playcanvas
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PlayCanvas WebGL game engine
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JavaScript
import { EventHandler } from '../core/event-handler.js';
import { Tags } from '../core/tags.js';
import { Debug } from '../core/debug.js';
import { Mat3 } from '../core/math/mat3.js';
import { Mat4 } from '../core/math/mat4.js';
import { Quat } from '../core/math/quat.js';
import { Vec3 } from '../core/math/vec3.js';
function _type_of(obj) {
"@swc/helpers - typeof";
return obj && typeof Symbol !== "undefined" && obj.constructor === Symbol ? "symbol" : typeof obj;
}
var scaleCompensatePosTransform = new Mat4();
var scaleCompensatePos = new Vec3();
var scaleCompensateRot = new Quat();
var scaleCompensateRot2 = new Quat();
var scaleCompensateScale = new Vec3();
var scaleCompensateScaleForParent = new Vec3();
var tmpMat4 = new Mat4();
var tmpQuat = new Quat();
var position = new Vec3();
var invParentWtm = new Mat4();
var rotation = new Quat();
var invParentRot = new Quat();
var matrix = new Mat4();
var target = new Vec3();
var up = new Vec3();
/**
* Helper function that handles signature overloading to receive a test function.
*
* @param {FindNodeCallback|string} attr - Attribute or lambda.
* @param {*} [value] - Optional value in case of `attr` being a `string`
* @returns {FindNodeCallback} Test function that receives a GraphNode and returns a boolean.
*/ function createTest(attr, value) {
if (attr instanceof Function) {
return attr;
}
return (node)=>{
var x = node[attr];
if (x instanceof Function) {
x = x();
}
return x === value;
};
}
/**
* Helper function to recurse findOne without calling createTest constantly.
*
* @param {GraphNode} node - Current node.
* @param {FindNodeCallback} test - Test function.
* @returns {GraphNode|null} A graph node that matches the search criteria. Returns null if no
* node is found.
*/ function findNode(node, test) {
if (test(node)) {
return node;
}
var children = node._children;
var len = children.length;
for(var i = 0; i < len; ++i){
var result = findNode(children[i], test);
if (result) {
return result;
}
}
return null;
}
/**
* Callback used by {@link GraphNode#find} and {@link GraphNode#findOne} to search through a graph
* node and all of its descendants.
*
* @callback FindNodeCallback
* @param {GraphNode} node - The current graph node.
* @returns {boolean} Returning `true` will result in that node being returned from
* {@link GraphNode#find} or {@link GraphNode#findOne}.
*/ /**
* Callback used by {@link GraphNode#forEach} to iterate through a graph node and all of its
* descendants.
*
* @callback ForEachNodeCallback
* @param {GraphNode} node - The current graph node.
*/ /**
* The `GraphNode` class represents a node within a hierarchical scene graph. Each `GraphNode` can
* reference a array of child nodes. This creates a tree-like structure that is fundamental for
* organizing and managing the spatial relationships between objects in a 3D scene. This class
* provides a comprehensive API for manipulating the position, rotation, and scale of nodes both
* locally and in world space.
*
* `GraphNode` is the superclass of {@link Entity}, which is the primary class for creating objects
* in a PlayCanvas application. For this reason, `GraphNode` is rarely used directly, but it provides
* a powerful set of features that are leveraged by the `Entity` class.
*/ class GraphNode extends EventHandler {
/**
* Gets the normalized local space X-axis vector of the graph node in world space.
*
* @type {Vec3}
*/ get right() {
if (!this._right) {
this._right = new Vec3();
}
return this.getWorldTransform().getX(this._right).normalize();
}
/**
* Gets the normalized local space Y-axis vector of the graph node in world space.
*
* @type {Vec3}
*/ get up() {
if (!this._up) {
this._up = new Vec3();
}
return this.getWorldTransform().getY(this._up).normalize();
}
/**
* Gets the normalized local space negative Z-axis vector of the graph node in world space.
*
* @type {Vec3}
*/ get forward() {
if (!this._forward) {
this._forward = new Vec3();
}
return this.getWorldTransform().getZ(this._forward).normalize().mulScalar(-1);
}
/**
* Gets the 3x3 transformation matrix used to transform normals.
*
* @type {Mat3}
* @ignore
*/ get normalMatrix() {
var normalMat = this._normalMatrix;
if (this._dirtyNormal) {
normalMat.invertMat4(this.getWorldTransform()).transpose();
this._dirtyNormal = false;
}
return normalMat;
}
/**
* Sets the enabled state of the GraphNode. If one of the GraphNode's parents is disabled there
* will be no other side effects. If all the parents are enabled then the new value will
* activate or deactivate all the enabled children of the GraphNode.
*
* @type {boolean}
*/ set enabled(enabled) {
if (this._enabled !== enabled) {
var _this__parent;
this._enabled = enabled;
// if enabling entity, make all children enabled in hierarchy only when the parent is as well
// if disabling entity, make all children disabled in hierarchy in all cases
if (enabled && ((_this__parent = this._parent) == null ? undefined : _this__parent.enabled) || !enabled) {
this._notifyHierarchyStateChanged(this, enabled);
}
}
}
/**
* Gets the enabled state of the GraphNode.
