babylon.max.js 5.8 MB

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  1. (function universalModuleDefinition(root, factory) {
  2. var amdDependencies = [];
  3. var CANNON = root.CANNON || this.CANNON;
  4. var OIMO = root.OIMO || this.OIMO;
  5. var earcut = root.earcut || this.earcut;
  6. if(typeof exports === 'object' && typeof module === 'object') {
  7. try { CANNON = CANNON || require("cannon"); } catch(e) {}
  8. try { OIMO = OIMO || require("oimo"); } catch(e) {}
  9. try { earcut = earcut || require("earcut"); } catch(e) {}
  10. module.exports = factory(CANNON,OIMO,earcut);
  11. } else if(typeof define === 'function' && define.amd) {
  12. if(require.specified && require.specified("cannon")) amdDependencies.push("cannon");
  13. if(require.specified && require.specified("oimo")) amdDependencies.push("oimo");
  14. if(require.specified && require.specified("earcut")) amdDependencies.push("earcut");
  15. define("babylonjs", amdDependencies, factory);
  16. } else if(typeof exports === 'object') {
  17. try { CANNON = CANNON || require("cannon"); } catch(e) {}
  18. try { OIMO = OIMO || require("oimo"); } catch(e) {}
  19. try { earcut = earcut || require("earcut"); } catch(e) {}
  20. exports["babylonjs"] = factory(CANNON,OIMO,earcut);
  21. } else {
  22. root["BABYLON"] = factory(CANNON,OIMO,earcut);
  23. }
  24. })(this, function(CANNON,OIMO,earcut) {
  25. CANNON = CANNON || this.CANNON;
  26. OIMO = OIMO || this.OIMO;
  27. earcut = earcut || this.earcut;
  28. var __decorate=this&&this.__decorate||function(e,t,r,c){var o,f=arguments.length,n=f<3?t:null===c?c=Object.getOwnPropertyDescriptor(t,r):c;if("object"==typeof Reflect&&"function"==typeof Reflect.decorate)n=Reflect.decorate(e,t,r,c);else for(var l=e.length-1;l>=0;l--)(o=e[l])&&(n=(f<3?o(n):f>3?o(t,r,n):o(t,r))||n);return f>3&&n&&Object.defineProperty(t,r,n),n};
  29. var __extends=this&&this.__extends||function(){var t=Object.setPrototypeOf||{__proto__:[]}instanceof Array&&function(t,o){t.__proto__=o}||function(t,o){for(var n in o)o.hasOwnProperty(n)&&(t[n]=o[n])};return function(o,n){function r(){this.constructor=o}t(o,n),o.prototype=null===n?Object.create(n):(r.prototype=n.prototype,new r)}}();
  30. var BABYLON;
  31. (function (BABYLON) {
  32. /**
  33. * EffectFallbacks can be used to add fallbacks (properties to disable) to certain properties when desired to improve performance.
  34. * (Eg. Start at high quality with reflection and fog, if fps is low, remove reflection, if still low remove fog)
  35. */
  36. var EffectFallbacks = /** @class */ (function () {
  37. function EffectFallbacks() {
  38. this._defines = {};
  39. this._currentRank = 32;
  40. this._maxRank = -1;
  41. }
  42. /**
  43. * Removes the fallback from the bound mesh.
  44. */
  45. EffectFallbacks.prototype.unBindMesh = function () {
  46. this._mesh = null;
  47. };
  48. /**
  49. * Adds a fallback on the specified property.
  50. * @param rank The rank of the fallback (Lower ranks will be fallbacked to first)
  51. * @param define The name of the define in the shader
  52. */
  53. EffectFallbacks.prototype.addFallback = function (rank, define) {
  54. if (!this._defines[rank]) {
  55. if (rank < this._currentRank) {
  56. this._currentRank = rank;
  57. }
  58. if (rank > this._maxRank) {
  59. this._maxRank = rank;
  60. }
  61. this._defines[rank] = new Array();
  62. }
  63. this._defines[rank].push(define);
  64. };
  65. /**
  66. * Sets the mesh to use CPU skinning when needing to fallback.
  67. * @param rank The rank of the fallback (Lower ranks will be fallbacked to first)
  68. * @param mesh The mesh to use the fallbacks.
  69. */
  70. EffectFallbacks.prototype.addCPUSkinningFallback = function (rank, mesh) {
  71. this._mesh = mesh;
  72. if (rank < this._currentRank) {
  73. this._currentRank = rank;
  74. }
  75. if (rank > this._maxRank) {
  76. this._maxRank = rank;
  77. }
  78. };
  79. Object.defineProperty(EffectFallbacks.prototype, "isMoreFallbacks", {
  80. /**
  81. * Checks to see if more fallbacks are still availible.
  82. */
  83. get: function () {
  84. return this._currentRank <= this._maxRank;
  85. },
  86. enumerable: true,
  87. configurable: true
  88. });
  89. /**
  90. * Removes the defines that shoould be removed when falling back.
  91. * @param currentDefines defines the current define statements for the shader.
  92. * @param effect defines the current effect we try to compile
  93. * @returns The resulting defines with defines of the current rank removed.
  94. */
  95. EffectFallbacks.prototype.reduce = function (currentDefines, effect) {
  96. // First we try to switch to CPU skinning
  97. if (this._mesh && this._mesh.computeBonesUsingShaders && this._mesh.numBoneInfluencers > 0 && this._mesh.material) {
  98. this._mesh.computeBonesUsingShaders = false;
  99. currentDefines = currentDefines.replace("#define NUM_BONE_INFLUENCERS " + this._mesh.numBoneInfluencers, "#define NUM_BONE_INFLUENCERS 0");
  100. effect._bonesComputationForcedToCPU = true;
  101. var scene = this._mesh.getScene();
  102. for (var index = 0; index < scene.meshes.length; index++) {
  103. var otherMesh = scene.meshes[index];
  104. if (!otherMesh.material) {
  105. continue;
  106. }
  107. if (!otherMesh.computeBonesUsingShaders || otherMesh.numBoneInfluencers === 0) {
  108. continue;
  109. }
  110. if (otherMesh.material.getEffect() === effect) {
  111. otherMesh.computeBonesUsingShaders = false;
  112. }
  113. else if (otherMesh.subMeshes) {
  114. for (var _i = 0, _a = otherMesh.subMeshes; _i < _a.length; _i++) {
  115. var subMesh = _a[_i];
  116. var subMeshEffect = subMesh.effect;
  117. if (subMeshEffect === effect) {
  118. otherMesh.computeBonesUsingShaders = false;
  119. break;
  120. }
  121. }
  122. }
  123. }
  124. }
  125. else {
  126. var currentFallbacks = this._defines[this._currentRank];
  127. if (currentFallbacks) {
  128. for (var index = 0; index < currentFallbacks.length; index++) {
  129. currentDefines = currentDefines.replace("#define " + currentFallbacks[index], "");
  130. }
  131. }
  132. this._currentRank++;
  133. }
  134. return currentDefines;
  135. };
  136. return EffectFallbacks;
  137. }());
  138. BABYLON.EffectFallbacks = EffectFallbacks;
  139. /**
  140. * Options to be used when creating an effect.
  141. */
  142. var EffectCreationOptions = /** @class */ (function () {
  143. function EffectCreationOptions() {
  144. }
  145. return EffectCreationOptions;
  146. }());
  147. BABYLON.EffectCreationOptions = EffectCreationOptions;
  148. /**
  149. * Effect containing vertex and fragment shader that can be executed on an object.
  150. */
  151. var Effect = /** @class */ (function () {
  152. /**
  153. * Instantiates an effect.
  154. * An effect can be used to create/manage/execute vertex and fragment shaders.
  155. * @param baseName Name of the effect.
  156. * @param attributesNamesOrOptions List of attribute names that will be passed to the shader or set of all options to create the effect.
  157. * @param uniformsNamesOrEngine List of uniform variable names that will be passed to the shader or the engine that will be used to render effect.
  158. * @param samplers List of sampler variables that will be passed to the shader.
  159. * @param engine Engine to be used to render the effect
  160. * @param defines Define statements to be added to the shader.
  161. * @param fallbacks Possible fallbacks for this effect to improve performance when needed.
  162. * @param onCompiled Callback that will be called when the shader is compiled.
  163. * @param onError Callback that will be called if an error occurs during shader compilation.
  164. * @param indexParameters Parameters to be used with Babylons include syntax to iterate over an array (eg. {lights: 10})
  165. */
  166. function Effect(baseName, attributesNamesOrOptions, uniformsNamesOrEngine, samplers, engine, defines, fallbacks, onCompiled, onError, indexParameters) {
  167. if (samplers === void 0) { samplers = null; }
  168. if (defines === void 0) { defines = null; }
  169. if (fallbacks === void 0) { fallbacks = null; }
  170. if (onCompiled === void 0) { onCompiled = null; }
  171. if (onError === void 0) { onError = null; }
  172. var _this = this;
  173. /**
  174. * Unique ID of the effect.
  175. */
  176. this.uniqueId = 0;
  177. /**
  178. * Observable that will be called when the shader is compiled.
  179. * It is recommended to use executeWhenCompile() or to make sure that scene.isReady() is called to get this observable raised.
  180. */
  181. this.onCompileObservable = new BABYLON.Observable();
  182. /**
  183. * Observable that will be called if an error occurs during shader compilation.
  184. */
  185. this.onErrorObservable = new BABYLON.Observable();
  186. /** @hidden */
  187. this._bonesComputationForcedToCPU = false;
  188. this._uniformBuffersNames = {};
  189. this._isReady = false;
  190. this._compilationError = "";
  191. this.name = baseName;
  192. if (attributesNamesOrOptions.attributes) {
  193. var options = attributesNamesOrOptions;
  194. this._engine = uniformsNamesOrEngine;
  195. this._attributesNames = options.attributes;
  196. this._uniformsNames = options.uniformsNames.concat(options.samplers);
  197. this._samplers = options.samplers.slice();
  198. this.defines = options.defines;
  199. this.onError = options.onError;
  200. this.onCompiled = options.onCompiled;
  201. this._fallbacks = options.fallbacks;
  202. this._indexParameters = options.indexParameters;
  203. this._transformFeedbackVaryings = options.transformFeedbackVaryings;
  204. if (options.uniformBuffersNames) {
  205. for (var i = 0; i < options.uniformBuffersNames.length; i++) {
  206. this._uniformBuffersNames[options.uniformBuffersNames[i]] = i;
  207. }
  208. }
  209. }
  210. else {
  211. this._engine = engine;
  212. this.defines = defines;
  213. this._uniformsNames = uniformsNamesOrEngine.concat(samplers);
  214. this._samplers = samplers ? samplers.slice() : [];
  215. this._attributesNames = attributesNamesOrOptions;
  216. this.onError = onError;
  217. this.onCompiled = onCompiled;
  218. this._indexParameters = indexParameters;
  219. this._fallbacks = fallbacks;
  220. }
  221. this.uniqueId = Effect._uniqueIdSeed++;
  222. var vertexSource;
  223. var fragmentSource;
  224. if (baseName.vertexElement) {
  225. vertexSource = document.getElementById(baseName.vertexElement);
  226. if (!vertexSource) {
  227. vertexSource = baseName.vertexElement;
  228. }
  229. }
  230. else {
  231. vertexSource = baseName.vertex || baseName;
  232. }
  233. if (baseName.fragmentElement) {
  234. fragmentSource = document.getElementById(baseName.fragmentElement);
  235. if (!fragmentSource) {
  236. fragmentSource = baseName.fragmentElement;
  237. }
  238. }
  239. else {
  240. fragmentSource = baseName.fragment || baseName;
  241. }
  242. this._loadVertexShader(vertexSource, function (vertexCode) {
  243. _this._processIncludes(vertexCode, function (vertexCodeWithIncludes) {
  244. _this._processShaderConversion(vertexCodeWithIncludes, false, function (migratedVertexCode) {
  245. _this._loadFragmentShader(fragmentSource, function (fragmentCode) {
  246. _this._processIncludes(fragmentCode, function (fragmentCodeWithIncludes) {
  247. _this._processShaderConversion(fragmentCodeWithIncludes, true, function (migratedFragmentCode) {
  248. if (baseName) {
  249. var vertex = baseName.vertexElement || baseName.vertex || baseName;
  250. var fragment = baseName.fragmentElement || baseName.fragment || baseName;
  251. _this._vertexSourceCode = "#define SHADER_NAME vertex:" + vertex + "\n" + migratedVertexCode;
  252. _this._fragmentSourceCode = "#define SHADER_NAME fragment:" + fragment + "\n" + migratedFragmentCode;
  253. }
  254. else {
  255. _this._vertexSourceCode = migratedVertexCode;
  256. _this._fragmentSourceCode = migratedFragmentCode;
  257. }
  258. _this._prepareEffect();
  259. });
  260. });
  261. });
  262. });
  263. });
  264. });
  265. }
  266. Object.defineProperty(Effect.prototype, "onBindObservable", {
  267. /**
  268. * Observable that will be called when effect is bound.
  269. */
  270. get: function () {
  271. if (!this._onBindObservable) {
  272. this._onBindObservable = new BABYLON.Observable();
  273. }
  274. return this._onBindObservable;
  275. },
  276. enumerable: true,
  277. configurable: true
  278. });
  279. Object.defineProperty(Effect.prototype, "key", {
  280. /**
  281. * Unique key for this effect
  282. */
  283. get: function () {
  284. return this._key;
  285. },
  286. enumerable: true,
  287. configurable: true
  288. });
  289. /**
  290. * If the effect has been compiled and prepared.
  291. * @returns if the effect is compiled and prepared.
  292. */
  293. Effect.prototype.isReady = function () {
  294. if (!this._isReady && this._program && this._program.isParallelCompiled) {
  295. return this._engine._isProgramCompiled(this._program);
  296. }
  297. return this._isReady;
  298. };
  299. /**
  300. * The engine the effect was initialized with.
  301. * @returns the engine.
  302. */
  303. Effect.prototype.getEngine = function () {
  304. return this._engine;
  305. };
  306. /**
  307. * The compiled webGL program for the effect
  308. * @returns the webGL program.
  309. */
  310. Effect.prototype.getProgram = function () {
  311. return this._program;
  312. };
  313. /**
  314. * The set of names of attribute variables for the shader.
  315. * @returns An array of attribute names.
  316. */
  317. Effect.prototype.getAttributesNames = function () {
  318. return this._attributesNames;
  319. };
  320. /**
  321. * Returns the attribute at the given index.
  322. * @param index The index of the attribute.
  323. * @returns The location of the attribute.
  324. */
  325. Effect.prototype.getAttributeLocation = function (index) {
  326. return this._attributes[index];
  327. };
  328. /**
  329. * Returns the attribute based on the name of the variable.
  330. * @param name of the attribute to look up.
  331. * @returns the attribute location.
  332. */
  333. Effect.prototype.getAttributeLocationByName = function (name) {
  334. var index = this._attributesNames.indexOf(name);
  335. return this._attributes[index];
  336. };
  337. /**
  338. * The number of attributes.
  339. * @returns the numnber of attributes.
  340. */
  341. Effect.prototype.getAttributesCount = function () {
  342. return this._attributes.length;
  343. };
  344. /**
  345. * Gets the index of a uniform variable.
  346. * @param uniformName of the uniform to look up.
  347. * @returns the index.
  348. */
  349. Effect.prototype.getUniformIndex = function (uniformName) {
  350. return this._uniformsNames.indexOf(uniformName);
  351. };
  352. /**
  353. * Returns the attribute based on the name of the variable.
  354. * @param uniformName of the uniform to look up.
  355. * @returns the location of the uniform.
  356. */
  357. Effect.prototype.getUniform = function (uniformName) {
  358. return this._uniforms[this._uniformsNames.indexOf(uniformName)];
  359. };
  360. /**
  361. * Returns an array of sampler variable names
  362. * @returns The array of sampler variable neames.
  363. */
  364. Effect.prototype.getSamplers = function () {
  365. return this._samplers;
  366. };
  367. /**
  368. * The error from the last compilation.
  369. * @returns the error string.
  370. */
  371. Effect.prototype.getCompilationError = function () {
  372. return this._compilationError;
  373. };
  374. /**
  375. * Adds a callback to the onCompiled observable and call the callback imediatly if already ready.
  376. * @param func The callback to be used.
  377. */
  378. Effect.prototype.executeWhenCompiled = function (func) {
  379. var _this = this;
  380. if (this.isReady()) {
  381. func(this);
  382. return;
  383. }
  384. this.onCompileObservable.add(function (effect) {
  385. func(effect);
  386. });
  387. if (!this._program || this._program.isParallelCompiled) {
  388. setTimeout(function () {
  389. _this._checkIsReady();
  390. }, 16);
  391. }
  392. };
  393. Effect.prototype._checkIsReady = function () {
  394. var _this = this;
  395. if (this.isReady()) {
  396. return;
  397. }
  398. setTimeout(function () {
  399. _this._checkIsReady();
  400. }, 16);
  401. };
  402. /** @hidden */
  403. Effect.prototype._loadVertexShader = function (vertex, callback) {
  404. if (BABYLON.Tools.IsWindowObjectExist()) {
  405. // DOM element ?
  406. if (vertex instanceof HTMLElement) {
  407. var vertexCode = BABYLON.Tools.GetDOMTextContent(vertex);
  408. callback(vertexCode);
  409. return;
  410. }
  411. }
  412. // Base64 encoded ?
  413. if (vertex.substr(0, 7) === "base64:") {
  414. var vertexBinary = window.atob(vertex.substr(7));
  415. callback(vertexBinary);
  416. return;
  417. }
  418. // Is in local store ?
  419. if (Effect.ShadersStore[vertex + "VertexShader"]) {
  420. callback(Effect.ShadersStore[vertex + "VertexShader"]);
  421. return;
  422. }
  423. var vertexShaderUrl;
  424. if (vertex[0] === "." || vertex[0] === "/" || vertex.indexOf("http") > -1) {
  425. vertexShaderUrl = vertex;
  426. }
  427. else {
  428. vertexShaderUrl = BABYLON.Engine.ShadersRepository + vertex;
  429. }
  430. // Vertex shader
  431. this._engine._loadFile(vertexShaderUrl + ".vertex.fx", callback);
  432. };
  433. /** @hidden */
  434. Effect.prototype._loadFragmentShader = function (fragment, callback) {
  435. if (BABYLON.Tools.IsWindowObjectExist()) {
  436. // DOM element ?
  437. if (fragment instanceof HTMLElement) {
  438. var fragmentCode = BABYLON.Tools.GetDOMTextContent(fragment);
  439. callback(fragmentCode);
  440. return;
  441. }
  442. }
  443. // Base64 encoded ?
  444. if (fragment.substr(0, 7) === "base64:") {
  445. var fragmentBinary = window.atob(fragment.substr(7));
  446. callback(fragmentBinary);
  447. return;
  448. }
  449. // Is in local store ?
  450. if (Effect.ShadersStore[fragment + "PixelShader"]) {
  451. callback(Effect.ShadersStore[fragment + "PixelShader"]);
  452. return;
  453. }
  454. if (Effect.ShadersStore[fragment + "FragmentShader"]) {
  455. callback(Effect.ShadersStore[fragment + "FragmentShader"]);
  456. return;
  457. }
  458. var fragmentShaderUrl;
  459. if (fragment[0] === "." || fragment[0] === "/" || fragment.indexOf("http") > -1) {
  460. fragmentShaderUrl = fragment;
  461. }
  462. else {
  463. fragmentShaderUrl = BABYLON.Engine.ShadersRepository + fragment;
  464. }
  465. // Fragment shader
  466. this._engine._loadFile(fragmentShaderUrl + ".fragment.fx", callback);
  467. };
  468. /** @hidden */
  469. Effect.prototype._dumpShadersSource = function (vertexCode, fragmentCode, defines) {
  470. // Rebuild shaders source code
  471. var shaderVersion = (this._engine.webGLVersion > 1) ? "#version 300 es\n#define WEBGL2 \n" : "";
  472. var prefix = shaderVersion + (defines ? defines + "\n" : "");
  473. vertexCode = prefix + vertexCode;
  474. fragmentCode = prefix + fragmentCode;
  475. // Number lines of shaders source code
  476. var i = 2;
  477. var regex = /\n/gm;
  478. var formattedVertexCode = "\n1\t" + vertexCode.replace(regex, function () { return "\n" + (i++) + "\t"; });
  479. i = 2;
  480. var formattedFragmentCode = "\n1\t" + fragmentCode.replace(regex, function () { return "\n" + (i++) + "\t"; });
  481. // Dump shaders name and formatted source code
  482. if (this.name.vertexElement) {
  483. BABYLON.Tools.Error("Vertex shader: " + this.name.vertexElement + formattedVertexCode);
  484. BABYLON.Tools.Error("Fragment shader: " + this.name.fragmentElement + formattedFragmentCode);
  485. }
  486. else if (this.name.vertex) {
  487. BABYLON.Tools.Error("Vertex shader: " + this.name.vertex + formattedVertexCode);
  488. BABYLON.Tools.Error("Fragment shader: " + this.name.fragment + formattedFragmentCode);
  489. }
  490. else {
  491. BABYLON.Tools.Error("Vertex shader: " + this.name + formattedVertexCode);
  492. BABYLON.Tools.Error("Fragment shader: " + this.name + formattedFragmentCode);
  493. }
  494. };
  495. Effect.prototype._processShaderConversion = function (sourceCode, isFragment, callback) {
  496. var preparedSourceCode = this._processPrecision(sourceCode);
  497. if (this._engine.webGLVersion == 1) {
  498. callback(preparedSourceCode);
  499. return;
  500. }
  501. // Already converted
  502. if (preparedSourceCode.indexOf("#version 3") !== -1) {
  503. callback(preparedSourceCode.replace("#version 300 es", ""));
  504. return;
  505. }
  506. var hasDrawBuffersExtension = preparedSourceCode.search(/#extension.+GL_EXT_draw_buffers.+require/) !== -1;
  507. // Remove extensions
  508. // #extension GL_OES_standard_derivatives : enable
  509. // #extension GL_EXT_shader_texture_lod : enable
  510. // #extension GL_EXT_frag_depth : enable
  511. // #extension GL_EXT_draw_buffers : require
  512. var regex = /#extension.+(GL_OES_standard_derivatives|GL_EXT_shader_texture_lod|GL_EXT_frag_depth|GL_EXT_draw_buffers).+(enable|require)/g;
  513. var result = preparedSourceCode.replace(regex, "");
  514. // Migrate to GLSL v300
  515. result = result.replace(/varying(?![\n\r])\s/g, isFragment ? "in " : "out ");
  516. result = result.replace(/attribute[ \t]/g, "in ");
  517. result = result.replace(/[ \t]attribute/g, " in");
  518. result = result.replace(/texture2D\s*\(/g, "texture(");
  519. if (isFragment) {
  520. result = result.replace(/texture2DLodEXT\s*\(/g, "textureLod(");
  521. result = result.replace(/textureCubeLodEXT\s*\(/g, "textureLod(");
  522. result = result.replace(/textureCube\s*\(/g, "texture(");
  523. result = result.replace(/gl_FragDepthEXT/g, "gl_FragDepth");
  524. result = result.replace(/gl_FragColor/g, "glFragColor");
  525. result = result.replace(/gl_FragData/g, "glFragData");
  526. result = result.replace(/void\s+?main\s*\(/g, (hasDrawBuffersExtension ? "" : "out vec4 glFragColor;\n") + "void main(");
  527. }
  528. callback(result);
  529. };
  530. Effect.prototype._processIncludes = function (sourceCode, callback) {
  531. var _this = this;
  532. var regex = /#include<(.+)>(\((.*)\))*(\[(.*)\])*/g;
  533. var match = regex.exec(sourceCode);
  534. var returnValue = new String(sourceCode);
  535. while (match != null) {
  536. var includeFile = match[1];
  537. // Uniform declaration
  538. if (includeFile.indexOf("__decl__") !== -1) {
  539. includeFile = includeFile.replace(/__decl__/, "");
  540. if (this._engine.supportsUniformBuffers) {
  541. includeFile = includeFile.replace(/Vertex/, "Ubo");
  542. includeFile = includeFile.replace(/Fragment/, "Ubo");
  543. }
  544. includeFile = includeFile + "Declaration";
  545. }
  546. if (Effect.IncludesShadersStore[includeFile]) {
  547. // Substitution
  548. var includeContent = Effect.IncludesShadersStore[includeFile];
  549. if (match[2]) {
  550. var splits = match[3].split(",");
  551. for (var index = 0; index < splits.length; index += 2) {
  552. var source = new RegExp(splits[index], "g");
  553. var dest = splits[index + 1];
  554. includeContent = includeContent.replace(source, dest);
  555. }
  556. }
  557. if (match[4]) {
  558. var indexString = match[5];
  559. if (indexString.indexOf("..") !== -1) {
  560. var indexSplits = indexString.split("..");
  561. var minIndex = parseInt(indexSplits[0]);
  562. var maxIndex = parseInt(indexSplits[1]);
  563. var sourceIncludeContent = includeContent.slice(0);
  564. includeContent = "";
  565. if (isNaN(maxIndex)) {
  566. maxIndex = this._indexParameters[indexSplits[1]];
  567. }
  568. for (var i = minIndex; i < maxIndex; i++) {
  569. if (!this._engine.supportsUniformBuffers) {
  570. // Ubo replacement
  571. sourceIncludeContent = sourceIncludeContent.replace(/light\{X\}.(\w*)/g, function (str, p1) {
  572. return p1 + "{X}";
  573. });
  574. }
  575. includeContent += sourceIncludeContent.replace(/\{X\}/g, i.toString()) + "\n";
  576. }
  577. }
  578. else {
  579. if (!this._engine.supportsUniformBuffers) {
  580. // Ubo replacement
  581. includeContent = includeContent.replace(/light\{X\}.(\w*)/g, function (str, p1) {
  582. return p1 + "{X}";
  583. });
  584. }
  585. includeContent = includeContent.replace(/\{X\}/g, indexString);
  586. }
  587. }
  588. // Replace
  589. returnValue = returnValue.replace(match[0], includeContent);
  590. }
  591. else {
  592. var includeShaderUrl = BABYLON.Engine.ShadersRepository + "ShadersInclude/" + includeFile + ".fx";
  593. this._engine._loadFile(includeShaderUrl, function (fileContent) {
  594. Effect.IncludesShadersStore[includeFile] = fileContent;
  595. _this._processIncludes(returnValue, callback);
  596. });
  597. return;
  598. }
  599. match = regex.exec(sourceCode);
  600. }
  601. callback(returnValue);
  602. };
  603. Effect.prototype._processPrecision = function (source) {
  604. if (source.indexOf("precision highp float") === -1) {
  605. if (!this._engine.getCaps().highPrecisionShaderSupported) {
  606. source = "precision mediump float;\n" + source;
  607. }
  608. else {
  609. source = "precision highp float;\n" + source;
  610. }
  611. }
  612. else {
  613. if (!this._engine.getCaps().highPrecisionShaderSupported) { // Moving highp to mediump
  614. source = source.replace("precision highp float", "precision mediump float");
  615. }
  616. }
  617. return source;
  618. };
  619. /**
  620. * Recompiles the webGL program
  621. * @param vertexSourceCode The source code for the vertex shader.
  622. * @param fragmentSourceCode The source code for the fragment shader.
  623. * @param onCompiled Callback called when completed.
  624. * @param onError Callback called on error.
  625. * @hidden
  626. */
  627. Effect.prototype._rebuildProgram = function (vertexSourceCode, fragmentSourceCode, onCompiled, onError) {
  628. var _this = this;
  629. this._isReady = false;
  630. this._vertexSourceCodeOverride = vertexSourceCode;
  631. this._fragmentSourceCodeOverride = fragmentSourceCode;
  632. this.onError = function (effect, error) {
  633. if (onError) {
  634. onError(error);
  635. }
  636. };
  637. this.onCompiled = function () {
  638. var scenes = _this.getEngine().scenes;
  639. for (var i = 0; i < scenes.length; i++) {
  640. scenes[i].markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  641. }
  642. if (onCompiled) {
  643. onCompiled(_this._program);
  644. }
  645. };
  646. this._fallbacks = null;
  647. this._prepareEffect();
  648. };
  649. /**
  650. * Gets the uniform locations of the the specified variable names
  651. * @param names THe names of the variables to lookup.
  652. * @returns Array of locations in the same order as variable names.
  653. */
  654. Effect.prototype.getSpecificUniformLocations = function (names) {
  655. var engine = this._engine;
  656. return engine.getUniforms(this._program, names);
  657. };
  658. /**
  659. * Prepares the effect
  660. * @hidden
  661. */
  662. Effect.prototype._prepareEffect = function () {
  663. var _this = this;
  664. var attributesNames = this._attributesNames;
  665. var defines = this.defines;
  666. var fallbacks = this._fallbacks;
  667. this._valueCache = {};
  668. var previousProgram = this._program;
  669. try {
  670. var engine_1 = this._engine;
  671. if (this._vertexSourceCodeOverride && this._fragmentSourceCodeOverride) {
  672. this._program = engine_1.createRawShaderProgram(this._vertexSourceCodeOverride, this._fragmentSourceCodeOverride, undefined, this._transformFeedbackVaryings);
  673. }
  674. else {
  675. this._program = engine_1.createShaderProgram(this._vertexSourceCode, this._fragmentSourceCode, defines, undefined, this._transformFeedbackVaryings);
  676. }
  677. this._program.__SPECTOR_rebuildProgram = this._rebuildProgram.bind(this);
  678. engine_1._executeWhenProgramIsCompiled(this._program, function () {
  679. if (engine_1.supportsUniformBuffers) {
  680. for (var name in _this._uniformBuffersNames) {
  681. _this.bindUniformBlock(name, _this._uniformBuffersNames[name]);
  682. }
  683. }
  684. _this._uniforms = engine_1.getUniforms(_this._program, _this._uniformsNames);
  685. _this._attributes = engine_1.getAttributes(_this._program, attributesNames);
  686. var index;
  687. for (index = 0; index < _this._samplers.length; index++) {
  688. var sampler = _this.getUniform(_this._samplers[index]);
  689. if (sampler == null) {
  690. _this._samplers.splice(index, 1);
  691. index--;
  692. }
  693. }
  694. engine_1.bindSamplers(_this);
  695. _this._compilationError = "";
  696. _this._isReady = true;
  697. if (_this.onCompiled) {
  698. _this.onCompiled(_this);
  699. }
  700. _this.onCompileObservable.notifyObservers(_this);
  701. _this.onCompileObservable.clear();
  702. // Unbind mesh reference in fallbacks
  703. if (_this._fallbacks) {
  704. _this._fallbacks.unBindMesh();
  705. }
  706. if (previousProgram) {
  707. _this.getEngine()._deleteProgram(previousProgram);
  708. }
  709. });
  710. if (this._program.isParallelCompiled) {
  711. this._checkIsReady();
  712. }
  713. }
  714. catch (e) {
  715. this._compilationError = e.message;
  716. // Let's go through fallbacks then
  717. BABYLON.Tools.Error("Unable to compile effect:");
  718. BABYLON.Tools.Error("Uniforms: " + this._uniformsNames.map(function (uniform) {
  719. return " " + uniform;
  720. }));
  721. BABYLON.Tools.Error("Attributes: " + attributesNames.map(function (attribute) {
  722. return " " + attribute;
  723. }));
  724. BABYLON.Tools.Error("Error: " + this._compilationError);
  725. if (previousProgram) {
  726. this._program = previousProgram;
  727. this._isReady = true;
  728. if (this.onError) {
  729. this.onError(this, this._compilationError);
  730. }
  731. this.onErrorObservable.notifyObservers(this);
  732. }
  733. if (fallbacks && fallbacks.isMoreFallbacks) {
  734. BABYLON.Tools.Error("Trying next fallback.");
  735. this.defines = fallbacks.reduce(this.defines, this);
  736. this._prepareEffect();
  737. }
  738. else { // Sorry we did everything we can
  739. if (this.onError) {
  740. this.onError(this, this._compilationError);
  741. }
  742. this.onErrorObservable.notifyObservers(this);
  743. this.onErrorObservable.clear();
  744. // Unbind mesh reference in fallbacks
  745. if (this._fallbacks) {
  746. this._fallbacks.unBindMesh();
  747. }
  748. }
  749. }
  750. };
  751. Object.defineProperty(Effect.prototype, "isSupported", {
  752. /**
  753. * Checks if the effect is supported. (Must be called after compilation)
  754. */
  755. get: function () {
  756. return this._compilationError === "";
  757. },
  758. enumerable: true,
  759. configurable: true
  760. });
  761. /**
  762. * Binds a texture to the engine to be used as output of the shader.
  763. * @param channel Name of the output variable.
  764. * @param texture Texture to bind.
  765. * @hidden
  766. */
  767. Effect.prototype._bindTexture = function (channel, texture) {
  768. this._engine._bindTexture(this._samplers.indexOf(channel), texture);
  769. };
  770. /**
  771. * Sets a texture on the engine to be used in the shader.
  772. * @param channel Name of the sampler variable.
  773. * @param texture Texture to set.
  774. */
  775. Effect.prototype.setTexture = function (channel, texture) {
  776. this._engine.setTexture(this._samplers.indexOf(channel), this.getUniform(channel), texture);
  777. };
  778. /**
  779. * Sets a depth stencil texture from a render target on the engine to be used in the shader.
  780. * @param channel Name of the sampler variable.
  781. * @param texture Texture to set.
  782. */
  783. Effect.prototype.setDepthStencilTexture = function (channel, texture) {
  784. this._engine.setDepthStencilTexture(this._samplers.indexOf(channel), this.getUniform(channel), texture);
  785. };
  786. /**
  787. * Sets an array of textures on the engine to be used in the shader.
  788. * @param channel Name of the variable.
  789. * @param textures Textures to set.
  790. */
  791. Effect.prototype.setTextureArray = function (channel, textures) {
  792. if (this._samplers.indexOf(channel + "Ex") === -1) {
  793. var initialPos = this._samplers.indexOf(channel);
  794. for (var index = 1; index < textures.length; index++) {
  795. this._samplers.splice(initialPos + index, 0, channel + "Ex");
  796. }
  797. }
  798. this._engine.setTextureArray(this._samplers.indexOf(channel), this.getUniform(channel), textures);
  799. };
  800. /**
  801. * Sets a texture to be the input of the specified post process. (To use the output, pass in the next post process in the pipeline)
  802. * @param channel Name of the sampler variable.
  803. * @param postProcess Post process to get the input texture from.
  804. */
  805. Effect.prototype.setTextureFromPostProcess = function (channel, postProcess) {
  806. this._engine.setTextureFromPostProcess(this._samplers.indexOf(channel), postProcess);
  807. };
  808. /**
  809. * (Warning! setTextureFromPostProcessOutput may be desired instead)
  810. * Sets the input texture of the passed in post process to be input of this effect. (To use the output of the passed in post process use setTextureFromPostProcessOutput)
  811. * @param channel Name of the sampler variable.
  812. * @param postProcess Post process to get the output texture from.
  813. */
  814. Effect.prototype.setTextureFromPostProcessOutput = function (channel, postProcess) {
  815. this._engine.setTextureFromPostProcessOutput(this._samplers.indexOf(channel), postProcess);
  816. };
  817. /** @hidden */
  818. Effect.prototype._cacheMatrix = function (uniformName, matrix) {
  819. var cache = this._valueCache[uniformName];
  820. var flag = matrix.updateFlag;
  821. if (cache !== undefined && cache === flag) {
  822. return false;
  823. }
  824. this._valueCache[uniformName] = flag;
  825. return true;
  826. };
  827. /** @hidden */
  828. Effect.prototype._cacheFloat2 = function (uniformName, x, y) {
  829. var cache = this._valueCache[uniformName];
  830. if (!cache) {
  831. cache = [x, y];
  832. this._valueCache[uniformName] = cache;
  833. return true;
  834. }
  835. var changed = false;
  836. if (cache[0] !== x) {
  837. cache[0] = x;
  838. changed = true;
  839. }
  840. if (cache[1] !== y) {
  841. cache[1] = y;
  842. changed = true;
  843. }
  844. return changed;
  845. };
  846. /** @hidden */
  847. Effect.prototype._cacheFloat3 = function (uniformName, x, y, z) {
  848. var cache = this._valueCache[uniformName];
  849. if (!cache) {
  850. cache = [x, y, z];
  851. this._valueCache[uniformName] = cache;
  852. return true;
  853. }
  854. var changed = false;
  855. if (cache[0] !== x) {
  856. cache[0] = x;
  857. changed = true;
  858. }
  859. if (cache[1] !== y) {
  860. cache[1] = y;
  861. changed = true;
  862. }
  863. if (cache[2] !== z) {
  864. cache[2] = z;
  865. changed = true;
  866. }
  867. return changed;
  868. };
  869. /** @hidden */
  870. Effect.prototype._cacheFloat4 = function (uniformName, x, y, z, w) {
  871. var cache = this._valueCache[uniformName];
  872. if (!cache) {
  873. cache = [x, y, z, w];
  874. this._valueCache[uniformName] = cache;
  875. return true;
  876. }
  877. var changed = false;
  878. if (cache[0] !== x) {
  879. cache[0] = x;
  880. changed = true;
  881. }
  882. if (cache[1] !== y) {
  883. cache[1] = y;
  884. changed = true;
  885. }
  886. if (cache[2] !== z) {
  887. cache[2] = z;
  888. changed = true;
  889. }
  890. if (cache[3] !== w) {
  891. cache[3] = w;
  892. changed = true;
  893. }
  894. return changed;
  895. };
  896. /**
  897. * Binds a buffer to a uniform.
  898. * @param buffer Buffer to bind.
  899. * @param name Name of the uniform variable to bind to.
  900. */
  901. Effect.prototype.bindUniformBuffer = function (buffer, name) {
  902. var bufferName = this._uniformBuffersNames[name];
  903. if (bufferName === undefined || Effect._baseCache[bufferName] === buffer) {
  904. return;
  905. }
  906. Effect._baseCache[bufferName] = buffer;
  907. this._engine.bindUniformBufferBase(buffer, bufferName);
  908. };
  909. /**
  910. * Binds block to a uniform.
  911. * @param blockName Name of the block to bind.
  912. * @param index Index to bind.
  913. */
  914. Effect.prototype.bindUniformBlock = function (blockName, index) {
  915. this._engine.bindUniformBlock(this._program, blockName, index);
  916. };
  917. /**
  918. * Sets an interger value on a uniform variable.
  919. * @param uniformName Name of the variable.
  920. * @param value Value to be set.
  921. * @returns this effect.
  922. */
  923. Effect.prototype.setInt = function (uniformName, value) {
  924. var cache = this._valueCache[uniformName];
  925. if (cache !== undefined && cache === value) {
  926. return this;
  927. }
  928. this._valueCache[uniformName] = value;
  929. this._engine.setInt(this.getUniform(uniformName), value);
  930. return this;
  931. };
  932. /**
  933. * Sets an int array on a uniform variable.
  934. * @param uniformName Name of the variable.
  935. * @param array array to be set.
  936. * @returns this effect.
  937. */
  938. Effect.prototype.setIntArray = function (uniformName, array) {
  939. this._valueCache[uniformName] = null;
  940. this._engine.setIntArray(this.getUniform(uniformName), array);
  941. return this;
  942. };
  943. /**
  944. * Sets an int array 2 on a uniform variable. (Array is specified as single array eg. [1,2,3,4] will result in [[1,2],[3,4]] in the shader)
  945. * @param uniformName Name of the variable.
  946. * @param array array to be set.
  947. * @returns this effect.
  948. */
  949. Effect.prototype.setIntArray2 = function (uniformName, array) {
  950. this._valueCache[uniformName] = null;
  951. this._engine.setIntArray2(this.getUniform(uniformName), array);
  952. return this;
  953. };
  954. /**
  955. * Sets an int array 3 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6] will result in [[1,2,3],[4,5,6]] in the shader)
  956. * @param uniformName Name of the variable.
  957. * @param array array to be set.
  958. * @returns this effect.
  959. */
  960. Effect.prototype.setIntArray3 = function (uniformName, array) {
  961. this._valueCache[uniformName] = null;
  962. this._engine.setIntArray3(this.getUniform(uniformName), array);
  963. return this;
  964. };
  965. /**
  966. * Sets an int array 4 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6,7,8] will result in [[1,2,3,4],[5,6,7,8]] in the shader)
  967. * @param uniformName Name of the variable.
  968. * @param array array to be set.
  969. * @returns this effect.
  970. */
  971. Effect.prototype.setIntArray4 = function (uniformName, array) {
  972. this._valueCache[uniformName] = null;
  973. this._engine.setIntArray4(this.getUniform(uniformName), array);
  974. return this;
  975. };
  976. /**
  977. * Sets an float array on a uniform variable.
  978. * @param uniformName Name of the variable.
  979. * @param array array to be set.
  980. * @returns this effect.
  981. */
  982. Effect.prototype.setFloatArray = function (uniformName, array) {
  983. this._valueCache[uniformName] = null;
  984. this._engine.setFloatArray(this.getUniform(uniformName), array);
  985. return this;
  986. };
  987. /**
  988. * Sets an float array 2 on a uniform variable. (Array is specified as single array eg. [1,2,3,4] will result in [[1,2],[3,4]] in the shader)
  989. * @param uniformName Name of the variable.
  990. * @param array array to be set.
  991. * @returns this effect.
  992. */
  993. Effect.prototype.setFloatArray2 = function (uniformName, array) {
  994. this._valueCache[uniformName] = null;
  995. this._engine.setFloatArray2(this.getUniform(uniformName), array);
  996. return this;
  997. };
  998. /**
  999. * Sets an float array 3 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6] will result in [[1,2,3],[4,5,6]] in the shader)
  1000. * @param uniformName Name of the variable.
  1001. * @param array array to be set.
  1002. * @returns this effect.
  1003. */
  1004. Effect.prototype.setFloatArray3 = function (uniformName, array) {
  1005. this._valueCache[uniformName] = null;
  1006. this._engine.setFloatArray3(this.getUniform(uniformName), array);
  1007. return this;
  1008. };
  1009. /**
  1010. * Sets an float array 4 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6,7,8] will result in [[1,2,3,4],[5,6,7,8]] in the shader)
  1011. * @param uniformName Name of the variable.
  1012. * @param array array to be set.
  1013. * @returns this effect.
  1014. */
  1015. Effect.prototype.setFloatArray4 = function (uniformName, array) {
  1016. this._valueCache[uniformName] = null;
  1017. this._engine.setFloatArray4(this.getUniform(uniformName), array);
  1018. return this;
  1019. };
  1020. /**
  1021. * Sets an array on a uniform variable.
  1022. * @param uniformName Name of the variable.
  1023. * @param array array to be set.
  1024. * @returns this effect.
  1025. */
  1026. Effect.prototype.setArray = function (uniformName, array) {
  1027. this._valueCache[uniformName] = null;
  1028. this._engine.setArray(this.getUniform(uniformName), array);
  1029. return this;
  1030. };
  1031. /**
  1032. * Sets an array 2 on a uniform variable. (Array is specified as single array eg. [1,2,3,4] will result in [[1,2],[3,4]] in the shader)
  1033. * @param uniformName Name of the variable.
  1034. * @param array array to be set.
  1035. * @returns this effect.
  1036. */
  1037. Effect.prototype.setArray2 = function (uniformName, array) {
  1038. this._valueCache[uniformName] = null;
  1039. this._engine.setArray2(this.getUniform(uniformName), array);
  1040. return this;
  1041. };
  1042. /**
  1043. * Sets an array 3 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6] will result in [[1,2,3],[4,5,6]] in the shader)
  1044. * @param uniformName Name of the variable.
  1045. * @param array array to be set.
  1046. * @returns this effect.
  1047. */
  1048. Effect.prototype.setArray3 = function (uniformName, array) {
  1049. this._valueCache[uniformName] = null;
  1050. this._engine.setArray3(this.getUniform(uniformName), array);
  1051. return this;
  1052. };
  1053. /**
  1054. * Sets an array 4 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6,7,8] will result in [[1,2,3,4],[5,6,7,8]] in the shader)
  1055. * @param uniformName Name of the variable.
  1056. * @param array array to be set.
  1057. * @returns this effect.
  1058. */
  1059. Effect.prototype.setArray4 = function (uniformName, array) {
  1060. this._valueCache[uniformName] = null;
  1061. this._engine.setArray4(this.getUniform(uniformName), array);
  1062. return this;
  1063. };
  1064. /**
  1065. * Sets matrices on a uniform variable.
  1066. * @param uniformName Name of the variable.
  1067. * @param matrices matrices to be set.
  1068. * @returns this effect.
  1069. */
  1070. Effect.prototype.setMatrices = function (uniformName, matrices) {
  1071. if (!matrices) {
  1072. return this;
  1073. }
  1074. this._valueCache[uniformName] = null;
  1075. this._engine.setMatrices(this.getUniform(uniformName), matrices);
  1076. return this;
  1077. };
  1078. /**
  1079. * Sets matrix on a uniform variable.
  1080. * @param uniformName Name of the variable.
  1081. * @param matrix matrix to be set.
  1082. * @returns this effect.
  1083. */
  1084. Effect.prototype.setMatrix = function (uniformName, matrix) {
  1085. if (this._cacheMatrix(uniformName, matrix)) {
  1086. this._engine.setMatrix(this.getUniform(uniformName), matrix);
  1087. }
  1088. return this;
  1089. };
  1090. /**
  1091. * Sets a 3x3 matrix on a uniform variable. (Speicified as [1,2,3,4,5,6,7,8,9] will result in [1,2,3][4,5,6][7,8,9] matrix)
  1092. * @param uniformName Name of the variable.
  1093. * @param matrix matrix to be set.
  1094. * @returns this effect.
  1095. */
  1096. Effect.prototype.setMatrix3x3 = function (uniformName, matrix) {
  1097. this._valueCache[uniformName] = null;
  1098. this._engine.setMatrix3x3(this.getUniform(uniformName), matrix);
  1099. return this;
  1100. };
  1101. /**
  1102. * Sets a 2x2 matrix on a uniform variable. (Speicified as [1,2,3,4] will result in [1,2][3,4] matrix)
  1103. * @param uniformName Name of the variable.
  1104. * @param matrix matrix to be set.
  1105. * @returns this effect.
  1106. */
  1107. Effect.prototype.setMatrix2x2 = function (uniformName, matrix) {
  1108. this._valueCache[uniformName] = null;
  1109. this._engine.setMatrix2x2(this.getUniform(uniformName), matrix);
  1110. return this;
  1111. };
  1112. /**
  1113. * Sets a float on a uniform variable.
  1114. * @param uniformName Name of the variable.
  1115. * @param value value to be set.
  1116. * @returns this effect.
  1117. */
  1118. Effect.prototype.setFloat = function (uniformName, value) {
  1119. var cache = this._valueCache[uniformName];
  1120. if (cache !== undefined && cache === value) {
  1121. return this;
  1122. }
  1123. this._valueCache[uniformName] = value;
  1124. this._engine.setFloat(this.getUniform(uniformName), value);
  1125. return this;
  1126. };
  1127. /**
  1128. * Sets a boolean on a uniform variable.
  1129. * @param uniformName Name of the variable.
  1130. * @param bool value to be set.
  1131. * @returns this effect.
  1132. */
  1133. Effect.prototype.setBool = function (uniformName, bool) {
  1134. var cache = this._valueCache[uniformName];
  1135. if (cache !== undefined && cache === bool) {
  1136. return this;
  1137. }
  1138. this._valueCache[uniformName] = bool;
  1139. this._engine.setBool(this.getUniform(uniformName), bool ? 1 : 0);
  1140. return this;
  1141. };
  1142. /**
  1143. * Sets a Vector2 on a uniform variable.
  1144. * @param uniformName Name of the variable.
  1145. * @param vector2 vector2 to be set.
  1146. * @returns this effect.
  1147. */
  1148. Effect.prototype.setVector2 = function (uniformName, vector2) {
  1149. if (this._cacheFloat2(uniformName, vector2.x, vector2.y)) {
  1150. this._engine.setFloat2(this.getUniform(uniformName), vector2.x, vector2.y);
  1151. }
  1152. return this;
  1153. };
  1154. /**
  1155. * Sets a float2 on a uniform variable.
  1156. * @param uniformName Name of the variable.
  1157. * @param x First float in float2.
  1158. * @param y Second float in float2.
  1159. * @returns this effect.
  1160. */
  1161. Effect.prototype.setFloat2 = function (uniformName, x, y) {
  1162. if (this._cacheFloat2(uniformName, x, y)) {
  1163. this._engine.setFloat2(this.getUniform(uniformName), x, y);
  1164. }
  1165. return this;
  1166. };
  1167. /**
  1168. * Sets a Vector3 on a uniform variable.
  1169. * @param uniformName Name of the variable.
  1170. * @param vector3 Value to be set.
  1171. * @returns this effect.
  1172. */
  1173. Effect.prototype.setVector3 = function (uniformName, vector3) {
  1174. if (this._cacheFloat3(uniformName, vector3.x, vector3.y, vector3.z)) {
  1175. this._engine.setFloat3(this.getUniform(uniformName), vector3.x, vector3.y, vector3.z);
  1176. }
  1177. return this;
  1178. };
  1179. /**
  1180. * Sets a float3 on a uniform variable.
  1181. * @param uniformName Name of the variable.
  1182. * @param x First float in float3.
  1183. * @param y Second float in float3.
  1184. * @param z Third float in float3.
  1185. * @returns this effect.
  1186. */
  1187. Effect.prototype.setFloat3 = function (uniformName, x, y, z) {
  1188. if (this._cacheFloat3(uniformName, x, y, z)) {
  1189. this._engine.setFloat3(this.getUniform(uniformName), x, y, z);
  1190. }
  1191. return this;
  1192. };
  1193. /**
  1194. * Sets a Vector4 on a uniform variable.
  1195. * @param uniformName Name of the variable.
  1196. * @param vector4 Value to be set.
  1197. * @returns this effect.
  1198. */
  1199. Effect.prototype.setVector4 = function (uniformName, vector4) {
  1200. if (this._cacheFloat4(uniformName, vector4.x, vector4.y, vector4.z, vector4.w)) {
  1201. this._engine.setFloat4(this.getUniform(uniformName), vector4.x, vector4.y, vector4.z, vector4.w);
  1202. }
  1203. return this;
  1204. };
  1205. /**
  1206. * Sets a float4 on a uniform variable.
  1207. * @param uniformName Name of the variable.
  1208. * @param x First float in float4.
  1209. * @param y Second float in float4.
  1210. * @param z Third float in float4.
  1211. * @param w Fourth float in float4.
  1212. * @returns this effect.
  1213. */
  1214. Effect.prototype.setFloat4 = function (uniformName, x, y, z, w) {
  1215. if (this._cacheFloat4(uniformName, x, y, z, w)) {
  1216. this._engine.setFloat4(this.getUniform(uniformName), x, y, z, w);
  1217. }
  1218. return this;
  1219. };
  1220. /**
  1221. * Sets a Color3 on a uniform variable.
  1222. * @param uniformName Name of the variable.
  1223. * @param color3 Value to be set.
  1224. * @returns this effect.
  1225. */
  1226. Effect.prototype.setColor3 = function (uniformName, color3) {
  1227. if (this._cacheFloat3(uniformName, color3.r, color3.g, color3.b)) {
  1228. this._engine.setColor3(this.getUniform(uniformName), color3);
  1229. }
  1230. return this;
  1231. };
  1232. /**
  1233. * Sets a Color4 on a uniform variable.
  1234. * @param uniformName Name of the variable.
  1235. * @param color3 Value to be set.
  1236. * @param alpha Alpha value to be set.
  1237. * @returns this effect.
  1238. */
  1239. Effect.prototype.setColor4 = function (uniformName, color3, alpha) {
  1240. if (this._cacheFloat4(uniformName, color3.r, color3.g, color3.b, alpha)) {
  1241. this._engine.setColor4(this.getUniform(uniformName), color3, alpha);
  1242. }
  1243. return this;
  1244. };
  1245. /**
  1246. * Sets a Color4 on a uniform variable
  1247. * @param uniformName defines the name of the variable
  1248. * @param color4 defines the value to be set
  1249. * @returns this effect.
  1250. */
  1251. Effect.prototype.setDirectColor4 = function (uniformName, color4) {
  1252. if (this._cacheFloat4(uniformName, color4.r, color4.g, color4.b, color4.a)) {
  1253. this._engine.setDirectColor4(this.getUniform(uniformName), color4);
  1254. }
  1255. return this;
  1256. };
  1257. /**
  1258. * This function will add a new shader to the shader store
  1259. * @param name the name of the shader
  1260. * @param pixelShader optional pixel shader content
  1261. * @param vertexShader optional vertex shader content
  1262. */
  1263. Effect.RegisterShader = function (name, pixelShader, vertexShader) {
  1264. if (pixelShader) {
  1265. Effect.ShadersStore[name + "PixelShader"] = pixelShader;
  1266. }
  1267. if (vertexShader) {
  1268. Effect.ShadersStore[name + "VertexShader"] = vertexShader;
  1269. }
  1270. };
  1271. /**
  1272. * Resets the cache of effects.
  1273. */
  1274. Effect.ResetCache = function () {
  1275. Effect._baseCache = {};
  1276. };
  1277. Effect._uniqueIdSeed = 0;
  1278. Effect._baseCache = {};
  1279. /**
  1280. * Store of each shader (The can be looked up using effect.key)
  1281. */
  1282. Effect.ShadersStore = {};
  1283. /**
  1284. * Store of each included file for a shader (The can be looked up using effect.key)
  1285. */
  1286. Effect.IncludesShadersStore = {};
  1287. return Effect;
  1288. }());
  1289. BABYLON.Effect = Effect;
  1290. })(BABYLON || (BABYLON = {}));
  1291. //# sourceMappingURL=babylon.effect.js.map
  1292. //# sourceMappingURL=babylon.types.js.map
  1293. var BABYLON;
  1294. (function (BABYLON) {
  1295. /**
  1296. * Gather the list of keyboard event types as constants.
  1297. */
  1298. var KeyboardEventTypes = /** @class */ (function () {
  1299. function KeyboardEventTypes() {
  1300. }
  1301. /**
  1302. * The keydown event is fired when a key becomes active (pressed).
  1303. */
  1304. KeyboardEventTypes.KEYDOWN = 0x01;
  1305. /**
  1306. * The keyup event is fired when a key has been released.
  1307. */
  1308. KeyboardEventTypes.KEYUP = 0x02;
  1309. return KeyboardEventTypes;
  1310. }());
  1311. BABYLON.KeyboardEventTypes = KeyboardEventTypes;
  1312. /**
  1313. * This class is used to store keyboard related info for the onKeyboardObservable event.
  1314. */
  1315. var KeyboardInfo = /** @class */ (function () {
  1316. /**
  1317. * Instantiates a new keyboard info.
  1318. * This class is used to store keyboard related info for the onKeyboardObservable event.
  1319. * @param type Defines the type of event (BABYLON.KeyboardEventTypes)
  1320. * @param event Defines the related dom event
  1321. */
  1322. function KeyboardInfo(
  1323. /**
  1324. * Defines the type of event (BABYLON.KeyboardEventTypes)
  1325. */
  1326. type,
  1327. /**
  1328. * Defines the related dom event
  1329. */
  1330. event) {
  1331. this.type = type;
  1332. this.event = event;
  1333. }
  1334. return KeyboardInfo;
  1335. }());
  1336. BABYLON.KeyboardInfo = KeyboardInfo;
  1337. /**
  1338. * This class is used to store keyboard related info for the onPreKeyboardObservable event.
  1339. * Set the skipOnKeyboardObservable property to true if you want the engine to stop any process after this event is triggered, even not calling onKeyboardObservable
  1340. */
  1341. var KeyboardInfoPre = /** @class */ (function (_super) {
  1342. __extends(KeyboardInfoPre, _super);
  1343. /**
  1344. * Instantiates a new keyboard pre info.
  1345. * This class is used to store keyboard related info for the onPreKeyboardObservable event.
  1346. * @param type Defines the type of event (BABYLON.KeyboardEventTypes)
  1347. * @param event Defines the related dom event
  1348. */
  1349. function KeyboardInfoPre(
  1350. /**
  1351. * Defines the type of event (BABYLON.KeyboardEventTypes)
  1352. */
  1353. type,
  1354. /**
  1355. * Defines the related dom event
  1356. */
  1357. event) {
  1358. var _this = _super.call(this, type, event) || this;
  1359. _this.type = type;
  1360. _this.event = event;
  1361. _this.skipOnPointerObservable = false;
  1362. return _this;
  1363. }
  1364. return KeyboardInfoPre;
  1365. }(KeyboardInfo));
  1366. BABYLON.KeyboardInfoPre = KeyboardInfoPre;
  1367. })(BABYLON || (BABYLON = {}));
  1368. //# sourceMappingURL=babylon.keyboardEvents.js.map
  1369. var BABYLON;
  1370. (function (BABYLON) {
  1371. /**
  1372. * Gather the list of pointer event types as constants.
  1373. */
  1374. var PointerEventTypes = /** @class */ (function () {
  1375. function PointerEventTypes() {
  1376. }
  1377. /**
  1378. * The pointerdown event is fired when a pointer becomes active. For mouse, it is fired when the device transitions from no buttons depressed to at least one button depressed. For touch, it is fired when physical contact is made with the digitizer. For pen, it is fired when the stylus makes physical contact with the digitizer.
  1379. */
  1380. PointerEventTypes.POINTERDOWN = 0x01;
  1381. /**
  1382. * The pointerup event is fired when a pointer is no longer active.
  1383. */
  1384. PointerEventTypes.POINTERUP = 0x02;
  1385. /**
  1386. * The pointermove event is fired when a pointer changes coordinates.
  1387. */
  1388. PointerEventTypes.POINTERMOVE = 0x04;
  1389. /**
  1390. * The pointerwheel event is fired when a mouse wheel has been rotated.
  1391. */
  1392. PointerEventTypes.POINTERWHEEL = 0x08;
  1393. /**
  1394. * The pointerpick event is fired when a mesh or sprite has been picked by the pointer.
  1395. */
  1396. PointerEventTypes.POINTERPICK = 0x10;
  1397. /**
  1398. * The pointertap event is fired when a the object has been touched and released without drag.
  1399. */
  1400. PointerEventTypes.POINTERTAP = 0x20;
  1401. /**
  1402. * The pointerdoubletap event is fired when a the object has been touched and released twice without drag.
  1403. */
  1404. PointerEventTypes.POINTERDOUBLETAP = 0x40;
  1405. return PointerEventTypes;
  1406. }());
  1407. BABYLON.PointerEventTypes = PointerEventTypes;
  1408. /**
  1409. * Base class of pointer info types.
  1410. */
  1411. var PointerInfoBase = /** @class */ (function () {
  1412. /**
  1413. * Instantiates the base class of pointers info.
  1414. * @param type Defines the type of event (BABYLON.PointerEventTypes)
  1415. * @param event Defines the related dom event
  1416. */
  1417. function PointerInfoBase(
  1418. /**
  1419. * Defines the type of event (BABYLON.PointerEventTypes)
  1420. */
  1421. type,
  1422. /**
  1423. * Defines the related dom event
  1424. */
  1425. event) {
  1426. this.type = type;
  1427. this.event = event;
  1428. }
  1429. return PointerInfoBase;
  1430. }());
  1431. BABYLON.PointerInfoBase = PointerInfoBase;
  1432. /**
  1433. * This class is used to store pointer related info for the onPrePointerObservable event.
  1434. * Set the skipOnPointerObservable property to true if you want the engine to stop any process after this event is triggered, even not calling onPointerObservable
  1435. */
  1436. var PointerInfoPre = /** @class */ (function (_super) {
  1437. __extends(PointerInfoPre, _super);
  1438. /**
  1439. * Instantiates a PointerInfoPre to store pointer related info to the onPrePointerObservable event.
  1440. * @param type Defines the type of event (BABYLON.PointerEventTypes)
  1441. * @param event Defines the related dom event
  1442. * @param localX Defines the local x coordinates of the pointer when the event occured
  1443. * @param localY Defines the local y coordinates of the pointer when the event occured
  1444. */
  1445. function PointerInfoPre(type, event, localX, localY) {
  1446. var _this = _super.call(this, type, event) || this;
  1447. /**
  1448. * Ray from a pointer if availible (eg. 6dof controller)
  1449. */
  1450. _this.ray = null;
  1451. _this.skipOnPointerObservable = false;
  1452. _this.localPosition = new BABYLON.Vector2(localX, localY);
  1453. return _this;
  1454. }
  1455. return PointerInfoPre;
  1456. }(PointerInfoBase));
  1457. BABYLON.PointerInfoPre = PointerInfoPre;
  1458. /**
  1459. * This type contains all the data related to a pointer event in Babylon.js.
  1460. * The event member is an instance of PointerEvent for all types except PointerWheel and is of type MouseWheelEvent when type equals PointerWheel. The different event types can be found in the PointerEventTypes class.
  1461. */
  1462. var PointerInfo = /** @class */ (function (_super) {
  1463. __extends(PointerInfo, _super);
  1464. /**
  1465. * Instantiates a PointerInfo to store pointer related info to the onPointerObservable event.
  1466. * @param type Defines the type of event (BABYLON.PointerEventTypes)
  1467. * @param event Defines the related dom event
  1468. * @param pickInfo Defines the picking info associated to the info (if any)\
  1469. */
  1470. function PointerInfo(type, event,
  1471. /**
  1472. * Defines the picking info associated to the info (if any)\
  1473. */
  1474. pickInfo) {
  1475. var _this = _super.call(this, type, event) || this;
  1476. _this.pickInfo = pickInfo;
  1477. return _this;
  1478. }
  1479. return PointerInfo;
  1480. }(PointerInfoBase));
  1481. BABYLON.PointerInfo = PointerInfo;
  1482. })(BABYLON || (BABYLON = {}));
  1483. //# sourceMappingURL=babylon.pointerEvents.js.map
  1484. var BABYLON;
  1485. (function (BABYLON) {
  1486. /**
  1487. * Gather the list of clipboard event types as constants.
  1488. */
  1489. var ClipboardEventTypes = /** @class */ (function () {
  1490. function ClipboardEventTypes() {
  1491. }
  1492. /**
  1493. * The clipboard event is fired when a copy command is active (pressed).
  1494. */
  1495. ClipboardEventTypes.COPY = 0x01; //
  1496. /**
  1497. * The clipboard event is fired when a cut command is active (pressed).
  1498. */
  1499. ClipboardEventTypes.CUT = 0x02;
  1500. /**
  1501. * The clipboard event is fired when a paste command is active (pressed).
  1502. */
  1503. ClipboardEventTypes.PASTE = 0x03;
  1504. return ClipboardEventTypes;
  1505. }());
  1506. BABYLON.ClipboardEventTypes = ClipboardEventTypes;
  1507. /**
  1508. * This class is used to store clipboard related info for the onClipboardObservable event.
  1509. */
  1510. var ClipboardInfo = /** @class */ (function () {
  1511. /**
  1512. *Creates an instance of ClipboardInfo.
  1513. * @param {number} type
  1514. * @param {ClipboardEvent} event
  1515. */
  1516. function ClipboardInfo(
  1517. /**
  1518. * Defines the type of event (BABYLON.ClipboardEventTypes)
  1519. */
  1520. type,
  1521. /**
  1522. * Defines the related dom event
  1523. */
  1524. event) {
  1525. this.type = type;
  1526. this.event = event;
  1527. }
  1528. /**
  1529. * Get the clipboard event's type from the keycode.
  1530. * @param keyCode Defines the keyCode for the current keyboard event.
  1531. * @return {number}
  1532. */
  1533. ClipboardInfo.GetTypeFromCharacter = function (keyCode) {
  1534. var charCode = keyCode;
  1535. //TODO: add codes for extended ASCII
  1536. switch (charCode) {
  1537. case 67: return ClipboardEventTypes.COPY;
  1538. case 86: return ClipboardEventTypes.PASTE;
  1539. case 88: return ClipboardEventTypes.CUT;
  1540. default: return -1;
  1541. }
  1542. };
  1543. return ClipboardInfo;
  1544. }());
  1545. BABYLON.ClipboardInfo = ClipboardInfo;
  1546. })(BABYLON || (BABYLON = {}));
  1547. //# sourceMappingURL=babylon.clipboardEvents.js.map
  1548. var BABYLON;
  1549. (function (BABYLON) {
  1550. /** Class used to store color4 gradient */
  1551. var ColorGradient = /** @class */ (function () {
  1552. function ColorGradient() {
  1553. }
  1554. /**
  1555. * Will get a color picked randomly between color1 and color2.
  1556. * If color2 is undefined then color1 will be used
  1557. * @param result defines the target Color4 to store the result in
  1558. */
  1559. ColorGradient.prototype.getColorToRef = function (result) {
  1560. if (!this.color2) {
  1561. result.copyFrom(this.color1);
  1562. return;
  1563. }
  1564. BABYLON.Color4.LerpToRef(this.color1, this.color2, Math.random(), result);
  1565. };
  1566. return ColorGradient;
  1567. }());
  1568. BABYLON.ColorGradient = ColorGradient;
  1569. /** Class used to store color 3 gradient */
  1570. var Color3Gradient = /** @class */ (function () {
  1571. function Color3Gradient() {
  1572. }
  1573. return Color3Gradient;
  1574. }());
  1575. BABYLON.Color3Gradient = Color3Gradient;
  1576. /** Class used to store factor gradient */
  1577. var FactorGradient = /** @class */ (function () {
  1578. function FactorGradient() {
  1579. }
  1580. /**
  1581. * Will get a number picked randomly between factor1 and factor2.
  1582. * If factor2 is undefined then factor1 will be used
  1583. * @returns the picked number
  1584. */
  1585. FactorGradient.prototype.getFactor = function () {
  1586. if (this.factor2 === undefined) {
  1587. return this.factor1;
  1588. }
  1589. return BABYLON.Scalar.Lerp(this.factor1, this.factor2, Math.random());
  1590. };
  1591. return FactorGradient;
  1592. }());
  1593. BABYLON.FactorGradient = FactorGradient;
  1594. /**
  1595. * @ignore
  1596. * Application error to support additional information when loading a file
  1597. */
  1598. var LoadFileError = /** @class */ (function (_super) {
  1599. __extends(LoadFileError, _super);
  1600. /**
  1601. * Creates a new LoadFileError
  1602. * @param message defines the message of the error
  1603. * @param request defines the optional XHR request
  1604. */
  1605. function LoadFileError(message,
  1606. /** defines the optional XHR request */
  1607. request) {
  1608. var _this = _super.call(this, message) || this;
  1609. _this.request = request;
  1610. _this.name = "LoadFileError";
  1611. LoadFileError._setPrototypeOf(_this, LoadFileError.prototype);
  1612. return _this;
  1613. }
  1614. // See https://stackoverflow.com/questions/12915412/how-do-i-extend-a-host-object-e-g-error-in-typescript
  1615. // and https://github.com/Microsoft/TypeScript/wiki/Breaking-Changes#extending-built-ins-like-error-array-and-map-may-no-longer-work
  1616. // Polyfill for Object.setPrototypeOf if necessary.
  1617. LoadFileError._setPrototypeOf = Object.setPrototypeOf || (function (o, proto) { o.__proto__ = proto; return o; });
  1618. return LoadFileError;
  1619. }(Error));
  1620. BABYLON.LoadFileError = LoadFileError;
  1621. /**
  1622. * Class used to define a retry strategy when error happens while loading assets
  1623. */
  1624. var RetryStrategy = /** @class */ (function () {
  1625. function RetryStrategy() {
  1626. }
  1627. /**
  1628. * Function used to defines an exponential back off strategy
  1629. * @param maxRetries defines the maximum number of retries (3 by default)
  1630. * @param baseInterval defines the interval between retries
  1631. * @returns the strategy function to use
  1632. */
  1633. RetryStrategy.ExponentialBackoff = function (maxRetries, baseInterval) {
  1634. if (maxRetries === void 0) { maxRetries = 3; }
  1635. if (baseInterval === void 0) { baseInterval = 500; }
  1636. return function (url, request, retryIndex) {
  1637. if (request.status !== 0 || retryIndex >= maxRetries || url.indexOf("file:") !== -1) {
  1638. return -1;
  1639. }
  1640. return Math.pow(2, retryIndex) * baseInterval;
  1641. };
  1642. };
  1643. return RetryStrategy;
  1644. }());
  1645. BABYLON.RetryStrategy = RetryStrategy;
  1646. // Screenshots
  1647. var screenshotCanvas;
  1648. var cloneValue = function (source, destinationObject) {
  1649. if (!source) {
  1650. return null;
  1651. }
  1652. if (source instanceof BABYLON.Mesh) {
  1653. return null;
  1654. }
  1655. if (source instanceof BABYLON.SubMesh) {
  1656. return source.clone(destinationObject);
  1657. }
  1658. else if (source.clone) {
  1659. return source.clone();
  1660. }
  1661. return null;
  1662. };
  1663. /**
  1664. * Class containing a set of static utilities functions
  1665. */
  1666. var Tools = /** @class */ (function () {
  1667. function Tools() {
  1668. }
  1669. /**
  1670. * Read the content of a byte array at a specified coordinates (taking in account wrapping)
  1671. * @param u defines the coordinate on X axis
  1672. * @param v defines the coordinate on Y axis
  1673. * @param width defines the width of the source data
  1674. * @param height defines the height of the source data
  1675. * @param pixels defines the source byte array
  1676. * @param color defines the output color
  1677. */
  1678. Tools.FetchToRef = function (u, v, width, height, pixels, color) {
  1679. var wrappedU = ((Math.abs(u) * width) % width) | 0;
  1680. var wrappedV = ((Math.abs(v) * height) % height) | 0;
  1681. var position = (wrappedU + wrappedV * width) * 4;
  1682. color.r = pixels[position] / 255;
  1683. color.g = pixels[position + 1] / 255;
  1684. color.b = pixels[position + 2] / 255;
  1685. color.a = pixels[position + 3] / 255;
  1686. };
  1687. /**
  1688. * Interpolates between a and b via alpha
  1689. * @param a The lower value (returned when alpha = 0)
  1690. * @param b The upper value (returned when alpha = 1)
  1691. * @param alpha The interpolation-factor
  1692. * @return The mixed value
  1693. */
  1694. Tools.Mix = function (a, b, alpha) {
  1695. return a * (1 - alpha) + b * alpha;
  1696. };
  1697. /**
  1698. * Tries to instantiate a new object from a given class name
  1699. * @param className defines the class name to instantiate
  1700. * @returns the new object or null if the system was not able to do the instantiation
  1701. */
  1702. Tools.Instantiate = function (className) {
  1703. if (Tools.RegisteredExternalClasses && Tools.RegisteredExternalClasses[className]) {
  1704. return Tools.RegisteredExternalClasses[className];
  1705. }
  1706. var arr = className.split(".");
  1707. var fn = (window || this);
  1708. for (var i = 0, len = arr.length; i < len; i++) {
  1709. fn = fn[arr[i]];
  1710. }
  1711. if (typeof fn !== "function") {
  1712. return null;
  1713. }
  1714. return fn;
  1715. };
  1716. /**
  1717. * Provides a slice function that will work even on IE
  1718. * @param data defines the array to slice
  1719. * @param start defines the start of the data (optional)
  1720. * @param end defines the end of the data (optional)
  1721. * @returns the new sliced array
  1722. */
  1723. Tools.Slice = function (data, start, end) {
  1724. if (data.slice) {
  1725. return data.slice(start, end);
  1726. }
  1727. return Array.prototype.slice.call(data, start, end);
  1728. };
  1729. /**
  1730. * Polyfill for setImmediate
  1731. * @param action defines the action to execute after the current execution block
  1732. */
  1733. Tools.SetImmediate = function (action) {
  1734. if (Tools.IsWindowObjectExist() && window.setImmediate) {
  1735. window.setImmediate(action);
  1736. }
  1737. else {
  1738. setTimeout(action, 1);
  1739. }
  1740. };
  1741. /**
  1742. * Function indicating if a number is an exponent of 2
  1743. * @param value defines the value to test
  1744. * @returns true if the value is an exponent of 2
  1745. */
  1746. Tools.IsExponentOfTwo = function (value) {
  1747. var count = 1;
  1748. do {
  1749. count *= 2;
  1750. } while (count < value);
  1751. return count === value;
  1752. };
  1753. /**
  1754. * Returns the nearest 32-bit single precision float representation of a Number
  1755. * @param value A Number. If the parameter is of a different type, it will get converted
  1756. * to a number or to NaN if it cannot be converted
  1757. * @returns number
  1758. */
  1759. Tools.FloatRound = function (value) {
  1760. if (Math.fround) {
  1761. return Math.fround(value);
  1762. }
  1763. return (Tools._tmpFloatArray[0] = value);
  1764. };
  1765. /**
  1766. * Find the next highest power of two.
  1767. * @param x Number to start search from.
  1768. * @return Next highest power of two.
  1769. */
  1770. Tools.CeilingPOT = function (x) {
  1771. x--;
  1772. x |= x >> 1;
  1773. x |= x >> 2;
  1774. x |= x >> 4;
  1775. x |= x >> 8;
  1776. x |= x >> 16;
  1777. x++;
  1778. return x;
  1779. };
  1780. /**
  1781. * Find the next lowest power of two.
  1782. * @param x Number to start search from.
  1783. * @return Next lowest power of two.
  1784. */
  1785. Tools.FloorPOT = function (x) {
  1786. x = x | (x >> 1);
  1787. x = x | (x >> 2);
  1788. x = x | (x >> 4);
  1789. x = x | (x >> 8);
  1790. x = x | (x >> 16);
  1791. return x - (x >> 1);
  1792. };
  1793. /**
  1794. * Find the nearest power of two.
  1795. * @param x Number to start search from.
  1796. * @return Next nearest power of two.
  1797. */
  1798. Tools.NearestPOT = function (x) {
  1799. var c = Tools.CeilingPOT(x);
  1800. var f = Tools.FloorPOT(x);
  1801. return (c - x) > (x - f) ? f : c;
  1802. };
  1803. /**
  1804. * Get the closest exponent of two
  1805. * @param value defines the value to approximate
  1806. * @param max defines the maximum value to return
  1807. * @param mode defines how to define the closest value
  1808. * @returns closest exponent of two of the given value
  1809. */
  1810. Tools.GetExponentOfTwo = function (value, max, mode) {
  1811. if (mode === void 0) { mode = BABYLON.Engine.SCALEMODE_NEAREST; }
  1812. var pot;
  1813. switch (mode) {
  1814. case BABYLON.Engine.SCALEMODE_FLOOR:
  1815. pot = Tools.FloorPOT(value);
  1816. break;
  1817. case BABYLON.Engine.SCALEMODE_NEAREST:
  1818. pot = Tools.NearestPOT(value);
  1819. break;
  1820. case BABYLON.Engine.SCALEMODE_CEILING:
  1821. default:
  1822. pot = Tools.CeilingPOT(value);
  1823. break;
  1824. }
  1825. return Math.min(pot, max);
  1826. };
  1827. /**
  1828. * Extracts the filename from a path
  1829. * @param path defines the path to use
  1830. * @returns the filename
  1831. */
  1832. Tools.GetFilename = function (path) {
  1833. var index = path.lastIndexOf("/");
  1834. if (index < 0) {
  1835. return path;
  1836. }
  1837. return path.substring(index + 1);
  1838. };
  1839. /**
  1840. * Extracts the "folder" part of a path (everything before the filename).
  1841. * @param uri The URI to extract the info from
  1842. * @param returnUnchangedIfNoSlash Do not touch the URI if no slashes are present
  1843. * @returns The "folder" part of the path
  1844. */
  1845. Tools.GetFolderPath = function (uri, returnUnchangedIfNoSlash) {
  1846. if (returnUnchangedIfNoSlash === void 0) { returnUnchangedIfNoSlash = false; }
  1847. var index = uri.lastIndexOf("/");
  1848. if (index < 0) {
  1849. if (returnUnchangedIfNoSlash) {
  1850. return uri;
  1851. }
  1852. return "";
  1853. }
  1854. return uri.substring(0, index + 1);
  1855. };
  1856. /**
  1857. * Extracts text content from a DOM element hierarchy
  1858. * @param element defines the root element
  1859. * @returns a string
  1860. */
  1861. Tools.GetDOMTextContent = function (element) {
  1862. var result = "";
  1863. var child = element.firstChild;
  1864. while (child) {
  1865. if (child.nodeType === 3) {
  1866. result += child.textContent;
  1867. }
  1868. child = (child.nextSibling);
  1869. }
  1870. return result;
  1871. };
  1872. /**
  1873. * Convert an angle in radians to degrees
  1874. * @param angle defines the angle to convert
  1875. * @returns the angle in degrees
  1876. */
  1877. Tools.ToDegrees = function (angle) {
  1878. return angle * 180 / Math.PI;
  1879. };
  1880. /**
  1881. * Convert an angle in degrees to radians
  1882. * @param angle defines the angle to convert
  1883. * @returns the angle in radians
  1884. */
  1885. Tools.ToRadians = function (angle) {
  1886. return angle * Math.PI / 180;
  1887. };
  1888. /**
  1889. * Encode a buffer to a base64 string
  1890. * @param buffer defines the buffer to encode
  1891. * @returns the encoded string
  1892. */
  1893. Tools.EncodeArrayBufferTobase64 = function (buffer) {
  1894. var keyStr = "ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/=";
  1895. var output = "";
  1896. var chr1, chr2, chr3, enc1, enc2, enc3, enc4;
  1897. var i = 0;
  1898. var bytes = new Uint8Array(buffer);
  1899. while (i < bytes.length) {
  1900. chr1 = bytes[i++];
  1901. chr2 = i < bytes.length ? bytes[i++] : Number.NaN; // Not sure if the index
  1902. chr3 = i < bytes.length ? bytes[i++] : Number.NaN; // checks are needed here
  1903. enc1 = chr1 >> 2;
  1904. enc2 = ((chr1 & 3) << 4) | (chr2 >> 4);
  1905. enc3 = ((chr2 & 15) << 2) | (chr3 >> 6);
  1906. enc4 = chr3 & 63;
  1907. if (isNaN(chr2)) {
  1908. enc3 = enc4 = 64;
  1909. }
  1910. else if (isNaN(chr3)) {
  1911. enc4 = 64;
  1912. }
  1913. output += keyStr.charAt(enc1) + keyStr.charAt(enc2) +
  1914. keyStr.charAt(enc3) + keyStr.charAt(enc4);
  1915. }
  1916. return "data:image/png;base64," + output;
  1917. };
  1918. /**
  1919. * Extracts minimum and maximum values from a list of indexed positions
  1920. * @param positions defines the positions to use
  1921. * @param indices defines the indices to the positions
  1922. * @param indexStart defines the start index
  1923. * @param indexCount defines the end index
  1924. * @param bias defines bias value to add to the result
  1925. * @return minimum and maximum values
  1926. */
  1927. Tools.ExtractMinAndMaxIndexed = function (positions, indices, indexStart, indexCount, bias) {
  1928. if (bias === void 0) { bias = null; }
  1929. var minimum = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  1930. var maximum = new BABYLON.Vector3(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE);
  1931. for (var index = indexStart; index < indexStart + indexCount; index++) {
  1932. var offset = indices[index] * 3;
  1933. var x = positions[offset];
  1934. var y = positions[offset + 1];
  1935. var z = positions[offset + 2];
  1936. minimum.minimizeInPlaceFromFloats(x, y, z);
  1937. maximum.maximizeInPlaceFromFloats(x, y, z);
  1938. }
  1939. if (bias) {
  1940. minimum.x -= minimum.x * bias.x + bias.y;
  1941. minimum.y -= minimum.y * bias.x + bias.y;
  1942. minimum.z -= minimum.z * bias.x + bias.y;
  1943. maximum.x += maximum.x * bias.x + bias.y;
  1944. maximum.y += maximum.y * bias.x + bias.y;
  1945. maximum.z += maximum.z * bias.x + bias.y;
  1946. }
  1947. return {
  1948. minimum: minimum,
  1949. maximum: maximum
  1950. };
  1951. };
  1952. /**
  1953. * Extracts minimum and maximum values from a list of positions
  1954. * @param positions defines the positions to use
  1955. * @param start defines the start index in the positions array
  1956. * @param count defines the number of positions to handle
  1957. * @param bias defines bias value to add to the result
  1958. * @param stride defines the stride size to use (distance between two positions in the positions array)
  1959. * @return minimum and maximum values
  1960. */
  1961. Tools.ExtractMinAndMax = function (positions, start, count, bias, stride) {
  1962. if (bias === void 0) { bias = null; }
  1963. var minimum = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  1964. var maximum = new BABYLON.Vector3(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE);
  1965. if (!stride) {
  1966. stride = 3;
  1967. }
  1968. for (var index = start, offset = start * stride; index < start + count; index++, offset += stride) {
  1969. var x = positions[offset];
  1970. var y = positions[offset + 1];
  1971. var z = positions[offset + 2];
  1972. minimum.minimizeInPlaceFromFloats(x, y, z);
  1973. maximum.maximizeInPlaceFromFloats(x, y, z);
  1974. }
  1975. if (bias) {
  1976. minimum.x -= minimum.x * bias.x + bias.y;
  1977. minimum.y -= minimum.y * bias.x + bias.y;
  1978. minimum.z -= minimum.z * bias.x + bias.y;
  1979. maximum.x += maximum.x * bias.x + bias.y;
  1980. maximum.y += maximum.y * bias.x + bias.y;
  1981. maximum.z += maximum.z * bias.x + bias.y;
  1982. }
  1983. return {
  1984. minimum: minimum,
  1985. maximum: maximum
  1986. };
  1987. };
  1988. /**
  1989. * Returns an array if obj is not an array
  1990. * @param obj defines the object to evaluate as an array
  1991. * @param allowsNullUndefined defines a boolean indicating if obj is allowed to be null or undefined
  1992. * @returns either obj directly if obj is an array or a new array containing obj
  1993. */
  1994. Tools.MakeArray = function (obj, allowsNullUndefined) {
  1995. if (allowsNullUndefined !== true && (obj === undefined || obj == null)) {
  1996. return null;
  1997. }
  1998. return Array.isArray(obj) ? obj : [obj];
  1999. };
  2000. /**
  2001. * Returns an array of the given size filled with element built from the given constructor and the paramters
  2002. * @param size the number of element to construct and put in the array
  2003. * @param itemBuilder a callback responsible for creating new instance of item. Called once per array entry.
  2004. * @returns a new array filled with new objects
  2005. */
  2006. Tools.BuildArray = function (size, itemBuilder) {
  2007. var a = [];
  2008. for (var i = 0; i < size; ++i) {
  2009. a.push(itemBuilder());
  2010. }
  2011. return a;
  2012. };
  2013. /**
  2014. * Gets the pointer prefix to use
  2015. * @returns "pointer" if touch is enabled. Else returns "mouse"
  2016. */
  2017. Tools.GetPointerPrefix = function () {
  2018. var eventPrefix = "pointer";
  2019. // Check if pointer events are supported
  2020. if (Tools.IsWindowObjectExist() && !window.PointerEvent && !navigator.pointerEnabled) {
  2021. eventPrefix = "mouse";
  2022. }
  2023. return eventPrefix;
  2024. };
  2025. /**
  2026. * Queue a new function into the requested animation frame pool (ie. this function will be executed byt the browser for the next frame)
  2027. * @param func - the function to be called
  2028. * @param requester - the object that will request the next frame. Falls back to window.
  2029. * @returns frame number
  2030. */
  2031. Tools.QueueNewFrame = function (func, requester) {
  2032. if (!Tools.IsWindowObjectExist()) {
  2033. return setTimeout(func, 16);
  2034. }
  2035. if (!requester) {
  2036. requester = window;
  2037. }
  2038. if (requester.requestAnimationFrame) {
  2039. return requester.requestAnimationFrame(func);
  2040. }
  2041. else if (requester.msRequestAnimationFrame) {
  2042. return requester.msRequestAnimationFrame(func);
  2043. }
  2044. else if (requester.webkitRequestAnimationFrame) {
  2045. return requester.webkitRequestAnimationFrame(func);
  2046. }
  2047. else if (requester.mozRequestAnimationFrame) {
  2048. return requester.mozRequestAnimationFrame(func);
  2049. }
  2050. else if (requester.oRequestAnimationFrame) {
  2051. return requester.oRequestAnimationFrame(func);
  2052. }
  2053. else {
  2054. return window.setTimeout(func, 16);
  2055. }
  2056. };
  2057. /**
  2058. * Ask the browser to promote the current element to fullscreen rendering mode
  2059. * @param element defines the DOM element to promote
  2060. */
  2061. Tools.RequestFullscreen = function (element) {
  2062. var requestFunction = element.requestFullscreen || element.msRequestFullscreen || element.webkitRequestFullscreen || element.mozRequestFullScreen;
  2063. if (!requestFunction) {
  2064. return;
  2065. }
  2066. requestFunction.call(element);
  2067. };
  2068. /**
  2069. * Asks the browser to exit fullscreen mode
  2070. */
  2071. Tools.ExitFullscreen = function () {
  2072. if (document.exitFullscreen) {
  2073. document.exitFullscreen();
  2074. }
  2075. else if (document.mozCancelFullScreen) {
  2076. document.mozCancelFullScreen();
  2077. }
  2078. else if (document.webkitCancelFullScreen) {
  2079. document.webkitCancelFullScreen();
  2080. }
  2081. else if (document.msCancelFullScreen) {
  2082. document.msCancelFullScreen();
  2083. }
  2084. };
  2085. /**
  2086. * Sets the cors behavior on a dom element. This will add the required Tools.CorsBehavior to the element.
  2087. * @param url define the url we are trying
  2088. * @param element define the dom element where to configure the cors policy
  2089. */
  2090. Tools.SetCorsBehavior = function (url, element) {
  2091. if (url && url.indexOf("data:") === 0) {
  2092. return;
  2093. }
  2094. if (Tools.CorsBehavior) {
  2095. if (typeof (Tools.CorsBehavior) === 'string' || Tools.CorsBehavior instanceof String) {
  2096. element.crossOrigin = Tools.CorsBehavior;
  2097. }
  2098. else {
  2099. var result = Tools.CorsBehavior(url);
  2100. if (result) {
  2101. element.crossOrigin = result;
  2102. }
  2103. }
  2104. }
  2105. };
  2106. // External files
  2107. /**
  2108. * Removes unwanted characters from an url
  2109. * @param url defines the url to clean
  2110. * @returns the cleaned url
  2111. */
  2112. Tools.CleanUrl = function (url) {
  2113. url = url.replace(/#/mg, "%23");
  2114. return url;
  2115. };
  2116. /**
  2117. * Loads an image as an HTMLImageElement.
  2118. * @param input url string, ArrayBuffer, or Blob to load
  2119. * @param onLoad callback called when the image successfully loads
  2120. * @param onError callback called when the image fails to load
  2121. * @param offlineProvider offline provider for caching
  2122. * @returns the HTMLImageElement of the loaded image
  2123. */
  2124. Tools.LoadImage = function (input, onLoad, onError, offlineProvider) {
  2125. var url;
  2126. var usingObjectURL = false;
  2127. if (input instanceof ArrayBuffer) {
  2128. url = URL.createObjectURL(new Blob([input]));
  2129. usingObjectURL = true;
  2130. }
  2131. else if (input instanceof Blob) {
  2132. url = URL.createObjectURL(input);
  2133. usingObjectURL = true;
  2134. }
  2135. else {
  2136. url = Tools.CleanUrl(input);
  2137. url = Tools.PreprocessUrl(input);
  2138. }
  2139. var img = new Image();
  2140. Tools.SetCorsBehavior(url, img);
  2141. var loadHandler = function () {
  2142. if (usingObjectURL && img.src) {
  2143. URL.revokeObjectURL(img.src);
  2144. }
  2145. img.removeEventListener("load", loadHandler);
  2146. img.removeEventListener("error", errorHandler);
  2147. onLoad(img);
  2148. };
  2149. var errorHandler = function (err) {
  2150. if (usingObjectURL && img.src) {
  2151. URL.revokeObjectURL(img.src);
  2152. }
  2153. img.removeEventListener("load", loadHandler);
  2154. img.removeEventListener("error", errorHandler);
  2155. Tools.Error("Error while trying to load image: " + input);
  2156. if (onError) {
  2157. onError("Error while trying to load image: " + input, err);
  2158. }
  2159. };
  2160. img.addEventListener("load", loadHandler);
  2161. img.addEventListener("error", errorHandler);
  2162. var noOfflineSupport = function () {
  2163. img.src = url;
  2164. };
  2165. var loadFromOfflineSupport = function () {
  2166. if (offlineProvider) {
  2167. offlineProvider.loadImage(url, img);
  2168. }
  2169. };
  2170. if (url.substr(0, 5) !== "data:" && offlineProvider && offlineProvider.enableTexturesOffline) {
  2171. offlineProvider.open(loadFromOfflineSupport, noOfflineSupport);
  2172. }
  2173. else {
  2174. if (url.indexOf("file:") !== -1) {
  2175. var textureName = decodeURIComponent(url.substring(5).toLowerCase());
  2176. if (BABYLON.FilesInput.FilesToLoad[textureName]) {
  2177. try {
  2178. var blobURL;
  2179. try {
  2180. blobURL = URL.createObjectURL(BABYLON.FilesInput.FilesToLoad[textureName]);
  2181. }
  2182. catch (ex) {
  2183. // Chrome doesn't support oneTimeOnly parameter
  2184. blobURL = URL.createObjectURL(BABYLON.FilesInput.FilesToLoad[textureName]);
  2185. }
  2186. img.src = blobURL;
  2187. usingObjectURL = true;
  2188. }
  2189. catch (e) {
  2190. img.src = "";
  2191. }
  2192. return img;
  2193. }
  2194. }
  2195. noOfflineSupport();
  2196. }
  2197. return img;
  2198. };
  2199. /**
  2200. * Loads a file
  2201. * @param url url string, ArrayBuffer, or Blob to load
  2202. * @param onSuccess callback called when the file successfully loads
  2203. * @param onProgress callback called while file is loading (if the server supports this mode)
  2204. * @param offlineProvider defines the offline provider for caching
  2205. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  2206. * @param onError callback called when the file fails to load
  2207. * @returns a file request object
  2208. */
  2209. Tools.LoadFile = function (url, onSuccess, onProgress, offlineProvider, useArrayBuffer, onError) {
  2210. url = Tools.CleanUrl(url);
  2211. url = Tools.PreprocessUrl(url);
  2212. // If file and file input are set
  2213. if (url.indexOf("file:") !== -1) {
  2214. var fileName = decodeURIComponent(url.substring(5).toLowerCase());
  2215. if (BABYLON.FilesInput.FilesToLoad[fileName]) {
  2216. return Tools.ReadFile(BABYLON.FilesInput.FilesToLoad[fileName], onSuccess, onProgress, useArrayBuffer);
  2217. }
  2218. }
  2219. var loadUrl = Tools.BaseUrl + url;
  2220. var aborted = false;
  2221. var fileRequest = {
  2222. onCompleteObservable: new BABYLON.Observable(),
  2223. abort: function () { return aborted = true; },
  2224. };
  2225. var requestFile = function () {
  2226. var request = new XMLHttpRequest();
  2227. var retryHandle = null;
  2228. fileRequest.abort = function () {
  2229. aborted = true;
  2230. if (request.readyState !== (XMLHttpRequest.DONE || 4)) {
  2231. request.abort();
  2232. }
  2233. if (retryHandle !== null) {
  2234. clearTimeout(retryHandle);
  2235. retryHandle = null;
  2236. }
  2237. };
  2238. var retryLoop = function (retryIndex) {
  2239. request.open('GET', loadUrl, true);
  2240. if (useArrayBuffer) {
  2241. request.responseType = "arraybuffer";
  2242. }
  2243. if (onProgress) {
  2244. request.addEventListener("progress", onProgress);
  2245. }
  2246. var onLoadEnd = function () {
  2247. request.removeEventListener("loadend", onLoadEnd);
  2248. fileRequest.onCompleteObservable.notifyObservers(fileRequest);
  2249. fileRequest.onCompleteObservable.clear();
  2250. };
  2251. request.addEventListener("loadend", onLoadEnd);
  2252. var onReadyStateChange = function () {
  2253. if (aborted) {
  2254. return;
  2255. }
  2256. // In case of undefined state in some browsers.
  2257. if (request.readyState === (XMLHttpRequest.DONE || 4)) {
  2258. // Some browsers have issues where onreadystatechange can be called multiple times with the same value.
  2259. request.removeEventListener("readystatechange", onReadyStateChange);
  2260. if ((request.status >= 200 && request.status < 300) || (request.status === 0 && (!Tools.IsWindowObjectExist() || Tools.IsFileURL()))) {
  2261. onSuccess(!useArrayBuffer ? request.responseText : request.response, request.responseURL);
  2262. return;
  2263. }
  2264. var retryStrategy = Tools.DefaultRetryStrategy;
  2265. if (retryStrategy) {
  2266. var waitTime = retryStrategy(loadUrl, request, retryIndex);
  2267. if (waitTime !== -1) {
  2268. // Prevent the request from completing for retry.
  2269. request.removeEventListener("loadend", onLoadEnd);
  2270. request = new XMLHttpRequest();
  2271. retryHandle = setTimeout(function () { return retryLoop(retryIndex + 1); }, waitTime);
  2272. return;
  2273. }
  2274. }
  2275. var e = new LoadFileError("Error status: " + request.status + " " + request.statusText + " - Unable to load " + loadUrl, request);
  2276. if (onError) {
  2277. onError(request, e);
  2278. }
  2279. else {
  2280. throw e;
  2281. }
  2282. }
  2283. };
  2284. request.addEventListener("readystatechange", onReadyStateChange);
  2285. if (Tools.UseCustomRequestHeaders) {
  2286. Tools.InjectCustomRequestHeaders(request);
  2287. }
  2288. request.send();
  2289. };
  2290. retryLoop(0);
  2291. };
  2292. // Caching all files
  2293. if (offlineProvider && offlineProvider.enableSceneOffline) {
  2294. var noOfflineSupport_1 = function (request) {
  2295. if (request && request.status > 400) {
  2296. if (onError) {
  2297. onError(request);
  2298. }
  2299. }
  2300. else {
  2301. if (!aborted) {
  2302. requestFile();
  2303. }
  2304. }
  2305. };
  2306. var loadFromOfflineSupport = function () {
  2307. // TODO: database needs to support aborting and should return a IFileRequest
  2308. if (aborted) {
  2309. return;
  2310. }
  2311. if (offlineProvider) {
  2312. offlineProvider.loadFile(url, function (data) {
  2313. if (!aborted) {
  2314. onSuccess(data);
  2315. }
  2316. fileRequest.onCompleteObservable.notifyObservers(fileRequest);
  2317. }, onProgress ? function (event) {
  2318. if (!aborted) {
  2319. onProgress(event);
  2320. }
  2321. } : undefined, noOfflineSupport_1, useArrayBuffer);
  2322. }
  2323. };
  2324. offlineProvider.open(loadFromOfflineSupport, noOfflineSupport_1);
  2325. }
  2326. else {
  2327. requestFile();
  2328. }
  2329. return fileRequest;
  2330. };
  2331. /**
  2332. * Load a script (identified by an url). When the url returns, the
  2333. * content of this file is added into a new script element, attached to the DOM (body element)
  2334. * @param scriptUrl defines the url of the script to laod
  2335. * @param onSuccess defines the callback called when the script is loaded
  2336. * @param onError defines the callback to call if an error occurs
  2337. */
  2338. Tools.LoadScript = function (scriptUrl, onSuccess, onError) {
  2339. if (!Tools.IsWindowObjectExist()) {
  2340. return;
  2341. }
  2342. var head = document.getElementsByTagName('head')[0];
  2343. var script = document.createElement('script');
  2344. script.type = 'text/javascript';
  2345. script.src = scriptUrl;
  2346. script.onload = function () {
  2347. if (onSuccess) {
  2348. onSuccess();
  2349. }
  2350. };
  2351. script.onerror = function (e) {
  2352. if (onError) {
  2353. onError("Unable to load script '" + scriptUrl + "'", e);
  2354. }
  2355. };
  2356. head.appendChild(script);
  2357. };
  2358. /**
  2359. * Loads a file from a blob
  2360. * @param fileToLoad defines the blob to use
  2361. * @param callback defines the callback to call when data is loaded
  2362. * @param progressCallback defines the callback to call during loading process
  2363. * @returns a file request object
  2364. */
  2365. Tools.ReadFileAsDataURL = function (fileToLoad, callback, progressCallback) {
  2366. var reader = new FileReader();
  2367. var request = {
  2368. onCompleteObservable: new BABYLON.Observable(),
  2369. abort: function () { return reader.abort(); },
  2370. };
  2371. reader.onloadend = function (e) {
  2372. request.onCompleteObservable.notifyObservers(request);
  2373. };
  2374. reader.onload = function (e) {
  2375. //target doesn't have result from ts 1.3
  2376. callback(e.target['result']);
  2377. };
  2378. reader.onprogress = progressCallback;
  2379. reader.readAsDataURL(fileToLoad);
  2380. return request;
  2381. };
  2382. /**
  2383. * Loads a file
  2384. * @param fileToLoad defines the file to load
  2385. * @param callback defines the callback to call when data is loaded
  2386. * @param progressCallBack defines the callback to call during loading process
  2387. * @param useArrayBuffer defines a boolean indicating that data must be returned as an ArrayBuffer
  2388. * @returns a file request object
  2389. */
  2390. Tools.ReadFile = function (fileToLoad, callback, progressCallBack, useArrayBuffer) {
  2391. var reader = new FileReader();
  2392. var request = {
  2393. onCompleteObservable: new BABYLON.Observable(),
  2394. abort: function () { return reader.abort(); },
  2395. };
  2396. reader.onloadend = function (e) { return request.onCompleteObservable.notifyObservers(request); };
  2397. reader.onerror = function (e) {
  2398. Tools.Log("Error while reading file: " + fileToLoad.name);
  2399. callback(JSON.stringify({ autoClear: true, clearColor: [1, 0, 0], ambientColor: [0, 0, 0], gravity: [0, -9.807, 0], meshes: [], cameras: [], lights: [] }));
  2400. };
  2401. reader.onload = function (e) {
  2402. //target doesn't have result from ts 1.3
  2403. callback(e.target['result']);
  2404. };
  2405. if (progressCallBack) {
  2406. reader.onprogress = progressCallBack;
  2407. }
  2408. if (!useArrayBuffer) {
  2409. // Asynchronous read
  2410. reader.readAsText(fileToLoad);
  2411. }
  2412. else {
  2413. reader.readAsArrayBuffer(fileToLoad);
  2414. }
  2415. return request;
  2416. };
  2417. /**
  2418. * Creates a data url from a given string content
  2419. * @param content defines the content to convert
  2420. * @returns the new data url link
  2421. */
  2422. Tools.FileAsURL = function (content) {
  2423. var fileBlob = new Blob([content]);
  2424. var url = window.URL || window.webkitURL;
  2425. var link = url.createObjectURL(fileBlob);
  2426. return link;
  2427. };
  2428. /**
  2429. * Format the given number to a specific decimal format
  2430. * @param value defines the number to format
  2431. * @param decimals defines the number of decimals to use
  2432. * @returns the formatted string
  2433. */
  2434. Tools.Format = function (value, decimals) {
  2435. if (decimals === void 0) { decimals = 2; }
  2436. return value.toFixed(decimals);
  2437. };
  2438. /**
  2439. * Checks if a given vector is inside a specific range
  2440. * @param v defines the vector to test
  2441. * @param min defines the minimum range
  2442. * @param max defines the maximum range
  2443. */
  2444. Tools.CheckExtends = function (v, min, max) {
  2445. min.minimizeInPlace(v);
  2446. max.maximizeInPlace(v);
  2447. };
  2448. /**
  2449. * Tries to copy an object by duplicating every property
  2450. * @param source defines the source object
  2451. * @param destination defines the target object
  2452. * @param doNotCopyList defines a list of properties to avoid
  2453. * @param mustCopyList defines a list of properties to copy (even if they start with _)
  2454. */
  2455. Tools.DeepCopy = function (source, destination, doNotCopyList, mustCopyList) {
  2456. for (var prop in source) {
  2457. if (prop[0] === "_" && (!mustCopyList || mustCopyList.indexOf(prop) === -1)) {
  2458. continue;
  2459. }
  2460. if (doNotCopyList && doNotCopyList.indexOf(prop) !== -1) {
  2461. continue;
  2462. }
  2463. var sourceValue = source[prop];
  2464. var typeOfSourceValue = typeof sourceValue;
  2465. if (typeOfSourceValue === "function") {
  2466. continue;
  2467. }
  2468. try {
  2469. if (typeOfSourceValue === "object") {
  2470. if (sourceValue instanceof Array) {
  2471. destination[prop] = [];
  2472. if (sourceValue.length > 0) {
  2473. if (typeof sourceValue[0] == "object") {
  2474. for (var index = 0; index < sourceValue.length; index++) {
  2475. var clonedValue = cloneValue(sourceValue[index], destination);
  2476. if (destination[prop].indexOf(clonedValue) === -1) { // Test if auto inject was not done
  2477. destination[prop].push(clonedValue);
  2478. }
  2479. }
  2480. }
  2481. else {
  2482. destination[prop] = sourceValue.slice(0);
  2483. }
  2484. }
  2485. }
  2486. else {
  2487. destination[prop] = cloneValue(sourceValue, destination);
  2488. }
  2489. }
  2490. else {
  2491. destination[prop] = sourceValue;
  2492. }
  2493. }
  2494. catch (e) {
  2495. // Just ignore error (it could be because of a read-only property)
  2496. }
  2497. }
  2498. };
  2499. /**
  2500. * Gets a boolean indicating if the given object has no own property
  2501. * @param obj defines the object to test
  2502. * @returns true if object has no own property
  2503. */
  2504. Tools.IsEmpty = function (obj) {
  2505. for (var i in obj) {
  2506. if (obj.hasOwnProperty(i)) {
  2507. return false;
  2508. }
  2509. }
  2510. return true;
  2511. };
  2512. /**
  2513. * Function used to register events at window level
  2514. * @param events defines the events to register
  2515. */
  2516. Tools.RegisterTopRootEvents = function (events) {
  2517. for (var index = 0; index < events.length; index++) {
  2518. var event = events[index];
  2519. window.addEventListener(event.name, event.handler, false);
  2520. try {
  2521. if (window.parent) {
  2522. window.parent.addEventListener(event.name, event.handler, false);
  2523. }
  2524. }
  2525. catch (e) {
  2526. // Silently fails...
  2527. }
  2528. }
  2529. };
  2530. /**
  2531. * Function used to unregister events from window level
  2532. * @param events defines the events to unregister
  2533. */
  2534. Tools.UnregisterTopRootEvents = function (events) {
  2535. for (var index = 0; index < events.length; index++) {
  2536. var event = events[index];
  2537. window.removeEventListener(event.name, event.handler);
  2538. try {
  2539. if (window.parent) {
  2540. window.parent.removeEventListener(event.name, event.handler);
  2541. }
  2542. }
  2543. catch (e) {
  2544. // Silently fails...
  2545. }
  2546. }
  2547. };
  2548. /**
  2549. * Dumps the current bound framebuffer
  2550. * @param width defines the rendering width
  2551. * @param height defines the rendering height
  2552. * @param engine defines the hosting engine
  2553. * @param successCallback defines the callback triggered once the data are available
  2554. * @param mimeType defines the mime type of the result
  2555. * @param fileName defines the filename to download. If present, the result will automatically be downloaded
  2556. */
  2557. Tools.DumpFramebuffer = function (width, height, engine, successCallback, mimeType, fileName) {
  2558. if (mimeType === void 0) { mimeType = "image/png"; }
  2559. // Read the contents of the framebuffer
  2560. var numberOfChannelsByLine = width * 4;
  2561. var halfHeight = height / 2;
  2562. //Reading datas from WebGL
  2563. var data = engine.readPixels(0, 0, width, height);
  2564. //To flip image on Y axis.
  2565. for (var i = 0; i < halfHeight; i++) {
  2566. for (var j = 0; j < numberOfChannelsByLine; j++) {
  2567. var currentCell = j + i * numberOfChannelsByLine;
  2568. var targetLine = height - i - 1;
  2569. var targetCell = j + targetLine * numberOfChannelsByLine;
  2570. var temp = data[currentCell];
  2571. data[currentCell] = data[targetCell];
  2572. data[targetCell] = temp;
  2573. }
  2574. }
  2575. // Create a 2D canvas to store the result
  2576. if (!screenshotCanvas) {
  2577. screenshotCanvas = document.createElement('canvas');
  2578. }
  2579. screenshotCanvas.width = width;
  2580. screenshotCanvas.height = height;
  2581. var context = screenshotCanvas.getContext('2d');
  2582. if (context) {
  2583. // Copy the pixels to a 2D canvas
  2584. var imageData = context.createImageData(width, height);
  2585. var castData = (imageData.data);
  2586. castData.set(data);
  2587. context.putImageData(imageData, 0, 0);
  2588. Tools.EncodeScreenshotCanvasData(successCallback, mimeType, fileName);
  2589. }
  2590. };
  2591. /**
  2592. * Converts the canvas data to blob.
  2593. * This acts as a polyfill for browsers not supporting the to blob function.
  2594. * @param canvas Defines the canvas to extract the data from
  2595. * @param successCallback Defines the callback triggered once the data are available
  2596. * @param mimeType Defines the mime type of the result
  2597. */
  2598. Tools.ToBlob = function (canvas, successCallback, mimeType) {
  2599. if (mimeType === void 0) { mimeType = "image/png"; }
  2600. // We need HTMLCanvasElement.toBlob for HD screenshots
  2601. if (!canvas.toBlob) {
  2602. // low performance polyfill based on toDataURL (https://developer.mozilla.org/en-US/docs/Web/API/HTMLCanvasElement/toBlob)
  2603. canvas.toBlob = function (callback, type, quality) {
  2604. var _this = this;
  2605. setTimeout(function () {
  2606. var binStr = atob(_this.toDataURL(type, quality).split(',')[1]), len = binStr.length, arr = new Uint8Array(len);
  2607. for (var i = 0; i < len; i++) {
  2608. arr[i] = binStr.charCodeAt(i);
  2609. }
  2610. callback(new Blob([arr]));
  2611. });
  2612. };
  2613. }
  2614. canvas.toBlob(function (blob) {
  2615. successCallback(blob);
  2616. }, mimeType);
  2617. };
  2618. /**
  2619. * Encodes the canvas data to base 64 or automatically download the result if filename is defined
  2620. * @param successCallback defines the callback triggered once the data are available
  2621. * @param mimeType defines the mime type of the result
  2622. * @param fileName defines he filename to download. If present, the result will automatically be downloaded
  2623. */
  2624. Tools.EncodeScreenshotCanvasData = function (successCallback, mimeType, fileName) {
  2625. if (mimeType === void 0) { mimeType = "image/png"; }
  2626. if (successCallback) {
  2627. var base64Image = screenshotCanvas.toDataURL(mimeType);
  2628. successCallback(base64Image);
  2629. }
  2630. else {
  2631. this.ToBlob(screenshotCanvas, function (blob) {
  2632. //Creating a link if the browser have the download attribute on the a tag, to automatically start download generated image.
  2633. if (("download" in document.createElement("a"))) {
  2634. if (!fileName) {
  2635. var date = new Date();
  2636. var stringDate = (date.getFullYear() + "-" + (date.getMonth() + 1)).slice(2) + "-" + date.getDate() + "_" + date.getHours() + "-" + ('0' + date.getMinutes()).slice(-2);
  2637. fileName = "screenshot_" + stringDate + ".png";
  2638. }
  2639. Tools.Download(blob, fileName);
  2640. }
  2641. else {
  2642. var url = URL.createObjectURL(blob);
  2643. var newWindow = window.open("");
  2644. if (!newWindow) {
  2645. return;
  2646. }
  2647. var img = newWindow.document.createElement("img");
  2648. img.onload = function () {
  2649. // no longer need to read the blob so it's revoked
  2650. URL.revokeObjectURL(url);
  2651. };
  2652. img.src = url;
  2653. newWindow.document.body.appendChild(img);
  2654. }
  2655. }, mimeType);
  2656. }
  2657. };
  2658. /**
  2659. * Downloads a blob in the browser
  2660. * @param blob defines the blob to download
  2661. * @param fileName defines the name of the downloaded file
  2662. */
  2663. Tools.Download = function (blob, fileName) {
  2664. if (navigator && navigator.msSaveBlob) {
  2665. navigator.msSaveBlob(blob, fileName);
  2666. return;
  2667. }
  2668. var url = window.URL.createObjectURL(blob);
  2669. var a = document.createElement("a");
  2670. document.body.appendChild(a);
  2671. a.style.display = "none";
  2672. a.href = url;
  2673. a.download = fileName;
  2674. a.addEventListener("click", function () {
  2675. if (a.parentElement) {
  2676. a.parentElement.removeChild(a);
  2677. }
  2678. });
  2679. a.click();
  2680. window.URL.revokeObjectURL(url);
  2681. };
  2682. /**
  2683. * Captures a screenshot of the current rendering
  2684. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  2685. * @param engine defines the rendering engine
  2686. * @param camera defines the source camera
  2687. * @param size This parameter can be set to a single number or to an object with the
  2688. * following (optional) properties: precision, width, height. If a single number is passed,
  2689. * it will be used for both width and height. If an object is passed, the screenshot size
  2690. * will be derived from the parameters. The precision property is a multiplier allowing
  2691. * rendering at a higher or lower resolution
  2692. * @param successCallback defines the callback receives a single parameter which contains the
  2693. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  2694. * src parameter of an <img> to display it
  2695. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  2696. * Check your browser for supported MIME types
  2697. */
  2698. Tools.CreateScreenshot = function (engine, camera, size, successCallback, mimeType) {
  2699. if (mimeType === void 0) { mimeType = "image/png"; }
  2700. var width;
  2701. var height;
  2702. // If a precision value is specified
  2703. if (size.precision) {
  2704. width = Math.round(engine.getRenderWidth() * size.precision);
  2705. height = Math.round(width / engine.getAspectRatio(camera));
  2706. }
  2707. else if (size.width && size.height) {
  2708. width = size.width;
  2709. height = size.height;
  2710. }
  2711. //If passing only width, computing height to keep display canvas ratio.
  2712. else if (size.width && !size.height) {
  2713. width = size.width;
  2714. height = Math.round(width / engine.getAspectRatio(camera));
  2715. }
  2716. //If passing only height, computing width to keep display canvas ratio.
  2717. else if (size.height && !size.width) {
  2718. height = size.height;
  2719. width = Math.round(height * engine.getAspectRatio(camera));
  2720. }
  2721. //Assuming here that "size" parameter is a number
  2722. else if (!isNaN(size)) {
  2723. height = size;
  2724. width = size;
  2725. }
  2726. else {
  2727. Tools.Error("Invalid 'size' parameter !");
  2728. return;
  2729. }
  2730. if (!screenshotCanvas) {
  2731. screenshotCanvas = document.createElement('canvas');
  2732. }
  2733. screenshotCanvas.width = width;
  2734. screenshotCanvas.height = height;
  2735. var renderContext = screenshotCanvas.getContext("2d");
  2736. var ratio = engine.getRenderWidth() / engine.getRenderHeight();
  2737. var newWidth = width;
  2738. var newHeight = newWidth / ratio;
  2739. if (newHeight > height) {
  2740. newHeight = height;
  2741. newWidth = newHeight * ratio;
  2742. }
  2743. var offsetX = Math.max(0, width - newWidth) / 2;
  2744. var offsetY = Math.max(0, height - newHeight) / 2;
  2745. var renderingCanvas = engine.getRenderingCanvas();
  2746. if (renderContext && renderingCanvas) {
  2747. renderContext.drawImage(renderingCanvas, offsetX, offsetY, newWidth, newHeight);
  2748. }
  2749. Tools.EncodeScreenshotCanvasData(successCallback, mimeType);
  2750. };
  2751. /**
  2752. * Generates an image screenshot from the specified camera.
  2753. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  2754. * @param engine The engine to use for rendering
  2755. * @param camera The camera to use for rendering
  2756. * @param size This parameter can be set to a single number or to an object with the
  2757. * following (optional) properties: precision, width, height. If a single number is passed,
  2758. * it will be used for both width and height. If an object is passed, the screenshot size
  2759. * will be derived from the parameters. The precision property is a multiplier allowing
  2760. * rendering at a higher or lower resolution
  2761. * @param successCallback The callback receives a single parameter which contains the
  2762. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  2763. * src parameter of an <img> to display it
  2764. * @param mimeType The MIME type of the screenshot image (default: image/png).
  2765. * Check your browser for supported MIME types
  2766. * @param samples Texture samples (default: 1)
  2767. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  2768. * @param fileName A name for for the downloaded file.
  2769. */
  2770. Tools.CreateScreenshotUsingRenderTarget = function (engine, camera, size, successCallback, mimeType, samples, antialiasing, fileName) {
  2771. if (mimeType === void 0) { mimeType = "image/png"; }
  2772. if (samples === void 0) { samples = 1; }
  2773. if (antialiasing === void 0) { antialiasing = false; }
  2774. var width;
  2775. var height;
  2776. //If a precision value is specified
  2777. if (size.precision) {
  2778. width = Math.round(engine.getRenderWidth() * size.precision);
  2779. height = Math.round(width / engine.getAspectRatio(camera));
  2780. size = { width: width, height: height };
  2781. }
  2782. else if (size.width && size.height) {
  2783. width = size.width;
  2784. height = size.height;
  2785. }
  2786. //If passing only width, computing height to keep display canvas ratio.
  2787. else if (size.width && !size.height) {
  2788. width = size.width;
  2789. height = Math.round(width / engine.getAspectRatio(camera));
  2790. size = { width: width, height: height };
  2791. }
  2792. //If passing only height, computing width to keep display canvas ratio.
  2793. else if (size.height && !size.width) {
  2794. height = size.height;
  2795. width = Math.round(height * engine.getAspectRatio(camera));
  2796. size = { width: width, height: height };
  2797. }
  2798. //Assuming here that "size" parameter is a number
  2799. else if (!isNaN(size)) {
  2800. height = size;
  2801. width = size;
  2802. }
  2803. else {
  2804. Tools.Error("Invalid 'size' parameter !");
  2805. return;
  2806. }
  2807. var scene = camera.getScene();
  2808. var previousCamera = null;
  2809. if (scene.activeCamera !== camera) {
  2810. previousCamera = scene.activeCamera;
  2811. scene.activeCamera = camera;
  2812. }
  2813. var renderCanvas = engine.getRenderingCanvas();
  2814. if (!renderCanvas) {
  2815. Tools.Error("No rendering canvas found !");
  2816. return;
  2817. }
  2818. var originalSize = { width: renderCanvas.width, height: renderCanvas.height };
  2819. engine.setSize(width, height);
  2820. scene.render();
  2821. // At this point size can be a number, or an object (according to engine.prototype.createRenderTargetTexture method)
  2822. var texture = new BABYLON.RenderTargetTexture("screenShot", size, scene, false, false, BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT, false, BABYLON.Texture.NEAREST_SAMPLINGMODE);
  2823. texture.renderList = null;
  2824. texture.samples = samples;
  2825. if (antialiasing) {
  2826. texture.addPostProcess(new BABYLON.FxaaPostProcess('antialiasing', 1.0, scene.activeCamera));
  2827. }
  2828. texture.onAfterRenderObservable.add(function () {
  2829. Tools.DumpFramebuffer(width, height, engine, successCallback, mimeType, fileName);
  2830. });
  2831. scene.incrementRenderId();
  2832. scene.resetCachedMaterial();
  2833. texture.render(true);
  2834. texture.dispose();
  2835. if (previousCamera) {
  2836. scene.activeCamera = previousCamera;
  2837. }
  2838. engine.setSize(originalSize.width, originalSize.height);
  2839. camera.getProjectionMatrix(true); // Force cache refresh;
  2840. };
  2841. /**
  2842. * Validates if xhr data is correct
  2843. * @param xhr defines the request to validate
  2844. * @param dataType defines the expected data type
  2845. * @returns true if data is correct
  2846. */
  2847. Tools.ValidateXHRData = function (xhr, dataType) {
  2848. // 1 for text (.babylon, manifest and shaders), 2 for TGA, 4 for DDS, 7 for all
  2849. if (dataType === void 0) { dataType = 7; }
  2850. try {
  2851. if (dataType & 1) {
  2852. if (xhr.responseText && xhr.responseText.length > 0) {
  2853. return true;
  2854. }
  2855. else if (dataType === 1) {
  2856. return false;
  2857. }
  2858. }
  2859. if (dataType & 2) {
  2860. // Check header width and height since there is no "TGA" magic number
  2861. var tgaHeader = BABYLON.TGATools.GetTGAHeader(xhr.response);
  2862. if (tgaHeader.width && tgaHeader.height && tgaHeader.width > 0 && tgaHeader.height > 0) {
  2863. return true;
  2864. }
  2865. else if (dataType === 2) {
  2866. return false;
  2867. }
  2868. }
  2869. if (dataType & 4) {
  2870. // Check for the "DDS" magic number
  2871. var ddsHeader = new Uint8Array(xhr.response, 0, 3);
  2872. if (ddsHeader[0] === 68 && ddsHeader[1] === 68 && ddsHeader[2] === 83) {
  2873. return true;
  2874. }
  2875. else {
  2876. return false;
  2877. }
  2878. }
  2879. }
  2880. catch (e) {
  2881. // Global protection
  2882. }
  2883. return false;
  2884. };
  2885. /**
  2886. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  2887. * Be aware Math.random() could cause collisions, but:
  2888. * "All but 6 of the 128 bits of the ID are randomly generated, which means that for any two ids, there's a 1 in 2^^122 (or 5.3x10^^36) chance they'll collide"
  2889. * @returns a pseudo random id
  2890. */
  2891. Tools.RandomId = function () {
  2892. return 'xxxxxxxx-xxxx-4xxx-yxxx-xxxxxxxxxxxx'.replace(/[xy]/g, function (c) {
  2893. var r = Math.random() * 16 | 0, v = c === 'x' ? r : (r & 0x3 | 0x8);
  2894. return v.toString(16);
  2895. });
  2896. };
  2897. /**
  2898. * Test if the given uri is a base64 string
  2899. * @param uri The uri to test
  2900. * @return True if the uri is a base64 string or false otherwise
  2901. */
  2902. Tools.IsBase64 = function (uri) {
  2903. return uri.length < 5 ? false : uri.substr(0, 5) === "data:";
  2904. };
  2905. /**
  2906. * Decode the given base64 uri.
  2907. * @param uri The uri to decode
  2908. * @return The decoded base64 data.
  2909. */
  2910. Tools.DecodeBase64 = function (uri) {
  2911. var decodedString = atob(uri.split(",")[1]);
  2912. var bufferLength = decodedString.length;
  2913. var bufferView = new Uint8Array(new ArrayBuffer(bufferLength));
  2914. for (var i = 0; i < bufferLength; i++) {
  2915. bufferView[i] = decodedString.charCodeAt(i);
  2916. }
  2917. return bufferView.buffer;
  2918. };
  2919. Tools._AddLogEntry = function (entry) {
  2920. Tools._LogCache = entry + Tools._LogCache;
  2921. if (Tools.OnNewCacheEntry) {
  2922. Tools.OnNewCacheEntry(entry);
  2923. }
  2924. };
  2925. Tools._FormatMessage = function (message) {
  2926. var padStr = function (i) { return (i < 10) ? "0" + i : "" + i; };
  2927. var date = new Date();
  2928. return "[" + padStr(date.getHours()) + ":" + padStr(date.getMinutes()) + ":" + padStr(date.getSeconds()) + "]: " + message;
  2929. };
  2930. Tools._LogDisabled = function (message) {
  2931. // nothing to do
  2932. };
  2933. Tools._LogEnabled = function (message) {
  2934. var formattedMessage = Tools._FormatMessage(message);
  2935. console.log("BJS - " + formattedMessage);
  2936. var entry = "<div style='color:white'>" + formattedMessage + "</div><br>";
  2937. Tools._AddLogEntry(entry);
  2938. };
  2939. Tools._WarnDisabled = function (message) {
  2940. // nothing to do
  2941. };
  2942. Tools._WarnEnabled = function (message) {
  2943. var formattedMessage = Tools._FormatMessage(message);
  2944. console.warn("BJS - " + formattedMessage);
  2945. var entry = "<div style='color:orange'>" + formattedMessage + "</div><br>";
  2946. Tools._AddLogEntry(entry);
  2947. };
  2948. Tools._ErrorDisabled = function (message) {
  2949. // nothing to do
  2950. };
  2951. Tools._ErrorEnabled = function (message) {
  2952. Tools.errorsCount++;
  2953. var formattedMessage = Tools._FormatMessage(message);
  2954. console.error("BJS - " + formattedMessage);
  2955. var entry = "<div style='color:red'>" + formattedMessage + "</div><br>";
  2956. Tools._AddLogEntry(entry);
  2957. };
  2958. Object.defineProperty(Tools, "LogCache", {
  2959. /**
  2960. * Gets current log cache (list of logs)
  2961. */
  2962. get: function () {
  2963. return Tools._LogCache;
  2964. },
  2965. enumerable: true,
  2966. configurable: true
  2967. });
  2968. /**
  2969. * Clears the log cache
  2970. */
  2971. Tools.ClearLogCache = function () {
  2972. Tools._LogCache = "";
  2973. Tools.errorsCount = 0;
  2974. };
  2975. Object.defineProperty(Tools, "LogLevels", {
  2976. /**
  2977. * Sets the current log level (MessageLogLevel / WarningLogLevel / ErrorLogLevel)
  2978. */
  2979. set: function (level) {
  2980. if ((level & Tools.MessageLogLevel) === Tools.MessageLogLevel) {
  2981. Tools.Log = Tools._LogEnabled;
  2982. }
  2983. else {
  2984. Tools.Log = Tools._LogDisabled;
  2985. }
  2986. if ((level & Tools.WarningLogLevel) === Tools.WarningLogLevel) {
  2987. Tools.Warn = Tools._WarnEnabled;
  2988. }
  2989. else {
  2990. Tools.Warn = Tools._WarnDisabled;
  2991. }
  2992. if ((level & Tools.ErrorLogLevel) === Tools.ErrorLogLevel) {
  2993. Tools.Error = Tools._ErrorEnabled;
  2994. }
  2995. else {
  2996. Tools.Error = Tools._ErrorDisabled;
  2997. }
  2998. },
  2999. enumerable: true,
  3000. configurable: true
  3001. });
  3002. /**
  3003. * Checks if the loaded document was accessed via `file:`-Protocol.
  3004. * @returns boolean
  3005. */
  3006. Tools.IsFileURL = function () {
  3007. return location.protocol === "file:";
  3008. };
  3009. /**
  3010. * Checks if the window object exists
  3011. * @returns true if the window object exists
  3012. */
  3013. Tools.IsWindowObjectExist = function () {
  3014. return (typeof window) !== "undefined";
  3015. };
  3016. Object.defineProperty(Tools, "PerformanceLogLevel", {
  3017. /**
  3018. * Sets the current performance log level
  3019. */
  3020. set: function (level) {
  3021. if ((level & Tools.PerformanceUserMarkLogLevel) === Tools.PerformanceUserMarkLogLevel) {
  3022. Tools.StartPerformanceCounter = Tools._StartUserMark;
  3023. Tools.EndPerformanceCounter = Tools._EndUserMark;
  3024. return;
  3025. }
  3026. if ((level & Tools.PerformanceConsoleLogLevel) === Tools.PerformanceConsoleLogLevel) {
  3027. Tools.StartPerformanceCounter = Tools._StartPerformanceConsole;
  3028. Tools.EndPerformanceCounter = Tools._EndPerformanceConsole;
  3029. return;
  3030. }
  3031. Tools.StartPerformanceCounter = Tools._StartPerformanceCounterDisabled;
  3032. Tools.EndPerformanceCounter = Tools._EndPerformanceCounterDisabled;
  3033. },
  3034. enumerable: true,
  3035. configurable: true
  3036. });
  3037. Tools._StartPerformanceCounterDisabled = function (counterName, condition) {
  3038. };
  3039. Tools._EndPerformanceCounterDisabled = function (counterName, condition) {
  3040. };
  3041. Tools._StartUserMark = function (counterName, condition) {
  3042. if (condition === void 0) { condition = true; }
  3043. if (!Tools._performance) {
  3044. if (!Tools.IsWindowObjectExist()) {
  3045. return;
  3046. }
  3047. Tools._performance = window.performance;
  3048. }
  3049. if (!condition || !Tools._performance.mark) {
  3050. return;
  3051. }
  3052. Tools._performance.mark(counterName + "-Begin");
  3053. };
  3054. Tools._EndUserMark = function (counterName, condition) {
  3055. if (condition === void 0) { condition = true; }
  3056. if (!condition || !Tools._performance.mark) {
  3057. return;
  3058. }
  3059. Tools._performance.mark(counterName + "-End");
  3060. Tools._performance.measure(counterName, counterName + "-Begin", counterName + "-End");
  3061. };
  3062. Tools._StartPerformanceConsole = function (counterName, condition) {
  3063. if (condition === void 0) { condition = true; }
  3064. if (!condition) {
  3065. return;
  3066. }
  3067. Tools._StartUserMark(counterName, condition);
  3068. if (console.time) {
  3069. console.time(counterName);
  3070. }
  3071. };
  3072. Tools._EndPerformanceConsole = function (counterName, condition) {
  3073. if (condition === void 0) { condition = true; }
  3074. if (!condition) {
  3075. return;
  3076. }
  3077. Tools._EndUserMark(counterName, condition);
  3078. if (console.time) {
  3079. console.timeEnd(counterName);
  3080. }
  3081. };
  3082. /**
  3083. * Injects the @see CustomRequestHeaders into the given request
  3084. * @param request the request that should be used for injection
  3085. */
  3086. Tools.InjectCustomRequestHeaders = function (request) {
  3087. for (var key in Tools.CustomRequestHeaders) {
  3088. var val = Tools.CustomRequestHeaders[key];
  3089. if (val) {
  3090. request.setRequestHeader(key, val);
  3091. }
  3092. }
  3093. };
  3094. Object.defineProperty(Tools, "Now", {
  3095. /**
  3096. * Gets either window.performance.now() if supported or Date.now() else
  3097. */
  3098. get: function () {
  3099. if (Tools.IsWindowObjectExist() && window.performance && window.performance.now) {
  3100. return window.performance.now();
  3101. }
  3102. return Date.now();
  3103. },
  3104. enumerable: true,
  3105. configurable: true
  3106. });
  3107. /**
  3108. * This method will return the name of the class used to create the instance of the given object.
  3109. * It will works only on Javascript basic data types (number, string, ...) and instance of class declared with the @className decorator.
  3110. * @param object the object to get the class name from
  3111. * @param isType defines if the object is actually a type
  3112. * @returns the name of the class, will be "object" for a custom data type not using the @className decorator
  3113. */
  3114. Tools.GetClassName = function (object, isType) {
  3115. if (isType === void 0) { isType = false; }
  3116. var name = null;
  3117. if (!isType && object.getClassName) {
  3118. name = object.getClassName();
  3119. }
  3120. else {
  3121. if (object instanceof Object) {
  3122. var classObj = isType ? object : Object.getPrototypeOf(object);
  3123. name = classObj.constructor["__bjsclassName__"];
  3124. }
  3125. if (!name) {
  3126. name = typeof object;
  3127. }
  3128. }
  3129. return name;
  3130. };
  3131. /**
  3132. * Gets the first element of an array satisfying a given predicate
  3133. * @param array defines the array to browse
  3134. * @param predicate defines the predicate to use
  3135. * @returns null if not found or the element
  3136. */
  3137. Tools.First = function (array, predicate) {
  3138. for (var _i = 0, array_1 = array; _i < array_1.length; _i++) {
  3139. var el = array_1[_i];
  3140. if (predicate(el)) {
  3141. return el;
  3142. }
  3143. }
  3144. return null;
  3145. };
  3146. /**
  3147. * This method will return the name of the full name of the class, including its owning module (if any).
  3148. * It will works only on Javascript basic data types (number, string, ...) and instance of class declared with the @className decorator or implementing a method getClassName():string (in which case the module won't be specified).
  3149. * @param object the object to get the class name from
  3150. * @param isType defines if the object is actually a type
  3151. * @return a string that can have two forms: "moduleName.className" if module was specified when the class' Name was registered or "className" if there was not module specified.
  3152. * @ignorenaming
  3153. */
  3154. Tools.getFullClassName = function (object, isType) {
  3155. if (isType === void 0) { isType = false; }
  3156. var className = null;
  3157. var moduleName = null;
  3158. if (!isType && object.getClassName) {
  3159. className = object.getClassName();
  3160. }
  3161. else {
  3162. if (object instanceof Object) {
  3163. var classObj = isType ? object : Object.getPrototypeOf(object);
  3164. className = classObj.constructor["__bjsclassName__"];
  3165. moduleName = classObj.constructor["__bjsmoduleName__"];
  3166. }
  3167. if (!className) {
  3168. className = typeof object;
  3169. }
  3170. }
  3171. if (!className) {
  3172. return null;
  3173. }
  3174. return ((moduleName != null) ? (moduleName + ".") : "") + className;
  3175. };
  3176. /**
  3177. * Returns a promise that resolves after the given amount of time.
  3178. * @param delay Number of milliseconds to delay
  3179. * @returns Promise that resolves after the given amount of time
  3180. */
  3181. Tools.DelayAsync = function (delay) {
  3182. return new Promise(function (resolve) {
  3183. setTimeout(function () {
  3184. resolve();
  3185. }, delay);
  3186. });
  3187. };
  3188. /**
  3189. * Gets the current gradient from an array of IValueGradient
  3190. * @param ratio defines the current ratio to get
  3191. * @param gradients defines the array of IValueGradient
  3192. * @param updateFunc defines the callback function used to get the final value from the selected gradients
  3193. */
  3194. Tools.GetCurrentGradient = function (ratio, gradients, updateFunc) {
  3195. for (var gradientIndex = 0; gradientIndex < gradients.length - 1; gradientIndex++) {
  3196. var currentGradient = gradients[gradientIndex];
  3197. var nextGradient = gradients[gradientIndex + 1];
  3198. if (ratio >= currentGradient.gradient && ratio <= nextGradient.gradient) {
  3199. var scale = (ratio - currentGradient.gradient) / (nextGradient.gradient - currentGradient.gradient);
  3200. updateFunc(currentGradient, nextGradient, scale);
  3201. return;
  3202. }
  3203. }
  3204. // Use last index if over
  3205. var lastIndex = gradients.length - 1;
  3206. updateFunc(gradients[lastIndex], gradients[lastIndex], 1.0);
  3207. };
  3208. /**
  3209. * Gets or sets the base URL to use to load assets
  3210. */
  3211. Tools.BaseUrl = "";
  3212. /**
  3213. * Enable/Disable Custom HTTP Request Headers globally.
  3214. * default = false
  3215. * @see CustomRequestHeaders
  3216. */
  3217. Tools.UseCustomRequestHeaders = false;
  3218. /**
  3219. * Custom HTTP Request Headers to be sent with XMLHttpRequests
  3220. * i.e. when loading files, where the server/service expects an Authorization header.
  3221. * @see InjectCustomRequestHeaders injects them to an XMLHttpRequest
  3222. */
  3223. Tools.CustomRequestHeaders = {};
  3224. /**
  3225. * Gets or sets the retry strategy to apply when an error happens while loading an asset
  3226. */
  3227. Tools.DefaultRetryStrategy = RetryStrategy.ExponentialBackoff();
  3228. /**
  3229. * Default behaviour for cors in the application.
  3230. * It can be a string if the expected behavior is identical in the entire app.
  3231. * Or a callback to be able to set it per url or on a group of them (in case of Video source for instance)
  3232. */
  3233. Tools.CorsBehavior = "anonymous";
  3234. /**
  3235. * Gets or sets a global variable indicating if fallback texture must be used when a texture cannot be loaded
  3236. * @ignorenaming
  3237. */
  3238. Tools.UseFallbackTexture = true;
  3239. /**
  3240. * Use this object to register external classes like custom textures or material
  3241. * to allow the laoders to instantiate them
  3242. */
  3243. Tools.RegisteredExternalClasses = {};
  3244. /**
  3245. * Texture content used if a texture cannot loaded
  3246. * @ignorenaming
  3247. */
  3248. Tools.fallbackTexture = "data:image/jpg;base64,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";
  3249. Tools._tmpFloatArray = new Float32Array(1);
  3250. /**
  3251. * Gets or sets a function used to pre-process url before using them to load assets
  3252. */
  3253. Tools.PreprocessUrl = function (url) {
  3254. return url;
  3255. };
  3256. // Logs
  3257. /**
  3258. * No log
  3259. */
  3260. Tools.NoneLogLevel = 0;
  3261. /**
  3262. * Only message logs
  3263. */
  3264. Tools.MessageLogLevel = 1;
  3265. /**
  3266. * Only warning logs
  3267. */
  3268. Tools.WarningLogLevel = 2;
  3269. /**
  3270. * Only error logs
  3271. */
  3272. Tools.ErrorLogLevel = 4;
  3273. /**
  3274. * All logs
  3275. */
  3276. Tools.AllLogLevel = 7;
  3277. Tools._LogCache = "";
  3278. /**
  3279. * Gets a value indicating the number of loading errors
  3280. * @ignorenaming
  3281. */
  3282. Tools.errorsCount = 0;
  3283. /**
  3284. * Log a message to the console
  3285. */
  3286. Tools.Log = Tools._LogEnabled;
  3287. /**
  3288. * Write a warning message to the console
  3289. */
  3290. Tools.Warn = Tools._WarnEnabled;
  3291. /**
  3292. * Write an error message to the console
  3293. */
  3294. Tools.Error = Tools._ErrorEnabled;
  3295. // Performances
  3296. /**
  3297. * No performance log
  3298. */
  3299. Tools.PerformanceNoneLogLevel = 0;
  3300. /**
  3301. * Use user marks to log performance
  3302. */
  3303. Tools.PerformanceUserMarkLogLevel = 1;
  3304. /**
  3305. * Log performance to the console
  3306. */
  3307. Tools.PerformanceConsoleLogLevel = 2;
  3308. /**
  3309. * Starts a performance counter
  3310. */
  3311. Tools.StartPerformanceCounter = Tools._StartPerformanceCounterDisabled;
  3312. /**
  3313. * Ends a specific performance coutner
  3314. */
  3315. Tools.EndPerformanceCounter = Tools._EndPerformanceCounterDisabled;
  3316. return Tools;
  3317. }());
  3318. BABYLON.Tools = Tools;
  3319. /**
  3320. * This class is used to track a performance counter which is number based.
  3321. * The user has access to many properties which give statistics of different nature.
  3322. *
  3323. * The implementer can track two kinds of Performance Counter: time and count.
  3324. * For time you can optionally call fetchNewFrame() to notify the start of a new frame to monitor, then call beginMonitoring() to start and endMonitoring() to record the lapsed time. endMonitoring takes a newFrame parameter for you to specify if the monitored time should be set for a new frame or accumulated to the current frame being monitored.
  3325. * For count you first have to call fetchNewFrame() to notify the start of a new frame to monitor, then call addCount() how many time required to increment the count value you monitor.
  3326. */
  3327. var PerfCounter = /** @class */ (function () {
  3328. /**
  3329. * Creates a new counter
  3330. */
  3331. function PerfCounter() {
  3332. this._startMonitoringTime = 0;
  3333. this._min = 0;
  3334. this._max = 0;
  3335. this._average = 0;
  3336. this._lastSecAverage = 0;
  3337. this._current = 0;
  3338. this._totalValueCount = 0;
  3339. this._totalAccumulated = 0;
  3340. this._lastSecAccumulated = 0;
  3341. this._lastSecTime = 0;
  3342. this._lastSecValueCount = 0;
  3343. }
  3344. Object.defineProperty(PerfCounter.prototype, "min", {
  3345. /**
  3346. * Returns the smallest value ever
  3347. */
  3348. get: function () {
  3349. return this._min;
  3350. },
  3351. enumerable: true,
  3352. configurable: true
  3353. });
  3354. Object.defineProperty(PerfCounter.prototype, "max", {
  3355. /**
  3356. * Returns the biggest value ever
  3357. */
  3358. get: function () {
  3359. return this._max;
  3360. },
  3361. enumerable: true,
  3362. configurable: true
  3363. });
  3364. Object.defineProperty(PerfCounter.prototype, "average", {
  3365. /**
  3366. * Returns the average value since the performance counter is running
  3367. */
  3368. get: function () {
  3369. return this._average;
  3370. },
  3371. enumerable: true,
  3372. configurable: true
  3373. });
  3374. Object.defineProperty(PerfCounter.prototype, "lastSecAverage", {
  3375. /**
  3376. * Returns the average value of the last second the counter was monitored
  3377. */
  3378. get: function () {
  3379. return this._lastSecAverage;
  3380. },
  3381. enumerable: true,
  3382. configurable: true
  3383. });
  3384. Object.defineProperty(PerfCounter.prototype, "current", {
  3385. /**
  3386. * Returns the current value
  3387. */
  3388. get: function () {
  3389. return this._current;
  3390. },
  3391. enumerable: true,
  3392. configurable: true
  3393. });
  3394. Object.defineProperty(PerfCounter.prototype, "total", {
  3395. /**
  3396. * Gets the accumulated total
  3397. */
  3398. get: function () {
  3399. return this._totalAccumulated;
  3400. },
  3401. enumerable: true,
  3402. configurable: true
  3403. });
  3404. Object.defineProperty(PerfCounter.prototype, "count", {
  3405. /**
  3406. * Gets the total value count
  3407. */
  3408. get: function () {
  3409. return this._totalValueCount;
  3410. },
  3411. enumerable: true,
  3412. configurable: true
  3413. });
  3414. /**
  3415. * Call this method to start monitoring a new frame.
  3416. * This scenario is typically used when you accumulate monitoring time many times for a single frame, you call this method at the start of the frame, then beginMonitoring to start recording and endMonitoring(false) to accumulated the recorded time to the PerfCounter or addCount() to accumulate a monitored count.
  3417. */
  3418. PerfCounter.prototype.fetchNewFrame = function () {
  3419. this._totalValueCount++;
  3420. this._current = 0;
  3421. this._lastSecValueCount++;
  3422. };
  3423. /**
  3424. * Call this method to monitor a count of something (e.g. mesh drawn in viewport count)
  3425. * @param newCount the count value to add to the monitored count
  3426. * @param fetchResult true when it's the last time in the frame you add to the counter and you wish to update the statistics properties (min/max/average), false if you only want to update statistics.
  3427. */
  3428. PerfCounter.prototype.addCount = function (newCount, fetchResult) {
  3429. if (!PerfCounter.Enabled) {
  3430. return;
  3431. }
  3432. this._current += newCount;
  3433. if (fetchResult) {
  3434. this._fetchResult();
  3435. }
  3436. };
  3437. /**
  3438. * Start monitoring this performance counter
  3439. */
  3440. PerfCounter.prototype.beginMonitoring = function () {
  3441. if (!PerfCounter.Enabled) {
  3442. return;
  3443. }
  3444. this._startMonitoringTime = Tools.Now;
  3445. };
  3446. /**
  3447. * Compute the time lapsed since the previous beginMonitoring() call.
  3448. * @param newFrame true by default to fetch the result and monitor a new frame, if false the time monitored will be added to the current frame counter
  3449. */
  3450. PerfCounter.prototype.endMonitoring = function (newFrame) {
  3451. if (newFrame === void 0) { newFrame = true; }
  3452. if (!PerfCounter.Enabled) {
  3453. return;
  3454. }
  3455. if (newFrame) {
  3456. this.fetchNewFrame();
  3457. }
  3458. var currentTime = Tools.Now;
  3459. this._current = currentTime - this._startMonitoringTime;
  3460. if (newFrame) {
  3461. this._fetchResult();
  3462. }
  3463. };
  3464. PerfCounter.prototype._fetchResult = function () {
  3465. this._totalAccumulated += this._current;
  3466. this._lastSecAccumulated += this._current;
  3467. // Min/Max update
  3468. this._min = Math.min(this._min, this._current);
  3469. this._max = Math.max(this._max, this._current);
  3470. this._average = this._totalAccumulated / this._totalValueCount;
  3471. // Reset last sec?
  3472. var now = Tools.Now;
  3473. if ((now - this._lastSecTime) > 1000) {
  3474. this._lastSecAverage = this._lastSecAccumulated / this._lastSecValueCount;
  3475. this._lastSecTime = now;
  3476. this._lastSecAccumulated = 0;
  3477. this._lastSecValueCount = 0;
  3478. }
  3479. };
  3480. /**
  3481. * Gets or sets a global boolean to turn on and off all the counters
  3482. */
  3483. PerfCounter.Enabled = true;
  3484. return PerfCounter;
  3485. }());
  3486. BABYLON.PerfCounter = PerfCounter;
  3487. /**
  3488. * Use this className as a decorator on a given class definition to add it a name and optionally its module.
  3489. * You can then use the Tools.getClassName(obj) on an instance to retrieve its class name.
  3490. * This method is the only way to get it done in all cases, even if the .js file declaring the class is minified
  3491. * @param name The name of the class, case should be preserved
  3492. * @param module The name of the Module hosting the class, optional, but strongly recommended to specify if possible. Case should be preserved.
  3493. */
  3494. function className(name, module) {
  3495. return function (target) {
  3496. target["__bjsclassName__"] = name;
  3497. target["__bjsmoduleName__"] = (module != null) ? module : null;
  3498. };
  3499. }
  3500. BABYLON.className = className;
  3501. /**
  3502. * An implementation of a loop for asynchronous functions.
  3503. */
  3504. var AsyncLoop = /** @class */ (function () {
  3505. /**
  3506. * Constructor.
  3507. * @param iterations the number of iterations.
  3508. * @param func the function to run each iteration
  3509. * @param successCallback the callback that will be called upon succesful execution
  3510. * @param offset starting offset.
  3511. */
  3512. function AsyncLoop(
  3513. /**
  3514. * Defines the number of iterations for the loop
  3515. */
  3516. iterations, func, successCallback, offset) {
  3517. if (offset === void 0) { offset = 0; }
  3518. this.iterations = iterations;
  3519. this.index = offset - 1;
  3520. this._done = false;
  3521. this._fn = func;
  3522. this._successCallback = successCallback;
  3523. }
  3524. /**
  3525. * Execute the next iteration. Must be called after the last iteration was finished.
  3526. */
  3527. AsyncLoop.prototype.executeNext = function () {
  3528. if (!this._done) {
  3529. if (this.index + 1 < this.iterations) {
  3530. ++this.index;
  3531. this._fn(this);
  3532. }
  3533. else {
  3534. this.breakLoop();
  3535. }
  3536. }
  3537. };
  3538. /**
  3539. * Break the loop and run the success callback.
  3540. */
  3541. AsyncLoop.prototype.breakLoop = function () {
  3542. this._done = true;
  3543. this._successCallback();
  3544. };
  3545. /**
  3546. * Create and run an async loop.
  3547. * @param iterations the number of iterations.
  3548. * @param fn the function to run each iteration
  3549. * @param successCallback the callback that will be called upon succesful execution
  3550. * @param offset starting offset.
  3551. * @returns the created async loop object
  3552. */
  3553. AsyncLoop.Run = function (iterations, fn, successCallback, offset) {
  3554. if (offset === void 0) { offset = 0; }
  3555. var loop = new AsyncLoop(iterations, fn, successCallback, offset);
  3556. loop.executeNext();
  3557. return loop;
  3558. };
  3559. /**
  3560. * A for-loop that will run a given number of iterations synchronous and the rest async.
  3561. * @param iterations total number of iterations
  3562. * @param syncedIterations number of synchronous iterations in each async iteration.
  3563. * @param fn the function to call each iteration.
  3564. * @param callback a success call back that will be called when iterating stops.
  3565. * @param breakFunction a break condition (optional)
  3566. * @param timeout timeout settings for the setTimeout function. default - 0.
  3567. * @returns the created async loop object
  3568. */
  3569. AsyncLoop.SyncAsyncForLoop = function (iterations, syncedIterations, fn, callback, breakFunction, timeout) {
  3570. if (timeout === void 0) { timeout = 0; }
  3571. return AsyncLoop.Run(Math.ceil(iterations / syncedIterations), function (loop) {
  3572. if (breakFunction && breakFunction()) {
  3573. loop.breakLoop();
  3574. }
  3575. else {
  3576. setTimeout(function () {
  3577. for (var i = 0; i < syncedIterations; ++i) {
  3578. var iteration = (loop.index * syncedIterations) + i;
  3579. if (iteration >= iterations) {
  3580. break;
  3581. }
  3582. fn(iteration);
  3583. if (breakFunction && breakFunction()) {
  3584. loop.breakLoop();
  3585. break;
  3586. }
  3587. }
  3588. loop.executeNext();
  3589. }, timeout);
  3590. }
  3591. }, callback);
  3592. };
  3593. return AsyncLoop;
  3594. }());
  3595. BABYLON.AsyncLoop = AsyncLoop;
  3596. })(BABYLON || (BABYLON = {}));
  3597. //# sourceMappingURL=babylon.tools.js.map
  3598. var BABYLON;
  3599. (function (BABYLON) {
  3600. /**
  3601. * Constant used to convert a value to gamma space
  3602. * @ignorenaming
  3603. */
  3604. BABYLON.ToGammaSpace = 1 / 2.2;
  3605. /**
  3606. * Constant used to convert a value to linear space
  3607. * @ignorenaming
  3608. */
  3609. BABYLON.ToLinearSpace = 2.2;
  3610. /**
  3611. * Constant used to define the minimal number value in Babylon.js
  3612. * @ignorenaming
  3613. */
  3614. BABYLON.Epsilon = 0.001;
  3615. /**
  3616. * Class used to hold a RBG color
  3617. */
  3618. var Color3 = /** @class */ (function () {
  3619. /**
  3620. * Creates a new Color3 object from red, green, blue values, all between 0 and 1
  3621. * @param r defines the red component (between 0 and 1, default is 0)
  3622. * @param g defines the green component (between 0 and 1, default is 0)
  3623. * @param b defines the blue component (between 0 and 1, default is 0)
  3624. */
  3625. function Color3(
  3626. /**
  3627. * Defines the red component (between 0 and 1, default is 0)
  3628. */
  3629. r,
  3630. /**
  3631. * Defines the green component (between 0 and 1, default is 0)
  3632. */
  3633. g,
  3634. /**
  3635. * Defines the blue component (between 0 and 1, default is 0)
  3636. */
  3637. b) {
  3638. if (r === void 0) { r = 0; }
  3639. if (g === void 0) { g = 0; }
  3640. if (b === void 0) { b = 0; }
  3641. this.r = r;
  3642. this.g = g;
  3643. this.b = b;
  3644. }
  3645. /**
  3646. * Creates a string with the Color3 current values
  3647. * @returns the string representation of the Color3 object
  3648. */
  3649. Color3.prototype.toString = function () {
  3650. return "{R: " + this.r + " G:" + this.g + " B:" + this.b + "}";
  3651. };
  3652. /**
  3653. * Returns the string "Color3"
  3654. * @returns "Color3"
  3655. */
  3656. Color3.prototype.getClassName = function () {
  3657. return "Color3";
  3658. };
  3659. /**
  3660. * Compute the Color3 hash code
  3661. * @returns an unique number that can be used to hash Color3 objects
  3662. */
  3663. Color3.prototype.getHashCode = function () {
  3664. var hash = this.r || 0;
  3665. hash = (hash * 397) ^ (this.g || 0);
  3666. hash = (hash * 397) ^ (this.b || 0);
  3667. return hash;
  3668. };
  3669. // Operators
  3670. /**
  3671. * Stores in the given array from the given starting index the red, green, blue values as successive elements
  3672. * @param array defines the array where to store the r,g,b components
  3673. * @param index defines an optional index in the target array to define where to start storing values
  3674. * @returns the current Color3 object
  3675. */
  3676. Color3.prototype.toArray = function (array, index) {
  3677. if (index === void 0) { index = 0; }
  3678. array[index] = this.r;
  3679. array[index + 1] = this.g;
  3680. array[index + 2] = this.b;
  3681. return this;
  3682. };
  3683. /**
  3684. * Returns a new Color4 object from the current Color3 and the given alpha
  3685. * @param alpha defines the alpha component on the new Color4 object (default is 1)
  3686. * @returns a new Color4 object
  3687. */
  3688. Color3.prototype.toColor4 = function (alpha) {
  3689. if (alpha === void 0) { alpha = 1; }
  3690. return new Color4(this.r, this.g, this.b, alpha);
  3691. };
  3692. /**
  3693. * Returns a new array populated with 3 numeric elements : red, green and blue values
  3694. * @returns the new array
  3695. */
  3696. Color3.prototype.asArray = function () {
  3697. var result = new Array();
  3698. this.toArray(result, 0);
  3699. return result;
  3700. };
  3701. /**
  3702. * Returns the luminance value
  3703. * @returns a float value
  3704. */
  3705. Color3.prototype.toLuminance = function () {
  3706. return this.r * 0.3 + this.g * 0.59 + this.b * 0.11;
  3707. };
  3708. /**
  3709. * Multiply each Color3 rgb values by the given Color3 rgb values in a new Color3 object
  3710. * @param otherColor defines the second operand
  3711. * @returns the new Color3 object
  3712. */
  3713. Color3.prototype.multiply = function (otherColor) {
  3714. return new Color3(this.r * otherColor.r, this.g * otherColor.g, this.b * otherColor.b);
  3715. };
  3716. /**
  3717. * Multiply the rgb values of the Color3 and the given Color3 and stores the result in the object "result"
  3718. * @param otherColor defines the second operand
  3719. * @param result defines the Color3 object where to store the result
  3720. * @returns the current Color3
  3721. */
  3722. Color3.prototype.multiplyToRef = function (otherColor, result) {
  3723. result.r = this.r * otherColor.r;
  3724. result.g = this.g * otherColor.g;
  3725. result.b = this.b * otherColor.b;
  3726. return this;
  3727. };
  3728. /**
  3729. * Determines equality between Color3 objects
  3730. * @param otherColor defines the second operand
  3731. * @returns true if the rgb values are equal to the given ones
  3732. */
  3733. Color3.prototype.equals = function (otherColor) {
  3734. return otherColor && this.r === otherColor.r && this.g === otherColor.g && this.b === otherColor.b;
  3735. };
  3736. /**
  3737. * Determines equality between the current Color3 object and a set of r,b,g values
  3738. * @param r defines the red component to check
  3739. * @param g defines the green component to check
  3740. * @param b defines the blue component to check
  3741. * @returns true if the rgb values are equal to the given ones
  3742. */
  3743. Color3.prototype.equalsFloats = function (r, g, b) {
  3744. return this.r === r && this.g === g && this.b === b;
  3745. };
  3746. /**
  3747. * Multiplies in place each rgb value by scale
  3748. * @param scale defines the scaling factor
  3749. * @returns the updated Color3
  3750. */
  3751. Color3.prototype.scale = function (scale) {
  3752. return new Color3(this.r * scale, this.g * scale, this.b * scale);
  3753. };
  3754. /**
  3755. * Multiplies the rgb values by scale and stores the result into "result"
  3756. * @param scale defines the scaling factor
  3757. * @param result defines the Color3 object where to store the result
  3758. * @returns the unmodified current Color3
  3759. */
  3760. Color3.prototype.scaleToRef = function (scale, result) {
  3761. result.r = this.r * scale;
  3762. result.g = this.g * scale;
  3763. result.b = this.b * scale;
  3764. return this;
  3765. };
  3766. /**
  3767. * Scale the current Color3 values by a factor and add the result to a given Color3
  3768. * @param scale defines the scale factor
  3769. * @param result defines color to store the result into
  3770. * @returns the unmodified current Color3
  3771. */
  3772. Color3.prototype.scaleAndAddToRef = function (scale, result) {
  3773. result.r += this.r * scale;
  3774. result.g += this.g * scale;
  3775. result.b += this.b * scale;
  3776. return this;
  3777. };
  3778. /**
  3779. * Clamps the rgb values by the min and max values and stores the result into "result"
  3780. * @param min defines minimum clamping value (default is 0)
  3781. * @param max defines maximum clamping value (default is 1)
  3782. * @param result defines color to store the result into
  3783. * @returns the original Color3
  3784. */
  3785. Color3.prototype.clampToRef = function (min, max, result) {
  3786. if (min === void 0) { min = 0; }
  3787. if (max === void 0) { max = 1; }
  3788. result.r = BABYLON.Scalar.Clamp(this.r, min, max);
  3789. result.g = BABYLON.Scalar.Clamp(this.g, min, max);
  3790. result.b = BABYLON.Scalar.Clamp(this.b, min, max);
  3791. return this;
  3792. };
  3793. /**
  3794. * Creates a new Color3 set with the added values of the current Color3 and of the given one
  3795. * @param otherColor defines the second operand
  3796. * @returns the new Color3
  3797. */
  3798. Color3.prototype.add = function (otherColor) {
  3799. return new Color3(this.r + otherColor.r, this.g + otherColor.g, this.b + otherColor.b);
  3800. };
  3801. /**
  3802. * Stores the result of the addition of the current Color3 and given one rgb values into "result"
  3803. * @param otherColor defines the second operand
  3804. * @param result defines Color3 object to store the result into
  3805. * @returns the unmodified current Color3
  3806. */
  3807. Color3.prototype.addToRef = function (otherColor, result) {
  3808. result.r = this.r + otherColor.r;
  3809. result.g = this.g + otherColor.g;
  3810. result.b = this.b + otherColor.b;
  3811. return this;
  3812. };
  3813. /**
  3814. * Returns a new Color3 set with the subtracted values of the given one from the current Color3
  3815. * @param otherColor defines the second operand
  3816. * @returns the new Color3
  3817. */
  3818. Color3.prototype.subtract = function (otherColor) {
  3819. return new Color3(this.r - otherColor.r, this.g - otherColor.g, this.b - otherColor.b);
  3820. };
  3821. /**
  3822. * Stores the result of the subtraction of given one from the current Color3 rgb values into "result"
  3823. * @param otherColor defines the second operand
  3824. * @param result defines Color3 object to store the result into
  3825. * @returns the unmodified current Color3
  3826. */
  3827. Color3.prototype.subtractToRef = function (otherColor, result) {
  3828. result.r = this.r - otherColor.r;
  3829. result.g = this.g - otherColor.g;
  3830. result.b = this.b - otherColor.b;
  3831. return this;
  3832. };
  3833. /**
  3834. * Copy the current object
  3835. * @returns a new Color3 copied the current one
  3836. */
  3837. Color3.prototype.clone = function () {
  3838. return new Color3(this.r, this.g, this.b);
  3839. };
  3840. /**
  3841. * Copies the rgb values from the source in the current Color3
  3842. * @param source defines the source Color3 object
  3843. * @returns the updated Color3 object
  3844. */
  3845. Color3.prototype.copyFrom = function (source) {
  3846. this.r = source.r;
  3847. this.g = source.g;
  3848. this.b = source.b;
  3849. return this;
  3850. };
  3851. /**
  3852. * Updates the Color3 rgb values from the given floats
  3853. * @param r defines the red component to read from
  3854. * @param g defines the green component to read from
  3855. * @param b defines the blue component to read from
  3856. * @returns the current Color3 object
  3857. */
  3858. Color3.prototype.copyFromFloats = function (r, g, b) {
  3859. this.r = r;
  3860. this.g = g;
  3861. this.b = b;
  3862. return this;
  3863. };
  3864. /**
  3865. * Updates the Color3 rgb values from the given floats
  3866. * @param r defines the red component to read from
  3867. * @param g defines the green component to read from
  3868. * @param b defines the blue component to read from
  3869. * @returns the current Color3 object
  3870. */
  3871. Color3.prototype.set = function (r, g, b) {
  3872. return this.copyFromFloats(r, g, b);
  3873. };
  3874. /**
  3875. * Compute the Color3 hexadecimal code as a string
  3876. * @returns a string containing the hexadecimal representation of the Color3 object
  3877. */
  3878. Color3.prototype.toHexString = function () {
  3879. var intR = (this.r * 255) | 0;
  3880. var intG = (this.g * 255) | 0;
  3881. var intB = (this.b * 255) | 0;
  3882. return "#" + BABYLON.Scalar.ToHex(intR) + BABYLON.Scalar.ToHex(intG) + BABYLON.Scalar.ToHex(intB);
  3883. };
  3884. /**
  3885. * Computes a new Color3 converted from the current one to linear space
  3886. * @returns a new Color3 object
  3887. */
  3888. Color3.prototype.toLinearSpace = function () {
  3889. var convertedColor = new Color3();
  3890. this.toLinearSpaceToRef(convertedColor);
  3891. return convertedColor;
  3892. };
  3893. /**
  3894. * Converts the Color3 values to linear space and stores the result in "convertedColor"
  3895. * @param convertedColor defines the Color3 object where to store the linear space version
  3896. * @returns the unmodified Color3
  3897. */
  3898. Color3.prototype.toLinearSpaceToRef = function (convertedColor) {
  3899. convertedColor.r = Math.pow(this.r, BABYLON.ToLinearSpace);
  3900. convertedColor.g = Math.pow(this.g, BABYLON.ToLinearSpace);
  3901. convertedColor.b = Math.pow(this.b, BABYLON.ToLinearSpace);
  3902. return this;
  3903. };
  3904. /**
  3905. * Computes a new Color3 converted from the current one to gamma space
  3906. * @returns a new Color3 object
  3907. */
  3908. Color3.prototype.toGammaSpace = function () {
  3909. var convertedColor = new Color3();
  3910. this.toGammaSpaceToRef(convertedColor);
  3911. return convertedColor;
  3912. };
  3913. /**
  3914. * Converts the Color3 values to gamma space and stores the result in "convertedColor"
  3915. * @param convertedColor defines the Color3 object where to store the gamma space version
  3916. * @returns the unmodified Color3
  3917. */
  3918. Color3.prototype.toGammaSpaceToRef = function (convertedColor) {
  3919. convertedColor.r = Math.pow(this.r, BABYLON.ToGammaSpace);
  3920. convertedColor.g = Math.pow(this.g, BABYLON.ToGammaSpace);
  3921. convertedColor.b = Math.pow(this.b, BABYLON.ToGammaSpace);
  3922. return this;
  3923. };
  3924. // Statics
  3925. /**
  3926. * Creates a new Color3 from the string containing valid hexadecimal values
  3927. * @param hex defines a string containing valid hexadecimal values
  3928. * @returns a new Color3 object
  3929. */
  3930. Color3.FromHexString = function (hex) {
  3931. if (hex.substring(0, 1) !== "#" || hex.length !== 7) {
  3932. return new Color3(0, 0, 0);
  3933. }
  3934. var r = parseInt(hex.substring(1, 3), 16);
  3935. var g = parseInt(hex.substring(3, 5), 16);
  3936. var b = parseInt(hex.substring(5, 7), 16);
  3937. return Color3.FromInts(r, g, b);
  3938. };
  3939. /**
  3940. * Creates a new Vector3 from the starting index of the given array
  3941. * @param array defines the source array
  3942. * @param offset defines an offset in the source array
  3943. * @returns a new Color3 object
  3944. */
  3945. Color3.FromArray = function (array, offset) {
  3946. if (offset === void 0) { offset = 0; }
  3947. return new Color3(array[offset], array[offset + 1], array[offset + 2]);
  3948. };
  3949. /**
  3950. * Creates a new Color3 from integer values (< 256)
  3951. * @param r defines the red component to read from (value between 0 and 255)
  3952. * @param g defines the green component to read from (value between 0 and 255)
  3953. * @param b defines the blue component to read from (value between 0 and 255)
  3954. * @returns a new Color3 object
  3955. */
  3956. Color3.FromInts = function (r, g, b) {
  3957. return new Color3(r / 255.0, g / 255.0, b / 255.0);
  3958. };
  3959. /**
  3960. * Creates a new Color3 with values linearly interpolated of "amount" between the start Color3 and the end Color3
  3961. * @param start defines the start Color3 value
  3962. * @param end defines the end Color3 value
  3963. * @param amount defines the gradient value between start and end
  3964. * @returns a new Color3 object
  3965. */
  3966. Color3.Lerp = function (start, end, amount) {
  3967. var result = new Color3(0.0, 0.0, 0.0);
  3968. Color3.LerpToRef(start, end, amount, result);
  3969. return result;
  3970. };
  3971. /**
  3972. * Creates a new Color3 with values linearly interpolated of "amount" between the start Color3 and the end Color3
  3973. * @param left defines the start value
  3974. * @param right defines the end value
  3975. * @param amount defines the gradient factor
  3976. * @param result defines the Color3 object where to store the result
  3977. */
  3978. Color3.LerpToRef = function (left, right, amount, result) {
  3979. result.r = left.r + ((right.r - left.r) * amount);
  3980. result.g = left.g + ((right.g - left.g) * amount);
  3981. result.b = left.b + ((right.b - left.b) * amount);
  3982. };
  3983. /**
  3984. * Returns a Color3 value containing a red color
  3985. * @returns a new Color3 object
  3986. */
  3987. Color3.Red = function () { return new Color3(1, 0, 0); };
  3988. /**
  3989. * Returns a Color3 value containing a green color
  3990. * @returns a new Color3 object
  3991. */
  3992. Color3.Green = function () { return new Color3(0, 1, 0); };
  3993. /**
  3994. * Returns a Color3 value containing a blue color
  3995. * @returns a new Color3 object
  3996. */
  3997. Color3.Blue = function () { return new Color3(0, 0, 1); };
  3998. /**
  3999. * Returns a Color3 value containing a black color
  4000. * @returns a new Color3 object
  4001. */
  4002. Color3.Black = function () { return new Color3(0, 0, 0); };
  4003. /**
  4004. * Returns a Color3 value containing a white color
  4005. * @returns a new Color3 object
  4006. */
  4007. Color3.White = function () { return new Color3(1, 1, 1); };
  4008. /**
  4009. * Returns a Color3 value containing a purple color
  4010. * @returns a new Color3 object
  4011. */
  4012. Color3.Purple = function () { return new Color3(0.5, 0, 0.5); };
  4013. /**
  4014. * Returns a Color3 value containing a magenta color
  4015. * @returns a new Color3 object
  4016. */
  4017. Color3.Magenta = function () { return new Color3(1, 0, 1); };
  4018. /**
  4019. * Returns a Color3 value containing a yellow color
  4020. * @returns a new Color3 object
  4021. */
  4022. Color3.Yellow = function () { return new Color3(1, 1, 0); };
  4023. /**
  4024. * Returns a Color3 value containing a gray color
  4025. * @returns a new Color3 object
  4026. */
  4027. Color3.Gray = function () { return new Color3(0.5, 0.5, 0.5); };
  4028. /**
  4029. * Returns a Color3 value containing a teal color
  4030. * @returns a new Color3 object
  4031. */
  4032. Color3.Teal = function () { return new Color3(0, 1.0, 1.0); };
  4033. /**
  4034. * Returns a Color3 value containing a random color
  4035. * @returns a new Color3 object
  4036. */
  4037. Color3.Random = function () { return new Color3(Math.random(), Math.random(), Math.random()); };
  4038. return Color3;
  4039. }());
  4040. BABYLON.Color3 = Color3;
  4041. /**
  4042. * Class used to hold a RBGA color
  4043. */
  4044. var Color4 = /** @class */ (function () {
  4045. /**
  4046. * Creates a new Color4 object from red, green, blue values, all between 0 and 1
  4047. * @param r defines the red component (between 0 and 1, default is 0)
  4048. * @param g defines the green component (between 0 and 1, default is 0)
  4049. * @param b defines the blue component (between 0 and 1, default is 0)
  4050. * @param a defines the alpha component (between 0 and 1, default is 1)
  4051. */
  4052. function Color4(
  4053. /**
  4054. * Defines the red component (between 0 and 1, default is 0)
  4055. */
  4056. r,
  4057. /**
  4058. * Defines the green component (between 0 and 1, default is 0)
  4059. */
  4060. g,
  4061. /**
  4062. * Defines the blue component (between 0 and 1, default is 0)
  4063. */
  4064. b,
  4065. /**
  4066. * Defines the alpha component (between 0 and 1, default is 1)
  4067. */
  4068. a) {
  4069. if (r === void 0) { r = 0; }
  4070. if (g === void 0) { g = 0; }
  4071. if (b === void 0) { b = 0; }
  4072. if (a === void 0) { a = 1; }
  4073. this.r = r;
  4074. this.g = g;
  4075. this.b = b;
  4076. this.a = a;
  4077. }
  4078. // Operators
  4079. /**
  4080. * Adds in place the given Color4 values to the current Color4 object
  4081. * @param right defines the second operand
  4082. * @returns the current updated Color4 object
  4083. */
  4084. Color4.prototype.addInPlace = function (right) {
  4085. this.r += right.r;
  4086. this.g += right.g;
  4087. this.b += right.b;
  4088. this.a += right.a;
  4089. return this;
  4090. };
  4091. /**
  4092. * Creates a new array populated with 4 numeric elements : red, green, blue, alpha values
  4093. * @returns the new array
  4094. */
  4095. Color4.prototype.asArray = function () {
  4096. var result = new Array();
  4097. this.toArray(result, 0);
  4098. return result;
  4099. };
  4100. /**
  4101. * Stores from the starting index in the given array the Color4 successive values
  4102. * @param array defines the array where to store the r,g,b components
  4103. * @param index defines an optional index in the target array to define where to start storing values
  4104. * @returns the current Color4 object
  4105. */
  4106. Color4.prototype.toArray = function (array, index) {
  4107. if (index === void 0) { index = 0; }
  4108. array[index] = this.r;
  4109. array[index + 1] = this.g;
  4110. array[index + 2] = this.b;
  4111. array[index + 3] = this.a;
  4112. return this;
  4113. };
  4114. /**
  4115. * Determines equality between Color4 objects
  4116. * @param otherColor defines the second operand
  4117. * @returns true if the rgba values are equal to the given ones
  4118. */
  4119. Color4.prototype.equals = function (otherColor) {
  4120. return otherColor && this.r === otherColor.r && this.g === otherColor.g && this.b === otherColor.b && this.a === otherColor.a;
  4121. };
  4122. /**
  4123. * Creates a new Color4 set with the added values of the current Color4 and of the given one
  4124. * @param right defines the second operand
  4125. * @returns a new Color4 object
  4126. */
  4127. Color4.prototype.add = function (right) {
  4128. return new Color4(this.r + right.r, this.g + right.g, this.b + right.b, this.a + right.a);
  4129. };
  4130. /**
  4131. * Creates a new Color4 set with the subtracted values of the given one from the current Color4
  4132. * @param right defines the second operand
  4133. * @returns a new Color4 object
  4134. */
  4135. Color4.prototype.subtract = function (right) {
  4136. return new Color4(this.r - right.r, this.g - right.g, this.b - right.b, this.a - right.a);
  4137. };
  4138. /**
  4139. * Subtracts the given ones from the current Color4 values and stores the results in "result"
  4140. * @param right defines the second operand
  4141. * @param result defines the Color4 object where to store the result
  4142. * @returns the current Color4 object
  4143. */
  4144. Color4.prototype.subtractToRef = function (right, result) {
  4145. result.r = this.r - right.r;
  4146. result.g = this.g - right.g;
  4147. result.b = this.b - right.b;
  4148. result.a = this.a - right.a;
  4149. return this;
  4150. };
  4151. /**
  4152. * Creates a new Color4 with the current Color4 values multiplied by scale
  4153. * @param scale defines the scaling factor to apply
  4154. * @returns a new Color4 object
  4155. */
  4156. Color4.prototype.scale = function (scale) {
  4157. return new Color4(this.r * scale, this.g * scale, this.b * scale, this.a * scale);
  4158. };
  4159. /**
  4160. * Multiplies the current Color4 values by scale and stores the result in "result"
  4161. * @param scale defines the scaling factor to apply
  4162. * @param result defines the Color4 object where to store the result
  4163. * @returns the current unmodified Color4
  4164. */
  4165. Color4.prototype.scaleToRef = function (scale, result) {
  4166. result.r = this.r * scale;
  4167. result.g = this.g * scale;
  4168. result.b = this.b * scale;
  4169. result.a = this.a * scale;
  4170. return this;
  4171. };
  4172. /**
  4173. * Scale the current Color4 values by a factor and add the result to a given Color4
  4174. * @param scale defines the scale factor
  4175. * @param result defines the Color4 object where to store the result
  4176. * @returns the unmodified current Color4
  4177. */
  4178. Color4.prototype.scaleAndAddToRef = function (scale, result) {
  4179. result.r += this.r * scale;
  4180. result.g += this.g * scale;
  4181. result.b += this.b * scale;
  4182. result.a += this.a * scale;
  4183. return this;
  4184. };
  4185. /**
  4186. * Clamps the rgb values by the min and max values and stores the result into "result"
  4187. * @param min defines minimum clamping value (default is 0)
  4188. * @param max defines maximum clamping value (default is 1)
  4189. * @param result defines color to store the result into.
  4190. * @returns the cuurent Color4
  4191. */
  4192. Color4.prototype.clampToRef = function (min, max, result) {
  4193. if (min === void 0) { min = 0; }
  4194. if (max === void 0) { max = 1; }
  4195. result.r = BABYLON.Scalar.Clamp(this.r, min, max);
  4196. result.g = BABYLON.Scalar.Clamp(this.g, min, max);
  4197. result.b = BABYLON.Scalar.Clamp(this.b, min, max);
  4198. result.a = BABYLON.Scalar.Clamp(this.a, min, max);
  4199. return this;
  4200. };
  4201. /**
  4202. * Multipy an Color4 value by another and return a new Color4 object
  4203. * @param color defines the Color4 value to multiply by
  4204. * @returns a new Color4 object
  4205. */
  4206. Color4.prototype.multiply = function (color) {
  4207. return new Color4(this.r * color.r, this.g * color.g, this.b * color.b, this.a * color.a);
  4208. };
  4209. /**
  4210. * Multipy a Color4 value by another and push the result in a reference value
  4211. * @param color defines the Color4 value to multiply by
  4212. * @param result defines the Color4 to fill the result in
  4213. * @returns the result Color4
  4214. */
  4215. Color4.prototype.multiplyToRef = function (color, result) {
  4216. result.r = this.r * color.r;
  4217. result.g = this.g * color.g;
  4218. result.b = this.b * color.b;
  4219. result.a = this.a * color.a;
  4220. return result;
  4221. };
  4222. /**
  4223. * Creates a string with the Color4 current values
  4224. * @returns the string representation of the Color4 object
  4225. */
  4226. Color4.prototype.toString = function () {
  4227. return "{R: " + this.r + " G:" + this.g + " B:" + this.b + " A:" + this.a + "}";
  4228. };
  4229. /**
  4230. * Returns the string "Color4"
  4231. * @returns "Color4"
  4232. */
  4233. Color4.prototype.getClassName = function () {
  4234. return "Color4";
  4235. };
  4236. /**
  4237. * Compute the Color4 hash code
  4238. * @returns an unique number that can be used to hash Color4 objects
  4239. */
  4240. Color4.prototype.getHashCode = function () {
  4241. var hash = this.r || 0;
  4242. hash = (hash * 397) ^ (this.g || 0);
  4243. hash = (hash * 397) ^ (this.b || 0);
  4244. hash = (hash * 397) ^ (this.a || 0);
  4245. return hash;
  4246. };
  4247. /**
  4248. * Creates a new Color4 copied from the current one
  4249. * @returns a new Color4 object
  4250. */
  4251. Color4.prototype.clone = function () {
  4252. return new Color4(this.r, this.g, this.b, this.a);
  4253. };
  4254. /**
  4255. * Copies the given Color4 values into the current one
  4256. * @param source defines the source Color4 object
  4257. * @returns the current updated Color4 object
  4258. */
  4259. Color4.prototype.copyFrom = function (source) {
  4260. this.r = source.r;
  4261. this.g = source.g;
  4262. this.b = source.b;
  4263. this.a = source.a;
  4264. return this;
  4265. };
  4266. /**
  4267. * Copies the given float values into the current one
  4268. * @param r defines the red component to read from
  4269. * @param g defines the green component to read from
  4270. * @param b defines the blue component to read from
  4271. * @param a defines the alpha component to read from
  4272. * @returns the current updated Color4 object
  4273. */
  4274. Color4.prototype.copyFromFloats = function (r, g, b, a) {
  4275. this.r = r;
  4276. this.g = g;
  4277. this.b = b;
  4278. this.a = a;
  4279. return this;
  4280. };
  4281. /**
  4282. * Copies the given float values into the current one
  4283. * @param r defines the red component to read from
  4284. * @param g defines the green component to read from
  4285. * @param b defines the blue component to read from
  4286. * @param a defines the alpha component to read from
  4287. * @returns the current updated Color4 object
  4288. */
  4289. Color4.prototype.set = function (r, g, b, a) {
  4290. return this.copyFromFloats(r, g, b, a);
  4291. };
  4292. /**
  4293. * Compute the Color4 hexadecimal code as a string
  4294. * @returns a string containing the hexadecimal representation of the Color4 object
  4295. */
  4296. Color4.prototype.toHexString = function () {
  4297. var intR = (this.r * 255) | 0;
  4298. var intG = (this.g * 255) | 0;
  4299. var intB = (this.b * 255) | 0;
  4300. var intA = (this.a * 255) | 0;
  4301. return "#" + BABYLON.Scalar.ToHex(intR) + BABYLON.Scalar.ToHex(intG) + BABYLON.Scalar.ToHex(intB) + BABYLON.Scalar.ToHex(intA);
  4302. };
  4303. /**
  4304. * Computes a new Color4 converted from the current one to linear space
  4305. * @returns a new Color4 object
  4306. */
  4307. Color4.prototype.toLinearSpace = function () {
  4308. var convertedColor = new Color4();
  4309. this.toLinearSpaceToRef(convertedColor);
  4310. return convertedColor;
  4311. };
  4312. /**
  4313. * Converts the Color4 values to linear space and stores the result in "convertedColor"
  4314. * @param convertedColor defines the Color4 object where to store the linear space version
  4315. * @returns the unmodified Color4
  4316. */
  4317. Color4.prototype.toLinearSpaceToRef = function (convertedColor) {
  4318. convertedColor.r = Math.pow(this.r, BABYLON.ToLinearSpace);
  4319. convertedColor.g = Math.pow(this.g, BABYLON.ToLinearSpace);
  4320. convertedColor.b = Math.pow(this.b, BABYLON.ToLinearSpace);
  4321. convertedColor.a = this.a;
  4322. return this;
  4323. };
  4324. /**
  4325. * Computes a new Color4 converted from the current one to gamma space
  4326. * @returns a new Color4 object
  4327. */
  4328. Color4.prototype.toGammaSpace = function () {
  4329. var convertedColor = new Color4();
  4330. this.toGammaSpaceToRef(convertedColor);
  4331. return convertedColor;
  4332. };
  4333. /**
  4334. * Converts the Color4 values to gamma space and stores the result in "convertedColor"
  4335. * @param convertedColor defines the Color4 object where to store the gamma space version
  4336. * @returns the unmodified Color4
  4337. */
  4338. Color4.prototype.toGammaSpaceToRef = function (convertedColor) {
  4339. convertedColor.r = Math.pow(this.r, BABYLON.ToGammaSpace);
  4340. convertedColor.g = Math.pow(this.g, BABYLON.ToGammaSpace);
  4341. convertedColor.b = Math.pow(this.b, BABYLON.ToGammaSpace);
  4342. convertedColor.a = this.a;
  4343. return this;
  4344. };
  4345. // Statics
  4346. /**
  4347. * Creates a new Color4 from the string containing valid hexadecimal values
  4348. * @param hex defines a string containing valid hexadecimal values
  4349. * @returns a new Color4 object
  4350. */
  4351. Color4.FromHexString = function (hex) {
  4352. if (hex.substring(0, 1) !== "#" || hex.length !== 9) {
  4353. return new Color4(0.0, 0.0, 0.0, 0.0);
  4354. }
  4355. var r = parseInt(hex.substring(1, 3), 16);
  4356. var g = parseInt(hex.substring(3, 5), 16);
  4357. var b = parseInt(hex.substring(5, 7), 16);
  4358. var a = parseInt(hex.substring(7, 9), 16);
  4359. return Color4.FromInts(r, g, b, a);
  4360. };
  4361. /**
  4362. * Creates a new Color4 object set with the linearly interpolated values of "amount" between the left Color4 object and the right Color4 object
  4363. * @param left defines the start value
  4364. * @param right defines the end value
  4365. * @param amount defines the gradient factor
  4366. * @returns a new Color4 object
  4367. */
  4368. Color4.Lerp = function (left, right, amount) {
  4369. var result = new Color4(0.0, 0.0, 0.0, 0.0);
  4370. Color4.LerpToRef(left, right, amount, result);
  4371. return result;
  4372. };
  4373. /**
  4374. * Set the given "result" with the linearly interpolated values of "amount" between the left Color4 object and the right Color4 object
  4375. * @param left defines the start value
  4376. * @param right defines the end value
  4377. * @param amount defines the gradient factor
  4378. * @param result defines the Color4 object where to store data
  4379. */
  4380. Color4.LerpToRef = function (left, right, amount, result) {
  4381. result.r = left.r + (right.r - left.r) * amount;
  4382. result.g = left.g + (right.g - left.g) * amount;
  4383. result.b = left.b + (right.b - left.b) * amount;
  4384. result.a = left.a + (right.a - left.a) * amount;
  4385. };
  4386. /**
  4387. * Creates a new Color4 from a Color3 and an alpha value
  4388. * @param color3 defines the source Color3 to read from
  4389. * @param alpha defines the alpha component (1.0 by default)
  4390. * @returns a new Color4 object
  4391. */
  4392. Color4.FromColor3 = function (color3, alpha) {
  4393. if (alpha === void 0) { alpha = 1.0; }
  4394. return new Color4(color3.r, color3.g, color3.b, alpha);
  4395. };
  4396. /**
  4397. * Creates a new Color4 from the starting index element of the given array
  4398. * @param array defines the source array to read from
  4399. * @param offset defines the offset in the source array
  4400. * @returns a new Color4 object
  4401. */
  4402. Color4.FromArray = function (array, offset) {
  4403. if (offset === void 0) { offset = 0; }
  4404. return new Color4(array[offset], array[offset + 1], array[offset + 2], array[offset + 3]);
  4405. };
  4406. /**
  4407. * Creates a new Color3 from integer values (< 256)
  4408. * @param r defines the red component to read from (value between 0 and 255)
  4409. * @param g defines the green component to read from (value between 0 and 255)
  4410. * @param b defines the blue component to read from (value between 0 and 255)
  4411. * @param a defines the alpha component to read from (value between 0 and 255)
  4412. * @returns a new Color3 object
  4413. */
  4414. Color4.FromInts = function (r, g, b, a) {
  4415. return new Color4(r / 255.0, g / 255.0, b / 255.0, a / 255.0);
  4416. };
  4417. /**
  4418. * Check the content of a given array and convert it to an array containing RGBA data
  4419. * If the original array was already containing count * 4 values then it is returned directly
  4420. * @param colors defines the array to check
  4421. * @param count defines the number of RGBA data to expect
  4422. * @returns an array containing count * 4 values (RGBA)
  4423. */
  4424. Color4.CheckColors4 = function (colors, count) {
  4425. // Check if color3 was used
  4426. if (colors.length === count * 3) {
  4427. var colors4 = [];
  4428. for (var index = 0; index < colors.length; index += 3) {
  4429. var newIndex = (index / 3) * 4;
  4430. colors4[newIndex] = colors[index];
  4431. colors4[newIndex + 1] = colors[index + 1];
  4432. colors4[newIndex + 2] = colors[index + 2];
  4433. colors4[newIndex + 3] = 1.0;
  4434. }
  4435. return colors4;
  4436. }
  4437. return colors;
  4438. };
  4439. return Color4;
  4440. }());
  4441. BABYLON.Color4 = Color4;
  4442. /**
  4443. * Class representing a vector containing 2 coordinates
  4444. */
  4445. var Vector2 = /** @class */ (function () {
  4446. /**
  4447. * Creates a new Vector2 from the given x and y coordinates
  4448. * @param x defines the first coordinate
  4449. * @param y defines the second coordinate
  4450. */
  4451. function Vector2(
  4452. /** defines the first coordinate */
  4453. x,
  4454. /** defines the second coordinate */
  4455. y) {
  4456. if (x === void 0) { x = 0; }
  4457. if (y === void 0) { y = 0; }
  4458. this.x = x;
  4459. this.y = y;
  4460. }
  4461. /**
  4462. * Gets a string with the Vector2 coordinates
  4463. * @returns a string with the Vector2 coordinates
  4464. */
  4465. Vector2.prototype.toString = function () {
  4466. return "{X: " + this.x + " Y:" + this.y + "}";
  4467. };
  4468. /**
  4469. * Gets class name
  4470. * @returns the string "Vector2"
  4471. */
  4472. Vector2.prototype.getClassName = function () {
  4473. return "Vector2";
  4474. };
  4475. /**
  4476. * Gets current vector hash code
  4477. * @returns the Vector2 hash code as a number
  4478. */
  4479. Vector2.prototype.getHashCode = function () {
  4480. var hash = this.x || 0;
  4481. hash = (hash * 397) ^ (this.y || 0);
  4482. return hash;
  4483. };
  4484. // Operators
  4485. /**
  4486. * Sets the Vector2 coordinates in the given array or Float32Array from the given index.
  4487. * @param array defines the source array
  4488. * @param index defines the offset in source array
  4489. * @returns the current Vector2
  4490. */
  4491. Vector2.prototype.toArray = function (array, index) {
  4492. if (index === void 0) { index = 0; }
  4493. array[index] = this.x;
  4494. array[index + 1] = this.y;
  4495. return this;
  4496. };
  4497. /**
  4498. * Copy the current vector to an array
  4499. * @returns a new array with 2 elements: the Vector2 coordinates.
  4500. */
  4501. Vector2.prototype.asArray = function () {
  4502. var result = new Array();
  4503. this.toArray(result, 0);
  4504. return result;
  4505. };
  4506. /**
  4507. * Sets the Vector2 coordinates with the given Vector2 coordinates
  4508. * @param source defines the source Vector2
  4509. * @returns the current updated Vector2
  4510. */
  4511. Vector2.prototype.copyFrom = function (source) {
  4512. this.x = source.x;
  4513. this.y = source.y;
  4514. return this;
  4515. };
  4516. /**
  4517. * Sets the Vector2 coordinates with the given floats
  4518. * @param x defines the first coordinate
  4519. * @param y defines the second coordinate
  4520. * @returns the current updated Vector2
  4521. */
  4522. Vector2.prototype.copyFromFloats = function (x, y) {
  4523. this.x = x;
  4524. this.y = y;
  4525. return this;
  4526. };
  4527. /**
  4528. * Sets the Vector2 coordinates with the given floats
  4529. * @param x defines the first coordinate
  4530. * @param y defines the second coordinate
  4531. * @returns the current updated Vector2
  4532. */
  4533. Vector2.prototype.set = function (x, y) {
  4534. return this.copyFromFloats(x, y);
  4535. };
  4536. /**
  4537. * Add another vector with the current one
  4538. * @param otherVector defines the other vector
  4539. * @returns a new Vector2 set with the addition of the current Vector2 and the given one coordinates
  4540. */
  4541. Vector2.prototype.add = function (otherVector) {
  4542. return new Vector2(this.x + otherVector.x, this.y + otherVector.y);
  4543. };
  4544. /**
  4545. * Sets the "result" coordinates with the addition of the current Vector2 and the given one coordinates
  4546. * @param otherVector defines the other vector
  4547. * @param result defines the target vector
  4548. * @returns the unmodified current Vector2
  4549. */
  4550. Vector2.prototype.addToRef = function (otherVector, result) {
  4551. result.x = this.x + otherVector.x;
  4552. result.y = this.y + otherVector.y;
  4553. return this;
  4554. };
  4555. /**
  4556. * Set the Vector2 coordinates by adding the given Vector2 coordinates
  4557. * @param otherVector defines the other vector
  4558. * @returns the current updated Vector2
  4559. */
  4560. Vector2.prototype.addInPlace = function (otherVector) {
  4561. this.x += otherVector.x;
  4562. this.y += otherVector.y;
  4563. return this;
  4564. };
  4565. /**
  4566. * Gets a new Vector2 by adding the current Vector2 coordinates to the given Vector3 x, y coordinates
  4567. * @param otherVector defines the other vector
  4568. * @returns a new Vector2
  4569. */
  4570. Vector2.prototype.addVector3 = function (otherVector) {
  4571. return new Vector2(this.x + otherVector.x, this.y + otherVector.y);
  4572. };
  4573. /**
  4574. * Gets a new Vector2 set with the subtracted coordinates of the given one from the current Vector2
  4575. * @param otherVector defines the other vector
  4576. * @returns a new Vector2
  4577. */
  4578. Vector2.prototype.subtract = function (otherVector) {
  4579. return new Vector2(this.x - otherVector.x, this.y - otherVector.y);
  4580. };
  4581. /**
  4582. * Sets the "result" coordinates with the subtraction of the given one from the current Vector2 coordinates.
  4583. * @param otherVector defines the other vector
  4584. * @param result defines the target vector
  4585. * @returns the unmodified current Vector2
  4586. */
  4587. Vector2.prototype.subtractToRef = function (otherVector, result) {
  4588. result.x = this.x - otherVector.x;
  4589. result.y = this.y - otherVector.y;
  4590. return this;
  4591. };
  4592. /**
  4593. * Sets the current Vector2 coordinates by subtracting from it the given one coordinates
  4594. * @param otherVector defines the other vector
  4595. * @returns the current updated Vector2
  4596. */
  4597. Vector2.prototype.subtractInPlace = function (otherVector) {
  4598. this.x -= otherVector.x;
  4599. this.y -= otherVector.y;
  4600. return this;
  4601. };
  4602. /**
  4603. * Multiplies in place the current Vector2 coordinates by the given ones
  4604. * @param otherVector defines the other vector
  4605. * @returns the current updated Vector2
  4606. */
  4607. Vector2.prototype.multiplyInPlace = function (otherVector) {
  4608. this.x *= otherVector.x;
  4609. this.y *= otherVector.y;
  4610. return this;
  4611. };
  4612. /**
  4613. * Returns a new Vector2 set with the multiplication of the current Vector2 and the given one coordinates
  4614. * @param otherVector defines the other vector
  4615. * @returns a new Vector2
  4616. */
  4617. Vector2.prototype.multiply = function (otherVector) {
  4618. return new Vector2(this.x * otherVector.x, this.y * otherVector.y);
  4619. };
  4620. /**
  4621. * Sets "result" coordinates with the multiplication of the current Vector2 and the given one coordinates
  4622. * @param otherVector defines the other vector
  4623. * @param result defines the target vector
  4624. * @returns the unmodified current Vector2
  4625. */
  4626. Vector2.prototype.multiplyToRef = function (otherVector, result) {
  4627. result.x = this.x * otherVector.x;
  4628. result.y = this.y * otherVector.y;
  4629. return this;
  4630. };
  4631. /**
  4632. * Gets a new Vector2 set with the Vector2 coordinates multiplied by the given floats
  4633. * @param x defines the first coordinate
  4634. * @param y defines the second coordinate
  4635. * @returns a new Vector2
  4636. */
  4637. Vector2.prototype.multiplyByFloats = function (x, y) {
  4638. return new Vector2(this.x * x, this.y * y);
  4639. };
  4640. /**
  4641. * Returns a new Vector2 set with the Vector2 coordinates divided by the given one coordinates
  4642. * @param otherVector defines the other vector
  4643. * @returns a new Vector2
  4644. */
  4645. Vector2.prototype.divide = function (otherVector) {
  4646. return new Vector2(this.x / otherVector.x, this.y / otherVector.y);
  4647. };
  4648. /**
  4649. * Sets the "result" coordinates with the Vector2 divided by the given one coordinates
  4650. * @param otherVector defines the other vector
  4651. * @param result defines the target vector
  4652. * @returns the unmodified current Vector2
  4653. */
  4654. Vector2.prototype.divideToRef = function (otherVector, result) {
  4655. result.x = this.x / otherVector.x;
  4656. result.y = this.y / otherVector.y;
  4657. return this;
  4658. };
  4659. /**
  4660. * Divides the current Vector2 coordinates by the given ones
  4661. * @param otherVector defines the other vector
  4662. * @returns the current updated Vector2
  4663. */
  4664. Vector2.prototype.divideInPlace = function (otherVector) {
  4665. return this.divideToRef(otherVector, this);
  4666. };
  4667. /**
  4668. * Gets a new Vector2 with current Vector2 negated coordinates
  4669. * @returns a new Vector2
  4670. */
  4671. Vector2.prototype.negate = function () {
  4672. return new Vector2(-this.x, -this.y);
  4673. };
  4674. /**
  4675. * Multiply the Vector2 coordinates by scale
  4676. * @param scale defines the scaling factor
  4677. * @returns the current updated Vector2
  4678. */
  4679. Vector2.prototype.scaleInPlace = function (scale) {
  4680. this.x *= scale;
  4681. this.y *= scale;
  4682. return this;
  4683. };
  4684. /**
  4685. * Returns a new Vector2 scaled by "scale" from the current Vector2
  4686. * @param scale defines the scaling factor
  4687. * @returns a new Vector2
  4688. */
  4689. Vector2.prototype.scale = function (scale) {
  4690. var result = new Vector2(0, 0);
  4691. this.scaleToRef(scale, result);
  4692. return result;
  4693. };
  4694. /**
  4695. * Scale the current Vector2 values by a factor to a given Vector2
  4696. * @param scale defines the scale factor
  4697. * @param result defines the Vector2 object where to store the result
  4698. * @returns the unmodified current Vector2
  4699. */
  4700. Vector2.prototype.scaleToRef = function (scale, result) {
  4701. result.x = this.x * scale;
  4702. result.y = this.y * scale;
  4703. return this;
  4704. };
  4705. /**
  4706. * Scale the current Vector2 values by a factor and add the result to a given Vector2
  4707. * @param scale defines the scale factor
  4708. * @param result defines the Vector2 object where to store the result
  4709. * @returns the unmodified current Vector2
  4710. */
  4711. Vector2.prototype.scaleAndAddToRef = function (scale, result) {
  4712. result.x += this.x * scale;
  4713. result.y += this.y * scale;
  4714. return this;
  4715. };
  4716. /**
  4717. * Gets a boolean if two vectors are equals
  4718. * @param otherVector defines the other vector
  4719. * @returns true if the given vector coordinates strictly equal the current Vector2 ones
  4720. */
  4721. Vector2.prototype.equals = function (otherVector) {
  4722. return otherVector && this.x === otherVector.x && this.y === otherVector.y;
  4723. };
  4724. /**
  4725. * Gets a boolean if two vectors are equals (using an epsilon value)
  4726. * @param otherVector defines the other vector
  4727. * @param epsilon defines the minimal distance to consider equality
  4728. * @returns true if the given vector coordinates are close to the current ones by a distance of epsilon.
  4729. */
  4730. Vector2.prototype.equalsWithEpsilon = function (otherVector, epsilon) {
  4731. if (epsilon === void 0) { epsilon = BABYLON.Epsilon; }
  4732. return otherVector && BABYLON.Scalar.WithinEpsilon(this.x, otherVector.x, epsilon) && BABYLON.Scalar.WithinEpsilon(this.y, otherVector.y, epsilon);
  4733. };
  4734. /**
  4735. * Gets a new Vector2 from current Vector2 floored values
  4736. * @returns a new Vector2
  4737. */
  4738. Vector2.prototype.floor = function () {
  4739. return new Vector2(Math.floor(this.x), Math.floor(this.y));
  4740. };
  4741. /**
  4742. * Gets a new Vector2 from current Vector2 floored values
  4743. * @returns a new Vector2
  4744. */
  4745. Vector2.prototype.fract = function () {
  4746. return new Vector2(this.x - Math.floor(this.x), this.y - Math.floor(this.y));
  4747. };
  4748. // Properties
  4749. /**
  4750. * Gets the length of the vector
  4751. * @returns the vector length (float)
  4752. */
  4753. Vector2.prototype.length = function () {
  4754. return Math.sqrt(this.x * this.x + this.y * this.y);
  4755. };
  4756. /**
  4757. * Gets the vector squared length
  4758. * @returns the vector squared length (float)
  4759. */
  4760. Vector2.prototype.lengthSquared = function () {
  4761. return (this.x * this.x + this.y * this.y);
  4762. };
  4763. // Methods
  4764. /**
  4765. * Normalize the vector
  4766. * @returns the current updated Vector2
  4767. */
  4768. Vector2.prototype.normalize = function () {
  4769. var len = this.length();
  4770. if (len === 0) {
  4771. return this;
  4772. }
  4773. var num = 1.0 / len;
  4774. this.x *= num;
  4775. this.y *= num;
  4776. return this;
  4777. };
  4778. /**
  4779. * Gets a new Vector2 copied from the Vector2
  4780. * @returns a new Vector2
  4781. */
  4782. Vector2.prototype.clone = function () {
  4783. return new Vector2(this.x, this.y);
  4784. };
  4785. // Statics
  4786. /**
  4787. * Gets a new Vector2(0, 0)
  4788. * @returns a new Vector2
  4789. */
  4790. Vector2.Zero = function () {
  4791. return new Vector2(0, 0);
  4792. };
  4793. /**
  4794. * Gets a new Vector2(1, 1)
  4795. * @returns a new Vector2
  4796. */
  4797. Vector2.One = function () {
  4798. return new Vector2(1, 1);
  4799. };
  4800. /**
  4801. * Gets a new Vector2 set from the given index element of the given array
  4802. * @param array defines the data source
  4803. * @param offset defines the offset in the data source
  4804. * @returns a new Vector2
  4805. */
  4806. Vector2.FromArray = function (array, offset) {
  4807. if (offset === void 0) { offset = 0; }
  4808. return new Vector2(array[offset], array[offset + 1]);
  4809. };
  4810. /**
  4811. * Sets "result" from the given index element of the given array
  4812. * @param array defines the data source
  4813. * @param offset defines the offset in the data source
  4814. * @param result defines the target vector
  4815. */
  4816. Vector2.FromArrayToRef = function (array, offset, result) {
  4817. result.x = array[offset];
  4818. result.y = array[offset + 1];
  4819. };
  4820. /**
  4821. * Gets a new Vector2 located for "amount" (float) on the CatmullRom spline defined by the given four Vector2
  4822. * @param value1 defines 1st point of control
  4823. * @param value2 defines 2nd point of control
  4824. * @param value3 defines 3rd point of control
  4825. * @param value4 defines 4th point of control
  4826. * @param amount defines the interpolation factor
  4827. * @returns a new Vector2
  4828. */
  4829. Vector2.CatmullRom = function (value1, value2, value3, value4, amount) {
  4830. var squared = amount * amount;
  4831. var cubed = amount * squared;
  4832. var x = 0.5 * ((((2.0 * value2.x) + ((-value1.x + value3.x) * amount)) +
  4833. (((((2.0 * value1.x) - (5.0 * value2.x)) + (4.0 * value3.x)) - value4.x) * squared)) +
  4834. ((((-value1.x + (3.0 * value2.x)) - (3.0 * value3.x)) + value4.x) * cubed));
  4835. var y = 0.5 * ((((2.0 * value2.y) + ((-value1.y + value3.y) * amount)) +
  4836. (((((2.0 * value1.y) - (5.0 * value2.y)) + (4.0 * value3.y)) - value4.y) * squared)) +
  4837. ((((-value1.y + (3.0 * value2.y)) - (3.0 * value3.y)) + value4.y) * cubed));
  4838. return new Vector2(x, y);
  4839. };
  4840. /**
  4841. * Returns a new Vector2 set with same the coordinates than "value" ones if the vector "value" is in the square defined by "min" and "max".
  4842. * If a coordinate of "value" is lower than "min" coordinates, the returned Vector2 is given this "min" coordinate.
  4843. * If a coordinate of "value" is greater than "max" coordinates, the returned Vector2 is given this "max" coordinate
  4844. * @param value defines the value to clamp
  4845. * @param min defines the lower limit
  4846. * @param max defines the upper limit
  4847. * @returns a new Vector2
  4848. */
  4849. Vector2.Clamp = function (value, min, max) {
  4850. var x = value.x;
  4851. x = (x > max.x) ? max.x : x;
  4852. x = (x < min.x) ? min.x : x;
  4853. var y = value.y;
  4854. y = (y > max.y) ? max.y : y;
  4855. y = (y < min.y) ? min.y : y;
  4856. return new Vector2(x, y);
  4857. };
  4858. /**
  4859. * Returns a new Vector2 located for "amount" (float) on the Hermite spline defined by the vectors "value1", "value3", "tangent1", "tangent2"
  4860. * @param value1 defines the 1st control point
  4861. * @param tangent1 defines the outgoing tangent
  4862. * @param value2 defines the 2nd control point
  4863. * @param tangent2 defines the incoming tangent
  4864. * @param amount defines the interpolation factor
  4865. * @returns a new Vector2
  4866. */
  4867. Vector2.Hermite = function (value1, tangent1, value2, tangent2, amount) {
  4868. var squared = amount * amount;
  4869. var cubed = amount * squared;
  4870. var part1 = ((2.0 * cubed) - (3.0 * squared)) + 1.0;
  4871. var part2 = (-2.0 * cubed) + (3.0 * squared);
  4872. var part3 = (cubed - (2.0 * squared)) + amount;
  4873. var part4 = cubed - squared;
  4874. var x = (((value1.x * part1) + (value2.x * part2)) + (tangent1.x * part3)) + (tangent2.x * part4);
  4875. var y = (((value1.y * part1) + (value2.y * part2)) + (tangent1.y * part3)) + (tangent2.y * part4);
  4876. return new Vector2(x, y);
  4877. };
  4878. /**
  4879. * Returns a new Vector2 located for "amount" (float) on the linear interpolation between the vector "start" adn the vector "end".
  4880. * @param start defines the start vector
  4881. * @param end defines the end vector
  4882. * @param amount defines the interpolation factor
  4883. * @returns a new Vector2
  4884. */
  4885. Vector2.Lerp = function (start, end, amount) {
  4886. var x = start.x + ((end.x - start.x) * amount);
  4887. var y = start.y + ((end.y - start.y) * amount);
  4888. return new Vector2(x, y);
  4889. };
  4890. /**
  4891. * Gets the dot product of the vector "left" and the vector "right"
  4892. * @param left defines first vector
  4893. * @param right defines second vector
  4894. * @returns the dot product (float)
  4895. */
  4896. Vector2.Dot = function (left, right) {
  4897. return left.x * right.x + left.y * right.y;
  4898. };
  4899. /**
  4900. * Returns a new Vector2 equal to the normalized given vector
  4901. * @param vector defines the vector to normalize
  4902. * @returns a new Vector2
  4903. */
  4904. Vector2.Normalize = function (vector) {
  4905. var newVector = vector.clone();
  4906. newVector.normalize();
  4907. return newVector;
  4908. };
  4909. /**
  4910. * Gets a new Vector2 set with the minimal coordinate values from the "left" and "right" vectors
  4911. * @param left defines 1st vector
  4912. * @param right defines 2nd vector
  4913. * @returns a new Vector2
  4914. */
  4915. Vector2.Minimize = function (left, right) {
  4916. var x = (left.x < right.x) ? left.x : right.x;
  4917. var y = (left.y < right.y) ? left.y : right.y;
  4918. return new Vector2(x, y);
  4919. };
  4920. /**
  4921. * Gets a new Vecto2 set with the maximal coordinate values from the "left" and "right" vectors
  4922. * @param left defines 1st vector
  4923. * @param right defines 2nd vector
  4924. * @returns a new Vector2
  4925. */
  4926. Vector2.Maximize = function (left, right) {
  4927. var x = (left.x > right.x) ? left.x : right.x;
  4928. var y = (left.y > right.y) ? left.y : right.y;
  4929. return new Vector2(x, y);
  4930. };
  4931. /**
  4932. * Gets a new Vector2 set with the transformed coordinates of the given vector by the given transformation matrix
  4933. * @param vector defines the vector to transform
  4934. * @param transformation defines the matrix to apply
  4935. * @returns a new Vector2
  4936. */
  4937. Vector2.Transform = function (vector, transformation) {
  4938. var r = Vector2.Zero();
  4939. Vector2.TransformToRef(vector, transformation, r);
  4940. return r;
  4941. };
  4942. /**
  4943. * Transforms the given vector coordinates by the given transformation matrix and stores the result in the vector "result" coordinates
  4944. * @param vector defines the vector to transform
  4945. * @param transformation defines the matrix to apply
  4946. * @param result defines the target vector
  4947. */
  4948. Vector2.TransformToRef = function (vector, transformation, result) {
  4949. var m = transformation.m;
  4950. var x = (vector.x * m[0]) + (vector.y * m[4]) + m[12];
  4951. var y = (vector.x * m[1]) + (vector.y * m[5]) + m[13];
  4952. result.x = x;
  4953. result.y = y;
  4954. };
  4955. /**
  4956. * Determines if a given vector is included in a triangle
  4957. * @param p defines the vector to test
  4958. * @param p0 defines 1st triangle point
  4959. * @param p1 defines 2nd triangle point
  4960. * @param p2 defines 3rd triangle point
  4961. * @returns true if the point "p" is in the triangle defined by the vertors "p0", "p1", "p2"
  4962. */
  4963. Vector2.PointInTriangle = function (p, p0, p1, p2) {
  4964. var a = 1 / 2 * (-p1.y * p2.x + p0.y * (-p1.x + p2.x) + p0.x * (p1.y - p2.y) + p1.x * p2.y);
  4965. var sign = a < 0 ? -1 : 1;
  4966. var s = (p0.y * p2.x - p0.x * p2.y + (p2.y - p0.y) * p.x + (p0.x - p2.x) * p.y) * sign;
  4967. var t = (p0.x * p1.y - p0.y * p1.x + (p0.y - p1.y) * p.x + (p1.x - p0.x) * p.y) * sign;
  4968. return s > 0 && t > 0 && (s + t) < 2 * a * sign;
  4969. };
  4970. /**
  4971. * Gets the distance between the vectors "value1" and "value2"
  4972. * @param value1 defines first vector
  4973. * @param value2 defines second vector
  4974. * @returns the distance between vectors
  4975. */
  4976. Vector2.Distance = function (value1, value2) {
  4977. return Math.sqrt(Vector2.DistanceSquared(value1, value2));
  4978. };
  4979. /**
  4980. * Returns the squared distance between the vectors "value1" and "value2"
  4981. * @param value1 defines first vector
  4982. * @param value2 defines second vector
  4983. * @returns the squared distance between vectors
  4984. */
  4985. Vector2.DistanceSquared = function (value1, value2) {
  4986. var x = value1.x - value2.x;
  4987. var y = value1.y - value2.y;
  4988. return (x * x) + (y * y);
  4989. };
  4990. /**
  4991. * Gets a new Vector2 located at the center of the vectors "value1" and "value2"
  4992. * @param value1 defines first vector
  4993. * @param value2 defines second vector
  4994. * @returns a new Vector2
  4995. */
  4996. Vector2.Center = function (value1, value2) {
  4997. var center = value1.add(value2);
  4998. center.scaleInPlace(0.5);
  4999. return center;
  5000. };
  5001. /**
  5002. * Gets the shortest distance (float) between the point "p" and the segment defined by the two points "segA" and "segB".
  5003. * @param p defines the middle point
  5004. * @param segA defines one point of the segment
  5005. * @param segB defines the other point of the segment
  5006. * @returns the shortest distance
  5007. */
  5008. Vector2.DistanceOfPointFromSegment = function (p, segA, segB) {
  5009. var l2 = Vector2.DistanceSquared(segA, segB);
  5010. if (l2 === 0.0) {
  5011. return Vector2.Distance(p, segA);
  5012. }
  5013. var v = segB.subtract(segA);
  5014. var t = Math.max(0, Math.min(1, Vector2.Dot(p.subtract(segA), v) / l2));
  5015. var proj = segA.add(v.multiplyByFloats(t, t));
  5016. return Vector2.Distance(p, proj);
  5017. };
  5018. return Vector2;
  5019. }());
  5020. BABYLON.Vector2 = Vector2;
  5021. /**
  5022. * Classed used to store (x,y,z) vector representation
  5023. * A Vector3 is the main object used in 3D geometry
  5024. * It can represent etiher the coordinates of a point the space, either a direction
  5025. * Reminder: Babylon.js uses a left handed forward facing system
  5026. */
  5027. var Vector3 = /** @class */ (function () {
  5028. /**
  5029. * Creates a new Vector3 object from the given x, y, z (floats) coordinates.
  5030. * @param x defines the first coordinates (on X axis)
  5031. * @param y defines the second coordinates (on Y axis)
  5032. * @param z defines the third coordinates (on Z axis)
  5033. */
  5034. function Vector3(
  5035. /**
  5036. * Defines the first coordinates (on X axis)
  5037. */
  5038. x,
  5039. /**
  5040. * Defines the second coordinates (on Y axis)
  5041. */
  5042. y,
  5043. /**
  5044. * Defines the third coordinates (on Z axis)
  5045. */
  5046. z) {
  5047. if (x === void 0) { x = 0; }
  5048. if (y === void 0) { y = 0; }
  5049. if (z === void 0) { z = 0; }
  5050. this.x = x;
  5051. this.y = y;
  5052. this.z = z;
  5053. }
  5054. /**
  5055. * Creates a string representation of the Vector3
  5056. * @returns a string with the Vector3 coordinates.
  5057. */
  5058. Vector3.prototype.toString = function () {
  5059. return "{X: " + this.x + " Y:" + this.y + " Z:" + this.z + "}";
  5060. };
  5061. /**
  5062. * Gets the class name
  5063. * @returns the string "Vector3"
  5064. */
  5065. Vector3.prototype.getClassName = function () {
  5066. return "Vector3";
  5067. };
  5068. /**
  5069. * Creates the Vector3 hash code
  5070. * @returns a number which tends to be unique between Vector3 instances
  5071. */
  5072. Vector3.prototype.getHashCode = function () {
  5073. var hash = this.x || 0;
  5074. hash = (hash * 397) ^ (this.y || 0);
  5075. hash = (hash * 397) ^ (this.z || 0);
  5076. return hash;
  5077. };
  5078. // Operators
  5079. /**
  5080. * Creates an array containing three elements : the coordinates of the Vector3
  5081. * @returns a new array of numbers
  5082. */
  5083. Vector3.prototype.asArray = function () {
  5084. var result = [];
  5085. this.toArray(result, 0);
  5086. return result;
  5087. };
  5088. /**
  5089. * Populates the given array or Float32Array from the given index with the successive coordinates of the Vector3
  5090. * @param array defines the destination array
  5091. * @param index defines the offset in the destination array
  5092. * @returns the current Vector3
  5093. */
  5094. Vector3.prototype.toArray = function (array, index) {
  5095. if (index === void 0) { index = 0; }
  5096. array[index] = this.x;
  5097. array[index + 1] = this.y;
  5098. array[index + 2] = this.z;
  5099. return this;
  5100. };
  5101. /**
  5102. * Converts the current Vector3 into a quaternion (considering that the Vector3 contains Euler angles representation of a rotation)
  5103. * @returns a new Quaternion object, computed from the Vector3 coordinates
  5104. */
  5105. Vector3.prototype.toQuaternion = function () {
  5106. return BABYLON.Quaternion.RotationYawPitchRoll(this.y, this.x, this.z);
  5107. };
  5108. /**
  5109. * Adds the given vector to the current Vector3
  5110. * @param otherVector defines the second operand
  5111. * @returns the current updated Vector3
  5112. */
  5113. Vector3.prototype.addInPlace = function (otherVector) {
  5114. return this.addInPlaceFromFloats(otherVector.x, otherVector.y, otherVector.z);
  5115. };
  5116. /**
  5117. * Adds the given coordinates to the current Vector3
  5118. * @param x defines the x coordinate of the operand
  5119. * @param y defines the y coordinate of the operand
  5120. * @param z defines the z coordinate of the operand
  5121. * @returns the current updated Vector3
  5122. */
  5123. Vector3.prototype.addInPlaceFromFloats = function (x, y, z) {
  5124. this.x += x;
  5125. this.y += y;
  5126. this.z += z;
  5127. return this;
  5128. };
  5129. /**
  5130. * Gets a new Vector3, result of the addition the current Vector3 and the given vector
  5131. * @param otherVector defines the second operand
  5132. * @returns the resulting Vector3
  5133. */
  5134. Vector3.prototype.add = function (otherVector) {
  5135. return new Vector3(this.x + otherVector.x, this.y + otherVector.y, this.z + otherVector.z);
  5136. };
  5137. /**
  5138. * Adds the current Vector3 to the given one and stores the result in the vector "result"
  5139. * @param otherVector defines the second operand
  5140. * @param result defines the Vector3 object where to store the result
  5141. * @returns the current Vector3
  5142. */
  5143. Vector3.prototype.addToRef = function (otherVector, result) {
  5144. return result.copyFromFloats(this.x + otherVector.x, this.y + otherVector.y, this.z + otherVector.z);
  5145. };
  5146. /**
  5147. * Subtract the given vector from the current Vector3
  5148. * @param otherVector defines the second operand
  5149. * @returns the current updated Vector3
  5150. */
  5151. Vector3.prototype.subtractInPlace = function (otherVector) {
  5152. this.x -= otherVector.x;
  5153. this.y -= otherVector.y;
  5154. this.z -= otherVector.z;
  5155. return this;
  5156. };
  5157. /**
  5158. * Returns a new Vector3, result of the subtraction of the given vector from the current Vector3
  5159. * @param otherVector defines the second operand
  5160. * @returns the resulting Vector3
  5161. */
  5162. Vector3.prototype.subtract = function (otherVector) {
  5163. return new Vector3(this.x - otherVector.x, this.y - otherVector.y, this.z - otherVector.z);
  5164. };
  5165. /**
  5166. * Subtracts the given vector from the current Vector3 and stores the result in the vector "result".
