| // Copyright 2018 The Immersive Web Community Group |
| // |
| // Permission is hereby granted, free of charge, to any person obtaining a copy |
| // of this software and associated documentation files (the "Software"), to deal |
| // in the Software without restriction, including without limitation the rights |
| // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell |
| // copies of the Software, and to permit persons to whom the Software is |
| // furnished to do so, subject to the following conditions: |
| |
| // The above copyright notice and this permission notice shall be included in |
| // all copies or substantial portions of the Software. |
| |
| // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR |
| // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, |
| // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE |
| // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER |
| // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, |
| // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE |
| // SOFTWARE. |
| |
| import {Ray} from '../math/ray.js'; |
| import {mat4, vec3, quat} from '../math/gl-matrix.js'; |
| |
| const DEFAULT_TRANSLATION = new Float32Array([0, 0, 0]); |
| const DEFAULT_ROTATION = new Float32Array([0, 0, 0, 1]); |
| const DEFAULT_SCALE = new Float32Array([1, 1, 1]); |
| |
| let tmpRayMatrix = mat4.create(); |
| |
| export class Node { |
| constructor() { |
| this.name = null; // Only for debugging |
| this.children = []; |
| this.parent = null; |
| this.visible = true; |
| this.selectable = false; |
| |
| this._matrix = null; |
| |
| this._dirtyTRS = false; |
| this._translation = null; |
| this._rotation = null; |
| this._scale = null; |
| |
| this._dirtyWorldMatrix = false; |
| this._worldMatrix = null; |
| |
| this._activeFrameId = -1; |
| this._hoverFrameId = -1; |
| this._renderPrimitives = null; |
| this._renderer = null; |
| |
| this._selectHandler = null; |
| } |
| |
| _setRenderer(renderer) { |
| if (this._renderer == renderer) { |
| return; |
| } |
| |
| if (this._renderer) { |
| // Changing the renderer removes any previously attached renderPrimitives |
| // from a different renderer. |
| this.clearRenderPrimitives(); |
| } |
| |
| this._renderer = renderer; |
| if (renderer) { |
| this.onRendererChanged(renderer); |
| |
| for (let child of this.children) { |
| child._setRenderer(renderer); |
| } |
| } |
| } |
| |
| onRendererChanged(renderer) { |
| // Override in other node types to respond to changes in the renderer. |
| } |
| |
| // Create a clone of this node and all of it's children. Does not duplicate |
| // RenderPrimitives, the cloned nodes will be treated as new instances of the |
| // geometry. |
| clone() { |
| let cloneNode = new Node(); |
| cloneNode.name = this.name; |
| cloneNode.visible = this.visible; |
| cloneNode._renderer = this._renderer; |
| |
| cloneNode._dirtyTRS = this._dirtyTRS; |
| |
| if (this._translation) { |
| cloneNode._translation = vec3.create(); |
| vec3.copy(cloneNode._translation, this._translation); |
| } |
| |
| if (this._rotation) { |
| cloneNode._rotation = quat.create(); |
| quat.copy(cloneNode._rotation, this._rotation); |
| } |
| |
| if (this._scale) { |
| cloneNode._scale = vec3.create(); |
| vec3.copy(cloneNode._scale, this._scale); |
| } |
| |
| // Only copy the matrices if they're not already dirty. |
| if (!cloneNode._dirtyTRS && this._matrix) { |
| cloneNode._matrix = mat4.create(); |
| mat4.copy(cloneNode._matrix, this._matrix); |
| } |
| |
| cloneNode._dirtyWorldMatrix = this._dirtyWorldMatrix; |
| if (!cloneNode._dirtyWorldMatrix && this._worldMatrix) { |
| cloneNode._worldMatrix = mat4.create(); |
| mat4.copy(cloneNode._worldMatrix, this._worldMatrix); |
