actionManager.js 22 KB

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  1. import { Vector3, Vector4 } from "../Maths/math.vector.js";
  2. import { Color3, Color4 } from "../Maths/math.color.js";
  3. import { Condition, ValueCondition } from "./condition.js";
  4. import { Action } from "./action.js";
  5. import { DoNothingAction } from "./directActions.js";
  6. import { EngineStore } from "../Engines/engineStore.js";
  7. import { Logger } from "../Misc/logger.js";
  8. import { DeepCopier } from "../Misc/deepCopier.js";
  9. import { GetClass } from "../Misc/typeStore.js";
  10. import { AbstractActionManager } from "./abstractActionManager.js";
  11. /**
  12. * Action Manager manages all events to be triggered on a given mesh or the global scene.
  13. * A single scene can have many Action Managers to handle predefined actions on specific meshes.
  14. * @see https://doc.babylonjs.com/features/featuresDeepDive/events/actions
  15. */
  16. export class ActionManager extends AbstractActionManager {
  17. /**
  18. * Creates a new action manager
  19. * @param scene defines the hosting scene
  20. */
  21. constructor(scene) {
  22. super();
  23. scene = scene || EngineStore.LastCreatedScene;
  24. if (!scene) {
  25. return;
  26. }
  27. this._scene = scene;
  28. scene.actionManagers.push(this);
  29. }
  30. // Methods
  31. /**
  32. * Releases all associated resources
  33. */
  34. dispose() {
  35. const sceneIndex = this._scene.actionManagers.indexOf(this);
  36. for (let i = 0; i < this.actions.length; i++) {
  37. const action = this.actions[i];
  38. ActionManager.Triggers[action.trigger]--;
  39. if (ActionManager.Triggers[action.trigger] === 0) {
  40. delete ActionManager.Triggers[action.trigger];
  41. }
  42. }
  43. this.actions.length = 0;
  44. if (sceneIndex > -1) {
  45. this._scene.actionManagers.splice(sceneIndex, 1);
  46. }
  47. const ownerMeshes = this._scene.meshes.filter((m) => m.actionManager === this);
  48. for (const ownerMesh of ownerMeshes) {
  49. ownerMesh.actionManager = null;
  50. }
  51. }
  52. /**
  53. * Gets hosting scene
  54. * @returns the hosting scene
  55. */
  56. getScene() {
  57. return this._scene;
  58. }
  59. /**
  60. * Does this action manager handles actions of any of the given triggers
  61. * @param triggers defines the triggers to be tested
  62. * @returns a boolean indicating whether one (or more) of the triggers is handled
  63. */
  64. hasSpecificTriggers(triggers) {
  65. for (let index = 0; index < this.actions.length; index++) {
  66. const action = this.actions[index];
  67. if (triggers.indexOf(action.trigger) > -1) {
  68. return true;
  69. }
  70. }
  71. return false;
  72. }
  73. /**
  74. * Does this action manager handles actions of any of the given triggers. This function takes two arguments for
  75. * speed.
  76. * @param triggerA defines the trigger to be tested
  77. * @param triggerB defines the trigger to be tested
  78. * @returns a boolean indicating whether one (or more) of the triggers is handled
  79. */
  80. hasSpecificTriggers2(triggerA, triggerB) {
  81. for (let index = 0; index < this.actions.length; index++) {
  82. const action = this.actions[index];
  83. if (triggerA == action.trigger || triggerB == action.trigger) {
  84. return true;
  85. }
  86. }
  87. return false;
  88. }
  89. /**
  90. * Does this action manager handles actions of a given trigger
  91. * @param trigger defines the trigger to be tested
  92. * @param parameterPredicate defines an optional predicate to filter triggers by parameter
  93. * @returns whether the trigger is handled
  94. */
  95. hasSpecificTrigger(trigger, parameterPredicate) {
  96. for (let index = 0; index < this.actions.length; index++) {
  97. const action = this.actions[index];
  98. if (action.trigger === trigger) {
  99. if (parameterPredicate) {
  100. if (parameterPredicate(action.getTriggerParameter())) {
  101. return true;
  102. }
  103. }
  104. else {
  105. return true;
  106. }
  107. }
  108. }
  109. return false;
  110. }
  111. /**
  112. * Does this action manager has pointer triggers
  113. */
  114. get hasPointerTriggers() {
  115. for (let index = 0; index < this.actions.length; index++) {
  116. const action = this.actions[index];
  117. if (action.trigger >= ActionManager.OnPickTrigger && action.trigger <= ActionManager.OnPointerOutTrigger) {
  118. return true;
  119. }
  120. }
  121. return false;
  122. }