  5167. * @param otherVector defines the second operand
  5168. * @param result defines the Vector3 object where to store the result
  5169. * @returns the current Vector3
  5170. */
  5171. Vector3.prototype.subtractToRef = function (otherVector, result) {
  5172. return this.subtractFromFloatsToRef(otherVector.x, otherVector.y, otherVector.z, result);
  5173. };
  5174. /**
  5175. * Returns a new Vector3 set with the subtraction of the given floats from the current Vector3 coordinates
  5176. * @param x defines the x coordinate of the operand
  5177. * @param y defines the y coordinate of the operand
  5178. * @param z defines the z coordinate of the operand
  5179. * @returns the resulting Vector3
  5180. */
  5181. Vector3.prototype.subtractFromFloats = function (x, y, z) {
  5182. return new Vector3(this.x - x, this.y - y, this.z - z);
  5183. };
  5184. /**
  5185. * Subtracts the given floats from the current Vector3 coordinates and set the given vector "result" with this result
  5186. * @param x defines the x coordinate of the operand
  5187. * @param y defines the y coordinate of the operand
  5188. * @param z defines the z coordinate of the operand
  5189. * @param result defines the Vector3 object where to store the result
  5190. * @returns the current Vector3
  5191. */
  5192. Vector3.prototype.subtractFromFloatsToRef = function (x, y, z, result) {
  5193. return result.copyFromFloats(this.x - x, this.y - y, this.z - z);
  5194. };
  5195. /**
  5196. * Gets a new Vector3 set with the current Vector3 negated coordinates
  5197. * @returns a new Vector3
  5198. */
  5199. Vector3.prototype.negate = function () {
  5200. return new Vector3(-this.x, -this.y, -this.z);
  5201. };
  5202. /**
  5203. * Multiplies the Vector3 coordinates by the float "scale"
  5204. * @param scale defines the multiplier factor
  5205. * @returns the current updated Vector3
  5206. */
  5207. Vector3.prototype.scaleInPlace = function (scale) {
  5208. this.x *= scale;
  5209. this.y *= scale;
  5210. this.z *= scale;
  5211. return this;
  5212. };
  5213. /**
  5214. * Returns a new Vector3 set with the current Vector3 coordinates multiplied by the float "scale"
  5215. * @param scale defines the multiplier factor
  5216. * @returns a new Vector3
  5217. */
  5218. Vector3.prototype.scale = function (scale) {
  5219. return new Vector3(this.x * scale, this.y * scale, this.z * scale);
  5220. };
  5221. /**
  5222. * Multiplies the current Vector3 coordinates by the float "scale" and stores the result in the given vector "result" coordinates
  5223. * @param scale defines the multiplier factor
  5224. * @param result defines the Vector3 object where to store the result
  5225. * @returns the current Vector3
  5226. */
  5227. Vector3.prototype.scaleToRef = function (scale, result) {
  5228. return result.copyFromFloats(this.x * scale, this.y * scale, this.z * scale);
  5229. };
  5230. /**
  5231. * Scale the current Vector3 values by a factor and add the result to a given Vector3
  5232. * @param scale defines the scale factor
  5233. * @param result defines the Vector3 object where to store the result
  5234. * @returns the unmodified current Vector3
  5235. */
  5236. Vector3.prototype.scaleAndAddToRef = function (scale, result) {
  5237. return result.addInPlaceFromFloats(this.x * scale, this.y * scale, this.z * scale);
  5238. };
  5239. /**
  5240. * Returns true if the current Vector3 and the given vector coordinates are strictly equal
  5241. * @param otherVector defines the second operand
  5242. * @returns true if both vectors are equals
  5243. */
  5244. Vector3.prototype.equals = function (otherVector) {
  5245. return otherVector && this.x === otherVector.x && this.y === otherVector.y && this.z === otherVector.z;
  5246. };
  5247. /**
  5248. * Returns true if the current Vector3 and the given vector coordinates are distant less than epsilon
  5249. * @param otherVector defines the second operand
  5250. * @param epsilon defines the minimal distance to define values as equals
  5251. * @returns true if both vectors are distant less than epsilon
  5252. */
  5253. Vector3.prototype.equalsWithEpsilon = function (otherVector, epsilon) {
  5254. if (epsilon === void 0) { epsilon = BABYLON.Epsilon; }
  5255. return otherVector && BABYLON.Scalar.WithinEpsilon(this.x, otherVector.x, epsilon) && BABYLON.Scalar.WithinEpsilon(this.y, otherVector.y, epsilon) && BABYLON.Scalar.WithinEpsilon(this.z, otherVector.z, epsilon);
  5256. };
  5257. /**
  5258. * Returns true if the current Vector3 coordinates equals the given floats
  5259. * @param x defines the x coordinate of the operand
  5260. * @param y defines the y coordinate of the operand
  5261. * @param z defines the z coordinate of the operand
  5262. * @returns true if both vectors are equals
  5263. */
  5264. Vector3.prototype.equalsToFloats = function (x, y, z) {
  5265. return this.x === x && this.y === y && this.z === z;
  5266. };
  5267. /**
  5268. * Multiplies the current Vector3 coordinates by the given ones
  5269. * @param otherVector defines the second operand
  5270. * @returns the current updated Vector3
  5271. */
  5272. Vector3.prototype.multiplyInPlace = function (otherVector) {
  5273. this.x *= otherVector.x;
  5274. this.y *= otherVector.y;
  5275. this.z *= otherVector.z;
  5276. return this;
  5277. };
  5278. /**
  5279. * Returns a new Vector3, result of the multiplication of the current Vector3 by the given vector
  5280. * @param otherVector defines the second operand
  5281. * @returns the new Vector3
  5282. */
  5283. Vector3.prototype.multiply = function (otherVector) {
  5284. return this.multiplyByFloats(otherVector.x, otherVector.y, otherVector.z);
  5285. };
  5286. /**
  5287. * Multiplies the current Vector3 by the given one and stores the result in the given vector "result"
  5288. * @param otherVector defines the second operand
  5289. * @param result defines the Vector3 object where to store the result
  5290. * @returns the current Vector3
  5291. */
  5292. Vector3.prototype.multiplyToRef = function (otherVector, result) {
  5293. return result.copyFromFloats(this.x * otherVector.x, this.y * otherVector.y, this.z * otherVector.z);
  5294. };
  5295. /**
  5296. * Returns a new Vector3 set with the result of the mulliplication of the current Vector3 coordinates by the given floats
  5297. * @param x defines the x coordinate of the operand
  5298. * @param y defines the y coordinate of the operand
  5299. * @param z defines the z coordinate of the operand
  5300. * @returns the new Vector3
  5301. */
  5302. Vector3.prototype.multiplyByFloats = function (x, y, z) {
  5303. return new Vector3(this.x * x, this.y * y, this.z * z);
  5304. };
  5305. /**
  5306. * Returns a new Vector3 set with the result of the division of the current Vector3 coordinates by the given ones
  5307. * @param otherVector defines the second operand
  5308. * @returns the new Vector3
  5309. */
  5310. Vector3.prototype.divide = function (otherVector) {
  5311. return new Vector3(this.x / otherVector.x, this.y / otherVector.y, this.z / otherVector.z);
  5312. };
  5313. /**
  5314. * Divides the current Vector3 coordinates by the given ones and stores the result in the given vector "result"
  5315. * @param otherVector defines the second operand
  5316. * @param result defines the Vector3 object where to store the result
  5317. * @returns the current Vector3
  5318. */
  5319. Vector3.prototype.divideToRef = function (otherVector, result) {
  5320. return result.copyFromFloats(this.x / otherVector.x, this.y / otherVector.y, this.z / otherVector.z);
  5321. };
  5322. /**
  5323. * Divides the current Vector3 coordinates by the given ones.
  5324. * @param otherVector defines the second operand
  5325. * @returns the current updated Vector3
  5326. */
  5327. Vector3.prototype.divideInPlace = function (otherVector) {
  5328. return this.divideToRef(otherVector, this);
  5329. };
  5330. /**
  5331. * Updates the current Vector3 with the minimal coordinate values between its and the given vector ones
  5332. * @param other defines the second operand
  5333. * @returns the current updated Vector3
  5334. */
  5335. Vector3.prototype.minimizeInPlace = function (other) {
  5336. return this.minimizeInPlaceFromFloats(other.x, other.y, other.z);
  5337. };
  5338. /**
  5339. * Updates the current Vector3 with the maximal coordinate values between its and the given vector ones.
  5340. * @param other defines the second operand
  5341. * @returns the current updated Vector3
  5342. */
  5343. Vector3.prototype.maximizeInPlace = function (other) {
  5344. return this.maximizeInPlaceFromFloats(other.x, other.y, other.z);
  5345. };
  5346. /**
  5347. * Updates the current Vector3 with the minimal coordinate values between its and the given coordinates
  5348. * @param x defines the x coordinate of the operand
  5349. * @param y defines the y coordinate of the operand
  5350. * @param z defines the z coordinate of the operand
  5351. * @returns the current updated Vector3
  5352. */
  5353. Vector3.prototype.minimizeInPlaceFromFloats = function (x, y, z) {
  5354. if (x < this.x) {
  5355. this.x = x;
  5356. }
  5357. if (y < this.y) {
  5358. this.y = y;
  5359. }
  5360. if (z < this.z) {
  5361. this.z = z;
  5362. }
  5363. return this;
  5364. };
  5365. /**
  5366. * Updates the current Vector3 with the maximal coordinate values between its and the given coordinates.
  5367. * @param x defines the x coordinate of the operand
  5368. * @param y defines the y coordinate of the operand
  5369. * @param z defines the z coordinate of the operand
  5370. * @returns the current updated Vector3
  5371. */
  5372. Vector3.prototype.maximizeInPlaceFromFloats = function (x, y, z) {
  5373. if (x > this.x) {
  5374. this.x = x;
  5375. }
  5376. if (y > this.y) {
  5377. this.y = y;
  5378. }
  5379. if (z > this.z) {
  5380. this.z = z;
  5381. }
  5382. return this;
  5383. };
  5384. Object.defineProperty(Vector3.prototype, "isNonUniform", {
  5385. /**
  5386. * Gets a boolean indicating that the vector is non uniform meaning x, y or z are not all the same
  5387. */
  5388. get: function () {
  5389. var absX = Math.abs(this.x);
  5390. var absY = Math.abs(this.y);
  5391. if (absX !== absY) {
  5392. return true;
  5393. }
  5394. var absZ = Math.abs(this.z);
  5395. if (absX !== absZ) {
  5396. return true;
  5397. }
  5398. if (absY !== absZ) {
  5399. return true;
  5400. }
  5401. return false;
  5402. },
  5403. enumerable: true,
  5404. configurable: true
  5405. });
  5406. /**
  5407. * Gets a new Vector3 from current Vector3 floored values
  5408. * @returns a new Vector3
  5409. */
  5410. Vector3.prototype.floor = function () {
  5411. return new Vector3(Math.floor(this.x), Math.floor(this.y), Math.floor(this.z));
  5412. };
  5413. /**
  5414. * Gets a new Vector3 from current Vector3 floored values
  5415. * @returns a new Vector3
  5416. */
  5417. Vector3.prototype.fract = function () {
  5418. return new Vector3(this.x - Math.floor(this.x), this.y - Math.floor(this.y), this.z - Math.floor(this.z));
  5419. };
  5420. // Properties
  5421. /**
  5422. * Gets the length of the Vector3
  5423. * @returns the length of the Vecto3
  5424. */
  5425. Vector3.prototype.length = function () {
  5426. return Math.sqrt(this.x * this.x + this.y * this.y + this.z * this.z);
  5427. };
  5428. /**
  5429. * Gets the squared length of the Vector3
  5430. * @returns squared length of the Vector3
  5431. */
  5432. Vector3.prototype.lengthSquared = function () {
  5433. return (this.x * this.x + this.y * this.y + this.z * this.z);
  5434. };
  5435. /**
  5436. * Normalize the current Vector3.
  5437. * Please note that this is an in place operation.
  5438. * @returns the current updated Vector3
  5439. */
  5440. Vector3.prototype.normalize = function () {
  5441. return this.normalizeFromLength(this.length());
  5442. };
  5443. /**
  5444. * Reorders the x y z properties of the vector in place
  5445. * @param order new ordering of the properties (eg. for vector 1,2,3 with "ZYX" will produce 3,2,1)
  5446. * @returns the current updated vector
  5447. */
  5448. Vector3.prototype.reorderInPlace = function (order) {
  5449. var _this = this;
  5450. order = order.toLowerCase();
  5451. if (order === "xyz") {
  5452. return this;
  5453. }
  5454. MathTmp.Vector3[0].copyFrom(this);
  5455. ["x", "y", "z"].forEach(function (val, i) {
  5456. _this[val] = MathTmp.Vector3[0][order[i]];
  5457. });
  5458. return this;
  5459. };
  5460. /**
  5461. * Rotates the vector around 0,0,0 by a quaternion
  5462. * @param quaternion the rotation quaternion
  5463. * @param result vector to store the result
  5464. * @returns the resulting vector
  5465. */
  5466. Vector3.prototype.rotateByQuaternionToRef = function (quaternion, result) {
  5467. quaternion.toRotationMatrix(MathTmp.Matrix[0]);
  5468. Vector3.TransformCoordinatesToRef(this, MathTmp.Matrix[0], result);
  5469. return result;
  5470. };
  5471. /**
  5472. * Rotates a vector around a given point
  5473. * @param quaternion the rotation quaternion
  5474. * @param point the point to rotate around
  5475. * @param result vector to store the result
  5476. * @returns the resulting vector
  5477. */
  5478. Vector3.prototype.rotateByQuaternionAroundPointToRef = function (quaternion, point, result) {
  5479. this.subtractToRef(point, MathTmp.Vector3[0]);
  5480. MathTmp.Vector3[0].rotateByQuaternionToRef(quaternion, MathTmp.Vector3[0]);
  5481. point.addToRef(MathTmp.Vector3[0], result);
  5482. return result;
  5483. };
  5484. /**
  5485. * Normalize the current Vector3 with the given input length.
  5486. * Please note that this is an in place operation.
  5487. * @param len the length of the vector
  5488. * @returns the current updated Vector3
  5489. */
  5490. Vector3.prototype.normalizeFromLength = function (len) {
  5491. if (len === 0 || len === 1.0) {
  5492. return this;
  5493. }
  5494. return this.scaleInPlace(1.0 / len);
  5495. };
  5496. /**
  5497. * Normalize the current Vector3 to a new vector
  5498. * @returns the new Vector3
  5499. */
  5500. Vector3.prototype.normalizeToNew = function () {
  5501. var normalized = new Vector3(0, 0, 0);
  5502. this.normalizeToRef(normalized);
  5503. return normalized;
  5504. };
  5505. /**
  5506. * Normalize the current Vector3 to the reference
  5507. * @param reference define the Vector3 to update
  5508. * @returns the updated Vector3
  5509. */
  5510. Vector3.prototype.normalizeToRef = function (reference) {
  5511. var len = this.length();
  5512. if (len === 0 || len === 1.0) {
  5513. return reference.copyFromFloats(this.x, this.y, this.z);
  5514. }
  5515. return this.scaleToRef(1.0 / len, reference);
  5516. };
  5517. /**
  5518. * Creates a new Vector3 copied from the current Vector3
  5519. * @returns the new Vector3
  5520. */
  5521. Vector3.prototype.clone = function () {
  5522. return new Vector3(this.x, this.y, this.z);
  5523. };
  5524. /**
  5525. * Copies the given vector coordinates to the current Vector3 ones
  5526. * @param source defines the source Vector3
  5527. * @returns the current updated Vector3
  5528. */
  5529. Vector3.prototype.copyFrom = function (source) {
  5530. return this.copyFromFloats(source.x, source.y, source.z);
  5531. };
  5532. /**
  5533. * Copies the given floats to the current Vector3 coordinates
  5534. * @param x defines the x coordinate of the operand
  5535. * @param y defines the y coordinate of the operand
  5536. * @param z defines the z coordinate of the operand
  5537. * @returns the current updated Vector3
  5538. */
  5539. Vector3.prototype.copyFromFloats = function (x, y, z) {
  5540. this.x = x;
  5541. this.y = y;
  5542. this.z = z;
  5543. return this;
  5544. };
  5545. /**
  5546. * Copies the given floats to the current Vector3 coordinates
  5547. * @param x defines the x coordinate of the operand
  5548. * @param y defines the y coordinate of the operand
  5549. * @param z defines the z coordinate of the operand
  5550. * @returns the current updated Vector3
  5551. */
  5552. Vector3.prototype.set = function (x, y, z) {
  5553. return this.copyFromFloats(x, y, z);
  5554. };
  5555. /**
  5556. * Copies the given float to the current Vector3 coordinates
  5557. * @param v defines the x, y and z coordinates of the operand
  5558. * @returns the current updated Vector3
  5559. */
  5560. Vector3.prototype.setAll = function (v) {
  5561. this.x = this.y = this.z = v;
  5562. return this;
  5563. };
  5564. // Statics
  5565. /**
  5566. * Get the clip factor between two vectors
  5567. * @param vector0 defines the first operand
  5568. * @param vector1 defines the second operand
  5569. * @param axis defines the axis to use
  5570. * @param size defines the size along the axis
  5571. * @returns the clip factor
  5572. */
  5573. Vector3.GetClipFactor = function (vector0, vector1, axis, size) {
  5574. var d0 = Vector3.Dot(vector0, axis) - size;
  5575. var d1 = Vector3.Dot(vector1, axis) - size;
  5576. var s = d0 / (d0 - d1);
  5577. return s;
  5578. };
  5579. /**
  5580. * Get angle between two vectors
  5581. * @param vector0 angle between vector0 and vector1
  5582. * @param vector1 angle between vector0 and vector1
  5583. * @param normal direction of the normal
  5584. * @return the angle between vector0 and vector1
  5585. */
  5586. Vector3.GetAngleBetweenVectors = function (vector0, vector1, normal) {
  5587. var v0 = vector0.normalizeToRef(MathTmp.Vector3[1]);
  5588. var v1 = vector1.normalizeToRef(MathTmp.Vector3[2]);
  5589. var dot = Vector3.Dot(v0, v1);
  5590. var n = MathTmp.Vector3[3];
  5591. Vector3.CrossToRef(v0, v1, n);
  5592. if (Vector3.Dot(n, normal) > 0) {
  5593. return Math.acos(dot);
  5594. }
  5595. return -Math.acos(dot);
  5596. };
  5597. /**
  5598. * Returns a new Vector3 set from the index "offset" of the given array
  5599. * @param array defines the source array
  5600. * @param offset defines the offset in the source array
  5601. * @returns the new Vector3
  5602. */
  5603. Vector3.FromArray = function (array, offset) {
  5604. if (offset === void 0) { offset = 0; }
  5605. return new Vector3(array[offset], array[offset + 1], array[offset + 2]);
  5606. };
  5607. /**
  5608. * Returns a new Vector3 set from the index "offset" of the given Float32Array
  5609. * This function is deprecated. Use FromArray instead
  5610. * @param array defines the source array
  5611. * @param offset defines the offset in the source array
  5612. * @returns the new Vector3
  5613. */
  5614. Vector3.FromFloatArray = function (array, offset) {
  5615. return Vector3.FromArray(array, offset);
  5616. };
  5617. /**
  5618. * Sets the given vector "result" with the element values from the index "offset" of the given array
  5619. * @param array defines the source array
  5620. * @param offset defines the offset in the source array
  5621. * @param result defines the Vector3 where to store the result
  5622. */
  5623. Vector3.FromArrayToRef = function (array, offset, result) {
  5624. result.x = array[offset];
  5625. result.y = array[offset + 1];
  5626. result.z = array[offset + 2];
  5627. };
  5628. /**
  5629. * Sets the given vector "result" with the element values from the index "offset" of the given Float32Array
  5630. * This function is deprecated. Use FromArrayToRef instead.
  5631. * @param array defines the source array
  5632. * @param offset defines the offset in the source array
  5633. * @param result defines the Vector3 where to store the result
  5634. */
  5635. Vector3.FromFloatArrayToRef = function (array, offset, result) {
  5636. return Vector3.FromArrayToRef(array, offset, result);
  5637. };
  5638. /**
  5639. * Sets the given vector "result" with the given floats.
  5640. * @param x defines the x coordinate of the source
  5641. * @param y defines the y coordinate of the source
  5642. * @param z defines the z coordinate of the source
  5643. * @param result defines the Vector3 where to store the result
  5644. */
  5645. Vector3.FromFloatsToRef = function (x, y, z, result) {
  5646. result.copyFromFloats(x, y, z);
  5647. };
  5648. /**
  5649. * Returns a new Vector3 set to (0.0, 0.0, 0.0)
  5650. * @returns a new empty Vector3
  5651. */
  5652. Vector3.Zero = function () {
  5653. return new Vector3(0.0, 0.0, 0.0);
  5654. };
  5655. /**
  5656. * Returns a new Vector3 set to (1.0, 1.0, 1.0)
  5657. * @returns a new unit Vector3
  5658. */
  5659. Vector3.One = function () {
  5660. return new Vector3(1.0, 1.0, 1.0);
  5661. };
  5662. /**
  5663. * Returns a new Vector3 set to (0.0, 1.0, 0.0)
  5664. * @returns a new up Vector3
  5665. */
  5666. Vector3.Up = function () {
  5667. return new Vector3(0.0, 1.0, 0.0);
  5668. };
  5669. Object.defineProperty(Vector3, "UpReadOnly", {
  5670. /**
  5671. * Gets a up Vector3 that must not be updated
  5672. */
  5673. get: function () {
  5674. return Vector3._UpReadOnly;
  5675. },
  5676. enumerable: true,
  5677. configurable: true
  5678. });
  5679. /**
  5680. * Returns a new Vector3 set to (0.0, -1.0, 0.0)
  5681. * @returns a new down Vector3
  5682. */
  5683. Vector3.Down = function () {
  5684. return new Vector3(0.0, -1.0, 0.0);
  5685. };
  5686. /**
  5687. * Returns a new Vector3 set to (0.0, 0.0, 1.0)
  5688. * @returns a new forward Vector3
  5689. */
  5690. Vector3.Forward = function () {
  5691. return new Vector3(0.0, 0.0, 1.0);
  5692. };
  5693. /**
  5694. * Returns a new Vector3 set to (0.0, 0.0, -1.0)
  5695. * @returns a new forward Vector3
  5696. */
  5697. Vector3.Backward = function () {
  5698. return new Vector3(0.0, 0.0, -1.0);
  5699. };
  5700. /**
  5701. * Returns a new Vector3 set to (1.0, 0.0, 0.0)
  5702. * @returns a new right Vector3
  5703. */
  5704. Vector3.Right = function () {
  5705. return new Vector3(1.0, 0.0, 0.0);
  5706. };
  5707. /**
  5708. * Returns a new Vector3 set to (-1.0, 0.0, 0.0)
  5709. * @returns a new left Vector3
  5710. */
  5711. Vector3.Left = function () {
  5712. return new Vector3(-1.0, 0.0, 0.0);
  5713. };
  5714. /**
  5715. * Returns a new Vector3 set with the result of the transformation by the given matrix of the given vector.
  5716. * This method computes tranformed coordinates only, not transformed direction vectors (ie. it takes translation in account)
  5717. * @param vector defines the Vector3 to transform
  5718. * @param transformation defines the transformation matrix
  5719. * @returns the transformed Vector3
  5720. */
  5721. Vector3.TransformCoordinates = function (vector, transformation) {
  5722. var result = Vector3.Zero();
  5723. Vector3.TransformCoordinatesToRef(vector, transformation, result);
  5724. return result;
  5725. };
  5726. /**
  5727. * Sets the given vector "result" coordinates with the result of the transformation by the given matrix of the given vector
  5728. * This method computes tranformed coordinates only, not transformed direction vectors (ie. it takes translation in account)
  5729. * @param vector defines the Vector3 to transform
  5730. * @param transformation defines the transformation matrix
  5731. * @param result defines the Vector3 where to store the result
  5732. */
  5733. Vector3.TransformCoordinatesToRef = function (vector, transformation, result) {
  5734. Vector3.TransformCoordinatesFromFloatsToRef(vector.x, vector.y, vector.z, transformation, result);
  5735. };
  5736. /**
  5737. * Sets the given vector "result" coordinates with the result of the transformation by the given matrix of the given floats (x, y, z)
  5738. * This method computes tranformed coordinates only, not transformed direction vectors
  5739. * @param x define the x coordinate of the source vector
  5740. * @param y define the y coordinate of the source vector
  5741. * @param z define the z coordinate of the source vector
  5742. * @param transformation defines the transformation matrix
  5743. * @param result defines the Vector3 where to store the result
  5744. */
  5745. Vector3.TransformCoordinatesFromFloatsToRef = function (x, y, z, transformation, result) {
  5746. var m = transformation.m;
  5747. var rx = x * m[0] + y * m[4] + z * m[8] + m[12];
  5748. var ry = x * m[1] + y * m[5] + z * m[9] + m[13];
  5749. var rz = x * m[2] + y * m[6] + z * m[10] + m[14];
  5750. var rw = 1 / (x * m[3] + y * m[7] + z * m[11] + m[15]);
  5751. result.x = rx * rw;
  5752. result.y = ry * rw;
  5753. result.z = rz * rw;
  5754. };
  5755. /**
  5756. * Returns a new Vector3 set with the result of the normal transformation by the given matrix of the given vector
  5757. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  5758. * @param vector defines the Vector3 to transform
  5759. * @param transformation defines the transformation matrix
  5760. * @returns the new Vector3
  5761. */
  5762. Vector3.TransformNormal = function (vector, transformation) {
  5763. var result = Vector3.Zero();
  5764. Vector3.TransformNormalToRef(vector, transformation, result);
  5765. return result;
  5766. };
  5767. /**
  5768. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given vector
  5769. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  5770. * @param vector defines the Vector3 to transform
  5771. * @param transformation defines the transformation matrix
  5772. * @param result defines the Vector3 where to store the result
  5773. */
  5774. Vector3.TransformNormalToRef = function (vector, transformation, result) {
  5775. this.TransformNormalFromFloatsToRef(vector.x, vector.y, vector.z, transformation, result);
  5776. };
  5777. /**
  5778. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given floats (x, y, z)
  5779. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  5780. * @param x define the x coordinate of the source vector
  5781. * @param y define the y coordinate of the source vector
  5782. * @param z define the z coordinate of the source vector
  5783. * @param transformation defines the transformation matrix
  5784. * @param result defines the Vector3 where to store the result
  5785. */
  5786. Vector3.TransformNormalFromFloatsToRef = function (x, y, z, transformation, result) {
  5787. var m = transformation.m;
  5788. result.x = x * m[0] + y * m[4] + z * m[8];
  5789. result.y = x * m[1] + y * m[5] + z * m[9];
  5790. result.z = x * m[2] + y * m[6] + z * m[10];
  5791. };
  5792. /**
  5793. * Returns a new Vector3 located for "amount" on the CatmullRom interpolation spline defined by the vectors "value1", "value2", "value3", "value4"
  5794. * @param value1 defines the first control point
  5795. * @param value2 defines the second control point
  5796. * @param value3 defines the third control point
  5797. * @param value4 defines the fourth control point
  5798. * @param amount defines the amount on the spline to use
  5799. * @returns the new Vector3
  5800. */
  5801. Vector3.CatmullRom = function (value1, value2, value3, value4, amount) {
  5802. var squared = amount * amount;
  5803. var cubed = amount * squared;
  5804. var x = 0.5 * ((((2.0 * value2.x) + ((-value1.x + value3.x) * amount)) +
  5805. (((((2.0 * value1.x) - (5.0 * value2.x)) + (4.0 * value3.x)) - value4.x) * squared)) +
  5806. ((((-value1.x + (3.0 * value2.x)) - (3.0 * value3.x)) + value4.x) * cubed));
  5807. var y = 0.5 * ((((2.0 * value2.y) + ((-value1.y + value3.y) * amount)) +
  5808. (((((2.0 * value1.y) - (5.0 * value2.y)) + (4.0 * value3.y)) - value4.y) * squared)) +
  5809. ((((-value1.y + (3.0 * value2.y)) - (3.0 * value3.y)) + value4.y) * cubed));
  5810. var z = 0.5 * ((((2.0 * value2.z) + ((-value1.z + value3.z) * amount)) +
  5811. (((((2.0 * value1.z) - (5.0 * value2.z)) + (4.0 * value3.z)) - value4.z) * squared)) +
  5812. ((((-value1.z + (3.0 * value2.z)) - (3.0 * value3.z)) + value4.z) * cubed));
  5813. return new Vector3(x, y, z);
  5814. };
  5815. /**
  5816. * Returns a new Vector3 set with the coordinates of "value", if the vector "value" is in the cube defined by the vectors "min" and "max"
  5817. * If a coordinate value of "value" is lower than one of the "min" coordinate, then this "value" coordinate is set with the "min" one
  5818. * If a coordinate value of "value" is greater than one of the "max" coordinate, then this "value" coordinate is set with the "max" one
  5819. * @param value defines the current value
  5820. * @param min defines the lower range value
  5821. * @param max defines the upper range value
  5822. * @returns the new Vector3
  5823. */
  5824. Vector3.Clamp = function (value, min, max) {
  5825. var v = new Vector3();
  5826. Vector3.ClampToRef(value, min, max, v);
  5827. return v;
  5828. };
  5829. /**
  5830. * Sets the given vector "result" with the coordinates of "value", if the vector "value" is in the cube defined by the vectors "min" and "max"
  5831. * If a coordinate value of "value" is lower than one of the "min" coordinate, then this "value" coordinate is set with the "min" one
  5832. * If a coordinate value of "value" is greater than one of the "max" coordinate, then this "value" coordinate is set with the "max" one
  5833. * @param value defines the current value
  5834. * @param min defines the lower range value
  5835. * @param max defines the upper range value
  5836. * @param result defines the Vector3 where to store the result
  5837. */
  5838. Vector3.ClampToRef = function (value, min, max, result) {
  5839. var x = value.x;
  5840. x = (x > max.x) ? max.x : x;
  5841. x = (x < min.x) ? min.x : x;
  5842. var y = value.y;
  5843. y = (y > max.y) ? max.y : y;
  5844. y = (y < min.y) ? min.y : y;
  5845. var z = value.z;
  5846. z = (z > max.z) ? max.z : z;
  5847. z = (z < min.z) ? min.z : z;
  5848. result.copyFromFloats(x, y, z);
  5849. };
  5850. /**
  5851. * Returns a new Vector3 located for "amount" (float) on the Hermite interpolation spline defined by the vectors "value1", "tangent1", "value2", "tangent2"
  5852. * @param value1 defines the first control point
  5853. * @param tangent1 defines the first tangent vector
  5854. * @param value2 defines the second control point
  5855. * @param tangent2 defines the second tangent vector
  5856. * @param amount defines the amount on the interpolation spline (between 0 and 1)
  5857. * @returns the new Vector3
  5858. */
  5859. Vector3.Hermite = function (value1, tangent1, value2, tangent2, amount) {
  5860. var squared = amount * amount;
  5861. var cubed = amount * squared;
  5862. var part1 = ((2.0 * cubed) - (3.0 * squared)) + 1.0;
  5863. var part2 = (-2.0 * cubed) + (3.0 * squared);
  5864. var part3 = (cubed - (2.0 * squared)) + amount;
  5865. var part4 = cubed - squared;
  5866. var x = (((value1.x * part1) + (value2.x * part2)) + (tangent1.x * part3)) + (tangent2.x * part4);
  5867. var y = (((value1.y * part1) + (value2.y * part2)) + (tangent1.y * part3)) + (tangent2.y * part4);
  5868. var z = (((value1.z * part1) + (value2.z * part2)) + (tangent1.z * part3)) + (tangent2.z * part4);
  5869. return new Vector3(x, y, z);
  5870. };
  5871. /**
  5872. * Returns a new Vector3 located for "amount" (float) on the linear interpolation between the vectors "start" and "end"
  5873. * @param start defines the start value
  5874. * @param end defines the end value
  5875. * @param amount max defines amount between both (between 0 and 1)
  5876. * @returns the new Vector3
  5877. */
  5878. Vector3.Lerp = function (start, end, amount) {
  5879. var result = new Vector3(0, 0, 0);
  5880. Vector3.LerpToRef(start, end, amount, result);
  5881. return result;
  5882. };
  5883. /**
  5884. * Sets the given vector "result" with the result of the linear interpolation from the vector "start" for "amount" to the vector "end"
  5885. * @param start defines the start value
  5886. * @param end defines the end value
  5887. * @param amount max defines amount between both (between 0 and 1)
  5888. * @param result defines the Vector3 where to store the result
  5889. */
  5890. Vector3.LerpToRef = function (start, end, amount, result) {
  5891. result.x = start.x + ((end.x - start.x) * amount);
  5892. result.y = start.y + ((end.y - start.y) * amount);
  5893. result.z = start.z + ((end.z - start.z) * amount);
  5894. };
  5895. /**
  5896. * Returns the dot product (float) between the vectors "left" and "right"
  5897. * @param left defines the left operand
  5898. * @param right defines the right operand
  5899. * @returns the dot product
  5900. */
  5901. Vector3.Dot = function (left, right) {
  5902. return (left.x * right.x + left.y * right.y + left.z * right.z);
  5903. };
  5904. /**
  5905. * Returns a new Vector3 as the cross product of the vectors "left" and "right"
  5906. * The cross product is then orthogonal to both "left" and "right"
  5907. * @param left defines the left operand
  5908. * @param right defines the right operand
  5909. * @returns the cross product
  5910. */
  5911. Vector3.Cross = function (left, right) {
  5912. var result = Vector3.Zero();
  5913. Vector3.CrossToRef(left, right, result);
  5914. return result;
  5915. };
  5916. /**
  5917. * Sets the given vector "result" with the cross product of "left" and "right"
  5918. * The cross product is then orthogonal to both "left" and "right"
  5919. * @param left defines the left operand
  5920. * @param right defines the right operand
  5921. * @param result defines the Vector3 where to store the result
  5922. */
  5923. Vector3.CrossToRef = function (left, right, result) {
  5924. var x = left.y * right.z - left.z * right.y;
  5925. var y = left.z * right.x - left.x * right.z;
  5926. var z = left.x * right.y - left.y * right.x;
  5927. result.copyFromFloats(x, y, z);
  5928. };
  5929. /**
  5930. * Returns a new Vector3 as the normalization of the given vector
  5931. * @param vector defines the Vector3 to normalize
  5932. * @returns the new Vector3
  5933. */
  5934. Vector3.Normalize = function (vector) {
  5935. var result = Vector3.Zero();
  5936. Vector3.NormalizeToRef(vector, result);
  5937. return result;
  5938. };
  5939. /**
  5940. * Sets the given vector "result" with the normalization of the given first vector
  5941. * @param vector defines the Vector3 to normalize
  5942. * @param result defines the Vector3 where to store the result
  5943. */
  5944. Vector3.NormalizeToRef = function (vector, result) {
  5945. vector.normalizeToRef(result);
  5946. };
  5947. /**
  5948. * Project a Vector3 onto screen space
  5949. * @param vector defines the Vector3 to project
  5950. * @param world defines the world matrix to use
  5951. * @param transform defines the transform (view x projection) matrix to use
  5952. * @param viewport defines the screen viewport to use
  5953. * @returns the new Vector3
  5954. */
  5955. Vector3.Project = function (vector, world, transform, viewport) {
  5956. var cw = viewport.width;
  5957. var ch = viewport.height;
  5958. var cx = viewport.x;
  5959. var cy = viewport.y;
  5960. var viewportMatrix = MathTmp.Matrix[1];
  5961. Matrix.FromValuesToRef(cw / 2.0, 0, 0, 0, 0, -ch / 2.0, 0, 0, 0, 0, 0.5, 0, cx + cw / 2.0, ch / 2.0 + cy, 0.5, 1, viewportMatrix);
  5962. var matrix = MathTmp.Matrix[0];
  5963. world.multiplyToRef(transform, matrix);
  5964. matrix.multiplyToRef(viewportMatrix, matrix);
  5965. return Vector3.TransformCoordinates(vector, matrix);
  5966. };
  5967. /** @hidden */
  5968. Vector3.UnprojectFromInvertedMatrixToRef = function (source, matrix, result) {
  5969. Vector3.TransformCoordinatesToRef(source, matrix, result);
  5970. var m = matrix.m;
  5971. var num = source.x * m[3] + source.y * m[7] + source.z * m[11] + m[15];
  5972. if (BABYLON.Scalar.WithinEpsilon(num, 1.0)) {
  5973. result.scaleInPlace(1.0 / num);
  5974. }
  5975. };
  5976. /**
  5977. * Unproject from screen space to object space
  5978. * @param source defines the screen space Vector3 to use
  5979. * @param viewportWidth defines the current width of the viewport
  5980. * @param viewportHeight defines the current height of the viewport
  5981. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  5982. * @param transform defines the transform (view x projection) matrix to use
  5983. * @returns the new Vector3
  5984. */
  5985. Vector3.UnprojectFromTransform = function (source, viewportWidth, viewportHeight, world, transform) {
  5986. var matrix = MathTmp.Matrix[0];
  5987. world.multiplyToRef(transform, matrix);
  5988. matrix.invert();
  5989. source.x = source.x / viewportWidth * 2 - 1;
  5990. source.y = -(source.y / viewportHeight * 2 - 1);
  5991. var vector = new Vector3();
  5992. Vector3.UnprojectFromInvertedMatrixToRef(source, matrix, vector);
  5993. return vector;
  5994. };
  5995. /**
  5996. * Unproject from screen space to object space
  5997. * @param source defines the screen space Vector3 to use
  5998. * @param viewportWidth defines the current width of the viewport
  5999. * @param viewportHeight defines the current height of the viewport
  6000. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  6001. * @param view defines the view matrix to use
  6002. * @param projection defines the projection matrix to use
  6003. * @returns the new Vector3
  6004. */
  6005. Vector3.Unproject = function (source, viewportWidth, viewportHeight, world, view, projection) {
  6006. var result = Vector3.Zero();
  6007. Vector3.UnprojectToRef(source, viewportWidth, viewportHeight, world, view, projection, result);
  6008. return result;
  6009. };
  6010. /**
  6011. * Unproject from screen space to object space
  6012. * @param source defines the screen space Vector3 to use
  6013. * @param viewportWidth defines the current width of the viewport
  6014. * @param viewportHeight defines the current height of the viewport
  6015. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  6016. * @param view defines the view matrix to use
  6017. * @param projection defines the projection matrix to use
  6018. * @param result defines the Vector3 where to store the result
  6019. */
  6020. Vector3.UnprojectToRef = function (source, viewportWidth, viewportHeight, world, view, projection, result) {
  6021. Vector3.UnprojectFloatsToRef(source.x, source.y, source.z, viewportWidth, viewportHeight, world, view, projection, result);
  6022. };
  6023. /**
  6024. * Unproject from screen space to object space
  6025. * @param sourceX defines the screen space x coordinate to use
  6026. * @param sourceY defines the screen space y coordinate to use
  6027. * @param sourceZ defines the screen space z coordinate to use
  6028. * @param viewportWidth defines the current width of the viewport
  6029. * @param viewportHeight defines the current height of the viewport
  6030. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  6031. * @param view defines the view matrix to use
  6032. * @param projection defines the projection matrix to use
  6033. * @param result defines the Vector3 where to store the result
  6034. */
  6035. Vector3.UnprojectFloatsToRef = function (sourceX, sourceY, sourceZ, viewportWidth, viewportHeight, world, view, projection, result) {
  6036. var matrix = MathTmp.Matrix[0];
  6037. world.multiplyToRef(view, matrix);
  6038. matrix.multiplyToRef(projection, matrix);
  6039. matrix.invert();
  6040. var screenSource = MathTmp.Vector3[0];
  6041. screenSource.x = sourceX / viewportWidth * 2 - 1;
  6042. screenSource.y = -(sourceY / viewportHeight * 2 - 1);
  6043. screenSource.z = 2 * sourceZ - 1.0;
  6044. Vector3.UnprojectFromInvertedMatrixToRef(screenSource, matrix, result);
  6045. };
  6046. /**
  6047. * Unproject a ray from screen space to object space
  6048. * @param sourceX defines the screen space x coordinate to use
  6049. * @param sourceY defines the screen space y coordinate to use
  6050. * @param viewportWidth defines the current width of the viewport
  6051. * @param viewportHeight defines the current height of the viewport
  6052. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  6053. * @param view defines the view matrix to use
  6054. * @param projection defines the projection matrix to use
  6055. * @param ray defines the Ray where to store the result
  6056. */
  6057. Vector3.UnprojectRayToRef = function (sourceX, sourceY, viewportWidth, viewportHeight, world, view, projection, ray) {
  6058. var matrix = MathTmp.Matrix[0];
  6059. world.multiplyToRef(view, matrix);
  6060. matrix.multiplyToRef(projection, matrix);
  6061. matrix.invert();
  6062. var nearScreenSource = MathTmp.Vector3[0];
  6063. nearScreenSource.x = sourceX / viewportWidth * 2 - 1;
  6064. nearScreenSource.y = -(sourceY / viewportHeight * 2 - 1);
  6065. nearScreenSource.z = -1.0;
  6066. var farScreenSource = MathTmp.Vector3[1].copyFromFloats(nearScreenSource.x, nearScreenSource.y, 1.0);
  6067. var nearVec3 = MathTmp.Vector3[2];
  6068. var farVec3 = MathTmp.Vector3[3];
  6069. Vector3.UnprojectFromInvertedMatrixToRef(nearScreenSource, matrix, nearVec3);
  6070. Vector3.UnprojectFromInvertedMatrixToRef(farScreenSource, matrix, farVec3);
  6071. ray.origin.copyFrom(nearVec3);
  6072. farVec3.subtractToRef(nearVec3, ray.direction);
  6073. ray.direction.normalize();
  6074. };
  6075. /**
  6076. * Gets the minimal coordinate values between two Vector3
  6077. * @param left defines the first operand
  6078. * @param right defines the second operand
  6079. * @returns the new Vector3
  6080. */
  6081. Vector3.Minimize = function (left, right) {
  6082. var min = left.clone();
  6083. min.minimizeInPlace(right);
  6084. return min;
  6085. };
  6086. /**
  6087. * Gets the maximal coordinate values between two Vector3
  6088. * @param left defines the first operand
  6089. * @param right defines the second operand
  6090. * @returns the new Vector3
  6091. */
  6092. Vector3.Maximize = function (left, right) {
  6093. var max = left.clone();
  6094. max.maximizeInPlace(right);
  6095. return max;
  6096. };
  6097. /**
  6098. * Returns the distance between the vectors "value1" and "value2"
  6099. * @param value1 defines the first operand
  6100. * @param value2 defines the second operand
  6101. * @returns the distance
  6102. */
  6103. Vector3.Distance = function (value1, value2) {
  6104. return Math.sqrt(Vector3.DistanceSquared(value1, value2));
  6105. };
  6106. /**
  6107. * Returns the squared distance between the vectors "value1" and "value2"
  6108. * @param value1 defines the first operand
  6109. * @param value2 defines the second operand
  6110. * @returns the squared distance
  6111. */
  6112. Vector3.DistanceSquared = function (value1, value2) {
  6113. var x = value1.x - value2.x;
  6114. var y = value1.y - value2.y;
  6115. var z = value1.z - value2.z;
  6116. return (x * x) + (y * y) + (z * z);
  6117. };
  6118. /**
  6119. * Returns a new Vector3 located at the center between "value1" and "value2"
  6120. * @param value1 defines the first operand
  6121. * @param value2 defines the second operand
  6122. * @returns the new Vector3
  6123. */
  6124. Vector3.Center = function (value1, value2) {
  6125. var center = value1.add(value2);
  6126. center.scaleInPlace(0.5);
  6127. return center;
  6128. };
  6129. /**
  6130. * Given three orthogonal normalized left-handed oriented Vector3 axis in space (target system),
  6131. * RotationFromAxis() returns the rotation Euler angles (ex : rotation.x, rotation.y, rotation.z) to apply
  6132. * to something in order to rotate it from its local system to the given target system
  6133. * Note: axis1, axis2 and axis3 are normalized during this operation
  6134. * @param axis1 defines the first axis
  6135. * @param axis2 defines the second axis
  6136. * @param axis3 defines the third axis
  6137. * @returns a new Vector3
  6138. */
  6139. Vector3.RotationFromAxis = function (axis1, axis2, axis3) {
  6140. var rotation = Vector3.Zero();
  6141. Vector3.RotationFromAxisToRef(axis1, axis2, axis3, rotation);
  6142. return rotation;
  6143. };
  6144. /**
  6145. * The same than RotationFromAxis but updates the given ref Vector3 parameter instead of returning a new Vector3
  6146. * @param axis1 defines the first axis
  6147. * @param axis2 defines the second axis
  6148. * @param axis3 defines the third axis
  6149. * @param ref defines the Vector3 where to store the result
  6150. */
  6151. Vector3.RotationFromAxisToRef = function (axis1, axis2, axis3, ref) {
  6152. var quat = MathTmp.Quaternion[0];
  6153. Quaternion.RotationQuaternionFromAxisToRef(axis1, axis2, axis3, quat);
  6154. quat.toEulerAnglesToRef(ref);
  6155. };
  6156. Vector3._UpReadOnly = Vector3.Up();
  6157. return Vector3;
  6158. }());
  6159. BABYLON.Vector3 = Vector3;
  6160. /**
  6161. * Vector4 class created for EulerAngle class conversion to Quaternion
  6162. */
  6163. var Vector4 = /** @class */ (function () {
  6164. /**
  6165. * Creates a Vector4 object from the given floats.
  6166. * @param x x value of the vector
  6167. * @param y y value of the vector
  6168. * @param z z value of the vector
  6169. * @param w w value of the vector
  6170. */
  6171. function Vector4(
  6172. /** x value of the vector */
  6173. x,
  6174. /** y value of the vector */
  6175. y,
  6176. /** z value of the vector */
  6177. z,
  6178. /** w value of the vector */
  6179. w) {
  6180. this.x = x;
  6181. this.y = y;
  6182. this.z = z;
  6183. this.w = w;
  6184. }
  6185. /**
  6186. * Returns the string with the Vector4 coordinates.
  6187. * @returns a string containing all the vector values
  6188. */
  6189. Vector4.prototype.toString = function () {
  6190. return "{X: " + this.x + " Y:" + this.y + " Z:" + this.z + " W:" + this.w + "}";
  6191. };
  6192. /**
  6193. * Returns the string "Vector4".
  6194. * @returns "Vector4"
  6195. */
  6196. Vector4.prototype.getClassName = function () {
  6197. return "Vector4";
  6198. };
  6199. /**
  6200. * Returns the Vector4 hash code.
  6201. * @returns a unique hash code
  6202. */
  6203. Vector4.prototype.getHashCode = function () {
  6204. var hash = this.x || 0;
  6205. hash = (hash * 397) ^ (this.y || 0);
  6206. hash = (hash * 397) ^ (this.z || 0);
  6207. hash = (hash * 397) ^ (this.w || 0);
  6208. return hash;
  6209. };
  6210. // Operators
  6211. /**
  6212. * Returns a new array populated with 4 elements : the Vector4 coordinates.
  6213. * @returns the resulting array
  6214. */
  6215. Vector4.prototype.asArray = function () {
  6216. var result = new Array();
  6217. this.toArray(result, 0);
  6218. return result;
  6219. };
  6220. /**
  6221. * Populates the given array from the given index with the Vector4 coordinates.
  6222. * @param array array to populate
  6223. * @param index index of the array to start at (default: 0)
  6224. * @returns the Vector4.
  6225. */
  6226. Vector4.prototype.toArray = function (array, index) {
  6227. if (index === undefined) {
  6228. index = 0;
  6229. }
  6230. array[index] = this.x;
  6231. array[index + 1] = this.y;
  6232. array[index + 2] = this.z;
  6233. array[index + 3] = this.w;
  6234. return this;
  6235. };
  6236. /**
  6237. * Adds the given vector to the current Vector4.
  6238. * @param otherVector the vector to add
  6239. * @returns the updated Vector4.
  6240. */
  6241. Vector4.prototype.addInPlace = function (otherVector) {
  6242. this.x += otherVector.x;
  6243. this.y += otherVector.y;
  6244. this.z += otherVector.z;
  6245. this.w += otherVector.w;
  6246. return this;
  6247. };
  6248. /**
  6249. * Returns a new Vector4 as the result of the addition of the current Vector4 and the given one.
  6250. * @param otherVector the vector to add
  6251. * @returns the resulting vector
  6252. */
  6253. Vector4.prototype.add = function (otherVector) {
  6254. return new Vector4(this.x + otherVector.x, this.y + otherVector.y, this.z + otherVector.z, this.w + otherVector.w);
  6255. };
  6256. /**
  6257. * Updates the given vector "result" with the result of the addition of the current Vector4 and the given one.
  6258. * @param otherVector the vector to add
  6259. * @param result the vector to store the result
  6260. * @returns the current Vector4.
  6261. */
  6262. Vector4.prototype.addToRef = function (otherVector, result) {
  6263. result.x = this.x + otherVector.x;
  6264. result.y = this.y + otherVector.y;
  6265. result.z = this.z + otherVector.z;
  6266. result.w = this.w + otherVector.w;
  6267. return this;
  6268. };
  6269. /**
  6270. * Subtract in place the given vector from the current Vector4.
  6271. * @param otherVector the vector to subtract
  6272. * @returns the updated Vector4.
  6273. */
  6274. Vector4.prototype.subtractInPlace = function (otherVector) {
  6275. this.x -= otherVector.x;
  6276. this.y -= otherVector.y;
  6277. this.z -= otherVector.z;
  6278. this.w -= otherVector.w;
  6279. return this;
  6280. };
  6281. /**
  6282. * Returns a new Vector4 with the result of the subtraction of the given vector from the current Vector4.
  6283. * @param otherVector the vector to add
  6284. * @returns the new vector with the result
  6285. */
  6286. Vector4.prototype.subtract = function (otherVector) {
  6287. return new Vector4(this.x - otherVector.x, this.y - otherVector.y, this.z - otherVector.z, this.w - otherVector.w);
  6288. };
  6289. /**
  6290. * Sets the given vector "result" with the result of the subtraction of the given vector from the current Vector4.
  6291. * @param otherVector the vector to subtract
  6292. * @param result the vector to store the result
  6293. * @returns the current Vector4.
  6294. */
  6295. Vector4.prototype.subtractToRef = function (otherVector, result) {
  6296. result.x = this.x - otherVector.x;
  6297. result.y = this.y - otherVector.y;
  6298. result.z = this.z - otherVector.z;
  6299. result.w = this.w - otherVector.w;
  6300. return this;
  6301. };
  6302. /**
  6303. * Returns a new Vector4 set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  6304. */
  6305. /**
  6306. * Returns a new Vector4 set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  6307. * @param x value to subtract
  6308. * @param y value to subtract
  6309. * @param z value to subtract
  6310. * @param w value to subtract
  6311. * @returns new vector containing the result
  6312. */
  6313. Vector4.prototype.subtractFromFloats = function (x, y, z, w) {
  6314. return new Vector4(this.x - x, this.y - y, this.z - z, this.w - w);
  6315. };
  6316. /**
  6317. * Sets the given vector "result" set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  6318. * @param x value to subtract
  6319. * @param y value to subtract
  6320. * @param z value to subtract
  6321. * @param w value to subtract
  6322. * @param result the vector to store the result in
  6323. * @returns the current Vector4.
  6324. */
  6325. Vector4.prototype.subtractFromFloatsToRef = function (x, y, z, w, result) {
  6326. result.x = this.x - x;
  6327. result.y = this.y - y;
  6328. result.z = this.z - z;
  6329. result.w = this.w - w;
  6330. return this;
  6331. };
  6332. /**
  6333. * Returns a new Vector4 set with the current Vector4 negated coordinates.
  6334. * @returns a new vector with the negated values
  6335. */
  6336. Vector4.prototype.negate = function () {
  6337. return new Vector4(-this.x, -this.y, -this.z, -this.w);
  6338. };
  6339. /**
  6340. * Multiplies the current Vector4 coordinates by scale (float).
  6341. * @param scale the number to scale with
  6342. * @returns the updated Vector4.
  6343. */
  6344. Vector4.prototype.scaleInPlace = function (scale) {
  6345. this.x *= scale;
  6346. this.y *= scale;
  6347. this.z *= scale;
  6348. this.w *= scale;
  6349. return this;
  6350. };
  6351. /**
  6352. * Returns a new Vector4 set with the current Vector4 coordinates multiplied by scale (float).
  6353. * @param scale the number to scale with
  6354. * @returns a new vector with the result
  6355. */
  6356. Vector4.prototype.scale = function (scale) {
  6357. return new Vector4(this.x * scale, this.y * scale, this.z * scale, this.w * scale);
  6358. };
  6359. /**
  6360. * Sets the given vector "result" with the current Vector4 coordinates multiplied by scale (float).
  6361. * @param scale the number to scale with
  6362. * @param result a vector to store the result in
  6363. * @returns the current Vector4.
  6364. */
  6365. Vector4.prototype.scaleToRef = function (scale, result) {
  6366. result.x = this.x * scale;
  6367. result.y = this.y * scale;
  6368. result.z = this.z * scale;
  6369. result.w = this.w * scale;
  6370. return this;
  6371. };
  6372. /**
  6373. * Scale the current Vector4 values by a factor and add the result to a given Vector4
  6374. * @param scale defines the scale factor
  6375. * @param result defines the Vector4 object where to store the result
  6376. * @returns the unmodified current Vector4
  6377. */
  6378. Vector4.prototype.scaleAndAddToRef = function (scale, result) {
  6379. result.x += this.x * scale;
  6380. result.y += this.y * scale;
  6381. result.z += this.z * scale;
  6382. result.w += this.w * scale;
  6383. return this;
  6384. };
  6385. /**
  6386. * Boolean : True if the current Vector4 coordinates are stricly equal to the given ones.
  6387. * @param otherVector the vector to compare against
  6388. * @returns true if they are equal
  6389. */
  6390. Vector4.prototype.equals = function (otherVector) {
  6391. return otherVector && this.x === otherVector.x && this.y === otherVector.y && this.z === otherVector.z && this.w === otherVector.w;
  6392. };
  6393. /**
  6394. * Boolean : True if the current Vector4 coordinates are each beneath the distance "epsilon" from the given vector ones.
  6395. * @param otherVector vector to compare against
  6396. * @param epsilon (Default: very small number)
  6397. * @returns true if they are equal
  6398. */
  6399. Vector4.prototype.equalsWithEpsilon = function (otherVector, epsilon) {
  6400. if (epsilon === void 0) { epsilon = BABYLON.Epsilon; }
  6401. return otherVector
  6402. && BABYLON.Scalar.WithinEpsilon(this.x, otherVector.x, epsilon)
  6403. && BABYLON.Scalar.WithinEpsilon(this.y, otherVector.y, epsilon)
  6404. && BABYLON.Scalar.WithinEpsilon(this.z, otherVector.z, epsilon)
  6405. && BABYLON.Scalar.WithinEpsilon(this.w, otherVector.w, epsilon);
  6406. };
  6407. /**
  6408. * Boolean : True if the given floats are strictly equal to the current Vector4 coordinates.
  6409. * @param x x value to compare against
  6410. * @param y y value to compare against
  6411. * @param z z value to compare against
  6412. * @param w w value to compare against
  6413. * @returns true if equal
  6414. */
  6415. Vector4.prototype.equalsToFloats = function (x, y, z, w) {
  6416. return this.x === x && this.y === y && this.z === z && this.w === w;
  6417. };
  6418. /**
  6419. * Multiplies in place the current Vector4 by the given one.
  6420. * @param otherVector vector to multiple with
  6421. * @returns the updated Vector4.
  6422. */
  6423. Vector4.prototype.multiplyInPlace = function (otherVector) {
  6424. this.x *= otherVector.x;
  6425. this.y *= otherVector.y;
  6426. this.z *= otherVector.z;
  6427. this.w *= otherVector.w;
  6428. return this;
  6429. };
  6430. /**
  6431. * Returns a new Vector4 set with the multiplication result of the current Vector4 and the given one.
  6432. * @param otherVector vector to multiple with
  6433. * @returns resulting new vector
  6434. */
  6435. Vector4.prototype.multiply = function (otherVector) {
  6436. return new Vector4(this.x * otherVector.x, this.y * otherVector.y, this.z * otherVector.z, this.w * otherVector.w);
  6437. };
  6438. /**
  6439. * Updates the given vector "result" with the multiplication result of the current Vector4 and the given one.
  6440. * @param otherVector vector to multiple with
  6441. * @param result vector to store the result
  6442. * @returns the current Vector4.
  6443. */
  6444. Vector4.prototype.multiplyToRef = function (otherVector, result) {
  6445. result.x = this.x * otherVector.x;
  6446. result.y = this.y * otherVector.y;
  6447. result.z = this.z * otherVector.z;
  6448. result.w = this.w * otherVector.w;
  6449. return this;
  6450. };
  6451. /**
  6452. * Returns a new Vector4 set with the multiplication result of the given floats and the current Vector4 coordinates.
  6453. * @param x x value multiply with
  6454. * @param y y value multiply with
  6455. * @param z z value multiply with
  6456. * @param w w value multiply with
  6457. * @returns resulting new vector
  6458. */
  6459. Vector4.prototype.multiplyByFloats = function (x, y, z, w) {
  6460. return new Vector4(this.x * x, this.y * y, this.z * z, this.w * w);
  6461. };
  6462. /**
  6463. * Returns a new Vector4 set with the division result of the current Vector4 by the given one.
  6464. * @param otherVector vector to devide with
  6465. * @returns resulting new vector
  6466. */
  6467. Vector4.prototype.divide = function (otherVector) {
  6468. return new Vector4(this.x / otherVector.x, this.y / otherVector.y, this.z / otherVector.z, this.w / otherVector.w);
  6469. };
  6470. /**
  6471. * Updates the given vector "result" with the division result of the current Vector4 by the given one.
  6472. * @param otherVector vector to devide with
  6473. * @param result vector to store the result
  6474. * @returns the current Vector4.
  6475. */
  6476. Vector4.prototype.divideToRef = function (otherVector, result) {
  6477. result.x = this.x / otherVector.x;
  6478. result.y = this.y / otherVector.y;
  6479. result.z = this.z / otherVector.z;
  6480. result.w = this.w / otherVector.w;
  6481. return this;
  6482. };
  6483. /**
  6484. * Divides the current Vector3 coordinates by the given ones.
  6485. * @param otherVector vector to devide with
  6486. * @returns the updated Vector3.
  6487. */
  6488. Vector4.prototype.divideInPlace = function (otherVector) {
  6489. return this.divideToRef(otherVector, this);
  6490. };
  6491. /**
  6492. * Updates the Vector4 coordinates with the minimum values between its own and the given vector ones
  6493. * @param other defines the second operand
  6494. * @returns the current updated Vector4
  6495. */
  6496. Vector4.prototype.minimizeInPlace = function (other) {
  6497. if (other.x < this.x) {
  6498. this.x = other.x;
  6499. }
  6500. if (other.y < this.y) {
  6501. this.y = other.y;
  6502. }
  6503. if (other.z < this.z) {
  6504. this.z = other.z;
  6505. }
  6506. if (other.w < this.w) {
  6507. this.w = other.w;
  6508. }
  6509. return this;
  6510. };
  6511. /**
  6512. * Updates the Vector4 coordinates with the maximum values between its own and the given vector ones
  6513. * @param other defines the second operand
  6514. * @returns the current updated Vector4
  6515. */
  6516. Vector4.prototype.maximizeInPlace = function (other) {
  6517. if (other.x > this.x) {
  6518. this.x = other.x;
  6519. }
  6520. if (other.y > this.y) {
  6521. this.y = other.y;
  6522. }
  6523. if (other.z > this.z) {
  6524. this.z = other.z;
  6525. }
  6526. if (other.w > this.w) {
  6527. this.w = other.w;
  6528. }
  6529. return this;
  6530. };
  6531. /**
  6532. * Gets a new Vector4 from current Vector4 floored values
  6533. * @returns a new Vector4
  6534. */
  6535. Vector4.prototype.floor = function () {
  6536. return new Vector4(Math.floor(this.x), Math.floor(this.y), Math.floor(this.z), Math.floor(this.w));
  6537. };
  6538. /**
  6539. * Gets a new Vector4 from current Vector3 floored values
  6540. * @returns a new Vector4
  6541. */
  6542. Vector4.prototype.fract = function () {
  6543. return new Vector4(this.x - Math.floor(this.x), this.y - Math.floor(this.y), this.z - Math.floor(this.z), this.w - Math.floor(this.w));
  6544. };
  6545. // Properties
  6546. /**
  6547. * Returns the Vector4 length (float).
  6548. * @returns the length
  6549. */
  6550. Vector4.prototype.length = function () {
  6551. return Math.sqrt(this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w);
  6552. };
  6553. /**
  6554. * Returns the Vector4 squared length (float).
  6555. * @returns the length squared
  6556. */
  6557. Vector4.prototype.lengthSquared = function () {
  6558. return (this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w);
  6559. };
  6560. // Methods
  6561. /**
  6562. * Normalizes in place the Vector4.
  6563. * @returns the updated Vector4.
  6564. */
  6565. Vector4.prototype.normalize = function () {
  6566. var len = this.length();
  6567. if (len === 0) {
  6568. return this;
  6569. }
  6570. return this.scaleInPlace(1.0 / len);
  6571. };
  6572. /**
  6573. * Returns a new Vector3 from the Vector4 (x, y, z) coordinates.
  6574. * @returns this converted to a new vector3
  6575. */
  6576. Vector4.prototype.toVector3 = function () {
  6577. return new Vector3(this.x, this.y, this.z);
  6578. };
  6579. /**
  6580. * Returns a new Vector4 copied from the current one.
  6581. * @returns the new cloned vector
  6582. */
  6583. Vector4.prototype.clone = function () {
  6584. return new Vector4(this.x, this.y, this.z, this.w);
  6585. };
  6586. /**
  6587. * Updates the current Vector4 with the given one coordinates.
  6588. * @param source the source vector to copy from
  6589. * @returns the updated Vector4.
  6590. */
  6591. Vector4.prototype.copyFrom = function (source) {
  6592. this.x = source.x;
  6593. this.y = source.y;
  6594. this.z = source.z;
  6595. this.w = source.w;
  6596. return this;
  6597. };
  6598. /**
  6599. * Updates the current Vector4 coordinates with the given floats.
  6600. * @param x float to copy from
  6601. * @param y float to copy from
  6602. * @param z float to copy from
  6603. * @param w float to copy from
  6604. * @returns the updated Vector4.
  6605. */
  6606. Vector4.prototype.copyFromFloats = function (x, y, z, w) {
  6607. this.x = x;
  6608. this.y = y;
  6609. this.z = z;
  6610. this.w = w;
  6611. return this;
  6612. };
  6613. /**
  6614. * Updates the current Vector4 coordinates with the given floats.
  6615. * @param x float to set from
  6616. * @param y float to set from
  6617. * @param z float to set from
  6618. * @param w float to set from
  6619. * @returns the updated Vector4.
  6620. */
  6621. Vector4.prototype.set = function (x, y, z, w) {
  6622. return this.copyFromFloats(x, y, z, w);
  6623. };
  6624. /**
  6625. * Copies the given float to the current Vector3 coordinates
  6626. * @param v defines the x, y, z and w coordinates of the operand
  6627. * @returns the current updated Vector3
  6628. */
  6629. Vector4.prototype.setAll = function (v) {
  6630. this.x = this.y = this.z = this.w = v;
  6631. return this;
  6632. };
  6633. // Statics
  6634. /**
  6635. * Returns a new Vector4 set from the starting index of the given array.
  6636. * @param array the array to pull values from
  6637. * @param offset the offset into the array to start at
  6638. * @returns the new vector
  6639. */
  6640. Vector4.FromArray = function (array, offset) {
  6641. if (!offset) {
  6642. offset = 0;
  6643. }
  6644. return new Vector4(array[offset], array[offset + 1], array[offset + 2], array[offset + 3]);
  6645. };
  6646. /**
  6647. * Updates the given vector "result" from the starting index of the given array.
  6648. * @param array the array to pull values from
  6649. * @param offset the offset into the array to start at
  6650. * @param result the vector to store the result in
  6651. */
  6652. Vector4.FromArrayToRef = function (array, offset, result) {
  6653. result.x = array[offset];
  6654. result.y = array[offset + 1];
  6655. result.z = array[offset + 2];
  6656. result.w = array[offset + 3];
  6657. };
  6658. /**
  6659. * Updates the given vector "result" from the starting index of the given Float32Array.
  6660. * @param array the array to pull values from
  6661. * @param offset the offset into the array to start at
  6662. * @param result the vector to store the result in
  6663. */
  6664. Vector4.FromFloatArrayToRef = function (array, offset, result) {
  6665. Vector4.FromArrayToRef(array, offset, result);
  6666. };
  6667. /**
  6668. * Updates the given vector "result" coordinates from the given floats.
  6669. * @param x float to set from
  6670. * @param y float to set from
  6671. * @param z float to set from
  6672. * @param w float to set from
  6673. * @param result the vector to the floats in
  6674. */
  6675. Vector4.FromFloatsToRef = function (x, y, z, w, result) {
  6676. result.x = x;
  6677. result.y = y;
  6678. result.z = z;
  6679. result.w = w;
  6680. };
  6681. /**
  6682. * Returns a new Vector4 set to (0.0, 0.0, 0.0, 0.0)
  6683. * @returns the new vector
  6684. */
  6685. Vector4.Zero = function () {
  6686. return new Vector4(0.0, 0.0, 0.0, 0.0);
  6687. };
  6688. /**
  6689. * Returns a new Vector4 set to (1.0, 1.0, 1.0, 1.0)
  6690. * @returns the new vector
  6691. */
  6692. Vector4.One = function () {
  6693. return new Vector4(1.0, 1.0, 1.0, 1.0);
  6694. };
  6695. /**
  6696. * Returns a new normalized Vector4 from the given one.
  6697. * @param vector the vector to normalize
  6698. * @returns the vector
  6699. */
  6700. Vector4.Normalize = function (vector) {
  6701. var result = Vector4.Zero();
  6702. Vector4.NormalizeToRef(vector, result);
  6703. return result;
  6704. };
  6705. /**
  6706. * Updates the given vector "result" from the normalization of the given one.
  6707. * @param vector the vector to normalize
  6708. * @param result the vector to store the result in
  6709. */
  6710. Vector4.NormalizeToRef = function (vector, result) {
  6711. result.copyFrom(vector);
  6712. result.normalize();
  6713. };
  6714. /**
  6715. * Returns a vector with the minimum values from the left and right vectors
  6716. * @param left left vector to minimize
  6717. * @param right right vector to minimize
  6718. * @returns a new vector with the minimum of the left and right vector values
  6719. */
  6720. Vector4.Minimize = function (left, right) {
  6721. var min = left.clone();
  6722. min.minimizeInPlace(right);
  6723. return min;
  6724. };
  6725. /**
  6726. * Returns a vector with the maximum values from the left and right vectors
  6727. * @param left left vector to maximize
  6728. * @param right right vector to maximize
  6729. * @returns a new vector with the maximum of the left and right vector values
  6730. */
  6731. Vector4.Maximize = function (left, right) {
  6732. var max = left.clone();
  6733. max.maximizeInPlace(right);
  6734. return max;
  6735. };
  6736. /**
  6737. * Returns the distance (float) between the vectors "value1" and "value2".
  6738. * @param value1 value to calulate the distance between
  6739. * @param value2 value to calulate the distance between
  6740. * @return the distance between the two vectors
  6741. */
  6742. Vector4.Distance = function (value1, value2) {
  6743. return Math.sqrt(Vector4.DistanceSquared(value1, value2));
  6744. };
  6745. /**
  6746. * Returns the squared distance (float) between the vectors "value1" and "value2".
  6747. * @param value1 value to calulate the distance between
  6748. * @param value2 value to calulate the distance between
  6749. * @return the distance between the two vectors squared
  6750. */
  6751. Vector4.DistanceSquared = function (value1, value2) {
  6752. var x = value1.x - value2.x;
  6753. var y = value1.y - value2.y;
  6754. var z = value1.z - value2.z;
  6755. var w = value1.w - value2.w;
  6756. return (x * x) + (y * y) + (z * z) + (w * w);
  6757. };
  6758. /**
  6759. * Returns a new Vector4 located at the center between the vectors "value1" and "value2".
  6760. * @param value1 value to calulate the center between
  6761. * @param value2 value to calulate the center between
  6762. * @return the center between the two vectors
  6763. */
  6764. Vector4.Center = function (value1, value2) {
  6765. var center = value1.add(value2);
  6766. center.scaleInPlace(0.5);
  6767. return center;
  6768. };
  6769. /**
  6770. * Returns a new Vector4 set with the result of the normal transformation by the given matrix of the given vector.
  6771. * This methods computes transformed normalized direction vectors only.
  6772. * @param vector the vector to transform
  6773. * @param transformation the transformation matrix to apply
  6774. * @returns the new vector
  6775. */
  6776. Vector4.TransformNormal = function (vector, transformation) {
  6777. var result = Vector4.Zero();
  6778. Vector4.TransformNormalToRef(vector, transformation, result);
  6779. return result;
  6780. };
  6781. /**
  6782. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given vector.
  6783. * This methods computes transformed normalized direction vectors only.
  6784. * @param vector the vector to transform
  6785. * @param transformation the transformation matrix to apply
  6786. * @param result the vector to store the result in
  6787. */
  6788. Vector4.TransformNormalToRef = function (vector, transformation, result) {
  6789. var m = transformation.m;
  6790. var x = (vector.x * m[0]) + (vector.y * m[4]) + (vector.z * m[8]);
  6791. var y = (vector.x * m[1]) + (vector.y * m[5]) + (vector.z * m[9]);
  6792. var z = (vector.x * m[2]) + (vector.y * m[6]) + (vector.z * m[10]);
  6793. result.x = x;
  6794. result.y = y;
  6795. result.z = z;
  6796. result.w = vector.w;
  6797. };
  6798. /**
  6799. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given floats (x, y, z, w).
  6800. * This methods computes transformed normalized direction vectors only.
  6801. * @param x value to transform
  6802. * @param y value to transform
  6803. * @param z value to transform
  6804. * @param w value to transform
  6805. * @param transformation the transformation matrix to apply
  6806. * @param result the vector to store the results in
  6807. */
  6808. Vector4.TransformNormalFromFloatsToRef = function (x, y, z, w, transformation, result) {
  6809. var m = transformation.m;
  6810. result.x = (x * m[0]) + (y * m[4]) + (z * m[8]);
  6811. result.y = (x * m[1]) + (y * m[5]) + (z * m[9]);
  6812. result.z = (x * m[2]) + (y * m[6]) + (z * m[10]);
  6813. result.w = w;
  6814. };
  6815. /**
  6816. * Creates a new Vector4 from a Vector3
  6817. * @param source defines the source data
  6818. * @param w defines the 4th component (default is 0)
  6819. * @returns a new Vector4
  6820. */
  6821. Vector4.FromVector3 = function (source, w) {
  6822. if (w === void 0) { w = 0; }
  6823. return new Vector4(source.x, source.y, source.z, w);
  6824. };
  6825. return Vector4;
  6826. }());
  6827. BABYLON.Vector4 = Vector4;
  6828. /**
  6829. * Size containing widht and height
  6830. */
  6831. var Size = /** @class */ (function () {
  6832. /**
  6833. * Creates a Size object from the given width and height (floats).
  6834. * @param width width of the new size
  6835. * @param height height of the new size
  6836. */
  6837. function Size(width, height) {
  6838. this.width = width;
  6839. this.height = height;
  6840. }
  6841. /**
  6842. * Returns a string with the Size width and height
  6843. * @returns a string with the Size width and height
  6844. */
  6845. Size.prototype.toString = function () {
  6846. return "{W: " + this.width + ", H: " + this.height + "}";
  6847. };
  6848. /**
  6849. * "Size"
  6850. * @returns the string "Size"
  6851. */
  6852. Size.prototype.getClassName = function () {
  6853. return "Size";
  6854. };
  6855. /**
  6856. * Returns the Size hash code.
  6857. * @returns a hash code for a unique width and height
  6858. */
  6859. Size.prototype.getHashCode = function () {
  6860. var hash = this.width || 0;
  6861. hash = (hash * 397) ^ (this.height || 0);
  6862. return hash;
  6863. };
  6864. /**
  6865. * Updates the current size from the given one.
  6866. * @param src the given size
  6867. */
  6868. Size.prototype.copyFrom = function (src) {
  6869. this.width = src.width;
  6870. this.height = src.height;
  6871. };
  6872. /**
  6873. * Updates in place the current Size from the given floats.
  6874. * @param width width of the new size
  6875. * @param height height of the new size
  6876. * @returns the updated Size.
  6877. */
  6878. Size.prototype.copyFromFloats = function (width, height) {
  6879. this.width = width;
  6880. this.height = height;
  6881. return this;
  6882. };
  6883. /**
  6884. * Updates in place the current Size from the given floats.
  6885. * @param width width to set
  6886. * @param height height to set
  6887. * @returns the updated Size.
  6888. */
  6889. Size.prototype.set = function (width, height) {
  6890. return this.copyFromFloats(width, height);
  6891. };
  6892. /**
  6893. * Multiplies the width and height by numbers
  6894. * @param w factor to multiple the width by
  6895. * @param h factor to multiple the height by
  6896. * @returns a new Size set with the multiplication result of the current Size and the given floats.
  6897. */
  6898. Size.prototype.multiplyByFloats = function (w, h) {
  6899. return new Size(this.width * w, this.height * h);
  6900. };
  6901. /**
  6902. * Clones the size
  6903. * @returns a new Size copied from the given one.
  6904. */
  6905. Size.prototype.clone = function () {
  6906. return new Size(this.width, this.height);
  6907. };
  6908. /**
  6909. * True if the current Size and the given one width and height are strictly equal.
  6910. * @param other the other size to compare against
  6911. * @returns True if the current Size and the given one width and height are strictly equal.
  6912. */
  6913. Size.prototype.equals = function (other) {
  6914. if (!other) {
  6915. return false;
  6916. }
  6917. return (this.width === other.width) && (this.height === other.height);
  6918. };
  6919. Object.defineProperty(Size.prototype, "surface", {
  6920. /**
  6921. * The surface of the Size : width * height (float).
  6922. */
  6923. get: function () {
  6924. return this.width * this.height;
  6925. },
  6926. enumerable: true,
  6927. configurable: true
  6928. });
  6929. /**
  6930. * Create a new size of zero
  6931. * @returns a new Size set to (0.0, 0.0)
  6932. */
  6933. Size.Zero = function () {
  6934. return new Size(0.0, 0.0);
  6935. };
  6936. /**
  6937. * Sums the width and height of two sizes
  6938. * @param otherSize size to add to this size
  6939. * @returns a new Size set as the addition result of the current Size and the given one.
  6940. */
  6941. Size.prototype.add = function (otherSize) {
  6942. var r = new Size(this.width + otherSize.width, this.height + otherSize.height);
  6943. return r;
  6944. };
  6945. /**
  6946. * Subtracts the width and height of two
  6947. * @param otherSize size to subtract to this size
  6948. * @returns a new Size set as the subtraction result of the given one from the current Size.
  6949. */
  6950. Size.prototype.subtract = function (otherSize) {
  6951. var r = new Size(this.width - otherSize.width, this.height - otherSize.height);
  6952. return r;
  6953. };
  6954. /**
  6955. * Creates a new Size set at the linear interpolation "amount" between "start" and "end"
  6956. * @param start starting size to lerp between
  6957. * @param end end size to lerp between
  6958. * @param amount amount to lerp between the start and end values
  6959. * @returns a new Size set at the linear interpolation "amount" between "start" and "end"
  6960. */
  6961. Size.Lerp = function (start, end, amount) {
  6962. var w = start.width + ((end.width - start.width) * amount);
  6963. var h = start.height + ((end.height - start.height) * amount);
  6964. return new Size(w, h);
  6965. };
  6966. return Size;
  6967. }());
  6968. BABYLON.Size = Size;
  6969. /**
  6970. * Class used to store quaternion data
  6971. * @see https://en.wikipedia.org/wiki/Quaternion
  6972. * @see http://doc.babylonjs.com/features/position,_rotation,_scaling
  6973. */
  6974. var Quaternion = /** @class */ (function () {
  6975. /**
  6976. * Creates a new Quaternion from the given floats
  6977. * @param x defines the first component (0 by default)
  6978. * @param y defines the second component (0 by default)
  6979. * @param z defines the third component (0 by default)
  6980. * @param w defines the fourth component (1.0 by default)
  6981. */
  6982. function Quaternion(
  6983. /** defines the first component (0 by default) */
  6984. x,
  6985. /** defines the second component (0 by default) */
  6986. y,
  6987. /** defines the third component (0 by default) */
  6988. z,
  6989. /** defines the fourth component (1.0 by default) */
  6990. w) {
  6991. if (x === void 0) { x = 0.0; }
  6992. if (y === void 0) { y = 0.0; }
  6993. if (z === void 0) { z = 0.0; }
  6994. if (w === void 0) { w = 1.0; }
  6995. this.x = x;
  6996. this.y = y;
  6997. this.z = z;
  6998. this.w = w;
  6999. }
  7000. /**
  7001. * Gets a string representation for the current quaternion
  7002. * @returns a string with the Quaternion coordinates
  7003. */
  7004. Quaternion.prototype.toString = function () {
  7005. return "{X: " + this.x + " Y:" + this.y + " Z:" + this.z + " W:" + this.w + "}";
  7006. };
  7007. /**
  7008. * Gets the class name of the quaternion
  7009. * @returns the string "Quaternion"
  7010. */
  7011. Quaternion.prototype.getClassName = function () {
  7012. return "Quaternion";
  7013. };
  7014. /**
  7015. * Gets a hash code for this quaternion
  7016. * @returns the quaternion hash code
  7017. */
  7018. Quaternion.prototype.getHashCode = function () {
  7019. var hash = this.x || 0;
  7020. hash = (hash * 397) ^ (this.y || 0);
  7021. hash = (hash * 397) ^ (this.z || 0);
  7022. hash = (hash * 397) ^ (this.w || 0);
  7023. return hash;
  7024. };
  7025. /**
  7026. * Copy the quaternion to an array
  7027. * @returns a new array populated with 4 elements from the quaternion coordinates
  7028. */
  7029. Quaternion.prototype.asArray = function () {
  7030. return [this.x, this.y, this.z, this.w];
  7031. };
  7032. /**
  7033. * Check if two quaternions are equals
  7034. * @param otherQuaternion defines the second operand
  7035. * @return true if the current quaternion and the given one coordinates are strictly equals
  7036. */
  7037. Quaternion.prototype.equals = function (otherQuaternion) {
  7038. return otherQuaternion && this.x === otherQuaternion.x && this.y === otherQuaternion.y && this.z === otherQuaternion.z && this.w === otherQuaternion.w;
  7039. };
  7040. /**
  7041. * Clone the current quaternion
  7042. * @returns a new quaternion copied from the current one
  7043. */
  7044. Quaternion.prototype.clone = function () {
  7045. return new Quaternion(this.x, this.y, this.z, this.w);
  7046. };
  7047. /**
  7048. * Copy a quaternion to the current one
  7049. * @param other defines the other quaternion
  7050. * @returns the updated current quaternion
  7051. */
  7052. Quaternion.prototype.copyFrom = function (other) {
  7053. this.x = other.x;
  7054. this.y = other.y;
  7055. this.z = other.z;
  7056. this.w = other.w;
  7057. return this;
  7058. };
  7059. /**
  7060. * Updates the current quaternion with the given float coordinates
  7061. * @param x defines the x coordinate
  7062. * @param y defines the y coordinate
  7063. * @param z defines the z coordinate
  7064. * @param w defines the w coordinate
  7065. * @returns the updated current quaternion
  7066. */
  7067. Quaternion.prototype.copyFromFloats = function (x, y, z, w) {
  7068. this.x = x;
  7069. this.y = y;
  7070. this.z = z;
  7071. this.w = w;
  7072. return this;
  7073. };
  7074. /**
  7075. * Updates the current quaternion from the given float coordinates
  7076. * @param x defines the x coordinate
  7077. * @param y defines the y coordinate
  7078. * @param z defines the z coordinate
  7079. * @param w defines the w coordinate
  7080. * @returns the updated current quaternion
  7081. */
  7082. Quaternion.prototype.set = function (x, y, z, w) {
  7083. return this.copyFromFloats(x, y, z, w);
  7084. };
  7085. /**
  7086. * Adds two quaternions
  7087. * @param other defines the second operand
  7088. * @returns a new quaternion as the addition result of the given one and the current quaternion
  7089. */
  7090. Quaternion.prototype.add = function (other) {
  7091. return new Quaternion(this.x + other.x, this.y + other.y, this.z + other.z, this.w + other.w);
  7092. };
  7093. /**
  7094. * Add a quaternion to the current one
  7095. * @param other defines the quaternion to add
  7096. * @returns the current quaternion
  7097. */
  7098. Quaternion.prototype.addInPlace = function (other) {
  7099. this.x += other.x;
  7100. this.y += other.y;
  7101. this.z += other.z;
  7102. this.w += other.w;
  7103. return this;
  7104. };
  7105. /**
  7106. * Subtract two quaternions
  7107. * @param other defines the second operand
  7108. * @returns a new quaternion as the subtraction result of the given one from the current one
  7109. */
  7110. Quaternion.prototype.subtract = function (other) {
  7111. return new Quaternion(this.x - other.x, this.y - other.y, this.z - other.z, this.w - other.w);
  7112. };
  7113. /**
  7114. * Multiplies the current quaternion by a scale factor
  7115. * @param value defines the scale factor
  7116. * @returns a new quaternion set by multiplying the current quaternion coordinates by the float "scale"
  7117. */
  7118. Quaternion.prototype.scale = function (value) {
  7119. return new Quaternion(this.x * value, this.y * value, this.z * value, this.w * value);
  7120. };
  7121. /**
  7122. * Scale the current quaternion values by a factor and stores the result to a given quaternion
  7123. * @param scale defines the scale factor
  7124. * @param result defines the Quaternion object where to store the result
  7125. * @returns the unmodified current quaternion
  7126. */
  7127. Quaternion.prototype.scaleToRef = function (scale, result) {
  7128. result.x = this.x * scale;
  7129. result.y = this.y * scale;
  7130. result.z = this.z * scale;
  7131. result.w = this.w * scale;
  7132. return this;
  7133. };
  7134. /**
  7135. * Multiplies in place the current quaternion by a scale factor
  7136. * @param value defines the scale factor
  7137. * @returns the current modified quaternion
  7138. */
  7139. Quaternion.prototype.scaleInPlace = function (value) {
  7140. this.x *= value;
  7141. this.y *= value;
  7142. this.z *= value;
  7143. this.w *= value;
  7144. return this;
  7145. };
  7146. /**
  7147. * Scale the current quaternion values by a factor and add the result to a given quaternion
  7148. * @param scale defines the scale factor
  7149. * @param result defines the Quaternion object where to store the result
  7150. * @returns the unmodified current quaternion
  7151. */
  7152. Quaternion.prototype.scaleAndAddToRef = function (scale, result) {
  7153. result.x += this.x * scale;
  7154. result.y += this.y * scale;
  7155. result.z += this.z * scale;
  7156. result.w += this.w * scale;
  7157. return this;
  7158. };
  7159. /**
  7160. * Multiplies two quaternions
  7161. * @param q1 defines the second operand
  7162. * @returns a new quaternion set as the multiplication result of the current one with the given one "q1"
  7163. */
  7164. Quaternion.prototype.multiply = function (q1) {
  7165. var result = new Quaternion(0, 0, 0, 1.0);
  7166. this.multiplyToRef(q1, result);
  7167. return result;
  7168. };
  7169. /**
  7170. * Sets the given "result" as the the multiplication result of the current one with the given one "q1"
  7171. * @param q1 defines the second operand
  7172. * @param result defines the target quaternion
  7173. * @returns the current quaternion
  7174. */
  7175. Quaternion.prototype.multiplyToRef = function (q1, result) {
  7176. var x = this.x * q1.w + this.y * q1.z - this.z * q1.y + this.w * q1.x;
  7177. var y = -this.x * q1.z + this.y * q1.w + this.z * q1.x + this.w * q1.y;
  7178. var z = this.x * q1.y - this.y * q1.x + this.z * q1.w + this.w * q1.z;
  7179. var w = -this.x * q1.x - this.y * q1.y - this.z * q1.z + this.w * q1.w;
  7180. result.copyFromFloats(x, y, z, w);
  7181. return this;
  7182. };
  7183. /**
  7184. * Updates the current quaternion with the multiplication of itself with the given one "q1"
  7185. * @param q1 defines the second operand
  7186. * @returns the currentupdated quaternion
  7187. */
  7188. Quaternion.prototype.multiplyInPlace = function (q1) {
  7189. this.multiplyToRef(q1, this);
  7190. return this;
  7191. };
  7192. /**
  7193. * Conjugates (1-q) the current quaternion and stores the result in the given quaternion
  7194. * @param ref defines the target quaternion
  7195. * @returns the current quaternion
  7196. */
  7197. Quaternion.prototype.conjugateToRef = function (ref) {
  7198. ref.copyFromFloats(-this.x, -this.y, -this.z, this.w);
  7199. return this;
  7200. };
  7201. /**
  7202. * Conjugates in place (1-q) the current quaternion
  7203. * @returns the current updated quaternion
  7204. */
  7205. Quaternion.prototype.conjugateInPlace = function () {
  7206. this.x *= -1;
  7207. this.y *= -1;
  7208. this.z *= -1;
  7209. return this;
  7210. };
  7211. /**
  7212. * Conjugates in place (1-q) the current quaternion
  7213. * @returns a new quaternion
  7214. */
  7215. Quaternion.prototype.conjugate = function () {
  7216. var result = new Quaternion(-this.x, -this.y, -this.z, this.w);
  7217. return result;
  7218. };
  7219. /**
  7220. * Gets length of current quaternion
  7221. * @returns the quaternion length (float)
  7222. */
  7223. Quaternion.prototype.length = function () {
  7224. return Math.sqrt((this.x * this.x) + (this.y * this.y) + (this.z * this.z) + (this.w * this.w));
  7225. };
  7226. /**
  7227. * Normalize in place the current quaternion
  7228. * @returns the current updated quaternion
  7229. */
  7230. Quaternion.prototype.normalize = function () {
  7231. var length = 1.0 / this.length();
  7232. this.x *= length;
  7233. this.y *= length;
  7234. this.z *= length;
  7235. this.w *= length;
  7236. return this;
  7237. };
  7238. /**
  7239. * Returns a new Vector3 set with the Euler angles translated from the current quaternion
  7240. * @param order is a reserved parameter and is ignore for now
  7241. * @returns a new Vector3 containing the Euler angles
  7242. */
  7243. Quaternion.prototype.toEulerAngles = function (order) {
  7244. if (order === void 0) { order = "YZX"; }
  7245. var result = Vector3.Zero();
  7246. this.toEulerAnglesToRef(result, order);
  7247. return result;
  7248. };
  7249. /**
  7250. * Sets the given vector3 "result" with the Euler angles translated from the current quaternion
  7251. * @param result defines the vector which will be filled with the Euler angles
  7252. * @param order is a reserved parameter and is ignore for now
  7253. * @returns the current unchanged quaternion
  7254. */
  7255. Quaternion.prototype.toEulerAnglesToRef = function (result, order) {
  7256. if (order === void 0) { order = "YZX"; }
  7257. var qz = this.z;
  7258. var qx = this.x;
  7259. var qy = this.y;
  7260. var qw = this.w;
  7261. var sqw = qw * qw;
  7262. var sqz = qz * qz;
  7263. var sqx = qx * qx;
  7264. var sqy = qy * qy;
  7265. var zAxisY = qy * qz - qx * qw;
  7266. var limit = .4999999;
  7267. if (zAxisY < -limit) {
  7268. result.y = 2 * Math.atan2(qy, qw);
  7269. result.x = Math.PI / 2;
  7270. result.z = 0;
  7271. }
  7272. else if (zAxisY > limit) {
  7273. result.y = 2 * Math.atan2(qy, qw);
  7274. result.x = -Math.PI / 2;
  7275. result.z = 0;
  7276. }
  7277. else {
  7278. result.z = Math.atan2(2.0 * (qx * qy + qz * qw), (-sqz - sqx + sqy + sqw));
  7279. result.x = Math.asin(-2.0 * (qz * qy - qx * qw));
  7280. result.y = Math.atan2(2.0 * (qz * qx + qy * qw), (sqz - sqx - sqy + sqw));
  7281. }
  7282. return this;
  7283. };
  7284. /**
  7285. * Updates the given rotation matrix with the current quaternion values
  7286. * @param result defines the target matrix
  7287. * @returns the current unchanged quaternion
  7288. */
  7289. Quaternion.prototype.toRotationMatrix = function (result) {
  7290. Matrix.FromQuaternionToRef(this, result);
  7291. return this;
  7292. };
  7293. /**
  7294. * Updates the current quaternion from the given rotation matrix values
  7295. * @param matrix defines the source matrix
  7296. * @returns the current updated quaternion
  7297. */
  7298. Quaternion.prototype.fromRotationMatrix = function (matrix) {
  7299. Quaternion.FromRotationMatrixToRef(matrix, this);
  7300. return this;
  7301. };
  7302. // Statics
  7303. /**
  7304. * Creates a new quaternion from a rotation matrix
  7305. * @param matrix defines the source matrix
  7306. * @returns a new quaternion created from the given rotation matrix values
  7307. */
  7308. Quaternion.FromRotationMatrix = function (matrix) {
  7309. var result = new Quaternion();
  7310. Quaternion.FromRotationMatrixToRef(matrix, result);
  7311. return result;
  7312. };
  7313. /**
  7314. * Updates the given quaternion with the given rotation matrix values
  7315. * @param matrix defines the source matrix
  7316. * @param result defines the target quaternion
  7317. */
  7318. Quaternion.FromRotationMatrixToRef = function (matrix, result) {
  7319. var data = matrix.m;
  7320. var m11 = data[0], m12 = data[4], m13 = data[8];
  7321. var m21 = data[1], m22 = data[5], m23 = data[9];
  7322. var m31 = data[2], m32 = data[6], m33 = data[10];
  7323. var trace = m11 + m22 + m33;
  7324. var s;
  7325. if (trace > 0) {
  7326. s = 0.5 / Math.sqrt(trace + 1.0);
  7327. result.w = 0.25 / s;
  7328. result.x = (m32 - m23) * s;
  7329. result.y = (m13 - m31) * s;
  7330. result.z = (m21 - m12) * s;
  7331. }
  7332. else if (m11 > m22 && m11 > m33) {
  7333. s = 2.0 * Math.sqrt(1.0 + m11 - m22 - m33);
  7334. result.w = (m32 - m23) / s;
  7335. result.x = 0.25 * s;
  7336. result.y = (m12 + m21) / s;
  7337. result.z = (m13 + m31) / s;
  7338. }
  7339. else if (m22 > m33) {
  7340. s = 2.0 * Math.sqrt(1.0 + m22 - m11 - m33);
  7341. result.w = (m13 - m31) / s;
  7342. result.x = (m12 + m21) / s;
  7343. result.y = 0.25 * s;
  7344. result.z = (m23 + m32) / s;
  7345. }
  7346. else {
  7347. s = 2.0 * Math.sqrt(1.0 + m33 - m11 - m22);
  7348. result.w = (m21 - m12) / s;
  7349. result.x = (m13 + m31) / s;
  7350. result.y = (m23 + m32) / s;
  7351. result.z = 0.25 * s;
  7352. }
  7353. };
  7354. /**
  7355. * Returns the dot product (float) between the quaternions "left" and "right"
  7356. * @param left defines the left operand
  7357. * @param right defines the right operand
  7358. * @returns the dot product
  7359. */
  7360. Quaternion.Dot = function (left, right) {
  7361. return (left.x * right.x + left.y * right.y + left.z * right.z + left.w * right.w);
  7362. };
  7363. /**
  7364. * Checks if the two quaternions are close to each other
  7365. * @param quat0 defines the first quaternion to check
  7366. * @param quat1 defines the second quaternion to check
  7367. * @returns true if the two quaternions are close to each other
  7368. */
  7369. Quaternion.AreClose = function (quat0, quat1) {
  7370. var dot = Quaternion.Dot(quat0, quat1);
  7371. return dot >= 0;
  7372. };
  7373. /**
  7374. * Creates an empty quaternion
  7375. * @returns a new quaternion set to (0.0, 0.0, 0.0)
  7376. */
  7377. Quaternion.Zero = function () {
  7378. return new Quaternion(0.0, 0.0, 0.0, 0.0);
  7379. };
  7380. /**
  7381. * Inverse a given quaternion
  7382. * @param q defines the source quaternion
  7383. * @returns a new quaternion as the inverted current quaternion
  7384. */
  7385. Quaternion.Inverse = function (q) {
  7386. return new Quaternion(-q.x, -q.y, -q.z, q.w);
  7387. };
  7388. /**
  7389. * Inverse a given quaternion
  7390. * @param q defines the source quaternion
  7391. * @param result the quaternion the result will be stored in
  7392. * @returns the result quaternion
  7393. */
  7394. Quaternion.InverseToRef = function (q, result) {
  7395. result.set(-q.x, -q.y, -q.z, q.w);
  7396. return result;
  7397. };
  7398. /**
  7399. * Creates an identity quaternion
  7400. * @returns the identity quaternion
  7401. */
  7402. Quaternion.Identity = function () {
  7403. return new Quaternion(0.0, 0.0, 0.0, 1.0);
  7404. };
  7405. /**
  7406. * Gets a boolean indicating if the given quaternion is identity
  7407. * @param quaternion defines the quaternion to check
  7408. * @returns true if the quaternion is identity
  7409. */
  7410. Quaternion.IsIdentity = function (quaternion) {
  7411. return quaternion && quaternion.x === 0 && quaternion.y === 0 && quaternion.z === 0 && quaternion.w === 1;
  7412. };
  7413. /**
  7414. * Creates a quaternion from a rotation around an axis
  7415. * @param axis defines the axis to use
  7416. * @param angle defines the angle to use
  7417. * @returns a new quaternion created from the given axis (Vector3) and angle in radians (float)
  7418. */
  7419. Quaternion.RotationAxis = function (axis, angle) {
  7420. return Quaternion.RotationAxisToRef(axis, angle, new Quaternion());
  7421. };
  7422. /**
  7423. * Creates a rotation around an axis and stores it into the given quaternion
  7424. * @param axis defines the axis to use
  7425. * @param angle defines the angle to use
  7426. * @param result defines the target quaternion
  7427. * @returns the target quaternion
  7428. */
  7429. Quaternion.RotationAxisToRef = function (axis, angle, result) {
  7430. var sin = Math.sin(angle / 2);
  7431. axis.normalize();
  7432. result.w = Math.cos(angle / 2);
  7433. result.x = axis.x * sin;
  7434. result.y = axis.y * sin;
  7435. result.z = axis.z * sin;
  7436. return result;
  7437. };
  7438. /**
  7439. * Creates a new quaternion from data stored into an array
  7440. * @param array defines the data source
  7441. * @param offset defines the offset in the source array where the data starts
  7442. * @returns a new quaternion
  7443. */
  7444. Quaternion.FromArray = function (array, offset) {
  7445. if (!offset) {
  7446. offset = 0;
  7447. }
  7448. return new Quaternion(array[offset], array[offset + 1], array[offset + 2], array[offset + 3]);
  7449. };
  7450. /**
  7451. * Create a quaternion from Euler rotation angles
  7452. * @param x Pitch
  7453. * @param y Yaw
  7454. * @param z Roll
  7455. * @returns the new Quaternion
  7456. */
  7457. Quaternion.FromEulerAngles = function (x, y, z) {
  7458. var q = new Quaternion();
  7459. Quaternion.RotationYawPitchRollToRef(y, x, z, q);
  7460. return q;
  7461. };
  7462. /**
  7463. * Updates a quaternion from Euler rotation angles
  7464. * @param x Pitch
  7465. * @param y Yaw
  7466. * @param z Roll
  7467. * @param result the quaternion to store the result
  7468. * @returns the updated quaternion
  7469. */
  7470. Quaternion.FromEulerAnglesToRef = function (x, y, z, result) {
  7471. Quaternion.RotationYawPitchRollToRef(y, x, z, result);
  7472. return result;
  7473. };
  7474. /**
  7475. * Create a quaternion from Euler rotation vector
  7476. * @param vec the Euler vector (x Pitch, y Yaw, z Roll)
  7477. * @returns the new Quaternion
  7478. */
  7479. Quaternion.FromEulerVector = function (vec) {
  7480. var q = new Quaternion();
  7481. Quaternion.RotationYawPitchRollToRef(vec.y, vec.x, vec.z, q);
  7482. return q;
  7483. };
  7484. /**
  7485. * Updates a quaternion from Euler rotation vector
  7486. * @param vec the Euler vector (x Pitch, y Yaw, z Roll)
  7487. * @param result the quaternion to store the result
  7488. * @returns the updated quaternion
  7489. */
  7490. Quaternion.FromEulerVectorToRef = function (vec, result) {
  7491. Quaternion.RotationYawPitchRollToRef(vec.y, vec.x, vec.z, result);
  7492. return result;
  7493. };
  7494. /**
  7495. * Creates a new quaternion from the given Euler float angles (y, x, z)
  7496. * @param yaw defines the rotation around Y axis
  7497. * @param pitch defines the rotation around X axis
  7498. * @param roll defines the rotation around Z axis
  7499. * @returns the new quaternion
  7500. */
  7501. Quaternion.RotationYawPitchRoll = function (yaw, pitch, roll) {
  7502. var q = new Quaternion();
  7503. Quaternion.RotationYawPitchRollToRef(yaw, pitch, roll, q);
  7504. return q;
  7505. };
  7506. /**
  7507. * Creates a new rotation from the given Euler float angles (y, x, z) and stores it in the target quaternion
  7508. * @param yaw defines the rotation around Y axis
  7509. * @param pitch defines the rotation around X axis
  7510. * @param roll defines the rotation around Z axis
  7511. * @param result defines the target quaternion
  7512. */
  7513. Quaternion.RotationYawPitchRollToRef = function (yaw, pitch, roll, result) {
  7514. // Produces a quaternion from Euler angles in the z-y-x orientation (Tait-Bryan angles)
  7515. var halfRoll = roll * 0.5;
  7516. var halfPitch = pitch * 0.5;
  7517. var halfYaw = yaw * 0.5;
  7518. var sinRoll = Math.sin(halfRoll);
  7519. var cosRoll = Math.cos(halfRoll);
  7520. var sinPitch = Math.sin(halfPitch);
  7521. var cosPitch = Math.cos(halfPitch);
  7522. var sinYaw = Math.sin(halfYaw);
  7523. var cosYaw = Math.cos(halfYaw);
  7524. result.x = (cosYaw * sinPitch * cosRoll) + (sinYaw * cosPitch * sinRoll);
  7525. result.y = (sinYaw * cosPitch * cosRoll) - (cosYaw * sinPitch * sinRoll);
  7526. result.z = (cosYaw * cosPitch * sinRoll) - (sinYaw * sinPitch * cosRoll);
  7527. result.w = (cosYaw * cosPitch * cosRoll) + (sinYaw * sinPitch * sinRoll);
  7528. };
  7529. /**
  7530. * Creates a new quaternion from the given Euler float angles expressed in z-x-z orientation
  7531. * @param alpha defines the rotation around first axis
  7532. * @param beta defines the rotation around second axis
  7533. * @param gamma defines the rotation around third axis
  7534. * @returns the new quaternion
  7535. */
  7536. Quaternion.RotationAlphaBetaGamma = function (alpha, beta, gamma) {
  7537. var result = new Quaternion();
  7538. Quaternion.RotationAlphaBetaGammaToRef(alpha, beta, gamma, result);
  7539. return result;
  7540. };
  7541. /**
  7542. * Creates a new quaternion from the given Euler float angles expressed in z-x-z orientation and stores it in the target quaternion
  7543. * @param alpha defines the rotation around first axis
  7544. * @param beta defines the rotation around second axis
  7545. * @param gamma defines the rotation around third axis
  7546. * @param result defines the target quaternion
  7547. */
  7548. Quaternion.RotationAlphaBetaGammaToRef = function (alpha, beta, gamma, result) {
  7549. // Produces a quaternion from Euler angles in the z-x-z orientation
  7550. var halfGammaPlusAlpha = (gamma + alpha) * 0.5;
  7551. var halfGammaMinusAlpha = (gamma - alpha) * 0.5;
  7552. var halfBeta = beta * 0.5;
  7553. result.x = Math.cos(halfGammaMinusAlpha) * Math.sin(halfBeta);
  7554. result.y = Math.sin(halfGammaMinusAlpha) * Math.sin(halfBeta);
  7555. result.z = Math.sin(halfGammaPlusAlpha) * Math.cos(halfBeta);
  7556. result.w = Math.cos(halfGammaPlusAlpha) * Math.cos(halfBeta);
  7557. };
  7558. /**
  7559. * Creates a new quaternion containing the rotation value to reach the target (axis1, axis2, axis3) orientation as a rotated XYZ system (axis1, axis2 and axis3 are normalized during this operation)
  7560. * @param axis1 defines the first axis
  7561. * @param axis2 defines the second axis
  7562. * @param axis3 defines the third axis
  7563. * @returns the new quaternion
  7564. */
  7565. Quaternion.RotationQuaternionFromAxis = function (axis1, axis2, axis3) {
  7566. var quat = new Quaternion(0.0, 0.0, 0.0, 0.0);
  7567. Quaternion.RotationQuaternionFromAxisToRef(axis1, axis2, axis3, quat);
  7568. return quat;
  7569. };
  7570. /**
  7571. * Creates a rotation value to reach the target (axis1, axis2, axis3) orientation as a rotated XYZ system (axis1, axis2 and axis3 are normalized during this operation) and stores it in the target quaternion
  7572. * @param axis1 defines the first axis
  7573. * @param axis2 defines the second axis
  7574. * @param axis3 defines the third axis
  7575. * @param ref defines the target quaternion
  7576. */
  7577. Quaternion.RotationQuaternionFromAxisToRef = function (axis1, axis2, axis3, ref) {
  7578. var rotMat = MathTmp.Matrix[0];
  7579. Matrix.FromXYZAxesToRef(axis1.normalize(), axis2.normalize(), axis3.normalize(), rotMat);
  7580. Quaternion.FromRotationMatrixToRef(rotMat, ref);
  7581. };
  7582. /**
  7583. * Interpolates between two quaternions
  7584. * @param left defines first quaternion
  7585. * @param right defines second quaternion
  7586. * @param amount defines the gradient to use
  7587. * @returns the new interpolated quaternion
  7588. */
  7589. Quaternion.Slerp = function (left, right, amount) {
  7590. var result = Quaternion.Identity();
  7591. Quaternion.SlerpToRef(left, right, amount, result);
  7592. return result;
  7593. };
  7594. /**
  7595. * Interpolates between two quaternions and stores it into a target quaternion
  7596. * @param left defines first quaternion
  7597. * @param right defines second quaternion
  7598. * @param amount defines the gradient to use
  7599. * @param result defines the target quaternion
  7600. */
  7601. Quaternion.SlerpToRef = function (left, right, amount, result) {
  7602. var num2;
  7603. var num3;
  7604. var num4 = (((left.x * right.x) + (left.y * right.y)) + (left.z * right.z)) + (left.w * right.w);
  7605. var flag = false;
  7606. if (num4 < 0) {
  7607. flag = true;
  7608. num4 = -num4;
  7609. }
  7610. if (num4 > 0.999999) {
  7611. num3 = 1 - amount;
  7612. num2 = flag ? -amount : amount;
  7613. }
  7614. else {
  7615. var num5 = Math.acos(num4);
  7616. var num6 = (1.0 / Math.sin(num5));
  7617. num3 = (Math.sin((1.0 - amount) * num5)) * num6;
  7618. num2 = flag ? ((-Math.sin(amount * num5)) * num6) : ((Math.sin(amount * num5)) * num6);
  7619. }
  7620. result.x = (num3 * left.x) + (num2 * right.x);
  7621. result.y = (num3 * left.y) + (num2 * right.y);
  7622. result.z = (num3 * left.z) + (num2 * right.z);
  7623. result.w = (num3 * left.w) + (num2 * right.w);
  7624. };
  7625. /**
  7626. * Interpolate between two quaternions using Hermite interpolation
  7627. * @param value1 defines first quaternion
  7628. * @param tangent1 defines the incoming tangent
  7629. * @param value2 defines second quaternion
  7630. * @param tangent2 defines the outgoing tangent
  7631. * @param amount defines the target quaternion
  7632. * @returns the new interpolated quaternion
  7633. */
  7634. Quaternion.Hermite = function (value1, tangent1, value2, tangent2, amount) {
  7635. var squared = amount * amount;
  7636. var cubed = amount * squared;
  7637. var part1 = ((2.0 * cubed) - (3.0 * squared)) + 1.0;
  7638. var part2 = (-2.0 * cubed) + (3.0 * squared);
  7639. var part3 = (cubed - (2.0 * squared)) + amount;
  7640. var part4 = cubed - squared;
  7641. var x = (((value1.x * part1) + (value2.x * part2)) + (tangent1.x * part3)) + (tangent2.x * part4);
  7642. var y = (((value1.y * part1) + (value2.y * part2)) + (tangent1.y * part3)) + (tangent2.y * part4);
  7643. var z = (((value1.z * part1) + (value2.z * part2)) + (tangent1.z * part3)) + (tangent2.z * part4);
  7644. var w = (((value1.w * part1) + (value2.w * part2)) + (tangent1.w * part3)) + (tangent2.w * part4);
  7645. return new Quaternion(x, y, z, w);
  7646. };
  7647. return Quaternion;
  7648. }());
  7649. BABYLON.Quaternion = Quaternion;
  7650. /**
  7651. * Class used to store matrix data (4x4)
  7652. */
  7653. var Matrix = /** @class */ (function () {
  7654. /**
  7655. * Creates an empty matrix (filled with zeros)
  7656. */
  7657. function Matrix() {
  7658. this._isIdentity = false;
  7659. this._isIdentityDirty = true;
  7660. this._isIdentity3x2 = true;
  7661. this._isIdentity3x2Dirty = true;
  7662. this._m = new Float32Array(16);
  7663. this._updateIdentityStatus(false);
  7664. }
  7665. Object.defineProperty(Matrix.prototype, "m", {
  7666. /**
  7667. * Gets the internal data of the matrix
  7668. */
  7669. get: function () { return this._m; },
  7670. enumerable: true,
  7671. configurable: true
  7672. });
  7673. /** @hidden */
  7674. Matrix.prototype._markAsUpdated = function () {
  7675. this.updateFlag = Matrix._updateFlagSeed++;
  7676. this._isIdentity = false;
  7677. this._isIdentity3x2 = false;
  7678. this._isIdentityDirty = true;
  7679. this._isIdentity3x2Dirty = true;
  7680. };
  7681. /** @hidden */
  7682. Matrix.prototype._updateIdentityStatus = function (isIdentity, isIdentityDirty, isIdentity3x2, isIdentity3x2Dirty) {
  7683. if (isIdentityDirty === void 0) { isIdentityDirty = false; }
  7684. if (isIdentity3x2 === void 0) { isIdentity3x2 = false; }
  7685. if (isIdentity3x2Dirty === void 0) { isIdentity3x2Dirty = true; }
  7686. this.updateFlag = Matrix._updateFlagSeed++;
  7687. this._isIdentity = isIdentity;
  7688. this._isIdentity3x2 = isIdentity || isIdentity3x2;
  7689. this._isIdentityDirty = this._isIdentity ? false : isIdentityDirty;
  7690. this._isIdentity3x2Dirty = this._isIdentity3x2 ? false : isIdentity3x2Dirty;
  7691. };
  7692. // Properties
  7693. /**
  7694. * Check if the current matrix is identity
  7695. * @returns true is the matrix is the identity matrix
  7696. */
  7697. Matrix.prototype.isIdentity = function () {
  7698. if (this._isIdentityDirty) {
  7699. this._isIdentityDirty = false;
  7700. var m = this._m;
  7701. this._isIdentity = (m[0] === 1.0 && m[1] === 0.0 && m[2] === 0.0 && m[3] === 0.0 &&
  7702. m[4] === 0.0 && m[5] === 1.0 && m[6] === 0.0 && m[7] === 0.0 &&
  7703. m[8] === 0.0 && m[9] === 0.0 && m[10] === 1.0 && m[11] === 0.0 &&
  7704. m[12] === 0.0 && m[13] === 0.0 && m[14] === 0.0 && m[15] === 1.0);
  7705. }
  7706. return this._isIdentity;
  7707. };
  7708. /**
  7709. * Check if the current matrix is identity as a texture matrix (3x2 store in 4x4)
  7710. * @returns true is the matrix is the identity matrix
  7711. */
  7712. Matrix.prototype.isIdentityAs3x2 = function () {
  7713. if (this._isIdentity3x2Dirty) {
  7714. this._isIdentity3x2Dirty = false;
  7715. if (this._m[0] !== 1.0 || this._m[5] !== 1.0 || this._m[15] !== 1.0) {
  7716. this._isIdentity3x2 = false;
  7717. }
  7718. else if (this._m[1] !== 0.0 || this._m[2] !== 0.0 || this._m[3] !== 0.0 ||
  7719. this._m[4] !== 0.0 || this._m[6] !== 0.0 || this._m[7] !== 0.0 ||
  7720. this._m[8] !== 0.0 || this._m[9] !== 0.0 || this._m[10] !== 0.0 || this._m[11] !== 0.0 ||
  7721. this._m[12] !== 0.0 || this._m[13] !== 0.0 || this._m[14] !== 0.0) {
  7722. this._isIdentity3x2 = false;
  7723. }
  7724. else {
  7725. this._isIdentity3x2 = true;
  7726. }
  7727. }
  7728. return this._isIdentity3x2;
  7729. };
  7730. /**
  7731. * Gets the determinant of the matrix
  7732. * @returns the matrix determinant
  7733. */
  7734. Matrix.prototype.determinant = function () {
  7735. if (this._isIdentity === true) {
  7736. return 1;
  7737. }
  7738. var m = this._m;
  7739. var m00 = m[0], m01 = m[1], m02 = m[2], m03 = m[3];
  7740. var m10 = m[4], m11 = m[5], m12 = m[6], m13 = m[7];
  7741. var m20 = m[8], m21 = m[9], m22 = m[10], m23 = m[11];
  7742. var m30 = m[12], m31 = m[13], m32 = m[14], m33 = m[15];
  7743. // https://en.wikipedia.org/wiki/Laplace_expansion
  7744. // to compute the deterrminant of a 4x4 Matrix we compute the cofactors of any row or column,
  7745. // then we multiply each Cofactor by its corresponding matrix value and sum them all to get the determinant
  7746. // Cofactor(i, j) = sign(i,j) * det(Minor(i, j))
  7747. // where
  7748. // - sign(i,j) = (i+j) % 2 === 0 ? 1 : -1
  7749. // - Minor(i, j) is the 3x3 matrix we get by removing row i and column j from current Matrix
  7750. //
  7751. // Here we do that for the 1st row.
  7752. var det_22_33 = m22 * m33 - m32 * m23;
  7753. var det_21_33 = m21 * m33 - m31 * m23;
  7754. var det_21_32 = m21 * m32 - m31 * m22;
  7755. var det_20_33 = m20 * m33 - m30 * m23;
  7756. var det_20_32 = m20 * m32 - m22 * m30;
  7757. var det_20_31 = m20 * m31 - m30 * m21;
  7758. var cofact_00 = +(m11 * det_22_33 - m12 * det_21_33 + m13 * det_21_32);
  7759. var cofact_01 = -(m10 * det_22_33 - m12 * det_20_33 + m13 * det_20_32);
  7760. var cofact_02 = +(m10 * det_21_33 - m11 * det_20_33 + m13 * det_20_31);
  7761. var cofact_03 = -(m10 * det_21_32 - m11 * det_20_32 + m12 * det_20_31);
  7762. return m00 * cofact_00 + m01 * cofact_01 + m02 * cofact_02 + m03 * cofact_03;
  7763. };
  7764. // Methods
  7765. /**
  7766. * Returns the matrix as a Float32Array
  7767. * @returns the matrix underlying array
  7768. */
  7769. Matrix.prototype.toArray = function () {
  7770. return this._m;
  7771. };
  7772. /**
  7773. * Returns the matrix as a Float32Array
  7774. * @returns the matrix underlying array.
  7775. */
  7776. Matrix.prototype.asArray = function () {
  7777. return this._m;
  7778. };
  7779. /**
  7780. * Inverts the current matrix in place
  7781. * @returns the current inverted matrix
  7782. */
  7783. Matrix.prototype.invert = function () {
  7784. this.invertToRef(this);
  7785. return this;
  7786. };
  7787. /**
  7788. * Sets all the matrix elements to zero
  7789. * @returns the current matrix
  7790. */
  7791. Matrix.prototype.reset = function () {
  7792. Matrix.FromValuesToRef(0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, this);
  7793. this._updateIdentityStatus(false);
  7794. return this;
  7795. };
  7796. /**
  7797. * Adds the current matrix with a second one
  7798. * @param other defines the matrix to add
  7799. * @returns a new matrix as the addition of the current matrix and the given one
  7800. */
  7801. Matrix.prototype.add = function (other) {
  7802. var result = new Matrix();
  7803. this.addToRef(other, result);
  7804. return result;
  7805. };
  7806. /**
  7807. * Sets the given matrix "result" to the addition of the current matrix and the given one
  7808. * @param other defines the matrix to add
  7809. * @param result defines the target matrix
  7810. * @returns the current matrix
  7811. */
  7812. Matrix.prototype.addToRef = function (other, result) {
  7813. var m = this._m;
  7814. var resultM = result._m;
  7815. var otherM = other.m;
  7816. for (var index = 0; index < 16; index++) {
  7817. resultM[index] = m[index] + otherM[index];
  7818. }
  7819. result._markAsUpdated();
  7820. return this;
  7821. };
  7822. /**
  7823. * Adds in place the given matrix to the current matrix
  7824. * @param other defines the second operand
  7825. * @returns the current updated matrix
  7826. */
  7827. Matrix.prototype.addToSelf = function (other) {
  7828. var m = this._m;
  7829. var otherM = other.m;
  7830. for (var index = 0; index < 16; index++) {
  7831. m[index] += otherM[index];
  7832. }
  7833. this._markAsUpdated();
  7834. return this;
  7835. };
  7836. /**
  7837. * Sets the given matrix to the current inverted Matrix
  7838. * @param other defines the target matrix
  7839. * @returns the unmodified current matrix
  7840. */
  7841. Matrix.prototype.invertToRef = function (other) {
  7842. if (this._isIdentity === true) {
  7843. Matrix.IdentityToRef(other);
  7844. return this;
  7845. }
  7846. // the inverse of a Matrix is the transpose of cofactor matrix divided by the determinant
  7847. var m = this._m;
  7848. var m00 = m[0], m01 = m[1], m02 = m[2], m03 = m[3];
  7849. var m10 = m[4], m11 = m[5], m12 = m[6], m13 = m[7];
  7850. var m20 = m[8], m21 = m[9], m22 = m[10], m23 = m[11];
  7851. var m30 = m[12], m31 = m[13], m32 = m[14], m33 = m[15];
  7852. var det_22_33 = m22 * m33 - m32 * m23;
  7853. var det_21_33 = m21 * m33 - m31 * m23;
  7854. var det_21_32 = m21 * m32 - m31 * m22;
  7855. var det_20_33 = m20 * m33 - m30 * m23;
  7856. var det_20_32 = m20 * m32 - m22 * m30;
  7857. var det_20_31 = m20 * m31 - m30 * m21;
  7858. var cofact_00 = +(m11 * det_22_33 - m12 * det_21_33 + m13 * det_21_32);
  7859. var cofact_01 = -(m10 * det_22_33 - m12 * det_20_33 + m13 * det_20_32);
  7860. var cofact_02 = +(m10 * det_21_33 - m11 * det_20_33 + m13 * det_20_31);
  7861. var cofact_03 = -(m10 * det_21_32 - m11 * det_20_32 + m12 * det_20_31);
  7862. var det = m00 * cofact_00 + m01 * cofact_01 + m02 * cofact_02 + m03 * cofact_03;
  7863. if (det === 0) {
  7864. // not invertible
  7865. other.copyFrom(this);
  7866. return this;
  7867. }
  7868. var detInv = 1 / det;
  7869. var det_12_33 = m12 * m33 - m32 * m13;
  7870. var det_11_33 = m11 * m33 - m31 * m13;
  7871. var det_11_32 = m11 * m32 - m31 * m12;
  7872. var det_10_33 = m10 * m33 - m30 * m13;
  7873. var det_10_32 = m10 * m32 - m30 * m12;
  7874. var det_10_31 = m10 * m31 - m30 * m11;
  7875. var det_12_23 = m12 * m23 - m22 * m13;
  7876. var det_11_23 = m11 * m23 - m21 * m13;
  7877. var det_11_22 = m11 * m22 - m21 * m12;
  7878. var det_10_23 = m10 * m23 - m20 * m13;
  7879. var det_10_22 = m10 * m22 - m20 * m12;
  7880. var det_10_21 = m10 * m21 - m20 * m11;
  7881. var cofact_10 = -(m01 * det_22_33 - m02 * det_21_33 + m03 * det_21_32);
  7882. var cofact_11 = +(m00 * det_22_33 - m02 * det_20_33 + m03 * det_20_32);
  7883. var cofact_12 = -(m00 * det_21_33 - m01 * det_20_33 + m03 * det_20_31);
  7884. var cofact_13 = +(m00 * det_21_32 - m01 * det_20_32 + m02 * det_20_31);
  7885. var cofact_20 = +(m01 * det_12_33 - m02 * det_11_33 + m03 * det_11_32);
  7886. var cofact_21 = -(m00 * det_12_33 - m02 * det_10_33 + m03 * det_10_32);
  7887. var cofact_22 = +(m00 * det_11_33 - m01 * det_10_33 + m03 * det_10_31);
  7888. var cofact_23 = -(m00 * det_11_32 - m01 * det_10_32 + m02 * det_10_31);
  7889. var cofact_30 = -(m01 * det_12_23 - m02 * det_11_23 + m03 * det_11_22);
  7890. var cofact_31 = +(m00 * det_12_23 - m02 * det_10_23 + m03 * det_10_22);
  7891. var cofact_32 = -(m00 * det_11_23 - m01 * det_10_23 + m03 * det_10_21);
  7892. var cofact_33 = +(m00 * det_11_22 - m01 * det_10_22 + m02 * det_10_21);
  7893. Matrix.FromValuesToRef(cofact_00 * detInv, cofact_10 * detInv, cofact_20 * detInv, cofact_30 * detInv, cofact_01 * detInv, cofact_11 * detInv, cofact_21 * detInv, cofact_31 * detInv, cofact_02 * detInv, cofact_12 * detInv, cofact_22 * detInv, cofact_32 * detInv, cofact_03 * detInv, cofact_13 * detInv, cofact_23 * detInv, cofact_33 * detInv, other);
  7894. return this;
  7895. };
  7896. /**
  7897. * add a value at the specified position in the current Matrix
  7898. * @param index the index of the value within the matrix. between 0 and 15.
  7899. * @param value the value to be added
  7900. * @returns the current updated matrix
  7901. */
  7902. Matrix.prototype.addAtIndex = function (index, value) {
  7903. this._m[index] += value;
  7904. this._markAsUpdated();
  7905. return this;
  7906. };
  7907. /**
  7908. * mutiply the specified position in the current Matrix by a value
  7909. * @param index the index of the value within the matrix. between 0 and 15.
  7910. * @param value the value to be added
  7911. * @returns the current updated matrix
  7912. */
  7913. Matrix.prototype.multiplyAtIndex = function (index, value) {
  7914. this._m[index] *= value;
  7915. this._markAsUpdated();
  7916. return this;
  7917. };
  7918. /**
  7919. * Inserts the translation vector (using 3 floats) in the current matrix
  7920. * @param x defines the 1st component of the translation
  7921. * @param y defines the 2nd component of the translation
  7922. * @param z defines the 3rd component of the translation
  7923. * @returns the current updated matrix
  7924. */
  7925. Matrix.prototype.setTranslationFromFloats = function (x, y, z) {
  7926. this._m[12] = x;
  7927. this._m[13] = y;
  7928. this._m[14] = z;
  7929. this._markAsUpdated();
  7930. return this;
  7931. };
  7932. /**
  7933. * Inserts the translation vector in the current matrix
  7934. * @param vector3 defines the translation to insert
  7935. * @returns the current updated matrix
  7936. */
  7937. Matrix.prototype.setTranslation = function (vector3) {
  7938. return this.setTranslationFromFloats(vector3.x, vector3.y, vector3.z);
  7939. };
  7940. /**
  7941. * Gets the translation value of the current matrix
  7942. * @returns a new Vector3 as the extracted translation from the matrix
  7943. */
  7944. Matrix.prototype.getTranslation = function () {
  7945. return new Vector3(this._m[12], this._m[13], this._m[14]);
  7946. };
  7947. /**
  7948. * Fill a Vector3 with the extracted translation from the matrix
  7949. * @param result defines the Vector3 where to store the translation
  7950. * @returns the current matrix
  7951. */
  7952. Matrix.prototype.getTranslationToRef = function (result) {
  7953. result.x = this._m[12];
  7954. result.y = this._m[13];
  7955. result.z = this._m[14];
  7956. return this;
  7957. };
  7958. /**
  7959. * Remove rotation and scaling part from the matrix
  7960. * @returns the updated matrix
  7961. */
  7962. Matrix.prototype.removeRotationAndScaling = function () {
  7963. var m = this.m;
  7964. Matrix.FromValuesToRef(1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, m[12], m[13], m[14], m[15], this);
  7965. this._updateIdentityStatus(m[12] === 0 && m[13] === 0 && m[14] === 0 && m[15] === 1);
  7966. return this;
  7967. };
  7968. /**
  7969. * Multiply two matrices
  7970. * @param other defines the second operand
  7971. * @returns a new matrix set with the multiplication result of the current Matrix and the given one
  7972. */
  7973. Matrix.prototype.multiply = function (other) {
  7974. var result = new Matrix();
  7975. this.multiplyToRef(other, result);
  7976. return result;
  7977. };
  7978. /**
  7979. * Copy the current matrix from the given one
  7980. * @param other defines the source matrix
  7981. * @returns the current updated matrix
  7982. */
  7983. Matrix.prototype.copyFrom = function (other) {
  7984. other.copyToArray(this._m);
  7985. var o = other;
  7986. this._updateIdentityStatus(o._isIdentity, o._isIdentityDirty, o._isIdentity3x2, o._isIdentity3x2Dirty);
  7987. return this;
  7988. };
  7989. /**
  7990. * Populates the given array from the starting index with the current matrix values
  7991. * @param array defines the target array
  7992. * @param offset defines the offset in the target array where to start storing values
  7993. * @returns the current matrix
  7994. */
  7995. Matrix.prototype.copyToArray = function (array, offset) {
  7996. if (offset === void 0) { offset = 0; }
  7997. for (var index = 0; index < 16; index++) {
  7998. array[offset + index] = this._m[index];
  7999. }
  8000. return this;
  8001. };
  8002. /**
  8003. * Sets the given matrix "result" with the multiplication result of the current Matrix and the given one
  8004. * @param other defines the second operand
  8005. * @param result defines the matrix where to store the multiplication
  8006. * @returns the current matrix
  8007. */
  8008. Matrix.prototype.multiplyToRef = function (other, result) {
  8009. if (this._isIdentity) {
  8010. result.copyFrom(other);
  8011. return this;
  8012. }
  8013. if (other._isIdentity) {
  8014. result.copyFrom(this);
  8015. return this;
  8016. }
  8017. this.multiplyToArray(other, result._m, 0);
  8018. result._markAsUpdated();
  8019. return this;
  8020. };
  8021. /**
  8022. * Sets the Float32Array "result" from the given index "offset" with the multiplication of the current matrix and the given one
  8023. * @param other defines the second operand
  8024. * @param result defines the array where to store the multiplication
  8025. * @param offset defines the offset in the target array where to start storing values
  8026. * @returns the current matrix
  8027. */
  8028. Matrix.prototype.multiplyToArray = function (other, result, offset) {
  8029. var m = this._m;
  8030. var otherM = other.m;
  8031. var tm0 = m[0], tm1 = m[1], tm2 = m[2], tm3 = m[3];
  8032. var tm4 = m[4], tm5 = m[5], tm6 = m[6], tm7 = m[7];
  8033. var tm8 = m[8], tm9 = m[9], tm10 = m[10], tm11 = m[11];
  8034. var tm12 = m[12], tm13 = m[13], tm14 = m[14], tm15 = m[15];
  8035. var om0 = otherM[0], om1 = otherM[1], om2 = otherM[2], om3 = otherM[3];
  8036. var om4 = otherM[4], om5 = otherM[5], om6 = otherM[6], om7 = otherM[7];
  8037. var om8 = otherM[8], om9 = otherM[9], om10 = otherM[10], om11 = otherM[11];
  8038. var om12 = otherM[12], om13 = otherM[13], om14 = otherM[14], om15 = otherM[15];
  8039. result[offset] = tm0 * om0 + tm1 * om4 + tm2 * om8 + tm3 * om12;
  8040. result[offset + 1] = tm0 * om1 + tm1 * om5 + tm2 * om9 + tm3 * om13;
  8041. result[offset + 2] = tm0 * om2 + tm1 * om6 + tm2 * om10 + tm3 * om14;
  8042. result[offset + 3] = tm0 * om3 + tm1 * om7 + tm2 * om11 + tm3 * om15;
  8043. result[offset + 4] = tm4 * om0 + tm5 * om4 + tm6 * om8 + tm7 * om12;
  8044. result[offset + 5] = tm4 * om1 + tm5 * om5 + tm6 * om9 + tm7 * om13;
  8045. result[offset + 6] = tm4 * om2 + tm5 * om6 + tm6 * om10 + tm7 * om14;
  8046. result[offset + 7] = tm4 * om3 + tm5 * om7 + tm6 * om11 + tm7 * om15;
  8047. result[offset + 8] = tm8 * om0 + tm9 * om4 + tm10 * om8 + tm11 * om12;
  8048. result[offset + 9] = tm8 * om1 + tm9 * om5 + tm10 * om9 + tm11 * om13;
  8049. result[offset + 10] = tm8 * om2 + tm9 * om6 + tm10 * om10 + tm11 * om14;
  8050. result[offset + 11] = tm8 * om3 + tm9 * om7 + tm10 * om11 + tm11 * om15;
  8051. result[offset + 12] = tm12 * om0 + tm13 * om4 + tm14 * om8 + tm15 * om12;
  8052. result[offset + 13] = tm12 * om1 + tm13 * om5 + tm14 * om9 + tm15 * om13;
  8053. result[offset + 14] = tm12 * om2 + tm13 * om6 + tm14 * om10 + tm15 * om14;
  8054. result[offset + 15] = tm12 * om3 + tm13 * om7 + tm14 * om11 + tm15 * om15;
  8055. return this;
  8056. };
  8057. /**
  8058. * Check equality between this matrix and a second one
  8059. * @param value defines the second matrix to compare
  8060. * @returns true is the current matrix and the given one values are strictly equal
  8061. */
  8062. Matrix.prototype.equals = function (value) {
  8063. var other = value;
  8064. if (!other) {
  8065. return false;
  8066. }
  8067. if (this._isIdentity || other._isIdentity) {
  8068. if (!this._isIdentityDirty && !other._isIdentityDirty) {
  8069. return this._isIdentity && other._isIdentity;
  8070. }
  8071. }
  8072. var m = this.m;
  8073. var om = other.m;
  8074. return (m[0] === om[0] && m[1] === om[1] && m[2] === om[2] && m[3] === om[3] &&
  8075. m[4] === om[4] && m[5] === om[5] && m[6] === om[6] && m[7] === om[7] &&
  8076. m[8] === om[8] && m[9] === om[9] && m[10] === om[10] && m[11] === om[11] &&
  8077. m[12] === om[12] && m[13] === om[13] && m[14] === om[14] && m[15] === om[15]);
  8078. };
  8079. /**
  8080. * Clone the current matrix
  8081. * @returns a new matrix from the current matrix
  8082. */
  8083. Matrix.prototype.clone = function () {
  8084. var matrix = new Matrix();
  8085. matrix.copyFrom(this);
  8086. return matrix;
  8087. };
  8088. /**
  8089. * Returns the name of the current matrix class
  8090. * @returns the string "Matrix"
  8091. */
  8092. Matrix.prototype.getClassName = function () {
  8093. return "Matrix";
  8094. };
  8095. /**
  8096. * Gets the hash code of the current matrix
  8097. * @returns the hash code
  8098. */
  8099. Matrix.prototype.getHashCode = function () {
  8100. var hash = this._m[0] || 0;
  8101. for (var i = 1; i < 16; i++) {
  8102. hash = (hash * 397) ^ (this._m[i] || 0);
  8103. }
  8104. return hash;
  8105. };
  8106. /**
  8107. * Decomposes the current Matrix into a translation, rotation and scaling components
  8108. * @param scale defines the scale vector3 given as a reference to update
  8109. * @param rotation defines the rotation quaternion given as a reference to update
  8110. * @param translation defines the translation vector3 given as a reference to update
  8111. * @returns true if operation was successful
  8112. */
  8113. Matrix.prototype.decompose = function (scale, rotation, translation) {
  8114. if (this._isIdentity) {
  8115. if (translation) {
  8116. translation.setAll(0);
  8117. }
  8118. if (scale) {
  8119. scale.setAll(1);
  8120. }
  8121. if (rotation) {
  8122. rotation.copyFromFloats(0, 0, 0, 1);
  8123. }
  8124. return true;
  8125. }
  8126. var m = this._m;
  8127. if (translation) {
  8128. translation.copyFromFloats(m[12], m[13], m[14]);
  8129. }
  8130. scale = scale || MathTmp.Vector3[0];
  8131. scale.x = Math.sqrt(m[0] * m[0] + m[1] * m[1] + m[2] * m[2]);
  8132. scale.y = Math.sqrt(m[4] * m[4] + m[5] * m[5] + m[6] * m[6]);
  8133. scale.z = Math.sqrt(m[8] * m[8] + m[9] * m[9] + m[10] * m[10]);
  8134. if (this.determinant() <= 0) {
  8135. scale.y *= -1;
  8136. }
  8137. if (scale.x === 0 || scale.y === 0 || scale.z === 0) {
  8138. if (rotation) {
  8139. rotation.copyFromFloats(0.0, 0.0, 0.0, 1.0);
  8140. }
  8141. return false;
  8142. }
  8143. if (rotation) {
  8144. var sx = 1 / scale.x, sy = 1 / scale.y, sz = 1 / scale.z;
  8145. Matrix.FromValuesToRef(m[0] * sx, m[1] * sx, m[2] * sx, 0.0, m[4] * sy, m[5] * sy, m[6] * sy, 0.0, m[8] * sz, m[9] * sz, m[10] * sz, 0.0, 0.0, 0.0, 0.0, 1.0, MathTmp.Matrix[0]);
  8146. Quaternion.FromRotationMatrixToRef(MathTmp.Matrix[0], rotation);
  8147. }
  8148. return true;
  8149. };
  8150. /**
  8151. * Gets specific row of the matrix
  8152. * @param index defines the number of the row to get
  8153. * @returns the index-th row of the current matrix as a new Vector4
  8154. */
  8155. Matrix.prototype.getRow = function (index) {
  8156. if (index < 0 || index > 3) {
  8157. return null;
  8158. }
  8159. var i = index * 4;
  8160. return new Vector4(this._m[i + 0], this._m[i + 1], this._m[i + 2], this._m[i + 3]);
  8161. };
  8162. /**
  8163. * Sets the index-th row of the current matrix to the vector4 values
  8164. * @param index defines the number of the row to set
  8165. * @param row defines the target vector4
  8166. * @returns the updated current matrix
  8167. */
  8168. Matrix.prototype.setRow = function (index, row) {
  8169. return this.setRowFromFloats(index, row.x, row.y, row.z, row.w);
  8170. };
  8171. /**
  8172. * Compute the transpose of the matrix
  8173. * @returns the new transposed matrix
  8174. */
  8175. Matrix.prototype.transpose = function () {
  8176. return Matrix.Transpose(this);
  8177. };
  8178. /**
  8179. * Compute the transpose of the matrix and store it in a given matrix
  8180. * @param result defines the target matrix
  8181. * @returns the current matrix
  8182. */
  8183. Matrix.prototype.transposeToRef = function (result) {
  8184. Matrix.TransposeToRef(this, result);
  8185. return this;
  8186. };
  8187. /**
  8188. * Sets the index-th row of the current matrix with the given 4 x float values
  8189. * @param index defines the row index
  8190. * @param x defines the x component to set
  8191. * @param y defines the y component to set
  8192. * @param z defines the z component to set
  8193. * @param w defines the w component to set
  8194. * @returns the updated current matrix
  8195. */
  8196. Matrix.prototype.setRowFromFloats = function (index, x, y, z, w) {
  8197. if (index < 0 || index > 3) {
  8198. return this;
  8199. }
  8200. var i = index * 4;
  8201. this._m[i + 0] = x;
  8202. this._m[i + 1] = y;
  8203. this._m[i + 2] = z;
  8204. this._m[i + 3] = w;
  8205. this._markAsUpdated();
  8206. return this;
  8207. };
  8208. /**
  8209. * Compute a new matrix set with the current matrix values multiplied by scale (float)
  8210. * @param scale defines the scale factor
  8211. * @returns a new matrix
  8212. */
  8213. Matrix.prototype.scale = function (scale) {
  8214. var result = new Matrix();
  8215. this.scaleToRef(scale, result);
  8216. return result;
  8217. };
  8218. /**
  8219. * Scale the current matrix values by a factor to a given result matrix
  8220. * @param scale defines the scale factor
  8221. * @param result defines the matrix to store the result
  8222. * @returns the current matrix
  8223. */
  8224. Matrix.prototype.scaleToRef = function (scale, result) {
  8225. for (var index = 0; index < 16; index++) {
  8226. result._m[index] = this._m[index] * scale;
  8227. }
  8228. result._markAsUpdated();
  8229. return this;
  8230. };
  8231. /**
  8232. * Scale the current matrix values by a factor and add the result to a given matrix
  8233. * @param scale defines the scale factor
  8234. * @param result defines the Matrix to store the result
  8235. * @returns the current matrix
  8236. */
  8237. Matrix.prototype.scaleAndAddToRef = function (scale, result) {
  8238. for (var index = 0; index < 16; index++) {
  8239. result._m[index] += this._m[index] * scale;
  8240. }
  8241. result._markAsUpdated();
  8242. return this;
  8243. };
  8244. /**
  8245. * Writes to the given matrix a normal matrix, computed from this one (using values from identity matrix for fourth row and column).
  8246. * @param ref matrix to store the result
  8247. */
  8248. Matrix.prototype.toNormalMatrix = function (ref) {
  8249. var tmp = MathTmp.Matrix[0];
  8250. this.invertToRef(tmp);
  8251. tmp.transposeToRef(ref);
  8252. var m = ref._m;
  8253. Matrix.FromValuesToRef(m[0], m[1], m[2], 0.0, m[4], m[5], m[6], 0.0, m[8], m[9], m[10], 0.0, 0.0, 0.0, 0.0, 1.0, ref);
  8254. };
  8255. /**
  8256. * Gets only rotation part of the current matrix
  8257. * @returns a new matrix sets to the extracted rotation matrix from the current one
  8258. */
  8259. Matrix.prototype.getRotationMatrix = function () {
  8260. var result = new Matrix();
  8261. this.getRotationMatrixToRef(result);
  8262. return result;
  8263. };
  8264. /**
  8265. * Extracts the rotation matrix from the current one and sets it as the given "result"
  8266. * @param result defines the target matrix to store data to
  8267. * @returns the current matrix
  8268. */
  8269. Matrix.prototype.getRotationMatrixToRef = function (result) {
  8270. var scale = MathTmp.Vector3[0];
  8271. if (!this.decompose(scale)) {
  8272. Matrix.IdentityToRef(result);
  8273. return this;
  8274. }
  8275. var m = this._m;
  8276. var sx = 1 / scale.x, sy = 1 / scale.y, sz = 1 / scale.z;
  8277. Matrix.FromValuesToRef(m[0] * sx, m[1] * sx, m[2] * sx, 0.0, m[4] * sy, m[5] * sy, m[6] * sy, 0.0, m[8] * sz, m[9] * sz, m[10] * sz, 0.0, 0.0, 0.0, 0.0, 1.0, result);
  8278. return this;
  8279. };
  8280. /**
  8281. * Toggles model matrix from being right handed to left handed in place and vice versa
  8282. */
  8283. Matrix.prototype.toggleModelMatrixHandInPlace = function () {
  8284. var m = this._m;
  8285. m[2] *= -1;
  8286. m[6] *= -1;
  8287. m[8] *= -1;
  8288. m[9] *= -1;
  8289. m[14] *= -1;
  8290. this._markAsUpdated();
  8291. };
  8292. /**
  8293. * Toggles projection matrix from being right handed to left handed in place and vice versa
  8294. */
  8295. Matrix.prototype.toggleProjectionMatrixHandInPlace = function () {
  8296. var m = this._m;
  8297. m[8] *= -1;
  8298. m[9] *= -1;
  8299. m[10] *= -1;
  8300. m[11] *= -1;
  8301. this._markAsUpdated();
  8302. };
  8303. // Statics
  8304. /**
  8305. * Creates a matrix from an array
  8306. * @param array defines the source array
  8307. * @param offset defines an offset in the source array
  8308. * @returns a new Matrix set from the starting index of the given array
  8309. */
  8310. Matrix.FromArray = function (array, offset) {
  8311. if (offset === void 0) { offset = 0; }
  8312. var result = new Matrix();
  8313. Matrix.FromArrayToRef(array, offset, result);
  8314. return result;
  8315. };
  8316. /**
  8317. * Copy the content of an array into a given matrix
  8318. * @param array defines the source array
  8319. * @param offset defines an offset in the source array
  8320. * @param result defines the target matrix
  8321. */
  8322. Matrix.FromArrayToRef = function (array, offset, result) {
  8323. for (var index = 0; index < 16; index++) {
  8324. result._m[index] = array[index + offset];
  8325. }
  8326. result._markAsUpdated();
  8327. };
  8328. /**
  8329. * Stores an array into a matrix after having multiplied each component by a given factor
  8330. * @param array defines the source array
  8331. * @param offset defines the offset in the source array
  8332. * @param scale defines the scaling factor
  8333. * @param result defines the target matrix
  8334. */
  8335. Matrix.FromFloat32ArrayToRefScaled = function (array, offset, scale, result) {
  8336. for (var index = 0; index < 16; index++) {
  8337. result._m[index] = array[index + offset] * scale;
  8338. }
  8339. result._markAsUpdated();
  8340. };
  8341. Object.defineProperty(Matrix, "IdentityReadOnly", {
  8342. /**
  8343. * Gets an identity matrix that must not be updated
  8344. */
  8345. get: function () {
  8346. return Matrix._identityReadOnly;
  8347. },
  8348. enumerable: true,
  8349. configurable: true
  8350. });
  8351. /**
  8352. * Stores a list of values (16) inside a given matrix
  8353. * @param initialM11 defines 1st value of 1st row
  8354. * @param initialM12 defines 2nd value of 1st row
  8355. * @param initialM13 defines 3rd value of 1st row
  8356. * @param initialM14 defines 4th value of 1st row
  8357. * @param initialM21 defines 1st value of 2nd row
  8358. * @param initialM22 defines 2nd value of 2nd row
  8359. * @param initialM23 defines 3rd value of 2nd row
  8360. * @param initialM24 defines 4th value of 2nd row
  8361. * @param initialM31 defines 1st value of 3rd row
  8362. * @param initialM32 defines 2nd value of 3rd row
  8363. * @param initialM33 defines 3rd value of 3rd row
  8364. * @param initialM34 defines 4th value of 3rd row
  8365. * @param initialM41 defines 1st value of 4th row
  8366. * @param initialM42 defines 2nd value of 4th row
  8367. * @param initialM43 defines 3rd value of 4th row
  8368. * @param initialM44 defines 4th value of 4th row
  8369. * @param result defines the target matrix
  8370. */
  8371. Matrix.FromValuesToRef = function (initialM11, initialM12, initialM13, initialM14, initialM21, initialM22, initialM23, initialM24, initialM31, initialM32, initialM33, initialM34, initialM41, initialM42, initialM43, initialM44, result) {
  8372. var m = result._m;
  8373. m[0] = initialM11;
  8374. m[1] = initialM12;
  8375. m[2] = initialM13;
  8376. m[3] = initialM14;
  8377. m[4] = initialM21;
  8378. m[5] = initialM22;
  8379. m[6] = initialM23;
  8380. m[7] = initialM24;
  8381. m[8] = initialM31;
  8382. m[9] = initialM32;
  8383. m[10] = initialM33;
  8384. m[11] = initialM34;
  8385. m[12] = initialM41;
  8386. m[13] = initialM42;
  8387. m[14] = initialM43;
  8388. m[15] = initialM44;
  8389. result._markAsUpdated();
  8390. };
  8391. /**
  8392. * Creates new matrix from a list of values (16)
  8393. * @param initialM11 defines 1st value of 1st row
  8394. * @param initialM12 defines 2nd value of 1st row
  8395. * @param initialM13 defines 3rd value of 1st row
  8396. * @param initialM14 defines 4th value of 1st row
  8397. * @param initialM21 defines 1st value of 2nd row
  8398. * @param initialM22 defines 2nd value of 2nd row
  8399. * @param initialM23 defines 3rd value of 2nd row
  8400. * @param initialM24 defines 4th value of 2nd row
  8401. * @param initialM31 defines 1st value of 3rd row
  8402. * @param initialM32 defines 2nd value of 3rd row
  8403. * @param initialM33 defines 3rd value of 3rd row
  8404. * @param initialM34 defines 4th value of 3rd row
  8405. * @param initialM41 defines 1st value of 4th row
  8406. * @param initialM42 defines 2nd value of 4th row
  8407. * @param initialM43 defines 3rd value of 4th row
  8408. * @param initialM44 defines 4th value of 4th row
  8409. * @returns the new matrix
  8410. */
  8411. Matrix.FromValues = function (initialM11, initialM12, initialM13, initialM14, initialM21, initialM22, initialM23, initialM24, initialM31, initialM32, initialM33, initialM34, initialM41, initialM42, initialM43, initialM44) {
  8412. var result = new Matrix();
  8413. var m = result._m;
  8414. m[0] = initialM11;
  8415. m[1] = initialM12;
  8416. m[2] = initialM13;
  8417. m[3] = initialM14;
  8418. m[4] = initialM21;
  8419. m[5] = initialM22;
  8420. m[6] = initialM23;
  8421. m[7] = initialM24;
  8422. m[8] = initialM31;
  8423. m[9] = initialM32;
  8424. m[10] = initialM33;
  8425. m[11] = initialM34;
  8426. m[12] = initialM41;
  8427. m[13] = initialM42;
  8428. m[14] = initialM43;
  8429. m[15] = initialM44;
  8430. result._markAsUpdated();
  8431. return result;
  8432. };
  8433. /**
  8434. * Creates a new matrix composed by merging scale (vector3), rotation (quaternion) and translation (vector3)
  8435. * @param scale defines the scale vector3
  8436. * @param rotation defines the rotation quaternion
  8437. * @param translation defines the translation vector3
  8438. * @returns a new matrix
  8439. */
  8440. Matrix.Compose = function (scale, rotation, translation) {
  8441. var result = new Matrix();
  8442. Matrix.ComposeToRef(scale, rotation, translation, result);
  8443. return result;
  8444. };
  8445. /**
  8446. * Sets a matrix to a value composed by merging scale (vector3), rotation (quaternion) and translation (vector3)
  8447. * @param scale defines the scale vector3
  8448. * @param rotation defines the rotation quaternion
  8449. * @param translation defines the translation vector3
  8450. * @param result defines the target matrix
  8451. */
  8452. Matrix.ComposeToRef = function (scale, rotation, translation, result) {
  8453. Matrix.ScalingToRef(scale.x, scale.y, scale.z, MathTmp.Matrix[1]);
  8454. rotation.toRotationMatrix(MathTmp.Matrix[0]);
  8455. MathTmp.Matrix[1].multiplyToRef(MathTmp.Matrix[0], result);
  8456. result.setTranslation(translation);
  8457. };
  8458. /**
  8459. * Creates a new identity matrix
  8460. * @returns a new identity matrix
  8461. */
  8462. Matrix.Identity = function () {
  8463. var identity = Matrix.FromValues(1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0);
  8464. identity._updateIdentityStatus(true);
  8465. return identity;
  8466. };
  8467. /**
  8468. * Creates a new identity matrix and stores the result in a given matrix
  8469. * @param result defines the target matrix
  8470. */
  8471. Matrix.IdentityToRef = function (result) {
  8472. Matrix.FromValuesToRef(1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, result);
  8473. result._updateIdentityStatus(true);
  8474. };
  8475. /**
  8476. * Creates a new zero matrix
  8477. * @returns a new zero matrix
  8478. */
  8479. Matrix.Zero = function () {
  8480. var zero = Matrix.FromValues(0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0);
  8481. zero._updateIdentityStatus(false);
  8482. return zero;
  8483. };
  8484. /**
  8485. * Creates a new rotation matrix for "angle" radians around the X axis
  8486. * @param angle defines the angle (in radians) to use
  8487. * @return the new matrix
  8488. */
  8489. Matrix.RotationX = function (angle) {
  8490. var result = new Matrix();
  8491. Matrix.RotationXToRef(angle, result);
  8492. return result;
  8493. };
  8494. /**
  8495. * Creates a new matrix as the invert of a given matrix
  8496. * @param source defines the source matrix
  8497. * @returns the new matrix
  8498. */
  8499. Matrix.Invert = function (source) {
  8500. var result = new Matrix();
  8501. source.invertToRef(result);
  8502. return result;
  8503. };
  8504. /**
  8505. * Creates a new rotation matrix for "angle" radians around the X axis and stores it in a given matrix
  8506. * @param angle defines the angle (in radians) to use
  8507. * @param result defines the target matrix
  8508. */
  8509. Matrix.RotationXToRef = function (angle, result) {
  8510. var s = Math.sin(angle);
  8511. var c = Math.cos(angle);
  8512. Matrix.FromValuesToRef(1.0, 0.0, 0.0, 0.0, 0.0, c, s, 0.0, 0.0, -s, c, 0.0, 0.0, 0.0, 0.0, 1.0, result);
  8513. result._updateIdentityStatus(c === 1 && s === 0);
  8514. };
  8515. /**
  8516. * Creates a new rotation matrix for "angle" radians around the Y axis
  8517. * @param angle defines the angle (in radians) to use
  8518. * @return the new matrix
  8519. */
  8520. Matrix.RotationY = function (angle) {
  8521. var result = new Matrix();
  8522. Matrix.RotationYToRef(angle, result);
  8523. return result;
  8524. };
  8525. /**
  8526. * Creates a new rotation matrix for "angle" radians around the Y axis and stores it in a given matrix
  8527. * @param angle defines the angle (in radians) to use
  8528. * @param result defines the target matrix
  8529. */
  8530. Matrix.RotationYToRef = function (angle, result) {
  8531. var s = Math.sin(angle);
  8532. var c = Math.cos(angle);
  8533. Matrix.FromValuesToRef(c, 0.0, -s, 0.0, 0.0, 1.0, 0.0, 0.0, s, 0.0, c, 0.0, 0.0, 0.0, 0.0, 1.0, result);
  8534. result._updateIdentityStatus(c === 1 && s === 0);
  8535. };
  8536. /**
  8537. * Creates a new rotation matrix for "angle" radians around the Z axis
  8538. * @param angle defines the angle (in radians) to use
  8539. * @return the new matrix
  8540. */
  8541. Matrix.RotationZ = function (angle) {
  8542. var result = new Matrix();
  8543. Matrix.RotationZToRef(angle, result);
  8544. return result;
  8545. };
  8546. /**
  8547. * Creates a new rotation matrix for "angle" radians around the Z axis and stores it in a given matrix
  8548. * @param angle defines the angle (in radians) to use
  8549. * @param result defines the target matrix
  8550. */
  8551. Matrix.RotationZToRef = function (angle, result) {
  8552. var s = Math.sin(angle);
  8553. var c = Math.cos(angle);
  8554. Matrix.FromValuesToRef(c, s, 0.0, 0.0, -s, c, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, result);
  8555. result._updateIdentityStatus(c === 1 && s === 0);
  8556. };
  8557. /**
  8558. * Creates a new rotation matrix for "angle" radians around the given axis
  8559. * @param axis defines the axis to use
  8560. * @param angle defines the angle (in radians) to use
  8561. * @return the new matrix
  8562. */
  8563. Matrix.RotationAxis = function (axis, angle) {
  8564. var result = new Matrix();
  8565. Matrix.RotationAxisToRef(axis, angle, result);
  8566. return result;
  8567. };
  8568. /**
  8569. * Creates a new rotation matrix for "angle" radians around the given axis and stores it in a given matrix
  8570. * @param axis defines the axis to use
  8571. * @param angle defines the angle (in radians) to use
  8572. * @param result defines the target matrix
  8573. */
  8574. Matrix.RotationAxisToRef = function (axis, angle, result) {
  8575. var s = Math.sin(-angle);
  8576. var c = Math.cos(-angle);
  8577. var c1 = 1 - c;
  8578. axis.normalize();
  8579. var m = result._m;
  8580. m[0] = (axis.x * axis.x) * c1 + c;
  8581. m[1] = (axis.x * axis.y) * c1 - (axis.z * s);
  8582. m[2] = (axis.x * axis.z) * c1 + (axis.y * s);
  8583. m[3] = 0.0;
  8584. m[4] = (axis.y * axis.x) * c1 + (axis.z * s);
  8585. m[5] = (axis.y * axis.y) * c1 + c;
  8586. m[6] = (axis.y * axis.z) * c1 - (axis.x * s);
  8587. m[7] = 0.0;
  8588. m[8] = (axis.z * axis.x) * c1 - (axis.y * s);
  8589. m[9] = (axis.z * axis.y) * c1 + (axis.x * s);
  8590. m[10] = (axis.z * axis.z) * c1 + c;
  8591. m[11] = 0.0;
  8592. m[12] = 0.0;
  8593. m[13] = 0.0;
  8594. m[14] = 0.0;
  8595. m[15] = 1.0;
  8596. result._markAsUpdated();
  8597. };
  8598. /**
  8599. * Creates a rotation matrix
  8600. * @param yaw defines the yaw angle in radians (Y axis)
  8601. * @param pitch defines the pitch angle in radians (X axis)
  8602. * @param roll defines the roll angle in radians (X axis)
  8603. * @returns the new rotation matrix
  8604. */
  8605. Matrix.RotationYawPitchRoll = function (yaw, pitch, roll) {
  8606. var result = new Matrix();
  8607. Matrix.RotationYawPitchRollToRef(yaw, pitch, roll, result);
  8608. return result;
  8609. };
  8610. /**
  8611. * Creates a rotation matrix and stores it in a given matrix
  8612. * @param yaw defines the yaw angle in radians (Y axis)
  8613. * @param pitch defines the pitch angle in radians (X axis)
  8614. * @param roll defines the roll angle in radians (X axis)
  8615. * @param result defines the target matrix
  8616. */
  8617. Matrix.RotationYawPitchRollToRef = function (yaw, pitch, roll, result) {
  8618. Quaternion.RotationYawPitchRollToRef(yaw, pitch, roll, MathTmp.Quaternion[0]);
  8619. MathTmp.Quaternion[0].toRotationMatrix(result);
  8620. };
  8621. /**
  8622. * Creates a scaling matrix
  8623. * @param x defines the scale factor on X axis
  8624. * @param y defines the scale factor on Y axis
  8625. * @param z defines the scale factor on Z axis
  8626. * @returns the new matrix
  8627. */
  8628. Matrix.Scaling = function (x, y, z) {
  8629. var result = new Matrix();
  8630. Matrix.ScalingToRef(x, y, z, result);
  8631. return result;
  8632. };
  8633. /**
  8634. * Creates a scaling matrix and stores it in a given matrix
  8635. * @param x defines the scale factor on X axis
  8636. * @param y defines the scale factor on Y axis
  8637. * @param z defines the scale factor on Z axis
  8638. * @param result defines the target matrix
  8639. */
  8640. Matrix.ScalingToRef = function (x, y, z, result) {
  8641. Matrix.FromValuesToRef(x, 0.0, 0.0, 0.0, 0.0, y, 0.0, 0.0, 0.0, 0.0, z, 0.0, 0.0, 0.0, 0.0, 1.0, result);
  8642. result._updateIdentityStatus(x === 1 && y === 1 && z === 1);
  8643. };
  8644. /**
  8645. * Creates a translation matrix
  8646. * @param x defines the translation on X axis
  8647. * @param y defines the translation on Y axis
  8648. * @param z defines the translationon Z axis
  8649. * @returns the new matrix
  8650. */
  8651. Matrix.Translation = function (x, y, z) {
  8652. var result = new Matrix();
  8653. Matrix.TranslationToRef(x, y, z, result);
  8654. return result;
  8655. };
  8656. /**
  8657. * Creates a translation matrix and stores it in a given matrix
  8658. * @param x defines the translation on X axis
  8659. * @param y defines the translation on Y axis
  8660. * @param z defines the translationon Z axis
  8661. * @param result defines the target matrix
  8662. */
  8663. Matrix.TranslationToRef = function (x, y, z, result) {
  8664. Matrix.FromValuesToRef(1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, x, y, z, 1.0, result);
  8665. result._updateIdentityStatus(x === 0 && y === 0 && z === 0);
  8666. };
  8667. /**
  8668. * Returns a new Matrix whose values are the interpolated values for "gradient" (float) between the ones of the matrices "startValue" and "endValue".
  8669. * @param startValue defines the start value
  8670. * @param endValue defines the end value
  8671. * @param gradient defines the gradient factor
  8672. * @returns the new matrix
  8673. */
  8674. Matrix.Lerp = function (startValue, endValue, gradient) {
  8675. var result = new Matrix();
  8676. Matrix.LerpToRef(startValue, endValue, gradient, result);
  8677. return result;
  8678. };
  8679. /**
  8680. * Set the given matrix "result" as the interpolated values for "gradient" (float) between the ones of the matrices "startValue" and "endValue".
  8681. * @param startValue defines the start value
  8682. * @param endValue defines the end value
  8683. * @param gradient defines the gradient factor
  8684. * @param result defines the Matrix object where to store data
  8685. */
  8686. Matrix.LerpToRef = function (startValue, endValue, gradient, result) {
  8687. var resultM = result._m;
  8688. var startM = startValue.m;
  8689. var endM = endValue.m;
  8690. for (var index = 0; index < 16; index++) {
  8691. resultM[index] = startM[index] * (1.0 - gradient) + endM[index] * gradient;
  8692. }
  8693. result._markAsUpdated();
  8694. };
  8695. /**
  8696. * Builds a new matrix whose values are computed by:
  8697. * * decomposing the the "startValue" and "endValue" matrices into their respective scale, rotation and translation matrices
  8698. * * interpolating for "gradient" (float) the values between each of these decomposed matrices between the start and the end
  8699. * * recomposing a new matrix from these 3 interpolated scale, rotation and translation matrices
  8700. * @param startValue defines the first matrix
  8701. * @param endValue defines the second matrix
  8702. * @param gradient defines the gradient between the two matrices
  8703. * @returns the new matrix
  8704. */
  8705. Matrix.DecomposeLerp = function (startValue, endValue, gradient) {
  8706. var result = new Matrix();
  8707. Matrix.DecomposeLerpToRef(startValue, endValue, gradient, result);
  8708. return result;
  8709. };
  8710. /**
  8711. * Update a matrix to values which are computed by:
  8712. * * decomposing the the "startValue" and "endValue" matrices into their respective scale, rotation and translation matrices
  8713. * * interpolating for "gradient" (float) the values between each of these decomposed matrices between the start and the end
  8714. * * recomposing a new matrix from these 3 interpolated scale, rotation and translation matrices
  8715. * @param startValue defines the first matrix
  8716. * @param endValue defines the second matrix
  8717. * @param gradient defines the gradient between the two matrices
  8718. * @param result defines the target matrix
  8719. */
  8720. Matrix.DecomposeLerpToRef = function (startValue, endValue, gradient, result) {
  8721. var startScale = MathTmp.Vector3[0];
  8722. var startRotation = MathTmp.Quaternion[0];
  8723. var startTranslation = MathTmp.Vector3[1];
  8724. startValue.decompose(startScale, startRotation, startTranslation);
  8725. var endScale = MathTmp.Vector3[2];
  8726. var endRotation = MathTmp.Quaternion[1];
  8727. var endTranslation = MathTmp.Vector3[3];
  8728. endValue.decompose(endScale, endRotation, endTranslation);
  8729. var resultScale = MathTmp.Vector3[4];
  8730. Vector3.LerpToRef(startScale, endScale, gradient, resultScale);
  8731. var resultRotation = MathTmp.Quaternion[2];
  8732. Quaternion.SlerpToRef(startRotation, endRotation, gradient, resultRotation);
  8733. var resultTranslation = MathTmp.Vector3[5];
  8734. Vector3.LerpToRef(startTranslation, endTranslation, gradient, resultTranslation);
  8735. Matrix.ComposeToRef(resultScale, resultRotation, resultTranslation, result);
  8736. };
  8737. /**
  8738. * Gets a new rotation matrix used to rotate an entity so as it looks at the target vector3, from the eye vector3 position, the up vector3 being oriented like "up"
  8739. * This function works in left handed mode
  8740. * @param eye defines the final position of the entity
  8741. * @param target defines where the entity should look at
  8742. * @param up defines the up vector for the entity
  8743. * @returns the new matrix
  8744. */
  8745. Matrix.LookAtLH = function (eye, target, up) {
  8746. var result = new Matrix();
  8747. Matrix.LookAtLHToRef(eye, target, up, result);
  8748. return result;
  8749. };
  8750. /**
  8751. * Sets the given "result" Matrix to a rotation matrix used to rotate an entity so that it looks at the target vector3, from the eye vector3 position, the up vector3 being oriented like "up".
  8752. * This function works in left handed mode
  8753. * @param eye defines the final position of the entity
  8754. * @param target defines where the entity should look at
  8755. * @param up defines the up vector for the entity
  8756. * @param result defines the target matrix
  8757. */
  8758. Matrix.LookAtLHToRef = function (eye, target, up, result) {
  8759. var xAxis = MathTmp.Vector3[0];
  8760. var yAxis = MathTmp.Vector3[1];
  8761. var zAxis = MathTmp.Vector3[2];
  8762. // Z axis
  8763. target.subtractToRef(eye, zAxis);
  8764. zAxis.normalize();
  8765. // X axis
  8766. Vector3.CrossToRef(up, zAxis, xAxis);
  8767. var xSquareLength = xAxis.lengthSquared();
  8768. if (xSquareLength === 0) {
  8769. xAxis.x = 1.0;
  8770. }
  8771. else {
  8772. xAxis.normalizeFromLength(Math.sqrt(xSquareLength));
  8773. }
  8774. // Y axis
  8775. Vector3.CrossToRef(zAxis, xAxis, yAxis);
  8776. yAxis.normalize();
  8777. // Eye angles
  8778. var ex = -Vector3.Dot(xAxis, eye);
  8779. var ey = -Vector3.Dot(yAxis, eye);
  8780. var ez = -Vector3.Dot(zAxis, eye);
  8781. Matrix.FromValuesToRef(xAxis.x, yAxis.x, zAxis.x, 0.0, xAxis.y, yAxis.y, zAxis.y, 0.0, xAxis.z, yAxis.z, zAxis.z, 0.0, ex, ey, ez, 1.0, result);
  8782. };
  8783. /**
  8784. * Gets a new rotation matrix used to rotate an entity so as it looks at the target vector3, from the eye vector3 position, the up vector3 being oriented like "up"
  8785. * This function works in right handed mode
  8786. * @param eye defines the final position of the entity
  8787. * @param target defines where the entity should look at
  8788. * @param up defines the up vector for the entity
  8789. * @returns the new matrix
  8790. */
  8791. Matrix.LookAtRH = function (eye, target, up) {
  8792. var result = new Matrix();
  8793. Matrix.LookAtRHToRef(eye, target, up, result);
  8794. return result;
  8795. };
  8796. /**
  8797. * Sets the given "result" Matrix to a rotation matrix used to rotate an entity so that it looks at the target vector3, from the eye vector3 position, the up vector3 being oriented like "up".
  8798. * This function works in right handed mode
  8799. * @param eye defines the final position of the entity
  8800. * @param target defines where the entity should look at
  8801. * @param up defines the up vector for the entity
  8802. * @param result defines the target matrix
  8803. */
  8804. Matrix.LookAtRHToRef = function (eye, target, up, result) {
  8805. var xAxis = MathTmp.Vector3[0];
  8806. var yAxis = MathTmp.Vector3[1];
  8807. var zAxis = MathTmp.Vector3[2];
  8808. // Z axis
  8809. eye.subtractToRef(target, zAxis);
  8810. zAxis.normalize();
  8811. // X axis
  8812. Vector3.CrossToRef(up, zAxis, xAxis);
  8813. var xSquareLength = xAxis.lengthSquared();
  8814. if (xSquareLength === 0) {
  8815. xAxis.x = 1.0;
  8816. }
  8817. else {
  8818. xAxis.normalizeFromLength(Math.sqrt(xSquareLength));
  8819. }
  8820. // Y axis
  8821. Vector3.CrossToRef(zAxis, xAxis, yAxis);
  8822. yAxis.normalize();
  8823. // Eye angles
  8824. var ex = -Vector3.Dot(xAxis, eye);
  8825. var ey = -Vector3.Dot(yAxis, eye);
  8826. var ez = -Vector3.Dot(zAxis, eye);
  8827. Matrix.FromValuesToRef(xAxis.x, yAxis.x, zAxis.x, 0.0, xAxis.y, yAxis.y, zAxis.y, 0.0, xAxis.z, yAxis.z, zAxis.z, 0.0, ex, ey, ez, 1.0, result);
  8828. };
  8829. /**
  8830. * Create a left-handed orthographic projection matrix
  8831. * @param width defines the viewport width
  8832. * @param height defines the viewport height
  8833. * @param znear defines the near clip plane
  8834. * @param zfar defines the far clip plane
  8835. * @returns a new matrix as a left-handed orthographic projection matrix
  8836. */
  8837. Matrix.OrthoLH = function (width, height, znear, zfar) {
  8838. var matrix = new Matrix();
  8839. Matrix.OrthoLHToRef(width, height, znear, zfar, matrix);
  8840. return matrix;
  8841. };
  8842. /**
  8843. * Store a left-handed orthographic projection to a given matrix
  8844. * @param width defines the viewport width
  8845. * @param height defines the viewport height
  8846. * @param znear defines the near clip plane
  8847. * @param zfar defines the far clip plane
  8848. * @param result defines the target matrix
  8849. */
  8850. Matrix.OrthoLHToRef = function (width, height, znear, zfar, result) {
  8851. var n = znear;
  8852. var f = zfar;
  8853. var a = 2.0 / width;
  8854. var b = 2.0 / height;
  8855. var c = 2.0 / (f - n);
  8856. var d = -(f + n) / (f - n);
  8857. Matrix.FromValuesToRef(a, 0.0, 0.0, 0.0, 0.0, b, 0.0, 0.0, 0.0, 0.0, c, 0.0, 0.0, 0.0, d, 1.0, result);
  8858. result._updateIdentityStatus(a === 1 && b === 1 && c === 1 && d === 0);
  8859. };
  8860. /**
  8861. * Create a left-handed orthographic projection matrix
  8862. * @param left defines the viewport left coordinate
  8863. * @param right defines the viewport right coordinate
  8864. * @param bottom defines the viewport bottom coordinate
  8865. * @param top defines the viewport top coordinate
  8866. * @param znear defines the near clip plane
  8867. * @param zfar defines the far clip plane
  8868. * @returns a new matrix as a left-handed orthographic projection matrix
  8869. */
  8870. Matrix.OrthoOffCenterLH = function (left, right, bottom, top, znear, zfar) {
  8871. var matrix = new Matrix();
  8872. Matrix.OrthoOffCenterLHToRef(left, right, bottom, top, znear, zfar, matrix);
  8873. return matrix;
  8874. };
  8875. /**
  8876. * Stores a left-handed orthographic projection into a given matrix
  8877. * @param left defines the viewport left coordinate
  8878. * @param right defines the viewport right coordinate
  8879. * @param bottom defines the viewport bottom coordinate
  8880. * @param top defines the viewport top coordinate
  8881. * @param znear defines the near clip plane
  8882. * @param zfar defines the far clip plane
  8883. * @param result defines the target matrix
  8884. */
  8885. Matrix.OrthoOffCenterLHToRef = function (left, right, bottom, top, znear, zfar, result) {
  8886. var n = znear;
  8887. var f = zfar;
  8888. var a = 2.0 / (right - left);
  8889. var b = 2.0 / (top - bottom);
  8890. var c = 2.0 / (f - n);
  8891. var d = -(f + n) / (f - n);
  8892. var i0 = (left + right) / (left - right);
  8893. var i1 = (top + bottom) / (bottom - top);
  8894. Matrix.FromValuesToRef(a, 0.0, 0.0, 0.0, 0.0, b, 0.0, 0.0, 0.0, 0.0, c, 0.0, i0, i1, d, 1.0, result);
  8895. result._markAsUpdated();
  8896. };
  8897. /**
  8898. * Creates a right-handed orthographic projection matrix
  8899. * @param left defines the viewport left coordinate
  8900. * @param right defines the viewport right coordinate
  8901. * @param bottom defines the viewport bottom coordinate
  8902. * @param top defines the viewport top coordinate
  8903. * @param znear defines the near clip plane
  8904. * @param zfar defines the far clip plane
  8905. * @returns a new matrix as a right-handed orthographic projection matrix
  8906. */
  8907. Matrix.OrthoOffCenterRH = function (left, right, bottom, top, znear, zfar) {
  8908. var matrix = new Matrix();
  8909. Matrix.OrthoOffCenterRHToRef(left, right, bottom, top, znear, zfar, matrix);
  8910. return matrix;
  8911. };
  8912. /**
  8913. * Stores a right-handed orthographic projection into a given matrix
  8914. * @param left defines the viewport left coordinate
  8915. * @param right defines the viewport right coordinate
  8916. * @param bottom defines the viewport bottom coordinate
  8917. * @param top defines the viewport top coordinate
  8918. * @param znear defines the near clip plane
  8919. * @param zfar defines the far clip plane
  8920. * @param result defines the target matrix
  8921. */
  8922. Matrix.OrthoOffCenterRHToRef = function (left, right, bottom, top, znear, zfar, result) {
  8923. Matrix.OrthoOffCenterLHToRef(left, right, bottom, top, znear, zfar, result);
  8924. result._m[10] *= -1; // No need to call _markAsUpdated as previous function already called it and let _isIdentityDirty to true
  8925. };
  8926. /**
  8927. * Creates a left-handed perspective projection matrix
  8928. * @param width defines the viewport width
  8929. * @param height defines the viewport height
  8930. * @param znear defines the near clip plane
  8931. * @param zfar defines the far clip plane
  8932. * @returns a new matrix as a left-handed perspective projection matrix
  8933. */
  8934. Matrix.PerspectiveLH = function (width, height, znear, zfar) {
  8935. var matrix = new Matrix();
  8936. var n = znear;
  8937. var f = zfar;
  8938. var a = 2.0 * n / width;
  8939. var b = 2.0 * n / height;
  8940. var c = (f + n) / (f - n);
  8941. var d = -2.0 * f * n / (f - n);
  8942. Matrix.FromValuesToRef(a, 0.0, 0.0, 0.0, 0.0, b, 0.0, 0.0, 0.0, 0.0, c, 1.0, 0.0, 0.0, d, 0.0, matrix);
  8943. matrix._updateIdentityStatus(false);
  8944. return matrix;
  8945. };
  8946. /**
  8947. * Creates a left-handed perspective projection matrix
  8948. * @param fov defines the horizontal field of view
  8949. * @param aspect defines the aspect ratio
  8950. * @param znear defines the near clip plane
  8951. * @param zfar defines the far clip plane
  8952. * @returns a new matrix as a left-handed perspective projection matrix
  8953. */
  8954. Matrix.PerspectiveFovLH = function (fov, aspect, znear, zfar) {
  8955. var matrix = new Matrix();
  8956. Matrix.PerspectiveFovLHToRef(fov, aspect, znear, zfar, matrix);
  8957. return matrix;
  8958. };
  8959. /**
  8960. * Stores a left-handed perspective projection into a given matrix
  8961. * @param fov defines the horizontal field of view
  8962. * @param aspect defines the aspect ratio
  8963. * @param znear defines the near clip plane
  8964. * @param zfar defines the far clip plane
  8965. * @param result defines the target matrix
  8966. * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
  8967. */
  8968. Matrix.PerspectiveFovLHToRef = function (fov, aspect, znear, zfar, result, isVerticalFovFixed) {
  8969. if (isVerticalFovFixed === void 0) { isVerticalFovFixed = true; }
  8970. var n = znear;
  8971. var f = zfar;
  8972. var t = 1.0 / (Math.tan(fov * 0.5));
  8973. var a = isVerticalFovFixed ? (t / aspect) : t;
  8974. var b = isVerticalFovFixed ? t : (t * aspect);
  8975. var c = (f + n) / (f - n);
  8976. var d = -2.0 * f * n / (f - n);
  8977. Matrix.FromValuesToRef(a, 0.0, 0.0, 0.0, 0.0, b, 0.0, 0.0, 0.0, 0.0, c, 1.0, 0.0, 0.0, d, 0.0, result);
  8978. result._updateIdentityStatus(false);
  8979. };
  8980. /**
  8981. * Creates a right-handed perspective projection matrix
  8982. * @param fov defines the horizontal field of view
  8983. * @param aspect defines the aspect ratio
  8984. * @param znear defines the near clip plane
  8985. * @param zfar defines the far clip plane
  8986. * @returns a new matrix as a right-handed perspective projection matrix
  8987. */
  8988. Matrix.PerspectiveFovRH = function (fov, aspect, znear, zfar) {
  8989. var matrix = new Matrix();
  8990. Matrix.PerspectiveFovRHToRef(fov, aspect, znear, zfar, matrix);
  8991. return matrix;
  8992. };
  8993. /**
  8994. * Stores a right-handed perspective projection into a given matrix
  8995. * @param fov defines the horizontal field of view
  8996. * @param aspect defines the aspect ratio
  8997. * @param znear defines the near clip plane
  8998. * @param zfar defines the far clip plane
  8999. * @param result defines the target matrix
  9000. * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
  9001. */
  9002. Matrix.PerspectiveFovRHToRef = function (fov, aspect, znear, zfar, result, isVerticalFovFixed) {
  9003. //alternatively this could be expressed as:
  9004. // m = PerspectiveFovLHToRef
  9005. // m[10] *= -1.0;
  9006. // m[11] *= -1.0;
  9007. if (isVerticalFovFixed === void 0) { isVerticalFovFixed = true; }
  9008. var n = znear;
  9009. var f = zfar;
  9010. var t = 1.0 / (Math.tan(fov * 0.5));
  9011. var a = isVerticalFovFixed ? (t / aspect) : t;
  9012. var b = isVerticalFovFixed ? t : (t * aspect);
  9013. var c = -(f + n) / (f - n);
  9014. var d = -2 * f * n / (f - n);
  9015. Matrix.FromValuesToRef(a, 0.0, 0.0, 0.0, 0.0, b, 0.0, 0.0, 0.0, 0.0, c, -1.0, 0.0, 0.0, d, 0.0, result);
  9016. result._updateIdentityStatus(false);
  9017. };
  9018. /**
  9019. * Stores a perspective projection for WebVR info a given matrix
  9020. * @param fov defines the field of view
  9021. * @param znear defines the near clip plane
  9022. * @param zfar defines the far clip plane
  9023. * @param result defines the target matrix
  9024. * @param rightHanded defines if the matrix must be in right-handed mode (false by default)
  9025. */
  9026. Matrix.PerspectiveFovWebVRToRef = function (fov, znear, zfar, result, rightHanded) {
  9027. if (rightHanded === void 0) { rightHanded = false; }
  9028. var rightHandedFactor = rightHanded ? -1 : 1;
  9029. var upTan = Math.tan(fov.upDegrees * Math.PI / 180.0);
  9030. var downTan = Math.tan(fov.downDegrees * Math.PI / 180.0);
  9031. var leftTan = Math.tan(fov.leftDegrees * Math.PI / 180.0);
  9032. var rightTan = Math.tan(fov.rightDegrees * Math.PI / 180.0);
  9033. var xScale = 2.0 / (leftTan + rightTan);
  9034. var yScale = 2.0 / (upTan + downTan);
  9035. var m = result._m;
  9036. m[0] = xScale;
  9037. m[1] = m[2] = m[3] = m[4] = 0.0;
  9038. m[5] = yScale;
  9039. m[6] = m[7] = 0.0;
  9040. m[8] = ((leftTan - rightTan) * xScale * 0.5);
  9041. m[9] = -((upTan - downTan) * yScale * 0.5);
  9042. m[10] = -zfar / (znear - zfar);
  9043. m[11] = 1.0 * rightHandedFactor;
  9044. m[12] = m[13] = m[15] = 0.0;
  9045. m[14] = -(2.0 * zfar * znear) / (zfar - znear);
  9046. result._markAsUpdated();
  9047. };
  9048. /**
  9049. * Computes a complete transformation matrix
  9050. * @param viewport defines the viewport to use
  9051. * @param world defines the world matrix
  9052. * @param view defines the view matrix
  9053. * @param projection defines the projection matrix
  9054. * @param zmin defines the near clip plane
  9055. * @param zmax defines the far clip plane
  9056. * @returns the transformation matrix
  9057. */
  9058. Matrix.GetFinalMatrix = function (viewport, world, view, projection, zmin, zmax) {
  9059. var cw = viewport.width;
  9060. var ch = viewport.height;
  9061. var cx = viewport.x;
  9062. var cy = viewport.y;
  9063. var viewportMatrix = Matrix.FromValues(cw / 2.0, 0.0, 0.0, 0.0, 0.0, -ch / 2.0, 0.0, 0.0, 0.0, 0.0, zmax - zmin, 0.0, cx + cw / 2.0, ch / 2.0 + cy, zmin, 1.0);
  9064. var matrix = MathTmp.Matrix[0];
  9065. world.multiplyToRef(view, matrix);
  9066. matrix.multiplyToRef(projection, matrix);
  9067. return matrix.multiply(viewportMatrix);
  9068. };
  9069. /**
  9070. * Extracts a 2x2 matrix from a given matrix and store the result in a Float32Array
  9071. * @param matrix defines the matrix to use
  9072. * @returns a new Float32Array array with 4 elements : the 2x2 matrix extracted from the given matrix
  9073. */
  9074. Matrix.GetAsMatrix2x2 = function (matrix) {
  9075. var m = matrix.m;
  9076. return new Float32Array([m[0], m[1], m[4], m[5]]);
  9077. };
  9078. /**
  9079. * Extracts a 3x3 matrix from a given matrix and store the result in a Float32Array
  9080. * @param matrix defines the matrix to use
  9081. * @returns a new Float32Array array with 9 elements : the 3x3 matrix extracted from the given matrix
  9082. */
  9083. Matrix.GetAsMatrix3x3 = function (matrix) {
  9084. var m = matrix.m;
  9085. return new Float32Array([
  9086. m[0], m[1], m[2],
  9087. m[4], m[5], m[6],
  9088. m[8], m[9], m[10]
  9089. ]);
  9090. };
  9091. /**
  9092. * Compute the transpose of a given matrix
  9093. * @param matrix defines the matrix to transpose
  9094. * @returns the new matrix
  9095. */
  9096. Matrix.Transpose = function (matrix) {
  9097. var result = new Matrix();
  9098. Matrix.TransposeToRef(matrix, result);
  9099. return result;
  9100. };
  9101. /**
  9102. * Compute the transpose of a matrix and store it in a target matrix
  9103. * @param matrix defines the matrix to transpose
  9104. * @param result defines the target matrix
  9105. */
  9106. Matrix.TransposeToRef = function (matrix, result) {
  9107. var rm = result._m;
  9108. var mm = matrix.m;
  9109. rm[0] = mm[0];
  9110. rm[1] = mm[4];
  9111. rm[2] = mm[8];
  9112. rm[3] = mm[12];
  9113. rm[4] = mm[1];
  9114. rm[5] = mm[5];
  9115. rm[6] = mm[9];
  9116. rm[7] = mm[13];
  9117. rm[8] = mm[2];
  9118. rm[9] = mm[6];
  9119. rm[10] = mm[10];
  9120. rm[11] = mm[14];
  9121. rm[12] = mm[3];
  9122. rm[13] = mm[7];
  9123. rm[14] = mm[11];
  9124. rm[15] = mm[15];
  9125. // identity-ness does not change when transposing
  9126. result._updateIdentityStatus(matrix._isIdentity, matrix._isIdentityDirty);
  9127. };
  9128. /**
  9129. * Computes a reflection matrix from a plane
  9130. * @param plane defines the reflection plane
  9131. * @returns a new matrix
  9132. */
  9133. Matrix.Reflection = function (plane) {
  9134. var matrix = new Matrix();
  9135. Matrix.ReflectionToRef(plane, matrix);
  9136. return matrix;
  9137. };
  9138. /**
  9139. * Computes a reflection matrix from a plane
  9140. * @param plane defines the reflection plane
  9141. * @param result defines the target matrix
  9142. */
  9143. Matrix.ReflectionToRef = function (plane, result) {
  9144. plane.normalize();
  9145. var x = plane.normal.x;
  9146. var y = plane.normal.y;
  9147. var z = plane.normal.z;
  9148. var temp = -2 * x;
  9149. var temp2 = -2 * y;
  9150. var temp3 = -2 * z;
  9151. Matrix.FromValuesToRef(temp * x + 1, temp2 * x, temp3 * x, 0.0, temp * y, temp2 * y + 1, temp3 * y, 0.0, temp * z, temp2 * z, temp3 * z + 1, 0.0, temp * plane.d, temp2 * plane.d, temp3 * plane.d, 1.0, result);
  9152. };
  9153. /**
  9154. * Sets the given matrix as a rotation matrix composed from the 3 left handed axes
  9155. * @param xaxis defines the value of the 1st axis
  9156. * @param yaxis defines the value of the 2nd axis
  9157. * @param zaxis defines the value of the 3rd axis
  9158. * @param result defines the target matrix
  9159. */
  9160. Matrix.FromXYZAxesToRef = function (xaxis, yaxis, zaxis, result) {
  9161. Matrix.FromValuesToRef(xaxis.x, xaxis.y, xaxis.z, 0.0, yaxis.x, yaxis.y, yaxis.z, 0.0, zaxis.x, zaxis.y, zaxis.z, 0.0, 0.0, 0.0, 0.0, 1.0, result);
  9162. };
  9163. /**
  9164. * Creates a rotation matrix from a quaternion and stores it in a target matrix
  9165. * @param quat defines the quaternion to use
  9166. * @param result defines the target matrix
  9167. */
  9168. Matrix.FromQuaternionToRef = function (quat, result) {
  9169. var xx = quat.x * quat.x;
  9170. var yy = quat.y * quat.y;
  9171. var zz = quat.z * quat.z;
  9172. var xy = quat.x * quat.y;
  9173. var zw = quat.z * quat.w;
  9174. var zx = quat.z * quat.x;
  9175. var yw = quat.y * quat.w;
  9176. var yz = quat.y * quat.z;
  9177. var xw = quat.x * quat.w;
  9178. result._m[0] = 1.0 - (2.0 * (yy + zz));
  9179. result._m[1] = 2.0 * (xy + zw);
  9180. result._m[2] = 2.0 * (zx - yw);
  9181. result._m[3] = 0.0;
  9182. result._m[4] = 2.0 * (xy - zw);
  9183. result._m[5] = 1.0 - (2.0 * (zz + xx));
  9184. result._m[6] = 2.0 * (yz + xw);
  9185. result._m[7] = 0.0;
  9186. result._m[8] = 2.0 * (zx + yw);
  9187. result._m[9] = 2.0 * (yz - xw);
  9188. result._m[10] = 1.0 - (2.0 * (yy + xx));
  9189. result._m[11] = 0.0;
  9190. result._m[12] = 0.0;
  9191. result._m[13] = 0.0;
  9192. result._m[14] = 0.0;
  9193. result._m[15] = 1.0;
  9194. result._markAsUpdated();
  9195. };
  9196. Matrix._updateFlagSeed = 0;
  9197. Matrix._identityReadOnly = Matrix.Identity();
  9198. return Matrix;
  9199. }());
  9200. BABYLON.Matrix = Matrix;
  9201. /**
  9202. * Represens a plane by the equation ax + by + cz + d = 0
  9203. */
  9204. var Plane = /** @class */ (function () {
  9205. /**
  9206. * Creates a Plane object according to the given floats a, b, c, d and the plane equation : ax + by + cz + d = 0
  9207. * @param a a component of the plane
  9208. * @param b b component of the plane
  9209. * @param c c component of the plane
  9210. * @param d d component of the plane
  9211. */
  9212. function Plane(a, b, c, d) {
  9213. this.normal = new Vector3(a, b, c);
  9214. this.d = d;
  9215. }
  9216. /**
  9217. * @returns the plane coordinates as a new array of 4 elements [a, b, c, d].
  9218. */
  9219. Plane.prototype.asArray = function () {
  9220. return [this.normal.x, this.normal.y, this.normal.z, this.d];
  9221. };
  9222. // Methods
  9223. /**
  9224. * @returns a new plane copied from the current Plane.
  9225. */
  9226. Plane.prototype.clone = function () {
  9227. return new Plane(this.normal.x, this.normal.y, this.normal.z, this.d);
  9228. };
  9229. /**
  9230. * @returns the string "Plane".
  9231. */
  9232. Plane.prototype.getClassName = function () {
  9233. return "Plane";
  9234. };
  9235. /**
  9236. * @returns the Plane hash code.
  9237. */
  9238. Plane.prototype.getHashCode = function () {
  9239. var hash = this.normal.getHashCode();
  9240. hash = (hash * 397) ^ (this.d || 0);
  9241. return hash;
  9242. };
  9243. /**
  9244. * Normalize the current Plane in place.
  9245. * @returns the updated Plane.
  9246. */
  9247. Plane.prototype.normalize = function () {
  9248. var norm = (Math.sqrt((this.normal.x * this.normal.x) + (this.normal.y * this.normal.y) + (this.normal.z * this.normal.z)));
  9249. var magnitude = 0.0;
  9250. if (norm !== 0) {
  9251. magnitude = 1.0 / norm;
  9252. }
  9253. this.normal.x *= magnitude;
  9254. this.normal.y *= magnitude;
  9255. this.normal.z *= magnitude;
  9256. this.d *= magnitude;
  9257. return this;
  9258. };
  9259. /**
  9260. * Applies a transformation the plane and returns the result
  9261. * @param transformation the transformation matrix to be applied to the plane
  9262. * @returns a new Plane as the result of the transformation of the current Plane by the given matrix.
  9263. */
  9264. Plane.prototype.transform = function (transformation) {
  9265. var transposedMatrix = MathTmp.Matrix[0];
  9266. Matrix.TransposeToRef(transformation, transposedMatrix);
  9267. var m = transposedMatrix.m;
  9268. var x = this.normal.x;
  9269. var y = this.normal.y;
  9270. var z = this.normal.z;
  9271. var d = this.d;
  9272. var normalX = x * m[0] + y * m[1] + z * m[2] + d * m[3];
  9273. var normalY = x * m[4] + y * m[5] + z * m[6] + d * m[7];
  9274. var normalZ = x * m[8] + y * m[9] + z * m[10] + d * m[11];
  9275. var finalD = x * m[12] + y * m[13] + z * m[14] + d * m[15];
  9276. return new Plane(normalX, normalY, normalZ, finalD);
  9277. };
  9278. /**
  9279. * Calcualtte the dot product between the point and the plane normal
  9280. * @param point point to calculate the dot product with
  9281. * @returns the dot product (float) of the point coordinates and the plane normal.
  9282. */
  9283. Plane.prototype.dotCoordinate = function (point) {
  9284. return ((((this.normal.x * point.x) + (this.normal.y * point.y)) + (this.normal.z * point.z)) + this.d);
  9285. };
  9286. /**
  9287. * Updates the current Plane from the plane defined by the three given points.
  9288. * @param point1 one of the points used to contruct the plane
  9289. * @param point2 one of the points used to contruct the plane
  9290. * @param point3 one of the points used to contruct the plane
  9291. * @returns the updated Plane.
  9292. */
  9293. Plane.prototype.copyFromPoints = function (point1, point2, point3) {
  9294. var x1 = point2.x - point1.x;
  9295. var y1 = point2.y - point1.y;
  9296. var z1 = point2.z - point1.z;
  9297. var x2 = point3.x - point1.x;
  9298. var y2 = point3.y - point1.y;
  9299. var z2 = point3.z - point1.z;
  9300. var yz = (y1 * z2) - (z1 * y2);
  9301. var xz = (z1 * x2) - (x1 * z2);
  9302. var xy = (x1 * y2) - (y1 * x2);
  9303. var pyth = (Math.sqrt((yz * yz) + (xz * xz) + (xy * xy)));
  9304. var invPyth;
  9305. if (pyth !== 0) {
  9306. invPyth = 1.0 / pyth;
  9307. }
  9308. else {
  9309. invPyth = 0.0;
  9310. }
  9311. this.normal.x = yz * invPyth;
  9312. this.normal.y = xz * invPyth;
  9313. this.normal.z = xy * invPyth;
  9314. this.d = -((this.normal.x * point1.x) + (this.normal.y * point1.y) + (this.normal.z * point1.z));
  9315. return this;
  9316. };
  9317. /**
  9318. * Checks if the plane is facing a given direction
  9319. * @param direction the direction to check if the plane is facing
  9320. * @param epsilon value the dot product is compared against (returns true if dot <= epsilon)
  9321. * @returns True is the vector "direction" is the same side than the plane normal.
  9322. */
  9323. Plane.prototype.isFrontFacingTo = function (direction, epsilon) {
  9324. var dot = Vector3.Dot(this.normal, direction);
  9325. return (dot <= epsilon);
  9326. };
  9327. /**
  9328. * Calculates the distance to a point
  9329. * @param point point to calculate distance to
  9330. * @returns the signed distance (float) from the given point to the Plane.
  9331. */
  9332. Plane.prototype.signedDistanceTo = function (point) {
  9333. return Vector3.Dot(point, this.normal) + this.d;
  9334. };
  9335. // Statics
  9336. /**
  9337. * Creates a plane from an array
  9338. * @param array the array to create a plane from
  9339. * @returns a new Plane from the given array.
  9340. */
  9341. Plane.FromArray = function (array) {
  9342. return new Plane(array[0], array[1], array[2], array[3]);
  9343. };
  9344. /**
  9345. * Creates a plane from three points
  9346. * @param point1 point used to create the plane
  9347. * @param point2 point used to create the plane
  9348. * @param point3 point used to create the plane
  9349. * @returns a new Plane defined by the three given points.
  9350. */
  9351. Plane.FromPoints = function (point1, point2, point3) {
  9352. var result = new Plane(0.0, 0.0, 0.0, 0.0);
  9353. result.copyFromPoints(point1, point2, point3);
  9354. return result;
  9355. };
  9356. /**
  9357. * Creates a plane from an origin point and a normal
  9358. * @param origin origin of the plane to be constructed
  9359. * @param normal normal of the plane to be constructed
  9360. * @returns a new Plane the normal vector to this plane at the given origin point.
  9361. * Note : the vector "normal" is updated because normalized.
  9362. */
  9363. Plane.FromPositionAndNormal = function (origin, normal) {
  9364. var result = new Plane(0.0, 0.0, 0.0, 0.0);
  9365. normal.normalize();
  9366. result.normal = normal;
  9367. result.d = -(normal.x * origin.x + normal.y * origin.y + normal.z * origin.z);
  9368. return result;
  9369. };
  9370. /**
  9371. * Calculates the distance from a plane and a point
  9372. * @param origin origin of the plane to be constructed
  9373. * @param normal normal of the plane to be constructed
  9374. * @param point point to calculate distance to
  9375. * @returns the signed distance between the plane defined by the normal vector at the "origin"" point and the given other point.
  9376. */
  9377. Plane.SignedDistanceToPlaneFromPositionAndNormal = function (origin, normal, point) {
  9378. var d = -(normal.x * origin.x + normal.y * origin.y + normal.z * origin.z);
  9379. return Vector3.Dot(point, normal) + d;
  9380. };
  9381. return Plane;
  9382. }());
  9383. BABYLON.Plane = Plane;
  9384. /**
  9385. * Class used to represent a viewport on screen
  9386. */
  9387. var Viewport = /** @class */ (function () {
  9388. /**
  9389. * Creates a Viewport object located at (x, y) and sized (width, height)
  9390. * @param x defines viewport left coordinate
  9391. * @param y defines viewport top coordinate
  9392. * @param width defines the viewport width
  9393. * @param height defines the viewport height
  9394. */
  9395. function Viewport(
  9396. /** viewport left coordinate */
  9397. x,
  9398. /** viewport top coordinate */
  9399. y,
  9400. /**viewport width */
  9401. width,
  9402. /** viewport height */
  9403. height) {
  9404. this.x = x;
  9405. this.y = y;
  9406. this.width = width;
  9407. this.height = height;
  9408. }
  9409. /**
  9410. * Creates a new viewport using absolute sizing (from 0-> width, 0-> height instead of 0->1)
  9411. * @param renderWidthOrEngine defines either an engine or the rendering width
  9412. * @param renderHeight defines the rendering height
  9413. * @returns a new Viewport
  9414. */
  9415. Viewport.prototype.toGlobal = function (renderWidthOrEngine, renderHeight) {
  9416. if (renderWidthOrEngine.getRenderWidth) {
  9417. var engine = renderWidthOrEngine;
  9418. return this.toGlobal(engine.getRenderWidth(), engine.getRenderHeight());
  9419. }
  9420. var renderWidth = renderWidthOrEngine;
  9421. return new Viewport(this.x * renderWidth, this.y * renderHeight, this.width * renderWidth, this.height * renderHeight);
  9422. };
  9423. /**
  9424. * Returns a new Viewport copied from the current one
  9425. * @returns a new Viewport
  9426. */
  9427. Viewport.prototype.clone = function () {
  9428. return new Viewport(this.x, this.y, this.width, this.height);
  9429. };
  9430. return Viewport;
  9431. }());
  9432. BABYLON.Viewport = Viewport;
  9433. /**
  9434. * Reprasents a camera frustum
  9435. */
  9436. var Frustum = /** @class */ (function () {
  9437. function Frustum() {
  9438. }
  9439. /**
  9440. * Gets the planes representing the frustum
  9441. * @param transform matrix to be applied to the returned planes
  9442. * @returns a new array of 6 Frustum planes computed by the given transformation matrix.
  9443. */
  9444. Frustum.GetPlanes = function (transform) {
  9445. var frustumPlanes = [];
  9446. for (var index = 0; index < 6; index++) {
  9447. frustumPlanes.push(new Plane(0.0, 0.0, 0.0, 0.0));
  9448. }
  9449. Frustum.GetPlanesToRef(transform, frustumPlanes);
  9450. return frustumPlanes;
  9451. };
  9452. /**
  9453. * Gets the near frustum plane transformed by the transform matrix
  9454. * @param transform transformation matrix to be applied to the resulting frustum plane
  9455. * @param frustumPlane the resuling frustum plane
  9456. */
  9457. Frustum.GetNearPlaneToRef = function (transform, frustumPlane) {
  9458. var m = transform.m;
  9459. frustumPlane.normal.x = m[3] + m[2];
  9460. frustumPlane.normal.y = m[7] + m[6];
  9461. frustumPlane.normal.z = m[11] + m[10];
  9462. frustumPlane.d = m[15] + m[14];
  9463. frustumPlane.normalize();
  9464. };
  9465. /**
  9466. * Gets the far frustum plane transformed by the transform matrix
  9467. * @param transform transformation matrix to be applied to the resulting frustum plane
  9468. * @param frustumPlane the resuling frustum plane
  9469. */
  9470. Frustum.GetFarPlaneToRef = function (transform, frustumPlane) {
  9471. var m = transform.m;
  9472. frustumPlane.normal.x = m[3] - m[2];
  9473. frustumPlane.normal.y = m[7] - m[6];
  9474. frustumPlane.normal.z = m[11] - m[10];
  9475. frustumPlane.d = m[15] - m[14];
  9476. frustumPlane.normalize();
  9477. };
  9478. /**
  9479. * Gets the left frustum plane transformed by the transform matrix
  9480. * @param transform transformation matrix to be applied to the resulting frustum plane
  9481. * @param frustumPlane the resuling frustum plane
  9482. */
  9483. Frustum.GetLeftPlaneToRef = function (transform, frustumPlane) {
  9484. var m = transform.m;
  9485. frustumPlane.normal.x = m[3] + m[0];
  9486. frustumPlane.normal.y = m[7] + m[4];
  9487. frustumPlane.normal.z = m[11] + m[8];
  9488. frustumPlane.d = m[15] + m[12];
  9489. frustumPlane.normalize();
  9490. };
  9491. /**
  9492. * Gets the right frustum plane transformed by the transform matrix
  9493. * @param transform transformation matrix to be applied to the resulting frustum plane
  9494. * @param frustumPlane the resuling frustum plane
  9495. */
  9496. Frustum.GetRightPlaneToRef = function (transform, frustumPlane) {
  9497. var m = transform.m;
  9498. frustumPlane.normal.x = m[3] - m[0];
  9499. frustumPlane.normal.y = m[7] - m[4];
  9500. frustumPlane.normal.z = m[11] - m[8];
  9501. frustumPlane.d = m[15] - m[12];
  9502. frustumPlane.normalize();
  9503. };
  9504. /**
  9505. * Gets the top frustum plane transformed by the transform matrix
  9506. * @param transform transformation matrix to be applied to the resulting frustum plane
  9507. * @param frustumPlane the resuling frustum plane
  9508. */
  9509. Frustum.GetTopPlaneToRef = function (transform, frustumPlane) {
  9510. var m = transform.m;
  9511. frustumPlane.normal.x = m[3] - m[1];
  9512. frustumPlane.normal.y = m[7] - m[5];
  9513. frustumPlane.normal.z = m[11] - m[9];
  9514. frustumPlane.d = m[15] - m[13];
  9515. frustumPlane.normalize();
  9516. };
  9517. /**
  9518. * Gets the bottom frustum plane transformed by the transform matrix
  9519. * @param transform transformation matrix to be applied to the resulting frustum plane
  9520. * @param frustumPlane the resuling frustum plane
  9521. */
  9522. Frustum.GetBottomPlaneToRef = function (transform, frustumPlane) {
  9523. var m = transform.m;
  9524. frustumPlane.normal.x = m[3] + m[1];
  9525. frustumPlane.normal.y = m[7] + m[5];
  9526. frustumPlane.normal.z = m[11] + m[9];
  9527. frustumPlane.d = m[15] + m[13];
  9528. frustumPlane.normalize();
  9529. };
  9530. /**
  9531. * Sets the given array "frustumPlanes" with the 6 Frustum planes computed by the given transformation matrix.
  9532. * @param transform transformation matrix to be applied to the resulting frustum planes
  9533. * @param frustumPlanes the resuling frustum planes
  9534. */
  9535. Frustum.GetPlanesToRef = function (transform, frustumPlanes) {
  9536. // Near
  9537. Frustum.GetNearPlaneToRef(transform, frustumPlanes[0]);
  9538. // Far
  9539. Frustum.GetFarPlaneToRef(transform, frustumPlanes[1]);
  9540. // Left
  9541. Frustum.GetLeftPlaneToRef(transform, frustumPlanes[2]);
  9542. // Right
  9543. Frustum.GetRightPlaneToRef(transform, frustumPlanes[3]);
  9544. // Top
  9545. Frustum.GetTopPlaneToRef(transform, frustumPlanes[4]);
  9546. // Bottom
  9547. Frustum.GetBottomPlaneToRef(transform, frustumPlanes[5]);
  9548. };
  9549. return Frustum;
  9550. }());
  9551. BABYLON.Frustum = Frustum;
  9552. /** Defines supported spaces */
  9553. var Space;
  9554. (function (Space) {
  9555. /** Local (object) space */
  9556. Space[Space["LOCAL"] = 0] = "LOCAL";
  9557. /** World space */
  9558. Space[Space["WORLD"] = 1] = "WORLD";
  9559. /** Bone space */
  9560. Space[Space["BONE"] = 2] = "BONE";
  9561. })(Space = BABYLON.Space || (BABYLON.Space = {}));
  9562. /** Defines the 3 main axes */
  9563. var Axis = /** @class */ (function () {
  9564. function Axis() {
  9565. }
  9566. /** X axis */
  9567. Axis.X = new Vector3(1.0, 0.0, 0.0);
  9568. /** Y axis */
  9569. Axis.Y = new Vector3(0.0, 1.0, 0.0);
  9570. /** Z axis */
  9571. Axis.Z = new Vector3(0.0, 0.0, 1.0);
  9572. return Axis;
  9573. }());
  9574. BABYLON.Axis = Axis;
  9575. /** Class used to represent a Bezier curve */
  9576. var BezierCurve = /** @class */ (function () {
  9577. function BezierCurve() {
  9578. }
  9579. /**
  9580. * Returns the cubic Bezier interpolated value (float) at "t" (float) from the given x1, y1, x2, y2 floats
  9581. * @param t defines the time
  9582. * @param x1 defines the left coordinate on X axis
  9583. * @param y1 defines the left coordinate on Y axis
  9584. * @param x2 defines the right coordinate on X axis
  9585. * @param y2 defines the right coordinate on Y axis
  9586. * @returns the interpolated value
  9587. */
  9588. BezierCurve.Interpolate = function (t, x1, y1, x2, y2) {
  9589. // Extract X (which is equal to time here)
  9590. var f0 = 1 - 3 * x2 + 3 * x1;
  9591. var f1 = 3 * x2 - 6 * x1;
  9592. var f2 = 3 * x1;
  9593. var refinedT = t;
  9594. for (var i = 0; i < 5; i++) {
  9595. var refinedT2 = refinedT * refinedT;
  9596. var refinedT3 = refinedT2 * refinedT;
  9597. var x = f0 * refinedT3 + f1 * refinedT2 + f2 * refinedT;
  9598. var slope = 1.0 / (3.0 * f0 * refinedT2 + 2.0 * f1 * refinedT + f2);
  9599. refinedT -= (x - t) * slope;
  9600. refinedT = Math.min(1, Math.max(0, refinedT));
  9601. }
  9602. // Resolve cubic bezier for the given x
  9603. return 3 * Math.pow(1 - refinedT, 2) * refinedT * y1 +
  9604. 3 * (1 - refinedT) * Math.pow(refinedT, 2) * y2 +
  9605. Math.pow(refinedT, 3);
  9606. };
  9607. return BezierCurve;
  9608. }());
  9609. BABYLON.BezierCurve = BezierCurve;
  9610. /**
  9611. * Defines potential orientation for back face culling
  9612. */
  9613. var Orientation;
  9614. (function (Orientation) {
  9615. /**
  9616. * Clockwise
  9617. */
  9618. Orientation[Orientation["CW"] = 0] = "CW";
  9619. /** Counter clockwise */
  9620. Orientation[Orientation["CCW"] = 1] = "CCW";
  9621. })(Orientation = BABYLON.Orientation || (BABYLON.Orientation = {}));
  9622. /**
  9623. * Defines angle representation
  9624. */
  9625. var Angle = /** @class */ (function () {
  9626. /**
  9627. * Creates an Angle object of "radians" radians (float).
  9628. */
  9629. function Angle(radians) {
  9630. this._radians = radians;
  9631. if (this._radians < 0.0) {
  9632. this._radians += (2.0 * Math.PI);
  9633. }
  9634. }
  9635. /**
  9636. * Get value in degrees
  9637. * @returns the Angle value in degrees (float)
  9638. */
  9639. Angle.prototype.degrees = function () {
  9640. return this._radians * 180.0 / Math.PI;
  9641. };
  9642. /**
  9643. * Get value in radians
  9644. * @returns the Angle value in radians (float)
  9645. */
  9646. Angle.prototype.radians = function () {
  9647. return this._radians;
  9648. };
  9649. /**
  9650. * Gets a new Angle object valued with the angle value in radians between the two given vectors
  9651. * @param a defines first vector
  9652. * @param b defines second vector
  9653. * @returns a new Angle
  9654. */
  9655. Angle.BetweenTwoPoints = function (a, b) {
  9656. var delta = b.subtract(a);
  9657. var theta = Math.atan2(delta.y, delta.x);
  9658. return new Angle(theta);
  9659. };
  9660. /**
  9661. * Gets a new Angle object from the given float in radians
  9662. * @param radians defines the angle value in radians
  9663. * @returns a new Angle
  9664. */
  9665. Angle.FromRadians = function (radians) {
  9666. return new Angle(radians);
  9667. };
  9668. /**
  9669. * Gets a new Angle object from the given float in degrees
  9670. * @param degrees defines the angle value in degrees
  9671. * @returns a new Angle
  9672. */
  9673. Angle.FromDegrees = function (degrees) {
  9674. return new Angle(degrees * Math.PI / 180.0);
  9675. };
  9676. return Angle;
  9677. }());
  9678. BABYLON.Angle = Angle;
  9679. /**
  9680. * This represents an arc in a 2d space.
  9681. */
  9682. var Arc2 = /** @class */ (function () {
  9683. /**
  9684. * Creates an Arc object from the three given points : start, middle and end.
  9685. * @param startPoint Defines the start point of the arc
  9686. * @param midPoint Defines the midlle point of the arc
  9687. * @param endPoint Defines the end point of the arc
  9688. */
  9689. function Arc2(
  9690. /** Defines the start point of the arc */
  9691. startPoint,
  9692. /** Defines the mid point of the arc */
  9693. midPoint,
  9694. /** Defines the end point of the arc */
  9695. endPoint) {
  9696. this.startPoint = startPoint;
  9697. this.midPoint = midPoint;
  9698. this.endPoint = endPoint;
  9699. var temp = Math.pow(midPoint.x, 2) + Math.pow(midPoint.y, 2);
  9700. var startToMid = (Math.pow(startPoint.x, 2) + Math.pow(startPoint.y, 2) - temp) / 2.;
  9701. var midToEnd = (temp - Math.pow(endPoint.x, 2) - Math.pow(endPoint.y, 2)) / 2.;
  9702. var det = (startPoint.x - midPoint.x) * (midPoint.y - endPoint.y) - (midPoint.x - endPoint.x) * (startPoint.y - midPoint.y);
  9703. this.centerPoint = new Vector2((startToMid * (midPoint.y - endPoint.y) - midToEnd * (startPoint.y - midPoint.y)) / det, ((startPoint.x - midPoint.x) * midToEnd - (midPoint.x - endPoint.x) * startToMid) / det);
  9704. this.radius = this.centerPoint.subtract(this.startPoint).length();
  9705. this.startAngle = Angle.BetweenTwoPoints(this.centerPoint, this.startPoint);
  9706. var a1 = this.startAngle.degrees();
  9707. var a2 = Angle.BetweenTwoPoints(this.centerPoint, this.midPoint).degrees();
  9708. var a3 = Angle.BetweenTwoPoints(this.centerPoint, this.endPoint).degrees();
  9709. // angles correction
  9710. if (a2 - a1 > +180.0) {
  9711. a2 -= 360.0;
  9712. }
  9713. if (a2 - a1 < -180.0) {
  9714. a2 += 360.0;
  9715. }
  9716. if (a3 - a2 > +180.0) {
  9717. a3 -= 360.0;
  9718. }
  9719. if (a3 - a2 < -180.0) {
  9720. a3 += 360.0;
  9721. }
  9722. this.orientation = (a2 - a1) < 0 ? Orientation.CW : Orientation.CCW;
  9723. this.angle = Angle.FromDegrees(this.orientation === Orientation.CW ? a1 - a3 : a3 - a1);
  9724. }
  9725. return Arc2;
  9726. }());
  9727. BABYLON.Arc2 = Arc2;
  9728. /**
  9729. * Represents a 2D path made up of multiple 2D points
  9730. */
  9731. var Path2 = /** @class */ (function () {
  9732. /**
  9733. * Creates a Path2 object from the starting 2D coordinates x and y.
  9734. * @param x the starting points x value
  9735. * @param y the starting points y value
  9736. */
  9737. function Path2(x, y) {
  9738. this._points = new Array();
  9739. this._length = 0.0;
  9740. /**
  9741. * If the path start and end point are the same
  9742. */
  9743. this.closed = false;
  9744. this._points.push(new Vector2(x, y));
  9745. }
  9746. /**
  9747. * Adds a new segment until the given coordinates (x, y) to the current Path2.
  9748. * @param x the added points x value
  9749. * @param y the added points y value
  9750. * @returns the updated Path2.
  9751. */
  9752. Path2.prototype.addLineTo = function (x, y) {
  9753. if (this.closed) {
  9754. return this;
  9755. }
  9756. var newPoint = new Vector2(x, y);
  9757. var previousPoint = this._points[this._points.length - 1];
  9758. this._points.push(newPoint);
  9759. this._length += newPoint.subtract(previousPoint).length();
  9760. return this;
  9761. };
  9762. /**
  9763. * Adds _numberOfSegments_ segments according to the arc definition (middle point coordinates, end point coordinates, the arc start point being the current Path2 last point) to the current Path2.
  9764. * @param midX middle point x value
  9765. * @param midY middle point y value
  9766. * @param endX end point x value
  9767. * @param endY end point y value
  9768. * @param numberOfSegments (default: 36)
  9769. * @returns the updated Path2.
  9770. */
  9771. Path2.prototype.addArcTo = function (midX, midY, endX, endY, numberOfSegments) {
  9772. if (numberOfSegments === void 0) { numberOfSegments = 36; }
  9773. if (this.closed) {
  9774. return this;
  9775. }
  9776. var startPoint = this._points[this._points.length - 1];
  9777. var midPoint = new Vector2(midX, midY);
  9778. var endPoint = new Vector2(endX, endY);
  9779. var arc = new Arc2(startPoint, midPoint, endPoint);
  9780. var increment = arc.angle.radians() / numberOfSegments;
  9781. if (arc.orientation === Orientation.CW) {
  9782. increment *= -1;
  9783. }
  9784. var currentAngle = arc.startAngle.radians() + increment;
  9785. for (var i = 0; i < numberOfSegments; i++) {
  9786. var x = Math.cos(currentAngle) * arc.radius + arc.centerPoint.x;
  9787. var y = Math.sin(currentAngle) * arc.radius + arc.centerPoint.y;
  9788. this.addLineTo(x, y);
  9789. currentAngle += increment;
  9790. }
  9791. return this;
  9792. };
  9793. /**
  9794. * Closes the Path2.
  9795. * @returns the Path2.
  9796. */
  9797. Path2.prototype.close = function () {
  9798. this.closed = true;
  9799. return this;
  9800. };
  9801. /**
  9802. * Gets the sum of the distance between each sequential point in the path
  9803. * @returns the Path2 total length (float).
  9804. */
  9805. Path2.prototype.length = function () {
  9806. var result = this._length;
  9807. if (!this.closed) {
  9808. var lastPoint = this._points[this._points.length - 1];
  9809. var firstPoint = this._points[0];
  9810. result += (firstPoint.subtract(lastPoint).length());
  9811. }
  9812. return result;
  9813. };
  9814. /**
  9815. * Gets the points which construct the path
  9816. * @returns the Path2 internal array of points.
  9817. */
  9818. Path2.prototype.getPoints = function () {
  9819. return this._points;
  9820. };
  9821. /**
  9822. * Retreives the point at the distance aways from the starting point
  9823. * @param normalizedLengthPosition the length along the path to retreive the point from
  9824. * @returns a new Vector2 located at a percentage of the Path2 total length on this path.
  9825. */
  9826. Path2.prototype.getPointAtLengthPosition = function (normalizedLengthPosition) {
  9827. if (normalizedLengthPosition < 0 || normalizedLengthPosition > 1) {
  9828. return Vector2.Zero();
  9829. }
  9830. var lengthPosition = normalizedLengthPosition * this.length();
  9831. var previousOffset = 0;
  9832. for (var i = 0; i < this._points.length; i++) {
  9833. var j = (i + 1) % this._points.length;
  9834. var a = this._points[i];
  9835. var b = this._points[j];
  9836. var bToA = b.subtract(a);
  9837. var nextOffset = (bToA.length() + previousOffset);
  9838. if (lengthPosition >= previousOffset && lengthPosition <= nextOffset) {
  9839. var dir = bToA.normalize();
  9840. var localOffset = lengthPosition - previousOffset;
  9841. return new Vector2(a.x + (dir.x * localOffset), a.y + (dir.y * localOffset));
  9842. }
  9843. previousOffset = nextOffset;
  9844. }
  9845. return Vector2.Zero();
  9846. };
  9847. /**
  9848. * Creates a new path starting from an x and y position
  9849. * @param x starting x value
  9850. * @param y starting y value
  9851. * @returns a new Path2 starting at the coordinates (x, y).
  9852. */
  9853. Path2.StartingAt = function (x, y) {
  9854. return new Path2(x, y);
  9855. };
  9856. return Path2;
  9857. }());
  9858. BABYLON.Path2 = Path2;
  9859. /**
  9860. * Represents a 3D path made up of multiple 3D points
  9861. */
  9862. var Path3D = /** @class */ (function () {
  9863. /**
  9864. * new Path3D(path, normal, raw)
  9865. * Creates a Path3D. A Path3D is a logical math object, so not a mesh.
  9866. * please read the description in the tutorial : https://doc.babylonjs.com/how_to/how_to_use_path3d
  9867. * @param path an array of Vector3, the curve axis of the Path3D
  9868. * @param normal (options) Vector3, the first wanted normal to the curve. Ex (0, 1, 0) for a vertical normal.
  9869. * @param raw (optional, default false) : boolean, if true the returned Path3D isn't normalized. Useful to depict path acceleration or speed.
  9870. */
  9871. function Path3D(
  9872. /**
  9873. * an array of Vector3, the curve axis of the Path3D
  9874. */
  9875. path, firstNormal, raw) {
  9876. if (firstNormal === void 0) { firstNormal = null; }
  9877. this.path = path;
  9878. this._curve = new Array();
  9879. this._distances = new Array();
  9880. this._tangents = new Array();
  9881. this._normals = new Array();
  9882. this._binormals = new Array();
  9883. for (var p = 0; p < path.length; p++) {
  9884. this._curve[p] = path[p].clone(); // hard copy
  9885. }
  9886. this._raw = raw || false;
  9887. this._compute(firstNormal);
  9888. }
  9889. /**
  9890. * Returns the Path3D array of successive Vector3 designing its curve.
  9891. * @returns the Path3D array of successive Vector3 designing its curve.
  9892. */
  9893. Path3D.prototype.getCurve = function () {
  9894. return this._curve;
  9895. };
  9896. /**
  9897. * Returns an array populated with tangent vectors on each Path3D curve point.
  9898. * @returns an array populated with tangent vectors on each Path3D curve point.
  9899. */
  9900. Path3D.prototype.getTangents = function () {
  9901. return this._tangents;
  9902. };
  9903. /**
  9904. * Returns an array populated with normal vectors on each Path3D curve point.
  9905. * @returns an array populated with normal vectors on each Path3D curve point.
  9906. */
  9907. Path3D.prototype.getNormals = function () {
  9908. return this._normals;
  9909. };
  9910. /**
  9911. * Returns an array populated with binormal vectors on each Path3D curve point.
  9912. * @returns an array populated with binormal vectors on each Path3D curve point.
  9913. */
  9914. Path3D.prototype.getBinormals = function () {
  9915. return this._binormals;
  9916. };
  9917. /**
  9918. * Returns an array populated with distances (float) of the i-th point from the first curve point.
  9919. * @returns an array populated with distances (float) of the i-th point from the first curve point.