| } |
| |
| this.waitForComplete().then(() => { |
| if (this._renderPrimitives) { |
| for (let primitive of this._renderPrimitives) { |
| cloneNode.addRenderPrimitive(primitive); |
| } |
| } |
| |
| for (let child of this.children) { |
| cloneNode.addNode(child.clone()); |
| } |
| }); |
| |
| return cloneNode; |
| } |
| |
| markActive(frameId) { |
| if (this.visible && this._renderPrimitives) { |
| this._activeFrameId = frameId; |
| for (let primitive of this._renderPrimitives) { |
| primitive.markActive(frameId); |
| } |
| } |
| |
| for (let child of this.children) { |
| if (child.visible) { |
| child.markActive(frameId); |
| } |
| } |
| } |
| |
| addNode(value) { |
| if (!value || value.parent == this) { |
| return; |
| } |
| |
| if (value.parent) { |
| value.parent.removeNode(value); |
| } |
| value.parent = this; |
| |
| this.children.push(value); |
| |
| if (this._renderer) { |
| value._setRenderer(this._renderer); |
| } |
| } |
| |
| removeNode(value) { |
| let i = this.children.indexOf(value); |
| if (i > -1) { |
| this.children.splice(i, 1); |
| value.parent = null; |
| } |
| } |
| |
| clearNodes() { |
| for (let child of this.children) { |
| child.parent = null; |
| } |
| this.children = []; |
| } |
| |
| setMatrixDirty() { |
| if (!this._dirtyWorldMatrix) { |
| this._dirtyWorldMatrix = true; |
| for (let child of this.children) { |
| child.setMatrixDirty(); |
| } |
| } |
| } |
| |
| _updateLocalMatrix() { |
| if (!this._matrix) { |
| this._matrix = mat4.create(); |
| } |
| |
| if (this._dirtyTRS) { |
| this._dirtyTRS = false; |
| mat4.fromRotationTranslationScale( |
| this._matrix, |
| this._rotation || DEFAULT_ROTATION, |
| this._translation || DEFAULT_TRANSLATION, |
| this._scale || DEFAULT_SCALE); |
| } |
| |
| return this._matrix; |
| } |
| |
| set matrix(value) { |
| if (value) { |
| if (!this._matrix) { |
| this._matrix = mat4.create(); |
| } |
| mat4.copy(this._matrix, value); |
| } else { |
| this._matrix = null; |
| } |
| this.setMatrixDirty(); |
| this._dirtyTRS = false; |
| this._translation = null; |
| this._rotation = null; |
| this._scale = null; |
| } |
| |
| get matrix() { |
| this.setMatrixDirty(); |
| |
| return this._updateLocalMatrix(); |
| } |
| |
| get worldMatrix() { |
| if (!this._worldMatrix) { |
| this._dirtyWorldMatrix = true; |
| this._worldMatrix = mat4.create(); |
| } |
| |
| if (this._dirtyWorldMatrix || this._dirtyTRS) { |
| if (this.parent) { |
| // TODO: Some optimizations that could be done here if the node matrix |
| // is an identity matrix. |
| mat4.mul(this._worldMatrix, this.parent.worldMatrix, this._updateLocalMatrix()); |
| } else { |
| mat4.copy(this._worldMatrix, this._updateLocalMatrix()); |
| } |
| this._dirtyWorldMatrix = false; |
| } |
| |
| return this._worldMatrix; |
| } |
| |
| // TODO: Decompose matrix when fetching these? |
| set translation(value) { |
| if (value != null) { |
| this._dirtyTRS = true; |
| this.setMatrixDirty(); |
| } |
| this._translation = value; |
| } |
| |
| get translation() { |
| this._dirtyTRS = true; |
| this.setMatrixDirty(); |
| if (!this._translation) { |
| this._translation = vec3.clone(DEFAULT_TRANSLATION); |
| } |
| return this._translation; |
| } |
| |
| set rotation(value) { |
| if (value != null) { |
| this._dirtyTRS = true; |
| this.setMatrixDirty(); |
| } |
| this._rotation = value; |
| } |
| |
| get rotation() { |
| this._dirtyTRS = true; |
| this.setMatrixDirty(); |
| if (!this._rotation) { |
| this._rotation = quat.clone(DEFAULT_ROTATION); |
| } |
| return this._rotation; |
| } |
| |
| set scale(value) { |
| if (value != null) { |
| this._dirtyTRS = true; |
| this.setMatrixDirty(); |
| } |
| this._scale = value; |
| } |
| |
| get scale() { |
| this._dirtyTRS = true; |