*
* @type {boolean}
*/ get enabled() {
// make sure to check this._enabled too because if that
// was false when a parent was updated the _enabledInHierarchy
// flag may not have been updated for optimization purposes
return this._enabled && this._enabledInHierarchy;
}
/**
* Gets the parent of this graph node.
*
* @type {GraphNode|null}
*/ get parent() {
return this._parent;
}
/**
* Gets the path of this graph node relative to the root of the hierarchy.
*
* @type {string}
*/ get path() {
var node = this._parent;
if (!node) {
return '';
}
var result = this.name;
while(node && node._parent){
result = node.name + "/" + result;
node = node._parent;
}
return result;
}
/**
* Gets the oldest ancestor graph node from this graph node.
*
* @type {GraphNode}
*/ get root() {
var result = this;
while(result._parent){
result = result._parent;
}
return result;
}
/**
* Gets the children of this graph node.
*
* @type {GraphNode[]}
*/ get children() {
return this._children;
}
/**
* Gets the depth of this child within the graph. Note that for performance reasons this is
* only recalculated when a node is added to a new parent. In other words, it is not
* recalculated when a node is simply removed from the graph.
*
* @type {number}
*/ get graphDepth() {
return this._graphDepth;
}
/**
* @param {GraphNode} node - Graph node to update.
* @param {boolean} enabled - True if enabled in the hierarchy, false if disabled.
* @protected
*/ _notifyHierarchyStateChanged(node, enabled) {
node._onHierarchyStateChanged(enabled);
var c = node._children;
for(var i = 0, len = c.length; i < len; i++){
if (c[i]._enabled) {
this._notifyHierarchyStateChanged(c[i], enabled);
}
}
}
/**
* Called when the enabled flag of the entity or one of its parents changes.
*
* @param {boolean} enabled - True if enabled in the hierarchy, false if disabled.
* @protected
*/ _onHierarchyStateChanged(enabled) {
// Override in derived classes
this._enabledInHierarchy = enabled;
if (enabled && !this._frozen) {
this._unfreezeParentToRoot();
}
}
/**
* @param {this} clone - The cloned graph node to copy into.
* @private
*/ _cloneInternal(clone) {
clone.name = this.name;
var tags = this.tags._list;
clone.tags.clear();
for(var i = 0; i < tags.length; i++){
clone.tags.add(tags[i]);
}
clone.localPosition.copy(this.localPosition);
clone.localRotation.copy(this.localRotation);
clone.localScale.copy(this.localScale);
clone.localEulerAngles.copy(this.localEulerAngles);
clone.position.copy(this.position);
clone.rotation.copy(this.rotation);
clone.eulerAngles.copy(this.eulerAngles);
clone.localTransform.copy(this.localTransform);
clone._dirtyLocal = this._dirtyLocal;
clone.worldTransform.copy(this.worldTransform);
clone._dirtyWorld = this._dirtyWorld;
clone._dirtyNormal = this._dirtyNormal;
clone._aabbVer = this._aabbVer + 1;
clone._enabled = this._enabled;
clone.scaleCompensation = this.scaleCompensation;
// false as this node is not in the hierarchy yet
clone._enabledInHierarchy = false;
}
/**
* Clone a graph node.
*
* @returns {this} A clone of the specified graph node.
*/ clone() {
var clone = new this.constructor();
this._cloneInternal(clone);
return clone;
}
/**
* Copy a graph node.
*
* @param {GraphNode} source - The graph node to copy.
* @returns {GraphNode} The destination graph node.
* @ignore
*/ copy(source) {
source._cloneInternal(this);
return this;
}
/**
* Destroy the graph node and all of its descendants. First, the graph node is removed from the
* hierarchy. This is then repeated recursively for all descendants of the graph node.
*
* The last thing the graph node does is fire the `destroy` event.
*
* @example
* const firstChild = graphNode.children[0];
* firstChild.destroy(); // destroy child and all of its descendants
*/ destroy() {
// Detach from parent
this.remove();
// Recursively destroy all children
var children = this._children;
while(children.length){
// Remove last child from the array
var child = children.pop();
// Disconnect it from the parent: this is only an optimization step, to prevent calling
// GraphNode#removeChild which would try to refind it via this._children.indexOf (which
// will fail, because we just removed it).
child._parent = null;
child.destroy();
}
// fire destroy event
this.fire('destroy', this);
// clear all events
this.off();
}
/**
* Search the graph node and all of its descendants for the nodes that satisfy some search
* criteria.
*
* @param {FindNodeCallback|string} attr - This can either be a function or a string. If it's a
* function, it is executed for each descendant node to test if node satisfies the search
* logic. Returning true from the function will include the node into the results. If it's a
* string then it represents the name of a field or a method of the node. If this is the name
* of a field then the value passed as the second argument will be checked for equality. If
* this is the name of a function then the return value of the function will be checked for
* equality against the valued passed as the second argument to this function.
* @param {*} [value] - If the first argument (attr) is a property name then this value
* will be checked against the value of the property.
* @returns {GraphNode[]} The array of graph nodes that match the search criteria.