  123. /**
  124. * Does this action manager has pick triggers
  125. */
  126. get hasPickTriggers() {
  127. for (let index = 0; index < this.actions.length; index++) {
  128. const action = this.actions[index];
  129. if (action.trigger >= ActionManager.OnPickTrigger && action.trigger <= ActionManager.OnPickUpTrigger) {
  130. return true;
  131. }
  132. }
  133. return false;
  134. }
  135. /**
  136. * Registers an action to this action manager
  137. * @param action defines the action to be registered
  138. * @returns the action amended (prepared) after registration
  139. */
  140. registerAction(action) {
  141. if (action.trigger === ActionManager.OnEveryFrameTrigger) {
  142. if (this.getScene().actionManager !== this) {
  143. Logger.Warn("OnEveryFrameTrigger can only be used with scene.actionManager");
  144. return null;
  145. }
  146. }
  147. this.actions.push(action);
  148. this.getScene()._registeredActions++;
  149. if (ActionManager.Triggers[action.trigger]) {
  150. ActionManager.Triggers[action.trigger]++;
  151. }
  152. else {
  153. ActionManager.Triggers[action.trigger] = 1;
  154. }
  155. action._actionManager = this;
  156. action._prepare();
  157. return action;
  158. }
  159. /**
  160. * Unregisters an action to this action manager
  161. * @param action defines the action to be unregistered
  162. * @returns a boolean indicating whether the action has been unregistered
  163. */
  164. unregisterAction(action) {
  165. const index = this.actions.indexOf(action);
  166. if (index !== -1) {
  167. this.actions.splice(index, 1);
  168. ActionManager.Triggers[action.trigger] -= 1;
  169. if (ActionManager.Triggers[action.trigger] === 0) {
  170. delete ActionManager.Triggers[action.trigger];
  171. }
  172. action._actionManager = null;
  173. this.getScene()._registeredActions--;
  174. return true;
  175. }
  176. return false;
  177. }
  178. /**
  179. * Process a specific trigger
  180. * @param trigger defines the trigger to process
  181. * @param evt defines the event details to be processed
  182. */
  183. processTrigger(trigger, evt) {
  184. for (let index = 0; index < this.actions.length; index++) {
  185. const action = this.actions[index];
  186. if (action.trigger === trigger) {
  187. if (evt) {
  188. if (trigger === ActionManager.OnKeyUpTrigger || trigger === ActionManager.OnKeyDownTrigger) {
  189. const parameter = action.getTriggerParameter();
  190. if (typeof parameter === "function") {
  191. if (!parameter(evt)) {
  192. continue;
  193. }
  194. }
  195. else if (parameter && parameter !== evt.sourceEvent.keyCode) {
  196. if (!parameter.toLowerCase) {
  197. continue;
  198. }
  199. const lowerCase = parameter.toLowerCase();
  200. if (lowerCase !== evt.sourceEvent.key) {
  201. const unicode = evt.sourceEvent.charCode ? evt.sourceEvent.charCode : evt.sourceEvent.keyCode;
  202. const actualkey = String.fromCharCode(unicode).toLowerCase();
  203. if (actualkey !== lowerCase) {
  204. continue;
  205. }
  206. }
  207. }
  208. }
  209. }
  210. action._executeCurrent(evt);
  211. }
  212. }
  213. }
  214. /**
  215. * @internal
  216. */
  217. _getEffectiveTarget(target, propertyPath) {
  218. const properties = propertyPath.split(".");
  219. for (let index = 0; index < properties.length - 1; index++) {
  220. target = target[properties[index]];
  221. }
  222. return target;
  223. }
  224. /**
  225. * @internal
  226. */
  227. _getProperty(propertyPath) {
  228. const properties = propertyPath.split(".");
  229. return properties[properties.length - 1];
  230. }
  231. /**
  232. * Serialize this manager to a JSON object
  233. * @param name defines the property name to store this manager
  234. * @returns a JSON representation of this manager
  235. */
  236. serialize(name) {
  237. const root = {
  238. children: new Array(),
  239. name: name,
  240. type: 3,
  241. properties: new Array(), // Empty for root but required
  242. };
  243. for (let i = 0; i < this.actions.length; i++) {
  244. const triggerObject = {
  245. type: 0,
  246. children: new Array(),
  247. name: ActionManager.GetTriggerName(this.actions[i].trigger),
  248. properties: new Array(),
  249. };
  250. const triggerOptions = this.actions[i].triggerOptions;
  251. if (triggerOptions && typeof triggerOptions !== "number") {
  252. if (triggerOptions.parameter instanceof Node) {
  253. triggerObject.properties.push(Action._GetTargetProperty(triggerOptions.parameter));
