Hi guys!
The problem
If you are exposing BabylonJS objects and you are manipulating them directly with Vue, you will sooner or later end up with very low FPS caused by multiple redraws of the scene. The reason is that you mess up something with Vue’s reflectivity and something is being called recurrently.
The solution
Do not expose the BabylonJS objects and send always a copy of your objects in your methods or just simply use JSON
for your data.
Choosing JSON?
So do you have to JSON.stringify
and JSON.parse
every piece of data you are passing between Vue and BabylonJS? Yes, but we can write a class which will help us to do so with minimal effort.
Having everything in JSON opens up new possibilites, so we can leverage a messaging bus for easy data passing between the two frameworks.
The idea behind messaging
We don’t want our Vue code to know about BabylonJS implementation details, we want methods, we can call, which will ensure the required tasks to be done. Let’s jump to the example project, it will be easier to follow how the data is passed and received.
The Marble example
This examples uses Mitt bus (GitHub - developit/mitt: 🥊 Tiny 200 byte functional event emitter / pubsub.), but you can use any messaging bus. In Vue2 you can use new Vue()
to create a bus.
assets
- you all know
bus
- the Mitt bus wrappers
components
- our Vue component which displays the BabylonJS scene
director
- our layer between Vue and BabylonJS
scenes
- our BabylonJS scene
utils
- some utility methods
Bus
Now that we can use messaging to communicate between Vue and BabylonJS, how about to have this communication async
so for example the method called by Vue can await
a method, which runs on BabylonJS code, so simply we create an async wrapper around the synchronous bus.
Let’s introduce an interface for our message bus. I will show you only the AsyncBus
implementation. The synchronous bus is pretty much the same. This interface must be implemented by our bus.
as seen in AsyncBus.ts
AsyncBus
is just a facade and uses the Mitt bus under the hood, but adds asynchronousity to our messaging.
The Scene Director
The Scene Director is a simple method-call-to-message converter, so your Vue code calls code on the SceneDirector
which creates message(s) and sends it(them) using our AsyncBus
and as far as our BabylonJS scene is interested in a message, (it is subscribed to process a particular message, basically at low level this is calling Mitt.$on(messageType, callback)
, it gets executed. When the execution finished the BabylonJS scene have to notiy the Scene Director, that it has finished execution. The Scene Director awaits
for a specific message type SceneDirectorEventBusMessages.SceneDirectorCommandFinished
with some information about the executed command. Don’t worry there are helpers methods and the usage is very easy.
Let’s jump to Vue!
Vue page
This example uses App.vue
for the whole UI, but you should not put everything here and it is a good idea to have a router
at hand and of course use pages/layouts/views/components for better modularity of your project.
First of all you have to import our SceneDirector
class and create an instance so you can call it’s methods.
The example application comes with three methods. As you can see, all methods are async
. I marked some void
, because I just don’t want to await
methods returning void
for now. However the getMeshnames
method has a return type of string[]
and I am interested in the result, so I must use await
here.
Scene Director methods
Ok, so let’s se our method implementation in the Scene Director.
All we do here is calling a helper method called asyncCommand
where we need to specify the message type and if we have something to send, the payload
.
Message types
We have to specify, what messages are we going to send throught our bus, so we have this:
One can have these values hardcoded directly in the SceneDirector
, but we didn’t start to code yesterday, so we know, that it is not right! So we have two nice enums for this reason.
There are two types of messages, just for better readibility, you can put them under one enum if you like so. SceneDirectorEventBusMessages
, these are sent by Vue towards BabylonJS and obviosly the second one is moving from BabylonJS towards Vue.
It is a good idea not to create a message type for every single action, for example you are not going to create a message LookLeft
and a LookRight
, but you will create a message LookAt
and call it with a parameter, however in your SceneDirector
you can have two separate methods, so Vue just calls LookLeft
or LookRight
and the SceneDirector
send a message LookAt
with a parameter { rot: - Math.PI / 2 } or { rot: Math.PI / 2 } which will set the cameras alpha
for example.
BabylonJS scene
You simply register your message subscriptions by modifying this method:
So it maps message types to functions.
Let’s have a look at the functions:
addMarble
adds a new marble (maybe atoms should be a better name, just look at the page screenshot below)
As seen on the screenshot above, every mapped method receives a command. The payload
stuff has to be clear for all of you, if not, you can access the payload
sent by the SceneDirector
here, in our case the name
of the marble.
addMarbleByName
just does this:
The very important thing here is to call this.commandFinished(sceneDirectorCommand)
after you method has finished. If you started an animation and want to wait for it, no problem, just call this.commandFinished(sceneDirectorCommand)
in your animation end callback.
If you want to send a message towards Vue, you can use
where this.emitCommand
is just a helper method
and don’t forget to register your message in SceneDirector
(MySceneDirector
in our example)
Unregistering events is a must also Just take your time
Vue ref
In App.vue
we can use
some data from the SceneDirector
what is a simple
ref
:and whenever a
MarbleSelected
message arrives we just set the ref’s value
I am a fan of loosely connected architecture, so I would rather use a callback instead of ref so I don’t have to reference any Vue object in SceneDirector. Just imagine you could change Vue (don’t do it) for any other framework and you don’t have to rewrite any BJS related method. The Vue ref
is used here just as an example of how to use refs.
The example app
The app creates 40 marbles on startup. You can add a marble by entering it’s name to the text input and hit Add marble. Remove marbles will remove some of the marbles by each click. The last button will query the scene for all the meshe names on the scene and will print it out to the console.The methods are described above in the Vue page section.
So what?
So, if you are interested in this, you should take a look at the source code, how things works (hopefully) Open the developer console and watch how the messaging works (again hopefully), try to add a new message, etc.
WebWorkers
So we have a message drive scene?! You can easily move your BabylonJS scene to a WebWorker!! Or you can control your scene by external messages, for example a light sensors can deliver messages for controlling light.intensity
on BabylonJS lights…
Guys I put this together very quickly, there are things I would like to have done another way, I know it’s far from perfect so constructive criticism is very welcome!
Thanks!
@Deltakosh Yo! I will add this to the Vue docs as well later
Demo app open the console to view the message flow
https://babylonjs.nascor.tech/scene-director/
R.
EDIT:
Example of a getMeshNames
message flow from the SceneDirector
to MarbleScene
and back to SceneDirector
and finaly gets console.logged
in App.vue