* @example
* // Finds all nodes that have a model component and have 'door' in their lower-cased name
* const doors = house.find(function (node) {
* return node.model && node.name.toLowerCase().indexOf('door') !== -1;
* });
* @example
* // Finds all nodes that have the name property set to 'Test'
* const entities = parent.find('name', 'Test');
*/ find(attr, value) {
var results = [];
var test = createTest(attr, value);
this.forEach((node)=>{
if (test(node)) {
results.push(node);
}
});
return results;
}
/**
* Search the graph node and all of its descendants for the first node that satisfies some
* search criteria.
*
* @param {FindNodeCallback|string} attr - This can either be a function or a string. If it's a
* function, it is executed for each descendant node to test if node satisfies the search
* logic. Returning true from the function will result in that node being returned from
* findOne. If it's a string then it represents the name of a field or a method of the node. If
* this is the name of a field then the value passed as the second argument will be checked for
* equality. If this is the name of a function then the return value of the function will be
* checked for equality against the valued passed as the second argument to this function.
* @param {*} [value] - If the first argument (attr) is a property name then this value
* will be checked against the value of the property.
* @returns {GraphNode|null} A graph node that match the search criteria. Returns null if no
* node is found.
* @example
* // Find the first node that is called 'head' and has a model component
* const head = player.findOne(function (node) {
* return node.model && node.name === 'head';
* });
* @example
* // Finds the first node that has the name property set to 'Test'
* const node = parent.findOne('name', 'Test');
*/ findOne(attr, value) {
var test = createTest(attr, value);
return findNode(this, test);
}
/**
* Return all graph nodes that satisfy the search query. Query can be simply a string, or comma
* separated strings, to have inclusive results of assets that match at least one query. A
* query that consists of an array of tags can be used to match graph nodes that have each tag
* of array.
*
* @param {...*} query - Name of a tag or array of tags.
* @returns {GraphNode[]} A list of all graph nodes that match the query.
* @example
* // Return all graph nodes that tagged by `animal`
* const animals = node.findByTag("animal");
* @example
* // Return all graph nodes that tagged by `bird` OR `mammal`
* const birdsAndMammals = node.findByTag("bird", "mammal");
* @example
* // Return all assets that tagged by `carnivore` AND `mammal`
* const meatEatingMammals = node.findByTag(["carnivore", "mammal"]);
* @example
* // Return all assets that tagged by (`carnivore` AND `mammal`) OR (`carnivore` AND `reptile`)
* const meatEatingMammalsAndReptiles = node.findByTag(["carnivore", "mammal"], ["carnivore", "reptile"]);
*/ findByTag() {
var query = arguments;
var results = [];
var queryNode = (node, checkNode)=>{
if (checkNode && node.tags.has(...query)) {
results.push(node);
}
for(var i = 0; i < node._children.length; i++){
queryNode(node._children[i], true);
}
};
queryNode(this, false);
return results;
}
/**
* Get the first node found in the graph with the name. The search is depth first.
*
* @param {string} name - The name of the graph.
* @returns {GraphNode|null} The first node to be found matching the supplied name. Returns
* null if no node is found.
*/ findByName(name) {
return this.findOne('name', name);
}
/**
* Get the first node found in the graph by its full path in the graph. The full path has this
* form 'parent/child/sub-child'. The search is depth first.
*
* @param {string|string[]} path - The full path of the {@link GraphNode} as either a string or
* array of {@link GraphNode} names.
* @returns {GraphNode|null} The first node to be found matching the supplied path. Returns
* null if no node is found.
* @example
* // String form
* const grandchild = this.entity.findByPath('child/grandchild');
* @example
* // Array form
* const grandchild = this.entity.findByPath(['child', 'grandchild']);
*/ findByPath(path) {
var _loop = function(i, imax) {
result = result.children.find((c)=>c.name === parts[i]);
if (!result) {
return {
v: null
};
}
};
// accept either string path with '/' separators or array of parts.
var parts = Array.isArray(path) ? path : path.split('/');
var result = this;
for(var i = 0, imax = parts.length; i < imax; ++i){
var _ret = _loop(i);
if (_type_of(_ret) === "object") return _ret.v;
}
return result;
}
/**
* Executes a provided function once on this graph node and all of its descendants.
*
* @param {ForEachNodeCallback} callback - The function to execute on the graph node and each
* descendant.
* @param {object} [thisArg] - Optional value to use as this when executing callback function.
* @example
* // Log the path and name of each node in descendant tree starting with "parent"
* parent.forEach(function (node) {
* console.log(node.path + "/" + node.name);
* });
*/ forEach(callback, thisArg) {
callback.call(thisArg, this);
var children = this._children;
var len = children.length;
for(var i = 0; i < len; ++i){
children[i].forEach(callback, thisArg);
}
}
/**
* Check if node is descendant of another node.
*
* @param {GraphNode} node - Potential ancestor of node.
* @returns {boolean} If node is descendant of another node.
* @example
* if (roof.isDescendantOf(house)) {
* // roof is descendant of house entity
* }
*/ isDescendantOf(node) {
var parent = this._parent;
while(parent){
if (parent === node) {
return true;
}
parent = parent._parent;
}
return false;
}
/**
* Check if node is ancestor for another node.
*
* @param {GraphNode} node - Potential descendant of node.
* @returns {boolean} If node is ancestor for another node.