  9920. */
  9921. Path3D.prototype.getDistances = function () {
  9922. return this._distances;
  9923. };
  9924. /**
  9925. * Forces the Path3D tangent, normal, binormal and distance recomputation.
  9926. * @param path path which all values are copied into the curves points
  9927. * @param firstNormal which should be projected onto the curve
  9928. * @returns the same object updated.
  9929. */
  9930. Path3D.prototype.update = function (path, firstNormal) {
  9931. if (firstNormal === void 0) { firstNormal = null; }
  9932. for (var p = 0; p < path.length; p++) {
  9933. this._curve[p].x = path[p].x;
  9934. this._curve[p].y = path[p].y;
  9935. this._curve[p].z = path[p].z;
  9936. }
  9937. this._compute(firstNormal);
  9938. return this;
  9939. };
  9940. // private function compute() : computes tangents, normals and binormals
  9941. Path3D.prototype._compute = function (firstNormal) {
  9942. var l = this._curve.length;
  9943. // first and last tangents
  9944. this._tangents[0] = this._getFirstNonNullVector(0);
  9945. if (!this._raw) {
  9946. this._tangents[0].normalize();
  9947. }
  9948. this._tangents[l - 1] = this._curve[l - 1].subtract(this._curve[l - 2]);
  9949. if (!this._raw) {
  9950. this._tangents[l - 1].normalize();
  9951. }
  9952. // normals and binormals at first point : arbitrary vector with _normalVector()
  9953. var tg0 = this._tangents[0];
  9954. var pp0 = this._normalVector(this._curve[0], tg0, firstNormal);
  9955. this._normals[0] = pp0;
  9956. if (!this._raw) {
  9957. this._normals[0].normalize();
  9958. }
  9959. this._binormals[0] = Vector3.Cross(tg0, this._normals[0]);
  9960. if (!this._raw) {
  9961. this._binormals[0].normalize();
  9962. }
  9963. this._distances[0] = 0.0;
  9964. // normals and binormals : next points
  9965. var prev; // previous vector (segment)
  9966. var cur; // current vector (segment)
  9967. var curTang; // current tangent
  9968. // previous normal
  9969. var prevBinor; // previous binormal
  9970. for (var i = 1; i < l; i++) {
  9971. // tangents
  9972. prev = this._getLastNonNullVector(i);
  9973. if (i < l - 1) {
  9974. cur = this._getFirstNonNullVector(i);
  9975. this._tangents[i] = prev.add(cur);
  9976. this._tangents[i].normalize();
  9977. }
  9978. this._distances[i] = this._distances[i - 1] + prev.length();
  9979. // normals and binormals
  9980. // http://www.cs.cmu.edu/afs/andrew/scs/cs/15-462/web/old/asst2camera.html
  9981. curTang = this._tangents[i];
  9982. prevBinor = this._binormals[i - 1];
  9983. this._normals[i] = Vector3.Cross(prevBinor, curTang);
  9984. if (!this._raw) {
  9985. this._normals[i].normalize();
  9986. }
  9987. this._binormals[i] = Vector3.Cross(curTang, this._normals[i]);
  9988. if (!this._raw) {
  9989. this._binormals[i].normalize();
  9990. }
  9991. }
  9992. };
  9993. // private function getFirstNonNullVector(index)
  9994. // returns the first non null vector from index : curve[index + N].subtract(curve[index])
  9995. Path3D.prototype._getFirstNonNullVector = function (index) {
  9996. var i = 1;
  9997. var nNVector = this._curve[index + i].subtract(this._curve[index]);
  9998. while (nNVector.length() === 0 && index + i + 1 < this._curve.length) {
  9999. i++;
  10000. nNVector = this._curve[index + i].subtract(this._curve[index]);
  10001. }
  10002. return nNVector;
  10003. };
  10004. // private function getLastNonNullVector(index)
  10005. // returns the last non null vector from index : curve[index].subtract(curve[index - N])
  10006. Path3D.prototype._getLastNonNullVector = function (index) {
  10007. var i = 1;
  10008. var nLVector = this._curve[index].subtract(this._curve[index - i]);
  10009. while (nLVector.length() === 0 && index > i + 1) {
  10010. i++;
  10011. nLVector = this._curve[index].subtract(this._curve[index - i]);
  10012. }
  10013. return nLVector;
  10014. };
  10015. // private function normalVector(v0, vt, va) :
  10016. // returns an arbitrary point in the plane defined by the point v0 and the vector vt orthogonal to this plane
  10017. // if va is passed, it returns the va projection on the plane orthogonal to vt at the point v0
  10018. Path3D.prototype._normalVector = function (v0, vt, va) {
  10019. var normal0;
  10020. var tgl = vt.length();
  10021. if (tgl === 0.0) {
  10022. tgl = 1.0;
  10023. }
  10024. if (va === undefined || va === null) {
  10025. var point;
  10026. if (!BABYLON.Scalar.WithinEpsilon(Math.abs(vt.y) / tgl, 1.0, BABYLON.Epsilon)) { // search for a point in the plane
  10027. point = new Vector3(0.0, -1.0, 0.0);
  10028. }
  10029. else if (!BABYLON.Scalar.WithinEpsilon(Math.abs(vt.x) / tgl, 1.0, BABYLON.Epsilon)) {
  10030. point = new Vector3(1.0, 0.0, 0.0);
  10031. }
  10032. else if (!BABYLON.Scalar.WithinEpsilon(Math.abs(vt.z) / tgl, 1.0, BABYLON.Epsilon)) {
  10033. point = new Vector3(0.0, 0.0, 1.0);
  10034. }
  10035. else {
  10036. point = Vector3.Zero();
  10037. }
  10038. normal0 = Vector3.Cross(vt, point);
  10039. }
  10040. else {
  10041. normal0 = Vector3.Cross(vt, va);
  10042. Vector3.CrossToRef(normal0, vt, normal0);
  10043. }
  10044. normal0.normalize();
  10045. return normal0;
  10046. };
  10047. return Path3D;
  10048. }());
  10049. BABYLON.Path3D = Path3D;
  10050. /**
  10051. * A Curve3 object is a logical object, so not a mesh, to handle curves in the 3D geometric space.
  10052. * A Curve3 is designed from a series of successive Vector3.
  10053. * @see https://doc.babylonjs.com/how_to/how_to_use_curve3
  10054. */
  10055. var Curve3 = /** @class */ (function () {
  10056. /**
  10057. * A Curve3 object is a logical object, so not a mesh, to handle curves in the 3D geometric space.
  10058. * A Curve3 is designed from a series of successive Vector3.
  10059. * Tuto : https://doc.babylonjs.com/how_to/how_to_use_curve3#curve3-object
  10060. * @param points points which make up the curve
  10061. */
  10062. function Curve3(points) {
  10063. this._length = 0.0;
  10064. this._points = points;
  10065. this._length = this._computeLength(points);
  10066. }
  10067. /**
  10068. * Returns a Curve3 object along a Quadratic Bezier curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#quadratic-bezier-curve
  10069. * @param v0 (Vector3) the origin point of the Quadratic Bezier
  10070. * @param v1 (Vector3) the control point
  10071. * @param v2 (Vector3) the end point of the Quadratic Bezier
  10072. * @param nbPoints (integer) the wanted number of points in the curve
  10073. * @returns the created Curve3
  10074. */
  10075. Curve3.CreateQuadraticBezier = function (v0, v1, v2, nbPoints) {
  10076. nbPoints = nbPoints > 2 ? nbPoints : 3;
  10077. var bez = new Array();
  10078. var equation = function (t, val0, val1, val2) {
  10079. var res = (1.0 - t) * (1.0 - t) * val0 + 2.0 * t * (1.0 - t) * val1 + t * t * val2;
  10080. return res;
  10081. };
  10082. for (var i = 0; i <= nbPoints; i++) {
  10083. bez.push(new Vector3(equation(i / nbPoints, v0.x, v1.x, v2.x), equation(i / nbPoints, v0.y, v1.y, v2.y), equation(i / nbPoints, v0.z, v1.z, v2.z)));
  10084. }
  10085. return new Curve3(bez);
  10086. };
  10087. /**
  10088. * Returns a Curve3 object along a Cubic Bezier curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#cubic-bezier-curve
  10089. * @param v0 (Vector3) the origin point of the Cubic Bezier
  10090. * @param v1 (Vector3) the first control point
  10091. * @param v2 (Vector3) the second control point
  10092. * @param v3 (Vector3) the end point of the Cubic Bezier
  10093. * @param nbPoints (integer) the wanted number of points in the curve
  10094. * @returns the created Curve3
  10095. */
  10096. Curve3.CreateCubicBezier = function (v0, v1, v2, v3, nbPoints) {
  10097. nbPoints = nbPoints > 3 ? nbPoints : 4;
  10098. var bez = new Array();
  10099. var equation = function (t, val0, val1, val2, val3) {
  10100. var res = (1.0 - t) * (1.0 - t) * (1.0 - t) * val0 + 3.0 * t * (1.0 - t) * (1.0 - t) * val1 + 3.0 * t * t * (1.0 - t) * val2 + t * t * t * val3;
  10101. return res;
  10102. };
  10103. for (var i = 0; i <= nbPoints; i++) {
  10104. bez.push(new Vector3(equation(i / nbPoints, v0.x, v1.x, v2.x, v3.x), equation(i / nbPoints, v0.y, v1.y, v2.y, v3.y), equation(i / nbPoints, v0.z, v1.z, v2.z, v3.z)));
  10105. }
  10106. return new Curve3(bez);
  10107. };
  10108. /**
  10109. * Returns a Curve3 object along a Hermite Spline curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#hermite-spline
  10110. * @param p1 (Vector3) the origin point of the Hermite Spline
  10111. * @param t1 (Vector3) the tangent vector at the origin point
  10112. * @param p2 (Vector3) the end point of the Hermite Spline
  10113. * @param t2 (Vector3) the tangent vector at the end point
  10114. * @param nbPoints (integer) the wanted number of points in the curve
  10115. * @returns the created Curve3
  10116. */
  10117. Curve3.CreateHermiteSpline = function (p1, t1, p2, t2, nbPoints) {
  10118. var hermite = new Array();
  10119. var step = 1.0 / nbPoints;
  10120. for (var i = 0; i <= nbPoints; i++) {
  10121. hermite.push(Vector3.Hermite(p1, t1, p2, t2, i * step));
  10122. }
  10123. return new Curve3(hermite);
  10124. };
  10125. /**
  10126. * Returns a Curve3 object along a CatmullRom Spline curve :
  10127. * @param points (array of Vector3) the points the spline must pass through. At least, four points required
  10128. * @param nbPoints (integer) the wanted number of points between each curve control points
  10129. * @param closed (boolean) optional with default false, when true forms a closed loop from the points
  10130. * @returns the created Curve3
  10131. */
  10132. Curve3.CreateCatmullRomSpline = function (points, nbPoints, closed) {
  10133. var catmullRom = new Array();
  10134. var step = 1.0 / nbPoints;
  10135. var amount = 0.0;
  10136. if (closed) {
  10137. var pointsCount = points.length;
  10138. for (var i = 0; i < pointsCount; i++) {
  10139. amount = 0;
  10140. for (var c = 0; c < nbPoints; c++) {
  10141. catmullRom.push(Vector3.CatmullRom(points[i % pointsCount], points[(i + 1) % pointsCount], points[(i + 2) % pointsCount], points[(i + 3) % pointsCount], amount));
  10142. amount += step;
  10143. }
  10144. }
  10145. catmullRom.push(catmullRom[0]);
  10146. }
  10147. else {
  10148. var totalPoints = new Array();
  10149. totalPoints.push(points[0].clone());
  10150. Array.prototype.push.apply(totalPoints, points);
  10151. totalPoints.push(points[points.length - 1].clone());
  10152. for (var i = 0; i < totalPoints.length - 3; i++) {
  10153. amount = 0;
  10154. for (var c = 0; c < nbPoints; c++) {
  10155. catmullRom.push(Vector3.CatmullRom(totalPoints[i], totalPoints[i + 1], totalPoints[i + 2], totalPoints[i + 3], amount));
  10156. amount += step;
  10157. }
  10158. }
  10159. i--;
  10160. catmullRom.push(Vector3.CatmullRom(totalPoints[i], totalPoints[i + 1], totalPoints[i + 2], totalPoints[i + 3], amount));
  10161. }
  10162. return new Curve3(catmullRom);
  10163. };
  10164. /**
  10165. * @returns the Curve3 stored array of successive Vector3
  10166. */
  10167. Curve3.prototype.getPoints = function () {
  10168. return this._points;
  10169. };
  10170. /**
  10171. * @returns the computed length (float) of the curve.
  10172. */
  10173. Curve3.prototype.length = function () {
  10174. return this._length;
  10175. };
  10176. /**
  10177. * Returns a new instance of Curve3 object : var curve = curveA.continue(curveB);
  10178. * This new Curve3 is built by translating and sticking the curveB at the end of the curveA.
  10179. * curveA and curveB keep unchanged.
  10180. * @param curve the curve to continue from this curve
  10181. * @returns the newly constructed curve
  10182. */
  10183. Curve3.prototype.continue = function (curve) {
  10184. var lastPoint = this._points[this._points.length - 1];
  10185. var continuedPoints = this._points.slice();
  10186. var curvePoints = curve.getPoints();
  10187. for (var i = 1; i < curvePoints.length; i++) {
  10188. continuedPoints.push(curvePoints[i].subtract(curvePoints[0]).add(lastPoint));
  10189. }
  10190. var continuedCurve = new Curve3(continuedPoints);
  10191. return continuedCurve;
  10192. };
  10193. Curve3.prototype._computeLength = function (path) {
  10194. var l = 0;
  10195. for (var i = 1; i < path.length; i++) {
  10196. l += (path[i].subtract(path[i - 1])).length();
  10197. }
  10198. return l;
  10199. };
  10200. return Curve3;
  10201. }());
  10202. BABYLON.Curve3 = Curve3;
  10203. // Vertex formats
  10204. /**
  10205. * Contains position and normal vectors for a vertex
  10206. */
  10207. var PositionNormalVertex = /** @class */ (function () {
  10208. /**
  10209. * Creates a PositionNormalVertex
  10210. * @param position the position of the vertex (defaut: 0,0,0)
  10211. * @param normal the normal of the vertex (defaut: 0,1,0)
  10212. */
  10213. function PositionNormalVertex(
  10214. /** the position of the vertex (defaut: 0,0,0) */
  10215. position,
  10216. /** the normal of the vertex (defaut: 0,1,0) */
  10217. normal) {
  10218. if (position === void 0) { position = Vector3.Zero(); }
  10219. if (normal === void 0) { normal = Vector3.Up(); }
  10220. this.position = position;
  10221. this.normal = normal;
  10222. }
  10223. /**
  10224. * Clones the PositionNormalVertex
  10225. * @returns the cloned PositionNormalVertex
  10226. */
  10227. PositionNormalVertex.prototype.clone = function () {
  10228. return new PositionNormalVertex(this.position.clone(), this.normal.clone());
  10229. };
  10230. return PositionNormalVertex;
  10231. }());
  10232. BABYLON.PositionNormalVertex = PositionNormalVertex;
  10233. /**
  10234. * Contains position, normal and uv vectors for a vertex
  10235. */
  10236. var PositionNormalTextureVertex = /** @class */ (function () {
  10237. /**
  10238. * Creates a PositionNormalTextureVertex
  10239. * @param position the position of the vertex (defaut: 0,0,0)
  10240. * @param normal the normal of the vertex (defaut: 0,1,0)
  10241. * @param uv the uv of the vertex (default: 0,0)
  10242. */
  10243. function PositionNormalTextureVertex(
  10244. /** the position of the vertex (defaut: 0,0,0) */
  10245. position,
  10246. /** the normal of the vertex (defaut: 0,1,0) */
  10247. normal,
  10248. /** the uv of the vertex (default: 0,0) */
  10249. uv) {
  10250. if (position === void 0) { position = Vector3.Zero(); }
  10251. if (normal === void 0) { normal = Vector3.Up(); }
  10252. if (uv === void 0) { uv = Vector2.Zero(); }
  10253. this.position = position;
  10254. this.normal = normal;
  10255. this.uv = uv;
  10256. }
  10257. /**
  10258. * Clones the PositionNormalTextureVertex
  10259. * @returns the cloned PositionNormalTextureVertex
  10260. */
  10261. PositionNormalTextureVertex.prototype.clone = function () {
  10262. return new PositionNormalTextureVertex(this.position.clone(), this.normal.clone(), this.uv.clone());
  10263. };
  10264. return PositionNormalTextureVertex;
  10265. }());
  10266. BABYLON.PositionNormalTextureVertex = PositionNormalTextureVertex;
  10267. // Temporary pre-allocated objects for engine internal use
  10268. // usage in any internal function :
  10269. // var tmp = Tmp.Vector3[0]; <= gets access to the first pre-created Vector3
  10270. // There's a Tmp array per object type : int, float, Vector2, Vector3, Vector4, Quaternion, Matrix
  10271. /**
  10272. * @hidden
  10273. */
  10274. var Tmp = /** @class */ (function () {
  10275. function Tmp() {
  10276. }
  10277. Tmp.Color3 = BABYLON.Tools.BuildArray(3, Color3.Black);
  10278. Tmp.Color4 = BABYLON.Tools.BuildArray(3, function () { return new Color4(0, 0, 0, 0); });
  10279. Tmp.Vector2 = BABYLON.Tools.BuildArray(3, Vector2.Zero); // 3 temp Vector2 at once should be enough
  10280. Tmp.Vector3 = BABYLON.Tools.BuildArray(13, Vector3.Zero); // 13 temp Vector3 at once should be enough
  10281. Tmp.Vector4 = BABYLON.Tools.BuildArray(3, Vector4.Zero); // 3 temp Vector4 at once should be enough
  10282. Tmp.Quaternion = BABYLON.Tools.BuildArray(2, Quaternion.Zero); // 2 temp Quaternion at once should be enough
  10283. Tmp.Matrix = BABYLON.Tools.BuildArray(8, Matrix.Identity); // 8 temp Matrices at once should be enough
  10284. return Tmp;
  10285. }());
  10286. BABYLON.Tmp = Tmp;
  10287. /**
  10288. * @hidden
  10289. * Same as Tmp but not exported to keep it only for math functions to avoid conflicts
  10290. */
  10291. var MathTmp = /** @class */ (function () {
  10292. function MathTmp() {
  10293. }
  10294. MathTmp.Vector3 = BABYLON.Tools.BuildArray(6, Vector3.Zero);
  10295. MathTmp.Matrix = BABYLON.Tools.BuildArray(2, Matrix.Identity);
  10296. MathTmp.Quaternion = BABYLON.Tools.BuildArray(3, Quaternion.Zero);
  10297. return MathTmp;
  10298. }());
  10299. })(BABYLON || (BABYLON = {}));
  10300. //# sourceMappingURL=babylon.math.js.map
  10301. var BABYLON;
  10302. (function (BABYLON) {
  10303. /**
  10304. * Scalar computation library
  10305. */
  10306. var Scalar = /** @class */ (function () {
  10307. function Scalar() {
  10308. }
  10309. /**
  10310. * Boolean : true if the absolute difference between a and b is lower than epsilon (default = 1.401298E-45)
  10311. * @param a number
  10312. * @param b number
  10313. * @param epsilon (default = 1.401298E-45)
  10314. * @returns true if the absolute difference between a and b is lower than epsilon (default = 1.401298E-45)
  10315. */
  10316. Scalar.WithinEpsilon = function (a, b, epsilon) {
  10317. if (epsilon === void 0) { epsilon = 1.401298E-45; }
  10318. var num = a - b;
  10319. return -epsilon <= num && num <= epsilon;
  10320. };
  10321. /**
  10322. * Returns a string : the upper case translation of the number i to hexadecimal.
  10323. * @param i number
  10324. * @returns the upper case translation of the number i to hexadecimal.
  10325. */
  10326. Scalar.ToHex = function (i) {
  10327. var str = i.toString(16);
  10328. if (i <= 15) {
  10329. return ("0" + str).toUpperCase();
  10330. }
  10331. return str.toUpperCase();
  10332. };
  10333. /**
  10334. * Returns -1 if value is negative and +1 is value is positive.
  10335. * @param value the value
  10336. * @returns the value itself if it's equal to zero.
  10337. */
  10338. Scalar.Sign = function (value) {
  10339. value = +value; // convert to a number
  10340. if (value === 0 || isNaN(value)) {
  10341. return value;
  10342. }
  10343. return value > 0 ? 1 : -1;
  10344. };
  10345. /**
  10346. * Returns the value itself if it's between min and max.
  10347. * Returns min if the value is lower than min.
  10348. * Returns max if the value is greater than max.
  10349. * @param value the value to clmap
  10350. * @param min the min value to clamp to (default: 0)
  10351. * @param max the max value to clamp to (default: 1)
  10352. * @returns the clamped value
  10353. */
  10354. Scalar.Clamp = function (value, min, max) {
  10355. if (min === void 0) { min = 0; }
  10356. if (max === void 0) { max = 1; }
  10357. return Math.min(max, Math.max(min, value));
  10358. };
  10359. /**
  10360. * the log2 of value.
  10361. * @param value the value to compute log2 of
  10362. * @returns the log2 of value.
  10363. */
  10364. Scalar.Log2 = function (value) {
  10365. return Math.log(value) * Math.LOG2E;
  10366. };
  10367. /**
  10368. * Loops the value, so that it is never larger than length and never smaller than 0.
  10369. *
  10370. * This is similar to the modulo operator but it works with floating point numbers.
  10371. * For example, using 3.0 for t and 2.5 for length, the result would be 0.5.
  10372. * With t = 5 and length = 2.5, the result would be 0.0.
  10373. * Note, however, that the behaviour is not defined for negative numbers as it is for the modulo operator
  10374. * @param value the value
  10375. * @param length the length
  10376. * @returns the looped value
  10377. */
  10378. Scalar.Repeat = function (value, length) {
  10379. return value - Math.floor(value / length) * length;
  10380. };
  10381. /**
  10382. * Normalize the value between 0.0 and 1.0 using min and max values
  10383. * @param value value to normalize
  10384. * @param min max to normalize between
  10385. * @param max min to normalize between
  10386. * @returns the normalized value
  10387. */
  10388. Scalar.Normalize = function (value, min, max) {
  10389. return (value - min) / (max - min);
  10390. };
  10391. /**
  10392. * Denormalize the value from 0.0 and 1.0 using min and max values
  10393. * @param normalized value to denormalize
  10394. * @param min max to denormalize between
  10395. * @param max min to denormalize between
  10396. * @returns the denormalized value
  10397. */
  10398. Scalar.Denormalize = function (normalized, min, max) {
  10399. return (normalized * (max - min) + min);
  10400. };
  10401. /**
  10402. * Calculates the shortest difference between two given angles given in degrees.
  10403. * @param current current angle in degrees
  10404. * @param target target angle in degrees
  10405. * @returns the delta
  10406. */
  10407. Scalar.DeltaAngle = function (current, target) {
  10408. var num = Scalar.Repeat(target - current, 360.0);
  10409. if (num > 180.0) {
  10410. num -= 360.0;
  10411. }
  10412. return num;
  10413. };
  10414. /**
  10415. * PingPongs the value t, so that it is never larger than length and never smaller than 0.
  10416. * @param tx value
  10417. * @param length length
  10418. * @returns The returned value will move back and forth between 0 and length
  10419. */
  10420. Scalar.PingPong = function (tx, length) {
  10421. var t = Scalar.Repeat(tx, length * 2.0);
  10422. return length - Math.abs(t - length);
  10423. };
  10424. /**
  10425. * Interpolates between min and max with smoothing at the limits.
  10426. *
  10427. * This function interpolates between min and max in a similar way to Lerp. However, the interpolation will gradually speed up
  10428. * from the start and slow down toward the end. This is useful for creating natural-looking animation, fading and other transitions.
  10429. * @param from from
  10430. * @param to to
  10431. * @param tx value
  10432. * @returns the smooth stepped value
  10433. */
  10434. Scalar.SmoothStep = function (from, to, tx) {
  10435. var t = Scalar.Clamp(tx);
  10436. t = -2.0 * t * t * t + 3.0 * t * t;
  10437. return to * t + from * (1.0 - t);
  10438. };
  10439. /**
  10440. * Moves a value current towards target.
  10441. *
  10442. * This is essentially the same as Mathf.Lerp but instead the function will ensure that the speed never exceeds maxDelta.
  10443. * Negative values of maxDelta pushes the value away from target.
  10444. * @param current current value
  10445. * @param target target value
  10446. * @param maxDelta max distance to move
  10447. * @returns resulting value
  10448. */
  10449. Scalar.MoveTowards = function (current, target, maxDelta) {
  10450. var result = 0;
  10451. if (Math.abs(target - current) <= maxDelta) {
  10452. result = target;
  10453. }
  10454. else {
  10455. result = current + Scalar.Sign(target - current) * maxDelta;
  10456. }
  10457. return result;
  10458. };
  10459. /**
  10460. * Same as MoveTowards but makes sure the values interpolate correctly when they wrap around 360 degrees.
  10461. *
  10462. * Variables current and target are assumed to be in degrees. For optimization reasons, negative values of maxDelta
  10463. * are not supported and may cause oscillation. To push current away from a target angle, add 180 to that angle instead.
  10464. * @param current current value
  10465. * @param target target value
  10466. * @param maxDelta max distance to move
  10467. * @returns resulting angle
  10468. */
  10469. Scalar.MoveTowardsAngle = function (current, target, maxDelta) {
  10470. var num = Scalar.DeltaAngle(current, target);
  10471. var result = 0;
  10472. if (-maxDelta < num && num < maxDelta) {
  10473. result = target;
  10474. }
  10475. else {
  10476. target = current + num;
  10477. result = Scalar.MoveTowards(current, target, maxDelta);
  10478. }
  10479. return result;
  10480. };
  10481. /**
  10482. * Creates a new scalar with values linearly interpolated of "amount" between the start scalar and the end scalar.
  10483. * @param start start value
  10484. * @param end target value
  10485. * @param amount amount to lerp between
  10486. * @returns the lerped value
  10487. */
  10488. Scalar.Lerp = function (start, end, amount) {
  10489. return start + ((end - start) * amount);
  10490. };
  10491. /**
  10492. * Same as Lerp but makes sure the values interpolate correctly when they wrap around 360 degrees.
  10493. * The parameter t is clamped to the range [0, 1]. Variables a and b are assumed to be in degrees.
  10494. * @param start start value
  10495. * @param end target value
  10496. * @param amount amount to lerp between
  10497. * @returns the lerped value
  10498. */
  10499. Scalar.LerpAngle = function (start, end, amount) {
  10500. var num = Scalar.Repeat(end - start, 360.0);
  10501. if (num > 180.0) {
  10502. num -= 360.0;
  10503. }
  10504. return start + num * Scalar.Clamp(amount);
  10505. };
  10506. /**
  10507. * Calculates the linear parameter t that produces the interpolant value within the range [a, b].
  10508. * @param a start value
  10509. * @param b target value
  10510. * @param value value between a and b
  10511. * @returns the inverseLerp value
  10512. */
  10513. Scalar.InverseLerp = function (a, b, value) {
  10514. var result = 0;
  10515. if (a != b) {
  10516. result = Scalar.Clamp((value - a) / (b - a));
  10517. }
  10518. else {
  10519. result = 0.0;
  10520. }
  10521. return result;
  10522. };
  10523. /**
  10524. * Returns a new scalar located for "amount" (float) on the Hermite spline defined by the scalars "value1", "value3", "tangent1", "tangent2".
  10525. * @see http://mathworld.wolfram.com/HermitePolynomial.html
  10526. * @param value1 spline value
  10527. * @param tangent1 spline value
  10528. * @param value2 spline value
  10529. * @param tangent2 spline value
  10530. * @param amount input value
  10531. * @returns hermite result
  10532. */
  10533. Scalar.Hermite = function (value1, tangent1, value2, tangent2, amount) {
  10534. var squared = amount * amount;
  10535. var cubed = amount * squared;
  10536. var part1 = ((2.0 * cubed) - (3.0 * squared)) + 1.0;
  10537. var part2 = (-2.0 * cubed) + (3.0 * squared);
  10538. var part3 = (cubed - (2.0 * squared)) + amount;
  10539. var part4 = cubed - squared;
  10540. return (((value1 * part1) + (value2 * part2)) + (tangent1 * part3)) + (tangent2 * part4);
  10541. };
  10542. /**
  10543. * Returns a random float number between and min and max values
  10544. * @param min min value of random
  10545. * @param max max value of random
  10546. * @returns random value
  10547. */
  10548. Scalar.RandomRange = function (min, max) {
  10549. if (min === max) {
  10550. return min;
  10551. }
  10552. return ((Math.random() * (max - min)) + min);
  10553. };
  10554. /**
  10555. * This function returns percentage of a number in a given range.
  10556. *
  10557. * RangeToPercent(40,20,60) will return 0.5 (50%)
  10558. * RangeToPercent(34,0,100) will return 0.34 (34%)
  10559. * @param number to convert to percentage
  10560. * @param min min range
  10561. * @param max max range
  10562. * @returns the percentage
  10563. */
  10564. Scalar.RangeToPercent = function (number, min, max) {
  10565. return ((number - min) / (max - min));
  10566. };
  10567. /**
  10568. * This function returns number that corresponds to the percentage in a given range.
  10569. *
  10570. * PercentToRange(0.34,0,100) will return 34.
  10571. * @param percent to convert to number
  10572. * @param min min range
  10573. * @param max max range
  10574. * @returns the number
  10575. */
  10576. Scalar.PercentToRange = function (percent, min, max) {
  10577. return ((max - min) * percent + min);
  10578. };
  10579. /**
  10580. * Returns the angle converted to equivalent value between -Math.PI and Math.PI radians.
  10581. * @param angle The angle to normalize in radian.
  10582. * @return The converted angle.
  10583. */
  10584. Scalar.NormalizeRadians = function (angle) {
  10585. // More precise but slower version kept for reference.
  10586. // angle = angle % Tools.TwoPi;
  10587. // angle = (angle + Tools.TwoPi) % Tools.TwoPi;
  10588. //if (angle > Math.PI) {
  10589. // angle -= Tools.TwoPi;
  10590. //}
  10591. angle -= (Scalar.TwoPi * Math.floor((angle + Math.PI) / Scalar.TwoPi));
  10592. return angle;
  10593. };
  10594. /**
  10595. * Two pi constants convenient for computation.
  10596. */
  10597. Scalar.TwoPi = Math.PI * 2;
  10598. return Scalar;
  10599. }());
  10600. BABYLON.Scalar = Scalar;
  10601. })(BABYLON || (BABYLON = {}));
  10602. //# sourceMappingURL=babylon.math.scalar.js.map
  10603. //# sourceMappingURL=babylon.mixins.js.map
  10604. // Type definitions for WebGL 2, Editor's Draft Fri Feb 24 16:10:18 2017 -0800
  10605. // Project: https://www.khronos.org/registry/webgl/specs/latest/2.0/
  10606. // Definitions by: Nico Kemnitz <https://github.com/nkemnitz/>
  10607. // Definitions: https://github.com/DefinitelyTyped/DefinitelyTyped
  10608. //# sourceMappingURL=babylon.webgl2.js.map
  10609. var BABYLON;
  10610. (function (BABYLON) {
  10611. var __decoratorInitialStore = {};
  10612. var __mergedStore = {};
  10613. var _copySource = function (creationFunction, source, instanciate) {
  10614. var destination = creationFunction();
  10615. // Tags
  10616. if (BABYLON.Tags) {
  10617. BABYLON.Tags.AddTagsTo(destination, source.tags);
  10618. }
  10619. var classStore = getMergedStore(destination);
  10620. // Properties
  10621. for (var property in classStore) {
  10622. var propertyDescriptor = classStore[property];
  10623. var sourceProperty = source[property];
  10624. var propertyType = propertyDescriptor.type;
  10625. if (sourceProperty !== undefined && sourceProperty !== null) {
  10626. switch (propertyType) {
  10627. case 0: // Value
  10628. case 6: // Mesh reference
  10629. case 11: // Camera reference
  10630. destination[property] = sourceProperty;
  10631. break;
  10632. case 1: // Texture
  10633. destination[property] = (instanciate || sourceProperty.isRenderTarget) ? sourceProperty : sourceProperty.clone();
  10634. break;
  10635. case 2: // Color3
  10636. case 3: // FresnelParameters
  10637. case 4: // Vector2
  10638. case 5: // Vector3
  10639. case 7: // Color Curves
  10640. case 10: // Quaternion
  10641. destination[property] = instanciate ? sourceProperty : sourceProperty.clone();
  10642. break;
  10643. }
  10644. }
  10645. }
  10646. return destination;
  10647. };
  10648. function getDirectStore(target) {
  10649. var classKey = target.getClassName();
  10650. if (!__decoratorInitialStore[classKey]) {
  10651. __decoratorInitialStore[classKey] = {};
  10652. }
  10653. return __decoratorInitialStore[classKey];
  10654. }
  10655. /**
  10656. * Return the list of properties flagged as serializable
  10657. * @param target: host object
  10658. */
  10659. function getMergedStore(target) {
  10660. var classKey = target.getClassName();
  10661. if (__mergedStore[classKey]) {
  10662. return __mergedStore[classKey];
  10663. }
  10664. __mergedStore[classKey] = {};
  10665. var store = __mergedStore[classKey];
  10666. var currentTarget = target;
  10667. var currentKey = classKey;
  10668. while (currentKey) {
  10669. var initialStore = __decoratorInitialStore[currentKey];
  10670. for (var property in initialStore) {
  10671. store[property] = initialStore[property];
  10672. }
  10673. var parent_1 = void 0;
  10674. var done = false;
  10675. do {
  10676. parent_1 = Object.getPrototypeOf(currentTarget);
  10677. if (!parent_1.getClassName) {
  10678. done = true;
  10679. break;
  10680. }
  10681. if (parent_1.getClassName() !== currentKey) {
  10682. break;
  10683. }
  10684. currentTarget = parent_1;
  10685. } while (parent_1);
  10686. if (done) {
  10687. break;
  10688. }
  10689. currentKey = parent_1.getClassName();
  10690. currentTarget = parent_1;
  10691. }
  10692. return store;
  10693. }
  10694. function generateSerializableMember(type, sourceName) {
  10695. return function (target, propertyKey) {
  10696. var classStore = getDirectStore(target);
  10697. if (!classStore[propertyKey]) {
  10698. classStore[propertyKey] = { type: type, sourceName: sourceName };
  10699. }
  10700. };
  10701. }
  10702. function generateExpandMember(setCallback, targetKey) {
  10703. if (targetKey === void 0) { targetKey = null; }
  10704. return function (target, propertyKey) {
  10705. var key = targetKey || ("_" + propertyKey);
  10706. Object.defineProperty(target, propertyKey, {
  10707. get: function () {
  10708. return this[key];
  10709. },
  10710. set: function (value) {
  10711. if (this[key] === value) {
  10712. return;
  10713. }
  10714. this[key] = value;
  10715. target[setCallback].apply(this);
  10716. },
  10717. enumerable: true,
  10718. configurable: true
  10719. });
  10720. };
  10721. }
  10722. function expandToProperty(callback, targetKey) {
  10723. if (targetKey === void 0) { targetKey = null; }
  10724. return generateExpandMember(callback, targetKey);
  10725. }
  10726. BABYLON.expandToProperty = expandToProperty;
  10727. function serialize(sourceName) {
  10728. return generateSerializableMember(0, sourceName); // value member
  10729. }
  10730. BABYLON.serialize = serialize;
  10731. function serializeAsTexture(sourceName) {
  10732. return generateSerializableMember(1, sourceName); // texture member
  10733. }
  10734. BABYLON.serializeAsTexture = serializeAsTexture;
  10735. function serializeAsColor3(sourceName) {
  10736. return generateSerializableMember(2, sourceName); // color3 member
  10737. }
  10738. BABYLON.serializeAsColor3 = serializeAsColor3;
  10739. function serializeAsFresnelParameters(sourceName) {
  10740. return generateSerializableMember(3, sourceName); // fresnel parameters member
  10741. }
  10742. BABYLON.serializeAsFresnelParameters = serializeAsFresnelParameters;
  10743. function serializeAsVector2(sourceName) {
  10744. return generateSerializableMember(4, sourceName); // vector2 member
  10745. }
  10746. BABYLON.serializeAsVector2 = serializeAsVector2;
  10747. function serializeAsVector3(sourceName) {
  10748. return generateSerializableMember(5, sourceName); // vector3 member
  10749. }
  10750. BABYLON.serializeAsVector3 = serializeAsVector3;
  10751. function serializeAsMeshReference(sourceName) {
  10752. return generateSerializableMember(6, sourceName); // mesh reference member
  10753. }
  10754. BABYLON.serializeAsMeshReference = serializeAsMeshReference;
  10755. function serializeAsColorCurves(sourceName) {
  10756. return generateSerializableMember(7, sourceName); // color curves
  10757. }
  10758. BABYLON.serializeAsColorCurves = serializeAsColorCurves;
  10759. function serializeAsColor4(sourceName) {
  10760. return generateSerializableMember(8, sourceName); // color 4
  10761. }
  10762. BABYLON.serializeAsColor4 = serializeAsColor4;
  10763. function serializeAsImageProcessingConfiguration(sourceName) {
  10764. return generateSerializableMember(9, sourceName); // image processing
  10765. }
  10766. BABYLON.serializeAsImageProcessingConfiguration = serializeAsImageProcessingConfiguration;
  10767. function serializeAsQuaternion(sourceName) {
  10768. return generateSerializableMember(10, sourceName); // quaternion member
  10769. }
  10770. BABYLON.serializeAsQuaternion = serializeAsQuaternion;
  10771. /**
  10772. * Decorator used to define property that can be serialized as reference to a camera
  10773. * @param sourceName defines the name of the property to decorate
  10774. */
  10775. function serializeAsCameraReference(sourceName) {
  10776. return generateSerializableMember(11, sourceName); // camera reference member
  10777. }
  10778. BABYLON.serializeAsCameraReference = serializeAsCameraReference;
  10779. /**
  10780. * Class used to help serialization objects
  10781. */
  10782. var SerializationHelper = /** @class */ (function () {
  10783. function SerializationHelper() {
  10784. }
  10785. /**
  10786. * Static function used to serialized a specific entity
  10787. * @param entity defines the entity to serialize
  10788. * @param serializationObject defines the optional target obecjt where serialization data will be stored
  10789. * @returns a JSON compatible object representing the serialization of the entity
  10790. */
  10791. SerializationHelper.Serialize = function (entity, serializationObject) {
  10792. if (!serializationObject) {
  10793. serializationObject = {};
  10794. }
  10795. // Tags
  10796. if (BABYLON.Tags) {
  10797. serializationObject.tags = BABYLON.Tags.GetTags(entity);
  10798. }
  10799. var serializedProperties = getMergedStore(entity);
  10800. // Properties
  10801. for (var property in serializedProperties) {
  10802. var propertyDescriptor = serializedProperties[property];
  10803. var targetPropertyName = propertyDescriptor.sourceName || property;
  10804. var propertyType = propertyDescriptor.type;
  10805. var sourceProperty = entity[property];
  10806. if (sourceProperty !== undefined && sourceProperty !== null) {
  10807. switch (propertyType) {
  10808. case 0: // Value
  10809. serializationObject[targetPropertyName] = sourceProperty;
  10810. break;
  10811. case 1: // Texture
  10812. serializationObject[targetPropertyName] = sourceProperty.serialize();
  10813. break;
  10814. case 2: // Color3
  10815. serializationObject[targetPropertyName] = sourceProperty.asArray();
  10816. break;
  10817. case 3: // FresnelParameters
  10818. serializationObject[targetPropertyName] = sourceProperty.serialize();
  10819. break;
  10820. case 4: // Vector2
  10821. serializationObject[targetPropertyName] = sourceProperty.asArray();
  10822. break;
  10823. case 5: // Vector3
  10824. serializationObject[targetPropertyName] = sourceProperty.asArray();
  10825. break;
  10826. case 6: // Mesh reference
  10827. serializationObject[targetPropertyName] = sourceProperty.id;
  10828. break;
  10829. case 7: // Color Curves
  10830. serializationObject[targetPropertyName] = sourceProperty.serialize();
  10831. break;
  10832. case 8: // Color 4
  10833. serializationObject[targetPropertyName] = sourceProperty.asArray();
  10834. break;
  10835. case 9: // Image Processing
  10836. serializationObject[targetPropertyName] = sourceProperty.serialize();
  10837. break;
  10838. case 10: // Quaternion
  10839. serializationObject[targetPropertyName] = sourceProperty.asArray();
  10840. break;
  10841. case 11: // Camera reference
  10842. serializationObject[targetPropertyName] = sourceProperty.id;
  10843. break;
  10844. }
  10845. }
  10846. }
  10847. return serializationObject;
  10848. };
  10849. /**
  10850. * Creates a new entity from a serialization data object
  10851. * @param creationFunction defines a function used to instanciated the new entity
  10852. * @param source defines the source serialization data
  10853. * @param scene defines the hosting scene
  10854. * @param rootUrl defines the root url for resources
  10855. * @returns a new entity
  10856. */
  10857. SerializationHelper.Parse = function (creationFunction, source, scene, rootUrl) {
  10858. if (rootUrl === void 0) { rootUrl = null; }
  10859. var destination = creationFunction();
  10860. if (!rootUrl) {
  10861. rootUrl = "";
  10862. }
  10863. // Tags
  10864. if (BABYLON.Tags) {
  10865. BABYLON.Tags.AddTagsTo(destination, source.tags);
  10866. }
  10867. var classStore = getMergedStore(destination);
  10868. // Properties
  10869. for (var property in classStore) {
  10870. var propertyDescriptor = classStore[property];
  10871. var sourceProperty = source[propertyDescriptor.sourceName || property];
  10872. var propertyType = propertyDescriptor.type;
  10873. if (sourceProperty !== undefined && sourceProperty !== null) {
  10874. var dest = destination;
  10875. switch (propertyType) {
  10876. case 0: // Value
  10877. dest[property] = sourceProperty;
  10878. break;
  10879. case 1: // Texture
  10880. if (scene) {
  10881. dest[property] = BABYLON.Texture.Parse(sourceProperty, scene, rootUrl);
  10882. }
  10883. break;
  10884. case 2: // Color3
  10885. dest[property] = BABYLON.Color3.FromArray(sourceProperty);
  10886. break;
  10887. case 3: // FresnelParameters
  10888. dest[property] = BABYLON.FresnelParameters.Parse(sourceProperty);
  10889. break;
  10890. case 4: // Vector2
  10891. dest[property] = BABYLON.Vector2.FromArray(sourceProperty);
  10892. break;
  10893. case 5: // Vector3
  10894. dest[property] = BABYLON.Vector3.FromArray(sourceProperty);
  10895. break;
  10896. case 6: // Mesh reference
  10897. if (scene) {
  10898. dest[property] = scene.getLastMeshByID(sourceProperty);
  10899. }
  10900. break;
  10901. case 7: // Color Curves
  10902. dest[property] = BABYLON.ColorCurves.Parse(sourceProperty);
  10903. break;
  10904. case 8: // Color 4
  10905. dest[property] = BABYLON.Color4.FromArray(sourceProperty);
  10906. break;
  10907. case 9: // Image Processing
  10908. dest[property] = BABYLON.ImageProcessingConfiguration.Parse(sourceProperty);
  10909. break;
  10910. case 10: // Quaternion
  10911. dest[property] = BABYLON.Quaternion.FromArray(sourceProperty);
  10912. break;
  10913. case 11: // Camera reference
  10914. if (scene) {
  10915. dest[property] = scene.getCameraByID(sourceProperty);
  10916. }
  10917. break;
  10918. }
  10919. }
  10920. }
  10921. return destination;
  10922. };
  10923. /**
  10924. * Clones an object
  10925. * @param creationFunction defines the function used to instanciate the new object
  10926. * @param source defines the source object
  10927. * @returns the cloned object
  10928. */
  10929. SerializationHelper.Clone = function (creationFunction, source) {
  10930. return _copySource(creationFunction, source, false);
  10931. };
  10932. /**
  10933. * Instanciates a new object based on a source one (some data will be shared between both object)
  10934. * @param creationFunction defines the function used to instanciate the new object
  10935. * @param source defines the source object
  10936. * @returns the new object
  10937. */
  10938. SerializationHelper.Instanciate = function (creationFunction, source) {
  10939. return _copySource(creationFunction, source, true);
  10940. };
  10941. return SerializationHelper;
  10942. }());
  10943. BABYLON.SerializationHelper = SerializationHelper;
  10944. })(BABYLON || (BABYLON = {}));
  10945. //# sourceMappingURL=babylon.decorators.js.map
  10946. var BABYLON;
  10947. (function (BABYLON) {
  10948. /**
  10949. * Wrapper class for promise with external resolve and reject.
  10950. */
  10951. var Deferred = /** @class */ (function () {
  10952. /**
  10953. * Constructor for this deferred object.
  10954. */
  10955. function Deferred() {
  10956. var _this = this;
  10957. this.promise = new Promise(function (resolve, reject) {
  10958. _this._resolve = resolve;
  10959. _this._reject = reject;
  10960. });
  10961. }
  10962. Object.defineProperty(Deferred.prototype, "resolve", {
  10963. /**
  10964. * The resolve method of the promise associated with this deferred object.
  10965. */
  10966. get: function () {
  10967. return this._resolve;
  10968. },
  10969. enumerable: true,
  10970. configurable: true
  10971. });
  10972. Object.defineProperty(Deferred.prototype, "reject", {
  10973. /**
  10974. * The reject method of the promise associated with this deferred object.
  10975. */
  10976. get: function () {
  10977. return this._reject;
  10978. },
  10979. enumerable: true,
  10980. configurable: true
  10981. });
  10982. return Deferred;
  10983. }());
  10984. BABYLON.Deferred = Deferred;
  10985. })(BABYLON || (BABYLON = {}));
  10986. //# sourceMappingURL=babylon.deferred.js.map
  10987. var BABYLON;
  10988. (function (BABYLON) {
  10989. /**
  10990. * A class serves as a medium between the observable and its observers
  10991. */
  10992. var EventState = /** @class */ (function () {
  10993. /**
  10994. * Create a new EventState
  10995. * @param mask defines the mask associated with this state
  10996. * @param skipNextObservers defines a flag which will instruct the observable to skip following observers when set to true
  10997. * @param target defines the original target of the state
  10998. * @param currentTarget defines the current target of the state
  10999. */
  11000. function EventState(mask, skipNextObservers, target, currentTarget) {
  11001. if (skipNextObservers === void 0) { skipNextObservers = false; }
  11002. this.initalize(mask, skipNextObservers, target, currentTarget);
  11003. }
  11004. /**
  11005. * Initialize the current event state
  11006. * @param mask defines the mask associated with this state
  11007. * @param skipNextObservers defines a flag which will instruct the observable to skip following observers when set to true
  11008. * @param target defines the original target of the state
  11009. * @param currentTarget defines the current target of the state
  11010. * @returns the current event state
  11011. */
  11012. EventState.prototype.initalize = function (mask, skipNextObservers, target, currentTarget) {
  11013. if (skipNextObservers === void 0) { skipNextObservers = false; }
  11014. this.mask = mask;
  11015. this.skipNextObservers = skipNextObservers;
  11016. this.target = target;
  11017. this.currentTarget = currentTarget;
  11018. return this;
  11019. };
  11020. return EventState;
  11021. }());
  11022. BABYLON.EventState = EventState;
  11023. /**
  11024. * Represent an Observer registered to a given Observable object.
  11025. */
  11026. var Observer = /** @class */ (function () {
  11027. /**
  11028. * Creates a new observer
  11029. * @param callback defines the callback to call when the observer is notified
  11030. * @param mask defines the mask of the observer (used to filter notifications)
  11031. * @param scope defines the current scope used to restore the JS context
  11032. */
  11033. function Observer(
  11034. /**
  11035. * Defines the callback to call when the observer is notified
  11036. */
  11037. callback,
  11038. /**
  11039. * Defines the mask of the observer (used to filter notifications)
  11040. */
  11041. mask,
  11042. /**
  11043. * Defines the current scope used to restore the JS context
  11044. */
  11045. scope) {
  11046. if (scope === void 0) { scope = null; }
  11047. this.callback = callback;
  11048. this.mask = mask;
  11049. this.scope = scope;
  11050. /** @hidden */
  11051. this._willBeUnregistered = false;
  11052. /**
  11053. * Gets or sets a property defining that the observer as to be unregistered after the next notification
  11054. */
  11055. this.unregisterOnNextCall = false;
  11056. }
  11057. return Observer;
  11058. }());
  11059. BABYLON.Observer = Observer;
  11060. /**
  11061. * Represent a list of observers registered to multiple Observables object.
  11062. */
  11063. var MultiObserver = /** @class */ (function () {
  11064. function MultiObserver() {
  11065. }
  11066. /**
  11067. * Release associated resources
  11068. */
  11069. MultiObserver.prototype.dispose = function () {
  11070. if (this._observers && this._observables) {
  11071. for (var index = 0; index < this._observers.length; index++) {
  11072. this._observables[index].remove(this._observers[index]);
  11073. }
  11074. }
  11075. this._observers = null;
  11076. this._observables = null;
  11077. };
  11078. /**
  11079. * Raise a callback when one of the observable will notify
  11080. * @param observables defines a list of observables to watch
  11081. * @param callback defines the callback to call on notification
  11082. * @param mask defines the mask used to filter notifications
  11083. * @param scope defines the current scope used to restore the JS context
  11084. * @returns the new MultiObserver
  11085. */
  11086. MultiObserver.Watch = function (observables, callback, mask, scope) {
  11087. if (mask === void 0) { mask = -1; }
  11088. if (scope === void 0) { scope = null; }
  11089. var result = new MultiObserver();
  11090. result._observers = new Array();
  11091. result._observables = observables;
  11092. for (var _i = 0, observables_1 = observables; _i < observables_1.length; _i++) {
  11093. var observable = observables_1[_i];
  11094. var observer = observable.add(callback, mask, false, scope);
  11095. if (observer) {
  11096. result._observers.push(observer);
  11097. }
  11098. }
  11099. return result;
  11100. };
  11101. return MultiObserver;
  11102. }());
  11103. BABYLON.MultiObserver = MultiObserver;
  11104. /**
  11105. * The Observable class is a simple implementation of the Observable pattern.
  11106. *
  11107. * There's one slight particularity though: a given Observable can notify its observer using a particular mask value, only the Observers registered with this mask value will be notified.
  11108. * This enable a more fine grained execution without having to rely on multiple different Observable objects.
  11109. * For instance you may have a given Observable that have four different types of notifications: Move (mask = 0x01), Stop (mask = 0x02), Turn Right (mask = 0X04), Turn Left (mask = 0X08).
  11110. * A given observer can register itself with only Move and Stop (mask = 0x03), then it will only be notified when one of these two occurs and will never be for Turn Left/Right.
  11111. */
  11112. var Observable = /** @class */ (function () {
  11113. /**
  11114. * Creates a new observable
  11115. * @param onObserverAdded defines a callback to call when a new observer is added
  11116. */
  11117. function Observable(onObserverAdded) {
  11118. this._observers = new Array();
  11119. this._eventState = new EventState(0);
  11120. if (onObserverAdded) {
  11121. this._onObserverAdded = onObserverAdded;
  11122. }
  11123. }
  11124. /**
  11125. * Create a new Observer with the specified callback
  11126. * @param callback the callback that will be executed for that Observer
  11127. * @param mask the mask used to filter observers
  11128. * @param insertFirst if true the callback will be inserted at the first position, hence executed before the others ones. If false (default behavior) the callback will be inserted at the last position, executed after all the others already present.
  11129. * @param scope optional scope for the callback to be called from
  11130. * @param unregisterOnFirstCall defines if the observer as to be unregistered after the next notification
  11131. * @returns the new observer created for the callback
  11132. */
  11133. Observable.prototype.add = function (callback, mask, insertFirst, scope, unregisterOnFirstCall) {
  11134. if (mask === void 0) { mask = -1; }
  11135. if (insertFirst === void 0) { insertFirst = false; }
  11136. if (scope === void 0) { scope = null; }
  11137. if (unregisterOnFirstCall === void 0) { unregisterOnFirstCall = false; }
  11138. if (!callback) {
  11139. return null;
  11140. }
  11141. var observer = new Observer(callback, mask, scope);
  11142. observer.unregisterOnNextCall = unregisterOnFirstCall;
  11143. if (insertFirst) {
  11144. this._observers.unshift(observer);
  11145. }
  11146. else {
  11147. this._observers.push(observer);
  11148. }
  11149. if (this._onObserverAdded) {
  11150. this._onObserverAdded(observer);
  11151. }
  11152. return observer;
  11153. };
  11154. /**
  11155. * Create a new Observer with the specified callback and unregisters after the next notification
  11156. * @param callback the callback that will be executed for that Observer
  11157. * @returns the new observer created for the callback
  11158. */
  11159. Observable.prototype.addOnce = function (callback) {
  11160. return this.add(callback, undefined, undefined, undefined, true);
  11161. };
  11162. /**
  11163. * Remove an Observer from the Observable object
  11164. * @param observer the instance of the Observer to remove
  11165. * @returns false if it doesn't belong to this Observable
  11166. */
  11167. Observable.prototype.remove = function (observer) {
  11168. if (!observer) {
  11169. return false;
  11170. }
  11171. var index = this._observers.indexOf(observer);
  11172. if (index !== -1) {
  11173. this._deferUnregister(observer);
  11174. return true;
  11175. }
  11176. return false;
  11177. };
  11178. /**
  11179. * Remove a callback from the Observable object
  11180. * @param callback the callback to remove
  11181. * @param scope optional scope. If used only the callbacks with this scope will be removed
  11182. * @returns false if it doesn't belong to this Observable
  11183. */
  11184. Observable.prototype.removeCallback = function (callback, scope) {
  11185. for (var index = 0; index < this._observers.length; index++) {
  11186. if (this._observers[index].callback === callback && (!scope || scope === this._observers[index].scope)) {
  11187. this._deferUnregister(this._observers[index]);
  11188. return true;
  11189. }
  11190. }
  11191. return false;
  11192. };
  11193. Observable.prototype._deferUnregister = function (observer) {
  11194. var _this = this;
  11195. observer.unregisterOnNextCall = false;
  11196. observer._willBeUnregistered = true;
  11197. BABYLON.Tools.SetImmediate(function () {
  11198. _this._remove(observer);
  11199. });
  11200. };
  11201. // This should only be called when not iterating over _observers to avoid callback skipping.
  11202. // Removes an observer from the _observer Array.
  11203. Observable.prototype._remove = function (observer) {
  11204. if (!observer) {
  11205. return false;
  11206. }
  11207. var index = this._observers.indexOf(observer);
  11208. if (index !== -1) {
  11209. this._observers.splice(index, 1);
  11210. return true;
  11211. }
  11212. return false;
  11213. };
  11214. /**
  11215. * Notify all Observers by calling their respective callback with the given data
  11216. * Will return true if all observers were executed, false if an observer set skipNextObservers to true, then prevent the subsequent ones to execute
  11217. * @param eventData defines the data to send to all observers
  11218. * @param mask defines the mask of the current notification (observers with incompatible mask (ie mask & observer.mask === 0) will not be notified)
  11219. * @param target defines the original target of the state
  11220. * @param currentTarget defines the current target of the state
  11221. * @returns false if the complete observer chain was not processed (because one observer set the skipNextObservers to true)
  11222. */
  11223. Observable.prototype.notifyObservers = function (eventData, mask, target, currentTarget) {
  11224. if (mask === void 0) { mask = -1; }
  11225. if (!this._observers.length) {
  11226. return true;
  11227. }
  11228. var state = this._eventState;
  11229. state.mask = mask;
  11230. state.target = target;
  11231. state.currentTarget = currentTarget;
  11232. state.skipNextObservers = false;
  11233. state.lastReturnValue = eventData;
  11234. for (var _i = 0, _a = this._observers; _i < _a.length; _i++) {
  11235. var obs = _a[_i];
  11236. if (obs._willBeUnregistered) {
  11237. continue;
  11238. }
  11239. if (obs.mask & mask) {
  11240. if (obs.scope) {
  11241. state.lastReturnValue = obs.callback.apply(obs.scope, [eventData, state]);
  11242. }
  11243. else {
  11244. state.lastReturnValue = obs.callback(eventData, state);
  11245. }
  11246. if (obs.unregisterOnNextCall) {
  11247. this._deferUnregister(obs);
  11248. }
  11249. }
  11250. if (state.skipNextObservers) {
  11251. return false;
  11252. }
  11253. }
  11254. return true;
  11255. };
  11256. /**
  11257. * Calling this will execute each callback, expecting it to be a promise or return a value.
  11258. * If at any point in the chain one function fails, the promise will fail and the execution will not continue.
  11259. * This is useful when a chain of events (sometimes async events) is needed to initialize a certain object
  11260. * and it is crucial that all callbacks will be executed.
  11261. * The order of the callbacks is kept, callbacks are not executed parallel.
  11262. *
  11263. * @param eventData The data to be sent to each callback
  11264. * @param mask is used to filter observers defaults to -1
  11265. * @param target defines the callback target (see EventState)
  11266. * @param currentTarget defines he current object in the bubbling phase
  11267. * @returns {Promise<T>} will return a Promise than resolves when all callbacks executed successfully.
  11268. */
  11269. Observable.prototype.notifyObserversWithPromise = function (eventData, mask, target, currentTarget) {
  11270. var _this = this;
  11271. if (mask === void 0) { mask = -1; }
  11272. // create an empty promise
  11273. var p = Promise.resolve(eventData);
  11274. // no observers? return this promise.
  11275. if (!this._observers.length) {
  11276. return p;
  11277. }
  11278. var state = this._eventState;
  11279. state.mask = mask;
  11280. state.target = target;
  11281. state.currentTarget = currentTarget;
  11282. state.skipNextObservers = false;
  11283. // execute one callback after another (not using Promise.all, the order is important)
  11284. this._observers.forEach(function (obs) {
  11285. if (state.skipNextObservers) {
  11286. return;
  11287. }
  11288. if (obs._willBeUnregistered) {
  11289. return;
  11290. }
  11291. if (obs.mask & mask) {
  11292. if (obs.scope) {
  11293. p = p.then(function (lastReturnedValue) {
  11294. state.lastReturnValue = lastReturnedValue;
  11295. return obs.callback.apply(obs.scope, [eventData, state]);
  11296. });
  11297. }
  11298. else {
  11299. p = p.then(function (lastReturnedValue) {
  11300. state.lastReturnValue = lastReturnedValue;
  11301. return obs.callback(eventData, state);
  11302. });
  11303. }
  11304. if (obs.unregisterOnNextCall) {
  11305. _this._deferUnregister(obs);
  11306. }
  11307. }
  11308. });
  11309. // return the eventData
  11310. return p.then(function () { return eventData; });
  11311. };
  11312. /**
  11313. * Notify a specific observer
  11314. * @param observer defines the observer to notify
  11315. * @param eventData defines the data to be sent to each callback
  11316. * @param mask is used to filter observers defaults to -1
  11317. */
  11318. Observable.prototype.notifyObserver = function (observer, eventData, mask) {
  11319. if (mask === void 0) { mask = -1; }
  11320. var state = this._eventState;
  11321. state.mask = mask;
  11322. state.skipNextObservers = false;
  11323. observer.callback(eventData, state);
  11324. };
  11325. /**
  11326. * Gets a boolean indicating if the observable has at least one observer
  11327. * @returns true is the Observable has at least one Observer registered
  11328. */
  11329. Observable.prototype.hasObservers = function () {
  11330. return this._observers.length > 0;
  11331. };
  11332. /**
  11333. * Clear the list of observers
  11334. */
  11335. Observable.prototype.clear = function () {
  11336. this._observers = new Array();
  11337. this._onObserverAdded = null;
  11338. };
  11339. /**
  11340. * Clone the current observable
  11341. * @returns a new observable
  11342. */
  11343. Observable.prototype.clone = function () {
  11344. var result = new Observable();
  11345. result._observers = this._observers.slice(0);
  11346. return result;
  11347. };
  11348. /**
  11349. * Does this observable handles observer registered with a given mask
  11350. * @param mask defines the mask to be tested
  11351. * @return whether or not one observer registered with the given mask is handeled
  11352. **/
  11353. Observable.prototype.hasSpecificMask = function (mask) {
  11354. if (mask === void 0) { mask = -1; }
  11355. for (var _i = 0, _a = this._observers; _i < _a.length; _i++) {
  11356. var obs = _a[_i];
  11357. if (obs.mask & mask || obs.mask === mask) {
  11358. return true;
  11359. }
  11360. }
  11361. return false;
  11362. };
  11363. return Observable;
  11364. }());
  11365. BABYLON.Observable = Observable;
  11366. })(BABYLON || (BABYLON = {}));
  11367. //# sourceMappingURL=babylon.observable.js.map
  11368. var BABYLON;
  11369. (function (BABYLON) {
  11370. /**
  11371. * Defines an GC Friendly array where the backfield array do not shrink to prevent over allocations.
  11372. */
  11373. var SmartArray = /** @class */ (function () {
  11374. /**
  11375. * Instantiates a Smart Array.
  11376. * @param capacity defines the default capacity of the array.
  11377. */
  11378. function SmartArray(capacity) {
  11379. /**
  11380. * The active length of the array.
  11381. */
  11382. this.length = 0;
  11383. this.data = new Array(capacity);
  11384. this._id = SmartArray._GlobalId++;
  11385. }
  11386. /**
  11387. * Pushes a value at the end of the active data.
  11388. * @param value defines the object to push in the array.
  11389. */
  11390. SmartArray.prototype.push = function (value) {
  11391. this.data[this.length++] = value;
  11392. if (this.length > this.data.length) {
  11393. this.data.length *= 2;
  11394. }
  11395. };
  11396. /**
  11397. * Iterates over the active data and apply the lambda to them.
  11398. * @param func defines the action to apply on each value.
  11399. */
  11400. SmartArray.prototype.forEach = function (func) {
  11401. for (var index = 0; index < this.length; index++) {
  11402. func(this.data[index]);
  11403. }
  11404. };
  11405. /**
  11406. * Sorts the full sets of data.
  11407. * @param compareFn defines the comparison function to apply.
  11408. */
  11409. SmartArray.prototype.sort = function (compareFn) {
  11410. this.data.sort(compareFn);
  11411. };
  11412. /**
  11413. * Resets the active data to an empty array.
  11414. */
  11415. SmartArray.prototype.reset = function () {
  11416. this.length = 0;
  11417. };
  11418. /**
  11419. * Releases all the data from the array as well as the array.
  11420. */
  11421. SmartArray.prototype.dispose = function () {
  11422. this.reset();
  11423. if (this.data) {
  11424. this.data.length = 0;
  11425. this.data = [];
  11426. }
  11427. };
  11428. /**
  11429. * Concats the active data with a given array.
  11430. * @param array defines the data to concatenate with.
  11431. */
  11432. SmartArray.prototype.concat = function (array) {
  11433. if (array.length === 0) {
  11434. return;
  11435. }
  11436. if (this.length + array.length > this.data.length) {
  11437. this.data.length = (this.length + array.length) * 2;
  11438. }
  11439. for (var index = 0; index < array.length; index++) {
  11440. this.data[this.length++] = (array.data || array)[index];
  11441. }
  11442. };
  11443. /**
  11444. * Returns the position of a value in the active data.
  11445. * @param value defines the value to find the index for
  11446. * @returns the index if found in the active data otherwise -1
  11447. */
  11448. SmartArray.prototype.indexOf = function (value) {
  11449. var position = this.data.indexOf(value);
  11450. if (position >= this.length) {
  11451. return -1;
  11452. }
  11453. return position;
  11454. };
  11455. /**
  11456. * Returns whether an element is part of the active data.
  11457. * @param value defines the value to look for
  11458. * @returns true if found in the active data otherwise false
  11459. */
  11460. SmartArray.prototype.contains = function (value) {
  11461. return this.indexOf(value) !== -1;
  11462. };
  11463. // Statics
  11464. SmartArray._GlobalId = 0;
  11465. return SmartArray;
  11466. }());
  11467. BABYLON.SmartArray = SmartArray;
  11468. /**
  11469. * Defines an GC Friendly array where the backfield array do not shrink to prevent over allocations.
  11470. * The data in this array can only be present once
  11471. */
  11472. var SmartArrayNoDuplicate = /** @class */ (function (_super) {
  11473. __extends(SmartArrayNoDuplicate, _super);
  11474. function SmartArrayNoDuplicate() {
  11475. var _this = _super !== null && _super.apply(this, arguments) || this;
  11476. _this._duplicateId = 0;
  11477. return _this;
  11478. }
  11479. /**
  11480. * Pushes a value at the end of the active data.
  11481. * THIS DOES NOT PREVENT DUPPLICATE DATA
  11482. * @param value defines the object to push in the array.
  11483. */
  11484. SmartArrayNoDuplicate.prototype.push = function (value) {
  11485. _super.prototype.push.call(this, value);
  11486. if (!value.__smartArrayFlags) {
  11487. value.__smartArrayFlags = {};
  11488. }
  11489. value.__smartArrayFlags[this._id] = this._duplicateId;
  11490. };
  11491. /**
  11492. * Pushes a value at the end of the active data.
  11493. * If the data is already present, it won t be added again
  11494. * @param value defines the object to push in the array.
  11495. * @returns true if added false if it was already present
  11496. */
  11497. SmartArrayNoDuplicate.prototype.pushNoDuplicate = function (value) {
  11498. if (value.__smartArrayFlags && value.__smartArrayFlags[this._id] === this._duplicateId) {
  11499. return false;
  11500. }
  11501. this.push(value);
  11502. return true;
  11503. };
  11504. /**
  11505. * Resets the active data to an empty array.
  11506. */
  11507. SmartArrayNoDuplicate.prototype.reset = function () {
  11508. _super.prototype.reset.call(this);
  11509. this._duplicateId++;
  11510. };
  11511. /**
  11512. * Concats the active data with a given array.
  11513. * This ensures no dupplicate will be present in the result.
  11514. * @param array defines the data to concatenate with.
  11515. */
  11516. SmartArrayNoDuplicate.prototype.concatWithNoDuplicate = function (array) {
  11517. if (array.length === 0) {
  11518. return;
  11519. }
  11520. if (this.length + array.length > this.data.length) {
  11521. this.data.length = (this.length + array.length) * 2;
  11522. }
  11523. for (var index = 0; index < array.length; index++) {
  11524. var item = (array.data || array)[index];
  11525. this.pushNoDuplicate(item);
  11526. }
  11527. };
  11528. return SmartArrayNoDuplicate;
  11529. }(SmartArray));
  11530. BABYLON.SmartArrayNoDuplicate = SmartArrayNoDuplicate;
  11531. })(BABYLON || (BABYLON = {}));
  11532. //# sourceMappingURL=babylon.smartArray.js.map
  11533. var BABYLON;
  11534. (function (BABYLON) {
  11535. var PromiseStates;
  11536. (function (PromiseStates) {
  11537. PromiseStates[PromiseStates["Pending"] = 0] = "Pending";
  11538. PromiseStates[PromiseStates["Fulfilled"] = 1] = "Fulfilled";
  11539. PromiseStates[PromiseStates["Rejected"] = 2] = "Rejected";
  11540. })(PromiseStates || (PromiseStates = {}));
  11541. var FulFillmentAgregator = /** @class */ (function () {
  11542. function FulFillmentAgregator() {
  11543. this.count = 0;
  11544. this.target = 0;
  11545. this.results = [];
  11546. }
  11547. return FulFillmentAgregator;
  11548. }());
  11549. var InternalPromise = /** @class */ (function () {
  11550. function InternalPromise(resolver) {
  11551. var _this = this;
  11552. this._state = PromiseStates.Pending;
  11553. this._children = new Array();
  11554. this._rejectWasConsumed = false;
  11555. if (!resolver) {
  11556. return;
  11557. }
  11558. try {
  11559. resolver(function (value) {
  11560. _this._resolve(value);
  11561. }, function (reason) {
  11562. _this._reject(reason);
  11563. });
  11564. }
  11565. catch (e) {
  11566. this._reject(e);
  11567. }
  11568. }
  11569. Object.defineProperty(InternalPromise.prototype, "_result", {
  11570. get: function () {
  11571. return this._resultValue;
  11572. },
  11573. set: function (value) {
  11574. this._resultValue = value;
  11575. if (this._parent && this._parent._result === undefined) {
  11576. this._parent._result = value;
  11577. }
  11578. },
  11579. enumerable: true,
  11580. configurable: true
  11581. });
  11582. InternalPromise.prototype.catch = function (onRejected) {
  11583. return this.then(undefined, onRejected);
  11584. };
  11585. InternalPromise.prototype.then = function (onFulfilled, onRejected) {
  11586. var _this = this;
  11587. var newPromise = new InternalPromise();
  11588. newPromise._onFulfilled = onFulfilled;
  11589. newPromise._onRejected = onRejected;
  11590. // Composition
  11591. this._children.push(newPromise);
  11592. newPromise._parent = this;
  11593. if (this._state !== PromiseStates.Pending) {
  11594. BABYLON.Tools.SetImmediate(function () {
  11595. if (_this._state === PromiseStates.Fulfilled || _this._rejectWasConsumed) {
  11596. var returnedValue = newPromise._resolve(_this._result);
  11597. if (returnedValue !== undefined && returnedValue !== null) {
  11598. if (returnedValue._state !== undefined) {
  11599. var returnedPromise = returnedValue;
  11600. newPromise._children.push(returnedPromise);
  11601. returnedPromise._parent = newPromise;
  11602. newPromise = returnedPromise;
  11603. }
  11604. else {
  11605. newPromise._result = returnedValue;
  11606. }
  11607. }
  11608. }
  11609. else {
  11610. newPromise._reject(_this._reason);
  11611. }
  11612. });
  11613. }
  11614. return newPromise;
  11615. };
  11616. InternalPromise.prototype._moveChildren = function (children) {
  11617. var _this = this;
  11618. var _a;
  11619. (_a = this._children).push.apply(_a, children.splice(0, children.length));
  11620. this._children.forEach(function (child) {
  11621. child._parent = _this;
  11622. });
  11623. if (this._state === PromiseStates.Fulfilled) {
  11624. for (var _i = 0, _b = this._children; _i < _b.length; _i++) {
  11625. var child = _b[_i];
  11626. child._resolve(this._result);
  11627. }
  11628. }
  11629. else if (this._state === PromiseStates.Rejected) {
  11630. for (var _c = 0, _d = this._children; _c < _d.length; _c++) {
  11631. var child = _d[_c];
  11632. child._reject(this._reason);
  11633. }
  11634. }
  11635. };
  11636. InternalPromise.prototype._resolve = function (value) {
  11637. try {
  11638. this._state = PromiseStates.Fulfilled;
  11639. var returnedValue = null;
  11640. if (this._onFulfilled) {
  11641. returnedValue = this._onFulfilled(value);
  11642. }
  11643. if (returnedValue !== undefined && returnedValue !== null) {
  11644. if (returnedValue._state !== undefined) {
  11645. // Transmit children
  11646. var returnedPromise = returnedValue;
  11647. returnedPromise._parent = this;
  11648. returnedPromise._moveChildren(this._children);
  11649. value = returnedPromise._result;
  11650. }
  11651. else {
  11652. value = returnedValue;
  11653. }
  11654. }
  11655. this._result = value;
  11656. for (var _i = 0, _a = this._children; _i < _a.length; _i++) {
  11657. var child = _a[_i];
  11658. child._resolve(value);
  11659. }
  11660. this._children.length = 0;
  11661. delete this._onFulfilled;
  11662. delete this._onRejected;
  11663. }
  11664. catch (e) {
  11665. this._reject(e, true);
  11666. }
  11667. };
  11668. InternalPromise.prototype._reject = function (reason, onLocalThrow) {
  11669. if (onLocalThrow === void 0) { onLocalThrow = false; }
  11670. this._state = PromiseStates.Rejected;
  11671. this._reason = reason;
  11672. if (this._onRejected && !onLocalThrow) {
  11673. try {
  11674. this._onRejected(reason);
  11675. this._rejectWasConsumed = true;
  11676. }
  11677. catch (e) {
  11678. reason = e;
  11679. }
  11680. }
  11681. for (var _i = 0, _a = this._children; _i < _a.length; _i++) {
  11682. var child = _a[_i];
  11683. if (this._rejectWasConsumed) {
  11684. child._resolve(null);
  11685. }
  11686. else {
  11687. child._reject(reason);
  11688. }
  11689. }
  11690. this._children.length = 0;
  11691. delete this._onFulfilled;
  11692. delete this._onRejected;
  11693. };
  11694. InternalPromise.resolve = function (value) {
  11695. var newPromise = new InternalPromise();
  11696. newPromise._resolve(value);
  11697. return newPromise;
  11698. };
  11699. InternalPromise._RegisterForFulfillment = function (promise, agregator, index) {
  11700. promise.then(function (value) {
  11701. agregator.results[index] = value;
  11702. agregator.count++;
  11703. if (agregator.count === agregator.target) {
  11704. agregator.rootPromise._resolve(agregator.results);
  11705. }
  11706. return null;
  11707. }, function (reason) {
  11708. if (agregator.rootPromise._state !== PromiseStates.Rejected) {
  11709. agregator.rootPromise._reject(reason);
  11710. }
  11711. });
  11712. };
  11713. InternalPromise.all = function (promises) {
  11714. var newPromise = new InternalPromise();
  11715. var agregator = new FulFillmentAgregator();
  11716. agregator.target = promises.length;
  11717. agregator.rootPromise = newPromise;
  11718. if (promises.length) {
  11719. for (var index = 0; index < promises.length; index++) {
  11720. InternalPromise._RegisterForFulfillment(promises[index], agregator, index);
  11721. }
  11722. }
  11723. else {
  11724. newPromise._resolve([]);
  11725. }
  11726. return newPromise;
  11727. };
  11728. InternalPromise.race = function (promises) {
  11729. var newPromise = new InternalPromise();
  11730. if (promises.length) {
  11731. for (var _i = 0, promises_1 = promises; _i < promises_1.length; _i++) {
  11732. var promise = promises_1[_i];
  11733. promise.then(function (value) {
  11734. if (newPromise) {
  11735. newPromise._resolve(value);
  11736. newPromise = null;
  11737. }
  11738. return null;
  11739. }, function (reason) {
  11740. if (newPromise) {
  11741. newPromise._reject(reason);
  11742. newPromise = null;
  11743. }
  11744. });
  11745. }
  11746. }
  11747. return newPromise;
  11748. };
  11749. return InternalPromise;
  11750. }());
  11751. /**
  11752. * Helper class that provides a small promise polyfill
  11753. */
  11754. var PromisePolyfill = /** @class */ (function () {
  11755. function PromisePolyfill() {
  11756. }
  11757. /**
  11758. * Static function used to check if the polyfill is required
  11759. * If this is the case then the function will inject the polyfill to window.Promise
  11760. * @param force defines a boolean used to force the injection (mostly for testing purposes)
  11761. */
  11762. PromisePolyfill.Apply = function (force) {
  11763. if (force === void 0) { force = false; }
  11764. if (force || typeof Promise === 'undefined') {
  11765. var root = window;
  11766. root.Promise = InternalPromise;
  11767. }
  11768. };
  11769. return PromisePolyfill;
  11770. }());
  11771. BABYLON.PromisePolyfill = PromisePolyfill;
  11772. })(BABYLON || (BABYLON = {}));
  11773. //# sourceMappingURL=babylon.promise.js.map
  11774. /// <reference path="../../../dist/preview release/babylon.d.ts" />
  11775. var BABYLON;
  11776. (function (BABYLON) {
  11777. /**
  11778. * Helper class to push actions to a pool of workers.
  11779. */
  11780. var WorkerPool = /** @class */ (function () {
  11781. /**
  11782. * Constructor
  11783. * @param workers Array of workers to use for actions
  11784. */
  11785. function WorkerPool(workers) {
  11786. this._pendingActions = new Array();
  11787. this._workerInfos = workers.map(function (worker) { return ({
  11788. worker: worker,
  11789. active: false
  11790. }); });
  11791. }
  11792. /**
  11793. * Terminates all workers and clears any pending actions.
  11794. */
  11795. WorkerPool.prototype.dispose = function () {
  11796. for (var _i = 0, _a = this._workerInfos; _i < _a.length; _i++) {
  11797. var workerInfo = _a[_i];
  11798. workerInfo.worker.terminate();
  11799. }
  11800. delete this._workerInfos;
  11801. delete this._pendingActions;
  11802. };
  11803. /**
  11804. * Pushes an action to the worker pool. If all the workers are active, the action will be
  11805. * pended until a worker has completed its action.
  11806. * @param action The action to perform. Call onComplete when the action is complete.
  11807. */
  11808. WorkerPool.prototype.push = function (action) {
  11809. for (var _i = 0, _a = this._workerInfos; _i < _a.length; _i++) {
  11810. var workerInfo = _a[_i];
  11811. if (!workerInfo.active) {
  11812. this._execute(workerInfo, action);
  11813. return;
  11814. }
  11815. }
  11816. this._pendingActions.push(action);
  11817. };
  11818. WorkerPool.prototype._execute = function (workerInfo, action) {
  11819. var _this = this;
  11820. workerInfo.active = true;
  11821. action(workerInfo.worker, function () {
  11822. workerInfo.active = false;
  11823. var nextAction = _this._pendingActions.shift();
  11824. if (nextAction) {
  11825. _this._execute(workerInfo, nextAction);
  11826. }
  11827. });
  11828. };
  11829. return WorkerPool;
  11830. }());
  11831. BABYLON.WorkerPool = WorkerPool;
  11832. })(BABYLON || (BABYLON = {}));
  11833. //# sourceMappingURL=babylon.workerPool.js.map
  11834. var BABYLON;
  11835. (function (BABYLON) {
  11836. /**
  11837. * @hidden
  11838. **/
  11839. var _AlphaState = /** @class */ (function () {
  11840. /**
  11841. * Initializes the state.
  11842. */
  11843. function _AlphaState() {
  11844. this._isAlphaBlendDirty = false;
  11845. this._isBlendFunctionParametersDirty = false;
  11846. this._isBlendEquationParametersDirty = false;
  11847. this._isBlendConstantsDirty = false;
  11848. this._alphaBlend = false;
  11849. this._blendFunctionParameters = new Array(4);
  11850. this._blendEquationParameters = new Array(2);
  11851. this._blendConstants = new Array(4);
  11852. this.reset();
  11853. }
  11854. Object.defineProperty(_AlphaState.prototype, "isDirty", {
  11855. get: function () {
  11856. return this._isAlphaBlendDirty || this._isBlendFunctionParametersDirty;
  11857. },
  11858. enumerable: true,
  11859. configurable: true
  11860. });
  11861. Object.defineProperty(_AlphaState.prototype, "alphaBlend", {
  11862. get: function () {
  11863. return this._alphaBlend;
  11864. },
  11865. set: function (value) {
  11866. if (this._alphaBlend === value) {
  11867. return;
  11868. }
  11869. this._alphaBlend = value;
  11870. this._isAlphaBlendDirty = true;
  11871. },
  11872. enumerable: true,
  11873. configurable: true
  11874. });
  11875. _AlphaState.prototype.setAlphaBlendConstants = function (r, g, b, a) {
  11876. if (this._blendConstants[0] === r &&
  11877. this._blendConstants[1] === g &&
  11878. this._blendConstants[2] === b &&
  11879. this._blendConstants[3] === a) {
  11880. return;
  11881. }
  11882. this._blendConstants[0] = r;
  11883. this._blendConstants[1] = g;
  11884. this._blendConstants[2] = b;
  11885. this._blendConstants[3] = a;
  11886. this._isBlendConstantsDirty = true;
  11887. };
  11888. _AlphaState.prototype.setAlphaBlendFunctionParameters = function (value0, value1, value2, value3) {
  11889. if (this._blendFunctionParameters[0] === value0 &&
  11890. this._blendFunctionParameters[1] === value1 &&
  11891. this._blendFunctionParameters[2] === value2 &&
  11892. this._blendFunctionParameters[3] === value3) {
  11893. return;
  11894. }
  11895. this._blendFunctionParameters[0] = value0;
  11896. this._blendFunctionParameters[1] = value1;
  11897. this._blendFunctionParameters[2] = value2;
  11898. this._blendFunctionParameters[3] = value3;
  11899. this._isBlendFunctionParametersDirty = true;
  11900. };
  11901. _AlphaState.prototype.setAlphaEquationParameters = function (rgb, alpha) {
  11902. if (this._blendEquationParameters[0] === rgb &&
  11903. this._blendEquationParameters[1] === alpha) {
  11904. return;
  11905. }
  11906. this._blendEquationParameters[0] = rgb;
  11907. this._blendEquationParameters[1] = alpha;
  11908. this._isBlendEquationParametersDirty = true;
  11909. };
  11910. _AlphaState.prototype.reset = function () {
  11911. this._alphaBlend = false;
  11912. this._blendFunctionParameters[0] = null;
  11913. this._blendFunctionParameters[1] = null;
  11914. this._blendFunctionParameters[2] = null;
  11915. this._blendFunctionParameters[3] = null;
  11916. this._blendEquationParameters[0] = null;
  11917. this._blendEquationParameters[1] = null;
  11918. this._blendConstants[0] = null;
  11919. this._blendConstants[1] = null;
  11920. this._blendConstants[2] = null;
  11921. this._blendConstants[3] = null;
  11922. this._isAlphaBlendDirty = true;
  11923. this._isBlendFunctionParametersDirty = false;
  11924. this._isBlendEquationParametersDirty = false;
  11925. this._isBlendConstantsDirty = false;
  11926. };
  11927. _AlphaState.prototype.apply = function (gl) {
  11928. if (!this.isDirty) {
  11929. return;
  11930. }
  11931. // Alpha blend
  11932. if (this._isAlphaBlendDirty) {
  11933. if (this._alphaBlend) {
  11934. gl.enable(gl.BLEND);
  11935. }
  11936. else {
  11937. gl.disable(gl.BLEND);
  11938. }
  11939. this._isAlphaBlendDirty = false;
  11940. }
  11941. // Alpha function
  11942. if (this._isBlendFunctionParametersDirty) {
  11943. gl.blendFuncSeparate(this._blendFunctionParameters[0], this._blendFunctionParameters[1], this._blendFunctionParameters[2], this._blendFunctionParameters[3]);
  11944. this._isBlendFunctionParametersDirty = false;
  11945. }
  11946. // Alpha equation
  11947. if (this._isBlendEquationParametersDirty) {
  11948. gl.blendEquationSeparate(this._blendEquationParameters[0], this._blendEquationParameters[1]);
  11949. this._isBlendEquationParametersDirty = false;
  11950. }
  11951. // Constants
  11952. if (this._isBlendConstantsDirty) {
  11953. gl.blendColor(this._blendConstants[0], this._blendConstants[1], this._blendConstants[2], this._blendConstants[3]);
  11954. this._isBlendConstantsDirty = false;
  11955. }
  11956. };
  11957. return _AlphaState;
  11958. }());
  11959. BABYLON._AlphaState = _AlphaState;
  11960. })(BABYLON || (BABYLON = {}));
  11961. //# sourceMappingURL=babylon.alphaCullingState.js.map
  11962. var BABYLON;
  11963. (function (BABYLON) {
  11964. /**
  11965. * @hidden
  11966. **/
  11967. var _DepthCullingState = /** @class */ (function () {
  11968. /**
  11969. * Initializes the state.
  11970. */
  11971. function _DepthCullingState() {
  11972. this._isDepthTestDirty = false;
  11973. this._isDepthMaskDirty = false;
  11974. this._isDepthFuncDirty = false;
  11975. this._isCullFaceDirty = false;
  11976. this._isCullDirty = false;
  11977. this._isZOffsetDirty = false;
  11978. this._isFrontFaceDirty = false;
  11979. this.reset();
  11980. }
  11981. Object.defineProperty(_DepthCullingState.prototype, "isDirty", {
  11982. get: function () {
  11983. return this._isDepthFuncDirty || this._isDepthTestDirty || this._isDepthMaskDirty || this._isCullFaceDirty || this._isCullDirty || this._isZOffsetDirty || this._isFrontFaceDirty;
  11984. },
  11985. enumerable: true,
  11986. configurable: true
  11987. });
  11988. Object.defineProperty(_DepthCullingState.prototype, "zOffset", {
  11989. get: function () {
  11990. return this._zOffset;
  11991. },
  11992. set: function (value) {
  11993. if (this._zOffset === value) {
  11994. return;
  11995. }
  11996. this._zOffset = value;
  11997. this._isZOffsetDirty = true;
  11998. },
  11999. enumerable: true,
  12000. configurable: true
  12001. });
  12002. Object.defineProperty(_DepthCullingState.prototype, "cullFace", {
  12003. get: function () {
  12004. return this._cullFace;
  12005. },
  12006. set: function (value) {
  12007. if (this._cullFace === value) {
  12008. return;
  12009. }
  12010. this._cullFace = value;
  12011. this._isCullFaceDirty = true;
  12012. },
  12013. enumerable: true,
  12014. configurable: true
  12015. });
  12016. Object.defineProperty(_DepthCullingState.prototype, "cull", {
  12017. get: function () {
  12018. return this._cull;
  12019. },
  12020. set: function (value) {
  12021. if (this._cull === value) {
  12022. return;
  12023. }
  12024. this._cull = value;
  12025. this._isCullDirty = true;
  12026. },
  12027. enumerable: true,
  12028. configurable: true
  12029. });
  12030. Object.defineProperty(_DepthCullingState.prototype, "depthFunc", {
  12031. get: function () {
  12032. return this._depthFunc;
  12033. },
  12034. set: function (value) {
  12035. if (this._depthFunc === value) {
  12036. return;
  12037. }
  12038. this._depthFunc = value;
  12039. this._isDepthFuncDirty = true;
  12040. },
  12041. enumerable: true,
  12042. configurable: true
  12043. });
  12044. Object.defineProperty(_DepthCullingState.prototype, "depthMask", {
  12045. get: function () {
  12046. return this._depthMask;
  12047. },
  12048. set: function (value) {
  12049. if (this._depthMask === value) {
  12050. return;
  12051. }
  12052. this._depthMask = value;
  12053. this._isDepthMaskDirty = true;
  12054. },
  12055. enumerable: true,
  12056. configurable: true
  12057. });
  12058. Object.defineProperty(_DepthCullingState.prototype, "depthTest", {
  12059. get: function () {
  12060. return this._depthTest;
  12061. },
  12062. set: function (value) {
  12063. if (this._depthTest === value) {
  12064. return;
  12065. }
  12066. this._depthTest = value;
  12067. this._isDepthTestDirty = true;
  12068. },
  12069. enumerable: true,
  12070. configurable: true
  12071. });
  12072. Object.defineProperty(_DepthCullingState.prototype, "frontFace", {
  12073. get: function () {
  12074. return this._frontFace;
  12075. },
  12076. set: function (value) {
  12077. if (this._frontFace === value) {
  12078. return;
  12079. }
  12080. this._frontFace = value;
  12081. this._isFrontFaceDirty = true;
  12082. },
  12083. enumerable: true,
  12084. configurable: true
  12085. });
  12086. _DepthCullingState.prototype.reset = function () {
  12087. this._depthMask = true;
  12088. this._depthTest = true;
  12089. this._depthFunc = null;
  12090. this._cullFace = null;
  12091. this._cull = null;
  12092. this._zOffset = 0;
  12093. this._frontFace = null;
  12094. this._isDepthTestDirty = true;
  12095. this._isDepthMaskDirty = true;
  12096. this._isDepthFuncDirty = false;
  12097. this._isCullFaceDirty = false;
  12098. this._isCullDirty = false;
  12099. this._isZOffsetDirty = false;
  12100. this._isFrontFaceDirty = false;
  12101. };
  12102. _DepthCullingState.prototype.apply = function (gl) {
  12103. if (!this.isDirty) {
  12104. return;
  12105. }
  12106. // Cull
  12107. if (this._isCullDirty) {
  12108. if (this.cull) {
  12109. gl.enable(gl.CULL_FACE);
  12110. }
  12111. else {
  12112. gl.disable(gl.CULL_FACE);
  12113. }
  12114. this._isCullDirty = false;
  12115. }
  12116. // Cull face
  12117. if (this._isCullFaceDirty) {
  12118. gl.cullFace(this.cullFace);
  12119. this._isCullFaceDirty = false;
  12120. }
  12121. // Depth mask
  12122. if (this._isDepthMaskDirty) {
  12123. gl.depthMask(this.depthMask);
  12124. this._isDepthMaskDirty = false;
  12125. }
  12126. // Depth test
  12127. if (this._isDepthTestDirty) {
  12128. if (this.depthTest) {
  12129. gl.enable(gl.DEPTH_TEST);
  12130. }
  12131. else {
  12132. gl.disable(gl.DEPTH_TEST);
  12133. }
  12134. this._isDepthTestDirty = false;
  12135. }
  12136. // Depth func
  12137. if (this._isDepthFuncDirty) {
  12138. gl.depthFunc(this.depthFunc);
  12139. this._isDepthFuncDirty = false;
  12140. }
  12141. // zOffset
  12142. if (this._isZOffsetDirty) {
  12143. if (this.zOffset) {
  12144. gl.enable(gl.POLYGON_OFFSET_FILL);
  12145. gl.polygonOffset(this.zOffset, 0);
  12146. }
  12147. else {
  12148. gl.disable(gl.POLYGON_OFFSET_FILL);
  12149. }
  12150. this._isZOffsetDirty = false;
  12151. }
  12152. // Front face
  12153. if (this._isFrontFaceDirty) {
  12154. gl.frontFace(this.frontFace);
  12155. this._isFrontFaceDirty = false;
  12156. }
  12157. };
  12158. return _DepthCullingState;
  12159. }());
  12160. BABYLON._DepthCullingState = _DepthCullingState;
  12161. })(BABYLON || (BABYLON = {}));
  12162. //# sourceMappingURL=babylon.depthCullingState.js.map
  12163. var BABYLON;
  12164. (function (BABYLON) {
  12165. /**
  12166. * @hidden
  12167. **/
  12168. var _StencilState = /** @class */ (function () {
  12169. function _StencilState() {
  12170. this._isStencilTestDirty = false;
  12171. this._isStencilMaskDirty = false;
  12172. this._isStencilFuncDirty = false;
  12173. this._isStencilOpDirty = false;
  12174. this.reset();
  12175. }
  12176. Object.defineProperty(_StencilState.prototype, "isDirty", {
  12177. get: function () {
  12178. return this._isStencilTestDirty || this._isStencilMaskDirty || this._isStencilFuncDirty || this._isStencilOpDirty;
  12179. },
  12180. enumerable: true,
  12181. configurable: true
  12182. });
  12183. Object.defineProperty(_StencilState.prototype, "stencilFunc", {
  12184. get: function () {
  12185. return this._stencilFunc;
  12186. },
  12187. set: function (value) {
  12188. if (this._stencilFunc === value) {
  12189. return;
  12190. }
  12191. this._stencilFunc = value;
  12192. this._isStencilFuncDirty = true;
  12193. },
  12194. enumerable: true,
  12195. configurable: true
  12196. });
  12197. Object.defineProperty(_StencilState.prototype, "stencilFuncRef", {
  12198. get: function () {
  12199. return this._stencilFuncRef;
  12200. },
  12201. set: function (value) {
  12202. if (this._stencilFuncRef === value) {
  12203. return;
  12204. }
  12205. this._stencilFuncRef = value;
  12206. this._isStencilFuncDirty = true;
  12207. },
  12208. enumerable: true,
  12209. configurable: true
  12210. });
  12211. Object.defineProperty(_StencilState.prototype, "stencilFuncMask", {
  12212. get: function () {
  12213. return this._stencilFuncMask;
  12214. },
  12215. set: function (value) {
  12216. if (this._stencilFuncMask === value) {
  12217. return;
  12218. }
  12219. this._stencilFuncMask = value;
  12220. this._isStencilFuncDirty = true;
  12221. },
  12222. enumerable: true,
  12223. configurable: true
  12224. });
  12225. Object.defineProperty(_StencilState.prototype, "stencilOpStencilFail", {
  12226. get: function () {
  12227. return this._stencilOpStencilFail;
  12228. },
  12229. set: function (value) {
  12230. if (this._stencilOpStencilFail === value) {
  12231. return;
  12232. }
  12233. this._stencilOpStencilFail = value;
  12234. this._isStencilOpDirty = true;
  12235. },
  12236. enumerable: true,
  12237. configurable: true
  12238. });
  12239. Object.defineProperty(_StencilState.prototype, "stencilOpDepthFail", {
  12240. get: function () {
  12241. return this._stencilOpDepthFail;
  12242. },
  12243. set: function (value) {
  12244. if (this._stencilOpDepthFail === value) {
  12245. return;
  12246. }
  12247. this._stencilOpDepthFail = value;
  12248. this._isStencilOpDirty = true;
  12249. },
  12250. enumerable: true,
  12251. configurable: true
  12252. });
  12253. Object.defineProperty(_StencilState.prototype, "stencilOpStencilDepthPass", {
  12254. get: function () {
  12255. return this._stencilOpStencilDepthPass;
  12256. },
  12257. set: function (value) {
  12258. if (this._stencilOpStencilDepthPass === value) {
  12259. return;
  12260. }
  12261. this._stencilOpStencilDepthPass = value;
  12262. this._isStencilOpDirty = true;
  12263. },
  12264. enumerable: true,
  12265. configurable: true
  12266. });
  12267. Object.defineProperty(_StencilState.prototype, "stencilMask", {
  12268. get: function () {
  12269. return this._stencilMask;
  12270. },
  12271. set: function (value) {
  12272. if (this._stencilMask === value) {
  12273. return;
  12274. }
  12275. this._stencilMask = value;
  12276. this._isStencilMaskDirty = true;
  12277. },
  12278. enumerable: true,
  12279. configurable: true
  12280. });
  12281. Object.defineProperty(_StencilState.prototype, "stencilTest", {
  12282. get: function () {
  12283. return this._stencilTest;
  12284. },
  12285. set: function (value) {
  12286. if (this._stencilTest === value) {
  12287. return;
  12288. }
  12289. this._stencilTest = value;
  12290. this._isStencilTestDirty = true;
  12291. },
  12292. enumerable: true,
  12293. configurable: true
  12294. });
  12295. _StencilState.prototype.reset = function () {
  12296. this._stencilTest = false;
  12297. this._stencilMask = 0xFF;
  12298. this._stencilFunc = BABYLON.Engine.ALWAYS;
  12299. this._stencilFuncRef = 1;
  12300. this._stencilFuncMask = 0xFF;
  12301. this._stencilOpStencilFail = BABYLON.Engine.KEEP;
  12302. this._stencilOpDepthFail = BABYLON.Engine.KEEP;
  12303. this._stencilOpStencilDepthPass = BABYLON.Engine.REPLACE;
  12304. this._isStencilTestDirty = true;
  12305. this._isStencilMaskDirty = true;
  12306. this._isStencilFuncDirty = true;
  12307. this._isStencilOpDirty = true;
  12308. };
  12309. _StencilState.prototype.apply = function (gl) {
  12310. if (!this.isDirty) {
  12311. return;
  12312. }
  12313. // Stencil test
  12314. if (this._isStencilTestDirty) {
  12315. if (this.stencilTest) {
  12316. gl.enable(gl.STENCIL_TEST);
  12317. }
  12318. else {
  12319. gl.disable(gl.STENCIL_TEST);
  12320. }
  12321. this._isStencilTestDirty = false;
  12322. }
  12323. // Stencil mask
  12324. if (this._isStencilMaskDirty) {
  12325. gl.stencilMask(this.stencilMask);
  12326. this._isStencilMaskDirty = false;
  12327. }
  12328. // Stencil func
  12329. if (this._isStencilFuncDirty) {
  12330. gl.stencilFunc(this.stencilFunc, this.stencilFuncRef, this.stencilFuncMask);
  12331. this._isStencilFuncDirty = false;
  12332. }
  12333. // Stencil op
  12334. if (this._isStencilOpDirty) {
  12335. gl.stencilOp(this.stencilOpStencilFail, this.stencilOpDepthFail, this.stencilOpStencilDepthPass);
  12336. this._isStencilOpDirty = false;
  12337. }
  12338. };
  12339. return _StencilState;
  12340. }());
  12341. BABYLON._StencilState = _StencilState;
  12342. })(BABYLON || (BABYLON = {}));
  12343. //# sourceMappingURL=babylon.stencilState.js.map
  12344. var __assign = (this && this.__assign) || function () {
  12345. __assign = Object.assign || function(t) {
  12346. for (var s, i = 1, n = arguments.length; i < n; i++) {
  12347. s = arguments[i];
  12348. for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p))
  12349. t[p] = s[p];
  12350. }
  12351. return t;
  12352. };
  12353. return __assign.apply(this, arguments);
  12354. };
  12355. var BABYLON;
  12356. (function (BABYLON) {
  12357. /**
  12358. * Keeps track of all the buffer info used in engine.
  12359. */
  12360. var BufferPointer = /** @class */ (function () {
  12361. function BufferPointer() {
  12362. }
  12363. return BufferPointer;
  12364. }());
  12365. /**
  12366. * Interface for attribute information associated with buffer instanciation
  12367. */
  12368. var InstancingAttributeInfo = /** @class */ (function () {
  12369. function InstancingAttributeInfo() {
  12370. }
  12371. return InstancingAttributeInfo;
  12372. }());
  12373. BABYLON.InstancingAttributeInfo = InstancingAttributeInfo;
  12374. /**
  12375. * Define options used to create a render target texture
  12376. */
  12377. var RenderTargetCreationOptions = /** @class */ (function () {
  12378. function RenderTargetCreationOptions() {
  12379. }
  12380. return RenderTargetCreationOptions;
  12381. }());
  12382. BABYLON.RenderTargetCreationOptions = RenderTargetCreationOptions;
  12383. /**
  12384. * Define options used to create a depth texture
  12385. */
  12386. var DepthTextureCreationOptions = /** @class */ (function () {
  12387. function DepthTextureCreationOptions() {
  12388. }
  12389. return DepthTextureCreationOptions;
  12390. }());
  12391. BABYLON.DepthTextureCreationOptions = DepthTextureCreationOptions;
  12392. /**
  12393. * Class used to describe the capabilities of the engine relatively to the current browser
  12394. */
  12395. var EngineCapabilities = /** @class */ (function () {
  12396. function EngineCapabilities() {
  12397. }
  12398. return EngineCapabilities;
  12399. }());
  12400. BABYLON.EngineCapabilities = EngineCapabilities;
  12401. /**
  12402. * The engine class is responsible for interfacing with all lower-level APIs such as WebGL and Audio
  12403. */
  12404. var Engine = /** @class */ (function () {
  12405. /**
  12406. * Creates a new engine
  12407. * @param canvasOrContext defines the canvas or WebGL context to use for rendering. If you provide a WebGL context, Babylon.js will not hook events on the canvas (like pointers, keyboards, etc...) so no event observables will be available. This is mostly used when Babylon.js is used as a plugin on a system which alreay used the WebGL context
  12408. * @param antialias defines enable antialiasing (default: false)
  12409. * @param options defines further options to be sent to the getContext() function
  12410. * @param adaptToDeviceRatio defines whether to adapt to the device's viewport characteristics (default: false)
  12411. */
  12412. function Engine(canvasOrContext, antialias, options, adaptToDeviceRatio) {
  12413. if (adaptToDeviceRatio === void 0) { adaptToDeviceRatio = false; }
  12414. var _this = this;
  12415. // Public members
  12416. /**
  12417. * Gets or sets a boolean that indicates if textures must be forced to power of 2 size even if not required
  12418. */
  12419. this.forcePOTTextures = false;
  12420. /**
  12421. * Gets a boolean indicating if the engine is currently rendering in fullscreen mode
  12422. */
  12423. this.isFullscreen = false;
  12424. /**
  12425. * Gets a boolean indicating if the pointer is currently locked
  12426. */
  12427. this.isPointerLock = false;
  12428. /**
  12429. * Gets or sets a boolean indicating if back faces must be culled (true by default)
  12430. */
  12431. this.cullBackFaces = true;
  12432. /**
  12433. * Gets or sets a boolean indicating if the engine must keep rendering even if the window is not in foregroun
  12434. */
  12435. this.renderEvenInBackground = true;
  12436. /**
  12437. * Gets or sets a boolean indicating that cache can be kept between frames
  12438. */
  12439. this.preventCacheWipeBetweenFrames = false;
  12440. /**
  12441. * Gets or sets a boolean to enable/disable IndexedDB support and avoid XHR on .manifest
  12442. **/
  12443. this.enableOfflineSupport = false;
  12444. /**
  12445. * Gets or sets a boolean to enable/disable checking manifest if IndexedDB support is enabled (Babylon.js will always consider the database is up to date)
  12446. **/
  12447. this.disableManifestCheck = false;
  12448. /**
  12449. * Gets the list of created scenes
  12450. */
  12451. this.scenes = new Array();
  12452. /**
  12453. * Event raised when a new scene is created
  12454. */
  12455. this.onNewSceneAddedObservable = new BABYLON.Observable();
  12456. /**
  12457. * Gets the list of created postprocesses
  12458. */
  12459. this.postProcesses = new Array();
  12460. /** Gets or sets a boolean indicating if the engine should validate programs after compilation */
  12461. this.validateShaderPrograms = false;
  12462. // Observables
  12463. /**
  12464. * Observable event triggered each time the rendering canvas is resized
  12465. */
  12466. this.onResizeObservable = new BABYLON.Observable();
  12467. /**
  12468. * Observable event triggered each time the canvas loses focus
  12469. */
  12470. this.onCanvasBlurObservable = new BABYLON.Observable();
  12471. /**
  12472. * Observable event triggered each time the canvas gains focus
  12473. */
  12474. this.onCanvasFocusObservable = new BABYLON.Observable();
  12475. /**
  12476. * Observable event triggered each time the canvas receives pointerout event
  12477. */
  12478. this.onCanvasPointerOutObservable = new BABYLON.Observable();
  12479. /**
  12480. * Observable event triggered before each texture is initialized
  12481. */
  12482. this.onBeforeTextureInitObservable = new BABYLON.Observable();
  12483. //WebVR
  12484. this._vrDisplay = undefined;
  12485. this._vrSupported = false;
  12486. this._vrExclusivePointerMode = false;
  12487. // Uniform buffers list
  12488. /**
  12489. * Gets or sets a boolean indicating that uniform buffers must be disabled even if they are supported
  12490. */
  12491. this.disableUniformBuffers = false;
  12492. /** @hidden */
  12493. this._uniformBuffers = new Array();
  12494. // Observables
  12495. /**
  12496. * Observable raised when the engine begins a new frame
  12497. */
  12498. this.onBeginFrameObservable = new BABYLON.Observable();
  12499. /**
  12500. * If set, will be used to request the next animation frame for the render loop
  12501. */
  12502. this.customAnimationFrameRequester = null;
  12503. /**
  12504. * Observable raised when the engine ends the current frame
  12505. */
  12506. this.onEndFrameObservable = new BABYLON.Observable();
  12507. /**
  12508. * Observable raised when the engine is about to compile a shader
  12509. */
  12510. this.onBeforeShaderCompilationObservable = new BABYLON.Observable();
  12511. /**
  12512. * Observable raised when the engine has jsut compiled a shader
  12513. */
  12514. this.onAfterShaderCompilationObservable = new BABYLON.Observable();
  12515. this._windowIsBackground = false;
  12516. this._webGLVersion = 1.0;
  12517. /** @hidden */
  12518. this._badOS = false;
  12519. /** @hidden */
  12520. this._badDesktopOS = false;
  12521. /**
  12522. * Gets or sets a value indicating if we want to disable texture binding optimization.
  12523. * This could be required on some buggy drivers which wants to have textures bound in a progressive order.
  12524. * By default Babylon.js will try to let textures bound where they are and only update the samplers to point where the texture is
  12525. */
  12526. this.disableTextureBindingOptimization = false;
  12527. /**
  12528. * Observable signaled when VR display mode changes
  12529. */
  12530. this.onVRDisplayChangedObservable = new BABYLON.Observable();
  12531. /**
  12532. * Observable signaled when VR request present is complete
  12533. */
  12534. this.onVRRequestPresentComplete = new BABYLON.Observable();
  12535. /**
  12536. * Observable signaled when VR request present starts
  12537. */
  12538. this.onVRRequestPresentStart = new BABYLON.Observable();
  12539. this._colorWrite = true;
  12540. /** @hidden */
  12541. this._drawCalls = new BABYLON.PerfCounter();
  12542. /** @hidden */
  12543. this._textureCollisions = new BABYLON.PerfCounter();
  12544. this._renderingQueueLaunched = false;
  12545. this._activeRenderLoops = new Array();
  12546. // Deterministic lockstepMaxSteps
  12547. this._deterministicLockstep = false;
  12548. this._lockstepMaxSteps = 4;
  12549. // Lost context
  12550. /**
  12551. * Observable signaled when a context lost event is raised
  12552. */
  12553. this.onContextLostObservable = new BABYLON.Observable();
  12554. /**
  12555. * Observable signaled when a context restored event is raised
  12556. */
  12557. this.onContextRestoredObservable = new BABYLON.Observable();
  12558. this._contextWasLost = false;
  12559. this._doNotHandleContextLost = false;
  12560. // FPS
  12561. this._performanceMonitor = new BABYLON.PerformanceMonitor();
  12562. this._fps = 60;
  12563. this._deltaTime = 0;
  12564. /**
  12565. * Turn this value on if you want to pause FPS computation when in background
  12566. */
  12567. this.disablePerformanceMonitorInBackground = false;
  12568. // States
  12569. /** @hidden */
  12570. this._depthCullingState = new BABYLON._DepthCullingState();
  12571. /** @hidden */
  12572. this._stencilState = new BABYLON._StencilState();
  12573. /** @hidden */
  12574. this._alphaState = new BABYLON._AlphaState();
  12575. /** @hidden */
  12576. this._alphaMode = Engine.ALPHA_DISABLE;
  12577. // Cache
  12578. this._internalTexturesCache = new Array();
  12579. /** @hidden */
  12580. this._activeChannel = 0;
  12581. this._currentTextureChannel = -1;
  12582. /** @hidden */
  12583. this._boundTexturesCache = {};
  12584. this._compiledEffects = {};
  12585. this._vertexAttribArraysEnabled = [];
  12586. this._uintIndicesCurrentlySet = false;
  12587. this._currentBoundBuffer = new Array();
  12588. /** @hidden */
  12589. this._currentFramebuffer = null;
  12590. this._currentBufferPointers = new Array();
  12591. this._currentInstanceLocations = new Array();
  12592. this._currentInstanceBuffers = new Array();
  12593. this._firstBoundInternalTextureTracker = new BABYLON.DummyInternalTextureTracker();
  12594. this._lastBoundInternalTextureTracker = new BABYLON.DummyInternalTextureTracker();
  12595. this._vaoRecordInProgress = false;
  12596. this._mustWipeVertexAttributes = false;
  12597. this._nextFreeTextureSlots = new Array();
  12598. this._maxSimultaneousTextures = 0;
  12599. this._activeRequests = new Array();
  12600. // Hardware supported Compressed Textures
  12601. this._texturesSupported = new Array();
  12602. /**
  12603. * Defines whether the engine has been created with the premultipliedAlpha option on or not.
  12604. */
  12605. this.premultipliedAlpha = true;
  12606. this._viewportCached = new BABYLON.Vector4(0, 0, 0, 0);
  12607. this._onVRFullScreenTriggered = function () {
  12608. if (_this._vrDisplay && _this._vrDisplay.isPresenting) {
  12609. //get the old size before we change
  12610. _this._oldSize = new BABYLON.Size(_this.getRenderWidth(), _this.getRenderHeight());
  12611. _this._oldHardwareScaleFactor = _this.getHardwareScalingLevel();
  12612. //get the width and height, change the render size
  12613. var leftEye = _this._vrDisplay.getEyeParameters('left');
  12614. _this.setHardwareScalingLevel(1);
  12615. _this.setSize(leftEye.renderWidth * 2, leftEye.renderHeight);
  12616. }
  12617. else {
  12618. _this.setHardwareScalingLevel(_this._oldHardwareScaleFactor);
  12619. _this.setSize(_this._oldSize.width, _this._oldSize.height);
  12620. }
  12621. };
  12622. this._unpackFlipYCached = null;
  12623. /**
  12624. * In case you are sharing the context with other applications, it might
  12625. * be interested to not cache the unpack flip y state to ensure a consistent
  12626. * value would be set.
  12627. */
  12628. this.enableUnpackFlipYCached = true;
  12629. this._boundUniforms = {};
  12630. // Register promises
  12631. BABYLON.PromisePolyfill.Apply();
  12632. var canvas = null;
  12633. Engine.Instances.push(this);
  12634. if (!canvasOrContext) {
  12635. return;
  12636. }
  12637. options = options || {};
  12638. if (canvasOrContext.getContext) {
  12639. canvas = canvasOrContext;
  12640. this._renderingCanvas = canvas;
  12641. if (antialias != null) {
  12642. options.antialias = antialias;
  12643. }
  12644. if (options.deterministicLockstep === undefined) {
  12645. options.deterministicLockstep = false;
  12646. }
  12647. if (options.lockstepMaxSteps === undefined) {
  12648. options.lockstepMaxSteps = 4;
  12649. }
  12650. if (options.preserveDrawingBuffer === undefined) {
  12651. options.preserveDrawingBuffer = false;
  12652. }
  12653. if (options.audioEngine === undefined) {
  12654. options.audioEngine = true;
  12655. }
  12656. if (options.stencil === undefined) {
  12657. options.stencil = true;
  12658. }
  12659. if (options.premultipliedAlpha === false) {
  12660. this.premultipliedAlpha = false;
  12661. }
  12662. this._deterministicLockstep = options.deterministicLockstep;
  12663. this._lockstepMaxSteps = options.lockstepMaxSteps;
  12664. this._doNotHandleContextLost = options.doNotHandleContextLost ? true : false;
  12665. // Exceptions
  12666. if (navigator && navigator.userAgent) {
  12667. var ua = navigator.userAgent;
  12668. for (var _i = 0, _a = Engine.ExceptionList; _i < _a.length; _i++) {
  12669. var exception = _a[_i];
  12670. var key = exception.key;
  12671. var targets = exception.targets;
  12672. if (ua.indexOf(key) > -1) {
  12673. if (exception.capture && exception.captureConstraint) {
  12674. var capture = exception.capture;
  12675. var constraint = exception.captureConstraint;
  12676. var regex = new RegExp(capture);
  12677. var matches = regex.exec(ua);
  12678. if (matches && matches.length > 0) {
  12679. var capturedValue = parseInt(matches[matches.length - 1]);
  12680. if (capturedValue >= constraint) {
  12681. continue;
  12682. }
  12683. }
  12684. }
  12685. for (var _b = 0, targets_1 = targets; _b < targets_1.length; _b++) {
  12686. var target = targets_1[_b];
  12687. switch (target) {
  12688. case "uniformBuffer":
  12689. this.disableUniformBuffers = true;
  12690. break;
  12691. case "textureBindingOptimization":
  12692. this.disableTextureBindingOptimization = true;
  12693. break;
  12694. }
  12695. }
  12696. }
  12697. }
  12698. }
  12699. // GL
  12700. if (!options.disableWebGL2Support) {
  12701. try {
  12702. this._gl = (canvas.getContext("webgl2", options) || canvas.getContext("experimental-webgl2", options));
  12703. if (this._gl) {
  12704. this._webGLVersion = 2.0;
  12705. // Prevent weird browsers to lie :-)
  12706. if (!this._gl.deleteQuery) {
  12707. this._webGLVersion = 1.0;
  12708. }
  12709. }
  12710. }
  12711. catch (e) {
  12712. // Do nothing
  12713. }
  12714. }
  12715. if (!this._gl) {
  12716. if (!canvas) {
  12717. throw new Error("The provided canvas is null or undefined.");
  12718. }
  12719. try {
  12720. this._gl = (canvas.getContext("webgl", options) || canvas.getContext("experimental-webgl", options));
  12721. }
  12722. catch (e) {
  12723. throw new Error("WebGL not supported");
  12724. }
  12725. }
  12726. if (!this._gl) {
  12727. throw new Error("WebGL not supported");
  12728. }
  12729. this._onCanvasFocus = function () {
  12730. _this.onCanvasFocusObservable.notifyObservers(_this);
  12731. };
  12732. this._onCanvasBlur = function () {
  12733. _this.onCanvasBlurObservable.notifyObservers(_this);
  12734. };
  12735. canvas.addEventListener("focus", this._onCanvasFocus);
  12736. canvas.addEventListener("blur", this._onCanvasBlur);
  12737. this._onBlur = function () {
  12738. if (_this.disablePerformanceMonitorInBackground) {
  12739. _this._performanceMonitor.disable();
  12740. }
  12741. _this._windowIsBackground = true;
  12742. };
  12743. this._onFocus = function () {
  12744. if (_this.disablePerformanceMonitorInBackground) {
  12745. _this._performanceMonitor.enable();
  12746. }
  12747. _this._windowIsBackground = false;
  12748. };
  12749. this._onCanvasPointerOut = function (ev) {
  12750. _this.onCanvasPointerOutObservable.notifyObservers(ev);
  12751. };
  12752. if (BABYLON.Tools.IsWindowObjectExist()) {
  12753. window.addEventListener("blur", this._onBlur);
  12754. window.addEventListener("focus", this._onFocus);
  12755. }
  12756. canvas.addEventListener("pointerout", this._onCanvasPointerOut);
  12757. // Context lost
  12758. if (!this._doNotHandleContextLost) {
  12759. this._onContextLost = function (evt) {
  12760. evt.preventDefault();
  12761. _this._contextWasLost = true;
  12762. BABYLON.Tools.Warn("WebGL context lost.");
  12763. _this.onContextLostObservable.notifyObservers(_this);
  12764. };
  12765. this._onContextRestored = function (evt) {
  12766. // Adding a timeout to avoid race condition at browser level
  12767. setTimeout(function () {
  12768. // Rebuild gl context
  12769. _this._initGLContext();
  12770. // Rebuild effects
  12771. _this._rebuildEffects();
  12772. // Rebuild textures
  12773. _this._rebuildInternalTextures();
  12774. // Rebuild buffers
  12775. _this._rebuildBuffers();
  12776. // Cache
  12777. _this.wipeCaches(true);
  12778. BABYLON.Tools.Warn("WebGL context successfully restored.");
  12779. _this.onContextRestoredObservable.notifyObservers(_this);
  12780. _this._contextWasLost = false;
  12781. }, 0);
  12782. };
  12783. canvas.addEventListener("webglcontextlost", this._onContextLost, false);
  12784. canvas.addEventListener("webglcontextrestored", this._onContextRestored, false);
  12785. }
  12786. }
  12787. else {
  12788. this._gl = canvasOrContext;
  12789. this._renderingCanvas = this._gl.canvas;
  12790. if (this._gl.renderbufferStorageMultisample) {
  12791. this._webGLVersion = 2.0;
  12792. }
  12793. var attributes = this._gl.getContextAttributes();
  12794. if (attributes) {
  12795. options.stencil = attributes.stencil;
  12796. }
  12797. }
  12798. // Viewport
  12799. var devicePixelRatio = BABYLON.Tools.IsWindowObjectExist() ? (window.devicePixelRatio || 1.0) : 1.0;
  12800. var limitDeviceRatio = options.limitDeviceRatio || devicePixelRatio;
  12801. this._hardwareScalingLevel = adaptToDeviceRatio ? 1.0 / Math.min(limitDeviceRatio, devicePixelRatio) : 1.0;
  12802. this.resize();
  12803. this._isStencilEnable = options.stencil ? true : false;
  12804. this._initGLContext();
  12805. if (canvas) {
  12806. // Fullscreen
  12807. this._onFullscreenChange = function () {
  12808. if (document.fullscreen !== undefined) {
  12809. _this.isFullscreen = document.fullscreen;
  12810. }
  12811. else if (document.mozFullScreen !== undefined) {
  12812. _this.isFullscreen = document.mozFullScreen;
  12813. }
  12814. else if (document.webkitIsFullScreen !== undefined) {
  12815. _this.isFullscreen = document.webkitIsFullScreen;
  12816. }
  12817. else if (document.msIsFullScreen !== undefined) {
  12818. _this.isFullscreen = document.msIsFullScreen;
  12819. }
  12820. // Pointer lock
  12821. if (_this.isFullscreen && _this._pointerLockRequested && canvas) {
  12822. canvas.requestPointerLock = canvas.requestPointerLock ||
  12823. canvas.msRequestPointerLock ||
  12824. canvas.mozRequestPointerLock ||
  12825. canvas.webkitRequestPointerLock;
  12826. if (canvas.requestPointerLock) {
  12827. canvas.requestPointerLock();
  12828. }
  12829. }
  12830. };
  12831. document.addEventListener("fullscreenchange", this._onFullscreenChange, false);
  12832. document.addEventListener("mozfullscreenchange", this._onFullscreenChange, false);
  12833. document.addEventListener("webkitfullscreenchange", this._onFullscreenChange, false);
  12834. document.addEventListener("msfullscreenchange", this._onFullscreenChange, false);
  12835. // Pointer lock
  12836. this._onPointerLockChange = function () {
  12837. _this.isPointerLock = (document.mozPointerLockElement === canvas ||
  12838. document.webkitPointerLockElement === canvas ||
  12839. document.msPointerLockElement === canvas ||
  12840. document.pointerLockElement === canvas);
  12841. };
  12842. document.addEventListener("pointerlockchange", this._onPointerLockChange, false);
  12843. document.addEventListener("mspointerlockchange", this._onPointerLockChange, false);
  12844. document.addEventListener("mozpointerlockchange", this._onPointerLockChange, false);
  12845. document.addEventListener("webkitpointerlockchange", this._onPointerLockChange, false);
  12846. this._onVRDisplayPointerRestricted = function () {
  12847. if (canvas) {
  12848. canvas.requestPointerLock();
  12849. }
  12850. };
  12851. this._onVRDisplayPointerUnrestricted = function () {
  12852. document.exitPointerLock();
  12853. };
  12854. if (BABYLON.Tools.IsWindowObjectExist()) {
  12855. window.addEventListener('vrdisplaypointerrestricted', this._onVRDisplayPointerRestricted, false);
  12856. window.addEventListener('vrdisplaypointerunrestricted', this._onVRDisplayPointerUnrestricted, false);
  12857. }
  12858. }
  12859. // Create Audio Engine if needed.
  12860. if (!Engine.audioEngine && options.audioEngine && Engine.AudioEngineFactory) {
  12861. Engine.audioEngine = Engine.AudioEngineFactory(this.getRenderingCanvas());
  12862. }
  12863. // Prepare buffer pointers
  12864. for (var i = 0; i < this._caps.maxVertexAttribs; i++) {
  12865. this._currentBufferPointers[i] = new BufferPointer();
  12866. }
  12867. this._linkTrackers(this._firstBoundInternalTextureTracker, this._lastBoundInternalTextureTracker);
  12868. // Load WebVR Devices
  12869. if (options.autoEnableWebVR) {
  12870. this.initWebVR();
  12871. }
  12872. // Detect if we are running on a faulty buggy OS.
  12873. this._badOS = /iPad/i.test(navigator.userAgent) || /iPhone/i.test(navigator.userAgent);
  12874. // Detect if we are running on a faulty buggy desktop OS.
  12875. this._badDesktopOS = /^((?!chrome|android).)*safari/i.test(navigator.userAgent);
  12876. console.log("Babylon.js v" + Engine.Version + " - " + this.description);
  12877. this.enableOfflineSupport = Engine.OfflineProviderFactory !== undefined;
  12878. }
  12879. Object.defineProperty(Engine, "LastCreatedEngine", {
  12880. /**
  12881. * Gets the latest created engine
  12882. */
  12883. get: function () {
  12884. if (Engine.Instances.length === 0) {
  12885. return null;
  12886. }
  12887. return Engine.Instances[Engine.Instances.length - 1];
  12888. },
  12889. enumerable: true,
  12890. configurable: true
  12891. });
  12892. Object.defineProperty(Engine, "LastCreatedScene", {
  12893. /**
  12894. * Gets the latest created scene
  12895. */
  12896. get: function () {
  12897. var lastCreatedEngine = Engine.LastCreatedEngine;
  12898. if (!lastCreatedEngine) {
  12899. return null;
  12900. }
  12901. if (lastCreatedEngine.scenes.length === 0) {
  12902. return null;
  12903. }
  12904. return lastCreatedEngine.scenes[lastCreatedEngine.scenes.length - 1];
  12905. },
  12906. enumerable: true,
  12907. configurable: true
  12908. });
  12909. /**
  12910. * Will flag all materials in all scenes in all engines as dirty to trigger new shader compilation
  12911. * @param flag defines which part of the materials must be marked as dirty
  12912. * @param predicate defines a predicate used to filter which materials should be affected
  12913. */
  12914. Engine.MarkAllMaterialsAsDirty = function (flag, predicate) {
  12915. for (var engineIndex = 0; engineIndex < Engine.Instances.length; engineIndex++) {
  12916. var engine = Engine.Instances[engineIndex];
  12917. for (var sceneIndex = 0; sceneIndex < engine.scenes.length; sceneIndex++) {
  12918. engine.scenes[sceneIndex].markAllMaterialsAsDirty(flag, predicate);
  12919. }
  12920. }
  12921. };
  12922. Object.defineProperty(Engine, "Version", {
  12923. /**
  12924. * Returns the current version of the framework
  12925. */
  12926. get: function () {
  12927. return "4.0.0-alpha.12";
  12928. },
  12929. enumerable: true,
  12930. configurable: true
  12931. });
  12932. Object.defineProperty(Engine.prototype, "description", {
  12933. /**
  12934. * Returns a string describing the current engine
  12935. */
  12936. get: function () {
  12937. var description = "WebGL" + this.webGLVersion;
  12938. if (this._caps.parallelShaderCompile) {
  12939. description += " - Parallel shader compilation";
  12940. }
  12941. return description;
  12942. },
  12943. enumerable: true,
  12944. configurable: true
  12945. });
  12946. Object.defineProperty(Engine.prototype, "isInVRExclusivePointerMode", {
  12947. /**
  12948. * Gets a boolean indicating that the engine is currently in VR exclusive mode for the pointers
  12949. * @see https://docs.microsoft.com/en-us/microsoft-edge/webvr/essentials#mouse-input
  12950. */
  12951. get: function () {
  12952. return this._vrExclusivePointerMode;
  12953. },
  12954. enumerable: true,
  12955. configurable: true
  12956. });
  12957. Object.defineProperty(Engine.prototype, "supportsUniformBuffers", {
  12958. /**
  12959. * Gets a boolean indicating that the engine supports uniform buffers
  12960. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  12961. */
  12962. get: function () {
  12963. return this.webGLVersion > 1 && !this.disableUniformBuffers;
  12964. },
  12965. enumerable: true,
  12966. configurable: true
  12967. });
  12968. Object.defineProperty(Engine.prototype, "needPOTTextures", {
  12969. /**
  12970. * Gets a boolean indicating that only power of 2 textures are supported
  12971. * Please note that you can still use non power of 2 textures but in this case the engine will forcefully convert them
  12972. */
  12973. get: function () {
  12974. return this._webGLVersion < 2 || this.forcePOTTextures;
  12975. },
  12976. enumerable: true,
  12977. configurable: true
  12978. });
  12979. Object.defineProperty(Engine.prototype, "doNotHandleContextLost", {
  12980. /**
  12981. * Gets or sets a boolean indicating if resources should be retained to be able to handle context lost events
  12982. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#handling-webgl-context-lost
  12983. */
  12984. get: function () {
  12985. return this._doNotHandleContextLost;
  12986. },
  12987. set: function (value) {
  12988. this._doNotHandleContextLost = value;
  12989. },
  12990. enumerable: true,
  12991. configurable: true
  12992. });
  12993. Object.defineProperty(Engine.prototype, "performanceMonitor", {
  12994. /**
  12995. * Gets the performance monitor attached to this engine
  12996. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  12997. */
  12998. get: function () {
  12999. return this._performanceMonitor;
  13000. },
  13001. enumerable: true,
  13002. configurable: true
  13003. });
  13004. Object.defineProperty(Engine.prototype, "texturesSupported", {
  13005. /**
  13006. * Gets the list of texture formats supported
  13007. */
  13008. get: function () {
  13009. return this._texturesSupported;
  13010. },
  13011. enumerable: true,
  13012. configurable: true
  13013. });
  13014. Object.defineProperty(Engine.prototype, "textureFormatInUse", {
  13015. /**
  13016. * Gets the list of texture formats in use
  13017. */
  13018. get: function () {
  13019. return this._textureFormatInUse;
  13020. },
  13021. enumerable: true,
  13022. configurable: true
  13023. });
  13024. Object.defineProperty(Engine.prototype, "currentViewport", {
  13025. /**
  13026. * Gets the current viewport
  13027. */
  13028. get: function () {
  13029. return this._cachedViewport;
  13030. },
  13031. enumerable: true,
  13032. configurable: true
  13033. });
  13034. Object.defineProperty(Engine.prototype, "emptyTexture", {
  13035. /**
  13036. * Gets the default empty texture
  13037. */
  13038. get: function () {
  13039. if (!this._emptyTexture) {
  13040. this._emptyTexture = this.createRawTexture(new Uint8Array(4), 1, 1, Engine.TEXTUREFORMAT_RGBA, false, false, Engine.TEXTURE_NEAREST_SAMPLINGMODE);
  13041. }
  13042. return this._emptyTexture;
  13043. },
  13044. enumerable: true,
  13045. configurable: true
  13046. });
  13047. Object.defineProperty(Engine.prototype, "emptyTexture3D", {
  13048. /**
  13049. * Gets the default empty 3D texture
  13050. */
  13051. get: function () {
  13052. if (!this._emptyTexture3D) {
  13053. this._emptyTexture3D = this.createRawTexture3D(new Uint8Array(4), 1, 1, 1, Engine.TEXTUREFORMAT_RGBA, false, false, Engine.TEXTURE_NEAREST_SAMPLINGMODE);
  13054. }
  13055. return this._emptyTexture3D;
  13056. },
  13057. enumerable: true,
  13058. configurable: true
  13059. });
  13060. Object.defineProperty(Engine.prototype, "emptyCubeTexture", {
  13061. /**
  13062. * Gets the default empty cube texture
  13063. */
  13064. get: function () {
  13065. if (!this._emptyCubeTexture) {
  13066. var faceData = new Uint8Array(4);
  13067. var cubeData = [faceData, faceData, faceData, faceData, faceData, faceData];
  13068. this._emptyCubeTexture = this.createRawCubeTexture(cubeData, 1, Engine.TEXTUREFORMAT_RGBA, Engine.TEXTURETYPE_UNSIGNED_INT, false, false, Engine.TEXTURE_NEAREST_SAMPLINGMODE);
  13069. }
  13070. return this._emptyCubeTexture;
  13071. },
  13072. enumerable: true,
  13073. configurable: true
  13074. });
  13075. Engine.prototype._rebuildInternalTextures = function () {
  13076. var currentState = this._internalTexturesCache.slice(); // Do a copy because the rebuild will add proxies
  13077. for (var _i = 0, currentState_1 = currentState; _i < currentState_1.length; _i++) {
  13078. var internalTexture = currentState_1[_i];
  13079. internalTexture._rebuild();
  13080. }
  13081. };
  13082. Engine.prototype._rebuildEffects = function () {
  13083. for (var key in this._compiledEffects) {
  13084. var effect = this._compiledEffects[key];
  13085. effect._prepareEffect();
  13086. }
  13087. BABYLON.Effect.ResetCache();
  13088. };
  13089. /**
  13090. * Gets a boolean indicating if all created effects are ready
  13091. * @returns true if all effects are ready
  13092. */
  13093. Engine.prototype.areAllEffectsReady = function () {
  13094. for (var key in this._compiledEffects) {
  13095. var effect = this._compiledEffects[key];
  13096. if (!effect.isReady()) {
  13097. return false;
  13098. }
  13099. }
  13100. return true;
  13101. };
  13102. Engine.prototype._rebuildBuffers = function () {
  13103. // Index / Vertex
  13104. for (var _i = 0, _a = this.scenes; _i < _a.length; _i++) {
  13105. var scene = _a[_i];
  13106. scene.resetCachedMaterial();
  13107. scene._rebuildGeometries();
  13108. scene._rebuildTextures();
  13109. }
  13110. // Uniforms
  13111. for (var _b = 0, _c = this._uniformBuffers; _b < _c.length; _b++) {
  13112. var uniformBuffer = _c[_b];
  13113. uniformBuffer._rebuild();
  13114. }
  13115. };
  13116. Engine.prototype._initGLContext = function () {
  13117. // Caps
  13118. this._caps = new EngineCapabilities();
  13119. this._caps.maxTexturesImageUnits = this._gl.getParameter(this._gl.MAX_TEXTURE_IMAGE_UNITS);
  13120. this._caps.maxCombinedTexturesImageUnits = this._gl.getParameter(this._gl.MAX_COMBINED_TEXTURE_IMAGE_UNITS);
  13121. this._caps.maxVertexTextureImageUnits = this._gl.getParameter(this._gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS);
  13122. this._caps.maxTextureSize = this._gl.getParameter(this._gl.MAX_TEXTURE_SIZE);
  13123. this._caps.maxCubemapTextureSize = this._gl.getParameter(this._gl.MAX_CUBE_MAP_TEXTURE_SIZE);
  13124. this._caps.maxRenderTextureSize = this._gl.getParameter(this._gl.MAX_RENDERBUFFER_SIZE);
  13125. this._caps.maxVertexAttribs = this._gl.getParameter(this._gl.MAX_VERTEX_ATTRIBS);
  13126. this._caps.maxVaryingVectors = this._gl.getParameter(this._gl.MAX_VARYING_VECTORS);
  13127. this._caps.maxFragmentUniformVectors = this._gl.getParameter(this._gl.MAX_FRAGMENT_UNIFORM_VECTORS);
  13128. this._caps.maxVertexUniformVectors = this._gl.getParameter(this._gl.MAX_VERTEX_UNIFORM_VECTORS);
  13129. // Infos
  13130. this._glVersion = this._gl.getParameter(this._gl.VERSION);
  13131. var rendererInfo = this._gl.getExtension("WEBGL_debug_renderer_info");
  13132. if (rendererInfo != null) {
  13133. this._glRenderer = this._gl.getParameter(rendererInfo.UNMASKED_RENDERER_WEBGL);
  13134. this._glVendor = this._gl.getParameter(rendererInfo.UNMASKED_VENDOR_WEBGL);
  13135. }
  13136. if (!this._glVendor) {
  13137. this._glVendor = "Unknown vendor";
  13138. }
  13139. if (!this._glRenderer) {
  13140. this._glRenderer = "Unknown renderer";
  13141. }
  13142. // Constants
  13143. this._gl.HALF_FLOAT_OES = 0x8D61; // Half floating-point type (16-bit).
  13144. if (this._gl.RGBA16F !== 0x881A) {
  13145. this._gl.RGBA16F = 0x881A; // RGBA 16-bit floating-point color-renderable internal sized format.
  13146. }
  13147. if (this._gl.RGBA32F !== 0x8814) {
  13148. this._gl.RGBA32F = 0x8814; // RGBA 32-bit floating-point color-renderable internal sized format.
  13149. }
  13150. if (this._gl.DEPTH24_STENCIL8 !== 35056) {
  13151. this._gl.DEPTH24_STENCIL8 = 35056;
  13152. }
  13153. // Extensions
  13154. this._caps.standardDerivatives = this._webGLVersion > 1 || (this._gl.getExtension('OES_standard_derivatives') !== null);
  13155. this._caps.astc = this._gl.getExtension('WEBGL_compressed_texture_astc') || this._gl.getExtension('WEBKIT_WEBGL_compressed_texture_astc');
  13156. this._caps.s3tc = this._gl.getExtension('WEBGL_compressed_texture_s3tc') || this._gl.getExtension('WEBKIT_WEBGL_compressed_texture_s3tc');
  13157. this._caps.pvrtc = this._gl.getExtension('WEBGL_compressed_texture_pvrtc') || this._gl.getExtension('WEBKIT_WEBGL_compressed_texture_pvrtc');
  13158. this._caps.etc1 = this._gl.getExtension('WEBGL_compressed_texture_etc1') || this._gl.getExtension('WEBKIT_WEBGL_compressed_texture_etc1');
  13159. this._caps.etc2 = this._gl.getExtension('WEBGL_compressed_texture_etc') || this._gl.getExtension('WEBKIT_WEBGL_compressed_texture_etc') ||
  13160. this._gl.getExtension('WEBGL_compressed_texture_es3_0'); // also a requirement of OpenGL ES 3
  13161. this._caps.textureAnisotropicFilterExtension = this._gl.getExtension('EXT_texture_filter_anisotropic') || this._gl.getExtension('WEBKIT_EXT_texture_filter_anisotropic') || this._gl.getExtension('MOZ_EXT_texture_filter_anisotropic');
  13162. this._caps.maxAnisotropy = this._caps.textureAnisotropicFilterExtension ? this._gl.getParameter(this._caps.textureAnisotropicFilterExtension.MAX_TEXTURE_MAX_ANISOTROPY_EXT) : 0;
  13163. this._caps.uintIndices = this._webGLVersion > 1 || this._gl.getExtension('OES_element_index_uint') !== null;
  13164. this._caps.fragmentDepthSupported = this._webGLVersion > 1 || this._gl.getExtension('EXT_frag_depth') !== null;
  13165. this._caps.highPrecisionShaderSupported = false;
  13166. this._caps.timerQuery = this._gl.getExtension('EXT_disjoint_timer_query_webgl2') || this._gl.getExtension("EXT_disjoint_timer_query");
  13167. if (this._caps.timerQuery) {
  13168. if (this._webGLVersion === 1) {
  13169. this._gl.getQuery = this._caps.timerQuery.getQueryEXT.bind(this._caps.timerQuery);
  13170. }
  13171. this._caps.canUseTimestampForTimerQuery = this._gl.getQuery(this._caps.timerQuery.TIMESTAMP_EXT, this._caps.timerQuery.QUERY_COUNTER_BITS_EXT) > 0;
  13172. }
  13173. // Checks if some of the format renders first to allow the use of webgl inspector.
  13174. this._caps.colorBufferFloat = this._webGLVersion > 1 && this._gl.getExtension('EXT_color_buffer_float');
  13175. this._caps.textureFloat = (this._webGLVersion > 1 || this._gl.getExtension('OES_texture_float')) ? true : false;
  13176. this._caps.textureFloatLinearFiltering = this._caps.textureFloat && this._gl.getExtension('OES_texture_float_linear') ? true : false;
  13177. this._caps.textureFloatRender = this._caps.textureFloat && this._canRenderToFloatFramebuffer() ? true : false;
  13178. this._caps.textureHalfFloat = (this._webGLVersion > 1 || this._gl.getExtension('OES_texture_half_float')) ? true : false;
  13179. this._caps.textureHalfFloatLinearFiltering = (this._webGLVersion > 1 || (this._caps.textureHalfFloat && this._gl.getExtension('OES_texture_half_float_linear'))) ? true : false;
  13180. if (this._webGLVersion > 1) {
  13181. this._gl.HALF_FLOAT_OES = 0x140B;
  13182. }
  13183. this._caps.textureHalfFloatRender = this._caps.textureHalfFloat && this._canRenderToHalfFloatFramebuffer();
  13184. this._caps.textureLOD = (this._webGLVersion > 1 || this._gl.getExtension('EXT_shader_texture_lod')) ? true : false;
  13185. // Draw buffers
  13186. if (this._webGLVersion > 1) {
  13187. this._caps.drawBuffersExtension = true;
  13188. }
  13189. else {
  13190. var drawBuffersExtension = this._gl.getExtension('WEBGL_draw_buffers');
  13191. if (drawBuffersExtension !== null) {
  13192. this._caps.drawBuffersExtension = true;
  13193. this._gl.drawBuffers = drawBuffersExtension.drawBuffersWEBGL.bind(drawBuffersExtension);
  13194. this._gl.DRAW_FRAMEBUFFER = this._gl.FRAMEBUFFER;
  13195. for (var i = 0; i < 16; i++) {
  13196. this._gl["COLOR_ATTACHMENT" + i + "_WEBGL"] = drawBuffersExtension["COLOR_ATTACHMENT" + i + "_WEBGL"];
  13197. }
  13198. }
  13199. else {
  13200. this._caps.drawBuffersExtension = false;
  13201. }
  13202. }
  13203. // Shader compiler threads
  13204. this._caps.parallelShaderCompile = this._gl.getExtension('KHR_parallel_shader_compile');
  13205. if (this._caps.parallelShaderCompile) {
  13206. var threads = this._gl.getParameter(this._caps.parallelShaderCompile.MAX_SHADER_COMPILER_THREADS_KHR);
  13207. this._caps.parallelShaderCompile.maxShaderCompilerThreadsKHR(threads);
  13208. }
  13209. // Depth Texture
  13210. if (this._webGLVersion > 1) {
  13211. this._caps.depthTextureExtension = true;
  13212. }
  13213. else {
  13214. var depthTextureExtension = this._gl.getExtension('WEBGL_depth_texture');
  13215. if (depthTextureExtension != null) {
  13216. this._caps.depthTextureExtension = true;
  13217. this._gl.UNSIGNED_INT_24_8 = depthTextureExtension.UNSIGNED_INT_24_8_WEBGL;
  13218. }
  13219. }
  13220. // Vertex array object
  13221. if (this._webGLVersion > 1) {
  13222. this._caps.vertexArrayObject = true;
  13223. }
  13224. else {
  13225. var vertexArrayObjectExtension = this._gl.getExtension('OES_vertex_array_object');
  13226. if (vertexArrayObjectExtension != null) {
  13227. this._caps.vertexArrayObject = true;
  13228. this._gl.createVertexArray = vertexArrayObjectExtension.createVertexArrayOES.bind(vertexArrayObjectExtension);
  13229. this._gl.bindVertexArray = vertexArrayObjectExtension.bindVertexArrayOES.bind(vertexArrayObjectExtension);
  13230. this._gl.deleteVertexArray = vertexArrayObjectExtension.deleteVertexArrayOES.bind(vertexArrayObjectExtension);
  13231. }
  13232. else {
  13233. this._caps.vertexArrayObject = false;
  13234. }
  13235. }
  13236. // Instances count
  13237. if (this._webGLVersion > 1) {
  13238. this._caps.instancedArrays = true;
  13239. }
  13240. else {
  13241. var instanceExtension = this._gl.getExtension('ANGLE_instanced_arrays');
  13242. if (instanceExtension != null) {
  13243. this._caps.instancedArrays = true;
  13244. this._gl.drawArraysInstanced = instanceExtension.drawArraysInstancedANGLE.bind(instanceExtension);
  13245. this._gl.drawElementsInstanced = instanceExtension.drawElementsInstancedANGLE.bind(instanceExtension);
  13246. this._gl.vertexAttribDivisor = instanceExtension.vertexAttribDivisorANGLE.bind(instanceExtension);
  13247. }
  13248. else {
  13249. this._caps.instancedArrays = false;
  13250. }
  13251. }
  13252. // Intelligently add supported compressed formats in order to check for.
  13253. // Check for ASTC support first as it is most powerful and to be very cross platform.
  13254. // Next PVRTC & DXT, which are probably superior to ETC1/2.
  13255. // Likely no hardware which supports both PVR & DXT, so order matters little.
  13256. // ETC2 is newer and handles ETC1 (no alpha capability), so check for first.
  13257. if (this._caps.astc) {
  13258. this.texturesSupported.push('-astc.ktx');
  13259. }
  13260. if (this._caps.s3tc) {
  13261. this.texturesSupported.push('-dxt.ktx');
  13262. }
  13263. if (this._caps.pvrtc) {
  13264. this.texturesSupported.push('-pvrtc.ktx');
  13265. }
  13266. if (this._caps.etc2) {
  13267. this.texturesSupported.push('-etc2.ktx');
  13268. }
  13269. if (this._caps.etc1) {
  13270. this.texturesSupported.push('-etc1.ktx');
  13271. }
  13272. if (this._gl.getShaderPrecisionFormat) {
  13273. var vertex_highp = this._gl.getShaderPrecisionFormat(this._gl.VERTEX_SHADER, this._gl.HIGH_FLOAT);
  13274. var fragment_highp = this._gl.getShaderPrecisionFormat(this._gl.FRAGMENT_SHADER, this._gl.HIGH_FLOAT);
  13275. if (vertex_highp && fragment_highp) {
  13276. this._caps.highPrecisionShaderSupported = vertex_highp.precision !== 0 && fragment_highp.precision !== 0;
  13277. }
  13278. }
  13279. // Depth buffer
  13280. this.setDepthBuffer(true);
  13281. this.setDepthFunctionToLessOrEqual();
  13282. this.setDepthWrite(true);
  13283. // Texture maps
  13284. this._maxSimultaneousTextures = this._caps.maxCombinedTexturesImageUnits;
  13285. for (var slot = 0; slot < this._maxSimultaneousTextures; slot++) {
  13286. this._nextFreeTextureSlots.push(slot);
  13287. }
  13288. };
  13289. Object.defineProperty(Engine.prototype, "webGLVersion", {
  13290. /**
  13291. * Gets version of the current webGL context
  13292. */
  13293. get: function () {
  13294. return this._webGLVersion;
  13295. },
  13296. enumerable: true,
  13297. configurable: true
  13298. });
  13299. Object.defineProperty(Engine.prototype, "isStencilEnable", {
  13300. /**
  13301. * Returns true if the stencil buffer has been enabled through the creation option of the context.
  13302. */
  13303. get: function () {
  13304. return this._isStencilEnable;
  13305. },
  13306. enumerable: true,
  13307. configurable: true
  13308. });
  13309. Engine.prototype._prepareWorkingCanvas = function () {
  13310. if (this._workingCanvas) {
  13311. return;
  13312. }
  13313. this._workingCanvas = document.createElement("canvas");
  13314. var context = this._workingCanvas.getContext("2d");
  13315. if (context) {
  13316. this._workingContext = context;
  13317. }
  13318. };
  13319. /**
  13320. * Reset the texture cache to empty state
  13321. */
  13322. Engine.prototype.resetTextureCache = function () {
  13323. for (var key in this._boundTexturesCache) {
  13324. if (!this._boundTexturesCache.hasOwnProperty(key)) {
  13325. continue;
  13326. }
  13327. var boundTexture = this._boundTexturesCache[key];
  13328. if (boundTexture) {
  13329. this._removeDesignatedSlot(boundTexture);
  13330. }
  13331. this._boundTexturesCache[key] = null;
  13332. }
  13333. if (!this.disableTextureBindingOptimization) {
  13334. this._nextFreeTextureSlots = [];
  13335. for (var slot = 0; slot < this._maxSimultaneousTextures; slot++) {
  13336. this._nextFreeTextureSlots.push(slot);
  13337. }
  13338. }
  13339. this._currentTextureChannel = -1;
  13340. };
  13341. /**
  13342. * Gets a boolean indicating that the engine is running in deterministic lock step mode
  13343. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  13344. * @returns true if engine is in deterministic lock step mode
  13345. */
  13346. Engine.prototype.isDeterministicLockStep = function () {
  13347. return this._deterministicLockstep;
  13348. };
  13349. /**
  13350. * Gets the max steps when engine is running in deterministic lock step
  13351. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  13352. * @returns the max steps
  13353. */
  13354. Engine.prototype.getLockstepMaxSteps = function () {
  13355. return this._lockstepMaxSteps;
  13356. };
  13357. /**
  13358. * Gets an object containing information about the current webGL context
  13359. * @returns an object containing the vender, the renderer and the version of the current webGL context
  13360. */
  13361. Engine.prototype.getGlInfo = function () {
  13362. return {
  13363. vendor: this._glVendor,
  13364. renderer: this._glRenderer,
  13365. version: this._glVersion
  13366. };
  13367. };
  13368. /**
  13369. * Gets current aspect ratio
  13370. * @param camera defines the camera to use to get the aspect ratio
  13371. * @param useScreen defines if screen size must be used (or the current render target if any)
  13372. * @returns a number defining the aspect ratio
  13373. */
  13374. Engine.prototype.getAspectRatio = function (camera, useScreen) {
  13375. if (useScreen === void 0) { useScreen = false; }
  13376. var viewport = camera.viewport;
  13377. return (this.getRenderWidth(useScreen) * viewport.width) / (this.getRenderHeight(useScreen) * viewport.height);
  13378. };
  13379. /**
  13380. * Gets current screen aspect ratio
  13381. * @returns a number defining the aspect ratio
  13382. */
  13383. Engine.prototype.getScreenAspectRatio = function () {
  13384. return (this.getRenderWidth(true)) / (this.getRenderHeight(true));
  13385. };
  13386. /**
  13387. * Gets the current render width
  13388. * @param useScreen defines if screen size must be used (or the current render target if any)
  13389. * @returns a number defining the current render width
  13390. */
  13391. Engine.prototype.getRenderWidth = function (useScreen) {
  13392. if (useScreen === void 0) { useScreen = false; }
  13393. if (!useScreen && this._currentRenderTarget) {
  13394. return this._currentRenderTarget.width;
  13395. }
  13396. return this._gl.drawingBufferWidth;
  13397. };
  13398. /**
  13399. * Gets the current render height
  13400. * @param useScreen defines if screen size must be used (or the current render target if any)
  13401. * @returns a number defining the current render height
  13402. */
  13403. Engine.prototype.getRenderHeight = function (useScreen) {
  13404. if (useScreen === void 0) { useScreen = false; }
  13405. if (!useScreen && this._currentRenderTarget) {
  13406. return this._currentRenderTarget.height;
  13407. }
  13408. return this._gl.drawingBufferHeight;
  13409. };
  13410. /**
  13411. * Gets the HTML canvas attached with the current webGL context
  13412. * @returns a HTML canvas
  13413. */
  13414. Engine.prototype.getRenderingCanvas = function () {
  13415. return this._renderingCanvas;
  13416. };
  13417. /**
  13418. * Gets the client rect of the HTML canvas attached with the current webGL context
  13419. * @returns a client rectanglee
  13420. */
  13421. Engine.prototype.getRenderingCanvasClientRect = function () {
  13422. if (!this._renderingCanvas) {
  13423. return null;
  13424. }
  13425. return this._renderingCanvas.getBoundingClientRect();
  13426. };
  13427. /**
  13428. * Defines the hardware scaling level.
  13429. * By default the hardware scaling level is computed from the window device ratio.
  13430. * if level = 1 then the engine will render at the exact resolution of the canvas. If level = 0.5 then the engine will render at twice the size of the canvas.
  13431. * @param level defines the level to use
  13432. */
  13433. Engine.prototype.setHardwareScalingLevel = function (level) {
  13434. this._hardwareScalingLevel = level;
  13435. this.resize();
  13436. };
  13437. /**
  13438. * Gets the current hardware scaling level.
  13439. * By default the hardware scaling level is computed from the window device ratio.
  13440. * if level = 1 then the engine will render at the exact resolution of the canvas. If level = 0.5 then the engine will render at twice the size of the canvas.
  13441. * @returns a number indicating the current hardware scaling level
  13442. */
  13443. Engine.prototype.getHardwareScalingLevel = function () {
  13444. return this._hardwareScalingLevel;
  13445. };
  13446. /**
  13447. * Gets the list of loaded textures
  13448. * @returns an array containing all loaded textures
  13449. */
  13450. Engine.prototype.getLoadedTexturesCache = function () {
  13451. return this._internalTexturesCache;
  13452. };
  13453. /**
  13454. * Gets the object containing all engine capabilities
  13455. * @returns the EngineCapabilities object
  13456. */
  13457. Engine.prototype.getCaps = function () {
  13458. return this._caps;
  13459. };
  13460. /**
  13461. * Gets the current depth function
  13462. * @returns a number defining the depth function
  13463. */
  13464. Engine.prototype.getDepthFunction = function () {
  13465. return this._depthCullingState.depthFunc;
  13466. };
  13467. /**
  13468. * Sets the current depth function
  13469. * @param depthFunc defines the function to use
  13470. */
  13471. Engine.prototype.setDepthFunction = function (depthFunc) {
  13472. this._depthCullingState.depthFunc = depthFunc;
  13473. };
  13474. /**
  13475. * Sets the current depth function to GREATER
  13476. */
  13477. Engine.prototype.setDepthFunctionToGreater = function () {
  13478. this._depthCullingState.depthFunc = this._gl.GREATER;
  13479. };
  13480. /**
  13481. * Sets the current depth function to GEQUAL
  13482. */
  13483. Engine.prototype.setDepthFunctionToGreaterOrEqual = function () {
  13484. this._depthCullingState.depthFunc = this._gl.GEQUAL;
  13485. };
  13486. /**
  13487. * Sets the current depth function to LESS
  13488. */
  13489. Engine.prototype.setDepthFunctionToLess = function () {
  13490. this._depthCullingState.depthFunc = this._gl.LESS;
  13491. };
  13492. /**
  13493. * Sets the current depth function to LEQUAL
  13494. */
  13495. Engine.prototype.setDepthFunctionToLessOrEqual = function () {
  13496. this._depthCullingState.depthFunc = this._gl.LEQUAL;
  13497. };
  13498. /**
  13499. * Gets a boolean indicating if stencil buffer is enabled
  13500. * @returns the current stencil buffer state
  13501. */
  13502. Engine.prototype.getStencilBuffer = function () {
  13503. return this._stencilState.stencilTest;
  13504. };
  13505. /**
  13506. * Enable or disable the stencil buffer
  13507. * @param enable defines if the stencil buffer must be enabled or disabled
  13508. */
  13509. Engine.prototype.setStencilBuffer = function (enable) {
  13510. this._stencilState.stencilTest = enable;
  13511. };
  13512. /**
  13513. * Gets the current stencil mask
  13514. * @returns a number defining the new stencil mask to use
  13515. */
  13516. Engine.prototype.getStencilMask = function () {
  13517. return this._stencilState.stencilMask;
  13518. };
  13519. /**
  13520. * Sets the current stencil mask
  13521. * @param mask defines the new stencil mask to use
  13522. */
  13523. Engine.prototype.setStencilMask = function (mask) {
  13524. this._stencilState.stencilMask = mask;
  13525. };
  13526. /**
  13527. * Gets the current stencil function
  13528. * @returns a number defining the stencil function to use
  13529. */
  13530. Engine.prototype.getStencilFunction = function () {
  13531. return this._stencilState.stencilFunc;
  13532. };
  13533. /**
  13534. * Gets the current stencil reference value
  13535. * @returns a number defining the stencil reference value to use
  13536. */
  13537. Engine.prototype.getStencilFunctionReference = function () {
  13538. return this._stencilState.stencilFuncRef;
  13539. };
  13540. /**
  13541. * Gets the current stencil mask
  13542. * @returns a number defining the stencil mask to use
  13543. */
  13544. Engine.prototype.getStencilFunctionMask = function () {
  13545. return this._stencilState.stencilFuncMask;
  13546. };
  13547. /**
  13548. * Sets the current stencil function
  13549. * @param stencilFunc defines the new stencil function to use
  13550. */
  13551. Engine.prototype.setStencilFunction = function (stencilFunc) {
  13552. this._stencilState.stencilFunc = stencilFunc;
  13553. };
  13554. /**
  13555. * Sets the current stencil reference
  13556. * @param reference defines the new stencil reference to use
  13557. */
  13558. Engine.prototype.setStencilFunctionReference = function (reference) {
  13559. this._stencilState.stencilFuncRef = reference;
  13560. };
  13561. /**
  13562. * Sets the current stencil mask
  13563. * @param mask defines the new stencil mask to use
  13564. */
  13565. Engine.prototype.setStencilFunctionMask = function (mask) {
  13566. this._stencilState.stencilFuncMask = mask;
  13567. };
  13568. /**
  13569. * Gets the current stencil operation when stencil fails
  13570. * @returns a number defining stencil operation to use when stencil fails
  13571. */
  13572. Engine.prototype.getStencilOperationFail = function () {
  13573. return this._stencilState.stencilOpStencilFail;
  13574. };
  13575. /**
  13576. * Gets the current stencil operation when depth fails
  13577. * @returns a number defining stencil operation to use when depth fails
  13578. */
  13579. Engine.prototype.getStencilOperationDepthFail = function () {
  13580. return this._stencilState.stencilOpDepthFail;
  13581. };
  13582. /**
  13583. * Gets the current stencil operation when stencil passes
  13584. * @returns a number defining stencil operation to use when stencil passes
  13585. */
  13586. Engine.prototype.getStencilOperationPass = function () {
  13587. return this._stencilState.stencilOpStencilDepthPass;
  13588. };
  13589. /**
  13590. * Sets the stencil operation to use when stencil fails
  13591. * @param operation defines the stencil operation to use when stencil fails
  13592. */
  13593. Engine.prototype.setStencilOperationFail = function (operation) {
  13594. this._stencilState.stencilOpStencilFail = operation;
  13595. };
  13596. /**
  13597. * Sets the stencil operation to use when depth fails
  13598. * @param operation defines the stencil operation to use when depth fails
  13599. */
  13600. Engine.prototype.setStencilOperationDepthFail = function (operation) {
  13601. this._stencilState.stencilOpDepthFail = operation;
  13602. };
  13603. /**
  13604. * Sets the stencil operation to use when stencil passes
  13605. * @param operation defines the stencil operation to use when stencil passes
  13606. */
  13607. Engine.prototype.setStencilOperationPass = function (operation) {
  13608. this._stencilState.stencilOpStencilDepthPass = operation;
  13609. };
  13610. /**
  13611. * Sets a boolean indicating if the dithering state is enabled or disabled
  13612. * @param value defines the dithering state
  13613. */
  13614. Engine.prototype.setDitheringState = function (value) {
  13615. if (value) {
  13616. this._gl.enable(this._gl.DITHER);
  13617. }
  13618. else {
  13619. this._gl.disable(this._gl.DITHER);
  13620. }
  13621. };
  13622. /**
  13623. * Sets a boolean indicating if the rasterizer state is enabled or disabled
  13624. * @param value defines the rasterizer state
  13625. */
  13626. Engine.prototype.setRasterizerState = function (value) {
  13627. if (value) {
  13628. this._gl.disable(this._gl.RASTERIZER_DISCARD);
  13629. }
  13630. else {
  13631. this._gl.enable(this._gl.RASTERIZER_DISCARD);
  13632. }
  13633. };
  13634. /**
  13635. * stop executing a render loop function and remove it from the execution array
  13636. * @param renderFunction defines the function to be removed. If not provided all functions will be removed.
  13637. */
  13638. Engine.prototype.stopRenderLoop = function (renderFunction) {
  13639. if (!renderFunction) {
  13640. this._activeRenderLoops = [];
  13641. return;
  13642. }
  13643. var index = this._activeRenderLoops.indexOf(renderFunction);
  13644. if (index >= 0) {
  13645. this._activeRenderLoops.splice(index, 1);
  13646. }
  13647. };
  13648. /** @hidden */
  13649. Engine.prototype._renderLoop = function () {
  13650. if (!this._contextWasLost) {
  13651. var shouldRender = true;
  13652. if (!this.renderEvenInBackground && this._windowIsBackground) {
  13653. shouldRender = false;
  13654. }
  13655. if (shouldRender) {
  13656. // Start new frame
  13657. this.beginFrame();
  13658. for (var index = 0; index < this._activeRenderLoops.length; index++) {
  13659. var renderFunction = this._activeRenderLoops[index];
  13660. renderFunction();
  13661. }
  13662. // Present
  13663. this.endFrame();
  13664. }
  13665. }
  13666. if (this._activeRenderLoops.length > 0) {
  13667. // Register new frame
  13668. if (this.customAnimationFrameRequester) {
  13669. this.customAnimationFrameRequester.requestID = BABYLON.Tools.QueueNewFrame(this.customAnimationFrameRequester.renderFunction || this._bindedRenderFunction, this.customAnimationFrameRequester);
  13670. this._frameHandler = this.customAnimationFrameRequester.requestID;
  13671. }
  13672. else if (this._vrDisplay && this._vrDisplay.isPresenting) {
  13673. this._frameHandler = BABYLON.Tools.QueueNewFrame(this._bindedRenderFunction, this._vrDisplay);
  13674. }
  13675. else {
  13676. this._frameHandler = BABYLON.Tools.QueueNewFrame(this._bindedRenderFunction);
  13677. }
  13678. }
  13679. else {
  13680. this._renderingQueueLaunched = false;
  13681. }
  13682. };
  13683. /**
  13684. * Register and execute a render loop. The engine can have more than one render function
  13685. * @param renderFunction defines the function to continuously execute
  13686. */
  13687. Engine.prototype.runRenderLoop = function (renderFunction) {
  13688. if (this._activeRenderLoops.indexOf(renderFunction) !== -1) {
  13689. return;
  13690. }
  13691. this._activeRenderLoops.push(renderFunction);
  13692. if (!this._renderingQueueLaunched) {
  13693. this._renderingQueueLaunched = true;
  13694. this._bindedRenderFunction = this._renderLoop.bind(this);
  13695. this._frameHandler = BABYLON.Tools.QueueNewFrame(this._bindedRenderFunction);
  13696. }
  13697. };
  13698. /**
  13699. * Toggle full screen mode
  13700. * @param requestPointerLock defines if a pointer lock should be requested from the user
  13701. */
  13702. Engine.prototype.switchFullscreen = function (requestPointerLock) {
  13703. if (this.isFullscreen) {
  13704. BABYLON.Tools.ExitFullscreen();
  13705. }
  13706. else {
  13707. this._pointerLockRequested = requestPointerLock;
  13708. if (this._renderingCanvas) {
  13709. BABYLON.Tools.RequestFullscreen(this._renderingCanvas);
  13710. }
  13711. }
  13712. };
  13713. /**
  13714. * Clear the current render buffer or the current render target (if any is set up)
  13715. * @param color defines the color to use
  13716. * @param backBuffer defines if the back buffer must be cleared
  13717. * @param depth defines if the depth buffer must be cleared
  13718. * @param stencil defines if the stencil buffer must be cleared
  13719. */
  13720. Engine.prototype.clear = function (color, backBuffer, depth, stencil) {
  13721. if (stencil === void 0) { stencil = false; }
  13722. this.applyStates();
  13723. var mode = 0;
  13724. if (backBuffer && color) {
  13725. this._gl.clearColor(color.r, color.g, color.b, color.a !== undefined ? color.a : 1.0);
  13726. mode |= this._gl.COLOR_BUFFER_BIT;
  13727. }
  13728. if (depth) {
  13729. this._gl.clearDepth(1.0);
  13730. mode |= this._gl.DEPTH_BUFFER_BIT;
  13731. }
  13732. if (stencil) {
  13733. this._gl.clearStencil(0);
  13734. mode |= this._gl.STENCIL_BUFFER_BIT;
  13735. }
  13736. this._gl.clear(mode);
  13737. };
  13738. /**
  13739. * Executes a scissor clear (ie. a clear on a specific portion of the screen)
  13740. * @param x defines the x-coordinate of the top left corner of the clear rectangle
  13741. * @param y defines the y-coordinate of the corner of the clear rectangle
  13742. * @param width defines the width of the clear rectangle
  13743. * @param height defines the height of the clear rectangle
  13744. * @param clearColor defines the clear color
  13745. */
  13746. Engine.prototype.scissorClear = function (x, y, width, height, clearColor) {
  13747. this.enableScissor(x, y, width, height);
  13748. this.clear(clearColor, true, true, true);
  13749. this.disableScissor();
  13750. };
  13751. /**
  13752. * Enable scissor test on a specific rectangle (ie. render will only be executed on a specific portion of the screen)
  13753. * @param x defines the x-coordinate of the top left corner of the clear rectangle
  13754. * @param y defines the y-coordinate of the corner of the clear rectangle
  13755. * @param width defines the width of the clear rectangle
  13756. * @param height defines the height of the clear rectangle
  13757. */
  13758. Engine.prototype.enableScissor = function (x, y, width, height) {
  13759. var gl = this._gl;
  13760. // Change state
  13761. gl.enable(gl.SCISSOR_TEST);
  13762. gl.scissor(x, y, width, height);
  13763. };
  13764. /**
  13765. * Disable previously set scissor test rectangle
  13766. */
  13767. Engine.prototype.disableScissor = function () {
  13768. var gl = this._gl;
  13769. gl.disable(gl.SCISSOR_TEST);
  13770. };
  13771. /** @hidden */
  13772. Engine.prototype._viewport = function (x, y, width, height) {
  13773. if (x !== this._viewportCached.x ||
  13774. y !== this._viewportCached.y ||
  13775. width !== this._viewportCached.z ||
  13776. height !== this._viewportCached.w) {
  13777. this._viewportCached.x = x;
  13778. this._viewportCached.y = y;
  13779. this._viewportCached.z = width;
  13780. this._viewportCached.w = height;
  13781. this._gl.viewport(x, y, width, height);
  13782. }
  13783. };
  13784. /**
  13785. * Set the WebGL's viewport
  13786. * @param viewport defines the viewport element to be used
  13787. * @param requiredWidth defines the width required for rendering. If not provided the rendering canvas' width is used
  13788. * @param requiredHeight defines the height required for rendering. If not provided the rendering canvas' height is used
  13789. */
  13790. Engine.prototype.setViewport = function (viewport, requiredWidth, requiredHeight) {
  13791. var width = requiredWidth || this.getRenderWidth();
  13792. var height = requiredHeight || this.getRenderHeight();
  13793. var x = viewport.x || 0;
  13794. var y = viewport.y || 0;
  13795. this._cachedViewport = viewport;
  13796. this._viewport(x * width, y * height, width * viewport.width, height * viewport.height);
  13797. };
  13798. /**
  13799. * Directly set the WebGL Viewport
  13800. * @param x defines the x coordinate of the viewport (in screen space)
  13801. * @param y defines the y coordinate of the viewport (in screen space)
  13802. * @param width defines the width of the viewport (in screen space)
  13803. * @param height defines the height of the viewport (in screen space)
  13804. * @return the current viewport Object (if any) that is being replaced by this call. You can restore this viewport later on to go back to the original state
  13805. */
  13806. Engine.prototype.setDirectViewport = function (x, y, width, height) {
  13807. var currentViewport = this._cachedViewport;
  13808. this._cachedViewport = null;
  13809. this._viewport(x, y, width, height);
  13810. return currentViewport;
  13811. };
  13812. /**
  13813. * Begin a new frame
  13814. */
  13815. Engine.prototype.beginFrame = function () {
  13816. this.onBeginFrameObservable.notifyObservers(this);
  13817. this._measureFps();
  13818. };
  13819. /**
  13820. * Enf the current frame
  13821. */
  13822. Engine.prototype.endFrame = function () {
  13823. // Force a flush in case we are using a bad OS.
  13824. if (this._badOS) {
  13825. this.flushFramebuffer();
  13826. }
  13827. // Submit frame to the vr device, if enabled
  13828. if (this._vrDisplay && this._vrDisplay.isPresenting) {
  13829. // TODO: We should only submit the frame if we read frameData successfully.
  13830. this._vrDisplay.submitFrame();
  13831. }
  13832. this.onEndFrameObservable.notifyObservers(this);
  13833. };
  13834. /**
  13835. * Resize the view according to the canvas' size
  13836. */
  13837. Engine.prototype.resize = function () {
  13838. // We're not resizing the size of the canvas while in VR mode & presenting
  13839. if (!(this._vrDisplay && this._vrDisplay.isPresenting)) {
  13840. var width = this._renderingCanvas ? this._renderingCanvas.clientWidth : window.innerWidth;
  13841. var height = this._renderingCanvas ? this._renderingCanvas.clientHeight : window.innerHeight;
  13842. this.setSize(width / this._hardwareScalingLevel, height / this._hardwareScalingLevel);
  13843. }
  13844. };
  13845. /**
  13846. * Force a specific size of the canvas
  13847. * @param width defines the new canvas' width
  13848. * @param height defines the new canvas' height
  13849. */
  13850. Engine.prototype.setSize = function (width, height) {
  13851. if (!this._renderingCanvas) {
  13852. return;
  13853. }
  13854. if (this._renderingCanvas.width === width && this._renderingCanvas.height === height) {
  13855. return;
  13856. }
  13857. this._renderingCanvas.width = width;
  13858. this._renderingCanvas.height = height;
  13859. for (var index = 0; index < this.scenes.length; index++) {
  13860. var scene = this.scenes[index];
  13861. for (var camIndex = 0; camIndex < scene.cameras.length; camIndex++) {
  13862. var cam = scene.cameras[camIndex];
  13863. cam._currentRenderId = 0;
  13864. }
  13865. }
  13866. if (this.onResizeObservable.hasObservers) {
  13867. this.onResizeObservable.notifyObservers(this);
  13868. }
  13869. };
  13870. // WebVR functions
  13871. /**
  13872. * Gets a boolean indicating if a webVR device was detected
  13873. * @returns true if a webVR device was detected
  13874. */
  13875. Engine.prototype.isVRDevicePresent = function () {
  13876. return !!this._vrDisplay;
  13877. };
  13878. /**
  13879. * Gets the current webVR device
  13880. * @returns the current webVR device (or null)
  13881. */
  13882. Engine.prototype.getVRDevice = function () {
  13883. return this._vrDisplay;
  13884. };
  13885. /**
  13886. * Initializes a webVR display and starts listening to display change events
  13887. * The onVRDisplayChangedObservable will be notified upon these changes
  13888. * @returns The onVRDisplayChangedObservable
  13889. */
  13890. Engine.prototype.initWebVR = function () {
  13891. this.initWebVRAsync();
  13892. return this.onVRDisplayChangedObservable;
  13893. };
  13894. /**
  13895. * Initializes a webVR display and starts listening to display change events
  13896. * The onVRDisplayChangedObservable will be notified upon these changes
  13897. * @returns A promise containing a VRDisplay and if vr is supported
  13898. */
  13899. Engine.prototype.initWebVRAsync = function () {
  13900. var _this = this;
  13901. var notifyObservers = function () {
  13902. var eventArgs = {
  13903. vrDisplay: _this._vrDisplay,
  13904. vrSupported: _this._vrSupported
  13905. };
  13906. _this.onVRDisplayChangedObservable.notifyObservers(eventArgs);
  13907. _this._webVRInitPromise = new Promise(function (res) { res(eventArgs); });
  13908. };
  13909. if (!this._onVrDisplayConnect) {
  13910. this._onVrDisplayConnect = function (event) {
  13911. _this._vrDisplay = event.display;
  13912. notifyObservers();
  13913. };
  13914. this._onVrDisplayDisconnect = function () {
  13915. _this._vrDisplay.cancelAnimationFrame(_this._frameHandler);
  13916. _this._vrDisplay = undefined;
  13917. _this._frameHandler = BABYLON.Tools.QueueNewFrame(_this._bindedRenderFunction);
  13918. notifyObservers();
  13919. };
  13920. this._onVrDisplayPresentChange = function () {
  13921. _this._vrExclusivePointerMode = _this._vrDisplay && _this._vrDisplay.isPresenting;
  13922. };
  13923. window.addEventListener('vrdisplayconnect', this._onVrDisplayConnect);
  13924. window.addEventListener('vrdisplaydisconnect', this._onVrDisplayDisconnect);
  13925. window.addEventListener('vrdisplaypresentchange', this._onVrDisplayPresentChange);
  13926. }
  13927. this._webVRInitPromise = this._webVRInitPromise || this._getVRDisplaysAsync();
  13928. this._webVRInitPromise.then(notifyObservers);
  13929. return this._webVRInitPromise;
  13930. };
  13931. /**
  13932. * Call this function to switch to webVR mode
  13933. * Will do nothing if webVR is not supported or if there is no webVR device
  13934. * @see http://doc.babylonjs.com/how_to/webvr_camera
  13935. */
  13936. Engine.prototype.enableVR = function () {
  13937. var _this = this;
  13938. if (this._vrDisplay && !this._vrDisplay.isPresenting) {
  13939. var onResolved = function () {
  13940. _this.onVRRequestPresentComplete.notifyObservers(true);
  13941. _this._onVRFullScreenTriggered();
  13942. };
  13943. var onRejected = function () {
  13944. _this.onVRRequestPresentComplete.notifyObservers(false);
  13945. };
  13946. this.onVRRequestPresentStart.notifyObservers(this);
  13947. this._vrDisplay.requestPresent([{ source: this.getRenderingCanvas() }]).then(onResolved).catch(onRejected);
  13948. }
  13949. };
  13950. /**
  13951. * Call this function to leave webVR mode
  13952. * Will do nothing if webVR is not supported or if there is no webVR device
  13953. * @see http://doc.babylonjs.com/how_to/webvr_camera
  13954. */
  13955. Engine.prototype.disableVR = function () {
  13956. if (this._vrDisplay && this._vrDisplay.isPresenting) {
  13957. this._vrDisplay.exitPresent().then(this._onVRFullScreenTriggered).catch(this._onVRFullScreenTriggered);
  13958. }
  13959. };
  13960. Engine.prototype._getVRDisplaysAsync = function () {
  13961. var _this = this;
  13962. return new Promise(function (res, rej) {
  13963. if (navigator.getVRDisplays) {
  13964. navigator.getVRDisplays().then(function (devices) {
  13965. _this._vrSupported = true;
  13966. // note that devices may actually be an empty array. This is fine;
  13967. // we expect this._vrDisplay to be undefined in this case.
  13968. _this._vrDisplay = devices[0];
  13969. res({
  13970. vrDisplay: _this._vrDisplay,
  13971. vrSupported: _this._vrSupported
  13972. });
  13973. });
  13974. }
  13975. else {
  13976. _this._vrDisplay = undefined;
  13977. _this._vrSupported = false;
  13978. res({
  13979. vrDisplay: _this._vrDisplay,
  13980. vrSupported: _this._vrSupported
  13981. });
  13982. }
  13983. });
  13984. };
  13985. /**
  13986. * Binds the frame buffer to the specified texture.
  13987. * @param texture The texture to render to or null for the default canvas
  13988. * @param faceIndex The face of the texture to render to in case of cube texture
  13989. * @param requiredWidth The width of the target to render to
  13990. * @param requiredHeight The height of the target to render to
  13991. * @param forceFullscreenViewport Forces the viewport to be the entire texture/screen if true
  13992. * @param depthStencilTexture The depth stencil texture to use to render
  13993. * @param lodLevel defines le lod level to bind to the frame buffer
  13994. */
  13995. Engine.prototype.bindFramebuffer = function (texture, faceIndex, requiredWidth, requiredHeight, forceFullscreenViewport, depthStencilTexture, lodLevel) {
  13996. if (lodLevel === void 0) { lodLevel = 0; }
  13997. if (this._currentRenderTarget) {
  13998. this.unBindFramebuffer(this._currentRenderTarget);
  13999. }
  14000. this._currentRenderTarget = texture;
  14001. this.bindUnboundFramebuffer(texture._MSAAFramebuffer ? texture._MSAAFramebuffer : texture._framebuffer);
  14002. var gl = this._gl;
  14003. if (texture.isCube) {
  14004. if (faceIndex === undefined) {
  14005. faceIndex = 0;
  14006. }
  14007. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, texture._webGLTexture, lodLevel);
  14008. if (depthStencilTexture) {
  14009. if (depthStencilTexture._generateStencilBuffer) {
  14010. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, depthStencilTexture._webGLTexture, lodLevel);
  14011. }
  14012. else {
  14013. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, depthStencilTexture._webGLTexture, lodLevel);
  14014. }
  14015. }
  14016. }
  14017. if (this._cachedViewport && !forceFullscreenViewport) {
  14018. this.setViewport(this._cachedViewport, requiredWidth, requiredHeight);
  14019. }
  14020. else {
  14021. if (!requiredWidth) {
  14022. requiredWidth = texture.width;
  14023. if (lodLevel) {
  14024. requiredWidth = requiredWidth / Math.pow(2, lodLevel);
  14025. }
  14026. }
  14027. if (!requiredHeight) {
  14028. requiredHeight = texture.height;
  14029. if (lodLevel) {
  14030. requiredHeight = requiredHeight / Math.pow(2, lodLevel);
  14031. }
  14032. }
  14033. this._viewport(0, 0, requiredWidth, requiredHeight);
  14034. }
  14035. this.wipeCaches();
  14036. };
  14037. Engine.prototype.bindUnboundFramebuffer = function (framebuffer) {
  14038. if (this._currentFramebuffer !== framebuffer) {
  14039. this._gl.bindFramebuffer(this._gl.FRAMEBUFFER, framebuffer);
  14040. this._currentFramebuffer = framebuffer;
  14041. }
  14042. };
  14043. /**
  14044. * Unbind the current render target texture from the webGL context
  14045. * @param texture defines the render target texture to unbind
  14046. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  14047. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  14048. */
  14049. Engine.prototype.unBindFramebuffer = function (texture, disableGenerateMipMaps, onBeforeUnbind) {
  14050. if (disableGenerateMipMaps === void 0) { disableGenerateMipMaps = false; }
  14051. this._currentRenderTarget = null;
  14052. // If MSAA, we need to bitblt back to main texture
  14053. var gl = this._gl;
  14054. if (texture._MSAAFramebuffer) {
  14055. gl.bindFramebuffer(gl.READ_FRAMEBUFFER, texture._MSAAFramebuffer);
  14056. gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, texture._framebuffer);
  14057. gl.blitFramebuffer(0, 0, texture.width, texture.height, 0, 0, texture.width, texture.height, gl.COLOR_BUFFER_BIT, gl.NEAREST);
  14058. }
  14059. if (texture.generateMipMaps && !disableGenerateMipMaps && !texture.isCube) {
  14060. this._bindTextureDirectly(gl.TEXTURE_2D, texture, true);
  14061. gl.generateMipmap(gl.TEXTURE_2D);
  14062. this._bindTextureDirectly(gl.TEXTURE_2D, null);
  14063. }
  14064. if (onBeforeUnbind) {
  14065. if (texture._MSAAFramebuffer) {
  14066. // Bind the correct framebuffer
  14067. this.bindUnboundFramebuffer(texture._framebuffer);
  14068. }
  14069. onBeforeUnbind();
  14070. }
  14071. this.bindUnboundFramebuffer(null);
  14072. };
  14073. /**
  14074. * Unbind a list of render target textures from the webGL context
  14075. * This is used only when drawBuffer extension or webGL2 are active
  14076. * @param textures defines the render target textures to unbind
  14077. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  14078. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  14079. */
  14080. Engine.prototype.unBindMultiColorAttachmentFramebuffer = function (textures, disableGenerateMipMaps, onBeforeUnbind) {
  14081. if (disableGenerateMipMaps === void 0) { disableGenerateMipMaps = false; }
  14082. this._currentRenderTarget = null;
  14083. // If MSAA, we need to bitblt back to main texture
  14084. var gl = this._gl;
  14085. if (textures[0]._MSAAFramebuffer) {
  14086. gl.bindFramebuffer(gl.READ_FRAMEBUFFER, textures[0]._MSAAFramebuffer);
  14087. gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, textures[0]._framebuffer);
  14088. var attachments = textures[0]._attachments;
  14089. if (!attachments) {
  14090. attachments = new Array(textures.length);
  14091. textures[0]._attachments = attachments;
  14092. }
  14093. for (var i = 0; i < textures.length; i++) {
  14094. var texture = textures[i];
  14095. for (var j = 0; j < attachments.length; j++) {
  14096. attachments[j] = gl.NONE;
  14097. }
  14098. attachments[i] = gl[this.webGLVersion > 1 ? "COLOR_ATTACHMENT" + i : "COLOR_ATTACHMENT" + i + "_WEBGL"];
  14099. gl.readBuffer(attachments[i]);
  14100. gl.drawBuffers(attachments);
  14101. gl.blitFramebuffer(0, 0, texture.width, texture.height, 0, 0, texture.width, texture.height, gl.COLOR_BUFFER_BIT, gl.NEAREST);
  14102. }
  14103. for (var i = 0; i < attachments.length; i++) {
  14104. attachments[i] = gl[this.webGLVersion > 1 ? "COLOR_ATTACHMENT" + i : "COLOR_ATTACHMENT" + i + "_WEBGL"];
  14105. }
  14106. gl.drawBuffers(attachments);
  14107. }
  14108. for (var i = 0; i < textures.length; i++) {
  14109. var texture = textures[i];
  14110. if (texture.generateMipMaps && !disableGenerateMipMaps && !texture.isCube) {
  14111. this._bindTextureDirectly(gl.TEXTURE_2D, texture);
  14112. gl.generateMipmap(gl.TEXTURE_2D);
  14113. this._bindTextureDirectly(gl.TEXTURE_2D, null);
  14114. }
  14115. }
  14116. if (onBeforeUnbind) {
  14117. if (textures[0]._MSAAFramebuffer) {
  14118. // Bind the correct framebuffer
  14119. this.bindUnboundFramebuffer(textures[0]._framebuffer);
  14120. }
  14121. onBeforeUnbind();
  14122. }
  14123. this.bindUnboundFramebuffer(null);
  14124. };
  14125. /**
  14126. * Force the mipmap generation for the given render target texture
  14127. * @param texture defines the render target texture to use
  14128. */
  14129. Engine.prototype.generateMipMapsForCubemap = function (texture) {
  14130. if (texture.generateMipMaps) {
  14131. var gl = this._gl;
  14132. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, texture, true);
  14133. gl.generateMipmap(gl.TEXTURE_CUBE_MAP);
  14134. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, null);
  14135. }
  14136. };
  14137. /**
  14138. * Force a webGL flush (ie. a flush of all waiting webGL commands)
  14139. */
  14140. Engine.prototype.flushFramebuffer = function () {
  14141. this._gl.flush();
  14142. };
  14143. /**
  14144. * Unbind the current render target and bind the default framebuffer
  14145. */
  14146. Engine.prototype.restoreDefaultFramebuffer = function () {
  14147. if (this._currentRenderTarget) {
  14148. this.unBindFramebuffer(this._currentRenderTarget);
  14149. }
  14150. else {
  14151. this.bindUnboundFramebuffer(null);
  14152. }
  14153. if (this._cachedViewport) {
  14154. this.setViewport(this._cachedViewport);
  14155. }
  14156. this.wipeCaches();
  14157. };
  14158. // UBOs
  14159. /**
  14160. * Create an uniform buffer
  14161. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  14162. * @param elements defines the content of the uniform buffer
  14163. * @returns the webGL uniform buffer
  14164. */
  14165. Engine.prototype.createUniformBuffer = function (elements) {
  14166. var ubo = this._gl.createBuffer();
  14167. if (!ubo) {
  14168. throw new Error("Unable to create uniform buffer");
  14169. }
  14170. this.bindUniformBuffer(ubo);
  14171. if (elements instanceof Float32Array) {
  14172. this._gl.bufferData(this._gl.UNIFORM_BUFFER, elements, this._gl.STATIC_DRAW);
  14173. }
  14174. else {
  14175. this._gl.bufferData(this._gl.UNIFORM_BUFFER, new Float32Array(elements), this._gl.STATIC_DRAW);
  14176. }
  14177. this.bindUniformBuffer(null);
  14178. ubo.references = 1;
  14179. return ubo;
  14180. };
  14181. /**
  14182. * Create a dynamic uniform buffer
  14183. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  14184. * @param elements defines the content of the uniform buffer
  14185. * @returns the webGL uniform buffer
  14186. */
  14187. Engine.prototype.createDynamicUniformBuffer = function (elements) {
  14188. var ubo = this._gl.createBuffer();
  14189. if (!ubo) {
  14190. throw new Error("Unable to create dynamic uniform buffer");
  14191. }
  14192. this.bindUniformBuffer(ubo);
  14193. if (elements instanceof Float32Array) {
  14194. this._gl.bufferData(this._gl.UNIFORM_BUFFER, elements, this._gl.DYNAMIC_DRAW);
  14195. }
  14196. else {
  14197. this._gl.bufferData(this._gl.UNIFORM_BUFFER, new Float32Array(elements), this._gl.DYNAMIC_DRAW);
  14198. }
  14199. this.bindUniformBuffer(null);
  14200. ubo.references = 1;
  14201. return ubo;
  14202. };
  14203. /**
  14204. * Update an existing uniform buffer
  14205. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  14206. * @param uniformBuffer defines the target uniform buffer
  14207. * @param elements defines the content to update
  14208. * @param offset defines the offset in the uniform buffer where update should start
  14209. * @param count defines the size of the data to update
  14210. */
  14211. Engine.prototype.updateUniformBuffer = function (uniformBuffer, elements, offset, count) {
  14212. this.bindUniformBuffer(uniformBuffer);
  14213. if (offset === undefined) {
  14214. offset = 0;
  14215. }
  14216. if (count === undefined) {
  14217. if (elements instanceof Float32Array) {
  14218. this._gl.bufferSubData(this._gl.UNIFORM_BUFFER, offset, elements);
  14219. }
  14220. else {
  14221. this._gl.bufferSubData(this._gl.UNIFORM_BUFFER, offset, new Float32Array(elements));
  14222. }
  14223. }
  14224. else {
  14225. if (elements instanceof Float32Array) {
  14226. this._gl.bufferSubData(this._gl.UNIFORM_BUFFER, 0, elements.subarray(offset, offset + count));
  14227. }
  14228. else {
  14229. this._gl.bufferSubData(this._gl.UNIFORM_BUFFER, 0, new Float32Array(elements).subarray(offset, offset + count));
  14230. }
  14231. }
  14232. this.bindUniformBuffer(null);
  14233. };
  14234. // VBOs
  14235. Engine.prototype._resetVertexBufferBinding = function () {
  14236. this.bindArrayBuffer(null);
  14237. this._cachedVertexBuffers = null;
  14238. };
  14239. /**
  14240. * Creates a vertex buffer
  14241. * @param data the data for the vertex buffer
  14242. * @returns the new WebGL static buffer
  14243. */
  14244. Engine.prototype.createVertexBuffer = function (data) {
  14245. var vbo = this._gl.createBuffer();
  14246. if (!vbo) {
  14247. throw new Error("Unable to create vertex buffer");
  14248. }
  14249. this.bindArrayBuffer(vbo);
  14250. if (data instanceof Array) {
  14251. this._gl.bufferData(this._gl.ARRAY_BUFFER, new Float32Array(data), this._gl.STATIC_DRAW);
  14252. }
  14253. else {
  14254. this._gl.bufferData(this._gl.ARRAY_BUFFER, data, this._gl.STATIC_DRAW);
  14255. }
  14256. this._resetVertexBufferBinding();
  14257. vbo.references = 1;
  14258. return vbo;
  14259. };
  14260. /**
  14261. * Creates a dynamic vertex buffer
  14262. * @param data the data for the dynamic vertex buffer
  14263. * @returns the new WebGL dynamic buffer
  14264. */
  14265. Engine.prototype.createDynamicVertexBuffer = function (data) {
  14266. var vbo = this._gl.createBuffer();
  14267. if (!vbo) {
  14268. throw new Error("Unable to create dynamic vertex buffer");
  14269. }
  14270. this.bindArrayBuffer(vbo);
  14271. if (data instanceof Array) {
  14272. this._gl.bufferData(this._gl.ARRAY_BUFFER, new Float32Array(data), this._gl.DYNAMIC_DRAW);
  14273. }
  14274. else {
  14275. this._gl.bufferData(this._gl.ARRAY_BUFFER, data, this._gl.DYNAMIC_DRAW);
  14276. }
  14277. this._resetVertexBufferBinding();
  14278. vbo.references = 1;
  14279. return vbo;
  14280. };
  14281. /**
  14282. * Update a dynamic index buffer
  14283. * @param indexBuffer defines the target index buffer
  14284. * @param indices defines the data to update
  14285. * @param offset defines the offset in the target index buffer where update should start
  14286. */
  14287. Engine.prototype.updateDynamicIndexBuffer = function (indexBuffer, indices, offset) {
  14288. if (offset === void 0) { offset = 0; }
  14289. // Force cache update
  14290. this._currentBoundBuffer[this._gl.ELEMENT_ARRAY_BUFFER] = null;
  14291. this.bindIndexBuffer(indexBuffer);
  14292. var arrayBuffer;
  14293. if (indices instanceof Uint16Array || indices instanceof Uint32Array) {
  14294. arrayBuffer = indices;
  14295. }
  14296. else {
  14297. arrayBuffer = indexBuffer.is32Bits ? new Uint32Array(indices) : new Uint16Array(indices);
  14298. }
  14299. this._gl.bufferData(this._gl.ELEMENT_ARRAY_BUFFER, arrayBuffer, this._gl.DYNAMIC_DRAW);
  14300. this._resetIndexBufferBinding();
  14301. };
  14302. /**
  14303. * Updates a dynamic vertex buffer.
