var __extends = (this && this.__extends) || (function () { var extendStatics = Object.setPrototypeOf || ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || function (d, b) { for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p]; }; return function (d, b) { extendStatics(d, b); function __() { this.constructor = d; } d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); }; })(); var __decorate = (this && this.__decorate) || function (decorators, target, key, desc) { var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d; if (typeof Reflect === "object" && typeof Reflect.decorate === "function") r = Reflect.decorate(decorators, target, key, desc); else for (var i = decorators.length - 1; i >= 0; i--) if (d = decorators[i]) r = (c < 3 ? d(r) : c > 3 ? d(target, key, r) : d(target, key)) || r; return c > 3 && r && Object.defineProperty(target, key, r), r; }; if(typeof require !== 'undefined'){ var globalObject = (typeof global !== 'undefined') ? global : ((typeof window !== 'undefined') ? window : this); var BABYLON = globalObject["BABYLON"] || {}; var BABYLON0 = require('babylonjs/targetCamera'); if(BABYLON !== BABYLON0) __extends(BABYLON, BABYLON0); var BABYLON; (function (BABYLON) { var ArcRotateCameraKeyboardMoveInput = /** @class */ (function () { function ArcRotateCameraKeyboardMoveInput() { this._keys = new Array(); this.keysUp = [38]; this.keysDown = [40]; this.keysLeft = [37]; this.keysRight = [39]; this.keysReset = [220]; this.panningSensibility = 50.0; this.zoomingSensibility = 25.0; this.useAltToZoom = true; } ArcRotateCameraKeyboardMoveInput.prototype.attachControl = function (element, noPreventDefault) { var _this = this; if (this._onCanvasBlurObserver) { return; } this._scene = this.camera.getScene(); this._engine = this._scene.getEngine(); this._onCanvasBlurObserver = this._engine.onCanvasBlurObservable.add(function () { _this._keys = []; }); this._onKeyboardObserver = this._scene.onKeyboardObservable.add(function (info) { var evt = info.event; if (info.type === BABYLON.KeyboardEventTypes.KEYDOWN) { _this._ctrlPressed = evt.ctrlKey; _this._altPressed = evt.altKey; if (_this.keysUp.indexOf(evt.keyCode) !== -1 || _this.keysDown.indexOf(evt.keyCode) !== -1 || _this.keysLeft.indexOf(evt.keyCode) !== -1 || _this.keysRight.indexOf(evt.keyCode) !== -1 || _this.keysReset.indexOf(evt.keyCode) !== -1) { var index = _this._keys.indexOf(evt.keyCode); if (index === -1) { _this._keys.push(evt.keyCode); } if (evt.preventDefault) { if (!noPreventDefault) { evt.preventDefault(); } } } } else { if (_this.keysUp.indexOf(evt.keyCode) !== -1 || _this.keysDown.indexOf(evt.keyCode) !== -1 || _this.keysLeft.indexOf(evt.keyCode) !== -1 || _this.keysRight.indexOf(evt.keyCode) !== -1 || _this.keysReset.indexOf(evt.keyCode) !== -1) { var index = _this._keys.indexOf(evt.keyCode); if (index >= 0) { _this._keys.splice(index, 1); } if (evt.preventDefault) { if (!noPreventDefault) { evt.preventDefault(); } } } } }); }; ArcRotateCameraKeyboardMoveInput.prototype.detachControl = function (element) { if (this._scene) { if (this._onKeyboardObserver) { this._scene.onKeyboardObservable.remove(this._onKeyboardObserver); } if (this._onCanvasBlurObserver) { this._engine.onCanvasBlurObservable.remove(this._onCanvasBlurObserver); } this._onKeyboardObserver = null; this._onCanvasBlurObserver = null; } this._keys = []; }; ArcRotateCameraKeyboardMoveInput.prototype.checkInputs = function () { if (this._onKeyboardObserver) { var camera = this.camera; for (var index = 0; index < this._keys.length; index++) { var keyCode = this._keys[index]; if (this.keysLeft.indexOf(keyCode) !== -1) { if (this._ctrlPressed && this.camera._useCtrlForPanning) { camera.inertialPanningX -= 1 / this.panningSensibility; } else { camera.inertialAlphaOffset -= 0.01; } } else if (this.keysUp.indexOf(keyCode) !== -1) { if (this._ctrlPressed && this.camera._useCtrlForPanning) { camera.inertialPanningY += 1 / this.panningSensibility; } else if (this._altPressed && this.useAltToZoom) { camera.inertialRadiusOffset += 1 / this.zoomingSensibility; } else { camera.inertialBetaOffset -= 0.01; } } else if (this.keysRight.indexOf(keyCode) !== -1) { if (this._ctrlPressed && this.camera._useCtrlForPanning) { camera.inertialPanningX += 1 / this.panningSensibility; } else { camera.inertialAlphaOffset += 0.01; } } else if (this.keysDown.indexOf(keyCode) !== -1) { if (this._ctrlPressed && this.camera._useCtrlForPanning) { camera.inertialPanningY -= 1 / this.panningSensibility; } else if (this._altPressed && this.useAltToZoom) { camera.inertialRadiusOffset -= 1 / this.zoomingSensibility; } else { camera.inertialBetaOffset += 0.01; } } else if (this.keysReset.indexOf(keyCode) !== -1) { camera.restoreState(); } } } }; ArcRotateCameraKeyboardMoveInput.prototype.getClassName = function () { return "ArcRotateCameraKeyboardMoveInput"; }; ArcRotateCameraKeyboardMoveInput.prototype.getSimpleName = function () { return "keyboard"; }; __decorate([ BABYLON.serialize() ], ArcRotateCameraKeyboardMoveInput.prototype, "keysUp", void 0); __decorate([ BABYLON.serialize() ], ArcRotateCameraKeyboardMoveInput.prototype, "keysDown", void 0); __decorate([ BABYLON.serialize() ], ArcRotateCameraKeyboardMoveInput.prototype, "keysLeft", void 0); __decorate([ BABYLON.serialize() ], ArcRotateCameraKeyboardMoveInput.prototype, "keysRight", void 0); __decorate([ BABYLON.serialize() ], ArcRotateCameraKeyboardMoveInput.prototype, "keysReset", void 0); __decorate([ BABYLON.serialize() ], ArcRotateCameraKeyboardMoveInput.prototype, "panningSensibility", void 0); __decorate([ BABYLON.serialize() ], ArcRotateCameraKeyboardMoveInput.prototype, "zoomingSensibility", void 0); __decorate([ BABYLON.serialize() ], ArcRotateCameraKeyboardMoveInput.prototype, "useAltToZoom", void 0); return ArcRotateCameraKeyboardMoveInput; }()); BABYLON.ArcRotateCameraKeyboardMoveInput = ArcRotateCameraKeyboardMoveInput; BABYLON.CameraInputTypes["ArcRotateCameraKeyboardMoveInput"] = ArcRotateCameraKeyboardMoveInput; })(BABYLON || (BABYLON = {})); //# sourceMappingURL=babylon.arcRotateCameraKeyboardMoveInput.js.map var BABYLON; (function (BABYLON) { var ArcRotateCameraMouseWheelInput = /** @class */ (function () { function ArcRotateCameraMouseWheelInput() { this.wheelPrecision = 3.0; /** * wheelDeltaPercentage will be used instead of wheelPrecision if different from 0. * It defines the percentage of current camera.radius to use as delta when wheel is used. */ this.wheelDeltaPercentage = 0; } ArcRotateCameraMouseWheelInput.prototype.attachControl = function (element, noPreventDefault) { var _this = this; this._wheel = function (p, s) { //sanity check - this should be a PointerWheel event. if (p.type !== BABYLON.PointerEventTypes.POINTERWHEEL) return; var event = p.event; var delta = 0; if (event.wheelDelta) { delta = _this.wheelDeltaPercentage ? (event.wheelDelta * 0.01) * _this.camera.radius * _this.wheelDeltaPercentage : event.wheelDelta / (_this.wheelPrecision * 40); } else if (event.detail) { delta = -event.detail / _this.wheelPrecision; } if (delta) _this.camera.inertialRadiusOffset += delta; if (event.preventDefault) { if (!noPreventDefault) { event.preventDefault(); } } }; this._observer = this.camera.getScene().onPointerObservable.add(this._wheel, BABYLON.PointerEventTypes.POINTERWHEEL); }; ArcRotateCameraMouseWheelInput.prototype.detachControl = function (element) { if (this._observer && element) { this.camera.getScene().onPointerObservable.remove(this._observer); this._observer = null; this._wheel = null; } }; ArcRotateCameraMouseWheelInput.prototype.getClassName = function () { return "ArcRotateCameraMouseWheelInput"; }; ArcRotateCameraMouseWheelInput.prototype.getSimpleName = function () { return "mousewheel"; }; __decorate([ BABYLON.serialize() ], ArcRotateCameraMouseWheelInput.prototype, "wheelPrecision", void 0); __decorate([ BABYLON.serialize() ], ArcRotateCameraMouseWheelInput.prototype, "wheelDeltaPercentage", void 0); return ArcRotateCameraMouseWheelInput; }()); BABYLON.ArcRotateCameraMouseWheelInput = ArcRotateCameraMouseWheelInput; BABYLON.CameraInputTypes["ArcRotateCameraMouseWheelInput"] = ArcRotateCameraMouseWheelInput; })(BABYLON || (BABYLON = {})); //# sourceMappingURL=babylon.arcRotateCameraMouseWheelInput.js.map BABYLON.Effect.ShadersStore['defaultVertexShader'] = "#include<__decl__defaultVertex>\n\nattribute vec3 position;\n#ifdef NORMAL\nattribute vec3 normal;\n#endif\n#ifdef TANGENT\nattribute vec4 tangent;\n#endif\n#ifdef UV1\nattribute vec2 uv;\n#endif\n#ifdef UV2\nattribute vec2 uv2;\n#endif\n#ifdef VERTEXCOLOR\nattribute vec4 color;\n#endif\n#include\n#include\n\n#include\n#ifdef MAINUV1\nvarying vec2 vMainUV1;\n#endif\n#ifdef MAINUV2\nvarying vec2 vMainUV2;\n#endif\n#if defined(DIFFUSE) && DIFFUSEDIRECTUV == 0\nvarying vec2 vDiffuseUV;\n#endif\n#if defined(AMBIENT) && AMBIENTDIRECTUV == 0\nvarying vec2 vAmbientUV;\n#endif\n#if defined(OPACITY) && OPACITYDIRECTUV == 0\nvarying vec2 vOpacityUV;\n#endif\n#if defined(EMISSIVE) && EMISSIVEDIRECTUV == 0\nvarying vec2 vEmissiveUV;\n#endif\n#if defined(LIGHTMAP) && LIGHTMAPDIRECTUV == 0\nvarying vec2 vLightmapUV;\n#endif\n#if defined(SPECULAR) && defined(SPECULARTERM) && SPECULARDIRECTUV == 0\nvarying vec2 vSpecularUV;\n#endif\n#if defined(BUMP) && BUMPDIRECTUV == 0\nvarying vec2 vBumpUV;\n#endif\n\nvarying vec3 vPositionW;\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n#include\n#include\n#include\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n#include\n#include[0..maxSimultaneousMorphTargets]\n#ifdef REFLECTIONMAP_SKYBOX\nvarying vec3 vPositionUVW;\n#endif\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvarying vec3 vDirectionW;\n#endif\n#include\nvoid main(void) {\nvec3 positionUpdated=position;\n#ifdef NORMAL \nvec3 normalUpdated=normal;\n#endif\n#ifdef TANGENT\nvec4 tangentUpdated=tangent;\n#endif\n#include[0..maxSimultaneousMorphTargets]\n#ifdef REFLECTIONMAP_SKYBOX\nvPositionUVW=positionUpdated;\n#endif \n#include\n#include\ngl_Position=viewProjection*finalWorld*vec4(positionUpdated,1.0);\nvec4 worldPos=finalWorld*vec4(positionUpdated,1.0);\nvPositionW=vec3(worldPos);\n#ifdef NORMAL\nmat3 normalWorld=mat3(finalWorld);\n#ifdef NONUNIFORMSCALING\nnormalWorld=transposeMat3(inverseMat3(normalWorld));\n#endif\nvNormalW=normalize(normalWorld*normalUpdated);\n#endif\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvDirectionW=normalize(vec3(finalWorld*vec4(positionUpdated,0.0)));\n#endif\n\n#ifndef UV1\nvec2 uv=vec2(0.,0.);\n#endif\n#ifndef UV2\nvec2 uv2=vec2(0.,0.);\n#endif\n#ifdef MAINUV1\nvMainUV1=uv;\n#endif\n#ifdef MAINUV2\nvMainUV2=uv2;\n#endif\n#if defined(DIFFUSE) && DIFFUSEDIRECTUV == 0\nif (vDiffuseInfos.x == 0.)\n{\nvDiffuseUV=vec2(diffuseMatrix*vec4(uv,1.0,0.0));\n}\nelse\n{\nvDiffuseUV=vec2(diffuseMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n#if defined(AMBIENT) && AMBIENTDIRECTUV == 0\nif (vAmbientInfos.x == 0.)\n{\nvAmbientUV=vec2(ambientMatrix*vec4(uv,1.0,0.0));\n}\nelse\n{\nvAmbientUV=vec2(ambientMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n#if defined(OPACITY) && OPACITYDIRECTUV == 0\nif (vOpacityInfos.x == 0.)