* @example
* if (body.isAncestorOf(foot)) {
* // foot is within body's hierarchy
* }
*/ isAncestorOf(node) {
return node.isDescendantOf(this);
}
/**
* Get the world space rotation for the specified GraphNode in Euler angle form. The rotation
* is returned as euler angles in a {@link Vec3}. The value returned by this function should be
* considered read-only. In order to set the world space rotation of the graph node, use
* {@link GraphNode#setEulerAngles}.
*
* @returns {Vec3} The world space rotation of the graph node in Euler angle form.
* @example
* const angles = this.entity.getEulerAngles();
* angles.y = 180; // rotate the entity around Y by 180 degrees
* this.entity.setEulerAngles(angles);
*/ getEulerAngles() {
this.getWorldTransform().getEulerAngles(this.eulerAngles);
return this.eulerAngles;
}
/**
* Get the rotation in local space for the specified GraphNode. The rotation is returned as
* euler angles in a {@link Vec3}. The returned vector should be considered read-only. To
* update the local rotation, use {@link GraphNode#setLocalEulerAngles}.
*
* @returns {Vec3} The local space rotation of the graph node as euler angles in XYZ order.
* @example
* const angles = this.entity.getLocalEulerAngles();
* angles.y = 180;
* this.entity.setLocalEulerAngles(angles);
*/ getLocalEulerAngles() {
this.localRotation.getEulerAngles(this.localEulerAngles);
return this.localEulerAngles;
}
/**
* Get the position in local space for the specified GraphNode. The position is returned as a
* {@link Vec3}. The returned vector should be considered read-only. To update the local
* position, use {@link GraphNode#setLocalPosition}.
*
* @returns {Vec3} The local space position of the graph node.
* @example
* const position = this.entity.getLocalPosition();
* position.x += 1; // move the entity 1 unit along x.
* this.entity.setLocalPosition(position);
*/ getLocalPosition() {
return this.localPosition;
}
/**
* Get the rotation in local space for the specified GraphNode. The rotation is returned as a
* {@link Quat}. The returned quaternion should be considered read-only. To update the local
* rotation, use {@link GraphNode#setLocalRotation}.
*
* @returns {Quat} The local space rotation of the graph node as a quaternion.
* @example
* const rotation = this.entity.getLocalRotation();
*/ getLocalRotation() {
return this.localRotation;
}
/**
* Get the scale in local space for the specified GraphNode. The scale is returned as a
* {@link Vec3}. The returned vector should be considered read-only. To update the local scale,
* use {@link GraphNode#setLocalScale}.
*
* @returns {Vec3} The local space scale of the graph node.
* @example
* const scale = this.entity.getLocalScale();
* scale.x = 100;
* this.entity.setLocalScale(scale);
*/ getLocalScale() {
return this.localScale;
}
/**
* Get the local transform matrix for this graph node. This matrix is the transform relative to
* the node's parent's world transformation matrix.
*
* @returns {Mat4} The node's local transformation matrix.
* @example
* const transform = this.entity.getLocalTransform();
*/ getLocalTransform() {
if (this._dirtyLocal) {
this.localTransform.setTRS(this.localPosition, this.localRotation, this.localScale);
this._dirtyLocal = false;
}
return this.localTransform;
}
/**
* Get the world space position for the specified GraphNode. The position is returned as a
* {@link Vec3}. The value returned by this function should be considered read-only. In order
* to set the world space position of the graph node, use {@link GraphNode#setPosition}.
*
* @returns {Vec3} The world space position of the graph node.
* @example
* const position = this.entity.getPosition();
* position.x = 10;
* this.entity.setPosition(position);
*/ getPosition() {
this.getWorldTransform().getTranslation(this.position);
return this.position;
}
/**
* Get the world space rotation for the specified GraphNode. The rotation is returned as a
* {@link Quat}. The value returned by this function should be considered read-only. In order
* to set the world space rotation of the graph node, use {@link GraphNode#setRotation}.
*
* @returns {Quat} The world space rotation of the graph node as a quaternion.
* @example
* const rotation = this.entity.getRotation();
*/ getRotation() {
this.rotation.setFromMat4(this.getWorldTransform());
return this.rotation;
}
/**
* Get the world space scale for the specified GraphNode. The returned value will only be
* correct for graph nodes that have a non-skewed world transform (a skew can be introduced by
* the compounding of rotations and scales higher in the graph node hierarchy). The scale is
* returned as a {@link Vec3}. The value returned by this function should be considered
* read-only. Note that it is not possible to set the world space scale of a graph node
* directly.
*
* @returns {Vec3} The world space scale of the graph node.
* @example
* const scale = this.entity.getScale();
* @ignore
*/ getScale() {
if (!this._scale) {
this._scale = new Vec3();
}
return this.getWorldTransform().getScale(this._scale);
}
/**
* Get the world transformation matrix for this graph node.
*
* @returns {Mat4} The node's world transformation matrix.
* @example
* const transform = this.entity.getWorldTransform();
*/ getWorldTransform() {
if (!this._dirtyLocal && !this._dirtyWorld) {
return this.worldTransform;
}
if (this._parent) {
this._parent.getWorldTransform();
}
this._sync();
return this.worldTransform;
}
/**
* Gets the cached value of negative scale sign of the world transform.