  14304. * @param vertexBuffer the vertex buffer to update
  14305. * @param data the data used to update the vertex buffer
  14306. * @param byteOffset the byte offset of the data
  14307. * @param byteLength the byte length of the data
  14308. */
  14309. Engine.prototype.updateDynamicVertexBuffer = function (vertexBuffer, data, byteOffset, byteLength) {
  14310. this.bindArrayBuffer(vertexBuffer);
  14311. if (byteOffset === undefined) {
  14312. byteOffset = 0;
  14313. }
  14314. if (byteLength === undefined) {
  14315. if (data instanceof Array) {
  14316. this._gl.bufferSubData(this._gl.ARRAY_BUFFER, byteOffset, new Float32Array(data));
  14317. }
  14318. else {
  14319. this._gl.bufferSubData(this._gl.ARRAY_BUFFER, byteOffset, data);
  14320. }
  14321. }
  14322. else {
  14323. if (data instanceof Array) {
  14324. this._gl.bufferSubData(this._gl.ARRAY_BUFFER, 0, new Float32Array(data).subarray(byteOffset, byteOffset + byteLength));
  14325. }
  14326. else {
  14327. if (data instanceof ArrayBuffer) {
  14328. data = new Uint8Array(data, byteOffset, byteLength);
  14329. }
  14330. else {
  14331. data = new Uint8Array(data.buffer, data.byteOffset + byteOffset, byteLength);
  14332. }
  14333. this._gl.bufferSubData(this._gl.ARRAY_BUFFER, 0, data);
  14334. }
  14335. }
  14336. this._resetVertexBufferBinding();
  14337. };
  14338. Engine.prototype._resetIndexBufferBinding = function () {
  14339. this.bindIndexBuffer(null);
  14340. this._cachedIndexBuffer = null;
  14341. };
  14342. /**
  14343. * Creates a new index buffer
  14344. * @param indices defines the content of the index buffer
  14345. * @param updatable defines if the index buffer must be updatable
  14346. * @returns a new webGL buffer
  14347. */
  14348. Engine.prototype.createIndexBuffer = function (indices, updatable) {
  14349. var vbo = this._gl.createBuffer();
  14350. if (!vbo) {
  14351. throw new Error("Unable to create index buffer");
  14352. }
  14353. this.bindIndexBuffer(vbo);
  14354. // Check for 32 bits indices
  14355. var arrayBuffer;
  14356. var need32Bits = false;
  14357. if (indices instanceof Uint16Array) {
  14358. arrayBuffer = indices;
  14359. }
  14360. else {
  14361. //check 32 bit support
  14362. if (this._caps.uintIndices) {
  14363. if (indices instanceof Uint32Array) {
  14364. arrayBuffer = indices;
  14365. need32Bits = true;
  14366. }
  14367. else {
  14368. //number[] or Int32Array, check if 32 bit is necessary
  14369. for (var index = 0; index < indices.length; index++) {
  14370. if (indices[index] > 65535) {
  14371. need32Bits = true;
  14372. break;
  14373. }
  14374. }
  14375. arrayBuffer = need32Bits ? new Uint32Array(indices) : new Uint16Array(indices);
  14376. }
  14377. }
  14378. else {
  14379. //no 32 bit support, force conversion to 16 bit (values greater 16 bit are lost)
  14380. arrayBuffer = new Uint16Array(indices);
  14381. }
  14382. }
  14383. this._gl.bufferData(this._gl.ELEMENT_ARRAY_BUFFER, arrayBuffer, updatable ? this._gl.DYNAMIC_DRAW : this._gl.STATIC_DRAW);
  14384. this._resetIndexBufferBinding();
  14385. vbo.references = 1;
  14386. vbo.is32Bits = need32Bits;
  14387. return vbo;
  14388. };
  14389. /**
  14390. * Bind a webGL buffer to the webGL context
  14391. * @param buffer defines the buffer to bind
  14392. */
  14393. Engine.prototype.bindArrayBuffer = function (buffer) {
  14394. if (!this._vaoRecordInProgress) {
  14395. this._unbindVertexArrayObject();
  14396. }
  14397. this.bindBuffer(buffer, this._gl.ARRAY_BUFFER);
  14398. };
  14399. /**
  14400. * Bind an uniform buffer to the current webGL context
  14401. * @param buffer defines the buffer to bind
  14402. */
  14403. Engine.prototype.bindUniformBuffer = function (buffer) {
  14404. this._gl.bindBuffer(this._gl.UNIFORM_BUFFER, buffer);
  14405. };
  14406. /**
  14407. * Bind a buffer to the current webGL context at a given location
  14408. * @param buffer defines the buffer to bind
  14409. * @param location defines the index where to bind the buffer
  14410. */
  14411. Engine.prototype.bindUniformBufferBase = function (buffer, location) {
  14412. this._gl.bindBufferBase(this._gl.UNIFORM_BUFFER, location, buffer);
  14413. };
  14414. /**
  14415. * Bind a specific block at a given index in a specific shader program
  14416. * @param shaderProgram defines the shader program
  14417. * @param blockName defines the block name
  14418. * @param index defines the index where to bind the block
  14419. */
  14420. Engine.prototype.bindUniformBlock = function (shaderProgram, blockName, index) {
  14421. var uniformLocation = this._gl.getUniformBlockIndex(shaderProgram, blockName);
  14422. this._gl.uniformBlockBinding(shaderProgram, uniformLocation, index);
  14423. };
  14424. Engine.prototype.bindIndexBuffer = function (buffer) {
  14425. if (!this._vaoRecordInProgress) {
  14426. this._unbindVertexArrayObject();
  14427. }
  14428. this.bindBuffer(buffer, this._gl.ELEMENT_ARRAY_BUFFER);
  14429. };
  14430. Engine.prototype.bindBuffer = function (buffer, target) {
  14431. if (this._vaoRecordInProgress || this._currentBoundBuffer[target] !== buffer) {
  14432. this._gl.bindBuffer(target, buffer);
  14433. this._currentBoundBuffer[target] = buffer;
  14434. }
  14435. };
  14436. /**
  14437. * update the bound buffer with the given data
  14438. * @param data defines the data to update
  14439. */
  14440. Engine.prototype.updateArrayBuffer = function (data) {
  14441. this._gl.bufferSubData(this._gl.ARRAY_BUFFER, 0, data);
  14442. };
  14443. Engine.prototype._vertexAttribPointer = function (buffer, indx, size, type, normalized, stride, offset) {
  14444. var pointer = this._currentBufferPointers[indx];
  14445. var changed = false;
  14446. if (!pointer.active) {
  14447. changed = true;
  14448. pointer.active = true;
  14449. pointer.index = indx;
  14450. pointer.size = size;
  14451. pointer.type = type;
  14452. pointer.normalized = normalized;
  14453. pointer.stride = stride;
  14454. pointer.offset = offset;
  14455. pointer.buffer = buffer;
  14456. }
  14457. else {
  14458. if (pointer.buffer !== buffer) {
  14459. pointer.buffer = buffer;
  14460. changed = true;
  14461. }
  14462. if (pointer.size !== size) {
  14463. pointer.size = size;
  14464. changed = true;
  14465. }
  14466. if (pointer.type !== type) {
  14467. pointer.type = type;
  14468. changed = true;
  14469. }
  14470. if (pointer.normalized !== normalized) {
  14471. pointer.normalized = normalized;
  14472. changed = true;
  14473. }
  14474. if (pointer.stride !== stride) {
  14475. pointer.stride = stride;
  14476. changed = true;
  14477. }
  14478. if (pointer.offset !== offset) {
  14479. pointer.offset = offset;
  14480. changed = true;
  14481. }
  14482. }
  14483. if (changed || this._vaoRecordInProgress) {
  14484. this.bindArrayBuffer(buffer);
  14485. this._gl.vertexAttribPointer(indx, size, type, normalized, stride, offset);
  14486. }
  14487. };
  14488. Engine.prototype._bindIndexBufferWithCache = function (indexBuffer) {
  14489. if (indexBuffer == null) {
  14490. return;
  14491. }
  14492. if (this._cachedIndexBuffer !== indexBuffer) {
  14493. this._cachedIndexBuffer = indexBuffer;
  14494. this.bindIndexBuffer(indexBuffer);
  14495. this._uintIndicesCurrentlySet = indexBuffer.is32Bits;
  14496. }
  14497. };
  14498. Engine.prototype._bindVertexBuffersAttributes = function (vertexBuffers, effect) {
  14499. var attributes = effect.getAttributesNames();
  14500. if (!this._vaoRecordInProgress) {
  14501. this._unbindVertexArrayObject();
  14502. }
  14503. this.unbindAllAttributes();
  14504. for (var index = 0; index < attributes.length; index++) {
  14505. var order = effect.getAttributeLocation(index);
  14506. if (order >= 0) {
  14507. var vertexBuffer = vertexBuffers[attributes[index]];
  14508. if (!vertexBuffer) {
  14509. continue;
  14510. }
  14511. this._gl.enableVertexAttribArray(order);
  14512. if (!this._vaoRecordInProgress) {
  14513. this._vertexAttribArraysEnabled[order] = true;
  14514. }
  14515. var buffer = vertexBuffer.getBuffer();
  14516. if (buffer) {
  14517. this._vertexAttribPointer(buffer, order, vertexBuffer.getSize(), vertexBuffer.type, vertexBuffer.normalized, vertexBuffer.byteStride, vertexBuffer.byteOffset);
  14518. if (vertexBuffer.getIsInstanced()) {
  14519. this._gl.vertexAttribDivisor(order, vertexBuffer.getInstanceDivisor());
  14520. if (!this._vaoRecordInProgress) {
  14521. this._currentInstanceLocations.push(order);
  14522. this._currentInstanceBuffers.push(buffer);
  14523. }
  14524. }
  14525. }
  14526. }
  14527. }
  14528. };
  14529. /**
  14530. * Records a vertex array object
  14531. * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects
  14532. * @param vertexBuffers defines the list of vertex buffers to store
  14533. * @param indexBuffer defines the index buffer to store
  14534. * @param effect defines the effect to store
  14535. * @returns the new vertex array object
  14536. */
  14537. Engine.prototype.recordVertexArrayObject = function (vertexBuffers, indexBuffer, effect) {
  14538. var vao = this._gl.createVertexArray();
  14539. this._vaoRecordInProgress = true;
  14540. this._gl.bindVertexArray(vao);
  14541. this._mustWipeVertexAttributes = true;
  14542. this._bindVertexBuffersAttributes(vertexBuffers, effect);
  14543. this.bindIndexBuffer(indexBuffer);
  14544. this._vaoRecordInProgress = false;
  14545. this._gl.bindVertexArray(null);
  14546. return vao;
  14547. };
  14548. /**
  14549. * Bind a specific vertex array object
  14550. * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects
  14551. * @param vertexArrayObject defines the vertex array object to bind
  14552. * @param indexBuffer defines the index buffer to bind
  14553. */
  14554. Engine.prototype.bindVertexArrayObject = function (vertexArrayObject, indexBuffer) {
  14555. if (this._cachedVertexArrayObject !== vertexArrayObject) {
  14556. this._cachedVertexArrayObject = vertexArrayObject;
  14557. this._gl.bindVertexArray(vertexArrayObject);
  14558. this._cachedVertexBuffers = null;
  14559. this._cachedIndexBuffer = null;
  14560. this._uintIndicesCurrentlySet = indexBuffer != null && indexBuffer.is32Bits;
  14561. this._mustWipeVertexAttributes = true;
  14562. }
  14563. };
  14564. /**
  14565. * Bind webGl buffers directly to the webGL context
  14566. * @param vertexBuffer defines the vertex buffer to bind
  14567. * @param indexBuffer defines the index buffer to bind
  14568. * @param vertexDeclaration defines the vertex declaration to use with the vertex buffer
  14569. * @param vertexStrideSize defines the vertex stride of the vertex buffer
  14570. * @param effect defines the effect associated with the vertex buffer
  14571. */
  14572. Engine.prototype.bindBuffersDirectly = function (vertexBuffer, indexBuffer, vertexDeclaration, vertexStrideSize, effect) {
  14573. if (this._cachedVertexBuffers !== vertexBuffer || this._cachedEffectForVertexBuffers !== effect) {
  14574. this._cachedVertexBuffers = vertexBuffer;
  14575. this._cachedEffectForVertexBuffers = effect;
  14576. var attributesCount = effect.getAttributesCount();
  14577. this._unbindVertexArrayObject();
  14578. this.unbindAllAttributes();
  14579. var offset = 0;
  14580. for (var index = 0; index < attributesCount; index++) {
  14581. if (index < vertexDeclaration.length) {
  14582. var order = effect.getAttributeLocation(index);
  14583. if (order >= 0) {
  14584. this._gl.enableVertexAttribArray(order);
  14585. this._vertexAttribArraysEnabled[order] = true;
  14586. this._vertexAttribPointer(vertexBuffer, order, vertexDeclaration[index], this._gl.FLOAT, false, vertexStrideSize, offset);
  14587. }
  14588. offset += vertexDeclaration[index] * 4;
  14589. }
  14590. }
  14591. }
  14592. this._bindIndexBufferWithCache(indexBuffer);
  14593. };
  14594. Engine.prototype._unbindVertexArrayObject = function () {
  14595. if (!this._cachedVertexArrayObject) {
  14596. return;
  14597. }
  14598. this._cachedVertexArrayObject = null;
  14599. this._gl.bindVertexArray(null);
  14600. };
  14601. /**
  14602. * Bind a list of vertex buffers to the webGL context
  14603. * @param vertexBuffers defines the list of vertex buffers to bind
  14604. * @param indexBuffer defines the index buffer to bind
  14605. * @param effect defines the effect associated with the vertex buffers
  14606. */
  14607. Engine.prototype.bindBuffers = function (vertexBuffers, indexBuffer, effect) {
  14608. if (this._cachedVertexBuffers !== vertexBuffers || this._cachedEffectForVertexBuffers !== effect) {
  14609. this._cachedVertexBuffers = vertexBuffers;
  14610. this._cachedEffectForVertexBuffers = effect;
  14611. this._bindVertexBuffersAttributes(vertexBuffers, effect);
  14612. }
  14613. this._bindIndexBufferWithCache(indexBuffer);
  14614. };
  14615. /**
  14616. * Unbind all instance attributes
  14617. */
  14618. Engine.prototype.unbindInstanceAttributes = function () {
  14619. var boundBuffer;
  14620. for (var i = 0, ul = this._currentInstanceLocations.length; i < ul; i++) {
  14621. var instancesBuffer = this._currentInstanceBuffers[i];
  14622. if (boundBuffer != instancesBuffer && instancesBuffer.references) {
  14623. boundBuffer = instancesBuffer;
  14624. this.bindArrayBuffer(instancesBuffer);
  14625. }
  14626. var offsetLocation = this._currentInstanceLocations[i];
  14627. this._gl.vertexAttribDivisor(offsetLocation, 0);
  14628. }
  14629. this._currentInstanceBuffers.length = 0;
  14630. this._currentInstanceLocations.length = 0;
  14631. };
  14632. /**
  14633. * Release and free the memory of a vertex array object
  14634. * @param vao defines the vertex array object to delete
  14635. */
  14636. Engine.prototype.releaseVertexArrayObject = function (vao) {
  14637. this._gl.deleteVertexArray(vao);
  14638. };
  14639. /** @hidden */
  14640. Engine.prototype._releaseBuffer = function (buffer) {
  14641. buffer.references--;
  14642. if (buffer.references === 0) {
  14643. this._gl.deleteBuffer(buffer);
  14644. return true;
  14645. }
  14646. return false;
  14647. };
  14648. /**
  14649. * Creates a webGL buffer to use with instanciation
  14650. * @param capacity defines the size of the buffer
  14651. * @returns the webGL buffer
  14652. */
  14653. Engine.prototype.createInstancesBuffer = function (capacity) {
  14654. var buffer = this._gl.createBuffer();
  14655. if (!buffer) {
  14656. throw new Error("Unable to create instance buffer");
  14657. }
  14658. buffer.capacity = capacity;
  14659. this.bindArrayBuffer(buffer);
  14660. this._gl.bufferData(this._gl.ARRAY_BUFFER, capacity, this._gl.DYNAMIC_DRAW);
  14661. return buffer;
  14662. };
  14663. /**
  14664. * Delete a webGL buffer used with instanciation
  14665. * @param buffer defines the webGL buffer to delete
  14666. */
  14667. Engine.prototype.deleteInstancesBuffer = function (buffer) {
  14668. this._gl.deleteBuffer(buffer);
  14669. };
  14670. /**
  14671. * Update the content of a webGL buffer used with instanciation and bind it to the webGL context
  14672. * @param instancesBuffer defines the webGL buffer to update and bind
  14673. * @param data defines the data to store in the buffer
  14674. * @param offsetLocations defines the offsets or attributes information used to determine where data must be stored in the buffer
  14675. */
  14676. Engine.prototype.updateAndBindInstancesBuffer = function (instancesBuffer, data, offsetLocations) {
  14677. this.bindArrayBuffer(instancesBuffer);
  14678. if (data) {
  14679. this._gl.bufferSubData(this._gl.ARRAY_BUFFER, 0, data);
  14680. }
  14681. if (offsetLocations[0].index !== undefined) {
  14682. var stride = 0;
  14683. for (var i = 0; i < offsetLocations.length; i++) {
  14684. var ai = offsetLocations[i];
  14685. stride += ai.attributeSize * 4;
  14686. }
  14687. for (var i = 0; i < offsetLocations.length; i++) {
  14688. var ai = offsetLocations[i];
  14689. if (!this._vertexAttribArraysEnabled[ai.index]) {
  14690. this._gl.enableVertexAttribArray(ai.index);
  14691. this._vertexAttribArraysEnabled[ai.index] = true;
  14692. }
  14693. this._vertexAttribPointer(instancesBuffer, ai.index, ai.attributeSize, ai.attribyteType || this._gl.FLOAT, ai.normalized || false, stride, ai.offset);
  14694. this._gl.vertexAttribDivisor(ai.index, 1);
  14695. this._currentInstanceLocations.push(ai.index);
  14696. this._currentInstanceBuffers.push(instancesBuffer);
  14697. }
  14698. }
  14699. else {
  14700. for (var index = 0; index < 4; index++) {
  14701. var offsetLocation = offsetLocations[index];
  14702. if (!this._vertexAttribArraysEnabled[offsetLocation]) {
  14703. this._gl.enableVertexAttribArray(offsetLocation);
  14704. this._vertexAttribArraysEnabled[offsetLocation] = true;
  14705. }
  14706. this._vertexAttribPointer(instancesBuffer, offsetLocation, 4, this._gl.FLOAT, false, 64, index * 16);
  14707. this._gl.vertexAttribDivisor(offsetLocation, 1);
  14708. this._currentInstanceLocations.push(offsetLocation);
  14709. this._currentInstanceBuffers.push(instancesBuffer);
  14710. }
  14711. }
  14712. };
  14713. /**
  14714. * Apply all cached states (depth, culling, stencil and alpha)
  14715. */
  14716. Engine.prototype.applyStates = function () {
  14717. this._depthCullingState.apply(this._gl);
  14718. this._stencilState.apply(this._gl);
  14719. this._alphaState.apply(this._gl);
  14720. };
  14721. /**
  14722. * Send a draw order
  14723. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  14724. * @param indexStart defines the starting index
  14725. * @param indexCount defines the number of index to draw
  14726. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  14727. */
  14728. Engine.prototype.draw = function (useTriangles, indexStart, indexCount, instancesCount) {
  14729. this.drawElementsType(useTriangles ? BABYLON.Material.TriangleFillMode : BABYLON.Material.WireFrameFillMode, indexStart, indexCount, instancesCount);
  14730. };
  14731. /**
  14732. * Draw a list of points
  14733. * @param verticesStart defines the index of first vertex to draw
  14734. * @param verticesCount defines the count of vertices to draw
  14735. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  14736. */
  14737. Engine.prototype.drawPointClouds = function (verticesStart, verticesCount, instancesCount) {
  14738. this.drawArraysType(BABYLON.Material.PointFillMode, verticesStart, verticesCount, instancesCount);
  14739. };
  14740. /**
  14741. * Draw a list of unindexed primitives
  14742. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  14743. * @param verticesStart defines the index of first vertex to draw
  14744. * @param verticesCount defines the count of vertices to draw
  14745. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  14746. */
  14747. Engine.prototype.drawUnIndexed = function (useTriangles, verticesStart, verticesCount, instancesCount) {
  14748. this.drawArraysType(useTriangles ? BABYLON.Material.TriangleFillMode : BABYLON.Material.WireFrameFillMode, verticesStart, verticesCount, instancesCount);
  14749. };
  14750. /**
  14751. * Draw a list of indexed primitives
  14752. * @param fillMode defines the primitive to use
  14753. * @param indexStart defines the starting index
  14754. * @param indexCount defines the number of index to draw
  14755. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  14756. */
  14757. Engine.prototype.drawElementsType = function (fillMode, indexStart, indexCount, instancesCount) {
  14758. // Apply states
  14759. this.applyStates();
  14760. this._drawCalls.addCount(1, false);
  14761. // Render
  14762. var drawMode = this._drawMode(fillMode);
  14763. var indexFormat = this._uintIndicesCurrentlySet ? this._gl.UNSIGNED_INT : this._gl.UNSIGNED_SHORT;
  14764. var mult = this._uintIndicesCurrentlySet ? 4 : 2;
  14765. if (instancesCount) {
  14766. this._gl.drawElementsInstanced(drawMode, indexCount, indexFormat, indexStart * mult, instancesCount);
  14767. }
  14768. else {
  14769. this._gl.drawElements(drawMode, indexCount, indexFormat, indexStart * mult);
  14770. }
  14771. };
  14772. /**
  14773. * Draw a list of unindexed primitives
  14774. * @param fillMode defines the primitive to use
  14775. * @param verticesStart defines the index of first vertex to draw
  14776. * @param verticesCount defines the count of vertices to draw
  14777. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  14778. */
  14779. Engine.prototype.drawArraysType = function (fillMode, verticesStart, verticesCount, instancesCount) {
  14780. // Apply states
  14781. this.applyStates();
  14782. this._drawCalls.addCount(1, false);
  14783. var drawMode = this._drawMode(fillMode);
  14784. if (instancesCount) {
  14785. this._gl.drawArraysInstanced(drawMode, verticesStart, verticesCount, instancesCount);
  14786. }
  14787. else {
  14788. this._gl.drawArrays(drawMode, verticesStart, verticesCount);
  14789. }
  14790. };
  14791. Engine.prototype._drawMode = function (fillMode) {
  14792. switch (fillMode) {
  14793. // Triangle views
  14794. case BABYLON.Material.TriangleFillMode:
  14795. return this._gl.TRIANGLES;
  14796. case BABYLON.Material.PointFillMode:
  14797. return this._gl.POINTS;
  14798. case BABYLON.Material.WireFrameFillMode:
  14799. return this._gl.LINES;
  14800. // Draw modes
  14801. case BABYLON.Material.PointListDrawMode:
  14802. return this._gl.POINTS;
  14803. case BABYLON.Material.LineListDrawMode:
  14804. return this._gl.LINES;
  14805. case BABYLON.Material.LineLoopDrawMode:
  14806. return this._gl.LINE_LOOP;
  14807. case BABYLON.Material.LineStripDrawMode:
  14808. return this._gl.LINE_STRIP;
  14809. case BABYLON.Material.TriangleStripDrawMode:
  14810. return this._gl.TRIANGLE_STRIP;
  14811. case BABYLON.Material.TriangleFanDrawMode:
  14812. return this._gl.TRIANGLE_FAN;
  14813. default:
  14814. return this._gl.TRIANGLES;
  14815. }
  14816. };
  14817. // Shaders
  14818. /** @hidden */
  14819. Engine.prototype._releaseEffect = function (effect) {
  14820. if (this._compiledEffects[effect._key]) {
  14821. delete this._compiledEffects[effect._key];
  14822. this._deleteProgram(effect.getProgram());
  14823. }
  14824. };
  14825. /** @hidden */
  14826. Engine.prototype._deleteProgram = function (program) {
  14827. if (program) {
  14828. program.__SPECTOR_rebuildProgram = null;
  14829. if (program.transformFeedback) {
  14830. this.deleteTransformFeedback(program.transformFeedback);
  14831. program.transformFeedback = null;
  14832. }
  14833. this._gl.deleteProgram(program);
  14834. }
  14835. };
  14836. /**
  14837. * Create a new effect (used to store vertex/fragment shaders)
  14838. * @param baseName defines the base name of the effect (The name of file without .fragment.fx or .vertex.fx)
  14839. * @param attributesNamesOrOptions defines either a list of attribute names or an EffectCreationOptions object
  14840. * @param uniformsNamesOrEngine defines either a list of uniform names or the engine to use
  14841. * @param samplers defines an array of string used to represent textures
  14842. * @param defines defines the string containing the defines to use to compile the shaders
  14843. * @param fallbacks defines the list of potential fallbacks to use if shader conmpilation fails
  14844. * @param onCompiled defines a function to call when the effect creation is successful
  14845. * @param onError defines a function to call when the effect creation has failed
  14846. * @param indexParameters defines an object containing the index values to use to compile shaders (like the maximum number of simultaneous lights)
  14847. * @returns the new Effect
  14848. */
  14849. Engine.prototype.createEffect = function (baseName, attributesNamesOrOptions, uniformsNamesOrEngine, samplers, defines, fallbacks, onCompiled, onError, indexParameters) {
  14850. var vertex = baseName.vertexElement || baseName.vertex || baseName;
  14851. var fragment = baseName.fragmentElement || baseName.fragment || baseName;
  14852. var name = vertex + "+" + fragment + "@" + (defines ? defines : attributesNamesOrOptions.defines);
  14853. if (this._compiledEffects[name]) {
  14854. var compiledEffect = this._compiledEffects[name];
  14855. if (onCompiled && compiledEffect.isReady()) {
  14856. onCompiled(compiledEffect);
  14857. }
  14858. return compiledEffect;
  14859. }
  14860. var effect = new BABYLON.Effect(baseName, attributesNamesOrOptions, uniformsNamesOrEngine, samplers, this, defines, fallbacks, onCompiled, onError, indexParameters);
  14861. effect._key = name;
  14862. this._compiledEffects[name] = effect;
  14863. return effect;
  14864. };
  14865. Engine.prototype._compileShader = function (source, type, defines, shaderVersion) {
  14866. return this._compileRawShader(shaderVersion + (defines ? defines + "\n" : "") + source, type);
  14867. };
  14868. Engine.prototype._compileRawShader = function (source, type) {
  14869. var gl = this._gl;
  14870. var shader = gl.createShader(type === "vertex" ? gl.VERTEX_SHADER : gl.FRAGMENT_SHADER);
  14871. if (!shader) {
  14872. throw new Error("Something went wrong while compile the shader.");
  14873. }
  14874. gl.shaderSource(shader, source);
  14875. gl.compileShader(shader);
  14876. if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
  14877. var log = gl.getShaderInfoLog(shader);
  14878. if (log) {
  14879. throw new Error(log);
  14880. }
  14881. }
  14882. return shader;
  14883. };
  14884. /**
  14885. * Directly creates a webGL program
  14886. * @param vertexCode defines the vertex shader code to use
  14887. * @param fragmentCode defines the fragment shader code to use
  14888. * @param context defines the webGL context to use (if not set, the current one will be used)
  14889. * @param transformFeedbackVaryings defines the list of transform feedback varyings to use
  14890. * @returns the new webGL program
  14891. */
  14892. Engine.prototype.createRawShaderProgram = function (vertexCode, fragmentCode, context, transformFeedbackVaryings) {
  14893. if (transformFeedbackVaryings === void 0) { transformFeedbackVaryings = null; }
  14894. context = context || this._gl;
  14895. var vertexShader = this._compileRawShader(vertexCode, "vertex");
  14896. var fragmentShader = this._compileRawShader(fragmentCode, "fragment");
  14897. return this._createShaderProgram(vertexShader, fragmentShader, context, transformFeedbackVaryings);
  14898. };
  14899. /**
  14900. * Creates a webGL program
  14901. * @param vertexCode defines the vertex shader code to use
  14902. * @param fragmentCode defines the fragment shader code to use
  14903. * @param defines defines the string containing the defines to use to compile the shaders
  14904. * @param context defines the webGL context to use (if not set, the current one will be used)
  14905. * @param transformFeedbackVaryings defines the list of transform feedback varyings to use
  14906. * @returns the new webGL program
  14907. */
  14908. Engine.prototype.createShaderProgram = function (vertexCode, fragmentCode, defines, context, transformFeedbackVaryings) {
  14909. if (transformFeedbackVaryings === void 0) { transformFeedbackVaryings = null; }
  14910. context = context || this._gl;
  14911. this.onBeforeShaderCompilationObservable.notifyObservers(this);
  14912. var shaderVersion = (this._webGLVersion > 1) ? "#version 300 es\n#define WEBGL2 \n" : "";
  14913. var vertexShader = this._compileShader(vertexCode, "vertex", defines, shaderVersion);
  14914. var fragmentShader = this._compileShader(fragmentCode, "fragment", defines, shaderVersion);
  14915. var program = this._createShaderProgram(vertexShader, fragmentShader, context, transformFeedbackVaryings);
  14916. this.onAfterShaderCompilationObservable.notifyObservers(this);
  14917. return program;
  14918. };
  14919. Engine.prototype._createShaderProgram = function (vertexShader, fragmentShader, context, transformFeedbackVaryings) {
  14920. if (transformFeedbackVaryings === void 0) { transformFeedbackVaryings = null; }
  14921. var shaderProgram = context.createProgram();
  14922. if (!shaderProgram) {
  14923. throw new Error("Unable to create program");
  14924. }
  14925. context.attachShader(shaderProgram, vertexShader);
  14926. context.attachShader(shaderProgram, fragmentShader);
  14927. if (this.webGLVersion > 1 && transformFeedbackVaryings) {
  14928. var transformFeedback = this.createTransformFeedback();
  14929. this.bindTransformFeedback(transformFeedback);
  14930. this.setTranformFeedbackVaryings(shaderProgram, transformFeedbackVaryings);
  14931. shaderProgram.transformFeedback = transformFeedback;
  14932. }
  14933. context.linkProgram(shaderProgram);
  14934. if (this.webGLVersion > 1 && transformFeedbackVaryings) {
  14935. this.bindTransformFeedback(null);
  14936. }
  14937. shaderProgram.context = context;
  14938. shaderProgram.vertexShader = vertexShader;
  14939. shaderProgram.fragmentShader = fragmentShader;
  14940. if (!this._caps.parallelShaderCompile) {
  14941. this._finalizeProgram(shaderProgram);
  14942. }
  14943. else {
  14944. shaderProgram.isParallelCompiled = true;
  14945. }
  14946. return shaderProgram;
  14947. };
  14948. Engine.prototype._finalizeProgram = function (shaderProgram) {
  14949. var context = shaderProgram.context;
  14950. var vertexShader = shaderProgram.vertexShader;
  14951. var fragmentShader = shaderProgram.fragmentShader;
  14952. var linked = context.getProgramParameter(shaderProgram, context.LINK_STATUS);
  14953. if (!linked) {
  14954. var error = context.getProgramInfoLog(shaderProgram);
  14955. if (error) {
  14956. throw new Error(error);
  14957. }
  14958. }
  14959. if (this.validateShaderPrograms) {
  14960. context.validateProgram(shaderProgram);
  14961. var validated = context.getProgramParameter(shaderProgram, context.VALIDATE_STATUS);
  14962. if (!validated) {
  14963. var error = context.getProgramInfoLog(shaderProgram);
  14964. if (error) {
  14965. throw new Error(error);
  14966. }
  14967. }
  14968. }
  14969. context.deleteShader(vertexShader);
  14970. context.deleteShader(fragmentShader);
  14971. shaderProgram.context = undefined;
  14972. shaderProgram.vertexShader = undefined;
  14973. shaderProgram.fragmentShader = undefined;
  14974. if (shaderProgram.onCompiled) {
  14975. shaderProgram.onCompiled();
  14976. shaderProgram.onCompiled = undefined;
  14977. }
  14978. };
  14979. /** @hidden */
  14980. Engine.prototype._isProgramCompiled = function (shaderProgram) {
  14981. if (!shaderProgram.isParallelCompiled) {
  14982. return true;
  14983. }
  14984. if (this._gl.getProgramParameter(shaderProgram, this._caps.parallelShaderCompile.COMPLETION_STATUS_KHR)) {
  14985. this._finalizeProgram(shaderProgram);
  14986. return true;
  14987. }
  14988. return false;
  14989. };
  14990. /** @hidden */
  14991. Engine.prototype._executeWhenProgramIsCompiled = function (shaderProgram, action) {
  14992. if (!shaderProgram.isParallelCompiled) {
  14993. action();
  14994. return;
  14995. }
  14996. shaderProgram.onCompiled = action;
  14997. };
  14998. /**
  14999. * Gets the list of webGL uniform locations associated with a specific program based on a list of uniform names
  15000. * @param shaderProgram defines the webGL program to use
  15001. * @param uniformsNames defines the list of uniform names
  15002. * @returns an array of webGL uniform locations
  15003. */
  15004. Engine.prototype.getUniforms = function (shaderProgram, uniformsNames) {
  15005. var results = new Array();
  15006. for (var index = 0; index < uniformsNames.length; index++) {
  15007. results.push(this._gl.getUniformLocation(shaderProgram, uniformsNames[index]));
  15008. }
  15009. return results;
  15010. };
  15011. /**
  15012. * Gets the lsit of active attributes for a given webGL program
  15013. * @param shaderProgram defines the webGL program to use
  15014. * @param attributesNames defines the list of attribute names to get
  15015. * @returns an array of indices indicating the offset of each attribute
  15016. */
  15017. Engine.prototype.getAttributes = function (shaderProgram, attributesNames) {
  15018. var results = [];
  15019. for (var index = 0; index < attributesNames.length; index++) {
  15020. try {
  15021. results.push(this._gl.getAttribLocation(shaderProgram, attributesNames[index]));
  15022. }
  15023. catch (e) {
  15024. results.push(-1);
  15025. }
  15026. }
  15027. return results;
  15028. };
  15029. /**
  15030. * Activates an effect, mkaing it the current one (ie. the one used for rendering)
  15031. * @param effect defines the effect to activate
  15032. */
  15033. Engine.prototype.enableEffect = function (effect) {
  15034. if (!effect || effect === this._currentEffect) {
  15035. return;
  15036. }
  15037. // Use program
  15038. this.bindSamplers(effect);
  15039. this._currentEffect = effect;
  15040. if (effect.onBind) {
  15041. effect.onBind(effect);
  15042. }
  15043. if (effect._onBindObservable) {
  15044. effect._onBindObservable.notifyObservers(effect);
  15045. }
  15046. };
  15047. /**
  15048. * Set the value of an uniform to an array of int32
  15049. * @param uniform defines the webGL uniform location where to store the value
  15050. * @param array defines the array of int32 to store
  15051. */
  15052. Engine.prototype.setIntArray = function (uniform, array) {
  15053. if (!uniform) {
  15054. return;
  15055. }
  15056. this._gl.uniform1iv(uniform, array);
  15057. };
  15058. /**
  15059. * Set the value of an uniform to an array of int32 (stored as vec2)
  15060. * @param uniform defines the webGL uniform location where to store the value
  15061. * @param array defines the array of int32 to store
  15062. */
  15063. Engine.prototype.setIntArray2 = function (uniform, array) {
  15064. if (!uniform || array.length % 2 !== 0) {
  15065. return;
  15066. }
  15067. this._gl.uniform2iv(uniform, array);
  15068. };
  15069. /**
  15070. * Set the value of an uniform to an array of int32 (stored as vec3)
  15071. * @param uniform defines the webGL uniform location where to store the value
  15072. * @param array defines the array of int32 to store
  15073. */
  15074. Engine.prototype.setIntArray3 = function (uniform, array) {
  15075. if (!uniform || array.length % 3 !== 0) {
  15076. return;
  15077. }
  15078. this._gl.uniform3iv(uniform, array);
  15079. };
  15080. /**
  15081. * Set the value of an uniform to an array of int32 (stored as vec4)
  15082. * @param uniform defines the webGL uniform location where to store the value
  15083. * @param array defines the array of int32 to store
  15084. */
  15085. Engine.prototype.setIntArray4 = function (uniform, array) {
  15086. if (!uniform || array.length % 4 !== 0) {
  15087. return;
  15088. }
  15089. this._gl.uniform4iv(uniform, array);
  15090. };
  15091. /**
  15092. * Set the value of an uniform to an array of float32
  15093. * @param uniform defines the webGL uniform location where to store the value
  15094. * @param array defines the array of float32 to store
  15095. */
  15096. Engine.prototype.setFloatArray = function (uniform, array) {
  15097. if (!uniform) {
  15098. return;
  15099. }
  15100. this._gl.uniform1fv(uniform, array);
  15101. };
  15102. /**
  15103. * Set the value of an uniform to an array of float32 (stored as vec2)
  15104. * @param uniform defines the webGL uniform location where to store the value
  15105. * @param array defines the array of float32 to store
  15106. */
  15107. Engine.prototype.setFloatArray2 = function (uniform, array) {
  15108. if (!uniform || array.length % 2 !== 0) {
  15109. return;
  15110. }
  15111. this._gl.uniform2fv(uniform, array);
  15112. };
  15113. /**
  15114. * Set the value of an uniform to an array of float32 (stored as vec3)
  15115. * @param uniform defines the webGL uniform location where to store the value
  15116. * @param array defines the array of float32 to store
  15117. */
  15118. Engine.prototype.setFloatArray3 = function (uniform, array) {
  15119. if (!uniform || array.length % 3 !== 0) {
  15120. return;
  15121. }
  15122. this._gl.uniform3fv(uniform, array);
  15123. };
  15124. /**
  15125. * Set the value of an uniform to an array of float32 (stored as vec4)
  15126. * @param uniform defines the webGL uniform location where to store the value
  15127. * @param array defines the array of float32 to store
  15128. */
  15129. Engine.prototype.setFloatArray4 = function (uniform, array) {
  15130. if (!uniform || array.length % 4 !== 0) {
  15131. return;
  15132. }
  15133. this._gl.uniform4fv(uniform, array);
  15134. };
  15135. /**
  15136. * Set the value of an uniform to an array of number
  15137. * @param uniform defines the webGL uniform location where to store the value
  15138. * @param array defines the array of number to store
  15139. */
  15140. Engine.prototype.setArray = function (uniform, array) {
  15141. if (!uniform) {
  15142. return;
  15143. }
  15144. this._gl.uniform1fv(uniform, array);
  15145. };
  15146. /**
  15147. * Set the value of an uniform to an array of number (stored as vec2)
  15148. * @param uniform defines the webGL uniform location where to store the value
  15149. * @param array defines the array of number to store
  15150. */
  15151. Engine.prototype.setArray2 = function (uniform, array) {
  15152. if (!uniform || array.length % 2 !== 0) {
  15153. return;
  15154. }
  15155. this._gl.uniform2fv(uniform, array);
  15156. };
  15157. /**
  15158. * Set the value of an uniform to an array of number (stored as vec3)
  15159. * @param uniform defines the webGL uniform location where to store the value
  15160. * @param array defines the array of number to store
  15161. */
  15162. Engine.prototype.setArray3 = function (uniform, array) {
  15163. if (!uniform || array.length % 3 !== 0) {
  15164. return;
  15165. }
  15166. this._gl.uniform3fv(uniform, array);
  15167. };
  15168. /**
  15169. * Set the value of an uniform to an array of number (stored as vec4)
  15170. * @param uniform defines the webGL uniform location where to store the value
  15171. * @param array defines the array of number to store
  15172. */
  15173. Engine.prototype.setArray4 = function (uniform, array) {
  15174. if (!uniform || array.length % 4 !== 0) {
  15175. return;
  15176. }
  15177. this._gl.uniform4fv(uniform, array);
  15178. };
  15179. /**
  15180. * Set the value of an uniform to an array of float32 (stored as matrices)
  15181. * @param uniform defines the webGL uniform location where to store the value
  15182. * @param matrices defines the array of float32 to store
  15183. */
  15184. Engine.prototype.setMatrices = function (uniform, matrices) {
  15185. if (!uniform) {
  15186. return;
  15187. }
  15188. this._gl.uniformMatrix4fv(uniform, false, matrices);
  15189. };
  15190. /**
  15191. * Set the value of an uniform to a matrix
  15192. * @param uniform defines the webGL uniform location where to store the value
  15193. * @param matrix defines the matrix to store
  15194. */
  15195. Engine.prototype.setMatrix = function (uniform, matrix) {
  15196. if (!uniform) {
  15197. return;
  15198. }
  15199. this._gl.uniformMatrix4fv(uniform, false, matrix.toArray());
  15200. };
  15201. /**
  15202. * Set the value of an uniform to a matrix (3x3)
  15203. * @param uniform defines the webGL uniform location where to store the value
  15204. * @param matrix defines the Float32Array representing the 3x3 matrix to store
  15205. */
  15206. Engine.prototype.setMatrix3x3 = function (uniform, matrix) {
  15207. if (!uniform) {
  15208. return;
  15209. }
  15210. this._gl.uniformMatrix3fv(uniform, false, matrix);
  15211. };
  15212. /**
  15213. * Set the value of an uniform to a matrix (2x2)
  15214. * @param uniform defines the webGL uniform location where to store the value
  15215. * @param matrix defines the Float32Array representing the 2x2 matrix to store
  15216. */
  15217. Engine.prototype.setMatrix2x2 = function (uniform, matrix) {
  15218. if (!uniform) {
  15219. return;
  15220. }
  15221. this._gl.uniformMatrix2fv(uniform, false, matrix);
  15222. };
  15223. /**
  15224. * Set the value of an uniform to a number (int)
  15225. * @param uniform defines the webGL uniform location where to store the value
  15226. * @param value defines the int number to store
  15227. */
  15228. Engine.prototype.setInt = function (uniform, value) {
  15229. if (!uniform) {
  15230. return;
  15231. }
  15232. this._gl.uniform1i(uniform, value);
  15233. };
  15234. /**
  15235. * Set the value of an uniform to a number (float)
  15236. * @param uniform defines the webGL uniform location where to store the value
  15237. * @param value defines the float number to store
  15238. */
  15239. Engine.prototype.setFloat = function (uniform, value) {
  15240. if (!uniform) {
  15241. return;
  15242. }
  15243. this._gl.uniform1f(uniform, value);
  15244. };
  15245. /**
  15246. * Set the value of an uniform to a vec2
  15247. * @param uniform defines the webGL uniform location where to store the value
  15248. * @param x defines the 1st component of the value
  15249. * @param y defines the 2nd component of the value
  15250. */
  15251. Engine.prototype.setFloat2 = function (uniform, x, y) {
  15252. if (!uniform) {
  15253. return;
  15254. }
  15255. this._gl.uniform2f(uniform, x, y);
  15256. };
  15257. /**
  15258. * Set the value of an uniform to a vec3
  15259. * @param uniform defines the webGL uniform location where to store the value
  15260. * @param x defines the 1st component of the value
  15261. * @param y defines the 2nd component of the value
  15262. * @param z defines the 3rd component of the value
  15263. */
  15264. Engine.prototype.setFloat3 = function (uniform, x, y, z) {
  15265. if (!uniform) {
  15266. return;
  15267. }
  15268. this._gl.uniform3f(uniform, x, y, z);
  15269. };
  15270. /**
  15271. * Set the value of an uniform to a boolean
  15272. * @param uniform defines the webGL uniform location where to store the value
  15273. * @param bool defines the boolean to store
  15274. */
  15275. Engine.prototype.setBool = function (uniform, bool) {
  15276. if (!uniform) {
  15277. return;
  15278. }
  15279. this._gl.uniform1i(uniform, bool);
  15280. };
  15281. /**
  15282. * Set the value of an uniform to a vec4
  15283. * @param uniform defines the webGL uniform location where to store the value
  15284. * @param x defines the 1st component of the value
  15285. * @param y defines the 2nd component of the value
  15286. * @param z defines the 3rd component of the value
  15287. * @param w defines the 4th component of the value
  15288. */
  15289. Engine.prototype.setFloat4 = function (uniform, x, y, z, w) {
  15290. if (!uniform) {
  15291. return;
  15292. }
  15293. this._gl.uniform4f(uniform, x, y, z, w);
  15294. };
  15295. /**
  15296. * Set the value of an uniform to a Color3
  15297. * @param uniform defines the webGL uniform location where to store the value
  15298. * @param color3 defines the color to store
  15299. */
  15300. Engine.prototype.setColor3 = function (uniform, color3) {
  15301. if (!uniform) {
  15302. return;
  15303. }
  15304. this._gl.uniform3f(uniform, color3.r, color3.g, color3.b);
  15305. };
  15306. /**
  15307. * Set the value of an uniform to a Color3 and an alpha value
  15308. * @param uniform defines the webGL uniform location where to store the value
  15309. * @param color3 defines the color to store
  15310. * @param alpha defines the alpha component to store
  15311. */
  15312. Engine.prototype.setColor4 = function (uniform, color3, alpha) {
  15313. if (!uniform) {
  15314. return;
  15315. }
  15316. this._gl.uniform4f(uniform, color3.r, color3.g, color3.b, alpha);
  15317. };
  15318. /**
  15319. * Sets a Color4 on a uniform variable
  15320. * @param uniform defines the uniform location
  15321. * @param color4 defines the value to be set
  15322. */
  15323. Engine.prototype.setDirectColor4 = function (uniform, color4) {
  15324. if (!uniform) {
  15325. return;
  15326. }
  15327. this._gl.uniform4f(uniform, color4.r, color4.g, color4.b, color4.a);
  15328. };
  15329. // States
  15330. /**
  15331. * Set various states to the webGL context
  15332. * @param culling defines backface culling state
  15333. * @param zOffset defines the value to apply to zOffset (0 by default)
  15334. * @param force defines if states must be applied even if cache is up to date
  15335. * @param reverseSide defines if culling must be reversed (CCW instead of CW and CW instead of CCW)
  15336. */
  15337. Engine.prototype.setState = function (culling, zOffset, force, reverseSide) {
  15338. if (zOffset === void 0) { zOffset = 0; }
  15339. if (reverseSide === void 0) { reverseSide = false; }
  15340. // Culling
  15341. if (this._depthCullingState.cull !== culling || force) {
  15342. this._depthCullingState.cull = culling;
  15343. }
  15344. // Cull face
  15345. var cullFace = this.cullBackFaces ? this._gl.BACK : this._gl.FRONT;
  15346. if (this._depthCullingState.cullFace !== cullFace || force) {
  15347. this._depthCullingState.cullFace = cullFace;
  15348. }
  15349. // Z offset
  15350. this.setZOffset(zOffset);
  15351. // Front face
  15352. var frontFace = reverseSide ? this._gl.CW : this._gl.CCW;
  15353. if (this._depthCullingState.frontFace !== frontFace || force) {
  15354. this._depthCullingState.frontFace = frontFace;
  15355. }
  15356. };
  15357. /**
  15358. * Set the z offset to apply to current rendering
  15359. * @param value defines the offset to apply
  15360. */
  15361. Engine.prototype.setZOffset = function (value) {
  15362. this._depthCullingState.zOffset = value;
  15363. };
  15364. /**
  15365. * Gets the current value of the zOffset
  15366. * @returns the current zOffset state
  15367. */
  15368. Engine.prototype.getZOffset = function () {
  15369. return this._depthCullingState.zOffset;
  15370. };
  15371. /**
  15372. * Enable or disable depth buffering
  15373. * @param enable defines the state to set
  15374. */
  15375. Engine.prototype.setDepthBuffer = function (enable) {
  15376. this._depthCullingState.depthTest = enable;
  15377. };
  15378. /**
  15379. * Gets a boolean indicating if depth writing is enabled
  15380. * @returns the current depth writing state
  15381. */
  15382. Engine.prototype.getDepthWrite = function () {
  15383. return this._depthCullingState.depthMask;
  15384. };
  15385. /**
  15386. * Enable or disable depth writing
  15387. * @param enable defines the state to set
  15388. */
  15389. Engine.prototype.setDepthWrite = function (enable) {
  15390. this._depthCullingState.depthMask = enable;
  15391. };
  15392. /**
  15393. * Enable or disable color writing
  15394. * @param enable defines the state to set
  15395. */
  15396. Engine.prototype.setColorWrite = function (enable) {
  15397. this._gl.colorMask(enable, enable, enable, enable);
  15398. this._colorWrite = enable;
  15399. };
  15400. /**
  15401. * Gets a boolean indicating if color writing is enabled
  15402. * @returns the current color writing state
  15403. */
  15404. Engine.prototype.getColorWrite = function () {
  15405. return this._colorWrite;
  15406. };
  15407. /**
  15408. * Sets alpha constants used by some alpha blending modes
  15409. * @param r defines the red component
  15410. * @param g defines the green component
  15411. * @param b defines the blue component
  15412. * @param a defines the alpha component
  15413. */
  15414. Engine.prototype.setAlphaConstants = function (r, g, b, a) {
  15415. this._alphaState.setAlphaBlendConstants(r, g, b, a);
  15416. };
  15417. /**
  15418. * Sets the current alpha mode
  15419. * @param mode defines the mode to use (one of the BABYLON.Engine.ALPHA_XXX)
  15420. * @param noDepthWriteChange defines if depth writing state should remains unchanged (false by default)
  15421. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  15422. */
  15423. Engine.prototype.setAlphaMode = function (mode, noDepthWriteChange) {
  15424. if (noDepthWriteChange === void 0) { noDepthWriteChange = false; }
  15425. if (this._alphaMode === mode) {
  15426. return;
  15427. }
  15428. switch (mode) {
  15429. case Engine.ALPHA_DISABLE:
  15430. this._alphaState.alphaBlend = false;
  15431. break;
  15432. case Engine.ALPHA_PREMULTIPLIED:
  15433. this._alphaState.setAlphaBlendFunctionParameters(this._gl.ONE, this._gl.ONE_MINUS_SRC_ALPHA, this._gl.ONE, this._gl.ONE);
  15434. this._alphaState.alphaBlend = true;
  15435. break;
  15436. case Engine.ALPHA_PREMULTIPLIED_PORTERDUFF:
  15437. this._alphaState.setAlphaBlendFunctionParameters(this._gl.ONE, this._gl.ONE_MINUS_SRC_ALPHA, this._gl.ONE, this._gl.ONE_MINUS_SRC_ALPHA);
  15438. this._alphaState.alphaBlend = true;
  15439. break;
  15440. case Engine.ALPHA_COMBINE:
  15441. this._alphaState.setAlphaBlendFunctionParameters(this._gl.SRC_ALPHA, this._gl.ONE_MINUS_SRC_ALPHA, this._gl.ONE, this._gl.ONE);
  15442. this._alphaState.alphaBlend = true;
  15443. break;
  15444. case Engine.ALPHA_ONEONE:
  15445. this._alphaState.setAlphaBlendFunctionParameters(this._gl.ONE, this._gl.ONE, this._gl.ZERO, this._gl.ONE);
  15446. this._alphaState.alphaBlend = true;
  15447. break;
  15448. case Engine.ALPHA_ADD:
  15449. this._alphaState.setAlphaBlendFunctionParameters(this._gl.SRC_ALPHA, this._gl.ONE, this._gl.ZERO, this._gl.ONE);
  15450. this._alphaState.alphaBlend = true;
  15451. break;
  15452. case Engine.ALPHA_SUBTRACT:
  15453. this._alphaState.setAlphaBlendFunctionParameters(this._gl.ZERO, this._gl.ONE_MINUS_SRC_COLOR, this._gl.ONE, this._gl.ONE);
  15454. this._alphaState.alphaBlend = true;
  15455. break;
  15456. case Engine.ALPHA_MULTIPLY:
  15457. this._alphaState.setAlphaBlendFunctionParameters(this._gl.DST_COLOR, this._gl.ZERO, this._gl.ONE, this._gl.ONE);
  15458. this._alphaState.alphaBlend = true;
  15459. break;
  15460. case Engine.ALPHA_MAXIMIZED:
  15461. this._alphaState.setAlphaBlendFunctionParameters(this._gl.SRC_ALPHA, this._gl.ONE_MINUS_SRC_COLOR, this._gl.ONE, this._gl.ONE);
  15462. this._alphaState.alphaBlend = true;
  15463. break;
  15464. case Engine.ALPHA_INTERPOLATE:
  15465. this._alphaState.setAlphaBlendFunctionParameters(this._gl.CONSTANT_COLOR, this._gl.ONE_MINUS_CONSTANT_COLOR, this._gl.CONSTANT_ALPHA, this._gl.ONE_MINUS_CONSTANT_ALPHA);
  15466. this._alphaState.alphaBlend = true;
  15467. break;
  15468. case Engine.ALPHA_SCREENMODE:
  15469. this._alphaState.setAlphaBlendFunctionParameters(this._gl.ONE, this._gl.ONE_MINUS_SRC_COLOR, this._gl.ONE, this._gl.ONE_MINUS_SRC_ALPHA);
  15470. this._alphaState.alphaBlend = true;
  15471. break;
  15472. }
  15473. if (!noDepthWriteChange) {
  15474. this.setDepthWrite(mode === Engine.ALPHA_DISABLE);
  15475. }
  15476. this._alphaMode = mode;
  15477. };
  15478. /**
  15479. * Gets the current alpha mode
  15480. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  15481. * @returns the current alpha mode
  15482. */
  15483. Engine.prototype.getAlphaMode = function () {
  15484. return this._alphaMode;
  15485. };
  15486. // Textures
  15487. /**
  15488. * Clears the list of texture accessible through engine.
  15489. * This can help preventing texture load conflict due to name collision.
  15490. */
  15491. Engine.prototype.clearInternalTexturesCache = function () {
  15492. this._internalTexturesCache = [];
  15493. };
  15494. /**
  15495. * Force the entire cache to be cleared
  15496. * You should not have to use this function unless your engine needs to share the webGL context with another engine
  15497. * @param bruteForce defines a boolean to force clearing ALL caches (including stencil, detoh and alpha states)
  15498. */
  15499. Engine.prototype.wipeCaches = function (bruteForce) {
  15500. if (this.preventCacheWipeBetweenFrames && !bruteForce) {
  15501. return;
  15502. }
  15503. this._currentEffect = null;
  15504. this._viewportCached.x = 0;
  15505. this._viewportCached.y = 0;
  15506. this._viewportCached.z = 0;
  15507. this._viewportCached.w = 0;
  15508. if (bruteForce) {
  15509. this.resetTextureCache();
  15510. this._currentProgram = null;
  15511. this._stencilState.reset();
  15512. this._depthCullingState.reset();
  15513. this.setDepthFunctionToLessOrEqual();
  15514. this._alphaState.reset();
  15515. this._unpackFlipYCached = null;
  15516. }
  15517. this._resetVertexBufferBinding();
  15518. this._cachedIndexBuffer = null;
  15519. this._cachedEffectForVertexBuffers = null;
  15520. this._unbindVertexArrayObject();
  15521. this.bindIndexBuffer(null);
  15522. };
  15523. /**
  15524. * Set the compressed texture format to use, based on the formats you have, and the formats
  15525. * supported by the hardware / browser.
  15526. *
  15527. * Khronos Texture Container (.ktx) files are used to support this. This format has the
  15528. * advantage of being specifically designed for OpenGL. Header elements directly correspond
  15529. * to API arguments needed to compressed textures. This puts the burden on the container
  15530. * generator to house the arcane code for determining these for current & future formats.
  15531. *
  15532. * for description see https://www.khronos.org/opengles/sdk/tools/KTX/
  15533. * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/
  15534. *
  15535. * Note: The result of this call is not taken into account when a texture is base64.
  15536. *
  15537. * @param formatsAvailable defines the list of those format families you have created
  15538. * on your server. Syntax: '-' + format family + '.ktx'. (Case and order do not matter.)
  15539. *
  15540. * Current families are astc, dxt, pvrtc, etc2, & etc1.
  15541. * @returns The extension selected.
  15542. */
  15543. Engine.prototype.setTextureFormatToUse = function (formatsAvailable) {
  15544. for (var i = 0, len1 = this.texturesSupported.length; i < len1; i++) {
  15545. for (var j = 0, len2 = formatsAvailable.length; j < len2; j++) {
  15546. if (this._texturesSupported[i] === formatsAvailable[j].toLowerCase()) {
  15547. return this._textureFormatInUse = this._texturesSupported[i];
  15548. }
  15549. }
  15550. }
  15551. // actively set format to nothing, to allow this to be called more than once
  15552. // and possibly fail the 2nd time
  15553. this._textureFormatInUse = null;
  15554. return null;
  15555. };
  15556. Engine.prototype._getSamplingParameters = function (samplingMode, generateMipMaps) {
  15557. var gl = this._gl;
  15558. var magFilter = gl.NEAREST;
  15559. var minFilter = gl.NEAREST;
  15560. switch (samplingMode) {
  15561. case Engine.TEXTURE_BILINEAR_SAMPLINGMODE:
  15562. magFilter = gl.LINEAR;
  15563. if (generateMipMaps) {
  15564. minFilter = gl.LINEAR_MIPMAP_NEAREST;
  15565. }
  15566. else {
  15567. minFilter = gl.LINEAR;
  15568. }
  15569. break;
  15570. case Engine.TEXTURE_TRILINEAR_SAMPLINGMODE:
  15571. magFilter = gl.LINEAR;
  15572. if (generateMipMaps) {
  15573. minFilter = gl.LINEAR_MIPMAP_LINEAR;
  15574. }
  15575. else {
  15576. minFilter = gl.LINEAR;
  15577. }
  15578. break;
  15579. case Engine.TEXTURE_NEAREST_SAMPLINGMODE:
  15580. magFilter = gl.NEAREST;
  15581. if (generateMipMaps) {
  15582. minFilter = gl.NEAREST_MIPMAP_LINEAR;
  15583. }
  15584. else {
  15585. minFilter = gl.NEAREST;
  15586. }
  15587. break;
  15588. case Engine.TEXTURE_NEAREST_NEAREST_MIPNEAREST:
  15589. magFilter = gl.NEAREST;
  15590. if (generateMipMaps) {
  15591. minFilter = gl.NEAREST_MIPMAP_NEAREST;
  15592. }
  15593. else {
  15594. minFilter = gl.NEAREST;
  15595. }
  15596. break;
  15597. case Engine.TEXTURE_NEAREST_LINEAR_MIPNEAREST:
  15598. magFilter = gl.NEAREST;
  15599. if (generateMipMaps) {
  15600. minFilter = gl.LINEAR_MIPMAP_NEAREST;
  15601. }
  15602. else {
  15603. minFilter = gl.LINEAR;
  15604. }
  15605. break;
  15606. case Engine.TEXTURE_NEAREST_LINEAR_MIPLINEAR:
  15607. magFilter = gl.NEAREST;
  15608. if (generateMipMaps) {
  15609. minFilter = gl.LINEAR_MIPMAP_LINEAR;
  15610. }
  15611. else {
  15612. minFilter = gl.LINEAR;
  15613. }
  15614. break;
  15615. case Engine.TEXTURE_NEAREST_LINEAR:
  15616. magFilter = gl.NEAREST;
  15617. minFilter = gl.LINEAR;
  15618. break;
  15619. case Engine.TEXTURE_NEAREST_NEAREST:
  15620. magFilter = gl.NEAREST;
  15621. minFilter = gl.NEAREST;
  15622. break;
  15623. case Engine.TEXTURE_LINEAR_NEAREST_MIPNEAREST:
  15624. magFilter = gl.LINEAR;
  15625. if (generateMipMaps) {
  15626. minFilter = gl.NEAREST_MIPMAP_NEAREST;
  15627. }
  15628. else {
  15629. minFilter = gl.NEAREST;
  15630. }
  15631. break;
  15632. case Engine.TEXTURE_LINEAR_NEAREST_MIPLINEAR:
  15633. magFilter = gl.LINEAR;
  15634. if (generateMipMaps) {
  15635. minFilter = gl.NEAREST_MIPMAP_LINEAR;
  15636. }
  15637. else {
  15638. minFilter = gl.NEAREST;
  15639. }
  15640. break;
  15641. case Engine.TEXTURE_LINEAR_LINEAR:
  15642. magFilter = gl.LINEAR;
  15643. minFilter = gl.LINEAR;
  15644. break;
  15645. case Engine.TEXTURE_LINEAR_NEAREST:
  15646. magFilter = gl.LINEAR;
  15647. minFilter = gl.NEAREST;
  15648. break;
  15649. }
  15650. return {
  15651. min: minFilter,
  15652. mag: magFilter
  15653. };
  15654. };
  15655. Engine.prototype._partialLoadImg = function (url, index, loadedImages, scene, onfinish, onErrorCallBack) {
  15656. if (onErrorCallBack === void 0) { onErrorCallBack = null; }
  15657. var img;
  15658. var onload = function () {
  15659. loadedImages[index] = img;
  15660. loadedImages._internalCount++;
  15661. if (scene) {
  15662. scene._removePendingData(img);
  15663. }
  15664. if (loadedImages._internalCount === 6) {
  15665. onfinish(loadedImages);
  15666. }
  15667. };
  15668. var onerror = function (message, exception) {
  15669. if (scene) {
  15670. scene._removePendingData(img);
  15671. }
  15672. if (onErrorCallBack) {
  15673. onErrorCallBack(message, exception);
  15674. }
  15675. };
  15676. img = BABYLON.Tools.LoadImage(url, onload, onerror, scene ? scene.offlineProvider : null);
  15677. if (scene) {
  15678. scene._addPendingData(img);
  15679. }
  15680. };
  15681. Engine.prototype._cascadeLoadImgs = function (rootUrl, scene, onfinish, files, onError) {
  15682. if (onError === void 0) { onError = null; }
  15683. var loadedImages = [];
  15684. loadedImages._internalCount = 0;
  15685. for (var index = 0; index < 6; index++) {
  15686. this._partialLoadImg(files[index], index, loadedImages, scene, onfinish, onError);
  15687. }
  15688. };
  15689. /** @hidden */
  15690. Engine.prototype._createTexture = function () {
  15691. var texture = this._gl.createTexture();
  15692. if (!texture) {
  15693. throw new Error("Unable to create texture");
  15694. }
  15695. return texture;
  15696. };
  15697. /**
  15698. * Usually called from BABYLON.Texture.ts.
  15699. * Passed information to create a WebGLTexture
  15700. * @param urlArg defines a value which contains one of the following:
  15701. * * A conventional http URL, e.g. 'http://...' or 'file://...'
  15702. * * A base64 string of in-line texture data, e.g. 'data:image/jpg;base64,/...'
  15703. * * An indicator that data being passed using the buffer parameter, e.g. 'data:mytexture.jpg'
  15704. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated. Ignored for compressed textures. They must be in the file
  15705. * @param invertY when true, image is flipped when loaded. You probably want true. Certain compressed textures may invert this if their default is inverted (eg. ktx)
  15706. * @param scene needed for loading to the correct scene
  15707. * @param samplingMode mode with should be used sample / access the texture (Default: BABYLON.Texture.TRILINEAR_SAMPLINGMODE)
  15708. * @param onLoad optional callback to be called upon successful completion
  15709. * @param onError optional callback to be called upon failure
  15710. * @param buffer a source of a file previously fetched as either a base64 string, an ArrayBuffer (compressed or image format), HTMLImageElement (image format), or a Blob
  15711. * @param fallback an internal argument in case the function must be called again, due to etc1 not having alpha capabilities
  15712. * @param format internal format. Default: RGB when extension is '.jpg' else RGBA. Ignored for compressed textures
  15713. * @param forcedExtension defines the extension to use to pick the right loader
  15714. * @param excludeLoaders array of texture loaders that should be excluded when picking a loader for the texture (default: empty array)
  15715. * @returns a InternalTexture for assignment back into BABYLON.Texture
  15716. */
  15717. Engine.prototype.createTexture = function (urlArg, noMipmap, invertY, scene, samplingMode, onLoad, onError, buffer, fallback, format, forcedExtension, excludeLoaders) {
  15718. var _this = this;
  15719. if (samplingMode === void 0) { samplingMode = Engine.TEXTURE_TRILINEAR_SAMPLINGMODE; }
  15720. if (onLoad === void 0) { onLoad = null; }
  15721. if (onError === void 0) { onError = null; }
  15722. if (buffer === void 0) { buffer = null; }
  15723. if (fallback === void 0) { fallback = null; }
  15724. if (format === void 0) { format = null; }
  15725. if (forcedExtension === void 0) { forcedExtension = null; }
  15726. if (excludeLoaders === void 0) { excludeLoaders = []; }
  15727. var url = String(urlArg); // assign a new string, so that the original is still available in case of fallback
  15728. var fromData = url.substr(0, 5) === "data:";
  15729. var fromBlob = url.substr(0, 5) === "blob:";
  15730. var isBase64 = fromData && url.indexOf(";base64,") !== -1;
  15731. var texture = fallback ? fallback : new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_URL);
  15732. // establish the file extension, if possible
  15733. var lastDot = url.lastIndexOf('.');
  15734. var extension = forcedExtension ? forcedExtension : (lastDot > -1 ? url.substring(lastDot).toLowerCase() : "");
  15735. var loader = null;
  15736. for (var _i = 0, _a = Engine._TextureLoaders; _i < _a.length; _i++) {
  15737. var availableLoader = _a[_i];
  15738. if (excludeLoaders.indexOf(availableLoader) === -1 && availableLoader.canLoad(extension, this._textureFormatInUse, fallback, isBase64, buffer ? true : false)) {
  15739. loader = availableLoader;
  15740. break;
  15741. }
  15742. }
  15743. if (loader) {
  15744. url = loader.transformUrl(url, this._textureFormatInUse);
  15745. }
  15746. if (scene) {
  15747. scene._addPendingData(texture);
  15748. }
  15749. texture.url = url;
  15750. texture.generateMipMaps = !noMipmap;
  15751. texture.samplingMode = samplingMode;
  15752. texture.invertY = invertY;
  15753. if (!this._doNotHandleContextLost) {
  15754. // Keep a link to the buffer only if we plan to handle context lost
  15755. texture._buffer = buffer;
  15756. }
  15757. var onLoadObserver = null;
  15758. if (onLoad && !fallback) {
  15759. onLoadObserver = texture.onLoadedObservable.add(onLoad);
  15760. }
  15761. if (!fallback) {
  15762. this._internalTexturesCache.push(texture);
  15763. }
  15764. var onInternalError = function (message, exception) {
  15765. if (scene) {
  15766. scene._removePendingData(texture);
  15767. }
  15768. var customFallback = false;
  15769. if (loader) {
  15770. var fallbackUrl = loader.getFallbackTextureUrl(url, _this._textureFormatInUse);
  15771. if (fallbackUrl) {
  15772. // Add Back
  15773. customFallback = true;
  15774. excludeLoaders.push(loader);
  15775. BABYLON.Tools.Warn(loader.constructor.name + " failed when trying to load " + texture.url + ", falling back to the next supported loader");
  15776. _this.createTexture(urlArg, noMipmap, texture.invertY, scene, samplingMode, null, onError, buffer, texture, undefined, undefined, excludeLoaders);
  15777. return;
  15778. }
  15779. }
  15780. if (!customFallback) {
  15781. if (onLoadObserver) {
  15782. texture.onLoadedObservable.remove(onLoadObserver);
  15783. }
  15784. if (BABYLON.Tools.UseFallbackTexture) {
  15785. _this.createTexture(BABYLON.Tools.fallbackTexture, noMipmap, texture.invertY, scene, samplingMode, null, onError, buffer, texture);
  15786. return;
  15787. }
  15788. }
  15789. if (onError) {
  15790. onError(message || "Unknown error", exception);
  15791. }
  15792. };
  15793. // processing for non-image formats
  15794. if (loader) {
  15795. var callback = function (data) {
  15796. loader.loadData(data, texture, function (width, height, loadMipmap, isCompressed, done, loadFailed) {
  15797. if (loadFailed) {
  15798. onInternalError("TextureLoader failed to load data");
  15799. }
  15800. else {
  15801. _this._prepareWebGLTexture(texture, scene, width, height, texture.invertY, !loadMipmap, isCompressed, function () {
  15802. done();
  15803. return false;
  15804. }, samplingMode);
  15805. }
  15806. });
  15807. };
  15808. if (!buffer) {
  15809. this._loadFile(url, callback, undefined, scene ? scene.offlineProvider : undefined, true, function (request, exception) {
  15810. onInternalError("Unable to load " + (request ? request.responseURL : url, exception));
  15811. });
  15812. }
  15813. else {
  15814. callback(buffer);
  15815. }
  15816. }
  15817. else {
  15818. var onload = function (img) {
  15819. if (fromBlob && !_this._doNotHandleContextLost) {
  15820. // We need to store the image if we need to rebuild the texture
  15821. // in case of a webgl context lost
  15822. texture._buffer = img;
  15823. }
  15824. _this._prepareWebGLTexture(texture, scene, img.width, img.height, texture.invertY, noMipmap, false, function (potWidth, potHeight, continuationCallback) {
  15825. var gl = _this._gl;
  15826. var isPot = (img.width === potWidth && img.height === potHeight);
  15827. var internalFormat = format ? _this._getInternalFormat(format) : ((extension === ".jpg") ? gl.RGB : gl.RGBA);
  15828. if (isPot) {
  15829. gl.texImage2D(gl.TEXTURE_2D, 0, internalFormat, internalFormat, gl.UNSIGNED_BYTE, img);
  15830. return false;
  15831. }
  15832. var maxTextureSize = _this._caps.maxTextureSize;
  15833. if (img.width > maxTextureSize || img.height > maxTextureSize) {
  15834. _this._prepareWorkingCanvas();
  15835. if (!_this._workingCanvas || !_this._workingContext) {
  15836. return false;
  15837. }
  15838. _this._workingCanvas.width = potWidth;
  15839. _this._workingCanvas.height = potHeight;
  15840. _this._workingContext.drawImage(img, 0, 0, img.width, img.height, 0, 0, potWidth, potHeight);
  15841. gl.texImage2D(gl.TEXTURE_2D, 0, internalFormat, internalFormat, gl.UNSIGNED_BYTE, _this._workingCanvas);
  15842. texture.width = potWidth;
  15843. texture.height = potHeight;
  15844. return false;
  15845. }
  15846. else {
  15847. // Using shaders when possible to rescale because canvas.drawImage is lossy
  15848. var source_1 = new BABYLON.InternalTexture(_this, BABYLON.InternalTexture.DATASOURCE_TEMP);
  15849. _this._bindTextureDirectly(gl.TEXTURE_2D, source_1, true);
  15850. gl.texImage2D(gl.TEXTURE_2D, 0, internalFormat, internalFormat, gl.UNSIGNED_BYTE, img);
  15851. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
  15852. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
  15853. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  15854. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  15855. _this._rescaleTexture(source_1, texture, scene, internalFormat, function () {
  15856. _this._releaseTexture(source_1);
  15857. _this._bindTextureDirectly(gl.TEXTURE_2D, texture, true);
  15858. continuationCallback();
  15859. });
  15860. }
  15861. return true;
  15862. }, samplingMode);
  15863. };
  15864. if (!fromData || isBase64) {
  15865. if (buffer instanceof HTMLImageElement) {
  15866. onload(buffer);
  15867. }
  15868. else {
  15869. BABYLON.Tools.LoadImage(url, onload, onInternalError, scene ? scene.offlineProvider : null);
  15870. }
  15871. }
  15872. else if (typeof buffer === "string" || buffer instanceof ArrayBuffer || buffer instanceof Blob) {
  15873. BABYLON.Tools.LoadImage(buffer, onload, onInternalError, scene ? scene.offlineProvider : null);
  15874. }
  15875. else {
  15876. onload(buffer);
  15877. }
  15878. }
  15879. return texture;
  15880. };
  15881. Engine.prototype._rescaleTexture = function (source, destination, scene, internalFormat, onComplete) {
  15882. var _this = this;
  15883. var rtt = this.createRenderTargetTexture({
  15884. width: destination.width,
  15885. height: destination.height,
  15886. }, {
  15887. generateMipMaps: false,
  15888. type: Engine.TEXTURETYPE_UNSIGNED_INT,
  15889. samplingMode: Engine.TEXTURE_BILINEAR_SAMPLINGMODE,
  15890. generateDepthBuffer: false,
  15891. generateStencilBuffer: false
  15892. });
  15893. if (!this._rescalePostProcess) {
  15894. this._rescalePostProcess = new BABYLON.PassPostProcess("rescale", 1, null, Engine.TEXTURE_BILINEAR_SAMPLINGMODE, this, false, Engine.TEXTURETYPE_UNSIGNED_INT);
  15895. }
  15896. this._rescalePostProcess.getEffect().executeWhenCompiled(function () {
  15897. _this._rescalePostProcess.onApply = function (effect) {
  15898. effect._bindTexture("textureSampler", source);
  15899. };
  15900. var hostingScene = scene;
  15901. if (!hostingScene) {
  15902. hostingScene = _this.scenes[_this.scenes.length - 1];
  15903. }
  15904. hostingScene.postProcessManager.directRender([_this._rescalePostProcess], rtt, true);
  15905. _this._bindTextureDirectly(_this._gl.TEXTURE_2D, destination, true);
  15906. _this._gl.copyTexImage2D(_this._gl.TEXTURE_2D, 0, internalFormat, 0, 0, destination.width, destination.height, 0);
  15907. _this.unBindFramebuffer(rtt);
  15908. _this._releaseTexture(rtt);
  15909. if (onComplete) {
  15910. onComplete();
  15911. }
  15912. });
  15913. };
  15914. /**
  15915. * Update a raw texture
  15916. * @param texture defines the texture to update
  15917. * @param data defines the data to store in the texture
  15918. * @param format defines the format of the data
  15919. * @param invertY defines if data must be stored with Y axis inverted
  15920. * @param compression defines the compression used (null by default)
  15921. * @param type defines the type fo the data (BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT by default)
  15922. */
  15923. Engine.prototype.updateRawTexture = function (texture, data, format, invertY, compression, type) {
  15924. if (compression === void 0) { compression = null; }
  15925. if (type === void 0) { type = Engine.TEXTURETYPE_UNSIGNED_INT; }
  15926. if (!texture) {
  15927. return;
  15928. }
  15929. // babylon's internalSizedFomat but gl's texImage2D internalFormat
  15930. var internalSizedFomat = this._getRGBABufferInternalSizedFormat(type, format);
  15931. // babylon's internalFormat but gl's texImage2D format
  15932. var internalFormat = this._getInternalFormat(format);
  15933. var textureType = this._getWebGLTextureType(type);
  15934. this._bindTextureDirectly(this._gl.TEXTURE_2D, texture, true);
  15935. this._unpackFlipY(invertY === undefined ? true : (invertY ? true : false));
  15936. if (!this._doNotHandleContextLost) {
  15937. texture._bufferView = data;
  15938. texture.format = format;
  15939. texture.type = type;
  15940. texture.invertY = invertY;
  15941. texture._compression = compression;
  15942. }
  15943. if (texture.width % 4 !== 0) {
  15944. this._gl.pixelStorei(this._gl.UNPACK_ALIGNMENT, 1);
  15945. }
  15946. if (compression && data) {
  15947. this._gl.compressedTexImage2D(this._gl.TEXTURE_2D, 0, this.getCaps().s3tc[compression], texture.width, texture.height, 0, data);
  15948. }
  15949. else {
  15950. this._gl.texImage2D(this._gl.TEXTURE_2D, 0, internalSizedFomat, texture.width, texture.height, 0, internalFormat, textureType, data);
  15951. }
  15952. if (texture.generateMipMaps) {
  15953. this._gl.generateMipmap(this._gl.TEXTURE_2D);
  15954. }
  15955. this._bindTextureDirectly(this._gl.TEXTURE_2D, null);
  15956. // this.resetTextureCache();
  15957. texture.isReady = true;
  15958. };
  15959. /**
  15960. * Creates a raw texture
  15961. * @param data defines the data to store in the texture
  15962. * @param width defines the width of the texture
  15963. * @param height defines the height of the texture
  15964. * @param format defines the format of the data
  15965. * @param generateMipMaps defines if the engine should generate the mip levels
  15966. * @param invertY defines if data must be stored with Y axis inverted
  15967. * @param samplingMode defines the required sampling mode (BABYLON.Texture.NEAREST_SAMPLINGMODE by default)
  15968. * @param compression defines the compression used (null by default)
  15969. * @param type defines the type fo the data (BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT by default)
  15970. * @returns the raw texture inside an InternalTexture
  15971. */
  15972. Engine.prototype.createRawTexture = function (data, width, height, format, generateMipMaps, invertY, samplingMode, compression, type) {
  15973. if (compression === void 0) { compression = null; }
  15974. if (type === void 0) { type = Engine.TEXTURETYPE_UNSIGNED_INT; }
  15975. var texture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_RAW);
  15976. texture.baseWidth = width;
  15977. texture.baseHeight = height;
  15978. texture.width = width;
  15979. texture.height = height;
  15980. texture.format = format;
  15981. texture.generateMipMaps = generateMipMaps;
  15982. texture.samplingMode = samplingMode;
  15983. texture.invertY = invertY;
  15984. texture._compression = compression;
  15985. texture.type = type;
  15986. if (!this._doNotHandleContextLost) {
  15987. texture._bufferView = data;
  15988. }
  15989. this.updateRawTexture(texture, data, format, invertY, compression, type);
  15990. this._bindTextureDirectly(this._gl.TEXTURE_2D, texture, true);
  15991. // Filters
  15992. var filters = this._getSamplingParameters(samplingMode, generateMipMaps);
  15993. this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_MAG_FILTER, filters.mag);
  15994. this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_MIN_FILTER, filters.min);
  15995. if (generateMipMaps) {
  15996. this._gl.generateMipmap(this._gl.TEXTURE_2D);
  15997. }
  15998. this._bindTextureDirectly(this._gl.TEXTURE_2D, null);
  15999. this._internalTexturesCache.push(texture);
  16000. return texture;
  16001. };
  16002. /** @hidden */
  16003. Engine.prototype._unpackFlipY = function (value) {
  16004. if (this._unpackFlipYCached !== value) {
  16005. this._gl.pixelStorei(this._gl.UNPACK_FLIP_Y_WEBGL, value ? 1 : 0);
  16006. if (this.enableUnpackFlipYCached) {
  16007. this._unpackFlipYCached = value;
  16008. }
  16009. }
  16010. };
  16011. /** @hidden */
  16012. Engine.prototype._getUnpackAlignement = function () {
  16013. return this._gl.getParameter(this._gl.UNPACK_ALIGNMENT);
  16014. };
  16015. /**
  16016. * Creates a dynamic texture
  16017. * @param width defines the width of the texture
  16018. * @param height defines the height of the texture
  16019. * @param generateMipMaps defines if the engine should generate the mip levels
  16020. * @param samplingMode defines the required sampling mode (BABYLON.Texture.NEAREST_SAMPLINGMODE by default)
  16021. * @returns the dynamic texture inside an InternalTexture
  16022. */
  16023. Engine.prototype.createDynamicTexture = function (width, height, generateMipMaps, samplingMode) {
  16024. var texture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_DYNAMIC);
  16025. texture.baseWidth = width;
  16026. texture.baseHeight = height;
  16027. if (generateMipMaps) {
  16028. width = this.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(width, this._caps.maxTextureSize) : width;
  16029. height = this.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(height, this._caps.maxTextureSize) : height;
  16030. }
  16031. // this.resetTextureCache();
  16032. texture.width = width;
  16033. texture.height = height;
  16034. texture.isReady = false;
  16035. texture.generateMipMaps = generateMipMaps;
  16036. texture.samplingMode = samplingMode;
  16037. this.updateTextureSamplingMode(samplingMode, texture);
  16038. this._internalTexturesCache.push(texture);
  16039. return texture;
  16040. };
  16041. /**
  16042. * Update the sampling mode of a given texture
  16043. * @param samplingMode defines the required sampling mode
  16044. * @param texture defines the texture to update
  16045. */
  16046. Engine.prototype.updateTextureSamplingMode = function (samplingMode, texture) {
  16047. var filters = this._getSamplingParameters(samplingMode, texture.generateMipMaps);
  16048. if (texture.isCube) {
  16049. this._setTextureParameterInteger(this._gl.TEXTURE_CUBE_MAP, this._gl.TEXTURE_MAG_FILTER, filters.mag, texture);
  16050. this._setTextureParameterInteger(this._gl.TEXTURE_CUBE_MAP, this._gl.TEXTURE_MIN_FILTER, filters.min);
  16051. this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, null);
  16052. }
  16053. else if (texture.is3D) {
  16054. this._setTextureParameterInteger(this._gl.TEXTURE_3D, this._gl.TEXTURE_MAG_FILTER, filters.mag, texture);
  16055. this._setTextureParameterInteger(this._gl.TEXTURE_3D, this._gl.TEXTURE_MIN_FILTER, filters.min);
  16056. this._bindTextureDirectly(this._gl.TEXTURE_3D, null);
  16057. }
  16058. else {
  16059. this._setTextureParameterInteger(this._gl.TEXTURE_2D, this._gl.TEXTURE_MAG_FILTER, filters.mag, texture);
  16060. this._setTextureParameterInteger(this._gl.TEXTURE_2D, this._gl.TEXTURE_MIN_FILTER, filters.min);
  16061. this._bindTextureDirectly(this._gl.TEXTURE_2D, null);
  16062. }
  16063. texture.samplingMode = samplingMode;
  16064. };
  16065. /**
  16066. * Update the content of a dynamic texture
  16067. * @param texture defines the texture to update
  16068. * @param canvas defines the canvas containing the source
  16069. * @param invertY defines if data must be stored with Y axis inverted
  16070. * @param premulAlpha defines if alpha is stored as premultiplied
  16071. * @param format defines the format of the data
  16072. * @param forceBindTexture if the texture should be forced to be bound eg. after a graphics context loss (Default: false)
  16073. */
  16074. Engine.prototype.updateDynamicTexture = function (texture, canvas, invertY, premulAlpha, format, forceBindTexture) {
  16075. if (premulAlpha === void 0) { premulAlpha = false; }
  16076. if (forceBindTexture === void 0) { forceBindTexture = false; }
  16077. if (!texture) {
  16078. return;
  16079. }
  16080. this._bindTextureDirectly(this._gl.TEXTURE_2D, texture, true, forceBindTexture);
  16081. this._unpackFlipY(invertY);
  16082. if (premulAlpha) {
  16083. this._gl.pixelStorei(this._gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, 1);
  16084. }
  16085. var internalFormat = format ? this._getInternalFormat(format) : this._gl.RGBA;
  16086. this._gl.texImage2D(this._gl.TEXTURE_2D, 0, internalFormat, internalFormat, this._gl.UNSIGNED_BYTE, canvas);
  16087. if (texture.generateMipMaps) {
  16088. this._gl.generateMipmap(this._gl.TEXTURE_2D);
  16089. }
  16090. this._bindTextureDirectly(this._gl.TEXTURE_2D, null);
  16091. if (premulAlpha) {
  16092. this._gl.pixelStorei(this._gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, 0);
  16093. }
  16094. texture.isReady = true;
  16095. };
  16096. /**
  16097. * Update a video texture
  16098. * @param texture defines the texture to update
  16099. * @param video defines the video element to use
  16100. * @param invertY defines if data must be stored with Y axis inverted
  16101. */
  16102. Engine.prototype.updateVideoTexture = function (texture, video, invertY) {
  16103. if (!texture || texture._isDisabled) {
  16104. return;
  16105. }
  16106. var wasPreviouslyBound = this._bindTextureDirectly(this._gl.TEXTURE_2D, texture, true);
  16107. this._unpackFlipY(!invertY); // Video are upside down by default
  16108. try {
  16109. // Testing video texture support
  16110. if (this._videoTextureSupported === undefined) {
  16111. this._gl.texImage2D(this._gl.TEXTURE_2D, 0, this._gl.RGBA, this._gl.RGBA, this._gl.UNSIGNED_BYTE, video);
  16112. if (this._gl.getError() !== 0) {
  16113. this._videoTextureSupported = false;
  16114. }
  16115. else {
  16116. this._videoTextureSupported = true;
  16117. }
  16118. }
  16119. // Copy video through the current working canvas if video texture is not supported
  16120. if (!this._videoTextureSupported) {
  16121. if (!texture._workingCanvas) {
  16122. texture._workingCanvas = document.createElement("canvas");
  16123. var context = texture._workingCanvas.getContext("2d");
  16124. if (!context) {
  16125. throw new Error("Unable to get 2d context");
  16126. }
  16127. texture._workingContext = context;
  16128. texture._workingCanvas.width = texture.width;
  16129. texture._workingCanvas.height = texture.height;
  16130. }
  16131. texture._workingContext.drawImage(video, 0, 0, video.videoWidth, video.videoHeight, 0, 0, texture.width, texture.height);
  16132. this._gl.texImage2D(this._gl.TEXTURE_2D, 0, this._gl.RGBA, this._gl.RGBA, this._gl.UNSIGNED_BYTE, texture._workingCanvas);
  16133. }
  16134. else {
  16135. this._gl.texImage2D(this._gl.TEXTURE_2D, 0, this._gl.RGBA, this._gl.RGBA, this._gl.UNSIGNED_BYTE, video);
  16136. }
  16137. if (texture.generateMipMaps) {
  16138. this._gl.generateMipmap(this._gl.TEXTURE_2D);
  16139. }
  16140. if (!wasPreviouslyBound) {
  16141. this._bindTextureDirectly(this._gl.TEXTURE_2D, null);
  16142. }
  16143. // this.resetTextureCache();
  16144. texture.isReady = true;
  16145. }
  16146. catch (ex) {
  16147. // Something unexpected
  16148. // Let's disable the texture
  16149. texture._isDisabled = true;
  16150. }
  16151. };
  16152. /**
  16153. * Updates a depth texture Comparison Mode and Function.
  16154. * If the comparison Function is equal to 0, the mode will be set to none.
  16155. * Otherwise, this only works in webgl 2 and requires a shadow sampler in the shader.
  16156. * @param texture The texture to set the comparison function for
  16157. * @param comparisonFunction The comparison function to set, 0 if no comparison required
  16158. */
  16159. Engine.prototype.updateTextureComparisonFunction = function (texture, comparisonFunction) {
  16160. if (this.webGLVersion === 1) {
  16161. BABYLON.Tools.Error("WebGL 1 does not support texture comparison.");
  16162. return;
  16163. }
  16164. var gl = this._gl;
  16165. if (texture.isCube) {
  16166. this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, texture, true);
  16167. if (comparisonFunction === 0) {
  16168. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_COMPARE_FUNC, Engine.LEQUAL);
  16169. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_COMPARE_MODE, gl.NONE);
  16170. }
  16171. else {
  16172. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_COMPARE_FUNC, comparisonFunction);
  16173. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_COMPARE_MODE, gl.COMPARE_REF_TO_TEXTURE);
  16174. }
  16175. this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, null);
  16176. }
  16177. else {
  16178. this._bindTextureDirectly(this._gl.TEXTURE_2D, texture, true);
  16179. if (comparisonFunction === 0) {
  16180. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_COMPARE_FUNC, Engine.LEQUAL);
  16181. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_COMPARE_MODE, gl.NONE);
  16182. }
  16183. else {
  16184. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_COMPARE_FUNC, comparisonFunction);
  16185. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_COMPARE_MODE, gl.COMPARE_REF_TO_TEXTURE);
  16186. }
  16187. this._bindTextureDirectly(this._gl.TEXTURE_2D, null);
  16188. }
  16189. texture._comparisonFunction = comparisonFunction;
  16190. };
  16191. Engine.prototype._setupDepthStencilTexture = function (internalTexture, size, generateStencil, bilinearFiltering, comparisonFunction) {
  16192. var width = size.width || size;
  16193. var height = size.height || size;
  16194. internalTexture.baseWidth = width;
  16195. internalTexture.baseHeight = height;
  16196. internalTexture.width = width;
  16197. internalTexture.height = height;
  16198. internalTexture.isReady = true;
  16199. internalTexture.samples = 1;
  16200. internalTexture.generateMipMaps = false;
  16201. internalTexture._generateDepthBuffer = true;
  16202. internalTexture._generateStencilBuffer = generateStencil;
  16203. internalTexture.samplingMode = bilinearFiltering ? Engine.TEXTURE_BILINEAR_SAMPLINGMODE : Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  16204. internalTexture.type = Engine.TEXTURETYPE_UNSIGNED_INT;
  16205. internalTexture._comparisonFunction = comparisonFunction;
  16206. var gl = this._gl;
  16207. var target = internalTexture.isCube ? gl.TEXTURE_CUBE_MAP : gl.TEXTURE_2D;
  16208. var samplingParameters = this._getSamplingParameters(internalTexture.samplingMode, false);
  16209. gl.texParameteri(target, gl.TEXTURE_MAG_FILTER, samplingParameters.mag);
  16210. gl.texParameteri(target, gl.TEXTURE_MIN_FILTER, samplingParameters.min);
  16211. gl.texParameteri(target, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  16212. gl.texParameteri(target, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  16213. if (comparisonFunction === 0) {
  16214. gl.texParameteri(target, gl.TEXTURE_COMPARE_FUNC, Engine.LEQUAL);
  16215. gl.texParameteri(target, gl.TEXTURE_COMPARE_MODE, gl.NONE);
  16216. }
  16217. else {
  16218. gl.texParameteri(target, gl.TEXTURE_COMPARE_FUNC, comparisonFunction);
  16219. gl.texParameteri(target, gl.TEXTURE_COMPARE_MODE, gl.COMPARE_REF_TO_TEXTURE);
  16220. }
  16221. };
  16222. /**
  16223. * Creates a depth stencil texture.
  16224. * This is only available in WebGL 2 or with the depth texture extension available.
  16225. * @param size The size of face edge in the texture.
  16226. * @param options The options defining the texture.
  16227. * @returns The texture
  16228. */
  16229. Engine.prototype.createDepthStencilTexture = function (size, options) {
  16230. if (options.isCube) {
  16231. var width = size.width || size;
  16232. return this._createDepthStencilCubeTexture(width, options);
  16233. }
  16234. else {
  16235. return this._createDepthStencilTexture(size, options);
  16236. }
  16237. };
  16238. /**
  16239. * Creates a depth stencil texture.
  16240. * This is only available in WebGL 2 or with the depth texture extension available.
  16241. * @param size The size of face edge in the texture.
  16242. * @param options The options defining the texture.
  16243. * @returns The texture
  16244. */
  16245. Engine.prototype._createDepthStencilTexture = function (size, options) {
  16246. var internalTexture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_DEPTHTEXTURE);
  16247. if (!this._caps.depthTextureExtension) {
  16248. BABYLON.Tools.Error("Depth texture is not supported by your browser or hardware.");
  16249. return internalTexture;
  16250. }
  16251. var internalOptions = __assign({ bilinearFiltering: false, comparisonFunction: 0, generateStencil: false }, options);
  16252. var gl = this._gl;
  16253. this._bindTextureDirectly(gl.TEXTURE_2D, internalTexture, true);
  16254. this._setupDepthStencilTexture(internalTexture, size, internalOptions.generateStencil, internalOptions.bilinearFiltering, internalOptions.comparisonFunction);
  16255. if (this.webGLVersion > 1) {
  16256. if (internalOptions.generateStencil) {
  16257. gl.texImage2D(gl.TEXTURE_2D, 0, gl.DEPTH24_STENCIL8, internalTexture.width, internalTexture.height, 0, gl.DEPTH_STENCIL, gl.UNSIGNED_INT_24_8, null);
  16258. }
  16259. else {
  16260. gl.texImage2D(gl.TEXTURE_2D, 0, gl.DEPTH_COMPONENT24, internalTexture.width, internalTexture.height, 0, gl.DEPTH_COMPONENT, gl.UNSIGNED_INT, null);
  16261. }
  16262. }
  16263. else {
  16264. if (internalOptions.generateStencil) {
  16265. gl.texImage2D(gl.TEXTURE_2D, 0, gl.DEPTH_STENCIL, internalTexture.width, internalTexture.height, 0, gl.DEPTH_STENCIL, gl.UNSIGNED_INT_24_8, null);
  16266. }
  16267. else {
  16268. gl.texImage2D(gl.TEXTURE_2D, 0, gl.DEPTH_COMPONENT, internalTexture.width, internalTexture.height, 0, gl.DEPTH_COMPONENT, gl.UNSIGNED_INT, null);
  16269. }
  16270. }
  16271. this._bindTextureDirectly(gl.TEXTURE_2D, null);
  16272. return internalTexture;
  16273. };
  16274. /**
  16275. * Creates a depth stencil cube texture.
  16276. * This is only available in WebGL 2.
  16277. * @param size The size of face edge in the cube texture.
  16278. * @param options The options defining the cube texture.
  16279. * @returns The cube texture
  16280. */
  16281. Engine.prototype._createDepthStencilCubeTexture = function (size, options) {
  16282. var internalTexture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_UNKNOWN);
  16283. internalTexture.isCube = true;
  16284. if (this.webGLVersion === 1) {
  16285. BABYLON.Tools.Error("Depth cube texture is not supported by WebGL 1.");
  16286. return internalTexture;
  16287. }
  16288. var internalOptions = __assign({ bilinearFiltering: false, comparisonFunction: 0, generateStencil: false }, options);
  16289. var gl = this._gl;
  16290. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, internalTexture, true);
  16291. this._setupDepthStencilTexture(internalTexture, size, internalOptions.generateStencil, internalOptions.bilinearFiltering, internalOptions.comparisonFunction);
  16292. // Create the depth/stencil buffer
  16293. for (var face = 0; face < 6; face++) {
  16294. if (internalOptions.generateStencil) {
  16295. gl.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X + face, 0, gl.DEPTH24_STENCIL8, size, size, 0, gl.DEPTH_STENCIL, gl.UNSIGNED_INT_24_8, null);
  16296. }
  16297. else {
  16298. gl.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X + face, 0, gl.DEPTH_COMPONENT24, size, size, 0, gl.DEPTH_COMPONENT, gl.UNSIGNED_INT, null);
  16299. }
  16300. }
  16301. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, null);
  16302. return internalTexture;
  16303. };
  16304. /**
  16305. * Sets the frame buffer Depth / Stencil attachement of the render target to the defined depth stencil texture.
  16306. * @param renderTarget The render target to set the frame buffer for
  16307. */
  16308. Engine.prototype.setFrameBufferDepthStencilTexture = function (renderTarget) {
  16309. // Create the framebuffer
  16310. var internalTexture = renderTarget.getInternalTexture();
  16311. if (!internalTexture || !internalTexture._framebuffer || !renderTarget.depthStencilTexture) {
  16312. return;
  16313. }
  16314. var gl = this._gl;
  16315. var depthStencilTexture = renderTarget.depthStencilTexture;
  16316. this.bindUnboundFramebuffer(internalTexture._framebuffer);
  16317. if (depthStencilTexture.isCube) {
  16318. if (depthStencilTexture._generateStencilBuffer) {
  16319. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.TEXTURE_CUBE_MAP_POSITIVE_X, depthStencilTexture._webGLTexture, 0);
  16320. }
  16321. else {
  16322. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.TEXTURE_CUBE_MAP_POSITIVE_X, depthStencilTexture._webGLTexture, 0);
  16323. }
  16324. }
  16325. else {
  16326. if (depthStencilTexture._generateStencilBuffer) {
  16327. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.TEXTURE_2D, depthStencilTexture._webGLTexture, 0);
  16328. }
  16329. else {
  16330. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.TEXTURE_2D, depthStencilTexture._webGLTexture, 0);
  16331. }
  16332. }
  16333. this.bindUnboundFramebuffer(null);
  16334. };
  16335. /**
  16336. * Creates a new render target texture
  16337. * @param size defines the size of the texture
  16338. * @param options defines the options used to create the texture
  16339. * @returns a new render target texture stored in an InternalTexture
  16340. */
  16341. Engine.prototype.createRenderTargetTexture = function (size, options) {
  16342. var fullOptions = new RenderTargetCreationOptions();
  16343. if (options !== undefined && typeof options === "object") {
  16344. fullOptions.generateMipMaps = options.generateMipMaps;
  16345. fullOptions.generateDepthBuffer = options.generateDepthBuffer === undefined ? true : options.generateDepthBuffer;
  16346. fullOptions.generateStencilBuffer = fullOptions.generateDepthBuffer && options.generateStencilBuffer;
  16347. fullOptions.type = options.type === undefined ? Engine.TEXTURETYPE_UNSIGNED_INT : options.type;
  16348. fullOptions.samplingMode = options.samplingMode === undefined ? Engine.TEXTURE_TRILINEAR_SAMPLINGMODE : options.samplingMode;
  16349. fullOptions.format = options.format === undefined ? Engine.TEXTUREFORMAT_RGBA : options.format;
  16350. }
  16351. else {
  16352. fullOptions.generateMipMaps = options;
  16353. fullOptions.generateDepthBuffer = true;
  16354. fullOptions.generateStencilBuffer = false;
  16355. fullOptions.type = Engine.TEXTURETYPE_UNSIGNED_INT;
  16356. fullOptions.samplingMode = Engine.TEXTURE_TRILINEAR_SAMPLINGMODE;
  16357. fullOptions.format = Engine.TEXTUREFORMAT_RGBA;
  16358. }
  16359. if (fullOptions.type === Engine.TEXTURETYPE_FLOAT && !this._caps.textureFloatLinearFiltering) {
  16360. // if floating point linear (gl.FLOAT) then force to NEAREST_SAMPLINGMODE
  16361. fullOptions.samplingMode = Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  16362. }
  16363. else if (fullOptions.type === Engine.TEXTURETYPE_HALF_FLOAT && !this._caps.textureHalfFloatLinearFiltering) {
  16364. // if floating point linear (HALF_FLOAT) then force to NEAREST_SAMPLINGMODE
  16365. fullOptions.samplingMode = Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  16366. }
  16367. var gl = this._gl;
  16368. var texture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_RENDERTARGET);
  16369. this._bindTextureDirectly(gl.TEXTURE_2D, texture, true);
  16370. var width = size.width || size;
  16371. var height = size.height || size;
  16372. var filters = this._getSamplingParameters(fullOptions.samplingMode, fullOptions.generateMipMaps ? true : false);
  16373. if (fullOptions.type === Engine.TEXTURETYPE_FLOAT && !this._caps.textureFloat) {
  16374. fullOptions.type = Engine.TEXTURETYPE_UNSIGNED_INT;
  16375. BABYLON.Tools.Warn("Float textures are not supported. Render target forced to TEXTURETYPE_UNSIGNED_BYTE type");
  16376. }
  16377. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, filters.mag);
  16378. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, filters.min);
  16379. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  16380. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  16381. gl.texImage2D(gl.TEXTURE_2D, 0, this._getRGBABufferInternalSizedFormat(fullOptions.type, fullOptions.format), width, height, 0, this._getInternalFormat(fullOptions.format), this._getWebGLTextureType(fullOptions.type), null);
  16382. // Create the framebuffer
  16383. var currentFrameBuffer = this._currentFramebuffer;
  16384. var framebuffer = gl.createFramebuffer();
  16385. this.bindUnboundFramebuffer(framebuffer);
  16386. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture._webGLTexture, 0);
  16387. texture._depthStencilBuffer = this._setupFramebufferDepthAttachments(fullOptions.generateStencilBuffer ? true : false, fullOptions.generateDepthBuffer, width, height);
  16388. if (fullOptions.generateMipMaps) {
  16389. this._gl.generateMipmap(this._gl.TEXTURE_2D);
  16390. }
  16391. // Unbind
  16392. this._bindTextureDirectly(gl.TEXTURE_2D, null);
  16393. gl.bindRenderbuffer(gl.RENDERBUFFER, null);
  16394. this.bindUnboundFramebuffer(currentFrameBuffer);
  16395. texture._framebuffer = framebuffer;
  16396. texture.baseWidth = width;
  16397. texture.baseHeight = height;
  16398. texture.width = width;
  16399. texture.height = height;
  16400. texture.isReady = true;
  16401. texture.samples = 1;
  16402. texture.generateMipMaps = fullOptions.generateMipMaps ? true : false;
  16403. texture.samplingMode = fullOptions.samplingMode;
  16404. texture.type = fullOptions.type;
  16405. texture.format = fullOptions.format;
  16406. texture._generateDepthBuffer = fullOptions.generateDepthBuffer;
  16407. texture._generateStencilBuffer = fullOptions.generateStencilBuffer ? true : false;
  16408. // this.resetTextureCache();
  16409. this._internalTexturesCache.push(texture);
  16410. return texture;
  16411. };
  16412. /**
  16413. * Create a multi render target texture
  16414. * @see http://doc.babylonjs.com/features/webgl2#multiple-render-target
  16415. * @param size defines the size of the texture
  16416. * @param options defines the creation options
  16417. * @returns the cube texture as an InternalTexture
  16418. */
  16419. Engine.prototype.createMultipleRenderTarget = function (size, options) {
  16420. var generateMipMaps = false;
  16421. var generateDepthBuffer = true;
  16422. var generateStencilBuffer = false;
  16423. var generateDepthTexture = false;
  16424. var textureCount = 1;
  16425. var defaultType = Engine.TEXTURETYPE_UNSIGNED_INT;
  16426. var defaultSamplingMode = Engine.TEXTURE_TRILINEAR_SAMPLINGMODE;
  16427. var types = new Array();
  16428. var samplingModes = new Array();
  16429. if (options !== undefined) {
  16430. generateMipMaps = options.generateMipMaps === undefined ? false : options.generateMipMaps;
  16431. generateDepthBuffer = options.generateDepthBuffer === undefined ? true : options.generateDepthBuffer;
  16432. generateStencilBuffer = options.generateStencilBuffer === undefined ? false : options.generateStencilBuffer;
  16433. generateDepthTexture = options.generateDepthTexture === undefined ? false : options.generateDepthTexture;
  16434. textureCount = options.textureCount || 1;
  16435. if (options.types) {
  16436. types = options.types;
  16437. }
  16438. if (options.samplingModes) {
  16439. samplingModes = options.samplingModes;
  16440. }
  16441. }
  16442. var gl = this._gl;
  16443. // Create the framebuffer
  16444. var framebuffer = gl.createFramebuffer();
  16445. this.bindUnboundFramebuffer(framebuffer);
  16446. var width = size.width || size;
  16447. var height = size.height || size;
  16448. var textures = [];
  16449. var attachments = [];
  16450. var depthStencilBuffer = this._setupFramebufferDepthAttachments(generateStencilBuffer, generateDepthBuffer, width, height);
  16451. for (var i = 0; i < textureCount; i++) {
  16452. var samplingMode = samplingModes[i] || defaultSamplingMode;
  16453. var type = types[i] || defaultType;
  16454. if (type === Engine.TEXTURETYPE_FLOAT && !this._caps.textureFloatLinearFiltering) {
  16455. // if floating point linear (gl.FLOAT) then force to NEAREST_SAMPLINGMODE
  16456. samplingMode = Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  16457. }
  16458. else if (type === Engine.TEXTURETYPE_HALF_FLOAT && !this._caps.textureHalfFloatLinearFiltering) {
  16459. // if floating point linear (HALF_FLOAT) then force to NEAREST_SAMPLINGMODE
  16460. samplingMode = Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  16461. }
  16462. var filters = this._getSamplingParameters(samplingMode, generateMipMaps);
  16463. if (type === Engine.TEXTURETYPE_FLOAT && !this._caps.textureFloat) {
  16464. type = Engine.TEXTURETYPE_UNSIGNED_INT;
  16465. BABYLON.Tools.Warn("Float textures are not supported. Render target forced to TEXTURETYPE_UNSIGNED_BYTE type");
  16466. }
  16467. var texture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_MULTIRENDERTARGET);
  16468. var attachment = gl[this.webGLVersion > 1 ? "COLOR_ATTACHMENT" + i : "COLOR_ATTACHMENT" + i + "_WEBGL"];
  16469. textures.push(texture);
  16470. attachments.push(attachment);
  16471. gl.activeTexture(gl["TEXTURE" + i]);
  16472. gl.bindTexture(gl.TEXTURE_2D, texture._webGLTexture);
  16473. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, filters.mag);
  16474. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, filters.min);
  16475. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  16476. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  16477. gl.texImage2D(gl.TEXTURE_2D, 0, this._getRGBABufferInternalSizedFormat(type), width, height, 0, gl.RGBA, this._getWebGLTextureType(type), null);
  16478. gl.framebufferTexture2D(gl.DRAW_FRAMEBUFFER, attachment, gl.TEXTURE_2D, texture._webGLTexture, 0);
  16479. if (generateMipMaps) {
  16480. this._gl.generateMipmap(this._gl.TEXTURE_2D);
  16481. }
  16482. // Unbind
  16483. this._bindTextureDirectly(gl.TEXTURE_2D, null);
  16484. texture._framebuffer = framebuffer;
  16485. texture._depthStencilBuffer = depthStencilBuffer;
  16486. texture.baseWidth = width;
  16487. texture.baseHeight = height;
  16488. texture.width = width;
  16489. texture.height = height;
  16490. texture.isReady = true;
  16491. texture.samples = 1;
  16492. texture.generateMipMaps = generateMipMaps;
  16493. texture.samplingMode = samplingMode;
  16494. texture.type = type;
  16495. texture._generateDepthBuffer = generateDepthBuffer;
  16496. texture._generateStencilBuffer = generateStencilBuffer;
  16497. texture._attachments = attachments;
  16498. this._internalTexturesCache.push(texture);
  16499. }
  16500. if (generateDepthTexture && this._caps.depthTextureExtension) {
  16501. // Depth texture
  16502. var depthTexture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_MULTIRENDERTARGET);
  16503. gl.activeTexture(gl.TEXTURE0);
  16504. gl.bindTexture(gl.TEXTURE_2D, depthTexture._webGLTexture);
  16505. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
  16506. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
  16507. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  16508. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  16509. gl.texImage2D(gl.TEXTURE_2D, 0, this.webGLVersion < 2 ? gl.DEPTH_COMPONENT : gl.DEPTH_COMPONENT16, width, height, 0, gl.DEPTH_COMPONENT, gl.UNSIGNED_SHORT, null);
  16510. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.TEXTURE_2D, depthTexture._webGLTexture, 0);
  16511. depthTexture._framebuffer = framebuffer;
  16512. depthTexture.baseWidth = width;
  16513. depthTexture.baseHeight = height;
  16514. depthTexture.width = width;
  16515. depthTexture.height = height;
  16516. depthTexture.isReady = true;
  16517. depthTexture.samples = 1;
  16518. depthTexture.generateMipMaps = generateMipMaps;
  16519. depthTexture.samplingMode = gl.NEAREST;
  16520. depthTexture._generateDepthBuffer = generateDepthBuffer;
  16521. depthTexture._generateStencilBuffer = generateStencilBuffer;
  16522. textures.push(depthTexture);
  16523. this._internalTexturesCache.push(depthTexture);
  16524. }
  16525. gl.drawBuffers(attachments);
  16526. gl.bindRenderbuffer(gl.RENDERBUFFER, null);
  16527. this.bindUnboundFramebuffer(null);
  16528. this.resetTextureCache();
  16529. return textures;
  16530. };
  16531. Engine.prototype._setupFramebufferDepthAttachments = function (generateStencilBuffer, generateDepthBuffer, width, height, samples) {
  16532. if (samples === void 0) { samples = 1; }
  16533. var depthStencilBuffer = null;
  16534. var gl = this._gl;
  16535. // Create the depth/stencil buffer
  16536. if (generateStencilBuffer) {
  16537. depthStencilBuffer = gl.createRenderbuffer();
  16538. gl.bindRenderbuffer(gl.RENDERBUFFER, depthStencilBuffer);
  16539. if (samples > 1) {
  16540. gl.renderbufferStorageMultisample(gl.RENDERBUFFER, samples, gl.DEPTH24_STENCIL8, width, height);
  16541. }
  16542. else {
  16543. gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_STENCIL, width, height);
  16544. }
  16545. gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.RENDERBUFFER, depthStencilBuffer);
  16546. }
  16547. else if (generateDepthBuffer) {
  16548. depthStencilBuffer = gl.createRenderbuffer();
  16549. gl.bindRenderbuffer(gl.RENDERBUFFER, depthStencilBuffer);
  16550. if (samples > 1) {
  16551. gl.renderbufferStorageMultisample(gl.RENDERBUFFER, samples, gl.DEPTH_COMPONENT16, width, height);
  16552. }
  16553. else {
  16554. gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_COMPONENT16, width, height);
  16555. }
  16556. gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, depthStencilBuffer);
  16557. }
  16558. return depthStencilBuffer;
  16559. };
  16560. /**
  16561. * Updates the sample count of a render target texture
  16562. * @see http://doc.babylonjs.com/features/webgl2#multisample-render-targets
  16563. * @param texture defines the texture to update
  16564. * @param samples defines the sample count to set
  16565. * @returns the effective sample count (could be 0 if multisample render targets are not supported)
  16566. */
  16567. Engine.prototype.updateRenderTargetTextureSampleCount = function (texture, samples) {
  16568. if (this.webGLVersion < 2 || !texture) {
  16569. return 1;
  16570. }
  16571. if (texture.samples === samples) {
  16572. return samples;
  16573. }
  16574. var gl = this._gl;
  16575. samples = Math.min(samples, gl.getParameter(gl.MAX_SAMPLES));
  16576. // Dispose previous render buffers
  16577. if (texture._depthStencilBuffer) {
  16578. gl.deleteRenderbuffer(texture._depthStencilBuffer);
  16579. texture._depthStencilBuffer = null;
  16580. }
  16581. if (texture._MSAAFramebuffer) {
  16582. gl.deleteFramebuffer(texture._MSAAFramebuffer);
  16583. texture._MSAAFramebuffer = null;
  16584. }
  16585. if (texture._MSAARenderBuffer) {
  16586. gl.deleteRenderbuffer(texture._MSAARenderBuffer);
  16587. texture._MSAARenderBuffer = null;
  16588. }
  16589. if (samples > 1) {
  16590. var framebuffer = gl.createFramebuffer();
  16591. if (!framebuffer) {
  16592. throw new Error("Unable to create multi sampled framebuffer");
  16593. }
  16594. texture._MSAAFramebuffer = framebuffer;
  16595. this.bindUnboundFramebuffer(texture._MSAAFramebuffer);
  16596. var colorRenderbuffer = gl.createRenderbuffer();
  16597. if (!colorRenderbuffer) {
  16598. throw new Error("Unable to create multi sampled framebuffer");
  16599. }
  16600. gl.bindRenderbuffer(gl.RENDERBUFFER, colorRenderbuffer);
  16601. gl.renderbufferStorageMultisample(gl.RENDERBUFFER, samples, this._getRGBAMultiSampleBufferFormat(texture.type), texture.width, texture.height);
  16602. gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, colorRenderbuffer);
  16603. texture._MSAARenderBuffer = colorRenderbuffer;
  16604. }
  16605. else {
  16606. this.bindUnboundFramebuffer(texture._framebuffer);
  16607. }
  16608. texture.samples = samples;
  16609. texture._depthStencilBuffer = this._setupFramebufferDepthAttachments(texture._generateStencilBuffer, texture._generateDepthBuffer, texture.width, texture.height, samples);
  16610. gl.bindRenderbuffer(gl.RENDERBUFFER, null);
  16611. this.bindUnboundFramebuffer(null);
  16612. return samples;
  16613. };
  16614. /**
  16615. * Update the sample count for a given multiple render target texture
  16616. * @see http://doc.babylonjs.com/features/webgl2#multisample-render-targets
  16617. * @param textures defines the textures to update
  16618. * @param samples defines the sample count to set
  16619. * @returns the effective sample count (could be 0 if multisample render targets are not supported)
  16620. */
  16621. Engine.prototype.updateMultipleRenderTargetTextureSampleCount = function (textures, samples) {
  16622. if (this.webGLVersion < 2 || !textures || textures.length == 0) {
  16623. return 1;
  16624. }
  16625. if (textures[0].samples === samples) {
  16626. return samples;
  16627. }
  16628. var gl = this._gl;
  16629. samples = Math.min(samples, gl.getParameter(gl.MAX_SAMPLES));
  16630. // Dispose previous render buffers
  16631. if (textures[0]._depthStencilBuffer) {
  16632. gl.deleteRenderbuffer(textures[0]._depthStencilBuffer);
  16633. textures[0]._depthStencilBuffer = null;
  16634. }
  16635. if (textures[0]._MSAAFramebuffer) {
  16636. gl.deleteFramebuffer(textures[0]._MSAAFramebuffer);
  16637. textures[0]._MSAAFramebuffer = null;
  16638. }
  16639. for (var i = 0; i < textures.length; i++) {
  16640. if (textures[i]._MSAARenderBuffer) {
  16641. gl.deleteRenderbuffer(textures[i]._MSAARenderBuffer);
  16642. textures[i]._MSAARenderBuffer = null;
  16643. }
  16644. }
  16645. if (samples > 1) {
  16646. var framebuffer = gl.createFramebuffer();
  16647. if (!framebuffer) {
  16648. throw new Error("Unable to create multi sampled framebuffer");
  16649. }
  16650. this.bindUnboundFramebuffer(framebuffer);
  16651. var depthStencilBuffer = this._setupFramebufferDepthAttachments(textures[0]._generateStencilBuffer, textures[0]._generateDepthBuffer, textures[0].width, textures[0].height, samples);
  16652. var attachments = [];
  16653. for (var i = 0; i < textures.length; i++) {
  16654. var texture = textures[i];
  16655. var attachment = gl[this.webGLVersion > 1 ? "COLOR_ATTACHMENT" + i : "COLOR_ATTACHMENT" + i + "_WEBGL"];
  16656. var colorRenderbuffer = gl.createRenderbuffer();
  16657. if (!colorRenderbuffer) {
  16658. throw new Error("Unable to create multi sampled framebuffer");
  16659. }
  16660. gl.bindRenderbuffer(gl.RENDERBUFFER, colorRenderbuffer);
  16661. gl.renderbufferStorageMultisample(gl.RENDERBUFFER, samples, this._getRGBAMultiSampleBufferFormat(texture.type), texture.width, texture.height);
  16662. gl.framebufferRenderbuffer(gl.FRAMEBUFFER, attachment, gl.RENDERBUFFER, colorRenderbuffer);
  16663. texture._MSAAFramebuffer = framebuffer;
  16664. texture._MSAARenderBuffer = colorRenderbuffer;
  16665. texture.samples = samples;
  16666. texture._depthStencilBuffer = depthStencilBuffer;
  16667. gl.bindRenderbuffer(gl.RENDERBUFFER, null);
  16668. attachments.push(attachment);
  16669. }
  16670. gl.drawBuffers(attachments);
  16671. }
  16672. else {
  16673. this.bindUnboundFramebuffer(textures[0]._framebuffer);
  16674. }
  16675. this.bindUnboundFramebuffer(null);
  16676. return samples;
  16677. };
  16678. /** @hidden */
  16679. Engine.prototype._uploadCompressedDataToTextureDirectly = function (texture, internalFormat, width, height, data, faceIndex, lod) {
  16680. if (faceIndex === void 0) { faceIndex = 0; }
  16681. if (lod === void 0) { lod = 0; }
  16682. var gl = this._gl;
  16683. var target = gl.TEXTURE_2D;
  16684. if (texture.isCube) {
  16685. target = gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex;
  16686. }
  16687. this._gl.compressedTexImage2D(target, lod, internalFormat, width, height, 0, data);
  16688. };
  16689. /** @hidden */
  16690. Engine.prototype._uploadDataToTextureDirectly = function (texture, imageData, faceIndex, lod) {
  16691. if (faceIndex === void 0) { faceIndex = 0; }
  16692. if (lod === void 0) { lod = 0; }
  16693. var gl = this._gl;
  16694. var textureType = this._getWebGLTextureType(texture.type);
  16695. var format = this._getInternalFormat(texture.format);
  16696. var internalFormat = this._getRGBABufferInternalSizedFormat(texture.type, format);
  16697. this._unpackFlipY(texture.invertY);
  16698. var target = gl.TEXTURE_2D;
  16699. if (texture.isCube) {
  16700. target = gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex;
  16701. }
  16702. var lodMaxWidth = Math.round(BABYLON.Scalar.Log2(texture.width));
  16703. var lodMaxHeight = Math.round(BABYLON.Scalar.Log2(texture.height));
  16704. var width = Math.pow(2, Math.max(lodMaxWidth - lod, 0));
  16705. var height = Math.pow(2, Math.max(lodMaxHeight - lod, 0));
  16706. gl.texImage2D(target, lod, internalFormat, width, height, 0, format, textureType, imageData);
  16707. };
  16708. /** @hidden */
  16709. Engine.prototype._uploadArrayBufferViewToTexture = function (texture, imageData, faceIndex, lod) {
  16710. if (faceIndex === void 0) { faceIndex = 0; }
  16711. if (lod === void 0) { lod = 0; }
  16712. var gl = this._gl;
  16713. var bindTarget = texture.isCube ? gl.TEXTURE_CUBE_MAP : gl.TEXTURE_2D;
  16714. this._bindTextureDirectly(bindTarget, texture, true);
  16715. this._uploadDataToTextureDirectly(texture, imageData, faceIndex, lod);
  16716. this._bindTextureDirectly(bindTarget, null, true);
  16717. };
  16718. /** @hidden */
  16719. Engine.prototype._uploadImageToTexture = function (texture, image, faceIndex, lod) {
  16720. if (faceIndex === void 0) { faceIndex = 0; }
  16721. if (lod === void 0) { lod = 0; }
  16722. var gl = this._gl;
  16723. var textureType = this._getWebGLTextureType(texture.type);
  16724. var format = this._getInternalFormat(texture.format);
  16725. var internalFormat = this._getRGBABufferInternalSizedFormat(texture.type, format);
  16726. var bindTarget = texture.isCube ? gl.TEXTURE_CUBE_MAP : gl.TEXTURE_2D;
  16727. this._bindTextureDirectly(bindTarget, texture, true);
  16728. this._unpackFlipY(texture.invertY);
  16729. var target = gl.TEXTURE_2D;
  16730. if (texture.isCube) {
  16731. target = gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex;
  16732. }
  16733. gl.texImage2D(target, lod, internalFormat, format, textureType, image);
  16734. this._bindTextureDirectly(bindTarget, null, true);
  16735. };
  16736. /**
  16737. * Creates a new render target cube texture
  16738. * @param size defines the size of the texture
  16739. * @param options defines the options used to create the texture
  16740. * @returns a new render target cube texture stored in an InternalTexture
  16741. */
  16742. Engine.prototype.createRenderTargetCubeTexture = function (size, options) {
  16743. var fullOptions = __assign({ generateMipMaps: true, generateDepthBuffer: true, generateStencilBuffer: false, type: Engine.TEXTURETYPE_UNSIGNED_INT, samplingMode: Engine.TEXTURE_TRILINEAR_SAMPLINGMODE, format: Engine.TEXTUREFORMAT_RGBA }, options);
  16744. fullOptions.generateStencilBuffer = fullOptions.generateDepthBuffer && fullOptions.generateStencilBuffer;
  16745. if (fullOptions.type === Engine.TEXTURETYPE_FLOAT && !this._caps.textureFloatLinearFiltering) {
  16746. // if floating point linear (gl.FLOAT) then force to NEAREST_SAMPLINGMODE
  16747. fullOptions.samplingMode = Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  16748. }
  16749. else if (fullOptions.type === Engine.TEXTURETYPE_HALF_FLOAT && !this._caps.textureHalfFloatLinearFiltering) {
  16750. // if floating point linear (HALF_FLOAT) then force to NEAREST_SAMPLINGMODE
  16751. fullOptions.samplingMode = Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  16752. }
  16753. var gl = this._gl;
  16754. var texture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_RENDERTARGET);
  16755. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, texture, true);
  16756. var filters = this._getSamplingParameters(fullOptions.samplingMode, fullOptions.generateMipMaps);
  16757. if (fullOptions.type === Engine.TEXTURETYPE_FLOAT && !this._caps.textureFloat) {
  16758. fullOptions.type = Engine.TEXTURETYPE_UNSIGNED_INT;
  16759. BABYLON.Tools.Warn("Float textures are not supported. Cube render target forced to TEXTURETYPE_UNESIGNED_BYTE type");
  16760. }
  16761. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, filters.mag);
  16762. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, filters.min);
  16763. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  16764. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  16765. for (var face = 0; face < 6; face++) {
  16766. gl.texImage2D((gl.TEXTURE_CUBE_MAP_POSITIVE_X + face), 0, this._getRGBABufferInternalSizedFormat(fullOptions.type, fullOptions.format), size, size, 0, this._getInternalFormat(fullOptions.format), this._getWebGLTextureType(fullOptions.type), null);
  16767. }
  16768. // Create the framebuffer
  16769. var framebuffer = gl.createFramebuffer();
  16770. this.bindUnboundFramebuffer(framebuffer);
  16771. texture._depthStencilBuffer = this._setupFramebufferDepthAttachments(fullOptions.generateStencilBuffer, fullOptions.generateDepthBuffer, size, size);
  16772. // MipMaps
  16773. if (fullOptions.generateMipMaps) {
  16774. gl.generateMipmap(gl.TEXTURE_CUBE_MAP);
  16775. }
  16776. // Unbind
  16777. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, null);
  16778. gl.bindRenderbuffer(gl.RENDERBUFFER, null);
  16779. this.bindUnboundFramebuffer(null);
  16780. texture._framebuffer = framebuffer;
  16781. texture.width = size;
  16782. texture.height = size;
  16783. texture.isReady = true;
  16784. texture.isCube = true;
  16785. texture.samples = 1;
  16786. texture.generateMipMaps = fullOptions.generateMipMaps;
  16787. texture.samplingMode = fullOptions.samplingMode;
  16788. texture.type = fullOptions.type;
  16789. texture.format = fullOptions.format;
  16790. texture._generateDepthBuffer = fullOptions.generateDepthBuffer;
  16791. texture._generateStencilBuffer = fullOptions.generateStencilBuffer;
  16792. this._internalTexturesCache.push(texture);
  16793. return texture;
  16794. };
  16795. /**
  16796. * Create a cube texture from prefiltered data (ie. the mipmaps contain ready to use data for PBR reflection)
  16797. * @param rootUrl defines the url where the file to load is located
  16798. * @param scene defines the current scene
  16799. * @param lodScale defines scale to apply to the mip map selection
  16800. * @param lodOffset defines offset to apply to the mip map selection
  16801. * @param onLoad defines an optional callback raised when the texture is loaded
  16802. * @param onError defines an optional callback raised if there is an issue to load the texture
  16803. * @param format defines the format of the data
  16804. * @param forcedExtension defines the extension to use to pick the right loader
  16805. * @param createPolynomials defines wheter or not to create polynomails harmonics for the texture
  16806. * @returns the cube texture as an InternalTexture
  16807. */
  16808. Engine.prototype.createPrefilteredCubeTexture = function (rootUrl, scene, lodScale, lodOffset, onLoad, onError, format, forcedExtension, createPolynomials) {
  16809. var _this = this;
  16810. if (onLoad === void 0) { onLoad = null; }
  16811. if (onError === void 0) { onError = null; }
  16812. if (forcedExtension === void 0) { forcedExtension = null; }
  16813. if (createPolynomials === void 0) { createPolynomials = true; }
  16814. var callback = function (loadData) {
  16815. if (!loadData) {
  16816. if (onLoad) {
  16817. onLoad(null);
  16818. }
  16819. return;
  16820. }
  16821. var texture = loadData.texture;
  16822. if (!createPolynomials) {
  16823. texture._sphericalPolynomial = new BABYLON.SphericalPolynomial();
  16824. }
  16825. else if (loadData.info.sphericalPolynomial) {
  16826. texture._sphericalPolynomial = loadData.info.sphericalPolynomial;
  16827. }
  16828. texture._dataSource = BABYLON.InternalTexture.DATASOURCE_CUBEPREFILTERED;
  16829. if (_this._caps.textureLOD) {
  16830. // Do not add extra process if texture lod is supported.
  16831. if (onLoad) {
  16832. onLoad(texture);
  16833. }
  16834. return;
  16835. }
  16836. var mipSlices = 3;
  16837. var gl = _this._gl;
  16838. var width = loadData.width;
  16839. if (!width) {
  16840. return;
  16841. }
  16842. var textures = [];
  16843. for (var i = 0; i < mipSlices; i++) {
  16844. //compute LOD from even spacing in smoothness (matching shader calculation)
  16845. var smoothness = i / (mipSlices - 1);
  16846. var roughness = 1 - smoothness;
  16847. var minLODIndex = lodOffset; // roughness = 0
  16848. var maxLODIndex = BABYLON.Scalar.Log2(width) * lodScale + lodOffset; // roughness = 1
  16849. var lodIndex = minLODIndex + (maxLODIndex - minLODIndex) * roughness;
  16850. var mipmapIndex = Math.round(Math.min(Math.max(lodIndex, 0), maxLODIndex));
  16851. var glTextureFromLod = new BABYLON.InternalTexture(_this, BABYLON.InternalTexture.DATASOURCE_TEMP);
  16852. glTextureFromLod.type = texture.type;
  16853. glTextureFromLod.format = texture.format;
  16854. glTextureFromLod.width = Math.pow(2, Math.max(BABYLON.Scalar.Log2(width) - mipmapIndex, 0));
  16855. glTextureFromLod.height = glTextureFromLod.width;
  16856. glTextureFromLod.isCube = true;
  16857. _this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, glTextureFromLod, true);
  16858. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
  16859. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
  16860. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  16861. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  16862. if (loadData.isDDS) {
  16863. var info = loadData.info;
  16864. var data = loadData.data;
  16865. _this._unpackFlipY(info.isCompressed);
  16866. BABYLON.DDSTools.UploadDDSLevels(_this, glTextureFromLod, data, info, true, 6, mipmapIndex);
  16867. }
  16868. else {
  16869. BABYLON.Tools.Warn("DDS is the only prefiltered cube map supported so far.");
  16870. }
  16871. _this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, null);
  16872. // Wrap in a base texture for easy binding.
  16873. var lodTexture = new BABYLON.BaseTexture(scene);
  16874. lodTexture.isCube = true;
  16875. lodTexture._texture = glTextureFromLod;
  16876. glTextureFromLod.isReady = true;
  16877. textures.push(lodTexture);
  16878. }
  16879. texture._lodTextureHigh = textures[2];
  16880. texture._lodTextureMid = textures[1];
  16881. texture._lodTextureLow = textures[0];
  16882. if (onLoad) {
  16883. onLoad(texture);
  16884. }
  16885. };
  16886. return this.createCubeTexture(rootUrl, scene, null, false, callback, onError, format, forcedExtension, createPolynomials, lodScale, lodOffset);
  16887. };
  16888. /**
  16889. * Creates a cube texture
  16890. * @param rootUrl defines the url where the files to load is located
  16891. * @param scene defines the current scene
  16892. * @param files defines the list of files to load (1 per face)
  16893. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  16894. * @param onLoad defines an optional callback raised when the texture is loaded
  16895. * @param onError defines an optional callback raised if there is an issue to load the texture
  16896. * @param format defines the format of the data
  16897. * @param forcedExtension defines the extension to use to pick the right loader
  16898. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  16899. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  16900. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  16901. * @param fallback defines texture to use while falling back when (compressed) texture file not found.
  16902. * @param excludeLoaders array of texture loaders that should be excluded when picking a loader for the texture (defualt: empty array)
  16903. * @returns the cube texture as an InternalTexture
  16904. */
  16905. Engine.prototype.createCubeTexture = function (rootUrl, scene, files, noMipmap, onLoad, onError, format, forcedExtension, createPolynomials, lodScale, lodOffset, fallback, excludeLoaders) {
  16906. var _this = this;
  16907. if (onLoad === void 0) { onLoad = null; }
  16908. if (onError === void 0) { onError = null; }
  16909. if (forcedExtension === void 0) { forcedExtension = null; }
  16910. if (createPolynomials === void 0) { createPolynomials = false; }
  16911. if (lodScale === void 0) { lodScale = 0; }
  16912. if (lodOffset === void 0) { lodOffset = 0; }
  16913. if (fallback === void 0) { fallback = null; }
  16914. if (excludeLoaders === void 0) { excludeLoaders = []; }
  16915. var gl = this._gl;
  16916. var texture = fallback ? fallback : new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_CUBE);
  16917. texture.isCube = true;
  16918. texture.url = rootUrl;
  16919. texture.generateMipMaps = !noMipmap;
  16920. texture._lodGenerationScale = lodScale;
  16921. texture._lodGenerationOffset = lodOffset;
  16922. if (!this._doNotHandleContextLost) {
  16923. texture._extension = forcedExtension;
  16924. texture._files = files;
  16925. }
  16926. var lastDot = rootUrl.lastIndexOf('.');
  16927. var extension = forcedExtension ? forcedExtension : (lastDot > -1 ? rootUrl.substring(lastDot).toLowerCase() : "");
  16928. var loader = null;
  16929. for (var _i = 0, _a = Engine._TextureLoaders; _i < _a.length; _i++) {
  16930. var availableLoader = _a[_i];
  16931. if (excludeLoaders.indexOf(availableLoader) === -1 && availableLoader.canLoad(extension, this._textureFormatInUse, fallback, false, false)) {
  16932. loader = availableLoader;
  16933. break;
  16934. }
  16935. }
  16936. var onInternalError = function (request, exception) {
  16937. if (loader) {
  16938. var fallbackUrl = loader.getFallbackTextureUrl(texture.url, _this._textureFormatInUse);
  16939. BABYLON.Tools.Warn(loader.constructor.name + " failed when trying to load " + texture.url + ", falling back to the next supported loader");
  16940. if (fallbackUrl) {
  16941. excludeLoaders.push(loader);
  16942. _this.createCubeTexture(fallbackUrl, scene, files, noMipmap, onLoad, onError, format, extension, createPolynomials, lodScale, lodOffset, texture, excludeLoaders);
  16943. return;
  16944. }
  16945. }
  16946. if (onError && request) {
  16947. onError(request.status + " " + request.statusText, exception);
  16948. }
  16949. };
  16950. if (loader) {
  16951. rootUrl = loader.transformUrl(rootUrl, this._textureFormatInUse);
  16952. var onloaddata = function (data) {
  16953. _this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, texture, true);
  16954. loader.loadCubeData(data, texture, createPolynomials, onLoad, onError);
  16955. };
  16956. if (files && files.length === 6) {
  16957. if (loader.supportCascades) {
  16958. this._cascadeLoadFiles(scene, onloaddata, files, onError);
  16959. }
  16960. else if (onError) {
  16961. onError("Textures type does not support cascades.");
  16962. }
  16963. }
  16964. else {
  16965. this._loadFile(rootUrl, onloaddata, undefined, undefined, true, onInternalError);
  16966. }
  16967. }
  16968. else {
  16969. if (!files) {
  16970. throw new Error("Cannot load cubemap because files were not defined");
  16971. }
  16972. this._cascadeLoadImgs(rootUrl, scene, function (imgs) {
  16973. var width = _this.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(imgs[0].width, _this._caps.maxCubemapTextureSize) : imgs[0].width;
  16974. var height = width;
  16975. _this._prepareWorkingCanvas();
  16976. if (!_this._workingCanvas || !_this._workingContext) {
  16977. return;
  16978. }
  16979. _this._workingCanvas.width = width;
  16980. _this._workingCanvas.height = height;
  16981. var faces = [
  16982. gl.TEXTURE_CUBE_MAP_POSITIVE_X, gl.TEXTURE_CUBE_MAP_POSITIVE_Y, gl.TEXTURE_CUBE_MAP_POSITIVE_Z,
  16983. gl.TEXTURE_CUBE_MAP_NEGATIVE_X, gl.TEXTURE_CUBE_MAP_NEGATIVE_Y, gl.TEXTURE_CUBE_MAP_NEGATIVE_Z
  16984. ];
  16985. _this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, texture, true);
  16986. _this._unpackFlipY(false);
  16987. var internalFormat = format ? _this._getInternalFormat(format) : _this._gl.RGBA;
  16988. for (var index = 0; index < faces.length; index++) {
  16989. _this._workingContext.drawImage(imgs[index], 0, 0, imgs[index].width, imgs[index].height, 0, 0, width, height);
  16990. gl.texImage2D(faces[index], 0, internalFormat, internalFormat, gl.UNSIGNED_BYTE, _this._workingCanvas);
  16991. }
  16992. if (!noMipmap) {
  16993. gl.generateMipmap(gl.TEXTURE_CUBE_MAP);
  16994. }
  16995. _this._setCubeMapTextureParams(!noMipmap);
  16996. texture.width = width;
  16997. texture.height = height;
  16998. texture.isReady = true;
  16999. if (format) {
  17000. texture.format = format;
  17001. }
  17002. texture.onLoadedObservable.notifyObservers(texture);
  17003. texture.onLoadedObservable.clear();
  17004. if (onLoad) {
  17005. onLoad();
  17006. }
  17007. }, files, onError);
  17008. }
  17009. this._internalTexturesCache.push(texture);
  17010. return texture;
  17011. };
  17012. /**
  17013. * @hidden
  17014. */
  17015. Engine.prototype._setCubeMapTextureParams = function (loadMipmap) {
  17016. var gl = this._gl;
  17017. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
  17018. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, loadMipmap ? gl.LINEAR_MIPMAP_LINEAR : gl.LINEAR);
  17019. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  17020. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  17021. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, null);
  17022. // this.resetTextureCache();
  17023. };
  17024. /**
  17025. * Update a raw cube texture
  17026. * @param texture defines the texture to udpdate
  17027. * @param data defines the data to store
  17028. * @param format defines the data format
  17029. * @param type defines the type fo the data (BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT by default)
  17030. * @param invertY defines if data must be stored with Y axis inverted
  17031. * @param compression defines the compression used (null by default)
  17032. * @param level defines which level of the texture to update
  17033. */
  17034. Engine.prototype.updateRawCubeTexture = function (texture, data, format, type, invertY, compression, level) {
  17035. if (compression === void 0) { compression = null; }
  17036. if (level === void 0) { level = 0; }
  17037. texture._bufferViewArray = data;
  17038. texture.format = format;
  17039. texture.type = type;
  17040. texture.invertY = invertY;
  17041. texture._compression = compression;
  17042. var gl = this._gl;
  17043. var textureType = this._getWebGLTextureType(type);
  17044. var internalFormat = this._getInternalFormat(format);
  17045. var internalSizedFomat = this._getRGBABufferInternalSizedFormat(type);
  17046. var needConversion = false;
  17047. if (internalFormat === gl.RGB) {
  17048. internalFormat = gl.RGBA;
  17049. needConversion = true;
  17050. }
  17051. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, texture, true);
  17052. this._unpackFlipY(invertY === undefined ? true : (invertY ? true : false));
  17053. if (texture.width % 4 !== 0) {
  17054. gl.pixelStorei(gl.UNPACK_ALIGNMENT, 1);
  17055. }
  17056. // Data are known to be in +X +Y +Z -X -Y -Z
  17057. for (var faceIndex = 0; faceIndex < 6; faceIndex++) {
  17058. var faceData = data[faceIndex];
  17059. if (compression) {
  17060. gl.compressedTexImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, level, (this.getCaps().s3tc)[compression], texture.width, texture.height, 0, faceData);
  17061. }
  17062. else {
  17063. if (needConversion) {
  17064. faceData = this._convertRGBtoRGBATextureData(faceData, texture.width, texture.height, type);
  17065. }
  17066. gl.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, level, internalSizedFomat, texture.width, texture.height, 0, internalFormat, textureType, faceData);
  17067. }
  17068. }
  17069. var isPot = !this.needPOTTextures || (BABYLON.Tools.IsExponentOfTwo(texture.width) && BABYLON.Tools.IsExponentOfTwo(texture.height));
  17070. if (isPot && texture.generateMipMaps && level === 0) {
  17071. this._gl.generateMipmap(this._gl.TEXTURE_CUBE_MAP);
  17072. }
  17073. this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, null);
  17074. // this.resetTextureCache();
  17075. texture.isReady = true;
  17076. };
  17077. /**
  17078. * Creates a new raw cube texture
  17079. * @param data defines the array of data to use to create each face
  17080. * @param size defines the size of the textures
  17081. * @param format defines the format of the data
  17082. * @param type defines the type of the data (like BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT)
  17083. * @param generateMipMaps defines if the engine should generate the mip levels
  17084. * @param invertY defines if data must be stored with Y axis inverted
  17085. * @param samplingMode defines the required sampling mode (like BABYLON.Texture.NEAREST_SAMPLINGMODE)
  17086. * @param compression defines the compression used (null by default)
  17087. * @returns the cube texture as an InternalTexture
  17088. */
  17089. Engine.prototype.createRawCubeTexture = function (data, size, format, type, generateMipMaps, invertY, samplingMode, compression) {
  17090. if (compression === void 0) { compression = null; }
  17091. var gl = this._gl;
  17092. var texture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_CUBERAW);
  17093. texture.isCube = true;
  17094. texture.format = format;
  17095. texture.type = type;
  17096. if (!this._doNotHandleContextLost) {
  17097. texture._bufferViewArray = data;
  17098. }
  17099. var textureType = this._getWebGLTextureType(type);
  17100. var internalFormat = this._getInternalFormat(format);
  17101. if (internalFormat === gl.RGB) {
  17102. internalFormat = gl.RGBA;
  17103. }
  17104. // Mipmap generation needs a sized internal format that is both color-renderable and texture-filterable
  17105. if (textureType === gl.FLOAT && !this._caps.textureFloatLinearFiltering) {
  17106. generateMipMaps = false;
  17107. samplingMode = Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  17108. BABYLON.Tools.Warn("Float texture filtering is not supported. Mipmap generation and sampling mode are forced to false and TEXTURE_NEAREST_SAMPLINGMODE, respectively.");
  17109. }
  17110. else if (textureType === this._gl.HALF_FLOAT_OES && !this._caps.textureHalfFloatLinearFiltering) {
  17111. generateMipMaps = false;
  17112. samplingMode = Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  17113. BABYLON.Tools.Warn("Half float texture filtering is not supported. Mipmap generation and sampling mode are forced to false and TEXTURE_NEAREST_SAMPLINGMODE, respectively.");
  17114. }
  17115. else if (textureType === gl.FLOAT && !this._caps.textureFloatRender) {
  17116. generateMipMaps = false;
  17117. BABYLON.Tools.Warn("Render to float textures is not supported. Mipmap generation forced to false.");
  17118. }
  17119. else if (textureType === gl.HALF_FLOAT && !this._caps.colorBufferFloat) {
  17120. generateMipMaps = false;
  17121. BABYLON.Tools.Warn("Render to half float textures is not supported. Mipmap generation forced to false.");
  17122. }
  17123. var width = size;
  17124. var height = width;
  17125. texture.width = width;
  17126. texture.height = height;
  17127. // Double check on POT to generate Mips.
  17128. var isPot = !this.needPOTTextures || (BABYLON.Tools.IsExponentOfTwo(texture.width) && BABYLON.Tools.IsExponentOfTwo(texture.height));
  17129. if (!isPot) {
  17130. generateMipMaps = false;
  17131. }
  17132. // Upload data if needed. The texture won't be ready until then.
  17133. if (data) {
  17134. this.updateRawCubeTexture(texture, data, format, type, invertY, compression);
  17135. }
  17136. this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, texture, true);
  17137. // Filters
  17138. if (data && generateMipMaps) {
  17139. this._gl.generateMipmap(this._gl.TEXTURE_CUBE_MAP);
  17140. }
  17141. var filters = this._getSamplingParameters(samplingMode, generateMipMaps);
  17142. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, filters.mag);
  17143. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, filters.min);
  17144. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  17145. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  17146. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, null);
  17147. texture.generateMipMaps = generateMipMaps;
  17148. return texture;
  17149. };
  17150. /**
  17151. * Creates a new raw cube texture from a specified url
  17152. * @param url defines the url where the data is located
  17153. * @param scene defines the current scene
  17154. * @param size defines the size of the textures
  17155. * @param format defines the format of the data
  17156. * @param type defines the type fo the data (like BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT)
  17157. * @param noMipmap defines if the engine should avoid generating the mip levels
  17158. * @param callback defines a callback used to extract texture data from loaded data
  17159. * @param mipmapGenerator defines to provide an optional tool to generate mip levels
  17160. * @param onLoad defines a callback called when texture is loaded
  17161. * @param onError defines a callback called if there is an error
  17162. * @param samplingMode defines the required sampling mode (like BABYLON.Texture.NEAREST_SAMPLINGMODE)
  17163. * @param invertY defines if data must be stored with Y axis inverted
  17164. * @returns the cube texture as an InternalTexture
  17165. */
  17166. Engine.prototype.createRawCubeTextureFromUrl = function (url, scene, size, format, type, noMipmap, callback, mipmapGenerator, onLoad, onError, samplingMode, invertY) {
  17167. var _this = this;
  17168. if (onLoad === void 0) { onLoad = null; }
  17169. if (onError === void 0) { onError = null; }
  17170. if (samplingMode === void 0) { samplingMode = Engine.TEXTURE_TRILINEAR_SAMPLINGMODE; }
  17171. if (invertY === void 0) { invertY = false; }
  17172. var gl = this._gl;
  17173. var texture = this.createRawCubeTexture(null, size, format, type, !noMipmap, invertY, samplingMode);
  17174. scene._addPendingData(texture);
  17175. texture.url = url;
  17176. this._internalTexturesCache.push(texture);
  17177. var onerror = function (request, exception) {
  17178. scene._removePendingData(texture);
  17179. if (onError && request) {
  17180. onError(request.status + " " + request.statusText, exception);
  17181. }
  17182. };
  17183. var internalCallback = function (data) {
  17184. var width = texture.width;
  17185. var faceDataArrays = callback(data);
  17186. if (!faceDataArrays) {
  17187. return;
  17188. }
  17189. if (mipmapGenerator) {
  17190. var textureType = _this._getWebGLTextureType(type);
  17191. var internalFormat = _this._getInternalFormat(format);
  17192. var internalSizedFomat = _this._getRGBABufferInternalSizedFormat(type);
  17193. var needConversion = false;
  17194. if (internalFormat === gl.RGB) {
  17195. internalFormat = gl.RGBA;
  17196. needConversion = true;
  17197. }
  17198. _this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, texture, true);
  17199. _this._unpackFlipY(false);
  17200. var mipData = mipmapGenerator(faceDataArrays);
  17201. for (var level = 0; level < mipData.length; level++) {
  17202. var mipSize = width >> level;
  17203. for (var faceIndex = 0; faceIndex < 6; faceIndex++) {
  17204. var mipFaceData = mipData[level][faceIndex];
  17205. if (needConversion) {
  17206. mipFaceData = _this._convertRGBtoRGBATextureData(mipFaceData, mipSize, mipSize, type);
  17207. }
  17208. gl.texImage2D(faceIndex, level, internalSizedFomat, mipSize, mipSize, 0, internalFormat, textureType, mipFaceData);
  17209. }
  17210. }
  17211. _this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, null);
  17212. }
  17213. else {
  17214. _this.updateRawCubeTexture(texture, faceDataArrays, format, type, invertY);
  17215. }
  17216. texture.isReady = true;
  17217. // this.resetTextureCache();
  17218. scene._removePendingData(texture);
  17219. if (onLoad) {
  17220. onLoad();
  17221. }
  17222. };
  17223. this._loadFile(url, function (data) {
  17224. internalCallback(data);
  17225. }, undefined, scene.offlineProvider, true, onerror);
  17226. return texture;
  17227. };
  17228. /**
  17229. * Update a raw 3D texture
  17230. * @param texture defines the texture to update
  17231. * @param data defines the data to store
  17232. * @param format defines the data format
  17233. * @param invertY defines if data must be stored with Y axis inverted
  17234. * @param compression defines the used compression (can be null)
  17235. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  17236. */
  17237. Engine.prototype.updateRawTexture3D = function (texture, data, format, invertY, compression, textureType) {
  17238. if (compression === void 0) { compression = null; }
  17239. if (textureType === void 0) { textureType = Engine.TEXTURETYPE_UNSIGNED_INT; }
  17240. var internalType = this._getWebGLTextureType(textureType);
  17241. var internalFormat = this._getInternalFormat(format);
  17242. var internalSizedFomat = this._getRGBABufferInternalSizedFormat(textureType, format);
  17243. this._bindTextureDirectly(this._gl.TEXTURE_3D, texture, true);
  17244. this._unpackFlipY(invertY === undefined ? true : (invertY ? true : false));
  17245. if (!this._doNotHandleContextLost) {
  17246. texture._bufferView = data;
  17247. texture.format = format;
  17248. texture.invertY = invertY;
  17249. texture._compression = compression;
  17250. }
  17251. if (texture.width % 4 !== 0) {
  17252. this._gl.pixelStorei(this._gl.UNPACK_ALIGNMENT, 1);
  17253. }
  17254. if (compression && data) {
  17255. this._gl.compressedTexImage3D(this._gl.TEXTURE_3D, 0, this.getCaps().s3tc[compression], texture.width, texture.height, texture.depth, 0, data);
  17256. }
  17257. else {
  17258. this._gl.texImage3D(this._gl.TEXTURE_3D, 0, internalSizedFomat, texture.width, texture.height, texture.depth, 0, internalFormat, internalType, data);
  17259. }
  17260. if (texture.generateMipMaps) {
  17261. this._gl.generateMipmap(this._gl.TEXTURE_3D);
  17262. }
  17263. this._bindTextureDirectly(this._gl.TEXTURE_3D, null);
  17264. // this.resetTextureCache();
  17265. texture.isReady = true;
  17266. };
  17267. /**
  17268. * Creates a new raw 3D texture
  17269. * @param data defines the data used to create the texture
  17270. * @param width defines the width of the texture
  17271. * @param height defines the height of the texture
  17272. * @param depth defines the depth of the texture
  17273. * @param format defines the format of the texture
  17274. * @param generateMipMaps defines if the engine must generate mip levels
  17275. * @param invertY defines if data must be stored with Y axis inverted
  17276. * @param samplingMode defines the required sampling mode (like BABYLON.Texture.NEAREST_SAMPLINGMODE)
  17277. * @param compression defines the compressed used (can be null)
  17278. * @param textureType defines the compressed used (can be null)
  17279. * @returns a new raw 3D texture (stored in an InternalTexture)
  17280. */
  17281. Engine.prototype.createRawTexture3D = function (data, width, height, depth, format, generateMipMaps, invertY, samplingMode, compression, textureType) {
  17282. if (compression === void 0) { compression = null; }
  17283. if (textureType === void 0) { textureType = Engine.TEXTURETYPE_UNSIGNED_INT; }
  17284. var texture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_RAW3D);
  17285. texture.baseWidth = width;
  17286. texture.baseHeight = height;
  17287. texture.baseDepth = depth;
  17288. texture.width = width;
  17289. texture.height = height;
  17290. texture.depth = depth;
  17291. texture.format = format;
  17292. texture.type = textureType;
  17293. texture.generateMipMaps = generateMipMaps;
  17294. texture.samplingMode = samplingMode;
  17295. texture.is3D = true;
  17296. if (!this._doNotHandleContextLost) {
  17297. texture._bufferView = data;
  17298. }
  17299. this.updateRawTexture3D(texture, data, format, invertY, compression, textureType);
  17300. this._bindTextureDirectly(this._gl.TEXTURE_3D, texture, true);
  17301. // Filters
  17302. var filters = this._getSamplingParameters(samplingMode, generateMipMaps);
  17303. this._gl.texParameteri(this._gl.TEXTURE_3D, this._gl.TEXTURE_MAG_FILTER, filters.mag);
  17304. this._gl.texParameteri(this._gl.TEXTURE_3D, this._gl.TEXTURE_MIN_FILTER, filters.min);
  17305. if (generateMipMaps) {
  17306. this._gl.generateMipmap(this._gl.TEXTURE_3D);
  17307. }
  17308. this._bindTextureDirectly(this._gl.TEXTURE_3D, null);
  17309. this._internalTexturesCache.push(texture);
  17310. return texture;
  17311. };
  17312. Engine.prototype._prepareWebGLTextureContinuation = function (texture, scene, noMipmap, isCompressed, samplingMode) {
  17313. var gl = this._gl;
  17314. if (!gl) {
  17315. return;
  17316. }
  17317. var filters = this._getSamplingParameters(samplingMode, !noMipmap);
  17318. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, filters.mag);
  17319. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, filters.min);
  17320. if (!noMipmap && !isCompressed) {
  17321. gl.generateMipmap(gl.TEXTURE_2D);
  17322. }
  17323. this._bindTextureDirectly(gl.TEXTURE_2D, null);
  17324. // this.resetTextureCache();
  17325. if (scene) {
  17326. scene._removePendingData(texture);
  17327. }
  17328. texture.onLoadedObservable.notifyObservers(texture);
  17329. texture.onLoadedObservable.clear();
  17330. };
  17331. Engine.prototype._prepareWebGLTexture = function (texture, scene, width, height, invertY, noMipmap, isCompressed, processFunction, samplingMode) {
  17332. var _this = this;
  17333. if (samplingMode === void 0) { samplingMode = Engine.TEXTURE_TRILINEAR_SAMPLINGMODE; }
  17334. var maxTextureSize = this.getCaps().maxTextureSize;
  17335. var potWidth = Math.min(maxTextureSize, this.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(width, maxTextureSize) : width);
  17336. var potHeight = Math.min(maxTextureSize, this.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(height, maxTextureSize) : height);
  17337. var gl = this._gl;
  17338. if (!gl) {
  17339. return;
  17340. }
  17341. if (!texture._webGLTexture) {
  17342. // this.resetTextureCache();
  17343. if (scene) {
  17344. scene._removePendingData(texture);
  17345. }
  17346. return;
  17347. }
  17348. this._bindTextureDirectly(gl.TEXTURE_2D, texture, true);
  17349. this._unpackFlipY(invertY === undefined ? true : (invertY ? true : false));
  17350. texture.baseWidth = width;
  17351. texture.baseHeight = height;
  17352. texture.width = potWidth;
  17353. texture.height = potHeight;
  17354. texture.isReady = true;
  17355. if (processFunction(potWidth, potHeight, function () {
  17356. _this._prepareWebGLTextureContinuation(texture, scene, noMipmap, isCompressed, samplingMode);
  17357. })) {
  17358. // Returning as texture needs extra async steps
  17359. return;
  17360. }
  17361. this._prepareWebGLTextureContinuation(texture, scene, noMipmap, isCompressed, samplingMode);
  17362. };
  17363. Engine.prototype._convertRGBtoRGBATextureData = function (rgbData, width, height, textureType) {
  17364. // Create new RGBA data container.
  17365. var rgbaData;
  17366. if (textureType === Engine.TEXTURETYPE_FLOAT) {
  17367. rgbaData = new Float32Array(width * height * 4);
  17368. }
  17369. else {
  17370. rgbaData = new Uint32Array(width * height * 4);
  17371. }
  17372. // Convert each pixel.
  17373. for (var x = 0; x < width; x++) {
  17374. for (var y = 0; y < height; y++) {
  17375. var index = (y * width + x) * 3;
  17376. var newIndex = (y * width + x) * 4;
  17377. // Map Old Value to new value.
  17378. rgbaData[newIndex + 0] = rgbData[index + 0];
  17379. rgbaData[newIndex + 1] = rgbData[index + 1];
  17380. rgbaData[newIndex + 2] = rgbData[index + 2];
  17381. // Add fully opaque alpha channel.
  17382. rgbaData[newIndex + 3] = 1;
  17383. }
  17384. }
  17385. return rgbaData;
  17386. };
  17387. /** @hidden */
  17388. Engine.prototype._releaseFramebufferObjects = function (texture) {
  17389. var gl = this._gl;
  17390. if (texture._framebuffer) {
  17391. gl.deleteFramebuffer(texture._framebuffer);
  17392. texture._framebuffer = null;
  17393. }
  17394. if (texture._depthStencilBuffer) {
  17395. gl.deleteRenderbuffer(texture._depthStencilBuffer);
  17396. texture._depthStencilBuffer = null;
  17397. }
  17398. if (texture._MSAAFramebuffer) {
  17399. gl.deleteFramebuffer(texture._MSAAFramebuffer);
  17400. texture._MSAAFramebuffer = null;
  17401. }
  17402. if (texture._MSAARenderBuffer) {
  17403. gl.deleteRenderbuffer(texture._MSAARenderBuffer);
  17404. texture._MSAARenderBuffer = null;
  17405. }
  17406. };
  17407. /** @hidden */
  17408. Engine.prototype._releaseTexture = function (texture) {
  17409. var gl = this._gl;
  17410. this._releaseFramebufferObjects(texture);
  17411. gl.deleteTexture(texture._webGLTexture);
  17412. // Unbind channels
  17413. this.unbindAllTextures();
  17414. var index = this._internalTexturesCache.indexOf(texture);
  17415. if (index !== -1) {
  17416. this._internalTexturesCache.splice(index, 1);
  17417. }
  17418. // Integrated fixed lod samplers.
  17419. if (texture._lodTextureHigh) {
  17420. texture._lodTextureHigh.dispose();
  17421. }
  17422. if (texture._lodTextureMid) {
  17423. texture._lodTextureMid.dispose();
  17424. }
  17425. if (texture._lodTextureLow) {
  17426. texture._lodTextureLow.dispose();
  17427. }
  17428. // Set output texture of post process to null if the texture has been released/disposed
  17429. this.scenes.forEach(function (scene) {
  17430. scene.postProcesses.forEach(function (postProcess) {
  17431. if (postProcess._outputTexture == texture) {
  17432. postProcess._outputTexture = null;
  17433. }
  17434. });
  17435. scene.cameras.forEach(function (camera) {
  17436. camera._postProcesses.forEach(function (postProcess) {
  17437. if (postProcess) {
  17438. if (postProcess._outputTexture == texture) {
  17439. postProcess._outputTexture = null;
  17440. }
  17441. }
  17442. });
  17443. });
  17444. });
  17445. };
  17446. Engine.prototype.setProgram = function (program) {
  17447. if (this._currentProgram !== program) {
  17448. this._gl.useProgram(program);
  17449. this._currentProgram = program;
  17450. }
  17451. };
  17452. /**
  17453. * Binds an effect to the webGL context
  17454. * @param effect defines the effect to bind
  17455. */
  17456. Engine.prototype.bindSamplers = function (effect) {
  17457. this.setProgram(effect.getProgram());
  17458. var samplers = effect.getSamplers();
  17459. for (var index = 0; index < samplers.length; index++) {
  17460. var uniform = effect.getUniform(samplers[index]);
  17461. if (uniform) {
  17462. this._boundUniforms[index] = uniform;
  17463. }
  17464. }
  17465. this._currentEffect = null;
  17466. };
  17467. Engine.prototype._moveBoundTextureOnTop = function (internalTexture) {
  17468. if (this.disableTextureBindingOptimization || this._lastBoundInternalTextureTracker.previous === internalTexture) {
  17469. return;
  17470. }
  17471. // Remove
  17472. this._linkTrackers(internalTexture.previous, internalTexture.next);
  17473. // Bind last to it
  17474. this._linkTrackers(this._lastBoundInternalTextureTracker.previous, internalTexture);
  17475. // Bind to dummy
  17476. this._linkTrackers(internalTexture, this._lastBoundInternalTextureTracker);
  17477. };
  17478. Engine.prototype._getCorrectTextureChannel = function (channel, internalTexture) {
  17479. if (!internalTexture) {
  17480. return -1;
  17481. }
  17482. internalTexture._initialSlot = channel;
  17483. if (this.disableTextureBindingOptimization) { // We want texture sampler ID === texture channel
  17484. if (channel !== internalTexture._designatedSlot) {
  17485. this._textureCollisions.addCount(1, false);
  17486. }
  17487. }
  17488. else {
  17489. if (channel !== internalTexture._designatedSlot) {
  17490. if (internalTexture._designatedSlot > -1) { // Texture is already assigned to a slot
  17491. return internalTexture._designatedSlot;
  17492. }
  17493. else {
  17494. // No slot for this texture, let's pick a new one (if we find a free slot)
  17495. if (this._nextFreeTextureSlots.length) {
  17496. return this._nextFreeTextureSlots[0];
  17497. }
  17498. // We need to recycle the oldest bound texture, sorry.
  17499. this._textureCollisions.addCount(1, false);
  17500. return this._removeDesignatedSlot(this._firstBoundInternalTextureTracker.next);
  17501. }
  17502. }
  17503. }
  17504. return channel;
  17505. };
  17506. Engine.prototype._linkTrackers = function (previous, next) {
  17507. previous.next = next;
  17508. next.previous = previous;
  17509. };
  17510. Engine.prototype._removeDesignatedSlot = function (internalTexture) {
  17511. var currentSlot = internalTexture._designatedSlot;
  17512. if (currentSlot === -1) {
  17513. return -1;
  17514. }
  17515. internalTexture._designatedSlot = -1;
  17516. if (this.disableTextureBindingOptimization) {
  17517. return -1;
  17518. }
  17519. // Remove from bound list
  17520. this._linkTrackers(internalTexture.previous, internalTexture.next);
  17521. // Free the slot
  17522. this._boundTexturesCache[currentSlot] = null;
  17523. this._nextFreeTextureSlots.push(currentSlot);
  17524. return currentSlot;
  17525. };
  17526. Engine.prototype._activateCurrentTexture = function () {
  17527. if (this._currentTextureChannel !== this._activeChannel) {
  17528. this._gl.activeTexture(this._gl.TEXTURE0 + this._activeChannel);
  17529. this._currentTextureChannel = this._activeChannel;
  17530. }
  17531. };
  17532. /** @hidden */
  17533. Engine.prototype._bindTextureDirectly = function (target, texture, forTextureDataUpdate, force) {
  17534. if (forTextureDataUpdate === void 0) { forTextureDataUpdate = false; }
  17535. if (force === void 0) { force = false; }
  17536. var wasPreviouslyBound = false;
  17537. if (forTextureDataUpdate && texture && texture._designatedSlot > -1) {
  17538. this._activeChannel = texture._designatedSlot;
  17539. }
  17540. var currentTextureBound = this._boundTexturesCache[this._activeChannel];
  17541. var isTextureForRendering = texture && texture._initialSlot > -1;
  17542. if (currentTextureBound !== texture || force) {
  17543. if (currentTextureBound) {
  17544. this._removeDesignatedSlot(currentTextureBound);
  17545. }
  17546. this._activateCurrentTexture();
  17547. this._gl.bindTexture(target, texture ? texture._webGLTexture : null);
  17548. this._boundTexturesCache[this._activeChannel] = texture;
  17549. if (texture) {
  17550. if (!this.disableTextureBindingOptimization) {
  17551. var slotIndex = this._nextFreeTextureSlots.indexOf(this._activeChannel);
  17552. if (slotIndex > -1) {
  17553. this._nextFreeTextureSlots.splice(slotIndex, 1);
  17554. }
  17555. this._linkTrackers(this._lastBoundInternalTextureTracker.previous, texture);
  17556. this._linkTrackers(texture, this._lastBoundInternalTextureTracker);
  17557. }
  17558. texture._designatedSlot = this._activeChannel;
  17559. }
  17560. }
  17561. else if (forTextureDataUpdate) {
  17562. wasPreviouslyBound = true;
  17563. this._activateCurrentTexture();
  17564. }
  17565. if (isTextureForRendering && !forTextureDataUpdate) {
  17566. this._bindSamplerUniformToChannel(texture._initialSlot, this._activeChannel);
  17567. }
  17568. return wasPreviouslyBound;
  17569. };
  17570. /** @hidden */
  17571. Engine.prototype._bindTexture = function (channel, texture) {
  17572. if (channel < 0) {
  17573. return;
  17574. }
  17575. if (texture) {
  17576. channel = this._getCorrectTextureChannel(channel, texture);
  17577. }
  17578. this._activeChannel = channel;
  17579. this._bindTextureDirectly(this._gl.TEXTURE_2D, texture);
  17580. };
  17581. /**
  17582. * Sets a texture to the webGL context from a postprocess
  17583. * @param channel defines the channel to use
  17584. * @param postProcess defines the source postprocess
  17585. */
  17586. Engine.prototype.setTextureFromPostProcess = function (channel, postProcess) {
  17587. this._bindTexture(channel, postProcess ? postProcess._textures.data[postProcess._currentRenderTextureInd] : null);
  17588. };
  17589. /**
  17590. * Binds the output of the passed in post process to the texture channel specified
  17591. * @param channel The channel the texture should be bound to
  17592. * @param postProcess The post process which's output should be bound
  17593. */
  17594. Engine.prototype.setTextureFromPostProcessOutput = function (channel, postProcess) {
  17595. this._bindTexture(channel, postProcess ? postProcess._outputTexture : null);
  17596. };
  17597. /**
  17598. * Unbind all textures from the webGL context
  17599. */
  17600. Engine.prototype.unbindAllTextures = function () {
  17601. for (var channel = 0; channel < this._maxSimultaneousTextures; channel++) {
  17602. this._activeChannel = channel;
  17603. this._bindTextureDirectly(this._gl.TEXTURE_2D, null);
  17604. this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, null);
  17605. if (this.webGLVersion > 1) {
  17606. this._bindTextureDirectly(this._gl.TEXTURE_3D, null);
  17607. }
  17608. }
  17609. };
  17610. /**
  17611. * Sets a texture to the according uniform.
  17612. * @param channel The texture channel
  17613. * @param uniform The uniform to set
  17614. * @param texture The texture to apply
  17615. */
  17616. Engine.prototype.setTexture = function (channel, uniform, texture) {
  17617. if (channel < 0) {
  17618. return;
  17619. }
  17620. if (uniform) {
  17621. this._boundUniforms[channel] = uniform;
  17622. }
  17623. this._setTexture(channel, texture);
  17624. };
  17625. /**
  17626. * Sets a depth stencil texture from a render target to the according uniform.
  17627. * @param channel The texture channel
  17628. * @param uniform The uniform to set
  17629. * @param texture The render target texture containing the depth stencil texture to apply
  17630. */
  17631. Engine.prototype.setDepthStencilTexture = function (channel, uniform, texture) {
  17632. if (channel < 0) {
  17633. return;
  17634. }
  17635. if (uniform) {
  17636. this._boundUniforms[channel] = uniform;
  17637. }
  17638. if (!texture || !texture.depthStencilTexture) {
  17639. this._setTexture(channel, null);
  17640. }
  17641. else {
  17642. this._setTexture(channel, texture, false, true);
  17643. }
  17644. };
  17645. Engine.prototype._bindSamplerUniformToChannel = function (sourceSlot, destination) {
  17646. var uniform = this._boundUniforms[sourceSlot];
  17647. if (uniform._currentState === destination) {
  17648. return;
  17649. }
  17650. this._gl.uniform1i(uniform, destination);
  17651. uniform._currentState = destination;
  17652. };
  17653. Engine.prototype._getTextureWrapMode = function (mode) {
  17654. switch (mode) {
  17655. case Engine.TEXTURE_WRAP_ADDRESSMODE:
  17656. return this._gl.REPEAT;
  17657. case Engine.TEXTURE_CLAMP_ADDRESSMODE:
  17658. return this._gl.CLAMP_TO_EDGE;
  17659. case Engine.TEXTURE_MIRROR_ADDRESSMODE:
  17660. return this._gl.MIRRORED_REPEAT;
  17661. }
  17662. return this._gl.REPEAT;
  17663. };
  17664. Engine.prototype._setTexture = function (channel, texture, isPartOfTextureArray, depthStencilTexture) {
  17665. if (isPartOfTextureArray === void 0) { isPartOfTextureArray = false; }
  17666. if (depthStencilTexture === void 0) { depthStencilTexture = false; }
  17667. // Not ready?
  17668. if (!texture) {
  17669. if (this._boundTexturesCache[channel] != null) {
  17670. this._activeChannel = channel;
  17671. this._bindTextureDirectly(this._gl.TEXTURE_2D, null);
  17672. this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, null);
  17673. if (this.webGLVersion > 1) {
  17674. this._bindTextureDirectly(this._gl.TEXTURE_3D, null);
  17675. }
  17676. }
  17677. return false;
  17678. }
  17679. // Video
  17680. if (texture.video) {
  17681. this._activeChannel = channel;
  17682. texture.update();
  17683. }
  17684. else if (texture.delayLoadState === Engine.DELAYLOADSTATE_NOTLOADED) { // Delay loading
  17685. texture.delayLoad();
  17686. return false;
  17687. }
  17688. var internalTexture;
  17689. if (depthStencilTexture) {
  17690. internalTexture = texture.depthStencilTexture;
  17691. }
  17692. else if (texture.isReady()) {
  17693. internalTexture = texture.getInternalTexture();
  17694. }
  17695. else if (texture.isCube) {
  17696. internalTexture = this.emptyCubeTexture;
  17697. }
  17698. else if (texture.is3D) {
  17699. internalTexture = this.emptyTexture3D;
  17700. }
  17701. else {
  17702. internalTexture = this.emptyTexture;
  17703. }
  17704. if (!isPartOfTextureArray) {
  17705. channel = this._getCorrectTextureChannel(channel, internalTexture);
  17706. }
  17707. var needToBind = true;
  17708. if (this._boundTexturesCache[channel] === internalTexture) {
  17709. this._moveBoundTextureOnTop(internalTexture);
  17710. if (!isPartOfTextureArray) {
  17711. this._bindSamplerUniformToChannel(internalTexture._initialSlot, channel);
  17712. }
  17713. needToBind = false;
  17714. }
  17715. this._activeChannel = channel;
  17716. if (internalTexture && internalTexture.is3D) {
  17717. if (needToBind) {
  17718. this._bindTextureDirectly(this._gl.TEXTURE_3D, internalTexture, isPartOfTextureArray);
  17719. }
  17720. if (internalTexture && internalTexture._cachedWrapU !== texture.wrapU) {
  17721. internalTexture._cachedWrapU = texture.wrapU;
  17722. this._setTextureParameterInteger(this._gl.TEXTURE_3D, this._gl.TEXTURE_WRAP_S, this._getTextureWrapMode(texture.wrapU), internalTexture);
  17723. }
  17724. if (internalTexture && internalTexture._cachedWrapV !== texture.wrapV) {
  17725. internalTexture._cachedWrapV = texture.wrapV;
  17726. this._setTextureParameterInteger(this._gl.TEXTURE_3D, this._gl.TEXTURE_WRAP_T, this._getTextureWrapMode(texture.wrapV), internalTexture);
  17727. }
  17728. if (internalTexture && internalTexture._cachedWrapR !== texture.wrapR) {
  17729. internalTexture._cachedWrapR = texture.wrapR;
  17730. this._setTextureParameterInteger(this._gl.TEXTURE_3D, this._gl.TEXTURE_WRAP_R, this._getTextureWrapMode(texture.wrapR), internalTexture);
  17731. }
  17732. this._setAnisotropicLevel(this._gl.TEXTURE_3D, texture);
  17733. }
  17734. else if (internalTexture && internalTexture.isCube) {
  17735. if (needToBind) {
  17736. this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, internalTexture, isPartOfTextureArray);
  17737. }
  17738. if (internalTexture._cachedCoordinatesMode !== texture.coordinatesMode) {
  17739. internalTexture._cachedCoordinatesMode = texture.coordinatesMode;
  17740. // CUBIC_MODE and SKYBOX_MODE both require CLAMP_TO_EDGE. All other modes use REPEAT.
  17741. var textureWrapMode = (texture.coordinatesMode !== Engine.TEXTURE_CUBIC_MODE && texture.coordinatesMode !== Engine.TEXTURE_SKYBOX_MODE) ? this._gl.REPEAT : this._gl.CLAMP_TO_EDGE;
  17742. this._setTextureParameterInteger(this._gl.TEXTURE_CUBE_MAP, this._gl.TEXTURE_WRAP_S, textureWrapMode, internalTexture);
  17743. this._setTextureParameterInteger(this._gl.TEXTURE_CUBE_MAP, this._gl.TEXTURE_WRAP_T, textureWrapMode);
  17744. }
  17745. this._setAnisotropicLevel(this._gl.TEXTURE_CUBE_MAP, texture);
  17746. }
  17747. else {
  17748. if (needToBind) {
  17749. this._bindTextureDirectly(this._gl.TEXTURE_2D, internalTexture, isPartOfTextureArray);
  17750. }
  17751. if (internalTexture && internalTexture._cachedWrapU !== texture.wrapU) {
  17752. internalTexture._cachedWrapU = texture.wrapU;
  17753. this._setTextureParameterInteger(this._gl.TEXTURE_2D, this._gl.TEXTURE_WRAP_S, this._getTextureWrapMode(texture.wrapU), internalTexture);
  17754. }
  17755. if (internalTexture && internalTexture._cachedWrapV !== texture.wrapV) {
  17756. internalTexture._cachedWrapV = texture.wrapV;
  17757. this._setTextureParameterInteger(this._gl.TEXTURE_2D, this._gl.TEXTURE_WRAP_T, this._getTextureWrapMode(texture.wrapV), internalTexture);
  17758. }
  17759. this._setAnisotropicLevel(this._gl.TEXTURE_2D, texture);
  17760. }
  17761. return true;
  17762. };
  17763. /**
  17764. * Sets an array of texture to the webGL context
  17765. * @param channel defines the channel where the texture array must be set
  17766. * @param uniform defines the associated uniform location
  17767. * @param textures defines the array of textures to bind
  17768. */
  17769. Engine.prototype.setTextureArray = function (channel, uniform, textures) {
  17770. if (channel < 0 || !uniform) {
  17771. return;
  17772. }
  17773. if (!this._textureUnits || this._textureUnits.length !== textures.length) {
  17774. this._textureUnits = new Int32Array(textures.length);
  17775. }
  17776. for (var i = 0; i < textures.length; i++) {
  17777. this._textureUnits[i] = this._getCorrectTextureChannel(channel + i, textures[i].getInternalTexture());
  17778. }
  17779. this._gl.uniform1iv(uniform, this._textureUnits);
  17780. for (var index = 0; index < textures.length; index++) {
  17781. this._setTexture(this._textureUnits[index], textures[index], true);
  17782. }
  17783. };
  17784. /** @hidden */
  17785. Engine.prototype._setAnisotropicLevel = function (target, texture) {
  17786. var internalTexture = texture.getInternalTexture();
  17787. if (!internalTexture) {
  17788. return;
  17789. }
  17790. var anisotropicFilterExtension = this._caps.textureAnisotropicFilterExtension;
  17791. var value = texture.anisotropicFilteringLevel;
  17792. if (internalTexture.samplingMode !== Engine.TEXTURE_LINEAR_LINEAR_MIPNEAREST
  17793. && internalTexture.samplingMode !== Engine.TEXTURE_LINEAR_LINEAR_MIPLINEAR
  17794. && internalTexture.samplingMode !== Engine.TEXTURE_LINEAR_LINEAR) {
  17795. value = 1; // Forcing the anisotropic to 1 because else webgl will force filters to linear
  17796. }
  17797. if (anisotropicFilterExtension && internalTexture._cachedAnisotropicFilteringLevel !== value) {
  17798. this._setTextureParameterFloat(target, anisotropicFilterExtension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min(value, this._caps.maxAnisotropy), internalTexture);
  17799. internalTexture._cachedAnisotropicFilteringLevel = value;
  17800. }
  17801. };
  17802. Engine.prototype._setTextureParameterFloat = function (target, parameter, value, texture) {
  17803. this._bindTextureDirectly(target, texture, true, true);
  17804. this._gl.texParameterf(target, parameter, value);
  17805. };
  17806. Engine.prototype._setTextureParameterInteger = function (target, parameter, value, texture) {
  17807. if (texture) {
  17808. this._bindTextureDirectly(target, texture, true, true);
  17809. }
  17810. this._gl.texParameteri(target, parameter, value);
  17811. };
  17812. /**
  17813. * Reads pixels from the current frame buffer. Please note that this function can be slow
  17814. * @param x defines the x coordinate of the rectangle where pixels must be read
  17815. * @param y defines the y coordinate of the rectangle where pixels must be read
  17816. * @param width defines the width of the rectangle where pixels must be read
  17817. * @param height defines the height of the rectangle where pixels must be read
  17818. * @returns a Uint8Array containing RGBA colors
  17819. */
  17820. Engine.prototype.readPixels = function (x, y, width, height) {
  17821. var data = new Uint8Array(height * width * 4);
  17822. this._gl.readPixels(x, y, width, height, this._gl.RGBA, this._gl.UNSIGNED_BYTE, data);
  17823. return data;
  17824. };
  17825. /**
  17826. * Add an externaly attached data from its key.
  17827. * This method call will fail and return false, if such key already exists.
  17828. * If you don't care and just want to get the data no matter what, use the more convenient getOrAddExternalDataWithFactory() method.
  17829. * @param key the unique key that identifies the data
  17830. * @param data the data object to associate to the key for this Engine instance
  17831. * @return true if no such key were already present and the data was added successfully, false otherwise
  17832. */
  17833. Engine.prototype.addExternalData = function (key, data) {
  17834. if (!this._externalData) {
  17835. this._externalData = new BABYLON.StringDictionary();
  17836. }
  17837. return this._externalData.add(key, data);
  17838. };
  17839. /**
  17840. * Get an externaly attached data from its key
  17841. * @param key the unique key that identifies the data
  17842. * @return the associated data, if present (can be null), or undefined if not present
  17843. */
  17844. Engine.prototype.getExternalData = function (key) {
  17845. if (!this._externalData) {
  17846. this._externalData = new BABYLON.StringDictionary();
  17847. }
  17848. return this._externalData.get(key);
  17849. };
  17850. /**
  17851. * Get an externaly attached data from its key, create it using a factory if it's not already present
  17852. * @param key the unique key that identifies the data
  17853. * @param factory the factory that will be called to create the instance if and only if it doesn't exists
  17854. * @return the associated data, can be null if the factory returned null.
  17855. */
  17856. Engine.prototype.getOrAddExternalDataWithFactory = function (key, factory) {
  17857. if (!this._externalData) {
  17858. this._externalData = new BABYLON.StringDictionary();
  17859. }
  17860. return this._externalData.getOrAddWithFactory(key, factory);
  17861. };
  17862. /**
  17863. * Remove an externaly attached data from the Engine instance
  17864. * @param key the unique key that identifies the data
  17865. * @return true if the data was successfully removed, false if it doesn't exist
  17866. */
  17867. Engine.prototype.removeExternalData = function (key) {
  17868. if (!this._externalData) {
  17869. this._externalData = new BABYLON.StringDictionary();
  17870. }
  17871. return this._externalData.remove(key);
  17872. };
  17873. /**
  17874. * Unbind all vertex attributes from the webGL context
  17875. */
  17876. Engine.prototype.unbindAllAttributes = function () {
  17877. if (this._mustWipeVertexAttributes) {
  17878. this._mustWipeVertexAttributes = false;
  17879. for (var i = 0; i < this._caps.maxVertexAttribs; i++) {
  17880. this._gl.disableVertexAttribArray(i);
  17881. this._vertexAttribArraysEnabled[i] = false;
  17882. this._currentBufferPointers[i].active = false;
  17883. }
  17884. return;
  17885. }
  17886. for (var i = 0, ul = this._vertexAttribArraysEnabled.length; i < ul; i++) {
  17887. if (i >= this._caps.maxVertexAttribs || !this._vertexAttribArraysEnabled[i]) {
  17888. continue;
  17889. }
  17890. this._gl.disableVertexAttribArray(i);
  17891. this._vertexAttribArraysEnabled[i] = false;
  17892. this._currentBufferPointers[i].active = false;
  17893. }
  17894. };
  17895. /**
  17896. * Force the engine to release all cached effects. This means that next effect compilation will have to be done completely even if a similar effect was already compiled
  17897. */
  17898. Engine.prototype.releaseEffects = function () {
  17899. for (var name in this._compiledEffects) {
  17900. this._deleteProgram(this._compiledEffects[name]._program);
  17901. }
  17902. this._compiledEffects = {};
  17903. };
  17904. /**
  17905. * Dispose and release all associated resources
  17906. */
  17907. Engine.prototype.dispose = function () {
  17908. this.hideLoadingUI();
  17909. this.stopRenderLoop();
  17910. this.onNewSceneAddedObservable.clear();
  17911. // Release postProcesses
  17912. while (this.postProcesses.length) {
  17913. this.postProcesses[0].dispose();
  17914. }
  17915. // Empty texture
  17916. if (this._emptyTexture) {
  17917. this._releaseTexture(this._emptyTexture);
  17918. this._emptyTexture = null;
  17919. }
  17920. if (this._emptyCubeTexture) {
  17921. this._releaseTexture(this._emptyCubeTexture);
  17922. this._emptyCubeTexture = null;
  17923. }
  17924. // Rescale PP
  17925. if (this._rescalePostProcess) {
  17926. this._rescalePostProcess.dispose();
  17927. }
  17928. // Release scenes
  17929. while (this.scenes.length) {
  17930. this.scenes[0].dispose();
  17931. }
  17932. // Release audio engine
  17933. if (Engine.Instances.length === 1 && Engine.audioEngine) {
  17934. Engine.audioEngine.dispose();
  17935. }
  17936. // Release effects
  17937. this.releaseEffects();
  17938. // Unbind
  17939. this.unbindAllAttributes();
  17940. this._boundUniforms = [];
  17941. if (this._dummyFramebuffer) {
  17942. this._gl.deleteFramebuffer(this._dummyFramebuffer);
  17943. }
  17944. //WebVR
  17945. this.disableVR();
  17946. // Events
  17947. if (BABYLON.Tools.IsWindowObjectExist()) {
  17948. window.removeEventListener("blur", this._onBlur);
  17949. window.removeEventListener("focus", this._onFocus);
  17950. window.removeEventListener('vrdisplaypointerrestricted', this._onVRDisplayPointerRestricted);
  17951. window.removeEventListener('vrdisplaypointerunrestricted', this._onVRDisplayPointerUnrestricted);
  17952. if (this._renderingCanvas) {
  17953. this._renderingCanvas.removeEventListener("focus", this._onCanvasFocus);
  17954. this._renderingCanvas.removeEventListener("blur", this._onCanvasBlur);
  17955. this._renderingCanvas.removeEventListener("pointerout", this._onCanvasPointerOut);
  17956. if (!this._doNotHandleContextLost) {
  17957. this._renderingCanvas.removeEventListener("webglcontextlost", this._onContextLost);
  17958. this._renderingCanvas.removeEventListener("webglcontextrestored", this._onContextRestored);
  17959. }
  17960. }
  17961. document.removeEventListener("fullscreenchange", this._onFullscreenChange);
  17962. document.removeEventListener("mozfullscreenchange", this._onFullscreenChange);
  17963. document.removeEventListener("webkitfullscreenchange", this._onFullscreenChange);
  17964. document.removeEventListener("msfullscreenchange", this._onFullscreenChange);
  17965. document.removeEventListener("pointerlockchange", this._onPointerLockChange);
  17966. document.removeEventListener("mspointerlockchange", this._onPointerLockChange);
  17967. document.removeEventListener("mozpointerlockchange", this._onPointerLockChange);
  17968. document.removeEventListener("webkitpointerlockchange", this._onPointerLockChange);
  17969. if (this._onVrDisplayConnect) {
  17970. window.removeEventListener('vrdisplayconnect', this._onVrDisplayConnect);
  17971. if (this._onVrDisplayDisconnect) {
  17972. window.removeEventListener('vrdisplaydisconnect', this._onVrDisplayDisconnect);
  17973. }
  17974. if (this._onVrDisplayPresentChange) {
  17975. window.removeEventListener('vrdisplaypresentchange', this._onVrDisplayPresentChange);
  17976. }
  17977. this._onVrDisplayConnect = null;
  17978. this._onVrDisplayDisconnect = null;
  17979. }
  17980. }
  17981. // Remove from Instances
  17982. var index = Engine.Instances.indexOf(this);
  17983. if (index >= 0) {
  17984. Engine.Instances.splice(index, 1);
  17985. }
  17986. this._workingCanvas = null;
  17987. this._workingContext = null;
  17988. this._currentBufferPointers = [];
  17989. this._renderingCanvas = null;
  17990. this._currentProgram = null;
  17991. this._bindedRenderFunction = null;
  17992. this.onResizeObservable.clear();
  17993. this.onCanvasBlurObservable.clear();
  17994. this.onCanvasFocusObservable.clear();
  17995. this.onCanvasPointerOutObservable.clear();
  17996. this.onBeginFrameObservable.clear();
  17997. this.onEndFrameObservable.clear();
  17998. BABYLON.Effect.ResetCache();
  17999. // Abort active requests
  18000. for (var _i = 0, _a = this._activeRequests; _i < _a.length; _i++) {
  18001. var request = _a[_i];
  18002. request.abort();
  18003. }
  18004. };
  18005. // Loading screen
  18006. /**
  18007. * Display the loading screen
  18008. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  18009. */
  18010. Engine.prototype.displayLoadingUI = function () {
  18011. if (!BABYLON.Tools.IsWindowObjectExist()) {
  18012. return;
  18013. }
  18014. var loadingScreen = this.loadingScreen;
  18015. if (loadingScreen) {
  18016. loadingScreen.displayLoadingUI();
  18017. }
  18018. };
  18019. /**
  18020. * Hide the loading screen
  18021. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  18022. */
  18023. Engine.prototype.hideLoadingUI = function () {
  18024. if (!BABYLON.Tools.IsWindowObjectExist()) {
  18025. return;
  18026. }
  18027. var loadingScreen = this.loadingScreen;
  18028. if (loadingScreen) {
  18029. loadingScreen.hideLoadingUI();
  18030. }
  18031. };
  18032. Object.defineProperty(Engine.prototype, "loadingScreen", {
  18033. /**
  18034. * Gets the current loading screen object
  18035. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  18036. */
  18037. get: function () {
  18038. if (!this._loadingScreen && BABYLON.DefaultLoadingScreen && this._renderingCanvas) {
  18039. this._loadingScreen = new BABYLON.DefaultLoadingScreen(this._renderingCanvas);
  18040. }
  18041. return this._loadingScreen;
  18042. },
  18043. /**
  18044. * Sets the current loading screen object
  18045. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  18046. */
  18047. set: function (loadingScreen) {
  18048. this._loadingScreen = loadingScreen;
  18049. },
  18050. enumerable: true,
  18051. configurable: true
  18052. });
  18053. Object.defineProperty(Engine.prototype, "loadingUIText", {
  18054. /**
  18055. * Sets the current loading screen text
  18056. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  18057. */
  18058. set: function (text) {
  18059. this.loadingScreen.loadingUIText = text;
  18060. },
  18061. enumerable: true,
  18062. configurable: true
  18063. });
  18064. Object.defineProperty(Engine.prototype, "loadingUIBackgroundColor", {
  18065. /**
  18066. * Sets the current loading screen background color
  18067. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  18068. */
  18069. set: function (color) {
  18070. this.loadingScreen.loadingUIBackgroundColor = color;
  18071. },
  18072. enumerable: true,
  18073. configurable: true
  18074. });
  18075. /**
  18076. * Attach a new callback raised when context lost event is fired
  18077. * @param callback defines the callback to call
  18078. */
  18079. Engine.prototype.attachContextLostEvent = function (callback) {
  18080. if (this._renderingCanvas) {
  18081. this._renderingCanvas.addEventListener("webglcontextlost", callback, false);
  18082. }
  18083. };
  18084. /**
  18085. * Attach a new callback raised when context restored event is fired
  18086. * @param callback defines the callback to call
  18087. */
  18088. Engine.prototype.attachContextRestoredEvent = function (callback) {
  18089. if (this._renderingCanvas) {
  18090. this._renderingCanvas.addEventListener("webglcontextrestored", callback, false);
  18091. }
  18092. };
  18093. /**
  18094. * Gets the source code of the vertex shader associated with a specific webGL program
  18095. * @param program defines the program to use
  18096. * @returns a string containing the source code of the vertex shader associated with the program
  18097. */
  18098. Engine.prototype.getVertexShaderSource = function (program) {
  18099. var shaders = this._gl.getAttachedShaders(program);
  18100. if (!shaders) {
  18101. return null;
  18102. }
  18103. return this._gl.getShaderSource(shaders[0]);
  18104. };
  18105. /**
  18106. * Gets the source code of the fragment shader associated with a specific webGL program
  18107. * @param program defines the program to use
  18108. * @returns a string containing the source code of the fragment shader associated with the program
  18109. */
  18110. Engine.prototype.getFragmentShaderSource = function (program) {
  18111. var shaders = this._gl.getAttachedShaders(program);
  18112. if (!shaders) {
  18113. return null;
  18114. }
  18115. return this._gl.getShaderSource(shaders[1]);
  18116. };
  18117. /**
  18118. * Get the current error code of the webGL context
  18119. * @returns the error code
  18120. * @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getError
  18121. */
  18122. Engine.prototype.getError = function () {
  18123. return this._gl.getError();
  18124. };
  18125. // FPS
  18126. /**
  18127. * Gets the current framerate
  18128. * @returns a number representing the framerate
  18129. */
  18130. Engine.prototype.getFps = function () {
  18131. return this._fps;
  18132. };
  18133. /**
  18134. * Gets the time spent between current and previous frame
  18135. * @returns a number representing the delta time in ms
  18136. */
  18137. Engine.prototype.getDeltaTime = function () {
  18138. return this._deltaTime;
  18139. };
  18140. Engine.prototype._measureFps = function () {
  18141. this._performanceMonitor.sampleFrame();
  18142. this._fps = this._performanceMonitor.averageFPS;
  18143. this._deltaTime = this._performanceMonitor.instantaneousFrameTime || 0;
  18144. };
  18145. /** @hidden */
  18146. Engine.prototype._readTexturePixels = function (texture, width, height, faceIndex, level, buffer) {
  18147. if (faceIndex === void 0) { faceIndex = -1; }
  18148. if (level === void 0) { level = 0; }
  18149. if (buffer === void 0) { buffer = null; }
  18150. var gl = this._gl;
  18151. if (!this._dummyFramebuffer) {
  18152. var dummy = gl.createFramebuffer();
  18153. if (!dummy) {
  18154. throw new Error("Unable to create dummy framebuffer");
  18155. }
  18156. this._dummyFramebuffer = dummy;
  18157. }
  18158. gl.bindFramebuffer(gl.FRAMEBUFFER, this._dummyFramebuffer);
  18159. if (faceIndex > -1) {
  18160. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, texture._webGLTexture, level);
  18161. }
  18162. else {
  18163. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture._webGLTexture, level);
  18164. }
  18165. var readType = (texture.type !== undefined) ? this._getWebGLTextureType(texture.type) : gl.UNSIGNED_BYTE;
  18166. switch (readType) {
  18167. case gl.UNSIGNED_BYTE:
  18168. if (!buffer) {
  18169. buffer = new Uint8Array(4 * width * height);
  18170. }
  18171. readType = gl.UNSIGNED_BYTE;
  18172. break;
  18173. default:
  18174. if (!buffer) {
  18175. buffer = new Float32Array(4 * width * height);
  18176. }
  18177. readType = gl.FLOAT;
  18178. break;
  18179. }
  18180. gl.readPixels(0, 0, width, height, gl.RGBA, readType, buffer);
  18181. gl.bindFramebuffer(gl.FRAMEBUFFER, this._currentFramebuffer);
  18182. return buffer;
  18183. };
  18184. Engine.prototype._canRenderToFloatFramebuffer = function () {
  18185. if (this._webGLVersion > 1) {
  18186. return this._caps.colorBufferFloat;
  18187. }
  18188. return this._canRenderToFramebuffer(Engine.TEXTURETYPE_FLOAT);
  18189. };
  18190. Engine.prototype._canRenderToHalfFloatFramebuffer = function () {
  18191. if (this._webGLVersion > 1) {
  18192. return this._caps.colorBufferFloat;
  18193. }
  18194. return this._canRenderToFramebuffer(Engine.TEXTURETYPE_HALF_FLOAT);
  18195. };
  18196. // Thank you : http://stackoverflow.com/questions/28827511/webgl-ios-render-to-floating-point-texture
  18197. Engine.prototype._canRenderToFramebuffer = function (type) {
  18198. var gl = this._gl;
  18199. //clear existing errors
  18200. while (gl.getError() !== gl.NO_ERROR) { }
  18201. var successful = true;
  18202. var texture = gl.createTexture();
  18203. gl.bindTexture(gl.TEXTURE_2D, texture);
  18204. gl.texImage2D(gl.TEXTURE_2D, 0, this._getRGBABufferInternalSizedFormat(type), 1, 1, 0, gl.RGBA, this._getWebGLTextureType(type), null);
  18205. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
  18206. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
  18207. var fb = gl.createFramebuffer();
  18208. gl.bindFramebuffer(gl.FRAMEBUFFER, fb);
  18209. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0);
  18210. var status = gl.checkFramebufferStatus(gl.FRAMEBUFFER);
  18211. successful = successful && (status === gl.FRAMEBUFFER_COMPLETE);
  18212. successful = successful && (gl.getError() === gl.NO_ERROR);
  18213. //try render by clearing frame buffer's color buffer
  18214. if (successful) {
  18215. gl.clear(gl.COLOR_BUFFER_BIT);
  18216. successful = successful && (gl.getError() === gl.NO_ERROR);
  18217. }
  18218. //try reading from frame to ensure render occurs (just creating the FBO is not sufficient to determine if rendering is supported)
  18219. if (successful) {
  18220. //in practice it's sufficient to just read from the backbuffer rather than handle potentially issues reading from the texture
  18221. gl.bindFramebuffer(gl.FRAMEBUFFER, null);
  18222. var readFormat = gl.RGBA;
  18223. var readType = gl.UNSIGNED_BYTE;
  18224. var buffer = new Uint8Array(4);
  18225. gl.readPixels(0, 0, 1, 1, readFormat, readType, buffer);
  18226. successful = successful && (gl.getError() === gl.NO_ERROR);
  18227. }
  18228. //clean up
  18229. gl.deleteTexture(texture);
  18230. gl.deleteFramebuffer(fb);
  18231. gl.bindFramebuffer(gl.FRAMEBUFFER, null);
  18232. //clear accumulated errors
  18233. while (!successful && (gl.getError() !== gl.NO_ERROR)) { }
  18234. return successful;
  18235. };
  18236. /** @hidden */
  18237. Engine.prototype._getWebGLTextureType = function (type) {
  18238. if (this._webGLVersion === 1) {
  18239. switch (type) {
  18240. case Engine.TEXTURETYPE_FLOAT:
  18241. return this._gl.FLOAT;
  18242. case Engine.TEXTURETYPE_HALF_FLOAT:
  18243. return this._gl.HALF_FLOAT_OES;
  18244. case Engine.TEXTURETYPE_UNSIGNED_BYTE:
  18245. return this._gl.UNSIGNED_BYTE;
  18246. }
  18247. return this._gl.UNSIGNED_BYTE;
  18248. }
  18249. switch (type) {
  18250. case Engine.TEXTURETYPE_BYTE:
  18251. return this._gl.BYTE;
  18252. case Engine.TEXTURETYPE_UNSIGNED_BYTE:
  18253. return this._gl.UNSIGNED_BYTE;
  18254. case Engine.TEXTURETYPE_SHORT:
  18255. return this._gl.SHORT;
  18256. case Engine.TEXTURETYPE_UNSIGNED_SHORT:
  18257. return this._gl.UNSIGNED_SHORT;
  18258. case Engine.TEXTURETYPE_INT:
  18259. return this._gl.INT;
  18260. case Engine.TEXTURETYPE_UNSIGNED_INTEGER: // Refers to UNSIGNED_INT
  18261. return this._gl.UNSIGNED_INT;
  18262. case Engine.TEXTURETYPE_FLOAT:
  18263. return this._gl.FLOAT;
  18264. case Engine.TEXTURETYPE_HALF_FLOAT:
  18265. return this._gl.HALF_FLOAT;
  18266. case Engine.TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4:
  18267. return this._gl.UNSIGNED_SHORT_4_4_4_4;
  18268. case Engine.TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1:
  18269. return this._gl.UNSIGNED_SHORT_5_5_5_1;
  18270. case Engine.TEXTURETYPE_UNSIGNED_SHORT_5_6_5:
  18271. return this._gl.UNSIGNED_SHORT_5_6_5;
  18272. case Engine.TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV:
  18273. return this._gl.UNSIGNED_INT_2_10_10_10_REV;
  18274. case Engine.TEXTURETYPE_UNSIGNED_INT_24_8:
  18275. return this._gl.UNSIGNED_INT_24_8;
  18276. case Engine.TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV:
  18277. return this._gl.UNSIGNED_INT_10F_11F_11F_REV;
  18278. case Engine.TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV:
  18279. return this._gl.UNSIGNED_INT_5_9_9_9_REV;
  18280. case Engine.TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV:
  18281. return this._gl.FLOAT_32_UNSIGNED_INT_24_8_REV;
  18282. }
  18283. return this._gl.UNSIGNED_BYTE;
  18284. };
  18285. Engine.prototype._getInternalFormat = function (format) {
  18286. var internalFormat = this._gl.RGBA;
  18287. switch (format) {
  18288. case Engine.TEXTUREFORMAT_ALPHA:
  18289. internalFormat = this._gl.ALPHA;
  18290. break;
  18291. case Engine.TEXTUREFORMAT_LUMINANCE:
  18292. internalFormat = this._gl.LUMINANCE;
  18293. break;
  18294. case Engine.TEXTUREFORMAT_LUMINANCE_ALPHA:
  18295. internalFormat = this._gl.LUMINANCE_ALPHA;
  18296. break;
  18297. case Engine.TEXTUREFORMAT_RED:
  18298. internalFormat = this._gl.RED;
  18299. break;
  18300. case Engine.TEXTUREFORMAT_RG:
  18301. internalFormat = this._gl.RG;
  18302. break;
  18303. case Engine.TEXTUREFORMAT_RGB:
  18304. internalFormat = this._gl.RGB;
  18305. break;
  18306. case Engine.TEXTUREFORMAT_RGBA:
  18307. internalFormat = this._gl.RGBA;
  18308. break;
  18309. }
  18310. if (this._webGLVersion > 1) {
  18311. switch (format) {
  18312. case Engine.TEXTUREFORMAT_RED_INTEGER:
  18313. internalFormat = this._gl.RED_INTEGER;
  18314. break;
  18315. case Engine.TEXTUREFORMAT_RG_INTEGER:
  18316. internalFormat = this._gl.RG_INTEGER;
  18317. break;
  18318. case Engine.TEXTUREFORMAT_RGB_INTEGER:
  18319. internalFormat = this._gl.RGB_INTEGER;
  18320. break;
  18321. case Engine.TEXTUREFORMAT_RGBA_INTEGER:
  18322. internalFormat = this._gl.RGBA_INTEGER;
  18323. break;
  18324. }
  18325. }
  18326. return internalFormat;
  18327. };
  18328. /** @hidden */
  18329. Engine.prototype._getRGBABufferInternalSizedFormat = function (type, format) {
  18330. if (this._webGLVersion === 1) {
  18331. if (format !== undefined) {
  18332. switch (format) {
  18333. case Engine.TEXTUREFORMAT_ALPHA:
  18334. return this._gl.ALPHA;
  18335. case Engine.TEXTUREFORMAT_LUMINANCE:
  18336. return this._gl.LUMINANCE;
  18337. case Engine.TEXTUREFORMAT_LUMINANCE_ALPHA:
  18338. return this._gl.LUMINANCE_ALPHA;
  18339. }
  18340. }
  18341. return this._gl.RGBA;
  18342. }
  18343. switch (type) {
  18344. case Engine.TEXTURETYPE_BYTE:
  18345. switch (format) {
  18346. case Engine.TEXTUREFORMAT_RED:
  18347. return this._gl.R8_SNORM;
  18348. case Engine.TEXTUREFORMAT_RG:
  18349. return this._gl.RG8_SNORM;
  18350. case Engine.TEXTUREFORMAT_RGB:
  18351. return this._gl.RGB8_SNORM;
  18352. case Engine.TEXTUREFORMAT_RED_INTEGER:
  18353. return this._gl.R8I;
  18354. case Engine.TEXTUREFORMAT_RG_INTEGER:
  18355. return this._gl.RG8I;
  18356. case Engine.TEXTUREFORMAT_RGB_INTEGER:
  18357. return this._gl.RGB8I;
  18358. case Engine.TEXTUREFORMAT_RGBA_INTEGER:
  18359. return this._gl.RGBA8I;
  18360. default:
  18361. return this._gl.RGBA8_SNORM;
  18362. }
  18363. case Engine.TEXTURETYPE_UNSIGNED_BYTE:
  18364. switch (format) {
  18365. case Engine.TEXTUREFORMAT_RED:
  18366. return this._gl.R8;
  18367. case Engine.TEXTUREFORMAT_RG:
  18368. return this._gl.RG8;
  18369. case Engine.TEXTUREFORMAT_RGB:
  18370. return this._gl.RGB8; // By default. Other possibilities are RGB565, SRGB8.
  18371. case Engine.TEXTUREFORMAT_RGBA:
  18372. return this._gl.RGBA8; // By default. Other possibilities are RGB5_A1, RGBA4, SRGB8_ALPHA8.
  18373. case Engine.TEXTUREFORMAT_RED_INTEGER:
  18374. return this._gl.R8UI;
  18375. case Engine.TEXTUREFORMAT_RG_INTEGER:
  18376. return this._gl.RG8UI;
  18377. case Engine.TEXTUREFORMAT_RGB_INTEGER:
  18378. return this._gl.RGB8UI;
  18379. case Engine.TEXTUREFORMAT_RGBA_INTEGER:
  18380. return this._gl.RGBA8UI;
  18381. default:
  18382. return this._gl.RGBA8;
  18383. }
  18384. case Engine.TEXTURETYPE_SHORT:
  18385. switch (format) {
  18386. case Engine.TEXTUREFORMAT_RED_INTEGER:
  18387. return this._gl.R16I;
  18388. case Engine.TEXTUREFORMAT_RG_INTEGER:
  18389. return this._gl.RG16I;
  18390. case Engine.TEXTUREFORMAT_RGB_INTEGER:
  18391. return this._gl.RGB16I;
  18392. case Engine.TEXTUREFORMAT_RGBA_INTEGER:
  18393. return this._gl.RGBA16I;
  18394. default:
  18395. return this._gl.RGBA16I;
  18396. }
  18397. case Engine.TEXTURETYPE_UNSIGNED_SHORT:
  18398. switch (format) {
  18399. case Engine.TEXTUREFORMAT_RED_INTEGER:
  18400. return this._gl.R16UI;
  18401. case Engine.TEXTUREFORMAT_RG_INTEGER:
  18402. return this._gl.RG16UI;
  18403. case Engine.TEXTUREFORMAT_RGB_INTEGER:
  18404. return this._gl.RGB16UI;
  18405. case Engine.TEXTUREFORMAT_RGBA_INTEGER:
  18406. return this._gl.RGBA16UI;
  18407. default:
  18408. return this._gl.RGBA16UI;
  18409. }
  18410. case Engine.TEXTURETYPE_INT:
  18411. switch (format) {
  18412. case Engine.TEXTUREFORMAT_RED_INTEGER:
  18413. return this._gl.R32I;
  18414. case Engine.TEXTUREFORMAT_RG_INTEGER:
  18415. return this._gl.RG32I;
  18416. case Engine.TEXTUREFORMAT_RGB_INTEGER:
  18417. return this._gl.RGB32I;
  18418. case Engine.TEXTUREFORMAT_RGBA_INTEGER:
  18419. return this._gl.RGBA32I;
  18420. default:
  18421. return this._gl.RGBA32I;
  18422. }
  18423. case Engine.TEXTURETYPE_UNSIGNED_INTEGER: // Refers to UNSIGNED_INT
  18424. switch (format) {
  18425. case Engine.TEXTUREFORMAT_RED_INTEGER:
  18426. return this._gl.R32UI;
  18427. case Engine.TEXTUREFORMAT_RG_INTEGER:
  18428. return this._gl.RG32UI;
  18429. case Engine.TEXTUREFORMAT_RGB_INTEGER:
  18430. return this._gl.RGB32UI;
  18431. case Engine.TEXTUREFORMAT_RGBA_INTEGER:
  18432. return this._gl.RGBA32UI;
  18433. default:
  18434. return this._gl.RGBA32UI;
  18435. }
  18436. case Engine.TEXTURETYPE_FLOAT:
  18437. switch (format) {
  18438. case Engine.TEXTUREFORMAT_RED:
  18439. return this._gl.R32F; // By default. Other possibility is R16F.
  18440. case Engine.TEXTUREFORMAT_RG:
  18441. return this._gl.RG32F; // By default. Other possibility is RG16F.
  18442. case Engine.TEXTUREFORMAT_RGB:
  18443. return this._gl.RGB32F; // By default. Other possibilities are RGB16F, R11F_G11F_B10F, RGB9_E5.
  18444. case Engine.TEXTUREFORMAT_RGBA:
  18445. return this._gl.RGBA32F; // By default. Other possibility is RGBA16F.
  18446. default:
  18447. return this._gl.RGBA32F;
  18448. }
  18449. case Engine.TEXTURETYPE_HALF_FLOAT:
  18450. switch (format) {
  18451. case Engine.TEXTUREFORMAT_RED:
  18452. return this._gl.R16F;
  18453. case Engine.TEXTUREFORMAT_RG:
  18454. return this._gl.RG16F;
  18455. case Engine.TEXTUREFORMAT_RGB:
  18456. return this._gl.RGB16F; // By default. Other possibilities are R11F_G11F_B10F, RGB9_E5.
  18457. case Engine.TEXTUREFORMAT_RGBA:
  18458. return this._gl.RGBA16F;
  18459. default:
  18460. return this._gl.RGBA16F;
  18461. }
  18462. case Engine.TEXTURETYPE_UNSIGNED_SHORT_5_6_5:
  18463. return this._gl.RGB565;
  18464. case Engine.TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV:
  18465. return this._gl.R11F_G11F_B10F;
  18466. case Engine.TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV:
  18467. return this._gl.RGB9_E5;
  18468. case Engine.TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4:
  18469. return this._gl.RGBA4;
  18470. case Engine.TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1:
  18471. return this._gl.RGB5_A1;
  18472. case Engine.TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV:
  18473. switch (format) {
  18474. case Engine.TEXTUREFORMAT_RGBA:
  18475. return this._gl.RGB10_A2; // By default. Other possibility is RGB5_A1.
  18476. case Engine.TEXTUREFORMAT_RGBA_INTEGER:
  18477. return this._gl.RGB10_A2UI;
  18478. default:
  18479. return this._gl.RGB10_A2;
  18480. }
  18481. }
  18482. return this._gl.RGBA8;
  18483. };
  18484. /** @hidden */
  18485. Engine.prototype._getRGBAMultiSampleBufferFormat = function (type) {
  18486. if (type === Engine.TEXTURETYPE_FLOAT) {
  18487. return this._gl.RGBA32F;
  18488. }
  18489. else if (type === Engine.TEXTURETYPE_HALF_FLOAT) {
  18490. return this._gl.RGBA16F;
  18491. }
  18492. return this._gl.RGBA8;
  18493. };
  18494. /** @hidden */
  18495. Engine.prototype._loadFile = function (url, onSuccess, onProgress, offlineProvider, useArrayBuffer, onError) {
  18496. var _this = this;
  18497. var request = BABYLON.Tools.LoadFile(url, onSuccess, onProgress, offlineProvider, useArrayBuffer, onError);
  18498. this._activeRequests.push(request);
  18499. request.onCompleteObservable.add(function (request) {
  18500. _this._activeRequests.splice(_this._activeRequests.indexOf(request), 1);
  18501. });
  18502. return request;
  18503. };
  18504. /** @hidden */
  18505. Engine.prototype._loadFileAsync = function (url, offlineProvider, useArrayBuffer) {
  18506. var _this = this;
  18507. return new Promise(function (resolve, reject) {
  18508. _this._loadFile(url, function (data) {
  18509. resolve(data);
  18510. }, undefined, offlineProvider, useArrayBuffer, function (request, exception) {
  18511. reject(exception);
  18512. });
  18513. });
  18514. };
  18515. Engine.prototype._partialLoadFile = function (url, index, loadedFiles, scene, onfinish, onErrorCallBack) {
  18516. if (onErrorCallBack === void 0) { onErrorCallBack = null; }
  18517. var onload = function (data) {
  18518. loadedFiles[index] = data;
  18519. loadedFiles._internalCount++;
  18520. if (loadedFiles._internalCount === 6) {
  18521. onfinish(loadedFiles);
  18522. }
  18523. };
  18524. var onerror = function (request, exception) {
  18525. if (onErrorCallBack && request) {
  18526. onErrorCallBack(request.status + " " + request.statusText, exception);
  18527. }
  18528. };
  18529. this._loadFile(url, onload, undefined, undefined, true, onerror);
  18530. };
  18531. Engine.prototype._cascadeLoadFiles = function (scene, onfinish, files, onError) {
  18532. if (onError === void 0) { onError = null; }
  18533. var loadedFiles = [];
  18534. loadedFiles._internalCount = 0;
  18535. for (var index = 0; index < 6; index++) {
  18536. this._partialLoadFile(files[index], index, loadedFiles, scene, onfinish, onError);
  18537. }
  18538. };
  18539. // Statics
  18540. /**
  18541. * Gets a boolean indicating if the engine can be instanciated (ie. if a webGL context can be found)
  18542. * @returns true if the engine can be created
  18543. * @ignorenaming
  18544. */
  18545. Engine.isSupported = function () {
  18546. try {
  18547. var tempcanvas = document.createElement("canvas");
  18548. var gl = tempcanvas.getContext("webgl") || tempcanvas.getContext("experimental-webgl");
  18549. return gl != null && !!window.WebGLRenderingContext;
  18550. }
  18551. catch (e) {
  18552. return false;
  18553. }
  18554. };
  18555. /** Use this array to turn off some WebGL2 features on known buggy browsers version */
  18556. Engine.ExceptionList = [
  18557. { key: "Chrome/63.0", capture: "63\\.0\\.3239\\.(\\d+)", captureConstraint: 108, targets: ["uniformBuffer"] },
  18558. { key: "Firefox/58", capture: null, captureConstraint: null, targets: ["uniformBuffer"] },
  18559. { key: "Firefox/59", capture: null, captureConstraint: null, targets: ["uniformBuffer"] },
  18560. { key: "Macintosh", capture: null, captureConstraint: null, targets: ["textureBindingOptimization"] },
  18561. { key: "iPhone", capture: null, captureConstraint: null, targets: ["textureBindingOptimization"] },
  18562. { key: "iPad", capture: null, captureConstraint: null, targets: ["textureBindingOptimization"] }
  18563. ];
  18564. /** Gets the list of created engines */
  18565. Engine.Instances = new Array();
  18566. /**
  18567. * Hidden
  18568. */
  18569. Engine._TextureLoaders = [];
  18570. // Const statics
  18571. /** Defines that alpha blending is disabled */
  18572. Engine.ALPHA_DISABLE = 0;
  18573. /** Defines that alpha blending to SRC ALPHA * SRC + DEST */
  18574. Engine.ALPHA_ADD = 1;
  18575. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC ALPHA) * DEST */
  18576. Engine.ALPHA_COMBINE = 2;
  18577. /** Defines that alpha blending to DEST - SRC * DEST */
  18578. Engine.ALPHA_SUBTRACT = 3;
  18579. /** Defines that alpha blending to SRC * DEST */
  18580. Engine.ALPHA_MULTIPLY = 4;
  18581. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC) * DEST */
  18582. Engine.ALPHA_MAXIMIZED = 5;
  18583. /** Defines that alpha blending to SRC + DEST */
  18584. Engine.ALPHA_ONEONE = 6;
  18585. /** Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST */
  18586. Engine.ALPHA_PREMULTIPLIED = 7;
  18587. /**
  18588. * Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST
  18589. * Alpha will be set to (1 - SRC ALPHA) * DEST ALPHA
  18590. */
  18591. Engine.ALPHA_PREMULTIPLIED_PORTERDUFF = 8;
  18592. /** Defines that alpha blending to CST * SRC + (1 - CST) * DEST */
  18593. Engine.ALPHA_INTERPOLATE = 9;
  18594. /**
  18595. * Defines that alpha blending to SRC + (1 - SRC) * DEST
  18596. * Alpha will be set to SRC ALPHA + (1 - SRC ALPHA) * DEST ALPHA
  18597. */
  18598. Engine.ALPHA_SCREENMODE = 10;
  18599. /** Defines that the ressource is not delayed*/
  18600. Engine.DELAYLOADSTATE_NONE = 0;
  18601. /** Defines that the ressource was successfully delay loaded */
  18602. Engine.DELAYLOADSTATE_LOADED = 1;
  18603. /** Defines that the ressource is currently delay loading */
  18604. Engine.DELAYLOADSTATE_LOADING = 2;
  18605. /** Defines that the ressource is delayed and has not started loading */
  18606. Engine.DELAYLOADSTATE_NOTLOADED = 4;
  18607. // Depht or Stencil test Constants.
  18608. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will never pass. i.e. Nothing will be drawn */
  18609. Engine.NEVER = 0x0200;
  18610. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will always pass. i.e. Pixels will be drawn in the order they are drawn */
  18611. Engine.ALWAYS = 0x0207;
  18612. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than the stored value */
  18613. Engine.LESS = 0x0201;
  18614. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is equals to the stored value */
  18615. Engine.EQUAL = 0x0202;
  18616. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than or equal to the stored value */
  18617. Engine.LEQUAL = 0x0203;
  18618. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than the stored value */
  18619. Engine.GREATER = 0x0204;
  18620. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than or equal to the stored value */
  18621. Engine.GEQUAL = 0x0206;
  18622. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is not equal to the stored value */
  18623. Engine.NOTEQUAL = 0x0205;
  18624. // Stencil Actions Constants.
  18625. /** Passed to stencilOperation to specify that stencil value must be kept */
  18626. Engine.KEEP = 0x1E00;
  18627. /** Passed to stencilOperation to specify that stencil value must be replaced */
  18628. Engine.REPLACE = 0x1E01;
  18629. /** Passed to stencilOperation to specify that stencil value must be incremented */
  18630. Engine.INCR = 0x1E02;
  18631. /** Passed to stencilOperation to specify that stencil value must be decremented */
  18632. Engine.DECR = 0x1E03;
  18633. /** Passed to stencilOperation to specify that stencil value must be inverted */
  18634. Engine.INVERT = 0x150A;
  18635. /** Passed to stencilOperation to specify that stencil value must be incremented with wrapping */
  18636. Engine.INCR_WRAP = 0x8507;
  18637. /** Passed to stencilOperation to specify that stencil value must be decremented with wrapping */
  18638. Engine.DECR_WRAP = 0x8508;
  18639. /** Texture is not repeating outside of 0..1 UVs */
  18640. Engine.TEXTURE_CLAMP_ADDRESSMODE = 0;
  18641. /** Texture is repeating outside of 0..1 UVs */
  18642. Engine.TEXTURE_WRAP_ADDRESSMODE = 1;
  18643. /** Texture is repeating and mirrored */
  18644. Engine.TEXTURE_MIRROR_ADDRESSMODE = 2;
  18645. /** ALPHA */
  18646. Engine.TEXTUREFORMAT_ALPHA = 0;
  18647. /** LUMINANCE */
  18648. Engine.TEXTUREFORMAT_LUMINANCE = 1;
  18649. /** LUMINANCE_ALPHA */
  18650. Engine.TEXTUREFORMAT_LUMINANCE_ALPHA = 2;
  18651. /** RGB */
  18652. Engine.TEXTUREFORMAT_RGB = 4;
  18653. /** RGBA */
  18654. Engine.TEXTUREFORMAT_RGBA = 5;
  18655. /** RED */
  18656. Engine.TEXTUREFORMAT_RED = 6;
  18657. /** RED (2nd reference) */
  18658. Engine.TEXTUREFORMAT_R = 6;
  18659. /** RG */
  18660. Engine.TEXTUREFORMAT_RG = 7;
  18661. /** RED_INTEGER */
  18662. Engine.TEXTUREFORMAT_RED_INTEGER = 8;
  18663. /** RED_INTEGER (2nd reference) */
  18664. Engine.TEXTUREFORMAT_R_INTEGER = 8;
  18665. /** RG_INTEGER */
  18666. Engine.TEXTUREFORMAT_RG_INTEGER = 9;
  18667. /** RGB_INTEGER */
  18668. Engine.TEXTUREFORMAT_RGB_INTEGER = 10;
  18669. /** RGBA_INTEGER */
  18670. Engine.TEXTUREFORMAT_RGBA_INTEGER = 11;
  18671. /** UNSIGNED_BYTE */
  18672. Engine.TEXTURETYPE_UNSIGNED_BYTE = 0;
  18673. /** UNSIGNED_BYTE (2nd reference) */
  18674. Engine.TEXTURETYPE_UNSIGNED_INT = 0;
  18675. /** FLOAT */
  18676. Engine.TEXTURETYPE_FLOAT = 1;
  18677. /** HALF_FLOAT */
  18678. Engine.TEXTURETYPE_HALF_FLOAT = 2;
  18679. /** BYTE */
  18680. Engine.TEXTURETYPE_BYTE = 3;
  18681. /** SHORT */
  18682. Engine.TEXTURETYPE_SHORT = 4;
  18683. /** UNSIGNED_SHORT */
  18684. Engine.TEXTURETYPE_UNSIGNED_SHORT = 5;
  18685. /** INT */
  18686. Engine.TEXTURETYPE_INT = 6;
  18687. /** UNSIGNED_INT */
  18688. Engine.TEXTURETYPE_UNSIGNED_INTEGER = 7;
  18689. /** UNSIGNED_SHORT_4_4_4_4 */
  18690. Engine.TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4 = 8;
  18691. /** UNSIGNED_SHORT_5_5_5_1 */
  18692. Engine.TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1 = 9;
  18693. /** UNSIGNED_SHORT_5_6_5 */
  18694. Engine.TEXTURETYPE_UNSIGNED_SHORT_5_6_5 = 10;
  18695. /** UNSIGNED_INT_2_10_10_10_REV */
  18696. Engine.TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV = 11;
  18697. /** UNSIGNED_INT_24_8 */
  18698. Engine.TEXTURETYPE_UNSIGNED_INT_24_8 = 12;
  18699. /** UNSIGNED_INT_10F_11F_11F_REV */
  18700. Engine.TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV = 13;
  18701. /** UNSIGNED_INT_5_9_9_9_REV */
  18702. Engine.TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV = 14;
  18703. /** FLOAT_32_UNSIGNED_INT_24_8_REV */
  18704. Engine.TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV = 15;
  18705. /** nearest is mag = nearest and min = nearest and mip = linear */
  18706. Engine.TEXTURE_NEAREST_SAMPLINGMODE = 1;
  18707. /** Bilinear is mag = linear and min = linear and mip = nearest */
  18708. Engine.TEXTURE_BILINEAR_SAMPLINGMODE = 2;
  18709. /** Trilinear is mag = linear and min = linear and mip = linear */
  18710. Engine.TEXTURE_TRILINEAR_SAMPLINGMODE = 3;
  18711. /** nearest is mag = nearest and min = nearest and mip = linear */
  18712. Engine.TEXTURE_NEAREST_NEAREST_MIPLINEAR = 1;
  18713. /** Bilinear is mag = linear and min = linear and mip = nearest */
  18714. Engine.TEXTURE_LINEAR_LINEAR_MIPNEAREST = 2;
  18715. /** Trilinear is mag = linear and min = linear and mip = linear */
  18716. Engine.TEXTURE_LINEAR_LINEAR_MIPLINEAR = 3;
  18717. /** mag = nearest and min = nearest and mip = nearest */
  18718. Engine.TEXTURE_NEAREST_NEAREST_MIPNEAREST = 4;
  18719. /** mag = nearest and min = linear and mip = nearest */
  18720. Engine.TEXTURE_NEAREST_LINEAR_MIPNEAREST = 5;
  18721. /** mag = nearest and min = linear and mip = linear */
  18722. Engine.TEXTURE_NEAREST_LINEAR_MIPLINEAR = 6;
  18723. /** mag = nearest and min = linear and mip = none */
  18724. Engine.TEXTURE_NEAREST_LINEAR = 7;
  18725. /** mag = nearest and min = nearest and mip = none */
  18726. Engine.TEXTURE_NEAREST_NEAREST = 8;
  18727. /** mag = linear and min = nearest and mip = nearest */
  18728. Engine.TEXTURE_LINEAR_NEAREST_MIPNEAREST = 9;
  18729. /** mag = linear and min = nearest and mip = linear */
  18730. Engine.TEXTURE_LINEAR_NEAREST_MIPLINEAR = 10;
  18731. /** mag = linear and min = linear and mip = none */
  18732. Engine.TEXTURE_LINEAR_LINEAR = 11;
  18733. /** mag = linear and min = nearest and mip = none */
  18734. Engine.TEXTURE_LINEAR_NEAREST = 12;
  18735. /** Explicit coordinates mode */
  18736. Engine.TEXTURE_EXPLICIT_MODE = 0;
  18737. /** Spherical coordinates mode */
  18738. Engine.TEXTURE_SPHERICAL_MODE = 1;
  18739. /** Planar coordinates mode */
  18740. Engine.TEXTURE_PLANAR_MODE = 2;
  18741. /** Cubic coordinates mode */
  18742. Engine.TEXTURE_CUBIC_MODE = 3;
  18743. /** Projection coordinates mode */
  18744. Engine.TEXTURE_PROJECTION_MODE = 4;
  18745. /** Skybox coordinates mode */
  18746. Engine.TEXTURE_SKYBOX_MODE = 5;
  18747. /** Inverse Cubic coordinates mode */
  18748. Engine.TEXTURE_INVCUBIC_MODE = 6;
  18749. /** Equirectangular coordinates mode */
  18750. Engine.TEXTURE_EQUIRECTANGULAR_MODE = 7;
  18751. /** Equirectangular Fixed coordinates mode */
  18752. Engine.TEXTURE_FIXED_EQUIRECTANGULAR_MODE = 8;
  18753. /** Equirectangular Fixed Mirrored coordinates mode */
  18754. Engine.TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE = 9;
  18755. // Texture rescaling mode
  18756. /** Defines that texture rescaling will use a floor to find the closer power of 2 size */
  18757. Engine.SCALEMODE_FLOOR = 1;
  18758. /** Defines that texture rescaling will look for the nearest power of 2 size */
  18759. Engine.SCALEMODE_NEAREST = 2;
  18760. /** Defines that texture rescaling will use a ceil to find the closer power of 2 size */
  18761. Engine.SCALEMODE_CEILING = 3;
  18762. // Updatable statics so stick with vars here
  18763. /**
  18764. * Gets or sets the epsilon value used by collision engine
  18765. */
  18766. Engine.CollisionsEpsilon = 0.001;
  18767. /**
  18768. * Gets or sets the relative url used to load code if using the engine in non-minified mode
  18769. */
  18770. Engine.CodeRepository = "src/";
  18771. /**
  18772. * Gets or sets the relative url used to load shaders if using the engine in non-minified mode
  18773. */
  18774. Engine.ShadersRepository = "src/Shaders/";
  18775. return Engine;
  18776. }());
  18777. BABYLON.Engine = Engine;
  18778. })(BABYLON || (BABYLON = {}));
  18779. //# sourceMappingURL=babylon.engine.js.map
  18780. var BABYLON;
  18781. (function (BABYLON) {
  18782. /**
  18783. * Node is the basic class for all scene objects (Mesh, Light, Camera.)
  18784. */
  18785. var Node = /** @class */ (function () {
  18786. /**
  18787. * Creates a new Node
  18788. * @param name the name and id to be given to this node
  18789. * @param scene the scene this node will be added to
  18790. * @param addToRootNodes the node will be added to scene.rootNodes
  18791. */
  18792. function Node(name, scene, addToRootNodes) {
  18793. if (scene === void 0) { scene = null; }
  18794. if (addToRootNodes === void 0) { addToRootNodes = true; }
  18795. /**
  18796. * Gets or sets a string used to store user defined state for the node
  18797. */
  18798. this.state = "";
  18799. /**
  18800. * Gets or sets an object used to store user defined information for the node
  18801. */
  18802. this.metadata = null;
  18803. /**
  18804. * For internal use only. Please do not use.
  18805. */
  18806. this.reservedDataStore = null;
  18807. /**
  18808. * Gets or sets a boolean used to define if the node must be serialized
  18809. */
  18810. this.doNotSerialize = false;
  18811. /** @hidden */
  18812. this._isDisposed = false;
  18813. /**
  18814. * Gets a list of Animations associated with the node
  18815. */
  18816. this.animations = new Array();
  18817. this._ranges = {};
  18818. this._isEnabled = true;
  18819. this._isParentEnabled = true;
  18820. this._isReady = true;
  18821. /** @hidden */
  18822. this._currentRenderId = -1;
  18823. this._parentRenderId = -1;
  18824. this._childRenderId = -1;
  18825. /** @hidden */
  18826. this._worldMatrix = BABYLON.Matrix.Identity();
  18827. /** @hidden */
  18828. this._worldMatrixDeterminant = 0;
  18829. /** @hidden */
  18830. this._sceneRootNodesIndex = -1;
  18831. this._animationPropertiesOverride = null;
  18832. /**
  18833. * An event triggered when the mesh is disposed
  18834. */
  18835. this.onDisposeObservable = new BABYLON.Observable();
  18836. // Behaviors
  18837. this._behaviors = new Array();
  18838. this.name = name;
  18839. this.id = name;
  18840. this._scene = (scene || BABYLON.Engine.LastCreatedScene);
  18841. this.uniqueId = this._scene.getUniqueId();
  18842. this._initCache();
  18843. if (addToRootNodes) {
  18844. this.addToSceneRootNodes();
  18845. }
  18846. }
  18847. /**
  18848. * Add a new node constructor
  18849. * @param type defines the type name of the node to construct
  18850. * @param constructorFunc defines the constructor function
  18851. */
  18852. Node.AddNodeConstructor = function (type, constructorFunc) {
  18853. this._NodeConstructors[type] = constructorFunc;
  18854. };
  18855. /**
  18856. * Returns a node constructor based on type name
  18857. * @param type defines the type name
  18858. * @param name defines the new node name
  18859. * @param scene defines the hosting scene
  18860. * @param options defines optional options to transmit to constructors
  18861. * @returns the new constructor or null
  18862. */
  18863. Node.Construct = function (type, name, scene, options) {
  18864. var constructorFunc = this._NodeConstructors[type];
  18865. if (!constructorFunc) {
  18866. return null;
  18867. }
  18868. return constructorFunc(name, scene, options);
  18869. };
  18870. /**
  18871. * Gets a boolean indicating if the node has been disposed
  18872. * @returns true if the node was disposed
  18873. */
  18874. Node.prototype.isDisposed = function () {
  18875. return this._isDisposed;
  18876. };
  18877. Object.defineProperty(Node.prototype, "parent", {
  18878. get: function () {
  18879. return this._parentNode;
  18880. },
  18881. /**
  18882. * Gets or sets the parent of the node
  18883. */
  18884. set: function (parent) {
  18885. if (this._parentNode === parent) {
  18886. return;
  18887. }
  18888. var previousParentNode = this._parentNode;
  18889. // Remove self from list of children of parent
  18890. if (this._parentNode && this._parentNode._children !== undefined && this._parentNode._children !== null) {
  18891. var index = this._parentNode._children.indexOf(this);
  18892. if (index !== -1) {
  18893. this._parentNode._children.splice(index, 1);
  18894. }
  18895. if (!parent && !this._isDisposed) {
  18896. this.addToSceneRootNodes();
  18897. }
  18898. }
  18899. // Store new parent
  18900. this._parentNode = parent;
  18901. // Add as child to new parent
  18902. if (this._parentNode) {
  18903. if (this._parentNode._children === undefined || this._parentNode._children === null) {
  18904. this._parentNode._children = new Array();
  18905. }
  18906. this._parentNode._children.push(this);
  18907. if (!previousParentNode) {
  18908. this.removeFromSceneRootNodes();
  18909. }
  18910. }
  18911. // Enabled state
  18912. this._syncParentEnabledState();
  18913. },
  18914. enumerable: true,
  18915. configurable: true
  18916. });
  18917. Node.prototype.addToSceneRootNodes = function () {
  18918. if (this._sceneRootNodesIndex === -1) {
  18919. this._sceneRootNodesIndex = this._scene.rootNodes.length;
  18920. this._scene.rootNodes.push(this);
  18921. }
  18922. };
  18923. Node.prototype.removeFromSceneRootNodes = function () {
  18924. if (this._sceneRootNodesIndex !== -1) {
  18925. var rootNodes = this._scene.rootNodes;
  18926. var lastIdx = rootNodes.length - 1;
  18927. rootNodes[this._sceneRootNodesIndex] = rootNodes[lastIdx];
  18928. rootNodes[this._sceneRootNodesIndex]._sceneRootNodesIndex = this._sceneRootNodesIndex;
  18929. this._scene.rootNodes.pop();
  18930. this._sceneRootNodesIndex = -1;
  18931. }
  18932. };
  18933. Object.defineProperty(Node.prototype, "animationPropertiesOverride", {
  18934. /**
  18935. * Gets or sets the animation properties override
  18936. */
  18937. get: function () {
  18938. if (!this._animationPropertiesOverride) {
  18939. return this._scene.animationPropertiesOverride;
  18940. }
  18941. return this._animationPropertiesOverride;
  18942. },
  18943. set: function (value) {
  18944. this._animationPropertiesOverride = value;
  18945. },
  18946. enumerable: true,
  18947. configurable: true
  18948. });
  18949. /**
  18950. * Gets a string idenfifying the name of the class
  18951. * @returns "Node" string
  18952. */
  18953. Node.prototype.getClassName = function () {
  18954. return "Node";
  18955. };
  18956. Object.defineProperty(Node.prototype, "onDispose", {
  18957. /**
  18958. * Sets a callback that will be raised when the node will be disposed
  18959. */
  18960. set: function (callback) {
  18961. if (this._onDisposeObserver) {
  18962. this.onDisposeObservable.remove(this._onDisposeObserver);
  18963. }
  18964. this._onDisposeObserver = this.onDisposeObservable.add(callback);
  18965. },
  18966. enumerable: true,
  18967. configurable: true
  18968. });
  18969. /**
  18970. * Gets the scene of the node
  18971. * @returns a scene
  18972. */
  18973. Node.prototype.getScene = function () {
  18974. return this._scene;
  18975. };
  18976. /**
  18977. * Gets the engine of the node
  18978. * @returns a Engine
  18979. */
  18980. Node.prototype.getEngine = function () {
  18981. return this._scene.getEngine();
  18982. };
  18983. /**
  18984. * Attach a behavior to the node
  18985. * @see http://doc.babylonjs.com/features/behaviour
  18986. * @param behavior defines the behavior to attach
  18987. * @param attachImmediately defines that the behavior must be attached even if the scene is still loading
  18988. * @returns the current Node
  18989. */
  18990. Node.prototype.addBehavior = function (behavior, attachImmediately) {
  18991. var _this = this;
  18992. if (attachImmediately === void 0) { attachImmediately = false; }
  18993. var index = this._behaviors.indexOf(behavior);
  18994. if (index !== -1) {
  18995. return this;
  18996. }
  18997. behavior.init();
  18998. if (this._scene.isLoading && !attachImmediately) {
  18999. // We defer the attach when the scene will be loaded
  19000. this._scene.onDataLoadedObservable.addOnce(function () {
  19001. behavior.attach(_this);
  19002. });
  19003. }
  19004. else {
  19005. behavior.attach(this);
  19006. }
  19007. this._behaviors.push(behavior);
  19008. return this;
  19009. };
  19010. /**
  19011. * Remove an attached behavior
  19012. * @see http://doc.babylonjs.com/features/behaviour
  19013. * @param behavior defines the behavior to attach
  19014. * @returns the current Node
  19015. */
  19016. Node.prototype.removeBehavior = function (behavior) {
  19017. var index = this._behaviors.indexOf(behavior);
  19018. if (index === -1) {
  19019. return this;
  19020. }
  19021. this._behaviors[index].detach();
  19022. this._behaviors.splice(index, 1);
  19023. return this;
  19024. };
  19025. Object.defineProperty(Node.prototype, "behaviors", {
  19026. /**
  19027. * Gets the list of attached behaviors
  19028. * @see http://doc.babylonjs.com/features/behaviour
  19029. */
  19030. get: function () {
  19031. return this._behaviors;
  19032. },
  19033. enumerable: true,
  19034. configurable: true
  19035. });
  19036. /**
  19037. * Gets an attached behavior by name
  19038. * @param name defines the name of the behavior to look for
  19039. * @see http://doc.babylonjs.com/features/behaviour
  19040. * @returns null if behavior was not found else the requested behavior
  19041. */
  19042. Node.prototype.getBehaviorByName = function (name) {
  19043. for (var _i = 0, _a = this._behaviors; _i < _a.length; _i++) {
  19044. var behavior = _a[_i];
  19045. if (behavior.name === name) {
  19046. return behavior;
  19047. }
  19048. }
  19049. return null;
  19050. };
  19051. /**
  19052. * Returns the latest update of the World matrix
  19053. * @returns a Matrix
  19054. */
  19055. Node.prototype.getWorldMatrix = function () {
  19056. if (this._currentRenderId !== this._scene.getRenderId()) {
  19057. this.computeWorldMatrix();
  19058. }
  19059. return this._worldMatrix;
  19060. };
  19061. /** @hidden */
  19062. Node.prototype._getWorldMatrixDeterminant = function () {
  19063. return this._worldMatrixDeterminant;
  19064. };
  19065. Object.defineProperty(Node.prototype, "worldMatrixFromCache", {
  19066. /**
  19067. * Returns directly the latest state of the mesh World matrix.
  19068. * A Matrix is returned.
  19069. */
  19070. get: function () {
  19071. return this._worldMatrix;
  19072. },
  19073. enumerable: true,
  19074. configurable: true
  19075. });
  19076. // override it in derived class if you add new variables to the cache
  19077. // and call the parent class method
  19078. /** @hidden */
  19079. Node.prototype._initCache = function () {
  19080. this._cache = {};
  19081. this._cache.parent = undefined;
  19082. };
  19083. /** @hidden */
  19084. Node.prototype.updateCache = function (force) {
  19085. if (!force && this.isSynchronized()) {
  19086. return;
  19087. }
  19088. this._cache.parent = this.parent;
  19089. this._updateCache();
  19090. };
  19091. // override it in derived class if you add new variables to the cache
  19092. // and call the parent class method if !ignoreParentClass
  19093. /** @hidden */
  19094. Node.prototype._updateCache = function (ignoreParentClass) {
  19095. };
  19096. // override it in derived class if you add new variables to the cache
  19097. /** @hidden */
  19098. Node.prototype._isSynchronized = function () {
  19099. return true;
  19100. };
  19101. /** @hidden */
  19102. Node.prototype._markSyncedWithParent = function () {
  19103. if (this._parentNode) {
  19104. this._parentRenderId = this._parentNode._childRenderId;
  19105. }
  19106. };
  19107. /** @hidden */
  19108. Node.prototype.isSynchronizedWithParent = function () {
  19109. if (!this._parentNode) {
  19110. return true;
  19111. }
  19112. if (this._parentRenderId !== this._parentNode._childRenderId) {
  19113. return false;
  19114. }
  19115. return this._parentNode.isSynchronized();
  19116. };
  19117. /** @hidden */
  19118. Node.prototype.isSynchronized = function () {
  19119. if (this._cache.parent != this._parentNode) {
  19120. this._cache.parent = this._parentNode;
  19121. return false;
  19122. }
  19123. if (this._parentNode && !this.isSynchronizedWithParent()) {
  19124. return false;
  19125. }
  19126. return this._isSynchronized();
  19127. };
  19128. /**
  19129. * Is this node ready to be used/rendered
  19130. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  19131. * @return true if the node is ready
  19132. */
  19133. Node.prototype.isReady = function (completeCheck) {
  19134. if (completeCheck === void 0) { completeCheck = false; }
  19135. return this._isReady;
  19136. };
  19137. /**
  19138. * Is this node enabled?
  19139. * If the node has a parent, all ancestors will be checked and false will be returned if any are false (not enabled), otherwise will return true
  19140. * @param checkAncestors indicates if this method should check the ancestors. The default is to check the ancestors. If set to false, the method will return the value of this node without checking ancestors
  19141. * @return whether this node (and its parent) is enabled
  19142. */
  19143. Node.prototype.isEnabled = function (checkAncestors) {
  19144. if (checkAncestors === void 0) { checkAncestors = true; }
  19145. if (checkAncestors === false) {
  19146. return this._isEnabled;
  19147. }
  19148. if (!this._isEnabled) {
  19149. return false;
  19150. }
  19151. return this._isParentEnabled;
  19152. };
  19153. /** @hidden */
  19154. Node.prototype._syncParentEnabledState = function () {
  19155. this._isParentEnabled = this._parentNode ? this._parentNode.isEnabled() : true;
  19156. if (this._children) {
  19157. this._children.forEach(function (c) {
  19158. c._syncParentEnabledState(); // Force children to update accordingly
  19159. });
  19160. }
  19161. };
  19162. /**
  19163. * Set the enabled state of this node
  19164. * @param value defines the new enabled state
  19165. */
  19166. Node.prototype.setEnabled = function (value) {
  19167. this._isEnabled = value;
  19168. this._syncParentEnabledState();
  19169. };
  19170. /**
  19171. * Is this node a descendant of the given node?
  19172. * The function will iterate up the hierarchy until the ancestor was found or no more parents defined
  19173. * @param ancestor defines the parent node to inspect
  19174. * @returns a boolean indicating if this node is a descendant of the given node
  19175. */
  19176. Node.prototype.isDescendantOf = function (ancestor) {
  19177. if (this.parent) {
  19178. if (this.parent === ancestor) {
  19179. return true;
  19180. }
  19181. return this.parent.isDescendantOf(ancestor);
  19182. }
  19183. return false;
  19184. };
  19185. /** @hidden */
  19186. Node.prototype._getDescendants = function (results, directDescendantsOnly, predicate) {
  19187. if (directDescendantsOnly === void 0) { directDescendantsOnly = false; }
  19188. if (!this._children) {
  19189. return;
  19190. }
  19191. for (var index = 0; index < this._children.length; index++) {
  19192. var item = this._children[index];
  19193. if (!predicate || predicate(item)) {
  19194. results.push(item);
  19195. }
  19196. if (!directDescendantsOnly) {
  19197. item._getDescendants(results, false, predicate);
  19198. }
  19199. }
  19200. };
  19201. /**
  19202. * Will return all nodes that have this node as ascendant
  19203. * @param directDescendantsOnly defines if true only direct descendants of 'this' will be considered, if false direct and also indirect (children of children, an so on in a recursive manner) descendants of 'this' will be considered
  19204. * @param predicate defines an optional predicate that will be called on every evaluated child, the predicate must return true for a given child to be part of the result, otherwise it will be ignored
  19205. * @return all children nodes of all types
  19206. */
  19207. Node.prototype.getDescendants = function (directDescendantsOnly, predicate) {
  19208. var results = new Array();
  19209. this._getDescendants(results, directDescendantsOnly, predicate);
  19210. return results;
  19211. };
  19212. /**
  19213. * Get all child-meshes of this node
  19214. * @param directDescendantsOnly defines if true only direct descendants of 'this' will be considered, if false direct and also indirect (children of children, an so on in a recursive manner) descendants of 'this' will be considered
  19215. * @param predicate defines an optional predicate that will be called on every evaluated child, the predicate must return true for a given child to be part of the result, otherwise it will be ignored
  19216. * @returns an array of AbstractMesh
  19217. */
  19218. Node.prototype.getChildMeshes = function (directDescendantsOnly, predicate) {
  19219. var results = [];
  19220. this._getDescendants(results, directDescendantsOnly, function (node) {
  19221. return ((!predicate || predicate(node)) && (node instanceof BABYLON.AbstractMesh));
  19222. });
  19223. return results;
  19224. };
  19225. /**
  19226. * Get all child-transformNodes of this node
  19227. * @param directDescendantsOnly defines if true only direct descendants of 'this' will be considered, if false direct and also indirect (children of children, an so on in a recursive manner) descendants of 'this' will be considered
  19228. * @param predicate defines an optional predicate that will be called on every evaluated child, the predicate must return true for a given child to be part of the result, otherwise it will be ignored
  19229. * @returns an array of TransformNode
  19230. */
  19231. Node.prototype.getChildTransformNodes = function (directDescendantsOnly, predicate) {
  19232. var results = [];
  19233. this._getDescendants(results, directDescendantsOnly, function (node) {
  19234. return ((!predicate || predicate(node)) && (node instanceof BABYLON.TransformNode));
  19235. });
  19236. return results;
  19237. };
  19238. /**
  19239. * Get all direct children of this node
  19240. * @param predicate defines an optional predicate that will be called on every evaluated child, the predicate must return true for a given child to be part of the result, otherwise it will be ignored
  19241. * @param directDescendantsOnly defines if true only direct descendants of 'this' will be considered, if false direct and also indirect (children of children, an so on in a recursive manner) descendants of 'this' will be considered (Default: true)
  19242. * @returns an array of Node
  19243. */
  19244. Node.prototype.getChildren = function (predicate, directDescendantsOnly) {
  19245. if (directDescendantsOnly === void 0) { directDescendantsOnly = true; }
  19246. return this.getDescendants(directDescendantsOnly, predicate);
  19247. };
  19248. /** @hidden */
  19249. Node.prototype._setReady = function (state) {
  19250. if (state === this._isReady) {
  19251. return;
  19252. }
  19253. if (!state) {
  19254. this._isReady = false;
  19255. return;
  19256. }
  19257. if (this.onReady) {
  19258. this.onReady(this);
  19259. }
  19260. this._isReady = true;
  19261. };
  19262. /**
  19263. * Get an animation by name
  19264. * @param name defines the name of the animation to look for
  19265. * @returns null if not found else the requested animation
  19266. */
  19267. Node.prototype.getAnimationByName = function (name) {
  19268. for (var i = 0; i < this.animations.length; i++) {
  19269. var animation = this.animations[i];
  19270. if (animation.name === name) {
  19271. return animation;
  19272. }
  19273. }
  19274. return null;
  19275. };
  19276. /**
  19277. * Creates an animation range for this node
  19278. * @param name defines the name of the range
  19279. * @param from defines the starting key
  19280. * @param to defines the end key
  19281. */
  19282. Node.prototype.createAnimationRange = function (name, from, to) {
  19283. // check name not already in use
  19284. if (!this._ranges[name]) {
  19285. this._ranges[name] = new BABYLON.AnimationRange(name, from, to);
  19286. for (var i = 0, nAnimations = this.animations.length; i < nAnimations; i++) {
  19287. if (this.animations[i]) {
  19288. this.animations[i].createRange(name, from, to);
  19289. }
  19290. }
  19291. }
  19292. };
  19293. /**
  19294. * Delete a specific animation range
  19295. * @param name defines the name of the range to delete
  19296. * @param deleteFrames defines if animation frames from the range must be deleted as well
  19297. */
  19298. Node.prototype.deleteAnimationRange = function (name, deleteFrames) {
  19299. if (deleteFrames === void 0) { deleteFrames = true; }
  19300. for (var i = 0, nAnimations = this.animations.length; i < nAnimations; i++) {
  19301. if (this.animations[i]) {
  19302. this.animations[i].deleteRange(name, deleteFrames);
  19303. }
  19304. }
  19305. this._ranges[name] = null; // said much faster than 'delete this._range[name]'
  19306. };
  19307. /**
  19308. * Get an animation range by name
  19309. * @param name defines the name of the animation range to look for
  19310. * @returns null if not found else the requested animation range
  19311. */
  19312. Node.prototype.getAnimationRange = function (name) {
  19313. return this._ranges[name];
  19314. };
  19315. /**
  19316. * Will start the animation sequence
  19317. * @param name defines the range frames for animation sequence
  19318. * @param loop defines if the animation should loop (false by default)
  19319. * @param speedRatio defines the speed factor in which to run the animation (1 by default)
  19320. * @param onAnimationEnd defines a function to be executed when the animation ended (undefined by default)
  19321. * @returns the object created for this animation. If range does not exist, it will return null
  19322. */
  19323. Node.prototype.beginAnimation = function (name, loop, speedRatio, onAnimationEnd) {
  19324. var range = this.getAnimationRange(name);
  19325. if (!range) {
  19326. return null;
  19327. }
  19328. return this._scene.beginAnimation(this, range.from, range.to, loop, speedRatio, onAnimationEnd);
  19329. };
  19330. /**
  19331. * Serialize animation ranges into a JSON compatible object
  19332. * @returns serialization object
  19333. */
  19334. Node.prototype.serializeAnimationRanges = function () {
  19335. var serializationRanges = [];
  19336. for (var name in this._ranges) {
  19337. var localRange = this._ranges[name];
  19338. if (!localRange) {
  19339. continue;
  19340. }
  19341. var range = {};
  19342. range.name = name;
  19343. range.from = localRange.from;
  19344. range.to = localRange.to;
  19345. serializationRanges.push(range);
  19346. }
  19347. return serializationRanges;
  19348. };
  19349. /**
  19350. * Computes the world matrix of the node
  19351. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  19352. * @returns the world matrix
  19353. */
  19354. Node.prototype.computeWorldMatrix = function (force) {
  19355. if (!this._worldMatrix) {
  19356. this._worldMatrix = BABYLON.Matrix.Identity();
  19357. }
  19358. return this._worldMatrix;
  19359. };
  19360. /**
  19361. * Releases resources associated with this node.