\n{\nvOpacityUV=vec2(opacityMatrix*vec4(uv,1.0,0.0));\n}\nelse\n{\nvOpacityUV=vec2(opacityMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n#if defined(EMISSIVE) && EMISSIVEDIRECTUV == 0\nif (vEmissiveInfos.x == 0.)\n{\nvEmissiveUV=vec2(emissiveMatrix*vec4(uv,1.0,0.0));\n}\nelse\n{\nvEmissiveUV=vec2(emissiveMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n#if defined(LIGHTMAP) && LIGHTMAPDIRECTUV == 0\nif (vLightmapInfos.x == 0.)\n{\nvLightmapUV=vec2(lightmapMatrix*vec4(uv,1.0,0.0));\n}\nelse\n{\nvLightmapUV=vec2(lightmapMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n#if defined(SPECULAR) && defined(SPECULARTERM) && SPECULARDIRECTUV == 0\nif (vSpecularInfos.x == 0.)\n{\nvSpecularUV=vec2(specularMatrix*vec4(uv,1.0,0.0));\n}\nelse\n{\nvSpecularUV=vec2(specularMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n#if defined(BUMP) && BUMPDIRECTUV == 0\nif (vBumpInfos.x == 0.)\n{\nvBumpUV=vec2(bumpMatrix*vec4(uv,1.0,0.0));\n}\nelse\n{\nvBumpUV=vec2(bumpMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n#include\n#include\n#include\n#include[0..maxSimultaneousLights]\n#ifdef VERTEXCOLOR\n\nvColor=color;\n#endif\n#include\n#include\n}"; BABYLON.Effect.ShadersStore['defaultPixelShader'] = "#include<__decl__defaultFragment>\n#if defined(BUMP) || !defined(NORMAL)\n#extension GL_OES_standard_derivatives : enable\n#endif\n#ifdef LOGARITHMICDEPTH\n#extension GL_EXT_frag_depth : enable\n#endif\n\n#define RECIPROCAL_PI2 0.15915494\nuniform vec3 vEyePosition;\nuniform vec3 vAmbientColor;\n\nvarying vec3 vPositionW;\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n#ifdef MAINUV1\nvarying vec2 vMainUV1;\n#endif\n#ifdef MAINUV2\nvarying vec2 vMainUV2;\n#endif\n\n#include\n\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n#include\n#include\n\n#ifdef DIFFUSE\n#if DIFFUSEDIRECTUV == 1\n#define vDiffuseUV vMainUV1\n#elif DIFFUSEDIRECTUV == 2\n#define vDiffuseUV vMainUV2\n#else\nvarying vec2 vDiffuseUV;\n#endif\nuniform sampler2D diffuseSampler;\n#endif\n#ifdef AMBIENT\n#if AMBIENTDIRECTUV == 1\n#define vAmbientUV vMainUV1\n#elif AMBIENTDIRECTUV == 2\n#define vAmbientUV vMainUV2\n#else\nvarying vec2 vAmbientUV;\n#endif\nuniform sampler2D ambientSampler;\n#endif\n#ifdef OPACITY \n#if OPACITYDIRECTUV == 1\n#define vOpacityUV vMainUV1\n#elif OPACITYDIRECTUV == 2\n#define vOpacityUV vMainUV2\n#else\nvarying vec2 vOpacityUV;\n#endif\nuniform sampler2D opacitySampler;\n#endif\n#ifdef EMISSIVE\n#if EMISSIVEDIRECTUV == 1\n#define vEmissiveUV vMainUV1\n#elif EMISSIVEDIRECTUV == 2\n#define vEmissiveUV vMainUV2\n#else\nvarying vec2 vEmissiveUV;\n#endif\nuniform sampler2D emissiveSampler;\n#endif\n#ifdef LIGHTMAP\n#if LIGHTMAPDIRECTUV == 1\n#define vLightmapUV vMainUV1\n#elif LIGHTMAPDIRECTUV == 2\n#define vLightmapUV vMainUV2\n#else\nvarying vec2 vLightmapUV;\n#endif\nuniform sampler2D lightmapSampler;\n#endif\n#ifdef REFRACTION\n#ifdef REFRACTIONMAP_3D\nuniform samplerCube refractionCubeSampler;\n#else\nuniform sampler2D refraction2DSampler;\n#endif\n#endif\n#if defined(SPECULAR) && defined(SPECULARTERM)\n#if SPECULARDIRECTUV == 1\n#define vSpecularUV vMainUV1\n#elif SPECULARDIRECTUV == 2\n#define vSpecularUV vMainUV2\n#else\nvarying vec2 vSpecularUV;\n#endif\nuniform sampler2D specularSampler;\n#endif\n\n#include\n\n#ifdef REFLECTION\n#ifdef REFLECTIONMAP_3D\nuniform samplerCube reflectionCubeSampler;\n#else\nuniform sampler2D reflection2DSampler;\n#endif\n#ifdef REFLECTIONMAP_SKYBOX\nvarying vec3 vPositionUVW;\n#else\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvarying vec3 vDirectionW;\n#endif\n#endif\n#include\n#endif\n#include\n#include\n#include\n#include\n#include\n#include\nvoid main(void) {\n#include\nvec3 viewDirectionW=normalize(vEyePosition-vPositionW);\n\nvec4 baseColor=vec4(1.,1.,1.,1.);\nvec3 diffuseColor=vDiffuseColor.rgb;\n\nfloat alpha=vDiffuseColor.a;\n\n#ifdef NORMAL\nvec3 normalW=normalize(vNormalW);\n#else\nvec3 normalW=normalize(-cross(dFdx(vPositionW),dFdy(vPositionW)));\n#endif\n#include\n#ifdef TWOSIDEDLIGHTING\nnormalW=gl_FrontFacing ? normalW : -normalW;\n#endif\n#ifdef DIFFUSE\nbaseColor=texture2D(diffuseSampler,vDiffuseUV+uvOffset);\n#ifdef ALPHATEST\nif (baseColor.a<0.4)\ndiscard;\n#endif\n#ifdef ALPHAFROMDIFFUSE\nalpha*=baseColor.a;\n#endif\nbaseColor.rgb*=vDiffuseInfos.y;\n#endif\n#include\n#ifdef VERTEXCOLOR\nbaseColor.rgb*=vColor.rgb;\n#endif\n\nvec3 baseAmbientColor=vec3(1.,1.,1.);\n#ifdef AMBIENT\nbaseAmbientColor=texture2D(ambientSampler,vAmbientUV+uvOffset).rgb*vAmbientInfos.y;\n#endif\n\n#ifdef SPECULARTERM\nfloat glossiness=vSpecularColor.a;\nvec3 specularColor=vSpecularColor.rgb;\n#ifdef SPECULAR\nvec4 specularMapColor=texture2D(specularSampler,vSpecularUV+uvOffset);\nspecularColor=specularMapColor.rgb;\n#ifdef GLOSSINESS\nglossiness=glossiness*specularMapColor.a;\n#endif\n#endif\n#else\nfloat glossiness=0.;\n#endif\n\nvec3 diffuseBase=vec3(0.,0.,0.);\nlightingInfo info;\n#ifdef SPECULARTERM\nvec3 specularBase=vec3(0.,0.,0.);\n#endif\nfloat shadow=1.;\n#ifdef LIGHTMAP\nvec3 lightmapColor=texture2D(lightmapSampler,vLightmapUV+uvOffset).rgb*vLightmapInfos.y;\n#endif\n#include[0..maxSimultaneousLights]\n\nvec3 refractionColor=vec3(0.,0.,0.);\n#ifdef REFRACTION\nvec3 refractionVector=normalize(refract(-viewDirectionW,normalW,vRefractionInfos.y));\n#ifdef REFRACTIONMAP_3D\nrefractionVector.y=refractionVector.y*vRefractionInfos.w;\nif (dot(refractionVector,viewDirectionW)<1.0)\n{\nrefractionColor=textureCube(refractionCubeSampler,refractionVector).rgb*vRefractionInfos.x;\n}\n#else\nvec3 vRefractionUVW=vec3(refractionMatrix*(view*vec4(vPositionW+refractionVector*vRefractionInfos.z,1.0)));\nvec2 refractionCoords=vRefractionUVW.xy/vRefractionUVW.z;\nrefractionCoords.y=1.0-refractionCoords.y;\nrefractionColor=texture2D(refraction2DSampler,refractionCoords).rgb*vRefractionInfos.x;\n#endif\n#endif\n\nvec3 reflectionColor=vec3(0.,0.,0.);\n#ifdef REFLECTION\nvec3 vReflectionUVW=computeReflectionCoords(vec4(vPositionW,1.0),normalW);\n#ifdef REFLECTIONMAP_3D\n#ifdef ROUGHNESS\nfloat bias=vReflectionInfos.y;\n#ifdef SPECULARTERM\n#ifdef SPECULAR\n#ifdef GLOSSINESS\nbias*=(1.0-specularMapColor.a);\n#endif\n#endif\n#endif\nreflectionColor=textureCube(reflectionCubeSampler,vReflectionUVW,bias).rgb*vReflectionInfos.x;\n#else\nreflectionColor=textureCube(reflectionCubeSampler,vReflectionUVW).rgb*vReflectionInfos.x;\n#endif\n#else\nvec2 coords=vReflectionUVW.xy;\n#ifdef REFLECTIONMAP_PROJECTION\ncoords/=vReflectionUVW.z;\n#endif\ncoords.y=1.0-coords.y;\nreflectionColor=texture2D(reflection2DSampler,coords).rgb*vReflectionInfos.x;\n#endif\n#ifdef REFLECTIONFRESNEL\nfloat reflectionFresnelTerm=computeFresnelTerm(viewDirectionW,normalW,reflectionRightColor.a,reflectionLeftColor.a);\n#ifdef REFLECTIONFRESNELFROMSPECULAR\n#ifdef SPECULARTERM\nreflectionColor*=specularColor.rgb*(1.0-reflectionFresnelTerm)+reflectionFresnelTerm*reflectionRightColor.rgb;\n#else\nreflectionColor*=reflectionLeftColor.rgb*(1.0-reflectionFresnelTerm)+reflectionFresnelTerm*reflectionRightColor.rgb;\n#endif\n#else\nreflectionColor*=reflectionLeftColor.rgb*(1.0-reflectionFresnelTerm)+reflectionFresnelTerm*reflectionRightColor.rgb;\n#endif\n#endif\n#endif\n#ifdef REFRACTIONFRESNEL\nfloat refractionFresnelTerm=computeFresnelTerm(viewDirectionW,normalW,refractionRightColor.a,refractionLeftColor.a);\nrefractionColor*=refractionLeftColor.rgb*(1.0-refractionFresnelTerm)+refractionFresnelTerm*refractionRightColor.rgb;\n#endif\n#ifdef OPACITY\nvec4 opacityMap=texture2D(opacitySampler,vOpacityUV+uvOffset);\n#ifdef OPACITYRGB\nopacityMap.rgb=opacityMap.rgb*vec3(0.3,0.59,0.11);\nalpha*=(opacityMap.x+opacityMap.y+opacityMap.z)* vOpacityInfos.y;\n#else\nalpha*=opacityMap.a*vOpacityInfos.y;\n#endif\n#endif\n#ifdef VERTEXALPHA\nalpha*=vColor.a;\n#endif\n#ifdef OPACITYFRESNEL\nfloat opacityFresnelTerm=computeFresnelTerm(viewDirectionW,normalW,opacityParts.z,opacityParts.w);\nalpha+=opacityParts.x*(1.0-opacityFresnelTerm)+opacityFresnelTerm*opacityParts.y;\n#endif\n\nvec3 emissiveColor=vEmissiveColor;\n#ifdef EMISSIVE\nemissiveColor+=texture2D(emissiveSampler,vEmissiveUV+uvOffset).rgb*vEmissiveInfos.y;\n#endif\n#ifdef EMISSIVEFRESNEL\nfloat emissiveFresnelTerm=computeFresnelTerm(viewDirectionW,normalW,emissiveRightColor.a,emissiveLeftColor.a);\nemissiveColor*=emissiveLeftColor.rgb*(1.0-emissiveFresnelTerm)+emissiveFresnelTerm*emissiveRightColor.rgb;\n#endif\n\n#ifdef DIFFUSEFRESNEL\nfloat diffuseFresnelTerm=computeFresnelTerm(viewDirectionW,normalW,diffuseRightColor.a,diffuseLeftColor.a);\ndiffuseBase*=diffuseLeftColor.rgb*(1.0-diffuseFresnelTerm)+diffuseFresnelTerm*diffuseRightColor.rgb;\n#endif\n\n#ifdef EMISSIVEASILLUMINATION\nvec3 finalDiffuse=clamp(diffuseBase*diffuseColor+vAmbientColor,0.0,1.0)*baseColor.rgb;\n#else\n#ifdef LINKEMISSIVEWITHDIFFUSE\nvec3 finalDiffuse=clamp((diffuseBase+emissiveColor)*diffuseColor+vAmbientColor,0.0,1.0)*baseColor.rgb;\n#else\nvec3 finalDiffuse=clamp(diffuseBase*diffuseColor+emissiveColor+vAmbientColor,0.0,1.0)*baseColor.rgb;\n#endif\n#endif\n#ifdef SPECULARTERM\nvec3 finalSpecular=specularBase*specularColor;\n#ifdef SPECULAROVERALPHA\nalpha=clamp(alpha+dot(finalSpecular,vec3(0.3,0.59,0.11)),0.,1.);\n#endif\n#else\nvec3 finalSpecular=vec3(0.0);\n#endif\n#ifdef REFLECTIONOVERALPHA\nalpha=clamp(alpha+dot(reflectionColor,vec3(0.3,0.59,0.11)),0.,1.);\n#endif\n\n#ifdef EMISSIVEASILLUMINATION\nvec4 color=vec4(clamp(finalDiffuse*baseAmbientColor+finalSpecular+reflectionColor+emissiveColor+refractionColor,0.0,1.0),alpha);\n#else\nvec4 color=vec4(finalDiffuse*baseAmbientColor+finalSpecular+reflectionColor+refractionColor,alpha);\n#endif\n\n#ifdef LIGHTMAP\n#ifndef LIGHTMAPEXCLUDED\n#ifdef USELIGHTMAPASSHADOWMAP\ncolor.rgb*=lightmapColor;\n#else\ncolor.rgb+=lightmapColor;\n#endif\n#endif\n#endif\n#include\n#include\n\n\n#ifdef IMAGEPROCESSINGPOSTPROCESS\ncolor.rgb=toLinearSpace(color.rgb);\n#else\n#ifdef IMAGEPROCESSING\ncolor.rgb=toLinearSpace(color.rgb);\ncolor=applyImageProcessing(color);\n#endif\n#endif\n#ifdef PREMULTIPLYALPHA\n\ncolor.rgb*=color.a;\n#endif\ngl_FragColor=color;\n}"; var BABYLON; (function (BABYLON) { var ArcRotateCameraPointersInput = /** @class */ (function () { function ArcRotateCameraPointersInput() { this.buttons = [0, 1, 2]; this.angularSensibilityX = 1000.0; this.angularSensibilityY = 1000.0; this.pinchPrecision = 12.0; /** * pinchDeltaPercentage will be used instead of pinchPrecision if different from 0. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used. */ this.pinchDeltaPercentage = 0; this.panningSensibility = 1000.0; this.multiTouchPanning = true; this.multiTouchPanAndZoom = true; this._isPanClick = false; this.pinchInwards = true; } ArcRotateCameraPointersInput.prototype.attachControl = function (element, noPreventDefault) { var _this = this; var engine = this.camera.getEngine(); var cacheSoloPointer; // cache pointer object for better perf on camera rotation var pointA = null; var pointB = null; var previousPinchSquaredDistance = 0; var initialDistance = 0; var twoFingerActivityCount = 0; var previousMultiTouchPanPosition = { x: 0, y: 0, isPaning: false, isPinching: false }; this._pointerInput = function (p, s) { var evt = p.event; var isTouch = p.event.pointerType === "touch"; if (engine.isInVRExclusivePointerMode) { return; } if (p.type !