*
* @returns {number} -1 if world transform has negative scale, 1 otherwise.
* @ignore
*/ get worldScaleSign() {
if (this._worldScaleSign === 0) {
this._worldScaleSign = this.getWorldTransform().scaleSign;
}
return this._worldScaleSign;
}
/**
* Remove graph node from current parent.
*/ remove() {
var _this__parent;
(_this__parent = this._parent) == null ? undefined : _this__parent.removeChild(this);
}
/**
* Remove graph node from current parent and add as child to new parent.
*
* @param {GraphNode} parent - New parent to attach graph node to.
* @param {number} [index] - The child index where the child node should be placed.
*/ reparent(parent, index) {
this.remove();
if (parent) {
if (index >= 0) {
parent.insertChild(this, index);
} else {
parent.addChild(this);
}
}
}
/**
* Sets the local space rotation of the specified graph node using euler angles. Eulers are
* interpreted in XYZ order. Eulers must be specified in degrees. This function has two valid
* signatures: you can either pass a 3D vector or 3 numbers to specify the local space euler
* rotation.
*
* @param {Vec3|number} x - 3-dimensional vector holding eulers or rotation around local space
* x-axis in degrees.
* @param {number} [y] - Rotation around local space y-axis in degrees.
* @param {number} [z] - Rotation around local space z-axis in degrees.
* @example
* // Set rotation of 90 degrees around y-axis via 3 numbers
* this.entity.setLocalEulerAngles(0, 90, 0);
* @example
* // Set rotation of 90 degrees around y-axis via a vector
* const angles = new pc.Vec3(0, 90, 0);
* this.entity.setLocalEulerAngles(angles);
*/ setLocalEulerAngles(x, y, z) {
this.localRotation.setFromEulerAngles(x, y, z);
if (!this._dirtyLocal) {
this._dirtifyLocal();
}
}
/**
* Sets the local space position of the specified graph node. This function has two valid
* signatures: you can either pass a 3D vector or 3 numbers to specify the local space
* position.
*
* @param {Vec3|number} x - 3-dimensional vector holding local space position or
* x-coordinate of local space position.
* @param {number} [y] - Y-coordinate of local space position.
* @param {number} [z] - Z-coordinate of local space position.
* @example
* // Set via 3 numbers
* this.entity.setLocalPosition(0, 10, 0);
* @example
* // Set via vector
* const pos = new pc.Vec3(0, 10, 0);
* this.entity.setLocalPosition(pos);
*/ setLocalPosition(x, y, z) {
if (x instanceof Vec3) {
this.localPosition.copy(x);
} else {
this.localPosition.set(x, y, z);
}
if (!this._dirtyLocal) {
this._dirtifyLocal();
}
}
/**
* Sets the local space rotation of the specified graph node. This function has two valid
* signatures: you can either pass a quaternion or 3 numbers to specify the local space
* rotation.
*
* @param {Quat|number} x - Quaternion holding local space rotation or x-component of
* local space quaternion rotation.
* @param {number} [y] - Y-component of local space quaternion rotation.
* @param {number} [z] - Z-component of local space quaternion rotation.
* @param {number} [w] - W-component of local space quaternion rotation.
* @example
* // Set via 4 numbers
* this.entity.setLocalRotation(0, 0, 0, 1);
* @example
* // Set via quaternion
* const q = pc.Quat();
* this.entity.setLocalRotation(q);
*/ setLocalRotation(x, y, z, w) {
if (x instanceof Quat) {
this.localRotation.copy(x);
} else {
this.localRotation.set(x, y, z, w);
}
if (!this._dirtyLocal) {
this._dirtifyLocal();
}
}
/**
* Sets the local space scale factor of the specified graph node. This function has two valid
* signatures: you can either pass a 3D vector or 3 numbers to specify the local space scale.
*
* @param {Vec3|number} x - 3-dimensional vector holding local space scale or x-coordinate
* of local space scale.
* @param {number} [y] - Y-coordinate of local space scale.
* @param {number} [z] - Z-coordinate of local space scale.
* @example
* // Set via 3 numbers
* this.entity.setLocalScale(10, 10, 10);
* @example
* // Set via vector
* const scale = new pc.Vec3(10, 10, 10);
* this.entity.setLocalScale(scale);
*/ setLocalScale(x, y, z) {
if (x instanceof Vec3) {
this.localScale.copy(x);
} else {
this.localScale.set(x, y, z);
}
if (!this._dirtyLocal) {
this._dirtifyLocal();
}
}
/** @private */ _dirtifyLocal() {
if (!this._dirtyLocal) {
this._dirtyLocal = true;
if (!this._dirtyWorld) {
this._dirtifyWorld();
}
}
}
/** @private */ _unfreezeParentToRoot() {
var p = this._parent;
while(p){
p._frozen = false;
p = p._parent;
}
}
/** @private */ _dirtifyWorld() {
if (!this._dirtyWorld) {
this._unfreezeParentToRoot();
}
this._dirtifyWorldInternal();
}
/** @private */ _dirtifyWorldInternal() {
if (!this._dirtyWorld) {
this._frozen = false;
this._dirtyWorld = true;
for(var i = 0; i < this._children.length; i++){
if (!this._children[i]._dirtyWorld) {
this._children[i]._dirtifyWorldInternal();
}
}
}
this._dirtyNormal = true;
this._worldScaleSign = 0; // world matrix is dirty, mark this flag dirty too
this._aabbVer++;
}
/**
* Sets the world space position of the specified graph node. This function has two valid
* signatures: you can either pass a 3D vector or 3 numbers to specify the world space
* position.