  19362. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  19363. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  19364. */
  19365. Node.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {
  19366. if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }
  19367. this._isDisposed = true;
  19368. if (!doNotRecurse) {
  19369. var nodes = this.getDescendants(true);
  19370. for (var _i = 0, nodes_1 = nodes; _i < nodes_1.length; _i++) {
  19371. var node = nodes_1[_i];
  19372. node.dispose(doNotRecurse, disposeMaterialAndTextures);
  19373. }
  19374. }
  19375. else {
  19376. var transformNodes = this.getChildTransformNodes(true);
  19377. for (var _a = 0, transformNodes_1 = transformNodes; _a < transformNodes_1.length; _a++) {
  19378. var transformNode = transformNodes_1[_a];
  19379. transformNode.parent = null;
  19380. transformNode.computeWorldMatrix(true);
  19381. }
  19382. }
  19383. if (!this.parent) {
  19384. this.removeFromSceneRootNodes();
  19385. }
  19386. else {
  19387. this.parent = null;
  19388. }
  19389. // Callback
  19390. this.onDisposeObservable.notifyObservers(this);
  19391. this.onDisposeObservable.clear();
  19392. // Behaviors
  19393. for (var _b = 0, _c = this._behaviors; _b < _c.length; _b++) {
  19394. var behavior = _c[_b];
  19395. behavior.detach();
  19396. }
  19397. this._behaviors = [];
  19398. };
  19399. /**
  19400. * Parse animation range data from a serialization object and store them into a given node
  19401. * @param node defines where to store the animation ranges
  19402. * @param parsedNode defines the serialization object to read data from
  19403. * @param scene defines the hosting scene
  19404. */
  19405. Node.ParseAnimationRanges = function (node, parsedNode, scene) {
  19406. if (parsedNode.ranges) {
  19407. for (var index = 0; index < parsedNode.ranges.length; index++) {
  19408. var data = parsedNode.ranges[index];
  19409. node.createAnimationRange(data.name, data.from, data.to);
  19410. }
  19411. }
  19412. };
  19413. Node._NodeConstructors = {};
  19414. __decorate([
  19415. BABYLON.serialize()
  19416. ], Node.prototype, "name", void 0);
  19417. __decorate([
  19418. BABYLON.serialize()
  19419. ], Node.prototype, "id", void 0);
  19420. __decorate([
  19421. BABYLON.serialize()
  19422. ], Node.prototype, "uniqueId", void 0);
  19423. __decorate([
  19424. BABYLON.serialize()
  19425. ], Node.prototype, "state", void 0);
  19426. __decorate([
  19427. BABYLON.serialize()
  19428. ], Node.prototype, "metadata", void 0);
  19429. return Node;
  19430. }());
  19431. BABYLON.Node = Node;
  19432. })(BABYLON || (BABYLON = {}));
  19433. //# sourceMappingURL=babylon.node.js.map
  19434. var BABYLON;
  19435. (function (BABYLON) {
  19436. /**
  19437. * Class used to store bounding sphere information
  19438. */
  19439. var BoundingSphere = /** @class */ (function () {
  19440. /**
  19441. * Creates a new bounding sphere
  19442. * @param min defines the minimum vector (in local space)
  19443. * @param max defines the maximum vector (in local space)
  19444. * @param worldMatrix defines the new world matrix
  19445. */
  19446. function BoundingSphere(min, max, worldMatrix) {
  19447. /**
  19448. * Gets the center of the bounding sphere in local space
  19449. */
  19450. this.center = BABYLON.Vector3.Zero();
  19451. /**
  19452. * Gets the center of the bounding sphere in world space
  19453. */
  19454. this.centerWorld = BABYLON.Vector3.Zero();
  19455. /**
  19456. * Gets the minimum vector in local space
  19457. */
  19458. this.minimum = BABYLON.Vector3.Zero();
  19459. /**
  19460. * Gets the maximum vector in local space
  19461. */
  19462. this.maximum = BABYLON.Vector3.Zero();
  19463. this.reConstruct(min, max, worldMatrix);
  19464. }
  19465. /**
  19466. * Recreates the entire bounding sphere from scratch as if we call the constructor in place
  19467. * @param min defines the new minimum vector (in local space)
  19468. * @param max defines the new maximum vector (in local space)
  19469. * @param worldMatrix defines the new world matrix
  19470. */
  19471. BoundingSphere.prototype.reConstruct = function (min, max, worldMatrix) {
  19472. this.minimum.copyFrom(min);
  19473. this.maximum.copyFrom(max);
  19474. var distance = BABYLON.Vector3.Distance(min, max);
  19475. max.addToRef(min, this.center).scaleInPlace(0.5);
  19476. this.radius = distance * 0.5;
  19477. this._update(worldMatrix || BABYLON.Matrix.IdentityReadOnly);
  19478. };
  19479. /**
  19480. * Scale the current bounding sphere by applying a scale factor
  19481. * @param factor defines the scale factor to apply
  19482. * @returns the current bounding box
  19483. */
  19484. BoundingSphere.prototype.scale = function (factor) {
  19485. var newRadius = this.radius * factor;
  19486. var tmpVectors = BoundingSphere.TmpVector3;
  19487. var tempRadiusVector = tmpVectors[0].setAll(newRadius);
  19488. var min = this.center.subtractToRef(tempRadiusVector, tmpVectors[1]);
  19489. var max = this.center.addToRef(tempRadiusVector, tmpVectors[2]);
  19490. this.reConstruct(min, max, this._worldMatrix);
  19491. return this;
  19492. };
  19493. /**
  19494. * Gets the world matrix of the bounding box
  19495. * @returns a matrix
  19496. */
  19497. BoundingSphere.prototype.getWorldMatrix = function () {
  19498. return this._worldMatrix;
  19499. };
  19500. // Methods
  19501. /** @hidden */
  19502. BoundingSphere.prototype._update = function (worldMatrix) {
  19503. if (!worldMatrix.isIdentity()) {
  19504. BABYLON.Vector3.TransformCoordinatesToRef(this.center, worldMatrix, this.centerWorld);
  19505. var tempVector = BoundingSphere.TmpVector3[0];
  19506. BABYLON.Vector3.TransformNormalFromFloatsToRef(1.0, 1.0, 1.0, worldMatrix, tempVector);
  19507. this.radiusWorld = Math.max(Math.abs(tempVector.x), Math.abs(tempVector.y), Math.abs(tempVector.z)) * this.radius;
  19508. }
  19509. else {
  19510. this.centerWorld.copyFrom(this.center);
  19511. this.radiusWorld = this.radius;
  19512. }
  19513. };
  19514. /**
  19515. * Tests if the bounding sphere is intersecting the frustum planes
  19516. * @param frustumPlanes defines the frustum planes to test
  19517. * @returns true if there is an intersection
  19518. */
  19519. BoundingSphere.prototype.isInFrustum = function (frustumPlanes) {
  19520. for (var i = 0; i < 6; i++) {
  19521. if (frustumPlanes[i].dotCoordinate(this.centerWorld) <= -this.radiusWorld) {
  19522. return false;
  19523. }
  19524. }
  19525. return true;
  19526. };
  19527. /**
  19528. * Tests if a point is inside the bounding sphere
  19529. * @param point defines the point to test
  19530. * @returns true if the point is inside the bounding sphere
  19531. */
  19532. BoundingSphere.prototype.intersectsPoint = function (point) {
  19533. var squareDistance = BABYLON.Vector3.DistanceSquared(this.centerWorld, point);
  19534. if (this.radiusWorld * this.radiusWorld < squareDistance) {
  19535. return false;
  19536. }
  19537. return true;
  19538. };
  19539. // Statics
  19540. /**
  19541. * Checks if two sphere intersct
  19542. * @param sphere0 sphere 0
  19543. * @param sphere1 sphere 1
  19544. * @returns true if the speres intersect
  19545. */
  19546. BoundingSphere.Intersects = function (sphere0, sphere1) {
  19547. var squareDistance = BABYLON.Vector3.DistanceSquared(sphere0.centerWorld, sphere1.centerWorld);
  19548. var radiusSum = sphere0.radiusWorld + sphere1.radiusWorld;
  19549. if (radiusSum * radiusSum < squareDistance) {
  19550. return false;
  19551. }
  19552. return true;
  19553. };
  19554. BoundingSphere.TmpVector3 = BABYLON.Tools.BuildArray(3, BABYLON.Vector3.Zero);
  19555. return BoundingSphere;
  19556. }());
  19557. BABYLON.BoundingSphere = BoundingSphere;
  19558. })(BABYLON || (BABYLON = {}));
  19559. //# sourceMappingURL=babylon.boundingSphere.js.map
  19560. var BABYLON;
  19561. (function (BABYLON) {
  19562. /**
  19563. * Class used to store bounding box information
  19564. */
  19565. var BoundingBox = /** @class */ (function () {
  19566. /**
  19567. * Creates a new bounding box
  19568. * @param min defines the minimum vector (in local space)
  19569. * @param max defines the maximum vector (in local space)
  19570. * @param worldMatrix defines the new world matrix
  19571. */
  19572. function BoundingBox(min, max, worldMatrix) {
  19573. /**
  19574. * Gets the 8 vectors representing the bounding box in local space
  19575. */
  19576. this.vectors = BABYLON.Tools.BuildArray(8, BABYLON.Vector3.Zero);
  19577. /**
  19578. * Gets the center of the bounding box in local space
  19579. */
  19580. this.center = BABYLON.Vector3.Zero();
  19581. /**
  19582. * Gets the center of the bounding box in world space
  19583. */
  19584. this.centerWorld = BABYLON.Vector3.Zero();
  19585. /**
  19586. * Gets the extend size in local space
  19587. */
  19588. this.extendSize = BABYLON.Vector3.Zero();
  19589. /**
  19590. * Gets the extend size in world space
  19591. */
  19592. this.extendSizeWorld = BABYLON.Vector3.Zero();
  19593. /**
  19594. * Gets the OBB (object bounding box) directions
  19595. */
  19596. this.directions = BABYLON.Tools.BuildArray(3, BABYLON.Vector3.Zero);
  19597. /**
  19598. * Gets the 8 vectors representing the bounding box in world space
  19599. */
  19600. this.vectorsWorld = BABYLON.Tools.BuildArray(8, BABYLON.Vector3.Zero);
  19601. /**
  19602. * Gets the minimum vector in world space
  19603. */
  19604. this.minimumWorld = BABYLON.Vector3.Zero();
  19605. /**
  19606. * Gets the maximum vector in world space
  19607. */
  19608. this.maximumWorld = BABYLON.Vector3.Zero();
  19609. /**
  19610. * Gets the minimum vector in local space
  19611. */
  19612. this.minimum = BABYLON.Vector3.Zero();
  19613. /**
  19614. * Gets the maximum vector in local space
  19615. */
  19616. this.maximum = BABYLON.Vector3.Zero();
  19617. this.reConstruct(min, max, worldMatrix);
  19618. }
  19619. // Methods
  19620. /**
  19621. * Recreates the entire bounding box from scratch as if we call the constructor in place
  19622. * @param min defines the new minimum vector (in local space)
  19623. * @param max defines the new maximum vector (in local space)
  19624. * @param worldMatrix defines the new world matrix
  19625. */
  19626. BoundingBox.prototype.reConstruct = function (min, max, worldMatrix) {
  19627. var minX = min.x, minY = min.y, minZ = min.z, maxX = max.x, maxY = max.y, maxZ = max.z;
  19628. var vectors = this.vectors;
  19629. this.minimum.copyFromFloats(minX, minY, minZ);
  19630. this.maximum.copyFromFloats(maxX, maxY, maxZ);
  19631. vectors[0].copyFromFloats(minX, minY, minZ);
  19632. vectors[1].copyFromFloats(maxX, maxY, maxZ);
  19633. vectors[2].copyFromFloats(maxX, minY, minZ);
  19634. vectors[3].copyFromFloats(minX, maxY, minZ);
  19635. vectors[4].copyFromFloats(minX, minY, maxZ);
  19636. vectors[5].copyFromFloats(maxX, maxY, minZ);
  19637. vectors[6].copyFromFloats(minX, maxY, maxZ);
  19638. vectors[7].copyFromFloats(maxX, minY, maxZ);
  19639. // OBB
  19640. max.addToRef(min, this.center).scaleInPlace(0.5);
  19641. max.subtractToRef(min, this.extendSize).scaleInPlace(0.5);
  19642. this._update(worldMatrix || BABYLON.Matrix.IdentityReadOnly);
  19643. };
  19644. /**
  19645. * Scale the current bounding box by applying a scale factor
  19646. * @param factor defines the scale factor to apply
  19647. * @returns the current bounding box
  19648. */
  19649. BoundingBox.prototype.scale = function (factor) {
  19650. var tmpVectors = BoundingBox.TmpVector3;
  19651. var diff = this.maximum.subtractToRef(this.minimum, tmpVectors[0]);
  19652. var len = diff.length();
  19653. diff.normalizeFromLength(len);
  19654. var distance = len * factor;
  19655. var newRadius = diff.scaleInPlace(distance * 0.5);
  19656. var min = this.center.subtractToRef(newRadius, tmpVectors[1]);
  19657. var max = this.center.addToRef(newRadius, tmpVectors[2]);
  19658. this.reConstruct(min, max, this._worldMatrix);
  19659. return this;
  19660. };
  19661. /**
  19662. * Gets the world matrix of the bounding box
  19663. * @returns a matrix
  19664. */
  19665. BoundingBox.prototype.getWorldMatrix = function () {
  19666. return this._worldMatrix;
  19667. };
  19668. /** @hidden */
  19669. BoundingBox.prototype._update = function (world) {
  19670. var minWorld = this.minimumWorld;
  19671. var maxWorld = this.maximumWorld;
  19672. var directions = this.directions;
  19673. var vectorsWorld = this.vectorsWorld;
  19674. var vectors = this.vectors;
  19675. if (!world.isIdentity()) {
  19676. minWorld.setAll(Number.MAX_VALUE);
  19677. maxWorld.setAll(-Number.MAX_VALUE);
  19678. for (var index = 0; index < 8; ++index) {
  19679. var v = vectorsWorld[index];
  19680. BABYLON.Vector3.TransformCoordinatesToRef(vectors[index], world, v);
  19681. minWorld.minimizeInPlace(v);
  19682. maxWorld.maximizeInPlace(v);
  19683. }
  19684. // Extend
  19685. maxWorld.subtractToRef(minWorld, this.extendSizeWorld).scaleInPlace(0.5);
  19686. maxWorld.addToRef(minWorld, this.centerWorld).scaleInPlace(0.5);
  19687. }
  19688. else {
  19689. minWorld.copyFrom(this.minimum);
  19690. maxWorld.copyFrom(this.maximum);
  19691. for (var index = 0; index < 8; ++index) {
  19692. vectorsWorld[index].copyFrom(vectors[index]);
  19693. }
  19694. // Extend
  19695. this.extendSizeWorld.copyFrom(this.extendSize);
  19696. this.centerWorld.copyFrom(this.center);
  19697. }
  19698. BABYLON.Vector3.FromArrayToRef(world.m, 0, directions[0]);
  19699. BABYLON.Vector3.FromArrayToRef(world.m, 4, directions[1]);
  19700. BABYLON.Vector3.FromArrayToRef(world.m, 8, directions[2]);
  19701. this._worldMatrix = world;
  19702. };
  19703. /**
  19704. * Tests if the bounding box is intersecting the frustum planes
  19705. * @param frustumPlanes defines the frustum planes to test
  19706. * @returns true if there is an intersection
  19707. */
  19708. BoundingBox.prototype.isInFrustum = function (frustumPlanes) {
  19709. return BoundingBox.IsInFrustum(this.vectorsWorld, frustumPlanes);
  19710. };
  19711. /**
  19712. * Tests if the bounding box is entirely inside the frustum planes
  19713. * @param frustumPlanes defines the frustum planes to test
  19714. * @returns true if there is an inclusion
  19715. */
  19716. BoundingBox.prototype.isCompletelyInFrustum = function (frustumPlanes) {
  19717. return BoundingBox.IsCompletelyInFrustum(this.vectorsWorld, frustumPlanes);
  19718. };
  19719. /**
  19720. * Tests if a point is inside the bounding box
  19721. * @param point defines the point to test
  19722. * @returns true if the point is inside the bounding box
  19723. */
  19724. BoundingBox.prototype.intersectsPoint = function (point) {
  19725. var min = this.minimumWorld;
  19726. var max = this.maximumWorld;
  19727. var minX = min.x, minY = min.y, minZ = min.z, maxX = max.x, maxY = max.y, maxZ = max.z;
  19728. var pointX = point.x, pointY = point.y, pointZ = point.z;
  19729. var delta = -BABYLON.Epsilon;
  19730. if (maxX - pointX < delta || delta > pointX - minX) {
  19731. return false;
  19732. }
  19733. if (maxY - pointY < delta || delta > pointY - minY) {
  19734. return false;
  19735. }
  19736. if (maxZ - pointZ < delta || delta > pointZ - minZ) {
  19737. return false;
  19738. }
  19739. return true;
  19740. };
  19741. /**
  19742. * Tests if the bounding box intersects with a bounding sphere
  19743. * @param sphere defines the sphere to test
  19744. * @returns true if there is an intersection
  19745. */
  19746. BoundingBox.prototype.intersectsSphere = function (sphere) {
  19747. return BoundingBox.IntersectsSphere(this.minimumWorld, this.maximumWorld, sphere.centerWorld, sphere.radiusWorld);
  19748. };
  19749. /**
  19750. * Tests if the bounding box intersects with a box defined by a min and max vectors
  19751. * @param min defines the min vector to use
  19752. * @param max defines the max vector to use
  19753. * @returns true if there is an intersection
  19754. */
  19755. BoundingBox.prototype.intersectsMinMax = function (min, max) {
  19756. var myMin = this.minimumWorld;
  19757. var myMax = this.maximumWorld;
  19758. var myMinX = myMin.x, myMinY = myMin.y, myMinZ = myMin.z, myMaxX = myMax.x, myMaxY = myMax.y, myMaxZ = myMax.z;
  19759. var minX = min.x, minY = min.y, minZ = min.z, maxX = max.x, maxY = max.y, maxZ = max.z;
  19760. if (myMaxX < minX || myMinX > maxX) {
  19761. return false;
  19762. }
  19763. if (myMaxY < minY || myMinY > maxY) {
  19764. return false;
  19765. }
  19766. if (myMaxZ < minZ || myMinZ > maxZ) {
  19767. return false;
  19768. }
  19769. return true;
  19770. };
  19771. // Statics
  19772. /**
  19773. * Tests if two bounding boxes are intersections
  19774. * @param box0 defines the first box to test
  19775. * @param box1 defines the second box to test
  19776. * @returns true if there is an intersection
  19777. */
  19778. BoundingBox.Intersects = function (box0, box1) {
  19779. return box0.intersectsMinMax(box1.minimumWorld, box1.maximumWorld);
  19780. };
  19781. /**
  19782. * Tests if a bounding box defines by a min/max vectors intersects a sphere
  19783. * @param minPoint defines the minimum vector of the bounding box
  19784. * @param maxPoint defines the maximum vector of the bounding box
  19785. * @param sphereCenter defines the sphere center
  19786. * @param sphereRadius defines the sphere radius
  19787. * @returns true if there is an intersection
  19788. */
  19789. BoundingBox.IntersectsSphere = function (minPoint, maxPoint, sphereCenter, sphereRadius) {
  19790. var vector = BoundingBox.TmpVector3[0];
  19791. BABYLON.Vector3.ClampToRef(sphereCenter, minPoint, maxPoint, vector);
  19792. var num = BABYLON.Vector3.DistanceSquared(sphereCenter, vector);
  19793. return (num <= (sphereRadius * sphereRadius));
  19794. };
  19795. /**
  19796. * Tests if a bounding box defined with 8 vectors is entirely inside frustum planes
  19797. * @param boundingVectors defines an array of 8 vectors representing a bounding box
  19798. * @param frustumPlanes defines the frustum planes to test
  19799. * @return true if there is an inclusion
  19800. */
  19801. BoundingBox.IsCompletelyInFrustum = function (boundingVectors, frustumPlanes) {
  19802. for (var p = 0; p < 6; ++p) {
  19803. var frustumPlane = frustumPlanes[p];
  19804. for (var i = 0; i < 8; ++i) {
  19805. if (frustumPlane.dotCoordinate(boundingVectors[i]) < 0) {
  19806. return false;
  19807. }
  19808. }
  19809. }
  19810. return true;
  19811. };
  19812. /**
  19813. * Tests if a bounding box defined with 8 vectors intersects frustum planes
  19814. * @param boundingVectors defines an array of 8 vectors representing a bounding box
  19815. * @param frustumPlanes defines the frustum planes to test
  19816. * @return true if there is an intersection
  19817. */
  19818. BoundingBox.IsInFrustum = function (boundingVectors, frustumPlanes) {
  19819. for (var p = 0; p < 6; ++p) {
  19820. var canReturnFalse = true;
  19821. var frustumPlane = frustumPlanes[p];
  19822. for (var i = 0; i < 8; ++i) {
  19823. if (frustumPlane.dotCoordinate(boundingVectors[i]) >= 0) {
  19824. canReturnFalse = false;
  19825. break;
  19826. }
  19827. }
  19828. if (canReturnFalse) {
  19829. return false;
  19830. }
  19831. }
  19832. return true;
  19833. };
  19834. BoundingBox.TmpVector3 = BABYLON.Tools.BuildArray(3, BABYLON.Vector3.Zero);
  19835. return BoundingBox;
  19836. }());
  19837. BABYLON.BoundingBox = BoundingBox;
  19838. })(BABYLON || (BABYLON = {}));
  19839. //# sourceMappingURL=babylon.boundingBox.js.map
  19840. var BABYLON;
  19841. (function (BABYLON) {
  19842. var _result0 = { min: 0, max: 0 };
  19843. var _result1 = { min: 0, max: 0 };
  19844. var computeBoxExtents = function (axis, box, result) {
  19845. var p = BABYLON.Vector3.Dot(box.centerWorld, axis);
  19846. var r0 = Math.abs(BABYLON.Vector3.Dot(box.directions[0], axis)) * box.extendSize.x;
  19847. var r1 = Math.abs(BABYLON.Vector3.Dot(box.directions[1], axis)) * box.extendSize.y;
  19848. var r2 = Math.abs(BABYLON.Vector3.Dot(box.directions[2], axis)) * box.extendSize.z;
  19849. var r = r0 + r1 + r2;
  19850. result.min = p - r;
  19851. result.max = p + r;
  19852. };
  19853. var axisOverlap = function (axis, box0, box1) {
  19854. computeBoxExtents(axis, box0, _result0);
  19855. computeBoxExtents(axis, box1, _result1);
  19856. return !(_result0.min > _result1.max || _result1.min > _result0.max);
  19857. };
  19858. /**
  19859. * Info for a bounding data of a mesh
  19860. */
  19861. var BoundingInfo = /** @class */ (function () {
  19862. /**
  19863. * Constructs bounding info
  19864. * @param minimum min vector of the bounding box/sphere
  19865. * @param maximum max vector of the bounding box/sphere
  19866. * @param worldMatrix defines the new world matrix
  19867. */
  19868. function BoundingInfo(minimum, maximum, worldMatrix) {
  19869. this._isLocked = false;
  19870. this.boundingBox = new BABYLON.BoundingBox(minimum, maximum, worldMatrix);
  19871. this.boundingSphere = new BABYLON.BoundingSphere(minimum, maximum, worldMatrix);
  19872. }
  19873. /**
  19874. * Recreates the entire bounding info from scratch as if we call the constructor in place
  19875. * @param min defines the new minimum vector (in local space)
  19876. * @param max defines the new maximum vector (in local space)
  19877. * @param worldMatrix defines the new world matrix
  19878. */
  19879. BoundingInfo.prototype.reConstruct = function (min, max, worldMatrix) {
  19880. this.boundingBox.reConstruct(min, max, worldMatrix);
  19881. this.boundingSphere.reConstruct(min, max, worldMatrix);
  19882. };
  19883. Object.defineProperty(BoundingInfo.prototype, "minimum", {
  19884. /**
  19885. * min vector of the bounding box/sphere
  19886. */
  19887. get: function () {
  19888. return this.boundingBox.minimum;
  19889. },
  19890. enumerable: true,
  19891. configurable: true
  19892. });
  19893. Object.defineProperty(BoundingInfo.prototype, "maximum", {
  19894. /**
  19895. * max vector of the bounding box/sphere
  19896. */
  19897. get: function () {
  19898. return this.boundingBox.maximum;
  19899. },
  19900. enumerable: true,
  19901. configurable: true
  19902. });
  19903. Object.defineProperty(BoundingInfo.prototype, "isLocked", {
  19904. /**
  19905. * If the info is locked and won't be updated to avoid perf overhead
  19906. */
  19907. get: function () {
  19908. return this._isLocked;
  19909. },
  19910. set: function (value) {
  19911. this._isLocked = value;
  19912. },
  19913. enumerable: true,
  19914. configurable: true
  19915. });
  19916. // Methods
  19917. /**
  19918. * Updates the bounding sphere and box
  19919. * @param world world matrix to be used to update
  19920. */
  19921. BoundingInfo.prototype.update = function (world) {
  19922. if (this._isLocked) {
  19923. return;
  19924. }
  19925. this.boundingBox._update(world);
  19926. this.boundingSphere._update(world);
  19927. };
  19928. /**
  19929. * Recreate the bounding info to be centered around a specific point given a specific extend.
  19930. * @param center New center of the bounding info
  19931. * @param extend New extend of the bounding info
  19932. * @returns the current bounding info
  19933. */
  19934. BoundingInfo.prototype.centerOn = function (center, extend) {
  19935. var minimum = BoundingInfo.TmpVector3[0].copyFrom(center).subtractInPlace(extend);
  19936. var maximum = BoundingInfo.TmpVector3[1].copyFrom(center).addInPlace(extend);
  19937. this.boundingBox.reConstruct(minimum, maximum, this.boundingBox.getWorldMatrix());
  19938. this.boundingSphere.reConstruct(minimum, maximum, this.boundingBox.getWorldMatrix());
  19939. return this;
  19940. };
  19941. /**
  19942. * Scale the current bounding info by applying a scale factor
  19943. * @param factor defines the scale factor to apply
  19944. * @returns the current bounding info
  19945. */
  19946. BoundingInfo.prototype.scale = function (factor) {
  19947. this.boundingBox.scale(factor);
  19948. this.boundingSphere.scale(factor);
  19949. return this;
  19950. };
  19951. /**
  19952. * Returns `true` if the bounding info is within the frustum defined by the passed array of planes.
  19953. * @param frustumPlanes defines the frustum to test
  19954. * @param strategy defines the strategy to use for the culling (default is BABYLON.Scene.CULLINGSTRATEGY_STANDARD)
  19955. * @returns true if the bounding info is in the frustum planes
  19956. */
  19957. BoundingInfo.prototype.isInFrustum = function (frustumPlanes, strategy) {
  19958. if (strategy === void 0) { strategy = BABYLON.AbstractMesh.CULLINGSTRATEGY_STANDARD; }
  19959. if (!this.boundingSphere.isInFrustum(frustumPlanes)) {
  19960. return false;
  19961. }
  19962. if (strategy === BABYLON.AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY) {
  19963. return true;
  19964. }
  19965. return this.boundingBox.isInFrustum(frustumPlanes);
  19966. };
  19967. Object.defineProperty(BoundingInfo.prototype, "diagonalLength", {
  19968. /**
  19969. * Gets the world distance between the min and max points of the bounding box
  19970. */
  19971. get: function () {
  19972. var boundingBox = this.boundingBox;
  19973. var diag = boundingBox.maximumWorld.subtractToRef(boundingBox.minimumWorld, BoundingInfo.TmpVector3[0]);
  19974. return diag.length();
  19975. },
  19976. enumerable: true,
  19977. configurable: true
  19978. });
  19979. /**
  19980. * Checks if a cullable object (mesh...) is in the camera frustum
  19981. * Unlike isInFrustum this cheks the full bounding box
  19982. * @param frustumPlanes Camera near/planes
  19983. * @returns true if the object is in frustum otherwise false
  19984. */
  19985. BoundingInfo.prototype.isCompletelyInFrustum = function (frustumPlanes) {
  19986. return this.boundingBox.isCompletelyInFrustum(frustumPlanes);
  19987. };
  19988. /** @hidden */
  19989. BoundingInfo.prototype._checkCollision = function (collider) {
  19990. return collider._canDoCollision(this.boundingSphere.centerWorld, this.boundingSphere.radiusWorld, this.boundingBox.minimumWorld, this.boundingBox.maximumWorld);
  19991. };
  19992. /**
  19993. * Checks if a point is inside the bounding box and bounding sphere or the mesh
  19994. * @see https://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  19995. * @param point the point to check intersection with
  19996. * @returns if the point intersects
  19997. */
  19998. BoundingInfo.prototype.intersectsPoint = function (point) {
  19999. if (!this.boundingSphere.centerWorld) {
  20000. return false;
  20001. }
  20002. if (!this.boundingSphere.intersectsPoint(point)) {
  20003. return false;
  20004. }
  20005. if (!this.boundingBox.intersectsPoint(point)) {
  20006. return false;
  20007. }
  20008. return true;
  20009. };
  20010. /**
  20011. * Checks if another bounding info intersects the bounding box and bounding sphere or the mesh
  20012. * @see https://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  20013. * @param boundingInfo the bounding info to check intersection with
  20014. * @param precise if the intersection should be done using OBB
  20015. * @returns if the bounding info intersects
  20016. */
  20017. BoundingInfo.prototype.intersects = function (boundingInfo, precise) {
  20018. if (!BABYLON.BoundingSphere.Intersects(this.boundingSphere, boundingInfo.boundingSphere)) {
  20019. return false;
  20020. }
  20021. if (!BABYLON.BoundingBox.Intersects(this.boundingBox, boundingInfo.boundingBox)) {
  20022. return false;
  20023. }
  20024. if (!precise) {
  20025. return true;
  20026. }
  20027. var box0 = this.boundingBox;
  20028. var box1 = boundingInfo.boundingBox;
  20029. if (!axisOverlap(box0.directions[0], box0, box1)) {
  20030. return false;
  20031. }
  20032. if (!axisOverlap(box0.directions[1], box0, box1)) {
  20033. return false;
  20034. }
  20035. if (!axisOverlap(box0.directions[2], box0, box1)) {
  20036. return false;
  20037. }
  20038. if (!axisOverlap(box1.directions[0], box0, box1)) {
  20039. return false;
  20040. }
  20041. if (!axisOverlap(box1.directions[1], box0, box1)) {
  20042. return false;
  20043. }
  20044. if (!axisOverlap(box1.directions[2], box0, box1)) {
  20045. return false;
  20046. }
  20047. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[0], box1.directions[0]), box0, box1)) {
  20048. return false;
  20049. }
  20050. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[0], box1.directions[1]), box0, box1)) {
  20051. return false;
  20052. }
  20053. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[0], box1.directions[2]), box0, box1)) {
  20054. return false;
  20055. }
  20056. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[1], box1.directions[0]), box0, box1)) {
  20057. return false;
  20058. }
  20059. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[1], box1.directions[1]), box0, box1)) {
  20060. return false;
  20061. }
  20062. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[1], box1.directions[2]), box0, box1)) {
  20063. return false;
  20064. }
  20065. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[2], box1.directions[0]), box0, box1)) {
  20066. return false;
  20067. }
  20068. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[2], box1.directions[1]), box0, box1)) {
  20069. return false;
  20070. }
  20071. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[2], box1.directions[2]), box0, box1)) {
  20072. return false;
  20073. }
  20074. return true;
  20075. };
  20076. BoundingInfo.TmpVector3 = BABYLON.Tools.BuildArray(2, BABYLON.Vector3.Zero);
  20077. return BoundingInfo;
  20078. }());
  20079. BABYLON.BoundingInfo = BoundingInfo;
  20080. })(BABYLON || (BABYLON = {}));
  20081. //# sourceMappingURL=babylon.boundingInfo.js.map
  20082. var BABYLON;
  20083. (function (BABYLON) {
  20084. /**
  20085. * A TransformNode is an object that is not rendered but can be used as a center of transformation. This can decrease memory usage and increase rendering speed compared to using an empty mesh as a parent and is less complicated than using a pivot matrix.
  20086. * @see https://doc.babylonjs.com/how_to/transformnode
  20087. */
  20088. var TransformNode = /** @class */ (function (_super) {
  20089. __extends(TransformNode, _super);
  20090. function TransformNode(name, scene, isPure) {
  20091. if (scene === void 0) { scene = null; }
  20092. if (isPure === void 0) { isPure = true; }
  20093. var _this = _super.call(this, name, scene) || this;
  20094. _this._forward = new BABYLON.Vector3(0, 0, 1);
  20095. _this._forwardInverted = new BABYLON.Vector3(0, 0, -1);
  20096. _this._up = new BABYLON.Vector3(0, 1, 0);
  20097. _this._right = new BABYLON.Vector3(1, 0, 0);
  20098. _this._rightInverted = new BABYLON.Vector3(-1, 0, 0);
  20099. // Properties
  20100. _this._position = BABYLON.Vector3.Zero();
  20101. _this._rotation = BABYLON.Vector3.Zero();
  20102. _this._scaling = BABYLON.Vector3.One();
  20103. _this._isDirty = false;
  20104. /**
  20105. * Set the billboard mode. Default is 0.
  20106. *
  20107. * | Value | Type | Description |
  20108. * | --- | --- | --- |
  20109. * | 0 | BILLBOARDMODE_NONE | |
  20110. * | 1 | BILLBOARDMODE_X | |
  20111. * | 2 | BILLBOARDMODE_Y | |
  20112. * | 4 | BILLBOARDMODE_Z | |
  20113. * | 7 | BILLBOARDMODE_ALL | |
  20114. *
  20115. */
  20116. _this.billboardMode = TransformNode.BILLBOARDMODE_NONE;
  20117. /**
  20118. * Multiplication factor on scale x/y/z when computing the world matrix. Eg. for a 1x1x1 cube setting this to 2 will make it a 2x2x2 cube
  20119. */
  20120. _this.scalingDeterminant = 1;
  20121. /**
  20122. * Sets the distance of the object to max, often used by skybox
  20123. */
  20124. _this.infiniteDistance = false;
  20125. /**
  20126. * Gets or sets a boolean indicating that non uniform scaling (when at least one component is different from others) should be ignored.
  20127. * By default the system will update normals to compensate
  20128. */
  20129. _this.ignoreNonUniformScaling = false;
  20130. /** @hidden */
  20131. _this._localMatrix = BABYLON.Matrix.Zero();
  20132. _this._absolutePosition = BABYLON.Vector3.Zero();
  20133. _this._pivotMatrix = BABYLON.Matrix.Identity();
  20134. _this._postMultiplyPivotMatrix = false;
  20135. _this._isWorldMatrixFrozen = false;
  20136. /** @hidden */
  20137. _this._indexInSceneTransformNodesArray = -1;
  20138. /**
  20139. * An event triggered after the world matrix is updated
  20140. */
  20141. _this.onAfterWorldMatrixUpdateObservable = new BABYLON.Observable();
  20142. _this._nonUniformScaling = false;
  20143. if (isPure) {
  20144. _this.getScene().addTransformNode(_this);
  20145. }
  20146. return _this;
  20147. }
  20148. /**
  20149. * Gets a string identifying the name of the class
  20150. * @returns "TransformNode" string
  20151. */
  20152. TransformNode.prototype.getClassName = function () {
  20153. return "TransformNode";
  20154. };
  20155. Object.defineProperty(TransformNode.prototype, "position", {
  20156. /**
  20157. * Gets or set the node position (default is (0.0, 0.0, 0.0))
  20158. */
  20159. get: function () {
  20160. return this._position;
  20161. },
  20162. set: function (newPosition) {
  20163. this._position = newPosition;
  20164. this._isDirty = true;
  20165. },
  20166. enumerable: true,
  20167. configurable: true
  20168. });
  20169. Object.defineProperty(TransformNode.prototype, "rotation", {
  20170. /**
  20171. * Gets or sets the rotation property : a Vector3 defining the rotation value in radians around each local axis X, Y, Z (default is (0.0, 0.0, 0.0)).
  20172. * If rotation quaternion is set, this Vector3 will be ignored and copy from the quaternion
  20173. */
  20174. get: function () {
  20175. return this._rotation;
  20176. },
  20177. set: function (newRotation) {
  20178. this._rotation = newRotation;
  20179. this._isDirty = true;
  20180. },
  20181. enumerable: true,
  20182. configurable: true
  20183. });
  20184. Object.defineProperty(TransformNode.prototype, "scaling", {
  20185. /**
  20186. * Gets or sets the scaling property : a Vector3 defining the node scaling along each local axis X, Y, Z (default is (0.0, 0.0, 0.0)).
  20187. */
  20188. get: function () {
  20189. return this._scaling;
  20190. },
  20191. set: function (newScaling) {
  20192. this._scaling = newScaling;
  20193. this._isDirty = true;
  20194. },
  20195. enumerable: true,
  20196. configurable: true
  20197. });
  20198. Object.defineProperty(TransformNode.prototype, "rotationQuaternion", {
  20199. /**
  20200. * Gets or sets the rotation Quaternion property : this a Quaternion object defining the node rotation by using a unit quaternion (null by default).
  20201. * If set, only the rotationQuaternion is then used to compute the node rotation (ie. node.rotation will be ignored)
  20202. */
  20203. get: function () {
  20204. return this._rotationQuaternion;
  20205. },
  20206. set: function (quaternion) {
  20207. this._rotationQuaternion = quaternion;
  20208. //reset the rotation vector.
  20209. if (quaternion) {
  20210. this.rotation.setAll(0.0);
  20211. }
  20212. },
  20213. enumerable: true,
  20214. configurable: true
  20215. });
  20216. Object.defineProperty(TransformNode.prototype, "forward", {
  20217. /**
  20218. * The forward direction of that transform in world space.
  20219. */
  20220. get: function () {
  20221. return BABYLON.Vector3.Normalize(BABYLON.Vector3.TransformNormal(this.getScene().useRightHandedSystem ? this._forwardInverted : this._forward, this.getWorldMatrix()));
  20222. },
  20223. enumerable: true,
  20224. configurable: true
  20225. });
  20226. Object.defineProperty(TransformNode.prototype, "up", {
  20227. /**
  20228. * The up direction of that transform in world space.
  20229. */
  20230. get: function () {
  20231. return BABYLON.Vector3.Normalize(BABYLON.Vector3.TransformNormal(this._up, this.getWorldMatrix()));
  20232. },
  20233. enumerable: true,
  20234. configurable: true
  20235. });
  20236. Object.defineProperty(TransformNode.prototype, "right", {
  20237. /**
  20238. * The right direction of that transform in world space.
  20239. */
  20240. get: function () {
  20241. return BABYLON.Vector3.Normalize(BABYLON.Vector3.TransformNormal(this.getScene().useRightHandedSystem ? this._rightInverted : this._right, this.getWorldMatrix()));
  20242. },
  20243. enumerable: true,
  20244. configurable: true
  20245. });
  20246. /**
  20247. * Copies the parameter passed Matrix into the mesh Pose matrix.
  20248. * @param matrix the matrix to copy the pose from
  20249. * @returns this TransformNode.
  20250. */
  20251. TransformNode.prototype.updatePoseMatrix = function (matrix) {
  20252. this._poseMatrix.copyFrom(matrix);
  20253. return this;
  20254. };
  20255. /**
  20256. * Returns the mesh Pose matrix.
  20257. * @returns the pose matrix
  20258. */
  20259. TransformNode.prototype.getPoseMatrix = function () {
  20260. return this._poseMatrix;
  20261. };
  20262. /** @hidden */
  20263. TransformNode.prototype._isSynchronized = function () {
  20264. if (this._isDirty) {
  20265. return false;
  20266. }
  20267. if (this.billboardMode !== this._cache.billboardMode || this.billboardMode !== TransformNode.BILLBOARDMODE_NONE) {
  20268. return false;
  20269. }
  20270. if (this._cache.pivotMatrixUpdated) {
  20271. return false;
  20272. }
  20273. if (this.infiniteDistance) {
  20274. return false;
  20275. }
  20276. if (!this._cache.position.equals(this._position)) {
  20277. return false;
  20278. }
  20279. if (this._rotationQuaternion) {
  20280. if (!this._cache.rotationQuaternion.equals(this._rotationQuaternion)) {
  20281. return false;
  20282. }
  20283. }
  20284. if (!this._cache.rotation.equals(this._rotation)) {
  20285. return false;
  20286. }
  20287. if (!this._cache.scaling.equals(this._scaling)) {
  20288. return false;
  20289. }
  20290. return true;
  20291. };
  20292. /** @hidden */
  20293. TransformNode.prototype._initCache = function () {
  20294. _super.prototype._initCache.call(this);
  20295. this._cache.localMatrixUpdated = false;
  20296. this._cache.position = BABYLON.Vector3.Zero();
  20297. this._cache.scaling = BABYLON.Vector3.Zero();
  20298. this._cache.rotation = BABYLON.Vector3.Zero();
  20299. this._cache.rotationQuaternion = new BABYLON.Quaternion(0, 0, 0, 0);
  20300. this._cache.billboardMode = -1;
  20301. this._cache.infiniteDistance = false;
  20302. };
  20303. /**
  20304. * Flag the transform node as dirty (Forcing it to update everything)
  20305. * @param property if set to "rotation" the objects rotationQuaternion will be set to null
  20306. * @returns this transform node
  20307. */
  20308. TransformNode.prototype.markAsDirty = function (property) {
  20309. if (property === "rotation") {
  20310. this.rotationQuaternion = null;
  20311. }
  20312. this._currentRenderId = Number.MAX_VALUE;
  20313. this._isDirty = true;
  20314. return this;
  20315. };
  20316. Object.defineProperty(TransformNode.prototype, "absolutePosition", {
  20317. /**
  20318. * Returns the current mesh absolute position.
  20319. * Returns a Vector3.
  20320. */
  20321. get: function () {
  20322. return this._absolutePosition;
  20323. },
  20324. enumerable: true,
  20325. configurable: true
  20326. });
  20327. /**
  20328. * Sets a new matrix to apply before all other transformation
  20329. * @param matrix defines the transform matrix
  20330. * @returns the current TransformNode
  20331. */
  20332. TransformNode.prototype.setPreTransformMatrix = function (matrix) {
  20333. return this.setPivotMatrix(matrix, false);
  20334. };
  20335. /**
  20336. * Sets a new pivot matrix to the current node
  20337. * @param matrix defines the new pivot matrix to use
  20338. * @param postMultiplyPivotMatrix defines if the pivot matrix must be cancelled in the world matrix. When this parameter is set to true (default), the inverse of the pivot matrix is also applied at the end to cancel the transformation effect
  20339. * @returns the current TransformNode
  20340. */
  20341. TransformNode.prototype.setPivotMatrix = function (matrix, postMultiplyPivotMatrix) {
  20342. if (postMultiplyPivotMatrix === void 0) { postMultiplyPivotMatrix = true; }
  20343. this._pivotMatrix.copyFrom(matrix);
  20344. this._cache.pivotMatrixUpdated = true;
  20345. this._postMultiplyPivotMatrix = postMultiplyPivotMatrix;
  20346. if (this._postMultiplyPivotMatrix) {
  20347. if (!this._pivotMatrixInverse) {
  20348. this._pivotMatrixInverse = BABYLON.Matrix.Invert(this._pivotMatrix);
  20349. }
  20350. else {
  20351. this._pivotMatrix.invertToRef(this._pivotMatrixInverse);
  20352. }
  20353. }
  20354. return this;
  20355. };
  20356. /**
  20357. * Returns the mesh pivot matrix.
  20358. * Default : Identity.
  20359. * @returns the matrix
  20360. */
  20361. TransformNode.prototype.getPivotMatrix = function () {
  20362. return this._pivotMatrix;
  20363. };
  20364. /**
  20365. * Prevents the World matrix to be computed any longer.
  20366. * @returns the TransformNode.
  20367. */
  20368. TransformNode.prototype.freezeWorldMatrix = function () {
  20369. this._isWorldMatrixFrozen = false; // no guarantee world is not already frozen, switch off temporarily
  20370. this.computeWorldMatrix(true);
  20371. this._isWorldMatrixFrozen = true;
  20372. return this;
  20373. };
  20374. /**
  20375. * Allows back the World matrix computation.
  20376. * @returns the TransformNode.
  20377. */
  20378. TransformNode.prototype.unfreezeWorldMatrix = function () {
  20379. this._isWorldMatrixFrozen = false;
  20380. this.computeWorldMatrix(true);
  20381. return this;
  20382. };
  20383. Object.defineProperty(TransformNode.prototype, "isWorldMatrixFrozen", {
  20384. /**
  20385. * True if the World matrix has been frozen.
  20386. */
  20387. get: function () {
  20388. return this._isWorldMatrixFrozen;
  20389. },
  20390. enumerable: true,
  20391. configurable: true
  20392. });
  20393. /**
  20394. * Retuns the mesh absolute position in the World.
  20395. * @returns a Vector3.
  20396. */
  20397. TransformNode.prototype.getAbsolutePosition = function () {
  20398. this.computeWorldMatrix();
  20399. return this._absolutePosition;
  20400. };
  20401. /**
  20402. * Sets the mesh absolute position in the World from a Vector3 or an Array(3).
  20403. * @param absolutePosition the absolute position to set
  20404. * @returns the TransformNode.
  20405. */
  20406. TransformNode.prototype.setAbsolutePosition = function (absolutePosition) {
  20407. if (!absolutePosition) {
  20408. return this;
  20409. }
  20410. var absolutePositionX;
  20411. var absolutePositionY;
  20412. var absolutePositionZ;
  20413. if (absolutePosition.x === undefined) {
  20414. if (arguments.length < 3) {
  20415. return this;
  20416. }
  20417. absolutePositionX = arguments[0];
  20418. absolutePositionY = arguments[1];
  20419. absolutePositionZ = arguments[2];
  20420. }
  20421. else {
  20422. absolutePositionX = absolutePosition.x;
  20423. absolutePositionY = absolutePosition.y;
  20424. absolutePositionZ = absolutePosition.z;
  20425. }
  20426. if (this.parent) {
  20427. var invertParentWorldMatrix = BABYLON.Tmp.Matrix[0];
  20428. this.parent.getWorldMatrix().invertToRef(invertParentWorldMatrix);
  20429. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(absolutePositionX, absolutePositionY, absolutePositionZ, invertParentWorldMatrix, this.position);
  20430. }
  20431. else {
  20432. this.position.x = absolutePositionX;
  20433. this.position.y = absolutePositionY;
  20434. this.position.z = absolutePositionZ;
  20435. }
  20436. return this;
  20437. };
  20438. /**
  20439. * Sets the mesh position in its local space.
  20440. * @param vector3 the position to set in localspace
  20441. * @returns the TransformNode.
  20442. */
  20443. TransformNode.prototype.setPositionWithLocalVector = function (vector3) {
  20444. this.computeWorldMatrix();
  20445. this.position = BABYLON.Vector3.TransformNormal(vector3, this._localMatrix);
  20446. return this;
  20447. };
  20448. /**
  20449. * Returns the mesh position in the local space from the current World matrix values.
  20450. * @returns a new Vector3.
  20451. */
  20452. TransformNode.prototype.getPositionExpressedInLocalSpace = function () {
  20453. this.computeWorldMatrix();
  20454. var invLocalWorldMatrix = BABYLON.Tmp.Matrix[0];
  20455. this._localMatrix.invertToRef(invLocalWorldMatrix);
  20456. return BABYLON.Vector3.TransformNormal(this.position, invLocalWorldMatrix);
  20457. };
  20458. /**
  20459. * Translates the mesh along the passed Vector3 in its local space.
  20460. * @param vector3 the distance to translate in localspace
  20461. * @returns the TransformNode.
  20462. */
  20463. TransformNode.prototype.locallyTranslate = function (vector3) {
  20464. this.computeWorldMatrix(true);
  20465. this.position = BABYLON.Vector3.TransformCoordinates(vector3, this._localMatrix);
  20466. return this;
  20467. };
  20468. /**
  20469. * Orients a mesh towards a target point. Mesh must be drawn facing user.
  20470. * @param targetPoint the position (must be in same space as current mesh) to look at
  20471. * @param yawCor optional yaw (y-axis) correction in radians
  20472. * @param pitchCor optional pitch (x-axis) correction in radians
  20473. * @param rollCor optional roll (z-axis) correction in radians
  20474. * @param space the choosen space of the target
  20475. * @returns the TransformNode.
  20476. */
  20477. TransformNode.prototype.lookAt = function (targetPoint, yawCor, pitchCor, rollCor, space) {
  20478. if (yawCor === void 0) { yawCor = 0; }
  20479. if (pitchCor === void 0) { pitchCor = 0; }
  20480. if (rollCor === void 0) { rollCor = 0; }
  20481. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  20482. var dv = TransformNode._lookAtVectorCache;
  20483. var pos = space === BABYLON.Space.LOCAL ? this.position : this.getAbsolutePosition();
  20484. targetPoint.subtractToRef(pos, dv);
  20485. this.setDirection(dv, yawCor, pitchCor, rollCor);
  20486. // Correct for parent's rotation offset
  20487. if (space === BABYLON.Space.WORLD && this.parent) {
  20488. if (this.rotationQuaternion) {
  20489. // Get local rotation matrix of the looking object
  20490. var rotationMatrix = BABYLON.Tmp.Matrix[0];
  20491. this.rotationQuaternion.toRotationMatrix(rotationMatrix);
  20492. // Offset rotation by parent's inverted rotation matrix to correct in world space
  20493. var parentRotationMatrix = BABYLON.Tmp.Matrix[1];
  20494. this.parent.getWorldMatrix().getRotationMatrixToRef(parentRotationMatrix);
  20495. parentRotationMatrix.invert();
  20496. rotationMatrix.multiplyToRef(parentRotationMatrix, rotationMatrix);
  20497. this.rotationQuaternion.fromRotationMatrix(rotationMatrix);
  20498. }
  20499. else {
  20500. // Get local rotation matrix of the looking object
  20501. var quaternionRotation = BABYLON.Tmp.Quaternion[0];
  20502. BABYLON.Quaternion.FromEulerVectorToRef(this.rotation, quaternionRotation);
  20503. var rotationMatrix = BABYLON.Tmp.Matrix[0];
  20504. quaternionRotation.toRotationMatrix(rotationMatrix);
  20505. // Offset rotation by parent's inverted rotation matrix to correct in world space
  20506. var parentRotationMatrix = BABYLON.Tmp.Matrix[1];
  20507. this.parent.getWorldMatrix().getRotationMatrixToRef(parentRotationMatrix);
  20508. parentRotationMatrix.invert();
  20509. rotationMatrix.multiplyToRef(parentRotationMatrix, rotationMatrix);
  20510. quaternionRotation.fromRotationMatrix(rotationMatrix);
  20511. quaternionRotation.toEulerAnglesToRef(this.rotation);
  20512. }
  20513. }
  20514. return this;
  20515. };
  20516. /**
  20517. * Returns a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh.
  20518. * This Vector3 is expressed in the World space.
  20519. * @param localAxis axis to rotate
  20520. * @returns a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh.
  20521. */
  20522. TransformNode.prototype.getDirection = function (localAxis) {
  20523. var result = BABYLON.Vector3.Zero();
  20524. this.getDirectionToRef(localAxis, result);
  20525. return result;
  20526. };
  20527. /**
  20528. * Sets the Vector3 "result" as the rotated Vector3 "localAxis" in the same rotation than the mesh.
  20529. * localAxis is expressed in the mesh local space.
  20530. * result is computed in the Wordl space from the mesh World matrix.
  20531. * @param localAxis axis to rotate
  20532. * @param result the resulting transformnode
  20533. * @returns this TransformNode.
  20534. */
  20535. TransformNode.prototype.getDirectionToRef = function (localAxis, result) {
  20536. BABYLON.Vector3.TransformNormalToRef(localAxis, this.getWorldMatrix(), result);
  20537. return this;
  20538. };
  20539. /**
  20540. * Sets this transform node rotation to the given local axis.
  20541. * @param localAxis the axis in local space
  20542. * @param yawCor optional yaw (y-axis) correction in radians
  20543. * @param pitchCor optional pitch (x-axis) correction in radians
  20544. * @param rollCor optional roll (z-axis) correction in radians
  20545. * @returns this TransformNode
  20546. */
  20547. TransformNode.prototype.setDirection = function (localAxis, yawCor, pitchCor, rollCor) {
  20548. if (yawCor === void 0) { yawCor = 0; }
  20549. if (pitchCor === void 0) { pitchCor = 0; }
  20550. if (rollCor === void 0) { rollCor = 0; }
  20551. var yaw = -Math.atan2(localAxis.z, localAxis.x) + Math.PI / 2;
  20552. var len = Math.sqrt(localAxis.x * localAxis.x + localAxis.z * localAxis.z);
  20553. var pitch = -Math.atan2(localAxis.y, len);
  20554. if (this.rotationQuaternion) {
  20555. BABYLON.Quaternion.RotationYawPitchRollToRef(yaw + yawCor, pitch + pitchCor, rollCor, this.rotationQuaternion);
  20556. }
  20557. else {
  20558. this.rotation.x = pitch + pitchCor;
  20559. this.rotation.y = yaw + yawCor;
  20560. this.rotation.z = rollCor;
  20561. }
  20562. return this;
  20563. };
  20564. /**
  20565. * Sets a new pivot point to the current node
  20566. * @param point defines the new pivot point to use
  20567. * @param space defines if the point is in world or local space (local by default)
  20568. * @returns the current TransformNode
  20569. */
  20570. TransformNode.prototype.setPivotPoint = function (point, space) {
  20571. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  20572. if (this.getScene().getRenderId() == 0) {
  20573. this.computeWorldMatrix(true);
  20574. }
  20575. var wm = this.getWorldMatrix();
  20576. if (space == BABYLON.Space.WORLD) {
  20577. var tmat = BABYLON.Tmp.Matrix[0];
  20578. wm.invertToRef(tmat);
  20579. point = BABYLON.Vector3.TransformCoordinates(point, tmat);
  20580. }
  20581. return this.setPivotMatrix(BABYLON.Matrix.Translation(-point.x, -point.y, -point.z), true);
  20582. };
  20583. /**
  20584. * Returns a new Vector3 set with the mesh pivot point coordinates in the local space.
  20585. * @returns the pivot point
  20586. */
  20587. TransformNode.prototype.getPivotPoint = function () {
  20588. var point = BABYLON.Vector3.Zero();
  20589. this.getPivotPointToRef(point);
  20590. return point;
  20591. };
  20592. /**
  20593. * Sets the passed Vector3 "result" with the coordinates of the mesh pivot point in the local space.
  20594. * @param result the vector3 to store the result
  20595. * @returns this TransformNode.
  20596. */
  20597. TransformNode.prototype.getPivotPointToRef = function (result) {
  20598. result.x = -this._pivotMatrix.m[12];
  20599. result.y = -this._pivotMatrix.m[13];
  20600. result.z = -this._pivotMatrix.m[14];
  20601. return this;
  20602. };
  20603. /**
  20604. * Returns a new Vector3 set with the mesh pivot point World coordinates.
  20605. * @returns a new Vector3 set with the mesh pivot point World coordinates.
  20606. */
  20607. TransformNode.prototype.getAbsolutePivotPoint = function () {
  20608. var point = BABYLON.Vector3.Zero();
  20609. this.getAbsolutePivotPointToRef(point);
  20610. return point;
  20611. };
  20612. /**
  20613. * Sets the Vector3 "result" coordinates with the mesh pivot point World coordinates.
  20614. * @param result vector3 to store the result
  20615. * @returns this TransformNode.
  20616. */
  20617. TransformNode.prototype.getAbsolutePivotPointToRef = function (result) {
  20618. result.x = this._pivotMatrix.m[12];
  20619. result.y = this._pivotMatrix.m[13];
  20620. result.z = this._pivotMatrix.m[14];
  20621. this.getPivotPointToRef(result);
  20622. BABYLON.Vector3.TransformCoordinatesToRef(result, this.getWorldMatrix(), result);
  20623. return this;
  20624. };
  20625. /**
  20626. * Defines the passed node as the parent of the current node.
  20627. * The node will remain exactly where it is and its position / rotation will be updated accordingly
  20628. * @param node the node ot set as the parent
  20629. * @returns this TransformNode.
  20630. */
  20631. TransformNode.prototype.setParent = function (node) {
  20632. if (!node && !this.parent) {
  20633. return this;
  20634. }
  20635. var quatRotation = BABYLON.Tmp.Quaternion[0];
  20636. var position = BABYLON.Tmp.Vector3[0];
  20637. var scale = BABYLON.Tmp.Vector3[1];
  20638. if (!node) {
  20639. if (this.parent && this.parent.computeWorldMatrix) {
  20640. this.parent.computeWorldMatrix(true);
  20641. }
  20642. this.computeWorldMatrix(true);
  20643. this.getWorldMatrix().decompose(scale, quatRotation, position);
  20644. }
  20645. else {
  20646. var diffMatrix = BABYLON.Tmp.Matrix[0];
  20647. var invParentMatrix = BABYLON.Tmp.Matrix[1];
  20648. this.computeWorldMatrix(true);
  20649. node.computeWorldMatrix(true);
  20650. node.getWorldMatrix().invertToRef(invParentMatrix);
  20651. this.getWorldMatrix().multiplyToRef(invParentMatrix, diffMatrix);
  20652. diffMatrix.decompose(scale, quatRotation, position);
  20653. }
  20654. if (this.rotationQuaternion) {
  20655. this.rotationQuaternion.copyFrom(quatRotation);
  20656. }
  20657. else {
  20658. quatRotation.toEulerAnglesToRef(this.rotation);
  20659. }
  20660. this.scaling.copyFrom(scale);
  20661. this.position.copyFrom(position);
  20662. this.parent = node;
  20663. return this;
  20664. };
  20665. Object.defineProperty(TransformNode.prototype, "nonUniformScaling", {
  20666. /**
  20667. * True if the scaling property of this object is non uniform eg. (1,2,1)
  20668. */
  20669. get: function () {
  20670. return this._nonUniformScaling;
  20671. },
  20672. enumerable: true,
  20673. configurable: true
  20674. });
  20675. /** @hidden */
  20676. TransformNode.prototype._updateNonUniformScalingState = function (value) {
  20677. if (this._nonUniformScaling === value) {
  20678. return false;
  20679. }
  20680. this._nonUniformScaling = value;
  20681. return true;
  20682. };
  20683. /**
  20684. * Attach the current TransformNode to another TransformNode associated with a bone
  20685. * @param bone Bone affecting the TransformNode
  20686. * @param affectedTransformNode TransformNode associated with the bone
  20687. * @returns this object
  20688. */
  20689. TransformNode.prototype.attachToBone = function (bone, affectedTransformNode) {
  20690. this._transformToBoneReferal = affectedTransformNode;
  20691. this.parent = bone;
  20692. if (bone.getWorldMatrix().determinant() < 0) {
  20693. this.scalingDeterminant *= -1;
  20694. }
  20695. return this;
  20696. };
  20697. /**
  20698. * Detach the transform node if its associated with a bone
  20699. * @returns this object
  20700. */
  20701. TransformNode.prototype.detachFromBone = function () {
  20702. if (!this.parent) {
  20703. return this;
  20704. }
  20705. if (this.parent.getWorldMatrix().determinant() < 0) {
  20706. this.scalingDeterminant *= -1;
  20707. }
  20708. this._transformToBoneReferal = null;
  20709. this.parent = null;
  20710. return this;
  20711. };
  20712. /**
  20713. * Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in the given space.
  20714. * space (default LOCAL) can be either BABYLON.Space.LOCAL, either BABYLON.Space.WORLD.
  20715. * Note that the property `rotationQuaternion` is then automatically updated and the property `rotation` is set to (0,0,0) and no longer used.
  20716. * The passed axis is also normalized.
  20717. * @param axis the axis to rotate around
  20718. * @param amount the amount to rotate in radians
  20719. * @param space Space to rotate in (Default: local)
  20720. * @returns the TransformNode.
  20721. */
  20722. TransformNode.prototype.rotate = function (axis, amount, space) {
  20723. axis.normalize();
  20724. if (!this.rotationQuaternion) {
  20725. this.rotationQuaternion = this.rotation.toQuaternion();
  20726. this.rotation.setAll(0);
  20727. }
  20728. var rotationQuaternion;
  20729. if (!space || space === BABYLON.Space.LOCAL) {
  20730. rotationQuaternion = BABYLON.Quaternion.RotationAxisToRef(axis, amount, TransformNode._rotationAxisCache);
  20731. this.rotationQuaternion.multiplyToRef(rotationQuaternion, this.rotationQuaternion);
  20732. }
  20733. else {
  20734. if (this.parent) {
  20735. var invertParentWorldMatrix = BABYLON.Tmp.Matrix[0];
  20736. this.parent.getWorldMatrix().invertToRef(invertParentWorldMatrix);
  20737. axis = BABYLON.Vector3.TransformNormal(axis, invertParentWorldMatrix);
  20738. }
  20739. rotationQuaternion = BABYLON.Quaternion.RotationAxisToRef(axis, amount, TransformNode._rotationAxisCache);
  20740. rotationQuaternion.multiplyToRef(this.rotationQuaternion, this.rotationQuaternion);
  20741. }
  20742. return this;
  20743. };
  20744. /**
  20745. * Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in world space.
  20746. * Note that the property `rotationQuaternion` is then automatically updated and the property `rotation` is set to (0,0,0) and no longer used.
  20747. * The passed axis is also normalized. .
  20748. * Method is based on http://www.euclideanspace.com/maths/geometry/affine/aroundPoint/index.htm
  20749. * @param point the point to rotate around
  20750. * @param axis the axis to rotate around
  20751. * @param amount the amount to rotate in radians
  20752. * @returns the TransformNode
  20753. */
  20754. TransformNode.prototype.rotateAround = function (point, axis, amount) {
  20755. axis.normalize();
  20756. if (!this.rotationQuaternion) {
  20757. this.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(this.rotation.y, this.rotation.x, this.rotation.z);
  20758. this.rotation.setAll(0);
  20759. }
  20760. var tmpVector = BABYLON.Tmp.Vector3[0];
  20761. var finalScale = BABYLON.Tmp.Vector3[1];
  20762. var finalTranslation = BABYLON.Tmp.Vector3[2];
  20763. var finalRotation = BABYLON.Tmp.Quaternion[0];
  20764. var translationMatrix = BABYLON.Tmp.Matrix[0]; // T
  20765. var translationMatrixInv = BABYLON.Tmp.Matrix[1]; // T'
  20766. var rotationMatrix = BABYLON.Tmp.Matrix[2]; // R
  20767. var finalMatrix = BABYLON.Tmp.Matrix[3]; // T' x R x T
  20768. point.subtractToRef(this.position, tmpVector);
  20769. BABYLON.Matrix.TranslationToRef(tmpVector.x, tmpVector.y, tmpVector.z, translationMatrix); // T
  20770. BABYLON.Matrix.TranslationToRef(-tmpVector.x, -tmpVector.y, -tmpVector.z, translationMatrixInv); // T'
  20771. BABYLON.Matrix.RotationAxisToRef(axis, amount, rotationMatrix); // R
  20772. translationMatrixInv.multiplyToRef(rotationMatrix, finalMatrix); // T' x R
  20773. finalMatrix.multiplyToRef(translationMatrix, finalMatrix); // T' x R x T
  20774. finalMatrix.decompose(finalScale, finalRotation, finalTranslation);
  20775. this.position.addInPlace(finalTranslation);
  20776. finalRotation.multiplyToRef(this.rotationQuaternion, this.rotationQuaternion);
  20777. return this;
  20778. };
  20779. /**
  20780. * Translates the mesh along the axis vector for the passed distance in the given space.
  20781. * space (default LOCAL) can be either BABYLON.Space.LOCAL, either BABYLON.Space.WORLD.
  20782. * @param axis the axis to translate in
  20783. * @param distance the distance to translate
  20784. * @param space Space to rotate in (Default: local)
  20785. * @returns the TransformNode.
  20786. */
  20787. TransformNode.prototype.translate = function (axis, distance, space) {
  20788. var displacementVector = axis.scale(distance);
  20789. if (!space || space === BABYLON.Space.LOCAL) {
  20790. var tempV3 = this.getPositionExpressedInLocalSpace().add(displacementVector);
  20791. this.setPositionWithLocalVector(tempV3);
  20792. }
  20793. else {
  20794. this.setAbsolutePosition(this.getAbsolutePosition().add(displacementVector));
  20795. }
  20796. return this;
  20797. };
  20798. /**
  20799. * Adds a rotation step to the mesh current rotation.
  20800. * x, y, z are Euler angles expressed in radians.
  20801. * This methods updates the current mesh rotation, either mesh.rotation, either mesh.rotationQuaternion if it's set.
  20802. * This means this rotation is made in the mesh local space only.
  20803. * It's useful to set a custom rotation order different from the BJS standard one YXZ.
  20804. * Example : this rotates the mesh first around its local X axis, then around its local Z axis, finally around its local Y axis.
  20805. * ```javascript
  20806. * mesh.addRotation(x1, 0, 0).addRotation(0, 0, z2).addRotation(0, 0, y3);
  20807. * ```
  20808. * Note that `addRotation()` accumulates the passed rotation values to the current ones and computes the .rotation or .rotationQuaternion updated values.
  20809. * Under the hood, only quaternions are used. So it's a little faster is you use .rotationQuaternion because it doesn't need to translate them back to Euler angles.
  20810. * @param x Rotation to add
  20811. * @param y Rotation to add
  20812. * @param z Rotation to add
  20813. * @returns the TransformNode.
  20814. */
  20815. TransformNode.prototype.addRotation = function (x, y, z) {
  20816. var rotationQuaternion;
  20817. if (this.rotationQuaternion) {
  20818. rotationQuaternion = this.rotationQuaternion;
  20819. }
  20820. else {
  20821. rotationQuaternion = BABYLON.Tmp.Quaternion[1];
  20822. BABYLON.Quaternion.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, this.rotation.z, rotationQuaternion);
  20823. }
  20824. var accumulation = BABYLON.Tmp.Quaternion[0];
  20825. BABYLON.Quaternion.RotationYawPitchRollToRef(y, x, z, accumulation);
  20826. rotationQuaternion.multiplyInPlace(accumulation);
  20827. if (!this.rotationQuaternion) {
  20828. rotationQuaternion.toEulerAnglesToRef(this.rotation);
  20829. }
  20830. return this;
  20831. };
  20832. /**
  20833. * Computes the world matrix of the node
  20834. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  20835. * @returns the world matrix
  20836. */
  20837. TransformNode.prototype.computeWorldMatrix = function (force) {
  20838. if (this._isWorldMatrixFrozen) {
  20839. return this._worldMatrix;
  20840. }
  20841. if (!force && this.isSynchronized()) {
  20842. this._currentRenderId = this.getScene().getRenderId();
  20843. return this._worldMatrix;
  20844. }
  20845. this._updateCache();
  20846. this._cache.position.copyFrom(this.position);
  20847. this._cache.scaling.copyFrom(this.scaling);
  20848. this._cache.pivotMatrixUpdated = false;
  20849. this._cache.billboardMode = this.billboardMode;
  20850. this._cache.infiniteDistance = this.infiniteDistance;
  20851. this._currentRenderId = this.getScene().getRenderId();
  20852. this._childRenderId = this.getScene().getRenderId();
  20853. this._isDirty = false;
  20854. // Scaling
  20855. BABYLON.Matrix.ScalingToRef(this.scaling.x * this.scalingDeterminant, this.scaling.y * this.scalingDeterminant, this.scaling.z * this.scalingDeterminant, BABYLON.Tmp.Matrix[1]);
  20856. // Rotation
  20857. //rotate, if quaternion is set and rotation was used
  20858. if (this.rotationQuaternion) {
  20859. var len = this.rotation.length();
  20860. if (len) {
  20861. this.rotationQuaternion.multiplyInPlace(BABYLON.Quaternion.RotationYawPitchRoll(this.rotation.y, this.rotation.x, this.rotation.z));
  20862. this.rotation.copyFromFloats(0, 0, 0);
  20863. }
  20864. }
  20865. if (this.rotationQuaternion) {
  20866. this.rotationQuaternion.toRotationMatrix(BABYLON.Tmp.Matrix[0]);
  20867. this._cache.rotationQuaternion.copyFrom(this.rotationQuaternion);
  20868. }
  20869. else {
  20870. BABYLON.Matrix.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, this.rotation.z, BABYLON.Tmp.Matrix[0]);
  20871. this._cache.rotation.copyFrom(this.rotation);
  20872. }
  20873. // Translation
  20874. var camera = this.getScene().activeCamera;
  20875. if (this.infiniteDistance && !this.parent && camera) {
  20876. var cameraWorldMatrix = camera.getWorldMatrix();
  20877. var cameraGlobalPosition = new BABYLON.Vector3(cameraWorldMatrix.m[12], cameraWorldMatrix.m[13], cameraWorldMatrix.m[14]);
  20878. BABYLON.Matrix.TranslationToRef(this.position.x + cameraGlobalPosition.x, this.position.y + cameraGlobalPosition.y, this.position.z + cameraGlobalPosition.z, BABYLON.Tmp.Matrix[2]);
  20879. }
  20880. else {
  20881. BABYLON.Matrix.TranslationToRef(this.position.x, this.position.y, this.position.z, BABYLON.Tmp.Matrix[2]);
  20882. }
  20883. // Composing transformations
  20884. this._pivotMatrix.multiplyToRef(BABYLON.Tmp.Matrix[1], BABYLON.Tmp.Matrix[4]);
  20885. BABYLON.Tmp.Matrix[4].multiplyToRef(BABYLON.Tmp.Matrix[0], BABYLON.Tmp.Matrix[5]);
  20886. // Billboarding (testing PG:http://www.babylonjs-playground.com/#UJEIL#13)
  20887. if (this.billboardMode !== TransformNode.BILLBOARDMODE_NONE && camera) {
  20888. if ((this.billboardMode & TransformNode.BILLBOARDMODE_ALL) !== TransformNode.BILLBOARDMODE_ALL) {
  20889. // Need to decompose each rotation here
  20890. var currentPosition = BABYLON.Tmp.Vector3[3];
  20891. if (this.parent && this.parent.getWorldMatrix) {
  20892. if (this._transformToBoneReferal) {
  20893. this.parent.getWorldMatrix().multiplyToRef(this._transformToBoneReferal.getWorldMatrix(), BABYLON.Tmp.Matrix[6]);
  20894. BABYLON.Vector3.TransformCoordinatesToRef(this.position, BABYLON.Tmp.Matrix[6], currentPosition);
  20895. }
  20896. else {
  20897. BABYLON.Vector3.TransformCoordinatesToRef(this.position, this.parent.getWorldMatrix(), currentPosition);
  20898. }
  20899. }
  20900. else {
  20901. currentPosition.copyFrom(this.position);
  20902. }
  20903. currentPosition.subtractInPlace(camera.globalPosition);
  20904. var finalEuler = BABYLON.Tmp.Vector3[4].copyFromFloats(0, 0, 0);
  20905. if ((this.billboardMode & TransformNode.BILLBOARDMODE_X) === TransformNode.BILLBOARDMODE_X) {
  20906. finalEuler.x = Math.atan2(-currentPosition.y, currentPosition.z);
  20907. }
  20908. if ((this.billboardMode & TransformNode.BILLBOARDMODE_Y) === TransformNode.BILLBOARDMODE_Y) {
  20909. finalEuler.y = Math.atan2(currentPosition.x, currentPosition.z);
  20910. }
  20911. if ((this.billboardMode & TransformNode.BILLBOARDMODE_Z) === TransformNode.BILLBOARDMODE_Z) {
  20912. finalEuler.z = Math.atan2(currentPosition.y, currentPosition.x);
  20913. }
  20914. BABYLON.Matrix.RotationYawPitchRollToRef(finalEuler.y, finalEuler.x, finalEuler.z, BABYLON.Tmp.Matrix[0]);
  20915. }
  20916. else {
  20917. BABYLON.Tmp.Matrix[1].copyFrom(camera.getViewMatrix());
  20918. BABYLON.Tmp.Matrix[1].setTranslationFromFloats(0, 0, 0);
  20919. BABYLON.Tmp.Matrix[1].invertToRef(BABYLON.Tmp.Matrix[0]);
  20920. }
  20921. BABYLON.Tmp.Matrix[1].copyFrom(BABYLON.Tmp.Matrix[5]);
  20922. BABYLON.Tmp.Matrix[1].multiplyToRef(BABYLON.Tmp.Matrix[0], BABYLON.Tmp.Matrix[5]);
  20923. }
  20924. // Post multiply inverse of pivotMatrix
  20925. if (this._postMultiplyPivotMatrix) {
  20926. BABYLON.Tmp.Matrix[5].multiplyToRef(this._pivotMatrixInverse, BABYLON.Tmp.Matrix[5]);
  20927. }
  20928. // Local world
  20929. BABYLON.Tmp.Matrix[5].multiplyToRef(BABYLON.Tmp.Matrix[2], this._localMatrix);
  20930. // Parent
  20931. if (this.parent && this.parent.getWorldMatrix) {
  20932. if (this.billboardMode !== TransformNode.BILLBOARDMODE_NONE) {
  20933. if (this._transformToBoneReferal) {
  20934. this.parent.getWorldMatrix().multiplyToRef(this._transformToBoneReferal.getWorldMatrix(), BABYLON.Tmp.Matrix[6]);
  20935. BABYLON.Tmp.Matrix[5].copyFrom(BABYLON.Tmp.Matrix[6]);
  20936. }
  20937. else {
  20938. BABYLON.Tmp.Matrix[5].copyFrom(this.parent.getWorldMatrix());
  20939. }
  20940. this._localMatrix.getTranslationToRef(BABYLON.Tmp.Vector3[5]);
  20941. BABYLON.Vector3.TransformCoordinatesToRef(BABYLON.Tmp.Vector3[5], BABYLON.Tmp.Matrix[5], BABYLON.Tmp.Vector3[5]);
  20942. this._worldMatrix.copyFrom(this._localMatrix);
  20943. this._worldMatrix.setTranslation(BABYLON.Tmp.Vector3[5]);
  20944. }
  20945. else {
  20946. if (this._transformToBoneReferal) {
  20947. this._localMatrix.multiplyToRef(this.parent.getWorldMatrix(), BABYLON.Tmp.Matrix[6]);
  20948. BABYLON.Tmp.Matrix[6].multiplyToRef(this._transformToBoneReferal.getWorldMatrix(), this._worldMatrix);
  20949. }
  20950. else {
  20951. this._localMatrix.multiplyToRef(this.parent.getWorldMatrix(), this._worldMatrix);
  20952. }
  20953. }
  20954. this._markSyncedWithParent();
  20955. }
  20956. else {
  20957. this._worldMatrix.copyFrom(this._localMatrix);
  20958. }
  20959. // Normal matrix
  20960. if (!this.ignoreNonUniformScaling) {
  20961. if (this.scaling.isNonUniform) {
  20962. this._updateNonUniformScalingState(true);
  20963. }
  20964. else if (this.parent && this.parent._nonUniformScaling) {
  20965. this._updateNonUniformScalingState(this.parent._nonUniformScaling);
  20966. }
  20967. else {
  20968. this._updateNonUniformScalingState(false);
  20969. }
  20970. }
  20971. else {
  20972. this._updateNonUniformScalingState(false);
  20973. }
  20974. this._afterComputeWorldMatrix();
  20975. // Absolute position
  20976. this._absolutePosition.copyFromFloats(this._worldMatrix.m[12], this._worldMatrix.m[13], this._worldMatrix.m[14]);
  20977. // Callbacks
  20978. this.onAfterWorldMatrixUpdateObservable.notifyObservers(this);
  20979. if (!this._poseMatrix) {
  20980. this._poseMatrix = BABYLON.Matrix.Invert(this._worldMatrix);
  20981. }
  20982. // Cache the determinant
  20983. this._worldMatrixDeterminant = this._worldMatrix.determinant();
  20984. return this._worldMatrix;
  20985. };
  20986. TransformNode.prototype._afterComputeWorldMatrix = function () {
  20987. };
  20988. /**
  20989. * If you'd like to be called back after the mesh position, rotation or scaling has been updated.
  20990. * @param func callback function to add
  20991. *
  20992. * @returns the TransformNode.
  20993. */
  20994. TransformNode.prototype.registerAfterWorldMatrixUpdate = function (func) {
  20995. this.onAfterWorldMatrixUpdateObservable.add(func);
  20996. return this;
  20997. };
  20998. /**
  20999. * Removes a registered callback function.
  21000. * @param func callback function to remove
  21001. * @returns the TransformNode.
  21002. */
  21003. TransformNode.prototype.unregisterAfterWorldMatrixUpdate = function (func) {
  21004. this.onAfterWorldMatrixUpdateObservable.removeCallback(func);
  21005. return this;
  21006. };
  21007. /**
  21008. * Gets the position of the current mesh in camera space
  21009. * @param camera defines the camera to use
  21010. * @returns a position
  21011. */
  21012. TransformNode.prototype.getPositionInCameraSpace = function (camera) {
  21013. if (camera === void 0) { camera = null; }
  21014. if (!camera) {
  21015. camera = this.getScene().activeCamera;
  21016. }
  21017. return BABYLON.Vector3.TransformCoordinates(this.absolutePosition, camera.getViewMatrix());
  21018. };
  21019. /**
  21020. * Returns the distance from the mesh to the active camera
  21021. * @param camera defines the camera to use
  21022. * @returns the distance
  21023. */
  21024. TransformNode.prototype.getDistanceToCamera = function (camera) {
  21025. if (camera === void 0) { camera = null; }
  21026. if (!camera) {
  21027. camera = this.getScene().activeCamera;
  21028. }
  21029. return this.absolutePosition.subtract(camera.position).length();
  21030. };
  21031. /**
  21032. * Clone the current transform node
  21033. * @param name Name of the new clone
  21034. * @param newParent New parent for the clone
  21035. * @param doNotCloneChildren Do not clone children hierarchy
  21036. * @returns the new transform node
  21037. */
  21038. TransformNode.prototype.clone = function (name, newParent, doNotCloneChildren) {
  21039. var _this = this;
  21040. var result = BABYLON.SerializationHelper.Clone(function () { return new TransformNode(name, _this.getScene()); }, this);
  21041. result.name = name;
  21042. result.id = name;
  21043. if (newParent) {
  21044. result.parent = newParent;
  21045. }
  21046. if (!doNotCloneChildren) {
  21047. // Children
  21048. var directDescendants = this.getDescendants(true);
  21049. for (var index = 0; index < directDescendants.length; index++) {
  21050. var child = directDescendants[index];
  21051. if (child.clone) {
  21052. child.clone(name + "." + child.name, result);
  21053. }
  21054. }
  21055. }
  21056. return result;
  21057. };
  21058. /**
  21059. * Serializes the objects information.
  21060. * @param currentSerializationObject defines the object to serialize in
  21061. * @returns the serialized object
  21062. */
  21063. TransformNode.prototype.serialize = function (currentSerializationObject) {
  21064. var serializationObject = BABYLON.SerializationHelper.Serialize(this, currentSerializationObject);
  21065. serializationObject.type = this.getClassName();
  21066. // Parent
  21067. if (this.parent) {
  21068. serializationObject.parentId = this.parent.id;
  21069. }
  21070. if (BABYLON.Tags && BABYLON.Tags.HasTags(this)) {
  21071. serializationObject.tags = BABYLON.Tags.GetTags(this);
  21072. }
  21073. serializationObject.localMatrix = this.getPivotMatrix().asArray();
  21074. serializationObject.isEnabled = this.isEnabled();
  21075. // Parent
  21076. if (this.parent) {
  21077. serializationObject.parentId = this.parent.id;
  21078. }
  21079. return serializationObject;
  21080. };
  21081. // Statics
  21082. /**
  21083. * Returns a new TransformNode object parsed from the source provided.
  21084. * @param parsedTransformNode is the source.
  21085. * @param scene the scne the object belongs to
  21086. * @param rootUrl is a string, it's the root URL to prefix the `delayLoadingFile` property with
  21087. * @returns a new TransformNode object parsed from the source provided.
  21088. */
  21089. TransformNode.Parse = function (parsedTransformNode, scene, rootUrl) {
  21090. var transformNode = BABYLON.SerializationHelper.Parse(function () { return new TransformNode(parsedTransformNode.name, scene); }, parsedTransformNode, scene, rootUrl);
  21091. if (BABYLON.Tags) {
  21092. BABYLON.Tags.AddTagsTo(transformNode, parsedTransformNode.tags);
  21093. }
  21094. if (parsedTransformNode.localMatrix) {
  21095. transformNode.setPreTransformMatrix(BABYLON.Matrix.FromArray(parsedTransformNode.localMatrix));
  21096. }
  21097. else if (parsedTransformNode.pivotMatrix) {
  21098. transformNode.setPivotMatrix(BABYLON.Matrix.FromArray(parsedTransformNode.pivotMatrix));
  21099. }
  21100. transformNode.setEnabled(parsedTransformNode.isEnabled);
  21101. // Parent
  21102. if (parsedTransformNode.parentId) {
  21103. transformNode._waitingParentId = parsedTransformNode.parentId;
  21104. }
  21105. return transformNode;
  21106. };
  21107. /**
  21108. * Releases resources associated with this transform node.
  21109. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  21110. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  21111. */
  21112. TransformNode.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {
  21113. if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }
  21114. // Animations
  21115. this.getScene().stopAnimation(this);
  21116. // Remove from scene
  21117. this.getScene().removeTransformNode(this);
  21118. this.onAfterWorldMatrixUpdateObservable.clear();
  21119. _super.prototype.dispose.call(this, doNotRecurse, disposeMaterialAndTextures);
  21120. };
  21121. // Statics
  21122. /**
  21123. * Object will not rotate to face the camera
  21124. */
  21125. TransformNode.BILLBOARDMODE_NONE = 0;
  21126. /**
  21127. * Object will rotate to face the camera but only on the x axis
  21128. */
  21129. TransformNode.BILLBOARDMODE_X = 1;
  21130. /**
  21131. * Object will rotate to face the camera but only on the y axis
  21132. */
  21133. TransformNode.BILLBOARDMODE_Y = 2;
  21134. /**
  21135. * Object will rotate to face the camera but only on the z axis
  21136. */
  21137. TransformNode.BILLBOARDMODE_Z = 4;
  21138. /**
  21139. * Object will rotate to face the camera
  21140. */
  21141. TransformNode.BILLBOARDMODE_ALL = 7;
  21142. TransformNode._lookAtVectorCache = new BABYLON.Vector3(0, 0, 0);
  21143. TransformNode._rotationAxisCache = new BABYLON.Quaternion();
  21144. __decorate([
  21145. BABYLON.serializeAsVector3("position")
  21146. ], TransformNode.prototype, "_position", void 0);
  21147. __decorate([
  21148. BABYLON.serializeAsVector3("rotation")
  21149. ], TransformNode.prototype, "_rotation", void 0);
  21150. __decorate([
  21151. BABYLON.serializeAsQuaternion("rotationQuaternion")
  21152. ], TransformNode.prototype, "_rotationQuaternion", void 0);
  21153. __decorate([
  21154. BABYLON.serializeAsVector3("scaling")
  21155. ], TransformNode.prototype, "_scaling", void 0);
  21156. __decorate([
  21157. BABYLON.serialize()
  21158. ], TransformNode.prototype, "billboardMode", void 0);
  21159. __decorate([
  21160. BABYLON.serialize()
  21161. ], TransformNode.prototype, "scalingDeterminant", void 0);
  21162. __decorate([
  21163. BABYLON.serialize()
  21164. ], TransformNode.prototype, "infiniteDistance", void 0);
  21165. __decorate([
  21166. BABYLON.serialize()
  21167. ], TransformNode.prototype, "ignoreNonUniformScaling", void 0);
  21168. return TransformNode;
  21169. }(BABYLON.Node));
  21170. BABYLON.TransformNode = TransformNode;
  21171. })(BABYLON || (BABYLON = {}));
  21172. //# sourceMappingURL=babylon.transformNode.js.map
  21173. var BABYLON;
  21174. (function (BABYLON) {
  21175. /** @hidden */
  21176. var _FacetDataStorage = /** @class */ (function () {
  21177. function _FacetDataStorage() {
  21178. this.facetNb = 0; // facet number
  21179. this.partitioningSubdivisions = 10; // number of subdivisions per axis in the partioning space
  21180. this.partitioningBBoxRatio = 1.01; // the partioning array space is by default 1% bigger than the bounding box
  21181. this.facetDataEnabled = false; // is the facet data feature enabled on this mesh ?
  21182. this.facetParameters = {}; // keep a reference to the object parameters to avoid memory re-allocation
  21183. this.bbSize = BABYLON.Vector3.Zero(); // bbox size approximated for facet data
  21184. this.subDiv = {
  21185. max: 1,
  21186. X: 1,
  21187. Y: 1,
  21188. Z: 1
  21189. };
  21190. this.facetDepthSort = false; // is the facet depth sort to be computed
  21191. this.facetDepthSortEnabled = false; // is the facet depth sort initialized
  21192. }
  21193. return _FacetDataStorage;
  21194. }());
  21195. /**
  21196. * Class used to store all common mesh properties
  21197. */
  21198. var AbstractMesh = /** @class */ (function (_super) {
  21199. __extends(AbstractMesh, _super);
  21200. // Constructor
  21201. /**
  21202. * Creates a new AbstractMesh
  21203. * @param name defines the name of the mesh
  21204. * @param scene defines the hosting scene
  21205. */
  21206. function AbstractMesh(name, scene) {
  21207. if (scene === void 0) { scene = null; }
  21208. var _this = _super.call(this, name, scene, false) || this;
  21209. _this._facetData = new _FacetDataStorage();
  21210. /** Gets ot sets the culling strategy to use to find visible meshes */
  21211. _this.cullingStrategy = AbstractMesh.CULLINGSTRATEGY_STANDARD;
  21212. // Events
  21213. /**
  21214. * An event triggered when this mesh collides with another one
  21215. */
  21216. _this.onCollideObservable = new BABYLON.Observable();
  21217. /**
  21218. * An event triggered when the collision's position changes
  21219. */
  21220. _this.onCollisionPositionChangeObservable = new BABYLON.Observable();
  21221. /**
  21222. * An event triggered when material is changed
  21223. */
  21224. _this.onMaterialChangedObservable = new BABYLON.Observable();
  21225. // Properties
  21226. /**
  21227. * Gets or sets the orientation for POV movement & rotation
  21228. */
  21229. _this.definedFacingForward = true;
  21230. _this._visibility = 1.0;
  21231. /** Gets or sets the alpha index used to sort transparent meshes
  21232. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#alpha-index
  21233. */
  21234. _this.alphaIndex = Number.MAX_VALUE;
  21235. /**
  21236. * Gets or sets a boolean indicating if the mesh is visible (renderable). Default is true
  21237. */
  21238. _this.isVisible = true;
  21239. /**
  21240. * Gets or sets a boolean indicating if the mesh can be picked (by scene.pick for instance or through actions). Default is true
  21241. */
  21242. _this.isPickable = true;
  21243. /** Gets or sets a boolean indicating that bounding boxes of subMeshes must be rendered as well (false by default) */
  21244. _this.showSubMeshesBoundingBox = false;
  21245. /** Gets or sets a boolean indicating if the mesh must be considered as a ray blocker for lens flares (false by default)
  21246. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  21247. */
  21248. _this.isBlocker = false;
  21249. /**
  21250. * Gets or sets a boolean indicating that pointer move events must be supported on this mesh (false by default)
  21251. */
  21252. _this.enablePointerMoveEvents = false;
  21253. /**
  21254. * Specifies the rendering group id for this mesh (0 by default)
  21255. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#rendering-groups
  21256. */
  21257. _this.renderingGroupId = 0;
  21258. _this._receiveShadows = false;
  21259. /** Defines color to use when rendering outline */
  21260. _this.outlineColor = BABYLON.Color3.Red();
  21261. /** Define width to use when rendering outline */
  21262. _this.outlineWidth = 0.02;
  21263. /** Defines color to use when rendering overlay */
  21264. _this.overlayColor = BABYLON.Color3.Red();
  21265. /** Defines alpha to use when rendering overlay */
  21266. _this.overlayAlpha = 0.5;
  21267. _this._hasVertexAlpha = false;
  21268. _this._useVertexColors = true;
  21269. _this._computeBonesUsingShaders = true;
  21270. _this._numBoneInfluencers = 4;
  21271. _this._applyFog = true;
  21272. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes selection (true by default) */
  21273. _this.useOctreeForRenderingSelection = true;
  21274. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes picking (true by default) */
  21275. _this.useOctreeForPicking = true;
  21276. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes collision (true by default) */
  21277. _this.useOctreeForCollisions = true;
  21278. _this._layerMask = 0x0FFFFFFF;
  21279. /**
  21280. * True if the mesh must be rendered in any case (this will shortcut the frustum clipping phase)
  21281. */
  21282. _this.alwaysSelectAsActiveMesh = false;
  21283. /**
  21284. * Gets or sets the current action manager
  21285. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  21286. */
  21287. _this.actionManager = null;
  21288. // Collisions
  21289. _this._checkCollisions = false;
  21290. _this._collisionMask = -1;
  21291. _this._collisionGroup = -1;
  21292. /**
  21293. * Gets or sets the ellipsoid used to impersonate this mesh when using collision engine (default is (0.5, 1, 0.5))
  21294. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  21295. */
  21296. _this.ellipsoid = new BABYLON.Vector3(0.5, 1, 0.5);
  21297. /**
  21298. * Gets or sets the ellipsoid offset used to impersonate this mesh when using collision engine (default is (0, 0, 0))
  21299. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  21300. */
  21301. _this.ellipsoidOffset = new BABYLON.Vector3(0, 0, 0);
  21302. _this._oldPositionForCollisions = new BABYLON.Vector3(0, 0, 0);
  21303. _this._diffPositionForCollisions = new BABYLON.Vector3(0, 0, 0);
  21304. // Edges
  21305. /**
  21306. * Defines edge width used when edgesRenderer is enabled
  21307. * @see https://www.babylonjs-playground.com/#10OJSG#13
  21308. */
  21309. _this.edgesWidth = 1;
  21310. /**
  21311. * Defines edge color used when edgesRenderer is enabled
  21312. * @see https://www.babylonjs-playground.com/#10OJSG#13
  21313. */
  21314. _this.edgesColor = new BABYLON.Color4(1, 0, 0, 1);
  21315. /** @hidden */
  21316. _this._renderId = 0;
  21317. /** @hidden */
  21318. _this._intersectionsInProgress = new Array();
  21319. /** @hidden */
  21320. _this._unIndexed = false;
  21321. /** @hidden */
  21322. _this._lightSources = new Array();
  21323. /**
  21324. * An event triggered when the mesh is rebuilt.
  21325. */
  21326. _this.onRebuildObservable = new BABYLON.Observable();
  21327. _this._onCollisionPositionChange = function (collisionId, newPosition, collidedMesh) {
  21328. if (collidedMesh === void 0) { collidedMesh = null; }
  21329. //TODO move this to the collision coordinator!
  21330. if (_this.getScene().workerCollisions) {
  21331. newPosition.multiplyInPlace(_this._collider._radius);
  21332. }
  21333. newPosition.subtractToRef(_this._oldPositionForCollisions, _this._diffPositionForCollisions);
  21334. if (_this._diffPositionForCollisions.length() > BABYLON.Engine.CollisionsEpsilon) {
  21335. _this.position.addInPlace(_this._diffPositionForCollisions);
  21336. }
  21337. if (collidedMesh) {
  21338. _this.onCollideObservable.notifyObservers(collidedMesh);
  21339. }
  21340. _this.onCollisionPositionChangeObservable.notifyObservers(_this.position);
  21341. };
  21342. _this.getScene().addMesh(_this);
  21343. _this._resyncLightSources();
  21344. return _this;
  21345. }
  21346. Object.defineProperty(AbstractMesh, "BILLBOARDMODE_NONE", {
  21347. /**
  21348. * No billboard
  21349. */
  21350. get: function () {
  21351. return BABYLON.TransformNode.BILLBOARDMODE_NONE;
  21352. },
  21353. enumerable: true,
  21354. configurable: true
  21355. });
  21356. Object.defineProperty(AbstractMesh, "BILLBOARDMODE_X", {
  21357. /** Billboard on X axis */
  21358. get: function () {
  21359. return BABYLON.TransformNode.BILLBOARDMODE_X;
  21360. },
  21361. enumerable: true,
  21362. configurable: true
  21363. });
  21364. Object.defineProperty(AbstractMesh, "BILLBOARDMODE_Y", {
  21365. /** Billboard on Y axis */
  21366. get: function () {
  21367. return BABYLON.TransformNode.BILLBOARDMODE_Y;
  21368. },
  21369. enumerable: true,
  21370. configurable: true
  21371. });
  21372. Object.defineProperty(AbstractMesh, "BILLBOARDMODE_Z", {
  21373. /** Billboard on Z axis */
  21374. get: function () {
  21375. return BABYLON.TransformNode.BILLBOARDMODE_Z;
  21376. },
  21377. enumerable: true,
  21378. configurable: true
  21379. });
  21380. Object.defineProperty(AbstractMesh, "BILLBOARDMODE_ALL", {
  21381. /** Billboard on all axes */
  21382. get: function () {
  21383. return BABYLON.TransformNode.BILLBOARDMODE_ALL;
  21384. },
  21385. enumerable: true,
  21386. configurable: true
  21387. });
  21388. Object.defineProperty(AbstractMesh.prototype, "facetNb", {
  21389. /**
  21390. * Gets the number of facets in the mesh
  21391. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#what-is-a-mesh-facet
  21392. */
  21393. get: function () {
  21394. return this._facetData.facetNb;
  21395. },
  21396. enumerable: true,
  21397. configurable: true
  21398. });
  21399. Object.defineProperty(AbstractMesh.prototype, "partitioningSubdivisions", {
  21400. /**
  21401. * Gets or set the number (integer) of subdivisions per axis in the partioning space
  21402. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning
  21403. */
  21404. get: function () {
  21405. return this._facetData.partitioningSubdivisions;
  21406. },
  21407. set: function (nb) {
  21408. this._facetData.partitioningSubdivisions = nb;
  21409. },
  21410. enumerable: true,
  21411. configurable: true
  21412. });
  21413. Object.defineProperty(AbstractMesh.prototype, "partitioningBBoxRatio", {
  21414. /**
  21415. * The ratio (float) to apply to the bouding box size to set to the partioning space.
  21416. * Ex : 1.01 (default) the partioning space is 1% bigger than the bounding box
  21417. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning
  21418. */
  21419. get: function () {
  21420. return this._facetData.partitioningBBoxRatio;
  21421. },
  21422. set: function (ratio) {
  21423. this._facetData.partitioningBBoxRatio = ratio;
  21424. },
  21425. enumerable: true,
  21426. configurable: true
  21427. });
  21428. Object.defineProperty(AbstractMesh.prototype, "mustDepthSortFacets", {
  21429. /**
  21430. * Gets or sets a boolean indicating that the facets must be depth sorted on next call to `updateFacetData()`.
  21431. * Works only for updatable meshes.
  21432. * Doesn't work with multi-materials
  21433. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort
  21434. */
  21435. get: function () {
  21436. return this._facetData.facetDepthSort;
  21437. },
  21438. set: function (sort) {
  21439. this._facetData.facetDepthSort = sort;
  21440. },
  21441. enumerable: true,
  21442. configurable: true
  21443. });
  21444. Object.defineProperty(AbstractMesh.prototype, "facetDepthSortFrom", {
  21445. /**
  21446. * The location (Vector3) where the facet depth sort must be computed from.
  21447. * By default, the active camera position.
  21448. * Used only when facet depth sort is enabled
  21449. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort
  21450. */
  21451. get: function () {
  21452. return this._facetData.facetDepthSortFrom;
  21453. },
  21454. set: function (location) {
  21455. this._facetData.facetDepthSortFrom = location;
  21456. },
  21457. enumerable: true,
  21458. configurable: true
  21459. });
  21460. Object.defineProperty(AbstractMesh.prototype, "isFacetDataEnabled", {
  21461. /**
  21462. * gets a boolean indicating if facetData is enabled
  21463. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#what-is-a-mesh-facet
  21464. */
  21465. get: function () {
  21466. return this._facetData.facetDataEnabled;
  21467. },
  21468. enumerable: true,
  21469. configurable: true
  21470. });
  21471. /** @hidden */
  21472. AbstractMesh.prototype._updateNonUniformScalingState = function (value) {
  21473. if (!_super.prototype._updateNonUniformScalingState.call(this, value)) {
  21474. return false;
  21475. }
  21476. this._markSubMeshesAsMiscDirty();
  21477. return true;
  21478. };
  21479. Object.defineProperty(AbstractMesh.prototype, "onCollide", {
  21480. /** Set a function to call when this mesh collides with another one */
  21481. set: function (callback) {
  21482. if (this._onCollideObserver) {
  21483. this.onCollideObservable.remove(this._onCollideObserver);
  21484. }
  21485. this._onCollideObserver = this.onCollideObservable.add(callback);
  21486. },
  21487. enumerable: true,
  21488. configurable: true
  21489. });
  21490. Object.defineProperty(AbstractMesh.prototype, "onCollisionPositionChange", {
  21491. /** Set a function to call when the collision's position changes */
  21492. set: function (callback) {
  21493. if (this._onCollisionPositionChangeObserver) {
  21494. this.onCollisionPositionChangeObservable.remove(this._onCollisionPositionChangeObserver);
  21495. }
  21496. this._onCollisionPositionChangeObserver = this.onCollisionPositionChangeObservable.add(callback);
  21497. },
  21498. enumerable: true,
  21499. configurable: true
  21500. });
  21501. Object.defineProperty(AbstractMesh.prototype, "visibility", {
  21502. /**
  21503. * Gets or sets mesh visibility between 0 and 1 (default is 1)
  21504. */
  21505. get: function () {
  21506. return this._visibility;
  21507. },
  21508. /**
  21509. * Gets or sets mesh visibility between 0 and 1 (default is 1)
  21510. */
  21511. set: function (value) {
  21512. if (this._visibility === value) {
  21513. return;
  21514. }
  21515. this._visibility = value;
  21516. this._markSubMeshesAsMiscDirty();
  21517. },
  21518. enumerable: true,
  21519. configurable: true
  21520. });
  21521. Object.defineProperty(AbstractMesh.prototype, "material", {
  21522. /** Gets or sets current material */
  21523. get: function () {
  21524. return this._material;
  21525. },
  21526. set: function (value) {
  21527. if (this._material === value) {
  21528. return;
  21529. }
  21530. // remove from material mesh map id needed
  21531. if (this._material && this._material.meshMap) {
  21532. this._material.meshMap[this.uniqueId] = undefined;
  21533. }
  21534. this._material = value;
  21535. if (value && value.meshMap) {
  21536. value.meshMap[this.uniqueId] = this;
  21537. }
  21538. if (this.onMaterialChangedObservable.hasObservers) {
  21539. this.onMaterialChangedObservable.notifyObservers(this);
  21540. }
  21541. if (!this.subMeshes) {
  21542. return;
  21543. }
  21544. this._unBindEffect();
  21545. },
  21546. enumerable: true,
  21547. configurable: true
  21548. });
  21549. Object.defineProperty(AbstractMesh.prototype, "receiveShadows", {
  21550. /**
  21551. * Gets or sets a boolean indicating that this mesh can receive realtime shadows
  21552. * @see http://doc.babylonjs.com/babylon101/shadows
  21553. */
  21554. get: function () {
  21555. return this._receiveShadows;
  21556. },
  21557. set: function (value) {
  21558. if (this._receiveShadows === value) {
  21559. return;
  21560. }
  21561. this._receiveShadows = value;
  21562. this._markSubMeshesAsLightDirty();
  21563. },
  21564. enumerable: true,
  21565. configurable: true
  21566. });
  21567. Object.defineProperty(AbstractMesh.prototype, "hasVertexAlpha", {
  21568. /** Gets or sets a boolean indicating that this mesh contains vertex color data with alpha values */
  21569. get: function () {
  21570. return this._hasVertexAlpha;
  21571. },
  21572. set: function (value) {
  21573. if (this._hasVertexAlpha === value) {
  21574. return;
  21575. }
  21576. this._hasVertexAlpha = value;
  21577. this._markSubMeshesAsAttributesDirty();
  21578. this._markSubMeshesAsMiscDirty();
  21579. },
  21580. enumerable: true,
  21581. configurable: true
  21582. });
  21583. Object.defineProperty(AbstractMesh.prototype, "useVertexColors", {
  21584. /** Gets or sets a boolean indicating that this mesh needs to use vertex color data to render (if this kind of vertex data is available in the geometry) */
  21585. get: function () {
  21586. return this._useVertexColors;
  21587. },
  21588. set: function (value) {
  21589. if (this._useVertexColors === value) {
  21590. return;
  21591. }
  21592. this._useVertexColors = value;
  21593. this._markSubMeshesAsAttributesDirty();
  21594. },
  21595. enumerable: true,
  21596. configurable: true
  21597. });
  21598. Object.defineProperty(AbstractMesh.prototype, "computeBonesUsingShaders", {
  21599. /**
  21600. * Gets or sets a boolean indicating that bone animations must be computed by the CPU (false by default)
  21601. */
  21602. get: function () {
  21603. return this._computeBonesUsingShaders;
  21604. },
  21605. set: function (value) {
  21606. if (this._computeBonesUsingShaders === value) {
  21607. return;
  21608. }
  21609. this._computeBonesUsingShaders = value;
  21610. this._markSubMeshesAsAttributesDirty();
  21611. },
  21612. enumerable: true,
  21613. configurable: true
  21614. });
  21615. Object.defineProperty(AbstractMesh.prototype, "numBoneInfluencers", {
  21616. /** Gets or sets the number of allowed bone influences per vertex (4 by default) */
  21617. get: function () {
  21618. return this._numBoneInfluencers;
  21619. },
  21620. set: function (value) {
  21621. if (this._numBoneInfluencers === value) {
  21622. return;
  21623. }
  21624. this._numBoneInfluencers = value;
  21625. this._markSubMeshesAsAttributesDirty();
  21626. },
  21627. enumerable: true,
  21628. configurable: true
  21629. });
  21630. Object.defineProperty(AbstractMesh.prototype, "applyFog", {
  21631. /** Gets or sets a boolean indicating that this mesh will allow fog to be rendered on it (true by default) */
  21632. get: function () {
  21633. return this._applyFog;
  21634. },
  21635. set: function (value) {
  21636. if (this._applyFog === value) {
  21637. return;
  21638. }
  21639. this._applyFog = value;
  21640. this._markSubMeshesAsMiscDirty();
  21641. },
  21642. enumerable: true,
  21643. configurable: true
  21644. });
  21645. Object.defineProperty(AbstractMesh.prototype, "layerMask", {
  21646. /**
  21647. * Gets or sets the current layer mask (default is 0x0FFFFFFF)
  21648. * @see http://doc.babylonjs.com/how_to/layermasks_and_multi-cam_textures
  21649. */
  21650. get: function () {
  21651. return this._layerMask;
  21652. },
  21653. set: function (value) {
  21654. if (value === this._layerMask) {
  21655. return;
  21656. }
  21657. this._layerMask = value;
  21658. this._resyncLightSources();
  21659. },
  21660. enumerable: true,
  21661. configurable: true
  21662. });
  21663. Object.defineProperty(AbstractMesh.prototype, "collisionMask", {
  21664. /**
  21665. * Gets or sets a collision mask used to mask collisions (default is -1).
  21666. * A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0
  21667. */
  21668. get: function () {
  21669. return this._collisionMask;
  21670. },
  21671. set: function (mask) {
  21672. this._collisionMask = !isNaN(mask) ? mask : -1;
  21673. },
  21674. enumerable: true,
  21675. configurable: true
  21676. });
  21677. Object.defineProperty(AbstractMesh.prototype, "collisionGroup", {
  21678. /**
  21679. * Gets or sets the current collision group mask (-1 by default).
  21680. * A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0
  21681. */
  21682. get: function () {
  21683. return this._collisionGroup;
  21684. },
  21685. set: function (mask) {
  21686. this._collisionGroup = !isNaN(mask) ? mask : -1;
  21687. },
  21688. enumerable: true,
  21689. configurable: true
  21690. });
  21691. Object.defineProperty(AbstractMesh.prototype, "_positions", {
  21692. /** @hidden */
  21693. get: function () {
  21694. return null;
  21695. },
  21696. enumerable: true,
  21697. configurable: true
  21698. });
  21699. Object.defineProperty(AbstractMesh.prototype, "skeleton", {
  21700. get: function () {
  21701. return this._skeleton;
  21702. },
  21703. /**
  21704. * Gets or sets a skeleton to apply skining transformations
  21705. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  21706. */
  21707. set: function (value) {
  21708. if (this._skeleton && this._skeleton.needInitialSkinMatrix) {
  21709. this._skeleton._unregisterMeshWithPoseMatrix(this);
  21710. }
  21711. if (value && value.needInitialSkinMatrix) {
  21712. value._registerMeshWithPoseMatrix(this);
  21713. }
  21714. this._skeleton = value;
  21715. if (!this._skeleton) {
  21716. this._bonesTransformMatrices = null;
  21717. }
  21718. this._markSubMeshesAsAttributesDirty();
  21719. },
  21720. enumerable: true,
  21721. configurable: true
  21722. });
  21723. /**
  21724. * Returns the string "AbstractMesh"
  21725. * @returns "AbstractMesh"
  21726. */
  21727. AbstractMesh.prototype.getClassName = function () {
  21728. return "AbstractMesh";
  21729. };
  21730. /**
  21731. * Gets a string representation of the current mesh
  21732. * @param fullDetails defines a boolean indicating if full details must be included
  21733. * @returns a string representation of the current mesh
  21734. */
  21735. AbstractMesh.prototype.toString = function (fullDetails) {
  21736. var ret = "Name: " + this.name + ", isInstance: " + (this instanceof BABYLON.InstancedMesh ? "YES" : "NO");
  21737. ret += ", # of submeshes: " + (this.subMeshes ? this.subMeshes.length : 0);
  21738. if (this._skeleton) {
  21739. ret += ", skeleton: " + this._skeleton.name;
  21740. }
  21741. if (fullDetails) {
  21742. ret += ", billboard mode: " + (["NONE", "X", "Y", null, "Z", null, null, "ALL"])[this.billboardMode];
  21743. ret += ", freeze wrld mat: " + (this._isWorldMatrixFrozen || this._waitingFreezeWorldMatrix ? "YES" : "NO");
  21744. }
  21745. return ret;
  21746. };
  21747. /** @hidden */
  21748. AbstractMesh.prototype._rebuild = function () {
  21749. this.onRebuildObservable.notifyObservers(this);
  21750. if (this._occlusionQuery) {
  21751. this._occlusionQuery = null;
  21752. }
  21753. if (!this.subMeshes) {
  21754. return;
  21755. }
  21756. for (var _i = 0, _a = this.subMeshes; _i < _a.length; _i++) {
  21757. var subMesh = _a[_i];
  21758. subMesh._rebuild();
  21759. }
  21760. };
  21761. /** @hidden */
  21762. AbstractMesh.prototype._resyncLightSources = function () {
  21763. this._lightSources.length = 0;
  21764. for (var _i = 0, _a = this.getScene().lights; _i < _a.length; _i++) {
  21765. var light = _a[_i];
  21766. if (!light.isEnabled()) {
  21767. continue;
  21768. }
  21769. if (light.canAffectMesh(this)) {
  21770. this._lightSources.push(light);
  21771. }
  21772. }
  21773. this._markSubMeshesAsLightDirty();
  21774. };
  21775. /** @hidden */
  21776. AbstractMesh.prototype._resyncLighSource = function (light) {
  21777. var isIn = light.isEnabled() && light.canAffectMesh(this);
  21778. var index = this._lightSources.indexOf(light);
  21779. if (index === -1) {
  21780. if (!isIn) {
  21781. return;
  21782. }
  21783. this._lightSources.push(light);
  21784. }
  21785. else {
  21786. if (isIn) {
  21787. return;
  21788. }
  21789. this._lightSources.splice(index, 1);
  21790. }
  21791. this._markSubMeshesAsLightDirty();
  21792. };
  21793. /** @hidden */
  21794. AbstractMesh.prototype._unBindEffect = function () {
  21795. for (var _i = 0, _a = this.subMeshes; _i < _a.length; _i++) {
  21796. var subMesh = _a[_i];
  21797. subMesh.setEffect(null);
  21798. }
  21799. };
  21800. /** @hidden */
  21801. AbstractMesh.prototype._removeLightSource = function (light) {
  21802. var index = this._lightSources.indexOf(light);
  21803. if (index === -1) {
  21804. return;
  21805. }
  21806. this._lightSources.splice(index, 1);
  21807. this._markSubMeshesAsLightDirty();
  21808. };
  21809. AbstractMesh.prototype._markSubMeshesAsDirty = function (func) {
  21810. if (!this.subMeshes) {
  21811. return;
  21812. }
  21813. for (var _i = 0, _a = this.subMeshes; _i < _a.length; _i++) {
  21814. var subMesh = _a[_i];
  21815. if (subMesh._materialDefines) {
  21816. func(subMesh._materialDefines);
  21817. }
  21818. }
  21819. };
  21820. /** @hidden */
  21821. AbstractMesh.prototype._markSubMeshesAsLightDirty = function () {
  21822. this._markSubMeshesAsDirty(function (defines) { return defines.markAsLightDirty(); });
  21823. };
  21824. /** @hidden */
  21825. AbstractMesh.prototype._markSubMeshesAsAttributesDirty = function () {
  21826. this._markSubMeshesAsDirty(function (defines) { return defines.markAsAttributesDirty(); });
  21827. };
  21828. /** @hidden */
  21829. AbstractMesh.prototype._markSubMeshesAsMiscDirty = function () {
  21830. if (!this.subMeshes) {
  21831. return;
  21832. }
  21833. for (var _i = 0, _a = this.subMeshes; _i < _a.length; _i++) {
  21834. var subMesh = _a[_i];
  21835. var material = subMesh.getMaterial();
  21836. if (material) {
  21837. material.markAsDirty(BABYLON.Material.MiscDirtyFlag);
  21838. }
  21839. }
  21840. };
  21841. Object.defineProperty(AbstractMesh.prototype, "scaling", {
  21842. /**
  21843. * Gets or sets a Vector3 depicting the mesh scaling along each local axis X, Y, Z. Default is (1.0, 1.0, 1.0)
  21844. */
  21845. get: function () {
  21846. return this._scaling;
  21847. },
  21848. set: function (newScaling) {
  21849. this._scaling = newScaling;
  21850. if (this.physicsImpostor) {
  21851. this.physicsImpostor.forceUpdate();
  21852. }
  21853. },
  21854. enumerable: true,
  21855. configurable: true
  21856. });
  21857. Object.defineProperty(AbstractMesh.prototype, "isBlocked", {
  21858. // Methods
  21859. /**
  21860. * Returns true if the mesh is blocked. Implemented by child classes
  21861. */
  21862. get: function () {
  21863. return false;
  21864. },
  21865. enumerable: true,
  21866. configurable: true
  21867. });
  21868. /**
  21869. * Returns the mesh itself by default. Implemented by child classes
  21870. * @param camera defines the camera to use to pick the right LOD level
  21871. * @returns the currentAbstractMesh
  21872. */
  21873. AbstractMesh.prototype.getLOD = function (camera) {
  21874. return this;
  21875. };
  21876. /**
  21877. * Returns 0 by default. Implemented by child classes
  21878. * @returns an integer
  21879. */
  21880. AbstractMesh.prototype.getTotalVertices = function () {
  21881. return 0;
  21882. };
  21883. /**
  21884. * Returns a positive integer : the total number of indices in this mesh geometry.
  21885. * @returns the numner of indices or zero if the mesh has no geometry.
  21886. */
  21887. AbstractMesh.prototype.getTotalIndices = function () {
  21888. return 0;
  21889. };
  21890. /**
  21891. * Returns null by default. Implemented by child classes
  21892. * @returns null
  21893. */
  21894. AbstractMesh.prototype.getIndices = function () {
  21895. return null;
  21896. };
  21897. /**
  21898. * Returns the array of the requested vertex data kind. Implemented by child classes
  21899. * @param kind defines the vertex data kind to use
  21900. * @returns null
  21901. */
  21902. AbstractMesh.prototype.getVerticesData = function (kind) {
  21903. return null;
  21904. };
  21905. /**
  21906. * Sets the vertex data of the mesh geometry for the requested `kind`.
  21907. * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.
  21908. * Note that a new underlying VertexBuffer object is created each call.
  21909. * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  21910. * @param kind defines vertex data kind:
  21911. * * BABYLON.VertexBuffer.PositionKind
  21912. * * BABYLON.VertexBuffer.UVKind
  21913. * * BABYLON.VertexBuffer.UV2Kind
  21914. * * BABYLON.VertexBuffer.UV3Kind
  21915. * * BABYLON.VertexBuffer.UV4Kind
  21916. * * BABYLON.VertexBuffer.UV5Kind
  21917. * * BABYLON.VertexBuffer.UV6Kind
  21918. * * BABYLON.VertexBuffer.ColorKind
  21919. * * BABYLON.VertexBuffer.MatricesIndicesKind
  21920. * * BABYLON.VertexBuffer.MatricesIndicesExtraKind
  21921. * * BABYLON.VertexBuffer.MatricesWeightsKind
  21922. * * BABYLON.VertexBuffer.MatricesWeightsExtraKind
  21923. * @param data defines the data source
  21924. * @param updatable defines if the data must be flagged as updatable (or static)
  21925. * @param stride defines the vertex stride (size of an entire vertex). Can be null and in this case will be deduced from vertex data kind
  21926. * @returns the current mesh
  21927. */
  21928. AbstractMesh.prototype.setVerticesData = function (kind, data, updatable, stride) {
  21929. return this;
  21930. };
  21931. /**
  21932. * Updates the existing vertex data of the mesh geometry for the requested `kind`.
  21933. * If the mesh has no geometry, it is simply returned as it is.
  21934. * @param kind defines vertex data kind:
  21935. * * BABYLON.VertexBuffer.PositionKind
  21936. * * BABYLON.VertexBuffer.UVKind
  21937. * * BABYLON.VertexBuffer.UV2Kind
  21938. * * BABYLON.VertexBuffer.UV3Kind
  21939. * * BABYLON.VertexBuffer.UV4Kind
  21940. * * BABYLON.VertexBuffer.UV5Kind
  21941. * * BABYLON.VertexBuffer.UV6Kind
  21942. * * BABYLON.VertexBuffer.ColorKind
  21943. * * BABYLON.VertexBuffer.MatricesIndicesKind
  21944. * * BABYLON.VertexBuffer.MatricesIndicesExtraKind
  21945. * * BABYLON.VertexBuffer.MatricesWeightsKind
  21946. * * BABYLON.VertexBuffer.MatricesWeightsExtraKind
  21947. * @param data defines the data source
  21948. * @param updateExtends If `kind` is `PositionKind` and if `updateExtends` is true, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed
  21949. * @param makeItUnique If true, a new global geometry is created from this data and is set to the mesh
  21950. * @returns the current mesh
  21951. */
  21952. AbstractMesh.prototype.updateVerticesData = function (kind, data, updateExtends, makeItUnique) {
  21953. return this;
  21954. };
  21955. /**
  21956. * Sets the mesh indices,
  21957. * If the mesh has no geometry, a new Geometry object is created and set to the mesh.
  21958. * @param indices Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array)
  21959. * @param totalVertices Defines the total number of vertices
  21960. * @returns the current mesh
  21961. */
  21962. AbstractMesh.prototype.setIndices = function (indices, totalVertices) {
  21963. return this;
  21964. };
  21965. /**
  21966. * Gets a boolean indicating if specific vertex data is present
  21967. * @param kind defines the vertex data kind to use
  21968. * @returns true is data kind is present
  21969. */
  21970. AbstractMesh.prototype.isVerticesDataPresent = function (kind) {
  21971. return false;
  21972. };
  21973. /**
  21974. * Returns the mesh BoundingInfo object or creates a new one and returns if it was undefined
  21975. * @returns a BoundingInfo
  21976. */
  21977. AbstractMesh.prototype.getBoundingInfo = function () {
  21978. if (this._masterMesh) {
  21979. return this._masterMesh.getBoundingInfo();
  21980. }
  21981. if (!this._boundingInfo) {
  21982. // this._boundingInfo is being created here
  21983. this._updateBoundingInfo();
  21984. }
  21985. // cannot be null.
  21986. return this._boundingInfo;
  21987. };
  21988. /**
  21989. * Uniformly scales the mesh to fit inside of a unit cube (1 X 1 X 1 units)
  21990. * @param includeDescendants Use the hierarchy's bounding box instead of the mesh's bounding box
  21991. * @returns the current mesh
  21992. */
  21993. AbstractMesh.prototype.normalizeToUnitCube = function (includeDescendants) {
  21994. if (includeDescendants === void 0) { includeDescendants = true; }
  21995. var boundingVectors = this.getHierarchyBoundingVectors(includeDescendants);
  21996. var sizeVec = boundingVectors.max.subtract(boundingVectors.min);
  21997. var maxDimension = Math.max(sizeVec.x, sizeVec.y, sizeVec.z);
  21998. if (maxDimension === 0) {
  21999. return this;
  22000. }
  22001. var scale = 1 / maxDimension;
  22002. this.scaling.scaleInPlace(scale);
  22003. return this;
  22004. };
  22005. /**
  22006. * Overwrite the current bounding info
  22007. * @param boundingInfo defines the new bounding info
  22008. * @returns the current mesh
  22009. */
  22010. AbstractMesh.prototype.setBoundingInfo = function (boundingInfo) {
  22011. this._boundingInfo = boundingInfo;
  22012. return this;
  22013. };
  22014. Object.defineProperty(AbstractMesh.prototype, "useBones", {
  22015. /** Gets a boolean indicating if this mesh has skinning data and an attached skeleton */
  22016. get: function () {
  22017. return (this.skeleton && this.getScene().skeletonsEnabled && this.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesIndicesKind) && this.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsKind));
  22018. },
  22019. enumerable: true,
  22020. configurable: true
  22021. });
  22022. /** @hidden */
  22023. AbstractMesh.prototype._preActivate = function () {
  22024. };
  22025. /** @hidden */
  22026. AbstractMesh.prototype._preActivateForIntermediateRendering = function (renderId) {
  22027. };
  22028. /** @hidden */
  22029. AbstractMesh.prototype._activate = function (renderId) {
  22030. this._renderId = renderId;
  22031. };
  22032. /**
  22033. * Gets the current world matrix
  22034. * @returns a Matrix
  22035. */
  22036. AbstractMesh.prototype.getWorldMatrix = function () {
  22037. if (this._masterMesh) {
  22038. return this._masterMesh.getWorldMatrix();
  22039. }
  22040. return _super.prototype.getWorldMatrix.call(this);
  22041. };
  22042. /** @hidden */
  22043. AbstractMesh.prototype._getWorldMatrixDeterminant = function () {
  22044. if (this._masterMesh) {
  22045. return this._masterMesh._getWorldMatrixDeterminant();
  22046. }
  22047. return _super.prototype._getWorldMatrixDeterminant.call(this);
  22048. };
  22049. // ================================== Point of View Movement =================================
  22050. /**
  22051. * Perform relative position change from the point of view of behind the front of the mesh.
  22052. * This is performed taking into account the meshes current rotation, so you do not have to care.
  22053. * Supports definition of mesh facing forward or backward
  22054. * @param amountRight defines the distance on the right axis
  22055. * @param amountUp defines the distance on the up axis
  22056. * @param amountForward defines the distance on the forward axis
  22057. * @returns the current mesh
  22058. */
  22059. AbstractMesh.prototype.movePOV = function (amountRight, amountUp, amountForward) {
  22060. this.position.addInPlace(this.calcMovePOV(amountRight, amountUp, amountForward));
  22061. return this;
  22062. };
  22063. /**
  22064. * Calculate relative position change from the point of view of behind the front of the mesh.
  22065. * This is performed taking into account the meshes current rotation, so you do not have to care.
  22066. * Supports definition of mesh facing forward or backward
  22067. * @param amountRight defines the distance on the right axis
  22068. * @param amountUp defines the distance on the up axis
  22069. * @param amountForward defines the distance on the forward axis
  22070. * @returns the new displacement vector
  22071. */
  22072. AbstractMesh.prototype.calcMovePOV = function (amountRight, amountUp, amountForward) {
  22073. var rotMatrix = new BABYLON.Matrix();
  22074. var rotQuaternion = (this.rotationQuaternion) ? this.rotationQuaternion : BABYLON.Quaternion.RotationYawPitchRoll(this.rotation.y, this.rotation.x, this.rotation.z);
  22075. rotQuaternion.toRotationMatrix(rotMatrix);
  22076. var translationDelta = BABYLON.Vector3.Zero();
  22077. var defForwardMult = this.definedFacingForward ? -1 : 1;
  22078. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(amountRight * defForwardMult, amountUp, amountForward * defForwardMult, rotMatrix, translationDelta);
  22079. return translationDelta;
  22080. };
  22081. // ================================== Point of View Rotation =================================
  22082. /**
  22083. * Perform relative rotation change from the point of view of behind the front of the mesh.
  22084. * Supports definition of mesh facing forward or backward
  22085. * @param flipBack defines the flip
  22086. * @param twirlClockwise defines the twirl
  22087. * @param tiltRight defines the tilt
  22088. * @returns the current mesh
  22089. */
  22090. AbstractMesh.prototype.rotatePOV = function (flipBack, twirlClockwise, tiltRight) {
  22091. this.rotation.addInPlace(this.calcRotatePOV(flipBack, twirlClockwise, tiltRight));
  22092. return this;
  22093. };
  22094. /**
  22095. * Calculate relative rotation change from the point of view of behind the front of the mesh.
  22096. * Supports definition of mesh facing forward or backward.
  22097. * @param flipBack defines the flip
  22098. * @param twirlClockwise defines the twirl
  22099. * @param tiltRight defines the tilt
  22100. * @returns the new rotation vector
  22101. */
  22102. AbstractMesh.prototype.calcRotatePOV = function (flipBack, twirlClockwise, tiltRight) {
  22103. var defForwardMult = this.definedFacingForward ? 1 : -1;
  22104. return new BABYLON.Vector3(flipBack * defForwardMult, twirlClockwise, tiltRight * defForwardMult);
  22105. };
  22106. /**
  22107. * Return the minimum and maximum world vectors of the entire hierarchy under current mesh
  22108. * @param includeDescendants Include bounding info from descendants as well (true by default)
  22109. * @param predicate defines a callback function that can be customize to filter what meshes should be included in the list used to compute the bounding vectors
  22110. * @returns the new bounding vectors
  22111. */
  22112. AbstractMesh.prototype.getHierarchyBoundingVectors = function (includeDescendants, predicate) {
  22113. if (includeDescendants === void 0) { includeDescendants = true; }
  22114. if (predicate === void 0) { predicate = null; }
  22115. // Ensures that all world matrix will be recomputed.
  22116. this.getScene().incrementRenderId();
  22117. this.computeWorldMatrix(true);
  22118. var min;
  22119. var max;
  22120. var boundingInfo = this.getBoundingInfo();
  22121. if (!this.subMeshes) {
  22122. min = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  22123. max = new BABYLON.Vector3(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE);
  22124. }
  22125. else {
  22126. min = boundingInfo.boundingBox.minimumWorld;
  22127. max = boundingInfo.boundingBox.maximumWorld;
  22128. }
  22129. if (includeDescendants) {
  22130. var descendants = this.getDescendants(false);
  22131. for (var _i = 0, descendants_1 = descendants; _i < descendants_1.length; _i++) {
  22132. var descendant = descendants_1[_i];
  22133. var childMesh = descendant;
  22134. childMesh.computeWorldMatrix(true);
  22135. // Filters meshes based on custom predicate function.
  22136. if (predicate && !predicate(childMesh)) {
  22137. continue;
  22138. }
  22139. //make sure we have the needed params to get mix and max
  22140. if (!childMesh.getBoundingInfo || childMesh.getTotalVertices() === 0) {
  22141. continue;
  22142. }
  22143. var childBoundingInfo = childMesh.getBoundingInfo();
  22144. var boundingBox = childBoundingInfo.boundingBox;
  22145. var minBox = boundingBox.minimumWorld;
  22146. var maxBox = boundingBox.maximumWorld;
  22147. BABYLON.Tools.CheckExtends(minBox, min, max);
  22148. BABYLON.Tools.CheckExtends(maxBox, min, max);
  22149. }
  22150. }
  22151. return {
  22152. min: min,
  22153. max: max
  22154. };
  22155. };
  22156. /**
  22157. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  22158. * This means the mesh underlying bounding box and sphere are recomputed.
  22159. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  22160. * @returns the current mesh
  22161. */
  22162. AbstractMesh.prototype.refreshBoundingInfo = function (applySkeleton) {
  22163. if (applySkeleton === void 0) { applySkeleton = false; }
  22164. if (this._boundingInfo && this._boundingInfo.isLocked) {
  22165. return this;
  22166. }
  22167. this._refreshBoundingInfo(this._getPositionData(applySkeleton), null);
  22168. return this;
  22169. };
  22170. /** @hidden */
  22171. AbstractMesh.prototype._refreshBoundingInfo = function (data, bias) {
  22172. if (data) {
  22173. var extend = BABYLON.Tools.ExtractMinAndMax(data, 0, this.getTotalVertices(), bias);
  22174. if (this._boundingInfo) {
  22175. this._boundingInfo.reConstruct(extend.minimum, extend.maximum);
  22176. }
  22177. else {
  22178. this._boundingInfo = new BABYLON.BoundingInfo(extend.minimum, extend.maximum);
  22179. }
  22180. }
  22181. if (this.subMeshes) {
  22182. for (var index = 0; index < this.subMeshes.length; index++) {
  22183. this.subMeshes[index].refreshBoundingInfo();
  22184. }
  22185. }
  22186. this._updateBoundingInfo();
  22187. };
  22188. /** @hidden */
  22189. AbstractMesh.prototype._getPositionData = function (applySkeleton) {
  22190. var data = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  22191. if (data && applySkeleton && this.skeleton) {
  22192. data = BABYLON.Tools.Slice(data);
  22193. var matricesIndicesData = this.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind);
  22194. var matricesWeightsData = this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind);
  22195. if (matricesWeightsData && matricesIndicesData) {
  22196. var needExtras = this.numBoneInfluencers > 4;
  22197. var matricesIndicesExtraData = needExtras ? this.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind) : null;
  22198. var matricesWeightsExtraData = needExtras ? this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsExtraKind) : null;
  22199. var skeletonMatrices = this.skeleton.getTransformMatrices(this);
  22200. var tempVector = BABYLON.Tmp.Vector3[0];
  22201. var finalMatrix = BABYLON.Tmp.Matrix[0];
  22202. var tempMatrix = BABYLON.Tmp.Matrix[1];
  22203. var matWeightIdx = 0;
  22204. for (var index = 0; index < data.length; index += 3, matWeightIdx += 4) {
  22205. finalMatrix.reset();
  22206. var inf;
  22207. var weight;
  22208. for (inf = 0; inf < 4; inf++) {
  22209. weight = matricesWeightsData[matWeightIdx + inf];
  22210. if (weight > 0) {
  22211. BABYLON.Matrix.FromFloat32ArrayToRefScaled(skeletonMatrices, Math.floor(matricesIndicesData[matWeightIdx + inf] * 16), weight, tempMatrix);
  22212. finalMatrix.addToSelf(tempMatrix);
  22213. }
  22214. }
  22215. if (needExtras) {
  22216. for (inf = 0; inf < 4; inf++) {
  22217. weight = matricesWeightsExtraData[matWeightIdx + inf];
  22218. if (weight > 0) {
  22219. BABYLON.Matrix.FromFloat32ArrayToRefScaled(skeletonMatrices, Math.floor(matricesIndicesExtraData[matWeightIdx + inf] * 16), weight, tempMatrix);
  22220. finalMatrix.addToSelf(tempMatrix);
  22221. }
  22222. }
  22223. }
  22224. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(data[index], data[index + 1], data[index + 2], finalMatrix, tempVector);
  22225. tempVector.toArray(data, index);
  22226. }
  22227. }
  22228. }
  22229. return data;
  22230. };
  22231. /** @hidden */
  22232. AbstractMesh.prototype._updateBoundingInfo = function () {
  22233. var effectiveMesh = (this.skeleton && this.skeleton.overrideMesh) || this;
  22234. if (this._boundingInfo) {
  22235. this._boundingInfo.update(effectiveMesh.worldMatrixFromCache);
  22236. }
  22237. else {
  22238. this._boundingInfo = new BABYLON.BoundingInfo(this.absolutePosition, this.absolutePosition, effectiveMesh.worldMatrixFromCache);
  22239. }
  22240. this._updateSubMeshesBoundingInfo(effectiveMesh.worldMatrixFromCache);
  22241. return this;
  22242. };
  22243. /** @hidden */
  22244. AbstractMesh.prototype._updateSubMeshesBoundingInfo = function (matrix) {
  22245. if (!this.subMeshes) {
  22246. return this;
  22247. }
  22248. var count = this.subMeshes.length;
  22249. for (var subIndex = 0; subIndex < count; subIndex++) {
  22250. var subMesh = this.subMeshes[subIndex];
  22251. if (count > 1 || !subMesh.IsGlobal) {
  22252. subMesh.updateBoundingInfo(matrix);
  22253. }
  22254. }
  22255. return this;
  22256. };
  22257. /** @hidden */
  22258. AbstractMesh.prototype._afterComputeWorldMatrix = function () {
  22259. // Bounding info
  22260. this._updateBoundingInfo();
  22261. };
  22262. /**
  22263. * Returns `true` if the mesh is within the frustum defined by the passed array of planes.
  22264. * A mesh is in the frustum if its bounding box intersects the frustum
  22265. * @param frustumPlanes defines the frustum to test
  22266. * @returns true if the mesh is in the frustum planes
  22267. */
  22268. AbstractMesh.prototype.isInFrustum = function (frustumPlanes) {
  22269. return this._boundingInfo !== null && this._boundingInfo.isInFrustum(frustumPlanes, this.cullingStrategy);
  22270. };
  22271. /**
  22272. * Returns `true` if the mesh is completely in the frustum defined be the passed array of planes.
  22273. * A mesh is completely in the frustum if its bounding box it completely inside the frustum.
  22274. * @param frustumPlanes defines the frustum to test
  22275. * @returns true if the mesh is completely in the frustum planes
  22276. */
  22277. AbstractMesh.prototype.isCompletelyInFrustum = function (frustumPlanes) {
  22278. return this._boundingInfo !== null && this._boundingInfo.isCompletelyInFrustum(frustumPlanes);
  22279. };
  22280. /**
  22281. * True if the mesh intersects another mesh or a SolidParticle object
  22282. * @param mesh defines a target mesh or SolidParticle to test
  22283. * @param precise Unless the parameter `precise` is set to `true` the intersection is computed according to Axis Aligned Bounding Boxes (AABB), else according to OBB (Oriented BBoxes)
  22284. * @param includeDescendants Can be set to true to test if the mesh defined in parameters intersects with the current mesh or any child meshes
  22285. * @returns true if there is an intersection
  22286. */
  22287. AbstractMesh.prototype.intersectsMesh = function (mesh, precise, includeDescendants) {
  22288. if (precise === void 0) { precise = false; }
  22289. if (!this._boundingInfo || !mesh._boundingInfo) {
  22290. return false;
  22291. }
  22292. if (this._boundingInfo.intersects(mesh._boundingInfo, precise)) {
  22293. return true;
  22294. }
  22295. if (includeDescendants) {
  22296. for (var _i = 0, _a = this.getChildMeshes(); _i < _a.length; _i++) {
  22297. var child = _a[_i];
  22298. if (child.intersectsMesh(mesh, precise, true)) {
  22299. return true;
  22300. }
  22301. }
  22302. }
  22303. return false;
  22304. };
  22305. /**
  22306. * Returns true if the passed point (Vector3) is inside the mesh bounding box
  22307. * @param point defines the point to test
  22308. * @returns true if there is an intersection
  22309. */
  22310. AbstractMesh.prototype.intersectsPoint = function (point) {
  22311. if (!this._boundingInfo) {
  22312. return false;
  22313. }
  22314. return this._boundingInfo.intersectsPoint(point);
  22315. };
  22316. Object.defineProperty(AbstractMesh.prototype, "checkCollisions", {
  22317. // Collisions
  22318. /**
  22319. * Gets or sets a boolean indicating that this mesh can be used in the collision engine
  22320. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  22321. */
  22322. get: function () {
  22323. return this._checkCollisions;
  22324. },
  22325. set: function (collisionEnabled) {
  22326. this._checkCollisions = collisionEnabled;
  22327. if (this.getScene().workerCollisions) {
  22328. this.getScene().collisionCoordinator.onMeshUpdated(this);
  22329. }
  22330. },
  22331. enumerable: true,
  22332. configurable: true
  22333. });
  22334. Object.defineProperty(AbstractMesh.prototype, "collider", {
  22335. /**
  22336. * Gets Collider object used to compute collisions (not physics)
  22337. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  22338. */
  22339. get: function () {
  22340. return this._collider;
  22341. },
  22342. enumerable: true,
  22343. configurable: true
  22344. });
  22345. /**
  22346. * Move the mesh using collision engine
  22347. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  22348. * @param displacement defines the requested displacement vector
  22349. * @returns the current mesh
  22350. */
  22351. AbstractMesh.prototype.moveWithCollisions = function (displacement) {
  22352. var globalPosition = this.getAbsolutePosition();
  22353. globalPosition.addToRef(this.ellipsoidOffset, this._oldPositionForCollisions);
  22354. if (!this._collider) {
  22355. this._collider = new BABYLON.Collider();
  22356. }
  22357. this._collider._radius = this.ellipsoid;
  22358. this.getScene().collisionCoordinator.getNewPosition(this._oldPositionForCollisions, displacement, this._collider, 3, this, this._onCollisionPositionChange, this.uniqueId);
  22359. return this;
  22360. };
  22361. // Collisions
  22362. /** @hidden */
  22363. AbstractMesh.prototype._collideForSubMesh = function (subMesh, transformMatrix, collider) {
  22364. this._generatePointsArray();
  22365. if (!this._positions) {
  22366. return this;
  22367. }
  22368. // Transformation
  22369. if (!subMesh._lastColliderWorldVertices || !subMesh._lastColliderTransformMatrix.equals(transformMatrix)) {
  22370. subMesh._lastColliderTransformMatrix = transformMatrix.clone();
  22371. subMesh._lastColliderWorldVertices = [];
  22372. subMesh._trianglePlanes = [];
  22373. var start = subMesh.verticesStart;
  22374. var end = (subMesh.verticesStart + subMesh.verticesCount);
  22375. for (var i = start; i < end; i++) {
  22376. subMesh._lastColliderWorldVertices.push(BABYLON.Vector3.TransformCoordinates(this._positions[i], transformMatrix));
  22377. }
  22378. }
  22379. // Collide
  22380. collider._collide(subMesh._trianglePlanes, subMesh._lastColliderWorldVertices, this.getIndices(), subMesh.indexStart, subMesh.indexStart + subMesh.indexCount, subMesh.verticesStart, !!subMesh.getMaterial());
  22381. if (collider.collisionFound) {
  22382. collider.collidedMesh = this;
  22383. }
  22384. return this;
  22385. };
  22386. /** @hidden */
  22387. AbstractMesh.prototype._processCollisionsForSubMeshes = function (collider, transformMatrix) {
  22388. var subMeshes = this._scene.getCollidingSubMeshCandidates(this, collider);
  22389. var len = subMeshes.length;
  22390. for (var index = 0; index < len; index++) {
  22391. var subMesh = subMeshes.data[index];
  22392. // Bounding test
  22393. if (len > 1 && !subMesh._checkCollision(collider)) {
  22394. continue;
  22395. }
  22396. this._collideForSubMesh(subMesh, transformMatrix, collider);
  22397. }
  22398. return this;
  22399. };
  22400. /** @hidden */
  22401. AbstractMesh.prototype._checkCollision = function (collider) {
  22402. // Bounding box test
  22403. if (!this._boundingInfo || !this._boundingInfo._checkCollision(collider)) {
  22404. return this;
  22405. }
  22406. // Transformation matrix
  22407. var collisionsScalingMatrix = BABYLON.Tmp.Matrix[0];
  22408. var collisionsTransformMatrix = BABYLON.Tmp.Matrix[1];
  22409. BABYLON.Matrix.ScalingToRef(1.0 / collider._radius.x, 1.0 / collider._radius.y, 1.0 / collider._radius.z, collisionsScalingMatrix);
  22410. this.worldMatrixFromCache.multiplyToRef(collisionsScalingMatrix, collisionsTransformMatrix);
  22411. this._processCollisionsForSubMeshes(collider, collisionsTransformMatrix);
  22412. return this;
  22413. };
  22414. // Picking
  22415. /** @hidden */
  22416. AbstractMesh.prototype._generatePointsArray = function () {
  22417. return false;
  22418. };
  22419. /**
  22420. * Checks if the passed Ray intersects with the mesh
  22421. * @param ray defines the ray to use
  22422. * @param fastCheck defines if fast mode (but less precise) must be used (false by default)
  22423. * @returns the picking info
  22424. * @see http://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  22425. */
  22426. AbstractMesh.prototype.intersects = function (ray, fastCheck) {
  22427. var pickingInfo = new BABYLON.PickingInfo();
  22428. var intersectionThreshold = this.getClassName() === "InstancedLinesMesh" || this.getClassName() === "LinesMesh" ? this.intersectionThreshold : 0;
  22429. var boundingInfo = this._boundingInfo;
  22430. if (!this.subMeshes || !boundingInfo || !ray.intersectsSphere(boundingInfo.boundingSphere, intersectionThreshold) || !ray.intersectsBox(boundingInfo.boundingBox, intersectionThreshold)) {
  22431. return pickingInfo;
  22432. }
  22433. if (!this._generatePointsArray()) {
  22434. return pickingInfo;
  22435. }
  22436. var intersectInfo = null;
  22437. var subMeshes = this._scene.getIntersectingSubMeshCandidates(this, ray);
  22438. var len = subMeshes.length;
  22439. for (var index = 0; index < len; index++) {
  22440. var subMesh = subMeshes.data[index];
  22441. // Bounding test
  22442. if (len > 1 && !subMesh.canIntersects(ray)) {
  22443. continue;
  22444. }
  22445. var currentIntersectInfo = subMesh.intersects(ray, this._positions, this.getIndices(), fastCheck);
  22446. if (currentIntersectInfo) {
  22447. if (fastCheck || !intersectInfo || currentIntersectInfo.distance < intersectInfo.distance) {
  22448. intersectInfo = currentIntersectInfo;
  22449. intersectInfo.subMeshId = index;
  22450. if (fastCheck) {
  22451. break;
  22452. }
  22453. }
  22454. }
  22455. }
  22456. if (intersectInfo) {
  22457. // Get picked point
  22458. var world = this.getWorldMatrix();
  22459. var worldOrigin = BABYLON.Tmp.Vector3[0];
  22460. var direction = BABYLON.Tmp.Vector3[1];
  22461. BABYLON.Vector3.TransformCoordinatesToRef(ray.origin, world, worldOrigin);
  22462. ray.direction.scaleToRef(intersectInfo.distance, direction);
  22463. var worldDirection = BABYLON.Vector3.TransformNormal(direction, world);
  22464. var pickedPoint = worldDirection.addInPlace(worldOrigin);
  22465. // Return result
  22466. pickingInfo.hit = true;
  22467. pickingInfo.distance = BABYLON.Vector3.Distance(worldOrigin, pickedPoint);
  22468. pickingInfo.pickedPoint = pickedPoint;
  22469. pickingInfo.pickedMesh = this;
  22470. pickingInfo.bu = intersectInfo.bu || 0;
  22471. pickingInfo.bv = intersectInfo.bv || 0;
  22472. pickingInfo.faceId = intersectInfo.faceId;
  22473. pickingInfo.subMeshId = intersectInfo.subMeshId;
  22474. return pickingInfo;
  22475. }
  22476. return pickingInfo;
  22477. };
  22478. /**
  22479. * Clones the current mesh
  22480. * @param name defines the mesh name
  22481. * @param newParent defines the new mesh parent
  22482. * @param doNotCloneChildren defines a boolean indicating that children must not be cloned (false by default)
  22483. * @returns the new mesh
  22484. */
  22485. AbstractMesh.prototype.clone = function (name, newParent, doNotCloneChildren) {
  22486. return null;
  22487. };
  22488. /**
  22489. * Disposes all the submeshes of the current meshnp
  22490. * @returns the current mesh
  22491. */
  22492. AbstractMesh.prototype.releaseSubMeshes = function () {
  22493. if (this.subMeshes) {
  22494. while (this.subMeshes.length) {
  22495. this.subMeshes[0].dispose();
  22496. }
  22497. }
  22498. else {
  22499. this.subMeshes = new Array();
  22500. }
  22501. return this;
  22502. };
  22503. /**
  22504. * Releases resources associated with this abstract mesh.
  22505. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  22506. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  22507. */
  22508. AbstractMesh.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {
  22509. var _this = this;
  22510. if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }
  22511. var index;
  22512. // Smart Array Retainers.
  22513. this.getScene().freeActiveMeshes();
  22514. this.getScene().freeRenderingGroups();
  22515. // Action manager
  22516. if (this.actionManager !== undefined && this.actionManager !== null) {
  22517. this.actionManager.dispose();
  22518. this.actionManager = null;
  22519. }
  22520. // Skeleton
  22521. this._skeleton = null;
  22522. // Intersections in progress
  22523. for (index = 0; index < this._intersectionsInProgress.length; index++) {
  22524. var other = this._intersectionsInProgress[index];
  22525. var pos = other._intersectionsInProgress.indexOf(this);
  22526. other._intersectionsInProgress.splice(pos, 1);
  22527. }
  22528. this._intersectionsInProgress = [];
  22529. // Lights
  22530. var lights = this.getScene().lights;
  22531. lights.forEach(function (light) {
  22532. var meshIndex = light.includedOnlyMeshes.indexOf(_this);
  22533. if (meshIndex !== -1) {
  22534. light.includedOnlyMeshes.splice(meshIndex, 1);
  22535. }
  22536. meshIndex = light.excludedMeshes.indexOf(_this);
  22537. if (meshIndex !== -1) {
  22538. light.excludedMeshes.splice(meshIndex, 1);
  22539. }
  22540. // Shadow generators
  22541. var generator = light.getShadowGenerator();
  22542. if (generator) {
  22543. var shadowMap = generator.getShadowMap();
  22544. if (shadowMap && shadowMap.renderList) {
  22545. meshIndex = shadowMap.renderList.indexOf(_this);
  22546. if (meshIndex !== -1) {
  22547. shadowMap.renderList.splice(meshIndex, 1);
  22548. }
  22549. }
  22550. }
  22551. });
  22552. // SubMeshes
  22553. if (this.getClassName() !== "InstancedMesh" || this.getClassName() !== "InstancedLinesMesh") {
  22554. this.releaseSubMeshes();
  22555. }
  22556. // Query
  22557. var engine = this.getScene().getEngine();
  22558. if (this._occlusionQuery) {
  22559. this.isOcclusionQueryInProgress = false;
  22560. engine.deleteQuery(this._occlusionQuery);
  22561. this._occlusionQuery = null;
  22562. }
  22563. // Engine
  22564. engine.wipeCaches();
  22565. // Remove from scene
  22566. this.getScene().removeMesh(this);
  22567. if (disposeMaterialAndTextures) {
  22568. if (this.material) {
  22569. this.material.dispose(false, true);
  22570. }
  22571. }
  22572. if (!doNotRecurse) {
  22573. // Particles
  22574. for (index = 0; index < this.getScene().particleSystems.length; index++) {
  22575. if (this.getScene().particleSystems[index].emitter === this) {
  22576. this.getScene().particleSystems[index].dispose();
  22577. index--;
  22578. }
  22579. }
  22580. }
  22581. // facet data
  22582. if (this._facetData.facetDataEnabled) {
  22583. this.disableFacetData();
  22584. }
  22585. this.onAfterWorldMatrixUpdateObservable.clear();
  22586. this.onCollideObservable.clear();
  22587. this.onCollisionPositionChangeObservable.clear();
  22588. this.onRebuildObservable.clear();
  22589. _super.prototype.dispose.call(this, doNotRecurse, disposeMaterialAndTextures);
  22590. };
  22591. /**
  22592. * Adds the passed mesh as a child to the current mesh
  22593. * @param mesh defines the child mesh
  22594. * @returns the current mesh
  22595. */
  22596. AbstractMesh.prototype.addChild = function (mesh) {
  22597. mesh.setParent(this);
  22598. return this;
  22599. };
  22600. /**
  22601. * Removes the passed mesh from the current mesh children list
  22602. * @param mesh defines the child mesh
  22603. * @returns the current mesh
  22604. */
  22605. AbstractMesh.prototype.removeChild = function (mesh) {
  22606. mesh.setParent(null);
  22607. return this;
  22608. };
  22609. // Facet data
  22610. /** @hidden */
  22611. AbstractMesh.prototype._initFacetData = function () {
  22612. var data = this._facetData;
  22613. if (!data.facetNormals) {
  22614. data.facetNormals = new Array();
  22615. }
  22616. if (!data.facetPositions) {
  22617. data.facetPositions = new Array();
  22618. }
  22619. if (!data.facetPartitioning) {
  22620. data.facetPartitioning = new Array();
  22621. }
  22622. data.facetNb = (this.getIndices().length / 3) | 0;
  22623. data.partitioningSubdivisions = (data.partitioningSubdivisions) ? data.partitioningSubdivisions : 10; // default nb of partitioning subdivisions = 10
  22624. data.partitioningBBoxRatio = (data.partitioningBBoxRatio) ? data.partitioningBBoxRatio : 1.01; // default ratio 1.01 = the partitioning is 1% bigger than the bounding box
  22625. for (var f = 0; f < data.facetNb; f++) {
  22626. data.facetNormals[f] = BABYLON.Vector3.Zero();
  22627. data.facetPositions[f] = BABYLON.Vector3.Zero();
  22628. }
  22629. data.facetDataEnabled = true;
  22630. return this;
  22631. };
  22632. /**
  22633. * Updates the mesh facetData arrays and the internal partitioning when the mesh is morphed or updated.
  22634. * This method can be called within the render loop.
  22635. * You don't need to call this method by yourself in the render loop when you update/morph a mesh with the methods CreateXXX() as they automatically manage this computation
  22636. * @returns the current mesh
  22637. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22638. */
  22639. AbstractMesh.prototype.updateFacetData = function () {
  22640. var data = this._facetData;
  22641. if (!data.facetDataEnabled) {
  22642. this._initFacetData();
  22643. }
  22644. var positions = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  22645. var indices = this.getIndices();
  22646. var normals = this.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  22647. var bInfo = this.getBoundingInfo();
  22648. if (data.facetDepthSort && !data.facetDepthSortEnabled) {
  22649. // init arrays, matrix and sort function on first call
  22650. data.facetDepthSortEnabled = true;
  22651. if (indices instanceof Uint16Array) {
  22652. data.depthSortedIndices = new Uint16Array(indices);
  22653. }
  22654. else if (indices instanceof Uint32Array) {
  22655. data.depthSortedIndices = new Uint32Array(indices);
  22656. }
  22657. else {
  22658. var needs32bits = false;
  22659. for (var i = 0; i < indices.length; i++) {
  22660. if (indices[i] > 65535) {
  22661. needs32bits = true;
  22662. break;
  22663. }
  22664. }
  22665. if (needs32bits) {
  22666. data.depthSortedIndices = new Uint32Array(indices);
  22667. }
  22668. else {
  22669. data.depthSortedIndices = new Uint16Array(indices);
  22670. }
  22671. }
  22672. data.facetDepthSortFunction = function (f1, f2) {
  22673. return (f2.sqDistance - f1.sqDistance);
  22674. };
  22675. if (!data.facetDepthSortFrom) {
  22676. var camera = this.getScene().activeCamera;
  22677. data.facetDepthSortFrom = (camera) ? camera.position : BABYLON.Vector3.Zero();
  22678. }
  22679. data.depthSortedFacets = [];
  22680. for (var f = 0; f < data.facetNb; f++) {
  22681. var depthSortedFacet = { ind: f * 3, sqDistance: 0.0 };
  22682. data.depthSortedFacets.push(depthSortedFacet);
  22683. }
  22684. data.invertedMatrix = BABYLON.Matrix.Identity();
  22685. data.facetDepthSortOrigin = BABYLON.Vector3.Zero();
  22686. }
  22687. data.bbSize.x = (bInfo.maximum.x - bInfo.minimum.x > BABYLON.Epsilon) ? bInfo.maximum.x - bInfo.minimum.x : BABYLON.Epsilon;
  22688. data.bbSize.y = (bInfo.maximum.y - bInfo.minimum.y > BABYLON.Epsilon) ? bInfo.maximum.y - bInfo.minimum.y : BABYLON.Epsilon;
  22689. data.bbSize.z = (bInfo.maximum.z - bInfo.minimum.z > BABYLON.Epsilon) ? bInfo.maximum.z - bInfo.minimum.z : BABYLON.Epsilon;
  22690. var bbSizeMax = (data.bbSize.x > data.bbSize.y) ? data.bbSize.x : data.bbSize.y;
  22691. bbSizeMax = (bbSizeMax > data.bbSize.z) ? bbSizeMax : data.bbSize.z;
  22692. data.subDiv.max = data.partitioningSubdivisions;
  22693. data.subDiv.X = Math.floor(data.subDiv.max * data.bbSize.x / bbSizeMax); // adjust the number of subdivisions per axis
  22694. data.subDiv.Y = Math.floor(data.subDiv.max * data.bbSize.y / bbSizeMax); // according to each bbox size per axis
  22695. data.subDiv.Z = Math.floor(data.subDiv.max * data.bbSize.z / bbSizeMax);
  22696. data.subDiv.X = data.subDiv.X < 1 ? 1 : data.subDiv.X; // at least one subdivision
  22697. data.subDiv.Y = data.subDiv.Y < 1 ? 1 : data.subDiv.Y;
  22698. data.subDiv.Z = data.subDiv.Z < 1 ? 1 : data.subDiv.Z;
  22699. // set the parameters for ComputeNormals()
  22700. data.facetParameters.facetNormals = this.getFacetLocalNormals();
  22701. data.facetParameters.facetPositions = this.getFacetLocalPositions();
  22702. data.facetParameters.facetPartitioning = this.getFacetLocalPartitioning();
  22703. data.facetParameters.bInfo = bInfo;
  22704. data.facetParameters.bbSize = data.bbSize;
  22705. data.facetParameters.subDiv = data.subDiv;
  22706. data.facetParameters.ratio = this.partitioningBBoxRatio;
  22707. data.facetParameters.depthSort = data.facetDepthSort;
  22708. if (data.facetDepthSort && data.facetDepthSortEnabled) {
  22709. this.computeWorldMatrix(true);
  22710. this._worldMatrix.invertToRef(data.invertedMatrix);
  22711. BABYLON.Vector3.TransformCoordinatesToRef(data.facetDepthSortFrom, data.invertedMatrix, data.facetDepthSortOrigin);
  22712. data.facetParameters.distanceTo = data.facetDepthSortOrigin;
  22713. }
  22714. data.facetParameters.depthSortedFacets = data.depthSortedFacets;
  22715. BABYLON.VertexData.ComputeNormals(positions, indices, normals, data.facetParameters);
  22716. if (data.facetDepthSort && data.facetDepthSortEnabled) {
  22717. data.depthSortedFacets.sort(data.facetDepthSortFunction);
  22718. var l = (data.depthSortedIndices.length / 3) | 0;
  22719. for (var f = 0; f < l; f++) {
  22720. var sind = data.depthSortedFacets[f].ind;
  22721. data.depthSortedIndices[f * 3] = indices[sind];
  22722. data.depthSortedIndices[f * 3 + 1] = indices[sind + 1];
  22723. data.depthSortedIndices[f * 3 + 2] = indices[sind + 2];
  22724. }
  22725. this.updateIndices(data.depthSortedIndices);
  22726. }
  22727. return this;
  22728. };
  22729. /**
  22730. * Returns the facetLocalNormals array.
  22731. * The normals are expressed in the mesh local spac
  22732. * @returns an array of Vector3
  22733. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22734. */
  22735. AbstractMesh.prototype.getFacetLocalNormals = function () {
  22736. if (!this._facetData.facetNormals) {
  22737. this.updateFacetData();
  22738. }
  22739. return this._facetData.facetNormals;
  22740. };
  22741. /**
  22742. * Returns the facetLocalPositions array.
  22743. * The facet positions are expressed in the mesh local space
  22744. * @returns an array of Vector3
  22745. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22746. */
  22747. AbstractMesh.prototype.getFacetLocalPositions = function () {
  22748. if (!this._facetData.facetPositions) {
  22749. this.updateFacetData();
  22750. }
  22751. return this._facetData.facetPositions;
  22752. };
  22753. /**
  22754. * Returns the facetLocalPartioning array
  22755. * @returns an array of array of numbers
  22756. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22757. */
  22758. AbstractMesh.prototype.getFacetLocalPartitioning = function () {
  22759. if (!this._facetData.facetPartitioning) {
  22760. this.updateFacetData();
  22761. }
  22762. return this._facetData.facetPartitioning;
  22763. };
  22764. /**
  22765. * Returns the i-th facet position in the world system.
  22766. * This method allocates a new Vector3 per call
  22767. * @param i defines the facet index
  22768. * @returns a new Vector3
  22769. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22770. */
  22771. AbstractMesh.prototype.getFacetPosition = function (i) {
  22772. var pos = BABYLON.Vector3.Zero();
  22773. this.getFacetPositionToRef(i, pos);
  22774. return pos;
  22775. };
  22776. /**
  22777. * Sets the reference Vector3 with the i-th facet position in the world system
  22778. * @param i defines the facet index
  22779. * @param ref defines the target vector
  22780. * @returns the current mesh
  22781. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22782. */
  22783. AbstractMesh.prototype.getFacetPositionToRef = function (i, ref) {
  22784. var localPos = (this.getFacetLocalPositions())[i];
  22785. var world = this.getWorldMatrix();
  22786. BABYLON.Vector3.TransformCoordinatesToRef(localPos, world, ref);
  22787. return this;
  22788. };
  22789. /**
  22790. * Returns the i-th facet normal in the world system.
  22791. * This method allocates a new Vector3 per call
  22792. * @param i defines the facet index
  22793. * @returns a new Vector3
  22794. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22795. */
  22796. AbstractMesh.prototype.getFacetNormal = function (i) {
  22797. var norm = BABYLON.Vector3.Zero();
  22798. this.getFacetNormalToRef(i, norm);
  22799. return norm;
  22800. };
  22801. /**
  22802. * Sets the reference Vector3 with the i-th facet normal in the world system
  22803. * @param i defines the facet index
  22804. * @param ref defines the target vector
  22805. * @returns the current mesh
  22806. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22807. */
  22808. AbstractMesh.prototype.getFacetNormalToRef = function (i, ref) {
  22809. var localNorm = (this.getFacetLocalNormals())[i];
  22810. BABYLON.Vector3.TransformNormalToRef(localNorm, this.getWorldMatrix(), ref);
  22811. return this;
  22812. };
  22813. /**
  22814. * Returns the facets (in an array) in the same partitioning block than the one the passed coordinates are located (expressed in the mesh local system)
  22815. * @param x defines x coordinate
  22816. * @param y defines y coordinate
  22817. * @param z defines z coordinate
  22818. * @returns the array of facet indexes
  22819. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22820. */
  22821. AbstractMesh.prototype.getFacetsAtLocalCoordinates = function (x, y, z) {
  22822. var bInfo = this.getBoundingInfo();
  22823. var data = this._facetData;
  22824. var ox = Math.floor((x - bInfo.minimum.x * data.partitioningBBoxRatio) * data.subDiv.X * data.partitioningBBoxRatio / data.bbSize.x);
  22825. var oy = Math.floor((y - bInfo.minimum.y * data.partitioningBBoxRatio) * data.subDiv.Y * data.partitioningBBoxRatio / data.bbSize.y);
  22826. var oz = Math.floor((z - bInfo.minimum.z * data.partitioningBBoxRatio) * data.subDiv.Z * data.partitioningBBoxRatio / data.bbSize.z);
  22827. if (ox < 0 || ox > data.subDiv.max || oy < 0 || oy > data.subDiv.max || oz < 0 || oz > data.subDiv.max) {
  22828. return null;
  22829. }
  22830. return data.facetPartitioning[ox + data.subDiv.max * oy + data.subDiv.max * data.subDiv.max * oz];
  22831. };
  22832. /**
  22833. * Returns the closest mesh facet index at (x,y,z) World coordinates, null if not found
  22834. * @param projected sets as the (x,y,z) world projection on the facet
  22835. * @param checkFace if true (default false), only the facet "facing" to (x,y,z) or only the ones "turning their backs", according to the parameter "facing" are returned
  22836. * @param facing if facing and checkFace are true, only the facet "facing" to (x, y, z) are returned : positive dot (x, y, z) * facet position. If facing si false and checkFace is true, only the facet "turning their backs" to (x, y, z) are returned : negative dot (x, y, z) * facet position
  22837. * @param x defines x coordinate
  22838. * @param y defines y coordinate
  22839. * @param z defines z coordinate
  22840. * @returns the face index if found (or null instead)
  22841. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22842. */
  22843. AbstractMesh.prototype.getClosestFacetAtCoordinates = function (x, y, z, projected, checkFace, facing) {
  22844. if (checkFace === void 0) { checkFace = false; }
  22845. if (facing === void 0) { facing = true; }
  22846. var world = this.getWorldMatrix();
  22847. var invMat = BABYLON.Tmp.Matrix[5];
  22848. world.invertToRef(invMat);
  22849. var invVect = BABYLON.Tmp.Vector3[8];
  22850. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(x, y, z, invMat, invVect); // transform (x,y,z) to coordinates in the mesh local space
  22851. var closest = this.getClosestFacetAtLocalCoordinates(invVect.x, invVect.y, invVect.z, projected, checkFace, facing);
  22852. if (projected) {
  22853. // tranform the local computed projected vector to world coordinates
  22854. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(projected.x, projected.y, projected.z, world, projected);
  22855. }
  22856. return closest;
  22857. };
  22858. /**
  22859. * Returns the closest mesh facet index at (x,y,z) local coordinates, null if not found
  22860. * @param projected sets as the (x,y,z) local projection on the facet
  22861. * @param checkFace if true (default false), only the facet "facing" to (x,y,z) or only the ones "turning their backs", according to the parameter "facing" are returned
  22862. * @param facing if facing and checkFace are true, only the facet "facing" to (x, y, z) are returned : positive dot (x, y, z) * facet position. If facing si false and checkFace is true, only the facet "turning their backs" to (x, y, z) are returned : negative dot (x, y, z) * facet position
  22863. * @param x defines x coordinate
  22864. * @param y defines y coordinate
  22865. * @param z defines z coordinate
  22866. * @returns the face index if found (or null instead)
  22867. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22868. */
  22869. AbstractMesh.prototype.getClosestFacetAtLocalCoordinates = function (x, y, z, projected, checkFace, facing) {
  22870. if (checkFace === void 0) { checkFace = false; }
  22871. if (facing === void 0) { facing = true; }
  22872. var closest = null;
  22873. var tmpx = 0.0;
  22874. var tmpy = 0.0;
  22875. var tmpz = 0.0;
  22876. var d = 0.0; // tmp dot facet normal * facet position
  22877. var t0 = 0.0;
  22878. var projx = 0.0;
  22879. var projy = 0.0;
  22880. var projz = 0.0;
  22881. // Get all the facets in the same partitioning block than (x, y, z)
  22882. var facetPositions = this.getFacetLocalPositions();
  22883. var facetNormals = this.getFacetLocalNormals();
  22884. var facetsInBlock = this.getFacetsAtLocalCoordinates(x, y, z);
  22885. if (!facetsInBlock) {
  22886. return null;
  22887. }
  22888. // Get the closest facet to (x, y, z)
  22889. var shortest = Number.MAX_VALUE; // init distance vars
  22890. var tmpDistance = shortest;
  22891. var fib; // current facet in the block
  22892. var norm; // current facet normal
  22893. var p0; // current facet barycenter position
  22894. // loop on all the facets in the current partitioning block
  22895. for (var idx = 0; idx < facetsInBlock.length; idx++) {
  22896. fib = facetsInBlock[idx];
  22897. norm = facetNormals[fib];
  22898. p0 = facetPositions[fib];
  22899. d = (x - p0.x) * norm.x + (y - p0.y) * norm.y + (z - p0.z) * norm.z;
  22900. if (!checkFace || (checkFace && facing && d >= 0.0) || (checkFace && !facing && d <= 0.0)) {
  22901. // compute (x,y,z) projection on the facet = (projx, projy, projz)
  22902. d = norm.x * p0.x + norm.y * p0.y + norm.z * p0.z;
  22903. t0 = -(norm.x * x + norm.y * y + norm.z * z - d) / (norm.x * norm.x + norm.y * norm.y + norm.z * norm.z);
  22904. projx = x + norm.x * t0;
  22905. projy = y + norm.y * t0;
  22906. projz = z + norm.z * t0;
  22907. tmpx = projx - x;
  22908. tmpy = projy - y;
  22909. tmpz = projz - z;
  22910. tmpDistance = tmpx * tmpx + tmpy * tmpy + tmpz * tmpz; // compute length between (x, y, z) and its projection on the facet
  22911. if (tmpDistance < shortest) { // just keep the closest facet to (x, y, z)
  22912. shortest = tmpDistance;
  22913. closest = fib;
  22914. if (projected) {
  22915. projected.x = projx;
  22916. projected.y = projy;
  22917. projected.z = projz;
  22918. }
  22919. }
  22920. }
  22921. }
  22922. return closest;
  22923. };
  22924. /**
  22925. * Returns the object "parameter" set with all the expected parameters for facetData computation by ComputeNormals()
  22926. * @returns the parameters
  22927. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22928. */
  22929. AbstractMesh.prototype.getFacetDataParameters = function () {
  22930. return this._facetData.facetParameters;
  22931. };
  22932. /**
  22933. * Disables the feature FacetData and frees the related memory
  22934. * @returns the current mesh
  22935. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22936. */
  22937. AbstractMesh.prototype.disableFacetData = function () {
  22938. if (this._facetData.facetDataEnabled) {
  22939. this._facetData.facetDataEnabled = false;
  22940. this._facetData.facetPositions = new Array();
  22941. this._facetData.facetNormals = new Array();
  22942. this._facetData.facetPartitioning = new Array();
  22943. this._facetData.facetParameters = null;
  22944. this._facetData.depthSortedIndices = new Uint32Array(0);
  22945. }
  22946. return this;
  22947. };
  22948. /**
  22949. * Updates the AbstractMesh indices array
  22950. * @param indices defines the data source
  22951. * @returns the current mesh
  22952. */
  22953. AbstractMesh.prototype.updateIndices = function (indices) {
  22954. return this;
  22955. };
  22956. /**
  22957. * Creates new normals data for the mesh
  22958. * @param updatable defines if the normal vertex buffer must be flagged as updatable
  22959. * @returns the current mesh
  22960. */
  22961. AbstractMesh.prototype.createNormals = function (updatable) {
  22962. var positions = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  22963. var indices = this.getIndices();
  22964. var normals;
  22965. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  22966. normals = this.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  22967. }
  22968. else {
  22969. normals = [];
  22970. }
  22971. BABYLON.VertexData.ComputeNormals(positions, indices, normals, { useRightHandedSystem: this.getScene().useRightHandedSystem });
  22972. this.setVerticesData(BABYLON.VertexBuffer.NormalKind, normals, updatable);
  22973. return this;
  22974. };
  22975. /**
  22976. * Align the mesh with a normal
  22977. * @param normal defines the normal to use
  22978. * @param upDirection can be used to redefined the up vector to use (will use the (0, 1, 0) by default)
  22979. * @returns the current mesh
  22980. */
  22981. AbstractMesh.prototype.alignWithNormal = function (normal, upDirection) {
  22982. if (!upDirection) {
  22983. upDirection = BABYLON.Axis.Y;
  22984. }
  22985. var axisX = BABYLON.Tmp.Vector3[0];
  22986. var axisZ = BABYLON.Tmp.Vector3[1];
  22987. BABYLON.Vector3.CrossToRef(upDirection, normal, axisZ);
  22988. BABYLON.Vector3.CrossToRef(normal, axisZ, axisX);
  22989. if (this.rotationQuaternion) {
  22990. BABYLON.Quaternion.RotationQuaternionFromAxisToRef(axisX, normal, axisZ, this.rotationQuaternion);
  22991. }
  22992. else {
  22993. BABYLON.Vector3.RotationFromAxisToRef(axisX, normal, axisZ, this.rotation);
  22994. }
  22995. return this;
  22996. };
  22997. /** @hidden */
  22998. AbstractMesh.prototype._checkOcclusionQuery = function () {
  22999. return false;
  23000. };
  23001. /** No occlusion */
  23002. AbstractMesh.OCCLUSION_TYPE_NONE = 0;
  23003. /** Occlusion set to optimisitic */
  23004. AbstractMesh.OCCLUSION_TYPE_OPTIMISTIC = 1;
  23005. /** Occlusion set to strict */
  23006. AbstractMesh.OCCLUSION_TYPE_STRICT = 2;
  23007. /** Use an accurante occlusion algorithm */
  23008. AbstractMesh.OCCLUSION_ALGORITHM_TYPE_ACCURATE = 0;
  23009. /** Use a conservative occlusion algorithm */
  23010. AbstractMesh.OCCLUSION_ALGORITHM_TYPE_CONSERVATIVE = 1;
  23011. /** Default culling strategy with bounding box and bounding sphere and then frustum culling */
  23012. AbstractMesh.CULLINGSTRATEGY_STANDARD = 0;
  23013. /** Culling strategy with bounding sphere only and then frustum culling */
  23014. AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY = 1;
  23015. return AbstractMesh;
  23016. }(BABYLON.TransformNode));
  23017. BABYLON.AbstractMesh = AbstractMesh;
  23018. })(BABYLON || (BABYLON = {}));
  23019. //# sourceMappingURL=babylon.abstractMesh.js.map
  23020. var BABYLON;
  23021. (function (BABYLON) {
  23022. /**
  23023. * Base class of all the lights in Babylon. It groups all the generic information about lights.
  23024. * Lights are used, as you would expect, to affect how meshes are seen, in terms of both illumination and colour.
  23025. * All meshes allow light to pass through them unless shadow generation is activated. The default number of lights allowed is four but this can be increased.
  23026. */
  23027. var Light = /** @class */ (function (_super) {
  23028. __extends(Light, _super);
  23029. /**
  23030. * Creates a Light object in the scene.
  23031. * Documentation : https://doc.babylonjs.com/babylon101/lights
  23032. * @param name The firendly name of the light
  23033. * @param scene The scene the light belongs too
  23034. */
  23035. function Light(name, scene) {
  23036. var _this = _super.call(this, name, scene) || this;
  23037. /**
  23038. * Diffuse gives the basic color to an object.
  23039. */
  23040. _this.diffuse = new BABYLON.Color3(1.0, 1.0, 1.0);
  23041. /**
  23042. * Specular produces a highlight color on an object.
  23043. * Note: This is note affecting PBR materials.
  23044. */
  23045. _this.specular = new BABYLON.Color3(1.0, 1.0, 1.0);
  23046. /**
  23047. * Defines the falloff type for this light. This lets overrriding how punctual light are
  23048. * falling off base on range or angle.
  23049. * This can be set to any values in Light.FALLOFF_x.
  23050. *
  23051. * Note: This is only useful for PBR Materials at the moment. This could be extended if required to
  23052. * other types of materials.
  23053. */
  23054. _this.falloffType = Light.FALLOFF_DEFAULT;
  23055. /**
  23056. * Strength of the light.
  23057. * Note: By default it is define in the framework own unit.
  23058. * Note: In PBR materials the intensityMode can be use to chose what unit the intensity is defined in.
  23059. */
  23060. _this.intensity = 1.0;
  23061. _this._range = Number.MAX_VALUE;
  23062. _this._inverseSquaredRange = 0;
  23063. /**
  23064. * Cached photometric scale default to 1.0 as the automatic intensity mode defaults to 1.0 for every type
  23065. * of light.
  23066. */
  23067. _this._photometricScale = 1.0;
  23068. _this._intensityMode = Light.INTENSITYMODE_AUTOMATIC;
  23069. _this._radius = 0.00001;
  23070. /**
  23071. * Defines the rendering priority of the lights. It can help in case of fallback or number of lights
  23072. * exceeding the number allowed of the materials.
  23073. */
  23074. _this.renderPriority = 0;
  23075. _this._shadowEnabled = true;
  23076. _this._excludeWithLayerMask = 0;
  23077. _this._includeOnlyWithLayerMask = 0;
  23078. _this._lightmapMode = 0;
  23079. /**
  23080. * @hidden Internal use only.
  23081. */
  23082. _this._excludedMeshesIds = new Array();
  23083. /**
  23084. * @hidden Internal use only.
  23085. */
  23086. _this._includedOnlyMeshesIds = new Array();
  23087. _this.getScene().addLight(_this);
  23088. _this._uniformBuffer = new BABYLON.UniformBuffer(_this.getScene().getEngine());
  23089. _this._buildUniformLayout();
  23090. _this.includedOnlyMeshes = new Array();
  23091. _this.excludedMeshes = new Array();
  23092. _this._resyncMeshes();
  23093. return _this;
  23094. }
  23095. Object.defineProperty(Light.prototype, "range", {
  23096. /**
  23097. * Defines how far from the source the light is impacting in scene units.
  23098. * Note: Unused in PBR material as the distance light falloff is defined following the inverse squared falloff.
  23099. */
  23100. get: function () {
  23101. return this._range;
  23102. },
  23103. /**
  23104. * Defines how far from the source the light is impacting in scene units.
  23105. * Note: Unused in PBR material as the distance light falloff is defined following the inverse squared falloff.
  23106. */
  23107. set: function (value) {
  23108. this._range = value;
  23109. this._inverseSquaredRange = 1.0 / (this.range * this.range);
  23110. },
  23111. enumerable: true,
  23112. configurable: true
  23113. });
  23114. Object.defineProperty(Light.prototype, "intensityMode", {
  23115. /**
  23116. * Gets the photometric scale used to interpret the intensity.
  23117. * This is only relevant with PBR Materials where the light intensity can be defined in a physical way.
  23118. */
  23119. get: function () {
  23120. return this._intensityMode;
  23121. },
  23122. /**
  23123. * Sets the photometric scale used to interpret the intensity.
  23124. * This is only relevant with PBR Materials where the light intensity can be defined in a physical way.
  23125. */
  23126. set: function (value) {
  23127. this._intensityMode = value;
  23128. this._computePhotometricScale();
  23129. },
  23130. enumerable: true,
  23131. configurable: true
  23132. });
  23133. Object.defineProperty(Light.prototype, "radius", {
  23134. /**
  23135. * Gets the light radius used by PBR Materials to simulate soft area lights.
  23136. */
  23137. get: function () {
  23138. return this._radius;
  23139. },
  23140. /**
  23141. * sets the light radius used by PBR Materials to simulate soft area lights.
  23142. */
  23143. set: function (value) {
  23144. this._radius = value;
  23145. this._computePhotometricScale();
  23146. },
  23147. enumerable: true,
  23148. configurable: true
  23149. });
  23150. Object.defineProperty(Light.prototype, "shadowEnabled", {
  23151. /**
  23152. * Gets wether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching
  23153. * the current shadow generator.
  23154. */
  23155. get: function () {
  23156. return this._shadowEnabled;
  23157. },
  23158. /**
  23159. * Sets wether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching
  23160. * the current shadow generator.
  23161. */
  23162. set: function (value) {
  23163. if (this._shadowEnabled === value) {
  23164. return;
  23165. }
  23166. this._shadowEnabled = value;
  23167. this._markMeshesAsLightDirty();
  23168. },
  23169. enumerable: true,
  23170. configurable: true
  23171. });
  23172. Object.defineProperty(Light.prototype, "includedOnlyMeshes", {
  23173. /**
  23174. * Gets the only meshes impacted by this light.
  23175. */
  23176. get: function () {
  23177. return this._includedOnlyMeshes;
  23178. },
  23179. /**
  23180. * Sets the only meshes impacted by this light.
  23181. */
  23182. set: function (value) {
  23183. this._includedOnlyMeshes = value;
  23184. this._hookArrayForIncludedOnly(value);
  23185. },
  23186. enumerable: true,
  23187. configurable: true
  23188. });
  23189. Object.defineProperty(Light.prototype, "excludedMeshes", {
  23190. /**
  23191. * Gets the meshes not impacted by this light.
  23192. */
  23193. get: function () {
  23194. return this._excludedMeshes;
  23195. },
  23196. /**
  23197. * Sets the meshes not impacted by this light.
  23198. */
  23199. set: function (value) {
  23200. this._excludedMeshes = value;
  23201. this._hookArrayForExcluded(value);
  23202. },
  23203. enumerable: true,
  23204. configurable: true
  23205. });
  23206. Object.defineProperty(Light.prototype, "excludeWithLayerMask", {
  23207. /**
  23208. * Gets the layer id use to find what meshes are not impacted by the light.
  23209. * Inactive if 0
  23210. */
  23211. get: function () {
  23212. return this._excludeWithLayerMask;
  23213. },
  23214. /**
  23215. * Sets the layer id use to find what meshes are not impacted by the light.
  23216. * Inactive if 0
  23217. */
  23218. set: function (value) {
  23219. this._excludeWithLayerMask = value;
  23220. this._resyncMeshes();
  23221. },
  23222. enumerable: true,
  23223. configurable: true
  23224. });
  23225. Object.defineProperty(Light.prototype, "includeOnlyWithLayerMask", {
  23226. /**
  23227. * Gets the layer id use to find what meshes are impacted by the light.
  23228. * Inactive if 0
  23229. */
  23230. get: function () {
  23231. return this._includeOnlyWithLayerMask;
  23232. },
  23233. /**
  23234. * Sets the layer id use to find what meshes are impacted by the light.
  23235. * Inactive if 0
  23236. */
  23237. set: function (value) {
  23238. this._includeOnlyWithLayerMask = value;
  23239. this._resyncMeshes();
  23240. },
  23241. enumerable: true,
  23242. configurable: true
  23243. });
  23244. Object.defineProperty(Light.prototype, "lightmapMode", {
  23245. /**
  23246. * Gets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)
  23247. */
  23248. get: function () {
  23249. return this._lightmapMode;
  23250. },
  23251. /**
  23252. * Sets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)
  23253. */
  23254. set: function (value) {
  23255. if (this._lightmapMode === value) {
  23256. return;
  23257. }
  23258. this._lightmapMode = value;
  23259. this._markMeshesAsLightDirty();
  23260. },
  23261. enumerable: true,
  23262. configurable: true
  23263. });
  23264. /**
  23265. * Returns the string "Light".
  23266. * @returns the class name
  23267. */
  23268. Light.prototype.getClassName = function () {
  23269. return "Light";
  23270. };
  23271. /**
  23272. * Converts the light information to a readable string for debug purpose.
  23273. * @param fullDetails Supports for multiple levels of logging within scene loading
  23274. * @returns the human readable light info
  23275. */
  23276. Light.prototype.toString = function (fullDetails) {
  23277. var ret = "Name: " + this.name;
  23278. ret += ", type: " + (["Point", "Directional", "Spot", "Hemispheric"])[this.getTypeID()];
  23279. if (this.animations) {
  23280. for (var i = 0; i < this.animations.length; i++) {
  23281. ret += ", animation[0]: " + this.animations[i].toString(fullDetails);
  23282. }
  23283. }
  23284. if (fullDetails) {
  23285. }
  23286. return ret;
  23287. };
  23288. /** @hidden */
  23289. Light.prototype._syncParentEnabledState = function () {
  23290. _super.prototype._syncParentEnabledState.call(this);
  23291. this._resyncMeshes();
  23292. };
  23293. /**
  23294. * Set the enabled state of this node.
  23295. * @param value - the new enabled state
  23296. */
  23297. Light.prototype.setEnabled = function (value) {
  23298. _super.prototype.setEnabled.call(this, value);
  23299. this._resyncMeshes();
  23300. };
  23301. /**
  23302. * Returns the Light associated shadow generator if any.
  23303. * @return the associated shadow generator.
  23304. */
  23305. Light.prototype.getShadowGenerator = function () {
  23306. return this._shadowGenerator;
  23307. };
  23308. /**
  23309. * Returns a Vector3, the absolute light position in the World.
  23310. * @returns the world space position of the light
  23311. */
  23312. Light.prototype.getAbsolutePosition = function () {
  23313. return BABYLON.Vector3.Zero();
  23314. };
  23315. /**
  23316. * Specifies if the light will affect the passed mesh.
  23317. * @param mesh The mesh to test against the light
  23318. * @return true the mesh is affected otherwise, false.
  23319. */
  23320. Light.prototype.canAffectMesh = function (mesh) {
  23321. if (!mesh) {
  23322. return true;
  23323. }
  23324. if (this.includedOnlyMeshes && this.includedOnlyMeshes.length > 0 && this.includedOnlyMeshes.indexOf(mesh) === -1) {
  23325. return false;
  23326. }
  23327. if (this.excludedMeshes && this.excludedMeshes.length > 0 && this.excludedMeshes.indexOf(mesh) !== -1) {
  23328. return false;
  23329. }
  23330. if (this.includeOnlyWithLayerMask !== 0 && (this.includeOnlyWithLayerMask & mesh.layerMask) === 0) {
  23331. return false;
  23332. }
  23333. if (this.excludeWithLayerMask !== 0 && this.excludeWithLayerMask & mesh.layerMask) {
  23334. return false;
  23335. }
  23336. return true;
  23337. };
  23338. /**
  23339. * Sort function to order lights for rendering.
  23340. * @param a First Light object to compare to second.
  23341. * @param b Second Light object to compare first.
  23342. * @return -1 to reduce's a's index relative to be, 0 for no change, 1 to increase a's index relative to b.
  23343. */
  23344. Light.CompareLightsPriority = function (a, b) {
  23345. //shadow-casting lights have priority over non-shadow-casting lights
  23346. //the renderPrioirty is a secondary sort criterion
  23347. if (a.shadowEnabled !== b.shadowEnabled) {
  23348. return (b.shadowEnabled ? 1 : 0) - (a.shadowEnabled ? 1 : 0);
  23349. }
  23350. return b.renderPriority - a.renderPriority;
  23351. };
  23352. /**
  23353. * Releases resources associated with this node.
  23354. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  23355. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  23356. */
  23357. Light.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {
  23358. if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }
  23359. if (this._shadowGenerator) {
  23360. this._shadowGenerator.dispose();
  23361. this._shadowGenerator = null;
  23362. }
  23363. // Animations
  23364. this.getScene().stopAnimation(this);
  23365. // Remove from meshes
  23366. for (var _i = 0, _a = this.getScene().meshes; _i < _a.length; _i++) {
  23367. var mesh = _a[_i];
  23368. mesh._removeLightSource(this);
  23369. }
  23370. this._uniformBuffer.dispose();
  23371. // Remove from scene
  23372. this.getScene().removeLight(this);
  23373. _super.prototype.dispose.call(this, doNotRecurse, disposeMaterialAndTextures);
  23374. };
  23375. /**
  23376. * Returns the light type ID (integer).
  23377. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  23378. */
  23379. Light.prototype.getTypeID = function () {
  23380. return 0;
  23381. };
  23382. /**
  23383. * Returns the intensity scaled by the Photometric Scale according to the light type and intensity mode.
  23384. * @returns the scaled intensity in intensity mode unit
  23385. */
  23386. Light.prototype.getScaledIntensity = function () {
  23387. return this._photometricScale * this.intensity;
  23388. };
  23389. /**
  23390. * Returns a new Light object, named "name", from the current one.
  23391. * @param name The name of the cloned light
  23392. * @returns the new created light
  23393. */
  23394. Light.prototype.clone = function (name) {
  23395. var constructor = Light.GetConstructorFromName(this.getTypeID(), name, this.getScene());
  23396. if (!constructor) {
  23397. return null;
  23398. }
  23399. return BABYLON.SerializationHelper.Clone(constructor, this);
  23400. };
  23401. /**
  23402. * Serializes the current light into a Serialization object.
  23403. * @returns the serialized object.
  23404. */
  23405. Light.prototype.serialize = function () {
  23406. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  23407. // Type
  23408. serializationObject.type = this.getTypeID();
  23409. // Parent
  23410. if (this.parent) {
  23411. serializationObject.parentId = this.parent.id;
  23412. }
  23413. // Inclusion / exclusions
  23414. if (this.excludedMeshes.length > 0) {
  23415. serializationObject.excludedMeshesIds = [];
  23416. this.excludedMeshes.forEach(function (mesh) {
  23417. serializationObject.excludedMeshesIds.push(mesh.id);
  23418. });
  23419. }
  23420. if (this.includedOnlyMeshes.length > 0) {
  23421. serializationObject.includedOnlyMeshesIds = [];
  23422. this.includedOnlyMeshes.forEach(function (mesh) {
  23423. serializationObject.includedOnlyMeshesIds.push(mesh.id);
  23424. });
  23425. }
  23426. // Animations
  23427. BABYLON.Animation.AppendSerializedAnimations(this, serializationObject);
  23428. serializationObject.ranges = this.serializeAnimationRanges();
  23429. return serializationObject;
  23430. };
  23431. /**
  23432. * Creates a new typed light from the passed type (integer) : point light = 0, directional light = 1, spot light = 2, hemispheric light = 3.
  23433. * This new light is named "name" and added to the passed scene.
  23434. * @param type Type according to the types available in Light.LIGHTTYPEID_x
  23435. * @param name The friendly name of the light
  23436. * @param scene The scene the new light will belong to
  23437. * @returns the constructor function
  23438. */
  23439. Light.GetConstructorFromName = function (type, name, scene) {
  23440. var constructorFunc = BABYLON.Node.Construct("Light_Type_" + type, name, scene);
  23441. if (constructorFunc) {
  23442. return constructorFunc;
  23443. }
  23444. // Default to no light for none present once.
  23445. return null;
  23446. };
  23447. /**
  23448. * Parses the passed "parsedLight" and returns a new instanced Light from this parsing.
  23449. * @param parsedLight The JSON representation of the light
  23450. * @param scene The scene to create the parsed light in
  23451. * @returns the created light after parsing
  23452. */
  23453. Light.Parse = function (parsedLight, scene) {
  23454. var constructor = Light.GetConstructorFromName(parsedLight.type, parsedLight.name, scene);
  23455. if (!constructor) {
  23456. return null;
  23457. }
  23458. var light = BABYLON.SerializationHelper.Parse(constructor, parsedLight, scene);
  23459. // Inclusion / exclusions
  23460. if (parsedLight.excludedMeshesIds) {
  23461. light._excludedMeshesIds = parsedLight.excludedMeshesIds;
  23462. }
  23463. if (parsedLight.includedOnlyMeshesIds) {
  23464. light._includedOnlyMeshesIds = parsedLight.includedOnlyMeshesIds;
  23465. }
  23466. // Parent
  23467. if (parsedLight.parentId) {
  23468. light._waitingParentId = parsedLight.parentId;
  23469. }
  23470. // Animations
  23471. if (parsedLight.animations) {
  23472. for (var animationIndex = 0; animationIndex < parsedLight.animations.length; animationIndex++) {
  23473. var parsedAnimation = parsedLight.animations[animationIndex];
  23474. light.animations.push(BABYLON.Animation.Parse(parsedAnimation));
  23475. }
  23476. BABYLON.Node.ParseAnimationRanges(light, parsedLight, scene);
  23477. }
  23478. if (parsedLight.autoAnimate) {
  23479. scene.beginAnimation(light, parsedLight.autoAnimateFrom, parsedLight.autoAnimateTo, parsedLight.autoAnimateLoop, parsedLight.autoAnimateSpeed || 1.0);
  23480. }
  23481. return light;
  23482. };
  23483. Light.prototype._hookArrayForExcluded = function (array) {
  23484. var _this = this;
  23485. var oldPush = array.push;
  23486. array.push = function () {
  23487. var items = [];
  23488. for (var _i = 0; _i < arguments.length; _i++) {
  23489. items[_i] = arguments[_i];
  23490. }
  23491. var result = oldPush.apply(array, items);
  23492. for (var _a = 0, items_1 = items; _a < items_1.length; _a++) {
  23493. var item = items_1[_a];
  23494. item._resyncLighSource(_this);
  23495. }
  23496. return result;
  23497. };
  23498. var oldSplice = array.splice;
  23499. array.splice = function (index, deleteCount) {
  23500. var deleted = oldSplice.apply(array, [index, deleteCount]);
  23501. for (var _i = 0, deleted_1 = deleted; _i < deleted_1.length; _i++) {
  23502. var item = deleted_1[_i];
  23503. item._resyncLighSource(_this);
  23504. }
  23505. return deleted;
  23506. };
  23507. for (var _i = 0, array_1 = array; _i < array_1.length; _i++) {
  23508. var item = array_1[_i];
  23509. item._resyncLighSource(this);
  23510. }
  23511. };
  23512. Light.prototype._hookArrayForIncludedOnly = function (array) {
  23513. var _this = this;
  23514. var oldPush = array.push;
  23515. array.push = function () {
  23516. var items = [];
  23517. for (var _i = 0; _i < arguments.length; _i++) {
  23518. items[_i] = arguments[_i];
  23519. }
  23520. var result = oldPush.apply(array, items);
  23521. _this._resyncMeshes();
  23522. return result;
  23523. };
  23524. var oldSplice = array.splice;
  23525. array.splice = function (index, deleteCount) {
  23526. var deleted = oldSplice.apply(array, [index, deleteCount]);
  23527. _this._resyncMeshes();
  23528. return deleted;
  23529. };
  23530. this._resyncMeshes();
  23531. };
  23532. Light.prototype._resyncMeshes = function () {
  23533. for (var _i = 0, _a = this.getScene().meshes; _i < _a.length; _i++) {
  23534. var mesh = _a[_i];
  23535. mesh._resyncLighSource(this);
  23536. }
  23537. };
  23538. /**
  23539. * Forces the meshes to update their light related information in their rendering used effects
  23540. * @hidden Internal Use Only
  23541. */
  23542. Light.prototype._markMeshesAsLightDirty = function () {
  23543. for (var _i = 0, _a = this.getScene().meshes; _i < _a.length; _i++) {
  23544. var mesh = _a[_i];
  23545. if (mesh._lightSources.indexOf(this) !== -1) {
  23546. mesh._markSubMeshesAsLightDirty();
  23547. }
  23548. }
  23549. };
  23550. /**
  23551. * Recomputes the cached photometric scale if needed.
  23552. */
  23553. Light.prototype._computePhotometricScale = function () {
  23554. this._photometricScale = this._getPhotometricScale();
  23555. this.getScene().resetCachedMaterial();
  23556. };
  23557. /**
  23558. * Returns the Photometric Scale according to the light type and intensity mode.
  23559. */
  23560. Light.prototype._getPhotometricScale = function () {
  23561. var photometricScale = 0.0;
  23562. var lightTypeID = this.getTypeID();
  23563. //get photometric mode
  23564. var photometricMode = this.intensityMode;
  23565. if (photometricMode === Light.INTENSITYMODE_AUTOMATIC) {
  23566. if (lightTypeID === Light.LIGHTTYPEID_DIRECTIONALLIGHT) {
  23567. photometricMode = Light.INTENSITYMODE_ILLUMINANCE;
  23568. }
  23569. else {
  23570. photometricMode = Light.INTENSITYMODE_LUMINOUSINTENSITY;
  23571. }
  23572. }
  23573. //compute photometric scale
  23574. switch (lightTypeID) {
  23575. case Light.LIGHTTYPEID_POINTLIGHT:
  23576. case Light.LIGHTTYPEID_SPOTLIGHT:
  23577. switch (photometricMode) {
  23578. case Light.INTENSITYMODE_LUMINOUSPOWER:
  23579. photometricScale = 1.0 / (4.0 * Math.PI);
  23580. break;
  23581. case Light.INTENSITYMODE_LUMINOUSINTENSITY:
  23582. photometricScale = 1.0;
  23583. break;
  23584. case Light.INTENSITYMODE_LUMINANCE:
  23585. photometricScale = this.radius * this.radius;
  23586. break;
  23587. }
  23588. break;
  23589. case Light.LIGHTTYPEID_DIRECTIONALLIGHT:
  23590. switch (photometricMode) {
  23591. case Light.INTENSITYMODE_ILLUMINANCE:
  23592. photometricScale = 1.0;
  23593. break;
  23594. case Light.INTENSITYMODE_LUMINANCE:
  23595. // When radius (and therefore solid angle) is non-zero a directional lights brightness can be specified via central (peak) luminance.
  23596. // For a directional light the 'radius' defines the angular radius (in radians) rather than world-space radius (e.g. in metres).
  23597. var apexAngleRadians = this.radius;
  23598. // Impose a minimum light angular size to avoid the light becoming an infinitely small angular light source (i.e. a dirac delta function).
  23599. apexAngleRadians = Math.max(apexAngleRadians, 0.001);
  23600. var solidAngle = 2.0 * Math.PI * (1.0 - Math.cos(apexAngleRadians));
  23601. photometricScale = solidAngle;
  23602. break;
  23603. }
  23604. break;
  23605. case Light.LIGHTTYPEID_HEMISPHERICLIGHT:
  23606. // No fall off in hemisperic light.
  23607. photometricScale = 1.0;
  23608. break;
  23609. }
  23610. return photometricScale;
  23611. };
  23612. /**
  23613. * Reorder the light in the scene according to their defined priority.
  23614. * @hidden Internal Use Only
  23615. */
  23616. Light.prototype._reorderLightsInScene = function () {
  23617. var scene = this.getScene();
  23618. if (this._renderPriority != 0) {
  23619. scene.requireLightSorting = true;
  23620. }
  23621. this.getScene().sortLightsByPriority();
  23622. };
  23623. /**
  23624. * Falloff Default: light is falling off following the material specification:
  23625. * standard material is using standard falloff whereas pbr material can request special falloff per materials.
  23626. */
  23627. Light.FALLOFF_DEFAULT = 0;
  23628. /**
  23629. * Falloff Physical: light is falling off following the inverse squared distance law.
  23630. */
  23631. Light.FALLOFF_PHYSICAL = 1;
  23632. /**
  23633. * Falloff gltf: light is falling off as described in the gltf moving to PBR document
  23634. * to enhance interoperability with other engines.
  23635. */
  23636. Light.FALLOFF_GLTF = 2;
  23637. /**
  23638. * Falloff Standard: light is falling off like in the standard material
  23639. * to enhance interoperability with other materials.
  23640. */
  23641. Light.FALLOFF_STANDARD = 3;
  23642. //lightmapMode Consts
  23643. /**
  23644. * If every light affecting the material is in this lightmapMode,
  23645. * material.lightmapTexture adds or multiplies
  23646. * (depends on material.useLightmapAsShadowmap)
  23647. * after every other light calculations.
  23648. */
  23649. Light.LIGHTMAP_DEFAULT = 0;
  23650. /**
  23651. * material.lightmapTexture as only diffuse lighting from this light
  23652. * adds only specular lighting from this light
  23653. * adds dynamic shadows
  23654. */
  23655. Light.LIGHTMAP_SPECULAR = 1;
  23656. /**
  23657. * material.lightmapTexture as only lighting
  23658. * no light calculation from this light
  23659. * only adds dynamic shadows from this light
  23660. */
  23661. Light.LIGHTMAP_SHADOWSONLY = 2;
  23662. // Intensity Mode Consts
  23663. /**
  23664. * Each light type uses the default quantity according to its type:
  23665. * point/spot lights use luminous intensity
  23666. * directional lights use illuminance
  23667. */
  23668. Light.INTENSITYMODE_AUTOMATIC = 0;
  23669. /**
  23670. * lumen (lm)
  23671. */
  23672. Light.INTENSITYMODE_LUMINOUSPOWER = 1;
  23673. /**
  23674. * candela (lm/sr)
  23675. */
  23676. Light.INTENSITYMODE_LUMINOUSINTENSITY = 2;
  23677. /**
  23678. * lux (lm/m^2)
  23679. */
  23680. Light.INTENSITYMODE_ILLUMINANCE = 3;
  23681. /**
  23682. * nit (cd/m^2)
  23683. */
  23684. Light.INTENSITYMODE_LUMINANCE = 4;
  23685. // Light types ids const.
  23686. /**
  23687. * Light type const id of the point light.
  23688. */
  23689. Light.LIGHTTYPEID_POINTLIGHT = 0;
  23690. /**
  23691. * Light type const id of the directional light.
  23692. */
  23693. Light.LIGHTTYPEID_DIRECTIONALLIGHT = 1;
  23694. /**
  23695. * Light type const id of the spot light.
  23696. */
  23697. Light.LIGHTTYPEID_SPOTLIGHT = 2;
  23698. /**
  23699. * Light type const id of the hemispheric light.
  23700. */
  23701. Light.LIGHTTYPEID_HEMISPHERICLIGHT = 3;
  23702. __decorate([
  23703. BABYLON.serializeAsColor3()
  23704. ], Light.prototype, "diffuse", void 0);
  23705. __decorate([
  23706. BABYLON.serializeAsColor3()
  23707. ], Light.prototype, "specular", void 0);
  23708. __decorate([
  23709. BABYLON.serialize()
  23710. ], Light.prototype, "falloffType", void 0);
  23711. __decorate([
  23712. BABYLON.serialize()
  23713. ], Light.prototype, "intensity", void 0);
  23714. __decorate([
  23715. BABYLON.serialize()
  23716. ], Light.prototype, "range", null);
  23717. __decorate([
  23718. BABYLON.serialize()
  23719. ], Light.prototype, "intensityMode", null);
  23720. __decorate([
  23721. BABYLON.serialize()
  23722. ], Light.prototype, "radius", null);
  23723. __decorate([
  23724. BABYLON.serialize()
  23725. ], Light.prototype, "_renderPriority", void 0);
  23726. __decorate([
  23727. BABYLON.expandToProperty("_reorderLightsInScene")
  23728. ], Light.prototype, "renderPriority", void 0);
  23729. __decorate([
  23730. BABYLON.serialize("shadowEnabled")
  23731. ], Light.prototype, "_shadowEnabled", void 0);
  23732. __decorate([
  23733. BABYLON.serialize("excludeWithLayerMask")
  23734. ], Light.prototype, "_excludeWithLayerMask", void 0);
  23735. __decorate([
  23736. BABYLON.serialize("includeOnlyWithLayerMask")
  23737. ], Light.prototype, "_includeOnlyWithLayerMask", void 0);
  23738. __decorate([
  23739. BABYLON.serialize("lightmapMode")
  23740. ], Light.prototype, "_lightmapMode", void 0);
  23741. return Light;
  23742. }(BABYLON.Node));
  23743. BABYLON.Light = Light;
  23744. })(BABYLON || (BABYLON = {}));
  23745. //# sourceMappingURL=babylon.light.js.map
  23746. var BABYLON;
  23747. (function (BABYLON) {
  23748. /**
  23749. * This is the base class of all the camera used in the application.
  23750. * @see http://doc.babylonjs.com/features/cameras
  23751. */
  23752. var Camera = /** @class */ (function (_super) {
  23753. __extends(Camera, _super);
  23754. /**
  23755. * Instantiates a new camera object.
  23756. * This should not be used directly but through the inherited cameras: ArcRotate, Free...
  23757. * @see http://doc.babylonjs.com/features/cameras
  23758. * @param name Defines the name of the camera in the scene
  23759. * @param position Defines the position of the camera
  23760. * @param scene Defines the scene the camera belongs too
  23761. * @param setActiveOnSceneIfNoneActive Defines if the camera should be set as active after creation if no other camera have been defined in the scene
  23762. */
  23763. function Camera(name, position, scene, setActiveOnSceneIfNoneActive) {
  23764. if (setActiveOnSceneIfNoneActive === void 0) { setActiveOnSceneIfNoneActive = true; }
  23765. var _this = _super.call(this, name, scene) || this;
  23766. /**
  23767. * The vector the camera should consider as up.
  23768. * (default is Vector3(0, 1, 0) aka Vector3.Up())
  23769. */
  23770. _this.upVector = BABYLON.Vector3.Up();
  23771. /**
  23772. * Define the current limit on the left side for an orthographic camera
  23773. * In scene unit
  23774. */
  23775. _this.orthoLeft = null;
  23776. /**
  23777. * Define the current limit on the right side for an orthographic camera
  23778. * In scene unit
  23779. */
  23780. _this.orthoRight = null;
  23781. /**
  23782. * Define the current limit on the bottom side for an orthographic camera
  23783. * In scene unit
  23784. */
  23785. _this.orthoBottom = null;
  23786. /**
  23787. * Define the current limit on the top side for an orthographic camera
  23788. * In scene unit
  23789. */
  23790. _this.orthoTop = null;
  23791. /**
  23792. * Field Of View is set in Radians. (default is 0.8)
  23793. */
  23794. _this.fov = 0.8;
  23795. /**
  23796. * Define the minimum distance the camera can see from.
  23797. * This is important to note that the depth buffer are not infinite and the closer it starts
  23798. * the more your scene might encounter depth fighting issue.
  23799. */
  23800. _this.minZ = 1;
  23801. /**
  23802. * Define the maximum distance the camera can see to.
  23803. * This is important to note that the depth buffer are not infinite and the further it end
  23804. * the more your scene might encounter depth fighting issue.
  23805. */
  23806. _this.maxZ = 10000.0;
  23807. /**
  23808. * Define the default inertia of the camera.
  23809. * This helps giving a smooth feeling to the camera movement.
  23810. */
  23811. _this.inertia = 0.9;
  23812. /**
  23813. * Define the mode of the camera (Camera.PERSPECTIVE_CAMERA or Camera.PERSPECTIVE_ORTHOGRAPHIC)
  23814. */
  23815. _this.mode = Camera.PERSPECTIVE_CAMERA;
  23816. /**
  23817. * Define wether the camera is intermediate.
  23818. * This is useful to not present the output directly to the screen in case of rig without post process for instance
  23819. */
  23820. _this.isIntermediate = false;
  23821. /**
  23822. * Define the viewport of the camera.
  23823. * This correspond to the portion of the screen the camera will render to in normalized 0 to 1 unit.
  23824. */
  23825. _this.viewport = new BABYLON.Viewport(0, 0, 1.0, 1.0);
  23826. /**
  23827. * Restricts the camera to viewing objects with the same layerMask.
  23828. * A camera with a layerMask of 1 will render mesh.layerMask & camera.layerMask!== 0
  23829. */
  23830. _this.layerMask = 0x0FFFFFFF;
  23831. /**
  23832. * fovMode sets the camera frustum bounds to the viewport bounds. (default is FOVMODE_VERTICAL_FIXED)
  23833. */
  23834. _this.fovMode = Camera.FOVMODE_VERTICAL_FIXED;
  23835. /**
  23836. * Rig mode of the camera.
  23837. * This is useful to create the camera with two "eyes" instead of one to create VR or stereoscopic scenes.
  23838. * This is normally controlled byt the camera themselves as internal use.
  23839. */
  23840. _this.cameraRigMode = Camera.RIG_MODE_NONE;
  23841. /**
  23842. * Defines the list of custom render target which are rendered to and then used as the input to this camera's render. Eg. display another camera view on a TV in the main scene
  23843. * This is pretty helpfull if you wish to make a camera render to a texture you could reuse somewhere
  23844. * else in the scene.
  23845. */
  23846. _this.customRenderTargets = new Array();
  23847. /**
  23848. * When set, the camera will render to this render target instead of the default canvas
  23849. */
  23850. _this.outputRenderTarget = null;
  23851. /**
  23852. * Observable triggered when the camera view matrix has changed.
  23853. */
  23854. _this.onViewMatrixChangedObservable = new BABYLON.Observable();
  23855. /**
  23856. * Observable triggered when the camera Projection matrix has changed.
  23857. */
  23858. _this.onProjectionMatrixChangedObservable = new BABYLON.Observable();
  23859. /**
  23860. * Observable triggered when the inputs have been processed.
  23861. */
  23862. _this.onAfterCheckInputsObservable = new BABYLON.Observable();
  23863. /**
  23864. * Observable triggered when reset has been called and applied to the camera.
  23865. */
  23866. _this.onRestoreStateObservable = new BABYLON.Observable();
  23867. /** @hidden */
  23868. _this._rigCameras = new Array();
  23869. _this._webvrViewMatrix = BABYLON.Matrix.Identity();
  23870. /** @hidden */
  23871. _this._skipRendering = false;
  23872. /** @hidden */
  23873. _this._projectionMatrix = new BABYLON.Matrix();
  23874. /** @hidden */
  23875. _this._postProcesses = new Array();
  23876. /** @hidden */
  23877. _this._activeMeshes = new BABYLON.SmartArray(256);
  23878. _this._globalPosition = BABYLON.Vector3.Zero();
  23879. /** hidden */
  23880. _this._computedViewMatrix = BABYLON.Matrix.Identity();
  23881. _this._doNotComputeProjectionMatrix = false;
  23882. _this._transformMatrix = BABYLON.Matrix.Zero();
  23883. _this._refreshFrustumPlanes = true;
  23884. _this.getScene().addCamera(_this);
  23885. if (setActiveOnSceneIfNoneActive && !_this.getScene().activeCamera) {
  23886. _this.getScene().activeCamera = _this;
  23887. }
  23888. _this.position = position;
  23889. return _this;
  23890. }
  23891. /**
  23892. * Store current camera state (fov, position, etc..)
  23893. * @returns the camera
  23894. */
  23895. Camera.prototype.storeState = function () {
  23896. this._stateStored = true;
  23897. this._storedFov = this.fov;
  23898. return this;
  23899. };
  23900. /**
  23901. * Restores the camera state values if it has been stored. You must call storeState() first
  23902. */
  23903. Camera.prototype._restoreStateValues = function () {
  23904. if (!this._stateStored) {
  23905. return false;
  23906. }
  23907. this.fov = this._storedFov;
  23908. return true;
  23909. };
  23910. /**
  23911. * Restored camera state. You must call storeState() first.
  23912. * @returns true if restored and false otherwise
  23913. */
  23914. Camera.prototype.restoreState = function () {
  23915. if (this._restoreStateValues()) {
  23916. this.onRestoreStateObservable.notifyObservers(this);
  23917. return true;
  23918. }
  23919. return false;
  23920. };
  23921. /**
  23922. * Gets the class name of the camera.
  23923. * @returns the class name
  23924. */
  23925. Camera.prototype.getClassName = function () {
  23926. return "Camera";
  23927. };
  23928. /**
  23929. * Gets a string representation of the camera useful for debug purpose.
  23930. * @param fullDetails Defines that a more verboe level of logging is required
  23931. * @returns the string representation
  23932. */
  23933. Camera.prototype.toString = function (fullDetails) {
  23934. var ret = "Name: " + this.name;
  23935. ret += ", type: " + this.getClassName();
  23936. if (this.animations) {
  23937. for (var i = 0; i < this.animations.length; i++) {
  23938. ret += ", animation[0]: " + this.animations[i].toString(fullDetails);
  23939. }
  23940. }
  23941. if (fullDetails) {
  23942. }
  23943. return ret;
  23944. };
  23945. Object.defineProperty(Camera.prototype, "globalPosition", {
  23946. /**
  23947. * Gets the current world space position of the camera.
  23948. */
  23949. get: function () {
  23950. return this._globalPosition;
  23951. },
  23952. enumerable: true,
  23953. configurable: true
  23954. });
  23955. /**
  23956. * Gets the list of active meshes this frame (meshes no culled or excluded by lod s in the frame)
  23957. * @returns the active meshe list
  23958. */
  23959. Camera.prototype.getActiveMeshes = function () {
  23960. return this._activeMeshes;
  23961. };
  23962. /**
  23963. * Check wether a mesh is part of the current active mesh list of the camera
  23964. * @param mesh Defines the mesh to check
  23965. * @returns true if active, false otherwise
  23966. */
  23967. Camera.prototype.isActiveMesh = function (mesh) {
  23968. return (this._activeMeshes.indexOf(mesh) !== -1);
  23969. };
  23970. /**
  23971. * Is this camera ready to be used/rendered
  23972. * @param completeCheck defines if a complete check (including post processes) has to be done (false by default)
  23973. * @return true if the camera is ready
  23974. */
  23975. Camera.prototype.isReady = function (completeCheck) {
  23976. if (completeCheck === void 0) { completeCheck = false; }
  23977. if (completeCheck) {
  23978. for (var _i = 0, _a = this._postProcesses; _i < _a.length; _i++) {
  23979. var pp = _a[_i];
  23980. if (pp && !pp.isReady()) {
  23981. return false;
  23982. }
  23983. }
  23984. }
  23985. return _super.prototype.isReady.call(this, completeCheck);
  23986. };
  23987. /** @hidden */
  23988. Camera.prototype._initCache = function () {
  23989. _super.prototype._initCache.call(this);
  23990. this._cache.position = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  23991. this._cache.upVector = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  23992. this._cache.mode = undefined;
  23993. this._cache.minZ = undefined;
  23994. this._cache.maxZ = undefined;
  23995. this._cache.fov = undefined;
  23996. this._cache.fovMode = undefined;
  23997. this._cache.aspectRatio = undefined;
  23998. this._cache.orthoLeft = undefined;
  23999. this._cache.orthoRight = undefined;
  24000. this._cache.orthoBottom = undefined;
  24001. this._cache.orthoTop = undefined;
  24002. this._cache.renderWidth = undefined;
  24003. this._cache.renderHeight = undefined;
  24004. };
  24005. /** @hidden */
  24006. Camera.prototype._updateCache = function (ignoreParentClass) {
  24007. if (!ignoreParentClass) {
  24008. _super.prototype._updateCache.call(this);
  24009. }
  24010. this._cache.position.copyFrom(this.position);
  24011. this._cache.upVector.copyFrom(this.upVector);
  24012. };
  24013. /** @hidden */
  24014. Camera.prototype._isSynchronized = function () {
  24015. return this._isSynchronizedViewMatrix() && this._isSynchronizedProjectionMatrix();
  24016. };
  24017. /** @hidden */
  24018. Camera.prototype._isSynchronizedViewMatrix = function () {
  24019. if (!_super.prototype._isSynchronized.call(this)) {
  24020. return false;
  24021. }
  24022. return this._cache.position.equals(this.position)
  24023. && this._cache.upVector.equals(this.upVector)
  24024. && this.isSynchronizedWithParent();
  24025. };
  24026. /** @hidden */
  24027. Camera.prototype._isSynchronizedProjectionMatrix = function () {
  24028. var check = this._cache.mode === this.mode
  24029. && this._cache.minZ === this.minZ
  24030. && this._cache.maxZ === this.maxZ;
  24031. if (!check) {
  24032. return false;
  24033. }
  24034. var engine = this.getEngine();
  24035. if (this.mode === Camera.PERSPECTIVE_CAMERA) {
  24036. check = this._cache.fov === this.fov
  24037. && this._cache.fovMode === this.fovMode
  24038. && this._cache.aspectRatio === engine.getAspectRatio(this);
  24039. }
  24040. else {
  24041. check = this._cache.orthoLeft === this.orthoLeft
  24042. && this._cache.orthoRight === this.orthoRight
  24043. && this._cache.orthoBottom === this.orthoBottom
  24044. && this._cache.orthoTop === this.orthoTop
  24045. && this._cache.renderWidth === engine.getRenderWidth()
  24046. && this._cache.renderHeight === engine.getRenderHeight();
  24047. }
  24048. return check;
  24049. };
  24050. /**
  24051. * Attach the input controls to a specific dom element to get the input from.