== BABYLON.PointerEventTypes.POINTERMOVE && _this.buttons.indexOf(evt.button) === -1) { return; } var srcElement = (evt.srcElement || evt.target); if (p.type === BABYLON.PointerEventTypes.POINTERDOWN && srcElement) { try { srcElement.setPointerCapture(evt.pointerId); } catch (e) { //Nothing to do with the error. Execution will continue. } // Manage panning with pan button click _this._isPanClick = evt.button === _this.camera._panningMouseButton; // manage pointers cacheSoloPointer = { x: evt.clientX, y: evt.clientY, pointerId: evt.pointerId, type: evt.pointerType }; if (pointA === null) { pointA = cacheSoloPointer; } else if (pointB === null) { pointB = cacheSoloPointer; } if (!noPreventDefault) { evt.preventDefault(); element.focus(); } } else if (p.type === BABYLON.PointerEventTypes.POINTERDOUBLETAP) { _this.camera.restoreState(); } else if (p.type === BABYLON.PointerEventTypes.POINTERUP && srcElement) { try { srcElement.releasePointerCapture(evt.pointerId); } catch (e) { //Nothing to do with the error. } cacheSoloPointer = null; previousPinchSquaredDistance = 0; previousMultiTouchPanPosition.isPaning = false; previousMultiTouchPanPosition.isPinching = false; twoFingerActivityCount = 0; initialDistance = 0; if (!isTouch) { pointB = null; // Mouse and pen are mono pointer } //would be better to use pointers.remove(evt.pointerId) for multitouch gestures, //but emptying completly pointers collection is required to fix a bug on iPhone : //when changing orientation while pinching camera, one pointer stay pressed forever if we don't release all pointers //will be ok to put back pointers.remove(evt.pointerId); when iPhone bug corrected if (engine.badOS) { pointA = pointB = null; } else { //only remove the impacted pointer in case of multitouch allowing on most //platforms switching from rotate to zoom and pan seamlessly. if (pointB && pointA && pointA.pointerId == evt.pointerId) { pointA = pointB; pointB = null; cacheSoloPointer = { x: pointA.x, y: pointA.y, pointerId: pointA.pointerId, type: evt.pointerType }; } else if (pointA && pointB && pointB.pointerId == evt.pointerId) { pointB = null; cacheSoloPointer = { x: pointA.x, y: pointA.y, pointerId: pointA.pointerId, type: evt.pointerType }; } else { pointA = pointB = null; } } if (!noPreventDefault) { evt.preventDefault(); } } else if (p.type === BABYLON.PointerEventTypes.POINTERMOVE) { if (!noPreventDefault) { evt.preventDefault(); } // One button down if (pointA && pointB === null && cacheSoloPointer) { if (_this.panningSensibility !== 0 && ((evt.ctrlKey && _this.camera._useCtrlForPanning) || _this._isPanClick)) { _this.camera.inertialPanningX += -(evt.clientX - cacheSoloPointer.x) / _this.panningSensibility; _this.camera.inertialPanningY += (evt.clientY - cacheSoloPointer.y) / _this.panningSensibility; } else { var offsetX = evt.clientX - cacheSoloPointer.x; var offsetY = evt.clientY - cacheSoloPointer.y; _this.camera.inertialAlphaOffset -= offsetX / _this.angularSensibilityX; _this.camera.inertialBetaOffset -= offsetY / _this.angularSensibilityY; } cacheSoloPointer.x = evt.clientX; cacheSoloPointer.y = evt.clientY; } else if (pointA && pointB) { //if (noPreventDefault) { evt.preventDefault(); } //if pinch gesture, could be useful to force preventDefault to avoid html page scroll/zoom in some mobile browsers var ed = (pointA.pointerId === evt.pointerId) ? pointA : pointB; ed.x = evt.clientX; ed.y = evt.clientY; var direction = _this.pinchInwards ? 1 : -1; var distX = pointA.x - pointB.x; var distY = pointA.y - pointB.y; var pinchSquaredDistance = (distX * distX) + (distY * distY); var pinchDistance = Math.sqrt(pinchSquaredDistance); if (previousPinchSquaredDistance === 0) { initialDistance = pinchDistance; previousPinchSquaredDistance = pinchSquaredDistance; previousMultiTouchPanPosition.x = (pointA.x + pointB.x) / 2; previousMultiTouchPanPosition.y = (pointA.y + pointB.y) / 2; return; } if (_this.multiTouchPanAndZoom) { if (_this.pinchDeltaPercentage) { _this.camera.inertialRadiusOffset += ((pinchSquaredDistance - previousPinchSquaredDistance) * 0.001) * _this.camera.radius * _this.pinchDeltaPercentage; } else { _this.camera.inertialRadiusOffset += (pinchSquaredDistance - previousPinchSquaredDistance) / (_this.pinchPrecision * ((_this.angularSensibilityX + _this.angularSensibilityY) / 2) * direction); } if (_this.panningSensibility !== 0) { var pointersCenterX = (pointA.x + pointB.x) / 2; var pointersCenterY = (pointA.y + pointB.y) / 2; var pointersCenterDistX = pointersCenterX - previousMultiTouchPanPosition.x; var pointersCenterDistY = pointersCenterY - previousMultiTouchPanPosition.y; previousMultiTouchPanPosition.x = pointersCenterX; previousMultiTouchPanPosition.y = pointersCenterY; _this.camera.inertialPanningX += -(pointersCenterDistX) / (_this.panningSensibility); _this.camera.inertialPanningY += (pointersCenterDistY) / (_this.panningSensibility); } } else { twoFingerActivityCount++; if (previousMultiTouchPanPosition.isPinching || (twoFingerActivityCount < 20 && Math.abs(pinchDistance - initialDistance) > _this.camera.pinchToPanMaxDistance)) { if (_this.pinchDeltaPercentage) { _this.camera.inertialRadiusOffset += ((pinchSquaredDistance - previousPinchSquaredDistance) * 0.001) * _this.camera.radius * _this.pinchDeltaPercentage; } else { _this.camera.inertialRadiusOffset += (pinchSquaredDistance - previousPinchSquaredDistance) / (_this.pinchPrecision * ((_this.angularSensibilityX + _this.angularSensibilityY) / 2) * direction); } previousMultiTouchPanPosition.isPaning = false; previousMultiTouchPanPosition.isPinching = true; } else { if (cacheSoloPointer && cacheSoloPointer.pointerId === ed.pointerId && _this.panningSensibility !== 0 && _this.multiTouchPanning) { if (!previousMultiTouchPanPosition.isPaning) { previousMultiTouchPanPosition.isPaning = true; previousMultiTouchPanPosition.isPinching = false; previousMultiTouchPanPosition.x = ed.x; previousMultiTouchPanPosition.y = ed.y; return; } _this.camera.inertialPanningX += -(ed.x - previousMultiTouchPanPosition.x) / (_this.panningSensibility); _this.camera.inertialPanningY += (ed.y - previousMultiTouchPanPosition.y) / (_this.panningSensibility); } } if (cacheSoloPointer && cacheSoloPointer.pointerId === evt.pointerId) { previousMultiTouchPanPosition.x = ed.x; previousMultiTouchPanPosition.y = ed.y; } } previousPinchSquaredDistance = pinchSquaredDistance; } } }; this._observer = this.camera.getScene().onPointerObservable.add(this._pointerInput, BABYLON.PointerEventTypes.POINTERDOWN | BABYLON.PointerEventTypes.POINTERUP | BABYLON.PointerEventTypes.POINTERMOVE | BABYLON.PointerEventTypes._POINTERDOUBLETAP); this._onContextMenu = function (evt) { evt.preventDefault(); }; if (!this.camera._useCtrlForPanning) { element.addEventListener("contextmenu", this._onContextMenu, false); } this._onLostFocus = function () { //this._keys = []; pointA = pointB = null; previousPinchSquaredDistance = 0; previousMultiTouchPanPosition.isPaning = false; previousMultiTouchPanPosition.isPinching = false; twoFingerActivityCount = 0; cacheSoloPointer = null; initialDistance = 0; }; this._onMouseMove = function (evt) { if (!engine.isPointerLock) { return; } var offsetX = evt.movementX || evt.mozMovementX || evt.webkitMovementX || evt.msMovementX || 0; var offsetY = evt.movementY || evt.mozMovementY || evt.webkitMovementY || evt.msMovementY || 0; _this.camera.inertialAlphaOffset -= offsetX / _this.angularSensibilityX; _this.camera.inertialBetaOffset -= offsetY / _this.angularSensibilityY; if (!noPreventDefault) { evt.preventDefault(); } }; this._onGestureStart = function (e) { if (window.MSGesture === undefined) { return; } if (!_this._MSGestureHandler) { _this._MSGestureHandler = new MSGesture(); _this._MSGestureHandler.target = element; } _this._MSGestureHandler.addPointer(e.pointerId); }; this._onGesture = function (e) { _this.camera.radius *= e.scale; if (e.preventDefault) { if (!noPreventDefault) { e.stopPropagation(); e.preventDefault(); } } }; element.addEventListener("mousemove", this._onMouseMove, false); element.addEventListener("MSPointerDown", this._onGestureStart, false); element.addEventListener("MSGestureChange", this._onGesture, false); BABYLON.Tools.RegisterTopRootEvents([ { name: "blur", handler: this._onLostFocus } ]); }; ArcRotateCameraPointersInput.prototype.detachControl = function (element) { if (this._onLostFocus) { BABYLON.Tools.UnregisterTopRootEvents([ { name: "blur", handler: this._onLostFocus } ]); } if (element && this._observer) { this.camera.getScene().onPointerObservable.remove(this._observer); this._observer = null; if (this._onContextMenu) { element.removeEventListener("contextmenu", this._onContextMenu); } if (this._onMouseMove) { element.removeEventListener("mousemove", this._onMouseMove); } if (this._onGestureStart) { element.removeEventListener("MSPointerDown", this._onGestureStart); } if (this._onGesture) { element.removeEventListener("MSGestureChange", this._onGesture); } this._isPanClick = false; this.pinchInwards = true; this._onMouseMove = null; this._onGestureStart = null; this._onGesture = null; this._MSGestureHandler = null; this._onLostFocus = null; this._onContextMenu = null; } }; ArcRotateCameraPointersInput.prototype.getClassName = function () { return "ArcRotateCameraPointersInput"; }; ArcRotateCameraPointersInput.prototype.getSimpleName = function () { return "pointers"; }; __decorate([ BABYLON.serialize() ], ArcRotateCameraPointersInput.prototype, "buttons", void 0); __decorate([ BABYLON.serialize() ], ArcRotateCameraPointersInput.prototype, "angularSensibilityX", void 0); __decorate([ BABYLON.serialize() ], ArcRotateCameraPointersInput.prototype, "angularSensibilityY", void 0); __decorate([ BABYLON.serialize() ], ArcRotateCameraPointersInput.prototype, "pinchPrecision", void 0); __decorate([ BABYLON.serialize() ], ArcRotateCameraPointersInput.prototype, "pinchDeltaPercentage", void 0); __decorate([ BABYLON.serialize() ], ArcRotateCameraPointersInput.prototype, "panningSensibility", void 0); __decorate([ BABYLON.serialize() ], ArcRotateCameraPointersInput.prototype, "multiTouchPanning", void 0); __decorate([ BABYLON.serialize() ], ArcRotateCameraPointersInput.prototype, "multiTouchPanAndZoom", void 0); return ArcRotateCameraPointersInput; }()); BABYLON.ArcRotateCameraPointersInput = ArcRotateCameraPointersInput; BABYLON.CameraInputTypes["ArcRotateCameraPointersInput"] = ArcRotateCameraPointersInput; })(BABYLON || (BABYLON = {})); //# sourceMappingURL=babylon.arcRotateCameraPointersInput.js.map var BABYLON; (function (BABYLON) { var ArcRotateCameraInputsManager = /** @class */ (function (_super) { __extends(ArcRotateCameraInputsManager, _super); function ArcRotateCameraInputsManager(camera) { return _super.call(this, camera) || this; } ArcRotateCameraInputsManager.prototype.addMouseWheel = function () { this.add(new BABYLON.ArcRotateCameraMouseWheelInput()); return this; }; ArcRotateCameraInputsManager.prototype.addPointers = function () { this.add(new BABYLON.ArcRotateCameraPointersInput()); return