tutorials

How to Use Actions


Actions

Actions are a simple way to add interactions in your scenes. An action is launched when its trigger is fired. For instance, you can specify that when the user clicks (or touches) a mesh, an action is executed.

How to Use It.

To use actions, you have to attach an BABYLON.ActionManager to a mesh or to your scene:

mesh.actionManager = new BABYLON.ActionManager(scene);

Once the ActionManager is created, you can start registering actions:

mesh.actionManager.registerAction(new BABYLON.InterpolateValueAction(BABYLON.ActionManager.OnPickTrigger, light, "diffuse", BABYLON.Color3.Black(), 1000));

For instance this action will animate the light.diffuse property to black in 1000ms when the user picks the mesh.

You can also chain actions:

mesh.actionManager.registerAction(new BABYLON.InterpolateValueAction(BABYLON.ActionManager.OnPickTrigger, light, "diffuse", BABYLON.Color3.Black(), 1000)).then(new BABYLON.SetValueAction(BABYLON.ActionManager.NothingTrigger, mesh.material, "wireframe", false));

In this case, the first click will animate the light.diffuse property, the second click will set mesh.material to false. The third one will start again and will animate the light.diffuse property and so on...

Finally, you can add a condition to your actions. In this case, actions are launched when the trigger is fired if the condition is true:

var condition1 = new BABYLON.PredicateCondition(sphere.actionManager, function () {
    return light1.diffuse.equals(BABYLON.Color3.Red());
});
sphere.actionManager.registerAction(new BABYLON.InterpolateValueAction(BABYLON.ActionManager.OnPickTrigger, camera, "alpha", 0, 500, condition1));

In this example, the camera.alpha property will be animated to 0 in 500ms when the user clicks the sphere only if the light1.diffuse property is equal to red.

Triggers

Currently, 12 different triggers are supported:

The following list defines triggers associated with meshes:

  • BABYLON.ActionManager.NothingTrigger: Never raised. Used for sub-actions with action.then function.
  • BABYLON.ActionManager.OnPickTrigger: Raised when the user touches/clicks on a mesh.
  • BABYLON.ActionManager.OnDoublePickTrigger: Raised when the user double touches/clicks on a mesh.
  • BABYLON.ActionManager.OnPickDownTrigger: Raised when the user touches/clicks down on a mesh
  • BABYLON.ActionManager.OnPickUpTrigger: Raised when the user touches/clicks up on a mesh.
  • BABYLON.ActionManager.OnPickOutTrigger: Raised when the user touches/clicks down on a mesh and then move off-of the mesh.
  • BABYLON.ActionManager.OnLeftPickTrigger: Raised when the user touches/clicks on a mesh with left button.
  • BABYLON.ActionManager.OnRightPickTrigger: Raised when the user touches/clicks on a mesh with right button.
  • BABYLON.ActionManager.OnCenterPickTrigger: Raised when the user touches/clicks on a mesh with center button.
  • BABYLON.ActionManager.OnLongPressTrigger: Raised when the user touches/clicks up on a mesh for a long period of time (defined by BABYLONActionManager.LongPressDelay).
  • BABYLON.ActionManager.OnPointerOverTrigger: Raised when the pointer is over a mesh. Raised just once.
  • BABYLON.ActionManager.OnPointerOutTrigger: Raised when the pointer is no more over a mesh. Raised just once.
  • BABYLON.ActionManager.OnIntersectionEnterTrigger: Raised when the mesh is in intersection with another mesh. Raised just once.
  • BABYLON.ActionManager.OnIntersectionExitTrigger: Raised when the mesh is no more in intersection with another mesh. Raised just once.
  • BABYLON.ActionManager.OnKeyDownTrigger: Raised when a key is press.
  • BABYLON.ActionManager.OnKeyUpTrigger: Raised when a key is up
  • BABYLON.ActionManager.OnEveryFrameTrigger: ???

For intersection triggers, you have to specify the "other" mesh with the following code:

mesh.actionManager.registerAction(new BABYLON.SetValueAction({ trigger: BABYLON.ActionManager.OnIntersectionEnterTrigger, parameter: otherMesh }, mesh, "scaling", new BABYLON.Vector3(1.2, 1.2, 1.2)));

You can as well define if you want to use precise intersections:

mesh.actionManager.registerAction(new BABYLON.SetValueAction({ trigger: BABYLON.ActionManager.OnIntersectionEnterTrigger, parameter: { mesh:otherMesh, usePreciseIntersection: true} }, mesh, "scaling", new BABYLON.Vector3(1.2, 1.2, 1.2)));

The following list defines triggers associated with scene:

  • BABYLON.ActionManager.OnEveryFrameTrigger: Raised once per frame.
  • BABYLON.ActionManager.OnKeyDownTrigger: Raised when a key is pressed.
  • BABYLON.ActionManager.OnKeyUpTrigger: Raised when a key is released.