  254. }
  255. else if (typeof triggerOptions.parameter === "object") {
  256. const parameter = {};
  257. DeepCopier.DeepCopy(triggerOptions.parameter, parameter, ["mesh"]);
  258. if (triggerOptions.parameter && triggerOptions.parameter.mesh) {
  259. parameter._meshId = triggerOptions.parameter.mesh.id;
  260. }
  261. triggerObject.properties.push({ name: "parameter", targetType: null, value: parameter });
  262. }
  263. else {
  264. triggerObject.properties.push({ name: "parameter", targetType: null, value: triggerOptions.parameter });
  265. }
  266. }
  267. // Serialize child action, recursively
  268. this.actions[i].serialize(triggerObject);
  269. // Add serialized trigger
  270. root.children.push(triggerObject);
  271. }
  272. return root;
  273. }
  274. /**
  275. * Creates a new ActionManager from a JSON data
  276. * @param parsedActions defines the JSON data to read from
  277. * @param object defines the hosting mesh
  278. * @param scene defines the hosting scene
  279. */
  280. static Parse(parsedActions, object, scene) {
  281. const actionManager = new ActionManager(scene);
  282. if (object === null) {
  283. scene.actionManager = actionManager;
  284. }
  285. else {
  286. object.actionManager = actionManager;
  287. }
  288. // instantiate a new object
  289. const instantiate = (name, params) => {
  290. const internalClassType = GetClass("BABYLON." + name);
  291. return internalClassType && new internalClassType(...params);
  292. };
  293. const parseParameter = (name, value, target, propertyPath) => {
  294. if (propertyPath === null) {
  295. // String, boolean or float
  296. const floatValue = parseFloat(value);
  297. if (value === "true" || value === "false") {
  298. return value === "true";
  299. }
  300. else {
  301. return isNaN(floatValue) ? value : floatValue;
  302. }
  303. }
  304. const effectiveTarget = propertyPath.split(".");
  305. const values = value.split(",");
  306. // Get effective Target
  307. for (let i = 0; i < effectiveTarget.length; i++) {
  308. target = target[effectiveTarget[i]];
  309. }
  310. // Return appropriate value with its type
  311. if (typeof target === "boolean") {
  312. return values[0] === "true";
  313. }
  314. if (typeof target === "string") {
  315. return values[0];
  316. }
  317. // Parameters with multiple values such as Vector3 etc.
  318. const split = [];
  319. for (let i = 0; i < values.length; i++) {
  320. split.push(parseFloat(values[i]));
  321. }
  322. if (target instanceof Vector3) {
  323. return Vector3.FromArray(split);
  324. }
  325. if (target instanceof Vector4) {
  326. return Vector4.FromArray(split);
  327. }
  328. if (target instanceof Color3) {
  329. return Color3.FromArray(split);
  330. }
  331. if (target instanceof Color4) {
  332. return Color4.FromArray(split);
  333. }
  334. return parseFloat(values[0]);
  335. };
  336. // traverse graph per trigger
  337. const traverse = (parsedAction, trigger, condition, action, combineArray = null) => {
  338. if (parsedAction.detached) {
  339. return;
  340. }
  341. const parameters = [];
  342. let target = null;
  343. let propertyPath = null;
  344. const combine = parsedAction.combine && parsedAction.combine.length > 0;
  345. // Parameters
  346. if (parsedAction.type === 2) {
  347. parameters.push(actionManager);
  348. }
  349. else {
  350. parameters.push(trigger);
  351. }
  352. if (combine) {
  353. const actions = [];
  354. for (let j = 0; j < parsedAction.combine.length; j++) {
  355. traverse(parsedAction.combine[j], ActionManager.NothingTrigger, condition, action, actions);
  356. }
  357. parameters.push(actions);
  358. }
  359. else {
  360. for (let i = 0; i < parsedAction.properties.length; i++) {
  361. let value = parsedAction.properties[i].value;
  362. const name = parsedAction.properties[i].name;
  363. const targetType = parsedAction.properties[i].targetType;
  364. if (name === "target") {
  365. if (targetType === "SceneProperties") {
  366. value = target = scene;
  367. }
  368. else if (targetType === "MaterialProperties") {
  369. value = target = scene.getMaterialByName(value);
  370. }
  371. else {
  372. value = target = scene.getNodeByName(value);
  373. }
  374. }
  375. else if (name === "parent") {
  376. value = scene.getNodeByName(value);
  377. }
  378. else if (name === "sound") {
  379. // Can not externalize to component, so only checks for the presence off the API.