this; }; ArcRotateCameraInputsManager.prototype.addKeyboard = function () { this.add(new BABYLON.ArcRotateCameraKeyboardMoveInput()); return this; }; ArcRotateCameraInputsManager.prototype.addGamepad = function () { this.add(new BABYLON.ArcRotateCameraGamepadInput()); return this; }; ArcRotateCameraInputsManager.prototype.addVRDeviceOrientation = function () { this.add(new BABYLON.ArcRotateCameraVRDeviceOrientationInput()); return this; }; return ArcRotateCameraInputsManager; }(BABYLON.CameraInputsManager)); BABYLON.ArcRotateCameraInputsManager = ArcRotateCameraInputsManager; })(BABYLON || (BABYLON = {})); //# sourceMappingURL=babylon.arcRotateCameraInputsManager.js.map var BABYLON; (function (BABYLON) { var ArcRotateCamera = /** @class */ (function (_super) { __extends(ArcRotateCamera, _super); function ArcRotateCamera(name, alpha, beta, radius, target, scene) { var _this = _super.call(this, name, BABYLON.Vector3.Zero(), scene) || this; _this.inertialAlphaOffset = 0; _this.inertialBetaOffset = 0; _this.inertialRadiusOffset = 0; _this.lowerAlphaLimit = null; _this.upperAlphaLimit = null; _this.lowerBetaLimit = 0.01; _this.upperBetaLimit = Math.PI; _this.lowerRadiusLimit = null; _this.upperRadiusLimit = null; _this.inertialPanningX = 0; _this.inertialPanningY = 0; _this.pinchToPanMaxDistance = 20; _this.panningDistanceLimit = null; _this.panningOriginTarget = BABYLON.Vector3.Zero(); _this.panningInertia = 0.9; //-- end properties for backward compatibility for inputs _this.zoomOnFactor = 1; _this.targetScreenOffset = BABYLON.Vector2.Zero(); _this.allowUpsideDown = true; _this._viewMatrix = new BABYLON.Matrix(); // Panning _this.panningAxis = new BABYLON.Vector3(1, 1, 0); _this.onMeshTargetChangedObservable = new BABYLON.Observable(); _this.checkCollisions = false; _this.collisionRadius = new BABYLON.Vector3(0.5, 0.5, 0.5); _this._previousPosition = BABYLON.Vector3.Zero(); _this._collisionVelocity = BABYLON.Vector3.Zero(); _this._newPosition = BABYLON.Vector3.Zero(); _this._onCollisionPositionChange = function (collisionId, newPosition, collidedMesh) { if (collidedMesh === void 0) { collidedMesh = null; } if (_this.getScene().workerCollisions && _this.checkCollisions) { newPosition.multiplyInPlace(_this._collider._radius); } if (!collidedMesh) { _this._previousPosition.copyFrom(_this.position); } else { _this.setPosition(newPosition); if (_this.onCollide) { _this.onCollide(collidedMesh); } } // Recompute because of constraints var cosa = Math.cos(_this.alpha); var sina = Math.sin(_this.alpha); var cosb = Math.cos(_this.beta); var sinb = Math.sin(_this.beta); if (sinb === 0) { sinb = 0.0001; } var target = _this._getTargetPosition(); target.addToRef(new BABYLON.Vector3(_this.radius * cosa * sinb, _this.radius * cosb, _this.radius * sina * sinb), _this._newPosition); _this.position.copyFrom(_this._newPosition); var up = _this.upVector; if (_this.allowUpsideDown && _this.beta < 0) { up = up.clone(); up = up.negate(); } BABYLON.Matrix.LookAtLHToRef(_this.position, target, up, _this._viewMatrix); _this._viewMatrix.m[12] += _this.targetScreenOffset.x; _this._viewMatrix.m[13] += _this.targetScreenOffset.y; _this._collisionTriggered = false; }; _this._target = BABYLON.Vector3.Zero(); if (target) { _this.setTarget(target); } _this.alpha = alpha; _this.beta = beta; _this.radius = radius; _this.getViewMatrix(); _this.inputs = new BABYLON.ArcRotateCameraInputsManager(_this); _this.inputs.addKeyboard().addMouseWheel().addPointers(); return _this; } Object.defineProperty(ArcRotateCamera.prototype, "target", { get: function () { return this._target; }, set: function (value) { this.setTarget(value); }, enumerable: true, configurable: true }); Object.defineProperty(ArcRotateCamera.prototype, "angularSensibilityX", { //-- begin properties for backward compatibility for inputs get: function () { var pointers = this.inputs.attached["pointers"]; if (pointers) return pointers.angularSensibilityX; return 0; }, set: function (value) { var pointers = this.inputs.attached["pointers"]; if (pointers) { pointers.angularSensibilityX = value; } }, enumerable: true, configurable: true }); Object.defineProperty(ArcRotateCamera.prototype, "angularSensibilityY", { get: function () { var pointers = this.inputs.attached["pointers"]; if (pointers) return pointers.angularSensibilityY; return 0; }, set: function (value) { var pointers = this.inputs.attached["pointers"]; if (pointers) { pointers.angularSensibilityY = value; } }, enumerable: true, configurable: true }); Object.defineProperty(ArcRotateCamera.prototype, "pinchPrecision", { get: function () { var pointers = this.inputs.attached["pointers"]; if (pointers) return pointers.pinchPrecision; return 0; }, set: function (value) { var pointers = this.inputs.attached["pointers"]; if (pointers) { pointers.pinchPrecision = value; } }, enumerable: true, configurable: true }); Object.defineProperty(ArcRotateCamera.prototype, "pinchDeltaPercentage", { get: function () { var pointers = this.inputs.attached["pointers"]; if (pointers) return pointers.pinchDeltaPercentage; return 0; }, set: function (value) { var pointers = this.inputs.attached["pointers"]; if (pointers) { pointers.pinchDeltaPercentage = value; } }, enumerable: true, configurable: true }); Object.defineProperty(ArcRotateCamera.prototype, "panningSensibility", { get: function () { var pointers = this.inputs.attached["pointers"]; if (pointers) return pointers.panningSensibility; return 0; }, set: function (value) { var pointers = this.inputs.attached["pointers"]; if (pointers) { pointers.panningSensibility = value; } }, enumerable: true, configurable: true }); Object.defineProperty(ArcRotateCamera.prototype, "keysUp", { get: function () { var keyboard = this.inputs.attached["keyboard"]; if (keyboard) return keyboard.keysUp; return []; }, set: function (value) { var keyboard = this.inputs.attached["keyboard"]; if (keyboard) keyboard.keysUp = value; }, enumerable: true, configurable: true }); Object.defineProperty(ArcRotateCamera.prototype, "keysDown", { get: function () { var keyboard = this.inputs.attached["keyboard"]; if (keyboard) return keyboard.keysDown; return []; }, set: function (value) { var keyboard = this.inputs.attached["keyboard"]; if (keyboard) keyboard.keysDown = value; }, enumerable: true, configurable: true }); Object.defineProperty(ArcRotateCamera.prototype, "keysLeft", { get: function () { var keyboard = this.inputs.attached["keyboard"]; if (keyboard) return keyboard.keysLeft; return []; }, set: function (value) { var keyboard = this.inputs.attached["keyboard"]; if (keyboard) keyboard.keysLeft = value; }, enumerable: true, configurable: true }); Object.defineProperty(ArcRotateCamera.prototype, "keysRight", { get: function () { var keyboard = this.inputs.attached["keyboard"]; if (keyboard) return keyboard.keysRight; return []; }, set: function (value) { var keyboard = this.inputs.attached["keyboard"]; if (keyboard) keyboard.keysRight = value; }, enumerable: true, configurable: true }); Object.defineProperty(ArcRotateCamera.prototype, "wheelPrecision", { get: function () { var mousewheel = this.inputs.attached["mousewheel"]; if (mousewheel) return mousewheel.wheelPrecision; return 0; }, set: function (value) { var mousewheel = this.inputs.attached["mousewheel"]; if (mousewheel) mousewheel.wheelPrecision = value; }, enumerable: true, configurable: true }); Object.defineProperty(ArcRotateCamera.prototype, "wheelDeltaPercentage", { get: function () { var mousewheel = this.inputs.attached["mousewheel"]; if (mousewheel) return mousewheel.wheelDeltaPercentage; return 0; }, set: function (value) { var mousewheel = this.inputs.attached["mousewheel"]; if (mousewheel) mousewheel.wheelDeltaPercentage = value; }, enumerable: true, configurable: true }); Object.defineProperty(ArcRotateCamera.prototype, "bouncingBehavior", { get: function () { return this._bouncingBehavior; }, enumerable: true, configurable: true }); Object.defineProperty(ArcRotateCamera.prototype, "useBouncingBehavior", { get: function () { return this._bouncingBehavior != null; }, set: function (value) { if (value === this.useBouncingBehavior) { return; } if (value) { this._bouncingBehavior = new BABYLON.BouncingBehavior(); this.addBehavior(this._bouncingBehavior); } else if (this._bouncingBehavior) { this.removeBehavior(this._bouncingBehavior); this._bouncingBehavior = null; } }, enumerable: true, configurable: true }); Object.defineProperty(ArcRotateCamera.prototype, "framingBehavior", { get: function () { return this._framingBehavior; }, enumerable: true, configurable: true }); Object.defineProperty(ArcRotateCamera.prototype, "useFramingBehavior", { get: function () { return this._framingBehavior != null; }, set: function (value) { if (value === this.useFramingBehavior) { return; } if (value) { this._framingBehavior = new BABYLON.FramingBehavior(); this.addBehavior(this._framingBehavior); } else if (this._framingBehavior) { this.removeBehavior(this._framingBehavior); this._framingBehavior = null; } }, enumerable: true, configurable: true }); Object.defineProperty(ArcRotateCamera.prototype, "autoRotationBehavior", { get: function () { return this._autoRotationBehavior; }, enumerable: true, configurable: true }); Object.defineProperty(ArcRotateCamera.prototype, "useAutoRotationBehavior", { get: function () { return this._autoRotationBehavior != null; }, set: function (value) { if (value === this.useAutoRotationBehavior) { return; } if (value) { this._autoRotationBehavior = new BABYLON.AutoRotationBehavior(); this.addBehavior(this._autoRotationBehavior); } else if (this._autoRotationBehavior) { this.removeBehavior(this._autoRotationBehavior); this._autoRotationBehavior = null; } }, enumerable: true, configurable: true }); // Cache ArcRotateCamera.prototype._initCache = function () { _super.prototype._initCache.call(this); this._cache._target = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE); this._cache.alpha = undefined; this._cache.beta = undefined; this._cache.radius = undefined; this._cache.targetScreenOffset = BABYLON.Vector2.Zero(); }; ArcRotateCamera.prototype._updateCache = function (ignoreParentClass) { if (!ignoreParentClass) { _super.prototype._updateCache.call(this); } this._cache._target.copyFrom(this._getTargetPosition()); this._cache.alpha = this.alpha; this._cache.beta = this.beta; this._cache.radius = this.radius; this._cache.targetScreenOffset.copyFrom(this.targetScreenOffset); }; ArcRotateCamera.prototype._getTargetPosition = function () { if (this._targetHost && this._targetHost.getAbsolutePosition) { var pos = this._targetHost.getAbsolutePosition(); if (this._targetBoundingCenter) { pos.addToRef(this._targetBoundingCenter, this._target); } else { this._target.copyFrom(pos); } } var lockedTargetPosition = this._getLockedTargetPosition(); if (lockedTargetPosition) { return lockedTargetPosition; } return this._target; }; ArcRotateCamera.prototype.storeState = function () { this._storedAlpha = this.alpha; this._storedBeta = this.beta; this._storedRadius = this.radius; this._storedTarget = this._getTargetPosition().clone(); return _super.prototype.storeState.call(this); }; /** * Restored camera state. You must call storeState() first */ ArcRotateCamera.prototype._restoreStateValues = function () { if (!