 |
*/
public set fogMode(value: number) {
if (this._fogMode === value) {
return;
}
this._fogMode = value;
this.markAllMaterialsAsDirty(Constants.MATERIAL_MiscDirtyFlag);
}
public get fogMode(): number {
return this._fogMode;
}
/**
* Gets or sets the fog color to use
* @see https://doc.babylonjs.com/babylon101/environment#fog
* (Default is Color3(0.2, 0.2, 0.3))
*/
public fogColor = new Color3(0.2, 0.2, 0.3);
/**
* Gets or sets the fog density to use
* @see https://doc.babylonjs.com/babylon101/environment#fog
* (Default is 0.1)
*/
public fogDensity = 0.1;
/**
* Gets or sets the fog start distance to use
* @see https://doc.babylonjs.com/babylon101/environment#fog
* (Default is 0)
*/
public fogStart = 0;
/**
* Gets or sets the fog end distance to use
* @see https://doc.babylonjs.com/babylon101/environment#fog
* (Default is 1000)
*/
public fogEnd = 1000.0;
/**
* Flag indicating that the frame buffer binding is handled by another component
*/
public prePass: boolean = false;
// Lights
private _shadowsEnabled = true;
/**
* Gets or sets a boolean indicating if shadows are enabled on this scene
*/
public set shadowsEnabled(value: boolean) {
if (this._shadowsEnabled === value) {
return;
}
this._shadowsEnabled = value;
this.markAllMaterialsAsDirty(Constants.MATERIAL_LightDirtyFlag);
}
public get shadowsEnabled(): boolean {
return this._shadowsEnabled;
}
private _lightsEnabled = true;
/**
* Gets or sets a boolean indicating if lights are enabled on this scene
*/
public set lightsEnabled(value: boolean) {
if (this._lightsEnabled === value) {
return;
}
this._lightsEnabled = value;
this.markAllMaterialsAsDirty(Constants.MATERIAL_LightDirtyFlag);
}
public get lightsEnabled(): boolean {
return this._lightsEnabled;
}
/** All of the active cameras added to this scene. */
public activeCameras: Nullable<Camera[]> = new Array<Camera>();
/** @hidden */
public _activeCamera: Nullable<Camera>;
/** Gets or sets the current active camera */
public get activeCamera(): Nullable<Camera> {
return this._activeCamera;
}
public set activeCamera(value: Nullable<Camera>) {
if (value === this._activeCamera) {
return;
}
this._activeCamera = value;
this.onActiveCameraChanged.notifyObservers(this);
}
private _defaultMaterial: Material;
/** The default material used on meshes when no material is affected */
public get defaultMaterial(): Material {
if (!this._defaultMaterial) {
this._defaultMaterial = Scene.DefaultMaterialFactory(this);
}
return this._defaultMaterial;
}
/** The default material used on meshes when no material is affected */
public set defaultMaterial(value: Material) {
this._defaultMaterial = value;
}
// Textures
private _texturesEnabled = true;
/**
* Gets or sets a boolean indicating if textures are enabled on this scene
*/
public set texturesEnabled(value: boolean) {
if (this._texturesEnabled === value) {
return;
}
this._texturesEnabled = value;
this.markAllMaterialsAsDirty(Constants.MATERIAL_TextureDirtyFlag);
}
public get texturesEnabled(): boolean {
return this._texturesEnabled;
}
// Physics
/**
* Gets or sets a boolean indicating if physic engines are enabled on this scene
*/
public physicsEnabled = true;
// Particles
/**
* Gets or sets a boolean indicating if particles are enabled on this scene
*/
public particlesEnabled = true;
// Sprites
/**
* Gets or sets a boolean indicating if sprites are enabled on this scene
*/