  24052. * @param element Defines the element the controls should be listened from
  24053. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  24054. */
  24055. Camera.prototype.attachControl = function (element, noPreventDefault) {
  24056. };
  24057. /**
  24058. * Detach the current controls from the specified dom element.
  24059. * @param element Defines the element to stop listening the inputs from
  24060. */
  24061. Camera.prototype.detachControl = function (element) {
  24062. };
  24063. /**
  24064. * Update the camera state according to the different inputs gathered during the frame.
  24065. */
  24066. Camera.prototype.update = function () {
  24067. this._checkInputs();
  24068. if (this.cameraRigMode !== Camera.RIG_MODE_NONE) {
  24069. this._updateRigCameras();
  24070. }
  24071. };
  24072. /** @hidden */
  24073. Camera.prototype._checkInputs = function () {
  24074. this.onAfterCheckInputsObservable.notifyObservers(this);
  24075. };
  24076. Object.defineProperty(Camera.prototype, "rigCameras", {
  24077. /** @hidden */
  24078. get: function () {
  24079. return this._rigCameras;
  24080. },
  24081. enumerable: true,
  24082. configurable: true
  24083. });
  24084. Object.defineProperty(Camera.prototype, "rigPostProcess", {
  24085. /**
  24086. * Gets the post process used by the rig cameras
  24087. */
  24088. get: function () {
  24089. return this._rigPostProcess;
  24090. },
  24091. enumerable: true,
  24092. configurable: true
  24093. });
  24094. /**
  24095. * Internal, gets the first post proces.
  24096. * @returns the first post process to be run on this camera.
  24097. */
  24098. Camera.prototype._getFirstPostProcess = function () {
  24099. for (var ppIndex = 0; ppIndex < this._postProcesses.length; ppIndex++) {
  24100. if (this._postProcesses[ppIndex] !== null) {
  24101. return this._postProcesses[ppIndex];
  24102. }
  24103. }
  24104. return null;
  24105. };
  24106. Camera.prototype._cascadePostProcessesToRigCams = function () {
  24107. // invalidate framebuffer
  24108. var firstPostProcess = this._getFirstPostProcess();
  24109. if (firstPostProcess) {
  24110. firstPostProcess.markTextureDirty();
  24111. }
  24112. // glue the rigPostProcess to the end of the user postprocesses & assign to each sub-camera
  24113. for (var i = 0, len = this._rigCameras.length; i < len; i++) {
  24114. var cam = this._rigCameras[i];
  24115. var rigPostProcess = cam._rigPostProcess;
  24116. // for VR rig, there does not have to be a post process
  24117. if (rigPostProcess) {
  24118. var isPass = rigPostProcess instanceof BABYLON.PassPostProcess;
  24119. if (isPass) {
  24120. // any rig which has a PassPostProcess for rig[0], cannot be isIntermediate when there are also user postProcesses
  24121. cam.isIntermediate = this._postProcesses.length === 0;
  24122. }
  24123. cam._postProcesses = this._postProcesses.slice(0).concat(rigPostProcess);
  24124. rigPostProcess.markTextureDirty();
  24125. }
  24126. else {
  24127. cam._postProcesses = this._postProcesses.slice(0);
  24128. }
  24129. }
  24130. };
  24131. /**
  24132. * Attach a post process to the camera.
  24133. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocesses#attach-postprocess
  24134. * @param postProcess The post process to attach to the camera
  24135. * @param insertAt The position of the post process in case several of them are in use in the scene
  24136. * @returns the position the post process has been inserted at
  24137. */
  24138. Camera.prototype.attachPostProcess = function (postProcess, insertAt) {
  24139. if (insertAt === void 0) { insertAt = null; }
  24140. if (!postProcess.isReusable() && this._postProcesses.indexOf(postProcess) > -1) {
  24141. BABYLON.Tools.Error("You're trying to reuse a post process not defined as reusable.");
  24142. return 0;
  24143. }
  24144. if (insertAt == null || insertAt < 0) {
  24145. this._postProcesses.push(postProcess);
  24146. }
  24147. else if (this._postProcesses[insertAt] === null) {
  24148. this._postProcesses[insertAt] = postProcess;
  24149. }
  24150. else {
  24151. this._postProcesses.splice(insertAt, 0, postProcess);
  24152. }
  24153. this._cascadePostProcessesToRigCams(); // also ensures framebuffer invalidated
  24154. return this._postProcesses.indexOf(postProcess);
  24155. };
  24156. /**
  24157. * Detach a post process to the camera.
  24158. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocesses#attach-postprocess
  24159. * @param postProcess The post process to detach from the camera
  24160. */
  24161. Camera.prototype.detachPostProcess = function (postProcess) {
  24162. var idx = this._postProcesses.indexOf(postProcess);
  24163. if (idx !== -1) {
  24164. this._postProcesses[idx] = null;
  24165. }
  24166. this._cascadePostProcessesToRigCams(); // also ensures framebuffer invalidated
  24167. };
  24168. /**
  24169. * Gets the current world matrix of the camera
  24170. */
  24171. Camera.prototype.getWorldMatrix = function () {
  24172. if (this._isSynchronizedViewMatrix()) {
  24173. return this._worldMatrix;
  24174. }
  24175. // Getting the the view matrix will also compute the world matrix.
  24176. this.getViewMatrix();
  24177. return this._worldMatrix;
  24178. };
  24179. /** @hidden */
  24180. Camera.prototype._getViewMatrix = function () {
  24181. return BABYLON.Matrix.Identity();
  24182. };
  24183. /**
  24184. * Gets the current view matrix of the camera.
  24185. * @param force forces the camera to recompute the matrix without looking at the cached state
  24186. * @returns the view matrix
  24187. */
  24188. Camera.prototype.getViewMatrix = function (force) {
  24189. if (!force && this._isSynchronizedViewMatrix()) {
  24190. return this._computedViewMatrix;
  24191. }
  24192. this.updateCache();
  24193. this._computedViewMatrix = this._getViewMatrix();
  24194. this._currentRenderId = this.getScene().getRenderId();
  24195. this._childRenderId = this._currentRenderId;
  24196. this._refreshFrustumPlanes = true;
  24197. if (this._cameraRigParams && this._cameraRigParams.vrPreViewMatrix) {
  24198. this._computedViewMatrix.multiplyToRef(this._cameraRigParams.vrPreViewMatrix, this._computedViewMatrix);
  24199. }
  24200. this.onViewMatrixChangedObservable.notifyObservers(this);
  24201. this._computedViewMatrix.invertToRef(this._worldMatrix);
  24202. return this._computedViewMatrix;
  24203. };
  24204. /**
  24205. * Freeze the projection matrix.
  24206. * It will prevent the cache check of the camera projection compute and can speed up perf
  24207. * if no parameter of the camera are meant to change
  24208. * @param projection Defines manually a projection if necessary
  24209. */
  24210. Camera.prototype.freezeProjectionMatrix = function (projection) {
  24211. this._doNotComputeProjectionMatrix = true;
  24212. if (projection !== undefined) {
  24213. this._projectionMatrix = projection;
  24214. }
  24215. };
  24216. /**
  24217. * Unfreeze the projection matrix if it has previously been freezed by freezeProjectionMatrix.
  24218. */
  24219. Camera.prototype.unfreezeProjectionMatrix = function () {
  24220. this._doNotComputeProjectionMatrix = false;
  24221. };
  24222. /**
  24223. * Gets the current projection matrix of the camera.
  24224. * @param force forces the camera to recompute the matrix without looking at the cached state
  24225. * @returns the projection matrix
  24226. */
  24227. Camera.prototype.getProjectionMatrix = function (force) {
  24228. if (this._doNotComputeProjectionMatrix || (!force && this._isSynchronizedProjectionMatrix())) {
  24229. return this._projectionMatrix;
  24230. }
  24231. // Cache
  24232. this._cache.mode = this.mode;
  24233. this._cache.minZ = this.minZ;
  24234. this._cache.maxZ = this.maxZ;
  24235. // Matrix
  24236. this._refreshFrustumPlanes = true;
  24237. var engine = this.getEngine();
  24238. var scene = this.getScene();
  24239. if (this.mode === Camera.PERSPECTIVE_CAMERA) {
  24240. this._cache.fov = this.fov;
  24241. this._cache.fovMode = this.fovMode;
  24242. this._cache.aspectRatio = engine.getAspectRatio(this);
  24243. if (this.minZ <= 0) {
  24244. this.minZ = 0.1;
  24245. }
  24246. if (scene.useRightHandedSystem) {
  24247. BABYLON.Matrix.PerspectiveFovRHToRef(this.fov, engine.getAspectRatio(this), this.minZ, this.maxZ, this._projectionMatrix, this.fovMode === Camera.FOVMODE_VERTICAL_FIXED);
  24248. }
  24249. else {
  24250. BABYLON.Matrix.PerspectiveFovLHToRef(this.fov, engine.getAspectRatio(this), this.minZ, this.maxZ, this._projectionMatrix, this.fovMode === Camera.FOVMODE_VERTICAL_FIXED);
  24251. }
  24252. }
  24253. else {
  24254. var halfWidth = engine.getRenderWidth() / 2.0;
  24255. var halfHeight = engine.getRenderHeight() / 2.0;
  24256. if (scene.useRightHandedSystem) {
  24257. BABYLON.Matrix.OrthoOffCenterRHToRef(this.orthoLeft || -halfWidth, this.orthoRight || halfWidth, this.orthoBottom || -halfHeight, this.orthoTop || halfHeight, this.minZ, this.maxZ, this._projectionMatrix);
  24258. }
  24259. else {
  24260. BABYLON.Matrix.OrthoOffCenterLHToRef(this.orthoLeft || -halfWidth, this.orthoRight || halfWidth, this.orthoBottom || -halfHeight, this.orthoTop || halfHeight, this.minZ, this.maxZ, this._projectionMatrix);
  24261. }
  24262. this._cache.orthoLeft = this.orthoLeft;
  24263. this._cache.orthoRight = this.orthoRight;
  24264. this._cache.orthoBottom = this.orthoBottom;
  24265. this._cache.orthoTop = this.orthoTop;
  24266. this._cache.renderWidth = engine.getRenderWidth();
  24267. this._cache.renderHeight = engine.getRenderHeight();
  24268. }
  24269. this.onProjectionMatrixChangedObservable.notifyObservers(this);
  24270. return this._projectionMatrix;
  24271. };
  24272. /**
  24273. * Gets the transformation matrix (ie. the multiplication of view by projection matrices)
  24274. * @returns a Matrix
  24275. */
  24276. Camera.prototype.getTransformationMatrix = function () {
  24277. this._computedViewMatrix.multiplyToRef(this._projectionMatrix, this._transformMatrix);
  24278. return this._transformMatrix;
  24279. };
  24280. Camera.prototype._updateFrustumPlanes = function () {
  24281. if (!this._refreshFrustumPlanes) {
  24282. return;
  24283. }
  24284. this.getTransformationMatrix();
  24285. if (!this._frustumPlanes) {
  24286. this._frustumPlanes = BABYLON.Frustum.GetPlanes(this._transformMatrix);
  24287. }
  24288. else {
  24289. BABYLON.Frustum.GetPlanesToRef(this._transformMatrix, this._frustumPlanes);
  24290. }
  24291. this._refreshFrustumPlanes = false;
  24292. };
  24293. /**
  24294. * Checks if a cullable object (mesh...) is in the camera frustum
  24295. * This checks the bounding box center. See isCompletelyInFrustum for a full bounding check
  24296. * @param target The object to check
  24297. * @returns true if the object is in frustum otherwise false
  24298. */
  24299. Camera.prototype.isInFrustum = function (target) {
  24300. this._updateFrustumPlanes();
  24301. return target.isInFrustum(this._frustumPlanes);
  24302. };
  24303. /**
  24304. * Checks if a cullable object (mesh...) is in the camera frustum
  24305. * Unlike isInFrustum this cheks the full bounding box
  24306. * @param target The object to check
  24307. * @returns true if the object is in frustum otherwise false
  24308. */
  24309. Camera.prototype.isCompletelyInFrustum = function (target) {
  24310. this._updateFrustumPlanes();
  24311. return target.isCompletelyInFrustum(this._frustumPlanes);
  24312. };
  24313. /**
  24314. * Gets a ray in the forward direction from the camera.
  24315. * @param length Defines the length of the ray to create
  24316. * @param transform Defines the transform to apply to the ray, by default the world matrx is used to create a workd space ray
  24317. * @param origin Defines the start point of the ray which defaults to the camera position
  24318. * @returns the forward ray
  24319. */
  24320. Camera.prototype.getForwardRay = function (length, transform, origin) {
  24321. if (length === void 0) { length = 100; }
  24322. if (!transform) {
  24323. transform = this.getWorldMatrix();
  24324. }
  24325. if (!origin) {
  24326. origin = this.position;
  24327. }
  24328. var forward = this._scene.useRightHandedSystem ? new BABYLON.Vector3(0, 0, -1) : new BABYLON.Vector3(0, 0, 1);
  24329. var forwardWorld = BABYLON.Vector3.TransformNormal(forward, transform);
  24330. var direction = BABYLON.Vector3.Normalize(forwardWorld);
  24331. return new BABYLON.Ray(origin, direction, length);
  24332. };
  24333. /**
  24334. * Releases resources associated with this node.
  24335. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  24336. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  24337. */
  24338. Camera.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {
  24339. if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }
  24340. // Observables
  24341. this.onViewMatrixChangedObservable.clear();
  24342. this.onProjectionMatrixChangedObservable.clear();
  24343. this.onAfterCheckInputsObservable.clear();
  24344. this.onRestoreStateObservable.clear();
  24345. // Inputs
  24346. if (this.inputs) {
  24347. this.inputs.clear();
  24348. }
  24349. // Animations
  24350. this.getScene().stopAnimation(this);
  24351. // Remove from scene
  24352. this.getScene().removeCamera(this);
  24353. while (this._rigCameras.length > 0) {
  24354. var camera = this._rigCameras.pop();
  24355. if (camera) {
  24356. camera.dispose();
  24357. }
  24358. }
  24359. // Postprocesses
  24360. if (this._rigPostProcess) {
  24361. this._rigPostProcess.dispose(this);
  24362. this._rigPostProcess = null;
  24363. this._postProcesses = [];
  24364. }
  24365. else if (this.cameraRigMode !== Camera.RIG_MODE_NONE) {
  24366. this._rigPostProcess = null;
  24367. this._postProcesses = [];
  24368. }
  24369. else {
  24370. var i = this._postProcesses.length;
  24371. while (--i >= 0) {
  24372. var postProcess = this._postProcesses[i];
  24373. if (postProcess) {
  24374. postProcess.dispose(this);
  24375. }
  24376. }
  24377. }
  24378. // Render targets
  24379. var i = this.customRenderTargets.length;
  24380. while (--i >= 0) {
  24381. this.customRenderTargets[i].dispose();
  24382. }
  24383. this.customRenderTargets = [];
  24384. // Active Meshes
  24385. this._activeMeshes.dispose();
  24386. _super.prototype.dispose.call(this, doNotRecurse, disposeMaterialAndTextures);
  24387. };
  24388. Object.defineProperty(Camera.prototype, "leftCamera", {
  24389. /**
  24390. * Gets the left camera of a rig setup in case of Rigged Camera
  24391. */
  24392. get: function () {
  24393. if (this._rigCameras.length < 1) {
  24394. return null;
  24395. }
  24396. return this._rigCameras[0];
  24397. },
  24398. enumerable: true,
  24399. configurable: true
  24400. });
  24401. Object.defineProperty(Camera.prototype, "rightCamera", {
  24402. /**
  24403. * Gets the right camera of a rig setup in case of Rigged Camera
  24404. */
  24405. get: function () {
  24406. if (this._rigCameras.length < 2) {
  24407. return null;
  24408. }
  24409. return this._rigCameras[1];
  24410. },
  24411. enumerable: true,
  24412. configurable: true
  24413. });
  24414. /**
  24415. * Gets the left camera target of a rig setup in case of Rigged Camera
  24416. * @returns the target position
  24417. */
  24418. Camera.prototype.getLeftTarget = function () {
  24419. if (this._rigCameras.length < 1) {
  24420. return null;
  24421. }
  24422. return this._rigCameras[0].getTarget();
  24423. };
  24424. /**
  24425. * Gets the right camera target of a rig setup in case of Rigged Camera
  24426. * @returns the target position
  24427. */
  24428. Camera.prototype.getRightTarget = function () {
  24429. if (this._rigCameras.length < 2) {
  24430. return null;
  24431. }
  24432. return this._rigCameras[1].getTarget();
  24433. };
  24434. /**
  24435. * @hidden
  24436. */
  24437. Camera.prototype.setCameraRigMode = function (mode, rigParams) {
  24438. if (this.cameraRigMode === mode) {
  24439. return;
  24440. }
  24441. while (this._rigCameras.length > 0) {
  24442. var camera = this._rigCameras.pop();
  24443. if (camera) {
  24444. camera.dispose();
  24445. }
  24446. }
  24447. this.cameraRigMode = mode;
  24448. this._cameraRigParams = {};
  24449. //we have to implement stereo camera calcultating left and right viewpoints from interaxialDistance and target,
  24450. //not from a given angle as it is now, but until that complete code rewriting provisional stereoHalfAngle value is introduced
  24451. this._cameraRigParams.interaxialDistance = rigParams.interaxialDistance || 0.0637;
  24452. this._cameraRigParams.stereoHalfAngle = BABYLON.Tools.ToRadians(this._cameraRigParams.interaxialDistance / 0.0637);
  24453. // create the rig cameras, unless none
  24454. if (this.cameraRigMode !== Camera.RIG_MODE_NONE) {
  24455. var leftCamera = this.createRigCamera(this.name + "_L", 0);
  24456. var rightCamera = this.createRigCamera(this.name + "_R", 1);
  24457. if (leftCamera && rightCamera) {
  24458. this._rigCameras.push(leftCamera);
  24459. this._rigCameras.push(rightCamera);
  24460. }
  24461. }
  24462. switch (this.cameraRigMode) {
  24463. case Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH:
  24464. this._rigCameras[0]._rigPostProcess = new BABYLON.PassPostProcess(this.name + "_passthru", 1.0, this._rigCameras[0]);
  24465. this._rigCameras[1]._rigPostProcess = new BABYLON.AnaglyphPostProcess(this.name + "_anaglyph", 1.0, this._rigCameras);
  24466. break;
  24467. case Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL:
  24468. case Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED:
  24469. case Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER:
  24470. var isStereoscopicHoriz = this.cameraRigMode === Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL || this.cameraRigMode === Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED;
  24471. this._rigCameras[0]._rigPostProcess = new BABYLON.PassPostProcess(this.name + "_passthru", 1.0, this._rigCameras[0]);
  24472. this._rigCameras[1]._rigPostProcess = new BABYLON.StereoscopicInterlacePostProcess(this.name + "_stereoInterlace", this._rigCameras, isStereoscopicHoriz);
  24473. break;
  24474. case Camera.RIG_MODE_VR:
  24475. var metrics = rigParams.vrCameraMetrics || BABYLON.VRCameraMetrics.GetDefault();
  24476. this._rigCameras[0]._cameraRigParams.vrMetrics = metrics;
  24477. this._rigCameras[0].viewport = new BABYLON.Viewport(0, 0, 0.5, 1.0);
  24478. this._rigCameras[0]._cameraRigParams.vrWorkMatrix = new BABYLON.Matrix();
  24479. this._rigCameras[0]._cameraRigParams.vrHMatrix = metrics.leftHMatrix;
  24480. this._rigCameras[0]._cameraRigParams.vrPreViewMatrix = metrics.leftPreViewMatrix;
  24481. this._rigCameras[0].getProjectionMatrix = this._rigCameras[0]._getVRProjectionMatrix;
  24482. this._rigCameras[1]._cameraRigParams.vrMetrics = metrics;
  24483. this._rigCameras[1].viewport = new BABYLON.Viewport(0.5, 0, 0.5, 1.0);
  24484. this._rigCameras[1]._cameraRigParams.vrWorkMatrix = new BABYLON.Matrix();
  24485. this._rigCameras[1]._cameraRigParams.vrHMatrix = metrics.rightHMatrix;
  24486. this._rigCameras[1]._cameraRigParams.vrPreViewMatrix = metrics.rightPreViewMatrix;
  24487. this._rigCameras[1].getProjectionMatrix = this._rigCameras[1]._getVRProjectionMatrix;
  24488. if (metrics.compensateDistortion) {
  24489. this._rigCameras[0]._rigPostProcess = new BABYLON.VRDistortionCorrectionPostProcess("VR_Distort_Compensation_Left", this._rigCameras[0], false, metrics);
  24490. this._rigCameras[1]._rigPostProcess = new BABYLON.VRDistortionCorrectionPostProcess("VR_Distort_Compensation_Right", this._rigCameras[1], true, metrics);
  24491. }
  24492. break;
  24493. case Camera.RIG_MODE_WEBVR:
  24494. if (rigParams.vrDisplay) {
  24495. var leftEye = rigParams.vrDisplay.getEyeParameters('left');
  24496. var rightEye = rigParams.vrDisplay.getEyeParameters('right');
  24497. //Left eye
  24498. this._rigCameras[0].viewport = new BABYLON.Viewport(0, 0, 0.5, 1.0);
  24499. this._rigCameras[0].setCameraRigParameter("left", true);
  24500. //leaving this for future reference
  24501. this._rigCameras[0].setCameraRigParameter("specs", rigParams.specs);
  24502. this._rigCameras[0].setCameraRigParameter("eyeParameters", leftEye);
  24503. this._rigCameras[0].setCameraRigParameter("frameData", rigParams.frameData);
  24504. this._rigCameras[0].setCameraRigParameter("parentCamera", rigParams.parentCamera);
  24505. this._rigCameras[0]._cameraRigParams.vrWorkMatrix = new BABYLON.Matrix();
  24506. this._rigCameras[0].getProjectionMatrix = this._getWebVRProjectionMatrix;
  24507. this._rigCameras[0].parent = this;
  24508. this._rigCameras[0]._getViewMatrix = this._getWebVRViewMatrix;
  24509. //Right eye
  24510. this._rigCameras[1].viewport = new BABYLON.Viewport(0.5, 0, 0.5, 1.0);
  24511. this._rigCameras[1].setCameraRigParameter('eyeParameters', rightEye);
  24512. this._rigCameras[1].setCameraRigParameter("specs", rigParams.specs);
  24513. this._rigCameras[1].setCameraRigParameter("frameData", rigParams.frameData);
  24514. this._rigCameras[1].setCameraRigParameter("parentCamera", rigParams.parentCamera);
  24515. this._rigCameras[1]._cameraRigParams.vrWorkMatrix = new BABYLON.Matrix();
  24516. this._rigCameras[1].getProjectionMatrix = this._getWebVRProjectionMatrix;
  24517. this._rigCameras[1].parent = this;
  24518. this._rigCameras[1]._getViewMatrix = this._getWebVRViewMatrix;
  24519. if (Camera.UseAlternateWebVRRendering) {
  24520. this._rigCameras[1]._skipRendering = true;
  24521. this._rigCameras[0]._alternateCamera = this._rigCameras[1];
  24522. }
  24523. }
  24524. break;
  24525. }
  24526. this._cascadePostProcessesToRigCams();
  24527. this.update();
  24528. };
  24529. Camera.prototype._getVRProjectionMatrix = function () {
  24530. BABYLON.Matrix.PerspectiveFovLHToRef(this._cameraRigParams.vrMetrics.aspectRatioFov, this._cameraRigParams.vrMetrics.aspectRatio, this.minZ, this.maxZ, this._cameraRigParams.vrWorkMatrix);
  24531. this._cameraRigParams.vrWorkMatrix.multiplyToRef(this._cameraRigParams.vrHMatrix, this._projectionMatrix);
  24532. return this._projectionMatrix;
  24533. };
  24534. Camera.prototype._updateCameraRotationMatrix = function () {
  24535. //Here for WebVR
  24536. };
  24537. Camera.prototype._updateWebVRCameraRotationMatrix = function () {
  24538. //Here for WebVR
  24539. };
  24540. /**
  24541. * This function MUST be overwritten by the different WebVR cameras available.
  24542. * The context in which it is running is the RIG camera. So 'this' is the TargetCamera, left or right.
  24543. */
  24544. Camera.prototype._getWebVRProjectionMatrix = function () {
  24545. return BABYLON.Matrix.Identity();
  24546. };
  24547. /**
  24548. * This function MUST be overwritten by the different WebVR cameras available.
  24549. * The context in which it is running is the RIG camera. So 'this' is the TargetCamera, left or right.
  24550. */
  24551. Camera.prototype._getWebVRViewMatrix = function () {
  24552. return BABYLON.Matrix.Identity();
  24553. };
  24554. /** @hidden */
  24555. Camera.prototype.setCameraRigParameter = function (name, value) {
  24556. if (!this._cameraRigParams) {
  24557. this._cameraRigParams = {};
  24558. }
  24559. this._cameraRigParams[name] = value;
  24560. //provisionnally:
  24561. if (name === "interaxialDistance") {
  24562. this._cameraRigParams.stereoHalfAngle = BABYLON.Tools.ToRadians(value / 0.0637);
  24563. }
  24564. };
  24565. /**
  24566. * needs to be overridden by children so sub has required properties to be copied
  24567. * @hidden
  24568. */
  24569. Camera.prototype.createRigCamera = function (name, cameraIndex) {
  24570. return null;
  24571. };
  24572. /**
  24573. * May need to be overridden by children
  24574. * @hidden
  24575. */
  24576. Camera.prototype._updateRigCameras = function () {
  24577. for (var i = 0; i < this._rigCameras.length; i++) {
  24578. this._rigCameras[i].minZ = this.minZ;
  24579. this._rigCameras[i].maxZ = this.maxZ;
  24580. this._rigCameras[i].fov = this.fov;
  24581. this._rigCameras[i].upVector.copyFrom(this.upVector);
  24582. }
  24583. // only update viewport when ANAGLYPH
  24584. if (this.cameraRigMode === Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH) {
  24585. this._rigCameras[0].viewport = this._rigCameras[1].viewport = this.viewport;
  24586. }
  24587. };
  24588. /** @hidden */
  24589. Camera.prototype._setupInputs = function () {
  24590. };
  24591. /**
  24592. * Serialiaze the camera setup to a json represention
  24593. * @returns the JSON representation
  24594. */
  24595. Camera.prototype.serialize = function () {
  24596. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  24597. // Type
  24598. serializationObject.type = this.getClassName();
  24599. // Parent
  24600. if (this.parent) {
  24601. serializationObject.parentId = this.parent.id;
  24602. }
  24603. if (this.inputs) {
  24604. this.inputs.serialize(serializationObject);
  24605. }
  24606. // Animations
  24607. BABYLON.Animation.AppendSerializedAnimations(this, serializationObject);
  24608. serializationObject.ranges = this.serializeAnimationRanges();
  24609. return serializationObject;
  24610. };
  24611. /**
  24612. * Clones the current camera.
  24613. * @param name The cloned camera name
  24614. * @returns the cloned camera
  24615. */
  24616. Camera.prototype.clone = function (name) {
  24617. return BABYLON.SerializationHelper.Clone(Camera.GetConstructorFromName(this.getClassName(), name, this.getScene(), this.interaxialDistance, this.isStereoscopicSideBySide), this);
  24618. };
  24619. /**
  24620. * Gets the direction of the camera relative to a given local axis.
  24621. * @param localAxis Defines the reference axis to provide a relative direction.
  24622. * @return the direction
  24623. */
  24624. Camera.prototype.getDirection = function (localAxis) {
  24625. var result = BABYLON.Vector3.Zero();
  24626. this.getDirectionToRef(localAxis, result);
  24627. return result;
  24628. };
  24629. /**
  24630. * Gets the direction of the camera relative to a given local axis into a passed vector.
  24631. * @param localAxis Defines the reference axis to provide a relative direction.
  24632. * @param result Defines the vector to store the result in
  24633. */
  24634. Camera.prototype.getDirectionToRef = function (localAxis, result) {
  24635. BABYLON.Vector3.TransformNormalToRef(localAxis, this.getWorldMatrix(), result);
  24636. };
  24637. /**
  24638. * Gets a camera constructor for a given camera type
  24639. * @param type The type of the camera to construct (should be equal to one of the camera class name)
  24640. * @param name The name of the camera the result will be able to instantiate
  24641. * @param scene The scene the result will construct the camera in
  24642. * @param interaxial_distance In case of stereoscopic setup, the distance between both eyes
  24643. * @param isStereoscopicSideBySide In case of stereoscopic setup, should the sereo be side b side
  24644. * @returns a factory method to construc the camera
  24645. */
  24646. Camera.GetConstructorFromName = function (type, name, scene, interaxial_distance, isStereoscopicSideBySide) {
  24647. if (interaxial_distance === void 0) { interaxial_distance = 0; }
  24648. if (isStereoscopicSideBySide === void 0) { isStereoscopicSideBySide = true; }
  24649. var constructorFunc = BABYLON.Node.Construct(type, name, scene, {
  24650. interaxial_distance: interaxial_distance,
  24651. isStereoscopicSideBySide: isStereoscopicSideBySide
  24652. });
  24653. if (constructorFunc) {
  24654. return constructorFunc;
  24655. }
  24656. // Default to universal camera
  24657. return function () { return new BABYLON.UniversalCamera(name, BABYLON.Vector3.Zero(), scene); };
  24658. };
  24659. /**
  24660. * Compute the world matrix of the camera.
  24661. * @returns the camera workd matrix
  24662. */
  24663. Camera.prototype.computeWorldMatrix = function () {
  24664. return this.getWorldMatrix();
  24665. };
  24666. /**
  24667. * Parse a JSON and creates the camera from the parsed information
  24668. * @param parsedCamera The JSON to parse
  24669. * @param scene The scene to instantiate the camera in
  24670. * @returns the newly constructed camera
  24671. */
  24672. Camera.Parse = function (parsedCamera, scene) {
  24673. var type = parsedCamera.type;
  24674. var construct = Camera.GetConstructorFromName(type, parsedCamera.name, scene, parsedCamera.interaxial_distance, parsedCamera.isStereoscopicSideBySide);
  24675. var camera = BABYLON.SerializationHelper.Parse(construct, parsedCamera, scene);
  24676. // Parent
  24677. if (parsedCamera.parentId) {
  24678. camera._waitingParentId = parsedCamera.parentId;
  24679. }
  24680. //If camera has an input manager, let it parse inputs settings
  24681. if (camera.inputs) {
  24682. camera.inputs.parse(parsedCamera);
  24683. camera._setupInputs();
  24684. }
  24685. if (camera.setPosition) { // need to force position
  24686. camera.position.copyFromFloats(0, 0, 0);
  24687. camera.setPosition(BABYLON.Vector3.FromArray(parsedCamera.position));
  24688. }
  24689. // Target
  24690. if (parsedCamera.target) {
  24691. if (camera.setTarget) {
  24692. camera.setTarget(BABYLON.Vector3.FromArray(parsedCamera.target));
  24693. }
  24694. }
  24695. // Apply 3d rig, when found
  24696. if (parsedCamera.cameraRigMode) {
  24697. var rigParams = (parsedCamera.interaxial_distance) ? { interaxialDistance: parsedCamera.interaxial_distance } : {};
  24698. camera.setCameraRigMode(parsedCamera.cameraRigMode, rigParams);
  24699. }
  24700. // Animations
  24701. if (parsedCamera.animations) {
  24702. for (var animationIndex = 0; animationIndex < parsedCamera.animations.length; animationIndex++) {
  24703. var parsedAnimation = parsedCamera.animations[animationIndex];
  24704. camera.animations.push(BABYLON.Animation.Parse(parsedAnimation));
  24705. }
  24706. BABYLON.Node.ParseAnimationRanges(camera, parsedCamera, scene);
  24707. }
  24708. if (parsedCamera.autoAnimate) {
  24709. scene.beginAnimation(camera, parsedCamera.autoAnimateFrom, parsedCamera.autoAnimateTo, parsedCamera.autoAnimateLoop, parsedCamera.autoAnimateSpeed || 1.0);
  24710. }
  24711. return camera;
  24712. };
  24713. /**
  24714. * This is the default projection mode used by the cameras.
  24715. * It helps recreating a feeling of perspective and better appreciate depth.
  24716. * This is the best way to simulate real life cameras.
  24717. */
  24718. Camera.PERSPECTIVE_CAMERA = 0;
  24719. /**
  24720. * This helps creating camera with an orthographic mode.
  24721. * Orthographic is commonly used in engineering as a means to produce object specifications that communicate dimensions unambiguously, each line of 1 unit length (cm, meter..whatever) will appear to have the same length everywhere on the drawing. This allows the drafter to dimension only a subset of lines and let the reader know that other lines of that length on the drawing are also that length in reality. Every parallel line in the drawing is also parallel in the object.
  24722. */
  24723. Camera.ORTHOGRAPHIC_CAMERA = 1;
  24724. /**
  24725. * This is the default FOV mode for perspective cameras.
  24726. * This setting aligns the upper and lower bounds of the viewport to the upper and lower bounds of the camera frustum.
  24727. */
  24728. Camera.FOVMODE_VERTICAL_FIXED = 0;
  24729. /**
  24730. * This setting aligns the left and right bounds of the viewport to the left and right bounds of the camera frustum.
  24731. */
  24732. Camera.FOVMODE_HORIZONTAL_FIXED = 1;
  24733. /**
  24734. * This specifies ther is no need for a camera rig.
  24735. * Basically only one eye is rendered corresponding to the camera.
  24736. */
  24737. Camera.RIG_MODE_NONE = 0;
  24738. /**
  24739. * Simulates a camera Rig with one blue eye and one red eye.
  24740. * This can be use with 3d blue and red glasses.
  24741. */
  24742. Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH = 10;
  24743. /**
  24744. * Defines that both eyes of the camera will be rendered side by side with a parallel target.
  24745. */
  24746. Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL = 11;
  24747. /**
  24748. * Defines that both eyes of the camera will be rendered side by side with a none parallel target.
  24749. */
  24750. Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED = 12;
  24751. /**
  24752. * Defines that both eyes of the camera will be rendered over under each other.
  24753. */
  24754. Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER = 13;
  24755. /**
  24756. * Defines that both eyes of the camera should be renderered in a VR mode (carbox).
  24757. */
  24758. Camera.RIG_MODE_VR = 20;
  24759. /**
  24760. * Defines that both eyes of the camera should be renderered in a VR mode (webVR).
  24761. */
  24762. Camera.RIG_MODE_WEBVR = 21;
  24763. /**
  24764. * Custom rig mode allowing rig cameras to be populated manually with any number of cameras
  24765. */
  24766. Camera.RIG_MODE_CUSTOM = 22;
  24767. /**
  24768. * Defines if by default attaching controls should prevent the default javascript event to continue.
  24769. */
  24770. Camera.ForceAttachControlToAlwaysPreventDefault = false;
  24771. /**
  24772. * @hidden
  24773. * Might be removed once multiview will be a thing
  24774. */
  24775. Camera.UseAlternateWebVRRendering = false;
  24776. __decorate([
  24777. BABYLON.serializeAsVector3()
  24778. ], Camera.prototype, "position", void 0);
  24779. __decorate([
  24780. BABYLON.serializeAsVector3()
  24781. ], Camera.prototype, "upVector", void 0);
  24782. __decorate([
  24783. BABYLON.serialize()
  24784. ], Camera.prototype, "orthoLeft", void 0);
  24785. __decorate([
  24786. BABYLON.serialize()
  24787. ], Camera.prototype, "orthoRight", void 0);
  24788. __decorate([
  24789. BABYLON.serialize()
  24790. ], Camera.prototype, "orthoBottom", void 0);
  24791. __decorate([
  24792. BABYLON.serialize()
  24793. ], Camera.prototype, "orthoTop", void 0);
  24794. __decorate([
  24795. BABYLON.serialize()
  24796. ], Camera.prototype, "fov", void 0);
  24797. __decorate([
  24798. BABYLON.serialize()
  24799. ], Camera.prototype, "minZ", void 0);
  24800. __decorate([
  24801. BABYLON.serialize()
  24802. ], Camera.prototype, "maxZ", void 0);
  24803. __decorate([
  24804. BABYLON.serialize()
  24805. ], Camera.prototype, "inertia", void 0);
  24806. __decorate([
  24807. BABYLON.serialize()
  24808. ], Camera.prototype, "mode", void 0);
  24809. __decorate([
  24810. BABYLON.serialize()
  24811. ], Camera.prototype, "layerMask", void 0);
  24812. __decorate([
  24813. BABYLON.serialize()
  24814. ], Camera.prototype, "fovMode", void 0);
  24815. __decorate([
  24816. BABYLON.serialize()
  24817. ], Camera.prototype, "cameraRigMode", void 0);
  24818. __decorate([
  24819. BABYLON.serialize()
  24820. ], Camera.prototype, "interaxialDistance", void 0);
  24821. __decorate([
  24822. BABYLON.serialize()
  24823. ], Camera.prototype, "isStereoscopicSideBySide", void 0);
  24824. return Camera;
  24825. }(BABYLON.Node));
  24826. BABYLON.Camera = Camera;
  24827. })(BABYLON || (BABYLON = {}));
  24828. //# sourceMappingURL=babylon.camera.js.map
  24829. var BABYLON;
  24830. (function (BABYLON) {
  24831. /**
  24832. * This is the manager responsible of all the rendering for meshes sprites and particles.
  24833. * It is enable to manage the different groups as well as the different necessary sort functions.
  24834. * This should not be used directly aside of the few static configurations
  24835. */
  24836. var RenderingManager = /** @class */ (function () {
  24837. /**
  24838. * Instantiates a new rendering group for a particular scene
  24839. * @param scene Defines the scene the groups belongs to
  24840. */
  24841. function RenderingManager(scene) {
  24842. /**
  24843. * @hidden
  24844. */
  24845. this._useSceneAutoClearSetup = false;
  24846. this._renderingGroups = new Array();
  24847. this._autoClearDepthStencil = {};
  24848. this._customOpaqueSortCompareFn = {};
  24849. this._customAlphaTestSortCompareFn = {};
  24850. this._customTransparentSortCompareFn = {};
  24851. this._renderingGroupInfo = new BABYLON.RenderingGroupInfo();
  24852. this._scene = scene;
  24853. for (var i = RenderingManager.MIN_RENDERINGGROUPS; i < RenderingManager.MAX_RENDERINGGROUPS; i++) {
  24854. this._autoClearDepthStencil[i] = { autoClear: true, depth: true, stencil: true };
  24855. }
  24856. }
  24857. RenderingManager.prototype._clearDepthStencilBuffer = function (depth, stencil) {
  24858. if (depth === void 0) { depth = true; }
  24859. if (stencil === void 0) { stencil = true; }
  24860. if (this._depthStencilBufferAlreadyCleaned) {
  24861. return;
  24862. }
  24863. this._scene.getEngine().clear(null, false, depth, stencil);
  24864. this._depthStencilBufferAlreadyCleaned = true;
  24865. };
  24866. /**
  24867. * Renders the entire managed groups. This is used by the scene or the different rennder targets.
  24868. * @hidden
  24869. */
  24870. RenderingManager.prototype.render = function (customRenderFunction, activeMeshes, renderParticles, renderSprites) {
  24871. // Update the observable context (not null as it only goes away on dispose)
  24872. var info = this._renderingGroupInfo;
  24873. info.scene = this._scene;
  24874. info.camera = this._scene.activeCamera;
  24875. // Dispatch sprites
  24876. if (this._scene.spriteManagers && renderSprites) {
  24877. for (var index = 0; index < this._scene.spriteManagers.length; index++) {
  24878. var manager = this._scene.spriteManagers[index];
  24879. this.dispatchSprites(manager);
  24880. }
  24881. }
  24882. // Render
  24883. for (var index = RenderingManager.MIN_RENDERINGGROUPS; index < RenderingManager.MAX_RENDERINGGROUPS; index++) {
  24884. this._depthStencilBufferAlreadyCleaned = index === RenderingManager.MIN_RENDERINGGROUPS;
  24885. var renderingGroup = this._renderingGroups[index];
  24886. if (!renderingGroup) {
  24887. continue;
  24888. }
  24889. var renderingGroupMask = Math.pow(2, index);
  24890. info.renderingGroupId = index;
  24891. // Before Observable
  24892. this._scene.onBeforeRenderingGroupObservable.notifyObservers(info, renderingGroupMask);
  24893. // Clear depth/stencil if needed
  24894. if (RenderingManager.AUTOCLEAR) {
  24895. var autoClear = this._useSceneAutoClearSetup ?
  24896. this._scene.getAutoClearDepthStencilSetup(index) :
  24897. this._autoClearDepthStencil[index];
  24898. if (autoClear && autoClear.autoClear) {
  24899. this._clearDepthStencilBuffer(autoClear.depth, autoClear.stencil);
  24900. }
  24901. }
  24902. // Render
  24903. for (var _i = 0, _a = this._scene._beforeRenderingGroupDrawStage; _i < _a.length; _i++) {
  24904. var step = _a[_i];
  24905. step.action(index);
  24906. }
  24907. renderingGroup.render(customRenderFunction, renderSprites, renderParticles, activeMeshes);
  24908. for (var _b = 0, _c = this._scene._afterRenderingGroupDrawStage; _b < _c.length; _b++) {
  24909. var step = _c[_b];
  24910. step.action(index);
  24911. }
  24912. // After Observable
  24913. this._scene.onAfterRenderingGroupObservable.notifyObservers(info, renderingGroupMask);
  24914. }
  24915. };
  24916. /**
  24917. * Resets the different information of the group to prepare a new frame
  24918. * @hidden
  24919. */
  24920. RenderingManager.prototype.reset = function () {
  24921. for (var index = RenderingManager.MIN_RENDERINGGROUPS; index < RenderingManager.MAX_RENDERINGGROUPS; index++) {
  24922. var renderingGroup = this._renderingGroups[index];
  24923. if (renderingGroup) {
  24924. renderingGroup.prepare();
  24925. }
  24926. }
  24927. };
  24928. /**
  24929. * Dispose and release the group and its associated resources.
  24930. * @hidden
  24931. */
  24932. RenderingManager.prototype.dispose = function () {
  24933. this.freeRenderingGroups();
  24934. this._renderingGroups.length = 0;
  24935. this._renderingGroupInfo = null;
  24936. };
  24937. /**
  24938. * Clear the info related to rendering groups preventing retention points during dispose.
  24939. */
  24940. RenderingManager.prototype.freeRenderingGroups = function () {
  24941. for (var index = RenderingManager.MIN_RENDERINGGROUPS; index < RenderingManager.MAX_RENDERINGGROUPS; index++) {
  24942. var renderingGroup = this._renderingGroups[index];
  24943. if (renderingGroup) {
  24944. renderingGroup.dispose();
  24945. }
  24946. }
  24947. };
  24948. RenderingManager.prototype._prepareRenderingGroup = function (renderingGroupId) {
  24949. if (this._renderingGroups[renderingGroupId] === undefined) {
  24950. this._renderingGroups[renderingGroupId] = new BABYLON.RenderingGroup(renderingGroupId, this._scene, this._customOpaqueSortCompareFn[renderingGroupId], this._customAlphaTestSortCompareFn[renderingGroupId], this._customTransparentSortCompareFn[renderingGroupId]);
  24951. }
  24952. };
  24953. /**
  24954. * Add a sprite manager to the rendering manager in order to render it this frame.
  24955. * @param spriteManager Define the sprite manager to render
  24956. */
  24957. RenderingManager.prototype.dispatchSprites = function (spriteManager) {
  24958. var renderingGroupId = spriteManager.renderingGroupId || 0;
  24959. this._prepareRenderingGroup(renderingGroupId);
  24960. this._renderingGroups[renderingGroupId].dispatchSprites(spriteManager);
  24961. };
  24962. /**
  24963. * Add a particle system to the rendering manager in order to render it this frame.
  24964. * @param particleSystem Define the particle system to render
  24965. */
  24966. RenderingManager.prototype.dispatchParticles = function (particleSystem) {
  24967. var renderingGroupId = particleSystem.renderingGroupId || 0;
  24968. this._prepareRenderingGroup(renderingGroupId);
  24969. this._renderingGroups[renderingGroupId].dispatchParticles(particleSystem);
  24970. };
  24971. /**
  24972. * Add a submesh to the manager in order to render it this frame
  24973. * @param subMesh The submesh to dispatch
  24974. * @param mesh Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.
  24975. * @param material Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.
  24976. */
  24977. RenderingManager.prototype.dispatch = function (subMesh, mesh, material) {
  24978. if (mesh === undefined) {
  24979. mesh = subMesh.getMesh();
  24980. }
  24981. var renderingGroupId = mesh.renderingGroupId || 0;
  24982. this._prepareRenderingGroup(renderingGroupId);
  24983. this._renderingGroups[renderingGroupId].dispatch(subMesh, mesh, material);
  24984. };
  24985. /**
  24986. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  24987. * This allowed control for front to back rendering or reversly depending of the special needs.
  24988. *
  24989. * @param renderingGroupId The rendering group id corresponding to its index
  24990. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  24991. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  24992. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  24993. */
  24994. RenderingManager.prototype.setRenderingOrder = function (renderingGroupId, opaqueSortCompareFn, alphaTestSortCompareFn, transparentSortCompareFn) {
  24995. if (opaqueSortCompareFn === void 0) { opaqueSortCompareFn = null; }
  24996. if (alphaTestSortCompareFn === void 0) { alphaTestSortCompareFn = null; }
  24997. if (transparentSortCompareFn === void 0) { transparentSortCompareFn = null; }
  24998. this._customOpaqueSortCompareFn[renderingGroupId] = opaqueSortCompareFn;
  24999. this._customAlphaTestSortCompareFn[renderingGroupId] = alphaTestSortCompareFn;
  25000. this._customTransparentSortCompareFn[renderingGroupId] = transparentSortCompareFn;
  25001. if (this._renderingGroups[renderingGroupId]) {
  25002. var group = this._renderingGroups[renderingGroupId];
  25003. group.opaqueSortCompareFn = this._customOpaqueSortCompareFn[renderingGroupId];
  25004. group.alphaTestSortCompareFn = this._customAlphaTestSortCompareFn[renderingGroupId];
  25005. group.transparentSortCompareFn = this._customTransparentSortCompareFn[renderingGroupId];
  25006. }
  25007. };
  25008. /**
  25009. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  25010. *
  25011. * @param renderingGroupId The rendering group id corresponding to its index
  25012. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  25013. * @param depth Automatically clears depth between groups if true and autoClear is true.
  25014. * @param stencil Automatically clears stencil between groups if true and autoClear is true.
  25015. */
  25016. RenderingManager.prototype.setRenderingAutoClearDepthStencil = function (renderingGroupId, autoClearDepthStencil, depth, stencil) {
  25017. if (depth === void 0) { depth = true; }
  25018. if (stencil === void 0) { stencil = true; }
  25019. this._autoClearDepthStencil[renderingGroupId] = {
  25020. autoClear: autoClearDepthStencil,
  25021. depth: depth,
  25022. stencil: stencil
  25023. };
  25024. };
  25025. /**
  25026. * Gets the current auto clear configuration for one rendering group of the rendering
  25027. * manager.
  25028. * @param index the rendering group index to get the information for
  25029. * @returns The auto clear setup for the requested rendering group
  25030. */
  25031. RenderingManager.prototype.getAutoClearDepthStencilSetup = function (index) {
  25032. return this._autoClearDepthStencil[index];
  25033. };
  25034. /**
  25035. * The max id used for rendering groups (not included)
  25036. */
  25037. RenderingManager.MAX_RENDERINGGROUPS = 4;
  25038. /**
  25039. * The min id used for rendering groups (included)
  25040. */
  25041. RenderingManager.MIN_RENDERINGGROUPS = 0;
  25042. /**
  25043. * Used to globally prevent autoclearing scenes.
  25044. */
  25045. RenderingManager.AUTOCLEAR = true;
  25046. return RenderingManager;
  25047. }());
  25048. BABYLON.RenderingManager = RenderingManager;
  25049. })(BABYLON || (BABYLON = {}));
  25050. //# sourceMappingURL=babylon.renderingManager.js.map
  25051. var BABYLON;
  25052. (function (BABYLON) {
  25053. /**
  25054. * This represents the object necessary to create a rendering group.
  25055. * This is exclusively used and created by the rendering manager.
  25056. * To modify the behavior, you use the available helpers in your scene or meshes.
  25057. * @hidden
  25058. */
  25059. var RenderingGroup = /** @class */ (function () {
  25060. /**
  25061. * Creates a new rendering group.
  25062. * @param index The rendering group index
  25063. * @param opaqueSortCompareFn The opaque sort comparison function. If null no order is applied
  25064. * @param alphaTestSortCompareFn The alpha test sort comparison function. If null no order is applied
  25065. * @param transparentSortCompareFn The transparent sort comparison function. If null back to front + alpha index sort is applied
  25066. */
  25067. function RenderingGroup(index, scene, opaqueSortCompareFn, alphaTestSortCompareFn, transparentSortCompareFn) {
  25068. if (opaqueSortCompareFn === void 0) { opaqueSortCompareFn = null; }
  25069. if (alphaTestSortCompareFn === void 0) { alphaTestSortCompareFn = null; }
  25070. if (transparentSortCompareFn === void 0) { transparentSortCompareFn = null; }
  25071. this.index = index;
  25072. this._opaqueSubMeshes = new BABYLON.SmartArray(256);
  25073. this._transparentSubMeshes = new BABYLON.SmartArray(256);
  25074. this._alphaTestSubMeshes = new BABYLON.SmartArray(256);
  25075. this._depthOnlySubMeshes = new BABYLON.SmartArray(256);
  25076. this._particleSystems = new BABYLON.SmartArray(256);
  25077. this._spriteManagers = new BABYLON.SmartArray(256);
  25078. this._edgesRenderers = new BABYLON.SmartArray(16);
  25079. this._scene = scene;
  25080. this.opaqueSortCompareFn = opaqueSortCompareFn;
  25081. this.alphaTestSortCompareFn = alphaTestSortCompareFn;
  25082. this.transparentSortCompareFn = transparentSortCompareFn;
  25083. }
  25084. Object.defineProperty(RenderingGroup.prototype, "opaqueSortCompareFn", {
  25085. /**
  25086. * Set the opaque sort comparison function.
  25087. * If null the sub meshes will be render in the order they were created
  25088. */
  25089. set: function (value) {
  25090. this._opaqueSortCompareFn = value;
  25091. if (value) {
  25092. this._renderOpaque = this.renderOpaqueSorted;
  25093. }
  25094. else {
  25095. this._renderOpaque = RenderingGroup.renderUnsorted;
  25096. }
  25097. },
  25098. enumerable: true,
  25099. configurable: true
  25100. });
  25101. Object.defineProperty(RenderingGroup.prototype, "alphaTestSortCompareFn", {
  25102. /**
  25103. * Set the alpha test sort comparison function.
  25104. * If null the sub meshes will be render in the order they were created
  25105. */
  25106. set: function (value) {
  25107. this._alphaTestSortCompareFn = value;
  25108. if (value) {
  25109. this._renderAlphaTest = this.renderAlphaTestSorted;
  25110. }
  25111. else {
  25112. this._renderAlphaTest = RenderingGroup.renderUnsorted;
  25113. }
  25114. },
  25115. enumerable: true,
  25116. configurable: true
  25117. });
  25118. Object.defineProperty(RenderingGroup.prototype, "transparentSortCompareFn", {
  25119. /**
  25120. * Set the transparent sort comparison function.
  25121. * If null the sub meshes will be render in the order they were created
  25122. */
  25123. set: function (value) {
  25124. if (value) {
  25125. this._transparentSortCompareFn = value;
  25126. }
  25127. else {
  25128. this._transparentSortCompareFn = RenderingGroup.defaultTransparentSortCompare;
  25129. }
  25130. this._renderTransparent = this.renderTransparentSorted;
  25131. },
  25132. enumerable: true,
  25133. configurable: true
  25134. });
  25135. /**
  25136. * Render all the sub meshes contained in the group.
  25137. * @param customRenderFunction Used to override the default render behaviour of the group.
  25138. * @returns true if rendered some submeshes.
  25139. */
  25140. RenderingGroup.prototype.render = function (customRenderFunction, renderSprites, renderParticles, activeMeshes) {
  25141. if (customRenderFunction) {
  25142. customRenderFunction(this._opaqueSubMeshes, this._alphaTestSubMeshes, this._transparentSubMeshes, this._depthOnlySubMeshes);
  25143. return;
  25144. }
  25145. var engine = this._scene.getEngine();
  25146. // Depth only
  25147. if (this._depthOnlySubMeshes.length !== 0) {
  25148. engine.setColorWrite(false);
  25149. this._renderAlphaTest(this._depthOnlySubMeshes);
  25150. engine.setColorWrite(true);
  25151. }
  25152. // Opaque
  25153. if (this._opaqueSubMeshes.length !== 0) {
  25154. this._renderOpaque(this._opaqueSubMeshes);
  25155. }
  25156. // Alpha test
  25157. if (this._alphaTestSubMeshes.length !== 0) {
  25158. this._renderAlphaTest(this._alphaTestSubMeshes);
  25159. }
  25160. var stencilState = engine.getStencilBuffer();
  25161. engine.setStencilBuffer(false);
  25162. // Sprites
  25163. if (renderSprites) {
  25164. this._renderSprites();
  25165. }
  25166. // Particles
  25167. if (renderParticles) {
  25168. this._renderParticles(activeMeshes);
  25169. }
  25170. if (this.onBeforeTransparentRendering) {
  25171. this.onBeforeTransparentRendering();
  25172. }
  25173. // Transparent
  25174. if (this._transparentSubMeshes.length !== 0) {
  25175. this._renderTransparent(this._transparentSubMeshes);
  25176. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  25177. }
  25178. // Set back stencil to false in case it changes before the edge renderer.
  25179. engine.setStencilBuffer(false);
  25180. // Edges
  25181. if (this._edgesRenderers.length) {
  25182. for (var edgesRendererIndex = 0; edgesRendererIndex < this._edgesRenderers.length; edgesRendererIndex++) {
  25183. this._edgesRenderers.data[edgesRendererIndex].render();
  25184. }
  25185. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  25186. }
  25187. // Restore Stencil state.
  25188. engine.setStencilBuffer(stencilState);
  25189. };
  25190. /**
  25191. * Renders the opaque submeshes in the order from the opaqueSortCompareFn.
  25192. * @param subMeshes The submeshes to render
  25193. */
  25194. RenderingGroup.prototype.renderOpaqueSorted = function (subMeshes) {
  25195. return RenderingGroup.renderSorted(subMeshes, this._opaqueSortCompareFn, this._scene.activeCamera, false);
  25196. };
  25197. /**
  25198. * Renders the opaque submeshes in the order from the alphatestSortCompareFn.
  25199. * @param subMeshes The submeshes to render
  25200. */
  25201. RenderingGroup.prototype.renderAlphaTestSorted = function (subMeshes) {
  25202. return RenderingGroup.renderSorted(subMeshes, this._alphaTestSortCompareFn, this._scene.activeCamera, false);
  25203. };
  25204. /**
  25205. * Renders the opaque submeshes in the order from the transparentSortCompareFn.
  25206. * @param subMeshes The submeshes to render
  25207. */
  25208. RenderingGroup.prototype.renderTransparentSorted = function (subMeshes) {
  25209. return RenderingGroup.renderSorted(subMeshes, this._transparentSortCompareFn, this._scene.activeCamera, true);
  25210. };
  25211. /**
  25212. * Renders the submeshes in a specified order.
  25213. * @param subMeshes The submeshes to sort before render
  25214. * @param sortCompareFn The comparison function use to sort
  25215. * @param cameraPosition The camera position use to preprocess the submeshes to help sorting
  25216. * @param transparent Specifies to activate blending if true
  25217. */
  25218. RenderingGroup.renderSorted = function (subMeshes, sortCompareFn, camera, transparent) {
  25219. var subIndex = 0;
  25220. var subMesh;
  25221. var cameraPosition = camera ? camera.globalPosition : BABYLON.Vector3.Zero();
  25222. for (; subIndex < subMeshes.length; subIndex++) {
  25223. subMesh = subMeshes.data[subIndex];
  25224. subMesh._alphaIndex = subMesh.getMesh().alphaIndex;
  25225. subMesh._distanceToCamera = subMesh.getBoundingInfo().boundingSphere.centerWorld.subtract(cameraPosition).length();
  25226. }
  25227. var sortedArray = subMeshes.data.slice(0, subMeshes.length);
  25228. if (sortCompareFn) {
  25229. sortedArray.sort(sortCompareFn);
  25230. }
  25231. for (subIndex = 0; subIndex < sortedArray.length; subIndex++) {
  25232. subMesh = sortedArray[subIndex];
  25233. if (transparent) {
  25234. var material = subMesh.getMaterial();
  25235. if (material && material.needDepthPrePass) {
  25236. var engine = material.getScene().getEngine();
  25237. engine.setColorWrite(false);
  25238. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  25239. subMesh.render(false);
  25240. engine.setColorWrite(true);
  25241. }
  25242. }
  25243. subMesh.render(transparent);
  25244. }
  25245. };
  25246. /**
  25247. * Renders the submeshes in the order they were dispatched (no sort applied).
  25248. * @param subMeshes The submeshes to render
  25249. */
  25250. RenderingGroup.renderUnsorted = function (subMeshes) {
  25251. for (var subIndex = 0; subIndex < subMeshes.length; subIndex++) {
  25252. var submesh = subMeshes.data[subIndex];
  25253. submesh.render(false);
  25254. }
  25255. };
  25256. /**
  25257. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  25258. * are rendered back to front if in the same alpha index.
  25259. *
  25260. * @param a The first submesh
  25261. * @param b The second submesh
  25262. * @returns The result of the comparison
  25263. */
  25264. RenderingGroup.defaultTransparentSortCompare = function (a, b) {
  25265. // Alpha index first
  25266. if (a._alphaIndex > b._alphaIndex) {
  25267. return 1;
  25268. }
  25269. if (a._alphaIndex < b._alphaIndex) {
  25270. return -1;
  25271. }
  25272. // Then distance to camera
  25273. return RenderingGroup.backToFrontSortCompare(a, b);
  25274. };
  25275. /**
  25276. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  25277. * are rendered back to front.
  25278. *
  25279. * @param a The first submesh
  25280. * @param b The second submesh
  25281. * @returns The result of the comparison
  25282. */
  25283. RenderingGroup.backToFrontSortCompare = function (a, b) {
  25284. // Then distance to camera
  25285. if (a._distanceToCamera < b._distanceToCamera) {
  25286. return 1;
  25287. }
  25288. if (a._distanceToCamera > b._distanceToCamera) {
  25289. return -1;
  25290. }
  25291. return 0;
  25292. };
  25293. /**
  25294. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  25295. * are rendered front to back (prevent overdraw).
  25296. *
  25297. * @param a The first submesh
  25298. * @param b The second submesh
  25299. * @returns The result of the comparison
  25300. */
  25301. RenderingGroup.frontToBackSortCompare = function (a, b) {
  25302. // Then distance to camera
  25303. if (a._distanceToCamera < b._distanceToCamera) {
  25304. return -1;
  25305. }
  25306. if (a._distanceToCamera > b._distanceToCamera) {
  25307. return 1;
  25308. }
  25309. return 0;
  25310. };
  25311. /**
  25312. * Resets the different lists of submeshes to prepare a new frame.
  25313. */
  25314. RenderingGroup.prototype.prepare = function () {
  25315. this._opaqueSubMeshes.reset();
  25316. this._transparentSubMeshes.reset();
  25317. this._alphaTestSubMeshes.reset();
  25318. this._depthOnlySubMeshes.reset();
  25319. this._particleSystems.reset();
  25320. this._spriteManagers.reset();
  25321. this._edgesRenderers.reset();
  25322. };
  25323. RenderingGroup.prototype.dispose = function () {
  25324. this._opaqueSubMeshes.dispose();
  25325. this._transparentSubMeshes.dispose();
  25326. this._alphaTestSubMeshes.dispose();
  25327. this._depthOnlySubMeshes.dispose();
  25328. this._particleSystems.dispose();
  25329. this._spriteManagers.dispose();
  25330. this._edgesRenderers.dispose();
  25331. };
  25332. /**
  25333. * Inserts the submesh in its correct queue depending on its material.
  25334. * @param subMesh The submesh to dispatch
  25335. * @param [mesh] Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.
  25336. * @param [material] Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.
  25337. */
  25338. RenderingGroup.prototype.dispatch = function (subMesh, mesh, material) {
  25339. // Get mesh and materials if not provided
  25340. if (mesh === undefined) {
  25341. mesh = subMesh.getMesh();
  25342. }
  25343. if (material === undefined) {
  25344. material = subMesh.getMaterial();
  25345. }
  25346. if (material === null || material === undefined) {
  25347. return;
  25348. }
  25349. if (material.needAlphaBlendingForMesh(mesh)) { // Transparent
  25350. this._transparentSubMeshes.push(subMesh);
  25351. }
  25352. else if (material.needAlphaTesting()) { // Alpha test
  25353. if (material.needDepthPrePass) {
  25354. this._depthOnlySubMeshes.push(subMesh);
  25355. }
  25356. this._alphaTestSubMeshes.push(subMesh);
  25357. }
  25358. else {
  25359. if (material.needDepthPrePass) {
  25360. this._depthOnlySubMeshes.push(subMesh);
  25361. }
  25362. this._opaqueSubMeshes.push(subMesh); // Opaque
  25363. }
  25364. if (mesh._edgesRenderer && mesh._edgesRenderer.isEnabled) {
  25365. this._edgesRenderers.push(mesh._edgesRenderer);
  25366. }
  25367. };
  25368. RenderingGroup.prototype.dispatchSprites = function (spriteManager) {
  25369. this._spriteManagers.push(spriteManager);
  25370. };
  25371. RenderingGroup.prototype.dispatchParticles = function (particleSystem) {
  25372. this._particleSystems.push(particleSystem);
  25373. };
  25374. RenderingGroup.prototype._renderParticles = function (activeMeshes) {
  25375. if (this._particleSystems.length === 0) {
  25376. return;
  25377. }
  25378. // Particles
  25379. var activeCamera = this._scene.activeCamera;
  25380. this._scene.onBeforeParticlesRenderingObservable.notifyObservers(this._scene);
  25381. for (var particleIndex = 0; particleIndex < this._particleSystems.length; particleIndex++) {
  25382. var particleSystem = this._particleSystems.data[particleIndex];
  25383. if ((activeCamera && activeCamera.layerMask & particleSystem.layerMask) === 0) {
  25384. continue;
  25385. }
  25386. var emitter = particleSystem.emitter;
  25387. if (!emitter.position || !activeMeshes || activeMeshes.indexOf(emitter) !== -1) {
  25388. this._scene._activeParticles.addCount(particleSystem.render(), false);
  25389. }
  25390. }
  25391. this._scene.onAfterParticlesRenderingObservable.notifyObservers(this._scene);
  25392. };
  25393. RenderingGroup.prototype._renderSprites = function () {
  25394. if (!this._scene.spritesEnabled || this._spriteManagers.length === 0) {
  25395. return;
  25396. }
  25397. // Sprites
  25398. var activeCamera = this._scene.activeCamera;
  25399. this._scene.onBeforeSpritesRenderingObservable.notifyObservers(this._scene);
  25400. for (var id = 0; id < this._spriteManagers.length; id++) {
  25401. var spriteManager = this._spriteManagers.data[id];
  25402. if (((activeCamera && activeCamera.layerMask & spriteManager.layerMask) !== 0)) {
  25403. spriteManager.render();
  25404. }
  25405. }
  25406. this._scene.onAfterSpritesRenderingObservable.notifyObservers(this._scene);
  25407. };
  25408. return RenderingGroup;
  25409. }());
  25410. BABYLON.RenderingGroup = RenderingGroup;
  25411. })(BABYLON || (BABYLON = {}));
  25412. //# sourceMappingURL=babylon.renderingGroup.js.map
  25413. var BABYLON;
  25414. (function (BABYLON) {
  25415. /**
  25416. * Groups all the scene component constants in one place to ease maintenance.
  25417. * @hidden
  25418. */
  25419. var SceneComponentConstants = /** @class */ (function () {
  25420. function SceneComponentConstants() {
  25421. }
  25422. SceneComponentConstants.NAME_EFFECTLAYER = "EffectLayer";
  25423. SceneComponentConstants.NAME_LAYER = "Layer";
  25424. SceneComponentConstants.NAME_LENSFLARESYSTEM = "LensFlareSystem";
  25425. SceneComponentConstants.NAME_BOUNDINGBOXRENDERER = "BoundingBoxRenderer";
  25426. SceneComponentConstants.NAME_PARTICLESYSTEM = "ParticleSystem";
  25427. SceneComponentConstants.NAME_GAMEPAD = "Gamepad";
  25428. SceneComponentConstants.NAME_SIMPLIFICATIONQUEUE = "SimplificationQueue";
  25429. SceneComponentConstants.NAME_GEOMETRYBUFFERRENDERER = "GeometryBufferRenderer";
  25430. SceneComponentConstants.NAME_DEPTHRENDERER = "DepthRenderer";
  25431. SceneComponentConstants.NAME_POSTPROCESSRENDERPIPELINEMANAGER = "PostProcessRenderPipelineManager";
  25432. SceneComponentConstants.NAME_SPRITE = "Sprite";
  25433. SceneComponentConstants.NAME_OUTLINERENDERER = "Outline";
  25434. SceneComponentConstants.NAME_PROCEDURALTEXTURE = "ProceduralTexture";
  25435. SceneComponentConstants.NAME_SHADOWGENERATOR = "ShadowGenerator";
  25436. SceneComponentConstants.NAME_OCTREE = "Octree";
  25437. SceneComponentConstants.NAME_PHYSICSENGINE = "PhysicsEngine";
  25438. SceneComponentConstants.NAME_AUDIO = "Audio";
  25439. SceneComponentConstants.STEP_ISREADYFORMESH_EFFECTLAYER = 0;
  25440. SceneComponentConstants.STEP_BEFOREEVALUATEACTIVEMESH_BOUNDINGBOXRENDERER = 0;
  25441. SceneComponentConstants.STEP_EVALUATESUBMESH_BOUNDINGBOXRENDERER = 0;
  25442. SceneComponentConstants.STEP_ACTIVEMESH_BOUNDINGBOXRENDERER = 0;
  25443. SceneComponentConstants.STEP_CAMERADRAWRENDERTARGET_EFFECTLAYER = 1;
  25444. SceneComponentConstants.STEP_BEFORECAMERADRAW_EFFECTLAYER = 0;
  25445. SceneComponentConstants.STEP_BEFORECAMERADRAW_LAYER = 1;
  25446. SceneComponentConstants.STEP_BEFORERENDERTARGETDRAW_LAYER = 0;
  25447. SceneComponentConstants.STEP_BEFORERENDERINGMESH_OUTLINE = 0;
  25448. SceneComponentConstants.STEP_AFTERRENDERINGMESH_OUTLINE = 0;
  25449. SceneComponentConstants.STEP_AFTERRENDERINGGROUPDRAW_EFFECTLAYER_DRAW = 0;
  25450. SceneComponentConstants.STEP_AFTERRENDERINGGROUPDRAW_BOUNDINGBOXRENDERER = 1;
  25451. SceneComponentConstants.STEP_BEFORECAMERAUPDATE_SIMPLIFICATIONQUEUE = 0;
  25452. SceneComponentConstants.STEP_BEFORECAMERAUPDATE_GAMEPAD = 1;
  25453. SceneComponentConstants.STEP_BEFORECLEAR_PROCEDURALTEXTURE = 0;
  25454. SceneComponentConstants.STEP_AFTERRENDERTARGETDRAW_LAYER = 0;
  25455. SceneComponentConstants.STEP_AFTERCAMERADRAW_EFFECTLAYER = 0;
  25456. SceneComponentConstants.STEP_AFTERCAMERADRAW_LENSFLARESYSTEM = 1;
  25457. SceneComponentConstants.STEP_AFTERCAMERADRAW_EFFECTLAYER_DRAW = 2;
  25458. SceneComponentConstants.STEP_AFTERCAMERADRAW_LAYER = 3;
  25459. SceneComponentConstants.STEP_AFTERRENDER_AUDIO = 0;
  25460. SceneComponentConstants.STEP_GATHERRENDERTARGETS_SHADOWGENERATOR = 0;
  25461. SceneComponentConstants.STEP_GATHERRENDERTARGETS_GEOMETRYBUFFERRENDERER = 1;
  25462. SceneComponentConstants.STEP_GATHERRENDERTARGETS_DEPTHRENDERER = 2;
  25463. SceneComponentConstants.STEP_GATHERRENDERTARGETS_POSTPROCESSRENDERPIPELINEMANAGER = 3;
  25464. SceneComponentConstants.STEP_GATHERACTIVECAMERARENDERTARGETS_DEPTHRENDERER = 0;
  25465. SceneComponentConstants.STEP_POINTERMOVE_SPRITE = 0;
  25466. SceneComponentConstants.STEP_POINTERDOWN_SPRITE = 0;
  25467. SceneComponentConstants.STEP_POINTERUP_SPRITE = 0;
  25468. return SceneComponentConstants;
  25469. }());
  25470. BABYLON.SceneComponentConstants = SceneComponentConstants;
  25471. /**
  25472. * Repressentation of a stage in the scene (Basically a list of ordered steps)
  25473. * @hidden
  25474. */
  25475. var Stage = /** @class */ (function (_super) {
  25476. __extends(Stage, _super);
  25477. /**
  25478. * Hide ctor from the rest of the world.
  25479. * @param items The items to add.
  25480. */
  25481. function Stage(items) {
  25482. return _super.apply(this, items) || this;
  25483. }
  25484. /**
  25485. * Creates a new Stage.
  25486. * @returns A new instance of a Stage
  25487. */
  25488. Stage.Create = function () {
  25489. return Object.create(Stage.prototype);
  25490. };
  25491. /**
  25492. * Registers a step in an ordered way in the targeted stage.
  25493. * @param index Defines the position to register the step in
  25494. * @param component Defines the component attached to the step
  25495. * @param action Defines the action to launch during the step
  25496. */
  25497. Stage.prototype.registerStep = function (index, component, action) {
  25498. var i = 0;
  25499. var maxIndex = Number.MAX_VALUE;
  25500. for (; i < this.length; i++) {
  25501. var step = this[i];
  25502. maxIndex = step.index;
  25503. if (index < maxIndex) {
  25504. break;
  25505. }
  25506. }
  25507. this.splice(i, 0, { index: index, component: component, action: action.bind(component) });
  25508. };
  25509. /**
  25510. * Clears all the steps from the stage.
  25511. */
  25512. Stage.prototype.clear = function () {
  25513. this.length = 0;
  25514. };
  25515. return Stage;
  25516. }(Array));
  25517. BABYLON.Stage = Stage;
  25518. })(BABYLON || (BABYLON = {}));
  25519. //# sourceMappingURL=babylon.sceneComponent.js.map
  25520. var BABYLON;
  25521. (function (BABYLON) {
  25522. /**
  25523. * Base class of the scene acting as a container for the different elements composing a scene.
  25524. * This class is dynamically extended by the different components of the scene increasing
  25525. * flexibility and reducing coupling
  25526. */
  25527. var AbstractScene = /** @class */ (function () {
  25528. function AbstractScene() {
  25529. /**
  25530. * Gets the list of root nodes (ie. nodes with no parent)
  25531. */
  25532. this.rootNodes = new Array();
  25533. /** All of the cameras added to this scene
  25534. * @see http://doc.babylonjs.com/babylon101/cameras
  25535. */
  25536. this.cameras = new Array();
  25537. /**
  25538. * All of the lights added to this scene
  25539. * @see http://doc.babylonjs.com/babylon101/lights
  25540. */
  25541. this.lights = new Array();
  25542. /**
  25543. * All of the (abstract) meshes added to this scene
  25544. */
  25545. this.meshes = new Array();
  25546. /**
  25547. * The list of skeletons added to the scene
  25548. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  25549. */
  25550. this.skeletons = new Array();
  25551. /**
  25552. * All of the particle systems added to this scene
  25553. * @see http://doc.babylonjs.com/babylon101/particles
  25554. */
  25555. this.particleSystems = new Array();
  25556. /**
  25557. * Gets a list of Animations associated with the scene
  25558. */
  25559. this.animations = [];
  25560. /**
  25561. * All of the animation groups added to this scene
  25562. * @see http://doc.babylonjs.com/how_to/group
  25563. */
  25564. this.animationGroups = new Array();
  25565. /**
  25566. * All of the multi-materials added to this scene
  25567. * @see http://doc.babylonjs.com/how_to/multi_materials
  25568. */
  25569. this.multiMaterials = new Array();
  25570. /**
  25571. * All of the materials added to this scene
  25572. * In the context of a Scene, it is not supposed to be modified manually.
  25573. * Any addition or removal should be done using the addMaterial and removeMAterial Scene methods.
  25574. * Note also that the order of the Material wihin the array is not significant and might change.
  25575. * @see http://doc.babylonjs.com/babylon101/materials
  25576. */
  25577. this.materials = new Array();
  25578. /**
  25579. * The list of morph target managers added to the scene
  25580. * @see http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh
  25581. */
  25582. this.morphTargetManagers = new Array();
  25583. /**
  25584. * The list of geometries used in the scene.
  25585. */
  25586. this.geometries = new Array();
  25587. /**
  25588. * All of the tranform nodes added to this scene
  25589. * In the context of a Scene, it is not supposed to be modified manually.
  25590. * Any addition or removal should be done using the addTransformNode and removeTransformNode Scene methods.
  25591. * Note also that the order of the TransformNode wihin the array is not significant and might change.
  25592. * @see http://doc.babylonjs.com/how_to/transformnode
  25593. */
  25594. this.transformNodes = new Array();
  25595. /**
  25596. * ActionManagers available on the scene.
  25597. */
  25598. this.actionManagers = new Array();
  25599. /**
  25600. * Textures to keep.
  25601. */
  25602. this.textures = new Array();
  25603. }
  25604. /**
  25605. * Adds a parser in the list of available ones
  25606. * @param name Defines the name of the parser
  25607. * @param parser Defines the parser to add
  25608. */
  25609. AbstractScene.AddParser = function (name, parser) {
  25610. this._BabylonFileParsers[name] = parser;
  25611. };
  25612. /**
  25613. * Gets a general parser from the list of avaialble ones
  25614. * @param name Defines the name of the parser
  25615. * @returns the requested parser or null
  25616. */
  25617. AbstractScene.GetParser = function (name) {
  25618. if (this._BabylonFileParsers[name]) {
  25619. return this._BabylonFileParsers[name];
  25620. }
  25621. return null;
  25622. };
  25623. /**
  25624. * Adds n individual parser in the list of available ones
  25625. * @param name Defines the name of the parser
  25626. * @param parser Defines the parser to add
  25627. */
  25628. AbstractScene.AddIndividualParser = function (name, parser) {
  25629. this._IndividualBabylonFileParsers[name] = parser;
  25630. };
  25631. /**
  25632. * Gets an individual parser from the list of avaialble ones
  25633. * @param name Defines the name of the parser
  25634. * @returns the requested parser or null
  25635. */
  25636. AbstractScene.GetIndividualParser = function (name) {
  25637. if (this._IndividualBabylonFileParsers[name]) {
  25638. return this._IndividualBabylonFileParsers[name];
  25639. }
  25640. return null;
  25641. };
  25642. /**
  25643. * Parser json data and populate both a scene and its associated container object
  25644. * @param jsonData Defines the data to parse
  25645. * @param scene Defines the scene to parse the data for
  25646. * @param container Defines the container attached to the parsing sequence
  25647. * @param rootUrl Defines the root url of the data
  25648. */
  25649. AbstractScene.Parse = function (jsonData, scene, container, rootUrl) {
  25650. for (var parserName in this._BabylonFileParsers) {
  25651. if (this._BabylonFileParsers.hasOwnProperty(parserName)) {
  25652. this._BabylonFileParsers[parserName](jsonData, scene, container, rootUrl);
  25653. }
  25654. }
  25655. };
  25656. /**
  25657. * Stores the list of available parsers in the application.
  25658. */
  25659. AbstractScene._BabylonFileParsers = {};
  25660. /**
  25661. * Stores the list of available individual parsers in the application.
  25662. */
  25663. AbstractScene._IndividualBabylonFileParsers = {};
  25664. return AbstractScene;
  25665. }());
  25666. BABYLON.AbstractScene = AbstractScene;
  25667. })(BABYLON || (BABYLON = {}));
  25668. //# sourceMappingURL=babylon.abstractScene.js.map
  25669. var BABYLON;
  25670. (function (BABYLON) {
  25671. /** @hidden */
  25672. var ClickInfo = /** @class */ (function () {
  25673. function ClickInfo() {
  25674. this._singleClick = false;
  25675. this._doubleClick = false;
  25676. this._hasSwiped = false;
  25677. this._ignore = false;
  25678. }
  25679. Object.defineProperty(ClickInfo.prototype, "singleClick", {
  25680. get: function () {
  25681. return this._singleClick;
  25682. },
  25683. set: function (b) {
  25684. this._singleClick = b;
  25685. },
  25686. enumerable: true,
  25687. configurable: true
  25688. });
  25689. Object.defineProperty(ClickInfo.prototype, "doubleClick", {
  25690. get: function () {
  25691. return this._doubleClick;
  25692. },
  25693. set: function (b) {
  25694. this._doubleClick = b;
  25695. },
  25696. enumerable: true,
  25697. configurable: true
  25698. });
  25699. Object.defineProperty(ClickInfo.prototype, "hasSwiped", {
  25700. get: function () {
  25701. return this._hasSwiped;
  25702. },
  25703. set: function (b) {
  25704. this._hasSwiped = b;
  25705. },
  25706. enumerable: true,
  25707. configurable: true
  25708. });
  25709. Object.defineProperty(ClickInfo.prototype, "ignore", {
  25710. get: function () {
  25711. return this._ignore;
  25712. },
  25713. set: function (b) {
  25714. this._ignore = b;
  25715. },
  25716. enumerable: true,
  25717. configurable: true
  25718. });
  25719. return ClickInfo;
  25720. }());
  25721. /**
  25722. * This class is used by the onRenderingGroupObservable
  25723. */
  25724. var RenderingGroupInfo = /** @class */ (function () {
  25725. function RenderingGroupInfo() {
  25726. }
  25727. return RenderingGroupInfo;
  25728. }());
  25729. BABYLON.RenderingGroupInfo = RenderingGroupInfo;
  25730. /**
  25731. * Represents a scene to be rendered by the engine.
  25732. * @see http://doc.babylonjs.com/features/scene
  25733. */
  25734. var Scene = /** @class */ (function (_super) {
  25735. __extends(Scene, _super);
  25736. /**
  25737. * Creates a new Scene
  25738. * @param engine defines the engine to use to render this scene
  25739. */
  25740. function Scene(engine, options) {
  25741. var _this = _super.call(this) || this;
  25742. // Members
  25743. /**
  25744. * Gets or sets a boolean that indicates if the scene must clear the render buffer before rendering a frame
  25745. */
  25746. _this.autoClear = true;
  25747. /**
  25748. * Gets or sets a boolean that indicates if the scene must clear the depth and stencil buffers before rendering a frame
  25749. */
  25750. _this.autoClearDepthAndStencil = true;
  25751. /**
  25752. * Defines the color used to clear the render buffer (Default is (0.2, 0.2, 0.3, 1.0))
  25753. */
  25754. _this.clearColor = new BABYLON.Color4(0.2, 0.2, 0.3, 1.0);
  25755. /**
  25756. * Defines the color used to simulate the ambient color (Default is (0, 0, 0))
  25757. */
  25758. _this.ambientColor = new BABYLON.Color3(0, 0, 0);
  25759. _this._forceWireframe = false;
  25760. _this._forcePointsCloud = false;
  25761. /**
  25762. * Gets or sets a boolean indicating if animations are enabled
  25763. */
  25764. _this.animationsEnabled = true;
  25765. _this._animationPropertiesOverride = null;
  25766. /**
  25767. * Gets or sets a boolean indicating if a constant deltatime has to be used
  25768. * This is mostly useful for testing purposes when you do not want the animations to scale with the framerate
  25769. */
  25770. _this.useConstantAnimationDeltaTime = false;
  25771. /**
  25772. * Gets or sets a boolean indicating if the scene must keep the meshUnderPointer property updated
  25773. * Please note that it requires to run a ray cast through the scene on every frame
  25774. */
  25775. _this.constantlyUpdateMeshUnderPointer = false;
  25776. /**
  25777. * Defines the HTML cursor to use when hovering over interactive elements
  25778. */
  25779. _this.hoverCursor = "pointer";
  25780. /**
  25781. * Defines the HTML default cursor to use (empty by default)
  25782. */
  25783. _this.defaultCursor = "";
  25784. /**
  25785. * This is used to call preventDefault() on pointer down
  25786. * in order to block unwanted artifacts like system double clicks
  25787. */
  25788. _this.preventDefaultOnPointerDown = true;
  25789. /**
  25790. * This is used to call preventDefault() on pointer up
  25791. * in order to block unwanted artifacts like system double clicks
  25792. */
  25793. _this.preventDefaultOnPointerUp = true;
  25794. // Metadata
  25795. /**
  25796. * Gets or sets user defined metadata
  25797. */
  25798. _this.metadata = null;
  25799. /**
  25800. * For internal use only. Please do not use.
  25801. */
  25802. _this.reservedDataStore = null;
  25803. /**
  25804. * Use this array to add regular expressions used to disable offline support for specific urls
  25805. */
  25806. _this.disableOfflineSupportExceptionRules = new Array();
  25807. /**
  25808. * An event triggered when the scene is disposed.
  25809. */
  25810. _this.onDisposeObservable = new BABYLON.Observable();
  25811. _this._onDisposeObserver = null;
  25812. /**
  25813. * An event triggered before rendering the scene (right after animations and physics)
  25814. */
  25815. _this.onBeforeRenderObservable = new BABYLON.Observable();
  25816. _this._onBeforeRenderObserver = null;
  25817. /**
  25818. * An event triggered after rendering the scene
  25819. */
  25820. _this.onAfterRenderObservable = new BABYLON.Observable();
  25821. _this._onAfterRenderObserver = null;
  25822. /**
  25823. * An event triggered before animating the scene
  25824. */
  25825. _this.onBeforeAnimationsObservable = new BABYLON.Observable();
  25826. /**
  25827. * An event triggered after animations processing
  25828. */
  25829. _this.onAfterAnimationsObservable = new BABYLON.Observable();
  25830. /**
  25831. * An event triggered before draw calls are ready to be sent
  25832. */
  25833. _this.onBeforeDrawPhaseObservable = new BABYLON.Observable();
  25834. /**
  25835. * An event triggered after draw calls have been sent
  25836. */
  25837. _this.onAfterDrawPhaseObservable = new BABYLON.Observable();
  25838. /**
  25839. * An event triggered when the scene is ready
  25840. */
  25841. _this.onReadyObservable = new BABYLON.Observable();
  25842. /**
  25843. * An event triggered before rendering a camera
  25844. */
  25845. _this.onBeforeCameraRenderObservable = new BABYLON.Observable();
  25846. _this._onBeforeCameraRenderObserver = null;
  25847. /**
  25848. * An event triggered after rendering a camera
  25849. */
  25850. _this.onAfterCameraRenderObservable = new BABYLON.Observable();
  25851. _this._onAfterCameraRenderObserver = null;
  25852. /**
  25853. * An event triggered when active meshes evaluation is about to start
  25854. */
  25855. _this.onBeforeActiveMeshesEvaluationObservable = new BABYLON.Observable();
  25856. /**
  25857. * An event triggered when active meshes evaluation is done
  25858. */
  25859. _this.onAfterActiveMeshesEvaluationObservable = new BABYLON.Observable();
  25860. /**
  25861. * An event triggered when particles rendering is about to start
  25862. * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
  25863. */
  25864. _this.onBeforeParticlesRenderingObservable = new BABYLON.Observable();
  25865. /**
  25866. * An event triggered when particles rendering is done
  25867. * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
  25868. */
  25869. _this.onAfterParticlesRenderingObservable = new BABYLON.Observable();
  25870. /**
  25871. * An event triggered when SceneLoader.Append or SceneLoader.Load or SceneLoader.ImportMesh were successfully executed
  25872. */
  25873. _this.onDataLoadedObservable = new BABYLON.Observable();
  25874. /**
  25875. * An event triggered when a camera is created
  25876. */
  25877. _this.onNewCameraAddedObservable = new BABYLON.Observable();
  25878. /**
  25879. * An event triggered when a camera is removed
  25880. */
  25881. _this.onCameraRemovedObservable = new BABYLON.Observable();
  25882. /**
  25883. * An event triggered when a light is created
  25884. */
  25885. _this.onNewLightAddedObservable = new BABYLON.Observable();
  25886. /**
  25887. * An event triggered when a light is removed
  25888. */
  25889. _this.onLightRemovedObservable = new BABYLON.Observable();
  25890. /**
  25891. * An event triggered when a geometry is created
  25892. */
  25893. _this.onNewGeometryAddedObservable = new BABYLON.Observable();
  25894. /**
  25895. * An event triggered when a geometry is removed
  25896. */
  25897. _this.onGeometryRemovedObservable = new BABYLON.Observable();
  25898. /**
  25899. * An event triggered when a transform node is created
  25900. */
  25901. _this.onNewTransformNodeAddedObservable = new BABYLON.Observable();
  25902. /**
  25903. * An event triggered when a transform node is removed
  25904. */
  25905. _this.onTransformNodeRemovedObservable = new BABYLON.Observable();
  25906. /**
  25907. * An event triggered when a mesh is created
  25908. */
  25909. _this.onNewMeshAddedObservable = new BABYLON.Observable();
  25910. /**
  25911. * An event triggered when a mesh is removed
  25912. */
  25913. _this.onMeshRemovedObservable = new BABYLON.Observable();
  25914. /**
  25915. * An event triggered when a material is created
  25916. */
  25917. _this.onNewMaterialAddedObservable = new BABYLON.Observable();
  25918. /**
  25919. * An event triggered when a material is removed
  25920. */
  25921. _this.onMaterialRemovedObservable = new BABYLON.Observable();
  25922. /**
  25923. * An event triggered when a texture is created
  25924. */
  25925. _this.onNewTextureAddedObservable = new BABYLON.Observable();
  25926. /**
  25927. * An event triggered when a texture is removed
  25928. */
  25929. _this.onTextureRemovedObservable = new BABYLON.Observable();
  25930. /**
  25931. * An event triggered when render targets are about to be rendered
  25932. * Can happen multiple times per frame.
  25933. */
  25934. _this.onBeforeRenderTargetsRenderObservable = new BABYLON.Observable();
  25935. /**
  25936. * An event triggered when render targets were rendered.
  25937. * Can happen multiple times per frame.
  25938. */
  25939. _this.onAfterRenderTargetsRenderObservable = new BABYLON.Observable();
  25940. /**
  25941. * An event triggered before calculating deterministic simulation step
  25942. */
  25943. _this.onBeforeStepObservable = new BABYLON.Observable();
  25944. /**
  25945. * An event triggered after calculating deterministic simulation step
  25946. */
  25947. _this.onAfterStepObservable = new BABYLON.Observable();
  25948. /**
  25949. * An event triggered when the activeCamera property is updated
  25950. */
  25951. _this.onActiveCameraChanged = new BABYLON.Observable();
  25952. /**
  25953. * This Observable will be triggered before rendering each renderingGroup of each rendered camera.
  25954. * The RenderinGroupInfo class contains all the information about the context in which the observable is called
  25955. * If you wish to register an Observer only for a given set of renderingGroup, use the mask with a combination of the renderingGroup index elevated to the power of two (1 for renderingGroup 0, 2 for renderingrOup1, 4 for 2 and 8 for 3)
  25956. */
  25957. _this.onBeforeRenderingGroupObservable = new BABYLON.Observable();
  25958. /**
  25959. * This Observable will be triggered after rendering each renderingGroup of each rendered camera.
  25960. * The RenderinGroupInfo class contains all the information about the context in which the observable is called
  25961. * If you wish to register an Observer only for a given set of renderingGroup, use the mask with a combination of the renderingGroup index elevated to the power of two (1 for renderingGroup 0, 2 for renderingrOup1, 4 for 2 and 8 for 3)
  25962. */
  25963. _this.onAfterRenderingGroupObservable = new BABYLON.Observable();
  25964. /**
  25965. * This Observable will when a mesh has been imported into the scene.
  25966. */
  25967. _this.onMeshImportedObservable = new BABYLON.Observable();
  25968. // Animations
  25969. _this._registeredForLateAnimationBindings = new BABYLON.SmartArrayNoDuplicate(256);
  25970. /**
  25971. * This observable event is triggered when any ponter event is triggered. It is registered during Scene.attachControl() and it is called BEFORE the 3D engine process anything (mesh/sprite picking for instance).
  25972. * You have the possibility to skip the process and the call to onPointerObservable by setting PointerInfoPre.skipOnPointerObservable to true
  25973. */
  25974. _this.onPrePointerObservable = new BABYLON.Observable();
  25975. /**
  25976. * Observable event triggered each time an input event is received from the rendering canvas
  25977. */
  25978. _this.onPointerObservable = new BABYLON.Observable();
  25979. _this._meshPickProceed = false;
  25980. _this._currentPickResult = null;
  25981. _this._previousPickResult = null;
  25982. _this._totalPointersPressed = 0;
  25983. _this._doubleClickOccured = false;
  25984. /** Define this parameter if you are using multiple cameras and you want to specify which one should be used for pointer position */
  25985. _this.cameraToUseForPointers = null;
  25986. _this._pointerX = 0;
  25987. _this._pointerY = 0;
  25988. _this._startingPointerPosition = new BABYLON.Vector2(0, 0);
  25989. _this._previousStartingPointerPosition = new BABYLON.Vector2(0, 0);
  25990. _this._startingPointerTime = 0;
  25991. _this._previousStartingPointerTime = 0;
  25992. _this._pointerCaptures = {};
  25993. // Deterministic lockstep
  25994. _this._timeAccumulator = 0;
  25995. _this._currentStepId = 0;
  25996. _this._currentInternalStep = 0;
  25997. // Keyboard
  25998. /**
  25999. * This observable event is triggered when any keyboard event si raised and registered during Scene.attachControl()
  26000. * You have the possibility to skip the process and the call to onKeyboardObservable by setting KeyboardInfoPre.skipOnPointerObservable to true
  26001. */
  26002. _this.onPreKeyboardObservable = new BABYLON.Observable();
  26003. /**
  26004. * Observable event triggered each time an keyboard event is received from the hosting window
  26005. */
  26006. _this.onKeyboardObservable = new BABYLON.Observable();
  26007. // Coordinates system
  26008. _this._useRightHandedSystem = false;
  26009. // Fog
  26010. _this._fogEnabled = true;
  26011. _this._fogMode = Scene.FOGMODE_NONE;
  26012. /**
  26013. * Gets or sets the fog color to use
  26014. * @see http://doc.babylonjs.com/babylon101/environment#fog
  26015. * (Default is Color3(0.2, 0.2, 0.3))
  26016. */
  26017. _this.fogColor = new BABYLON.Color3(0.2, 0.2, 0.3);
  26018. /**
  26019. * Gets or sets the fog density to use
  26020. * @see http://doc.babylonjs.com/babylon101/environment#fog
  26021. * (Default is 0.1)
  26022. */
  26023. _this.fogDensity = 0.1;
  26024. /**
  26025. * Gets or sets the fog start distance to use
  26026. * @see http://doc.babylonjs.com/babylon101/environment#fog
  26027. * (Default is 0)
  26028. */
  26029. _this.fogStart = 0;
  26030. /**
  26031. * Gets or sets the fog end distance to use
  26032. * @see http://doc.babylonjs.com/babylon101/environment#fog
  26033. * (Default is 1000)
  26034. */
  26035. _this.fogEnd = 1000.0;
  26036. // Lights
  26037. _this._shadowsEnabled = true;
  26038. _this._lightsEnabled = true;
  26039. /** All of the active cameras added to this scene. */
  26040. _this.activeCameras = new Array();
  26041. // Textures
  26042. _this._texturesEnabled = true;
  26043. // Particles
  26044. /**
  26045. * Gets or sets a boolean indicating if particles are enabled on this scene
  26046. */
  26047. _this.particlesEnabled = true;
  26048. // Sprites
  26049. /**
  26050. * Gets or sets a boolean indicating if sprites are enabled on this scene
  26051. */
  26052. _this.spritesEnabled = true;
  26053. // Skeletons
  26054. _this._skeletonsEnabled = true;
  26055. // Lens flares
  26056. /**
  26057. * Gets or sets a boolean indicating if lens flares are enabled on this scene
  26058. */
  26059. _this.lensFlaresEnabled = true;
  26060. // Collisions
  26061. /**
  26062. * Gets or sets a boolean indicating if collisions are enabled on this scene
  26063. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  26064. */
  26065. _this.collisionsEnabled = true;
  26066. /**
  26067. * Defines the gravity applied to this scene (used only for collisions)
  26068. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  26069. */
  26070. _this.gravity = new BABYLON.Vector3(0, -9.807, 0);
  26071. // Postprocesses
  26072. /**
  26073. * Gets or sets a boolean indicating if postprocesses are enabled on this scene
  26074. */
  26075. _this.postProcessesEnabled = true;
  26076. /**
  26077. * The list of postprocesses added to the scene
  26078. */
  26079. _this.postProcesses = new Array();
  26080. // Customs render targets
  26081. /**
  26082. * Gets or sets a boolean indicating if render targets are enabled on this scene
  26083. */
  26084. _this.renderTargetsEnabled = true;
  26085. /**
  26086. * Gets or sets a boolean indicating if next render targets must be dumped as image for debugging purposes
  26087. * We recommend not using it and instead rely on Spector.js: http://spector.babylonjs.com
  26088. */
  26089. _this.dumpNextRenderTargets = false;
  26090. /**
  26091. * The list of user defined render targets added to the scene
  26092. */
  26093. _this.customRenderTargets = new Array();
  26094. /**
  26095. * Gets the list of meshes imported to the scene through SceneLoader
  26096. */
  26097. _this.importedMeshesFiles = new Array();
  26098. // Probes
  26099. /**
  26100. * Gets or sets a boolean indicating if probes are enabled on this scene
  26101. */
  26102. _this.probesEnabled = true;
  26103. _this._meshesForIntersections = new BABYLON.SmartArrayNoDuplicate(256);
  26104. // Procedural textures
  26105. /**
  26106. * Gets or sets a boolean indicating if procedural textures are enabled on this scene
  26107. */
  26108. _this.proceduralTexturesEnabled = true;
  26109. // Performance counters
  26110. _this._totalVertices = new BABYLON.PerfCounter();
  26111. /** @hidden */
  26112. _this._activeIndices = new BABYLON.PerfCounter();
  26113. /** @hidden */
  26114. _this._activeParticles = new BABYLON.PerfCounter();
  26115. /** @hidden */
  26116. _this._activeBones = new BABYLON.PerfCounter();
  26117. _this._animationTime = 0;
  26118. /**
  26119. * Gets or sets a general scale for animation speed
  26120. * @see https://www.babylonjs-playground.com/#IBU2W7#3
  26121. */
  26122. _this.animationTimeScale = 1;
  26123. _this._renderId = 0;
  26124. _this._frameId = 0;
  26125. _this._executeWhenReadyTimeoutId = -1;
  26126. _this._intermediateRendering = false;
  26127. _this._viewUpdateFlag = -1;
  26128. _this._projectionUpdateFlag = -1;
  26129. _this._alternateViewUpdateFlag = -1;
  26130. _this._alternateProjectionUpdateFlag = -1;
  26131. /** @hidden */
  26132. _this._toBeDisposed = new Array(256);
  26133. _this._activeRequests = new Array();
  26134. _this._pendingData = new Array();
  26135. _this._isDisposed = false;
  26136. /**
  26137. * Gets or sets a boolean indicating that all submeshes of active meshes must be rendered
  26138. * Use this boolean to avoid computing frustum clipping on submeshes (This could help when you are CPU bound)
  26139. */
  26140. _this.dispatchAllSubMeshesOfActiveMeshes = false;
  26141. _this._activeMeshes = new BABYLON.SmartArray(256);
  26142. _this._processedMaterials = new BABYLON.SmartArray(256);
  26143. _this._renderTargets = new BABYLON.SmartArrayNoDuplicate(256);
  26144. /** @hidden */
  26145. _this._activeParticleSystems = new BABYLON.SmartArray(256);
  26146. _this._activeSkeletons = new BABYLON.SmartArrayNoDuplicate(32);
  26147. _this._softwareSkinnedMeshes = new BABYLON.SmartArrayNoDuplicate(32);
  26148. /** @hidden */
  26149. _this._activeAnimatables = new Array();
  26150. _this._transformMatrix = BABYLON.Matrix.Zero();
  26151. _this._useAlternateCameraConfiguration = false;
  26152. _this._alternateRendering = false;
  26153. _this._wheelEventName = "";
  26154. /**
  26155. * Gets or sets a boolean indicating if lights must be sorted by priority (off by default)
  26156. * This is useful if there are more lights that the maximum simulteanous authorized
  26157. */
  26158. _this.requireLightSorting = false;
  26159. /**
  26160. * @hidden
  26161. * Backing store of defined scene components.
  26162. */
  26163. _this._components = [];
  26164. /**
  26165. * @hidden
  26166. * Backing store of defined scene components.
  26167. */
  26168. _this._serializableComponents = [];
  26169. /**
  26170. * List of components to register on the next registration step.
  26171. */
  26172. _this._transientComponents = [];
  26173. /**
  26174. * @hidden
  26175. * Defines the actions happening before camera updates.
  26176. */
  26177. _this._beforeCameraUpdateStage = BABYLON.Stage.Create();
  26178. /**
  26179. * @hidden
  26180. * Defines the actions happening before clear the canvas.
  26181. */
  26182. _this._beforeClearStage = BABYLON.Stage.Create();
  26183. /**
  26184. * @hidden
  26185. * Defines the actions when collecting render targets for the frame.
  26186. */
  26187. _this._gatherRenderTargetsStage = BABYLON.Stage.Create();
  26188. /**
  26189. * @hidden
  26190. * Defines the actions happening for one camera in the frame.
  26191. */
  26192. _this._gatherActiveCameraRenderTargetsStage = BABYLON.Stage.Create();
  26193. /**
  26194. * @hidden
  26195. * Defines the actions happening during the per mesh ready checks.
  26196. */
  26197. _this._isReadyForMeshStage = BABYLON.Stage.Create();
  26198. /**
  26199. * @hidden
  26200. * Defines the actions happening before evaluate active mesh checks.
  26201. */
  26202. _this._beforeEvaluateActiveMeshStage = BABYLON.Stage.Create();
  26203. /**
  26204. * @hidden
  26205. * Defines the actions happening during the evaluate sub mesh checks.
  26206. */
  26207. _this._evaluateSubMeshStage = BABYLON.Stage.Create();
  26208. /**
  26209. * @hidden
  26210. * Defines the actions happening during the active mesh stage.
  26211. */
  26212. _this._activeMeshStage = BABYLON.Stage.Create();
  26213. /**
  26214. * @hidden
  26215. * Defines the actions happening during the per camera render target step.
  26216. */
  26217. _this._cameraDrawRenderTargetStage = BABYLON.Stage.Create();
  26218. /**
  26219. * @hidden
  26220. * Defines the actions happening just before the active camera is drawing.
  26221. */
  26222. _this._beforeCameraDrawStage = BABYLON.Stage.Create();
  26223. /**
  26224. * @hidden
  26225. * Defines the actions happening just before a render target is drawing.
  26226. */
  26227. _this._beforeRenderTargetDrawStage = BABYLON.Stage.Create();
  26228. /**
  26229. * @hidden
  26230. * Defines the actions happening just before a rendering group is drawing.
  26231. */
  26232. _this._beforeRenderingGroupDrawStage = BABYLON.Stage.Create();
  26233. /**
  26234. * @hidden
  26235. * Defines the actions happening just before a mesh is drawing.
  26236. */
  26237. _this._beforeRenderingMeshStage = BABYLON.Stage.Create();
  26238. /**
  26239. * @hidden
  26240. * Defines the actions happening just after a mesh has been drawn.
  26241. */
  26242. _this._afterRenderingMeshStage = BABYLON.Stage.Create();
  26243. /**
  26244. * @hidden
  26245. * Defines the actions happening just after a rendering group has been drawn.
  26246. */
  26247. _this._afterRenderingGroupDrawStage = BABYLON.Stage.Create();
  26248. /**
  26249. * @hidden
  26250. * Defines the actions happening just after the active camera has been drawn.
  26251. */
  26252. _this._afterCameraDrawStage = BABYLON.Stage.Create();
  26253. /**
  26254. * @hidden
  26255. * Defines the actions happening just after a render target has been drawn.
  26256. */
  26257. _this._afterRenderTargetDrawStage = BABYLON.Stage.Create();
  26258. /**
  26259. * @hidden
  26260. * Defines the actions happening just after rendering all cameras and computing intersections.
  26261. */
  26262. _this._afterRenderStage = BABYLON.Stage.Create();
  26263. /**
  26264. * @hidden
  26265. * Defines the actions happening when a pointer move event happens.
  26266. */
  26267. _this._pointerMoveStage = BABYLON.Stage.Create();
  26268. /**
  26269. * @hidden
  26270. * Defines the actions happening when a pointer down event happens.
  26271. */
  26272. _this._pointerDownStage = BABYLON.Stage.Create();
  26273. /**
  26274. * @hidden
  26275. * Defines the actions happening when a pointer up event happens.
  26276. */
  26277. _this._pointerUpStage = BABYLON.Stage.Create();
  26278. /**
  26279. * an optional map from Geometry Id to Geometry index in the 'geometries' array
  26280. */
  26281. _this.geometriesById = null;
  26282. _this._defaultMeshCandidates = {
  26283. data: [],
  26284. length: 0
  26285. };
  26286. _this._defaultSubMeshCandidates = {
  26287. data: [],
  26288. length: 0
  26289. };
  26290. _this._preventFreeActiveMeshesAndRenderingGroups = false;
  26291. _this._activeMeshesFrozen = false;
  26292. /** @hidden */
  26293. _this._allowPostProcessClearColor = true;
  26294. /**
  26295. * User updatable function that will return a deterministic frame time when engine is in deterministic lock step mode
  26296. */
  26297. _this.getDeterministicFrameTime = function () {
  26298. return 1000.0 / 60.0; // frame time in ms
  26299. };
  26300. _this._tempPickingRay = BABYLON.Ray ? BABYLON.Ray.Zero() : null;
  26301. _this._blockMaterialDirtyMechanism = false;
  26302. _this._engine = engine || BABYLON.Engine.LastCreatedEngine;
  26303. _this._engine.scenes.push(_this);
  26304. _this._uid = null;
  26305. _this._renderingManager = new BABYLON.RenderingManager(_this);
  26306. if (BABYLON.PostProcessManager) {
  26307. _this.postProcessManager = new BABYLON.PostProcessManager(_this);
  26308. }
  26309. if (BABYLON.Tools.IsWindowObjectExist()) {
  26310. _this.attachControl();
  26311. }
  26312. //collision coordinator initialization. For now legacy per default.
  26313. _this.workerCollisions = false; //(!!Worker && (!!BABYLON.CollisionWorker || BABYLON.WorkerIncluded));
  26314. // Uniform Buffer
  26315. _this._createUbo();
  26316. // Default Image processing definition
  26317. if (BABYLON.ImageProcessingConfiguration) {
  26318. _this._imageProcessingConfiguration = new BABYLON.ImageProcessingConfiguration();
  26319. }
  26320. _this.setDefaultCandidateProviders();
  26321. if (options && options.useGeometryIdsMap === true) {
  26322. _this.geometriesById = {};
  26323. }
  26324. _this.useMaterialMeshMap = options && options.useGeometryIdsMap || false;
  26325. _this.useClonedMeshhMap = options && options.useClonedMeshhMap || false;
  26326. _this._engine.onNewSceneAddedObservable.notifyObservers(_this);
  26327. return _this;
  26328. }
  26329. Object.defineProperty(Scene.prototype, "environmentTexture", {
  26330. /**
  26331. * Texture used in all pbr material as the reflection texture.
  26332. * As in the majority of the scene they are the same (exception for multi room and so on),
  26333. * this is easier to reference from here than from all the materials.
  26334. */
  26335. get: function () {
  26336. return this._environmentTexture;
  26337. },
  26338. /**
  26339. * Texture used in all pbr material as the reflection texture.
  26340. * As in the majority of the scene they are the same (exception for multi room and so on),
  26341. * this is easier to set here than in all the materials.
  26342. */
  26343. set: function (value) {
  26344. if (this._environmentTexture === value) {
  26345. return;
  26346. }
  26347. this._environmentTexture = value;
  26348. this.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  26349. },
  26350. enumerable: true,
  26351. configurable: true
  26352. });
  26353. Object.defineProperty(Scene.prototype, "imageProcessingConfiguration", {
  26354. /**
  26355. * Default image processing configuration used either in the rendering
  26356. * Forward main pass or through the imageProcessingPostProcess if present.
  26357. * As in the majority of the scene they are the same (exception for multi camera),
  26358. * this is easier to reference from here than from all the materials and post process.
  26359. *
  26360. * No setter as we it is a shared configuration, you can set the values instead.
  26361. */
  26362. get: function () {
  26363. return this._imageProcessingConfiguration;
  26364. },
  26365. enumerable: true,
  26366. configurable: true
  26367. });
  26368. Object.defineProperty(Scene.prototype, "forceWireframe", {
  26369. get: function () {
  26370. return this._forceWireframe;
  26371. },
  26372. /**
  26373. * Gets or sets a boolean indicating if all rendering must be done in wireframe
  26374. */
  26375. set: function (value) {
  26376. if (this._forceWireframe === value) {
  26377. return;
  26378. }
  26379. this._forceWireframe = value;
  26380. this.markAllMaterialsAsDirty(BABYLON.Material.MiscDirtyFlag);
  26381. },
  26382. enumerable: true,
  26383. configurable: true
  26384. });
  26385. Object.defineProperty(Scene.prototype, "forcePointsCloud", {
  26386. get: function () {
  26387. return this._forcePointsCloud;
  26388. },
  26389. /**
  26390. * Gets or sets a boolean indicating if all rendering must be done in point cloud
  26391. */
  26392. set: function (value) {
  26393. if (this._forcePointsCloud === value) {
  26394. return;
  26395. }
  26396. this._forcePointsCloud = value;
  26397. this.markAllMaterialsAsDirty(BABYLON.Material.MiscDirtyFlag);
  26398. },
  26399. enumerable: true,
  26400. configurable: true
  26401. });
  26402. Object.defineProperty(Scene.prototype, "animationPropertiesOverride", {
  26403. /**
  26404. * Gets or sets the animation properties override
  26405. */
  26406. get: function () {
  26407. return this._animationPropertiesOverride;
  26408. },
  26409. set: function (value) {
  26410. this._animationPropertiesOverride = value;
  26411. },
  26412. enumerable: true,
  26413. configurable: true
  26414. });
  26415. Object.defineProperty(Scene.prototype, "onDispose", {
  26416. /** Sets a function to be executed when this scene is disposed. */
  26417. set: function (callback) {
  26418. if (this._onDisposeObserver) {
  26419. this.onDisposeObservable.remove(this._onDisposeObserver);
  26420. }
  26421. this._onDisposeObserver = this.onDisposeObservable.add(callback);
  26422. },
  26423. enumerable: true,
  26424. configurable: true
  26425. });
  26426. Object.defineProperty(Scene.prototype, "beforeRender", {
  26427. /** Sets a function to be executed before rendering this scene */
  26428. set: function (callback) {
  26429. if (this._onBeforeRenderObserver) {
  26430. this.onBeforeRenderObservable.remove(this._onBeforeRenderObserver);
  26431. }
  26432. if (callback) {
  26433. this._onBeforeRenderObserver = this.onBeforeRenderObservable.add(callback);
  26434. }
  26435. },
  26436. enumerable: true,
  26437. configurable: true
  26438. });
  26439. Object.defineProperty(Scene.prototype, "afterRender", {
  26440. /** Sets a function to be executed after rendering this scene */
  26441. set: function (callback) {
  26442. if (this._onAfterRenderObserver) {
  26443. this.onAfterRenderObservable.remove(this._onAfterRenderObserver);
  26444. }
  26445. if (callback) {
  26446. this._onAfterRenderObserver = this.onAfterRenderObservable.add(callback);
  26447. }
  26448. },
  26449. enumerable: true,
  26450. configurable: true
  26451. });
  26452. Object.defineProperty(Scene.prototype, "beforeCameraRender", {
  26453. /** Sets a function to be executed before rendering a camera*/
  26454. set: function (callback) {
  26455. if (this._onBeforeCameraRenderObserver) {
  26456. this.onBeforeCameraRenderObservable.remove(this._onBeforeCameraRenderObserver);
  26457. }
  26458. this._onBeforeCameraRenderObserver = this.onBeforeCameraRenderObservable.add(callback);
  26459. },
  26460. enumerable: true,
  26461. configurable: true
  26462. });
  26463. Object.defineProperty(Scene.prototype, "afterCameraRender", {
  26464. /** Sets a function to be executed after rendering a camera*/
  26465. set: function (callback) {
  26466. if (this._onAfterCameraRenderObserver) {
  26467. this.onAfterCameraRenderObservable.remove(this._onAfterCameraRenderObserver);
  26468. }
  26469. this._onAfterCameraRenderObserver = this.onAfterCameraRenderObservable.add(callback);
  26470. },
  26471. enumerable: true,
  26472. configurable: true
  26473. });
  26474. Object.defineProperty(Scene.prototype, "unTranslatedPointer", {
  26475. /**
  26476. * Gets the pointer coordinates without any translation (ie. straight out of the pointer event)
  26477. */
  26478. get: function () {
  26479. return new BABYLON.Vector2(this._unTranslatedPointerX, this._unTranslatedPointerY);
  26480. },
  26481. enumerable: true,
  26482. configurable: true
  26483. });
  26484. Object.defineProperty(Scene.prototype, "useRightHandedSystem", {
  26485. get: function () {
  26486. return this._useRightHandedSystem;
  26487. },
  26488. /**
  26489. * Gets or sets a boolean indicating if the scene must use right-handed coordinates system
  26490. */
  26491. set: function (value) {
  26492. if (this._useRightHandedSystem === value) {
  26493. return;
  26494. }
  26495. this._useRightHandedSystem = value;
  26496. this.markAllMaterialsAsDirty(BABYLON.Material.MiscDirtyFlag);
  26497. },
  26498. enumerable: true,
  26499. configurable: true
  26500. });
  26501. /**
  26502. * Sets the step Id used by deterministic lock step
  26503. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  26504. * @param newStepId defines the step Id
  26505. */
  26506. Scene.prototype.setStepId = function (newStepId) {
  26507. this._currentStepId = newStepId;
  26508. };
  26509. /**
  26510. * Gets the step Id used by deterministic lock step
  26511. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  26512. * @returns the step Id
  26513. */
  26514. Scene.prototype.getStepId = function () {
  26515. return this._currentStepId;
  26516. };
  26517. /**
  26518. * Gets the internal step used by deterministic lock step
  26519. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  26520. * @returns the internal step
  26521. */
  26522. Scene.prototype.getInternalStep = function () {
  26523. return this._currentInternalStep;
  26524. };
  26525. Object.defineProperty(Scene.prototype, "fogEnabled", {
  26526. get: function () {
  26527. return this._fogEnabled;
  26528. },
  26529. /**
  26530. * Gets or sets a boolean indicating if fog is enabled on this scene
  26531. * @see http://doc.babylonjs.com/babylon101/environment#fog
  26532. * (Default is true)
  26533. */
  26534. set: function (value) {
  26535. if (this._fogEnabled === value) {
  26536. return;
  26537. }
  26538. this._fogEnabled = value;
  26539. this.markAllMaterialsAsDirty(BABYLON.Material.MiscDirtyFlag);
  26540. },
  26541. enumerable: true,
  26542. configurable: true
  26543. });
  26544. Object.defineProperty(Scene.prototype, "fogMode", {
  26545. get: function () {
  26546. return this._fogMode;
  26547. },
  26548. /**
  26549. * Gets or sets the fog mode to use
  26550. * @see http://doc.babylonjs.com/babylon101/environment#fog
  26551. * | mode | value |
  26552. * | --- | --- |
  26553. * | FOGMODE_NONE | 0 |
  26554. * | FOGMODE_EXP | 1 |
  26555. * | FOGMODE_EXP2 | 2 |
  26556. * | FOGMODE_LINEAR | 3 |
  26557. */
  26558. set: function (value) {
  26559. if (this._fogMode === value) {
  26560. return;
  26561. }
  26562. this._fogMode = value;
  26563. this.markAllMaterialsAsDirty(BABYLON.Material.MiscDirtyFlag);
  26564. },
  26565. enumerable: true,
  26566. configurable: true
  26567. });
  26568. Object.defineProperty(Scene.prototype, "shadowsEnabled", {
  26569. get: function () {
  26570. return this._shadowsEnabled;
  26571. },
  26572. /**
  26573. * Gets or sets a boolean indicating if shadows are enabled on this scene
  26574. */
  26575. set: function (value) {
  26576. if (this._shadowsEnabled === value) {
  26577. return;
  26578. }
  26579. this._shadowsEnabled = value;
  26580. this.markAllMaterialsAsDirty(BABYLON.Material.LightDirtyFlag);
  26581. },
  26582. enumerable: true,
  26583. configurable: true
  26584. });
  26585. Object.defineProperty(Scene.prototype, "lightsEnabled", {
  26586. get: function () {
  26587. return this._lightsEnabled;
  26588. },
  26589. /**
  26590. * Gets or sets a boolean indicating if lights are enabled on this scene
  26591. */
  26592. set: function (value) {
  26593. if (this._lightsEnabled === value) {
  26594. return;
  26595. }
  26596. this._lightsEnabled = value;
  26597. this.markAllMaterialsAsDirty(BABYLON.Material.LightDirtyFlag);
  26598. },
  26599. enumerable: true,
  26600. configurable: true
  26601. });
  26602. Object.defineProperty(Scene.prototype, "activeCamera", {
  26603. /** Gets or sets the current active camera */
  26604. get: function () {
  26605. return this._activeCamera;
  26606. },
  26607. set: function (value) {
  26608. if (value === this._activeCamera) {
  26609. return;
  26610. }
  26611. this._activeCamera = value;
  26612. this.onActiveCameraChanged.notifyObservers(this);
  26613. },
  26614. enumerable: true,
  26615. configurable: true
  26616. });
  26617. Object.defineProperty(Scene.prototype, "defaultMaterial", {
  26618. /** The default material used on meshes when no material is affected */
  26619. get: function () {
  26620. if (!this._defaultMaterial) {
  26621. this._defaultMaterial = new BABYLON.StandardMaterial("default material", this);
  26622. }
  26623. return this._defaultMaterial;
  26624. },
  26625. /** The default material used on meshes when no material is affected */
  26626. set: function (value) {
  26627. this._defaultMaterial = value;
  26628. },
  26629. enumerable: true,
  26630. configurable: true
  26631. });
  26632. Object.defineProperty(Scene.prototype, "texturesEnabled", {
  26633. get: function () {
  26634. return this._texturesEnabled;
  26635. },
  26636. /**
  26637. * Gets or sets a boolean indicating if textures are enabled on this scene
  26638. */
  26639. set: function (value) {
  26640. if (this._texturesEnabled === value) {
  26641. return;
  26642. }
  26643. this._texturesEnabled = value;
  26644. this.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  26645. },
  26646. enumerable: true,
  26647. configurable: true
  26648. });
  26649. Object.defineProperty(Scene.prototype, "skeletonsEnabled", {
  26650. get: function () {
  26651. return this._skeletonsEnabled;
  26652. },
  26653. /**
  26654. * Gets or sets a boolean indicating if skeletons are enabled on this scene
  26655. */
  26656. set: function (value) {
  26657. if (this._skeletonsEnabled === value) {
  26658. return;
  26659. }
  26660. this._skeletonsEnabled = value;
  26661. this.markAllMaterialsAsDirty(BABYLON.Material.AttributesDirtyFlag);
  26662. },
  26663. enumerable: true,
  26664. configurable: true
  26665. });
  26666. Object.defineProperty(Scene.prototype, "_isAlternateRenderingEnabled", {
  26667. /** @hidden */
  26668. get: function () {
  26669. return this._alternateRendering;
  26670. },
  26671. enumerable: true,
  26672. configurable: true
  26673. });
  26674. Object.defineProperty(Scene.prototype, "frustumPlanes", {
  26675. /**
  26676. * Gets the list of frustum planes (built from the active camera)
  26677. */
  26678. get: function () {
  26679. return this._frustumPlanes;
  26680. },
  26681. enumerable: true,
  26682. configurable: true
  26683. });
  26684. /**
  26685. * Registers the transient components if needed.
  26686. */
  26687. Scene.prototype._registerTransientComponents = function () {
  26688. // Register components that have been associated lately to the scene.
  26689. if (this._transientComponents.length > 0) {
  26690. for (var _i = 0, _a = this._transientComponents; _i < _a.length; _i++) {
  26691. var component = _a[_i];
  26692. component.register();
  26693. }
  26694. this._transientComponents = [];
  26695. }
  26696. };
  26697. /**
  26698. * @hidden
  26699. * Add a component to the scene.
  26700. * Note that the ccomponent could be registered on th next frame if this is called after
  26701. * the register component stage.
  26702. * @param component Defines the component to add to the scene
  26703. */
  26704. Scene.prototype._addComponent = function (component) {
  26705. this._components.push(component);
  26706. this._transientComponents.push(component);
  26707. var serializableComponent = component;
  26708. if (serializableComponent.addFromContainer) {
  26709. this._serializableComponents.push(serializableComponent);
  26710. }
  26711. };
  26712. /**
  26713. * @hidden
  26714. * Gets a component from the scene.
  26715. * @param name defines the name of the component to retrieve
  26716. * @returns the component or null if not present
  26717. */
  26718. Scene.prototype._getComponent = function (name) {
  26719. for (var _i = 0, _a = this._components; _i < _a.length; _i++) {
  26720. var component = _a[_i];
  26721. if (component.name === name) {
  26722. return component;
  26723. }
  26724. }
  26725. return null;
  26726. };
  26727. /**
  26728. * @hidden
  26729. */
  26730. Scene.prototype._getDefaultMeshCandidates = function () {
  26731. this._defaultMeshCandidates.data = this.meshes;
  26732. this._defaultMeshCandidates.length = this.meshes.length;
  26733. return this._defaultMeshCandidates;
  26734. };
  26735. /**
  26736. * @hidden
  26737. */
  26738. Scene.prototype._getDefaultSubMeshCandidates = function (mesh) {
  26739. this._defaultSubMeshCandidates.data = mesh.subMeshes;
  26740. this._defaultSubMeshCandidates.length = mesh.subMeshes.length;
  26741. return this._defaultSubMeshCandidates;
  26742. };
  26743. /**
  26744. * Sets the default candidate providers for the scene.
  26745. * This sets the getActiveMeshCandidates, getActiveSubMeshCandidates, getIntersectingSubMeshCandidates
  26746. * and getCollidingSubMeshCandidates to their default function
  26747. */
  26748. Scene.prototype.setDefaultCandidateProviders = function () {
  26749. this.getActiveMeshCandidates = this._getDefaultMeshCandidates.bind(this);
  26750. this.getActiveSubMeshCandidates = this._getDefaultSubMeshCandidates.bind(this);
  26751. this.getIntersectingSubMeshCandidates = this._getDefaultSubMeshCandidates.bind(this);
  26752. this.getCollidingSubMeshCandidates = this._getDefaultSubMeshCandidates.bind(this);
  26753. };
  26754. Object.defineProperty(Scene.prototype, "workerCollisions", {
  26755. /**
  26756. * Gets a boolean indicating if collisions are processed on a web worker
  26757. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#web-worker-based-collision-system-since-21
  26758. */
  26759. get: function () {
  26760. return this._workerCollisions;
  26761. },
  26762. set: function (enabled) {
  26763. if (!BABYLON.CollisionCoordinatorLegacy) {
  26764. return;
  26765. }
  26766. enabled = (enabled && !!Worker && !!BABYLON.CollisionWorker);
  26767. this._workerCollisions = enabled;
  26768. if (this.collisionCoordinator) {
  26769. this.collisionCoordinator.destroy();
  26770. }
  26771. this.collisionCoordinator = enabled ? new BABYLON.CollisionCoordinatorWorker() : new BABYLON.CollisionCoordinatorLegacy();
  26772. this.collisionCoordinator.init(this);
  26773. },
  26774. enumerable: true,
  26775. configurable: true
  26776. });
  26777. Object.defineProperty(Scene.prototype, "meshUnderPointer", {
  26778. /**
  26779. * Gets the mesh that is currently under the pointer
  26780. */
  26781. get: function () {
  26782. return this._pointerOverMesh;
  26783. },
  26784. enumerable: true,
  26785. configurable: true
  26786. });
  26787. Object.defineProperty(Scene.prototype, "pointerX", {
  26788. /**
  26789. * Gets the current on-screen X position of the pointer
  26790. */
  26791. get: function () {
  26792. return this._pointerX;
  26793. },
  26794. enumerable: true,
  26795. configurable: true
  26796. });
  26797. Object.defineProperty(Scene.prototype, "pointerY", {
  26798. /**
  26799. * Gets the current on-screen Y position of the pointer
  26800. */
  26801. get: function () {
  26802. return this._pointerY;
  26803. },
  26804. enumerable: true,
  26805. configurable: true
  26806. });
  26807. /**
  26808. * Gets the cached material (ie. the latest rendered one)
  26809. * @returns the cached material
  26810. */
  26811. Scene.prototype.getCachedMaterial = function () {
  26812. return this._cachedMaterial;
  26813. };
  26814. /**
  26815. * Gets the cached effect (ie. the latest rendered one)
  26816. * @returns the cached effect
  26817. */
  26818. Scene.prototype.getCachedEffect = function () {
  26819. return this._cachedEffect;
  26820. };
  26821. /**
  26822. * Gets the cached visibility state (ie. the latest rendered one)
  26823. * @returns the cached visibility state
  26824. */
  26825. Scene.prototype.getCachedVisibility = function () {
  26826. return this._cachedVisibility;
  26827. };
  26828. /**
  26829. * Gets a boolean indicating if the current material / effect / visibility must be bind again
  26830. * @param material defines the current material
  26831. * @param effect defines the current effect
  26832. * @param visibility defines the current visibility state
  26833. * @returns true if one parameter is not cached
  26834. */
  26835. Scene.prototype.isCachedMaterialInvalid = function (material, effect, visibility) {
  26836. if (visibility === void 0) { visibility = 1; }
  26837. return this._cachedEffect !== effect || this._cachedMaterial !== material || this._cachedVisibility !== visibility;
  26838. };
  26839. /**
  26840. * Gets the engine associated with the scene
  26841. * @returns an Engine
  26842. */
  26843. Scene.prototype.getEngine = function () {
  26844. return this._engine;
  26845. };
  26846. /**
  26847. * Gets the total number of vertices rendered per frame
  26848. * @returns the total number of vertices rendered per frame
  26849. */
  26850. Scene.prototype.getTotalVertices = function () {
  26851. return this._totalVertices.current;
  26852. };
  26853. Object.defineProperty(Scene.prototype, "totalVerticesPerfCounter", {
  26854. /**
  26855. * Gets the performance counter for total vertices
  26856. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  26857. */
  26858. get: function () {
  26859. return this._totalVertices;
  26860. },
  26861. enumerable: true,
  26862. configurable: true
  26863. });
  26864. /**
  26865. * Gets the total number of active indices rendered per frame (You can deduce the number of rendered triangles by dividing this number by 3)
  26866. * @returns the total number of active indices rendered per frame
  26867. */
  26868. Scene.prototype.getActiveIndices = function () {
  26869. return this._activeIndices.current;
  26870. };
  26871. Object.defineProperty(Scene.prototype, "totalActiveIndicesPerfCounter", {
  26872. /**
  26873. * Gets the performance counter for active indices
  26874. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  26875. */
  26876. get: function () {
  26877. return this._activeIndices;
  26878. },
  26879. enumerable: true,
  26880. configurable: true
  26881. });
  26882. /**
  26883. * Gets the total number of active particles rendered per frame
  26884. * @returns the total number of active particles rendered per frame
  26885. */
  26886. Scene.prototype.getActiveParticles = function () {
  26887. return this._activeParticles.current;
  26888. };
  26889. Object.defineProperty(Scene.prototype, "activeParticlesPerfCounter", {
  26890. /**
  26891. * Gets the performance counter for active particles
  26892. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  26893. */
  26894. get: function () {
  26895. return this._activeParticles;
  26896. },
  26897. enumerable: true,
  26898. configurable: true
  26899. });
  26900. /**
  26901. * Gets the total number of active bones rendered per frame
  26902. * @returns the total number of active bones rendered per frame
  26903. */
  26904. Scene.prototype.getActiveBones = function () {
  26905. return this._activeBones.current;
  26906. };
  26907. Object.defineProperty(Scene.prototype, "activeBonesPerfCounter", {
  26908. /**
  26909. * Gets the performance counter for active bones
  26910. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  26911. */
  26912. get: function () {
  26913. return this._activeBones;
  26914. },
  26915. enumerable: true,
  26916. configurable: true
  26917. });
  26918. /**
  26919. * Gets the array of active meshes
  26920. * @returns an array of AbstractMesh
  26921. */
  26922. Scene.prototype.getActiveMeshes = function () {
  26923. return this._activeMeshes;
  26924. };
  26925. /**
  26926. * Gets the animation ratio (which is 1.0 is the scene renders at 60fps and 2 if the scene renders at 30fps, etc.)
  26927. * @returns a number
  26928. */
  26929. Scene.prototype.getAnimationRatio = function () {
  26930. return this._animationRatio !== undefined ? this._animationRatio : 1;
  26931. };
  26932. /**
  26933. * Gets an unique Id for the current render phase
  26934. * @returns a number
  26935. */
  26936. Scene.prototype.getRenderId = function () {
  26937. return this._renderId;
  26938. };
  26939. /**
  26940. * Gets an unique Id for the current frame
  26941. * @returns a number
  26942. */
  26943. Scene.prototype.getFrameId = function () {
  26944. return this._frameId;
  26945. };
  26946. /** Call this function if you want to manually increment the render Id*/
  26947. Scene.prototype.incrementRenderId = function () {
  26948. this._renderId++;
  26949. };
  26950. Scene.prototype._updatePointerPosition = function (evt) {
  26951. var canvasRect = this._engine.getRenderingCanvasClientRect();
  26952. if (!canvasRect) {
  26953. return;
  26954. }
  26955. this._pointerX = evt.clientX - canvasRect.left;
  26956. this._pointerY = evt.clientY - canvasRect.top;
  26957. this._unTranslatedPointerX = this._pointerX;
  26958. this._unTranslatedPointerY = this._pointerY;
  26959. };
  26960. Scene.prototype._createUbo = function () {
  26961. this._sceneUbo = new BABYLON.UniformBuffer(this._engine, undefined, true);
  26962. this._sceneUbo.addUniform("viewProjection", 16);
  26963. this._sceneUbo.addUniform("view", 16);
  26964. };
  26965. Scene.prototype._createAlternateUbo = function () {
  26966. this._alternateSceneUbo = new BABYLON.UniformBuffer(this._engine, undefined, true);
  26967. this._alternateSceneUbo.addUniform("viewProjection", 16);
  26968. this._alternateSceneUbo.addUniform("view", 16);
  26969. };
  26970. // Pointers handling
  26971. Scene.prototype._setRayOnPointerInfo = function (pointerInfo) {
  26972. if (pointerInfo.pickInfo) {
  26973. if (!pointerInfo.pickInfo.ray) {
  26974. pointerInfo.pickInfo.ray = this.createPickingRay(pointerInfo.event.offsetX, pointerInfo.event.offsetY, BABYLON.Matrix.Identity(), this.activeCamera);
  26975. }
  26976. }
  26977. };
  26978. /**
  26979. * Use this method to simulate a pointer move on a mesh
  26980. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  26981. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  26982. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  26983. * @returns the current scene
  26984. */
  26985. Scene.prototype.simulatePointerMove = function (pickResult, pointerEventInit) {
  26986. var evt = new PointerEvent("pointermove", pointerEventInit);
  26987. if (this._checkPrePointerObservable(pickResult, evt, BABYLON.PointerEventTypes.POINTERMOVE)) {
  26988. return this;
  26989. }
  26990. return this._processPointerMove(pickResult, evt);
  26991. };
  26992. Scene.prototype._processPointerMove = function (pickResult, evt) {
  26993. var canvas = this._engine.getRenderingCanvas();
  26994. if (!canvas) {
  26995. return this;
  26996. }
  26997. // Restore pointer
  26998. canvas.style.cursor = this.defaultCursor;
  26999. var isMeshPicked = (pickResult && pickResult.hit && pickResult.pickedMesh) ? true : false;
  27000. if (isMeshPicked) {
  27001. this.setPointerOverMesh(pickResult.pickedMesh);
  27002. if (this._pointerOverMesh && this._pointerOverMesh.actionManager && this._pointerOverMesh.actionManager.hasPointerTriggers) {
  27003. if (this._pointerOverMesh.actionManager.hoverCursor) {
  27004. canvas.style.cursor = this._pointerOverMesh.actionManager.hoverCursor;
  27005. }
  27006. else {
  27007. canvas.style.cursor = this.hoverCursor;
  27008. }
  27009. }
  27010. }
  27011. else {
  27012. this.setPointerOverMesh(null);
  27013. }
  27014. for (var _i = 0, _a = this._pointerMoveStage; _i < _a.length; _i++) {
  27015. var step = _a[_i];
  27016. pickResult = step.action(this._unTranslatedPointerX, this._unTranslatedPointerY, pickResult, isMeshPicked, canvas);
  27017. }
  27018. if (pickResult) {
  27019. var type = evt.type === this._wheelEventName ? BABYLON.PointerEventTypes.POINTERWHEEL : BABYLON.PointerEventTypes.POINTERMOVE;
  27020. if (this.onPointerMove) {
  27021. this.onPointerMove(evt, pickResult, type);
  27022. }
  27023. if (this.onPointerObservable.hasObservers()) {
  27024. var pi = new BABYLON.PointerInfo(type, evt, pickResult);
  27025. this._setRayOnPointerInfo(pi);
  27026. this.onPointerObservable.notifyObservers(pi, type);
  27027. }
  27028. }
  27029. return this;
  27030. };
  27031. Scene.prototype._checkPrePointerObservable = function (pickResult, evt, type) {
  27032. var pi = new BABYLON.PointerInfoPre(type, evt, this._unTranslatedPointerX, this._unTranslatedPointerY);
  27033. if (pickResult) {
  27034. pi.ray = pickResult.ray;
  27035. }
  27036. this.onPrePointerObservable.notifyObservers(pi, type);
  27037. if (pi.skipOnPointerObservable) {
  27038. return true;
  27039. }
  27040. else {
  27041. return false;
  27042. }
  27043. };
  27044. /**
  27045. * Use this method to simulate a pointer down on a mesh
  27046. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  27047. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  27048. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  27049. * @returns the current scene
  27050. */
  27051. Scene.prototype.simulatePointerDown = function (pickResult, pointerEventInit) {
  27052. var evt = new PointerEvent("pointerdown", pointerEventInit);
  27053. if (this._checkPrePointerObservable(pickResult, evt, BABYLON.PointerEventTypes.POINTERDOWN)) {
  27054. return this;
  27055. }
  27056. return this._processPointerDown(pickResult, evt);
  27057. };
  27058. Scene.prototype._processPointerDown = function (pickResult, evt) {
  27059. var _this = this;
  27060. if (pickResult && pickResult.hit && pickResult.pickedMesh) {
  27061. this._pickedDownMesh = pickResult.pickedMesh;
  27062. var actionManager = pickResult.pickedMesh.actionManager;
  27063. if (actionManager) {
  27064. if (actionManager.hasPickTriggers) {
  27065. actionManager.processTrigger(BABYLON.ActionManager.OnPickDownTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  27066. switch (evt.button) {
  27067. case 0:
  27068. actionManager.processTrigger(BABYLON.ActionManager.OnLeftPickTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  27069. break;
  27070. case 1:
  27071. actionManager.processTrigger(BABYLON.ActionManager.OnCenterPickTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  27072. break;
  27073. case 2:
  27074. actionManager.processTrigger(BABYLON.ActionManager.OnRightPickTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  27075. break;
  27076. }
  27077. }
  27078. if (actionManager.hasSpecificTrigger(BABYLON.ActionManager.OnLongPressTrigger)) {
  27079. window.setTimeout(function () {
  27080. var pickResult = _this.pick(_this._unTranslatedPointerX, _this._unTranslatedPointerY, function (mesh) { return (mesh.isPickable && mesh.isVisible && mesh.isReady() && mesh.actionManager && mesh.actionManager.hasSpecificTrigger(BABYLON.ActionManager.OnLongPressTrigger) && mesh == _this._pickedDownMesh); }, false, _this.cameraToUseForPointers);
  27081. if (pickResult && pickResult.hit && pickResult.pickedMesh && actionManager) {
  27082. if (_this._totalPointersPressed !== 0 &&
  27083. ((Date.now() - _this._startingPointerTime) > Scene.LongPressDelay) &&
  27084. !_this._isPointerSwiping()) {
  27085. _this._startingPointerTime = 0;
  27086. actionManager.processTrigger(BABYLON.ActionManager.OnLongPressTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  27087. }
  27088. }
  27089. }, Scene.LongPressDelay);
  27090. }
  27091. }
  27092. }
  27093. else {
  27094. for (var _i = 0, _a = this._pointerDownStage; _i < _a.length; _i++) {
  27095. var step = _a[_i];
  27096. pickResult = step.action(this._unTranslatedPointerX, this._unTranslatedPointerY, pickResult, evt);
  27097. }
  27098. }
  27099. if (pickResult) {
  27100. var type = BABYLON.PointerEventTypes.POINTERDOWN;
  27101. if (this.onPointerDown) {
  27102. this.onPointerDown(evt, pickResult, type);
  27103. }
  27104. if (this.onPointerObservable.hasObservers()) {
  27105. var pi = new BABYLON.PointerInfo(type, evt, pickResult);
  27106. this._setRayOnPointerInfo(pi);
  27107. this.onPointerObservable.notifyObservers(pi, type);
  27108. }
  27109. }
  27110. return this;
  27111. };
  27112. /**
  27113. * Use this method to simulate a pointer up on a mesh
  27114. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  27115. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  27116. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  27117. * @param doubleTap indicates that the pointer up event should be considered as part of a double click (false by default)
  27118. * @returns the current scene
  27119. */
  27120. Scene.prototype.simulatePointerUp = function (pickResult, pointerEventInit, doubleTap) {
  27121. var evt = new PointerEvent("pointerup", pointerEventInit);
  27122. var clickInfo = new ClickInfo();
  27123. if (doubleTap) {
  27124. clickInfo.doubleClick = true;
  27125. }
  27126. else {
  27127. clickInfo.singleClick = true;
  27128. }
  27129. if (this._checkPrePointerObservable(pickResult, evt, BABYLON.PointerEventTypes.POINTERUP)) {
  27130. return this;
  27131. }
  27132. return this._processPointerUp(pickResult, evt, clickInfo);
  27133. };
  27134. Scene.prototype._processPointerUp = function (pickResult, evt, clickInfo) {
  27135. if (pickResult && pickResult && pickResult.pickedMesh) {
  27136. this._pickedUpMesh = pickResult.pickedMesh;
  27137. if (this._pickedDownMesh === this._pickedUpMesh) {
  27138. if (this.onPointerPick) {
  27139. this.onPointerPick(evt, pickResult);
  27140. }
  27141. if (clickInfo.singleClick && !clickInfo.ignore && this.onPointerObservable.hasObservers()) {
  27142. var type_1 = BABYLON.PointerEventTypes.POINTERPICK;
  27143. var pi = new BABYLON.PointerInfo(type_1, evt, pickResult);
  27144. this._setRayOnPointerInfo(pi);
  27145. this.onPointerObservable.notifyObservers(pi, type_1);
  27146. }
  27147. }
  27148. if (pickResult.pickedMesh.actionManager && !clickInfo.ignore) {
  27149. pickResult.pickedMesh.actionManager.processTrigger(BABYLON.ActionManager.OnPickUpTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  27150. if (!clickInfo.hasSwiped && clickInfo.singleClick) {
  27151. pickResult.pickedMesh.actionManager.processTrigger(BABYLON.ActionManager.OnPickTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  27152. }
  27153. if (clickInfo.doubleClick && pickResult.pickedMesh.actionManager.hasSpecificTrigger(BABYLON.ActionManager.OnDoublePickTrigger)) {
  27154. pickResult.pickedMesh.actionManager.processTrigger(BABYLON.ActionManager.OnDoublePickTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  27155. }
  27156. }
  27157. }
  27158. else {
  27159. if (!clickInfo.ignore) {
  27160. for (var _i = 0, _a = this._pointerUpStage; _i < _a.length; _i++) {
  27161. var step = _a[_i];
  27162. pickResult = step.action(this._unTranslatedPointerX, this._unTranslatedPointerY, pickResult, evt);
  27163. }
  27164. }
  27165. }
  27166. if (this._pickedDownMesh &&
  27167. this._pickedDownMesh.actionManager &&
  27168. this._pickedDownMesh.actionManager.hasSpecificTrigger(BABYLON.ActionManager.OnPickOutTrigger) &&
  27169. this._pickedDownMesh !== this._pickedUpMesh) {
  27170. this._pickedDownMesh.actionManager.processTrigger(BABYLON.ActionManager.OnPickOutTrigger, BABYLON.ActionEvent.CreateNew(this._pickedDownMesh, evt));
  27171. }
  27172. var type = 0;
  27173. if (this.onPointerObservable.hasObservers()) {
  27174. if (!clickInfo.ignore && !clickInfo.hasSwiped) {
  27175. if (clickInfo.singleClick && this.onPointerObservable.hasSpecificMask(BABYLON.PointerEventTypes.POINTERTAP)) {
  27176. type = BABYLON.PointerEventTypes.POINTERTAP;
  27177. }
  27178. else if (clickInfo.doubleClick && this.onPointerObservable.hasSpecificMask(BABYLON.PointerEventTypes.POINTERDOUBLETAP)) {
  27179. type = BABYLON.PointerEventTypes.POINTERDOUBLETAP;
  27180. }
  27181. if (type) {
  27182. var pi = new BABYLON.PointerInfo(type, evt, pickResult);
  27183. this._setRayOnPointerInfo(pi);
  27184. this.onPointerObservable.notifyObservers(pi, type);
  27185. }
  27186. }
  27187. if (!clickInfo.ignore) {
  27188. type = BABYLON.PointerEventTypes.POINTERUP;
  27189. var pi = new BABYLON.PointerInfo(type, evt, pickResult);
  27190. this._setRayOnPointerInfo(pi);
  27191. this.onPointerObservable.notifyObservers(pi, type);
  27192. }
  27193. }
  27194. if (this.onPointerUp && !clickInfo.ignore) {
  27195. this.onPointerUp(evt, pickResult, type);
  27196. }
  27197. return this;
  27198. };
  27199. /**
  27200. * Gets a boolean indicating if the current pointer event is captured (meaning that the scene has already handled the pointer down)
  27201. * @param pointerId defines the pointer id to use in a multi-touch scenario (0 by default)
  27202. * @returns true if the pointer was captured
  27203. */
  27204. Scene.prototype.isPointerCaptured = function (pointerId) {
  27205. if (pointerId === void 0) { pointerId = 0; }
  27206. return this._pointerCaptures[pointerId];
  27207. };
  27208. /** @hidden */
  27209. Scene.prototype._isPointerSwiping = function () {
  27210. return Math.abs(this._startingPointerPosition.x - this._pointerX) > Scene.DragMovementThreshold ||
  27211. Math.abs(this._startingPointerPosition.y - this._pointerY) > Scene.DragMovementThreshold;
  27212. };
  27213. /**
  27214. * Attach events to the canvas (To handle actionManagers triggers and raise onPointerMove, onPointerDown and onPointerUp
  27215. * @param attachUp defines if you want to attach events to pointerup
  27216. * @param attachDown defines if you want to attach events to pointerdown
  27217. * @param attachMove defines if you want to attach events to pointermove
  27218. */
  27219. Scene.prototype.attachControl = function (attachUp, attachDown, attachMove) {
  27220. var _this = this;
  27221. if (attachUp === void 0) { attachUp = true; }
  27222. if (attachDown === void 0) { attachDown = true; }
  27223. if (attachMove === void 0) { attachMove = true; }
  27224. this._initActionManager = function (act, clickInfo) {
  27225. if (!_this._meshPickProceed) {
  27226. var pickResult = _this.pick(_this._unTranslatedPointerX, _this._unTranslatedPointerY, _this.pointerDownPredicate, false, _this.cameraToUseForPointers);
  27227. _this._currentPickResult = pickResult;
  27228. if (pickResult) {
  27229. act = (pickResult.hit && pickResult.pickedMesh) ? pickResult.pickedMesh.actionManager : null;
  27230. }
  27231. _this._meshPickProceed = true;
  27232. }
  27233. return act;
  27234. };
  27235. this._delayedSimpleClick = function (btn, clickInfo, cb) {
  27236. // double click delay is over and that no double click has been raised since, or the 2 consecutive keys pressed are different
  27237. if ((Date.now() - _this._previousStartingPointerTime > Scene.DoubleClickDelay && !_this._doubleClickOccured) ||
  27238. btn !== _this._previousButtonPressed) {
  27239. _this._doubleClickOccured = false;
  27240. clickInfo.singleClick = true;
  27241. clickInfo.ignore = false;
  27242. cb(clickInfo, _this._currentPickResult);
  27243. }
  27244. };
  27245. this._initClickEvent = function (obs1, obs2, evt, cb) {
  27246. var clickInfo = new ClickInfo();
  27247. _this._currentPickResult = null;
  27248. var act = null;
  27249. var checkPicking = obs1.hasSpecificMask(BABYLON.PointerEventTypes.POINTERPICK) || obs2.hasSpecificMask(BABYLON.PointerEventTypes.POINTERPICK)
  27250. || obs1.hasSpecificMask(BABYLON.PointerEventTypes.POINTERTAP) || obs2.hasSpecificMask(BABYLON.PointerEventTypes.POINTERTAP)
  27251. || obs1.hasSpecificMask(BABYLON.PointerEventTypes.POINTERDOUBLETAP) || obs2.hasSpecificMask(BABYLON.PointerEventTypes.POINTERDOUBLETAP);
  27252. if (!checkPicking && BABYLON.ActionManager && BABYLON.ActionManager.HasPickTriggers) {
  27253. act = _this._initActionManager(act, clickInfo);
  27254. if (act) {
  27255. checkPicking = act.hasPickTriggers;
  27256. }
  27257. }
  27258. var needToIgnoreNext = false;
  27259. if (checkPicking) {
  27260. var btn = evt.button;
  27261. clickInfo.hasSwiped = _this._isPointerSwiping();
  27262. if (!clickInfo.hasSwiped) {
  27263. var checkSingleClickImmediately = !Scene.ExclusiveDoubleClickMode;
  27264. if (!checkSingleClickImmediately) {
  27265. checkSingleClickImmediately = !obs1.hasSpecificMask(BABYLON.PointerEventTypes.POINTERDOUBLETAP) &&
  27266. !obs2.hasSpecificMask(BABYLON.PointerEventTypes.POINTERDOUBLETAP);
  27267. if (checkSingleClickImmediately && !BABYLON.ActionManager.HasSpecificTrigger(BABYLON.ActionManager.OnDoublePickTrigger)) {
  27268. act = _this._initActionManager(act, clickInfo);
  27269. if (act) {
  27270. checkSingleClickImmediately = !act.hasSpecificTrigger(BABYLON.ActionManager.OnDoublePickTrigger);
  27271. }
  27272. }
  27273. }
  27274. if (checkSingleClickImmediately) {
  27275. // single click detected if double click delay is over or two different successive keys pressed without exclusive double click or no double click required
  27276. if (Date.now() - _this._previousStartingPointerTime > Scene.DoubleClickDelay ||
  27277. btn !== _this._previousButtonPressed) {
  27278. clickInfo.singleClick = true;
  27279. cb(clickInfo, _this._currentPickResult);
  27280. needToIgnoreNext = true;
  27281. }
  27282. }
  27283. // at least one double click is required to be check and exclusive double click is enabled
  27284. else {
  27285. // wait that no double click has been raised during the double click delay
  27286. _this._previousDelayedSimpleClickTimeout = _this._delayedSimpleClickTimeout;
  27287. _this._delayedSimpleClickTimeout = window.setTimeout(_this._delayedSimpleClick.bind(_this, btn, clickInfo, cb), Scene.DoubleClickDelay);
  27288. }
  27289. var checkDoubleClick = obs1.hasSpecificMask(BABYLON.PointerEventTypes.POINTERDOUBLETAP) ||
  27290. obs2.hasSpecificMask(BABYLON.PointerEventTypes.POINTERDOUBLETAP);
  27291. if (!checkDoubleClick && BABYLON.ActionManager.HasSpecificTrigger(BABYLON.ActionManager.OnDoublePickTrigger)) {
  27292. act = _this._initActionManager(act, clickInfo);
  27293. if (act) {
  27294. checkDoubleClick = act.hasSpecificTrigger(BABYLON.ActionManager.OnDoublePickTrigger);
  27295. }
  27296. }
  27297. if (checkDoubleClick) {
  27298. // two successive keys pressed are equal, double click delay is not over and double click has not just occurred
  27299. if (btn === _this._previousButtonPressed &&
  27300. Date.now() - _this._previousStartingPointerTime < Scene.DoubleClickDelay &&
  27301. !_this._doubleClickOccured) {
  27302. // pointer has not moved for 2 clicks, it's a double click
  27303. if (!clickInfo.hasSwiped &&
  27304. !_this._isPointerSwiping()) {
  27305. _this._previousStartingPointerTime = 0;
  27306. _this._doubleClickOccured = true;
  27307. clickInfo.doubleClick = true;
  27308. clickInfo.ignore = false;
  27309. if (Scene.ExclusiveDoubleClickMode && _this._previousDelayedSimpleClickTimeout) {
  27310. clearTimeout(_this._previousDelayedSimpleClickTimeout);
  27311. }
  27312. _this._previousDelayedSimpleClickTimeout = _this._delayedSimpleClickTimeout;
  27313. cb(clickInfo, _this._currentPickResult);
  27314. }
  27315. // if the two successive clicks are too far, it's just two simple clicks
  27316. else {
  27317. _this._doubleClickOccured = false;
  27318. _this._previousStartingPointerTime = _this._startingPointerTime;
  27319. _this._previousStartingPointerPosition.x = _this._startingPointerPosition.x;
  27320. _this._previousStartingPointerPosition.y = _this._startingPointerPosition.y;
  27321. _this._previousButtonPressed = btn;
  27322. if (Scene.ExclusiveDoubleClickMode) {
  27323. if (_this._previousDelayedSimpleClickTimeout) {
  27324. clearTimeout(_this._previousDelayedSimpleClickTimeout);
  27325. }
  27326. _this._previousDelayedSimpleClickTimeout = _this._delayedSimpleClickTimeout;
  27327. cb(clickInfo, _this._previousPickResult);
  27328. }
  27329. else {
  27330. cb(clickInfo, _this._currentPickResult);
  27331. }
  27332. }
  27333. needToIgnoreNext = true;
  27334. }
  27335. // just the first click of the double has been raised
  27336. else {
  27337. _this._doubleClickOccured = false;
  27338. _this._previousStartingPointerTime = _this._startingPointerTime;
  27339. _this._previousStartingPointerPosition.x = _this._startingPointerPosition.x;
  27340. _this._previousStartingPointerPosition.y = _this._startingPointerPosition.y;
  27341. _this._previousButtonPressed = btn;
  27342. }
  27343. }
  27344. }
  27345. }
  27346. if (!needToIgnoreNext) {
  27347. cb(clickInfo, _this._currentPickResult);
  27348. }
  27349. };
  27350. this._onPointerMove = function (evt) {
  27351. _this._updatePointerPosition(evt);
  27352. // PreObservable support
  27353. if (_this._checkPrePointerObservable(null, evt, evt.type === _this._wheelEventName ? BABYLON.PointerEventTypes.POINTERWHEEL : BABYLON.PointerEventTypes.POINTERMOVE)) {
  27354. return;
  27355. }
  27356. if (!_this.cameraToUseForPointers && !_this.activeCamera) {
  27357. return;
  27358. }
  27359. if (!_this.pointerMovePredicate) {
  27360. _this.pointerMovePredicate = function (mesh) { return mesh.isPickable && mesh.isVisible && mesh.isReady() && mesh.isEnabled() && (mesh.enablePointerMoveEvents || _this.constantlyUpdateMeshUnderPointer || (mesh.actionManager !== null && mesh.actionManager !== undefined)); };
  27361. }
  27362. // Meshes
  27363. var pickResult = _this.pick(_this._unTranslatedPointerX, _this._unTranslatedPointerY, _this.pointerMovePredicate, false, _this.cameraToUseForPointers);
  27364. _this._processPointerMove(pickResult, evt);
  27365. };
  27366. this._onPointerDown = function (evt) {
  27367. _this._totalPointersPressed++;
  27368. _this._pickedDownMesh = null;
  27369. _this._meshPickProceed = false;
  27370. _this._updatePointerPosition(evt);
  27371. if (_this.preventDefaultOnPointerDown && canvas) {
  27372. evt.preventDefault();
  27373. canvas.focus();
  27374. }
  27375. _this._startingPointerPosition.x = _this._pointerX;
  27376. _this._startingPointerPosition.y = _this._pointerY;
  27377. _this._startingPointerTime = Date.now();
  27378. // PreObservable support
  27379. if (_this._checkPrePointerObservable(null, evt, BABYLON.PointerEventTypes.POINTERDOWN)) {
  27380. return;
  27381. }
  27382. if (!_this.cameraToUseForPointers && !_this.activeCamera) {
  27383. return;
  27384. }
  27385. _this._pointerCaptures[evt.pointerId] = true;
  27386. if (!_this.pointerDownPredicate) {
  27387. _this.pointerDownPredicate = function (mesh) {
  27388. return mesh.isPickable && mesh.isVisible && mesh.isReady() && mesh.isEnabled();
  27389. };
  27390. }
  27391. // Meshes
  27392. _this._pickedDownMesh = null;
  27393. var pickResult = _this.pick(_this._unTranslatedPointerX, _this._unTranslatedPointerY, _this.pointerDownPredicate, false, _this.cameraToUseForPointers);
  27394. _this._processPointerDown(pickResult, evt);
  27395. };
  27396. this._onPointerUp = function (evt) {
  27397. if (_this._totalPointersPressed === 0) { // We are attaching the pointer up to windows because of a bug in FF
  27398. return; // So we need to test it the pointer down was pressed before.
  27399. }
  27400. _this._totalPointersPressed--;
  27401. _this._pickedUpMesh = null;
  27402. _this._meshPickProceed = false;
  27403. _this._updatePointerPosition(evt);
  27404. if (_this.preventDefaultOnPointerUp && canvas) {
  27405. evt.preventDefault();
  27406. canvas.focus();
  27407. }
  27408. _this._initClickEvent(_this.onPrePointerObservable, _this.onPointerObservable, evt, function (clickInfo, pickResult) {
  27409. _this._pointerCaptures[evt.pointerId] = false;
  27410. // PreObservable support
  27411. if (_this.onPrePointerObservable.hasObservers()) {
  27412. if (!clickInfo.ignore) {
  27413. if (!clickInfo.hasSwiped) {
  27414. if (clickInfo.singleClick && _this.onPrePointerObservable.hasSpecificMask(BABYLON.PointerEventTypes.POINTERTAP)) {
  27415. if (_this._checkPrePointerObservable(null, evt, BABYLON.PointerEventTypes.POINTERTAP)) {
  27416. return;
  27417. }
  27418. }
  27419. if (clickInfo.doubleClick && _this.onPrePointerObservable.hasSpecificMask(BABYLON.PointerEventTypes.POINTERDOUBLETAP)) {
  27420. if (_this._checkPrePointerObservable(null, evt, BABYLON.PointerEventTypes.POINTERDOUBLETAP)) {
  27421. return;
  27422. }
  27423. }
  27424. }
  27425. if (_this._checkPrePointerObservable(null, evt, BABYLON.PointerEventTypes.POINTERUP)) {
  27426. return;
  27427. }
  27428. }
  27429. }
  27430. if (!_this.cameraToUseForPointers && !_this.activeCamera) {
  27431. return;
  27432. }
  27433. if (!_this.pointerUpPredicate) {
  27434. _this.pointerUpPredicate = function (mesh) {
  27435. return mesh.isPickable && mesh.isVisible && mesh.isReady() && mesh.isEnabled();
  27436. };
  27437. }
  27438. // Meshes
  27439. if (!_this._meshPickProceed && (BABYLON.ActionManager && BABYLON.ActionManager.HasTriggers || _this.onPointerObservable.hasObservers())) {
  27440. _this._initActionManager(null, clickInfo);
  27441. }
  27442. if (!pickResult) {
  27443. pickResult = _this._currentPickResult;
  27444. }
  27445. _this._processPointerUp(pickResult, evt, clickInfo);
  27446. _this._previousPickResult = _this._currentPickResult;
  27447. });
  27448. };
  27449. this._onKeyDown = function (evt) {
  27450. var type = BABYLON.KeyboardEventTypes.KEYDOWN;
  27451. if (_this.onPreKeyboardObservable.hasObservers()) {
  27452. var pi = new BABYLON.KeyboardInfoPre(type, evt);
  27453. _this.onPreKeyboardObservable.notifyObservers(pi, type);
  27454. if (pi.skipOnPointerObservable) {
  27455. return;
  27456. }
  27457. }
  27458. if (_this.onKeyboardObservable.hasObservers()) {
  27459. var pi = new BABYLON.KeyboardInfo(type, evt);
  27460. _this.onKeyboardObservable.notifyObservers(pi, type);
  27461. }
  27462. if (_this.actionManager) {
  27463. _this.actionManager.processTrigger(BABYLON.ActionManager.OnKeyDownTrigger, BABYLON.ActionEvent.CreateNewFromScene(_this, evt));
  27464. }
  27465. };
  27466. this._onKeyUp = function (evt) {
  27467. var type = BABYLON.KeyboardEventTypes.KEYUP;
  27468. if (_this.onPreKeyboardObservable.hasObservers()) {
  27469. var pi = new BABYLON.KeyboardInfoPre(type, evt);
  27470. _this.onPreKeyboardObservable.notifyObservers(pi, type);
  27471. if (pi.skipOnPointerObservable) {
  27472. return;
  27473. }
  27474. }
  27475. if (_this.onKeyboardObservable.hasObservers()) {
  27476. var pi = new BABYLON.KeyboardInfo(type, evt);
  27477. _this.onKeyboardObservable.notifyObservers(pi, type);
  27478. }
  27479. if (_this.actionManager) {
  27480. _this.actionManager.processTrigger(BABYLON.ActionManager.OnKeyUpTrigger, BABYLON.ActionEvent.CreateNewFromScene(_this, evt));
  27481. }
  27482. };
  27483. var engine = this.getEngine();
  27484. this._onCanvasFocusObserver = engine.onCanvasFocusObservable.add(function () {
  27485. if (!canvas) {
  27486. return;
  27487. }
  27488. canvas.addEventListener("keydown", _this._onKeyDown, false);
  27489. canvas.addEventListener("keyup", _this._onKeyUp, false);
  27490. });
  27491. this._onCanvasBlurObserver = engine.onCanvasBlurObservable.add(function () {
  27492. if (!canvas) {
  27493. return;
  27494. }
  27495. canvas.removeEventListener("keydown", _this._onKeyDown);
  27496. canvas.removeEventListener("keyup", _this._onKeyUp);
  27497. });
  27498. var eventPrefix = BABYLON.Tools.GetPointerPrefix();
  27499. var canvas = this._engine.getRenderingCanvas();
  27500. if (!canvas) {
  27501. return;
  27502. }
  27503. if (attachMove) {
  27504. canvas.addEventListener(eventPrefix + "move", this._onPointerMove, false);
  27505. // Wheel
  27506. this._wheelEventName = "onwheel" in document.createElement("div") ? "wheel" : // Modern browsers support "wheel"
  27507. document.onmousewheel !== undefined ? "mousewheel" : // Webkit and IE support at least "mousewheel"
  27508. "DOMMouseScroll"; // let's assume that remaining browsers are older Firefox
  27509. canvas.addEventListener(this._wheelEventName, this._onPointerMove, false);
  27510. }
  27511. if (attachDown) {
  27512. canvas.addEventListener(eventPrefix + "down", this._onPointerDown, false);
  27513. }
  27514. if (attachUp) {
  27515. window.addEventListener(eventPrefix + "up", this._onPointerUp, false);
  27516. }
  27517. canvas.tabIndex = 1;
  27518. };
  27519. /** Detaches all event handlers*/
  27520. Scene.prototype.detachControl = function () {
  27521. var engine = this.getEngine();
  27522. var eventPrefix = BABYLON.Tools.GetPointerPrefix();
  27523. var canvas = engine.getRenderingCanvas();
  27524. if (!canvas) {
  27525. return;
  27526. }
  27527. canvas.removeEventListener(eventPrefix + "move", this._onPointerMove);
  27528. canvas.removeEventListener(eventPrefix + "down", this._onPointerDown);
  27529. window.removeEventListener(eventPrefix + "up", this._onPointerUp);
  27530. if (this._onCanvasBlurObserver) {
  27531. engine.onCanvasBlurObservable.remove(this._onCanvasBlurObserver);
  27532. }
  27533. if (this._onCanvasFocusObserver) {
  27534. engine.onCanvasFocusObservable.remove(this._onCanvasFocusObserver);
  27535. }
  27536. // Wheel
  27537. canvas.removeEventListener(this._wheelEventName, this._onPointerMove);
  27538. // Keyboard
  27539. canvas.removeEventListener("keydown", this._onKeyDown);
  27540. canvas.removeEventListener("keyup", this._onKeyUp);
  27541. // Observables
  27542. this.onKeyboardObservable.clear();
  27543. this.onPreKeyboardObservable.clear();
  27544. this.onPointerObservable.clear();
  27545. this.onPrePointerObservable.clear();
  27546. };
  27547. /**
  27548. * This function will check if the scene can be rendered (textures are loaded, shaders are compiled)
  27549. * Delay loaded resources are not taking in account
  27550. * @return true if all required resources are ready
  27551. */
  27552. Scene.prototype.isReady = function () {
  27553. if (this._isDisposed) {
  27554. return false;
  27555. }
  27556. var index;
  27557. var engine = this.getEngine();
  27558. // Effects
  27559. if (!engine.areAllEffectsReady()) {
  27560. return false;
  27561. }
  27562. // Pending data
  27563. if (this._pendingData.length > 0) {
  27564. return false;
  27565. }
  27566. // Meshes
  27567. for (index = 0; index < this.meshes.length; index++) {
  27568. var mesh = this.meshes[index];
  27569. if (!mesh.isEnabled()) {
  27570. continue;
  27571. }
  27572. if (!mesh.subMeshes || mesh.subMeshes.length === 0) {
  27573. continue;
  27574. }
  27575. if (!mesh.isReady(true)) {
  27576. return false;
  27577. }
  27578. var hardwareInstancedRendering = mesh.getClassName() === "InstancedMesh" || mesh.getClassName() === "InstancedLinesMesh" || engine.getCaps().instancedArrays && mesh.instances.length > 0;
  27579. // Is Ready For Mesh
  27580. for (var _i = 0, _a = this._isReadyForMeshStage; _i < _a.length; _i++) {
  27581. var step = _a[_i];
  27582. if (!step.action(mesh, hardwareInstancedRendering)) {
  27583. return false;
  27584. }
  27585. }
  27586. }
  27587. // Geometries
  27588. for (index = 0; index < this.geometries.length; index++) {
  27589. var geometry = this.geometries[index];
  27590. if (geometry.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADING) {
  27591. return false;
  27592. }
  27593. }
  27594. // Post-processes
  27595. if (this.activeCameras && this.activeCameras.length > 0) {
  27596. for (var _b = 0, _c = this.activeCameras; _b < _c.length; _b++) {
  27597. var camera = _c[_b];
  27598. if (!camera.isReady(true)) {
  27599. return false;
  27600. }
  27601. }
  27602. }
  27603. else if (this.activeCamera) {
  27604. if (!this.activeCamera.isReady(true)) {
  27605. return false;
  27606. }
  27607. }
  27608. // Particles
  27609. for (var _d = 0, _e = this.particleSystems; _d < _e.length; _d++) {
  27610. var particleSystem = _e[_d];
  27611. if (!particleSystem.isReady()) {
  27612. return false;
  27613. }
  27614. }
  27615. return true;
  27616. };
  27617. /** Resets all cached information relative to material (including effect and visibility) */
  27618. Scene.prototype.resetCachedMaterial = function () {
  27619. this._cachedMaterial = null;
  27620. this._cachedEffect = null;
  27621. this._cachedVisibility = null;
  27622. };
  27623. /**
  27624. * Registers a function to be called before every frame render
  27625. * @param func defines the function to register
  27626. */
  27627. Scene.prototype.registerBeforeRender = function (func) {
  27628. this.onBeforeRenderObservable.add(func);
  27629. };
  27630. /**
  27631. * Unregisters a function called before every frame render
  27632. * @param func defines the function to unregister
  27633. */
  27634. Scene.prototype.unregisterBeforeRender = function (func) {
  27635. this.onBeforeRenderObservable.removeCallback(func);
  27636. };
  27637. /**
  27638. * Registers a function to be called after every frame render
  27639. * @param func defines the function to register
  27640. */
  27641. Scene.prototype.registerAfterRender = function (func) {
  27642. this.onAfterRenderObservable.add(func);
  27643. };
  27644. /**
  27645. * Unregisters a function called after every frame render
  27646. * @param func defines the function to unregister
  27647. */
  27648. Scene.prototype.unregisterAfterRender = function (func) {
  27649. this.onAfterRenderObservable.removeCallback(func);
  27650. };
  27651. Scene.prototype._executeOnceBeforeRender = function (func) {
  27652. var _this = this;
  27653. var execFunc = function () {
  27654. func();
  27655. setTimeout(function () {
  27656. _this.unregisterBeforeRender(execFunc);
  27657. });
  27658. };
  27659. this.registerBeforeRender(execFunc);
  27660. };
  27661. /**
  27662. * The provided function will run before render once and will be disposed afterwards.
  27663. * A timeout delay can be provided so that the function will be executed in N ms.
  27664. * The timeout is using the browser's native setTimeout so time percision cannot be guaranteed.
  27665. * @param func The function to be executed.
  27666. * @param timeout optional delay in ms
  27667. */
  27668. Scene.prototype.executeOnceBeforeRender = function (func, timeout) {
  27669. var _this = this;
  27670. if (timeout !== undefined) {
  27671. setTimeout(function () {
  27672. _this._executeOnceBeforeRender(func);
  27673. }, timeout);
  27674. }
  27675. else {
  27676. this._executeOnceBeforeRender(func);
  27677. }
  27678. };
  27679. /** @hidden */
  27680. Scene.prototype._addPendingData = function (data) {
  27681. this._pendingData.push(data);
  27682. };
  27683. /** @hidden */
  27684. Scene.prototype._removePendingData = function (data) {
  27685. var wasLoading = this.isLoading;
  27686. var index = this._pendingData.indexOf(data);
  27687. if (index !== -1) {
  27688. this._pendingData.splice(index, 1);
  27689. }
  27690. if (wasLoading && !this.isLoading) {
  27691. this.onDataLoadedObservable.notifyObservers(this);
  27692. }
  27693. };
  27694. /**
  27695. * Returns the number of items waiting to be loaded
  27696. * @returns the number of items waiting to be loaded
  27697. */
  27698. Scene.prototype.getWaitingItemsCount = function () {
  27699. return this._pendingData.length;
  27700. };
  27701. Object.defineProperty(Scene.prototype, "isLoading", {
  27702. /**
  27703. * Returns a boolean indicating if the scene is still loading data
  27704. */
  27705. get: function () {
  27706. return this._pendingData.length > 0;
  27707. },
  27708. enumerable: true,
  27709. configurable: true
  27710. });
  27711. /**
  27712. * Registers a function to be executed when the scene is ready
  27713. * @param {Function} func - the function to be executed
  27714. */
  27715. Scene.prototype.executeWhenReady = function (func) {
  27716. var _this = this;
  27717. this.onReadyObservable.add(func);
  27718. if (this._executeWhenReadyTimeoutId !== -1) {
  27719. return;
  27720. }
  27721. this._executeWhenReadyTimeoutId = setTimeout(function () {
  27722. _this._checkIsReady();
  27723. }, 150);
  27724. };
  27725. /**
  27726. * Returns a promise that resolves when the scene is ready
  27727. * @returns A promise that resolves when the scene is ready
  27728. */
  27729. Scene.prototype.whenReadyAsync = function () {
  27730. var _this = this;
  27731. return new Promise(function (resolve) {
  27732. _this.executeWhenReady(function () {
  27733. resolve();
  27734. });
  27735. });
  27736. };
  27737. /** @hidden */
  27738. Scene.prototype._checkIsReady = function () {
  27739. var _this = this;
  27740. this._registerTransientComponents();
  27741. if (this.isReady()) {
  27742. this.onReadyObservable.notifyObservers(this);
  27743. this.onReadyObservable.clear();
  27744. this._executeWhenReadyTimeoutId = -1;
  27745. return;
  27746. }
  27747. this._executeWhenReadyTimeoutId = setTimeout(function () {
  27748. _this._checkIsReady();
  27749. }, 150);
  27750. };
  27751. // Animations
  27752. /**
  27753. * Will start the animation sequence of a given target
  27754. * @param target defines the target
  27755. * @param from defines from which frame should animation start
  27756. * @param to defines until which frame should animation run.
  27757. * @param weight defines the weight to apply to the animation (1.0 by default)
  27758. * @param loop defines if the animation loops
  27759. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  27760. * @param onAnimationEnd defines the function to be executed when the animation ends
  27761. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  27762. * @param targetMask defines if the target should be animated if animations are present (this is called recursively on descendant animatables regardless of return value)
  27763. * @param onAnimationLoop defines the callback to call when an animation loops
  27764. * @returns the animatable object created for this animation
  27765. */
  27766. Scene.prototype.beginWeightedAnimation = function (target, from, to, weight, loop, speedRatio, onAnimationEnd, animatable, targetMask, onAnimationLoop) {
  27767. if (weight === void 0) { weight = 1.0; }
  27768. if (speedRatio === void 0) { speedRatio = 1.0; }
  27769. var returnedAnimatable = this.beginAnimation(target, from, to, loop, speedRatio, onAnimationEnd, animatable, false, targetMask, onAnimationLoop);
  27770. returnedAnimatable.weight = weight;
  27771. return returnedAnimatable;
  27772. };
  27773. /**
  27774. * Will start the animation sequence of a given target
  27775. * @param target defines the target
  27776. * @param from defines from which frame should animation start
  27777. * @param to defines until which frame should animation run.
  27778. * @param loop defines if the animation loops
  27779. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  27780. * @param onAnimationEnd defines the function to be executed when the animation ends
  27781. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  27782. * @param stopCurrent defines if the current animations must be stopped first (true by default)
  27783. * @param targetMask defines if the target should be animate if animations are present (this is called recursively on descendant animatables regardless of return value)
  27784. * @param onAnimationLoop defines the callback to call when an animation loops
  27785. * @returns the animatable object created for this animation
  27786. */
  27787. Scene.prototype.beginAnimation = function (target, from, to, loop, speedRatio, onAnimationEnd, animatable, stopCurrent, targetMask, onAnimationLoop) {
  27788. if (speedRatio === void 0) { speedRatio = 1.0; }
  27789. if (stopCurrent === void 0) { stopCurrent = true; }
  27790. if (from > to && speedRatio > 0) {
  27791. speedRatio *= -1;
  27792. }
  27793. if (stopCurrent) {
  27794. this.stopAnimation(target, undefined, targetMask);
  27795. }
  27796. if (!animatable) {
  27797. animatable = new BABYLON.Animatable(this, target, from, to, loop, speedRatio, onAnimationEnd, undefined, onAnimationLoop);
  27798. }
  27799. var shouldRunTargetAnimations = targetMask ? targetMask(target) : true;
  27800. // Local animations
  27801. if (target.animations && shouldRunTargetAnimations) {
  27802. animatable.appendAnimations(target, target.animations);
  27803. }
  27804. // Children animations
  27805. if (target.getAnimatables) {
  27806. var animatables = target.getAnimatables();
  27807. for (var index = 0; index < animatables.length; index++) {
  27808. this.beginAnimation(animatables[index], from, to, loop, speedRatio, onAnimationEnd, animatable, stopCurrent, targetMask, onAnimationLoop);
  27809. }
  27810. }
  27811. animatable.reset();
  27812. return animatable;
  27813. };
  27814. /**
  27815. * Will start the animation sequence of a given target and its hierarchy
  27816. * @param target defines the target
  27817. * @param directDescendantsOnly if true only direct descendants will be used, if false direct and also indirect (children of children, an so on in a recursive manner) descendants will be used.
  27818. * @param from defines from which frame should animation start
  27819. * @param to defines until which frame should animation run.
  27820. * @param loop defines if the animation loops
  27821. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  27822. * @param onAnimationEnd defines the function to be executed when the animation ends
  27823. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  27824. * @param stopCurrent defines if the current animations must be stopped first (true by default)
  27825. * @param targetMask defines if the target should be animated if animations are present (this is called recursively on descendant animatables regardless of return value)
  27826. * @param onAnimationLoop defines the callback to call when an animation loops
  27827. * @returns the list of created animatables
  27828. */
  27829. Scene.prototype.beginHierarchyAnimation = function (target, directDescendantsOnly, from, to, loop, speedRatio, onAnimationEnd, animatable, stopCurrent, targetMask, onAnimationLoop) {
  27830. if (speedRatio === void 0) { speedRatio = 1.0; }
  27831. if (stopCurrent === void 0) { stopCurrent = true; }
  27832. var children = target.getDescendants(directDescendantsOnly);
  27833. var result = [];
  27834. result.push(this.beginAnimation(target, from, to, loop, speedRatio, onAnimationEnd, animatable, stopCurrent, targetMask));
  27835. for (var _i = 0, children_1 = children; _i < children_1.length; _i++) {
  27836. var child = children_1[_i];
  27837. result.push(this.beginAnimation(child, from, to, loop, speedRatio, onAnimationEnd, animatable, stopCurrent, targetMask));
  27838. }
  27839. return result;
  27840. };
  27841. /**
  27842. * Begin a new animation on a given node
  27843. * @param target defines the target where the animation will take place
  27844. * @param animations defines the list of animations to start
  27845. * @param from defines the initial value
  27846. * @param to defines the final value
  27847. * @param loop defines if you want animation to loop (off by default)
  27848. * @param speedRatio defines the speed ratio to apply to all animations
  27849. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  27850. * @param onAnimationLoop defines the callback to call when an animation loops
  27851. * @returns the list of created animatables
  27852. */
  27853. Scene.prototype.beginDirectAnimation = function (target, animations, from, to, loop, speedRatio, onAnimationEnd, onAnimationLoop) {
  27854. if (speedRatio === undefined) {
  27855. speedRatio = 1.0;
  27856. }
  27857. var animatable = new BABYLON.Animatable(this, target, from, to, loop, speedRatio, onAnimationEnd, animations, onAnimationLoop);
  27858. return animatable;
  27859. };
  27860. /**
  27861. * Begin a new animation on a given node and its hierarchy
  27862. * @param target defines the root node where the animation will take place
  27863. * @param directDescendantsOnly if true only direct descendants will be used, if false direct and also indirect (children of children, an so on in a recursive manner) descendants will be used.
  27864. * @param animations defines the list of animations to start
  27865. * @param from defines the initial value
  27866. * @param to defines the final value
  27867. * @param loop defines if you want animation to loop (off by default)
  27868. * @param speedRatio defines the speed ratio to apply to all animations
  27869. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  27870. * @param onAnimationLoop defines the callback to call when an animation loops
  27871. * @returns the list of animatables created for all nodes
  27872. */
  27873. Scene.prototype.beginDirectHierarchyAnimation = function (target, directDescendantsOnly, animations, from, to, loop, speedRatio, onAnimationEnd, onAnimationLoop) {
  27874. var children = target.getDescendants(directDescendantsOnly);
  27875. var result = [];
  27876. result.push(this.beginDirectAnimation(target, animations, from, to, loop, speedRatio, onAnimationEnd, onAnimationLoop));
  27877. for (var _i = 0, children_2 = children; _i < children_2.length; _i++) {
  27878. var child = children_2[_i];
  27879. result.push(this.beginDirectAnimation(child, animations, from, to, loop, speedRatio, onAnimationEnd, onAnimationLoop));
  27880. }
  27881. return result;
  27882. };
  27883. /**
  27884. * Gets the animatable associated with a specific target
  27885. * @param target defines the target of the animatable
  27886. * @returns the required animatable if found
  27887. */
  27888. Scene.prototype.getAnimatableByTarget = function (target) {
  27889. for (var index = 0; index < this._activeAnimatables.length; index++) {
  27890. if (this._activeAnimatables[index].target === target) {
  27891. return this._activeAnimatables[index];
  27892. }
  27893. }
  27894. return null;
  27895. };
  27896. /**
  27897. * Gets all animatables associated with a given target
  27898. * @param target defines the target to look animatables for
  27899. * @returns an array of Animatables
  27900. */
  27901. Scene.prototype.getAllAnimatablesByTarget = function (target) {
  27902. var result = [];
  27903. for (var index = 0; index < this._activeAnimatables.length; index++) {
  27904. if (this._activeAnimatables[index].target === target) {
  27905. result.push(this._activeAnimatables[index]);
  27906. }
  27907. }
  27908. return result;
  27909. };
  27910. Object.defineProperty(Scene.prototype, "animatables", {
  27911. /**
  27912. * Gets all animatable attached to the scene
  27913. */
  27914. get: function () {
  27915. return this._activeAnimatables;
  27916. },
  27917. enumerable: true,
  27918. configurable: true
  27919. });
  27920. /**
  27921. * Will stop the animation of the given target
  27922. * @param target - the target
  27923. * @param animationName - the name of the animation to stop (all animations will be stopped if both this and targetMask are empty)
  27924. * @param targetMask - a function that determines if the animation should be stopped based on its target (all animations will be stopped if both this and animationName are empty)
  27925. */
  27926. Scene.prototype.stopAnimation = function (target, animationName, targetMask) {
  27927. var animatables = this.getAllAnimatablesByTarget(target);
  27928. for (var _i = 0, animatables_1 = animatables; _i < animatables_1.length; _i++) {
  27929. var animatable = animatables_1[_i];
  27930. animatable.stop(animationName, targetMask);
  27931. }
  27932. };
  27933. /**
  27934. * Stops and removes all animations that have been applied to the scene
  27935. */
  27936. Scene.prototype.stopAllAnimations = function () {
  27937. if (this._activeAnimatables) {
  27938. for (var i = 0; i < this._activeAnimatables.length; i++) {
  27939. this._activeAnimatables[i].stop();
  27940. }
  27941. this._activeAnimatables = [];
  27942. }
  27943. for (var _i = 0, _a = this.animationGroups; _i < _a.length; _i++) {
  27944. var group = _a[_i];
  27945. group.stop();
  27946. }
  27947. };
  27948. Scene.prototype._animate = function () {
  27949. if (!this.animationsEnabled || this._activeAnimatables.length === 0) {
  27950. return;
  27951. }
  27952. // Getting time
  27953. var now = BABYLON.Tools.Now;
  27954. if (!this._animationTimeLast) {
  27955. if (this._pendingData.length > 0) {
  27956. return;
  27957. }
  27958. this._animationTimeLast = now;
  27959. }
  27960. var deltaTime = this.useConstantAnimationDeltaTime ? 16.0 : (now - this._animationTimeLast) * this.animationTimeScale;
  27961. this._animationTime += deltaTime;
  27962. this._animationTimeLast = now;
  27963. for (var index = 0; index < this._activeAnimatables.length; index++) {
  27964. this._activeAnimatables[index]._animate(this._animationTime);
  27965. }
  27966. // Late animation bindings
  27967. this._processLateAnimationBindings();
  27968. };
  27969. /** @hidden */
  27970. Scene.prototype._registerTargetForLateAnimationBinding = function (runtimeAnimation, originalValue) {
  27971. var target = runtimeAnimation.target;
  27972. this._registeredForLateAnimationBindings.pushNoDuplicate(target);
  27973. if (!target._lateAnimationHolders) {
  27974. target._lateAnimationHolders = {};
  27975. }
  27976. if (!target._lateAnimationHolders[runtimeAnimation.targetPath]) {
  27977. target._lateAnimationHolders[runtimeAnimation.targetPath] = {
  27978. totalWeight: 0,
  27979. animations: [],
  27980. originalValue: originalValue
  27981. };
  27982. }
  27983. target._lateAnimationHolders[runtimeAnimation.targetPath].animations.push(runtimeAnimation);
  27984. target._lateAnimationHolders[runtimeAnimation.targetPath].totalWeight += runtimeAnimation.weight;
  27985. };
  27986. Scene.prototype._processLateAnimationBindingsForMatrices = function (holder) {
  27987. var normalizer = 1.0;
  27988. var finalPosition = BABYLON.Tmp.Vector3[0];
  27989. var finalScaling = BABYLON.Tmp.Vector3[1];
  27990. var finalQuaternion = BABYLON.Tmp.Quaternion[0];
  27991. var startIndex = 0;
  27992. var originalAnimation = holder.animations[0];
  27993. var originalValue = holder.originalValue;
  27994. var scale = 1;
  27995. if (holder.totalWeight < 1.0) {
  27996. // We need to mix the original value in
  27997. originalValue.decompose(finalScaling, finalQuaternion, finalPosition);
  27998. scale = 1.0 - holder.totalWeight;
  27999. }
  28000. else {
  28001. startIndex = 1;
  28002. // We need to normalize the weights
  28003. normalizer = holder.totalWeight;
  28004. originalAnimation.currentValue.decompose(finalScaling, finalQuaternion, finalPosition);
  28005. scale = originalAnimation.weight / normalizer;
  28006. if (scale == 1) {
  28007. return originalAnimation.currentValue;
  28008. }
  28009. }
  28010. finalScaling.scaleInPlace(scale);
  28011. finalPosition.scaleInPlace(scale);
  28012. finalQuaternion.scaleInPlace(scale);
  28013. for (var animIndex = startIndex; animIndex < holder.animations.length; animIndex++) {
  28014. var runtimeAnimation = holder.animations[animIndex];
  28015. var scale = runtimeAnimation.weight / normalizer;
  28016. var currentPosition = BABYLON.Tmp.Vector3[2];
  28017. var currentScaling = BABYLON.Tmp.Vector3[3];
  28018. var currentQuaternion = BABYLON.Tmp.Quaternion[1];
  28019. runtimeAnimation.currentValue.decompose(currentScaling, currentQuaternion, currentPosition);
  28020. currentScaling.scaleAndAddToRef(scale, finalScaling);
  28021. currentQuaternion.scaleAndAddToRef(scale, finalQuaternion);
  28022. currentPosition.scaleAndAddToRef(scale, finalPosition);
  28023. }
  28024. BABYLON.Matrix.ComposeToRef(finalScaling, finalQuaternion, finalPosition, originalAnimation._workValue);
  28025. return originalAnimation._workValue;
  28026. };
  28027. Scene.prototype._processLateAnimationBindingsForQuaternions = function (holder, refQuaternion) {
  28028. var originalAnimation = holder.animations[0];
  28029. var originalValue = holder.originalValue;
  28030. if (holder.animations.length === 1) {
  28031. BABYLON.Quaternion.SlerpToRef(originalValue, originalAnimation.currentValue, Math.min(1.0, holder.totalWeight), refQuaternion);
  28032. return refQuaternion;
  28033. }
  28034. var normalizer = 1.0;
  28035. var quaternions;
  28036. var weights;
  28037. if (holder.totalWeight < 1.0) {
  28038. var scale = 1.0 - holder.totalWeight;
  28039. quaternions = [];
  28040. weights = [];
  28041. quaternions.push(originalValue);
  28042. weights.push(scale);
  28043. }
  28044. else {
  28045. if (holder.animations.length === 2) { // Slerp as soon as we can
  28046. BABYLON.Quaternion.SlerpToRef(holder.animations[0].currentValue, holder.animations[1].currentValue, holder.animations[1].weight / holder.totalWeight, refQuaternion);
  28047. return refQuaternion;
  28048. }
  28049. quaternions = [];
  28050. weights = [];
  28051. normalizer = holder.totalWeight;
  28052. }
  28053. for (var animIndex = 0; animIndex < holder.animations.length; animIndex++) {
  28054. var runtimeAnimation = holder.animations[animIndex];
  28055. quaternions.push(runtimeAnimation.currentValue);
  28056. weights.push(runtimeAnimation.weight / normalizer);
  28057. }
  28058. // https://gamedev.stackexchange.com/questions/62354/method-for-interpolation-between-3-quaternions
  28059. var cumulativeAmount = 0;
  28060. var cumulativeQuaternion = null;
  28061. for (var index = 0; index < quaternions.length;) {
  28062. if (!cumulativeQuaternion) {
  28063. BABYLON.Quaternion.SlerpToRef(quaternions[index], quaternions[index + 1], weights[index + 1] / (weights[index] + weights[index + 1]), refQuaternion);
  28064. cumulativeQuaternion = refQuaternion;
  28065. cumulativeAmount = weights[index] + weights[index + 1];
  28066. index += 2;
  28067. continue;
  28068. }
  28069. cumulativeAmount += weights[index];
  28070. BABYLON.Quaternion.SlerpToRef(cumulativeQuaternion, quaternions[index], weights[index] / cumulativeAmount, cumulativeQuaternion);
  28071. index++;
  28072. }
  28073. return cumulativeQuaternion;
  28074. };
  28075. Scene.prototype._processLateAnimationBindings = function () {
  28076. if (!this._registeredForLateAnimationBindings.length) {
  28077. return;
  28078. }
  28079. for (var index = 0; index < this._registeredForLateAnimationBindings.length; index++) {
  28080. var target = this._registeredForLateAnimationBindings.data[index];
  28081. for (var path in target._lateAnimationHolders) {
  28082. var holder = target._lateAnimationHolders[path];
  28083. var originalAnimation = holder.animations[0];
  28084. var originalValue = holder.originalValue;
  28085. var matrixDecomposeMode = BABYLON.Animation.AllowMatrixDecomposeForInterpolation && originalValue.m; // ie. data is matrix
  28086. var finalValue = target[path];
  28087. if (matrixDecomposeMode) {
  28088. finalValue = this._processLateAnimationBindingsForMatrices(holder);
  28089. }
  28090. else {
  28091. var quaternionMode = originalValue.w !== undefined;
  28092. if (quaternionMode) {
  28093. finalValue = this._processLateAnimationBindingsForQuaternions(holder, finalValue || BABYLON.Quaternion.Identity());
  28094. }
  28095. else {
  28096. var startIndex = 0;
  28097. var normalizer = 1.0;
  28098. if (holder.totalWeight < 1.0) {
  28099. // We need to mix the original value in
  28100. if (originalValue.scale) {
  28101. finalValue = originalValue.scale(1.0 - holder.totalWeight);
  28102. }
  28103. else {
  28104. finalValue = originalValue * (1.0 - holder.totalWeight);
  28105. }
  28106. }
  28107. else {
  28108. // We need to normalize the weights
  28109. normalizer = holder.totalWeight;
  28110. var scale_1 = originalAnimation.weight / normalizer;
  28111. if (scale_1 !== 1) {
  28112. if (originalAnimation.currentValue.scale) {
  28113. finalValue = originalAnimation.currentValue.scale(scale_1);
  28114. }
  28115. else {
  28116. finalValue = originalAnimation.currentValue * scale_1;
  28117. }
  28118. }
  28119. else {
  28120. finalValue = originalAnimation.currentValue;
  28121. }
  28122. startIndex = 1;
  28123. }
  28124. for (var animIndex = startIndex; animIndex < holder.animations.length; animIndex++) {
  28125. var runtimeAnimation = holder.animations[animIndex];
  28126. var scale = runtimeAnimation.weight / normalizer;
  28127. if (runtimeAnimation.currentValue.scaleAndAddToRef) {
  28128. runtimeAnimation.currentValue.scaleAndAddToRef(scale, finalValue);
  28129. }
  28130. else {
  28131. finalValue += runtimeAnimation.currentValue * scale;
  28132. }
  28133. }
  28134. }
  28135. }
  28136. target[path] = finalValue;
  28137. }
  28138. target._lateAnimationHolders = {};
  28139. }
  28140. this._registeredForLateAnimationBindings.reset();
  28141. };
  28142. // Matrix
  28143. /** @hidden */
  28144. Scene.prototype._switchToAlternateCameraConfiguration = function (active) {
  28145. this._useAlternateCameraConfiguration = active;
  28146. };
  28147. /**
  28148. * Gets the current view matrix
  28149. * @returns a Matrix
  28150. */
  28151. Scene.prototype.getViewMatrix = function () {
  28152. return this._useAlternateCameraConfiguration ? this._alternateViewMatrix : this._viewMatrix;
  28153. };
  28154. /**
  28155. * Gets the current projection matrix
  28156. * @returns a Matrix
  28157. */
  28158. Scene.prototype.getProjectionMatrix = function () {
  28159. return this._useAlternateCameraConfiguration ? this._alternateProjectionMatrix : this._projectionMatrix;
  28160. };
  28161. /**
  28162. * Gets the current transform matrix
  28163. * @returns a Matrix made of View * Projection
  28164. */
  28165. Scene.prototype.getTransformMatrix = function () {
  28166. return this._useAlternateCameraConfiguration ? this._alternateTransformMatrix : this._transformMatrix;
  28167. };
  28168. /**
  28169. * Sets the current transform matrix
  28170. * @param view defines the View matrix to use
  28171. * @param projection defines the Projection matrix to use
  28172. */
  28173. Scene.prototype.setTransformMatrix = function (view, projection) {
  28174. if (this._viewUpdateFlag === view.updateFlag && this._projectionUpdateFlag === projection.updateFlag) {
  28175. return;
  28176. }
  28177. this._viewUpdateFlag = view.updateFlag;
  28178. this._projectionUpdateFlag = projection.updateFlag;
  28179. this._viewMatrix = view;
  28180. this._projectionMatrix = projection;
  28181. this._viewMatrix.multiplyToRef(this._projectionMatrix, this._transformMatrix);
  28182. // Update frustum
  28183. if (!this._frustumPlanes) {
  28184. this._frustumPlanes = BABYLON.Frustum.GetPlanes(this._transformMatrix);
  28185. }
  28186. else {
  28187. BABYLON.Frustum.GetPlanesToRef(this._transformMatrix, this._frustumPlanes);
  28188. }
  28189. if (this.activeCamera && this.activeCamera._alternateCamera) {
  28190. var otherCamera = this.activeCamera._alternateCamera;
  28191. otherCamera.getViewMatrix().multiplyToRef(otherCamera.getProjectionMatrix(), BABYLON.Tmp.Matrix[0]);
  28192. BABYLON.Frustum.GetRightPlaneToRef(BABYLON.Tmp.Matrix[0], this._frustumPlanes[3]); // Replace right plane by second camera right plane
  28193. }
  28194. if (this._sceneUbo.useUbo) {
  28195. this._sceneUbo.updateMatrix("viewProjection", this._transformMatrix);
  28196. this._sceneUbo.updateMatrix("view", this._viewMatrix);
  28197. this._sceneUbo.update();
  28198. }
  28199. };
  28200. /** @hidden */
  28201. Scene.prototype._setAlternateTransformMatrix = function (view, projection) {
  28202. if (this._alternateViewUpdateFlag === view.updateFlag && this._alternateProjectionUpdateFlag === projection.updateFlag) {
  28203. return;
  28204. }
  28205. this._alternateViewUpdateFlag = view.updateFlag;
  28206. this._alternateProjectionUpdateFlag = projection.updateFlag;
  28207. this._alternateViewMatrix = view;
  28208. this._alternateProjectionMatrix = projection;
  28209. if (!this._alternateTransformMatrix) {
  28210. this._alternateTransformMatrix = BABYLON.Matrix.Zero();
  28211. }
  28212. this._alternateViewMatrix.multiplyToRef(this._alternateProjectionMatrix, this._alternateTransformMatrix);
  28213. if (!this._alternateSceneUbo) {
  28214. this._createAlternateUbo();
  28215. }
  28216. if (this._alternateSceneUbo.useUbo) {
  28217. this._alternateSceneUbo.updateMatrix("viewProjection", this._alternateTransformMatrix);
  28218. this._alternateSceneUbo.updateMatrix("view", this._alternateViewMatrix);
  28219. this._alternateSceneUbo.update();
  28220. }
  28221. };
  28222. /**
  28223. * Gets the uniform buffer used to store scene data
  28224. * @returns a UniformBuffer
  28225. */
  28226. Scene.prototype.getSceneUniformBuffer = function () {
  28227. return this._useAlternateCameraConfiguration ? this._alternateSceneUbo : this._sceneUbo;
  28228. };
  28229. /**
  28230. * Gets an unique (relatively to the current scene) Id
  28231. * @returns an unique number for the scene
  28232. */
  28233. Scene.prototype.getUniqueId = function () {
  28234. var result = Scene._uniqueIdCounter;
  28235. Scene._uniqueIdCounter++;
  28236. return result;
  28237. };
  28238. /**
  28239. * Add a mesh to the list of scene's meshes
  28240. * @param newMesh defines the mesh to add
  28241. * @param recursive if all child meshes should also be added to the scene
  28242. */
  28243. Scene.prototype.addMesh = function (newMesh, recursive) {
  28244. var _this = this;
  28245. if (recursive === void 0) { recursive = false; }
  28246. this.meshes.push(newMesh);
  28247. //notify the collision coordinator
  28248. if (this.collisionCoordinator) {
  28249. this.collisionCoordinator.onMeshAdded(newMesh);
  28250. }
  28251. newMesh._resyncLightSources();
  28252. this.onNewMeshAddedObservable.notifyObservers(newMesh);
  28253. if (recursive) {
  28254. newMesh.getChildMeshes().forEach(function (m) {
  28255. _this.addMesh(m);
  28256. });
  28257. }
  28258. };
  28259. /**
  28260. * Remove a mesh for the list of scene's meshes
  28261. * @param toRemove defines the mesh to remove
  28262. * @param recursive if all child meshes should also be removed from the scene
  28263. * @returns the index where the mesh was in the mesh list
  28264. */
  28265. Scene.prototype.removeMesh = function (toRemove, recursive) {
  28266. var _this = this;
  28267. if (recursive === void 0) { recursive = false; }
  28268. var index = this.meshes.indexOf(toRemove);
  28269. if (index !== -1) {
  28270. // Remove from the scene if mesh found
  28271. this.meshes[index] = this.meshes[this.meshes.length - 1];
  28272. this.meshes.pop();
  28273. }
  28274. this.onMeshRemovedObservable.notifyObservers(toRemove);
  28275. if (recursive) {
  28276. toRemove.getChildMeshes().forEach(function (m) {
  28277. _this.removeMesh(m);
  28278. });
  28279. }
  28280. return index;
  28281. };
  28282. /**
  28283. * Add a transform node to the list of scene's transform nodes
  28284. * @param newTransformNode defines the transform node to add
  28285. */
  28286. Scene.prototype.addTransformNode = function (newTransformNode) {
  28287. newTransformNode._indexInSceneTransformNodesArray = this.transformNodes.length;
  28288. this.transformNodes.push(newTransformNode);
  28289. this.onNewTransformNodeAddedObservable.notifyObservers(newTransformNode);
  28290. };
  28291. /**
  28292. * Remove a transform node for the list of scene's transform nodes
  28293. * @param toRemove defines the transform node to remove
  28294. * @returns the index where the transform node was in the transform node list
  28295. */
  28296. Scene.prototype.removeTransformNode = function (toRemove) {
  28297. var index = toRemove._indexInSceneTransformNodesArray;
  28298. if (index !== -1) {
  28299. if (index !== this.transformNodes.length - 1) {
  28300. var lastNode = this.transformNodes[this.transformNodes.length - 1];
  28301. this.transformNodes[index] = lastNode;
  28302. lastNode._indexInSceneTransformNodesArray = index;
  28303. }
  28304. toRemove._indexInSceneTransformNodesArray = -1;
  28305. this.transformNodes.pop();
  28306. }
  28307. this.onTransformNodeRemovedObservable.notifyObservers(toRemove);
  28308. return index;
  28309. };
  28310. /**
  28311. * Remove a skeleton for the list of scene's skeletons
  28312. * @param toRemove defines the skeleton to remove
  28313. * @returns the index where the skeleton was in the skeleton list
  28314. */
  28315. Scene.prototype.removeSkeleton = function (toRemove) {
  28316. var index = this.skeletons.indexOf(toRemove);
  28317. if (index !== -1) {
  28318. // Remove from the scene if found
  28319. this.skeletons.splice(index, 1);
  28320. }
  28321. return index;
  28322. };
  28323. /**
  28324. * Remove a morph target for the list of scene's morph targets
  28325. * @param toRemove defines the morph target to remove
  28326. * @returns the index where the morph target was in the morph target list
  28327. */
  28328. Scene.prototype.removeMorphTargetManager = function (toRemove) {
  28329. var index = this.morphTargetManagers.indexOf(toRemove);
  28330. if (index !== -1) {
  28331. // Remove from the scene if found
  28332. this.morphTargetManagers.splice(index, 1);
  28333. }
  28334. return index;
  28335. };
  28336. /**
  28337. * Remove a light for the list of scene's lights
  28338. * @param toRemove defines the light to remove
  28339. * @returns the index where the light was in the light list
  28340. */
  28341. Scene.prototype.removeLight = function (toRemove) {
  28342. var index = this.lights.indexOf(toRemove);
  28343. if (index !== -1) {
  28344. // Remove from meshes
  28345. for (var _i = 0, _a = this.meshes; _i < _a.length; _i++) {
  28346. var mesh = _a[_i];
  28347. mesh._removeLightSource(toRemove);
  28348. }
  28349. // Remove from the scene if mesh found
  28350. this.lights.splice(index, 1);
  28351. this.sortLightsByPriority();
  28352. }
  28353. this.onLightRemovedObservable.notifyObservers(toRemove);
  28354. return index;
  28355. };
  28356. /**
  28357. * Remove a camera for the list of scene's cameras
  28358. * @param toRemove defines the camera to remove
  28359. * @returns the index where the camera was in the camera list
  28360. */
  28361. Scene.prototype.removeCamera = function (toRemove) {
  28362. var index = this.cameras.indexOf(toRemove);
  28363. if (index !== -1) {
  28364. // Remove from the scene if mesh found
  28365. this.cameras.splice(index, 1);
  28366. }
  28367. // Remove from activeCameras
  28368. var index2 = this.activeCameras.indexOf(toRemove);
  28369. if (index2 !== -1) {
  28370. // Remove from the scene if mesh found
  28371. this.activeCameras.splice(index2, 1);
  28372. }
  28373. // Reset the activeCamera
  28374. if (this.activeCamera === toRemove) {
  28375. if (this.cameras.length > 0) {
  28376. this.activeCamera = this.cameras[0];
  28377. }
  28378. else {
  28379. this.activeCamera = null;
  28380. }
  28381. }
  28382. this.onCameraRemovedObservable.notifyObservers(toRemove);
  28383. return index;
  28384. };
  28385. /**
  28386. * Remove a particle system for the list of scene's particle systems
  28387. * @param toRemove defines the particle system to remove
  28388. * @returns the index where the particle system was in the particle system list
  28389. */
  28390. Scene.prototype.removeParticleSystem = function (toRemove) {
  28391. var index = this.particleSystems.indexOf(toRemove);
  28392. if (index !== -1) {
  28393. this.particleSystems.splice(index, 1);
  28394. }
  28395. return index;
  28396. };
  28397. /**
  28398. * Remove a animation for the list of scene's animations
  28399. * @param toRemove defines the animation to remove
  28400. * @returns the index where the animation was in the animation list
  28401. */
  28402. Scene.prototype.removeAnimation = function (toRemove) {
  28403. var index = this.animations.indexOf(toRemove);
  28404. if (index !== -1) {
  28405. this.animations.splice(index, 1);
  28406. }
  28407. return index;
  28408. };
  28409. /**
  28410. * Removes the given animation group from this scene.
  28411. * @param toRemove The animation group to remove
  28412. * @returns The index of the removed animation group
  28413. */
  28414. Scene.prototype.removeAnimationGroup = function (toRemove) {
  28415. var index = this.animationGroups.indexOf(toRemove);
  28416. if (index !== -1) {
  28417. this.animationGroups.splice(index, 1);
  28418. }
  28419. return index;
  28420. };
  28421. /**
  28422. * Removes the given multi-material from this scene.
  28423. * @param toRemove The multi-material to remove
  28424. * @returns The index of the removed multi-material
  28425. */
  28426. Scene.prototype.removeMultiMaterial = function (toRemove) {
  28427. var index = this.multiMaterials.indexOf(toRemove);
  28428. if (index !== -1) {
  28429. this.multiMaterials.splice(index, 1);
  28430. }
  28431. return index;
  28432. };
  28433. /**
  28434. * Removes the given material from this scene.
  28435. * @param toRemove The material to remove
  28436. * @returns The index of the removed material
  28437. */
  28438. Scene.prototype.removeMaterial = function (toRemove) {
  28439. var index = toRemove._indexInSceneMaterialArray;
  28440. if (index !== -1) {
  28441. if (index !== this.materials.length - 1) {
  28442. var lastMaterial = this.materials[this.materials.length - 1];
  28443. this.materials[index] = lastMaterial;
  28444. lastMaterial._indexInSceneMaterialArray = index;
  28445. }
  28446. toRemove._indexInSceneMaterialArray = -1;
  28447. this.materials.pop();
  28448. }
  28449. this.onMaterialRemovedObservable.notifyObservers(toRemove);
  28450. return index;
  28451. };
  28452. /**
  28453. * Removes the given action manager from this scene.
  28454. * @param toRemove The action manager to remove
  28455. * @returns The index of the removed action manager
  28456. */
  28457. Scene.prototype.removeActionManager = function (toRemove) {
  28458. var index = this.actionManagers.indexOf(toRemove);
  28459. if (index !== -1) {
  28460. this.actionManagers.splice(index, 1);
  28461. }
  28462. return index;
  28463. };
  28464. /**
  28465. * Removes the given texture from this scene.
  28466. * @param toRemove The texture to remove
  28467. * @returns The index of the removed texture
  28468. */
  28469. Scene.prototype.removeTexture = function (toRemove) {
  28470. var index = this.textures.indexOf(toRemove);
  28471. if (index !== -1) {
  28472. this.textures.splice(index, 1);
  28473. }
  28474. this.onTextureRemovedObservable.notifyObservers(toRemove);
  28475. return index;
  28476. };
  28477. /**
  28478. * Adds the given light to this scene
  28479. * @param newLight The light to add
  28480. */
  28481. Scene.prototype.addLight = function (newLight) {
  28482. this.lights.push(newLight);
  28483. this.sortLightsByPriority();
  28484. // Add light to all meshes (To support if the light is removed and then readded)
  28485. for (var _i = 0, _a = this.meshes; _i < _a.length; _i++) {
  28486. var mesh = _a[_i];
  28487. if (mesh._lightSources.indexOf(newLight) === -1) {
  28488. mesh._lightSources.push(newLight);
  28489. mesh._resyncLightSources();
  28490. }
  28491. }
  28492. this.onNewLightAddedObservable.notifyObservers(newLight);
  28493. };
  28494. /**
  28495. * Sorts the list list based on light priorities
  28496. */
  28497. Scene.prototype.sortLightsByPriority = function () {
  28498. if (this.requireLightSorting) {
  28499. this.lights.sort(BABYLON.Light.CompareLightsPriority);
  28500. }
  28501. };
  28502. /**
  28503. * Adds the given camera to this scene
  28504. * @param newCamera The camera to add
  28505. */
  28506. Scene.prototype.addCamera = function (newCamera) {
  28507. this.cameras.push(newCamera);
  28508. this.onNewCameraAddedObservable.notifyObservers(newCamera);
  28509. };
  28510. /**
  28511. * Adds the given skeleton to this scene
  28512. * @param newSkeleton The skeleton to add
  28513. */
  28514. Scene.prototype.addSkeleton = function (newSkeleton) {
  28515. this.skeletons.push(newSkeleton);
  28516. };
  28517. /**
  28518. * Adds the given particle system to this scene
  28519. * @param newParticleSystem The particle system to add
  28520. */
  28521. Scene.prototype.addParticleSystem = function (newParticleSystem) {
  28522. this.particleSystems.push(newParticleSystem);
  28523. };
  28524. /**
  28525. * Adds the given animation to this scene
  28526. * @param newAnimation The animation to add
  28527. */
  28528. Scene.prototype.addAnimation = function (newAnimation) {
  28529. this.animations.push(newAnimation);
  28530. };
  28531. /**
  28532. * Adds the given animation group to this scene.
  28533. * @param newAnimationGroup The animation group to add
  28534. */
  28535. Scene.prototype.addAnimationGroup = function (newAnimationGroup) {
  28536. this.animationGroups.push(newAnimationGroup);
  28537. };
  28538. /**
  28539. * Adds the given multi-material to this scene
  28540. * @param newMultiMaterial The multi-material to add
  28541. */
  28542. Scene.prototype.addMultiMaterial = function (newMultiMaterial) {
  28543. this.multiMaterials.push(newMultiMaterial);
  28544. };
  28545. /**
  28546. * Adds the given material to this scene
  28547. * @param newMaterial The material to add
  28548. */
  28549. Scene.prototype.addMaterial = function (newMaterial) {
  28550. newMaterial._indexInSceneMaterialArray = this.materials.length;
  28551. this.materials.push(newMaterial);
  28552. this.onNewMaterialAddedObservable.notifyObservers(newMaterial);
  28553. };
  28554. /**
  28555. * Adds the given morph target to this scene
  28556. * @param newMorphTargetManager The morph target to add
  28557. */
  28558. Scene.prototype.addMorphTargetManager = function (newMorphTargetManager) {
  28559. this.morphTargetManagers.push(newMorphTargetManager);
  28560. };
  28561. /**
  28562. * Adds the given geometry to this scene
  28563. * @param newGeometry The geometry to add
  28564. */
  28565. Scene.prototype.addGeometry = function (newGeometry) {
  28566. if (this.geometriesById) {
  28567. this.geometriesById[newGeometry.id] = this.geometries.length;
  28568. }
  28569. this.geometries.push(newGeometry);
  28570. };
  28571. /**
  28572. * Adds the given action manager to this scene
  28573. * @param newActionManager The action manager to add
  28574. */
  28575. Scene.prototype.addActionManager = function (newActionManager) {
  28576. this.actionManagers.push(newActionManager);
  28577. };
  28578. /**
  28579. * Adds the given texture to this scene.
  28580. * @param newTexture The texture to add
  28581. */
  28582. Scene.prototype.addTexture = function (newTexture) {
  28583. this.textures.push(newTexture);
  28584. this.onNewTextureAddedObservable.notifyObservers(newTexture);
  28585. };
  28586. /**
  28587. * Switch active camera
  28588. * @param newCamera defines the new active camera
  28589. * @param attachControl defines if attachControl must be called for the new active camera (default: true)
  28590. */
  28591. Scene.prototype.switchActiveCamera = function (newCamera, attachControl) {
  28592. if (attachControl === void 0) { attachControl = true; }
  28593. var canvas = this._engine.getRenderingCanvas();
  28594. if (!canvas) {
  28595. return;
  28596. }
  28597. if (this.activeCamera) {
  28598. this.activeCamera.detachControl(canvas);
  28599. }
  28600. this.activeCamera = newCamera;
  28601. if (attachControl) {
  28602. newCamera.attachControl(canvas);
  28603. }
  28604. };
  28605. /**
  28606. * sets the active camera of the scene using its ID
  28607. * @param id defines the camera's ID
  28608. * @return the new active camera or null if none found.
  28609. */
  28610. Scene.prototype.setActiveCameraByID = function (id) {
  28611. var camera = this.getCameraByID(id);
  28612. if (camera) {
  28613. this.activeCamera = camera;
  28614. return camera;
  28615. }
  28616. return null;
  28617. };
  28618. /**
  28619. * sets the active camera of the scene using its name
  28620. * @param name defines the camera's name
  28621. * @returns the new active camera or null if none found.
  28622. */
  28623. Scene.prototype.setActiveCameraByName = function (name) {
  28624. var camera = this.getCameraByName(name);
  28625. if (camera) {
  28626. this.activeCamera = camera;
  28627. return camera;
  28628. }
  28629. return null;
  28630. };
  28631. /**
  28632. * get an animation group using its name
  28633. * @param name defines the material's name
  28634. * @return the animation group or null if none found.
  28635. */
  28636. Scene.prototype.getAnimationGroupByName = function (name) {
  28637. for (var index = 0; index < this.animationGroups.length; index++) {
  28638. if (this.animationGroups[index].name === name) {
  28639. return this.animationGroups[index];
  28640. }
  28641. }
  28642. return null;
  28643. };
  28644. /**
  28645. * get a material using its id
  28646. * @param id defines the material's ID
  28647. * @return the material or null if none found.
  28648. */
  28649. Scene.prototype.getMaterialByID = function (id) {
  28650. for (var index = 0; index < this.materials.length; index++) {
  28651. if (this.materials[index].id === id) {
  28652. return this.materials[index];
  28653. }
  28654. }
  28655. return null;
  28656. };
  28657. /**
  28658. * Gets a material using its name
  28659. * @param name defines the material's name
  28660. * @return the material or null if none found.
  28661. */
  28662. Scene.prototype.getMaterialByName = function (name) {
  28663. for (var index = 0; index < this.materials.length; index++) {
  28664. if (this.materials[index].name === name) {
  28665. return this.materials[index];
  28666. }
  28667. }
  28668. return null;
  28669. };
  28670. /**
  28671. * Gets a camera using its id
  28672. * @param id defines the id to look for
  28673. * @returns the camera or null if not found
  28674. */
  28675. Scene.prototype.getCameraByID = function (id) {
  28676. for (var index = 0; index < this.cameras.length; index++) {
  28677. if (this.cameras[index].id === id) {
  28678. return this.cameras[index];
  28679. }
  28680. }
  28681. return null;
  28682. };
  28683. /**
  28684. * Gets a camera using its unique id
  28685. * @param uniqueId defines the unique id to look for
  28686. * @returns the camera or null if not found
  28687. */
  28688. Scene.prototype.getCameraByUniqueID = function (uniqueId) {
  28689. for (var index = 0; index < this.cameras.length; index++) {
  28690. if (this.cameras[index].uniqueId === uniqueId) {
  28691. return this.cameras[index];
  28692. }
  28693. }
  28694. return null;
  28695. };
  28696. /**
  28697. * Gets a camera using its name
  28698. * @param name defines the camera's name
  28699. * @return the camera or null if none found.
  28700. */
  28701. Scene.prototype.getCameraByName = function (name) {
  28702. for (var index = 0; index < this.cameras.length; index++) {
  28703. if (this.cameras[index].name === name) {
  28704. return this.cameras[index];
  28705. }
  28706. }
  28707. return null;
  28708. };
  28709. /**
  28710. * Gets a bone using its id
  28711. * @param id defines the bone's id
  28712. * @return the bone or null if not found
  28713. */
  28714. Scene.prototype.getBoneByID = function (id) {
  28715. for (var skeletonIndex = 0; skeletonIndex < this.skeletons.length; skeletonIndex++) {
  28716. var skeleton = this.skeletons[skeletonIndex];
  28717. for (var boneIndex = 0; boneIndex < skeleton.bones.length; boneIndex++) {
  28718. if (skeleton.bones[boneIndex].id === id) {
  28719. return skeleton.bones[boneIndex];
  28720. }
  28721. }
  28722. }
  28723. return null;
  28724. };
  28725. /**
  28726. * Gets a bone using its id
  28727. * @param name defines the bone's name
  28728. * @return the bone or null if not found
  28729. */
  28730. Scene.prototype.getBoneByName = function (name) {
  28731. for (var skeletonIndex = 0; skeletonIndex < this.skeletons.length; skeletonIndex++) {
  28732. var skeleton = this.skeletons[skeletonIndex];
  28733. for (var boneIndex = 0; boneIndex < skeleton.bones.length; boneIndex++) {
  28734. if (skeleton.bones[boneIndex].name === name) {
  28735. return skeleton.bones[boneIndex];
  28736. }
  28737. }
  28738. }
  28739. return null;
  28740. };
  28741. /**
  28742. * Gets a light node using its name
  28743. * @param name defines the the light's name
  28744. * @return the light or null if none found.
  28745. */
  28746. Scene.prototype.getLightByName = function (name) {
  28747. for (var index = 0; index < this.lights.length; index++) {
  28748. if (this.lights[index].name === name) {
  28749. return this.lights[index];
  28750. }
  28751. }
  28752. return null;
  28753. };
  28754. /**
  28755. * Gets a light node using its id
  28756. * @param id defines the light's id
  28757. * @return the light or null if none found.
  28758. */
  28759. Scene.prototype.getLightByID = function (id) {
  28760. for (var index = 0; index < this.lights.length; index++) {
  28761. if (this.lights[index].id === id) {
  28762. return this.lights[index];
  28763. }
  28764. }
  28765. return null;
  28766. };
  28767. /**
  28768. * Gets a light node using its scene-generated unique ID
  28769. * @param uniqueId defines the light's unique id
  28770. * @return the light or null if none found.
  28771. */
  28772. Scene.prototype.getLightByUniqueID = function (uniqueId) {
  28773. for (var index = 0; index < this.lights.length; index++) {
  28774. if (this.lights[index].uniqueId === uniqueId) {
  28775. return this.lights[index];
  28776. }
  28777. }
  28778. return null;
  28779. };
  28780. /**
  28781. * Gets a particle system by id
  28782. * @param id defines the particle system id
  28783. * @return the corresponding system or null if none found
  28784. */
  28785. Scene.prototype.getParticleSystemByID = function (id) {
  28786. for (var index = 0; index < this.particleSystems.length; index++) {
  28787. if (this.particleSystems[index].id === id) {
  28788. return this.particleSystems[index];
  28789. }
  28790. }
  28791. return null;
  28792. };
  28793. /**
  28794. * Gets a geometry using its ID
  28795. * @param id defines the geometry's id
  28796. * @return the geometry or null if none found.