_super.prototype._restoreStateValues.call(this)) { return false; } this.alpha = this._storedAlpha; this.beta = this._storedBeta; this.radius = this._storedRadius; this.setTarget(this._storedTarget.clone()); this.inertialAlphaOffset = 0; this.inertialBetaOffset = 0; this.inertialRadiusOffset = 0; this.inertialPanningX = 0; this.inertialPanningY = 0; return true; }; // Synchronized ArcRotateCamera.prototype._isSynchronizedViewMatrix = function () { if (!_super.prototype._isSynchronizedViewMatrix.call(this)) return false; return this._cache._target.equals(this._getTargetPosition()) && this._cache.alpha === this.alpha && this._cache.beta === this.beta && this._cache.radius === this.radius && this._cache.targetScreenOffset.equals(this.targetScreenOffset); }; // Methods ArcRotateCamera.prototype.attachControl = function (element, noPreventDefault, useCtrlForPanning, panningMouseButton) { var _this = this; if (useCtrlForPanning === void 0) { useCtrlForPanning = true; } if (panningMouseButton === void 0) { panningMouseButton = 2; } this._useCtrlForPanning = useCtrlForPanning; this._panningMouseButton = panningMouseButton; this.inputs.attachElement(element, noPreventDefault); this._reset = function () { _this.inertialAlphaOffset = 0; _this.inertialBetaOffset = 0; _this.inertialRadiusOffset = 0; _this.inertialPanningX = 0; _this.inertialPanningY = 0; }; }; ArcRotateCamera.prototype.detachControl = function (element) { this.inputs.detachElement(element); if (this._reset) { this._reset(); } }; ArcRotateCamera.prototype._checkInputs = function () { //if (async) collision inspection was triggered, don't update the camera's position - until the collision callback was called. if (this._collisionTriggered) { return; } this.inputs.checkInputs(); // Inertia if (this.inertialAlphaOffset !== 0 || this.inertialBetaOffset !== 0 || this.inertialRadiusOffset !== 0) { if (this.getScene().useRightHandedSystem) { this.alpha -= this.beta <= 0 ? -this.inertialAlphaOffset : this.inertialAlphaOffset; } else { this.alpha += this.beta <= 0 ? -this.inertialAlphaOffset : this.inertialAlphaOffset; } this.beta += this.inertialBetaOffset; this.radius -= this.inertialRadiusOffset; this.inertialAlphaOffset *= this.inertia; this.inertialBetaOffset *= this.inertia; this.inertialRadiusOffset *= this.inertia; if (Math.abs(this.inertialAlphaOffset) < BABYLON.Epsilon) this.inertialAlphaOffset = 0; if (Math.abs(this.inertialBetaOffset) < BABYLON.Epsilon) this.inertialBetaOffset = 0; if (Math.abs(this.inertialRadiusOffset) < this.speed * BABYLON.Epsilon) this.inertialRadiusOffset = 0; } // Panning inertia if (this.inertialPanningX !== 0 || this.inertialPanningY !== 0) { if (!this._localDirection) { this._localDirection = BABYLON.Vector3.Zero(); this._transformedDirection = BABYLON.Vector3.Zero(); } this._localDirection.copyFromFloats(this.inertialPanningX, this.inertialPanningY, this.inertialPanningY); this._localDirection.multiplyInPlace(this.panningAxis); this._viewMatrix.invertToRef(this._cameraTransformMatrix); BABYLON.Vector3.TransformNormalToRef(this._localDirection, this._cameraTransformMatrix, this._transformedDirection); //Eliminate y if map panning is enabled (panningAxis == 1,0,1) if (!this.panningAxis.y) { this._transformedDirection.y = 0; } if (!this._targetHost) { if (this.panningDistanceLimit) { this._transformedDirection.addInPlace(this._target); var distanceSquared = BABYLON.Vector3.DistanceSquared(this._transformedDirection, this.panningOriginTarget); if (distanceSquared <= (this.panningDistanceLimit * this.panningDistanceLimit)) { this._target.copyFrom(this._transformedDirection); } } else { this._target.addInPlace(this._transformedDirection); } } this.inertialPanningX *= this.panningInertia; this.inertialPanningY *= this.panningInertia; if (Math.abs(this.inertialPanningX) < this.speed * BABYLON.Epsilon) this.inertialPanningX = 0; if (Math.abs(this.inertialPanningY) < this.speed * BABYLON.Epsilon) this.inertialPanningY = 0; } // Limits this._checkLimits(); _super.prototype._checkInputs.call(this); }; ArcRotateCamera.prototype._checkLimits = function () { if (this.lowerBetaLimit === null || this.lowerBetaLimit === undefined) { if (this.allowUpsideDown && this.beta > Math.PI) { this.beta = this.beta - (2 * Math.PI); } } else { if (this.beta < this.lowerBetaLimit) { this.beta = this.lowerBetaLimit; } } if (this.upperBetaLimit === null || this.upperBetaLimit === undefined) { if (this.allowUpsideDown && this.beta < -Math.PI) { this.beta = this.beta + (2 * Math.PI); } } else { if (this.beta > this.upperBetaLimit) { this.beta = this.upperBetaLimit; } } if (this.lowerAlphaLimit && this.alpha < this.lowerAlphaLimit) { this.alpha = this.lowerAlphaLimit; } if (this.upperAlphaLimit && this.alpha > this.upperAlphaLimit) { this.alpha = this.upperAlphaLimit; } if (this.lowerRadiusLimit && this.radius < this.lowerRadiusLimit) { this.radius = this.lowerRadiusLimit; } if (this.upperRadiusLimit && this.radius > this.upperRadiusLimit) { this.radius = this.upperRadiusLimit; } }; ArcRotateCamera.prototype.rebuildAnglesAndRadius = function () { var radiusv3 = this.position.subtract(this._getTargetPosition()); this.radius = radiusv3.length(); if (this.radius === 0) { this.radius = 0.0001; // Just to avoid division by zero } // Alpha this.alpha = Math.acos(radiusv3.x / Math.sqrt(Math.pow(radiusv3.x, 2) + Math.pow(radiusv3.z, 2))); if (radiusv3.z < 0) { this.alpha = 2 * Math.PI - this.alpha; } // Beta this.beta = Math.acos(radiusv3.y / this.radius); this._checkLimits(); }; ArcRotateCamera.prototype.setPosition = function (position) { if (this.position.equals(position)) { return; } this.position.copyFrom(position); this.rebuildAnglesAndRadius(); }; ArcRotateCamera.prototype.setTarget = function (target, toBoundingCenter, allowSamePosition) { if (toBoundingCenter === void 0) { toBoundingCenter = false; } if (allowSamePosition === void 0) { allowSamePosition = false; } if (target.getBoundingInfo) { if (toBoundingCenter) { this._targetBoundingCenter = target.getBoundingInfo().boundingBox.centerWorld.clone(); } else { this._targetBoundingCenter = null; } this._targetHost = target; this._target = this._getTargetPosition(); this.onMeshTargetChangedObservable.notifyObservers(this._targetHost); } else { var newTarget = target; var currentTarget = this._getTargetPosition(); if (currentTarget && !allowSamePosition && currentTarget.equals(newTarget)) { return; } this._targetHost = null; this._target = newTarget; this._targetBoundingCenter = null; this.onMeshTargetChangedObservable.notifyObservers(null); } this.rebuildAnglesAndRadius(); }; ArcRotateCamera.prototype._getViewMatrix = function () { // Compute var cosa = Math.cos(this.alpha); var sina = Math.sin(this.alpha); var cosb = Math.cos(this.beta); var sinb = Math.sin(this.beta); if (sinb === 0) { sinb = 0.0001; } var target = this._getTargetPosition(); target.addToRef(new BABYLON.Vector3(this.radius * cosa * sinb, this.radius * cosb, this.radius * sina * sinb), this._newPosition); if (this.getScene().collisionsEnabled && this.checkCollisions) { if (!this._collider) { this._collider = new BABYLON.Collider(); } this._collider._radius = this.collisionRadius; this._newPosition.subtractToRef(this.position, this._collisionVelocity); this._collisionTriggered = true; this.getScene().collisionCoordinator.getNewPosition(this.position, this._collisionVelocity, this._collider, 3, null, this._onCollisionPositionChange, this.uniqueId); } else { this.position.copyFrom(this._newPosition); var up = this.upVector; if (this.allowUpsideDown && sinb < 0) { up = up.clone(); up = up.negate(); } if (this.getScene().useRightHandedSystem) { BABYLON.Matrix.LookAtRHToRef(this.position, target, up, this._viewMatrix); } else { BABYLON.Matrix.LookAtLHToRef(this.position, target, up, this._viewMatrix); } this._viewMatrix.m[12] += this.targetScreenOffset.x; this._viewMatrix.m[13] += this.targetScreenOffset.y; } this._currentTarget = target; return this._viewMatrix; }; ArcRotateCamera.prototype.zoomOn = function (meshes, doNotUpdateMaxZ) { if (doNotUpdateMaxZ === void 0) { doNotUpdateMaxZ = false; } meshes = meshes || this.getScene().meshes; var minMaxVector = BABYLON.Mesh.MinMax(meshes); var distance = BABYLON.Vector3.Distance(minMaxVector.min, minMaxVector.max); this.radius = distance * this.zoomOnFactor; this.focusOn({ min: minMaxVector.min, max: minMaxVector.max, distance: distance }, doNotUpdateMaxZ); }; ArcRotateCamera.prototype.focusOn = function (meshesOrMinMaxVectorAndDistance, doNotUpdateMaxZ) { if (doNotUpdateMaxZ === void 0) { doNotUpdateMaxZ = false; } var meshesOrMinMaxVector; var distance; if (meshesOrMinMaxVectorAndDistance.min === undefined) { var meshes = meshesOrMinMaxVectorAndDistance || this.getScene().meshes; meshesOrMinMaxVector = BABYLON.Mesh.MinMax(meshes); distance = BABYLON.Vector3.Distance(meshesOrMinMaxVector.min, meshesOrMinMaxVector.max); } else { var minMaxVectorAndDistance = meshesOrMinMaxVectorAndDistance; meshesOrMinMaxVector = minMaxVectorAndDistance; distance = minMaxVectorAndDistance.distance; } this._target = BABYLON.Mesh.Center(meshesOrMinMaxVector); if (!doNotUpdateMaxZ) { this.maxZ = distance * 2; } }; /** * @override * Override Camera.createRigCamera */ ArcRotateCamera.prototype.createRigCamera = function (name, cameraIndex) { var alphaShift = 0; switch (this.cameraRigMode) { case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH: case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL: case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER: case BABYLON.Camera.RIG_MODE_VR: alphaShift = this._cameraRigParams.stereoHalfAngle * (cameraIndex === 0 ? 