| this.setMatrixDirty(); |
| if (!this._scale) { |
| this._scale = vec3.clone(DEFAULT_SCALE); |
| } |
| return this._scale; |
| } |
| |
| waitForComplete() { |
| let childPromises = []; |
| for (let child of this.children) { |
| childPromises.push(child.waitForComplete()); |
| } |
| if (this._renderPrimitives) { |
| for (let primitive of this._renderPrimitives) { |
| childPromises.push(primitive.waitForComplete()); |
| } |
| } |
| return Promise.all(childPromises).then(() => this); |
| } |
| |
| get renderPrimitives() { |
| return this._renderPrimitives; |
| } |
| |
| addRenderPrimitive(primitive) { |
| if (!this._renderPrimitives) { |
| this._renderPrimitives = [primitive]; |
| } else { |
| this._renderPrimitives.push(primitive); |
| } |
| primitive._instances.push(this); |
| } |
| |
| removeRenderPrimitive(primitive) { |
| if (!this._renderPrimitives) { |
| return; |
| } |
| |
| let index = this._renderPrimitives._instances.indexOf(primitive); |
| if (index > -1) { |
| this._renderPrimitives._instances.splice(index, 1); |
| |
| index = primitive._instances.indexOf(this); |
| if (index > -1) { |
| primitive._instances.splice(index, 1); |
| } |
| |
| if (!this._renderPrimitives.length) { |
| this._renderPrimitives = null; |
| } |
| } |
| } |
| |
| clearRenderPrimitives() { |
| if (this._renderPrimitives) { |
| for (let primitive of this._renderPrimitives) { |
| let index = primitive._instances.indexOf(this); |
| if (index > -1) { |
| primitive._instances.splice(index, 1); |
| } |
| } |
| this._renderPrimitives = null; |
| } |
| } |
| |
| _hitTestSelectableNode(ray) { |
| if (this._renderPrimitives) { |
| let localRay = null; |
| for (let primitive of this._renderPrimitives) { |
| if (primitive._min) { |
| if (!localRay) { |
| mat4.invert(tmpRayMatrix, this.worldMatrix); |
| mat4.multiply(tmpRayMatrix, tmpRayMatrix, ray.transformMatrix); |
| localRay = new Ray(tmpRayMatrix); |
| } |
| let intersection = localRay.intersectsAABB(primitive._min, primitive._max); |
| if (intersection) { |
| vec3.transformMat4(intersection, intersection, this.worldMatrix); |
| return intersection; |
| } |
| } |
| } |
| } |
| for (let child of this.children) { |
| let intersection = child._hitTestSelectableNode(ray); |
| if (intersection) { |
| return intersection; |
| } |
| } |
| return null; |
| } |
| |
| hitTest(ray) { |
| if (this.selectable && this.visible) { |
| let intersection = this._hitTestSelectableNode(ray); |
| |
| if (intersection) { |
| let origin = vec3.fromValues(ray.origin.x, ray.origin.y, ray.origin.z); |
| return { |
| node: this, |
| intersection: intersection, |
| distance: vec3.distance(origin, intersection), |
| }; |
| } |
| return null; |
| } |
| |
| let result = null; |
| for (let child of this.children) { |
| let childResult = child.hitTest(ray); |
| if (childResult) { |
| if (!result || result.distance > childResult.distance) { |
| result = childResult; |
| } |
| } |
| } |
| return result; |
| } |
| |
| onSelect(value) { |
| this._selectHandler = value; |
| } |
| |
| get selectHandler() { |
| return this._selectHandler; |
| } |
| |
| // Called when a selectable node is selected. |
| handleSelect() { |
| if (this._selectHandler) { |
| this._selectHandler(); |
| } |
| } |
| |
| // Called when a selectable element is pointed at. |
| onHoverStart() { |
| |
| } |
| |
| // Called when a selectable element is no longer pointed at. |
| onHoverEnd() { |
| |
| } |
| |
| _update(timestamp, frameDelta) { |
| this.onUpdate(timestamp, frameDelta); |
| |
| for (let child of this.children) { |
| child._update(timestamp, frameDelta); |
| } |
| } |
| |
| // Called every frame so that the nodes can animate themselves |
| onUpdate(timestamp, frameDelta) { |
| |
| } |
| } |