  28797. */
  28798. Scene.prototype.getGeometryByID = function (id) {
  28799. if (this.geometriesById) {
  28800. var index_1 = this.geometriesById[id];
  28801. if (index_1 !== undefined) {
  28802. return this.geometries[index_1];
  28803. }
  28804. }
  28805. else {
  28806. for (var index = 0; index < this.geometries.length; index++) {
  28807. if (this.geometries[index].id === id) {
  28808. return this.geometries[index];
  28809. }
  28810. }
  28811. }
  28812. return null;
  28813. };
  28814. Scene.prototype._getGeometryByUniqueID = function (id) {
  28815. for (var index = 0; index < this.geometries.length; index++) {
  28816. if (this.geometries[index].uniqueId === id) {
  28817. return this.geometries[index];
  28818. }
  28819. }
  28820. return null;
  28821. };
  28822. /**
  28823. * Add a new geometry to this scene
  28824. * @param geometry defines the geometry to be added to the scene.
  28825. * @param force defines if the geometry must be pushed even if a geometry with this id already exists
  28826. * @return a boolean defining if the geometry was added or not
  28827. */
  28828. Scene.prototype.pushGeometry = function (geometry, force) {
  28829. if (!force && this._getGeometryByUniqueID(geometry.uniqueId)) {
  28830. return false;
  28831. }
  28832. this.addGeometry(geometry);
  28833. //notify the collision coordinator
  28834. if (this.collisionCoordinator) {
  28835. this.collisionCoordinator.onGeometryAdded(geometry);
  28836. }
  28837. this.onNewGeometryAddedObservable.notifyObservers(geometry);
  28838. return true;
  28839. };
  28840. /**
  28841. * Removes an existing geometry
  28842. * @param geometry defines the geometry to be removed from the scene
  28843. * @return a boolean defining if the geometry was removed or not
  28844. */
  28845. Scene.prototype.removeGeometry = function (geometry) {
  28846. var index;
  28847. if (this.geometriesById) {
  28848. index = this.geometriesById[geometry.id];
  28849. if (index === undefined) {
  28850. return false;
  28851. }
  28852. }
  28853. else {
  28854. index = this.geometries.indexOf(geometry);
  28855. if (index < 0) {
  28856. return false;
  28857. }
  28858. }
  28859. if (index !== this.geometries.length - 1) {
  28860. var lastGeometry = this.geometries[this.geometries.length - 1];
  28861. this.geometries[index] = lastGeometry;
  28862. if (this.geometriesById) {
  28863. this.geometriesById[lastGeometry.id] = index;
  28864. this.geometriesById[geometry.id] = undefined;
  28865. }
  28866. }
  28867. this.geometries.pop();
  28868. //notify the collision coordinator
  28869. if (this.collisionCoordinator) {
  28870. this.collisionCoordinator.onGeometryDeleted(geometry);
  28871. }
  28872. this.onGeometryRemovedObservable.notifyObservers(geometry);
  28873. return true;
  28874. };
  28875. /**
  28876. * Gets the list of geometries attached to the scene
  28877. * @returns an array of Geometry
  28878. */
  28879. Scene.prototype.getGeometries = function () {
  28880. return this.geometries;
  28881. };
  28882. /**
  28883. * Gets the first added mesh found of a given ID
  28884. * @param id defines the id to search for
  28885. * @return the mesh found or null if not found at all
  28886. */
  28887. Scene.prototype.getMeshByID = function (id) {
  28888. for (var index = 0; index < this.meshes.length; index++) {
  28889. if (this.meshes[index].id === id) {
  28890. return this.meshes[index];
  28891. }
  28892. }
  28893. return null;
  28894. };
  28895. /**
  28896. * Gets a list of meshes using their id
  28897. * @param id defines the id to search for
  28898. * @returns a list of meshes
  28899. */
  28900. Scene.prototype.getMeshesByID = function (id) {
  28901. return this.meshes.filter(function (m) {
  28902. return m.id === id;
  28903. });
  28904. };
  28905. /**
  28906. * Gets the first added transform node found of a given ID
  28907. * @param id defines the id to search for
  28908. * @return the found transform node or null if not found at all.
  28909. */
  28910. Scene.prototype.getTransformNodeByID = function (id) {
  28911. for (var index = 0; index < this.transformNodes.length; index++) {
  28912. if (this.transformNodes[index].id === id) {
  28913. return this.transformNodes[index];
  28914. }
  28915. }
  28916. return null;
  28917. };
  28918. /**
  28919. * Gets a list of transform nodes using their id
  28920. * @param id defines the id to search for
  28921. * @returns a list of transform nodes
  28922. */
  28923. Scene.prototype.getTransformNodesByID = function (id) {
  28924. return this.transformNodes.filter(function (m) {
  28925. return m.id === id;
  28926. });
  28927. };
  28928. /**
  28929. * Gets a mesh with its auto-generated unique id
  28930. * @param uniqueId defines the unique id to search for
  28931. * @return the found mesh or null if not found at all.
  28932. */
  28933. Scene.prototype.getMeshByUniqueID = function (uniqueId) {
  28934. for (var index = 0; index < this.meshes.length; index++) {
  28935. if (this.meshes[index].uniqueId === uniqueId) {
  28936. return this.meshes[index];
  28937. }
  28938. }
  28939. return null;
  28940. };
  28941. /**
  28942. * Gets a the last added mesh using a given id
  28943. * @param id defines the id to search for
  28944. * @return the found mesh or null if not found at all.
  28945. */
  28946. Scene.prototype.getLastMeshByID = function (id) {
  28947. for (var index = this.meshes.length - 1; index >= 0; index--) {
  28948. if (this.meshes[index].id === id) {
  28949. return this.meshes[index];
  28950. }
  28951. }
  28952. return null;
  28953. };
  28954. /**
  28955. * Gets a the last added node (Mesh, Camera, Light) using a given id
  28956. * @param id defines the id to search for
  28957. * @return the found node or null if not found at all
  28958. */
  28959. Scene.prototype.getLastEntryByID = function (id) {
  28960. var index;
  28961. for (index = this.meshes.length - 1; index >= 0; index--) {
  28962. if (this.meshes[index].id === id) {
  28963. return this.meshes[index];
  28964. }
  28965. }
  28966. for (index = this.transformNodes.length - 1; index >= 0; index--) {
  28967. if (this.transformNodes[index].id === id) {
  28968. return this.transformNodes[index];
  28969. }
  28970. }
  28971. for (index = this.cameras.length - 1; index >= 0; index--) {
  28972. if (this.cameras[index].id === id) {
  28973. return this.cameras[index];
  28974. }
  28975. }
  28976. for (index = this.lights.length - 1; index >= 0; index--) {
  28977. if (this.lights[index].id === id) {
  28978. return this.lights[index];
  28979. }
  28980. }
  28981. return null;
  28982. };
  28983. /**
  28984. * Gets a node (Mesh, Camera, Light) using a given id
  28985. * @param id defines the id to search for
  28986. * @return the found node or null if not found at all
  28987. */
  28988. Scene.prototype.getNodeByID = function (id) {
  28989. var mesh = this.getMeshByID(id);
  28990. if (mesh) {
  28991. return mesh;
  28992. }
  28993. var transformNode = this.getTransformNodeByID(id);
  28994. if (transformNode) {
  28995. return transformNode;
  28996. }
  28997. var light = this.getLightByID(id);
  28998. if (light) {
  28999. return light;
  29000. }
  29001. var camera = this.getCameraByID(id);
  29002. if (camera) {
  29003. return camera;
  29004. }
  29005. var bone = this.getBoneByID(id);
  29006. if (bone) {
  29007. return bone;
  29008. }
  29009. return null;
  29010. };
  29011. /**
  29012. * Gets a node (Mesh, Camera, Light) using a given name
  29013. * @param name defines the name to search for
  29014. * @return the found node or null if not found at all.
  29015. */
  29016. Scene.prototype.getNodeByName = function (name) {
  29017. var mesh = this.getMeshByName(name);
  29018. if (mesh) {
  29019. return mesh;
  29020. }
  29021. var transformNode = this.getTransformNodeByName(name);
  29022. if (transformNode) {
  29023. return transformNode;
  29024. }
  29025. var light = this.getLightByName(name);
  29026. if (light) {
  29027. return light;
  29028. }
  29029. var camera = this.getCameraByName(name);
  29030. if (camera) {
  29031. return camera;
  29032. }
  29033. var bone = this.getBoneByName(name);
  29034. if (bone) {
  29035. return bone;
  29036. }
  29037. return null;
  29038. };
  29039. /**
  29040. * Gets a mesh using a given name
  29041. * @param name defines the name to search for
  29042. * @return the found mesh or null if not found at all.
  29043. */
  29044. Scene.prototype.getMeshByName = function (name) {
  29045. for (var index = 0; index < this.meshes.length; index++) {
  29046. if (this.meshes[index].name === name) {
  29047. return this.meshes[index];
  29048. }
  29049. }
  29050. return null;
  29051. };
  29052. /**
  29053. * Gets a transform node using a given name
  29054. * @param name defines the name to search for
  29055. * @return the found transform node or null if not found at all.
  29056. */
  29057. Scene.prototype.getTransformNodeByName = function (name) {
  29058. for (var index = 0; index < this.transformNodes.length; index++) {
  29059. if (this.transformNodes[index].name === name) {
  29060. return this.transformNodes[index];
  29061. }
  29062. }
  29063. return null;
  29064. };
  29065. /**
  29066. * Gets a skeleton using a given id (if many are found, this function will pick the last one)
  29067. * @param id defines the id to search for
  29068. * @return the found skeleton or null if not found at all.
  29069. */
  29070. Scene.prototype.getLastSkeletonByID = function (id) {
  29071. for (var index = this.skeletons.length - 1; index >= 0; index--) {
  29072. if (this.skeletons[index].id === id) {
  29073. return this.skeletons[index];
  29074. }
  29075. }
  29076. return null;
  29077. };
  29078. /**
  29079. * Gets a skeleton using a given id (if many are found, this function will pick the first one)
  29080. * @param id defines the id to search for
  29081. * @return the found skeleton or null if not found at all.
  29082. */
  29083. Scene.prototype.getSkeletonById = function (id) {
  29084. for (var index = 0; index < this.skeletons.length; index++) {
  29085. if (this.skeletons[index].id === id) {
  29086. return this.skeletons[index];
  29087. }
  29088. }
  29089. return null;
  29090. };
  29091. /**
  29092. * Gets a skeleton using a given name
  29093. * @param name defines the name to search for
  29094. * @return the found skeleton or null if not found at all.
  29095. */
  29096. Scene.prototype.getSkeletonByName = function (name) {
  29097. for (var index = 0; index < this.skeletons.length; index++) {
  29098. if (this.skeletons[index].name === name) {
  29099. return this.skeletons[index];
  29100. }
  29101. }
  29102. return null;
  29103. };
  29104. /**
  29105. * Gets a morph target manager using a given id (if many are found, this function will pick the last one)
  29106. * @param id defines the id to search for
  29107. * @return the found morph target manager or null if not found at all.
  29108. */
  29109. Scene.prototype.getMorphTargetManagerById = function (id) {
  29110. for (var index = 0; index < this.morphTargetManagers.length; index++) {
  29111. if (this.morphTargetManagers[index].uniqueId === id) {
  29112. return this.morphTargetManagers[index];
  29113. }
  29114. }
  29115. return null;
  29116. };
  29117. /**
  29118. * Gets a morph target using a given id (if many are found, this function will pick the first one)
  29119. * @param id defines the id to search for
  29120. * @return the found morph target or null if not found at all.
  29121. */
  29122. Scene.prototype.getMorphTargetById = function (id) {
  29123. for (var managerIndex = 0; managerIndex < this.morphTargetManagers.length; ++managerIndex) {
  29124. var morphTargetManager = this.morphTargetManagers[managerIndex];
  29125. for (var index = 0; index < morphTargetManager.numTargets; ++index) {
  29126. var target = morphTargetManager.getTarget(index);
  29127. if (target.id === id) {
  29128. return target;
  29129. }
  29130. }
  29131. }
  29132. return null;
  29133. };
  29134. /**
  29135. * Gets a boolean indicating if the given mesh is active
  29136. * @param mesh defines the mesh to look for
  29137. * @returns true if the mesh is in the active list
  29138. */
  29139. Scene.prototype.isActiveMesh = function (mesh) {
  29140. return (this._activeMeshes.indexOf(mesh) !== -1);
  29141. };
  29142. Object.defineProperty(Scene.prototype, "uid", {
  29143. /**
  29144. * Return a unique id as a string which can serve as an identifier for the scene
  29145. */
  29146. get: function () {
  29147. if (!this._uid) {
  29148. this._uid = BABYLON.Tools.RandomId();
  29149. }
  29150. return this._uid;
  29151. },
  29152. enumerable: true,
  29153. configurable: true
  29154. });
  29155. /**
  29156. * Add an externaly attached data from its key.
  29157. * This method call will fail and return false, if such key already exists.
  29158. * If you don't care and just want to get the data no matter what, use the more convenient getOrAddExternalDataWithFactory() method.
  29159. * @param key the unique key that identifies the data
  29160. * @param data the data object to associate to the key for this Engine instance
  29161. * @return true if no such key were already present and the data was added successfully, false otherwise
  29162. */
  29163. Scene.prototype.addExternalData = function (key, data) {
  29164. if (!this._externalData) {
  29165. this._externalData = new BABYLON.StringDictionary();
  29166. }
  29167. return this._externalData.add(key, data);
  29168. };
  29169. /**
  29170. * Get an externaly attached data from its key
  29171. * @param key the unique key that identifies the data
  29172. * @return the associated data, if present (can be null), or undefined if not present
  29173. */
  29174. Scene.prototype.getExternalData = function (key) {
  29175. if (!this._externalData) {
  29176. return null;
  29177. }
  29178. return this._externalData.get(key);
  29179. };
  29180. /**
  29181. * Get an externaly attached data from its key, create it using a factory if it's not already present
  29182. * @param key the unique key that identifies the data
  29183. * @param factory the factory that will be called to create the instance if and only if it doesn't exists
  29184. * @return the associated data, can be null if the factory returned null.
  29185. */
  29186. Scene.prototype.getOrAddExternalDataWithFactory = function (key, factory) {
  29187. if (!this._externalData) {
  29188. this._externalData = new BABYLON.StringDictionary();
  29189. }
  29190. return this._externalData.getOrAddWithFactory(key, factory);
  29191. };
  29192. /**
  29193. * Remove an externaly attached data from the Engine instance
  29194. * @param key the unique key that identifies the data
  29195. * @return true if the data was successfully removed, false if it doesn't exist
  29196. */
  29197. Scene.prototype.removeExternalData = function (key) {
  29198. return this._externalData.remove(key);
  29199. };
  29200. Scene.prototype._evaluateSubMesh = function (subMesh, mesh) {
  29201. if (this.dispatchAllSubMeshesOfActiveMeshes || mesh.alwaysSelectAsActiveMesh || mesh.subMeshes.length === 1 || subMesh.isInFrustum(this._frustumPlanes)) {
  29202. for (var _i = 0, _a = this._evaluateSubMeshStage; _i < _a.length; _i++) {
  29203. var step = _a[_i];
  29204. step.action(mesh, subMesh);
  29205. }
  29206. var material = subMesh.getMaterial();
  29207. if (material !== null && material !== undefined) {
  29208. // Render targets
  29209. if (material.hasRenderTargetTextures && material.getRenderTargetTextures !== undefined) {
  29210. if (this._processedMaterials.indexOf(material) === -1) {
  29211. this._processedMaterials.push(material);
  29212. this._renderTargets.concatWithNoDuplicate(material.getRenderTargetTextures());
  29213. }
  29214. }
  29215. // Dispatch
  29216. this._activeIndices.addCount(subMesh.indexCount, false);
  29217. this._renderingManager.dispatch(subMesh, mesh, material);
  29218. }
  29219. }
  29220. };
  29221. /**
  29222. * Clear the processed materials smart array preventing retention point in material dispose.
  29223. */
  29224. Scene.prototype.freeProcessedMaterials = function () {
  29225. this._processedMaterials.dispose();
  29226. };
  29227. Object.defineProperty(Scene.prototype, "blockfreeActiveMeshesAndRenderingGroups", {
  29228. /** Gets or sets a boolean blocking all the calls to freeActiveMeshes and freeRenderingGroups
  29229. * It can be used in order to prevent going through methods freeRenderingGroups and freeActiveMeshes several times to improve performance
  29230. * when disposing several meshes in a row or a hierarchy of meshes.
  29231. * When used, it is the responsability of the user to blockfreeActiveMeshesAndRenderingGroups back to false.
  29232. */
  29233. get: function () {
  29234. return this._preventFreeActiveMeshesAndRenderingGroups;
  29235. },
  29236. set: function (value) {
  29237. if (this._preventFreeActiveMeshesAndRenderingGroups === value) {
  29238. return;
  29239. }
  29240. if (value) {
  29241. this.freeActiveMeshes();
  29242. this.freeRenderingGroups();
  29243. }
  29244. this._preventFreeActiveMeshesAndRenderingGroups = value;
  29245. },
  29246. enumerable: true,
  29247. configurable: true
  29248. });
  29249. /**
  29250. * Clear the active meshes smart array preventing retention point in mesh dispose.
  29251. */
  29252. Scene.prototype.freeActiveMeshes = function () {
  29253. if (this.blockfreeActiveMeshesAndRenderingGroups) {
  29254. return;
  29255. }
  29256. this._activeMeshes.dispose();
  29257. if (this.activeCamera && this.activeCamera._activeMeshes) {
  29258. this.activeCamera._activeMeshes.dispose();
  29259. }
  29260. if (this.activeCameras) {
  29261. for (var i = 0; i < this.activeCameras.length; i++) {
  29262. var activeCamera = this.activeCameras[i];
  29263. if (activeCamera && activeCamera._activeMeshes) {
  29264. activeCamera._activeMeshes.dispose();
  29265. }
  29266. }
  29267. }
  29268. };
  29269. /**
  29270. * Clear the info related to rendering groups preventing retention points during dispose.
  29271. */
  29272. Scene.prototype.freeRenderingGroups = function () {
  29273. if (this.blockfreeActiveMeshesAndRenderingGroups) {
  29274. return;
  29275. }
  29276. if (this._renderingManager) {
  29277. this._renderingManager.freeRenderingGroups();
  29278. }
  29279. if (this.textures) {
  29280. for (var i = 0; i < this.textures.length; i++) {
  29281. var texture = this.textures[i];
  29282. if (texture && texture.renderList) {
  29283. texture.freeRenderingGroups();
  29284. }
  29285. }
  29286. }
  29287. };
  29288. /** @hidden */
  29289. Scene.prototype._isInIntermediateRendering = function () {
  29290. return this._intermediateRendering;
  29291. };
  29292. /**
  29293. * Use this function to stop evaluating active meshes. The current list will be keep alive between frames
  29294. * @returns the current scene
  29295. */
  29296. Scene.prototype.freezeActiveMeshes = function () {
  29297. if (!this.activeCamera) {
  29298. return this;
  29299. }
  29300. if (!this._frustumPlanes) {
  29301. this.setTransformMatrix(this.activeCamera.getViewMatrix(), this.activeCamera.getProjectionMatrix());
  29302. }
  29303. this._evaluateActiveMeshes();
  29304. this._activeMeshesFrozen = true;
  29305. return this;
  29306. };
  29307. /**
  29308. * Use this function to restart evaluating active meshes on every frame
  29309. * @returns the current scene
  29310. */
  29311. Scene.prototype.unfreezeActiveMeshes = function () {
  29312. this._activeMeshesFrozen = false;
  29313. return this;
  29314. };
  29315. Scene.prototype._evaluateActiveMeshes = function () {
  29316. if (this._activeMeshesFrozen && this._activeMeshes.length) {
  29317. return;
  29318. }
  29319. if (!this.activeCamera) {
  29320. return;
  29321. }
  29322. this.onBeforeActiveMeshesEvaluationObservable.notifyObservers(this);
  29323. this.activeCamera._activeMeshes.reset();
  29324. this._activeMeshes.reset();
  29325. this._renderingManager.reset();
  29326. this._processedMaterials.reset();
  29327. this._activeParticleSystems.reset();
  29328. this._activeSkeletons.reset();
  29329. this._softwareSkinnedMeshes.reset();
  29330. for (var _i = 0, _a = this._beforeEvaluateActiveMeshStage; _i < _a.length; _i++) {
  29331. var step = _a[_i];
  29332. step.action();
  29333. }
  29334. // Determine mesh candidates
  29335. var meshes = this.getActiveMeshCandidates();
  29336. // Check each mesh
  29337. var len = meshes.length;
  29338. for (var i = 0; i < len; i++) {
  29339. var mesh = meshes.data[i];
  29340. if (mesh.isBlocked) {
  29341. continue;
  29342. }
  29343. this._totalVertices.addCount(mesh.getTotalVertices(), false);
  29344. if (!mesh.isReady() || !mesh.isEnabled()) {
  29345. continue;
  29346. }
  29347. mesh.computeWorldMatrix();
  29348. // Intersections
  29349. if (mesh.actionManager && mesh.actionManager.hasSpecificTriggers2(BABYLON.ActionManager.OnIntersectionEnterTrigger, BABYLON.ActionManager.OnIntersectionExitTrigger)) {
  29350. this._meshesForIntersections.pushNoDuplicate(mesh);
  29351. }
  29352. // Switch to current LOD
  29353. var meshLOD = mesh.getLOD(this.activeCamera);
  29354. if (meshLOD === undefined || meshLOD === null) {
  29355. continue;
  29356. }
  29357. mesh._preActivate();
  29358. if (mesh.isVisible && mesh.visibility > 0 && ((mesh.layerMask & this.activeCamera.layerMask) !== 0) && (mesh.alwaysSelectAsActiveMesh || mesh.isInFrustum(this._frustumPlanes))) {
  29359. this._activeMeshes.push(mesh);
  29360. this.activeCamera._activeMeshes.push(mesh);
  29361. mesh._activate(this._renderId);
  29362. if (meshLOD !== mesh) {
  29363. meshLOD._activate(this._renderId);
  29364. }
  29365. this._activeMesh(mesh, meshLOD);
  29366. }
  29367. }
  29368. this.onAfterActiveMeshesEvaluationObservable.notifyObservers(this);
  29369. // Particle systems
  29370. if (this.particlesEnabled) {
  29371. this.onBeforeParticlesRenderingObservable.notifyObservers(this);
  29372. for (var particleIndex = 0; particleIndex < this.particleSystems.length; particleIndex++) {
  29373. var particleSystem = this.particleSystems[particleIndex];
  29374. if (!particleSystem.isStarted() || !particleSystem.emitter) {
  29375. continue;
  29376. }
  29377. var emitter = particleSystem.emitter;
  29378. if (!emitter.position || emitter.isEnabled()) {
  29379. this._activeParticleSystems.push(particleSystem);
  29380. particleSystem.animate();
  29381. this._renderingManager.dispatchParticles(particleSystem);
  29382. }
  29383. }
  29384. this.onAfterParticlesRenderingObservable.notifyObservers(this);
  29385. }
  29386. };
  29387. Scene.prototype._activeMesh = function (sourceMesh, mesh) {
  29388. if (this._skeletonsEnabled && mesh.skeleton !== null && mesh.skeleton !== undefined) {
  29389. if (this._activeSkeletons.pushNoDuplicate(mesh.skeleton)) {
  29390. mesh.skeleton.prepare();
  29391. }
  29392. if (!mesh.computeBonesUsingShaders) {
  29393. this._softwareSkinnedMeshes.pushNoDuplicate(mesh);
  29394. }
  29395. }
  29396. for (var _i = 0, _a = this._activeMeshStage; _i < _a.length; _i++) {
  29397. var step = _a[_i];
  29398. step.action(sourceMesh, mesh);
  29399. }
  29400. if (mesh !== undefined && mesh !== null
  29401. && mesh.subMeshes !== undefined && mesh.subMeshes !== null && mesh.subMeshes.length > 0) {
  29402. var subMeshes = this.getActiveSubMeshCandidates(mesh);
  29403. var len = subMeshes.length;
  29404. for (var i = 0; i < len; i++) {
  29405. var subMesh = subMeshes.data[i];
  29406. this._evaluateSubMesh(subMesh, mesh);
  29407. }
  29408. }
  29409. };
  29410. /**
  29411. * Update the transform matrix to update from the current active camera
  29412. * @param force defines a boolean used to force the update even if cache is up to date
  29413. */
  29414. Scene.prototype.updateTransformMatrix = function (force) {
  29415. if (!this.activeCamera) {
  29416. return;
  29417. }
  29418. this.setTransformMatrix(this.activeCamera.getViewMatrix(), this.activeCamera.getProjectionMatrix(force));
  29419. };
  29420. /**
  29421. * Defines an alternate camera (used mostly in VR-like scenario where two cameras can render the same scene from a slightly different point of view)
  29422. * @param alternateCamera defines the camera to use
  29423. */
  29424. Scene.prototype.updateAlternateTransformMatrix = function (alternateCamera) {
  29425. this._setAlternateTransformMatrix(alternateCamera.getViewMatrix(), alternateCamera.getProjectionMatrix());
  29426. };
  29427. Scene.prototype._renderForCamera = function (camera, rigParent) {
  29428. if (camera && camera._skipRendering) {
  29429. return;
  29430. }
  29431. var engine = this._engine;
  29432. this.activeCamera = camera;
  29433. if (!this.activeCamera) {
  29434. throw new Error("Active camera not set");
  29435. }
  29436. // Viewport
  29437. engine.setViewport(this.activeCamera.viewport);
  29438. // Camera
  29439. this.resetCachedMaterial();
  29440. this._renderId++;
  29441. this.updateTransformMatrix();
  29442. if (camera._alternateCamera) {
  29443. this.updateAlternateTransformMatrix(camera._alternateCamera);
  29444. this._alternateRendering = true;
  29445. }
  29446. this.onBeforeCameraRenderObservable.notifyObservers(this.activeCamera);
  29447. // Meshes
  29448. this._evaluateActiveMeshes();
  29449. // Software skinning
  29450. for (var softwareSkinnedMeshIndex = 0; softwareSkinnedMeshIndex < this._softwareSkinnedMeshes.length; softwareSkinnedMeshIndex++) {
  29451. var mesh = this._softwareSkinnedMeshes.data[softwareSkinnedMeshIndex];
  29452. mesh.applySkeleton(mesh.skeleton);
  29453. }
  29454. // Render targets
  29455. this.onBeforeRenderTargetsRenderObservable.notifyObservers(this);
  29456. if (camera.customRenderTargets && camera.customRenderTargets.length > 0) {
  29457. this._renderTargets.concatWithNoDuplicate(camera.customRenderTargets);
  29458. }
  29459. if (rigParent && rigParent.customRenderTargets && rigParent.customRenderTargets.length > 0) {
  29460. this._renderTargets.concatWithNoDuplicate(rigParent.customRenderTargets);
  29461. }
  29462. // Collects render targets from external components.
  29463. for (var _i = 0, _a = this._gatherActiveCameraRenderTargetsStage; _i < _a.length; _i++) {
  29464. var step = _a[_i];
  29465. step.action(this._renderTargets);
  29466. }
  29467. if (this.renderTargetsEnabled) {
  29468. this._intermediateRendering = true;
  29469. if (this._renderTargets.length > 0) {
  29470. BABYLON.Tools.StartPerformanceCounter("Render targets", this._renderTargets.length > 0);
  29471. for (var renderIndex = 0; renderIndex < this._renderTargets.length; renderIndex++) {
  29472. var renderTarget = this._renderTargets.data[renderIndex];
  29473. if (renderTarget._shouldRender()) {
  29474. this._renderId++;
  29475. var hasSpecialRenderTargetCamera = renderTarget.activeCamera && renderTarget.activeCamera !== this.activeCamera;
  29476. renderTarget.render(hasSpecialRenderTargetCamera, this.dumpNextRenderTargets);
  29477. }
  29478. }
  29479. BABYLON.Tools.EndPerformanceCounter("Render targets", this._renderTargets.length > 0);
  29480. this._renderId++;
  29481. }
  29482. for (var _b = 0, _c = this._cameraDrawRenderTargetStage; _b < _c.length; _b++) {
  29483. var step = _c[_b];
  29484. step.action(this.activeCamera);
  29485. }
  29486. this._intermediateRendering = false;
  29487. if (this.activeCamera.outputRenderTarget) {
  29488. var internalTexture = this.activeCamera.outputRenderTarget.getInternalTexture();
  29489. if (internalTexture) {
  29490. engine.bindFramebuffer(internalTexture);
  29491. }
  29492. else {
  29493. BABYLON.Tools.Error("Camera contains invalid customDefaultRenderTarget");
  29494. }
  29495. }
  29496. else {
  29497. engine.restoreDefaultFramebuffer(); // Restore back buffer if needed
  29498. }
  29499. }
  29500. this.onAfterRenderTargetsRenderObservable.notifyObservers(this);
  29501. // Prepare Frame
  29502. if (this.postProcessManager) {
  29503. this.postProcessManager._prepareFrame();
  29504. }
  29505. // Before Camera Draw
  29506. for (var _d = 0, _e = this._beforeCameraDrawStage; _d < _e.length; _d++) {
  29507. var step = _e[_d];
  29508. step.action(this.activeCamera);
  29509. }
  29510. // Render
  29511. this.onBeforeDrawPhaseObservable.notifyObservers(this);
  29512. this._renderingManager.render(null, null, true, true);
  29513. this.onAfterDrawPhaseObservable.notifyObservers(this);
  29514. // After Camera Draw
  29515. for (var _f = 0, _g = this._afterCameraDrawStage; _f < _g.length; _f++) {
  29516. var step = _g[_f];
  29517. step.action(this.activeCamera);
  29518. }
  29519. // Finalize frame
  29520. if (this.postProcessManager) {
  29521. this.postProcessManager._finalizeFrame(camera.isIntermediate);
  29522. }
  29523. // Reset some special arrays
  29524. this._renderTargets.reset();
  29525. this._alternateRendering = false;
  29526. this.onAfterCameraRenderObservable.notifyObservers(this.activeCamera);
  29527. };
  29528. Scene.prototype._processSubCameras = function (camera) {
  29529. if (camera.cameraRigMode === BABYLON.Camera.RIG_MODE_NONE) {
  29530. this._renderForCamera(camera);
  29531. return;
  29532. }
  29533. // rig cameras
  29534. for (var index = 0; index < camera._rigCameras.length; index++) {
  29535. this._renderForCamera(camera._rigCameras[index], camera);
  29536. }
  29537. this.activeCamera = camera;
  29538. this.setTransformMatrix(this.activeCamera.getViewMatrix(), this.activeCamera.getProjectionMatrix());
  29539. };
  29540. Scene.prototype._checkIntersections = function () {
  29541. for (var index = 0; index < this._meshesForIntersections.length; index++) {
  29542. var sourceMesh = this._meshesForIntersections.data[index];
  29543. if (!sourceMesh.actionManager) {
  29544. continue;
  29545. }
  29546. for (var actionIndex = 0; actionIndex < sourceMesh.actionManager.actions.length; actionIndex++) {
  29547. var action = sourceMesh.actionManager.actions[actionIndex];
  29548. if (action.trigger === BABYLON.ActionManager.OnIntersectionEnterTrigger || action.trigger === BABYLON.ActionManager.OnIntersectionExitTrigger) {
  29549. var parameters = action.getTriggerParameter();
  29550. var otherMesh = parameters instanceof BABYLON.AbstractMesh ? parameters : parameters.mesh;
  29551. var areIntersecting = otherMesh.intersectsMesh(sourceMesh, parameters.usePreciseIntersection);
  29552. var currentIntersectionInProgress = sourceMesh._intersectionsInProgress.indexOf(otherMesh);
  29553. if (areIntersecting && currentIntersectionInProgress === -1) {
  29554. if (action.trigger === BABYLON.ActionManager.OnIntersectionEnterTrigger) {
  29555. action._executeCurrent(BABYLON.ActionEvent.CreateNew(sourceMesh, undefined, otherMesh));
  29556. sourceMesh._intersectionsInProgress.push(otherMesh);
  29557. }
  29558. else if (action.trigger === BABYLON.ActionManager.OnIntersectionExitTrigger) {
  29559. sourceMesh._intersectionsInProgress.push(otherMesh);
  29560. }
  29561. }
  29562. else if (!areIntersecting && currentIntersectionInProgress > -1) {
  29563. //They intersected, and now they don't.
  29564. //is this trigger an exit trigger? execute an event.
  29565. if (action.trigger === BABYLON.ActionManager.OnIntersectionExitTrigger) {
  29566. action._executeCurrent(BABYLON.ActionEvent.CreateNew(sourceMesh, undefined, otherMesh));
  29567. }
  29568. //if this is an exit trigger, or no exit trigger exists, remove the id from the intersection in progress array.
  29569. if (!sourceMesh.actionManager.hasSpecificTrigger(BABYLON.ActionManager.OnIntersectionExitTrigger, function (parameter) {
  29570. var parameterMesh = parameter instanceof BABYLON.AbstractMesh ? parameter : parameter.mesh;
  29571. return otherMesh === parameterMesh;
  29572. }) || action.trigger === BABYLON.ActionManager.OnIntersectionExitTrigger) {
  29573. sourceMesh._intersectionsInProgress.splice(currentIntersectionInProgress, 1);
  29574. }
  29575. }
  29576. }
  29577. }
  29578. }
  29579. };
  29580. /** @hidden */
  29581. Scene.prototype._advancePhysicsEngineStep = function (step) {
  29582. // Do nothing. Code will be replaced if physics engine component is referenced
  29583. };
  29584. /**
  29585. * Render the scene
  29586. * @param updateCameras defines a boolean indicating if cameras must update according to their inputs (true by default)
  29587. */
  29588. Scene.prototype.render = function (updateCameras) {
  29589. if (updateCameras === void 0) { updateCameras = true; }
  29590. if (this.isDisposed) {
  29591. return;
  29592. }
  29593. this._frameId++;
  29594. // Register components that have been associated lately to the scene.
  29595. this._registerTransientComponents();
  29596. this._activeParticles.fetchNewFrame();
  29597. this._totalVertices.fetchNewFrame();
  29598. this._activeIndices.fetchNewFrame();
  29599. this._activeBones.fetchNewFrame();
  29600. this._meshesForIntersections.reset();
  29601. this.resetCachedMaterial();
  29602. this.onBeforeAnimationsObservable.notifyObservers(this);
  29603. // Actions
  29604. if (this.actionManager) {
  29605. this.actionManager.processTrigger(BABYLON.ActionManager.OnEveryFrameTrigger);
  29606. }
  29607. if (this._engine.isDeterministicLockStep()) {
  29608. var deltaTime = Math.max(Scene.MinDeltaTime, Math.min(this._engine.getDeltaTime(), Scene.MaxDeltaTime)) + this._timeAccumulator;
  29609. var defaultFPS = (60.0 / 1000.0);
  29610. var defaultFrameTime = this.getDeterministicFrameTime();
  29611. var stepsTaken = 0;
  29612. var maxSubSteps = this._engine.getLockstepMaxSteps();
  29613. var internalSteps = Math.floor(deltaTime / (1000 * defaultFPS));
  29614. internalSteps = Math.min(internalSteps, maxSubSteps);
  29615. do {
  29616. this.onBeforeStepObservable.notifyObservers(this);
  29617. // Animations
  29618. this._animationRatio = defaultFrameTime * defaultFPS;
  29619. this._animate();
  29620. this.onAfterAnimationsObservable.notifyObservers(this);
  29621. // Physics
  29622. this._advancePhysicsEngineStep(defaultFrameTime);
  29623. this.onAfterStepObservable.notifyObservers(this);
  29624. this._currentStepId++;
  29625. stepsTaken++;
  29626. deltaTime -= defaultFrameTime;
  29627. } while (deltaTime > 0 && stepsTaken < internalSteps);
  29628. this._timeAccumulator = deltaTime < 0 ? 0 : deltaTime;
  29629. }
  29630. else {
  29631. // Animations
  29632. var deltaTime = this.useConstantAnimationDeltaTime ? 16 : Math.max(Scene.MinDeltaTime, Math.min(this._engine.getDeltaTime(), Scene.MaxDeltaTime));
  29633. this._animationRatio = deltaTime * (60.0 / 1000.0);
  29634. this._animate();
  29635. this.onAfterAnimationsObservable.notifyObservers(this);
  29636. // Physics
  29637. this._advancePhysicsEngineStep(deltaTime);
  29638. }
  29639. // Before camera update steps
  29640. for (var _i = 0, _a = this._beforeCameraUpdateStage; _i < _a.length; _i++) {
  29641. var step = _a[_i];
  29642. step.action();
  29643. }
  29644. // Update Cameras
  29645. if (updateCameras) {
  29646. if (this.activeCameras.length > 0) {
  29647. for (var cameraIndex = 0; cameraIndex < this.activeCameras.length; cameraIndex++) {
  29648. var camera = this.activeCameras[cameraIndex];
  29649. camera.update();
  29650. if (camera.cameraRigMode !== BABYLON.Camera.RIG_MODE_NONE) {
  29651. // rig cameras
  29652. for (var index = 0; index < camera._rigCameras.length; index++) {
  29653. camera._rigCameras[index].update();
  29654. }
  29655. }
  29656. }
  29657. }
  29658. else if (this.activeCamera) {
  29659. this.activeCamera.update();
  29660. if (this.activeCamera.cameraRigMode !== BABYLON.Camera.RIG_MODE_NONE) {
  29661. // rig cameras
  29662. for (var index = 0; index < this.activeCamera._rigCameras.length; index++) {
  29663. this.activeCamera._rigCameras[index].update();
  29664. }
  29665. }
  29666. }
  29667. }
  29668. // Before render
  29669. this.onBeforeRenderObservable.notifyObservers(this);
  29670. // Customs render targets
  29671. this.onBeforeRenderTargetsRenderObservable.notifyObservers(this);
  29672. var engine = this.getEngine();
  29673. var currentActiveCamera = this.activeCamera;
  29674. if (this.renderTargetsEnabled) {
  29675. BABYLON.Tools.StartPerformanceCounter("Custom render targets", this.customRenderTargets.length > 0);
  29676. this._intermediateRendering = true;
  29677. for (var customIndex = 0; customIndex < this.customRenderTargets.length; customIndex++) {
  29678. var renderTarget = this.customRenderTargets[customIndex];
  29679. if (renderTarget._shouldRender()) {
  29680. this._renderId++;
  29681. this.activeCamera = renderTarget.activeCamera || this.activeCamera;
  29682. if (!this.activeCamera) {
  29683. throw new Error("Active camera not set");
  29684. }
  29685. // Viewport
  29686. engine.setViewport(this.activeCamera.viewport);
  29687. // Camera
  29688. this.updateTransformMatrix();
  29689. renderTarget.render(currentActiveCamera !== this.activeCamera, this.dumpNextRenderTargets);
  29690. }
  29691. }
  29692. BABYLON.Tools.EndPerformanceCounter("Custom render targets", this.customRenderTargets.length > 0);
  29693. this._intermediateRendering = false;
  29694. this._renderId++;
  29695. }
  29696. // Restore back buffer
  29697. if (this.customRenderTargets.length > 0) {
  29698. engine.restoreDefaultFramebuffer();
  29699. }
  29700. this.onAfterRenderTargetsRenderObservable.notifyObservers(this);
  29701. this.activeCamera = currentActiveCamera;
  29702. for (var _b = 0, _c = this._beforeClearStage; _b < _c.length; _b++) {
  29703. var step = _c[_b];
  29704. step.action();
  29705. }
  29706. // Clear
  29707. if (this.autoClearDepthAndStencil || this.autoClear) {
  29708. this._engine.clear(this.clearColor, this.autoClear || this.forceWireframe || this.forcePointsCloud, this.autoClearDepthAndStencil, this.autoClearDepthAndStencil);
  29709. }
  29710. // Collects render targets from external components.
  29711. for (var _d = 0, _e = this._gatherRenderTargetsStage; _d < _e.length; _d++) {
  29712. var step = _e[_d];
  29713. step.action(this._renderTargets);
  29714. }
  29715. // Multi-cameras?
  29716. if (this.activeCameras.length > 0) {
  29717. for (var cameraIndex = 0; cameraIndex < this.activeCameras.length; cameraIndex++) {
  29718. if (cameraIndex > 0) {
  29719. this._engine.clear(null, false, true, true);
  29720. }
  29721. this._processSubCameras(this.activeCameras[cameraIndex]);
  29722. }
  29723. }
  29724. else {
  29725. if (!this.activeCamera) {
  29726. throw new Error("No camera defined");
  29727. }
  29728. this._processSubCameras(this.activeCamera);
  29729. }
  29730. // Intersection checks
  29731. this._checkIntersections();
  29732. // Executes the after render stage actions.
  29733. for (var _f = 0, _g = this._afterRenderStage; _f < _g.length; _f++) {
  29734. var step = _g[_f];
  29735. step.action();
  29736. }
  29737. // After render
  29738. if (this.afterRender) {
  29739. this.afterRender();
  29740. }
  29741. this.onAfterRenderObservable.notifyObservers(this);
  29742. // Cleaning
  29743. if (this._toBeDisposed.length) {
  29744. for (var index = 0; index < this._toBeDisposed.length; index++) {
  29745. var data = this._toBeDisposed[index];
  29746. if (data) {
  29747. data.dispose();
  29748. }
  29749. }
  29750. this._toBeDisposed = [];
  29751. }
  29752. if (this.dumpNextRenderTargets) {
  29753. this.dumpNextRenderTargets = false;
  29754. }
  29755. this._activeBones.addCount(0, true);
  29756. this._activeIndices.addCount(0, true);
  29757. this._activeParticles.addCount(0, true);
  29758. };
  29759. /**
  29760. * Freeze all materials
  29761. * A frozen material will not be updatable but should be faster to render
  29762. */
  29763. Scene.prototype.freezeMaterials = function () {
  29764. for (var i = 0; i < this.materials.length; i++) {
  29765. this.materials[i].freeze();
  29766. }
  29767. };
  29768. /**
  29769. * Unfreeze all materials
  29770. * A frozen material will not be updatable but should be faster to render
  29771. */
  29772. Scene.prototype.unfreezeMaterials = function () {
  29773. for (var i = 0; i < this.materials.length; i++) {
  29774. this.materials[i].unfreeze();
  29775. }
  29776. };
  29777. /**
  29778. * Releases all held ressources
  29779. */
  29780. Scene.prototype.dispose = function () {
  29781. this.beforeRender = null;
  29782. this.afterRender = null;
  29783. this.skeletons = [];
  29784. this.morphTargetManagers = [];
  29785. this._transientComponents = [];
  29786. this._isReadyForMeshStage.clear();
  29787. this._beforeEvaluateActiveMeshStage.clear();
  29788. this._evaluateSubMeshStage.clear();
  29789. this._activeMeshStage.clear();
  29790. this._cameraDrawRenderTargetStage.clear();
  29791. this._beforeCameraDrawStage.clear();
  29792. this._beforeRenderTargetDrawStage.clear();
  29793. this._beforeRenderingGroupDrawStage.clear();
  29794. this._beforeRenderingMeshStage.clear();
  29795. this._afterRenderingMeshStage.clear();
  29796. this._afterRenderingGroupDrawStage.clear();
  29797. this._afterCameraDrawStage.clear();
  29798. this._afterRenderTargetDrawStage.clear();
  29799. this._afterRenderStage.clear();
  29800. this._beforeCameraUpdateStage.clear();
  29801. this._beforeClearStage.clear();
  29802. this._gatherRenderTargetsStage.clear();
  29803. this._gatherActiveCameraRenderTargetsStage.clear();
  29804. this._pointerMoveStage.clear();
  29805. this._pointerDownStage.clear();
  29806. this._pointerUpStage.clear();
  29807. for (var _i = 0, _a = this._components; _i < _a.length; _i++) {
  29808. var component = _a[_i];
  29809. component.dispose();
  29810. }
  29811. this.importedMeshesFiles = new Array();
  29812. this.stopAllAnimations();
  29813. this.resetCachedMaterial();
  29814. // Smart arrays
  29815. if (this.activeCamera) {
  29816. this.activeCamera._activeMeshes.dispose();
  29817. this.activeCamera = null;
  29818. }
  29819. this._activeMeshes.dispose();
  29820. this._renderingManager.dispose();
  29821. this._processedMaterials.dispose();
  29822. this._activeParticleSystems.dispose();
  29823. this._activeSkeletons.dispose();
  29824. this._softwareSkinnedMeshes.dispose();
  29825. this._renderTargets.dispose();
  29826. this._registeredForLateAnimationBindings.dispose();
  29827. this._meshesForIntersections.dispose();
  29828. this._toBeDisposed = [];
  29829. // Abort active requests
  29830. for (var _b = 0, _c = this._activeRequests; _b < _c.length; _b++) {
  29831. var request = _c[_b];
  29832. request.abort();
  29833. }
  29834. // Events
  29835. this.onDisposeObservable.notifyObservers(this);
  29836. this.onDisposeObservable.clear();
  29837. this.onBeforeRenderObservable.clear();
  29838. this.onAfterRenderObservable.clear();
  29839. this.onBeforeRenderTargetsRenderObservable.clear();
  29840. this.onAfterRenderTargetsRenderObservable.clear();
  29841. this.onAfterStepObservable.clear();
  29842. this.onBeforeStepObservable.clear();
  29843. this.onBeforeActiveMeshesEvaluationObservable.clear();
  29844. this.onAfterActiveMeshesEvaluationObservable.clear();
  29845. this.onBeforeParticlesRenderingObservable.clear();
  29846. this.onAfterParticlesRenderingObservable.clear();
  29847. this.onBeforeDrawPhaseObservable.clear();
  29848. this.onAfterDrawPhaseObservable.clear();
  29849. this.onBeforeAnimationsObservable.clear();
  29850. this.onAfterAnimationsObservable.clear();
  29851. this.onDataLoadedObservable.clear();
  29852. this.onBeforeRenderingGroupObservable.clear();
  29853. this.onAfterRenderingGroupObservable.clear();
  29854. this.onMeshImportedObservable.clear();
  29855. this.onBeforeCameraRenderObservable.clear();
  29856. this.onAfterCameraRenderObservable.clear();
  29857. this.onReadyObservable.clear();
  29858. this.onNewCameraAddedObservable.clear();
  29859. this.onCameraRemovedObservable.clear();
  29860. this.onNewLightAddedObservable.clear();
  29861. this.onLightRemovedObservable.clear();
  29862. this.onNewGeometryAddedObservable.clear();
  29863. this.onGeometryRemovedObservable.clear();
  29864. this.onNewTransformNodeAddedObservable.clear();
  29865. this.onTransformNodeRemovedObservable.clear();
  29866. this.onNewMeshAddedObservable.clear();
  29867. this.onMeshRemovedObservable.clear();
  29868. this.onNewMaterialAddedObservable.clear();
  29869. this.onMaterialRemovedObservable.clear();
  29870. this.onNewTextureAddedObservable.clear();
  29871. this.onTextureRemovedObservable.clear();
  29872. this.onPrePointerObservable.clear();
  29873. this.onPointerObservable.clear();
  29874. this.onPreKeyboardObservable.clear();
  29875. this.onKeyboardObservable.clear();
  29876. this.onActiveCameraChanged.clear();
  29877. this.detachControl();
  29878. // Detach cameras
  29879. var canvas = this._engine.getRenderingCanvas();
  29880. if (canvas) {
  29881. var index;
  29882. for (index = 0; index < this.cameras.length; index++) {
  29883. this.cameras[index].detachControl(canvas);
  29884. }
  29885. }
  29886. // Release animation groups
  29887. while (this.animationGroups.length) {
  29888. this.animationGroups[0].dispose();
  29889. }
  29890. // Release lights
  29891. while (this.lights.length) {
  29892. this.lights[0].dispose();
  29893. }
  29894. // Release meshes
  29895. while (this.meshes.length) {
  29896. this.meshes[0].dispose(true);
  29897. }
  29898. while (this.transformNodes.length) {
  29899. this.removeTransformNode(this.transformNodes[0]);
  29900. }
  29901. // Release cameras
  29902. while (this.cameras.length) {
  29903. this.cameras[0].dispose();
  29904. }
  29905. // Release materials
  29906. if (this.defaultMaterial) {
  29907. this.defaultMaterial.dispose();
  29908. }
  29909. while (this.multiMaterials.length) {
  29910. this.multiMaterials[0].dispose();
  29911. }
  29912. while (this.materials.length) {
  29913. this.materials[0].dispose();
  29914. }
  29915. // Release particles
  29916. while (this.particleSystems.length) {
  29917. this.particleSystems[0].dispose();
  29918. }
  29919. // Release postProcesses
  29920. while (this.postProcesses.length) {
  29921. this.postProcesses[0].dispose();
  29922. }
  29923. // Release textures
  29924. while (this.textures.length) {
  29925. this.textures[0].dispose();
  29926. }
  29927. // Release UBO
  29928. this._sceneUbo.dispose();
  29929. if (this._alternateSceneUbo) {
  29930. this._alternateSceneUbo.dispose();
  29931. }
  29932. // Post-processes
  29933. this.postProcessManager.dispose();
  29934. // Remove from engine
  29935. index = this._engine.scenes.indexOf(this);
  29936. if (index > -1) {
  29937. this._engine.scenes.splice(index, 1);
  29938. }
  29939. this._engine.wipeCaches(true);
  29940. this._isDisposed = true;
  29941. };
  29942. Object.defineProperty(Scene.prototype, "isDisposed", {
  29943. /**
  29944. * Gets if the scene is already disposed
  29945. */
  29946. get: function () {
  29947. return this._isDisposed;
  29948. },
  29949. enumerable: true,
  29950. configurable: true
  29951. });
  29952. /**
  29953. * Call this function to reduce memory footprint of the scene.
  29954. * Vertex buffers will not store CPU data anymore (this will prevent picking, collisions or physics to work correctly)
  29955. */
  29956. Scene.prototype.clearCachedVertexData = function () {
  29957. for (var meshIndex = 0; meshIndex < this.meshes.length; meshIndex++) {
  29958. var mesh = this.meshes[meshIndex];
  29959. var geometry = mesh.geometry;
  29960. if (geometry) {
  29961. geometry._indices = [];
  29962. for (var vbName in geometry._vertexBuffers) {
  29963. if (!geometry._vertexBuffers.hasOwnProperty(vbName)) {
  29964. continue;
  29965. }
  29966. geometry._vertexBuffers[vbName]._buffer._data = null;
  29967. }
  29968. }
  29969. }
  29970. };
  29971. /**
  29972. * This function will remove the local cached buffer data from texture.
  29973. * It will save memory but will prevent the texture from being rebuilt
  29974. */
  29975. Scene.prototype.cleanCachedTextureBuffer = function () {
  29976. for (var _i = 0, _a = this.textures; _i < _a.length; _i++) {
  29977. var baseTexture = _a[_i];
  29978. var buffer = baseTexture._buffer;
  29979. if (buffer) {
  29980. baseTexture._buffer = null;
  29981. }
  29982. }
  29983. };
  29984. /**
  29985. * Get the world extend vectors with an optional filter
  29986. *
  29987. * @param filterPredicate the predicate - which meshes should be included when calculating the world size
  29988. * @returns {{ min: Vector3; max: Vector3 }} min and max vectors
  29989. */
  29990. Scene.prototype.getWorldExtends = function (filterPredicate) {
  29991. var min = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  29992. var max = new BABYLON.Vector3(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE);
  29993. filterPredicate = filterPredicate || (function () { return true; });
  29994. this.meshes.filter(filterPredicate).forEach(function (mesh) {
  29995. mesh.computeWorldMatrix(true);
  29996. if (!mesh.subMeshes || mesh.subMeshes.length === 0 || mesh.infiniteDistance) {
  29997. return;
  29998. }
  29999. var boundingInfo = mesh.getBoundingInfo();
  30000. var minBox = boundingInfo.boundingBox.minimumWorld;
  30001. var maxBox = boundingInfo.boundingBox.maximumWorld;
  30002. BABYLON.Tools.CheckExtends(minBox, min, max);
  30003. BABYLON.Tools.CheckExtends(maxBox, min, max);
  30004. });
  30005. return {
  30006. min: min,
  30007. max: max
  30008. };
  30009. };
  30010. // Picking
  30011. /**
  30012. * Creates a ray that can be used to pick in the scene
  30013. * @param x defines the x coordinate of the origin (on-screen)
  30014. * @param y defines the y coordinate of the origin (on-screen)
  30015. * @param world defines the world matrix to use if you want to pick in object space (instead of world space)
  30016. * @param camera defines the camera to use for the picking
  30017. * @param cameraViewSpace defines if picking will be done in view space (false by default)
  30018. * @returns a Ray
  30019. */
  30020. Scene.prototype.createPickingRay = function (x, y, world, camera, cameraViewSpace) {
  30021. if (cameraViewSpace === void 0) { cameraViewSpace = false; }
  30022. var result = BABYLON.Ray.Zero();
  30023. this.createPickingRayToRef(x, y, world, result, camera, cameraViewSpace);
  30024. return result;
  30025. };
  30026. /**
  30027. * Creates a ray that can be used to pick in the scene
  30028. * @param x defines the x coordinate of the origin (on-screen)
  30029. * @param y defines the y coordinate of the origin (on-screen)
  30030. * @param world defines the world matrix to use if you want to pick in object space (instead of world space)
  30031. * @param result defines the ray where to store the picking ray
  30032. * @param camera defines the camera to use for the picking
  30033. * @param cameraViewSpace defines if picking will be done in view space (false by default)
  30034. * @returns the current scene
  30035. */
  30036. Scene.prototype.createPickingRayToRef = function (x, y, world, result, camera, cameraViewSpace) {
  30037. if (cameraViewSpace === void 0) { cameraViewSpace = false; }
  30038. var engine = this._engine;
  30039. if (!camera) {
  30040. if (!this.activeCamera) {
  30041. throw new Error("Active camera not set");
  30042. }
  30043. camera = this.activeCamera;
  30044. }
  30045. var cameraViewport = camera.viewport;
  30046. var viewport = cameraViewport.toGlobal(engine.getRenderWidth(), engine.getRenderHeight());
  30047. // Moving coordinates to local viewport world
  30048. x = x / this._engine.getHardwareScalingLevel() - viewport.x;
  30049. y = y / this._engine.getHardwareScalingLevel() - (this._engine.getRenderHeight() - viewport.y - viewport.height);
  30050. result.update(x, y, viewport.width, viewport.height, world ? world : BABYLON.Matrix.IdentityReadOnly, cameraViewSpace ? BABYLON.Matrix.IdentityReadOnly : camera.getViewMatrix(), camera.getProjectionMatrix());
  30051. return this;
  30052. };
  30053. /**
  30054. * Creates a ray that can be used to pick in the scene
  30055. * @param x defines the x coordinate of the origin (on-screen)
  30056. * @param y defines the y coordinate of the origin (on-screen)
  30057. * @param camera defines the camera to use for the picking
  30058. * @returns a Ray
  30059. */
  30060. Scene.prototype.createPickingRayInCameraSpace = function (x, y, camera) {
  30061. var result = BABYLON.Ray.Zero();
  30062. this.createPickingRayInCameraSpaceToRef(x, y, result, camera);
  30063. return result;
  30064. };
  30065. /**
  30066. * Creates a ray that can be used to pick in the scene
  30067. * @param x defines the x coordinate of the origin (on-screen)
  30068. * @param y defines the y coordinate of the origin (on-screen)
  30069. * @param result defines the ray where to store the picking ray
  30070. * @param camera defines the camera to use for the picking
  30071. * @returns the current scene
  30072. */
  30073. Scene.prototype.createPickingRayInCameraSpaceToRef = function (x, y, result, camera) {
  30074. if (!BABYLON.PickingInfo) {
  30075. return this;
  30076. }
  30077. var engine = this._engine;
  30078. if (!camera) {
  30079. if (!this.activeCamera) {
  30080. throw new Error("Active camera not set");
  30081. }
  30082. camera = this.activeCamera;
  30083. }
  30084. var cameraViewport = camera.viewport;
  30085. var viewport = cameraViewport.toGlobal(engine.getRenderWidth(), engine.getRenderHeight());
  30086. var identity = BABYLON.Matrix.Identity();
  30087. // Moving coordinates to local viewport world
  30088. x = x / this._engine.getHardwareScalingLevel() - viewport.x;
  30089. y = y / this._engine.getHardwareScalingLevel() - (this._engine.getRenderHeight() - viewport.y - viewport.height);
  30090. result.update(x, y, viewport.width, viewport.height, identity, identity, camera.getProjectionMatrix());
  30091. return this;
  30092. };
  30093. Scene.prototype._internalPick = function (rayFunction, predicate, fastCheck) {
  30094. if (!BABYLON.PickingInfo) {
  30095. return null;
  30096. }
  30097. var pickingInfo = null;
  30098. for (var meshIndex = 0; meshIndex < this.meshes.length; meshIndex++) {
  30099. var mesh = this.meshes[meshIndex];
  30100. if (predicate) {
  30101. if (!predicate(mesh)) {
  30102. continue;
  30103. }
  30104. }
  30105. else if (!mesh.isEnabled() || !mesh.isVisible || !mesh.isPickable) {
  30106. continue;
  30107. }
  30108. var world = mesh.getWorldMatrix();
  30109. var ray = rayFunction(world);
  30110. var result = mesh.intersects(ray, fastCheck);
  30111. if (!result || !result.hit) {
  30112. continue;
  30113. }
  30114. if (!fastCheck && pickingInfo != null && result.distance >= pickingInfo.distance) {
  30115. continue;
  30116. }
  30117. pickingInfo = result;
  30118. if (fastCheck) {
  30119. break;
  30120. }
  30121. }
  30122. return pickingInfo || new BABYLON.PickingInfo();
  30123. };
  30124. Scene.prototype._internalMultiPick = function (rayFunction, predicate) {
  30125. if (!BABYLON.PickingInfo) {
  30126. return null;
  30127. }
  30128. var pickingInfos = new Array();
  30129. for (var meshIndex = 0; meshIndex < this.meshes.length; meshIndex++) {
  30130. var mesh = this.meshes[meshIndex];
  30131. if (predicate) {
  30132. if (!predicate(mesh)) {
  30133. continue;
  30134. }
  30135. }
  30136. else if (!mesh.isEnabled() || !mesh.isVisible || !mesh.isPickable) {
  30137. continue;
  30138. }
  30139. var world = mesh.getWorldMatrix();
  30140. var ray = rayFunction(world);
  30141. var result = mesh.intersects(ray, false);
  30142. if (!result || !result.hit) {
  30143. continue;
  30144. }
  30145. pickingInfos.push(result);
  30146. }
  30147. return pickingInfos;
  30148. };
  30149. /** Launch a ray to try to pick a mesh in the scene
  30150. * @param x position on screen
  30151. * @param y position on screen
  30152. * @param predicate Predicate function used to determine eligible meshes. Can be set to null. In this case, a mesh must be enabled, visible and with isPickable set to true
  30153. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  30154. * @param camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  30155. * @returns a PickingInfo
  30156. */
  30157. Scene.prototype.pick = function (x, y, predicate, fastCheck, camera) {
  30158. var _this = this;
  30159. if (!BABYLON.PickingInfo) {
  30160. return null;
  30161. }
  30162. var result = this._internalPick(function (world) {
  30163. _this.createPickingRayToRef(x, y, world, _this._tempPickingRay, camera || null);
  30164. return _this._tempPickingRay;
  30165. }, predicate, fastCheck);
  30166. if (result) {
  30167. result.ray = this.createPickingRay(x, y, BABYLON.Matrix.Identity(), camera || null);
  30168. }
  30169. return result;
  30170. };
  30171. /** Use the given ray to pick a mesh in the scene
  30172. * @param ray The ray to use to pick meshes
  30173. * @param predicate Predicate function used to determine eligible meshes. Can be set to null. In this case, a mesh must have isPickable set to true
  30174. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null
  30175. * @returns a PickingInfo
  30176. */
  30177. Scene.prototype.pickWithRay = function (ray, predicate, fastCheck) {
  30178. var _this = this;
  30179. var result = this._internalPick(function (world) {
  30180. if (!_this._pickWithRayInverseMatrix) {
  30181. _this._pickWithRayInverseMatrix = BABYLON.Matrix.Identity();
  30182. }
  30183. world.invertToRef(_this._pickWithRayInverseMatrix);
  30184. if (!_this._cachedRayForTransform) {
  30185. _this._cachedRayForTransform = BABYLON.Ray.Zero();
  30186. }
  30187. BABYLON.Ray.TransformToRef(ray, _this._pickWithRayInverseMatrix, _this._cachedRayForTransform);
  30188. return _this._cachedRayForTransform;
  30189. }, predicate, fastCheck);
  30190. if (result) {
  30191. result.ray = ray;
  30192. }
  30193. return result;
  30194. };
  30195. /**
  30196. * Launch a ray to try to pick a mesh in the scene
  30197. * @param x X position on screen
  30198. * @param y Y position on screen
  30199. * @param predicate Predicate function used to determine eligible meshes. Can be set to null. In this case, a mesh must be enabled, visible and with isPickable set to true
  30200. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  30201. * @returns an array of PickingInfo
  30202. */
  30203. Scene.prototype.multiPick = function (x, y, predicate, camera) {
  30204. var _this = this;
  30205. return this._internalMultiPick(function (world) { return _this.createPickingRay(x, y, world, camera || null); }, predicate);
  30206. };
  30207. /**
  30208. * Launch a ray to try to pick a mesh in the scene
  30209. * @param ray Ray to use
  30210. * @param predicate Predicate function used to determine eligible meshes. Can be set to null. In this case, a mesh must be enabled, visible and with isPickable set to true
  30211. * @returns an array of PickingInfo
  30212. */
  30213. Scene.prototype.multiPickWithRay = function (ray, predicate) {
  30214. var _this = this;
  30215. return this._internalMultiPick(function (world) {
  30216. if (!_this._pickWithRayInverseMatrix) {
  30217. _this._pickWithRayInverseMatrix = BABYLON.Matrix.Identity();
  30218. }
  30219. world.invertToRef(_this._pickWithRayInverseMatrix);
  30220. if (!_this._cachedRayForTransform) {
  30221. _this._cachedRayForTransform = BABYLON.Ray.Zero();
  30222. }
  30223. BABYLON.Ray.TransformToRef(ray, _this._pickWithRayInverseMatrix, _this._cachedRayForTransform);
  30224. return _this._cachedRayForTransform;
  30225. }, predicate);
  30226. };
  30227. /**
  30228. * Force the value of meshUnderPointer
  30229. * @param mesh defines the mesh to use
  30230. */
  30231. Scene.prototype.setPointerOverMesh = function (mesh) {
  30232. if (this._pointerOverMesh === mesh) {
  30233. return;
  30234. }
  30235. if (this._pointerOverMesh && this._pointerOverMesh.actionManager) {
  30236. this._pointerOverMesh.actionManager.processTrigger(BABYLON.ActionManager.OnPointerOutTrigger, BABYLON.ActionEvent.CreateNew(this._pointerOverMesh));
  30237. }
  30238. this._pointerOverMesh = mesh;
  30239. if (this._pointerOverMesh && this._pointerOverMesh.actionManager) {
  30240. this._pointerOverMesh.actionManager.processTrigger(BABYLON.ActionManager.OnPointerOverTrigger, BABYLON.ActionEvent.CreateNew(this._pointerOverMesh));
  30241. }
  30242. };
  30243. /**
  30244. * Gets the mesh under the pointer
  30245. * @returns a Mesh or null if no mesh is under the pointer
  30246. */
  30247. Scene.prototype.getPointerOverMesh = function () {
  30248. return this._pointerOverMesh;
  30249. };
  30250. // Misc.
  30251. /** @hidden */
  30252. Scene.prototype._rebuildGeometries = function () {
  30253. for (var _i = 0, _a = this.geometries; _i < _a.length; _i++) {
  30254. var geometry = _a[_i];
  30255. geometry._rebuild();
  30256. }
  30257. for (var _b = 0, _c = this.meshes; _b < _c.length; _b++) {
  30258. var mesh = _c[_b];
  30259. mesh._rebuild();
  30260. }
  30261. if (this.postProcessManager) {
  30262. this.postProcessManager._rebuild();
  30263. }
  30264. for (var _d = 0, _e = this._components; _d < _e.length; _d++) {
  30265. var component = _e[_d];
  30266. component.rebuild();
  30267. }
  30268. for (var _f = 0, _g = this.particleSystems; _f < _g.length; _f++) {
  30269. var system = _g[_f];
  30270. system.rebuild();
  30271. }
  30272. };
  30273. /** @hidden */
  30274. Scene.prototype._rebuildTextures = function () {
  30275. for (var _i = 0, _a = this.textures; _i < _a.length; _i++) {
  30276. var texture = _a[_i];
  30277. texture._rebuild();
  30278. }
  30279. this.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  30280. };
  30281. // Tags
  30282. Scene.prototype._getByTags = function (list, tagsQuery, forEach) {
  30283. if (tagsQuery === undefined) {
  30284. // returns the complete list (could be done with BABYLON.Tags.MatchesQuery but no need to have a for-loop here)
  30285. return list;
  30286. }
  30287. var listByTags = [];
  30288. forEach = forEach || (function (item) { return; });
  30289. for (var i in list) {
  30290. var item = list[i];
  30291. if (BABYLON.Tags && BABYLON.Tags.MatchesQuery(item, tagsQuery)) {
  30292. listByTags.push(item);
  30293. forEach(item);
  30294. }
  30295. }
  30296. return listByTags;
  30297. };
  30298. /**
  30299. * Get a list of meshes by tags
  30300. * @param tagsQuery defines the tags query to use
  30301. * @param forEach defines a predicate used to filter results
  30302. * @returns an array of Mesh
  30303. */
  30304. Scene.prototype.getMeshesByTags = function (tagsQuery, forEach) {
  30305. return this._getByTags(this.meshes, tagsQuery, forEach);
  30306. };
  30307. /**
  30308. * Get a list of cameras by tags
  30309. * @param tagsQuery defines the tags query to use
  30310. * @param forEach defines a predicate used to filter results
  30311. * @returns an array of Camera
  30312. */
  30313. Scene.prototype.getCamerasByTags = function (tagsQuery, forEach) {
  30314. return this._getByTags(this.cameras, tagsQuery, forEach);
  30315. };
  30316. /**
  30317. * Get a list of lights by tags
  30318. * @param tagsQuery defines the tags query to use
  30319. * @param forEach defines a predicate used to filter results
  30320. * @returns an array of Light
  30321. */
  30322. Scene.prototype.getLightsByTags = function (tagsQuery, forEach) {
  30323. return this._getByTags(this.lights, tagsQuery, forEach);
  30324. };
  30325. /**
  30326. * Get a list of materials by tags
  30327. * @param tagsQuery defines the tags query to use
  30328. * @param forEach defines a predicate used to filter results
  30329. * @returns an array of Material
  30330. */
  30331. Scene.prototype.getMaterialByTags = function (tagsQuery, forEach) {
  30332. return this._getByTags(this.materials, tagsQuery, forEach).concat(this._getByTags(this.multiMaterials, tagsQuery, forEach));
  30333. };
  30334. /**
  30335. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  30336. * This allowed control for front to back rendering or reversly depending of the special needs.
  30337. *
  30338. * @param renderingGroupId The rendering group id corresponding to its index
  30339. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  30340. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  30341. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  30342. */
  30343. Scene.prototype.setRenderingOrder = function (renderingGroupId, opaqueSortCompareFn, alphaTestSortCompareFn, transparentSortCompareFn) {
  30344. if (opaqueSortCompareFn === void 0) { opaqueSortCompareFn = null; }
  30345. if (alphaTestSortCompareFn === void 0) { alphaTestSortCompareFn = null; }
  30346. if (transparentSortCompareFn === void 0) { transparentSortCompareFn = null; }
  30347. this._renderingManager.setRenderingOrder(renderingGroupId, opaqueSortCompareFn, alphaTestSortCompareFn, transparentSortCompareFn);
  30348. };
  30349. /**
  30350. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  30351. *
  30352. * @param renderingGroupId The rendering group id corresponding to its index
  30353. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  30354. * @param depth Automatically clears depth between groups if true and autoClear is true.
  30355. * @param stencil Automatically clears stencil between groups if true and autoClear is true.
  30356. */
  30357. Scene.prototype.setRenderingAutoClearDepthStencil = function (renderingGroupId, autoClearDepthStencil, depth, stencil) {
  30358. if (depth === void 0) { depth = true; }
  30359. if (stencil === void 0) { stencil = true; }
  30360. this._renderingManager.setRenderingAutoClearDepthStencil(renderingGroupId, autoClearDepthStencil, depth, stencil);
  30361. };
  30362. /**
  30363. * Gets the current auto clear configuration for one rendering group of the rendering
  30364. * manager.
  30365. * @param index the rendering group index to get the information for
  30366. * @returns The auto clear setup for the requested rendering group
  30367. */
  30368. Scene.prototype.getAutoClearDepthStencilSetup = function (index) {
  30369. return this._renderingManager.getAutoClearDepthStencilSetup(index);
  30370. };
  30371. Object.defineProperty(Scene.prototype, "blockMaterialDirtyMechanism", {
  30372. /** Gets or sets a boolean blocking all the calls to markAllMaterialsAsDirty (ie. the materials won't be updated if they are out of sync) */
  30373. get: function () {
  30374. return this._blockMaterialDirtyMechanism;
  30375. },
  30376. set: function (value) {
  30377. if (this._blockMaterialDirtyMechanism === value) {
  30378. return;
  30379. }
  30380. this._blockMaterialDirtyMechanism = value;
  30381. if (!value) { // Do a complete update
  30382. this.markAllMaterialsAsDirty(BABYLON.Material.AllDirtyFlag);
  30383. }
  30384. },
  30385. enumerable: true,
  30386. configurable: true
  30387. });
  30388. /**
  30389. * Will flag all materials as dirty to trigger new shader compilation
  30390. * @param flag defines the flag used to specify which material part must be marked as dirty
  30391. * @param predicate If not null, it will be used to specifiy if a material has to be marked as dirty
  30392. */
  30393. Scene.prototype.markAllMaterialsAsDirty = function (flag, predicate) {
  30394. if (this._blockMaterialDirtyMechanism) {
  30395. return;
  30396. }
  30397. for (var _i = 0, _a = this.materials; _i < _a.length; _i++) {
  30398. var material = _a[_i];
  30399. if (predicate && !predicate(material)) {
  30400. continue;
  30401. }
  30402. material.markAsDirty(flag);
  30403. }
  30404. };
  30405. /** @hidden */
  30406. Scene.prototype._loadFile = function (url, onSuccess, onProgress, useOfflineSupport, useArrayBuffer, onError) {
  30407. var _this = this;
  30408. var request = BABYLON.Tools.LoadFile(url, onSuccess, onProgress, useOfflineSupport ? this.offlineProvider : undefined, useArrayBuffer, onError);
  30409. this._activeRequests.push(request);
  30410. request.onCompleteObservable.add(function (request) {
  30411. _this._activeRequests.splice(_this._activeRequests.indexOf(request), 1);
  30412. });
  30413. return request;
  30414. };
  30415. /** @hidden */
  30416. Scene.prototype._loadFileAsync = function (url, useOfflineSupport, useArrayBuffer) {
  30417. var _this = this;
  30418. return new Promise(function (resolve, reject) {
  30419. _this._loadFile(url, function (data) {
  30420. resolve(data);
  30421. }, undefined, useOfflineSupport, useArrayBuffer, function (request, exception) {
  30422. reject(exception);
  30423. });
  30424. });
  30425. };
  30426. // Statics
  30427. Scene._uniqueIdCounter = 0;
  30428. /** The fog is deactivated */
  30429. Scene.FOGMODE_NONE = 0;
  30430. /** The fog density is following an exponential function */
  30431. Scene.FOGMODE_EXP = 1;
  30432. /** The fog density is following an exponential function faster than FOGMODE_EXP */
  30433. Scene.FOGMODE_EXP2 = 2;
  30434. /** The fog density is following a linear function. */
  30435. Scene.FOGMODE_LINEAR = 3;
  30436. /**
  30437. * Gets or sets the minimum deltatime when deterministic lock step is enabled
  30438. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  30439. */
  30440. Scene.MinDeltaTime = 1.0;
  30441. /**
  30442. * Gets or sets the maximum deltatime when deterministic lock step is enabled
  30443. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  30444. */
  30445. Scene.MaxDeltaTime = 1000.0;
  30446. /** The distance in pixel that you have to move to prevent some events */
  30447. Scene.DragMovementThreshold = 10; // in pixels
  30448. /** Time in milliseconds to wait to raise long press events if button is still pressed */
  30449. Scene.LongPressDelay = 500; // in milliseconds
  30450. /** Time in milliseconds with two consecutive clicks will be considered as a double click */
  30451. Scene.DoubleClickDelay = 300; // in milliseconds
  30452. /** If you need to check double click without raising a single click at first click, enable this flag */
  30453. Scene.ExclusiveDoubleClickMode = false;
  30454. return Scene;
  30455. }(BABYLON.AbstractScene));
  30456. BABYLON.Scene = Scene;
  30457. })(BABYLON || (BABYLON = {}));
  30458. //# sourceMappingURL=babylon.scene.js.map
  30459. var BABYLON;
  30460. (function (BABYLON) {
  30461. /**
  30462. * Set of assets to keep when moving a scene into an asset container.
  30463. */
  30464. var KeepAssets = /** @class */ (function (_super) {
  30465. __extends(KeepAssets, _super);
  30466. function KeepAssets() {
  30467. return _super !== null && _super.apply(this, arguments) || this;
  30468. }
  30469. return KeepAssets;
  30470. }(BABYLON.AbstractScene));
  30471. BABYLON.KeepAssets = KeepAssets;
  30472. /**
  30473. * Container with a set of assets that can be added or removed from a scene.
  30474. */
  30475. var AssetContainer = /** @class */ (function (_super) {
  30476. __extends(AssetContainer, _super);
  30477. /**
  30478. * Instantiates an AssetContainer.
  30479. * @param scene The scene the AssetContainer belongs to.
  30480. */
  30481. function AssetContainer(scene) {
  30482. var _this = _super.call(this) || this;
  30483. _this.scene = scene;
  30484. _this["sounds"] = [];
  30485. _this["effectLayers"] = [];
  30486. _this["layers"] = [];
  30487. _this["lensFlareSystems"] = [];
  30488. _this["proceduralTextures"] = [];
  30489. _this["reflectionProbes"] = [];
  30490. return _this;
  30491. }
  30492. /**
  30493. * Adds all the assets from the container to the scene.
  30494. */
  30495. AssetContainer.prototype.addAllToScene = function () {
  30496. var _this = this;
  30497. this.cameras.forEach(function (o) {
  30498. _this.scene.addCamera(o);
  30499. });
  30500. this.lights.forEach(function (o) {
  30501. _this.scene.addLight(o);
  30502. });
  30503. this.meshes.forEach(function (o) {
  30504. _this.scene.addMesh(o);
  30505. });
  30506. this.skeletons.forEach(function (o) {
  30507. _this.scene.addSkeleton(o);
  30508. });
  30509. this.animations.forEach(function (o) {
  30510. _this.scene.addAnimation(o);
  30511. });
  30512. this.animationGroups.forEach(function (o) {
  30513. _this.scene.addAnimationGroup(o);
  30514. });
  30515. this.multiMaterials.forEach(function (o) {
  30516. _this.scene.addMultiMaterial(o);
  30517. });
  30518. this.materials.forEach(function (o) {
  30519. _this.scene.addMaterial(o);
  30520. });
  30521. this.morphTargetManagers.forEach(function (o) {
  30522. _this.scene.addMorphTargetManager(o);
  30523. });
  30524. this.geometries.forEach(function (o) {
  30525. _this.scene.addGeometry(o);
  30526. });
  30527. this.transformNodes.forEach(function (o) {
  30528. _this.scene.addTransformNode(o);
  30529. });
  30530. this.actionManagers.forEach(function (o) {
  30531. _this.scene.addActionManager(o);
  30532. });
  30533. this.textures.forEach(function (o) {
  30534. _this.scene.addTexture(o);
  30535. });
  30536. this.reflectionProbes.forEach(function (o) {
  30537. _this.scene.addReflectionProbe(o);
  30538. });
  30539. for (var _i = 0, _a = this.scene._serializableComponents; _i < _a.length; _i++) {
  30540. var component = _a[_i];
  30541. component.addFromContainer(this);
  30542. }
  30543. };
  30544. /**
  30545. * Removes all the assets in the container from the scene
  30546. */
  30547. AssetContainer.prototype.removeAllFromScene = function () {
  30548. var _this = this;
  30549. this.cameras.forEach(function (o) {
  30550. _this.scene.removeCamera(o);
  30551. });
  30552. this.lights.forEach(function (o) {
  30553. _this.scene.removeLight(o);
  30554. });
  30555. this.meshes.forEach(function (o) {
  30556. _this.scene.removeMesh(o);
  30557. });
  30558. this.skeletons.forEach(function (o) {
  30559. _this.scene.removeSkeleton(o);
  30560. });
  30561. this.animations.forEach(function (o) {
  30562. _this.scene.removeAnimation(o);
  30563. });
  30564. this.animationGroups.forEach(function (o) {
  30565. _this.scene.removeAnimationGroup(o);
  30566. });
  30567. this.multiMaterials.forEach(function (o) {
  30568. _this.scene.removeMultiMaterial(o);
  30569. });
  30570. this.materials.forEach(function (o) {
  30571. _this.scene.removeMaterial(o);
  30572. });
  30573. this.morphTargetManagers.forEach(function (o) {
  30574. _this.scene.removeMorphTargetManager(o);
  30575. });
  30576. this.geometries.forEach(function (o) {
  30577. _this.scene.removeGeometry(o);
  30578. });
  30579. this.transformNodes.forEach(function (o) {
  30580. _this.scene.removeTransformNode(o);
  30581. });
  30582. this.actionManagers.forEach(function (o) {
  30583. _this.scene.removeActionManager(o);
  30584. });
  30585. this.textures.forEach(function (o) {
  30586. _this.scene.removeTexture(o);
  30587. });
  30588. this.reflectionProbes.forEach(function (o) {
  30589. _this.scene.removeReflectionProbe(o);
  30590. });
  30591. for (var _i = 0, _a = this.scene._serializableComponents; _i < _a.length; _i++) {
  30592. var component = _a[_i];
  30593. component.removeFromContainer(this);
  30594. }
  30595. };
  30596. /**
  30597. * Disposes all the assets in the container
  30598. */
  30599. AssetContainer.prototype.dispose = function () {
  30600. this.cameras.forEach(function (o) {
  30601. o.dispose();
  30602. });
  30603. this.lights.forEach(function (o) {
  30604. o.dispose();
  30605. });
  30606. this.meshes.forEach(function (o) {
  30607. o.dispose();
  30608. });
  30609. this.skeletons.forEach(function (o) {
  30610. o.dispose();
  30611. });
  30612. this.animationGroups.forEach(function (o) {
  30613. o.dispose();
  30614. });
  30615. this.multiMaterials.forEach(function (o) {
  30616. o.dispose();
  30617. });
  30618. this.materials.forEach(function (o) {
  30619. o.dispose();
  30620. });
  30621. this.geometries.forEach(function (o) {
  30622. o.dispose();
  30623. });
  30624. this.transformNodes.forEach(function (o) {
  30625. o.dispose();
  30626. });
  30627. this.actionManagers.forEach(function (o) {
  30628. o.dispose();
  30629. });
  30630. this.textures.forEach(function (o) {
  30631. o.dispose();
  30632. });
  30633. this.reflectionProbes.forEach(function (o) {
  30634. o.dispose();
  30635. });
  30636. for (var _i = 0, _a = this.scene._serializableComponents; _i < _a.length; _i++) {
  30637. var component = _a[_i];
  30638. component.dispose();
  30639. }
  30640. };
  30641. AssetContainer.prototype._moveAssets = function (sourceAssets, targetAssets, keepAssets) {
  30642. if (!sourceAssets) {
  30643. return;
  30644. }
  30645. for (var _i = 0, sourceAssets_1 = sourceAssets; _i < sourceAssets_1.length; _i++) {
  30646. var asset = sourceAssets_1[_i];
  30647. var move = true;
  30648. if (keepAssets) {
  30649. for (var _a = 0, keepAssets_1 = keepAssets; _a < keepAssets_1.length; _a++) {
  30650. var keepAsset = keepAssets_1[_a];
  30651. if (asset === keepAsset) {
  30652. move = false;
  30653. break;
  30654. }
  30655. }
  30656. }
  30657. if (move) {
  30658. targetAssets.push(asset);
  30659. }
  30660. }
  30661. };
  30662. /**
  30663. * Removes all the assets contained in the scene and adds them to the container.
  30664. * @param keepAssets Set of assets to keep in the scene. (default: empty)
  30665. */
  30666. AssetContainer.prototype.moveAllFromScene = function (keepAssets) {
  30667. if (keepAssets === undefined) {
  30668. keepAssets = new KeepAssets();
  30669. }
  30670. for (var key in this) {
  30671. if (this.hasOwnProperty(key)) {
  30672. this[key] = this[key] || [];
  30673. this._moveAssets(this.scene[key], this[key], keepAssets[key]);
  30674. }
  30675. }
  30676. this.removeAllFromScene();
  30677. };
  30678. /**
  30679. * Adds all meshes in the asset container to a root mesh that can be used to position all the contained meshes. The root mesh is then added to the front of the meshes in the assetContainer.
  30680. * @returns the root mesh
  30681. */
  30682. AssetContainer.prototype.createRootMesh = function () {
  30683. var rootMesh = new BABYLON.Mesh("assetContainerRootMesh", this.scene);
  30684. this.meshes.forEach(function (m) {
  30685. if (!m.parent) {
  30686. rootMesh.addChild(m);
  30687. }
  30688. });
  30689. this.meshes.unshift(rootMesh);
  30690. return rootMesh;
  30691. };
  30692. return AssetContainer;
  30693. }(BABYLON.AbstractScene));
  30694. BABYLON.AssetContainer = AssetContainer;
  30695. })(BABYLON || (BABYLON = {}));
  30696. //# sourceMappingURL=babylon.assetContainer.js.map
  30697. var BABYLON;
  30698. (function (BABYLON) {
  30699. /**
  30700. * Class used to store data that will be store in GPU memory
  30701. */
  30702. var Buffer = /** @class */ (function () {
  30703. /**
  30704. * Constructor
  30705. * @param engine the engine
  30706. * @param data the data to use for this buffer
  30707. * @param updatable whether the data is updatable
  30708. * @param stride the stride (optional)
  30709. * @param postponeInternalCreation whether to postpone creating the internal WebGL buffer (optional)
  30710. * @param instanced whether the buffer is instanced (optional)
  30711. * @param useBytes set to true if the stride in in bytes (optional)
  30712. */
  30713. function Buffer(engine, data, updatable, stride, postponeInternalCreation, instanced, useBytes) {
  30714. if (stride === void 0) { stride = 0; }
  30715. if (postponeInternalCreation === void 0) { postponeInternalCreation = false; }
  30716. if (instanced === void 0) { instanced = false; }
  30717. if (useBytes === void 0) { useBytes = false; }
  30718. if (engine instanceof BABYLON.Mesh) { // old versions of BABYLON.VertexBuffer accepted 'mesh' instead of 'engine'
  30719. this._engine = engine.getScene().getEngine();
  30720. }
  30721. else {
  30722. this._engine = engine;
  30723. }
  30724. this._updatable = updatable;
  30725. this._instanced = instanced;
  30726. this._data = data;
  30727. this.byteStride = useBytes ? stride : stride * Float32Array.BYTES_PER_ELEMENT;
  30728. if (!postponeInternalCreation) { // by default
  30729. this.create();
  30730. }
  30731. }
  30732. /**
  30733. * Create a new VertexBuffer based on the current buffer
  30734. * @param kind defines the vertex buffer kind (position, normal, etc.)
  30735. * @param offset defines offset in the buffer (0 by default)
  30736. * @param size defines the size in floats of attributes (position is 3 for instance)
  30737. * @param stride defines the stride size in floats in the buffer (the offset to apply to reach next value when data is interleaved)
  30738. * @param instanced defines if the vertex buffer contains indexed data
  30739. * @param useBytes defines if the offset and stride are in bytes
  30740. * @returns the new vertex buffer
  30741. */
  30742. Buffer.prototype.createVertexBuffer = function (kind, offset, size, stride, instanced, useBytes) {
  30743. if (useBytes === void 0) { useBytes = false; }
  30744. var byteOffset = useBytes ? offset : offset * Float32Array.BYTES_PER_ELEMENT;
  30745. var byteStride = stride ? (useBytes ? stride : stride * Float32Array.BYTES_PER_ELEMENT) : this.byteStride;
  30746. // a lot of these parameters are ignored as they are overriden by the buffer
  30747. return new BABYLON.VertexBuffer(this._engine, this, kind, this._updatable, true, byteStride, instanced === undefined ? this._instanced : instanced, byteOffset, size, undefined, undefined, true);
  30748. };
  30749. // Properties
  30750. /**
  30751. * Gets a boolean indicating if the Buffer is updatable?
  30752. * @returns true if the buffer is updatable
  30753. */
  30754. Buffer.prototype.isUpdatable = function () {
  30755. return this._updatable;
  30756. };
  30757. /**
  30758. * Gets current buffer's data
  30759. * @returns a DataArray or null
  30760. */
  30761. Buffer.prototype.getData = function () {
  30762. return this._data;
  30763. };
  30764. /**
  30765. * Gets underlying native buffer
  30766. * @returns underlying native buffer
  30767. */
  30768. Buffer.prototype.getBuffer = function () {
  30769. return this._buffer;
  30770. };
  30771. /**
  30772. * Gets the stride in float32 units (i.e. byte stride / 4).
  30773. * May not be an integer if the byte stride is not divisible by 4.
  30774. * DEPRECATED. Use byteStride instead.
  30775. * @returns the stride in float32 units
  30776. */
  30777. Buffer.prototype.getStrideSize = function () {
  30778. return this.byteStride / Float32Array.BYTES_PER_ELEMENT;
  30779. };
  30780. // Methods
  30781. /**
  30782. * Store data into the buffer. If the buffer was already used it will be either recreated or updated depending on isUpdatable property
  30783. * @param data defines the data to store
  30784. */
  30785. Buffer.prototype.create = function (data) {
  30786. if (data === void 0) { data = null; }
  30787. if (!data && this._buffer) {
  30788. return; // nothing to do
  30789. }
  30790. data = data || this._data;
  30791. if (!data) {
  30792. return;
  30793. }
  30794. if (!this._buffer) { // create buffer
  30795. if (this._updatable) {
  30796. this._buffer = this._engine.createDynamicVertexBuffer(data);
  30797. this._data = data;
  30798. }
  30799. else {
  30800. this._buffer = this._engine.createVertexBuffer(data);
  30801. }
  30802. }
  30803. else if (this._updatable) { // update buffer
  30804. this._engine.updateDynamicVertexBuffer(this._buffer, data);
  30805. this._data = data;
  30806. }
  30807. };
  30808. /** @hidden */
  30809. Buffer.prototype._rebuild = function () {
  30810. this._buffer = null;
  30811. this.create(this._data);
  30812. };
  30813. /**
  30814. * Update current buffer data
  30815. * @param data defines the data to store
  30816. */
  30817. Buffer.prototype.update = function (data) {
  30818. this.create(data);
  30819. };
  30820. /**
  30821. * Updates the data directly.
  30822. * @param data the new data
  30823. * @param offset the new offset
  30824. * @param vertexCount the vertex count (optional)
  30825. * @param useBytes set to true if the offset is in bytes
  30826. */
  30827. Buffer.prototype.updateDirectly = function (data, offset, vertexCount, useBytes) {
  30828. if (useBytes === void 0) { useBytes = false; }
  30829. if (!this._buffer) {
  30830. return;
  30831. }
  30832. if (this._updatable) { // update buffer
  30833. this._engine.updateDynamicVertexBuffer(this._buffer, data, useBytes ? offset : offset * Float32Array.BYTES_PER_ELEMENT, (vertexCount ? vertexCount * this.byteStride : undefined));
  30834. this._data = null;
  30835. }
  30836. };
  30837. /**
  30838. * Release all resources
  30839. */
  30840. Buffer.prototype.dispose = function () {
  30841. if (!this._buffer) {
  30842. return;
  30843. }
  30844. if (this._engine._releaseBuffer(this._buffer)) {
  30845. this._buffer = null;
  30846. }
  30847. };
  30848. return Buffer;
  30849. }());
  30850. BABYLON.Buffer = Buffer;
  30851. })(BABYLON || (BABYLON = {}));
  30852. //# sourceMappingURL=babylon.buffer.js.map
  30853. var BABYLON;
  30854. (function (BABYLON) {
  30855. /**
  30856. * Specialized buffer used to store vertex data
  30857. */
  30858. var VertexBuffer = /** @class */ (function () {
  30859. /**
  30860. * Constructor
  30861. * @param engine the engine
  30862. * @param data the data to use for this vertex buffer
  30863. * @param kind the vertex buffer kind
  30864. * @param updatable whether the data is updatable
  30865. * @param postponeInternalCreation whether to postpone creating the internal WebGL buffer (optional)
  30866. * @param stride the stride (optional)
  30867. * @param instanced whether the buffer is instanced (optional)
  30868. * @param offset the offset of the data (optional)
  30869. * @param size the number of components (optional)
  30870. * @param type the type of the component (optional)
  30871. * @param normalized whether the data contains normalized data (optional)
  30872. * @param useBytes set to true if stride and offset are in bytes (optional)
  30873. */
  30874. function VertexBuffer(engine, data, kind, updatable, postponeInternalCreation, stride, instanced, offset, size, type, normalized, useBytes) {
  30875. if (normalized === void 0) { normalized = false; }
  30876. if (useBytes === void 0) { useBytes = false; }
  30877. if (data instanceof BABYLON.Buffer) {
  30878. this._buffer = data;
  30879. this._ownsBuffer = false;
  30880. }
  30881. else {
  30882. this._buffer = new BABYLON.Buffer(engine, data, updatable, stride, postponeInternalCreation, instanced, useBytes);
  30883. this._ownsBuffer = true;
  30884. }
  30885. this._kind = kind;
  30886. if (type == undefined) {
  30887. var data_1 = this.getData();
  30888. this.type = VertexBuffer.FLOAT;
  30889. if (data_1 instanceof Int8Array) {
  30890. this.type = VertexBuffer.BYTE;
  30891. }
  30892. else if (data_1 instanceof Uint8Array) {
  30893. this.type = VertexBuffer.UNSIGNED_BYTE;
  30894. }
  30895. else if (data_1 instanceof Int16Array) {
  30896. this.type = VertexBuffer.SHORT;
  30897. }
  30898. else if (data_1 instanceof Uint16Array) {
  30899. this.type = VertexBuffer.UNSIGNED_SHORT;
  30900. }
  30901. else if (data_1 instanceof Int32Array) {
  30902. this.type = VertexBuffer.INT;
  30903. }
  30904. else if (data_1 instanceof Uint32Array) {
  30905. this.type = VertexBuffer.UNSIGNED_INT;
  30906. }
  30907. }
  30908. else {
  30909. this.type = type;
  30910. }
  30911. var typeByteLength = VertexBuffer.GetTypeByteLength(this.type);
  30912. if (useBytes) {
  30913. this._size = size || (stride ? (stride / typeByteLength) : VertexBuffer.DeduceStride(kind));
  30914. this.byteStride = stride || this._buffer.byteStride || (this._size * typeByteLength);
  30915. this.byteOffset = offset || 0;
  30916. }
  30917. else {
  30918. this._size = size || stride || VertexBuffer.DeduceStride(kind);
  30919. this.byteStride = stride ? (stride * typeByteLength) : (this._buffer.byteStride || (this._size * typeByteLength));
  30920. this.byteOffset = (offset || 0) * typeByteLength;
  30921. }
  30922. this.normalized = normalized;
  30923. this._instanced = instanced !== undefined ? instanced : false;
  30924. this._instanceDivisor = instanced ? 1 : 0;
  30925. }
  30926. Object.defineProperty(VertexBuffer.prototype, "instanceDivisor", {
  30927. /**
  30928. * Gets or sets the instance divisor when in instanced mode
  30929. */
  30930. get: function () {
  30931. return this._instanceDivisor;
  30932. },
  30933. set: function (value) {
  30934. this._instanceDivisor = value;
  30935. if (value == 0) {
  30936. this._instanced = false;
  30937. }
  30938. else {
  30939. this._instanced = true;
  30940. }
  30941. },
  30942. enumerable: true,
  30943. configurable: true
  30944. });
  30945. /** @hidden */
  30946. VertexBuffer.prototype._rebuild = function () {
  30947. if (!this._buffer) {
  30948. return;
  30949. }
  30950. this._buffer._rebuild();
  30951. };
  30952. /**
  30953. * Returns the kind of the VertexBuffer (string)
  30954. * @returns a string
  30955. */
  30956. VertexBuffer.prototype.getKind = function () {
  30957. return this._kind;
  30958. };
  30959. // Properties
  30960. /**
  30961. * Gets a boolean indicating if the VertexBuffer is updatable?
  30962. * @returns true if the buffer is updatable
  30963. */
  30964. VertexBuffer.prototype.isUpdatable = function () {
  30965. return this._buffer.isUpdatable();
  30966. };
  30967. /**
  30968. * Gets current buffer's data
  30969. * @returns a DataArray or null
  30970. */
  30971. VertexBuffer.prototype.getData = function () {
  30972. return this._buffer.getData();
  30973. };
  30974. /**
  30975. * Gets underlying native buffer
  30976. * @returns underlying native buffer
  30977. */
  30978. VertexBuffer.prototype.getBuffer = function () {
  30979. return this._buffer.getBuffer();
  30980. };
  30981. /**
  30982. * Gets the stride in float32 units (i.e. byte stride / 4).
  30983. * May not be an integer if the byte stride is not divisible by 4.
  30984. * DEPRECATED. Use byteStride instead.
  30985. * @returns the stride in float32 units
  30986. */
  30987. VertexBuffer.prototype.getStrideSize = function () {
  30988. return this.byteStride / VertexBuffer.GetTypeByteLength(this.type);
  30989. };
  30990. /**
  30991. * Returns the offset as a multiple of the type byte length.
  30992. * DEPRECATED. Use byteOffset instead.
  30993. * @returns the offset in bytes
  30994. */
  30995. VertexBuffer.prototype.getOffset = function () {
  30996. return this.byteOffset / VertexBuffer.GetTypeByteLength(this.type);
  30997. };
  30998. /**
  30999. * Returns the number of components per vertex attribute (integer)
  31000. * @returns the size in float
  31001. */
  31002. VertexBuffer.prototype.getSize = function () {
  31003. return this._size;
  31004. };
  31005. /**
  31006. * Gets a boolean indicating is the internal buffer of the VertexBuffer is instanced
  31007. * @returns true if this buffer is instanced
  31008. */
  31009. VertexBuffer.prototype.getIsInstanced = function () {
  31010. return this._instanced;
  31011. };
  31012. /**
  31013. * Returns the instancing divisor, zero for non-instanced (integer).
  31014. * @returns a number
  31015. */
  31016. VertexBuffer.prototype.getInstanceDivisor = function () {
  31017. return this._instanceDivisor;
  31018. };
  31019. // Methods
  31020. /**
  31021. * Store data into the buffer. If the buffer was already used it will be either recreated or updated depending on isUpdatable property
  31022. * @param data defines the data to store
  31023. */
  31024. VertexBuffer.prototype.create = function (data) {
  31025. this._buffer.create(data);
  31026. };
  31027. /**
  31028. * Updates the underlying buffer according to the passed numeric array or Float32Array.
  31029. * This function will create a new buffer if the current one is not updatable
  31030. * @param data defines the data to store
  31031. */
  31032. VertexBuffer.prototype.update = function (data) {
  31033. this._buffer.update(data);
  31034. };
  31035. /**
  31036. * Updates directly the underlying WebGLBuffer according to the passed numeric array or Float32Array.
  31037. * Returns the directly updated WebGLBuffer.
  31038. * @param data the new data
  31039. * @param offset the new offset
  31040. * @param useBytes set to true if the offset is in bytes
  31041. */
  31042. VertexBuffer.prototype.updateDirectly = function (data, offset, useBytes) {
  31043. if (useBytes === void 0) { useBytes = false; }
  31044. this._buffer.updateDirectly(data, offset, undefined, useBytes);
  31045. };
  31046. /**
  31047. * Disposes the VertexBuffer and the underlying WebGLBuffer.
  31048. */
  31049. VertexBuffer.prototype.dispose = function () {
  31050. if (this._ownsBuffer) {
  31051. this._buffer.dispose();
  31052. }
  31053. };
  31054. /**
  31055. * Enumerates each value of this vertex buffer as numbers.
  31056. * @param count the number of values to enumerate
  31057. * @param callback the callback function called for each value
  31058. */
  31059. VertexBuffer.prototype.forEach = function (count, callback) {
  31060. VertexBuffer.ForEach(this._buffer.getData(), this.byteOffset, this.byteStride, this._size, this.type, count, this.normalized, callback);
  31061. };
  31062. /**
  31063. * Deduces the stride given a kind.
  31064. * @param kind The kind string to deduce
  31065. * @returns The deduced stride
  31066. */
  31067. VertexBuffer.DeduceStride = function (kind) {
  31068. switch (kind) {
  31069. case VertexBuffer.UVKind:
  31070. case VertexBuffer.UV2Kind:
  31071. case VertexBuffer.UV3Kind:
  31072. case VertexBuffer.UV4Kind:
  31073. case VertexBuffer.UV5Kind:
  31074. case VertexBuffer.UV6Kind:
  31075. return 2;
  31076. case VertexBuffer.NormalKind:
  31077. case VertexBuffer.PositionKind:
  31078. return 3;
  31079. case VertexBuffer.ColorKind:
  31080. case VertexBuffer.MatricesIndicesKind:
  31081. case VertexBuffer.MatricesIndicesExtraKind:
  31082. case VertexBuffer.MatricesWeightsKind:
  31083. case VertexBuffer.MatricesWeightsExtraKind:
  31084. case VertexBuffer.TangentKind:
  31085. return 4;
  31086. default:
  31087. throw new Error("Invalid kind '" + kind + "'");
  31088. }
  31089. };
  31090. /**
  31091. * Gets the byte length of the given type.
  31092. * @param type the type
  31093. * @returns the number of bytes
  31094. */
  31095. VertexBuffer.GetTypeByteLength = function (type) {
  31096. switch (type) {
  31097. case VertexBuffer.BYTE:
  31098. case VertexBuffer.UNSIGNED_BYTE:
  31099. return 1;
  31100. case VertexBuffer.SHORT:
  31101. case VertexBuffer.UNSIGNED_SHORT:
  31102. return 2;
  31103. case VertexBuffer.INT:
  31104. case VertexBuffer.FLOAT:
  31105. return 4;
  31106. default:
  31107. throw new Error("Invalid type '" + type + "'");
  31108. }
  31109. };
  31110. /**
  31111. * Enumerates each value of the given parameters as numbers.
  31112. * @param data the data to enumerate
  31113. * @param byteOffset the byte offset of the data
  31114. * @param byteStride the byte stride of the data
  31115. * @param componentCount the number of components per element
  31116. * @param componentType the type of the component
  31117. * @param count the total number of components
  31118. * @param normalized whether the data is normalized
  31119. * @param callback the callback function called for each value
  31120. */
  31121. VertexBuffer.ForEach = function (data, byteOffset, byteStride, componentCount, componentType, count, normalized, callback) {
  31122. if (data instanceof Array) {
  31123. var offset = byteOffset / 4;
  31124. var stride = byteStride / 4;
  31125. for (var index = 0; index < count; index += componentCount) {
  31126. for (var componentIndex = 0; componentIndex < componentCount; componentIndex++) {
  31127. callback(data[offset + componentIndex], index + componentIndex);
  31128. }
  31129. offset += stride;
  31130. }
  31131. }
  31132. else {
  31133. var dataView = data instanceof ArrayBuffer ? new DataView(data) : new DataView(data.buffer, data.byteOffset, data.byteLength);
  31134. var componentByteLength = VertexBuffer.GetTypeByteLength(componentType);
  31135. for (var index = 0; index < count; index += componentCount) {
  31136. var componentByteOffset = byteOffset;
  31137. for (var componentIndex = 0; componentIndex < componentCount; componentIndex++) {
  31138. var value = VertexBuffer._GetFloatValue(dataView, componentType, componentByteOffset, normalized);
  31139. callback(value, index + componentIndex);
  31140. componentByteOffset += componentByteLength;
  31141. }
  31142. byteOffset += byteStride;
  31143. }
  31144. }
  31145. };
  31146. VertexBuffer._GetFloatValue = function (dataView, type, byteOffset, normalized) {
  31147. switch (type) {
  31148. case VertexBuffer.BYTE: {
  31149. var value = dataView.getInt8(byteOffset);
  31150. if (normalized) {
  31151. value = Math.max(value / 127, -1);
  31152. }
  31153. return value;
  31154. }
  31155. case VertexBuffer.UNSIGNED_BYTE: {
  31156. var value = dataView.getUint8(byteOffset);
  31157. if (normalized) {
  31158. value = value / 255;
  31159. }
  31160. return value;
  31161. }
  31162. case VertexBuffer.SHORT: {
  31163. var value = dataView.getInt16(byteOffset, true);
  31164. if (normalized) {
  31165. value = Math.max(value / 16383, -1);
  31166. }
  31167. return value;
  31168. }
  31169. case VertexBuffer.UNSIGNED_SHORT: {
  31170. var value = dataView.getUint16(byteOffset, true);
  31171. if (normalized) {
  31172. value = value / 65535;
  31173. }
  31174. return value;
  31175. }
  31176. case VertexBuffer.FLOAT: {
  31177. return dataView.getFloat32(byteOffset, true);
  31178. }
  31179. default: {
  31180. throw new Error("Invalid component type " + type);
  31181. }
  31182. }
  31183. };
  31184. /**
  31185. * The byte type.
  31186. */
  31187. VertexBuffer.BYTE = 5120;
  31188. /**
  31189. * The unsigned byte type.
  31190. */
  31191. VertexBuffer.UNSIGNED_BYTE = 5121;
  31192. /**
  31193. * The short type.
  31194. */
  31195. VertexBuffer.SHORT = 5122;
  31196. /**
  31197. * The unsigned short type.
  31198. */
  31199. VertexBuffer.UNSIGNED_SHORT = 5123;
  31200. /**
  31201. * The integer type.
  31202. */
  31203. VertexBuffer.INT = 5124;
  31204. /**
  31205. * The unsigned integer type.
  31206. */
  31207. VertexBuffer.UNSIGNED_INT = 5125;
  31208. /**
  31209. * The float type.
  31210. */
  31211. VertexBuffer.FLOAT = 5126;
  31212. // Enums
  31213. /**
  31214. * Positions
  31215. */
  31216. VertexBuffer.PositionKind = "position";
  31217. /**
  31218. * Normals
  31219. */
  31220. VertexBuffer.NormalKind = "normal";
  31221. /**
  31222. * Tangents
  31223. */
  31224. VertexBuffer.TangentKind = "tangent";
  31225. /**
  31226. * Texture coordinates
  31227. */
  31228. VertexBuffer.UVKind = "uv";
  31229. /**
  31230. * Texture coordinates 2
  31231. */
  31232. VertexBuffer.UV2Kind = "uv2";
  31233. /**
  31234. * Texture coordinates 3
  31235. */
  31236. VertexBuffer.UV3Kind = "uv3";
  31237. /**
  31238. * Texture coordinates 4
  31239. */
  31240. VertexBuffer.UV4Kind = "uv4";
  31241. /**
  31242. * Texture coordinates 5
  31243. */
  31244. VertexBuffer.UV5Kind = "uv5";
  31245. /**
  31246. * Texture coordinates 6
  31247. */
  31248. VertexBuffer.UV6Kind = "uv6";
  31249. /**
  31250. * Colors
  31251. */
  31252. VertexBuffer.ColorKind = "color";
  31253. /**
  31254. * Matrix indices (for bones)
  31255. */
  31256. VertexBuffer.MatricesIndicesKind = "matricesIndices";
  31257. /**
  31258. * Matrix weights (for bones)
  31259. */
  31260. VertexBuffer.MatricesWeightsKind = "matricesWeights";
  31261. /**
  31262. * Additional matrix indices (for bones)
  31263. */
  31264. VertexBuffer.MatricesIndicesExtraKind = "matricesIndicesExtra";
  31265. /**
  31266. * Additional matrix weights (for bones)
  31267. */
  31268. VertexBuffer.MatricesWeightsExtraKind = "matricesWeightsExtra";
  31269. return VertexBuffer;
  31270. }());
  31271. BABYLON.VertexBuffer = VertexBuffer;
  31272. })(BABYLON || (BABYLON = {}));
  31273. //# sourceMappingURL=babylon.vertexBuffer.js.map
  31274. //# sourceMappingURL=babylon.internalTextureLoader.js.map
  31275. var BABYLON;
  31276. (function (BABYLON) {
  31277. /**
  31278. * Internal class used by the engine to get list of InternalTexture already bound to the GL context
  31279. */
  31280. var DummyInternalTextureTracker = /** @class */ (function () {
  31281. function DummyInternalTextureTracker() {
  31282. /**
  31283. * Gets or set the previous tracker in the list
  31284. */
  31285. this.previous = null;
  31286. /**
  31287. * Gets or set the next tracker in the list
  31288. */
  31289. this.next = null;
  31290. }
  31291. return DummyInternalTextureTracker;
  31292. }());
  31293. BABYLON.DummyInternalTextureTracker = DummyInternalTextureTracker;
  31294. })(BABYLON || (BABYLON = {}));
  31295. //# sourceMappingURL=babylon.internalTextureTracker.js.map
  31296. var BABYLON;
  31297. (function (BABYLON) {
  31298. /**
  31299. * Class used to store data associated with WebGL texture data for the engine
  31300. * This class should not be used directly
  31301. */
  31302. var InternalTexture = /** @class */ (function () {
  31303. /**
  31304. * Creates a new InternalTexture
  31305. * @param engine defines the engine to use
  31306. * @param dataSource defines the type of data that will be used
  31307. * @param delayAllocation if the texture allocation should be delayed (default: false)
  31308. */
  31309. function InternalTexture(engine, dataSource, delayAllocation) {
  31310. if (delayAllocation === void 0) { delayAllocation = false; }
  31311. /**
  31312. * Observable called when the texture is loaded
  31313. */
  31314. this.onLoadedObservable = new BABYLON.Observable();
  31315. /**
  31316. * Gets or set the previous tracker in the list
  31317. */
  31318. this.previous = null;
  31319. /**
  31320. * Gets or set the next tracker in the list
  31321. */
  31322. this.next = null;
  31323. // Private
  31324. /** @hidden */
  31325. this._invertVScale = false;
  31326. /** @hidden */
  31327. this._initialSlot = -1;
  31328. /** @hidden */
  31329. this._designatedSlot = -1;
  31330. /** @hidden */
  31331. this._dataSource = InternalTexture.DATASOURCE_UNKNOWN;
  31332. /** @hidden */
  31333. this._comparisonFunction = 0;
  31334. /** @hidden */
  31335. this._sphericalPolynomial = null;
  31336. /** @hidden */
  31337. this._lodGenerationScale = 0;
  31338. /** @hidden */
  31339. this._lodGenerationOffset = 0;
  31340. /** @hidden */
  31341. this._isRGBD = false;
  31342. /** @hidden */
  31343. this._references = 1;
  31344. this._engine = engine;
  31345. this._dataSource = dataSource;
  31346. if (!delayAllocation) {
  31347. this._webGLTexture = engine._createTexture();
  31348. }
  31349. }
  31350. /**
  31351. * Gets the Engine the texture belongs to.
  31352. * @returns The babylon engine
  31353. */
  31354. InternalTexture.prototype.getEngine = function () {
  31355. return this._engine;
  31356. };
  31357. Object.defineProperty(InternalTexture.prototype, "dataSource", {
  31358. /**
  31359. * Gets the data source type of the texture (can be one of the BABYLON.InternalTexture.DATASOURCE_XXXX)
  31360. */
  31361. get: function () {
  31362. return this._dataSource;
  31363. },
  31364. enumerable: true,
  31365. configurable: true
  31366. });
  31367. /**
  31368. * Increments the number of references (ie. the number of Texture that point to it)
  31369. */
  31370. InternalTexture.prototype.incrementReferences = function () {
  31371. this._references++;
  31372. };
  31373. /**
  31374. * Change the size of the texture (not the size of the content)
  31375. * @param width defines the new width
  31376. * @param height defines the new height
  31377. * @param depth defines the new depth (1 by default)
  31378. */
  31379. InternalTexture.prototype.updateSize = function (width, height, depth) {
  31380. if (depth === void 0) { depth = 1; }
  31381. this.width = width;
  31382. this.height = height;
  31383. this.depth = depth;
  31384. this.baseWidth = width;
  31385. this.baseHeight = height;
  31386. this.baseDepth = depth;
  31387. this._size = width * height * depth;
  31388. };
  31389. /** @hidden */
  31390. InternalTexture.prototype._rebuild = function () {
  31391. var _this = this;
  31392. var proxy;
  31393. this.isReady = false;
  31394. this._cachedCoordinatesMode = null;
  31395. this._cachedWrapU = null;
  31396. this._cachedWrapV = null;
  31397. this._cachedAnisotropicFilteringLevel = null;
  31398. switch (this._dataSource) {
  31399. case InternalTexture.DATASOURCE_TEMP:
  31400. return;
  31401. case InternalTexture.DATASOURCE_URL:
  31402. proxy = this._engine.createTexture(this.url, !this.generateMipMaps, this.invertY, null, this.samplingMode, function () {
  31403. proxy._swapAndDie(_this);
  31404. _this.isReady = true;
  31405. }, null, this._buffer, undefined, this.format);
  31406. return;
  31407. case InternalTexture.DATASOURCE_RAW:
  31408. proxy = this._engine.createRawTexture(this._bufferView, this.baseWidth, this.baseHeight, this.format, this.generateMipMaps, this.invertY, this.samplingMode, this._compression);
  31409. proxy._swapAndDie(this);
  31410. this.isReady = true;
  31411. return;
  31412. case InternalTexture.DATASOURCE_RAW3D:
  31413. proxy = this._engine.createRawTexture3D(this._bufferView, this.baseWidth, this.baseHeight, this.baseDepth, this.format, this.generateMipMaps, this.invertY, this.samplingMode, this._compression);
  31414. proxy._swapAndDie(this);
  31415. this.isReady = true;
  31416. return;
  31417. case InternalTexture.DATASOURCE_DYNAMIC:
  31418. proxy = this._engine.createDynamicTexture(this.baseWidth, this.baseHeight, this.generateMipMaps, this.samplingMode);
  31419. proxy._swapAndDie(this);
  31420. this._engine.updateDynamicTexture(this, this._engine.getRenderingCanvas(), this.invertY, undefined, undefined, true);
  31421. // The engine will make sure to update content so no need to flag it as isReady = true
  31422. return;
  31423. case InternalTexture.DATASOURCE_RENDERTARGET:
  31424. var options = new BABYLON.RenderTargetCreationOptions();
  31425. options.generateDepthBuffer = this._generateDepthBuffer;
  31426. options.generateMipMaps = this.generateMipMaps;
  31427. options.generateStencilBuffer = this._generateStencilBuffer;
  31428. options.samplingMode = this.samplingMode;
  31429. options.type = this.type;
  31430. if (this.isCube) {
  31431. proxy = this._engine.createRenderTargetCubeTexture(this.width, options);
  31432. }
  31433. else {
  31434. var size = {
  31435. width: this.width,
  31436. height: this.height
  31437. };
  31438. proxy = this._engine.createRenderTargetTexture(size, options);
  31439. }
  31440. proxy._swapAndDie(this);
  31441. this.isReady = true;
  31442. return;
  31443. case InternalTexture.DATASOURCE_DEPTHTEXTURE:
  31444. var depthTextureOptions = {
  31445. bilinearFiltering: this.samplingMode !== BABYLON.Texture.BILINEAR_SAMPLINGMODE,
  31446. comparisonFunction: this._comparisonFunction,
  31447. generateStencil: this._generateStencilBuffer,
  31448. isCube: this.isCube
  31449. };
  31450. proxy = this._engine.createDepthStencilTexture({ width: this.width, height: this.height }, depthTextureOptions);
  31451. proxy._swapAndDie(this);
  31452. this.isReady = true;
  31453. return;
  31454. case InternalTexture.DATASOURCE_CUBE:
  31455. proxy = this._engine.createCubeTexture(this.url, null, this._files, !this.generateMipMaps, function () {
  31456. proxy._swapAndDie(_this);
  31457. _this.isReady = true;
  31458. }, null, this.format, this._extension);
  31459. return;
  31460. case InternalTexture.DATASOURCE_CUBERAW:
  31461. proxy = this._engine.createRawCubeTexture(this._bufferViewArray, this.width, this.format, this.type, this.generateMipMaps, this.invertY, this.samplingMode, this._compression);
  31462. proxy._swapAndDie(this);
  31463. this.isReady = true;
  31464. return;
  31465. case InternalTexture.DATASOURCE_CUBERAW_RGBD:
  31466. proxy = this._engine.createRawCubeTexture(null, this.width, this.format, this.type, this.generateMipMaps, this.invertY, this.samplingMode, this._compression);
  31467. BABYLON.RawCubeTexture._UpdateRGBDAsync(proxy, this._bufferViewArrayArray, this._sphericalPolynomial, this._lodGenerationScale, this._lodGenerationOffset).then(function () {
  31468. proxy._swapAndDie(_this);
  31469. _this.isReady = true;
  31470. });
  31471. return;
  31472. case InternalTexture.DATASOURCE_CUBEPREFILTERED:
  31473. proxy = this._engine.createPrefilteredCubeTexture(this.url, null, this._lodGenerationScale, this._lodGenerationOffset, function (proxy) {
  31474. if (proxy) {
  31475. proxy._swapAndDie(_this);
  31476. }
  31477. _this.isReady = true;
  31478. }, null, this.format, this._extension);
  31479. proxy._sphericalPolynomial = this._sphericalPolynomial;
  31480. return;
  31481. }
  31482. };
  31483. /** @hidden */
  31484. InternalTexture.prototype._swapAndDie = function (target) {
  31485. target._webGLTexture = this._webGLTexture;
  31486. if (this._framebuffer) {
  31487. target._framebuffer = this._framebuffer;
  31488. }
  31489. if (this._depthStencilBuffer) {
  31490. target._depthStencilBuffer = this._depthStencilBuffer;
  31491. }
  31492. if (this._lodTextureHigh) {
  31493. if (target._lodTextureHigh) {
  31494. target._lodTextureHigh.dispose();
  31495. }
  31496. target._lodTextureHigh = this._lodTextureHigh;
  31497. }
  31498. if (this._lodTextureMid) {
  31499. if (target._lodTextureMid) {
  31500. target._lodTextureMid.dispose();
  31501. }
  31502. target._lodTextureMid = this._lodTextureMid;
  31503. }
  31504. if (this._lodTextureLow) {
  31505. if (target._lodTextureLow) {
  31506. target._lodTextureLow.dispose();
  31507. }
  31508. target._lodTextureLow = this._lodTextureLow;
  31509. }
  31510. var cache = this._engine.getLoadedTexturesCache();
  31511. var index = cache.indexOf(this);
  31512. if (index !== -1) {
  31513. cache.splice(index, 1);
  31514. }
  31515. };
  31516. /**
  31517. * Dispose the current allocated resources
  31518. */
  31519. InternalTexture.prototype.dispose = function () {
  31520. if (!this._webGLTexture) {
  31521. return;
  31522. }
  31523. this._references--;
  31524. if (this._references === 0) {
  31525. this._engine._releaseTexture(this);
  31526. this._webGLTexture = null;
  31527. this.previous = null;
  31528. this.next = null;
  31529. }
  31530. };
  31531. /**
  31532. * The source of the texture data is unknown
  31533. */
  31534. InternalTexture.DATASOURCE_UNKNOWN = 0;
  31535. /**
  31536. * Texture data comes from an URL
  31537. */
  31538. InternalTexture.DATASOURCE_URL = 1;
  31539. /**
  31540. * Texture data is only used for temporary storage
  31541. */
  31542. InternalTexture.DATASOURCE_TEMP = 2;
  31543. /**
  31544. * Texture data comes from raw data (ArrayBuffer)
  31545. */
  31546. InternalTexture.DATASOURCE_RAW = 3;
  31547. /**
  31548. * Texture content is dynamic (video or dynamic texture)
  31549. */
  31550. InternalTexture.DATASOURCE_DYNAMIC = 4;
  31551. /**
  31552. * Texture content is generated by rendering to it
  31553. */
  31554. InternalTexture.DATASOURCE_RENDERTARGET = 5;
  31555. /**
  31556. * Texture content is part of a multi render target process
  31557. */
  31558. InternalTexture.DATASOURCE_MULTIRENDERTARGET = 6;
  31559. /**
  31560. * Texture data comes from a cube data file
  31561. */
  31562. InternalTexture.DATASOURCE_CUBE = 7;
  31563. /**
  31564. * Texture data comes from a raw cube data
  31565. */
  31566. InternalTexture.DATASOURCE_CUBERAW = 8;
  31567. /**
  31568. * Texture data come from a prefiltered cube data file
  31569. */
  31570. InternalTexture.DATASOURCE_CUBEPREFILTERED = 9;
  31571. /**
  31572. * Texture content is raw 3D data
  31573. */
  31574. InternalTexture.DATASOURCE_RAW3D = 10;
  31575. /**
  31576. * Texture content is a depth texture
  31577. */
  31578. InternalTexture.DATASOURCE_DEPTHTEXTURE = 11;
  31579. /**
  31580. * Texture data comes from a raw cube data encoded with RGBD
  31581. */
  31582. InternalTexture.DATASOURCE_CUBERAW_RGBD = 12;
  31583. return InternalTexture;
  31584. }());
  31585. BABYLON.InternalTexture = InternalTexture;
  31586. })(BABYLON || (BABYLON = {}));
  31587. //# sourceMappingURL=babylon.internalTexture.js.map
  31588. var BABYLON;
  31589. (function (BABYLON) {
  31590. /**
  31591. * Base class of all the textures in babylon.
  31592. * It groups all the common properties the materials, post process, lights... might need
  31593. * in order to make a correct use of the texture.
  31594. */
  31595. var BaseTexture = /** @class */ (function () {
  31596. /**
  31597. * Instantiates a new BaseTexture.
  31598. * Base class of all the textures in babylon.
  31599. * It groups all the common properties the materials, post process, lights... might need
  31600. * in order to make a correct use of the texture.
  31601. * @param scene Define the scene the texture blongs to
  31602. */
  31603. function BaseTexture(scene) {
  31604. /**
  31605. * Gets or sets an object used to store user defined information.
  31606. */
  31607. this.metadata = null;
  31608. /**
  31609. * For internal use only. Please do not use.
  31610. */
  31611. this.reservedDataStore = null;
  31612. this._hasAlpha = false;
  31613. /**
  31614. * Defines if the alpha value should be determined via the rgb values.
  31615. * If true the luminance of the pixel might be used to find the corresponding alpha value.
  31616. */
  31617. this.getAlphaFromRGB = false;
  31618. /**
  31619. * Intensity or strength of the texture.
  31620. * It is commonly used by materials to fine tune the intensity of the texture
  31621. */
  31622. this.level = 1;
  31623. /**
  31624. * Define the UV chanel to use starting from 0 and defaulting to 0.
  31625. * This is part of the texture as textures usually maps to one uv set.
  31626. */
  31627. this.coordinatesIndex = 0;
  31628. this._coordinatesMode = BABYLON.Texture.EXPLICIT_MODE;
  31629. /**
  31630. * | Value | Type | Description |
  31631. * | ----- | ------------------ | ----------- |
  31632. * | 0 | CLAMP_ADDRESSMODE | |
  31633. * | 1 | WRAP_ADDRESSMODE | |
  31634. * | 2 | MIRROR_ADDRESSMODE | |
  31635. */
  31636. this.wrapU = BABYLON.Texture.WRAP_ADDRESSMODE;
  31637. /**
  31638. * | Value | Type | Description |
  31639. * | ----- | ------------------ | ----------- |
  31640. * | 0 | CLAMP_ADDRESSMODE | |
  31641. * | 1 | WRAP_ADDRESSMODE | |
  31642. * | 2 | MIRROR_ADDRESSMODE | |
  31643. */
  31644. this.wrapV = BABYLON.Texture.WRAP_ADDRESSMODE;
  31645. /**
  31646. * | Value | Type | Description |
  31647. * | ----- | ------------------ | ----------- |
  31648. * | 0 | CLAMP_ADDRESSMODE | |
  31649. * | 1 | WRAP_ADDRESSMODE | |
  31650. * | 2 | MIRROR_ADDRESSMODE | |
  31651. */
  31652. this.wrapR = BABYLON.Texture.WRAP_ADDRESSMODE;
  31653. /**
  31654. * With compliant hardware and browser (supporting anisotropic filtering)
  31655. * this defines the level of anisotropic filtering in the texture.
  31656. * The higher the better but the slower. This defaults to 4 as it seems to be the best tradeoff.
  31657. */
  31658. this.anisotropicFilteringLevel = BaseTexture.DEFAULT_ANISOTROPIC_FILTERING_LEVEL;
  31659. /**
  31660. * Define if the texture contains data in gamma space (most of the png/jpg aside bump).
  31661. * HDR texture are usually stored in linear space.
  31662. * This only impacts the PBR and Background materials
  31663. */
  31664. this.gammaSpace = true;
  31665. /**
  31666. * Is Z inverted in the texture (useful in a cube texture).
  31667. */
  31668. this.invertZ = false;
  31669. /**
  31670. * @hidden
  31671. */
  31672. this.lodLevelInAlpha = false;
  31673. /**
  31674. * Define if the texture is a render target.
  31675. */
  31676. this.isRenderTarget = false;
  31677. /**
  31678. * Define the list of animation attached to the texture.
  31679. */
  31680. this.animations = new Array();
  31681. /**
  31682. * An event triggered when the texture is disposed.
  31683. */
  31684. this.onDisposeObservable = new BABYLON.Observable();
  31685. /**
  31686. * Define the current state of the loading sequence when in delayed load mode.
  31687. */
  31688. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NONE;
  31689. this._cachedSize = BABYLON.Size.Zero();
  31690. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  31691. if (this._scene) {
  31692. this.uniqueId = this._scene.getUniqueId();
  31693. this._scene.addTexture(this);
  31694. }
  31695. this._uid = null;
  31696. }
  31697. Object.defineProperty(BaseTexture.prototype, "hasAlpha", {
  31698. get: function () {
  31699. return this._hasAlpha;
  31700. },
  31701. /**
  31702. * Define if the texture is having a usable alpha value (can be use for transparency or glossiness for instance).
  31703. */
  31704. set: function (value) {
  31705. if (this._hasAlpha === value) {
  31706. return;
  31707. }
  31708. this._hasAlpha = value;
  31709. if (this._scene) {
  31710. this._scene.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag | BABYLON.Material.MiscDirtyFlag);
  31711. }
  31712. },
  31713. enumerable: true,
  31714. configurable: true
  31715. });
  31716. Object.defineProperty(BaseTexture.prototype, "coordinatesMode", {
  31717. get: function () {
  31718. return this._coordinatesMode;
  31719. },
  31720. /**
  31721. * How a texture is mapped.
  31722. *
  31723. * | Value | Type | Description |
  31724. * | ----- | ----------------------------------- | ----------- |
  31725. * | 0 | EXPLICIT_MODE | |
  31726. * | 1 | SPHERICAL_MODE | |
  31727. * | 2 | PLANAR_MODE | |
  31728. * | 3 | CUBIC_MODE | |
  31729. * | 4 | PROJECTION_MODE | |
  31730. * | 5 | SKYBOX_MODE | |
  31731. * | 6 | INVCUBIC_MODE | |
  31732. * | 7 | EQUIRECTANGULAR_MODE | |
  31733. * | 8 | FIXED_EQUIRECTANGULAR_MODE | |
  31734. * | 9 | FIXED_EQUIRECTANGULAR_MIRRORED_MODE | |
  31735. */
  31736. set: function (value) {
  31737. if (this._coordinatesMode === value) {
  31738. return;
  31739. }
  31740. this._coordinatesMode = value;
  31741. if (this._scene) {
  31742. this._scene.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  31743. }
  31744. },
  31745. enumerable: true,
  31746. configurable: true
  31747. });
  31748. Object.defineProperty(BaseTexture.prototype, "isCube", {
  31749. /**
  31750. * Define if the texture is a cube texture or if false a 2d texture.
  31751. */
  31752. get: function () {
  31753. if (!this._texture) {
  31754. return false;
  31755. }
  31756. return this._texture.isCube;
  31757. },
  31758. set: function (value) {
  31759. if (!this._texture) {
  31760. return;
  31761. }
  31762. this._texture.isCube = value;
  31763. },
  31764. enumerable: true,
  31765. configurable: true
  31766. });
  31767. Object.defineProperty(BaseTexture.prototype, "is3D", {
  31768. /**
  31769. * Define if the texture is a 3d texture (webgl 2) or if false a 2d texture.
  31770. */
  31771. get: function () {
  31772. if (!this._texture) {
  31773. return false;
  31774. }
  31775. return this._texture.is3D;
  31776. },
  31777. set: function (value) {
  31778. if (!this._texture) {
  31779. return;
  31780. }
  31781. this._texture.is3D = value;
  31782. },
  31783. enumerable: true,
  31784. configurable: true
  31785. });
  31786. Object.defineProperty(BaseTexture.prototype, "isRGBD", {
  31787. /**
  31788. * Gets whether or not the texture contains RGBD data.
  31789. */
  31790. get: function () {
  31791. return this._texture != null && this._texture._isRGBD;
  31792. },
  31793. enumerable: true,
  31794. configurable: true
  31795. });
  31796. Object.defineProperty(BaseTexture.prototype, "noMipmap", {
  31797. /**
  31798. * Are mip maps generated for this texture or not.
  31799. */
  31800. get: function () {
  31801. return false;
  31802. },
  31803. enumerable: true,
  31804. configurable: true
  31805. });
  31806. Object.defineProperty(BaseTexture.prototype, "lodGenerationOffset", {
  31807. /**
  31808. * With prefiltered texture, defined the offset used during the prefiltering steps.
  31809. */
  31810. get: function () {
  31811. if (this._texture) {
  31812. return this._texture._lodGenerationOffset;
  31813. }
  31814. return 0.0;
  31815. },
  31816. set: function (value) {
  31817. if (this._texture) {
  31818. this._texture._lodGenerationOffset = value;
  31819. }
  31820. },
  31821. enumerable: true,
  31822. configurable: true
  31823. });
  31824. Object.defineProperty(BaseTexture.prototype, "lodGenerationScale", {
  31825. /**
  31826. * With prefiltered texture, defined the scale used during the prefiltering steps.
  31827. */
  31828. get: function () {
  31829. if (this._texture) {
  31830. return this._texture._lodGenerationScale;
  31831. }
  31832. return 0.0;
  31833. },
  31834. set: function (value) {
  31835. if (this._texture) {
  31836. this._texture._lodGenerationScale = value;
  31837. }
  31838. },
  31839. enumerable: true,
  31840. configurable: true
  31841. });
  31842. Object.defineProperty(BaseTexture.prototype, "uid", {
  31843. /**
  31844. * Define the unique id of the texture in the scene.
  31845. */
  31846. get: function () {
  31847. if (!this._uid) {
  31848. this._uid = BABYLON.Tools.RandomId();
  31849. }
  31850. return this._uid;
  31851. },
  31852. enumerable: true,
  31853. configurable: true
  31854. });
  31855. /**
  31856. * Return a string representation of the texture.
  31857. * @returns the texture as a string
  31858. */
  31859. BaseTexture.prototype.toString = function () {
  31860. return this.name;
  31861. };
  31862. /**
  31863. * Get the class name of the texture.
  31864. * @returns "BaseTexture"
  31865. */
  31866. BaseTexture.prototype.getClassName = function () {
  31867. return "BaseTexture";
  31868. };
  31869. Object.defineProperty(BaseTexture.prototype, "onDispose", {
  31870. /**
  31871. * Callback triggered when the texture has been disposed.
  31872. * Kept for back compatibility, you can use the onDisposeObservable instead.
  31873. */
  31874. set: function (callback) {
  31875. if (this._onDisposeObserver) {
  31876. this.onDisposeObservable.remove(this._onDisposeObserver);
  31877. }
  31878. this._onDisposeObserver = this.onDisposeObservable.add(callback);
  31879. },
  31880. enumerable: true,
  31881. configurable: true
  31882. });
  31883. Object.defineProperty(BaseTexture.prototype, "isBlocking", {
  31884. /**
  31885. * Define if the texture is preventinga material to render or not.
  31886. * If not and the texture is not ready, the engine will use a default black texture instead.
  31887. */
  31888. get: function () {
  31889. return true;
  31890. },
  31891. enumerable: true,
  31892. configurable: true
  31893. });
  31894. /**
  31895. * Get the scene the texture belongs to.
  31896. * @returns the scene or null if undefined
  31897. */
  31898. BaseTexture.prototype.getScene = function () {
  31899. return this._scene;
  31900. };
  31901. /**
  31902. * Get the texture transform matrix used to offset tile the texture for istance.
  31903. * @returns the transformation matrix
  31904. */
  31905. BaseTexture.prototype.getTextureMatrix = function () {
  31906. return BABYLON.Matrix.IdentityReadOnly;
  31907. };
  31908. /**
  31909. * Get the texture reflection matrix used to rotate/transform the reflection.
  31910. * @returns the reflection matrix
  31911. */
  31912. BaseTexture.prototype.getReflectionTextureMatrix = function () {
  31913. return BABYLON.Matrix.IdentityReadOnly;
  31914. };
  31915. /**
  31916. * Get the underlying lower level texture from Babylon.
  31917. * @returns the insternal texture
  31918. */
  31919. BaseTexture.prototype.getInternalTexture = function () {
  31920. return this._texture;
  31921. };
  31922. /**
  31923. * Get if the texture is ready to be consumed (either it is ready or it is not blocking)
  31924. * @returns true if ready or not blocking
  31925. */
  31926. BaseTexture.prototype.isReadyOrNotBlocking = function () {
  31927. return !this.isBlocking || this.isReady();
  31928. };
  31929. /**
  31930. * Get if the texture is ready to be used (downloaded, converted, mip mapped...).
  31931. * @returns true if fully ready
  31932. */
  31933. BaseTexture.prototype.isReady = function () {
  31934. if (this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_NOTLOADED) {
  31935. this.delayLoad();
  31936. return false;
  31937. }
  31938. if (this._texture) {
  31939. return this._texture.isReady;
  31940. }
  31941. return false;
  31942. };
  31943. /**
  31944. * Get the size of the texture.
  31945. * @returns the texture size.
  31946. */
  31947. BaseTexture.prototype.getSize = function () {
  31948. if (this._texture) {
  31949. if (this._texture.width) {
  31950. this._cachedSize.width = this._texture.width;
  31951. this._cachedSize.height = this._texture.height;
  31952. return this._cachedSize;
  31953. }
  31954. if (this._texture._size) {
  31955. this._cachedSize.width = this._texture._size;
  31956. this._cachedSize.height = this._texture._size;
  31957. return this._cachedSize;
  31958. }
  31959. }
  31960. return this._cachedSize;
  31961. };
  31962. /**
  31963. * Get the base size of the texture.
  31964. * It can be different from the size if the texture has been resized for POT for instance
  31965. * @returns the base size
  31966. */
  31967. BaseTexture.prototype.getBaseSize = function () {
  31968. if (!this.isReady() || !this._texture) {
  31969. return BABYLON.Size.Zero();
  31970. }
  31971. if (this._texture._size) {
  31972. return new BABYLON.Size(this._texture._size, this._texture._size);
  31973. }
  31974. return new BABYLON.Size(this._texture.baseWidth, this._texture.baseHeight);
  31975. };
  31976. /**
  31977. * Update the sampling mode of the texture.
  31978. * Default is Trilinear mode.
  31979. *
  31980. * | Value | Type | Description |
  31981. * | ----- | ------------------ | ----------- |
  31982. * | 1 | NEAREST_SAMPLINGMODE or NEAREST_NEAREST_MIPLINEAR | Nearest is: mag = nearest, min = nearest, mip = linear |
  31983. * | 2 | BILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPNEAREST | Bilinear is: mag = linear, min = linear, mip = nearest |
  31984. * | 3 | TRILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPLINEAR | Trilinear is: mag = linear, min = linear, mip = linear |
  31985. * | 4 | NEAREST_NEAREST_MIPNEAREST | |
  31986. * | 5 | NEAREST_LINEAR_MIPNEAREST | |
  31987. * | 6 | NEAREST_LINEAR_MIPLINEAR | |
  31988. * | 7 | NEAREST_LINEAR | |
  31989. * | 8 | NEAREST_NEAREST | |
  31990. * | 9 | LINEAR_NEAREST_MIPNEAREST | |
  31991. * | 10 | LINEAR_NEAREST_MIPLINEAR | |
  31992. * | 11 | LINEAR_LINEAR | |
  31993. * | 12 | LINEAR_NEAREST | |
  31994. *
  31995. * > _mag_: magnification filter (close to the viewer)
  31996. * > _min_: minification filter (far from the viewer)
  31997. * > _mip_: filter used between mip map levels
  31998. *@param samplingMode Define the new sampling mode of the texture
  31999. */
  32000. BaseTexture.prototype.updateSamplingMode = function (samplingMode) {
  32001. if (!this._texture) {
  32002. return;
  32003. }
  32004. var scene = this.getScene();
  32005. if (!scene) {
  32006. return;
  32007. }
  32008. scene.getEngine().updateTextureSamplingMode(samplingMode, this._texture);
  32009. };
  32010. /**
  32011. * Scales the texture if is `canRescale()`
  32012. * @param ratio the resize factor we want to use to rescale
  32013. */
  32014. BaseTexture.prototype.scale = function (ratio) {
  32015. };
  32016. Object.defineProperty(BaseTexture.prototype, "canRescale", {
  32017. /**
  32018. * Get if the texture can rescale.
  32019. */
  32020. get: function () {
  32021. return false;
  32022. },
  32023. enumerable: true,
  32024. configurable: true
  32025. });
  32026. /** @hidden */
  32027. BaseTexture.prototype._getFromCache = function (url, noMipmap, sampling) {
  32028. if (!this._scene) {
  32029. return null;
  32030. }
  32031. var texturesCache = this._scene.getEngine().getLoadedTexturesCache();
  32032. for (var index = 0; index < texturesCache.length; index++) {
  32033. var texturesCacheEntry = texturesCache[index];
  32034. if (texturesCacheEntry.url === url && texturesCacheEntry.generateMipMaps === !noMipmap) {
  32035. if (!sampling || sampling === texturesCacheEntry.samplingMode) {
  32036. texturesCacheEntry.incrementReferences();
  32037. return texturesCacheEntry;
  32038. }
  32039. }
  32040. }
  32041. return null;
  32042. };
  32043. /** @hidden */
  32044. BaseTexture.prototype._rebuild = function () {
  32045. };
  32046. /**
  32047. * Triggers the load sequence in delayed load mode.
  32048. */
  32049. BaseTexture.prototype.delayLoad = function () {
  32050. };
  32051. /**
  32052. * Clones the texture.
  32053. * @returns the cloned texture
  32054. */
  32055. BaseTexture.prototype.clone = function () {
  32056. return null;
  32057. };
  32058. Object.defineProperty(BaseTexture.prototype, "textureType", {
  32059. /**
  32060. * Get the texture underlying type (INT, FLOAT...)
  32061. */
  32062. get: function () {
  32063. if (!this._texture) {
  32064. return BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  32065. }
  32066. return (this._texture.type !== undefined) ? this._texture.type : BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  32067. },
  32068. enumerable: true,
  32069. configurable: true
  32070. });
  32071. Object.defineProperty(BaseTexture.prototype, "textureFormat", {
  32072. /**
  32073. * Get the texture underlying format (RGB, RGBA...)
  32074. */
  32075. get: function () {
  32076. if (!this._texture) {
  32077. return BABYLON.Engine.TEXTUREFORMAT_RGBA;
  32078. }
  32079. return (this._texture.format !== undefined) ? this._texture.format : BABYLON.Engine.TEXTUREFORMAT_RGBA;
  32080. },
  32081. enumerable: true,
  32082. configurable: true
  32083. });
  32084. /**
  32085. * Reads the pixels stored in the webgl texture and returns them as an ArrayBuffer.
  32086. * This will returns an RGBA array buffer containing either in values (0-255) or
  32087. * float values (0-1) depending of the underlying buffer type.
  32088. * @param faceIndex defines the face of the texture to read (in case of cube texture)
  32089. * @param level defines the LOD level of the texture to read (in case of Mip Maps)
  32090. * @param buffer defines a user defined buffer to fill with data (can be null)
  32091. * @returns The Array buffer containing the pixels data.
  32092. */
  32093. BaseTexture.prototype.readPixels = function (faceIndex, level, buffer) {
  32094. if (faceIndex === void 0) { faceIndex = 0; }
  32095. if (level === void 0) { level = 0; }
  32096. if (buffer === void 0) { buffer = null; }
  32097. if (!this._texture) {
  32098. return null;
  32099. }
  32100. var size = this.getSize();
  32101. var width = size.width;
  32102. var height = size.height;
  32103. var scene = this.getScene();
  32104. if (!scene) {
  32105. return null;
  32106. }
  32107. var engine = scene.getEngine();
  32108. if (level != 0) {
  32109. width = width / Math.pow(2, level);
  32110. height = height / Math.pow(2, level);
  32111. width = Math.round(width);
  32112. height = Math.round(height);
  32113. }
  32114. if (this._texture.isCube) {
  32115. return engine._readTexturePixels(this._texture, width, height, faceIndex, level, buffer);
  32116. }
  32117. return engine._readTexturePixels(this._texture, width, height, -1, level, buffer);
  32118. };
  32119. /**
  32120. * Release and destroy the underlying lower level texture aka internalTexture.
  32121. */
  32122. BaseTexture.prototype.releaseInternalTexture = function () {
  32123. if (this._texture) {
  32124. this._texture.dispose();
  32125. this._texture = null;
  32126. }
  32127. };
  32128. Object.defineProperty(BaseTexture.prototype, "sphericalPolynomial", {
  32129. /**
  32130. * Get the polynomial representation of the texture data.
  32131. * This is mainly use as a fast way to recover IBL Diffuse irradiance data.
  32132. * @see https://learnopengl.com/PBR/IBL/Diffuse-irradiance
  32133. */
  32134. get: function () {
  32135. if (!this._texture || !BABYLON.CubeMapToSphericalPolynomialTools || !this.isReady()) {
  32136. return null;
  32137. }
  32138. if (!this._texture._sphericalPolynomial) {
  32139. this._texture._sphericalPolynomial =
  32140. BABYLON.CubeMapToSphericalPolynomialTools.ConvertCubeMapTextureToSphericalPolynomial(this);
  32141. }
  32142. return this._texture._sphericalPolynomial;
  32143. },
  32144. set: function (value) {
  32145. if (this._texture) {
  32146. this._texture._sphericalPolynomial = value;
  32147. }
  32148. },
  32149. enumerable: true,
  32150. configurable: true
  32151. });
  32152. Object.defineProperty(BaseTexture.prototype, "_lodTextureHigh", {
  32153. /** @hidden */
  32154. get: function () {
  32155. if (this._texture) {
  32156. return this._texture._lodTextureHigh;
  32157. }
  32158. return null;
  32159. },
  32160. enumerable: true,
  32161. configurable: true
  32162. });
  32163. Object.defineProperty(BaseTexture.prototype, "_lodTextureMid", {
  32164. /** @hidden */
  32165. get: function () {
  32166. if (this._texture) {
  32167. return this._texture._lodTextureMid;
  32168. }
  32169. return null;
  32170. },
  32171. enumerable: true,
  32172. configurable: true
  32173. });
  32174. Object.defineProperty(BaseTexture.prototype, "_lodTextureLow", {
  32175. /** @hidden */
  32176. get: function () {
  32177. if (this._texture) {
  32178. return this._texture._lodTextureLow;
  32179. }
  32180. return null;
  32181. },
  32182. enumerable: true,
  32183. configurable: true
  32184. });
  32185. /**
  32186. * Dispose the texture and release its associated resources.
  32187. */
  32188. BaseTexture.prototype.dispose = function () {
  32189. if (!this._scene) {
  32190. return;
  32191. }
  32192. // Animations
  32193. this._scene.stopAnimation(this);
  32194. // Remove from scene
  32195. this._scene._removePendingData(this);
  32196. var index = this._scene.textures.indexOf(this);
  32197. if (index >= 0) {
  32198. this._scene.textures.splice(index, 1);
  32199. }
  32200. this._scene.onTextureRemovedObservable.notifyObservers(this);
  32201. if (this._texture === undefined) {
  32202. return;
  32203. }
  32204. // Release
  32205. this.releaseInternalTexture();
  32206. // Callback
  32207. this.onDisposeObservable.notifyObservers(this);
  32208. this.onDisposeObservable.clear();
  32209. };
  32210. /**
  32211. * Serialize the texture into a JSON representation that can be parsed later on.
  32212. * @returns the JSON representation of the texture
  32213. */
  32214. BaseTexture.prototype.serialize = function () {
  32215. if (!this.name) {
  32216. return null;
  32217. }
  32218. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  32219. // Animations
  32220. BABYLON.Animation.AppendSerializedAnimations(this, serializationObject);
  32221. return serializationObject;
  32222. };
  32223. /**
  32224. * Helper function to be called back once a list of texture contains only ready textures.
  32225. * @param textures Define the list of textures to wait for
  32226. * @param callback Define the callback triggered once the entire list will be ready
  32227. */
  32228. BaseTexture.WhenAllReady = function (textures, callback) {
  32229. var numRemaining = textures.length;
  32230. if (numRemaining === 0) {
  32231. callback();
  32232. return;
  32233. }
  32234. var _loop_1 = function () {
  32235. texture = textures[i];
  32236. if (texture.isReady()) {
  32237. if (--numRemaining === 0) {
  32238. callback();
  32239. }
  32240. }
  32241. else {
  32242. onLoadObservable = texture.onLoadObservable;
  32243. var onLoadCallback_1 = function () {
  32244. onLoadObservable.removeCallback(onLoadCallback_1);
  32245. if (--numRemaining === 0) {
  32246. callback();
  32247. }
  32248. };
  32249. onLoadObservable.add(onLoadCallback_1);
  32250. }
  32251. };
  32252. var texture, onLoadObservable;
  32253. for (var i = 0; i < textures.length; i++) {
  32254. _loop_1();
  32255. }
  32256. };
  32257. /**
  32258. * Default anisotropic filtering level for the application.
  32259. * It is set to 4 as a good tradeoff between perf and quality.
  32260. */
  32261. BaseTexture.DEFAULT_ANISOTROPIC_FILTERING_LEVEL = 4;
  32262. __decorate([
  32263. BABYLON.serialize()
  32264. ], BaseTexture.prototype, "uniqueId", void 0);
  32265. __decorate([
  32266. BABYLON.serialize()
  32267. ], BaseTexture.prototype, "name", void 0);
  32268. __decorate([
  32269. BABYLON.serialize()
  32270. ], BaseTexture.prototype, "metadata", void 0);
  32271. __decorate([
  32272. BABYLON.serialize("hasAlpha")
  32273. ], BaseTexture.prototype, "_hasAlpha", void 0);
  32274. __decorate([
  32275. BABYLON.serialize()
  32276. ], BaseTexture.prototype, "getAlphaFromRGB", void 0);
  32277. __decorate([
  32278. BABYLON.serialize()
  32279. ], BaseTexture.prototype, "level", void 0);
  32280. __decorate([
  32281. BABYLON.serialize()
  32282. ], BaseTexture.prototype, "coordinatesIndex", void 0);
  32283. __decorate([
  32284. BABYLON.serialize("coordinatesMode")
  32285. ], BaseTexture.prototype, "_coordinatesMode", void 0);
  32286. __decorate([
  32287. BABYLON.serialize()
  32288. ], BaseTexture.prototype, "wrapU", void 0);
  32289. __decorate([
  32290. BABYLON.serialize()
  32291. ], BaseTexture.prototype, "wrapV", void 0);
  32292. __decorate([
  32293. BABYLON.serialize()
  32294. ], BaseTexture.prototype, "wrapR", void 0);
  32295. __decorate([
  32296. BABYLON.serialize()
  32297. ], BaseTexture.prototype, "anisotropicFilteringLevel", void 0);
  32298. __decorate([
  32299. BABYLON.serialize()
  32300. ], BaseTexture.prototype, "isCube", null);
  32301. __decorate([
  32302. BABYLON.serialize()
  32303. ], BaseTexture.prototype, "is3D", null);
  32304. __decorate([
  32305. BABYLON.serialize()
  32306. ], BaseTexture.prototype, "gammaSpace", void 0);
  32307. __decorate([
  32308. BABYLON.serialize()
  32309. ], BaseTexture.prototype, "invertZ", void 0);
  32310. __decorate([
  32311. BABYLON.serialize()
  32312. ], BaseTexture.prototype, "lodLevelInAlpha", void 0);
  32313. __decorate([
  32314. BABYLON.serialize()
  32315. ], BaseTexture.prototype, "lodGenerationOffset", null);
  32316. __decorate([
  32317. BABYLON.serialize()
  32318. ], BaseTexture.prototype, "lodGenerationScale", null);
  32319. __decorate([
  32320. BABYLON.serialize()
  32321. ], BaseTexture.prototype, "isRenderTarget", void 0);
  32322. return BaseTexture;
  32323. }());
  32324. BABYLON.BaseTexture = BaseTexture;
  32325. })(BABYLON || (BABYLON = {}));
  32326. //# sourceMappingURL=babylon.baseTexture.js.map
  32327. var BABYLON;
  32328. (function (BABYLON) {
  32329. /**
  32330. * This represents a texture in babylon. It can be easily loaded from a network, base64 or html input.
  32331. * @see http://doc.babylonjs.com/babylon101/materials#texture
  32332. */
  32333. var Texture = /** @class */ (function (_super) {
  32334. __extends(Texture, _super);
  32335. /**
  32336. * Instantiates a new texture.
  32337. * This represents a texture in babylon. It can be easily loaded from a network, base64 or html input.
  32338. * @see http://doc.babylonjs.com/babylon101/materials#texture
  32339. * @param url define the url of the picture to load as a texture
  32340. * @param scene define the scene the texture will belong to
  32341. * @param noMipmap define if the texture will require mip maps or not
  32342. * @param invertY define if the texture needs to be inverted on the y axis during loading
  32343. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  32344. * @param onLoad define a callback triggered when the texture has been loaded
  32345. * @param onError define a callback triggered when an error occurred during the loading session
  32346. * @param buffer define the buffer to load the texture from in case the texture is loaded from a buffer representation
  32347. * @param deleteBuffer define if the buffer we are loading the texture from should be deleted after load
  32348. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  32349. */
  32350. function Texture(url, scene, noMipmap, invertY, samplingMode, onLoad, onError, buffer, deleteBuffer, format) {
  32351. if (noMipmap === void 0) { noMipmap = false; }
  32352. if (invertY === void 0) { invertY = true; }
  32353. if (samplingMode === void 0) { samplingMode = Texture.TRILINEAR_SAMPLINGMODE; }
  32354. if (onLoad === void 0) { onLoad = null; }
  32355. if (onError === void 0) { onError = null; }
  32356. if (buffer === void 0) { buffer = null; }
  32357. if (deleteBuffer === void 0) { deleteBuffer = false; }
  32358. var _this = _super.call(this, scene) || this;
  32359. /**
  32360. * Define an offset on the texture to offset the u coordinates of the UVs
  32361. * @see http://doc.babylonjs.com/how_to/more_materials#offsetting
  32362. */
  32363. _this.uOffset = 0;
  32364. /**
  32365. * Define an offset on the texture to offset the v coordinates of the UVs
  32366. * @see http://doc.babylonjs.com/how_to/more_materials#offsetting
  32367. */
  32368. _this.vOffset = 0;
  32369. /**
  32370. * Define an offset on the texture to scale the u coordinates of the UVs
  32371. * @see http://doc.babylonjs.com/how_to/more_materials#tiling
  32372. */
  32373. _this.uScale = 1.0;
  32374. /**
  32375. * Define an offset on the texture to scale the v coordinates of the UVs
  32376. * @see http://doc.babylonjs.com/how_to/more_materials#tiling
  32377. */
  32378. _this.vScale = 1.0;
  32379. /**
  32380. * Define an offset on the texture to rotate around the u coordinates of the UVs
  32381. * @see http://doc.babylonjs.com/how_to/more_materials
  32382. */
  32383. _this.uAng = 0;
  32384. /**
  32385. * Define an offset on the texture to rotate around the v coordinates of the UVs
  32386. * @see http://doc.babylonjs.com/how_to/more_materials
  32387. */
  32388. _this.vAng = 0;
  32389. /**
  32390. * Define an offset on the texture to rotate around the w coordinates of the UVs (in case of 3d texture)
  32391. * @see http://doc.babylonjs.com/how_to/more_materials
  32392. */
  32393. _this.wAng = 0;
  32394. /**
  32395. * Defines the center of rotation (U)
  32396. */
  32397. _this.uRotationCenter = 0.5;
  32398. /**
  32399. * Defines the center of rotation (V)
  32400. */
  32401. _this.vRotationCenter = 0.5;
  32402. /**
  32403. * Defines the center of rotation (W)
  32404. */
  32405. _this.wRotationCenter = 0.5;
  32406. /** @hidden */
  32407. _this._initialSamplingMode = Texture.BILINEAR_SAMPLINGMODE;
  32408. /**
  32409. * Observable triggered once the texture has been loaded.
  32410. */
  32411. _this.onLoadObservable = new BABYLON.Observable();
  32412. _this._isBlocking = true;
  32413. _this.name = url || "";
  32414. _this.url = url;
  32415. _this._noMipmap = noMipmap;
  32416. _this._invertY = invertY;
  32417. _this._initialSamplingMode = samplingMode;
  32418. _this._buffer = buffer;
  32419. _this._deleteBuffer = deleteBuffer;
  32420. if (format) {
  32421. _this._format = format;
  32422. }
  32423. scene = _this.getScene();
  32424. if (!scene) {
  32425. return _this;
  32426. }
  32427. scene.getEngine().onBeforeTextureInitObservable.notifyObservers(_this);
  32428. var load = function () {
  32429. if (_this._texture && _this._texture._invertVScale) {
  32430. _this.vScale *= -1;
  32431. }
  32432. if (_this.onLoadObservable.hasObservers()) {
  32433. _this.onLoadObservable.notifyObservers(_this);
  32434. }
  32435. if (onLoad) {
  32436. onLoad();
  32437. }
  32438. if (!_this.isBlocking && scene) {
  32439. scene.resetCachedMaterial();
  32440. }
  32441. };
  32442. if (!_this.url) {
  32443. _this._delayedOnLoad = load;
  32444. _this._delayedOnError = onError;
  32445. return _this;
  32446. }
  32447. _this._texture = _this._getFromCache(_this.url, noMipmap, samplingMode);
  32448. if (!_this._texture) {
  32449. if (!scene.useDelayedTextureLoading) {
  32450. _this._texture = scene.getEngine().createTexture(_this.url, noMipmap, invertY, scene, samplingMode, load, onError, _this._buffer, undefined, _this._format);
  32451. if (deleteBuffer) {
  32452. delete _this._buffer;
  32453. }
  32454. }
  32455. else {
  32456. _this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  32457. _this._delayedOnLoad = load;
  32458. _this._delayedOnError = onError;
  32459. }
  32460. }
  32461. else {
  32462. if (_this._texture.isReady) {
  32463. BABYLON.Tools.SetImmediate(function () { return load(); });
  32464. }
  32465. else {
  32466. _this._texture.onLoadedObservable.add(load);
  32467. }
  32468. }
  32469. return _this;
  32470. }
  32471. Object.defineProperty(Texture.prototype, "noMipmap", {
  32472. /**
  32473. * Are mip maps generated for this texture or not.
  32474. */
  32475. get: function () {
  32476. return this._noMipmap;
  32477. },
  32478. enumerable: true,
  32479. configurable: true
  32480. });
  32481. Object.defineProperty(Texture.prototype, "isBlocking", {
  32482. get: function () {
  32483. return this._isBlocking;
  32484. },
  32485. /**
  32486. * Is the texture preventing material to render while loading.
  32487. * If false, a default texture will be used instead of the loading one during the preparation step.
  32488. */
  32489. set: function (value) {
  32490. this._isBlocking = value;
  32491. },
  32492. enumerable: true,
  32493. configurable: true
  32494. });
  32495. Object.defineProperty(Texture.prototype, "samplingMode", {
  32496. /**
  32497. * Get the current sampling mode associated with the texture.
  32498. */
  32499. get: function () {
  32500. if (!this._texture) {
  32501. return this._initialSamplingMode;
  32502. }
  32503. return this._texture.samplingMode;
  32504. },
  32505. enumerable: true,
  32506. configurable: true
  32507. });
  32508. Object.defineProperty(Texture.prototype, "invertY", {
  32509. /**
  32510. * Gets a boolean indicating if the texture needs to be inverted on the y axis during loading
  32511. */
  32512. get: function () {
  32513. return this._invertY;
  32514. },
  32515. enumerable: true,
  32516. configurable: true
  32517. });
  32518. /**
  32519. * Update the url (and optional buffer) of this texture if url was null during construction.
  32520. * @param url the url of the texture
  32521. * @param buffer the buffer of the texture (defaults to null)
  32522. * @param onLoad callback called when the texture is loaded (defaults to null)
  32523. */
  32524. Texture.prototype.updateURL = function (url, buffer, onLoad) {
  32525. if (buffer === void 0) { buffer = null; }
  32526. if (this.url) {
  32527. this.releaseInternalTexture();
  32528. this.getScene().markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  32529. }
  32530. this.url = url;
  32531. this._buffer = buffer;
  32532. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  32533. if (onLoad) {
  32534. this._delayedOnLoad = onLoad;
  32535. }
  32536. this.delayLoad();
  32537. };
  32538. /**
  32539. * Finish the loading sequence of a texture flagged as delayed load.
  32540. * @hidden
  32541. */
  32542. Texture.prototype.delayLoad = function () {
  32543. if (this.delayLoadState !== BABYLON.Engine.DELAYLOADSTATE_NOTLOADED) {
  32544. return;
  32545. }
  32546. var scene = this.getScene();
  32547. if (!scene) {
  32548. return;
  32549. }
  32550. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADED;
  32551. this._texture = this._getFromCache(this.url, this._noMipmap, this.samplingMode);
  32552. if (!this._texture) {
  32553. this._texture = scene.getEngine().createTexture(this.url, this._noMipmap, this._invertY, scene, this.samplingMode, this._delayedOnLoad, this._delayedOnError, this._buffer, null, this._format);
  32554. if (this._deleteBuffer) {
  32555. delete this._buffer;
  32556. }
  32557. }
  32558. else {
  32559. if (this._delayedOnLoad) {
  32560. if (this._texture.isReady) {
  32561. BABYLON.Tools.SetImmediate(this._delayedOnLoad);
  32562. }
  32563. else {
  32564. this._texture.onLoadedObservable.add(this._delayedOnLoad);
  32565. }
  32566. }
  32567. }
  32568. this._delayedOnLoad = null;
  32569. this._delayedOnError = null;
  32570. };
  32571. Texture.prototype._prepareRowForTextureGeneration = function (x, y, z, t) {
  32572. x *= this.uScale;
  32573. y *= this.vScale;
  32574. x -= this.uRotationCenter * this.uScale;
  32575. y -= this.vRotationCenter * this.vScale;
  32576. z -= this.wRotationCenter;
  32577. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(x, y, z, this._rowGenerationMatrix, t);
  32578. t.x += this.uRotationCenter * this.uScale + this.uOffset;
  32579. t.y += this.vRotationCenter * this.vScale + this.vOffset;
  32580. t.z += this.wRotationCenter;
  32581. };
  32582. /**
  32583. * Get the current texture matrix which includes the requested offsetting, tiling and rotation components.
  32584. * @returns the transform matrix of the texture.
  32585. */
  32586. Texture.prototype.getTextureMatrix = function () {
  32587. var _this = this;
  32588. if (this.uOffset === this._cachedUOffset &&
  32589. this.vOffset === this._cachedVOffset &&
  32590. this.uScale === this._cachedUScale &&
  32591. this.vScale === this._cachedVScale &&
  32592. this.uAng === this._cachedUAng &&
  32593. this.vAng === this._cachedVAng &&
  32594. this.wAng === this._cachedWAng) {
  32595. return this._cachedTextureMatrix;
  32596. }
  32597. this._cachedUOffset = this.uOffset;
  32598. this._cachedVOffset = this.vOffset;
  32599. this._cachedUScale = this.uScale;
  32600. this._cachedVScale = this.vScale;
  32601. this._cachedUAng = this.uAng;
  32602. this._cachedVAng = this.vAng;
  32603. this._cachedWAng = this.wAng;
  32604. if (!this._cachedTextureMatrix) {
  32605. this._cachedTextureMatrix = BABYLON.Matrix.Zero();
  32606. this._rowGenerationMatrix = new BABYLON.Matrix();
  32607. this._t0 = BABYLON.Vector3.Zero();
  32608. this._t1 = BABYLON.Vector3.Zero();
  32609. this._t2 = BABYLON.Vector3.Zero();
  32610. }
  32611. BABYLON.Matrix.RotationYawPitchRollToRef(this.vAng, this.uAng, this.wAng, this._rowGenerationMatrix);
  32612. this._prepareRowForTextureGeneration(0, 0, 0, this._t0);
  32613. this._prepareRowForTextureGeneration(1.0, 0, 0, this._t1);
  32614. this._prepareRowForTextureGeneration(0, 1.0, 0, this._t2);
  32615. this._t1.subtractInPlace(this._t0);
  32616. this._t2.subtractInPlace(this._t0);
  32617. BABYLON.Matrix.FromValuesToRef(this._t1.x, this._t1.y, this._t1.z, 0.0, this._t2.x, this._t2.y, this._t2.z, 0.0, this._t0.x, this._t0.y, this._t0.z, 0.0, 0.0, 0.0, 0.0, 1.0, this._cachedTextureMatrix);
  32618. var scene = this.getScene();
  32619. if (!scene) {
  32620. return this._cachedTextureMatrix;
  32621. }
  32622. scene.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag, function (mat) {
  32623. return mat.hasTexture(_this);
  32624. });
  32625. return this._cachedTextureMatrix;
  32626. };
  32627. /**
  32628. * Get the current matrix used to apply reflection. This is useful to rotate an environment texture for instance.
  32629. * @returns The reflection texture transform
  32630. */
  32631. Texture.prototype.getReflectionTextureMatrix = function () {
  32632. var _this = this;
  32633. var scene = this.getScene();
  32634. if (!scene) {
  32635. return this._cachedTextureMatrix;
  32636. }
  32637. if (this.uOffset === this._cachedUOffset &&
  32638. this.vOffset === this._cachedVOffset &&
  32639. this.uScale === this._cachedUScale &&
  32640. this.vScale === this._cachedVScale &&
  32641. this.coordinatesMode === this._cachedCoordinatesMode) {
  32642. if (this.coordinatesMode === Texture.PROJECTION_MODE) {
  32643. if (this._cachedProjectionMatrixId === scene.getProjectionMatrix().updateFlag) {
  32644. return this._cachedTextureMatrix;
  32645. }
  32646. }
  32647. else {
  32648. return this._cachedTextureMatrix;
  32649. }
  32650. }
  32651. if (!this._cachedTextureMatrix) {
  32652. this._cachedTextureMatrix = BABYLON.Matrix.Zero();
  32653. }
  32654. if (!this._projectionModeMatrix) {
  32655. this._projectionModeMatrix = BABYLON.Matrix.Zero();
  32656. }
  32657. this._cachedUOffset = this.uOffset;
  32658. this._cachedVOffset = this.vOffset;
  32659. this._cachedUScale = this.uScale;
  32660. this._cachedVScale = this.vScale;
  32661. this._cachedCoordinatesMode = this.coordinatesMode;
  32662. switch (this.coordinatesMode) {
  32663. case Texture.PLANAR_MODE:
  32664. BABYLON.Matrix.IdentityToRef(this._cachedTextureMatrix);
  32665. this._cachedTextureMatrix[0] = this.uScale;
  32666. this._cachedTextureMatrix[5] = this.vScale;
  32667. this._cachedTextureMatrix[12] = this.uOffset;
  32668. this._cachedTextureMatrix[13] = this.vOffset;
  32669. break;
  32670. case Texture.PROJECTION_MODE:
  32671. BABYLON.Matrix.FromValuesToRef(0.5, 0.0, 0.0, 0.0, 0.0, -0.5, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.5, 0.5, 1.0, 1.0, this._projectionModeMatrix);
  32672. var projectionMatrix = scene.getProjectionMatrix();
  32673. this._cachedProjectionMatrixId = projectionMatrix.updateFlag;
  32674. projectionMatrix.multiplyToRef(this._projectionModeMatrix, this._cachedTextureMatrix);
  32675. break;
  32676. default:
  32677. BABYLON.Matrix.IdentityToRef(this._cachedTextureMatrix);
  32678. break;
  32679. }
  32680. scene.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag, function (mat) {
  32681. return (mat.getActiveTextures().indexOf(_this) !== -1);
  32682. });
  32683. return this._cachedTextureMatrix;
  32684. };
  32685. /**
  32686. * Clones the texture.
  32687. * @returns the cloned texture
  32688. */
  32689. Texture.prototype.clone = function () {
  32690. var _this = this;
  32691. return BABYLON.SerializationHelper.Clone(function () {
  32692. return new Texture(_this._texture ? _this._texture.url : null, _this.getScene(), _this._noMipmap, _this._invertY, _this.samplingMode);
  32693. }, this);
  32694. };
  32695. /**
  32696. * Serialize the texture to a JSON representation we can easily use in the resepective Parse function.
  32697. * @returns The JSON representation of the texture
  32698. */
  32699. Texture.prototype.serialize = function () {
  32700. var serializationObject = _super.prototype.serialize.call(this);
  32701. if (typeof this._buffer === "string" && this._buffer.substr(0, 5) === "data:") {
  32702. serializationObject.base64String = this._buffer;
  32703. serializationObject.name = serializationObject.name.replace("data:", "");
  32704. }
  32705. serializationObject.invertY = this._invertY;
  32706. serializationObject.samplingMode = this.samplingMode;
  32707. return serializationObject;
  32708. };
  32709. /**
  32710. * Get the current class name of the texture useful for serialization or dynamic coding.
  32711. * @returns "Texture"
  32712. */
  32713. Texture.prototype.getClassName = function () {
  32714. return "Texture";
  32715. };
  32716. /**
  32717. * Dispose the texture and release its associated resources.
  32718. */
  32719. Texture.prototype.dispose = function () {
  32720. _super.prototype.dispose.call(this);
  32721. this.onLoadObservable.clear();
  32722. this._delayedOnLoad = null;
  32723. this._delayedOnError = null;
  32724. };
  32725. /**
  32726. * Parse the JSON representation of a texture in order to recreate the texture in the given scene.
  32727. * @param parsedTexture Define the JSON representation of the texture
  32728. * @param scene Define the scene the parsed texture should be instantiated in
  32729. * @param rootUrl Define the root url of the parsing sequence in the case of relative dependencies
  32730. * @returns The parsed texture if successful
  32731. */
  32732. Texture.Parse = function (parsedTexture, scene, rootUrl) {
  32733. if (parsedTexture.customType) {
  32734. var customTexture = BABYLON.Tools.Instantiate(parsedTexture.customType);
  32735. // Update Sampling Mode
  32736. var parsedCustomTexture = customTexture.Parse(parsedTexture, scene, rootUrl);
  32737. if (parsedTexture.samplingMode && parsedCustomTexture.updateSamplingMode && parsedCustomTexture._samplingMode) {
  32738. if (parsedCustomTexture._samplingMode !== parsedTexture.samplingMode) {
  32739. parsedCustomTexture.updateSamplingMode(parsedTexture.samplingMode);
  32740. }
  32741. }
  32742. return parsedCustomTexture;
  32743. }
  32744. if (parsedTexture.isCube && !parsedTexture.isRenderTarget) {
  32745. return BABYLON.CubeTexture.Parse(parsedTexture, scene, rootUrl);
  32746. }
  32747. if (!parsedTexture.name && !parsedTexture.isRenderTarget) {
  32748. return null;
  32749. }
  32750. var texture = BABYLON.SerializationHelper.Parse(function () {
  32751. var generateMipMaps = true;
  32752. if (parsedTexture.noMipmap) {
  32753. generateMipMaps = false;
  32754. }
  32755. if (parsedTexture.mirrorPlane) {
  32756. var mirrorTexture = new BABYLON.MirrorTexture(parsedTexture.name, parsedTexture.renderTargetSize, scene, generateMipMaps);
  32757. mirrorTexture._waitingRenderList = parsedTexture.renderList;
  32758. mirrorTexture.mirrorPlane = BABYLON.Plane.FromArray(parsedTexture.mirrorPlane);
  32759. return mirrorTexture;
  32760. }
  32761. else if (parsedTexture.isRenderTarget) {
  32762. var renderTargetTexture = null;
  32763. if (parsedTexture.isCube) {
  32764. // Search for an existing reflection probe (which contains a cube render target texture)
  32765. if (scene.reflectionProbes) {
  32766. for (var index = 0; index < scene.reflectionProbes.length; index++) {
  32767. var probe = scene.reflectionProbes[index];
  32768. if (probe.name === parsedTexture.name) {
  32769. return probe.cubeTexture;
  32770. }
  32771. }
  32772. }
  32773. }
  32774. else {
  32775. renderTargetTexture = new BABYLON.RenderTargetTexture(parsedTexture.name, parsedTexture.renderTargetSize, scene, generateMipMaps);
  32776. renderTargetTexture._waitingRenderList = parsedTexture.renderList;
  32777. }
  32778. return renderTargetTexture;
  32779. }
  32780. else {
  32781. var texture;
  32782. if (parsedTexture.base64String) {
  32783. texture = Texture.CreateFromBase64String(parsedTexture.base64String, parsedTexture.name, scene, !generateMipMaps);
  32784. }
  32785. else {
  32786. var url = rootUrl + parsedTexture.name;
  32787. if (Texture.UseSerializedUrlIfAny && parsedTexture.url) {
  32788. url = parsedTexture.url;
  32789. }
  32790. texture = new Texture(url, scene, !generateMipMaps, parsedTexture.invertY);
  32791. }
  32792. return texture;
  32793. }
  32794. }, parsedTexture, scene);
  32795. // Update Sampling Mode
  32796. if (parsedTexture.samplingMode) {
  32797. var sampling = parsedTexture.samplingMode;
  32798. if (texture && texture.samplingMode !== sampling) {
  32799. texture.updateSamplingMode(sampling);
  32800. }
  32801. }
  32802. // Animations
  32803. if (texture && parsedTexture.animations) {
  32804. for (var animationIndex = 0; animationIndex < parsedTexture.animations.length; animationIndex++) {
  32805. var parsedAnimation = parsedTexture.animations[animationIndex];
  32806. texture.animations.push(BABYLON.Animation.Parse(parsedAnimation));
  32807. }
  32808. }
  32809. return texture;
  32810. };
  32811. /**
  32812. * Creates a texture from its base 64 representation.
  32813. * @param data Define the base64 payload without the data: prefix
  32814. * @param name Define the name of the texture in the scene useful fo caching purpose for instance
  32815. * @param scene Define the scene the texture should belong to
  32816. * @param noMipmap Forces the texture to not create mip map information if true
  32817. * @param invertY define if the texture needs to be inverted on the y axis during loading
  32818. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  32819. * @param onLoad define a callback triggered when the texture has been loaded
  32820. * @param onError define a callback triggered when an error occurred during the loading session
  32821. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  32822. * @returns the created texture
  32823. */
  32824. Texture.CreateFromBase64String = function (data, name, scene, noMipmap, invertY, samplingMode, onLoad, onError, format) {
  32825. if (samplingMode === void 0) { samplingMode = Texture.TRILINEAR_SAMPLINGMODE; }
  32826. if (onLoad === void 0) { onLoad = null; }
  32827. if (onError === void 0) { onError = null; }
  32828. if (format === void 0) { format = BABYLON.Engine.TEXTUREFORMAT_RGBA; }
  32829. return new Texture("data:" + name, scene, noMipmap, invertY, samplingMode, onLoad, onError, data, false, format);
  32830. };
  32831. /**
  32832. * Creates a texture from its data: representation. (data: will be added in case only the payload has been passed in)
  32833. * @param data Define the base64 payload without the data: prefix
  32834. * @param name Define the name of the texture in the scene useful fo caching purpose for instance
  32835. * @param buffer define the buffer to load the texture from in case the texture is loaded from a buffer representation
  32836. * @param scene Define the scene the texture should belong to
  32837. * @param deleteBuffer define if the buffer we are loading the texture from should be deleted after load
  32838. * @param noMipmap Forces the texture to not create mip map information if true
  32839. * @param invertY define if the texture needs to be inverted on the y axis during loading
  32840. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  32841. * @param onLoad define a callback triggered when the texture has been loaded
  32842. * @param onError define a callback triggered when an error occurred during the loading session
  32843. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  32844. * @returns the created texture
  32845. */
  32846. Texture.LoadFromDataString = function (name, buffer, scene, deleteBuffer, noMipmap, invertY, samplingMode, onLoad, onError, format) {
  32847. if (deleteBuffer === void 0) { deleteBuffer = false; }
  32848. if (noMipmap === void 0) { noMipmap = false; }
  32849. if (invertY === void 0) { invertY = true; }
  32850. if (samplingMode === void 0) { samplingMode = Texture.TRILINEAR_SAMPLINGMODE; }
  32851. if (onLoad === void 0) { onLoad = null; }
  32852. if (onError === void 0) { onError = null; }
  32853. if (format === void 0) { format = BABYLON.Engine.TEXTUREFORMAT_RGBA; }
  32854. if (name.substr(0, 5) !== "data:") {
  32855. name = "data:" + name;
  32856. }
  32857. return new Texture(name, scene, noMipmap, invertY, samplingMode, onLoad, onError, buffer, deleteBuffer, format);
  32858. };
  32859. /** nearest is mag = nearest and min = nearest and mip = linear */
  32860. Texture.NEAREST_SAMPLINGMODE = BABYLON.Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  32861. /** nearest is mag = nearest and min = nearest and mip = linear */
  32862. Texture.NEAREST_NEAREST_MIPLINEAR = BABYLON.Engine.TEXTURE_NEAREST_NEAREST_MIPLINEAR; // nearest is mag = nearest and min = nearest and mip = linear
  32863. /** Bilinear is mag = linear and min = linear and mip = nearest */
  32864. Texture.BILINEAR_SAMPLINGMODE = BABYLON.Engine.TEXTURE_BILINEAR_SAMPLINGMODE;
  32865. /** Bilinear is mag = linear and min = linear and mip = nearest */
  32866. Texture.LINEAR_LINEAR_MIPNEAREST = BABYLON.Engine.TEXTURE_LINEAR_LINEAR_MIPNEAREST; // Bilinear is mag = linear and min = linear and mip = nearest
  32867. /** Trilinear is mag = linear and min = linear and mip = linear */
  32868. Texture.TRILINEAR_SAMPLINGMODE = BABYLON.Engine.TEXTURE_TRILINEAR_SAMPLINGMODE;
  32869. /** Trilinear is mag = linear and min = linear and mip = linear */
  32870. Texture.LINEAR_LINEAR_MIPLINEAR = BABYLON.Engine.TEXTURE_LINEAR_LINEAR_MIPLINEAR; // Trilinear is mag = linear and min = linear and mip = linear
  32871. /** mag = nearest and min = nearest and mip = nearest */
  32872. Texture.NEAREST_NEAREST_MIPNEAREST = BABYLON.Engine.TEXTURE_NEAREST_NEAREST_MIPNEAREST;
  32873. /** mag = nearest and min = linear and mip = nearest */
  32874. Texture.NEAREST_LINEAR_MIPNEAREST = BABYLON.Engine.TEXTURE_NEAREST_LINEAR_MIPNEAREST;
  32875. /** mag = nearest and min = linear and mip = linear */
  32876. Texture.NEAREST_LINEAR_MIPLINEAR = BABYLON.Engine.TEXTURE_NEAREST_LINEAR_MIPLINEAR;
  32877. /** mag = nearest and min = linear and mip = none */
  32878. Texture.NEAREST_LINEAR = BABYLON.Engine.TEXTURE_NEAREST_LINEAR;
  32879. /** mag = nearest and min = nearest and mip = none */
  32880. Texture.NEAREST_NEAREST = BABYLON.Engine.TEXTURE_NEAREST_NEAREST;
  32881. /** mag = linear and min = nearest and mip = nearest */
  32882. Texture.LINEAR_NEAREST_MIPNEAREST = BABYLON.Engine.TEXTURE_LINEAR_NEAREST_MIPNEAREST;
  32883. /** mag = linear and min = nearest and mip = linear */
  32884. Texture.LINEAR_NEAREST_MIPLINEAR = BABYLON.Engine.TEXTURE_LINEAR_NEAREST_MIPLINEAR;
  32885. /** mag = linear and min = linear and mip = none */
  32886. Texture.LINEAR_LINEAR = BABYLON.Engine.TEXTURE_LINEAR_LINEAR;
  32887. /** mag = linear and min = nearest and mip = none */
  32888. Texture.LINEAR_NEAREST = BABYLON.Engine.TEXTURE_LINEAR_NEAREST;
  32889. /** Explicit coordinates mode */
  32890. Texture.EXPLICIT_MODE = BABYLON.Engine.TEXTURE_EXPLICIT_MODE;
  32891. /** Spherical coordinates mode */
  32892. Texture.SPHERICAL_MODE = BABYLON.Engine.TEXTURE_SPHERICAL_MODE;
  32893. /** Planar coordinates mode */
  32894. Texture.PLANAR_MODE = BABYLON.Engine.TEXTURE_PLANAR_MODE;
  32895. /** Cubic coordinates mode */
  32896. Texture.CUBIC_MODE = BABYLON.Engine.TEXTURE_CUBIC_MODE;
  32897. /** Projection coordinates mode */
  32898. Texture.PROJECTION_MODE = BABYLON.Engine.TEXTURE_PROJECTION_MODE;
  32899. /** Inverse Cubic coordinates mode */
  32900. Texture.SKYBOX_MODE = BABYLON.Engine.TEXTURE_SKYBOX_MODE;
  32901. /** Inverse Cubic coordinates mode */
  32902. Texture.INVCUBIC_MODE = BABYLON.Engine.TEXTURE_INVCUBIC_MODE;
  32903. /** Equirectangular coordinates mode */
  32904. Texture.EQUIRECTANGULAR_MODE = BABYLON.Engine.TEXTURE_EQUIRECTANGULAR_MODE;
  32905. /** Equirectangular Fixed coordinates mode */
  32906. Texture.FIXED_EQUIRECTANGULAR_MODE = BABYLON.Engine.TEXTURE_FIXED_EQUIRECTANGULAR_MODE;
  32907. /** Equirectangular Fixed Mirrored coordinates mode */
  32908. Texture.FIXED_EQUIRECTANGULAR_MIRRORED_MODE = BABYLON.Engine.TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE;
  32909. /** Texture is not repeating outside of 0..1 UVs */
  32910. Texture.CLAMP_ADDRESSMODE = BABYLON.Engine.TEXTURE_CLAMP_ADDRESSMODE;
  32911. /** Texture is repeating outside of 0..1 UVs */
  32912. Texture.WRAP_ADDRESSMODE = BABYLON.Engine.TEXTURE_WRAP_ADDRESSMODE;
  32913. /** Texture is repeating and mirrored */
  32914. Texture.MIRROR_ADDRESSMODE = BABYLON.Engine.TEXTURE_MIRROR_ADDRESSMODE;
  32915. /**
  32916. * Gets or sets a boolean which defines if the texture url must be build from the serialized URL instead of just using the name and loading them side by side with the scene file
  32917. */
  32918. Texture.UseSerializedUrlIfAny = false;
  32919. __decorate([
  32920. BABYLON.serialize()
  32921. ], Texture.prototype, "url", void 0);
  32922. __decorate([
  32923. BABYLON.serialize()
  32924. ], Texture.prototype, "uOffset", void 0);
  32925. __decorate([
  32926. BABYLON.serialize()
  32927. ], Texture.prototype, "vOffset", void 0);
  32928. __decorate([
  32929. BABYLON.serialize()
  32930. ], Texture.prototype, "uScale", void 0);
  32931. __decorate([
  32932. BABYLON.serialize()
  32933. ], Texture.prototype, "vScale", void 0);
  32934. __decorate([
  32935. BABYLON.serialize()
  32936. ], Texture.prototype, "uAng", void 0);
  32937. __decorate([
  32938. BABYLON.serialize()
  32939. ], Texture.prototype, "vAng", void 0);
  32940. __decorate([
  32941. BABYLON.serialize()
  32942. ], Texture.prototype, "wAng", void 0);
  32943. __decorate([
  32944. BABYLON.serialize()
  32945. ], Texture.prototype, "uRotationCenter", void 0);
  32946. __decorate([
  32947. BABYLON.serialize()
  32948. ], Texture.prototype, "vRotationCenter", void 0);
  32949. __decorate([
  32950. BABYLON.serialize()
  32951. ], Texture.prototype, "wRotationCenter", void 0);
  32952. __decorate([
  32953. BABYLON.serialize()
  32954. ], Texture.prototype, "isBlocking", null);
  32955. return Texture;
  32956. }(BABYLON.BaseTexture));
  32957. BABYLON.Texture = Texture;
  32958. })(BABYLON || (BABYLON = {}));
  32959. //# sourceMappingURL=babylon.texture.js.map
  32960. var BABYLON;
  32961. (function (BABYLON) {
  32962. /**
  32963. * @hidden
  32964. **/
  32965. var _CreationDataStorage = /** @class */ (function () {
  32966. function _CreationDataStorage() {
  32967. }
  32968. return _CreationDataStorage;
  32969. }());
  32970. BABYLON._CreationDataStorage = _CreationDataStorage;
  32971. /**
  32972. * @hidden
  32973. **/
  32974. var _InstanceDataStorage = /** @class */ (function () {
  32975. function _InstanceDataStorage() {
  32976. this.visibleInstances = {};
  32977. this.renderIdForInstances = new Array();
  32978. this.batchCache = new _InstancesBatch();
  32979. this.instancesBufferSize = 32 * 16 * 4; // let's start with a maximum of 32 instances
  32980. }
  32981. return _InstanceDataStorage;
  32982. }());
  32983. /**
  32984. * @hidden
  32985. **/
  32986. var _InstancesBatch = /** @class */ (function () {
  32987. function _InstancesBatch() {
  32988. this.mustReturn = false;
  32989. this.visibleInstances = new Array();
  32990. this.renderSelf = new Array();
  32991. }
  32992. return _InstancesBatch;
  32993. }());
  32994. BABYLON._InstancesBatch = _InstancesBatch;
  32995. /**
  32996. * Class used to represent renderable models
  32997. */
  32998. var Mesh = /** @class */ (function (_super) {
  32999. __extends(Mesh, _super);
  33000. /**
  33001. * @constructor
  33002. * @param name The value used by scene.getMeshByName() to do a lookup.
  33003. * @param scene The scene to add this mesh to.
  33004. * @param parent The parent of this mesh, if it has one
  33005. * @param source An optional Mesh from which geometry is shared, cloned.
  33006. * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.
  33007. * When false, achieved by calling a clone(), also passing False.
  33008. * This will make creation of children, recursive.
  33009. * @param clonePhysicsImpostor When cloning, include cloning mesh physics impostor, default True.
  33010. */
  33011. function Mesh(name, scene, parent, source, doNotCloneChildren, clonePhysicsImpostor) {
  33012. if (scene === void 0) { scene = null; }
  33013. if (parent === void 0) { parent = null; }
  33014. if (source === void 0) { source = null; }
  33015. if (clonePhysicsImpostor === void 0) { clonePhysicsImpostor = true; }
  33016. var _this = _super.call(this, name, scene) || this;
  33017. // Members
  33018. /**
  33019. * Gets the delay loading state of the mesh (when delay loading is turned on)
  33020. * @see http://doc.babylonjs.com/how_to/using_the_incremental_loading_system
  33021. */
  33022. _this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NONE;
  33023. /**
  33024. * Gets the list of instances created from this mesh
  33025. * it is not supposed to be modified manually.
  33026. * Note also that the order of the InstancedMesh wihin the array is not significant and might change.
  33027. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  33028. */
  33029. _this.instances = new Array();
  33030. _this._LODLevels = new Array();
  33031. /** @hidden */
  33032. _this._instanceDataStorage = new _InstanceDataStorage();
  33033. // Use by builder only to know what orientation were the mesh build in.
  33034. /** @hidden */
  33035. _this._originalBuilderSideOrientation = Mesh.DEFAULTSIDE;
  33036. /**
  33037. * Use this property to change the original side orientation defined at construction time
  33038. */
  33039. _this.overrideMaterialSideOrientation = null;
  33040. _this._areNormalsFrozen = false; // Will be used by ribbons mainly
  33041. // Will be used to save a source mesh reference, If any
  33042. _this._source = null;
  33043. scene = _this.getScene();
  33044. if (source) {
  33045. // Geometry
  33046. if (source._geometry) {
  33047. source._geometry.applyToMesh(_this);
  33048. }
  33049. // Deep copy
  33050. BABYLON.Tools.DeepCopy(source, _this, ["name", "material", "skeleton", "instances", "parent", "uniqueId",
  33051. "source", "metadata", "hasLODLevels", "geometry", "isBlocked", "areNormalsFrozen",
  33052. "onBeforeDrawObservable", "onBeforeRenderObservable", "onAfterRenderObservable", "onBeforeDraw",
  33053. "onAfterWorldMatrixUpdateObservable", "onCollideObservable", "onCollisionPositionChangeObservable", "onRebuildObservable",
  33054. "onDisposeObservable"
  33055. ], ["_poseMatrix"]);
  33056. // Source mesh
  33057. _this._source = source;
  33058. if (scene.useClonedMeshhMap) {
  33059. if (!source.meshMap) {
  33060. source.meshMap = {};
  33061. }
  33062. source.meshMap[_this.uniqueId] = _this;
  33063. }
  33064. // Construction Params
  33065. // Clone parameters allowing mesh to be updated in case of parametric shapes.
  33066. _this._originalBuilderSideOrientation = source._originalBuilderSideOrientation;
  33067. _this._creationDataStorage = source._creationDataStorage;
  33068. // Animation ranges
  33069. if (_this._source._ranges) {
  33070. var ranges = _this._source._ranges;
  33071. for (var name in ranges) {
  33072. if (!ranges.hasOwnProperty(name)) {
  33073. continue;
  33074. }
  33075. if (!ranges[name]) {
  33076. continue;
  33077. }
  33078. _this.createAnimationRange(name, ranges[name].from, ranges[name].to);
  33079. }
  33080. }
  33081. // Metadata
  33082. if (source.metadata && source.metadata.clone) {
  33083. _this.metadata = source.metadata.clone();
  33084. }
  33085. else {
  33086. _this.metadata = source.metadata;
  33087. }
  33088. // Tags
  33089. if (BABYLON.Tags && BABYLON.Tags.HasTags(source)) {
  33090. BABYLON.Tags.AddTagsTo(_this, BABYLON.Tags.GetTags(source, true));
  33091. }
  33092. // Parent
  33093. _this.parent = source.parent;
  33094. // Pivot
  33095. _this.setPivotMatrix(source.getPivotMatrix());
  33096. _this.id = name + "." + source.id;
  33097. // Material
  33098. _this.material = source.material;
  33099. var index;
  33100. if (!doNotCloneChildren) {
  33101. // Children
  33102. var directDescendants = source.getDescendants(true);
  33103. for (var index_1 = 0; index_1 < directDescendants.length; index_1++) {
  33104. var child = directDescendants[index_1];
  33105. if (child.clone) {
  33106. child.clone(name + "." + child.name, _this);
  33107. }
  33108. }
  33109. }
  33110. // Physics clone
  33111. var physicsEngine = _this.getScene().getPhysicsEngine();
  33112. if (clonePhysicsImpostor && physicsEngine) {
  33113. var impostor = physicsEngine.getImpostorForPhysicsObject(source);
  33114. if (impostor) {
  33115. _this.physicsImpostor = impostor.clone(_this);
  33116. }
  33117. }
  33118. // Particles
  33119. for (index = 0; index < scene.particleSystems.length; index++) {
  33120. var system = scene.particleSystems[index];
  33121. if (system.emitter === source) {
  33122. system.clone(system.name, _this);
  33123. }
  33124. }
  33125. _this.refreshBoundingInfo();
  33126. _this.computeWorldMatrix(true);
  33127. }
  33128. // Parent
  33129. if (parent !== null) {
  33130. _this.parent = parent;
  33131. }
  33132. return _this;
  33133. }
  33134. Object.defineProperty(Mesh.prototype, "onBeforeRenderObservable", {
  33135. /**
  33136. * An event triggered before rendering the mesh
  33137. */
  33138. get: function () {
  33139. if (!this._onBeforeRenderObservable) {
  33140. this._onBeforeRenderObservable = new BABYLON.Observable();
  33141. }
  33142. return this._onBeforeRenderObservable;
  33143. },
  33144. enumerable: true,
  33145. configurable: true
  33146. });
  33147. Object.defineProperty(Mesh.prototype, "onAfterRenderObservable", {
  33148. /**
  33149. * An event triggered after rendering the mesh
  33150. */
  33151. get: function () {
  33152. if (!this._onAfterRenderObservable) {
  33153. this._onAfterRenderObservable = new BABYLON.Observable();
  33154. }
  33155. return this._onAfterRenderObservable;
  33156. },
  33157. enumerable: true,
  33158. configurable: true
  33159. });
  33160. Object.defineProperty(Mesh.prototype, "onBeforeDrawObservable", {
  33161. /**
  33162. * An event triggered before drawing the mesh
  33163. */
  33164. get: function () {
  33165. if (!this._onBeforeDrawObservable) {
  33166. this._onBeforeDrawObservable = new BABYLON.Observable();
  33167. }
  33168. return this._onBeforeDrawObservable;
  33169. },
  33170. enumerable: true,
  33171. configurable: true
  33172. });
  33173. Object.defineProperty(Mesh.prototype, "onBeforeDraw", {
  33174. /**
  33175. * Sets a callback to call before drawing the mesh. It is recommended to use onBeforeDrawObservable instead
  33176. */
  33177. set: function (callback) {
  33178. if (this._onBeforeDrawObserver) {
  33179. this.onBeforeDrawObservable.remove(this._onBeforeDrawObserver);
  33180. }
  33181. this._onBeforeDrawObserver = this.onBeforeDrawObservable.add(callback);
  33182. },
  33183. enumerable: true,
  33184. configurable: true
  33185. });
  33186. Object.defineProperty(Mesh.prototype, "morphTargetManager", {
  33187. /**
  33188. * Gets or sets the morph target manager
  33189. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  33190. */
  33191. get: function () {
  33192. return this._morphTargetManager;
  33193. },
  33194. set: function (value) {
  33195. if (this._morphTargetManager === value) {
  33196. return;
  33197. }
  33198. this._morphTargetManager = value;
  33199. this._syncGeometryWithMorphTargetManager();
  33200. },
  33201. enumerable: true,
  33202. configurable: true
  33203. });
  33204. Object.defineProperty(Mesh.prototype, "source", {
  33205. /**
  33206. * Gets the source mesh (the one used to clone this one from)
  33207. */
  33208. get: function () {
  33209. return this._source;
  33210. },
  33211. enumerable: true,
  33212. configurable: true
  33213. });
  33214. Object.defineProperty(Mesh.prototype, "isUnIndexed", {
  33215. /**
  33216. * Gets or sets a boolean indicating that this mesh does not use index buffer
  33217. */
  33218. get: function () {
  33219. return this._unIndexed;
  33220. },
  33221. set: function (value) {
  33222. if (this._unIndexed !== value) {
  33223. this._unIndexed = value;
  33224. this._markSubMeshesAsAttributesDirty();
  33225. }
  33226. },
  33227. enumerable: true,
  33228. configurable: true
  33229. });
  33230. // Methods
  33231. /**
  33232. * Gets the class name
  33233. * @returns the string "Mesh".
  33234. */
  33235. Mesh.prototype.getClassName = function () {
  33236. return "Mesh";
  33237. };
  33238. /**
  33239. * Returns a description of this mesh
  33240. * @param fullDetails define if full details about this mesh must be used
  33241. * @returns a descriptive string representing this mesh
  33242. */
  33243. Mesh.prototype.toString = function (fullDetails) {
  33244. var ret = _super.prototype.toString.call(this, fullDetails);
  33245. ret += ", n vertices: " + this.getTotalVertices();
  33246. ret += ", parent: " + (this._waitingParentId ? this._waitingParentId : (this.parent ? this.parent.name : "NONE"));
  33247. if (this.animations) {
  33248. for (var i = 0; i < this.animations.length; i++) {
  33249. ret += ", animation[0]: " + this.animations[i].toString(fullDetails);
  33250. }
  33251. }
  33252. if (fullDetails) {
  33253. if (this._geometry) {
  33254. var ib = this.getIndices();
  33255. var vb = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  33256. if (vb && ib) {
  33257. ret += ", flat shading: " + (vb.length / 3 === ib.length ? "YES" : "NO");
  33258. }
  33259. }
  33260. else {
  33261. ret += ", flat shading: UNKNOWN";
  33262. }
  33263. }
  33264. return ret;
  33265. };
  33266. /** @hidden */
  33267. Mesh.prototype._unBindEffect = function () {
  33268. _super.prototype._unBindEffect.call(this);
  33269. for (var _i = 0, _a = this.instances; _i < _a.length; _i++) {
  33270. var instance = _a[_i];
  33271. instance._unBindEffect();
  33272. }
  33273. };
  33274. Object.defineProperty(Mesh.prototype, "hasLODLevels", {
  33275. /**
  33276. * Gets a boolean indicating if this mesh has LOD
  33277. */
  33278. get: function () {
  33279. return this._LODLevels.length > 0;
  33280. },
  33281. enumerable: true,
  33282. configurable: true
  33283. });
  33284. /**
  33285. * Gets the list of MeshLODLevel associated with the current mesh
  33286. * @returns an array of MeshLODLevel
  33287. */
  33288. Mesh.prototype.getLODLevels = function () {
  33289. return this._LODLevels;
  33290. };
  33291. Mesh.prototype._sortLODLevels = function () {
  33292. this._LODLevels.sort(function (a, b) {
  33293. if (a.distance < b.distance) {
  33294. return 1;
  33295. }
  33296. if (a.distance > b.distance) {
  33297. return -1;
  33298. }
  33299. return 0;
  33300. });
  33301. };
  33302. /**
  33303. * Add a mesh as LOD level triggered at the given distance.
  33304. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  33305. * @param distance The distance from the center of the object to show this level
  33306. * @param mesh The mesh to be added as LOD level (can be null)
  33307. * @return This mesh (for chaining)
  33308. */
  33309. Mesh.prototype.addLODLevel = function (distance, mesh) {
  33310. if (mesh && mesh._masterMesh) {
  33311. BABYLON.Tools.Warn("You cannot use a mesh as LOD level twice");
  33312. return this;
  33313. }
  33314. var level = new BABYLON.MeshLODLevel(distance, mesh);
  33315. this._LODLevels.push(level);
  33316. if (mesh) {
  33317. mesh._masterMesh = this;
  33318. }
  33319. this._sortLODLevels();
  33320. return this;
  33321. };
  33322. /**
  33323. * Returns the LOD level mesh at the passed distance or null if not found.
  33324. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  33325. * @param distance The distance from the center of the object to show this level
  33326. * @returns a Mesh or `null`
  33327. */
  33328. Mesh.prototype.getLODLevelAtDistance = function (distance) {
  33329. for (var index = 0; index < this._LODLevels.length; index++) {
  33330. var level = this._LODLevels[index];
  33331. if (level.distance === distance) {
  33332. return level.mesh;
  33333. }
  33334. }
  33335. return null;
  33336. };
  33337. /**
  33338. * Remove a mesh from the LOD array
  33339. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  33340. * @param mesh defines the mesh to be removed
  33341. * @return This mesh (for chaining)
  33342. */
  33343. Mesh.prototype.removeLODLevel = function (mesh) {
  33344. for (var index = 0; index < this._LODLevels.length; index++) {
  33345. if (this._LODLevels[index].mesh === mesh) {
  33346. this._LODLevels.splice(index, 1);
  33347. if (mesh) {
  33348. mesh._masterMesh = null;
  33349. }
  33350. }
  33351. }
  33352. this._sortLODLevels();
  33353. return this;
  33354. };
  33355. /**
  33356. * Returns the registered LOD mesh distant from the parameter `camera` position if any, else returns the current mesh.
  33357. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  33358. * @param camera defines the camera to use to compute distance
  33359. * @param boundingSphere defines a custom bounding sphere to use instead of the one from this mesh
  33360. * @return This mesh (for chaining)
  33361. */
  33362. Mesh.prototype.getLOD = function (camera, boundingSphere) {
  33363. if (!this._LODLevels || this._LODLevels.length === 0) {
  33364. return this;
  33365. }
  33366. var bSphere;
  33367. if (boundingSphere) {
  33368. bSphere = boundingSphere;
  33369. }
  33370. else {
  33371. var boundingInfo = this.getBoundingInfo();
  33372. bSphere = boundingInfo.boundingSphere;
  33373. }
  33374. var distanceToCamera = bSphere.centerWorld.subtract(camera.globalPosition).length();
  33375. if (this._LODLevels[this._LODLevels.length - 1].distance > distanceToCamera) {
  33376. if (this.onLODLevelSelection) {
  33377. this.onLODLevelSelection(distanceToCamera, this, this._LODLevels[this._LODLevels.length - 1].mesh);
  33378. }
  33379. return this;
  33380. }
  33381. for (var index = 0; index < this._LODLevels.length; index++) {
  33382. var level = this._LODLevels[index];
  33383. if (level.distance < distanceToCamera) {
  33384. if (level.mesh) {
  33385. level.mesh._preActivate();
  33386. level.mesh._updateSubMeshesBoundingInfo(this.worldMatrixFromCache);
  33387. }
  33388. if (this.onLODLevelSelection) {
  33389. this.onLODLevelSelection(distanceToCamera, this, level.mesh);
  33390. }
  33391. return level.mesh;
  33392. }
  33393. }
  33394. if (this.onLODLevelSelection) {
  33395. this.onLODLevelSelection(distanceToCamera, this, this);
  33396. }
  33397. return this;
  33398. };
  33399. Object.defineProperty(Mesh.prototype, "geometry", {
  33400. /**
  33401. * Gets the mesh internal Geometry object
  33402. */
  33403. get: function () {
  33404. return this._geometry;
  33405. },
  33406. enumerable: true,
  33407. configurable: true
  33408. });
  33409. /**
  33410. * Returns the total number of vertices within the mesh geometry or zero if the mesh has no geometry.
  33411. * @returns the total number of vertices
  33412. */
  33413. Mesh.prototype.getTotalVertices = function () {
  33414. if (this._geometry === null || this._geometry === undefined) {
  33415. return 0;
  33416. }
  33417. return this._geometry.getTotalVertices();
  33418. };
  33419. /**
  33420. * Returns the content of an associated vertex buffer
  33421. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  33422. * - BABYLON.VertexBuffer.PositionKind
  33423. * - BABYLON.VertexBuffer.UVKind
  33424. * - BABYLON.VertexBuffer.UV2Kind
  33425. * - BABYLON.VertexBuffer.UV3Kind
  33426. * - BABYLON.VertexBuffer.UV4Kind
  33427. * - BABYLON.VertexBuffer.UV5Kind
  33428. * - BABYLON.VertexBuffer.UV6Kind
  33429. * - BABYLON.VertexBuffer.ColorKind
  33430. * - BABYLON.VertexBuffer.MatricesIndicesKind
  33431. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  33432. * - BABYLON.VertexBuffer.MatricesWeightsKind
  33433. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  33434. * @param copyWhenShared defines a boolean indicating that if the mesh geometry is shared among some other meshes, the returned array is a copy of the internal one
  33435. * @param forceCopy defines a boolean forcing the copy of the buffer no matter what the value of copyWhenShared is
  33436. * @returns a FloatArray or null if the mesh has no geometry or no vertex buffer for this kind.
  33437. */
  33438. Mesh.prototype.getVerticesData = function (kind, copyWhenShared, forceCopy) {
  33439. if (!this._geometry) {
  33440. return null;
  33441. }
  33442. return this._geometry.getVerticesData(kind, copyWhenShared, forceCopy);
  33443. };
  33444. /**
  33445. * Returns the mesh VertexBuffer object from the requested `kind`
  33446. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  33447. * - BABYLON.VertexBuffer.PositionKind
  33448. * - BABYLON.VertexBuffer.UVKind
  33449. * - BABYLON.VertexBuffer.UV2Kind
  33450. * - BABYLON.VertexBuffer.UV3Kind
  33451. * - BABYLON.VertexBuffer.UV4Kind
  33452. * - BABYLON.VertexBuffer.UV5Kind
  33453. * - BABYLON.VertexBuffer.UV6Kind
  33454. * - BABYLON.VertexBuffer.ColorKind
  33455. * - BABYLON.VertexBuffer.MatricesIndicesKind
  33456. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  33457. * - BABYLON.VertexBuffer.MatricesWeightsKind
  33458. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  33459. * @returns a FloatArray or null if the mesh has no vertex buffer for this kind.
  33460. */
  33461. Mesh.prototype.getVertexBuffer = function (kind) {
  33462. if (!this._geometry) {
  33463. return null;
  33464. }
  33465. return this._geometry.getVertexBuffer(kind);
  33466. };
  33467. /**
  33468. * Tests if a specific vertex buffer is associated with this mesh
  33469. * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :
  33470. * - BABYLON.VertexBuffer.PositionKind
  33471. * - BABYLON.VertexBuffer.UVKind
  33472. * - BABYLON.VertexBuffer.UV2Kind
  33473. * - BABYLON.VertexBuffer.UV3Kind
  33474. * - BABYLON.VertexBuffer.UV4Kind
  33475. * - BABYLON.VertexBuffer.UV5Kind
  33476. * - BABYLON.VertexBuffer.UV6Kind
  33477. * - BABYLON.VertexBuffer.ColorKind
  33478. * - BABYLON.VertexBuffer.MatricesIndicesKind
  33479. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  33480. * - BABYLON.VertexBuffer.MatricesWeightsKind
  33481. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  33482. * @returns a boolean
  33483. */
  33484. Mesh.prototype.isVerticesDataPresent = function (kind) {
  33485. if (!this._geometry) {
  33486. if (this._delayInfo) {
  33487. return this._delayInfo.indexOf(kind) !== -1;
  33488. }
  33489. return false;
  33490. }
  33491. return this._geometry.isVerticesDataPresent(kind);
  33492. };
  33493. /**
  33494. * Returns a boolean defining if the vertex data for the requested `kind` is updatable.
  33495. * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :
  33496. * - BABYLON.VertexBuffer.PositionKind
  33497. * - BABYLON.VertexBuffer.UVKind
  33498. * - BABYLON.VertexBuffer.UV2Kind
  33499. * - BABYLON.VertexBuffer.UV3Kind
  33500. * - BABYLON.VertexBuffer.UV4Kind
  33501. * - BABYLON.VertexBuffer.UV5Kind
  33502. * - BABYLON.VertexBuffer.UV6Kind
  33503. * - BABYLON.VertexBuffer.ColorKind
  33504. * - BABYLON.VertexBuffer.MatricesIndicesKind
  33505. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  33506. * - BABYLON.VertexBuffer.MatricesWeightsKind
  33507. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  33508. * @returns a boolean
  33509. */
  33510. Mesh.prototype.isVertexBufferUpdatable = function (kind) {
  33511. if (!this._geometry) {
  33512. if (this._delayInfo) {
  33513. return this._delayInfo.indexOf(kind) !== -1;
  33514. }
  33515. return false;
  33516. }
  33517. return this._geometry.isVertexBufferUpdatable(kind);
  33518. };
  33519. /**
  33520. * Returns a string which contains the list of existing `kinds` of Vertex Data associated with this mesh.
  33521. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  33522. * - BABYLON.VertexBuffer.PositionKind
  33523. * - BABYLON.VertexBuffer.UVKind
  33524. * - BABYLON.VertexBuffer.UV2Kind
  33525. * - BABYLON.VertexBuffer.UV3Kind
  33526. * - BABYLON.VertexBuffer.UV4Kind
  33527. * - BABYLON.VertexBuffer.UV5Kind
  33528. * - BABYLON.VertexBuffer.UV6Kind
  33529. * - BABYLON.VertexBuffer.ColorKind
  33530. * - BABYLON.VertexBuffer.MatricesIndicesKind
  33531. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  33532. * - BABYLON.VertexBuffer.MatricesWeightsKind
  33533. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  33534. * @returns an array of strings
  33535. */
  33536. Mesh.prototype.getVerticesDataKinds = function () {
  33537. if (!this._geometry) {
  33538. var result = new Array();
  33539. if (this._delayInfo) {
  33540. this._delayInfo.forEach(function (kind, index, array) {
  33541. result.push(kind);
  33542. });
  33543. }
  33544. return result;
  33545. }
  33546. return this._geometry.getVerticesDataKinds();
  33547. };
  33548. /**
  33549. * Returns a positive integer : the total number of indices in this mesh geometry.
  33550. * @returns the numner of indices or zero if the mesh has no geometry.
  33551. */
  33552. Mesh.prototype.getTotalIndices = function () {
  33553. if (!this._geometry) {
  33554. return 0;
  33555. }
  33556. return this._geometry.getTotalIndices();
  33557. };
  33558. /**
  33559. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  33560. * @param copyWhenShared If true (default false) and and if the mesh geometry is shared among some other meshes, the returned array is a copy of the internal one.
  33561. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  33562. * @returns the indices array or an empty array if the mesh has no geometry
  33563. */
  33564. Mesh.prototype.getIndices = function (copyWhenShared, forceCopy) {
  33565. if (!this._geometry) {
  33566. return [];
  33567. }
  33568. return this._geometry.getIndices(copyWhenShared, forceCopy);
  33569. };
  33570. Object.defineProperty(Mesh.prototype, "isBlocked", {
  33571. get: function () {
  33572. return this._masterMesh !== null && this._masterMesh !== undefined;
  33573. },
  33574. enumerable: true,
  33575. configurable: true
  33576. });
  33577. /**
  33578. * Determine if the current mesh is ready to be rendered
  33579. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  33580. * @param forceInstanceSupport will check if the mesh will be ready when used with instances (false by default)
  33581. * @returns true if all associated assets are ready (material, textures, shaders)
  33582. */
  33583. Mesh.prototype.isReady = function (completeCheck, forceInstanceSupport) {
  33584. if (completeCheck === void 0) { completeCheck = false; }
  33585. if (forceInstanceSupport === void 0) { forceInstanceSupport = false; }
  33586. if (this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADING) {
  33587. return false;
  33588. }
  33589. if (!_super.prototype.isReady.call(this, completeCheck)) {
  33590. return false;
  33591. }
  33592. if (!this.subMeshes || this.subMeshes.length === 0) {
  33593. return true;
  33594. }
  33595. if (!completeCheck) {
  33596. return true;
  33597. }
  33598. var engine = this.getEngine();
  33599. var scene = this.getScene();
  33600. var hardwareInstancedRendering = forceInstanceSupport || engine.getCaps().instancedArrays && this.instances.length > 0;
  33601. this.computeWorldMatrix();
  33602. var mat = this.material || scene.defaultMaterial;
  33603. if (mat) {
  33604. if (mat._storeEffectOnSubMeshes) {
  33605. for (var _i = 0, _a = this.subMeshes; _i < _a.length; _i++) {
  33606. var subMesh = _a[_i];
  33607. var effectiveMaterial = subMesh.getMaterial();
  33608. if (effectiveMaterial) {
  33609. if (effectiveMaterial._storeEffectOnSubMeshes) {
  33610. if (!effectiveMaterial.isReadyForSubMesh(this, subMesh, hardwareInstancedRendering)) {
  33611. return false;
  33612. }
  33613. }
  33614. else {
  33615. if (!effectiveMaterial.isReady(this, hardwareInstancedRendering)) {
  33616. return false;
  33617. }
  33618. }
  33619. }
  33620. }
  33621. }
  33622. else {
  33623. if (!mat.isReady(this, hardwareInstancedRendering)) {
  33624. return false;
  33625. }
  33626. }
  33627. }
  33628. // Shadows
  33629. for (var _b = 0, _c = this._lightSources; _b < _c.length; _b++) {
  33630. var light = _c[_b];
  33631. var generator = light.getShadowGenerator();
  33632. if (generator) {
  33633. for (var _d = 0, _e = this.subMeshes; _d < _e.length; _d++) {
  33634. var subMesh = _e[_d];
  33635. if (!generator.isReady(subMesh, hardwareInstancedRendering)) {
  33636. return false;
  33637. }
  33638. }
  33639. }
  33640. }
  33641. // LOD
  33642. for (var _f = 0, _g = this._LODLevels; _f < _g.length; _f++) {
  33643. var lod = _g[_f];
  33644. if (lod.mesh && !lod.mesh.isReady(hardwareInstancedRendering)) {
  33645. return false;
  33646. }
  33647. }
  33648. return true;
  33649. };
  33650. Object.defineProperty(Mesh.prototype, "areNormalsFrozen", {
  33651. /**
  33652. * Gets a boolean indicating if the normals aren't to be recomputed on next mesh `positions` array update. This property is pertinent only for updatable parametric shapes.
  33653. */
  33654. get: function () {
  33655. return this._areNormalsFrozen;
  33656. },
  33657. enumerable: true,
  33658. configurable: true
  33659. });
  33660. /**
  33661. * This function affects parametric shapes on vertex position update only : ribbons, tubes, etc. It has no effect at all on other shapes. It prevents the mesh normals from being recomputed on next `positions` array update.
  33662. * @returns the current mesh
  33663. */
  33664. Mesh.prototype.freezeNormals = function () {
  33665. this._areNormalsFrozen = true;
  33666. return this;
  33667. };
  33668. /**
  33669. * This function affects parametric shapes on vertex position update only : ribbons, tubes, etc. It has no effect at all on other shapes. It reactivates the mesh normals computation if it was previously frozen
  33670. * @returns the current mesh
  33671. */
  33672. Mesh.prototype.unfreezeNormals = function () {
  33673. this._areNormalsFrozen = false;
  33674. return this;
  33675. };
  33676. Object.defineProperty(Mesh.prototype, "overridenInstanceCount", {
  33677. /**
  33678. * Sets a value overriding the instance count. Only applicable when custom instanced InterleavedVertexBuffer are used rather than InstancedMeshs
  33679. */
  33680. set: function (count) {
  33681. this._instanceDataStorage.overridenInstanceCount = count;
  33682. },
  33683. enumerable: true,
  33684. configurable: true
  33685. });
  33686. // Methods
  33687. /** @hidden */
  33688. Mesh.prototype._preActivate = function () {
  33689. var sceneRenderId = this.getScene().getRenderId();
  33690. if (this._preActivateId === sceneRenderId) {
  33691. return this;
  33692. }
  33693. this._preActivateId = sceneRenderId;
  33694. this._instanceDataStorage.visibleInstances = null;
  33695. return this;
  33696. };
  33697. /** @hidden */
  33698. Mesh.prototype._preActivateForIntermediateRendering = function (renderId) {
  33699. if (this._instanceDataStorage.visibleInstances) {
  33700. this._instanceDataStorage.visibleInstances.intermediateDefaultRenderId = renderId;
  33701. }
  33702. return this;
  33703. };
  33704. /** @hidden */
  33705. Mesh.prototype._registerInstanceForRenderId = function (instance, renderId) {
  33706. if (!this._instanceDataStorage.visibleInstances) {
  33707. this._instanceDataStorage.visibleInstances = {
  33708. defaultRenderId: renderId,
  33709. selfDefaultRenderId: this._renderId
  33710. };
  33711. }
  33712. if (!this._instanceDataStorage.visibleInstances[renderId]) {
  33713. this._instanceDataStorage.visibleInstances[renderId] = new Array();
  33714. }
  33715. this._instanceDataStorage.visibleInstances[renderId].push(instance);
  33716. return this;
  33717. };
  33718. /**
  33719. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  33720. * This means the mesh underlying bounding box and sphere are recomputed.