1 : -1); break; case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED: alphaShift = this._cameraRigParams.stereoHalfAngle * (cameraIndex === 0 ? -1 : 1); break; } var rigCam = new ArcRotateCamera(name, this.alpha + alphaShift, this.beta, this.radius, this._target, this.getScene()); rigCam._cameraRigParams = {}; return rigCam; }; /** * @override * Override Camera._updateRigCameras */ ArcRotateCamera.prototype._updateRigCameras = function () { var camLeft = this._rigCameras[0]; var camRight = this._rigCameras[1]; camLeft.beta = camRight.beta = this.beta; camLeft.radius = camRight.radius = this.radius; switch (this.cameraRigMode) { case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH: case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL: case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER: case BABYLON.Camera.RIG_MODE_VR: camLeft.alpha = this.alpha - this._cameraRigParams.stereoHalfAngle; camRight.alpha = this.alpha + this._cameraRigParams.stereoHalfAngle; break; case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED: camLeft.alpha = this.alpha + this._cameraRigParams.stereoHalfAngle; camRight.alpha = this.alpha - this._cameraRigParams.stereoHalfAngle; break; } _super.prototype._updateRigCameras.call(this); }; ArcRotateCamera.prototype.dispose = function () { this.inputs.clear(); _super.prototype.dispose.call(this); }; ArcRotateCamera.prototype.getClassName = function () { return "ArcRotateCamera"; }; __decorate([ BABYLON.serialize() ], ArcRotateCamera.prototype, "alpha", void 0); __decorate([ BABYLON.serialize() ], ArcRotateCamera.prototype, "beta", void 0); __decorate([ BABYLON.serialize() ], ArcRotateCamera.prototype, "radius", void 0); __decorate([ BABYLON.serializeAsVector3("target") ], ArcRotateCamera.prototype, "_target", void 0); __decorate([ BABYLON.serialize() ], ArcRotateCamera.prototype, "inertialAlphaOffset", void 0); __decorate([ BABYLON.serialize() ], ArcRotateCamera.prototype, "inertialBetaOffset", void 0); __decorate([ BABYLON.serialize() ], ArcRotateCamera.prototype, "inertialRadiusOffset", void 0); __decorate([ BABYLON.serialize() ], ArcRotateCamera.prototype, "lowerAlphaLimit", void 0); __decorate([ BABYLON.serialize() ], ArcRotateCamera.prototype, "upperAlphaLimit", void 0); __decorate([ BABYLON.serialize() ], ArcRotateCamera.prototype, "lowerBetaLimit", void 0); __decorate([ BABYLON.serialize() ], ArcRotateCamera.prototype, "upperBetaLimit", void 0); __decorate([ BABYLON.serialize() ], ArcRotateCamera.prototype, "lowerRadiusLimit", void 0); __decorate([ BABYLON.serialize() ], ArcRotateCamera.prototype, "upperRadiusLimit", void 0); __decorate([ BABYLON.serialize() ], ArcRotateCamera.prototype, "inertialPanningX", void 0); __decorate([ BABYLON.serialize() ], ArcRotateCamera.prototype, "inertialPanningY", void 0); __decorate([ BABYLON.serialize() ], ArcRotateCamera.prototype, "pinchToPanMaxDistance", void 0); __decorate([ BABYLON.serialize() ], ArcRotateCamera.prototype, "panningDistanceLimit", void 0); __decorate([ BABYLON.serializeAsVector3() ], ArcRotateCamera.prototype, "panningOriginTarget", void 0); __decorate([ BABYLON.serialize() ], ArcRotateCamera.prototype, "panningInertia", void 0); __decorate([ BABYLON.serialize() ], ArcRotateCamera.prototype, "zoomOnFactor", void 0); __decorate([ BABYLON.serialize() ], ArcRotateCamera.prototype, "allowUpsideDown", void 0); return ArcRotateCamera; }(BABYLON.TargetCamera)); BABYLON.ArcRotateCamera = ArcRotateCamera; })(BABYLON || (BABYLON = {})); //# sourceMappingURL=babylon.arcRotateCamera.js.map BABYLON.Effect.IncludesShadersStore['depthPrePass'] = "#ifdef DEPTHPREPASS\ngl_FragColor=vec4(0.,0.,0.,1.0);\nreturn;\n#endif"; BABYLON.Effect.IncludesShadersStore['bonesDeclaration'] = "#if NUM_BONE_INFLUENCERS>0\nuniform mat4 mBones[BonesPerMesh];\nattribute vec4 matricesIndices;\nattribute vec4 matricesWeights;\n#if NUM_BONE_INFLUENCERS>4\nattribute vec4 matricesIndicesExtra;\nattribute vec4 matricesWeightsExtra;\n#endif\n#endif"; BABYLON.Effect.IncludesShadersStore['instancesDeclaration'] = "#ifdef INSTANCES\nattribute vec4 world0;\nattribute vec4 world1;\nattribute vec4 world2;\nattribute vec4 world3;\n#else\nuniform mat4 world;\n#endif"; BABYLON.Effect.IncludesShadersStore['pointCloudVertexDeclaration'] = "#ifdef POINTSIZE\nuniform float pointSize;\n#endif"; BABYLON.Effect.IncludesShadersStore['bumpVertexDeclaration'] = "#if defined(BUMP) || defined(PARALLAX)\n#if defined(TANGENT) && defined(NORMAL) \nvarying mat3 vTBN;\n#endif\n#endif\n"; BABYLON.Effect.IncludesShadersStore['clipPlaneVertexDeclaration'] = "#ifdef CLIPPLANE\nuniform vec4 vClipPlane;\nvarying float fClipDistance;\n#endif"; BABYLON.Effect.IncludesShadersStore['fogVertexDeclaration'] = "#ifdef FOG\nvarying vec3 vFogDistance;\n#endif"; BABYLON.Effect.IncludesShadersStore['morphTargetsVertexGlobalDeclaration'] = "#ifdef MORPHTARGETS\nuniform float morphTargetInfluences[NUM_MORPH_INFLUENCERS];\n#endif"; BABYLON.Effect.IncludesShadersStore['morphTargetsVertexDeclaration'] = "#ifdef MORPHTARGETS\nattribute vec3 position{X};\n#ifdef MORPHTARGETS_NORMAL\nattribute vec3 normal{X};\n#endif\n#ifdef MORPHTARGETS_TANGENT\nattribute vec3 tangent{X};\n#endif\n#endif"; BABYLON.Effect.IncludesShadersStore['logDepthDeclaration'] = "#ifdef LOGARITHMICDEPTH\nuniform float logarithmicDepthConstant;\nvarying float vFragmentDepth;\n#endif"; BABYLON.Effect.IncludesShadersStore['morphTargetsVertex'] = "#ifdef MORPHTARGETS\npositionUpdated+=(position{X}-position)*morphTargetInfluences[{X}];\n#ifdef MORPHTARGETS_NORMAL\nnormalUpdated+=(normal{X}-normal)*morphTargetInfluences[{X}];\n#endif\n#ifdef MORPHTARGETS_TANGENT\ntangentUpdated.xyz+=(tangent{X}-tangent.xyz)*morphTargetInfluences[{X}];\n#endif\n#endif"; BABYLON.Effect.IncludesShadersStore['instancesVertex'] = "#ifdef INSTANCES\nmat4 finalWorld=mat4(world0,world1,world2,world3);\n#else\nmat4 finalWorld=world;\n#endif"; BABYLON.Effect.IncludesShadersStore['bonesVertex'] = "#if NUM_BONE_INFLUENCERS>0\nmat4 influence;\ninfluence=mBones[int(matricesIndices[0])]*matricesWeights[0];\n#if NUM_BONE_INFLUENCERS>1\ninfluence+=mBones[int(matricesIndices[1])]*matricesWeights[1];\n#endif \n#if NUM_BONE_INFLUENCERS>2\ninfluence+=mBones[int(matricesIndices[2])]*matricesWeights[2];\n#endif \n#if NUM_BONE_INFLUENCERS>3\ninfluence+=mBones[int(matricesIndices[3])]*matricesWeights[3];\n#endif \n#if NUM_BONE_INFLUENCERS>4\ninfluence+=mBones[int(matricesIndicesExtra[0])]*matricesWeightsExtra[0];\n#endif \n#if NUM_BONE_INFLUENCERS>5\ninfluence+=mBones[int(matricesIndicesExtra[1])]*matricesWeightsExtra[1];\n#endif \n#if NUM_BONE_INFLUENCERS>6\ninfluence+=mBones[int(matricesIndicesExtra[2])]*matricesWeightsExtra[2];\n#endif \n#if NUM_BONE_INFLUENCERS>7\ninfluence+=mBones[int(matricesIndicesExtra[3])]*matricesWeightsExtra[3];\n#endif \nfinalWorld=finalWorld*influence;\n#endif"; BABYLON.Effect.IncludesShadersStore['bumpVertex'] = "#if defined(BUMP) || defined(PARALLAX)\n#if defined(TANGENT) && defined(NORMAL)\nvec3 tbnNormal=normalize(normalUpdated);\nvec3 tbnTangent=normalize(tangentUpdated.xyz);\nvec3 tbnBitangent=cross(tbnNormal,tbnTangent)*tangentUpdated.w;\nvTBN=mat3(finalWorld)*mat3(tbnTangent,tbnBitangent,tbnNormal);\n#endif\n#endif"; BABYLON.Effect.IncludesShadersStore['clipPlaneVertex'] = "#ifdef CLIPPLANE\nfClipDistance=dot(worldPos,vClipPlane);\n#endif"; BABYLON.Effect.IncludesShadersStore['fogVertex'] = "#ifdef FOG\nvFogDistance=(view*worldPos).xyz;\n#endif"; BABYLON.Effect.IncludesShadersStore['shadowsVertex'] = "#ifdef SHADOWS\n#if defined(SHADOW{X}) && !defined(SHADOWCUBE{X})\nvPositionFromLight{X}=lightMatrix{X}*worldPos;\nvDepthMetric{X}=((vPositionFromLight{X}.z+light{X}.depthValues.x)/(light{X}.depthValues.y));\n#endif\n#endif"; BABYLON.Effect.IncludesShadersStore['pointCloudVertex'] = "#ifdef POINTSIZE\ngl_PointSize=pointSize;\n#endif"; BABYLON.Effect.IncludesShadersStore['logDepthVertex'] = "#ifdef LOGARITHMICDEPTH\nvFragmentDepth=1.0+gl_Position.w;\ngl_Position.z=log2(max(0.000001,vFragmentDepth))*logarithmicDepthConstant;\n#endif"; BABYLON.Effect.IncludesShadersStore['helperFunctions'] = "const float PI=3.1415926535897932384626433832795;\nconst float LinearEncodePowerApprox=2.2;\nconst float GammaEncodePowerApprox=1.0/LinearEncodePowerApprox;\nconst vec3 LuminanceEncodeApprox=vec3(0.2126,0.7152,0.0722);\nmat3 transposeMat3(mat3 inMatrix) {\nvec3 i0=inMatrix[0];\nvec3 i1=inMatrix[1];\nvec3 i2=inMatrix[2];\nmat3 outMatrix=mat3(\nvec3(i0.x,i1.x,i2.x),\nvec3(i0.y,i1.y,i2.y),\nvec3(i0.z,i1.z,i2.z)\n);\nreturn outMatrix;\n}\n\nmat3 inverseMat3(mat3 inMatrix) {\nfloat a00=inMatrix[0][0],a01=inMatrix[0][1],a02=inMatrix[0][2];\nfloat a10=inMatrix[1][0],a11=inMatrix[1][1],a12=inMatrix[1][2];\nfloat a20=inMatrix[2][0],a21=inMatrix[2][1],a22=inMatrix[2][2];\nfloat b01=a22*a11-a12*a21;\nfloat b11=-a22*a10+a12*a20;\nfloat b21=a21*a10-a11*a20;\nfloat det=a00*b01+a01*b11+a02*b21;\nreturn mat3(b01,(-a22*a01+a02*a21),(a12*a01-a02*a11),\nb11,(a22*a00-a02*a20),(-a12*a00+a02*a10),\nb21,(-a21*a00+a01*a20),(a11*a00-a01*a10))/det;\n}\nfloat computeFallOff(float value,vec2 clipSpace,float frustumEdgeFalloff)\n{\nfloat mask=smoothstep(1.0-frustumEdgeFalloff,1.0,clamp(dot(clipSpace,clipSpace),0.,1.));\nreturn mix(value,1.0,mask);\n}\nvec3 applyEaseInOut(vec3 x){\nreturn x*x*(3.0-2.0*x);\n}\nvec3 toLinearSpace(vec3 color)\n{\nreturn pow(color,vec3(LinearEncodePowerApprox));\n}\nvec3 toGammaSpace(vec3 color)\n{\nreturn pow(color,vec3(GammaEncodePowerApprox));\n}\nfloat square(float value)\n{\nreturn value*value;\n}\nfloat getLuminance(vec3 color)\n{\nreturn clamp(dot(color,LuminanceEncodeApprox),0.,1.);\n}\n\nfloat getRand(vec2 seed) {\nreturn fract(sin(dot(seed.xy ,vec2(12.9898,78.233)))*43758.5453);\n}\nvec3 dither(vec2 seed,vec3 color) {\nfloat rand=getRand(seed);\ncolor+=mix(-0.5/255.0,0.5/255.0,rand);\ncolor=max(color,0.0);\nreturn color;\n}"; BABYLON.Effect.IncludesShadersStore['lightFragmentDeclaration'] = "#ifdef LIGHT{X}\nuniform vec4 vLightData{X};\nuniform vec4 vLightDiffuse{X};\n#ifdef SPECULARTERM\nuniform vec3 vLightSpecular{X};\n#else\nvec3 vLightSpecular{X}=vec3(0.);\n#endif\n#ifdef SHADOW{X}\n#if defined(SHADOWCUBE{X})\nuniform samplerCube shadowSampler{X};\n#else\nvarying vec4 vPositionFromLight{X};\nvarying float vDepthMetric{X};\nuniform sampler2D shadowSampler{X};\nuniform mat4 lightMatrix{X};\n#endif\nuniform vec4 shadowsInfo{X};\nuniform vec2 depthValues{X};\n#endif\n#ifdef SPOTLIGHT{X}\nuniform vec4 vLightDirection{X};\n#endif\n#ifdef HEMILIGHT{X}\nuniform vec3 vLightGround{X};\n#endif\n#endif"; BABYLON.Effect.IncludesShadersStore['lightsFragmentFunctions'] = "\nstruct lightingInfo\n{\nvec3 diffuse;\n#ifdef SPECULARTERM\nvec3 specular;\n#endif\n#ifdef NDOTL\nfloat ndl;\n#endif\n};\nlightingInfo computeLighting(vec3 viewDirectionW,vec3 vNormal,vec4 lightData,vec3 diffuseColor,vec3 specularColor,float range,float glossiness) {\nlightingInfo result;\nvec3 lightVectorW;\nfloat attenuation=1.0;\nif (lightData.w == 0.)