*
* @param {Vec3|number} x - 3-dimensional vector holding world space position or
* x-coordinate of world space position.
* @param {number} [y] - Y-coordinate of world space position.
* @param {number} [z] - Z-coordinate of world space position.
* @example
* // Set via 3 numbers
* this.entity.setPosition(0, 10, 0);
* @example
* // Set via vector
* const position = new pc.Vec3(0, 10, 0);
* this.entity.setPosition(position);
*/ setPosition(x, y, z) {
if (x instanceof Vec3) {
position.copy(x);
} else {
position.set(x, y, z);
}
if (this._parent === null) {
this.localPosition.copy(position);
} else {
invParentWtm.copy(this._parent.getWorldTransform()).invert();
invParentWtm.transformPoint(position, this.localPosition);
}
if (!this._dirtyLocal) {
this._dirtifyLocal();
}
}
/**
* Sets the world space rotation of the specified graph node. This function has two valid
* signatures: you can either pass a quaternion or 3 numbers to specify the world space
* rotation.
*
* @param {Quat|number} x - Quaternion holding world space rotation or x-component of
* world space quaternion rotation.
* @param {number} [y] - Y-component of world space quaternion rotation.
* @param {number} [z] - Z-component of world space quaternion rotation.
* @param {number} [w] - W-component of world space quaternion rotation.
* @example
* // Set via 4 numbers
* this.entity.setRotation(0, 0, 0, 1);
* @example
* // Set via quaternion
* const q = pc.Quat();
* this.entity.setRotation(q);
*/ setRotation(x, y, z, w) {
if (x instanceof Quat) {
rotation.copy(x);
} else {
rotation.set(x, y, z, w);
}
if (this._parent === null) {
this.localRotation.copy(rotation);
} else {
var parentRot = this._parent.getRotation();
invParentRot.copy(parentRot).invert();
this.localRotation.copy(invParentRot).mul(rotation);
}
if (!this._dirtyLocal) {
this._dirtifyLocal();
}
}
/**
* Sets the world space position and rotation of the specified graph node. This is faster than
* setting the position and rotation independently.
*
* @param {Vec3} position - The world space position to set.
* @param {Quat} rotation - The world space rotation to set.
* @example
* const position = new pc.Vec3(0, 10, 0);
* const rotation = new pc.Quat().setFromEulerAngles(0, 90, 0);
* this.entity.setPositionAndRotation(position, rotation);
*/ setPositionAndRotation(position, rotation) {
if (this._parent === null) {
this.localPosition.copy(position);
this.localRotation.copy(rotation);
} else {
var parentWtm = this._parent.getWorldTransform();
invParentWtm.copy(parentWtm).invert();
invParentWtm.transformPoint(position, this.localPosition);
this.localRotation.setFromMat4(invParentWtm).mul(rotation);
}
if (!this._dirtyLocal) {
this._dirtifyLocal();
}
}
/**
* Sets the world space rotation of the specified graph node using euler angles. Eulers are
* interpreted in XYZ order. Eulers must be specified in degrees. This function has two valid
* signatures: you can either pass a 3D vector or 3 numbers to specify the world space euler
* rotation.
*
* @param {Vec3|number} x - 3-dimensional vector holding eulers or rotation around world space
* x-axis in degrees.
* @param {number} [y] - Rotation around world space y-axis in degrees.
* @param {number} [z] - Rotation around world space z-axis in degrees.
* @example
* // Set rotation of 90 degrees around world space y-axis via 3 numbers
* this.entity.setEulerAngles(0, 90, 0);
* @example
* // Set rotation of 90 degrees around world space y-axis via a vector
* const angles = new pc.Vec3(0, 90, 0);
* this.entity.setEulerAngles(angles);
*/ setEulerAngles(x, y, z) {
this.localRotation.setFromEulerAngles(x, y, z);
if (this._parent !== null) {
var parentRot = this._parent.getRotation();
invParentRot.copy(parentRot).invert();
this.localRotation.mul2(invParentRot, this.localRotation);
}
if (!this._dirtyLocal) {
this._dirtifyLocal();
}
}
/**
* Add a new child to the child list and update the parent value of the child node.
* If the node already had a parent, it is removed from its child list.
*
* @param {GraphNode} node - The new child to add.
* @example
* const e = new pc.Entity(app);
* this.entity.addChild(e);
*/ addChild(node) {
this._prepareInsertChild(node);
this._children.push(node);
this._onInsertChild(node);
}
/**
* Add a child to this node, maintaining the child's transform in world space.
* If the node already had a parent, it is removed from its child list.
*
* @param {GraphNode} node - The child to add.