  380. if (scene.getSoundByName) {
  381. value = scene.getSoundByName(value);
  382. }
  383. }
  384. else if (name !== "propertyPath") {
  385. if (parsedAction.type === 2 && name === "operator") {
  386. value = ValueCondition[value];
  387. }
  388. else {
  389. value = parseParameter(name, value, target, name === "value" ? propertyPath : null);
  390. }
  391. }
  392. else {
  393. propertyPath = value;
  394. }
  395. parameters.push(value);
  396. }
  397. }
  398. if (combineArray === null) {
  399. parameters.push(condition);
  400. }
  401. else {
  402. parameters.push(null);
  403. }
  404. // If interpolate value action
  405. if (parsedAction.name === "InterpolateValueAction") {
  406. const param = parameters[parameters.length - 2];
  407. parameters[parameters.length - 1] = param;
  408. parameters[parameters.length - 2] = condition;
  409. }
  410. // Action or condition(s) and not CombineAction
  411. let newAction = instantiate(parsedAction.name, parameters);
  412. if (newAction instanceof Condition && condition !== null) {
  413. const nothing = new DoNothingAction(trigger, condition);
  414. if (action) {
  415. action.then(nothing);
  416. }
  417. else {
  418. actionManager.registerAction(nothing);
  419. }
  420. action = nothing;
  421. }
  422. if (combineArray === null) {
  423. if (newAction instanceof Condition) {
  424. condition = newAction;
  425. newAction = action;
  426. }
  427. else {
  428. condition = null;
  429. if (action) {
  430. action.then(newAction);
  431. }
  432. else {
  433. actionManager.registerAction(newAction);
  434. }
  435. }
  436. }
  437. else {
  438. combineArray.push(newAction);
  439. }
  440. for (let i = 0; i < parsedAction.children.length; i++) {
  441. traverse(parsedAction.children[i], trigger, condition, newAction, null);
  442. }
  443. };
  444. // triggers
  445. for (let i = 0; i < parsedActions.children.length; i++) {
  446. let triggerParams;
  447. const trigger = parsedActions.children[i];
  448. if (trigger.properties.length > 0) {
  449. const param = trigger.properties[0].value;
  450. const value = trigger.properties[0].targetType === null ? param : scene.getMeshByName(param);
  451. if (value._meshId) {
  452. value.mesh = scene.getMeshById(value._meshId);
  453. }
  454. triggerParams = { trigger: ActionManager[trigger.name], parameter: value };
  455. }
  456. else {
  457. triggerParams = ActionManager[trigger.name];
  458. }
  459. for (let j = 0; j < trigger.children.length; j++) {
  460. if (!trigger.detached) {
  461. traverse(trigger.children[j], triggerParams, null, null);
  462. }
  463. }
  464. }
  465. }
  466. /**
  467. * Get a trigger name by index
  468. * @param trigger defines the trigger index
  469. * @returns a trigger name
  470. */
  471. static GetTriggerName(trigger) {
  472. switch (trigger) {
  473. case 0:
  474. return "NothingTrigger";
  475. case 1:
  476. return "OnPickTrigger";
  477. case 2:
  478. return "OnLeftPickTrigger";
  479. case 3:
  480. return "OnRightPickTrigger";
  481. case 4:
  482. return "OnCenterPickTrigger";
  483. case 5:
  484. return "OnPickDownTrigger";
  485. case 6:
  486. return "OnDoublePickTrigger"; // start;
  487. case 7:
  488. return "OnPickUpTrigger";
  489. case 8:
  490. return "OnLongPressTrigger";
  491. case 9:
  492. return "OnPointerOverTrigger";
  493. case 10:
  494. return "OnPointerOutTrigger";
  495. case 11:
  496. return "OnEveryFrameTrigger";
  497. case 12:
  498. return "OnIntersectionEnterTrigger";
  499. case 13:
  500. return "OnIntersectionExitTrigger";
  501. case 14:
  502. return "OnKeyDownTrigger";
  503. case 15:
  504. return "OnKeyUpTrigger";
  505. case 16:
  506. return "OnPickOutTrigger";
  507. default:
  508. return "";
  509. }
  510. }
  511. }
  512. /**
  513. * Nothing
  514. * @see https://doc.babylonjs.com/features/featuresDeepDive/events/actions#triggers
  515. */
  516. ActionManager.NothingTrigger = 0;
  517. /**
  518. * On pick
  519. * @see https://doc.babylonjs.com/features/featuresDeepDive/events/actions#triggers
  520. */
  521. ActionManager.OnPickTrigger = 1;
  522. /**
  523. * On left pick
  524. * @see https://doc.babylonjs.com/features/featuresDeepDive/events/actions#triggers
  525. */
  526. ActionManager.OnLeftPickTrigger = 2;
  527. /**
  528. * On right pick
  529. * @see https://doc.babylonjs.com/features/featuresDeepDive/events/actions#triggers
  530. */
  531. ActionManager.OnRightPickTrigger = 3;
  532. /**
  533. * On center pick
  534. * @see https://doc.babylonjs.com/features/featuresDeepDive/events/actions#triggers
  535. */
  536. ActionManager.OnCenterPickTrigger = 4;
  537. /**
  538. * On pick down
  539. * @see https://doc.babylonjs.com/features/featuresDeepDive/events/actions#triggers
  540. */
  541. ActionManager.OnPickDownTrigger = 5;
  542. /**
  543. * On double pick
  544. * @see https://doc.babylonjs.com/features/featuresDeepDive/events/actions#triggers
  545. */
  546. ActionManager.OnDoublePickTrigger = 6;
  547. /**
  548. * On pick up
  549. * @see https://doc.babylonjs.com/features/featuresDeepDive/events/actions#triggers
  550. */
  551. ActionManager.OnPickUpTrigger = 7;
  552. /**
  553. * On pick out.
  554. * This trigger will only be raised if you also declared a OnPickDown
  555. * @see https://doc.babylonjs.com/features/featuresDeepDive/events/actions#triggers
  556. */
  557. ActionManager.OnPickOutTrigger = 16;
  558. /**
  559. * On long press
  560. * @see https://doc.babylonjs.com/features/featuresDeepDive/events/actions#triggers
  561. */
  562. ActionManager.OnLongPressTrigger = 8;
  563. /**
  564. * On pointer over
  565. * @see https://doc.babylonjs.com/features/featuresDeepDive/events/actions#triggers
  566. */
  567. ActionManager.OnPointerOverTrigger = 9;
  568. /**
  569. * On pointer out
  570. * @see https://doc.babylonjs.com/features/featuresDeepDive/events/actions#triggers
  571. */
  572. ActionManager.OnPointerOutTrigger = 10;
  573. /**
  574. * On every frame
  575. * @see https://doc.babylonjs.com/features/featuresDeepDive/events/actions#triggers
  576. */
  577. ActionManager.OnEveryFrameTrigger = 11;
  578. /**
  579. * On intersection enter
  580. * @see https://doc.babylonjs.com/features/featuresDeepDive/events/actions#triggers
  581. */
  582. ActionManager.OnIntersectionEnterTrigger = 12;
  583. /**
  584. * On intersection exit
  585. * @see https://doc.babylonjs.com/features/featuresDeepDive/events/actions#triggers
  586. */
  587. ActionManager.OnIntersectionExitTrigger = 13;
  588. /**
  589. * On key down
  590. * @see https://doc.babylonjs.com/features/featuresDeepDive/events/actions#triggers
  591. */
  592. ActionManager.OnKeyDownTrigger = 14;
  593. /**
  594. * On key up
  595. * @see https://doc.babylonjs.com/features/featuresDeepDive/events/actions#triggers
  596. */
  597. ActionManager.OnKeyUpTrigger = 15;
  598. //# sourceMappingURL=actionManager.js.map