\n{\nvec3 direction=lightData.xyz-vPositionW;\nattenuation=max(0.,1.0-length(direction)/range);\nlightVectorW=normalize(direction);\n}\nelse\n{\nlightVectorW=normalize(-lightData.xyz);\n}\n\nfloat ndl=max(0.,dot(vNormal,lightVectorW));\n#ifdef NDOTL\nresult.ndl=ndl;\n#endif\nresult.diffuse=ndl*diffuseColor*attenuation;\n#ifdef SPECULARTERM\n\nvec3 angleW=normalize(viewDirectionW+lightVectorW);\nfloat specComp=max(0.,dot(vNormal,angleW));\nspecComp=pow(specComp,max(1.,glossiness));\nresult.specular=specComp*specularColor*attenuation;\n#endif\nreturn result;\n}\nlightingInfo computeSpotLighting(vec3 viewDirectionW,vec3 vNormal,vec4 lightData,vec4 lightDirection,vec3 diffuseColor,vec3 specularColor,float range,float glossiness) {\nlightingInfo result;\nvec3 direction=lightData.xyz-vPositionW;\nvec3 lightVectorW=normalize(direction);\nfloat attenuation=max(0.,1.0-length(direction)/range);\n\nfloat cosAngle=max(0.,dot(lightDirection.xyz,-lightVectorW));\nif (cosAngle>=lightDirection.w)\n{\ncosAngle=max(0.,pow(cosAngle,lightData.w));\nattenuation*=cosAngle;\n\nfloat ndl=max(0.,dot(vNormal,lightVectorW));\n#ifdef NDOTL\nresult.ndl=ndl;\n#endif\nresult.diffuse=ndl*diffuseColor*attenuation;\n#ifdef SPECULARTERM\n\nvec3 angleW=normalize(viewDirectionW+lightVectorW);\nfloat specComp=max(0.,dot(vNormal,angleW));\nspecComp=pow(specComp,max(1.,glossiness));\nresult.specular=specComp*specularColor*attenuation;\n#endif\nreturn result;\n}\nresult.diffuse=vec3(0.);\n#ifdef SPECULARTERM\nresult.specular=vec3(0.);\n#endif\n#ifdef NDOTL\nresult.ndl=0.;\n#endif\nreturn result;\n}\nlightingInfo computeHemisphericLighting(vec3 viewDirectionW,vec3 vNormal,vec4 lightData,vec3 diffuseColor,vec3 specularColor,vec3 groundColor,float glossiness) {\nlightingInfo result;\n\nfloat ndl=dot(vNormal,lightData.xyz)*0.5+0.5;\n#ifdef NDOTL\nresult.ndl=ndl;\n#endif\nresult.diffuse=mix(groundColor,diffuseColor,ndl);\n#ifdef SPECULARTERM\n\nvec3 angleW=normalize(viewDirectionW+lightData.xyz);\nfloat specComp=max(0.,dot(vNormal,angleW));\nspecComp=pow(specComp,max(1.,glossiness));\nresult.specular=specComp*specularColor;\n#endif\nreturn result;\n}\n"; BABYLON.Effect.IncludesShadersStore['lightUboDeclaration'] = "#ifdef LIGHT{X}\nuniform Light{X}\n{\nvec4 vLightData;\nvec4 vLightDiffuse;\nvec3 vLightSpecular;\n#ifdef SPOTLIGHT{X}\nvec4 vLightDirection;\n#endif\n#ifdef HEMILIGHT{X}\nvec3 vLightGround;\n#endif\nvec4 shadowsInfo;\nvec2 depthValues;\n} light{X};\n#ifdef SHADOW{X}\n#if defined(SHADOWCUBE{X})\nuniform samplerCube shadowSampler{X};\n#else\nvarying vec4 vPositionFromLight{X};\nvarying float vDepthMetric{X};\nuniform sampler2D shadowSampler{X};\nuniform mat4 lightMatrix{X};\n#endif\n#endif\n#endif"; BABYLON.Effect.IncludesShadersStore['defaultVertexDeclaration'] = "\nuniform mat4 viewProjection;\nuniform mat4 view;\n#ifdef DIFFUSE\nuniform mat4 diffuseMatrix;\nuniform vec2 vDiffuseInfos;\n#endif\n#ifdef AMBIENT\nuniform mat4 ambientMatrix;\nuniform vec2 vAmbientInfos;\n#endif\n#ifdef OPACITY\nuniform mat4 opacityMatrix;\nuniform vec2 vOpacityInfos;\n#endif\n#ifdef EMISSIVE\nuniform vec2 vEmissiveInfos;\nuniform mat4 emissiveMatrix;\n#endif\n#ifdef LIGHTMAP\nuniform vec2 vLightmapInfos;\nuniform mat4 lightmapMatrix;\n#endif\n#if defined(SPECULAR) && defined(SPECULARTERM)\nuniform vec2 vSpecularInfos;\nuniform mat4 specularMatrix;\n#endif\n#ifdef BUMP\nuniform vec3 vBumpInfos;\nuniform mat4 bumpMatrix;\n#endif\n#ifdef POINTSIZE\nuniform float pointSize;\n#endif\n"; BABYLON.Effect.IncludesShadersStore['defaultFragmentDeclaration'] = "uniform vec4 vDiffuseColor;\n#ifdef SPECULARTERM\nuniform vec4 vSpecularColor;\n#endif\nuniform vec3 vEmissiveColor;\n\n#ifdef DIFFUSE\nuniform vec2 vDiffuseInfos;\n#endif\n#ifdef AMBIENT\nuniform vec2 vAmbientInfos;\n#endif\n#ifdef OPACITY \nuniform vec2 vOpacityInfos;\n#endif\n#ifdef EMISSIVE\nuniform vec2 vEmissiveInfos;\n#endif\n#ifdef LIGHTMAP\nuniform vec2 vLightmapInfos;\n#endif\n#ifdef BUMP\nuniform vec3 vBumpInfos;\nuniform vec2 vTangentSpaceParams;\n#endif\n#if defined(REFLECTIONMAP_SPHERICAL) || defined(REFLECTIONMAP_PROJECTION) || defined(REFRACTION)\nuniform mat4 view;\n#endif\n#ifdef REFRACTION\nuniform vec4 vRefractionInfos;\n#ifndef REFRACTIONMAP_3D\nuniform mat4 refractionMatrix;\n#endif\n#ifdef REFRACTIONFRESNEL\nuniform vec4 refractionLeftColor;\nuniform vec4 refractionRightColor;\n#endif\n#endif\n#if defined(SPECULAR) && defined(SPECULARTERM)\nuniform vec2 vSpecularInfos;\n#endif\n#ifdef DIFFUSEFRESNEL\nuniform vec4 diffuseLeftColor;\nuniform vec4 diffuseRightColor;\n#endif\n#ifdef OPACITYFRESNEL\nuniform vec4 opacityParts;\n#endif\n#ifdef EMISSIVEFRESNEL\nuniform vec4 emissiveLeftColor;\nuniform vec4 emissiveRightColor;\n#endif\n\n#ifdef REFLECTION\nuniform vec2 vReflectionInfos;\n#ifdef REFLECTIONMAP_SKYBOX\n#else\n#if defined(REFLECTIONMAP_PLANAR) || defined(REFLECTIONMAP_CUBIC) || defined(REFLECTIONMAP_PROJECTION)\nuniform mat4 reflectionMatrix;\n#endif\n#endif\n#ifdef REFLECTIONFRESNEL\nuniform vec4 reflectionLeftColor;\nuniform vec4 reflectionRightColor;\n#endif\n#endif"; BABYLON.Effect.IncludesShadersStore['defaultUboDeclaration'] = "layout(std140,column_major) uniform;\nuniform Material\n{\nvec4 diffuseLeftColor;\nvec4 diffuseRightColor;\nvec4 opacityParts;\nvec4 reflectionLeftColor;\nvec4 reflectionRightColor;\nvec4 refractionLeftColor;\nvec4 refractionRightColor;\nvec4 emissiveLeftColor; \nvec4 emissiveRightColor;\nvec2 vDiffuseInfos;\nvec2 vAmbientInfos;\nvec2 vOpacityInfos;\nvec2 vReflectionInfos;\nvec2 vEmissiveInfos;\nvec2 vLightmapInfos;\nvec2 vSpecularInfos;\nvec3 vBumpInfos;\nmat4 diffuseMatrix;\nmat4 ambientMatrix;\nmat4 opacityMatrix;\nmat4 reflectionMatrix;\nmat4 emissiveMatrix;\nmat4 lightmapMatrix;\nmat4 specularMatrix;\nmat4 bumpMatrix; \nvec4 vTangentSpaceParams;\nmat4 refractionMatrix;\nvec4 vRefractionInfos;\nvec4 vSpecularColor;\nvec3 vEmissiveColor;\nvec4 vDiffuseColor;\nfloat pointSize; \n};\nuniform Scene {\nmat4 viewProjection;\nmat4 view;\n};"; BABYLON.Effect.IncludesShadersStore['shadowsFragmentFunctions'] = "#ifdef SHADOWS\n#ifndef SHADOWFLOAT\nfloat unpack(vec4 color)\n{\nconst vec4 bit_shift=vec4(1.0/(255.0*255.0*255.0),1.0/(255.0*255.0),1.0/255.0,1.0);\nreturn dot(color,bit_shift);\n}\n#endif\nfloat computeShadowCube(vec3 lightPosition,samplerCube shadowSampler,float darkness,vec2 depthValues)\n{\nvec3 directionToLight=vPositionW-lightPosition;\nfloat depth=length(directionToLight);\ndepth=(depth+depthValues.x)/(depthValues.y);\ndepth=clamp(depth,0.,1.0);\ndirectionToLight=normalize(directionToLight);\ndirectionToLight.y=-directionToLight.y;\n#ifndef SHADOWFLOAT\nfloat shadow=unpack(textureCube(shadowSampler,directionToLight));\n#else\nfloat shadow=textureCube(shadowSampler,directionToLight).x;\n#endif\nif (depth>shadow)\n{\nreturn darkness;\n}\nreturn 1.0;\n}\nfloat computeShadowWithPCFCube(vec3 lightPosition,samplerCube shadowSampler,float mapSize,float darkness,vec2 depthValues)\n{\nvec3 directionToLight=vPositionW-lightPosition;\nfloat depth=length(directionToLight);\ndepth=(depth+depthValues.x)/(depthValues.y);\ndepth=clamp(depth,0.,1.0);\ndirectionToLight=normalize(directionToLight);\ndirectionToLight.y=-directionToLight.y;\nfloat visibility=1.;\nvec3 poissonDisk[4];\npoissonDisk[0]=vec3(-1.0,1.0,-1.0);\npoissonDisk[1]=vec3(1.0,-1.0,-1.0);\npoissonDisk[2]=vec3(-1.0,-1.0,-1.0);\npoissonDisk[3]=vec3(1.0,-1.0,1.0);\n\n#ifndef SHADOWFLOAT\nif (unpack(textureCube(shadowSampler,directionToLight+poissonDisk[0]*mapSize))1.0 || uv.y<0. || uv.y>1.0)\n{\nreturn 1.0;\n}\nfloat shadowPixelDepth=clamp(depthMetric,0.,1.0);\n#ifndef SHADOWFLOAT\nfloat shadow=unpack(texture2D(shadowSampler,uv));\n#else\nfloat shadow=texture2D(shadowSampler,uv).x;\n#endif\nif (shadowPixelDepth>shadow)\n{\nreturn computeFallOff(darkness,clipSpace.xy,frustumEdgeFalloff);\n}\nreturn 1.;\n}\nfloat computeShadowWithPCF(vec4 vPositionFromLight,float depthMetric,sampler2D shadowSampler,float mapSize,float darkness,float frustumEdgeFalloff)\n{\nvec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;\nvec2 uv=0.5*clipSpace.xy+vec2(0.5);\nif (uv.x<0. || uv.x>1.0 || uv.y<0. || uv.y>1.0)\n{\nreturn 1.0;\n}\nfloat shadowPixelDepth=clamp(depthMetric,0.,1.0);\nfloat visibility=1.;\nvec2 poissonDisk[4];\npoissonDisk[0]=vec2(-0.94201624,-0.39906216);\npoissonDisk[1]=vec2(0.94558609,-0.76890725);\npoissonDisk[2]=vec2(-0.094184101,-0.92938870);\npoissonDisk[3]=vec2(0.34495938,0.29387760);\n\n#ifndef SHADOWFLOAT\nif (unpack(texture2D(shadowSampler,uv+poissonDisk[0]*mapSize))1.0 || uv.y<0. || uv.y>1.0)\n{\nreturn 1.0;\n}\nfloat shadowPixelDepth=clamp(depthMetric,0.,1.0);\n#ifndef SHADOWFLOAT\nfloat shadowMapSample=unpack(texture2D(shadowSampler,uv));\n#else\nfloat shadowMapSample=texture2D(shadowSampler,uv).x;\n#endif\nfloat esm=1.0-clamp(exp(min(87.,depthScale*shadowPixelDepth))*shadowMapSample,0.,1.-darkness);\nreturn computeFallOff(esm,clipSpace.xy,frustumEdgeFalloff);\n}\nfloat computeShadowWithCloseESM(vec4 vPositionFromLight,float depthMetric,sampler2D shadowSampler,float darkness,float depthScale,float frustumEdgeFalloff)\n{\nvec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;\nvec2 uv=0.5*clipSpace.xy+vec2(0.5);\nif (uv.x<0. || uv.x>1.0 || uv.y<0. || uv.y>1.0)\n{\nreturn 1.0;\n}\nfloat shadowPixelDepth=clamp(depthMetric,0.,1.0); \n#ifndef SHADOWFLOAT\nfloat shadowMapSample=unpack(texture2D(shadowSampler,uv));\n#else\nfloat shadowMapSample=texture2D(shadowSampler,uv).x;\n#endif\nfloat esm=clamp(exp(min(87.,-depthScale*(shadowPixelDepth-shadowMapSample))),darkness,1.);\nreturn computeFallOff(esm,clipSpace.xy,frustumEdgeFalloff);\n}\n#endif\n"; BABYLON.Effect.IncludesShadersStore['fresnelFunction'] = "#ifdef FRESNEL\nfloat computeFresnelTerm(vec3 viewDirection,vec3 worldNormal,float bias,float power)\n{\nfloat fresnelTerm=pow(bias+abs(dot(viewDirection,worldNormal)),power);\nreturn clamp(fresnelTerm,0.,1.);\n}\n#endif"; BABYLON.Effect.IncludesShadersStore['reflectionFunction'] = "vec3 computeReflectionCoords(vec4 worldPos,vec3 worldNormal)\n{\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvec3 direction=normalize(vDirectionW);\nfloat t=clamp(direction.y*-0.5+0.5,0.,1.0);\nfloat s=atan(direction.z,direction.x)*RECIPROCAL_PI2+0.5;\n#ifdef REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED\nreturn vec3(1.0-s,t,0);\n#else\nreturn vec3(s,t,0);\n#endif\n#endif\n#ifdef REFLECTIONMAP_EQUIRECTANGULAR\nvec3 cameraToVertex=normalize(worldPos.xyz-vEyePosition.xyz);\nvec3 r=reflect(cameraToVertex,worldNormal);\nfloat t=clamp(r.y*-0.5+0.5,0.,1.0);\nfloat s=atan(r.z,r.x)*RECIPROCAL_PI2+0.5;\nreturn vec3(s,t,0);\n#endif\n#ifdef REFLECTIONMAP_SPHERICAL\nvec3 viewDir=normalize(vec3(view*worldPos));\nvec3 viewNormal=normalize(vec3(view*vec4(worldNormal,0.0)));\nvec3 r=reflect(viewDir,viewNormal);\nr.z=r.z-1.0;\nfloat m=2.0*length(r);\nreturn vec3(r.x/m+0.5,1.0-r.y/m-0.5,0);\n#endif\n#ifdef REFLECTIONMAP_PLANAR\nvec3 viewDir=worldPos.xyz-vEyePosition.xyz;\nvec3 coords=normalize(reflect(viewDir,worldNormal));\nreturn vec3(reflectionMatrix*vec4(coords,1));\n#endif\n#ifdef REFLECTIONMAP_CUBIC\nvec3 viewDir=worldPos.xyz-vEyePosition.xyz;\nvec3 coords=reflect(viewDir,worldNormal);\n#ifdef INVERTCUBICMAP\ncoords.y=1.0-coords.y;\n#endif\nreturn vec3(reflectionMatrix*vec4(coords,0));\n#endif\n#ifdef REFLECTIONMAP_PROJECTION\nreturn vec3(reflectionMatrix*(view*worldPos));\n#endif\n#ifdef REFLECTIONMAP_SKYBOX\nreturn vPositionUVW;\n#endif\n#ifdef REFLECTIONMAP_EXPLICIT\nreturn vec3(0,0,0);\n#endif\n}"; BABYLON.Effect.IncludesShadersStore['imageProcessingDeclaration'] = "#ifdef EXPOSURE\nuniform float exposureLinear;\n#endif\n#ifdef CONTRAST\nuniform float contrast;\n#endif\n#ifdef VIGNETTE\nuniform vec2 vInverseScreenSize;\nuniform vec4 vignetteSettings1;\nuniform vec4 vignetteSettings2;\n#endif\n#ifdef COLORCURVES\nuniform vec4 vCameraColorCurveNegative;\nuniform vec4 vCameraColorCurveNeutral;\nuniform vec4 vCameraColorCurvePositive;\n#endif\n#ifdef COLORGRADING\n#ifdef COLORGRADING3D\nuniform highp sampler3D txColorTransform;\n#else\nuniform sampler2D txColorTransform;\n#endif\nuniform vec4 colorTransformSettings;\n#endif"; BABYLON.Effect.IncludesShadersStore['imageProcessingFunctions'] = "#if defined(COLORGRADING) && !defined(COLORGRADING3D)\n\nvec3 sampleTexture3D(sampler2D colorTransform,vec3 color,vec2 sampler3dSetting)\n{\nfloat sliceSize=2.0*sampler3dSetting.x; \n#ifdef SAMPLER3DGREENDEPTH\nfloat sliceContinuous=(color.g-sampler3dSetting.x)*sampler3dSetting.y;\n#else\nfloat sliceContinuous=(color.b-sampler3dSetting.x)*sampler3dSetting.y;\n#endif\nfloat sliceInteger=floor(sliceContinuous);\n\n\nfloat sliceFraction=sliceContinuous-sliceInteger;\n#ifdef