* @example
* const e = new pc.Entity(app);
* this.entity.addChildAndSaveTransform(e);
* @ignore
*/ addChildAndSaveTransform(node) {
var wPos = node.getPosition();
var wRot = node.getRotation();
this._prepareInsertChild(node);
node.setPosition(tmpMat4.copy(this.worldTransform).invert().transformPoint(wPos));
node.setRotation(tmpQuat.copy(this.getRotation()).invert().mul(wRot));
this._children.push(node);
this._onInsertChild(node);
}
/**
* Insert a new child to the child list at the specified index and update the parent value of
* the child node. If the node already had a parent, it is removed from its child list.
*
* @param {GraphNode} node - The new child to insert.
* @param {number} index - The index in the child list of the parent where the new node will be
* inserted.
* @example
* const e = new pc.Entity(app);
* this.entity.insertChild(e, 1);
*/ insertChild(node, index) {
this._prepareInsertChild(node);
this._children.splice(index, 0, node);
this._onInsertChild(node);
}
/**
* Prepares node for being inserted to a parent node, and removes it from the previous parent.
*
* @param {GraphNode} node - The node being inserted.
* @private
*/ _prepareInsertChild(node) {
// remove it from the existing parent
node.remove();
Debug.assert(node !== this, "GraphNode " + (node == null ? undefined : node.name) + " cannot be a child of itself");
Debug.assert(!this.isDescendantOf(node), "GraphNode " + (node == null ? undefined : node.name) + " cannot add an ancestor as a child");
}
/**
* Fires an event on all children of the node. The event `name` is fired on the first (root)
* node only. The event `nameHierarchy` is fired for all children.
*
* @param {string} name - The name of the event to fire on the root.
* @param {string} nameHierarchy - The name of the event to fire for all descendants.
* @param {GraphNode} parent - The parent of the node being added/removed from the hierarchy.
* @private
*/ _fireOnHierarchy(name, nameHierarchy, parent) {
this.fire(name, parent);
for(var i = 0; i < this._children.length; i++){
this._children[i]._fireOnHierarchy(nameHierarchy, nameHierarchy, parent);
}
}
/**
* Called when a node is inserted into a node's child list.
*
* @param {GraphNode} node - The node that was inserted.
* @private
*/ _onInsertChild(node) {
node._parent = this;
// the child node should be enabled in the hierarchy only if itself is enabled and if
// this parent is enabled
var enabledInHierarchy = node._enabled && this.enabled;
if (node._enabledInHierarchy !== enabledInHierarchy) {
node._enabledInHierarchy = enabledInHierarchy;
// propagate the change to the children - necessary if we reparent a node
// under a parent with a different enabled state (if we reparent a node that is
// not active in the hierarchy under a parent who is active in the hierarchy then
// we want our node to be activated)
node._notifyHierarchyStateChanged(node, enabledInHierarchy);
}
// The graph depth of the child and all of its descendants will now change
node._updateGraphDepth();
// The child (plus subhierarchy) will need world transforms to be recalculated
node._dirtifyWorld();
// node might be already marked as dirty, in that case the whole chain stays frozen, so let's enforce unfreeze
if (this._frozen) {
node._unfreezeParentToRoot();
}
// alert an entity hierarchy that it has been inserted
node._fireOnHierarchy('insert', 'inserthierarchy', this);
// alert the parent that it has had a child inserted
if (this.fire) this.fire('childinsert', node);
}
/**
* Recurse the hierarchy and update the graph depth at each node.
*
* @private
*/ _updateGraphDepth() {
this._graphDepth = this._parent ? this._parent._graphDepth + 1 : 0;
for(var i = 0, len = this._children.length; i < len; i++){
this._children[i]._updateGraphDepth();
}
}
/**
* Remove the node from the child list and update the parent value of the child.
*
* @param {GraphNode} child - The node to remove.
* @example
* const child = this.entity.children[0];
* this.entity.removeChild(child);
*/ removeChild(child) {
var index = this._children.indexOf(child);
if (index === -1) {
return;
}
// Remove from child list
this._children.splice(index, 1);
// Clear parent
child._parent = null;
// NOTE: see PR #4047 - this fix is removed for now as it breaks other things
// notify the child hierarchy it has been removed from the parent,
// which marks them as not enabled in hierarchy
// if (child._enabledInHierarchy) {
// child._notifyHierarchyStateChanged(child, false);
// }
// alert children that they has been removed
child._fireOnHierarchy('remove', 'removehierarchy', this);
// alert the parent that it has had a child removed
this.fire('childremove', child);
}
_sync() {
if (this._dirtyLocal) {
this.localTransform.setTRS(this.localPosition, this.localRotation, this.localScale);
this._dirtyLocal = false;
}
if (this._dirtyWorld) {
if (this._parent === null) {
this.worldTransform.copy(this.localTransform);
} else {
if (this.scaleCompensation) {
var parentWorldScale;
var parent = this._parent;
// Find a parent of the first uncompensated node up in the hierarchy and use its scale * localScale
var scale = this.localScale;
var parentToUseScaleFrom = parent; // current parent
if (parentToUseScaleFrom) {
while(parentToUseScaleFrom && parentToUseScaleFrom.scaleCompensation){
parentToUseScaleFrom = parentToUseScaleFrom._parent;
}
// topmost node with scale compensation
if (parentToUseScaleFrom) {
parentToUseScaleFrom = parentToUseScaleFrom._parent; // node without scale compensation
if (parentToUseScaleFrom) {
parentWorldScale = parentToUseScaleFrom.worldTransform.getScale();
scaleCompensateScale.mul2(parentWorldScale, this.localScale);
scale = scaleCompensateScale;
}
}
}
// Rotation is as usual
scaleCompensateRot2.setFromMat4(parent.worldTransform);
scaleCompensateRot.mul2(scaleCompensateRot2, this.localRotation);
// Find matrix to transform position
var tmatrix = parent.worldTransform;
if (parent.scaleCompensation) {
scaleCompensateScaleForParent.mul2(parentWorldScale, parent.getLocalScale());
scaleCompensatePosTransform.setTRS(parent.worldTransform.getTranslation(scaleCompensatePos), scaleCompensateRot2, scaleCompensateScaleForParent);
tmatrix = scaleCompensatePosTransform;
}
tmatrix.transformPoint(this.localPosition, scaleCompensatePos);
this.worldTransform.setTRS(scaleCompensatePos, scaleCompensateRot, scale);
} else {
this.worldTransform.mulAffine2(this._parent.worldTransform, this.localTransform);
}
}
this._dirtyWorld = false;
}
}
/**
* Updates the world transformation matrices at this node and all of its descendants.