For OnKeyUpTrigger and OnKeyDownTrigger triggers, you can filter events based on a key, either in your code or with a parameter:

scene.actionManager.registerAction(new BABYLON.ExecuteCodeAction(BABYLON.ActionManager.OnKeyUpTrigger, function (evt) {
   if (evt.sourceEvent.key == "r") {
       ...
   }
}));
scene.actionManager.registerAction(new BABYLON.ExecuteCodeAction({ trigger: BABYLON.ActionManager.OnKeyUpTrigger, parameter: "r" },
  function () {
            ...
}));

Available Actions

Most of the actions have a propertyPath property. This string defines the path to the property to affect with the action. You can use direct values like position or diffuse. But you can also provide complex paths like position.x

  • BABYLON.SwitchBooleanAction: Used to switch the current value of a boolean property:

    SwitchBooleanAction(trigger, target, propertyPath, condition)

  • BABYLON.SetValueAction: Used to specify a direct value for a property:

    SetValueAction(trigger, target, propertyPath, value, condition)

  • BABYLON.IncrementValueAction: Add a specified value to a number property:

    IncrementValueAction(trigger, target, propertyPath, value, condition)

  • BABYLON.PlayAnimationAction: Launch an animation on a specified target:

    PlayAnimationAction(trigger, target, from, to, loop, condition)

  • BABYLON.StopAnimationAction: Stop an animation on a specified target:

    StopAnimationAction(trigger, target, condition)

  • BABYLON.DoNothingAction: Do nothing :)

    DoNothingAction(trigger, condition)

  • BABYLON.CombineAction: This action is a container. You can use it to execute many actions simultaneously on the same trigger. The children property must be an array of actions:

    CombineAction(trigger, children, condition)

  • BABYLON.ExecuteCodeAction: Execute your own code when the trigger is raised and the condition is true:

    ExecuteCodeAction(trigger, func, condition)

  • BABYLON.SetParentAction: Used to define the parent of a node (camera, light, mesh):

    SetParentAction(trigger, target, parent, condition)

  • BABYLON.InterpolateValueAction: This action creates an animation to interpolate the current value of a property to a given target. The following types are supported:

    • number
    • BABYLON.Color3
    • BABYLON.Vector3
    • BABYLON.Quaternion

      InterpolateValueAction(trigger, target, propertyPath, value, duration, condition, stopOtherAnimations)

  • BABYLON.PlaySoundAction and BABYLON.StopSoundAction: The "sound" parameter is the reference of the sound you created using var sound = new BABYLON.Sound(...)

    PlaySoundAction(trigger, sound, condition)

    StopSoundAction(trigger, sound, condition)

Conditions

There are three kinds of conditions:

  • BABYLON.ValueCondition: This condition is true when a given property is equal / greater / lesser / different from a specific value. The following operands are thus supported:

    • BABYLON.ValueCondition.IsEqual
    • BABYLON.ValueCondition.IsDifferent
    • BABYLON.ValueCondition.IsGreater
    • BABYLON.ValueCondition.IsLesser

      ValueCondition(actionManager, target, propertyPath, value, operator)

  • BABYLON.PredicateCondition: This condition uses a predicate to determine its state:

    PredicateCondition(actionManager, predicate)

  • BABYLON.StateCondition: This condition checks the state property of an object and compares it to given value:

    StateCondition(actionManager, target, value)

Experimenting with Actions

So basically, let's imagine you want to almost hide a mesh when the user touches it. First of all you have to add a BABYLON.ActionManager on it:

mesh.actionManager = new BABYLON.ActionManager(scene);

Then you can create an action that will be associated with the BABYLON.ActionManager.OnPickTrigger trigger. This action will interpolate the mesh.visibility property to 0.2:

var action = new BABYLON.InterpolateValueAction(BABYLON.ActionManager.OnPickTrigger, mesh, "visibility", 0.2, 1000);

Then add this action to the mesh:

mesh.actionManager.registerAction(action);

And you're done! Easy, right?

You can also chain another action to restore the mesh.visibility property to default value:

var action = new BABYLON.InterpolateValueAction(BABYLON.ActionManager.OnPickTrigger, mesh, "visibility", 0.2, 1000);
var action2 = new BABYLON.InterpolateValueAction(BABYLON.ActionManager.OnPickTrigger, mesh, "visibility", 1.0, 1000);
mesh.actionManager.registerAction(action).then(action2);

In this case, the first click will hide the button, the following click will restore it, and so on...

Sprites

Starting with Babylon.js 2.3, sprites can have an action manager: http://www.babylonjs...nd.com/#9RUHH#5

Please note that the SpriteManager must turn picking support on by using spriteManager.isPickable = true Sprites can also control picking with sprite.isPickable = false / true (False by default)

Playground

If you want to play with actions, you can try them at our playground: http://www.babylonjs.com/playground/?17