SAMPLER3DGREENDEPTH\nvec2 sliceUV=color.rb;\n#else\nvec2 sliceUV=color.rg;\n#endif\nsliceUV.x*=sliceSize;\nsliceUV.x+=sliceInteger*sliceSize;\nsliceUV=clamp(sliceUV,0.,1.);\nvec4 slice0Color=texture2D(colorTransform,sliceUV);\nsliceUV.x+=sliceSize;\nsliceUV=clamp(sliceUV,0.,1.);\nvec4 slice1Color=texture2D(colorTransform,sliceUV);\nvec3 result=mix(slice0Color.rgb,slice1Color.rgb,sliceFraction);\n#ifdef SAMPLER3DBGRMAP\ncolor.rgb=result.rgb;\n#else\ncolor.rgb=result.bgr;\n#endif\nreturn color;\n}\n#endif\nvec4 applyImageProcessing(vec4 result) {\n#ifdef EXPOSURE\nresult.rgb*=exposureLinear;\n#endif\n#ifdef VIGNETTE\n\nvec2 viewportXY=gl_FragCoord.xy*vInverseScreenSize;\nviewportXY=viewportXY*2.0-1.0;\nvec3 vignetteXY1=vec3(viewportXY*vignetteSettings1.xy+vignetteSettings1.zw,1.0);\nfloat vignetteTerm=dot(vignetteXY1,vignetteXY1);\nfloat vignette=pow(vignetteTerm,vignetteSettings2.w);\n\nvec3 vignetteColor=vignetteSettings2.rgb;\n#ifdef VIGNETTEBLENDMODEMULTIPLY\nvec3 vignetteColorMultiplier=mix(vignetteColor,vec3(1,1,1),vignette);\nresult.rgb*=vignetteColorMultiplier;\n#endif\n#ifdef VIGNETTEBLENDMODEOPAQUE\nresult.rgb=mix(vignetteColor,result.rgb,vignette);\n#endif\n#endif\n#ifdef TONEMAPPING\nconst float tonemappingCalibration=1.590579;\nresult.rgb=1.0-exp2(-tonemappingCalibration*result.rgb);\n#endif\n\nresult.rgb=toGammaSpace(result.rgb);\nresult.rgb=clamp(result.rgb,0.0,1.0);\n#ifdef CONTRAST\n\nvec3 resultHighContrast=applyEaseInOut(result.rgb);\nif (contrast<1.0) {\n\nresult.rgb=mix(vec3(0.5,0.5,0.5),result.rgb,contrast);\n} else {\n\nresult.rgb=mix(result.rgb,resultHighContrast,contrast-1.0);\n}\n#endif\n\n#ifdef COLORGRADING\nvec3 colorTransformInput=result.rgb*colorTransformSettings.xxx+colorTransformSettings.yyy;\n#ifdef COLORGRADING3D\nvec3 colorTransformOutput=texture(txColorTransform,colorTransformInput).rgb;\n#else\nvec3 colorTransformOutput=sampleTexture3D(txColorTransform,colorTransformInput,colorTransformSettings.yz).rgb;\n#endif\nresult.rgb=mix(result.rgb,colorTransformOutput,colorTransformSettings.www);\n#endif\n#ifdef COLORCURVES\n\nfloat luma=getLuminance(result.rgb);\nvec2 curveMix=clamp(vec2(luma*3.0-1.5,luma*-3.0+1.5),vec2(0.0),vec2(1.0));\nvec4 colorCurve=vCameraColorCurveNeutral+curveMix.x*vCameraColorCurvePositive-curveMix.y*vCameraColorCurveNegative;\nresult.rgb*=colorCurve.rgb;\nresult.rgb=mix(vec3(luma),result.rgb,colorCurve.a);\n#endif\nreturn result;\n}"; BABYLON.Effect.IncludesShadersStore['bumpFragmentFunctions'] = "#ifdef BUMP\n#if BUMPDIRECTUV == 1\n#define vBumpUV vMainUV1\n#elif BUMPDIRECTUV == 2\n#define vBumpUV vMainUV2\n#else\nvarying vec2 vBumpUV;\n#endif\nuniform sampler2D bumpSampler;\n#if defined(TANGENT) && defined(NORMAL) \nvarying mat3 vTBN;\n#endif\n\nmat3 cotangent_frame(vec3 normal,vec3 p,vec2 uv)\n{\n\nuv=gl_FrontFacing ? uv : -uv;\n\nvec3 dp1=dFdx(p);\nvec3 dp2=dFdy(p);\nvec2 duv1=dFdx(uv);\nvec2 duv2=dFdy(uv);\n\nvec3 dp2perp=cross(dp2,normal);\nvec3 dp1perp=cross(normal,dp1);\nvec3 tangent=dp2perp*duv1.x+dp1perp*duv2.x;\nvec3 bitangent=dp2perp*duv1.y+dp1perp*duv2.y;\n\ntangent*=vTangentSpaceParams.x;\nbitangent*=vTangentSpaceParams.y;\n\nfloat invmax=inversesqrt(max(dot(tangent,tangent),dot(bitangent,bitangent)));\nreturn mat3(tangent*invmax,bitangent*invmax,normal);\n}\nvec3 perturbNormal(mat3 cotangentFrame,vec2 uv)\n{\nvec3 map=texture2D(bumpSampler,uv).xyz;\nmap=map*2.0-1.0;\n#ifdef NORMALXYSCALE\nmap=normalize(map*vec3(vBumpInfos.y,vBumpInfos.y,1.0));\n#endif\nreturn normalize(cotangentFrame*map);\n}\n#ifdef PARALLAX\nconst float minSamples=4.;\nconst float maxSamples=15.;\nconst int iMaxSamples=15;\n\nvec2 parallaxOcclusion(vec3 vViewDirCoT,vec3 vNormalCoT,vec2 texCoord,float parallaxScale) {\nfloat parallaxLimit=length(vViewDirCoT.xy)/vViewDirCoT.z;\nparallaxLimit*=parallaxScale;\nvec2 vOffsetDir=normalize(vViewDirCoT.xy);\nvec2 vMaxOffset=vOffsetDir*parallaxLimit;\nfloat numSamples=maxSamples+(dot(vViewDirCoT,vNormalCoT)*(minSamples-maxSamples));\nfloat stepSize=1.0/numSamples;\n\nfloat currRayHeight=1.0;\nvec2 vCurrOffset=vec2(0,0);\nvec2 vLastOffset=vec2(0,0);\nfloat lastSampledHeight=1.0;\nfloat currSampledHeight=1.0;\nfor (int i=0; icurrRayHeight)\n{\nfloat delta1=currSampledHeight-currRayHeight;\nfloat delta2=(currRayHeight+stepSize)-lastSampledHeight;\nfloat ratio=delta1/(delta1+delta2);\nvCurrOffset=(ratio)* vLastOffset+(1.0-ratio)*vCurrOffset;\n\nbreak;\n}\nelse\n{\ncurrRayHeight-=stepSize;\nvLastOffset=vCurrOffset;\nvCurrOffset+=stepSize*vMaxOffset;\nlastSampledHeight=currSampledHeight;\n}\n}\nreturn vCurrOffset;\n}\nvec2 parallaxOffset(vec3 viewDir,float heightScale)\n{\n\nfloat height=texture2D(bumpSampler,vBumpUV).w;\nvec2 texCoordOffset=heightScale*viewDir.xy*height;\nreturn -texCoordOffset;\n}\n#endif\n#endif"; BABYLON.Effect.IncludesShadersStore['clipPlaneFragmentDeclaration'] = "#ifdef CLIPPLANE\nvarying float fClipDistance;\n#endif"; BABYLON.Effect.IncludesShadersStore['fogFragmentDeclaration'] = "#ifdef FOG\n#define FOGMODE_NONE 0.\n#define FOGMODE_EXP 1.\n#define FOGMODE_EXP2 2.\n#define FOGMODE_LINEAR 3.\n#define E 2.71828\nuniform vec4 vFogInfos;\nuniform vec3 vFogColor;\nvarying vec3 vFogDistance;\nfloat CalcFogFactor()\n{\nfloat fogCoeff=1.0;\nfloat fogStart=vFogInfos.y;\nfloat fogEnd=vFogInfos.z;\nfloat fogDensity=vFogInfos.w;\nfloat fogDistance=length(vFogDistance);\nif (FOGMODE_LINEAR == vFogInfos.x)\n{\nfogCoeff=(fogEnd-fogDistance)/(fogEnd-fogStart);\n}\nelse if (FOGMODE_EXP == vFogInfos.x)\n{\nfogCoeff=1.0/pow(E,fogDistance*fogDensity);\n}\nelse if (FOGMODE_EXP2 == vFogInfos.x)\n{\nfogCoeff=1.0/pow(E,fogDistance*fogDistance*fogDensity*fogDensity);\n}\nreturn clamp(fogCoeff,0.0,1.0);\n}\n#endif"; BABYLON.Effect.IncludesShadersStore['clipPlaneFragment'] = "#ifdef CLIPPLANE\nif (fClipDistance>0.0)\n{\ndiscard;\n}\n#endif"; BABYLON.Effect.IncludesShadersStore['bumpFragment'] = "vec2 uvOffset=vec2(0.0,0.0);\n#if defined(BUMP) || defined(PARALLAX)\n#ifdef NORMALXYSCALE\nfloat normalScale=1.0;\n#else \nfloat normalScale=vBumpInfos.y;\n#endif\n#if defined(TANGENT) && defined(NORMAL)\nmat3 TBN=vTBN;\n#else\nmat3 TBN=cotangent_frame(normalW*normalScale,vPositionW,vBumpUV);\n#endif\n#endif\n#ifdef PARALLAX\nmat3 invTBN=transposeMat3(TBN);\n#ifdef PARALLAXOCCLUSION\nuvOffset=parallaxOcclusion(invTBN*-viewDirectionW,invTBN*normalW,vBumpUV,vBumpInfos.z);\n#else\nuvOffset=parallaxOffset(invTBN*viewDirectionW,vBumpInfos.z);\n#endif\n#endif\n#ifdef BUMP\nnormalW=perturbNormal(TBN,vBumpUV+uvOffset);\n#endif"; BABYLON.Effect.IncludesShadersStore['lightFragment'] = "#ifdef LIGHT{X}\n#if defined(SHADOWONLY) || (defined(LIGHTMAP) && defined(LIGHTMAPEXCLUDED{X}) && defined(LIGHTMAPNOSPECULAR{X}))\n\n#else\n#ifdef PBR\n#ifdef SPOTLIGHT{X}\ninfo=computeSpotLighting(viewDirectionW,normalW,light{X}.vLightData,light{X}.vLightDirection,light{X}.vLightDiffuse.rgb,light{X}.vLightSpecular,light{X}.vLightDiffuse.a,roughness,NdotV,specularEnvironmentR0,specularEnvironmentR90,NdotL);\n#endif\n#ifdef HEMILIGHT{X}\ninfo=computeHemisphericLighting(viewDirectionW,normalW,light{X}.vLightData,light{X}.vLightDiffuse.rgb,light{X}.vLightSpecular,light{X}.vLightGround,roughness,NdotV,specularEnvironmentR0,specularEnvironmentR90,NdotL);\n#endif\n#if defined(POINTLIGHT{X}) || defined(DIRLIGHT{X})\ninfo=computeLighting(viewDirectionW,normalW,light{X}.vLightData,light{X}.vLightDiffuse.rgb,light{X}.vLightSpecular,light{X}.vLightDiffuse.a,roughness,NdotV,specularEnvironmentR0,specularEnvironmentR90,NdotL);\n#endif\n#else\n#ifdef SPOTLIGHT{X}\ninfo=computeSpotLighting(viewDirectionW,normalW,light{X}.vLightData,light{X}.vLightDirection,light{X}.vLightDiffuse.rgb,light{X}.vLightSpecular,light{X}.vLightDiffuse.a,glossiness);\n#endif\n#ifdef HEMILIGHT{X}\ninfo=computeHemisphericLighting(viewDirectionW,normalW,light{X}.vLightData,light{X}.vLightDiffuse.rgb,light{X}.vLightSpecular,light{X}.vLightGround,glossiness);\n#endif\n#if defined(POINTLIGHT{X}) || defined(DIRLIGHT{X})\ninfo=computeLighting(viewDirectionW,normalW,light{X}.vLightData,light{X}.vLightDiffuse.rgb,light{X}.vLightSpecular,light{X}.vLightDiffuse.a,glossiness);\n#endif\n#endif\n#endif\n#ifdef SHADOW{X}\n#ifdef SHADOWCLOSEESM{X}\n#if defined(SHADOWCUBE{X})\nshadow=computeShadowWithCloseESMCube(light{X}.vLightData.xyz,shadowSampler{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.z,light{X}.depthValues);\n#else\nshadow=computeShadowWithCloseESM(vPositionFromLight{X},vDepthMetric{X},shadowSampler{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.z,light{X}.shadowsInfo.w);\n#endif\n#else\n#ifdef SHADOWESM{X}\n#if defined(SHADOWCUBE{X})\nshadow=computeShadowWithESMCube(light{X}.vLightData.xyz,shadowSampler{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.z,light{X}.depthValues);\n#else\nshadow=computeShadowWithESM(vPositionFromLight{X},vDepthMetric{X},shadowSampler{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.z,light{X}.shadowsInfo.w);\n#endif\n#else \n#ifdef SHADOWPCF{X}\n#if defined(SHADOWCUBE{X})\nshadow=computeShadowWithPCFCube(light{X}.vLightData.xyz,shadowSampler{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.x,light{X}.depthValues);\n#else\nshadow=computeShadowWithPCF(vPositionFromLight{X},vDepthMetric{X},shadowSampler{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\n#else\n#if defined(SHADOWCUBE{X})\nshadow=computeShadowCube(light{X}.vLightData.xyz,shadowSampler{X},light{X}.shadowsInfo.x,light{X}.depthValues);\n#else\nshadow=computeShadow(vPositionFromLight{X},vDepthMetric{X},shadowSampler{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\n#endif\n#endif\n#endif\n#ifdef SHADOWONLY\n#ifndef SHADOWINUSE\n#define SHADOWINUSE\n#endif\nglobalShadow+=shadow;\nshadowLightCount+=1.0;\n#endif\n#else\nshadow=1.;\n#endif\n#ifndef SHADOWONLY\n#ifdef CUSTOMUSERLIGHTING\ndiffuseBase+=computeCustomDiffuseLighting(info,diffuseBase,shadow);\n#ifdef SPECULARTERM\nspecularBase+=computeCustomSpecularLighting(info,specularBase,shadow);\n#endif\n#elif defined(LIGHTMAP) && defined(LIGHTMAPEXCLUDED{X})\ndiffuseBase+=lightmapColor*shadow;\n#ifdef SPECULARTERM\n#ifndef LIGHTMAPNOSPECULAR{X}\nspecularBase+=info.specular*shadow*lightmapColor;\n#endif\n#endif\n#else\ndiffuseBase+=info.diffuse*shadow;\n#ifdef SPECULARTERM\nspecularBase+=info.specular*shadow;\n#endif\n#endif\n#endif\n#endif"; BABYLON.Effect.IncludesShadersStore['logDepthFragment'] = "#ifdef LOGARITHMICDEPTH\ngl_FragDepthEXT=log2(vFragmentDepth)*logarithmicDepthConstant*0.5;\n#endif"; BABYLON.Effect.IncludesShadersStore['fogFragment'] = "#ifdef FOG\nfloat fog=CalcFogFactor();\ncolor.rgb=fog*color.rgb+(1.0-fog)*vFogColor;\n#endif"; (function() { var EXPORTS = {};EXPORTS['ArcRotateCameraKeyboardMoveInput'] = BABYLON['ArcRotateCameraKeyboardMoveInput'];EXPORTS['ArcRotateCameraMouseWheelInput'] = BABYLON['ArcRotateCameraMouseWheelInput'];EXPORTS['ArcRotateCameraPointersInput'] = BABYLON['ArcRotateCameraPointersInput'];EXPORTS['ArcRotateCameraInputsManager'] = BABYLON['ArcRotateCameraInputsManager'];EXPORTS['ArcRotateCamera'] = BABYLON['ArcRotateCamera']; globalObject["BABYLON"] = globalObject["BABYLON"] || BABYLON; module.exports = EXPORTS; })(); }