*
* @ignore
*/ syncHierarchy() {
if (!this._enabled) {
return;
}
if (this._frozen) {
return;
}
this._frozen = true;
if (this._dirtyLocal || this._dirtyWorld) {
this._sync();
}
var children = this._children;
for(var i = 0, len = children.length; i < len; i++){
children[i].syncHierarchy();
}
}
/**
* Reorients the graph node so that the negative z-axis points towards the target. This
* function has two valid signatures. Either pass 3D vectors for the look at coordinate and up
* vector, or pass numbers to represent the vectors.
*
* @param {Vec3|number} x - If passing a 3D vector, this is the world space coordinate to look at.
* Otherwise, it is the x-component of the world space coordinate to look at.
* @param {Vec3|number} [y] - If passing a 3D vector, this is the world space up vector for look at
* transform. Otherwise, it is the y-component of the world space coordinate to look at.
* @param {number} [z] - Z-component of the world space coordinate to look at.
* @param {number} [ux] - X-component of the up vector for the look at transform. Defaults to 0.
* @param {number} [uy] - Y-component of the up vector for the look at transform. Defaults to 1.
* @param {number} [uz] - Z-component of the up vector for the look at transform. Defaults to 0.
* @example
* // Look at another entity, using the (default) positive y-axis for up
* const position = otherEntity.getPosition();
* this.entity.lookAt(position);
* @example
* // Look at another entity, using the negative world y-axis for up
* const position = otherEntity.getPosition();
* this.entity.lookAt(position, pc.Vec3.DOWN);
* @example
* // Look at the world space origin, using the (default) positive y-axis for up
* this.entity.lookAt(0, 0, 0);
* @example
* // Look at world space coordinate [10, 10, 10], using the negative world y-axis for up
* this.entity.lookAt(10, 10, 10, 0, -1, 0);
*/ lookAt(x, y, z, ux, uy, uz) {
if (ux === undefined) ux = 0;
if (uy === undefined) uy = 1;
if (uz === undefined) uz = 0;
if (x instanceof Vec3) {
target.copy(x);
if (y instanceof Vec3) {
up.copy(y);
} else {
up.copy(Vec3.UP);
}
} else if (z === undefined) {
return;
} else {
target.set(x, y, z);
up.set(ux, uy, uz);
}
matrix.setLookAt(this.getPosition(), target, up);
rotation.setFromMat4(matrix);
this.setRotation(rotation);
}
/**
* Translates the graph node in world space by the specified translation vector. This function
* has two valid signatures: you can either pass a 3D vector or 3 numbers to specify the
* world space translation.
*
* @param {Vec3|number} x - 3-dimensional vector holding world space translation or
* x-coordinate of world space translation.
* @param {number} [y] - Y-coordinate of world space translation.
* @param {number} [z] - Z-coordinate of world space translation.
* @example
* // Translate via 3 numbers
* this.entity.translate(10, 0, 0);
* @example
* // Translate via vector
* const t = new pc.Vec3(10, 0, 0);
* this.entity.translate(t);
*/ translate(x, y, z) {
if (x instanceof Vec3) {
position.copy(x);
} else {
position.set(x, y, z);
}
position.add(this.getPosition());
this.setPosition(position);
}
/**
* Translates the graph node in local space by the specified translation vector. This function
* has two valid signatures: you can either pass a 3D vector or 3 numbers to specify the
* local space translation.
*
* @param {Vec3|number} x - 3-dimensional vector holding local space translation or
* x-coordinate of local space translation.
* @param {number} [y] - Y-coordinate of local space translation.
* @param {number} [z] - Z-coordinate of local space translation.
* @example
* // Translate via 3 numbers
* this.entity.translateLocal(10, 0, 0);
* @example
* // Translate via vector
* const t = new pc.Vec3(10, 0, 0);
* this.entity.translateLocal(t);
*/ translateLocal(x, y, z) {
if (x instanceof Vec3) {
position.copy(x);
} else {
position.set(x, y, z);
}
this.localRotation.transformVector(position, position);
this.localPosition.add(position);
if (!this._dirtyLocal) {
this._