  33721. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  33722. * @returns the current mesh
  33723. */
  33724. Mesh.prototype.refreshBoundingInfo = function (applySkeleton) {
  33725. if (applySkeleton === void 0) { applySkeleton = false; }
  33726. if (this._boundingInfo && this._boundingInfo.isLocked) {
  33727. return this;
  33728. }
  33729. var bias = this.geometry ? this.geometry.boundingBias : null;
  33730. this._refreshBoundingInfo(this._getPositionData(applySkeleton), bias);
  33731. return this;
  33732. };
  33733. /** @hidden */
  33734. Mesh.prototype._createGlobalSubMesh = function (force) {
  33735. var totalVertices = this.getTotalVertices();
  33736. if (!totalVertices || !this.getIndices()) {
  33737. return null;
  33738. }
  33739. // Check if we need to recreate the submeshes
  33740. if (this.subMeshes && this.subMeshes.length > 0) {
  33741. var ib = this.getIndices();
  33742. if (!ib) {
  33743. return null;
  33744. }
  33745. var totalIndices = ib.length;
  33746. var needToRecreate = false;
  33747. if (force) {
  33748. needToRecreate = true;
  33749. }
  33750. else {
  33751. for (var _i = 0, _a = this.subMeshes; _i < _a.length; _i++) {
  33752. var submesh = _a[_i];
  33753. if (submesh.indexStart + submesh.indexCount >= totalIndices) {
  33754. needToRecreate = true;
  33755. break;
  33756. }
  33757. if (submesh.verticesStart + submesh.verticesCount >= totalVertices) {
  33758. needToRecreate = true;
  33759. break;
  33760. }
  33761. }
  33762. }
  33763. if (!needToRecreate) {
  33764. return this.subMeshes[0];
  33765. }
  33766. }
  33767. this.releaseSubMeshes();
  33768. return new BABYLON.SubMesh(0, 0, totalVertices, 0, this.getTotalIndices(), this);
  33769. };
  33770. /**
  33771. * This function will subdivide the mesh into multiple submeshes
  33772. * @param count defines the expected number of submeshes
  33773. */
  33774. Mesh.prototype.subdivide = function (count) {
  33775. if (count < 1) {
  33776. return;
  33777. }
  33778. var totalIndices = this.getTotalIndices();
  33779. var subdivisionSize = (totalIndices / count) | 0;
  33780. var offset = 0;
  33781. // Ensure that subdivisionSize is a multiple of 3
  33782. while (subdivisionSize % 3 !== 0) {
  33783. subdivisionSize++;
  33784. }
  33785. this.releaseSubMeshes();
  33786. for (var index = 0; index < count; index++) {
  33787. if (offset >= totalIndices) {
  33788. break;
  33789. }
  33790. BABYLON.SubMesh.CreateFromIndices(0, offset, Math.min(subdivisionSize, totalIndices - offset), this);
  33791. offset += subdivisionSize;
  33792. }
  33793. this.synchronizeInstances();
  33794. };
  33795. /**
  33796. * Copy a FloatArray into a specific associated vertex buffer
  33797. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  33798. * - BABYLON.VertexBuffer.PositionKind
  33799. * - BABYLON.VertexBuffer.UVKind
  33800. * - BABYLON.VertexBuffer.UV2Kind
  33801. * - BABYLON.VertexBuffer.UV3Kind
  33802. * - BABYLON.VertexBuffer.UV4Kind
  33803. * - BABYLON.VertexBuffer.UV5Kind
  33804. * - BABYLON.VertexBuffer.UV6Kind
  33805. * - BABYLON.VertexBuffer.ColorKind
  33806. * - BABYLON.VertexBuffer.MatricesIndicesKind
  33807. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  33808. * - BABYLON.VertexBuffer.MatricesWeightsKind
  33809. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  33810. * @param data defines the data source
  33811. * @param updatable defines if the updated vertex buffer must be flagged as updatable
  33812. * @param stride defines the data stride size (can be null)
  33813. * @returns the current mesh
  33814. */
  33815. Mesh.prototype.setVerticesData = function (kind, data, updatable, stride) {
  33816. if (updatable === void 0) { updatable = false; }
  33817. if (!this._geometry) {
  33818. var vertexData = new BABYLON.VertexData();
  33819. vertexData.set(data, kind);
  33820. var scene = this.getScene();
  33821. new BABYLON.Geometry(BABYLON.Geometry.RandomId(), scene, vertexData, updatable, this);
  33822. }
  33823. else {
  33824. this._geometry.setVerticesData(kind, data, updatable, stride);
  33825. }
  33826. return this;
  33827. };
  33828. /**
  33829. * Flags an associated vertex buffer as updatable
  33830. * @param kind defines which buffer to use (positions, indices, normals, etc). Possible `kind` values :
  33831. * - BABYLON.VertexBuffer.PositionKind
  33832. * - BABYLON.VertexBuffer.UVKind
  33833. * - BABYLON.VertexBuffer.UV2Kind
  33834. * - BABYLON.VertexBuffer.UV3Kind
  33835. * - BABYLON.VertexBuffer.UV4Kind
  33836. * - BABYLON.VertexBuffer.UV5Kind
  33837. * - BABYLON.VertexBuffer.UV6Kind
  33838. * - BABYLON.VertexBuffer.ColorKind
  33839. * - BABYLON.VertexBuffer.MatricesIndicesKind
  33840. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  33841. * - BABYLON.VertexBuffer.MatricesWeightsKind
  33842. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  33843. * @param updatable defines if the updated vertex buffer must be flagged as updatable
  33844. */
  33845. Mesh.prototype.markVerticesDataAsUpdatable = function (kind, updatable) {
  33846. if (updatable === void 0) { updatable = true; }
  33847. var vb = this.getVertexBuffer(kind);
  33848. if (!vb || vb.isUpdatable() === updatable) {
  33849. return;
  33850. }
  33851. this.setVerticesData(kind, this.getVerticesData(kind), updatable);
  33852. };
  33853. /**
  33854. * Sets the mesh global Vertex Buffer
  33855. * @param buffer defines the buffer to use
  33856. * @returns the current mesh
  33857. */
  33858. Mesh.prototype.setVerticesBuffer = function (buffer) {
  33859. if (!this._geometry) {
  33860. this._geometry = BABYLON.Geometry.CreateGeometryForMesh(this);
  33861. }
  33862. this._geometry.setVerticesBuffer(buffer);
  33863. return this;
  33864. };
  33865. /**
  33866. * Update a specific associated vertex buffer
  33867. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  33868. * - BABYLON.VertexBuffer.PositionKind
  33869. * - BABYLON.VertexBuffer.UVKind
  33870. * - BABYLON.VertexBuffer.UV2Kind
  33871. * - BABYLON.VertexBuffer.UV3Kind
  33872. * - BABYLON.VertexBuffer.UV4Kind
  33873. * - BABYLON.VertexBuffer.UV5Kind
  33874. * - BABYLON.VertexBuffer.UV6Kind
  33875. * - BABYLON.VertexBuffer.ColorKind
  33876. * - BABYLON.VertexBuffer.MatricesIndicesKind
  33877. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  33878. * - BABYLON.VertexBuffer.MatricesWeightsKind
  33879. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  33880. * @param data defines the data source
  33881. * @param updateExtends defines if extends info of the mesh must be updated (can be null). This is mostly useful for "position" kind
  33882. * @param makeItUnique defines if the geometry associated with the mesh must be cloned to make the change only for this mesh (and not all meshes associated with the same geometry)
  33883. * @returns the current mesh
  33884. */
  33885. Mesh.prototype.updateVerticesData = function (kind, data, updateExtends, makeItUnique) {
  33886. if (!this._geometry) {
  33887. return this;
  33888. }
  33889. if (!makeItUnique) {
  33890. this._geometry.updateVerticesData(kind, data, updateExtends);
  33891. }
  33892. else {
  33893. this.makeGeometryUnique();
  33894. this.updateVerticesData(kind, data, updateExtends, false);
  33895. }
  33896. return this;
  33897. };
  33898. /**
  33899. * This method updates the vertex positions of an updatable mesh according to the `positionFunction` returned values.
  33900. * @see http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#other-shapes-updatemeshpositions
  33901. * @param positionFunction is a simple JS function what is passed the mesh `positions` array. It doesn't need to return anything
  33902. * @param computeNormals is a boolean (default true) to enable/disable the mesh normal recomputation after the vertex position update
  33903. * @returns the current mesh
  33904. */
  33905. Mesh.prototype.updateMeshPositions = function (positionFunction, computeNormals) {
  33906. if (computeNormals === void 0) { computeNormals = true; }
  33907. var positions = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  33908. if (!positions) {
  33909. return this;
  33910. }
  33911. positionFunction(positions);
  33912. this.updateVerticesData(BABYLON.VertexBuffer.PositionKind, positions, false, false);
  33913. if (computeNormals) {
  33914. var indices = this.getIndices();
  33915. var normals = this.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  33916. if (!normals) {
  33917. return this;
  33918. }
  33919. BABYLON.VertexData.ComputeNormals(positions, indices, normals);
  33920. this.updateVerticesData(BABYLON.VertexBuffer.NormalKind, normals, false, false);
  33921. }
  33922. return this;
  33923. };
  33924. /**
  33925. * Creates a un-shared specific occurence of the geometry for the mesh.
  33926. * @returns the current mesh
  33927. */
  33928. Mesh.prototype.makeGeometryUnique = function () {
  33929. if (!this._geometry) {
  33930. return this;
  33931. }
  33932. var oldGeometry = this._geometry;
  33933. var geometry = this._geometry.copy(BABYLON.Geometry.RandomId());
  33934. oldGeometry.releaseForMesh(this, true);
  33935. geometry.applyToMesh(this);
  33936. return this;
  33937. };
  33938. /**
  33939. * Set the index buffer of this mesh
  33940. * @param indices defines the source data
  33941. * @param totalVertices defines the total number of vertices referenced by this index data (can be null)
  33942. * @param updatable defines if the updated index buffer must be flagged as updatable (default is false)
  33943. * @returns the current mesh
  33944. */
  33945. Mesh.prototype.setIndices = function (indices, totalVertices, updatable) {
  33946. if (totalVertices === void 0) { totalVertices = null; }
  33947. if (updatable === void 0) { updatable = false; }
  33948. if (!this._geometry) {
  33949. var vertexData = new BABYLON.VertexData();
  33950. vertexData.indices = indices;
  33951. var scene = this.getScene();
  33952. new BABYLON.Geometry(BABYLON.Geometry.RandomId(), scene, vertexData, updatable, this);
  33953. }
  33954. else {
  33955. this._geometry.setIndices(indices, totalVertices, updatable);
  33956. }
  33957. return this;
  33958. };
  33959. /**
  33960. * Update the current index buffer
  33961. * @param indices defines the source data
  33962. * @param offset defines the offset in the index buffer where to store the new data (can be null)
  33963. * @returns the current mesh
  33964. */
  33965. Mesh.prototype.updateIndices = function (indices, offset) {
  33966. if (!this._geometry) {
  33967. return this;
  33968. }
  33969. this._geometry.updateIndices(indices, offset);
  33970. return this;
  33971. };
  33972. /**
  33973. * Invert the geometry to move from a right handed system to a left handed one.
  33974. * @returns the current mesh
  33975. */
  33976. Mesh.prototype.toLeftHanded = function () {
  33977. if (!this._geometry) {
  33978. return this;
  33979. }
  33980. this._geometry.toLeftHanded();
  33981. return this;
  33982. };
  33983. /** @hidden */
  33984. Mesh.prototype._bind = function (subMesh, effect, fillMode) {
  33985. if (!this._geometry) {
  33986. return this;
  33987. }
  33988. var engine = this.getScene().getEngine();
  33989. // Wireframe
  33990. var indexToBind;
  33991. if (this._unIndexed) {
  33992. indexToBind = null;
  33993. }
  33994. else {
  33995. switch (fillMode) {
  33996. case BABYLON.Material.PointFillMode:
  33997. indexToBind = null;
  33998. break;
  33999. case BABYLON.Material.WireFrameFillMode:
  34000. indexToBind = subMesh._getLinesIndexBuffer(this.getIndices(), engine);
  34001. break;
  34002. default:
  34003. case BABYLON.Material.TriangleFillMode:
  34004. indexToBind = this._unIndexed ? null : this._geometry.getIndexBuffer();
  34005. break;
  34006. }
  34007. }
  34008. // VBOs
  34009. this._geometry._bind(effect, indexToBind);
  34010. return this;
  34011. };
  34012. /** @hidden */
  34013. Mesh.prototype._draw = function (subMesh, fillMode, instancesCount, alternate) {
  34014. if (alternate === void 0) { alternate = false; }
  34015. if (!this._geometry || !this._geometry.getVertexBuffers() || (!this._unIndexed && !this._geometry.getIndexBuffer())) {
  34016. return this;
  34017. }
  34018. if (this._onBeforeDrawObservable) {
  34019. this._onBeforeDrawObservable.notifyObservers(this);
  34020. }
  34021. var scene = this.getScene();
  34022. var engine = scene.getEngine();
  34023. if (this._unIndexed || fillMode == BABYLON.Material.PointFillMode) {
  34024. // or triangles as points
  34025. engine.drawArraysType(fillMode, subMesh.verticesStart, subMesh.verticesCount, instancesCount);
  34026. }
  34027. else if (fillMode == BABYLON.Material.WireFrameFillMode) {
  34028. // Triangles as wireframe
  34029. engine.drawElementsType(fillMode, 0, subMesh._linesIndexCount, instancesCount);
  34030. }
  34031. else {
  34032. engine.drawElementsType(fillMode, subMesh.indexStart, subMesh.indexCount, instancesCount);
  34033. }
  34034. if (scene._isAlternateRenderingEnabled && !alternate) {
  34035. var effect = subMesh.effect || this._effectiveMaterial.getEffect();
  34036. if (!effect || !scene.activeCamera) {
  34037. return this;
  34038. }
  34039. scene._switchToAlternateCameraConfiguration(true);
  34040. this._effectiveMaterial.bindView(effect);
  34041. this._effectiveMaterial.bindViewProjection(effect);
  34042. engine.setViewport(scene.activeCamera._alternateCamera.viewport);
  34043. this._draw(subMesh, fillMode, instancesCount, true);
  34044. engine.setViewport(scene.activeCamera.viewport);
  34045. scene._switchToAlternateCameraConfiguration(false);
  34046. this._effectiveMaterial.bindView(effect);
  34047. this._effectiveMaterial.bindViewProjection(effect);
  34048. }
  34049. return this;
  34050. };
  34051. /**
  34052. * Registers for this mesh a javascript function called just before the rendering process
  34053. * @param func defines the function to call before rendering this mesh
  34054. * @returns the current mesh
  34055. */
  34056. Mesh.prototype.registerBeforeRender = function (func) {
  34057. this.onBeforeRenderObservable.add(func);
  34058. return this;
  34059. };
  34060. /**
  34061. * Disposes a previously registered javascript function called before the rendering
  34062. * @param func defines the function to remove
  34063. * @returns the current mesh
  34064. */
  34065. Mesh.prototype.unregisterBeforeRender = function (func) {
  34066. this.onBeforeRenderObservable.removeCallback(func);
  34067. return this;
  34068. };
  34069. /**
  34070. * Registers for this mesh a javascript function called just after the rendering is complete
  34071. * @param func defines the function to call after rendering this mesh
  34072. * @returns the current mesh
  34073. */
  34074. Mesh.prototype.registerAfterRender = function (func) {
  34075. this.onAfterRenderObservable.add(func);
  34076. return this;
  34077. };
  34078. /**
  34079. * Disposes a previously registered javascript function called after the rendering.
  34080. * @param func defines the function to remove
  34081. * @returns the current mesh
  34082. */
  34083. Mesh.prototype.unregisterAfterRender = function (func) {
  34084. this.onAfterRenderObservable.removeCallback(func);
  34085. return this;
  34086. };
  34087. /** @hidden */
  34088. Mesh.prototype._getInstancesRenderList = function (subMeshId) {
  34089. var scene = this.getScene();
  34090. var batchCache = this._instanceDataStorage.batchCache;
  34091. batchCache.mustReturn = false;
  34092. batchCache.renderSelf[subMeshId] = this.isEnabled() && this.isVisible;
  34093. batchCache.visibleInstances[subMeshId] = null;
  34094. if (this._instanceDataStorage.visibleInstances) {
  34095. var visibleInstances = this._instanceDataStorage.visibleInstances;
  34096. var currentRenderId = scene.getRenderId();
  34097. var defaultRenderId = (scene._isInIntermediateRendering() ? visibleInstances.intermediateDefaultRenderId : visibleInstances.defaultRenderId);
  34098. batchCache.visibleInstances[subMeshId] = visibleInstances[currentRenderId];
  34099. var selfRenderId = this._renderId;
  34100. if (!batchCache.visibleInstances[subMeshId] && defaultRenderId) {
  34101. batchCache.visibleInstances[subMeshId] = visibleInstances[defaultRenderId];
  34102. currentRenderId = Math.max(defaultRenderId, currentRenderId);
  34103. selfRenderId = Math.max(visibleInstances.selfDefaultRenderId, currentRenderId);
  34104. }
  34105. var visibleInstancesForSubMesh = batchCache.visibleInstances[subMeshId];
  34106. if (visibleInstancesForSubMesh && visibleInstancesForSubMesh.length) {
  34107. if (this._instanceDataStorage.renderIdForInstances[subMeshId] === currentRenderId) {
  34108. batchCache.mustReturn = true;
  34109. return batchCache;
  34110. }
  34111. if (currentRenderId !== selfRenderId) {
  34112. batchCache.renderSelf[subMeshId] = false;
  34113. }
  34114. }
  34115. this._instanceDataStorage.renderIdForInstances[subMeshId] = currentRenderId;
  34116. }
  34117. return batchCache;
  34118. };
  34119. /** @hidden */
  34120. Mesh.prototype._renderWithInstances = function (subMesh, fillMode, batch, effect, engine) {
  34121. var visibleInstances = batch.visibleInstances[subMesh._id];
  34122. if (!visibleInstances) {
  34123. return this;
  34124. }
  34125. var matricesCount = visibleInstances.length + 1;
  34126. var bufferSize = matricesCount * 16 * 4;
  34127. var instanceStorage = this._instanceDataStorage;
  34128. var currentInstancesBufferSize = instanceStorage.instancesBufferSize;
  34129. var instancesBuffer = instanceStorage.instancesBuffer;
  34130. while (instanceStorage.instancesBufferSize < bufferSize) {
  34131. instanceStorage.instancesBufferSize *= 2;
  34132. }
  34133. if (!instanceStorage.instancesData || currentInstancesBufferSize != instanceStorage.instancesBufferSize) {
  34134. instanceStorage.instancesData = new Float32Array(instanceStorage.instancesBufferSize / 4);
  34135. }
  34136. var offset = 0;
  34137. var instancesCount = 0;
  34138. var world = this.getWorldMatrix();
  34139. if (batch.renderSelf[subMesh._id]) {
  34140. world.copyToArray(instanceStorage.instancesData, offset);
  34141. offset += 16;
  34142. instancesCount++;
  34143. }
  34144. if (visibleInstances) {
  34145. for (var instanceIndex = 0; instanceIndex < visibleInstances.length; instanceIndex++) {
  34146. var instance = visibleInstances[instanceIndex];
  34147. instance.getWorldMatrix().copyToArray(instanceStorage.instancesData, offset);
  34148. offset += 16;
  34149. instancesCount++;
  34150. }
  34151. }
  34152. if (!instancesBuffer || currentInstancesBufferSize != instanceStorage.instancesBufferSize) {
  34153. if (instancesBuffer) {
  34154. instancesBuffer.dispose();
  34155. }
  34156. instancesBuffer = new BABYLON.Buffer(engine, instanceStorage.instancesData, true, 16, false, true);
  34157. instanceStorage.instancesBuffer = instancesBuffer;
  34158. this.setVerticesBuffer(instancesBuffer.createVertexBuffer("world0", 0, 4));
  34159. this.setVerticesBuffer(instancesBuffer.createVertexBuffer("world1", 4, 4));
  34160. this.setVerticesBuffer(instancesBuffer.createVertexBuffer("world2", 8, 4));
  34161. this.setVerticesBuffer(instancesBuffer.createVertexBuffer("world3", 12, 4));
  34162. }
  34163. else {
  34164. instancesBuffer.updateDirectly(instanceStorage.instancesData, 0, instancesCount);
  34165. }
  34166. this._bind(subMesh, effect, fillMode);
  34167. this._draw(subMesh, fillMode, instancesCount);
  34168. engine.unbindInstanceAttributes();
  34169. return this;
  34170. };
  34171. /** @hidden */
  34172. Mesh.prototype._processRendering = function (subMesh, effect, fillMode, batch, hardwareInstancedRendering, onBeforeDraw, effectiveMaterial) {
  34173. var scene = this.getScene();
  34174. var engine = scene.getEngine();
  34175. if (hardwareInstancedRendering) {
  34176. this._renderWithInstances(subMesh, fillMode, batch, effect, engine);
  34177. }
  34178. else {
  34179. if (batch.renderSelf[subMesh._id]) {
  34180. // Draw
  34181. if (onBeforeDraw) {
  34182. onBeforeDraw(false, this.getWorldMatrix(), effectiveMaterial);
  34183. }
  34184. this._draw(subMesh, fillMode, this._instanceDataStorage.overridenInstanceCount);
  34185. }
  34186. var visibleInstancesForSubMesh = batch.visibleInstances[subMesh._id];
  34187. if (visibleInstancesForSubMesh) {
  34188. for (var instanceIndex = 0; instanceIndex < visibleInstancesForSubMesh.length; instanceIndex++) {
  34189. var instance = visibleInstancesForSubMesh[instanceIndex];
  34190. // World
  34191. var world = instance.getWorldMatrix();
  34192. if (onBeforeDraw) {
  34193. onBeforeDraw(true, world, effectiveMaterial);
  34194. }
  34195. // Draw
  34196. this._draw(subMesh, fillMode);
  34197. }
  34198. }
  34199. }
  34200. return this;
  34201. };
  34202. /**
  34203. * Triggers the draw call for the mesh. Usually, you don't need to call this method by your own because the mesh rendering is handled by the scene rendering manager
  34204. * @param subMesh defines the subMesh to render
  34205. * @param enableAlphaMode defines if alpha mode can be changed
  34206. * @returns the current mesh
  34207. */
  34208. Mesh.prototype.render = function (subMesh, enableAlphaMode) {
  34209. if (this._checkOcclusionQuery()) {
  34210. return this;
  34211. }
  34212. var scene = this.getScene();
  34213. // Managing instances
  34214. var batch = this._getInstancesRenderList(subMesh._id);
  34215. if (batch.mustReturn) {
  34216. return this;
  34217. }
  34218. // Checking geometry state
  34219. if (!this._geometry || !this._geometry.getVertexBuffers() || (!this._unIndexed && !this._geometry.getIndexBuffer())) {
  34220. return this;
  34221. }
  34222. if (this._onBeforeRenderObservable) {
  34223. this._onBeforeRenderObservable.notifyObservers(this);
  34224. }
  34225. var engine = scene.getEngine();
  34226. var hardwareInstancedRendering = (engine.getCaps().instancedArrays) && (batch.visibleInstances[subMesh._id] !== null) && (batch.visibleInstances[subMesh._id] !== undefined);
  34227. // Material
  34228. var material = subMesh.getMaterial();
  34229. if (!material) {
  34230. return this;
  34231. }
  34232. this._effectiveMaterial = material;
  34233. if (this._effectiveMaterial._storeEffectOnSubMeshes) {
  34234. if (!this._effectiveMaterial.isReadyForSubMesh(this, subMesh, hardwareInstancedRendering)) {
  34235. return this;
  34236. }
  34237. }
  34238. else if (!this._effectiveMaterial.isReady(this, hardwareInstancedRendering)) {
  34239. return this;
  34240. }
  34241. // Alpha mode
  34242. if (enableAlphaMode) {
  34243. engine.setAlphaMode(this._effectiveMaterial.alphaMode);
  34244. }
  34245. for (var _i = 0, _a = scene._beforeRenderingMeshStage; _i < _a.length; _i++) {
  34246. var step = _a[_i];
  34247. step.action(this, subMesh, batch);
  34248. }
  34249. var effect;
  34250. if (this._effectiveMaterial._storeEffectOnSubMeshes) {
  34251. effect = subMesh.effect;
  34252. }
  34253. else {
  34254. effect = this._effectiveMaterial.getEffect();
  34255. }
  34256. if (!effect) {
  34257. return this;
  34258. }
  34259. var effectiveMesh = (this.skeleton && this.skeleton.overrideMesh) || this;
  34260. var sideOrientation = this.overrideMaterialSideOrientation;
  34261. if (sideOrientation == null) {
  34262. sideOrientation = this._effectiveMaterial.sideOrientation;
  34263. if (effectiveMesh._getWorldMatrixDeterminant() < 0) {
  34264. sideOrientation = (sideOrientation === BABYLON.Material.ClockWiseSideOrientation ? BABYLON.Material.CounterClockWiseSideOrientation : BABYLON.Material.ClockWiseSideOrientation);
  34265. }
  34266. }
  34267. var reverse = this._effectiveMaterial._preBind(effect, sideOrientation);
  34268. if (this._effectiveMaterial.forceDepthWrite) {
  34269. engine.setDepthWrite(true);
  34270. }
  34271. // Bind
  34272. var fillMode = scene.forcePointsCloud ? BABYLON.Material.PointFillMode : (scene.forceWireframe ? BABYLON.Material.WireFrameFillMode : this._effectiveMaterial.fillMode);
  34273. if (!hardwareInstancedRendering) { // Binding will be done later because we need to add more info to the VB
  34274. this._bind(subMesh, effect, fillMode);
  34275. }
  34276. var world = effectiveMesh.getWorldMatrix();
  34277. if (this._effectiveMaterial._storeEffectOnSubMeshes) {
  34278. this._effectiveMaterial.bindForSubMesh(world, this, subMesh);
  34279. }
  34280. else {
  34281. this._effectiveMaterial.bind(world, this);
  34282. }
  34283. if (!this._effectiveMaterial.backFaceCulling && this._effectiveMaterial.separateCullingPass) {
  34284. engine.setState(true, this._effectiveMaterial.zOffset, false, !reverse);
  34285. this._processRendering(subMesh, effect, fillMode, batch, hardwareInstancedRendering, this._onBeforeDraw, this._effectiveMaterial);
  34286. engine.setState(true, this._effectiveMaterial.zOffset, false, reverse);
  34287. }
  34288. // Draw
  34289. this._processRendering(subMesh, effect, fillMode, batch, hardwareInstancedRendering, this._onBeforeDraw, this._effectiveMaterial);
  34290. // Unbind
  34291. this._effectiveMaterial.unbind();
  34292. for (var _b = 0, _c = scene._afterRenderingMeshStage; _b < _c.length; _b++) {
  34293. var step = _c[_b];
  34294. step.action(this, subMesh, batch);
  34295. }
  34296. if (this._onAfterRenderObservable) {
  34297. this._onAfterRenderObservable.notifyObservers(this);
  34298. }
  34299. return this;
  34300. };
  34301. Mesh.prototype._onBeforeDraw = function (isInstance, world, effectiveMaterial) {
  34302. if (isInstance && effectiveMaterial) {
  34303. effectiveMaterial.bindOnlyWorldMatrix(world);
  34304. }
  34305. };
  34306. /**
  34307. * Renormalize the mesh and patch it up if there are no weights
  34308. * Similar to normalization by adding the weights compute the reciprocal and multiply all elements, this wil ensure that everything adds to 1.
  34309. * However in the case of zero weights then we set just a single influence to 1.
  34310. * We check in the function for extra's present and if so we use the normalizeSkinWeightsWithExtras rather than the FourWeights version.
  34311. */
  34312. Mesh.prototype.cleanMatrixWeights = function () {
  34313. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsKind)) {
  34314. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsExtraKind)) {
  34315. this.normalizeSkinWeightsAndExtra();
  34316. }
  34317. else {
  34318. this.normalizeSkinFourWeights();
  34319. }
  34320. }
  34321. };
  34322. // faster 4 weight version.
  34323. Mesh.prototype.normalizeSkinFourWeights = function () {
  34324. var matricesWeights = this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind);
  34325. var numWeights = matricesWeights.length;
  34326. for (var a = 0; a < numWeights; a += 4) {
  34327. // accumulate weights
  34328. var t = matricesWeights[a] + matricesWeights[a + 1] + matricesWeights[a + 2] + matricesWeights[a + 3];
  34329. // check for invalid weight and just set it to 1.
  34330. if (t === 0) {
  34331. matricesWeights[a] = 1;
  34332. }
  34333. else {
  34334. // renormalize so everything adds to 1 use reciprical
  34335. var recip = 1 / t;
  34336. matricesWeights[a] *= recip;
  34337. matricesWeights[a + 1] *= recip;
  34338. matricesWeights[a + 2] *= recip;
  34339. matricesWeights[a + 3] *= recip;
  34340. }
  34341. }
  34342. this.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, matricesWeights);
  34343. };
  34344. // handle special case of extra verts. (in theory gltf can handle 12 influences)
  34345. Mesh.prototype.normalizeSkinWeightsAndExtra = function () {
  34346. var matricesWeightsExtra = this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsExtraKind);
  34347. var matricesWeights = this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind);
  34348. var numWeights = matricesWeights.length;
  34349. for (var a = 0; a < numWeights; a += 4) {
  34350. // accumulate weights
  34351. var t = matricesWeights[a] + matricesWeights[a + 1] + matricesWeights[a + 2] + matricesWeights[a + 3];
  34352. t += matricesWeightsExtra[a] + matricesWeightsExtra[a + 1] + matricesWeightsExtra[a + 2] + matricesWeightsExtra[a + 3];
  34353. // check for invalid weight and just set it to 1.
  34354. if (t === 0) {
  34355. matricesWeights[a] = 1;
  34356. }
  34357. else {
  34358. // renormalize so everything adds to 1 use reciprical
  34359. var recip = 1 / t;
  34360. matricesWeights[a] *= recip;
  34361. matricesWeights[a + 1] *= recip;
  34362. matricesWeights[a + 2] *= recip;
  34363. matricesWeights[a + 3] *= recip;
  34364. // same goes for extras
  34365. matricesWeightsExtra[a] *= recip;
  34366. matricesWeightsExtra[a + 1] *= recip;
  34367. matricesWeightsExtra[a + 2] *= recip;
  34368. matricesWeightsExtra[a + 3] *= recip;
  34369. }
  34370. }
  34371. this.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, matricesWeights);
  34372. this.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, matricesWeightsExtra);
  34373. };
  34374. /**
  34375. * ValidateSkinning is used to determine that a mesh has valid skinning data along with skin metrics, if missing weights,
  34376. * or not normalized it is returned as invalid mesh the string can be used for console logs, or on screen messages to let
  34377. * the user know there was an issue with importing the mesh
  34378. * @returns a validation object with skinned, valid and report string
  34379. */
  34380. Mesh.prototype.validateSkinning = function () {
  34381. var matricesWeightsExtra = this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsExtraKind);
  34382. var matricesWeights = this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind);
  34383. if (matricesWeights === null || this.skeleton == null) {
  34384. return { skinned: false, valid: true, report: "not skinned" };
  34385. }
  34386. var numWeights = matricesWeights.length;
  34387. var numberNotSorted = 0;
  34388. var missingWeights = 0;
  34389. var maxUsedWeights = 0;
  34390. var numberNotNormalized = 0;
  34391. var numInfluences = matricesWeightsExtra === null ? 4 : 8;
  34392. var usedWeightCounts = new Array();
  34393. for (var a = 0; a <= numInfluences; a++) {
  34394. usedWeightCounts[a] = 0;
  34395. }
  34396. var toleranceEpsilon = 0.001;
  34397. for (var a = 0; a < numWeights; a += 4) {
  34398. var lastWeight = matricesWeights[a];
  34399. var t = lastWeight;
  34400. var usedWeights = t === 0 ? 0 : 1;
  34401. for (var b = 1; b < numInfluences; b++) {
  34402. var d = b < 4 ? matricesWeights[a + b] : matricesWeightsExtra[a + b - 4];
  34403. if (d > lastWeight) {
  34404. numberNotSorted++;
  34405. }
  34406. if (d !== 0) {
  34407. usedWeights++;
  34408. }
  34409. t += d;
  34410. lastWeight = d;
  34411. }
  34412. // count the buffer weights usage
  34413. usedWeightCounts[usedWeights]++;
  34414. // max influences
  34415. if (usedWeights > maxUsedWeights) {
  34416. maxUsedWeights = usedWeights;
  34417. }
  34418. // check for invalid weight and just set it to 1.
  34419. if (t === 0) {
  34420. missingWeights++;
  34421. }
  34422. else {
  34423. // renormalize so everything adds to 1 use reciprical
  34424. var recip = 1 / t;
  34425. var tolerance = 0;
  34426. for (b = 0; b < numInfluences; b++) {
  34427. if (b < 4) {
  34428. tolerance += Math.abs(matricesWeights[a + b] - (matricesWeights[a + b] * recip));
  34429. }
  34430. else {
  34431. tolerance += Math.abs(matricesWeightsExtra[a + b - 4] - (matricesWeightsExtra[a + b - 4] * recip));
  34432. }
  34433. }
  34434. // arbitary epsilon value for dicdating not normalized
  34435. if (tolerance > toleranceEpsilon) {
  34436. numberNotNormalized++;
  34437. }
  34438. }
  34439. }
  34440. // validate bone indices are in range of the skeleton
  34441. var numBones = this.skeleton.bones.length;
  34442. var matricesIndices = this.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind);
  34443. var matricesIndicesExtra = this.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind);
  34444. var numBadBoneIndices = 0;
  34445. for (var a = 0; a < numWeights; a++) {
  34446. for (var b = 0; b < numInfluences; b++) {
  34447. var index = b < 4 ? matricesIndices[b] : matricesIndicesExtra[b - 4];
  34448. if (index >= numBones || index < 0) {
  34449. numBadBoneIndices++;
  34450. }
  34451. }
  34452. }
  34453. // log mesh stats
  34454. var output = "Number of Weights = " + numWeights / 4 + "\nMaximum influences = " + maxUsedWeights +
  34455. "\nMissing Weights = " + missingWeights + "\nNot Sorted = " + numberNotSorted +
  34456. "\nNot Normalized = " + numberNotNormalized + "\nWeightCounts = [" + usedWeightCounts + "]" +
  34457. "\nNumber of bones = " + numBones + "\nBad Bone Indices = " + numBadBoneIndices;
  34458. return { skinned: true, valid: missingWeights === 0 && numberNotNormalized === 0 && numBadBoneIndices === 0, report: output };
  34459. };
  34460. /** @hidden */
  34461. Mesh.prototype._checkDelayState = function () {
  34462. var scene = this.getScene();
  34463. if (this._geometry) {
  34464. this._geometry.load(scene);
  34465. }
  34466. else if (this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_NOTLOADED) {
  34467. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADING;
  34468. this._queueLoad(scene);
  34469. }
  34470. return this;
  34471. };
  34472. Mesh.prototype._queueLoad = function (scene) {
  34473. var _this = this;
  34474. scene._addPendingData(this);
  34475. var getBinaryData = (this.delayLoadingFile.indexOf(".babylonbinarymeshdata") !== -1);
  34476. BABYLON.Tools.LoadFile(this.delayLoadingFile, function (data) {
  34477. if (data instanceof ArrayBuffer) {
  34478. _this._delayLoadingFunction(data, _this);
  34479. }
  34480. else {
  34481. _this._delayLoadingFunction(JSON.parse(data), _this);
  34482. }
  34483. _this.instances.forEach(function (instance) {
  34484. instance._syncSubMeshes();
  34485. });
  34486. _this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADED;
  34487. scene._removePendingData(_this);
  34488. }, function () { }, scene.offlineProvider, getBinaryData);
  34489. return this;
  34490. };
  34491. /**
  34492. * Returns `true` if the mesh is within the frustum defined by the passed array of planes.
  34493. * A mesh is in the frustum if its bounding box intersects the frustum
  34494. * @param frustumPlanes defines the frustum to test
  34495. * @returns true if the mesh is in the frustum planes
  34496. */
  34497. Mesh.prototype.isInFrustum = function (frustumPlanes) {
  34498. if (this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADING) {
  34499. return false;
  34500. }
  34501. if (!_super.prototype.isInFrustum.call(this, frustumPlanes)) {
  34502. return false;
  34503. }
  34504. this._checkDelayState();
  34505. return true;
  34506. };
  34507. /**
  34508. * Sets the mesh material by the material or multiMaterial `id` property
  34509. * @param id is a string identifying the material or the multiMaterial
  34510. * @returns the current mesh
  34511. */
  34512. Mesh.prototype.setMaterialByID = function (id) {
  34513. var materials = this.getScene().materials;
  34514. var index;
  34515. for (index = materials.length - 1; index > -1; index--) {
  34516. if (materials[index].id === id) {
  34517. this.material = materials[index];
  34518. return this;
  34519. }
  34520. }
  34521. // Multi
  34522. var multiMaterials = this.getScene().multiMaterials;
  34523. for (index = multiMaterials.length - 1; index > -1; index--) {
  34524. if (multiMaterials[index].id === id) {
  34525. this.material = multiMaterials[index];
  34526. return this;
  34527. }
  34528. }
  34529. return this;
  34530. };
  34531. /**
  34532. * Returns as a new array populated with the mesh material and/or skeleton, if any.
  34533. * @returns an array of IAnimatable
  34534. */
  34535. Mesh.prototype.getAnimatables = function () {
  34536. var results = new Array();
  34537. if (this.material) {
  34538. results.push(this.material);
  34539. }
  34540. if (this.skeleton) {
  34541. results.push(this.skeleton);
  34542. }
  34543. return results;
  34544. };
  34545. /**
  34546. * Modifies the mesh geometry according to the passed transformation matrix.
  34547. * This method returns nothing but it really modifies the mesh even if it's originally not set as updatable.
  34548. * The mesh normals are modified using the same transformation.
  34549. * Note that, under the hood, this method sets a new VertexBuffer each call.
  34550. * @param transform defines the transform matrix to use
  34551. * @see http://doc.babylonjs.com/resources/baking_transformations
  34552. * @returns the current mesh
  34553. */
  34554. Mesh.prototype.bakeTransformIntoVertices = function (transform) {
  34555. // Position
  34556. if (!this.isVerticesDataPresent(BABYLON.VertexBuffer.PositionKind)) {
  34557. return this;
  34558. }
  34559. var submeshes = this.subMeshes.splice(0);
  34560. this._resetPointsArrayCache();
  34561. var data = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  34562. var temp = new Array();
  34563. var index;
  34564. for (index = 0; index < data.length; index += 3) {
  34565. BABYLON.Vector3.TransformCoordinates(BABYLON.Vector3.FromArray(data, index), transform).toArray(temp, index);
  34566. }
  34567. this.setVerticesData(BABYLON.VertexBuffer.PositionKind, temp, this.getVertexBuffer(BABYLON.VertexBuffer.PositionKind).isUpdatable());
  34568. // Normals
  34569. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  34570. data = this.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  34571. temp = [];
  34572. for (index = 0; index < data.length; index += 3) {
  34573. BABYLON.Vector3.TransformNormal(BABYLON.Vector3.FromArray(data, index), transform).normalize().toArray(temp, index);
  34574. }
  34575. this.setVerticesData(BABYLON.VertexBuffer.NormalKind, temp, this.getVertexBuffer(BABYLON.VertexBuffer.NormalKind).isUpdatable());
  34576. }
  34577. // flip faces?
  34578. if (transform.m[0] * transform.m[5] * transform.m[10] < 0) {
  34579. this.flipFaces();
  34580. }
  34581. // Restore submeshes
  34582. this.releaseSubMeshes();
  34583. this.subMeshes = submeshes;
  34584. return this;
  34585. };
  34586. /**
  34587. * Modifies the mesh geometry according to its own current World Matrix.
  34588. * The mesh World Matrix is then reset.
  34589. * This method returns nothing but really modifies the mesh even if it's originally not set as updatable.
  34590. * Note that, under the hood, this method sets a new VertexBuffer each call.
  34591. * @see http://doc.babylonjs.com/resources/baking_transformations
  34592. * @returns the current mesh
  34593. */
  34594. Mesh.prototype.bakeCurrentTransformIntoVertices = function () {
  34595. this.bakeTransformIntoVertices(this.computeWorldMatrix(true));
  34596. this.scaling.copyFromFloats(1, 1, 1);
  34597. this.position.copyFromFloats(0, 0, 0);
  34598. this.rotation.copyFromFloats(0, 0, 0);
  34599. //only if quaternion is already set
  34600. if (this.rotationQuaternion) {
  34601. this.rotationQuaternion = BABYLON.Quaternion.Identity();
  34602. }
  34603. this._worldMatrix = BABYLON.Matrix.Identity();
  34604. return this;
  34605. };
  34606. Object.defineProperty(Mesh.prototype, "_positions", {
  34607. // Cache
  34608. /** @hidden */
  34609. get: function () {
  34610. if (this._geometry) {
  34611. return this._geometry._positions;
  34612. }
  34613. return null;
  34614. },
  34615. enumerable: true,
  34616. configurable: true
  34617. });
  34618. /** @hidden */
  34619. Mesh.prototype._resetPointsArrayCache = function () {
  34620. if (this._geometry) {
  34621. this._geometry._resetPointsArrayCache();
  34622. }
  34623. return this;
  34624. };
  34625. /** @hidden */
  34626. Mesh.prototype._generatePointsArray = function () {
  34627. if (this._geometry) {
  34628. return this._geometry._generatePointsArray();
  34629. }
  34630. return false;
  34631. };
  34632. /**
  34633. * Returns a new Mesh object generated from the current mesh properties.
  34634. * This method must not get confused with createInstance()
  34635. * @param name is a string, the name given to the new mesh
  34636. * @param newParent can be any Node object (default `null`)
  34637. * @param doNotCloneChildren allows/denies the recursive cloning of the original mesh children if any (default `false`)
  34638. * @param clonePhysicsImpostor allows/denies the cloning in the same time of the original mesh `body` used by the physics engine, if any (default `true`)
  34639. * @returns a new mesh
  34640. */
  34641. Mesh.prototype.clone = function (name, newParent, doNotCloneChildren, clonePhysicsImpostor) {
  34642. if (name === void 0) { name = ""; }
  34643. if (clonePhysicsImpostor === void 0) { clonePhysicsImpostor = true; }
  34644. return new Mesh(name, this.getScene(), newParent, this, doNotCloneChildren, clonePhysicsImpostor);
  34645. };
  34646. /**
  34647. * Releases resources associated with this mesh.
  34648. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  34649. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  34650. */
  34651. Mesh.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {
  34652. if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }
  34653. this.morphTargetManager = null;
  34654. if (this._geometry) {
  34655. this._geometry.releaseForMesh(this, true);
  34656. }
  34657. if (this._onBeforeDrawObservable) {
  34658. this._onBeforeDrawObservable.clear();
  34659. }
  34660. if (this._onBeforeRenderObservable) {
  34661. this._onBeforeRenderObservable.clear();
  34662. }
  34663. if (this._onAfterRenderObservable) {
  34664. this._onAfterRenderObservable.clear();
  34665. }
  34666. // Sources
  34667. if (this._scene.useClonedMeshhMap) {
  34668. if (this.meshMap) {
  34669. for (var uniqueId in this.meshMap) {
  34670. var mesh = this.meshMap[uniqueId];
  34671. if (mesh) {
  34672. mesh._source = null;
  34673. this.meshMap[uniqueId] = undefined;
  34674. }
  34675. }
  34676. }
  34677. if (this._source && this._source.meshMap) {
  34678. this._source.meshMap[this.uniqueId] = undefined;
  34679. }
  34680. }
  34681. else {
  34682. var meshes = this.getScene().meshes;
  34683. for (var _i = 0, meshes_1 = meshes; _i < meshes_1.length; _i++) {
  34684. var abstractMesh = meshes_1[_i];
  34685. var mesh = abstractMesh;
  34686. if (mesh._source && mesh._source === this) {
  34687. mesh._source = null;
  34688. }
  34689. }
  34690. }
  34691. this._source = null;
  34692. // Instances
  34693. if (this._instanceDataStorage.instancesBuffer) {
  34694. this._instanceDataStorage.instancesBuffer.dispose();
  34695. this._instanceDataStorage.instancesBuffer = null;
  34696. }
  34697. while (this.instances.length) {
  34698. this.instances[0].dispose();
  34699. }
  34700. _super.prototype.dispose.call(this, doNotRecurse, disposeMaterialAndTextures);
  34701. };
  34702. /**
  34703. * Modifies the mesh geometry according to a displacement map.
  34704. * A displacement map is a colored image. Each pixel color value (actually a gradient computed from red, green, blue values) will give the displacement to apply to each mesh vertex.
  34705. * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.
  34706. * @param url is a string, the URL from the image file is to be downloaded.
  34707. * @param minHeight is the lower limit of the displacement.
  34708. * @param maxHeight is the upper limit of the displacement.
  34709. * @param onSuccess is an optional Javascript function to be called just after the mesh is modified. It is passed the modified mesh and must return nothing.
  34710. * @param uvOffset is an optional vector2 used to offset UV.
  34711. * @param uvScale is an optional vector2 used to scale UV.
  34712. * @param forceUpdate defines whether or not to force an update of the generated buffers. This is useful to apply on a deserialized model for instance.
  34713. * @returns the Mesh.
  34714. */
  34715. Mesh.prototype.applyDisplacementMap = function (url, minHeight, maxHeight, onSuccess, uvOffset, uvScale, forceUpdate) {
  34716. var _this = this;
  34717. if (forceUpdate === void 0) { forceUpdate = false; }
  34718. var scene = this.getScene();
  34719. var onload = function (img) {
  34720. // Getting height map data
  34721. var canvas = document.createElement("canvas");
  34722. var context = canvas.getContext("2d");
  34723. var heightMapWidth = img.width;
  34724. var heightMapHeight = img.height;
  34725. canvas.width = heightMapWidth;
  34726. canvas.height = heightMapHeight;
  34727. context.drawImage(img, 0, 0);
  34728. // Create VertexData from map data
  34729. //Cast is due to wrong definition in lib.d.ts from ts 1.3 - https://github.com/Microsoft/TypeScript/issues/949
  34730. var buffer = context.getImageData(0, 0, heightMapWidth, heightMapHeight).data;
  34731. _this.applyDisplacementMapFromBuffer(buffer, heightMapWidth, heightMapHeight, minHeight, maxHeight, uvOffset, uvScale, forceUpdate);
  34732. //execute success callback, if set
  34733. if (onSuccess) {
  34734. onSuccess(_this);
  34735. }
  34736. };
  34737. BABYLON.Tools.LoadImage(url, onload, function () { }, scene.offlineProvider);
  34738. return this;
  34739. };
  34740. /**
  34741. * Modifies the mesh geometry according to a displacementMap buffer.
  34742. * A displacement map is a colored image. Each pixel color value (actually a gradient computed from red, green, blue values) will give the displacement to apply to each mesh vertex.
  34743. * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.
  34744. * @param buffer is a `Uint8Array` buffer containing series of `Uint8` lower than 255, the red, green, blue and alpha values of each successive pixel.
  34745. * @param heightMapWidth is the width of the buffer image.
  34746. * @param heightMapHeight is the height of the buffer image.
  34747. * @param minHeight is the lower limit of the displacement.
  34748. * @param maxHeight is the upper limit of the displacement.
  34749. * @param onSuccess is an optional Javascript function to be called just after the mesh is modified. It is passed the modified mesh and must return nothing.
  34750. * @param uvOffset is an optional vector2 used to offset UV.
  34751. * @param uvScale is an optional vector2 used to scale UV.
  34752. * @param forceUpdate defines whether or not to force an update of the generated buffers. This is useful to apply on a deserialized model for instance.
  34753. * @returns the Mesh.
  34754. */
  34755. Mesh.prototype.applyDisplacementMapFromBuffer = function (buffer, heightMapWidth, heightMapHeight, minHeight, maxHeight, uvOffset, uvScale, forceUpdate) {
  34756. if (forceUpdate === void 0) { forceUpdate = false; }
  34757. if (!this.isVerticesDataPresent(BABYLON.VertexBuffer.PositionKind)
  34758. || !this.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)
  34759. || !this.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  34760. BABYLON.Tools.Warn("Cannot call applyDisplacementMap: Given mesh is not complete. Position, Normal or UV are missing");
  34761. return this;
  34762. }
  34763. var positions = this.getVerticesData(BABYLON.VertexBuffer.PositionKind, true, true);
  34764. var normals = this.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  34765. var uvs = this.getVerticesData(BABYLON.VertexBuffer.UVKind);
  34766. var position = BABYLON.Vector3.Zero();
  34767. var normal = BABYLON.Vector3.Zero();
  34768. var uv = BABYLON.Vector2.Zero();
  34769. uvOffset = uvOffset || BABYLON.Vector2.Zero();
  34770. uvScale = uvScale || new BABYLON.Vector2(1, 1);
  34771. for (var index = 0; index < positions.length; index += 3) {
  34772. BABYLON.Vector3.FromArrayToRef(positions, index, position);
  34773. BABYLON.Vector3.FromArrayToRef(normals, index, normal);
  34774. BABYLON.Vector2.FromArrayToRef(uvs, (index / 3) * 2, uv);
  34775. // Compute height
  34776. var u = ((Math.abs(uv.x * uvScale.x + uvOffset.x) * heightMapWidth) % heightMapWidth) | 0;
  34777. var v = ((Math.abs(uv.y * uvScale.y + uvOffset.y) * heightMapHeight) % heightMapHeight) | 0;
  34778. var pos = (u + v * heightMapWidth) * 4;
  34779. var r = buffer[pos] / 255.0;
  34780. var g = buffer[pos + 1] / 255.0;
  34781. var b = buffer[pos + 2] / 255.0;
  34782. var gradient = r * 0.3 + g * 0.59 + b * 0.11;
  34783. normal.normalize();
  34784. normal.scaleInPlace(minHeight + (maxHeight - minHeight) * gradient);
  34785. position = position.add(normal);
  34786. position.toArray(positions, index);
  34787. }
  34788. BABYLON.VertexData.ComputeNormals(positions, this.getIndices(), normals);
  34789. if (forceUpdate) {
  34790. this.setVerticesData(BABYLON.VertexBuffer.PositionKind, positions);
  34791. this.setVerticesData(BABYLON.VertexBuffer.NormalKind, normals);
  34792. }
  34793. else {
  34794. this.updateVerticesData(BABYLON.VertexBuffer.PositionKind, positions);
  34795. this.updateVerticesData(BABYLON.VertexBuffer.NormalKind, normals);
  34796. }
  34797. return this;
  34798. };
  34799. /**
  34800. * Modify the mesh to get a flat shading rendering.
  34801. * This means each mesh facet will then have its own normals. Usually new vertices are added in the mesh geometry to get this result.
  34802. * Warning : the mesh is really modified even if not set originally as updatable and, under the hood, a new VertexBuffer is allocated.
  34803. * @returns current mesh
  34804. */
  34805. Mesh.prototype.convertToFlatShadedMesh = function () {
  34806. var kinds = this.getVerticesDataKinds();
  34807. var vbs = {};
  34808. var data = {};
  34809. var newdata = {};
  34810. var updatableNormals = false;
  34811. var kindIndex;
  34812. var kind;
  34813. for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) {
  34814. kind = kinds[kindIndex];
  34815. var vertexBuffer = this.getVertexBuffer(kind);
  34816. if (kind === BABYLON.VertexBuffer.NormalKind) {
  34817. updatableNormals = vertexBuffer.isUpdatable();
  34818. kinds.splice(kindIndex, 1);
  34819. kindIndex--;
  34820. continue;
  34821. }
  34822. vbs[kind] = vertexBuffer;
  34823. data[kind] = vbs[kind].getData();
  34824. newdata[kind] = [];
  34825. }
  34826. // Save previous submeshes
  34827. var previousSubmeshes = this.subMeshes.slice(0);
  34828. var indices = this.getIndices();
  34829. var totalIndices = this.getTotalIndices();
  34830. // Generating unique vertices per face
  34831. var index;
  34832. for (index = 0; index < totalIndices; index++) {
  34833. var vertexIndex = indices[index];
  34834. for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) {
  34835. kind = kinds[kindIndex];
  34836. var stride = vbs[kind].getStrideSize();
  34837. for (var offset = 0; offset < stride; offset++) {
  34838. newdata[kind].push(data[kind][vertexIndex * stride + offset]);
  34839. }
  34840. }
  34841. }
  34842. // Updating faces & normal
  34843. var normals = [];
  34844. var positions = newdata[BABYLON.VertexBuffer.PositionKind];
  34845. for (index = 0; index < totalIndices; index += 3) {
  34846. indices[index] = index;
  34847. indices[index + 1] = index + 1;
  34848. indices[index + 2] = index + 2;
  34849. var p1 = BABYLON.Vector3.FromArray(positions, index * 3);
  34850. var p2 = BABYLON.Vector3.FromArray(positions, (index + 1) * 3);
  34851. var p3 = BABYLON.Vector3.FromArray(positions, (index + 2) * 3);
  34852. var p1p2 = p1.subtract(p2);
  34853. var p3p2 = p3.subtract(p2);
  34854. var normal = BABYLON.Vector3.Normalize(BABYLON.Vector3.Cross(p1p2, p3p2));
  34855. // Store same normals for every vertex
  34856. for (var localIndex = 0; localIndex < 3; localIndex++) {
  34857. normals.push(normal.x);
  34858. normals.push(normal.y);
  34859. normals.push(normal.z);
  34860. }
  34861. }
  34862. this.setIndices(indices);
  34863. this.setVerticesData(BABYLON.VertexBuffer.NormalKind, normals, updatableNormals);
  34864. // Updating vertex buffers
  34865. for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) {
  34866. kind = kinds[kindIndex];
  34867. this.setVerticesData(kind, newdata[kind], vbs[kind].isUpdatable());
  34868. }
  34869. // Updating submeshes
  34870. this.releaseSubMeshes();
  34871. for (var submeshIndex = 0; submeshIndex < previousSubmeshes.length; submeshIndex++) {
  34872. var previousOne = previousSubmeshes[submeshIndex];
  34873. BABYLON.SubMesh.AddToMesh(previousOne.materialIndex, previousOne.indexStart, previousOne.indexCount, previousOne.indexStart, previousOne.indexCount, this);
  34874. }
  34875. this.synchronizeInstances();
  34876. return this;
  34877. };
  34878. /**
  34879. * This method removes all the mesh indices and add new vertices (duplication) in order to unfold facets into buffers.
  34880. * In other words, more vertices, no more indices and a single bigger VBO.
  34881. * The mesh is really modified even if not set originally as updatable. Under the hood, a new VertexBuffer is allocated.
  34882. * @returns current mesh
  34883. */
  34884. Mesh.prototype.convertToUnIndexedMesh = function () {
  34885. var kinds = this.getVerticesDataKinds();
  34886. var vbs = {};
  34887. var data = {};
  34888. var newdata = {};
  34889. var kindIndex;
  34890. var kind;
  34891. for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) {
  34892. kind = kinds[kindIndex];
  34893. var vertexBuffer = this.getVertexBuffer(kind);
  34894. vbs[kind] = vertexBuffer;
  34895. data[kind] = vbs[kind].getData();
  34896. newdata[kind] = [];
  34897. }
  34898. // Save previous submeshes
  34899. var previousSubmeshes = this.subMeshes.slice(0);
  34900. var indices = this.getIndices();
  34901. var totalIndices = this.getTotalIndices();
  34902. // Generating unique vertices per face
  34903. var index;
  34904. for (index = 0; index < totalIndices; index++) {
  34905. var vertexIndex = indices[index];
  34906. for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) {
  34907. kind = kinds[kindIndex];
  34908. var stride = vbs[kind].getStrideSize();
  34909. for (var offset = 0; offset < stride; offset++) {
  34910. newdata[kind].push(data[kind][vertexIndex * stride + offset]);
  34911. }
  34912. }
  34913. }
  34914. // Updating indices
  34915. for (index = 0; index < totalIndices; index += 3) {
  34916. indices[index] = index;
  34917. indices[index + 1] = index + 1;
  34918. indices[index + 2] = index + 2;
  34919. }
  34920. this.setIndices(indices);
  34921. // Updating vertex buffers
  34922. for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) {
  34923. kind = kinds[kindIndex];
  34924. this.setVerticesData(kind, newdata[kind], vbs[kind].isUpdatable());
  34925. }
  34926. // Updating submeshes
  34927. this.releaseSubMeshes();
  34928. for (var submeshIndex = 0; submeshIndex < previousSubmeshes.length; submeshIndex++) {
  34929. var previousOne = previousSubmeshes[submeshIndex];
  34930. BABYLON.SubMesh.AddToMesh(previousOne.materialIndex, previousOne.indexStart, previousOne.indexCount, previousOne.indexStart, previousOne.indexCount, this);
  34931. }
  34932. this._unIndexed = true;
  34933. this.synchronizeInstances();
  34934. return this;
  34935. };
  34936. /**
  34937. * Inverses facet orientations.
  34938. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  34939. * @param flipNormals will also inverts the normals
  34940. * @returns current mesh
  34941. */
  34942. Mesh.prototype.flipFaces = function (flipNormals) {
  34943. if (flipNormals === void 0) { flipNormals = false; }
  34944. var vertex_data = BABYLON.VertexData.ExtractFromMesh(this);
  34945. var i;
  34946. if (flipNormals && this.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind) && vertex_data.normals) {
  34947. for (i = 0; i < vertex_data.normals.length; i++) {
  34948. vertex_data.normals[i] *= -1;
  34949. }
  34950. }
  34951. if (vertex_data.indices) {
  34952. var temp;
  34953. for (i = 0; i < vertex_data.indices.length; i += 3) {
  34954. // reassign indices
  34955. temp = vertex_data.indices[i + 1];
  34956. vertex_data.indices[i + 1] = vertex_data.indices[i + 2];
  34957. vertex_data.indices[i + 2] = temp;
  34958. }
  34959. }
  34960. vertex_data.applyToMesh(this);
  34961. return this;
  34962. };
  34963. // Instances
  34964. /**
  34965. * Creates a new InstancedMesh object from the mesh model.
  34966. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  34967. * @param name defines the name of the new instance
  34968. * @returns a new InstancedMesh
  34969. */
  34970. Mesh.prototype.createInstance = function (name) {
  34971. return new BABYLON.InstancedMesh(name, this);
  34972. };
  34973. /**
  34974. * Synchronises all the mesh instance submeshes to the current mesh submeshes, if any.
  34975. * After this call, all the mesh instances have the same submeshes than the current mesh.
  34976. * @returns the current mesh
  34977. */
  34978. Mesh.prototype.synchronizeInstances = function () {
  34979. for (var instanceIndex = 0; instanceIndex < this.instances.length; instanceIndex++) {
  34980. var instance = this.instances[instanceIndex];
  34981. instance._syncSubMeshes();
  34982. }
  34983. return this;
  34984. };
  34985. /**
  34986. * Optimization of the mesh's indices, in case a mesh has duplicated vertices.
  34987. * The function will only reorder the indices and will not remove unused vertices to avoid problems with submeshes.
  34988. * This should be used together with the simplification to avoid disappearing triangles.
  34989. * @param successCallback an optional success callback to be called after the optimization finished.
  34990. * @returns the current mesh
  34991. */
  34992. Mesh.prototype.optimizeIndices = function (successCallback) {
  34993. var _this = this;
  34994. var indices = this.getIndices();
  34995. var positions = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  34996. if (!positions || !indices) {
  34997. return this;
  34998. }
  34999. var vectorPositions = new Array();
  35000. for (var pos = 0; pos < positions.length; pos = pos + 3) {
  35001. vectorPositions.push(BABYLON.Vector3.FromArray(positions, pos));
  35002. }
  35003. var dupes = new Array();
  35004. BABYLON.AsyncLoop.SyncAsyncForLoop(vectorPositions.length, 40, function (iteration) {
  35005. var realPos = vectorPositions.length - 1 - iteration;
  35006. var testedPosition = vectorPositions[realPos];
  35007. for (var j = 0; j < realPos; ++j) {
  35008. var againstPosition = vectorPositions[j];
  35009. if (testedPosition.equals(againstPosition)) {
  35010. dupes[realPos] = j;
  35011. break;
  35012. }
  35013. }
  35014. }, function () {
  35015. for (var i = 0; i < indices.length; ++i) {
  35016. indices[i] = dupes[indices[i]] || indices[i];
  35017. }
  35018. //indices are now reordered
  35019. var originalSubMeshes = _this.subMeshes.slice(0);
  35020. _this.setIndices(indices);
  35021. _this.subMeshes = originalSubMeshes;
  35022. if (successCallback) {
  35023. successCallback(_this);
  35024. }
  35025. });
  35026. return this;
  35027. };
  35028. /**
  35029. * Serialize current mesh
  35030. * @param serializationObject defines the object which will receive the serialization data
  35031. */
  35032. Mesh.prototype.serialize = function (serializationObject) {
  35033. serializationObject.name = this.name;
  35034. serializationObject.id = this.id;
  35035. serializationObject.type = this.getClassName();
  35036. if (BABYLON.Tags && BABYLON.Tags.HasTags(this)) {
  35037. serializationObject.tags = BABYLON.Tags.GetTags(this);
  35038. }
  35039. serializationObject.position = this.position.asArray();
  35040. if (this.rotationQuaternion) {
  35041. serializationObject.rotationQuaternion = this.rotationQuaternion.asArray();
  35042. }
  35043. else if (this.rotation) {
  35044. serializationObject.rotation = this.rotation.asArray();
  35045. }
  35046. serializationObject.scaling = this.scaling.asArray();
  35047. if (this._postMultiplyPivotMatrix) {
  35048. serializationObject.pivotMatrix = this.getPivotMatrix().asArray();
  35049. }
  35050. else {
  35051. serializationObject.localMatrix = this.getPivotMatrix().asArray();
  35052. }
  35053. serializationObject.isEnabled = this.isEnabled(false);
  35054. serializationObject.isVisible = this.isVisible;
  35055. serializationObject.infiniteDistance = this.infiniteDistance;
  35056. serializationObject.pickable = this.isPickable;
  35057. serializationObject.receiveShadows = this.receiveShadows;
  35058. serializationObject.billboardMode = this.billboardMode;
  35059. serializationObject.visibility = this.visibility;
  35060. serializationObject.checkCollisions = this.checkCollisions;
  35061. serializationObject.isBlocker = this.isBlocker;
  35062. // Parent
  35063. if (this.parent) {
  35064. serializationObject.parentId = this.parent.id;
  35065. }
  35066. // Geometry
  35067. serializationObject.isUnIndexed = this.isUnIndexed;
  35068. var geometry = this._geometry;
  35069. if (geometry) {
  35070. var geometryId = geometry.id;
  35071. serializationObject.geometryId = geometryId;
  35072. // SubMeshes
  35073. serializationObject.subMeshes = [];
  35074. for (var subIndex = 0; subIndex < this.subMeshes.length; subIndex++) {
  35075. var subMesh = this.subMeshes[subIndex];
  35076. serializationObject.subMeshes.push({
  35077. materialIndex: subMesh.materialIndex,
  35078. verticesStart: subMesh.verticesStart,
  35079. verticesCount: subMesh.verticesCount,
  35080. indexStart: subMesh.indexStart,
  35081. indexCount: subMesh.indexCount
  35082. });
  35083. }
  35084. }
  35085. // Material
  35086. if (this.material) {
  35087. serializationObject.materialId = this.material.id;
  35088. }
  35089. else {
  35090. this.material = null;
  35091. }
  35092. // Morph targets
  35093. if (this.morphTargetManager) {
  35094. serializationObject.morphTargetManagerId = this.morphTargetManager.uniqueId;
  35095. }
  35096. // Skeleton
  35097. if (this.skeleton) {
  35098. serializationObject.skeletonId = this.skeleton.id;
  35099. }
  35100. // Physics
  35101. //TODO implement correct serialization for physics impostors.
  35102. var impostor = this.getPhysicsImpostor();
  35103. if (impostor) {
  35104. serializationObject.physicsMass = impostor.getParam("mass");
  35105. serializationObject.physicsFriction = impostor.getParam("friction");
  35106. serializationObject.physicsRestitution = impostor.getParam("mass");
  35107. serializationObject.physicsImpostor = impostor.type;
  35108. }
  35109. // Metadata
  35110. if (this.metadata) {
  35111. serializationObject.metadata = this.metadata;
  35112. }
  35113. // Instances
  35114. serializationObject.instances = [];
  35115. for (var index = 0; index < this.instances.length; index++) {
  35116. var instance = this.instances[index];
  35117. if (instance.doNotSerialize) {
  35118. continue;
  35119. }
  35120. var serializationInstance = {
  35121. name: instance.name,
  35122. id: instance.id,
  35123. position: instance.position.asArray(),
  35124. scaling: instance.scaling.asArray()
  35125. };
  35126. if (instance.parent) {
  35127. serializationInstance.parentId = instance.parent.id;
  35128. }
  35129. if (instance.rotationQuaternion) {
  35130. serializationInstance.rotationQuaternion = instance.rotationQuaternion.asArray();
  35131. }
  35132. else if (instance.rotation) {
  35133. serializationInstance.rotation = instance.rotation.asArray();
  35134. }
  35135. serializationObject.instances.push(serializationInstance);
  35136. // Animations
  35137. BABYLON.Animation.AppendSerializedAnimations(instance, serializationInstance);
  35138. serializationInstance.ranges = instance.serializeAnimationRanges();
  35139. }
  35140. //
  35141. // Animations
  35142. BABYLON.Animation.AppendSerializedAnimations(this, serializationObject);
  35143. serializationObject.ranges = this.serializeAnimationRanges();
  35144. // Layer mask
  35145. serializationObject.layerMask = this.layerMask;
  35146. // Alpha
  35147. serializationObject.alphaIndex = this.alphaIndex;
  35148. serializationObject.hasVertexAlpha = this.hasVertexAlpha;
  35149. // Overlay
  35150. serializationObject.overlayAlpha = this.overlayAlpha;
  35151. serializationObject.overlayColor = this.overlayColor.asArray();
  35152. serializationObject.renderOverlay = this.renderOverlay;
  35153. // Fog
  35154. serializationObject.applyFog = this.applyFog;
  35155. // Action Manager
  35156. if (this.actionManager) {
  35157. serializationObject.actions = this.actionManager.serialize(this.name);
  35158. }
  35159. };
  35160. /** @hidden */
  35161. Mesh.prototype._syncGeometryWithMorphTargetManager = function () {
  35162. if (!this.geometry) {
  35163. return;
  35164. }
  35165. this._markSubMeshesAsAttributesDirty();
  35166. var morphTargetManager = this._morphTargetManager;
  35167. if (morphTargetManager && morphTargetManager.vertexCount) {
  35168. if (morphTargetManager.vertexCount !== this.getTotalVertices()) {
  35169. BABYLON.Tools.Error("Mesh is incompatible with morph targets. Targets and mesh must all have the same vertices count.");
  35170. this.morphTargetManager = null;
  35171. return;
  35172. }
  35173. for (var index = 0; index < morphTargetManager.numInfluencers; index++) {
  35174. var morphTarget = morphTargetManager.getActiveTarget(index);
  35175. var positions = morphTarget.getPositions();
  35176. if (!positions) {
  35177. BABYLON.Tools.Error("Invalid morph target. Target must have positions.");
  35178. return;
  35179. }
  35180. this.geometry.setVerticesData(BABYLON.VertexBuffer.PositionKind + index, positions, false, 3);
  35181. var normals = morphTarget.getNormals();
  35182. if (normals) {
  35183. this.geometry.setVerticesData(BABYLON.VertexBuffer.NormalKind + index, normals, false, 3);
  35184. }
  35185. var tangents = morphTarget.getTangents();
  35186. if (tangents) {
  35187. this.geometry.setVerticesData(BABYLON.VertexBuffer.TangentKind + index, tangents, false, 3);
  35188. }
  35189. }
  35190. }
  35191. else {
  35192. var index = 0;
  35193. // Positions
  35194. while (this.geometry.isVerticesDataPresent(BABYLON.VertexBuffer.PositionKind + index)) {
  35195. this.geometry.removeVerticesData(BABYLON.VertexBuffer.PositionKind + index);
  35196. if (this.geometry.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind + index)) {
  35197. this.geometry.removeVerticesData(BABYLON.VertexBuffer.NormalKind + index);
  35198. }
  35199. if (this.geometry.isVerticesDataPresent(BABYLON.VertexBuffer.TangentKind + index)) {
  35200. this.geometry.removeVerticesData(BABYLON.VertexBuffer.TangentKind + index);
  35201. }
  35202. index++;
  35203. }
  35204. }
  35205. };
  35206. // Statics
  35207. /**
  35208. * Returns a new Mesh object parsed from the source provided.
  35209. * @param parsedMesh is the source
  35210. * @param scene defines the hosting scene
  35211. * @param rootUrl is the root URL to prefix the `delayLoadingFile` property with
  35212. * @returns a new Mesh
  35213. */
  35214. Mesh.Parse = function (parsedMesh, scene, rootUrl) {
  35215. var mesh;
  35216. if (parsedMesh.type && parsedMesh.type === "GroundMesh") {
  35217. mesh = BABYLON.GroundMesh.Parse(parsedMesh, scene);
  35218. }
  35219. else {
  35220. mesh = new Mesh(parsedMesh.name, scene);
  35221. }
  35222. mesh.id = parsedMesh.id;
  35223. if (BABYLON.Tags) {
  35224. BABYLON.Tags.AddTagsTo(mesh, parsedMesh.tags);
  35225. }
  35226. mesh.position = BABYLON.Vector3.FromArray(parsedMesh.position);
  35227. if (parsedMesh.metadata !== undefined) {
  35228. mesh.metadata = parsedMesh.metadata;
  35229. }
  35230. if (parsedMesh.rotationQuaternion) {
  35231. mesh.rotationQuaternion = BABYLON.Quaternion.FromArray(parsedMesh.rotationQuaternion);
  35232. }
  35233. else if (parsedMesh.rotation) {
  35234. mesh.rotation = BABYLON.Vector3.FromArray(parsedMesh.rotation);
  35235. }
  35236. mesh.scaling = BABYLON.Vector3.FromArray(parsedMesh.scaling);
  35237. if (parsedMesh.localMatrix) {
  35238. mesh.setPreTransformMatrix(BABYLON.Matrix.FromArray(parsedMesh.localMatrix));
  35239. }
  35240. else if (parsedMesh.pivotMatrix) {
  35241. mesh.setPivotMatrix(BABYLON.Matrix.FromArray(parsedMesh.pivotMatrix));
  35242. }
  35243. mesh.setEnabled(parsedMesh.isEnabled);
  35244. mesh.isVisible = parsedMesh.isVisible;
  35245. mesh.infiniteDistance = parsedMesh.infiniteDistance;
  35246. mesh.showBoundingBox = parsedMesh.showBoundingBox;
  35247. mesh.showSubMeshesBoundingBox = parsedMesh.showSubMeshesBoundingBox;
  35248. if (parsedMesh.applyFog !== undefined) {
  35249. mesh.applyFog = parsedMesh.applyFog;
  35250. }
  35251. if (parsedMesh.pickable !== undefined) {
  35252. mesh.isPickable = parsedMesh.pickable;
  35253. }
  35254. if (parsedMesh.alphaIndex !== undefined) {
  35255. mesh.alphaIndex = parsedMesh.alphaIndex;
  35256. }
  35257. mesh.receiveShadows = parsedMesh.receiveShadows;
  35258. mesh.billboardMode = parsedMesh.billboardMode;
  35259. if (parsedMesh.visibility !== undefined) {
  35260. mesh.visibility = parsedMesh.visibility;
  35261. }
  35262. mesh.checkCollisions = parsedMesh.checkCollisions;
  35263. if (parsedMesh.isBlocker !== undefined) {
  35264. mesh.isBlocker = parsedMesh.isBlocker;
  35265. }
  35266. mesh._shouldGenerateFlatShading = parsedMesh.useFlatShading;
  35267. // freezeWorldMatrix
  35268. if (parsedMesh.freezeWorldMatrix) {
  35269. mesh._waitingFreezeWorldMatrix = parsedMesh.freezeWorldMatrix;
  35270. }
  35271. // Parent
  35272. if (parsedMesh.parentId) {
  35273. mesh._waitingParentId = parsedMesh.parentId;
  35274. }
  35275. // Actions
  35276. if (parsedMesh.actions !== undefined) {
  35277. mesh._waitingActions = parsedMesh.actions;
  35278. }
  35279. // Overlay
  35280. if (parsedMesh.overlayAlpha !== undefined) {
  35281. mesh.overlayAlpha = parsedMesh.overlayAlpha;
  35282. }
  35283. if (parsedMesh.overlayColor !== undefined) {
  35284. mesh.overlayColor = BABYLON.Color3.FromArray(parsedMesh.overlayColor);
  35285. }
  35286. if (parsedMesh.renderOverlay !== undefined) {
  35287. mesh.renderOverlay = parsedMesh.renderOverlay;
  35288. }
  35289. // Geometry
  35290. mesh.isUnIndexed = !!parsedMesh.isUnIndexed;
  35291. mesh.hasVertexAlpha = parsedMesh.hasVertexAlpha;
  35292. if (parsedMesh.delayLoadingFile) {
  35293. mesh.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  35294. mesh.delayLoadingFile = rootUrl + parsedMesh.delayLoadingFile;
  35295. mesh._boundingInfo = new BABYLON.BoundingInfo(BABYLON.Vector3.FromArray(parsedMesh.boundingBoxMinimum), BABYLON.Vector3.FromArray(parsedMesh.boundingBoxMaximum));
  35296. if (parsedMesh._binaryInfo) {
  35297. mesh._binaryInfo = parsedMesh._binaryInfo;
  35298. }
  35299. mesh._delayInfo = [];
  35300. if (parsedMesh.hasUVs) {
  35301. mesh._delayInfo.push(BABYLON.VertexBuffer.UVKind);
  35302. }
  35303. if (parsedMesh.hasUVs2) {
  35304. mesh._delayInfo.push(BABYLON.VertexBuffer.UV2Kind);
  35305. }
  35306. if (parsedMesh.hasUVs3) {
  35307. mesh._delayInfo.push(BABYLON.VertexBuffer.UV3Kind);
  35308. }
  35309. if (parsedMesh.hasUVs4) {
  35310. mesh._delayInfo.push(BABYLON.VertexBuffer.UV4Kind);
  35311. }
  35312. if (parsedMesh.hasUVs5) {
  35313. mesh._delayInfo.push(BABYLON.VertexBuffer.UV5Kind);
  35314. }
  35315. if (parsedMesh.hasUVs6) {
  35316. mesh._delayInfo.push(BABYLON.VertexBuffer.UV6Kind);
  35317. }
  35318. if (parsedMesh.hasColors) {
  35319. mesh._delayInfo.push(BABYLON.VertexBuffer.ColorKind);
  35320. }
  35321. if (parsedMesh.hasMatricesIndices) {
  35322. mesh._delayInfo.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  35323. }
  35324. if (parsedMesh.hasMatricesWeights) {
  35325. mesh._delayInfo.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  35326. }
  35327. mesh._delayLoadingFunction = BABYLON.Geometry._ImportGeometry;
  35328. if (BABYLON.SceneLoader.ForceFullSceneLoadingForIncremental) {
  35329. mesh._checkDelayState();
  35330. }
  35331. }
  35332. else {
  35333. BABYLON.Geometry._ImportGeometry(parsedMesh, mesh);
  35334. }
  35335. // Material
  35336. if (parsedMesh.materialId) {
  35337. mesh.setMaterialByID(parsedMesh.materialId);
  35338. }
  35339. else {
  35340. mesh.material = null;
  35341. }
  35342. // Morph targets
  35343. if (parsedMesh.morphTargetManagerId > -1) {
  35344. mesh.morphTargetManager = scene.getMorphTargetManagerById(parsedMesh.morphTargetManagerId);
  35345. }
  35346. // Skeleton
  35347. if (parsedMesh.skeletonId > -1) {
  35348. mesh.skeleton = scene.getLastSkeletonByID(parsedMesh.skeletonId);
  35349. if (parsedMesh.numBoneInfluencers) {
  35350. mesh.numBoneInfluencers = parsedMesh.numBoneInfluencers;
  35351. }
  35352. }
  35353. // Animations
  35354. if (parsedMesh.animations) {
  35355. for (var animationIndex = 0; animationIndex < parsedMesh.animations.length; animationIndex++) {
  35356. var parsedAnimation = parsedMesh.animations[animationIndex];
  35357. mesh.animations.push(BABYLON.Animation.Parse(parsedAnimation));
  35358. }
  35359. BABYLON.Node.ParseAnimationRanges(mesh, parsedMesh, scene);
  35360. }
  35361. if (parsedMesh.autoAnimate) {
  35362. scene.beginAnimation(mesh, parsedMesh.autoAnimateFrom, parsedMesh.autoAnimateTo, parsedMesh.autoAnimateLoop, parsedMesh.autoAnimateSpeed || 1.0);
  35363. }
  35364. // Layer Mask
  35365. if (parsedMesh.layerMask && (!isNaN(parsedMesh.layerMask))) {
  35366. mesh.layerMask = Math.abs(parseInt(parsedMesh.layerMask));
  35367. }
  35368. else {
  35369. mesh.layerMask = 0x0FFFFFFF;
  35370. }
  35371. // Physics
  35372. if (parsedMesh.physicsImpostor) {
  35373. mesh.physicsImpostor = new BABYLON.PhysicsImpostor(mesh, parsedMesh.physicsImpostor, {
  35374. mass: parsedMesh.physicsMass,
  35375. friction: parsedMesh.physicsFriction,
  35376. restitution: parsedMesh.physicsRestitution
  35377. }, scene);
  35378. }
  35379. // Instances
  35380. if (parsedMesh.instances) {
  35381. for (var index = 0; index < parsedMesh.instances.length; index++) {
  35382. var parsedInstance = parsedMesh.instances[index];
  35383. var instance = mesh.createInstance(parsedInstance.name);
  35384. if (parsedInstance.id) {
  35385. instance.id = parsedInstance.id;
  35386. }
  35387. if (BABYLON.Tags) {
  35388. if (parsedInstance.tags) {
  35389. BABYLON.Tags.AddTagsTo(instance, parsedInstance.tags);
  35390. }
  35391. else {
  35392. BABYLON.Tags.AddTagsTo(instance, parsedMesh.tags);
  35393. }
  35394. }
  35395. instance.position = BABYLON.Vector3.FromArray(parsedInstance.position);
  35396. if (parsedInstance.parentId) {
  35397. instance._waitingParentId = parsedInstance.parentId;
  35398. }
  35399. if (parsedInstance.rotationQuaternion) {
  35400. instance.rotationQuaternion = BABYLON.Quaternion.FromArray(parsedInstance.rotationQuaternion);
  35401. }
  35402. else if (parsedInstance.rotation) {
  35403. instance.rotation = BABYLON.Vector3.FromArray(parsedInstance.rotation);
  35404. }
  35405. instance.scaling = BABYLON.Vector3.FromArray(parsedInstance.scaling);
  35406. if (parsedInstance.checkCollisions != undefined && parsedInstance.checkCollisions != null) {
  35407. instance.checkCollisions = parsedInstance.checkCollisions;
  35408. }
  35409. if (parsedInstance.pickable != undefined && parsedInstance.pickable != null) {
  35410. instance.isPickable = parsedInstance.pickable;
  35411. }
  35412. if (parsedInstance.showBoundingBox != undefined && parsedInstance.showBoundingBox != null) {
  35413. instance.showBoundingBox = parsedInstance.showBoundingBox;
  35414. }
  35415. if (parsedInstance.showSubMeshesBoundingBox != undefined && parsedInstance.showSubMeshesBoundingBox != null) {
  35416. instance.showSubMeshesBoundingBox = parsedInstance.showSubMeshesBoundingBox;
  35417. }
  35418. if (parsedInstance.alphaIndex != undefined && parsedInstance.showSubMeshesBoundingBox != null) {
  35419. instance.alphaIndex = parsedInstance.alphaIndex;
  35420. }
  35421. // Physics
  35422. if (parsedInstance.physicsImpostor) {
  35423. instance.physicsImpostor = new BABYLON.PhysicsImpostor(instance, parsedInstance.physicsImpostor, {
  35424. mass: parsedInstance.physicsMass,
  35425. friction: parsedInstance.physicsFriction,
  35426. restitution: parsedInstance.physicsRestitution
  35427. }, scene);
  35428. }
  35429. // Animation
  35430. if (parsedInstance.animations) {
  35431. for (animationIndex = 0; animationIndex < parsedInstance.animations.length; animationIndex++) {
  35432. parsedAnimation = parsedInstance.animations[animationIndex];
  35433. instance.animations.push(BABYLON.Animation.Parse(parsedAnimation));
  35434. }
  35435. BABYLON.Node.ParseAnimationRanges(instance, parsedInstance, scene);
  35436. if (parsedInstance.autoAnimate) {
  35437. scene.beginAnimation(instance, parsedInstance.autoAnimateFrom, parsedInstance.autoAnimateTo, parsedInstance.autoAnimateLoop, parsedInstance.autoAnimateSpeed || 1.0);
  35438. }
  35439. }
  35440. }
  35441. }
  35442. return mesh;
  35443. };
  35444. /**
  35445. * Creates a ribbon mesh. Please consider using the same method from the MeshBuilder class instead
  35446. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  35447. * @param name defines the name of the mesh to create
  35448. * @param pathArray is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry.
  35449. * @param closeArray creates a seam between the first and the last paths of the path array (default is false)
  35450. * @param closePath creates a seam between the first and the last points of each path of the path array
  35451. * @param offset is taken in account only if the `pathArray` is containing a single path
  35452. * @param scene defines the hosting scene
  35453. * @param updatable defines if the mesh must be flagged as updatable
  35454. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35455. * @param instance defines an instance of an existing Ribbon object to be updated with the passed `pathArray` parameter (http://doc.babylonjs.com/how_to/How_to_dynamically_morph_a_mesh#ribbon)
  35456. * @returns a new Mesh
  35457. */
  35458. Mesh.CreateRibbon = function (name, pathArray, closeArray, closePath, offset, scene, updatable, sideOrientation, instance) {
  35459. if (closeArray === void 0) { closeArray = false; }
  35460. if (updatable === void 0) { updatable = false; }
  35461. return BABYLON.MeshBuilder.CreateRibbon(name, {
  35462. pathArray: pathArray,
  35463. closeArray: closeArray,
  35464. closePath: closePath,
  35465. offset: offset,
  35466. updatable: updatable,
  35467. sideOrientation: sideOrientation,
  35468. instance: instance
  35469. }, scene);
  35470. };
  35471. /**
  35472. * Creates a plane polygonal mesh. By default, this is a disc. Please consider using the same method from the MeshBuilder class instead
  35473. * @param name defines the name of the mesh to create
  35474. * @param radius sets the radius size (float) of the polygon (default 0.5)
  35475. * @param tessellation sets the number of polygon sides (positive integer, default 64). So a tessellation valued to 3 will build a triangle, to 4 a square, etc
  35476. * @param scene defines the hosting scene
  35477. * @param updatable defines if the mesh must be flagged as updatable
  35478. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35479. * @returns a new Mesh
  35480. */
  35481. Mesh.CreateDisc = function (name, radius, tessellation, scene, updatable, sideOrientation) {
  35482. if (scene === void 0) { scene = null; }
  35483. var options = {
  35484. radius: radius,
  35485. tessellation: tessellation,
  35486. sideOrientation: sideOrientation,
  35487. updatable: updatable
  35488. };
  35489. return BABYLON.MeshBuilder.CreateDisc(name, options, scene);
  35490. };
  35491. /**
  35492. * Creates a box mesh. Please consider using the same method from the MeshBuilder class instead
  35493. * @param name defines the name of the mesh to create
  35494. * @param size sets the size (float) of each box side (default 1)
  35495. * @param scene defines the hosting scene
  35496. * @param updatable defines if the mesh must be flagged as updatable
  35497. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35498. * @returns a new Mesh
  35499. */
  35500. Mesh.CreateBox = function (name, size, scene, updatable, sideOrientation) {
  35501. if (scene === void 0) { scene = null; }
  35502. var options = {
  35503. size: size,
  35504. sideOrientation: sideOrientation,
  35505. updatable: updatable
  35506. };
  35507. return BABYLON.MeshBuilder.CreateBox(name, options, scene);
  35508. };
  35509. /**
  35510. * Creates a sphere mesh. Please consider using the same method from the MeshBuilder class instead
  35511. * @param name defines the name of the mesh to create
  35512. * @param segments sets the sphere number of horizontal stripes (positive integer, default 32)
  35513. * @param diameter sets the diameter size (float) of the sphere (default 1)
  35514. * @param scene defines the hosting scene
  35515. * @param updatable defines if the mesh must be flagged as updatable
  35516. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35517. * @returns a new Mesh
  35518. */
  35519. Mesh.CreateSphere = function (name, segments, diameter, scene, updatable, sideOrientation) {
  35520. var options = {
  35521. segments: segments,
  35522. diameterX: diameter,
  35523. diameterY: diameter,
  35524. diameterZ: diameter,
  35525. sideOrientation: sideOrientation,
  35526. updatable: updatable
  35527. };
  35528. return BABYLON.MeshBuilder.CreateSphere(name, options, scene);
  35529. };
  35530. /**
  35531. * Creates a cylinder or a cone mesh. Please consider using the same method from the MeshBuilder class instead
  35532. * @param name defines the name of the mesh to create
  35533. * @param height sets the height size (float) of the cylinder/cone (float, default 2)
  35534. * @param diameterTop set the top cap diameter (floats, default 1)
  35535. * @param diameterBottom set the bottom cap diameter (floats, default 1). This value can't be zero
  35536. * @param tessellation sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance
  35537. * @param subdivisions sets the number of rings along the cylinder height (positive integer, default 1)
  35538. * @param scene defines the hosting scene
  35539. * @param updatable defines if the mesh must be flagged as updatable
  35540. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35541. * @returns a new Mesh
  35542. */
  35543. Mesh.CreateCylinder = function (name, height, diameterTop, diameterBottom, tessellation, subdivisions, scene, updatable, sideOrientation) {
  35544. if (scene === undefined || !(scene instanceof BABYLON.Scene)) {
  35545. if (scene !== undefined) {
  35546. sideOrientation = updatable || Mesh.DEFAULTSIDE;
  35547. updatable = scene;
  35548. }
  35549. scene = subdivisions;
  35550. subdivisions = 1;
  35551. }
  35552. var options = {
  35553. height: height,
  35554. diameterTop: diameterTop,
  35555. diameterBottom: diameterBottom,
  35556. tessellation: tessellation,
  35557. subdivisions: subdivisions,
  35558. sideOrientation: sideOrientation,
  35559. updatable: updatable
  35560. };
  35561. return BABYLON.MeshBuilder.CreateCylinder(name, options, scene);
  35562. };
  35563. // Torus (Code from SharpDX.org)
  35564. /**
  35565. * Creates a torus mesh. Please consider using the same method from the MeshBuilder class instead
  35566. * @param name defines the name of the mesh to create
  35567. * @param diameter sets the diameter size (float) of the torus (default 1)
  35568. * @param thickness sets the diameter size of the tube of the torus (float, default 0.5)
  35569. * @param tessellation sets the number of torus sides (postive integer, default 16)
  35570. * @param scene defines the hosting scene
  35571. * @param updatable defines if the mesh must be flagged as updatable
  35572. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35573. * @returns a new Mesh
  35574. */
  35575. Mesh.CreateTorus = function (name, diameter, thickness, tessellation, scene, updatable, sideOrientation) {
  35576. var options = {
  35577. diameter: diameter,
  35578. thickness: thickness,
  35579. tessellation: tessellation,
  35580. sideOrientation: sideOrientation,
  35581. updatable: updatable
  35582. };
  35583. return BABYLON.MeshBuilder.CreateTorus(name, options, scene);
  35584. };
  35585. /**
  35586. * Creates a torus knot mesh. Please consider using the same method from the MeshBuilder class instead
  35587. * @param name defines the name of the mesh to create
  35588. * @param radius sets the global radius size (float) of the torus knot (default 2)
  35589. * @param tube sets the diameter size of the tube of the torus (float, default 0.5)
  35590. * @param radialSegments sets the number of sides on each tube segments (positive integer, default 32)
  35591. * @param tubularSegments sets the number of tubes to decompose the knot into (positive integer, default 32)
  35592. * @param p the number of windings on X axis (positive integers, default 2)
  35593. * @param q the number of windings on Y axis (positive integers, default 3)
  35594. * @param scene defines the hosting scene
  35595. * @param updatable defines if the mesh must be flagged as updatable
  35596. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35597. * @returns a new Mesh
  35598. */
  35599. Mesh.CreateTorusKnot = function (name, radius, tube, radialSegments, tubularSegments, p, q, scene, updatable, sideOrientation) {
  35600. var options = {
  35601. radius: radius,
  35602. tube: tube,
  35603. radialSegments: radialSegments,
  35604. tubularSegments: tubularSegments,
  35605. p: p,
  35606. q: q,
  35607. sideOrientation: sideOrientation,
  35608. updatable: updatable
  35609. };
  35610. return BABYLON.MeshBuilder.CreateTorusKnot(name, options, scene);
  35611. };
  35612. /**
  35613. * Creates a line mesh. Please consider using the same method from the MeshBuilder class instead.
  35614. * @param name defines the name of the mesh to create
  35615. * @param points is an array successive Vector3
  35616. * @param scene defines the hosting scene
  35617. * @param updatable defines if the mesh must be flagged as updatable
  35618. * @param instance is an instance of an existing LineMesh object to be updated with the passed `points` parameter (http://doc.babylonjs.com/how_to/How_to_dynamically_morph_a_mesh#lines-and-dashedlines).
  35619. * @returns a new Mesh
  35620. */
  35621. Mesh.CreateLines = function (name, points, scene, updatable, instance) {
  35622. if (scene === void 0) { scene = null; }
  35623. if (updatable === void 0) { updatable = false; }
  35624. if (instance === void 0) { instance = null; }
  35625. var options = {
  35626. points: points,
  35627. updatable: updatable,
  35628. instance: instance
  35629. };
  35630. return BABYLON.MeshBuilder.CreateLines(name, options, scene);
  35631. };
  35632. /**
  35633. * Creates a dashed line mesh. Please consider using the same method from the MeshBuilder class instead
  35634. * @param name defines the name of the mesh to create
  35635. * @param points is an array successive Vector3
  35636. * @param dashSize is the size of the dashes relatively the dash number (positive float, default 3)
  35637. * @param gapSize is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  35638. * @param dashNb is the intended total number of dashes (positive integer, default 200)
  35639. * @param scene defines the hosting scene
  35640. * @param updatable defines if the mesh must be flagged as updatable
  35641. * @param instance is an instance of an existing LineMesh object to be updated with the passed `points` parameter (http://doc.babylonjs.com/how_to/How_to_dynamically_morph_a_mesh#lines-and-dashedlines)
  35642. * @returns a new Mesh
  35643. */
  35644. Mesh.CreateDashedLines = function (name, points, dashSize, gapSize, dashNb, scene, updatable, instance) {
  35645. if (scene === void 0) { scene = null; }
  35646. var options = {
  35647. points: points,
  35648. dashSize: dashSize,
  35649. gapSize: gapSize,
  35650. dashNb: dashNb,
  35651. updatable: updatable,
  35652. instance: instance
  35653. };
  35654. return BABYLON.MeshBuilder.CreateDashedLines(name, options, scene);
  35655. };
  35656. /**
  35657. * Creates a polygon mesh.
  35658. * Please consider using the same method from the MeshBuilder class instead.
  35659. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh.
  35660. * The parameter `shape` is a required array of successive Vector3 representing the corners of the polygon in th XoZ plane, that is y = 0 for all vectors.
  35661. * You can set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  35662. * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  35663. * Remember you can only change the shape positions, not their number when updating a polygon.
  35664. */
  35665. /**
  35666. * Creates a polygon mesh.Please consider using the same method from the MeshBuilder class instead
  35667. * @see http://doc.babylonjs.com/how_to/parametric_shapes#non-regular-polygon
  35668. * @param name defines the name of the mesh to create
  35669. * @param shape is a required array of successive Vector3 representing the corners of the polygon in th XoZ plane, that is y = 0 for all vectors
  35670. * @param scene defines the hosting scene
  35671. * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon
  35672. * @param updatable defines if the mesh must be flagged as updatable
  35673. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35674. * @returns a new Mesh
  35675. */
  35676. Mesh.CreatePolygon = function (name, shape, scene, holes, updatable, sideOrientation) {
  35677. var options = {
  35678. shape: shape,
  35679. holes: holes,
  35680. updatable: updatable,
  35681. sideOrientation: sideOrientation
  35682. };
  35683. return BABYLON.MeshBuilder.CreatePolygon(name, options, scene);
  35684. };
  35685. /**
  35686. * Creates an extruded polygon mesh, with depth in the Y direction. Please consider using the same method from the MeshBuilder class instead.
  35687. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-non-regular-polygon
  35688. * @param name defines the name of the mesh to create
  35689. * @param shape is a required array of successive Vector3 representing the corners of the polygon in th XoZ plane, that is y = 0 for all vectors
  35690. * @param depth defines the height of extrusion
  35691. * @param scene defines the hosting scene
  35692. * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon
  35693. * @param updatable defines if the mesh must be flagged as updatable
  35694. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35695. * @returns a new Mesh
  35696. */
  35697. Mesh.ExtrudePolygon = function (name, shape, depth, scene, holes, updatable, sideOrientation) {
  35698. var options = {
  35699. shape: shape,
  35700. holes: holes,
  35701. depth: depth,
  35702. updatable: updatable,
  35703. sideOrientation: sideOrientation
  35704. };
  35705. return BABYLON.MeshBuilder.ExtrudePolygon(name, options, scene);
  35706. };
  35707. /**
  35708. * Creates an extruded shape mesh.
  35709. * The extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters. Please consider using the same method from the MeshBuilder class instead
  35710. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  35711. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  35712. * @param name defines the name of the mesh to create
  35713. * @param shape is a required array of successive Vector3. This array depicts the shape to be extruded in its local space : the shape must be designed in the xOy plane and will be extruded along the Z axis
  35714. * @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along
  35715. * @param scale is the value to scale the shape
  35716. * @param rotation is the angle value to rotate the shape each step (each path point), from the former step (so rotation added each step) along the curve
  35717. * @param cap sets the way the extruded shape is capped. Possible values : BABYLON.Mesh.NO_CAP (default), BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL
  35718. * @param scene defines the hosting scene
  35719. * @param updatable defines if the mesh must be flagged as updatable
  35720. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35721. * @param instance is an instance of an existing ExtrudedShape object to be updated with the passed `shape`, `path`, `scale` or `rotation` parameters (http://doc.babylonjs.com/how_to/How_to_dynamically_morph_a_mesh#extruded-shape)
  35722. * @returns a new Mesh
  35723. */
  35724. Mesh.ExtrudeShape = function (name, shape, path, scale, rotation, cap, scene, updatable, sideOrientation, instance) {
  35725. if (scene === void 0) { scene = null; }
  35726. var options = {
  35727. shape: shape,
  35728. path: path,
  35729. scale: scale,
  35730. rotation: rotation,
  35731. cap: (cap === 0) ? 0 : cap || Mesh.NO_CAP,
  35732. sideOrientation: sideOrientation,
  35733. instance: instance,
  35734. updatable: updatable
  35735. };
  35736. return BABYLON.MeshBuilder.ExtrudeShape(name, options, scene);
  35737. };
  35738. /**
  35739. * Creates an custom extruded shape mesh.
  35740. * The custom extrusion is a parametric shape.
  35741. * It has no predefined shape. Its final shape will depend on the input parameters.
  35742. * Please consider using the same method from the MeshBuilder class instead
  35743. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  35744. * @param name defines the name of the mesh to create
  35745. * @param shape is a required array of successive Vector3. This array depicts the shape to be extruded in its local space : the shape must be designed in the xOy plane and will be extruded along the Z axis
  35746. * @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along
  35747. * @param scaleFunction is a custom Javascript function called on each path point
  35748. * @param rotationFunction is a custom Javascript function called on each path point
  35749. * @param ribbonCloseArray forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  35750. * @param ribbonClosePath forces the extrusion underlying ribbon to close its `pathArray`
  35751. * @param cap sets the way the extruded shape is capped. Possible values : BABYLON.Mesh.NO_CAP (default), BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL
  35752. * @param scene defines the hosting scene
  35753. * @param updatable defines if the mesh must be flagged as updatable
  35754. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35755. * @param instance is an instance of an existing ExtrudedShape object to be updated with the passed `shape`, `path`, `scale` or `rotation` parameters (http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#extruded-shape)
  35756. * @returns a new Mesh
  35757. */
  35758. Mesh.ExtrudeShapeCustom = function (name, shape, path, scaleFunction, rotationFunction, ribbonCloseArray, ribbonClosePath, cap, scene, updatable, sideOrientation, instance) {
  35759. var options = {
  35760. shape: shape,
  35761. path: path,
  35762. scaleFunction: scaleFunction,
  35763. rotationFunction: rotationFunction,
  35764. ribbonCloseArray: ribbonCloseArray,
  35765. ribbonClosePath: ribbonClosePath,
  35766. cap: (cap === 0) ? 0 : cap || Mesh.NO_CAP,
  35767. sideOrientation: sideOrientation,
  35768. instance: instance,
  35769. updatable: updatable
  35770. };
  35771. return BABYLON.MeshBuilder.ExtrudeShapeCustom(name, options, scene);
  35772. };
  35773. /**
  35774. * Creates lathe mesh.
  35775. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe.
  35776. * Please consider using the same method from the MeshBuilder class instead
  35777. * @param name defines the name of the mesh to create
  35778. * @param shape is a required array of successive Vector3. This array depicts the shape to be rotated in its local space : the shape must be designed in the xOy plane and will be rotated around the Y axis. It's usually a 2D shape, so the Vector3 z coordinates are often set to zero
  35779. * @param radius is the radius value of the lathe
  35780. * @param tessellation is the side number of the lathe.
  35781. * @param scene defines the hosting scene
  35782. * @param updatable defines if the mesh must be flagged as updatable
  35783. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35784. * @returns a new Mesh
  35785. */
  35786. Mesh.CreateLathe = function (name, shape, radius, tessellation, scene, updatable, sideOrientation) {
  35787. var options = {
  35788. shape: shape,
  35789. radius: radius,
  35790. tessellation: tessellation,
  35791. sideOrientation: sideOrientation,
  35792. updatable: updatable
  35793. };
  35794. return BABYLON.MeshBuilder.CreateLathe(name, options, scene);
  35795. };
  35796. /**
  35797. * Creates a plane mesh. Please consider using the same method from the MeshBuilder class instead
  35798. * @param name defines the name of the mesh to create
  35799. * @param size sets the size (float) of both sides of the plane at once (default 1)
  35800. * @param scene defines the hosting scene
  35801. * @param updatable defines if the mesh must be flagged as updatable
  35802. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35803. * @returns a new Mesh
  35804. */
  35805. Mesh.CreatePlane = function (name, size, scene, updatable, sideOrientation) {
  35806. var options = {
  35807. size: size,
  35808. width: size,
  35809. height: size,
  35810. sideOrientation: sideOrientation,
  35811. updatable: updatable
  35812. };
  35813. return BABYLON.MeshBuilder.CreatePlane(name, options, scene);
  35814. };
  35815. /**
  35816. * Creates a ground mesh.
  35817. * Please consider using the same method from the MeshBuilder class instead
  35818. * @param name defines the name of the mesh to create
  35819. * @param width set the width of the ground
  35820. * @param height set the height of the ground
  35821. * @param subdivisions sets the number of subdivisions per side
  35822. * @param scene defines the hosting scene
  35823. * @param updatable defines if the mesh must be flagged as updatable
  35824. * @returns a new Mesh
  35825. */
  35826. Mesh.CreateGround = function (name, width, height, subdivisions, scene, updatable) {
  35827. var options = {
  35828. width: width,
  35829. height: height,
  35830. subdivisions: subdivisions,
  35831. updatable: updatable
  35832. };
  35833. return BABYLON.MeshBuilder.CreateGround(name, options, scene);
  35834. };
  35835. /**
  35836. * Creates a tiled ground mesh.
  35837. * Please consider using the same method from the MeshBuilder class instead
  35838. * @param name defines the name of the mesh to create
  35839. * @param xmin set the ground minimum X coordinate
  35840. * @param zmin set the ground minimum Y coordinate
  35841. * @param xmax set the ground maximum X coordinate
  35842. * @param zmax set the ground maximum Z coordinate
  35843. * @param subdivisions is an object `{w: positive integer, h: positive integer}` (default `{w: 6, h: 6}`). `w` and `h` are the numbers of subdivisions on the ground width and height. Each subdivision is called a tile
  35844. * @param precision is an object `{w: positive integer, h: positive integer}` (default `{w: 2, h: 2}`). `w` and `h` are the numbers of subdivisions on the ground width and height of each tile
  35845. * @param scene defines the hosting scene
  35846. * @param updatable defines if the mesh must be flagged as updatable
  35847. * @returns a new Mesh
  35848. */
  35849. Mesh.CreateTiledGround = function (name, xmin, zmin, xmax, zmax, subdivisions, precision, scene, updatable) {
  35850. var options = {
  35851. xmin: xmin,
  35852. zmin: zmin,
  35853. xmax: xmax,
  35854. zmax: zmax,
  35855. subdivisions: subdivisions,
  35856. precision: precision,
  35857. updatable: updatable
  35858. };
  35859. return BABYLON.MeshBuilder.CreateTiledGround(name, options, scene);
  35860. };
  35861. /**
  35862. * Creates a ground mesh from a height map.
  35863. * Please consider using the same method from the MeshBuilder class instead
  35864. * @see http://doc.babylonjs.com/babylon101/height_map
  35865. * @param name defines the name of the mesh to create
  35866. * @param url sets the URL of the height map image resource
  35867. * @param width set the ground width size
  35868. * @param height set the ground height size
  35869. * @param subdivisions sets the number of subdivision per side
  35870. * @param minHeight is the minimum altitude on the ground
  35871. * @param maxHeight is the maximum altitude on the ground
  35872. * @param scene defines the hosting scene
  35873. * @param updatable defines if the mesh must be flagged as updatable
  35874. * @param onReady is a callback function that will be called once the mesh is built (the height map download can last some time)
  35875. * @param alphaFilter will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  35876. * @returns a new Mesh
  35877. */
  35878. Mesh.CreateGroundFromHeightMap = function (name, url, width, height, subdivisions, minHeight, maxHeight, scene, updatable, onReady, alphaFilter) {
  35879. var options = {
  35880. width: width,
  35881. height: height,
  35882. subdivisions: subdivisions,
  35883. minHeight: minHeight,
  35884. maxHeight: maxHeight,
  35885. updatable: updatable,
  35886. onReady: onReady,
  35887. alphaFilter: alphaFilter
  35888. };
  35889. return BABYLON.MeshBuilder.CreateGroundFromHeightMap(name, url, options, scene);
  35890. };
  35891. /**
  35892. * Creates a tube mesh.
  35893. * The tube is a parametric shape.
  35894. * It has no predefined shape. Its final shape will depend on the input parameters.
  35895. * Please consider using the same method from the MeshBuilder class instead
  35896. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  35897. * @param name defines the name of the mesh to create
  35898. * @param path is a required array of successive Vector3. It is the curve used as the axis of the tube
  35899. * @param radius sets the tube radius size
  35900. * @param tessellation is the number of sides on the tubular surface
  35901. * @param radiusFunction is a custom function. If it is not null, it overwrittes the parameter `radius`. This function is called on each point of the tube path and is passed the index `i` of the i-th point and the distance of this point from the first point of the path
  35902. * @param cap sets the way the extruded shape is capped. Possible values : BABYLON.Mesh.NO_CAP (default), BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL
  35903. * @param scene defines the hosting scene
  35904. * @param updatable defines if the mesh must be flagged as updatable
  35905. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35906. * @param instance is an instance of an existing Tube object to be updated with the passed `pathArray` parameter (http://doc.babylonjs.com/how_to/How_to_dynamically_morph_a_mesh#tube)
  35907. * @returns a new Mesh
  35908. */
  35909. Mesh.CreateTube = function (name, path, radius, tessellation, radiusFunction, cap, scene, updatable, sideOrientation, instance) {
  35910. var options = {
  35911. path: path,
  35912. radius: radius,
  35913. tessellation: tessellation,
  35914. radiusFunction: radiusFunction,
  35915. arc: 1,
  35916. cap: cap,
  35917. updatable: updatable,
  35918. sideOrientation: sideOrientation,
  35919. instance: instance
  35920. };
  35921. return BABYLON.MeshBuilder.CreateTube(name, options, scene);
  35922. };
  35923. /**
  35924. * Creates a polyhedron mesh.
  35925. * Please consider using the same method from the MeshBuilder class instead.
  35926. * * The parameter `type` (positive integer, max 14, default 0) sets the polyhedron type to build among the 15 embbeded types. Please refer to the type sheet in the tutorial to choose the wanted type
  35927. * * The parameter `size` (positive float, default 1) sets the polygon size
  35928. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  35929. * * You can build other polyhedron types than the 15 embbeded ones by setting the parameter `custom` (`polyhedronObject`, default null). If you set the parameter `custom`, this overwrittes the parameter `type`
  35930. * * A `polyhedronObject` is a formatted javascript object. You'll find a full file with pre-set polyhedra here : https://github.com/BabylonJS/Extensions/tree/master/Polyhedron
  35931. * * You can set the color and the UV of each side of the polyhedron with the parameters `faceColors` (Color4, default `(1, 1, 1, 1)`) and faceUV (Vector4, default `(0, 0, 1, 1)`)
  35932. * * To understand how to set `faceUV` or `faceColors`, please read this by considering the right number of faces of your polyhedron, instead of only 6 for the box : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  35933. * * The parameter `flat` (boolean, default true). If set to false, it gives the polyhedron a single global face, so less vertices and shared normals. In this case, `faceColors` and `faceUV` are ignored
  35934. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  35935. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  35936. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  35937. * @param name defines the name of the mesh to create
  35938. * @param options defines the options used to create the mesh
  35939. * @param scene defines the hosting scene
  35940. * @returns a new Mesh
  35941. */
  35942. Mesh.CreatePolyhedron = function (name, options, scene) {
  35943. return BABYLON.MeshBuilder.CreatePolyhedron(name, options, scene);
  35944. };
  35945. /**
  35946. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  35947. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  35948. * * You can set some different icosphere dimensions, for instance to build an ellipsoid, by using the parameters `radiusX`, `radiusY` and `radiusZ` (all by default have the same value than `radius`)
  35949. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  35950. * * The parameter `flat` (boolean, default true) gives each side its own normals. Set it to false to get a smooth continuous light reflection on the surface
  35951. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  35952. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  35953. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  35954. * @param name defines the name of the mesh
  35955. * @param options defines the options used to create the mesh
  35956. * @param scene defines the hosting scene
  35957. * @returns a new Mesh
  35958. * @see http://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  35959. */
  35960. Mesh.CreateIcoSphere = function (name, options, scene) {
  35961. return BABYLON.MeshBuilder.CreateIcoSphere(name, options, scene);
  35962. };
  35963. /**
  35964. * Creates a decal mesh.
  35965. * Please consider using the same method from the MeshBuilder class instead.
  35966. * A decal is a mesh usually applied as a model onto the surface of another mesh
  35967. * @param name defines the name of the mesh
  35968. * @param sourceMesh defines the mesh receiving the decal
  35969. * @param position sets the position of the decal in world coordinates
  35970. * @param normal sets the normal of the mesh where the decal is applied onto in world coordinates
  35971. * @param size sets the decal scaling
  35972. * @param angle sets the angle to rotate the decal
  35973. * @returns a new Mesh
  35974. */
  35975. Mesh.CreateDecal = function (name, sourceMesh, position, normal, size, angle) {
  35976. var options = {
  35977. position: position,
  35978. normal: normal,
  35979. size: size,
  35980. angle: angle
  35981. };
  35982. return BABYLON.MeshBuilder.CreateDecal(name, sourceMesh, options);
  35983. };
  35984. // Skeletons
  35985. /**
  35986. * Prepare internal position array for software CPU skinning
  35987. * @returns original positions used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh
  35988. */
  35989. Mesh.prototype.setPositionsForCPUSkinning = function () {
  35990. if (!this._sourcePositions) {
  35991. var source = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  35992. if (!source) {
  35993. return this._sourcePositions;
  35994. }
  35995. this._sourcePositions = new Float32Array(source);
  35996. if (!this.isVertexBufferUpdatable(BABYLON.VertexBuffer.PositionKind)) {
  35997. this.setVerticesData(BABYLON.VertexBuffer.PositionKind, source, true);
  35998. }
  35999. }
  36000. return this._sourcePositions;
  36001. };
  36002. /**
  36003. * Prepare internal normal array for software CPU skinning
  36004. * @returns original normals used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh.
  36005. */
  36006. Mesh.prototype.setNormalsForCPUSkinning = function () {
  36007. if (!this._sourceNormals) {
  36008. var source = this.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  36009. if (!source) {
  36010. return this._sourceNormals;
  36011. }
  36012. this._sourceNormals = new Float32Array(source);
  36013. if (!this.isVertexBufferUpdatable(BABYLON.VertexBuffer.NormalKind)) {
  36014. this.setVerticesData(BABYLON.VertexBuffer.NormalKind, source, true);
  36015. }
  36016. }
  36017. return this._sourceNormals;
  36018. };
  36019. /**
  36020. * Updates the vertex buffer by applying transformation from the bones
  36021. * @param skeleton defines the skeleton to apply to current mesh
  36022. * @returns the current mesh
  36023. */
  36024. Mesh.prototype.applySkeleton = function (skeleton) {
  36025. if (!this.geometry) {
  36026. return this;
  36027. }
  36028. if (this.geometry._softwareSkinningFrameId == this.getScene().getFrameId()) {
  36029. return this;
  36030. }
  36031. this.geometry._softwareSkinningFrameId = this.getScene().getFrameId();
  36032. if (!this.isVerticesDataPresent(BABYLON.VertexBuffer.PositionKind)) {
  36033. return this;
  36034. }
  36035. if (!this.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  36036. return this;
  36037. }
  36038. if (!this.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesIndicesKind)) {
  36039. return this;
  36040. }
  36041. if (!this.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsKind)) {
  36042. return this;
  36043. }
  36044. if (!this._sourcePositions) {
  36045. var submeshes = this.subMeshes.slice();
  36046. this.setPositionsForCPUSkinning();
  36047. this.subMeshes = submeshes;
  36048. }
  36049. if (!this._sourceNormals) {
  36050. this.setNormalsForCPUSkinning();
  36051. }
  36052. // positionsData checks for not being Float32Array will only pass at most once
  36053. var positionsData = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  36054. if (!positionsData) {
  36055. return this;
  36056. }
  36057. if (!(positionsData instanceof Float32Array)) {
  36058. positionsData = new Float32Array(positionsData);
  36059. }
  36060. // normalsData checks for not being Float32Array will only pass at most once
  36061. var normalsData = this.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  36062. if (!normalsData) {
  36063. return this;
  36064. }
  36065. if (!(normalsData instanceof Float32Array)) {
  36066. normalsData = new Float32Array(normalsData);
  36067. }
  36068. var matricesIndicesData = this.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind);
  36069. var matricesWeightsData = this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind);
  36070. if (!matricesWeightsData || !matricesIndicesData) {
  36071. return this;
  36072. }
  36073. var needExtras = this.numBoneInfluencers > 4;
  36074. var matricesIndicesExtraData = needExtras ? this.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind) : null;
  36075. var matricesWeightsExtraData = needExtras ? this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsExtraKind) : null;
  36076. var skeletonMatrices = skeleton.getTransformMatrices(this);
  36077. var tempVector3 = BABYLON.Vector3.Zero();
  36078. var finalMatrix = new BABYLON.Matrix();
  36079. var tempMatrix = new BABYLON.Matrix();
  36080. var matWeightIdx = 0;
  36081. var inf;
  36082. for (var index = 0; index < positionsData.length; index += 3, matWeightIdx += 4) {
  36083. var weight;
  36084. for (inf = 0; inf < 4; inf++) {
  36085. weight = matricesWeightsData[matWeightIdx + inf];
  36086. if (weight > 0) {
  36087. BABYLON.Matrix.FromFloat32ArrayToRefScaled(skeletonMatrices, Math.floor(matricesIndicesData[matWeightIdx + inf] * 16), weight, tempMatrix);
  36088. finalMatrix.addToSelf(tempMatrix);
  36089. }
  36090. }
  36091. if (needExtras) {
  36092. for (inf = 0; inf < 4; inf++) {
  36093. weight = matricesWeightsExtraData[matWeightIdx + inf];
  36094. if (weight > 0) {
  36095. BABYLON.Matrix.FromFloat32ArrayToRefScaled(skeletonMatrices, Math.floor(matricesIndicesExtraData[matWeightIdx + inf] * 16), weight, tempMatrix);
  36096. finalMatrix.addToSelf(tempMatrix);
  36097. }
  36098. }
  36099. }
  36100. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(this._sourcePositions[index], this._sourcePositions[index + 1], this._sourcePositions[index + 2], finalMatrix, tempVector3);
  36101. tempVector3.toArray(positionsData, index);
  36102. BABYLON.Vector3.TransformNormalFromFloatsToRef(this._sourceNormals[index], this._sourceNormals[index + 1], this._sourceNormals[index + 2], finalMatrix, tempVector3);
  36103. tempVector3.toArray(normalsData, index);
  36104. finalMatrix.reset();
  36105. }
  36106. this.updateVerticesData(BABYLON.VertexBuffer.PositionKind, positionsData);
  36107. this.updateVerticesData(BABYLON.VertexBuffer.NormalKind, normalsData);
  36108. return this;
  36109. };
  36110. // Tools
  36111. /**
  36112. * Returns an object containing a min and max Vector3 which are the minimum and maximum vectors of each mesh bounding box from the passed array, in the world coordinates
  36113. * @param meshes defines the list of meshes to scan
  36114. * @returns an object `{min:` Vector3`, max:` Vector3`}`
  36115. */
  36116. Mesh.MinMax = function (meshes) {
  36117. var minVector = null;
  36118. var maxVector = null;
  36119. meshes.forEach(function (mesh, index, array) {
  36120. var boundingInfo = mesh.getBoundingInfo();
  36121. var boundingBox = boundingInfo.boundingBox;
  36122. if (!minVector || !maxVector) {
  36123. minVector = boundingBox.minimumWorld;
  36124. maxVector = boundingBox.maximumWorld;
  36125. }
  36126. else {
  36127. minVector.minimizeInPlace(boundingBox.minimumWorld);
  36128. maxVector.maximizeInPlace(boundingBox.maximumWorld);
  36129. }
  36130. });
  36131. if (!minVector || !maxVector) {
  36132. return {
  36133. min: BABYLON.Vector3.Zero(),
  36134. max: BABYLON.Vector3.Zero()
  36135. };
  36136. }
  36137. return {
  36138. min: minVector,
  36139. max: maxVector
  36140. };
  36141. };
  36142. /**
  36143. * Returns the center of the `{min:` Vector3`, max:` Vector3`}` or the center of MinMax vector3 computed from a mesh array
  36144. * @param meshesOrMinMaxVector could be an array of meshes or a `{min:` Vector3`, max:` Vector3`}` object
  36145. * @returns a vector3
  36146. */
  36147. Mesh.Center = function (meshesOrMinMaxVector) {
  36148. var minMaxVector = (meshesOrMinMaxVector instanceof Array) ? Mesh.MinMax(meshesOrMinMaxVector) : meshesOrMinMaxVector;
  36149. return BABYLON.Vector3.Center(minMaxVector.min, minMaxVector.max);
  36150. };
  36151. /**
  36152. * Merge the array of meshes into a single mesh for performance reasons.
  36153. * @param meshes defines he vertices source. They should all be of the same material. Entries can empty
  36154. * @param disposeSource when true (default), dispose of the vertices from the source meshes
  36155. * @param allow32BitsIndices when the sum of the vertices > 64k, this must be set to true
  36156. * @param meshSubclass when set, vertices inserted into this Mesh. Meshes can then be merged into a Mesh sub-class.
  36157. * @param subdivideWithSubMeshes when true (false default), subdivide mesh to his subMesh array with meshes source.
  36158. * @returns a new mesh
  36159. */
  36160. Mesh.MergeMeshes = function (meshes, disposeSource, allow32BitsIndices, meshSubclass, subdivideWithSubMeshes) {
  36161. if (disposeSource === void 0) { disposeSource = true; }
  36162. var index;
  36163. if (!allow32BitsIndices) {
  36164. var totalVertices = 0;
  36165. // Counting vertices
  36166. for (index = 0; index < meshes.length; index++) {
  36167. if (meshes[index]) {
  36168. totalVertices += meshes[index].getTotalVertices();
  36169. if (totalVertices > 65536) {
  36170. BABYLON.Tools.Warn("Cannot merge meshes because resulting mesh will have more than 65536 vertices. Please use allow32BitsIndices = true to use 32 bits indices");
  36171. return null;
  36172. }
  36173. }
  36174. }
  36175. }
  36176. // Merge
  36177. var vertexData = null;
  36178. var otherVertexData;
  36179. var indiceArray = new Array();
  36180. var source = null;
  36181. for (index = 0; index < meshes.length; index++) {
  36182. if (meshes[index]) {
  36183. var wm = meshes[index].computeWorldMatrix(true);
  36184. otherVertexData = BABYLON.VertexData.ExtractFromMesh(meshes[index], true, true);
  36185. otherVertexData.transform(wm);
  36186. if (vertexData) {
  36187. vertexData.merge(otherVertexData, allow32BitsIndices);
  36188. }
  36189. else {
  36190. vertexData = otherVertexData;
  36191. source = meshes[index];
  36192. }
  36193. if (subdivideWithSubMeshes) {
  36194. indiceArray.push(meshes[index].getTotalIndices());
  36195. }
  36196. }
  36197. }
  36198. source = source;
  36199. if (!meshSubclass) {
  36200. meshSubclass = new Mesh(source.name + "_merged", source.getScene());
  36201. }
  36202. vertexData.applyToMesh(meshSubclass);
  36203. // Setting properties
  36204. meshSubclass.material = source.material;
  36205. meshSubclass.checkCollisions = source.checkCollisions;
  36206. // Cleaning
  36207. if (disposeSource) {
  36208. for (index = 0; index < meshes.length; index++) {
  36209. if (meshes[index]) {
  36210. meshes[index].dispose();
  36211. }
  36212. }
  36213. }
  36214. // Subdivide
  36215. if (subdivideWithSubMeshes) {
  36216. //-- removal of global submesh
  36217. meshSubclass.releaseSubMeshes();
  36218. index = 0;
  36219. var offset = 0;
  36220. //-- apply subdivision according to index table
  36221. while (index < indiceArray.length) {
  36222. BABYLON.SubMesh.CreateFromIndices(0, offset, indiceArray[index], meshSubclass);
  36223. offset += indiceArray[index];
  36224. index++;
  36225. }
  36226. }
  36227. return meshSubclass;
  36228. };
  36229. /** @hidden */
  36230. Mesh.prototype.addInstance = function (instance) {
  36231. instance._indexInSourceMeshInstanceArray = this.instances.length;
  36232. this.instances.push(instance);
  36233. };
  36234. /** @hidden */
  36235. Mesh.prototype.removeInstance = function (instance) {
  36236. // Remove from mesh
  36237. var index = instance._indexInSourceMeshInstanceArray;
  36238. if (index != -1) {
  36239. if (index !== this.instances.length - 1) {
  36240. var last = this.instances[this.instances.length - 1];
  36241. this.instances[index] = last;
  36242. last._indexInSourceMeshInstanceArray = index;
  36243. }
  36244. instance._indexInSourceMeshInstanceArray = -1;
  36245. this.instances.pop();
  36246. }
  36247. };
  36248. // Consts
  36249. /**
  36250. * Mesh side orientation : usually the external or front surface
  36251. */
  36252. Mesh.FRONTSIDE = 0;
  36253. /**
  36254. * Mesh side orientation : usually the internal or back surface
  36255. */
  36256. Mesh.BACKSIDE = 1;
  36257. /**
  36258. * Mesh side orientation : both internal and external or front and back surfaces
  36259. */
  36260. Mesh.DOUBLESIDE = 2;
  36261. /**
  36262. * Mesh side orientation : by default, `FRONTSIDE`
  36263. */
  36264. Mesh.DEFAULTSIDE = 0;
  36265. /**
  36266. * Mesh cap setting : no cap
  36267. */
  36268. Mesh.NO_CAP = 0;
  36269. /**
  36270. * Mesh cap setting : one cap at the beginning of the mesh
  36271. */
  36272. Mesh.CAP_START = 1;
  36273. /**
  36274. * Mesh cap setting : one cap at the end of the mesh
  36275. */
  36276. Mesh.CAP_END = 2;
  36277. /**
  36278. * Mesh cap setting : two caps, one at the beginning and one at the end of the mesh
  36279. */
  36280. Mesh.CAP_ALL = 3;
  36281. return Mesh;
  36282. }(BABYLON.AbstractMesh));
  36283. BABYLON.Mesh = Mesh;
  36284. })(BABYLON || (BABYLON = {}));
  36285. //# sourceMappingURL=babylon.mesh.js.map
  36286. var BABYLON;
  36287. (function (BABYLON) {
  36288. /**
  36289. * Base class for submeshes
  36290. */
  36291. var BaseSubMesh = /** @class */ (function () {
  36292. function BaseSubMesh() {
  36293. }
  36294. Object.defineProperty(BaseSubMesh.prototype, "effect", {
  36295. /**
  36296. * Gets associated effect
  36297. */
  36298. get: function () {
  36299. return this._materialEffect;
  36300. },
  36301. enumerable: true,
  36302. configurable: true
  36303. });
  36304. /**
  36305. * Sets associated effect (effect used to render this submesh)
  36306. * @param effect defines the effect to associate with
  36307. * @param defines defines the set of defines used to compile this effect
  36308. */
  36309. BaseSubMesh.prototype.setEffect = function (effect, defines) {
  36310. if (defines === void 0) { defines = null; }
  36311. if (this._materialEffect === effect) {
  36312. if (!effect) {
  36313. this._materialDefines = null;
  36314. }
  36315. return;
  36316. }
  36317. this._materialDefines = defines;
  36318. this._materialEffect = effect;
  36319. };
  36320. return BaseSubMesh;
  36321. }());
  36322. BABYLON.BaseSubMesh = BaseSubMesh;
  36323. /**
  36324. * Defines a subdivision inside a mesh
  36325. */
  36326. var SubMesh = /** @class */ (function (_super) {
  36327. __extends(SubMesh, _super);
  36328. /**
  36329. * Creates a new submesh
  36330. * @param materialIndex defines the material index to use
  36331. * @param verticesStart defines vertex index start
  36332. * @param verticesCount defines vertices count
  36333. * @param indexStart defines index start
  36334. * @param indexCount defines indices count
  36335. * @param mesh defines the parent mesh
  36336. * @param renderingMesh defines an optional rendering mesh
  36337. * @param createBoundingBox defines if bounding box should be created for this submesh
  36338. */
  36339. function SubMesh(
  36340. /** the material index to use */
  36341. materialIndex,
  36342. /** vertex index start */
  36343. verticesStart,
  36344. /** vertices count */
  36345. verticesCount,
  36346. /** index start */
  36347. indexStart,
  36348. /** indices count */
  36349. indexCount, mesh, renderingMesh, createBoundingBox) {
  36350. if (createBoundingBox === void 0) { createBoundingBox = true; }
  36351. var _this = _super.call(this) || this;
  36352. _this.materialIndex = materialIndex;
  36353. _this.verticesStart = verticesStart;
  36354. _this.verticesCount = verticesCount;
  36355. _this.indexStart = indexStart;
  36356. _this.indexCount = indexCount;
  36357. /** @hidden */
  36358. _this._renderId = 0;
  36359. _this._mesh = mesh;
  36360. _this._renderingMesh = renderingMesh || mesh;
  36361. mesh.subMeshes.push(_this);
  36362. _this._trianglePlanes = [];
  36363. _this._id = mesh.subMeshes.length - 1;
  36364. if (createBoundingBox) {
  36365. _this.refreshBoundingInfo();
  36366. mesh.computeWorldMatrix(true);
  36367. }
  36368. return _this;
  36369. }
  36370. /**
  36371. * Add a new submesh to a mesh
  36372. * @param materialIndex defines the material index to use
  36373. * @param verticesStart defines vertex index start
  36374. * @param verticesCount defines vertices count
  36375. * @param indexStart defines index start
  36376. * @param indexCount defines indices count
  36377. * @param mesh defines the parent mesh
  36378. * @param renderingMesh defines an optional rendering mesh
  36379. * @param createBoundingBox defines if bounding box should be created for this submesh
  36380. * @returns the new submesh
  36381. */
  36382. SubMesh.AddToMesh = function (materialIndex, verticesStart, verticesCount, indexStart, indexCount, mesh, renderingMesh, createBoundingBox) {
  36383. if (createBoundingBox === void 0) { createBoundingBox = true; }
  36384. return new SubMesh(materialIndex, verticesStart, verticesCount, indexStart, indexCount, mesh, renderingMesh, createBoundingBox);
  36385. };
  36386. Object.defineProperty(SubMesh.prototype, "IsGlobal", {
  36387. /**
  36388. * Returns true if this submesh covers the entire parent mesh
  36389. * @ignorenaming
  36390. */
  36391. get: function () {
  36392. return (this.verticesStart === 0 && this.verticesCount === this._mesh.getTotalVertices());
  36393. },
  36394. enumerable: true,
  36395. configurable: true
  36396. });
  36397. /**
  36398. * Returns the submesh BoudingInfo object
  36399. * @returns current bounding info (or mesh's one if the submesh is global)
  36400. */
  36401. SubMesh.prototype.getBoundingInfo = function () {
  36402. if (this.IsGlobal) {
  36403. return this._mesh.getBoundingInfo();
  36404. }
  36405. return this._boundingInfo;
  36406. };
  36407. /**
  36408. * Sets the submesh BoundingInfo
  36409. * @param boundingInfo defines the new bounding info to use
  36410. * @returns the SubMesh
  36411. */
  36412. SubMesh.prototype.setBoundingInfo = function (boundingInfo) {
  36413. this._boundingInfo = boundingInfo;
  36414. return this;
  36415. };
  36416. /**
  36417. * Returns the mesh of the current submesh
  36418. * @return the parent mesh
  36419. */
  36420. SubMesh.prototype.getMesh = function () {
  36421. return this._mesh;
  36422. };
  36423. /**
  36424. * Returns the rendering mesh of the submesh
  36425. * @returns the rendering mesh (could be different from parent mesh)
  36426. */
  36427. SubMesh.prototype.getRenderingMesh = function () {
  36428. return this._renderingMesh;
  36429. };
  36430. /**
  36431. * Returns the submesh material
  36432. * @returns null or the current material
  36433. */
  36434. SubMesh.prototype.getMaterial = function () {
  36435. var rootMaterial = this._renderingMesh.material;
  36436. if (rootMaterial === null || rootMaterial === undefined) {
  36437. return this._mesh.getScene().defaultMaterial;
  36438. }
  36439. else if (rootMaterial.getSubMaterial) {
  36440. var multiMaterial = rootMaterial;
  36441. var effectiveMaterial = multiMaterial.getSubMaterial(this.materialIndex);
  36442. if (this._currentMaterial !== effectiveMaterial) {
  36443. this._currentMaterial = effectiveMaterial;
  36444. this._materialDefines = null;
  36445. }
  36446. return effectiveMaterial;
  36447. }
  36448. return rootMaterial;
  36449. };
  36450. // Methods
  36451. /**
  36452. * Sets a new updated BoundingInfo object to the submesh
  36453. * @returns the SubMesh
  36454. */
  36455. SubMesh.prototype.refreshBoundingInfo = function () {
  36456. this._lastColliderWorldVertices = null;
  36457. if (this.IsGlobal || !this._renderingMesh || !this._renderingMesh.geometry) {
  36458. return this;
  36459. }
  36460. var data = this._renderingMesh.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  36461. if (!data) {
  36462. this._boundingInfo = this._mesh.getBoundingInfo();
  36463. return this;
  36464. }
  36465. var indices = this._renderingMesh.getIndices();
  36466. var extend;
  36467. //is this the only submesh?
  36468. if (this.indexStart === 0 && this.indexCount === indices.length) {
  36469. var boundingInfo = this._renderingMesh.getBoundingInfo();
  36470. //the rendering mesh's bounding info can be used, it is the standard submesh for all indices.
  36471. extend = { minimum: boundingInfo.minimum.clone(), maximum: boundingInfo.maximum.clone() };
  36472. }
  36473. else {
  36474. extend = BABYLON.Tools.ExtractMinAndMaxIndexed(data, indices, this.indexStart, this.indexCount, this._renderingMesh.geometry.boundingBias);
  36475. }
  36476. if (this._boundingInfo) {
  36477. this._boundingInfo.reConstruct(extend.minimum, extend.maximum);
  36478. }
  36479. else {
  36480. this._boundingInfo = new BABYLON.BoundingInfo(extend.minimum, extend.maximum);
  36481. }
  36482. return this;
  36483. };
  36484. /** @hidden */
  36485. SubMesh.prototype._checkCollision = function (collider) {
  36486. var boundingInfo = this.getBoundingInfo();
  36487. return boundingInfo._checkCollision(collider);
  36488. };
  36489. /**
  36490. * Updates the submesh BoundingInfo
  36491. * @param world defines the world matrix to use to update the bounding info
  36492. * @returns the submesh
  36493. */
  36494. SubMesh.prototype.updateBoundingInfo = function (world) {
  36495. var boundingInfo = this.getBoundingInfo();
  36496. if (!boundingInfo) {
  36497. this.refreshBoundingInfo();
  36498. boundingInfo = this.getBoundingInfo();
  36499. }
  36500. boundingInfo.update(world);
  36501. return this;
  36502. };
  36503. /**
  36504. * True is the submesh bounding box intersects the frustum defined by the passed array of planes.
  36505. * @param frustumPlanes defines the frustum planes
  36506. * @returns true if the submesh is intersecting with the frustum
  36507. */
  36508. SubMesh.prototype.isInFrustum = function (frustumPlanes) {
  36509. var boundingInfo = this.getBoundingInfo();
  36510. if (!boundingInfo) {
  36511. return false;
  36512. }
  36513. return boundingInfo.isInFrustum(frustumPlanes, this._mesh.cullingStrategy);
  36514. };
  36515. /**
  36516. * True is the submesh bounding box is completely inside the frustum defined by the passed array of planes
  36517. * @param frustumPlanes defines the frustum planes
  36518. * @returns true if the submesh is inside the frustum
  36519. */
  36520. SubMesh.prototype.isCompletelyInFrustum = function (frustumPlanes) {
  36521. var boundingInfo = this.getBoundingInfo();
  36522. if (!boundingInfo) {
  36523. return false;
  36524. }
  36525. return boundingInfo.isCompletelyInFrustum(frustumPlanes);
  36526. };
  36527. /**
  36528. * Renders the submesh
  36529. * @param enableAlphaMode defines if alpha needs to be used
  36530. * @returns the submesh
  36531. */
  36532. SubMesh.prototype.render = function (enableAlphaMode) {
  36533. this._renderingMesh.render(this, enableAlphaMode);
  36534. return this;
  36535. };
  36536. /**
  36537. * @hidden
  36538. */
  36539. SubMesh.prototype._getLinesIndexBuffer = function (indices, engine) {
  36540. if (!this._linesIndexBuffer) {
  36541. var linesIndices = [];
  36542. for (var index = this.indexStart; index < this.indexStart + this.indexCount; index += 3) {
  36543. linesIndices.push(indices[index], indices[index + 1], indices[index + 1], indices[index + 2], indices[index + 2], indices[index]);
  36544. }
  36545. this._linesIndexBuffer = engine.createIndexBuffer(linesIndices);
  36546. this._linesIndexCount = linesIndices.length;
  36547. }
  36548. return this._linesIndexBuffer;
  36549. };
  36550. /**
  36551. * Checks if the submesh intersects with a ray
  36552. * @param ray defines the ray to test
  36553. * @returns true is the passed ray intersects the submesh bounding box
  36554. */
  36555. SubMesh.prototype.canIntersects = function (ray) {
  36556. var boundingInfo = this.getBoundingInfo();
  36557. if (!boundingInfo) {
  36558. return false;
  36559. }
  36560. return ray.intersectsBox(boundingInfo.boundingBox);
  36561. };
  36562. /**
  36563. * Intersects current submesh with a ray
  36564. * @param ray defines the ray to test
  36565. * @param positions defines mesh's positions array
  36566. * @param indices defines mesh's indices array
  36567. * @param fastCheck defines if only bounding info should be used
  36568. * @returns intersection info or null if no intersection
  36569. */
  36570. SubMesh.prototype.intersects = function (ray, positions, indices, fastCheck) {
  36571. var material = this.getMaterial();
  36572. if (!material) {
  36573. return null;
  36574. }
  36575. switch (material.fillMode) {
  36576. case BABYLON.Material.PointListDrawMode:
  36577. case BABYLON.Material.LineListDrawMode:
  36578. case BABYLON.Material.LineLoopDrawMode:
  36579. case BABYLON.Material.LineStripDrawMode:
  36580. case BABYLON.Material.TriangleFanDrawMode:
  36581. case BABYLON.Material.TriangleStripDrawMode:
  36582. return null;
  36583. }
  36584. // LineMesh first as it's also a Mesh...
  36585. if (BABYLON.LinesMesh) {
  36586. if (this._mesh.getClassName() === "InstancedLinesMesh" || this._mesh.getClassName() === "LinesMesh") {
  36587. return this._intersectLines(ray, positions, indices, this._mesh.intersectionThreshold, fastCheck);
  36588. }
  36589. }
  36590. return this._intersectTriangles(ray, positions, indices, fastCheck);
  36591. };
  36592. /** @hidden */
  36593. SubMesh.prototype._intersectLines = function (ray, positions, indices, intersectionThreshold, fastCheck) {
  36594. var intersectInfo = null;
  36595. // Line test
  36596. for (var index = this.indexStart; index < this.indexStart + this.indexCount; index += 2) {
  36597. var p0 = positions[indices[index]];
  36598. var p1 = positions[indices[index + 1]];
  36599. var length = ray.intersectionSegment(p0, p1, intersectionThreshold);
  36600. if (length < 0) {
  36601. continue;
  36602. }
  36603. if (fastCheck || !intersectInfo || length < intersectInfo.distance) {
  36604. intersectInfo = new BABYLON.IntersectionInfo(null, null, length);
  36605. intersectInfo.faceId = index / 2;
  36606. if (fastCheck) {
  36607. break;
  36608. }
  36609. }
  36610. }
  36611. return intersectInfo;
  36612. };
  36613. /** @hidden */
  36614. SubMesh.prototype._intersectTriangles = function (ray, positions, indices, fastCheck) {
  36615. var intersectInfo = null;
  36616. // Triangles test
  36617. for (var index = this.indexStart; index < this.indexStart + this.indexCount; index += 3) {
  36618. var p0 = positions[indices[index]];
  36619. var p1 = positions[indices[index + 1]];
  36620. var p2 = positions[indices[index + 2]];
  36621. var currentIntersectInfo = ray.intersectsTriangle(p0, p1, p2);
  36622. if (currentIntersectInfo) {
  36623. if (currentIntersectInfo.distance < 0) {
  36624. continue;
  36625. }
  36626. if (fastCheck || !intersectInfo || currentIntersectInfo.distance < intersectInfo.distance) {
  36627. intersectInfo = currentIntersectInfo;
  36628. intersectInfo.faceId = index / 3;
  36629. if (fastCheck) {
  36630. break;
  36631. }
  36632. }
  36633. }
  36634. }
  36635. return intersectInfo;
  36636. };
  36637. /** @hidden */
  36638. SubMesh.prototype._rebuild = function () {
  36639. if (this._linesIndexBuffer) {
  36640. this._linesIndexBuffer = null;
  36641. }
  36642. };
  36643. // Clone
  36644. /**
  36645. * Creates a new submesh from the passed mesh
  36646. * @param newMesh defines the new hosting mesh
  36647. * @param newRenderingMesh defines an optional rendering mesh
  36648. * @returns the new submesh
  36649. */
  36650. SubMesh.prototype.clone = function (newMesh, newRenderingMesh) {
  36651. var result = new SubMesh(this.materialIndex, this.verticesStart, this.verticesCount, this.indexStart, this.indexCount, newMesh, newRenderingMesh, false);
  36652. if (!this.IsGlobal) {
  36653. var boundingInfo = this.getBoundingInfo();
  36654. if (!boundingInfo) {
  36655. return result;
  36656. }
  36657. result._boundingInfo = new BABYLON.BoundingInfo(boundingInfo.minimum, boundingInfo.maximum);
  36658. }
  36659. return result;
  36660. };
  36661. // Dispose
  36662. /**
  36663. * Release associated resources
  36664. */
  36665. SubMesh.prototype.dispose = function () {
  36666. if (this._linesIndexBuffer) {
  36667. this._mesh.getScene().getEngine()._releaseBuffer(this._linesIndexBuffer);
  36668. this._linesIndexBuffer = null;
  36669. }
  36670. // Remove from mesh
  36671. var index = this._mesh.subMeshes.indexOf(this);
  36672. this._mesh.subMeshes.splice(index, 1);
  36673. };
  36674. // Statics
  36675. /**
  36676. * Creates a new submesh from indices data
  36677. * @param materialIndex the index of the main mesh material
  36678. * @param startIndex the index where to start the copy in the mesh indices array
  36679. * @param indexCount the number of indices to copy then from the startIndex
  36680. * @param mesh the main mesh to create the submesh from
  36681. * @param renderingMesh the optional rendering mesh
  36682. * @returns a new submesh
  36683. */
  36684. SubMesh.CreateFromIndices = function (materialIndex, startIndex, indexCount, mesh, renderingMesh) {
  36685. var minVertexIndex = Number.MAX_VALUE;
  36686. var maxVertexIndex = -Number.MAX_VALUE;
  36687. renderingMesh = (renderingMesh || mesh);
  36688. var indices = renderingMesh.getIndices();
  36689. for (var index = startIndex; index < startIndex + indexCount; index++) {
  36690. var vertexIndex = indices[index];
  36691. if (vertexIndex < minVertexIndex) {
  36692. minVertexIndex = vertexIndex;
  36693. }
  36694. if (vertexIndex > maxVertexIndex) {
  36695. maxVertexIndex = vertexIndex;
  36696. }
  36697. }
  36698. return new SubMesh(materialIndex, minVertexIndex, maxVertexIndex - minVertexIndex + 1, startIndex, indexCount, mesh, renderingMesh);
  36699. };
  36700. return SubMesh;
  36701. }(BaseSubMesh));
  36702. BABYLON.SubMesh = SubMesh;
  36703. })(BABYLON || (BABYLON = {}));
  36704. //# sourceMappingURL=babylon.subMesh.js.map
  36705. var __assign = (this && this.__assign) || function () {
  36706. __assign = Object.assign || function(t) {
  36707. for (var s, i = 1, n = arguments.length; i < n; i++) {
  36708. s = arguments[i];
  36709. for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p))
  36710. t[p] = s[p];
  36711. }
  36712. return t;
  36713. };
  36714. return __assign.apply(this, arguments);
  36715. };
  36716. var BABYLON;
  36717. (function (BABYLON) {
  36718. /**
  36719. * Manages the defines for the Material
  36720. */
  36721. var MaterialDefines = /** @class */ (function () {
  36722. function MaterialDefines() {
  36723. this._isDirty = true;
  36724. /** @hidden */
  36725. this._areLightsDirty = true;
  36726. /** @hidden */
  36727. this._areAttributesDirty = true;
  36728. /** @hidden */
  36729. this._areTexturesDirty = true;
  36730. /** @hidden */
  36731. this._areFresnelDirty = true;
  36732. /** @hidden */
  36733. this._areMiscDirty = true;
  36734. /** @hidden */
  36735. this._areImageProcessingDirty = true;
  36736. /** @hidden */
  36737. this._normals = false;
  36738. /** @hidden */
  36739. this._uvs = false;
  36740. /** @hidden */
  36741. this._needNormals = false;
  36742. /** @hidden */
  36743. this._needUVs = false;
  36744. }
  36745. Object.defineProperty(MaterialDefines.prototype, "isDirty", {
  36746. /**
  36747. * Specifies if the material needs to be re-calculated
  36748. */
  36749. get: function () {
  36750. return this._isDirty;
  36751. },
  36752. enumerable: true,
  36753. configurable: true
  36754. });
  36755. /**
  36756. * Marks the material to indicate that it has been re-calculated
  36757. */
  36758. MaterialDefines.prototype.markAsProcessed = function () {
  36759. this._isDirty = false;
  36760. this._areAttributesDirty = false;
  36761. this._areTexturesDirty = false;
  36762. this._areFresnelDirty = false;
  36763. this._areLightsDirty = false;
  36764. this._areMiscDirty = false;
  36765. this._areImageProcessingDirty = false;
  36766. };
  36767. /**
  36768. * Marks the material to indicate that it needs to be re-calculated
  36769. */
  36770. MaterialDefines.prototype.markAsUnprocessed = function () {
  36771. this._isDirty = true;
  36772. };
  36773. /**
  36774. * Marks the material to indicate all of its defines need to be re-calculated
  36775. */
  36776. MaterialDefines.prototype.markAllAsDirty = function () {
  36777. this._areTexturesDirty = true;
  36778. this._areAttributesDirty = true;
  36779. this._areLightsDirty = true;
  36780. this._areFresnelDirty = true;
  36781. this._areMiscDirty = true;
  36782. this._areImageProcessingDirty = true;
  36783. this._isDirty = true;
  36784. };
  36785. /**
  36786. * Marks the material to indicate that image processing needs to be re-calculated
  36787. */
  36788. MaterialDefines.prototype.markAsImageProcessingDirty = function () {
  36789. this._areImageProcessingDirty = true;
  36790. this._isDirty = true;
  36791. };
  36792. /**
  36793. * Marks the material to indicate the lights need to be re-calculated
  36794. */
  36795. MaterialDefines.prototype.markAsLightDirty = function () {
  36796. this._areLightsDirty = true;
  36797. this._isDirty = true;
  36798. };
  36799. /**
  36800. * Marks the attribute state as changed
  36801. */
  36802. MaterialDefines.prototype.markAsAttributesDirty = function () {
  36803. this._areAttributesDirty = true;
  36804. this._isDirty = true;
  36805. };
  36806. /**
  36807. * Marks the texture state as changed
  36808. */
  36809. MaterialDefines.prototype.markAsTexturesDirty = function () {
  36810. this._areTexturesDirty = true;
  36811. this._isDirty = true;
  36812. };
  36813. /**
  36814. * Marks the fresnel state as changed
  36815. */
  36816. MaterialDefines.prototype.markAsFresnelDirty = function () {
  36817. this._areFresnelDirty = true;
  36818. this._isDirty = true;
  36819. };
  36820. /**
  36821. * Marks the misc state as changed
  36822. */
  36823. MaterialDefines.prototype.markAsMiscDirty = function () {
  36824. this._areMiscDirty = true;
  36825. this._isDirty = true;
  36826. };
  36827. /**
  36828. * Rebuilds the material defines
  36829. */
  36830. MaterialDefines.prototype.rebuild = function () {
  36831. if (this._keys) {
  36832. delete this._keys;
  36833. }
  36834. this._keys = [];
  36835. for (var _i = 0, _a = Object.keys(this); _i < _a.length; _i++) {
  36836. var key = _a[_i];
  36837. if (key[0] === "_") {
  36838. continue;
  36839. }
  36840. this._keys.push(key);
  36841. }
  36842. };
  36843. /**
  36844. * Specifies if two material defines are equal
  36845. * @param other - A material define instance to compare to
  36846. * @returns - Boolean indicating if the material defines are equal (true) or not (false)
  36847. */
  36848. MaterialDefines.prototype.isEqual = function (other) {
  36849. if (this._keys.length !== other._keys.length) {
  36850. return false;
  36851. }
  36852. for (var index = 0; index < this._keys.length; index++) {
  36853. var prop = this._keys[index];
  36854. if (this[prop] !== other[prop]) {
  36855. return false;
  36856. }
  36857. }
  36858. return true;
  36859. };
  36860. /**
  36861. * Clones this instance's defines to another instance
  36862. * @param other - material defines to clone values to
  36863. */
  36864. MaterialDefines.prototype.cloneTo = function (other) {
  36865. if (this._keys.length !== other._keys.length) {
  36866. other._keys = this._keys.slice(0);
  36867. }
  36868. for (var index = 0; index < this._keys.length; index++) {
  36869. var prop = this._keys[index];
  36870. other[prop] = this[prop];
  36871. }
  36872. };
  36873. /**
  36874. * Resets the material define values
  36875. */
  36876. MaterialDefines.prototype.reset = function () {
  36877. for (var index = 0; index < this._keys.length; index++) {
  36878. var prop = this._keys[index];
  36879. var type = typeof this[prop];
  36880. switch (type) {
  36881. case "number":
  36882. this[prop] = 0;
  36883. break;
  36884. case "string":
  36885. this[prop] = "";
  36886. break;
  36887. default:
  36888. this[prop] = false;
  36889. break;
  36890. }
  36891. }
  36892. };
  36893. /**
  36894. * Converts the material define values to a string
  36895. * @returns - String of material define information
  36896. */
  36897. MaterialDefines.prototype.toString = function () {
  36898. var result = "";
  36899. for (var index = 0; index < this._keys.length; index++) {
  36900. var prop = this._keys[index];
  36901. var value = this[prop];
  36902. var type = typeof value;
  36903. switch (type) {
  36904. case "number":
  36905. case "string":
  36906. result += "#define " + prop + " " + value + "\n";
  36907. break;
  36908. default:
  36909. if (value) {
  36910. result += "#define " + prop + "\n";
  36911. }
  36912. break;
  36913. }
  36914. }
  36915. return result;
  36916. };
  36917. return MaterialDefines;
  36918. }());
  36919. BABYLON.MaterialDefines = MaterialDefines;
  36920. /**
  36921. * Base class for the main features of a material in Babylon.js
  36922. */
  36923. var Material = /** @class */ (function () {
  36924. /**
  36925. * Creates a material instance
  36926. * @param name defines the name of the material
  36927. * @param scene defines the scene to reference
  36928. * @param doNotAdd specifies if the material should be added to the scene
  36929. */
  36930. function Material(name, scene, doNotAdd) {
  36931. /**
  36932. * Gets or sets user defined metadata
  36933. */
  36934. this.metadata = null;
  36935. /**
  36936. * For internal use only. Please do not use.
  36937. */
  36938. this.reservedDataStore = null;
  36939. /**
  36940. * Specifies if the ready state should be checked on each call
  36941. */
  36942. this.checkReadyOnEveryCall = false;
  36943. /**
  36944. * Specifies if the ready state should be checked once
  36945. */
  36946. this.checkReadyOnlyOnce = false;
  36947. /**
  36948. * The state of the material
  36949. */
  36950. this.state = "";
  36951. /**
  36952. * The alpha value of the material
  36953. */
  36954. this._alpha = 1.0;
  36955. /**
  36956. * Specifies if back face culling is enabled
  36957. */
  36958. this._backFaceCulling = true;
  36959. /**
  36960. * Specifies if the material should be serialized
  36961. */
  36962. this.doNotSerialize = false;
  36963. /**
  36964. * @hidden
  36965. */
  36966. this._storeEffectOnSubMeshes = false;
  36967. /**
  36968. * An event triggered when the material is disposed
  36969. */
  36970. this.onDisposeObservable = new BABYLON.Observable();
  36971. /**
  36972. * Stores the value of the alpha mode
  36973. */
  36974. this._alphaMode = BABYLON.Engine.ALPHA_COMBINE;
  36975. /**
  36976. * Stores the state of the need depth pre-pass value
  36977. */
  36978. this._needDepthPrePass = false;
  36979. /**
  36980. * Specifies if depth writing should be disabled
  36981. */
  36982. this.disableDepthWrite = false;
  36983. /**
  36984. * Specifies if depth writing should be forced
  36985. */
  36986. this.forceDepthWrite = false;
  36987. /**
  36988. * Specifies if there should be a separate pass for culling
  36989. */
  36990. this.separateCullingPass = false;
  36991. /**
  36992. * Stores the state specifing if fog should be enabled
  36993. */
  36994. this._fogEnabled = true;
  36995. /**
  36996. * Stores the size of points
  36997. */
  36998. this.pointSize = 1.0;
  36999. /**
  37000. * Stores the z offset value
  37001. */
  37002. this.zOffset = 0;
  37003. /**
  37004. * @hidden
  37005. * Specifies if the material was previously ready
  37006. */
  37007. this._wasPreviouslyReady = false;
  37008. /**
  37009. * Stores the fill mode state
  37010. */
  37011. this._fillMode = Material.TriangleFillMode;
  37012. /** @hidden */
  37013. this._indexInSceneMaterialArray = -1;
  37014. this.name = name;
  37015. this.id = name || BABYLON.Tools.RandomId();
  37016. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  37017. this.uniqueId = this._scene.getUniqueId();
  37018. if (this._scene.useRightHandedSystem) {
  37019. this.sideOrientation = Material.ClockWiseSideOrientation;
  37020. }
  37021. else {
  37022. this.sideOrientation = Material.CounterClockWiseSideOrientation;
  37023. }
  37024. this._uniformBuffer = new BABYLON.UniformBuffer(this._scene.getEngine());
  37025. this._useUBO = this.getScene().getEngine().supportsUniformBuffers;
  37026. if (!doNotAdd) {
  37027. this._scene.addMaterial(this);
  37028. }
  37029. if (this._scene.useMaterialMeshMap) {
  37030. this.meshMap = {};
  37031. }
  37032. }
  37033. Object.defineProperty(Material, "TriangleFillMode", {
  37034. /**
  37035. * Returns the triangle fill mode
  37036. */
  37037. get: function () {
  37038. return Material._TriangleFillMode;
  37039. },
  37040. enumerable: true,
  37041. configurable: true
  37042. });
  37043. Object.defineProperty(Material, "WireFrameFillMode", {
  37044. /**
  37045. * Returns the wireframe mode
  37046. */
  37047. get: function () {
  37048. return Material._WireFrameFillMode;
  37049. },
  37050. enumerable: true,
  37051. configurable: true
  37052. });
  37053. Object.defineProperty(Material, "PointFillMode", {
  37054. /**
  37055. * Returns the point fill mode
  37056. */
  37057. get: function () {
  37058. return Material._PointFillMode;
  37059. },
  37060. enumerable: true,
  37061. configurable: true
  37062. });
  37063. Object.defineProperty(Material, "PointListDrawMode", {
  37064. /**
  37065. * Returns the point list draw mode
  37066. */
  37067. get: function () {
  37068. return Material._PointListDrawMode;
  37069. },
  37070. enumerable: true,
  37071. configurable: true
  37072. });
  37073. Object.defineProperty(Material, "LineListDrawMode", {
  37074. /**
  37075. * Returns the line list draw mode
  37076. */
  37077. get: function () {
  37078. return Material._LineListDrawMode;
  37079. },
  37080. enumerable: true,
  37081. configurable: true
  37082. });
  37083. Object.defineProperty(Material, "LineLoopDrawMode", {
  37084. /**
  37085. * Returns the line loop draw mode
  37086. */
  37087. get: function () {
  37088. return Material._LineLoopDrawMode;
  37089. },
  37090. enumerable: true,
  37091. configurable: true
  37092. });
  37093. Object.defineProperty(Material, "LineStripDrawMode", {
  37094. /**
  37095. * Returns the line strip draw mode
  37096. */
  37097. get: function () {
  37098. return Material._LineStripDrawMode;
  37099. },
  37100. enumerable: true,
  37101. configurable: true
  37102. });
  37103. Object.defineProperty(Material, "TriangleStripDrawMode", {
  37104. /**
  37105. * Returns the triangle strip draw mode
  37106. */
  37107. get: function () {
  37108. return Material._TriangleStripDrawMode;
  37109. },
  37110. enumerable: true,
  37111. configurable: true
  37112. });
  37113. Object.defineProperty(Material, "TriangleFanDrawMode", {
  37114. /**
  37115. * Returns the triangle fan draw mode
  37116. */
  37117. get: function () {
  37118. return Material._TriangleFanDrawMode;
  37119. },
  37120. enumerable: true,
  37121. configurable: true
  37122. });
  37123. Object.defineProperty(Material, "ClockWiseSideOrientation", {
  37124. /**
  37125. * Returns the clock-wise side orientation
  37126. */
  37127. get: function () {
  37128. return Material._ClockWiseSideOrientation;
  37129. },
  37130. enumerable: true,
  37131. configurable: true
  37132. });
  37133. Object.defineProperty(Material, "CounterClockWiseSideOrientation", {
  37134. /**
  37135. * Returns the counter clock-wise side orientation
  37136. */
  37137. get: function () {
  37138. return Material._CounterClockWiseSideOrientation;
  37139. },
  37140. enumerable: true,
  37141. configurable: true
  37142. });
  37143. Object.defineProperty(Material.prototype, "alpha", {
  37144. /**
  37145. * Gets the alpha value of the material
  37146. */
  37147. get: function () {
  37148. return this._alpha;
  37149. },
  37150. /**
  37151. * Sets the alpha value of the material
  37152. */
  37153. set: function (value) {
  37154. if (this._alpha === value) {
  37155. return;
  37156. }
  37157. this._alpha = value;
  37158. this.markAsDirty(Material.MiscDirtyFlag);
  37159. },
  37160. enumerable: true,
  37161. configurable: true
  37162. });
  37163. Object.defineProperty(Material.prototype, "backFaceCulling", {
  37164. /**
  37165. * Gets the back-face culling state
  37166. */
  37167. get: function () {
  37168. return this._backFaceCulling;
  37169. },
  37170. /**
  37171. * Sets the back-face culling state
  37172. */
  37173. set: function (value) {
  37174. if (this._backFaceCulling === value) {
  37175. return;
  37176. }
  37177. this._backFaceCulling = value;
  37178. this.markAsDirty(Material.TextureDirtyFlag);
  37179. },
  37180. enumerable: true,
  37181. configurable: true
  37182. });
  37183. Object.defineProperty(Material.prototype, "hasRenderTargetTextures", {
  37184. /**
  37185. * Gets a boolean indicating that current material needs to register RTT
  37186. */
  37187. get: function () {
  37188. return false;
  37189. },
  37190. enumerable: true,
  37191. configurable: true
  37192. });
  37193. Object.defineProperty(Material.prototype, "onDispose", {
  37194. /**
  37195. * Called during a dispose event
  37196. */
  37197. set: function (callback) {
  37198. if (this._onDisposeObserver) {
  37199. this.onDisposeObservable.remove(this._onDisposeObserver);
  37200. }
  37201. this._onDisposeObserver = this.onDisposeObservable.add(callback);
  37202. },
  37203. enumerable: true,
  37204. configurable: true
  37205. });
  37206. Object.defineProperty(Material.prototype, "onBindObservable", {
  37207. /**
  37208. * An event triggered when the material is bound
  37209. */
  37210. get: function () {
  37211. if (!this._onBindObservable) {
  37212. this._onBindObservable = new BABYLON.Observable();
  37213. }
  37214. return this._onBindObservable;
  37215. },
  37216. enumerable: true,
  37217. configurable: true
  37218. });
  37219. Object.defineProperty(Material.prototype, "onBind", {
  37220. /**
  37221. * Called during a bind event
  37222. */
  37223. set: function (callback) {
  37224. if (this._onBindObserver) {
  37225. this.onBindObservable.remove(this._onBindObserver);
  37226. }
  37227. this._onBindObserver = this.onBindObservable.add(callback);
  37228. },
  37229. enumerable: true,
  37230. configurable: true
  37231. });
  37232. Object.defineProperty(Material.prototype, "onUnBindObservable", {
  37233. /**
  37234. * An event triggered when the material is unbound
  37235. */
  37236. get: function () {
  37237. if (!this._onUnBindObservable) {
  37238. this._onUnBindObservable = new BABYLON.Observable();
  37239. }
  37240. return this._onUnBindObservable;
  37241. },
  37242. enumerable: true,
  37243. configurable: true
  37244. });
  37245. Object.defineProperty(Material.prototype, "alphaMode", {
  37246. /**
  37247. * Gets the value of the alpha mode
  37248. */
  37249. get: function () {
  37250. return this._alphaMode;
  37251. },
  37252. /**
  37253. * Sets the value of the alpha mode.
  37254. *
  37255. * | Value | Type | Description |
  37256. * | --- | --- | --- |
  37257. * | 0 | ALPHA_DISABLE | |
  37258. * | 1 | ALPHA_ADD | |
  37259. * | 2 | ALPHA_COMBINE | |
  37260. * | 3 | ALPHA_SUBTRACT | |
  37261. * | 4 | ALPHA_MULTIPLY | |
  37262. * | 5 | ALPHA_MAXIMIZED | |
  37263. * | 6 | ALPHA_ONEONE | |
  37264. * | 7 | ALPHA_PREMULTIPLIED | |
  37265. * | 8 | ALPHA_PREMULTIPLIED_PORTERDUFF | |
  37266. * | 9 | ALPHA_INTERPOLATE | |
  37267. * | 10 | ALPHA_SCREENMODE | |
  37268. *
  37269. */
  37270. set: function (value) {
  37271. if (this._alphaMode === value) {
  37272. return;
  37273. }
  37274. this._alphaMode = value;
  37275. this.markAsDirty(Material.TextureDirtyFlag);
  37276. },
  37277. enumerable: true,
  37278. configurable: true
  37279. });
  37280. Object.defineProperty(Material.prototype, "needDepthPrePass", {
  37281. /**
  37282. * Gets the depth pre-pass value
  37283. */
  37284. get: function () {
  37285. return this._needDepthPrePass;
  37286. },
  37287. /**
  37288. * Sets the need depth pre-pass value
  37289. */
  37290. set: function (value) {
  37291. if (this._needDepthPrePass === value) {
  37292. return;
  37293. }
  37294. this._needDepthPrePass = value;
  37295. if (this._needDepthPrePass) {
  37296. this.checkReadyOnEveryCall = true;
  37297. }
  37298. },
  37299. enumerable: true,
  37300. configurable: true
  37301. });
  37302. Object.defineProperty(Material.prototype, "fogEnabled", {
  37303. /**
  37304. * Gets the value of the fog enabled state
  37305. */
  37306. get: function () {
  37307. return this._fogEnabled;
  37308. },
  37309. /**
  37310. * Sets the state for enabling fog
  37311. */
  37312. set: function (value) {
  37313. if (this._fogEnabled === value) {
  37314. return;
  37315. }
  37316. this._fogEnabled = value;
  37317. this.markAsDirty(Material.MiscDirtyFlag);
  37318. },
  37319. enumerable: true,
  37320. configurable: true
  37321. });
  37322. Object.defineProperty(Material.prototype, "wireframe", {
  37323. /**
  37324. * Gets a value specifying if wireframe mode is enabled
  37325. */
  37326. get: function () {
  37327. switch (this._fillMode) {
  37328. case Material.WireFrameFillMode:
  37329. case Material.LineListDrawMode:
  37330. case Material.LineLoopDrawMode:
  37331. case Material.LineStripDrawMode:
  37332. return true;
  37333. }
  37334. return this._scene.forceWireframe;
  37335. },
  37336. /**
  37337. * Sets the state of wireframe mode
  37338. */
  37339. set: function (value) {
  37340. this.fillMode = (value ? Material.WireFrameFillMode : Material.TriangleFillMode);
  37341. },
  37342. enumerable: true,
  37343. configurable: true
  37344. });
  37345. Object.defineProperty(Material.prototype, "pointsCloud", {
  37346. /**
  37347. * Gets the value specifying if point clouds are enabled
  37348. */
  37349. get: function () {
  37350. switch (this._fillMode) {
  37351. case Material.PointFillMode:
  37352. case Material.PointListDrawMode:
  37353. return true;
  37354. }
  37355. return this._scene.forcePointsCloud;
  37356. },
  37357. /**
  37358. * Sets the state of point cloud mode
  37359. */
  37360. set: function (value) {
  37361. this.fillMode = (value ? Material.PointFillMode : Material.TriangleFillMode);
  37362. },
  37363. enumerable: true,
  37364. configurable: true
  37365. });
  37366. Object.defineProperty(Material.prototype, "fillMode", {
  37367. /**
  37368. * Gets the material fill mode
  37369. */
  37370. get: function () {
  37371. return this._fillMode;
  37372. },
  37373. /**
  37374. * Sets the material fill mode
  37375. */
  37376. set: function (value) {
  37377. if (this._fillMode === value) {
  37378. return;
  37379. }
  37380. this._fillMode = value;
  37381. this.markAsDirty(Material.MiscDirtyFlag);
  37382. },
  37383. enumerable: true,
  37384. configurable: true
  37385. });
  37386. /**
  37387. * Returns a string representation of the current material
  37388. * @param fullDetails defines a boolean indicating which levels of logging is desired
  37389. * @returns a string with material information
  37390. */
  37391. Material.prototype.toString = function (fullDetails) {
  37392. var ret = "Name: " + this.name;
  37393. if (fullDetails) {
  37394. }
  37395. return ret;
  37396. };
  37397. /**
  37398. * Gets the class name of the material
  37399. * @returns a string with the class name of the material
  37400. */
  37401. Material.prototype.getClassName = function () {
  37402. return "Material";
  37403. };
  37404. Object.defineProperty(Material.prototype, "isFrozen", {
  37405. /**
  37406. * Specifies if updates for the material been locked
  37407. */
  37408. get: function () {
  37409. return this.checkReadyOnlyOnce;
  37410. },
  37411. enumerable: true,
  37412. configurable: true
  37413. });
  37414. /**
  37415. * Locks updates for the material
  37416. */
  37417. Material.prototype.freeze = function () {
  37418. this.checkReadyOnlyOnce = true;
  37419. };
  37420. /**
  37421. * Unlocks updates for the material
  37422. */
  37423. Material.prototype.unfreeze = function () {
  37424. this.checkReadyOnlyOnce = false;
  37425. };
  37426. /**
  37427. * Specifies if the material is ready to be used
  37428. * @param mesh defines the mesh to check
  37429. * @param useInstances specifies if instances should be used
  37430. * @returns a boolean indicating if the material is ready to be used
  37431. */
  37432. Material.prototype.isReady = function (mesh, useInstances) {
  37433. return true;
  37434. };
  37435. /**
  37436. * Specifies that the submesh is ready to be used
  37437. * @param mesh defines the mesh to check
  37438. * @param subMesh defines which submesh to check
  37439. * @param useInstances specifies that instances should be used
  37440. * @returns a boolean indicating that the submesh is ready or not
  37441. */
  37442. Material.prototype.isReadyForSubMesh = function (mesh, subMesh, useInstances) {
  37443. return false;
  37444. };
  37445. /**
  37446. * Returns the material effect
  37447. * @returns the effect associated with the material
  37448. */
  37449. Material.prototype.getEffect = function () {
  37450. return this._effect;
  37451. };
  37452. /**
  37453. * Returns the current scene
  37454. * @returns a Scene
  37455. */
  37456. Material.prototype.getScene = function () {
  37457. return this._scene;
  37458. };
  37459. /**
  37460. * Specifies if the material will require alpha blending
  37461. * @returns a boolean specifying if alpha blending is needed
  37462. */
  37463. Material.prototype.needAlphaBlending = function () {
  37464. return (this.alpha < 1.0);
  37465. };
  37466. /**
  37467. * Specifies if the mesh will require alpha blending
  37468. * @param mesh defines the mesh to check
  37469. * @returns a boolean specifying if alpha blending is needed for the mesh
  37470. */
  37471. Material.prototype.needAlphaBlendingForMesh = function (mesh) {
  37472. return this.needAlphaBlending() || (mesh.visibility < 1.0) || mesh.hasVertexAlpha;
  37473. };
  37474. /**
  37475. * Specifies if this material should be rendered in alpha test mode
  37476. * @returns a boolean specifying if an alpha test is needed.
  37477. */
  37478. Material.prototype.needAlphaTesting = function () {
  37479. return false;
  37480. };
  37481. /**
  37482. * Gets the texture used for the alpha test
  37483. * @returns the texture to use for alpha testing
  37484. */
  37485. Material.prototype.getAlphaTestTexture = function () {
  37486. return null;
  37487. };
  37488. /**
  37489. * Marks the material to indicate that it needs to be re-calculated
  37490. */
  37491. Material.prototype.markDirty = function () {
  37492. this._wasPreviouslyReady = false;
  37493. };
  37494. /** @hidden */
  37495. Material.prototype._preBind = function (effect, overrideOrientation) {
  37496. if (overrideOrientation === void 0) { overrideOrientation = null; }
  37497. var engine = this._scene.getEngine();
  37498. var orientation = (overrideOrientation == null) ? this.sideOrientation : overrideOrientation;
  37499. var reverse = orientation === Material.ClockWiseSideOrientation;
  37500. engine.enableEffect(effect ? effect : this._effect);
  37501. engine.setState(this.backFaceCulling, this.zOffset, false, reverse);
  37502. return reverse;
  37503. };
  37504. /**
  37505. * Binds the material to the mesh
  37506. * @param world defines the world transformation matrix
  37507. * @param mesh defines the mesh to bind the material to
  37508. */
  37509. Material.prototype.bind = function (world, mesh) {
  37510. };
  37511. /**
  37512. * Binds the submesh to the material
  37513. * @param world defines the world transformation matrix
  37514. * @param mesh defines the mesh containing the submesh
  37515. * @param subMesh defines the submesh to bind the material to
  37516. */
  37517. Material.prototype.bindForSubMesh = function (world, mesh, subMesh) {
  37518. };
  37519. /**
  37520. * Binds the world matrix to the material
  37521. * @param world defines the world transformation matrix
  37522. */
  37523. Material.prototype.bindOnlyWorldMatrix = function (world) {
  37524. };
  37525. /**
  37526. * Binds the scene's uniform buffer to the effect.
  37527. * @param effect defines the effect to bind to the scene uniform buffer
  37528. * @param sceneUbo defines the uniform buffer storing scene data
  37529. */
  37530. Material.prototype.bindSceneUniformBuffer = function (effect, sceneUbo) {
  37531. sceneUbo.bindToEffect(effect, "Scene");
  37532. };
  37533. /**
  37534. * Binds the view matrix to the effect
  37535. * @param effect defines the effect to bind the view matrix to
  37536. */
  37537. Material.prototype.bindView = function (effect) {
  37538. if (!this._useUBO) {
  37539. effect.setMatrix("view", this.getScene().getViewMatrix());
  37540. }
  37541. else {
  37542. this.bindSceneUniformBuffer(effect, this.getScene().getSceneUniformBuffer());
  37543. }
  37544. };
  37545. /**
  37546. * Binds the view projection matrix to the effect
  37547. * @param effect defines the effect to bind the view projection matrix to
  37548. */
  37549. Material.prototype.bindViewProjection = function (effect) {
  37550. if (!this._useUBO) {
  37551. effect.setMatrix("viewProjection", this.getScene().getTransformMatrix());
  37552. }
  37553. else {
  37554. this.bindSceneUniformBuffer(effect, this.getScene().getSceneUniformBuffer());
  37555. }
  37556. };
  37557. /**
  37558. * Specifies if material alpha testing should be turned on for the mesh
  37559. * @param mesh defines the mesh to check
  37560. */
  37561. Material.prototype._shouldTurnAlphaTestOn = function (mesh) {
  37562. return (!this.needAlphaBlendingForMesh(mesh) && this.needAlphaTesting());
  37563. };
  37564. /**
  37565. * Processes to execute after binding the material to a mesh
  37566. * @param mesh defines the rendered mesh
  37567. */
  37568. Material.prototype._afterBind = function (mesh) {
  37569. this._scene._cachedMaterial = this;
  37570. if (mesh) {
  37571. this._scene._cachedVisibility = mesh.visibility;
  37572. }
  37573. else {
  37574. this._scene._cachedVisibility = 1;
  37575. }
  37576. if (this._onBindObservable && mesh) {
  37577. this._onBindObservable.notifyObservers(mesh);
  37578. }
  37579. if (this.disableDepthWrite) {
  37580. var engine = this._scene.getEngine();
  37581. this._cachedDepthWriteState = engine.getDepthWrite();
  37582. engine.setDepthWrite(false);
  37583. }
  37584. };
  37585. /**
  37586. * Unbinds the material from the mesh
  37587. */
  37588. Material.prototype.unbind = function () {
  37589. if (this._onUnBindObservable) {
  37590. this._onUnBindObservable.notifyObservers(this);
  37591. }
  37592. if (this.disableDepthWrite) {
  37593. var engine = this._scene.getEngine();
  37594. engine.setDepthWrite(this._cachedDepthWriteState);
  37595. }
  37596. };
  37597. /**
  37598. * Gets the active textures from the material
  37599. * @returns an array of textures
  37600. */
  37601. Material.prototype.getActiveTextures = function () {
  37602. return [];
  37603. };
  37604. /**
  37605. * Specifies if the material uses a texture
  37606. * @param texture defines the texture to check against the material
  37607. * @returns a boolean specifying if the material uses the texture
  37608. */
  37609. Material.prototype.hasTexture = function (texture) {
  37610. return false;
  37611. };
  37612. /**
  37613. * Makes a duplicate of the material, and gives it a new name
  37614. * @param name defines the new name for the duplicated material
  37615. * @returns the cloned material
  37616. */
  37617. Material.prototype.clone = function (name) {
  37618. return null;
  37619. };
  37620. /**
  37621. * Gets the meshes bound to the material
  37622. * @returns an array of meshes bound to the material
  37623. */
  37624. Material.prototype.getBindedMeshes = function () {
  37625. var _this = this;
  37626. if (this.meshMap) {
  37627. var result = new Array();
  37628. for (var meshId in this.meshMap) {
  37629. var mesh = this.meshMap[meshId];
  37630. if (mesh) {
  37631. result.push(mesh);
  37632. }
  37633. }
  37634. return result;
  37635. }
  37636. else {
  37637. var meshes = this._scene.meshes;
  37638. return meshes.filter(function (mesh) { return mesh.material === _this; });
  37639. }
  37640. };
  37641. /**
  37642. * Force shader compilation
  37643. * @param mesh defines the mesh associated with this material
  37644. * @param onCompiled defines a function to execute once the material is compiled
  37645. * @param options defines the options to configure the compilation
  37646. */
  37647. Material.prototype.forceCompilation = function (mesh, onCompiled, options) {
  37648. var _this = this;
  37649. var localOptions = __assign({ clipPlane: false }, options);
  37650. var subMesh = new BABYLON.BaseSubMesh();
  37651. var scene = this.getScene();
  37652. var checkReady = function () {
  37653. if (!_this._scene || !_this._scene.getEngine()) {
  37654. return;
  37655. }
  37656. if (subMesh._materialDefines) {
  37657. subMesh._materialDefines._renderId = -1;
  37658. }
  37659. var clipPlaneState = scene.clipPlane;
  37660. if (localOptions.clipPlane) {
  37661. scene.clipPlane = new BABYLON.Plane(0, 0, 0, 1);
  37662. }
  37663. if (_this._storeEffectOnSubMeshes) {
  37664. if (_this.isReadyForSubMesh(mesh, subMesh)) {
  37665. if (onCompiled) {
  37666. onCompiled(_this);
  37667. }
  37668. }
  37669. else {
  37670. setTimeout(checkReady, 16);
  37671. }
  37672. }
  37673. else {
  37674. if (_this.isReady(mesh)) {
  37675. if (onCompiled) {
  37676. onCompiled(_this);
  37677. }
  37678. }
  37679. else {
  37680. setTimeout(checkReady, 16);
  37681. }
  37682. }
  37683. if (localOptions.clipPlane) {
  37684. scene.clipPlane = clipPlaneState;
  37685. }
  37686. };
  37687. checkReady();
  37688. };
  37689. /**
  37690. * Force shader compilation
  37691. * @param mesh defines the mesh that will use this material
  37692. * @param options defines additional options for compiling the shaders
  37693. * @returns a promise that resolves when the compilation completes
  37694. */
  37695. Material.prototype.forceCompilationAsync = function (mesh, options) {
  37696. var _this = this;
  37697. return new Promise(function (resolve) {
  37698. _this.forceCompilation(mesh, function () {
  37699. resolve();
  37700. }, options);
  37701. });
  37702. };
  37703. /**
  37704. * Marks a define in the material to indicate that it needs to be re-computed
  37705. * @param flag defines a flag used to determine which parts of the material have to be marked as dirty
  37706. */
  37707. Material.prototype.markAsDirty = function (flag) {
  37708. if (this.getScene().blockMaterialDirtyMechanism) {
  37709. return;
  37710. }
  37711. Material._DirtyCallbackArray.length = 0;
  37712. if (flag & Material.TextureDirtyFlag) {
  37713. Material._DirtyCallbackArray.push(Material._TextureDirtyCallBack);
  37714. }
  37715. if (flag & Material.LightDirtyFlag) {
  37716. Material._DirtyCallbackArray.push(Material._LightsDirtyCallBack);
  37717. }
  37718. if (flag & Material.FresnelDirtyFlag) {
  37719. Material._DirtyCallbackArray.push(Material._FresnelDirtyCallBack);
  37720. }
  37721. if (flag & Material.AttributesDirtyFlag) {
  37722. Material._DirtyCallbackArray.push(Material._AttributeDirtyCallBack);
  37723. }
  37724. if (flag & Material.MiscDirtyFlag) {
  37725. Material._DirtyCallbackArray.push(Material._MiscDirtyCallBack);
  37726. }
  37727. if (Material._DirtyCallbackArray.length) {
  37728. this._markAllSubMeshesAsDirty(Material._RunDirtyCallBacks);
  37729. }
  37730. this.getScene().resetCachedMaterial();
  37731. };
  37732. /**
  37733. * Marks all submeshes of a material to indicate that their material defines need to be re-calculated
  37734. * @param func defines a function which checks material defines against the submeshes
  37735. */
  37736. Material.prototype._markAllSubMeshesAsDirty = function (func) {
  37737. if (this.getScene().blockMaterialDirtyMechanism) {
  37738. return;
  37739. }
  37740. var meshes = this.getScene().meshes;
  37741. for (var _i = 0, meshes_1 = meshes; _i < meshes_1.length; _i++) {
  37742. var mesh = meshes_1[_i];
  37743. if (!mesh.subMeshes) {
  37744. continue;
  37745. }
  37746. for (var _a = 0, _b = mesh.subMeshes; _a < _b.length; _a++) {
  37747. var subMesh = _b[_a];
  37748. if (subMesh.getMaterial() !== this) {
  37749. continue;
  37750. }
  37751. if (!subMesh._materialDefines) {
  37752. continue;
  37753. }
  37754. func(subMesh._materialDefines);
  37755. }
  37756. }
  37757. };
  37758. /**
  37759. * Indicates that image processing needs to be re-calculated for all submeshes
  37760. */
  37761. Material.prototype._markAllSubMeshesAsImageProcessingDirty = function () {
  37762. this._markAllSubMeshesAsDirty(Material._ImageProcessingDirtyCallBack);
  37763. };
  37764. /**
  37765. * Indicates that textures need to be re-calculated for all submeshes
  37766. */
  37767. Material.prototype._markAllSubMeshesAsTexturesDirty = function () {
  37768. this._markAllSubMeshesAsDirty(Material._TextureDirtyCallBack);
  37769. };
  37770. /**
  37771. * Indicates that fresnel needs to be re-calculated for all submeshes
  37772. */
  37773. Material.prototype._markAllSubMeshesAsFresnelDirty = function () {
  37774. this._markAllSubMeshesAsDirty(Material._FresnelDirtyCallBack);
  37775. };
  37776. /**
  37777. * Indicates that fresnel and misc need to be re-calculated for all submeshes
  37778. */
  37779. Material.prototype._markAllSubMeshesAsFresnelAndMiscDirty = function () {
  37780. this._markAllSubMeshesAsDirty(Material._FresnelAndMiscDirtyCallBack);
  37781. };
  37782. /**
  37783. * Indicates that lights need to be re-calculated for all submeshes
  37784. */
  37785. Material.prototype._markAllSubMeshesAsLightsDirty = function () {
  37786. this._markAllSubMeshesAsDirty(Material._LightsDirtyCallBack);
  37787. };
  37788. /**
  37789. * Indicates that attributes need to be re-calculated for all submeshes
  37790. */
  37791. Material.prototype._markAllSubMeshesAsAttributesDirty = function () {
  37792. this._markAllSubMeshesAsDirty(Material._AttributeDirtyCallBack);
  37793. };
  37794. /**
  37795. * Indicates that misc needs to be re-calculated for all submeshes
  37796. */
  37797. Material.prototype._markAllSubMeshesAsMiscDirty = function () {
  37798. this._markAllSubMeshesAsDirty(Material._MiscDirtyCallBack);
  37799. };
  37800. /**
  37801. * Indicates that textures and misc need to be re-calculated for all submeshes
  37802. */
  37803. Material.prototype._markAllSubMeshesAsTexturesAndMiscDirty = function () {
  37804. this._markAllSubMeshesAsDirty(Material._TextureAndMiscDirtyCallBack);
  37805. };
  37806. /**
  37807. * Disposes the material
  37808. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  37809. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  37810. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  37811. */
  37812. Material.prototype.dispose = function (forceDisposeEffect, forceDisposeTextures, notBoundToMesh) {
  37813. var scene = this.getScene();
  37814. // Animations
  37815. scene.stopAnimation(this);
  37816. scene.freeProcessedMaterials();
  37817. // Remove from scene
  37818. scene.removeMaterial(this);
  37819. if (notBoundToMesh !== true) {
  37820. // Remove from meshes
  37821. if (this.meshMap) {
  37822. for (var meshId in this.meshMap) {
  37823. var mesh = this.meshMap[meshId];
  37824. if (mesh) {
  37825. mesh.material = null; // will set the entry in the map to undefined
  37826. this.releaseVertexArrayObject(mesh, forceDisposeEffect);
  37827. }
  37828. }
  37829. }
  37830. else {
  37831. var meshes = scene.meshes;
  37832. for (var _i = 0, meshes_2 = meshes; _i < meshes_2.length; _i++) {
  37833. var mesh = meshes_2[_i];
  37834. if (mesh.material === this) {
  37835. mesh.material = null;
  37836. this.releaseVertexArrayObject(mesh, forceDisposeEffect);
  37837. }
  37838. }
  37839. }
  37840. }
  37841. this._uniformBuffer.dispose();
  37842. // Shader are kept in cache for further use but we can get rid of this by using forceDisposeEffect
  37843. if (forceDisposeEffect && this._effect) {
  37844. if (!this._storeEffectOnSubMeshes) {
  37845. scene.getEngine()._releaseEffect(this._effect);
  37846. }
  37847. this._effect = null;
  37848. }
  37849. // Callback
  37850. this.onDisposeObservable.notifyObservers(this);
  37851. this.onDisposeObservable.clear();
  37852. if (this._onBindObservable) {
  37853. this._onBindObservable.clear();
  37854. }
  37855. if (this._onUnBindObservable) {
  37856. this._onUnBindObservable.clear();
  37857. }
  37858. };
  37859. /** @hidden */
  37860. Material.prototype.releaseVertexArrayObject = function (mesh, forceDisposeEffect) {
  37861. if (mesh.geometry) {
  37862. var geometry = (mesh.geometry);
  37863. var scene = this.getScene();
  37864. if (this._storeEffectOnSubMeshes) {
  37865. for (var _i = 0, _a = mesh.subMeshes; _i < _a.length; _i++) {
  37866. var subMesh = _a[_i];
  37867. geometry._releaseVertexArrayObject(subMesh._materialEffect);
  37868. if (forceDisposeEffect && subMesh._materialEffect) {
  37869. scene.getEngine()._releaseEffect(subMesh._materialEffect);
  37870. }
  37871. }
  37872. }
  37873. else {
  37874. geometry._releaseVertexArrayObject(this._effect);
  37875. }
  37876. }
  37877. };
  37878. /**
  37879. * Serializes this material
  37880. * @returns the serialized material object
  37881. */
  37882. Material.prototype.serialize = function () {
  37883. return BABYLON.SerializationHelper.Serialize(this);
  37884. };
  37885. /**
  37886. * Creates a MultiMaterial from parsed MultiMaterial data.
  37887. * @param parsedMultiMaterial defines parsed MultiMaterial data.
  37888. * @param scene defines the hosting scene
  37889. * @returns a new MultiMaterial
  37890. */
  37891. Material.ParseMultiMaterial = function (parsedMultiMaterial, scene) {
  37892. var multiMaterial = new BABYLON.MultiMaterial(parsedMultiMaterial.name, scene);
  37893. multiMaterial.id = parsedMultiMaterial.id;
  37894. if (BABYLON.Tags) {
  37895. BABYLON.Tags.AddTagsTo(multiMaterial, parsedMultiMaterial.tags);
  37896. }
  37897. for (var matIndex = 0; matIndex < parsedMultiMaterial.materials.length; matIndex++) {
  37898. var subMatId = parsedMultiMaterial.materials[matIndex];
  37899. if (subMatId) {
  37900. multiMaterial.subMaterials.push(scene.getMaterialByID(subMatId));
  37901. }
  37902. else {
  37903. multiMaterial.subMaterials.push(null);
  37904. }
  37905. }
  37906. return multiMaterial;
  37907. };
  37908. /**
  37909. * Creates a material from parsed material data
  37910. * @param parsedMaterial defines parsed material data
  37911. * @param scene defines the hosting scene
  37912. * @param rootUrl defines the root URL to use to load textures
  37913. * @returns a new material
  37914. */
  37915. Material.Parse = function (parsedMaterial, scene, rootUrl) {
  37916. if (!parsedMaterial.customType || parsedMaterial.customType === "BABYLON.StandardMaterial") {
  37917. return BABYLON.StandardMaterial.Parse(parsedMaterial, scene, rootUrl);
  37918. }
  37919. if (parsedMaterial.customType === "BABYLON.PBRMaterial" && parsedMaterial.overloadedAlbedo) {
  37920. parsedMaterial.customType = "BABYLON.LegacyPBRMaterial";
  37921. if (!BABYLON.LegacyPBRMaterial) {
  37922. BABYLON.Tools.Error("Your scene is trying to load a legacy version of the PBRMaterial, please, include it from the materials library.");
  37923. return;
  37924. }
  37925. }
  37926. var materialType = BABYLON.Tools.Instantiate(parsedMaterial.customType);
  37927. return materialType.Parse(parsedMaterial, scene, rootUrl);
  37928. };
  37929. // Triangle views
  37930. Material._TriangleFillMode = 0;
  37931. Material._WireFrameFillMode = 1;
  37932. Material._PointFillMode = 2;
  37933. // Draw modes
  37934. Material._PointListDrawMode = 3;
  37935. Material._LineListDrawMode = 4;
  37936. Material._LineLoopDrawMode = 5;
  37937. Material._LineStripDrawMode = 6;
  37938. Material._TriangleStripDrawMode = 7;
  37939. Material._TriangleFanDrawMode = 8;
  37940. /**
  37941. * Stores the clock-wise side orientation
  37942. */
  37943. Material._ClockWiseSideOrientation = 0;
  37944. /**
  37945. * Stores the counter clock-wise side orientation
  37946. */
  37947. Material._CounterClockWiseSideOrientation = 1;
  37948. /**
  37949. * The dirty texture flag value
  37950. */
  37951. Material.TextureDirtyFlag = 1;
  37952. /**
  37953. * The dirty light flag value
  37954. */
  37955. Material.LightDirtyFlag = 2;
  37956. /**
  37957. * The dirty fresnel flag value
  37958. */
  37959. Material.FresnelDirtyFlag = 4;
  37960. /**
  37961. * The dirty attribute flag value
  37962. */
  37963. Material.AttributesDirtyFlag = 8;
  37964. /**
  37965. * The dirty misc flag value
  37966. */
  37967. Material.MiscDirtyFlag = 16;
  37968. /**
  37969. * The all dirty flag value
  37970. */
  37971. Material.AllDirtyFlag = 31;
  37972. Material._ImageProcessingDirtyCallBack = function (defines) { return defines.markAsImageProcessingDirty(); };
  37973. Material._TextureDirtyCallBack = function (defines) { return defines.markAsTexturesDirty(); };
  37974. Material._FresnelDirtyCallBack = function (defines) { return defines.markAsFresnelDirty(); };
  37975. Material._MiscDirtyCallBack = function (defines) { return defines.markAsMiscDirty(); };
  37976. Material._LightsDirtyCallBack = function (defines) { return defines.markAsLightDirty(); };
  37977. Material._AttributeDirtyCallBack = function (defines) { return defines.markAsAttributesDirty(); };
  37978. Material._FresnelAndMiscDirtyCallBack = function (defines) {
  37979. Material._FresnelDirtyCallBack(defines);
  37980. Material._MiscDirtyCallBack(defines);
  37981. };
  37982. Material._TextureAndMiscDirtyCallBack = function (defines) {
  37983. Material._TextureDirtyCallBack(defines);
  37984. Material._MiscDirtyCallBack(defines);
  37985. };
  37986. Material._DirtyCallbackArray = [];
  37987. Material._RunDirtyCallBacks = function (defines) {
  37988. for (var _i = 0, _a = Material._DirtyCallbackArray; _i < _a.length; _i++) {
  37989. var cb = _a[_i];
  37990. cb(defines);
  37991. }
  37992. };
  37993. __decorate([
  37994. BABYLON.serialize()
  37995. ], Material.prototype, "id", void 0);
  37996. __decorate([
  37997. BABYLON.serialize()
  37998. ], Material.prototype, "uniqueId", void 0);
  37999. __decorate([
  38000. BABYLON.serialize()
  38001. ], Material.prototype, "name", void 0);
  38002. __decorate([
  38003. BABYLON.serialize()
  38004. ], Material.prototype, "checkReadyOnEveryCall", void 0);
  38005. __decorate([
  38006. BABYLON.serialize()
  38007. ], Material.prototype, "checkReadyOnlyOnce", void 0);
  38008. __decorate([
  38009. BABYLON.serialize()
  38010. ], Material.prototype, "state", void 0);
  38011. __decorate([
  38012. BABYLON.serialize("alpha")
  38013. ], Material.prototype, "_alpha", void 0);
  38014. __decorate([
  38015. BABYLON.serialize("backFaceCulling")
  38016. ], Material.prototype, "_backFaceCulling", void 0);
  38017. __decorate([
  38018. BABYLON.serialize()
  38019. ], Material.prototype, "sideOrientation", void 0);
  38020. __decorate([
  38021. BABYLON.serialize("alphaMode")
  38022. ], Material.prototype, "_alphaMode", void 0);
  38023. __decorate([
  38024. BABYLON.serialize()
  38025. ], Material.prototype, "_needDepthPrePass", void 0);
  38026. __decorate([
  38027. BABYLON.serialize()
  38028. ], Material.prototype, "disableDepthWrite", void 0);
  38029. __decorate([
  38030. BABYLON.serialize()
  38031. ], Material.prototype, "forceDepthWrite", void 0);
  38032. __decorate([
  38033. BABYLON.serialize()
  38034. ], Material.prototype, "separateCullingPass", void 0);
  38035. __decorate([
  38036. BABYLON.serialize("fogEnabled")
  38037. ], Material.prototype, "_fogEnabled", void 0);
  38038. __decorate([
  38039. BABYLON.serialize()
  38040. ], Material.prototype, "pointSize", void 0);
  38041. __decorate([
  38042. BABYLON.serialize()
  38043. ], Material.prototype, "zOffset", void 0);
  38044. __decorate([
  38045. BABYLON.serialize()
  38046. ], Material.prototype, "wireframe", null);
  38047. __decorate([
  38048. BABYLON.serialize()
  38049. ], Material.prototype, "pointsCloud", null);
  38050. __decorate([
  38051. BABYLON.serialize()
  38052. ], Material.prototype, "fillMode", null);
  38053. return Material;
  38054. }());
  38055. BABYLON.Material = Material;
  38056. })(BABYLON || (BABYLON = {}));
  38057. //# sourceMappingURL=babylon.material.js.map
  38058. var BABYLON;
  38059. (function (BABYLON) {
  38060. /**
  38061. * Uniform buffer objects.
  38062. *
  38063. * Handles blocks of uniform on the GPU.
  38064. *
  38065. * If WebGL 2 is not available, this class falls back on traditionnal setUniformXXX calls.
  38066. *
  38067. * For more information, please refer to :
  38068. * https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object
  38069. */
  38070. var UniformBuffer = /** @class */ (function () {
  38071. /**
  38072. * Instantiates a new Uniform buffer objects.
  38073. *
  38074. * Handles blocks of uniform on the GPU.
  38075. *
  38076. * If WebGL 2 is not available, this class falls back on traditionnal setUniformXXX calls.
  38077. *
  38078. * For more information, please refer to :
  38079. * @see https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object
  38080. * @param engine Define the engine the buffer is associated with
  38081. * @param data Define the data contained in the buffer
  38082. * @param dynamic Define if the buffer is updatable
  38083. */
  38084. function UniformBuffer(engine, data, dynamic) {
  38085. this._engine = engine;
  38086. this._noUBO = !engine.supportsUniformBuffers;
  38087. this._dynamic = dynamic;
  38088. this._data = data || [];
  38089. this._uniformLocations = {};
  38090. this._uniformSizes = {};
  38091. this._uniformLocationPointer = 0;
  38092. this._needSync = false;
  38093. if (this._noUBO) {
  38094. this.updateMatrix3x3 = this._updateMatrix3x3ForEffect;
  38095. this.updateMatrix2x2 = this._updateMatrix2x2ForEffect;
  38096. this.updateFloat = this._updateFloatForEffect;
  38097. this.updateFloat2 = this._updateFloat2ForEffect;
  38098. this.updateFloat3 = this._updateFloat3ForEffect;
  38099. this.updateFloat4 = this._updateFloat4ForEffect;
  38100. this.updateMatrix = this._updateMatrixForEffect;
  38101. this.updateVector3 = this._updateVector3ForEffect;
  38102. this.updateVector4 = this._updateVector4ForEffect;
  38103. this.updateColor3 = this._updateColor3ForEffect;
  38104. this.updateColor4 = this._updateColor4ForEffect;
  38105. }
  38106. else {
  38107. this._engine._uniformBuffers.push(this);
  38108. this.updateMatrix3x3 = this._updateMatrix3x3ForUniform;
  38109. this.updateMatrix2x2 = this._updateMatrix2x2ForUniform;
  38110. this.updateFloat = this._updateFloatForUniform;
  38111. this.updateFloat2 = this._updateFloat2ForUniform;
  38112. this.updateFloat3 = this._updateFloat3ForUniform;
  38113. this.updateFloat4 = this._updateFloat4ForUniform;
  38114. this.updateMatrix = this._updateMatrixForUniform;
  38115. this.updateVector3 = this._updateVector3ForUniform;
  38116. this.updateVector4 = this._updateVector4ForUniform;
  38117. this.updateColor3 = this._updateColor3ForUniform;
  38118. this.updateColor4 = this._updateColor4ForUniform;
  38119. }
  38120. }
  38121. Object.defineProperty(UniformBuffer.prototype, "useUbo", {
  38122. /**
  38123. * Indicates if the buffer is using the WebGL2 UBO implementation,
  38124. * or just falling back on setUniformXXX calls.
  38125. */
  38126. get: function () {
  38127. return !this._noUBO;
  38128. },
  38129. enumerable: true,
  38130. configurable: true
  38131. });
  38132. Object.defineProperty(UniformBuffer.prototype, "isSync", {
  38133. /**
  38134. * Indicates if the WebGL underlying uniform buffer is in sync
  38135. * with the javascript cache data.
  38136. */
  38137. get: function () {
  38138. return !this._needSync;
  38139. },
  38140. enumerable: true,
  38141. configurable: true
  38142. });
  38143. /**
  38144. * Indicates if the WebGL underlying uniform buffer is dynamic.
  38145. * Also, a dynamic UniformBuffer will disable cache verification and always
  38146. * update the underlying WebGL uniform buffer to the GPU.
  38147. * @returns if Dynamic, otherwise false
  38148. */
  38149. UniformBuffer.prototype.isDynamic = function () {
  38150. return this._dynamic !== undefined;
  38151. };
  38152. /**
  38153. * The data cache on JS side.
  38154. * @returns the underlying data as a float array
  38155. */
  38156. UniformBuffer.prototype.getData = function () {
  38157. return this._bufferData;
  38158. };
  38159. /**
  38160. * The underlying WebGL Uniform buffer.
  38161. * @returns the webgl buffer
  38162. */
  38163. UniformBuffer.prototype.getBuffer = function () {
  38164. return this._buffer;
  38165. };
  38166. /**
  38167. * std140 layout specifies how to align data within an UBO structure.
  38168. * See https://khronos.org/registry/OpenGL/specs/gl/glspec45.core.pdf#page=159
  38169. * for specs.
  38170. */
  38171. UniformBuffer.prototype._fillAlignment = function (size) {
  38172. // This code has been simplified because we only use floats, vectors of 1, 2, 3, 4 components
  38173. // and 4x4 matrices
  38174. // TODO : change if other types are used
  38175. var alignment;
  38176. if (size <= 2) {
  38177. alignment = size;
  38178. }
  38179. else {
  38180. alignment = 4;
  38181. }
  38182. if ((this._uniformLocationPointer % alignment) !== 0) {
  38183. var oldPointer = this._uniformLocationPointer;
  38184. this._uniformLocationPointer += alignment - (this._uniformLocationPointer % alignment);
  38185. var diff = this._uniformLocationPointer - oldPointer;
  38186. for (var i = 0; i < diff; i++) {
  38187. this._data.push(0);
  38188. }
  38189. }
  38190. };
  38191. /**
  38192. * Adds an uniform in the buffer.
  38193. * Warning : the subsequents calls of this function must be in the same order as declared in the shader
  38194. * for the layout to be correct !
  38195. * @param name Name of the uniform, as used in the uniform block in the shader.
  38196. * @param size Data size, or data directly.
  38197. */
  38198. UniformBuffer.prototype.addUniform = function (name, size) {
  38199. if (this._noUBO) {
  38200. return;
  38201. }
  38202. if (this._uniformLocations[name] !== undefined) {
  38203. // Already existing uniform
  38204. return;
  38205. }
  38206. // This function must be called in the order of the shader layout !
  38207. // size can be the size of the uniform, or data directly
  38208. var data;
  38209. if (size instanceof Array) {
  38210. data = size;
  38211. size = data.length;
  38212. }
  38213. else {
  38214. size = size;
  38215. data = [];
  38216. // Fill with zeros
  38217. for (var i = 0; i < size; i++) {
  38218. data.push(0);
  38219. }
  38220. }
  38221. this._fillAlignment(size);
  38222. this._uniformSizes[name] = size;
  38223. this._uniformLocations[name] = this._uniformLocationPointer;
  38224. this._uniformLocationPointer += size;
  38225. for (var i = 0; i < size; i++) {
  38226. this._data.push(data[i]);
  38227. }
  38228. this._needSync = true;
  38229. };
  38230. /**
  38231. * Adds a Matrix 4x4 to the uniform buffer.
  38232. * @param name Name of the uniform, as used in the uniform block in the shader.
  38233. * @param mat A 4x4 matrix.
  38234. */
  38235. UniformBuffer.prototype.addMatrix = function (name, mat) {
  38236. this.addUniform(name, Array.prototype.slice.call(mat.toArray()));
  38237. };
  38238. /**
  38239. * Adds a vec2 to the uniform buffer.
  38240. * @param name Name of the uniform, as used in the uniform block in the shader.
  38241. * @param x Define the x component value of the vec2
  38242. * @param y Define the y component value of the vec2
  38243. */
  38244. UniformBuffer.prototype.addFloat2 = function (name, x, y) {
  38245. var temp = [x, y];
  38246. this.addUniform(name, temp);
  38247. };
  38248. /**
  38249. * Adds a vec3 to the uniform buffer.
  38250. * @param name Name of the uniform, as used in the uniform block in the shader.
  38251. * @param x Define the x component value of the vec3
  38252. * @param y Define the y component value of the vec3
  38253. * @param z Define the z component value of the vec3
  38254. */
  38255. UniformBuffer.prototype.addFloat3 = function (name, x, y, z) {
  38256. var temp = [x, y, z];
  38257. this.addUniform(name, temp);
  38258. };
  38259. /**
  38260. * Adds a vec3 to the uniform buffer.
  38261. * @param name Name of the uniform, as used in the uniform block in the shader.
  38262. * @param color Define the vec3 from a Color
  38263. */
  38264. UniformBuffer.prototype.addColor3 = function (name, color) {
  38265. var temp = new Array();
  38266. color.toArray(temp);
  38267. this.addUniform(name, temp);
  38268. };
  38269. /**
  38270. * Adds a vec4 to the uniform buffer.
  38271. * @param name Name of the uniform, as used in the uniform block in the shader.
  38272. * @param color Define the rgb components from a Color
  38273. * @param alpha Define the a component of the vec4
  38274. */
  38275. UniformBuffer.prototype.addColor4 = function (name, color, alpha) {
  38276. var temp = new Array();
  38277. color.toArray(temp);
  38278. temp.push(alpha);
  38279. this.addUniform(name, temp);
  38280. };
  38281. /**
  38282. * Adds a vec3 to the uniform buffer.
  38283. * @param name Name of the uniform, as used in the uniform block in the shader.
  38284. * @param vector Define the vec3 components from a Vector
  38285. */
  38286. UniformBuffer.prototype.addVector3 = function (name, vector) {
  38287. var temp = new Array();
  38288. vector.toArray(temp);
  38289. this.addUniform(name, temp);
  38290. };
  38291. /**
  38292. * Adds a Matrix 3x3 to the uniform buffer.
  38293. * @param name Name of the uniform, as used in the uniform block in the shader.
  38294. */
  38295. UniformBuffer.prototype.addMatrix3x3 = function (name) {
  38296. this.addUniform(name, 12);
  38297. };
  38298. /**
  38299. * Adds a Matrix 2x2 to the uniform buffer.
  38300. * @param name Name of the uniform, as used in the uniform block in the shader.
  38301. */
  38302. UniformBuffer.prototype.addMatrix2x2 = function (name) {
  38303. this.addUniform(name, 8);
  38304. };
  38305. /**
  38306. * Effectively creates the WebGL Uniform Buffer, once layout is completed with `addUniform`.
  38307. */
  38308. UniformBuffer.prototype.create = function () {
  38309. if (this._noUBO) {
  38310. return;
  38311. }
  38312. if (this._buffer) {
  38313. return; // nothing to do
  38314. }
  38315. // See spec, alignment must be filled as a vec4
  38316. this._fillAlignment(4);
  38317. this._bufferData = new Float32Array(this._data);
  38318. this._rebuild();
  38319. this._needSync = true;
  38320. };
  38321. /** @hidden */
  38322. UniformBuffer.prototype._rebuild = function () {
  38323. if (this._noUBO) {
  38324. return;
  38325. }
  38326. if (this._dynamic) {
  38327. this._buffer = this._engine.createDynamicUniformBuffer(this._bufferData);
  38328. }
  38329. else {
  38330. this._buffer = this._engine.createUniformBuffer(this._bufferData);
  38331. }
  38332. };
  38333. /**
  38334. * Updates the WebGL Uniform Buffer on the GPU.
  38335. * If the `dynamic` flag is set to true, no cache comparison is done.
  38336. * Otherwise, the buffer will be updated only if the cache differs.
  38337. */
  38338. UniformBuffer.prototype.update = function () {
  38339. if (!this._buffer) {
  38340. this.create();
  38341. return;
  38342. }
  38343. if (!this._dynamic && !this._needSync) {
  38344. return;
  38345. }
  38346. this._engine.updateUniformBuffer(this._buffer, this._bufferData);
  38347. this._needSync = false;
  38348. };
  38349. /**
  38350. * Updates the value of an uniform. The `update` method must be called afterwards to make it effective in the GPU.
  38351. * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.
  38352. * @param data Define the flattened data
  38353. * @param size Define the size of the data.
  38354. */
  38355. UniformBuffer.prototype.updateUniform = function (uniformName, data, size) {
  38356. var location = this._uniformLocations[uniformName];
  38357. if (location === undefined) {
  38358. if (this._buffer) {
  38359. // Cannot add an uniform if the buffer is already created
  38360. BABYLON.Tools.Error("Cannot add an uniform after UBO has been created.");
  38361. return;
  38362. }
  38363. this.addUniform(uniformName, size);
  38364. location = this._uniformLocations[uniformName];
  38365. }
  38366. if (!this._buffer) {
  38367. this.create();
  38368. }
  38369. if (!this._dynamic) {
  38370. // Cache for static uniform buffers
  38371. var changed = false;
  38372. for (var i = 0; i < size; i++) {
  38373. if (this._bufferData[location + i] !== data[i]) {
  38374. changed = true;
  38375. this._bufferData[location + i] = data[i];
  38376. }
  38377. }
  38378. this._needSync = this._needSync || changed;
  38379. }
  38380. else {
  38381. // No cache for dynamic
  38382. for (var i = 0; i < size; i++) {
  38383. this._bufferData[location + i] = data[i];
  38384. }
  38385. }
  38386. };
  38387. // Update methods
  38388. UniformBuffer.prototype._updateMatrix3x3ForUniform = function (name, matrix) {
  38389. // To match std140, matrix must be realigned
  38390. for (var i = 0; i < 3; i++) {
  38391. UniformBuffer._tempBuffer[i * 4] = matrix[i * 3];
  38392. UniformBuffer._tempBuffer[i * 4 + 1] = matrix[i * 3 + 1];
  38393. UniformBuffer._tempBuffer[i * 4 + 2] = matrix[i * 3 + 2];
  38394. UniformBuffer._tempBuffer[i * 4 + 3] = 0.0;
  38395. }
  38396. this.updateUniform(name, UniformBuffer._tempBuffer, 12);
  38397. };
  38398. UniformBuffer.prototype._updateMatrix3x3ForEffect = function (name, matrix) {
  38399. this._currentEffect.setMatrix3x3(name, matrix);
  38400. };
  38401. UniformBuffer.prototype._updateMatrix2x2ForEffect = function (name, matrix) {
  38402. this._currentEffect.setMatrix2x2(name, matrix);
  38403. };
  38404. UniformBuffer.prototype._updateMatrix2x2ForUniform = function (name, matrix) {
  38405. // To match std140, matrix must be realigned
  38406. for (var i = 0; i < 2; i++) {
  38407. UniformBuffer._tempBuffer[i * 4] = matrix[i * 2];
  38408. UniformBuffer._tempBuffer[i * 4 + 1] = matrix[i * 2 + 1];
  38409. UniformBuffer._tempBuffer[i * 4 + 2] = 0.0;
  38410. UniformBuffer._tempBuffer[i * 4 + 3] = 0.0;
  38411. }
  38412. this.updateUniform(name, UniformBuffer._tempBuffer, 8);
  38413. };
  38414. UniformBuffer.prototype._updateFloatForEffect = function (name, x) {
  38415. this._currentEffect.setFloat(name, x);
  38416. };
  38417. UniformBuffer.prototype._updateFloatForUniform = function (name, x) {
  38418. UniformBuffer._tempBuffer[0] = x;
  38419. this.updateUniform(name, UniformBuffer._tempBuffer, 1);
  38420. };
  38421. UniformBuffer.prototype._updateFloat2ForEffect = function (name, x, y, suffix) {
  38422. if (suffix === void 0) { suffix = ""; }
  38423. this._currentEffect.setFloat2(name + suffix, x, y);
  38424. };
  38425. UniformBuffer.prototype._updateFloat2ForUniform = function (name, x, y, suffix) {
  38426. if (suffix === void 0) { suffix = ""; }
  38427. UniformBuffer._tempBuffer[0] = x;
  38428. UniformBuffer._tempBuffer[1] = y;
  38429. this.updateUniform(name, UniformBuffer._tempBuffer, 2);
  38430. };
  38431. UniformBuffer.prototype._updateFloat3ForEffect = function (name, x, y, z, suffix) {
  38432. if (suffix === void 0) { suffix = ""; }
  38433. this._currentEffect.setFloat3(name + suffix, x, y, z);
  38434. };
  38435. UniformBuffer.prototype._updateFloat3ForUniform = function (name, x, y, z, suffix) {
  38436. if (suffix === void 0) { suffix = ""; }
  38437. UniformBuffer._tempBuffer[0] = x;
  38438. UniformBuffer._tempBuffer[1] = y;
  38439. UniformBuffer._tempBuffer[2] = z;
  38440. this.updateUniform(name, UniformBuffer._tempBuffer, 3);
  38441. };
  38442. UniformBuffer.prototype._updateFloat4ForEffect = function (name, x, y, z, w, suffix) {
  38443. if (suffix === void 0) { suffix = ""; }
  38444. this._currentEffect.setFloat4(name + suffix, x, y, z, w);
  38445. };
  38446. UniformBuffer.prototype._updateFloat4ForUniform = function (name, x, y, z, w, suffix) {
  38447. if (suffix === void 0) { suffix = ""; }
  38448. UniformBuffer._tempBuffer[0] = x;
  38449. UniformBuffer._tempBuffer[1] = y;
  38450. UniformBuffer._tempBuffer[2] = z;
  38451. UniformBuffer._tempBuffer[3] = w;
  38452. this.updateUniform(name, UniformBuffer._tempBuffer, 4);
  38453. };
  38454. UniformBuffer.prototype._updateMatrixForEffect = function (name, mat) {
  38455. this._currentEffect.setMatrix(name, mat);
  38456. };
  38457. UniformBuffer.prototype._updateMatrixForUniform = function (name, mat) {
  38458. this.updateUniform(name, mat.toArray(), 16);
  38459. };
  38460. UniformBuffer.prototype._updateVector3ForEffect = function (name, vector) {
  38461. this._currentEffect.setVector3(name, vector);
  38462. };
  38463. UniformBuffer.prototype._updateVector3ForUniform = function (name, vector) {
  38464. vector.toArray(UniformBuffer._tempBuffer);
  38465. this.updateUniform(name, UniformBuffer._tempBuffer, 3);
  38466. };
  38467. UniformBuffer.prototype._updateVector4ForEffect = function (name, vector) {
  38468. this._currentEffect.setVector4(name, vector);
  38469. };
  38470. UniformBuffer.prototype._updateVector4ForUniform = function (name, vector) {
  38471. vector.toArray(UniformBuffer._tempBuffer);
  38472. this.updateUniform(name, UniformBuffer._tempBuffer, 4);
  38473. };
  38474. UniformBuffer.prototype._updateColor3ForEffect = function (name, color, suffix) {
  38475. if (suffix === void 0) { suffix = ""; }
  38476. this._currentEffect.setColor3(name + suffix, color);
  38477. };
  38478. UniformBuffer.prototype._updateColor3ForUniform = function (name, color, suffix) {
  38479. if (suffix === void 0) { suffix = ""; }
  38480. color.toArray(UniformBuffer._tempBuffer);
  38481. this.updateUniform(name, UniformBuffer._tempBuffer, 3);
  38482. };
  38483. UniformBuffer.prototype._updateColor4ForEffect = function (name, color, alpha, suffix) {
  38484. if (suffix === void 0) { suffix = ""; }
  38485. this._currentEffect.setColor4(name + suffix, color, alpha);
  38486. };
  38487. UniformBuffer.prototype._updateColor4ForUniform = function (name, color, alpha, suffix) {
  38488. if (suffix === void 0) { suffix = ""; }
  38489. color.toArray(UniformBuffer._tempBuffer);
  38490. UniformBuffer._tempBuffer[3] = alpha;
  38491. this.updateUniform(name, UniformBuffer._tempBuffer, 4);
  38492. };
  38493. /**
  38494. * Sets a sampler uniform on the effect.
  38495. * @param name Define the name of the sampler.
  38496. * @param texture Define the texture to set in the sampler
  38497. */
  38498. UniformBuffer.prototype.setTexture = function (name, texture) {
  38499. this._currentEffect.setTexture(name, texture);
  38500. };
  38501. /**
  38502. * Directly updates the value of the uniform in the cache AND on the GPU.
  38503. * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.
  38504. * @param data Define the flattened data
  38505. */
  38506. UniformBuffer.prototype.updateUniformDirectly = function (uniformName, data) {
  38507. this.updateUniform(uniformName, data, data.length);
  38508. this.update();
  38509. };
  38510. /**
  38511. * Binds this uniform buffer to an effect.
  38512. * @param effect Define the effect to bind the buffer to
  38513. * @param name Name of the uniform block in the shader.
  38514. */
  38515. UniformBuffer.prototype.bindToEffect = function (effect, name) {
  38516. this._currentEffect = effect;
  38517. if (this._noUBO || !this._buffer) {
  38518. return;
  38519. }
  38520. effect.bindUniformBuffer(this._buffer, name);
  38521. };
  38522. /**
  38523. * Disposes the uniform buffer.
  38524. */
  38525. UniformBuffer.prototype.dispose = function () {
  38526. if (this._noUBO) {
  38527. return;
  38528. }
  38529. var uniformBuffers = this._engine._uniformBuffers;
  38530. var index = uniformBuffers.indexOf(this);
  38531. if (index !== -1) {
  38532. uniformBuffers[index] = uniformBuffers[uniformBuffers.length - 1];
  38533. uniformBuffers.pop();
  38534. }
  38535. if (!this._buffer) {
  38536. return;
  38537. }
  38538. if (this._engine._releaseBuffer(this._buffer)) {
  38539. this._buffer = null;
  38540. }
  38541. };
  38542. // Pool for avoiding memory leaks
  38543. UniformBuffer._MAX_UNIFORM_SIZE = 256;
  38544. UniformBuffer._tempBuffer = new Float32Array(UniformBuffer._MAX_UNIFORM_SIZE);
  38545. return UniformBuffer;
  38546. }());
  38547. BABYLON.UniformBuffer = UniformBuffer;
  38548. })(BABYLON || (BABYLON = {}));
  38549. //# sourceMappingURL=babylon.uniformBuffer.js.map
  38550. var BABYLON;
  38551. (function (BABYLON) {
  38552. /**
  38553. * This class contains the various kinds of data on every vertex of a mesh used in determining its shape and appearance
  38554. */
  38555. var VertexData = /** @class */ (function () {
  38556. function VertexData() {
  38557. }
  38558. /**
  38559. * Uses the passed data array to set the set the values for the specified kind of data
  38560. * @param data a linear array of floating numbers
  38561. * @param kind the type of data that is being set, eg positions, colors etc
  38562. */
  38563. VertexData.prototype.set = function (data, kind) {
  38564. switch (kind) {
  38565. case BABYLON.VertexBuffer.PositionKind:
  38566. this.positions = data;
  38567. break;
  38568. case BABYLON.VertexBuffer.NormalKind:
  38569. this.normals = data;
  38570. break;
  38571. case BABYLON.VertexBuffer.TangentKind:
  38572. this.tangents = data;
  38573. break;
  38574. case BABYLON.VertexBuffer.UVKind:
  38575. this.uvs = data;
  38576. break;
  38577. case BABYLON.VertexBuffer.UV2Kind:
  38578. this.uvs2 = data;
  38579. break;
  38580. case BABYLON.VertexBuffer.UV3Kind:
  38581. this.uvs3 = data;
  38582. break;
  38583. case BABYLON.VertexBuffer.UV4Kind:
  38584. this.uvs4 = data;
  38585. break;
  38586. case BABYLON.VertexBuffer.UV5Kind:
  38587. this.uvs5 = data;
  38588. break;
  38589. case BABYLON.VertexBuffer.UV6Kind:
  38590. this.uvs6 = data;
  38591. break;
  38592. case BABYLON.VertexBuffer.ColorKind:
  38593. this.colors = data;
  38594. break;
  38595. case BABYLON.VertexBuffer.MatricesIndicesKind:
  38596. this.matricesIndices = data;
  38597. break;
  38598. case BABYLON.VertexBuffer.MatricesWeightsKind:
  38599. this.matricesWeights = data;
  38600. break;
  38601. case BABYLON.VertexBuffer.MatricesIndicesExtraKind:
  38602. this.matricesIndicesExtra = data;
  38603. break;
  38604. case BABYLON.VertexBuffer.MatricesWeightsExtraKind:
  38605. this.matricesWeightsExtra = data;
  38606. break;
  38607. }
  38608. };
  38609. /**
  38610. * Associates the vertexData to the passed Mesh.
  38611. * Sets it as updatable or not (default `false`)
  38612. * @param mesh the mesh the vertexData is applied to
  38613. * @param updatable when used and having the value true allows new data to update the vertexData
  38614. * @returns the VertexData
  38615. */
  38616. VertexData.prototype.applyToMesh = function (mesh, updatable) {
  38617. this._applyTo(mesh, updatable);
  38618. return this;
  38619. };
  38620. /**
  38621. * Associates the vertexData to the passed Geometry.
  38622. * Sets it as updatable or not (default `false`)
  38623. * @param geometry the geometry the vertexData is applied to
  38624. * @param updatable when used and having the value true allows new data to update the vertexData
  38625. * @returns VertexData
  38626. */
  38627. VertexData.prototype.applyToGeometry = function (geometry, updatable) {
  38628. this._applyTo(geometry, updatable);
  38629. return this;
  38630. };
  38631. /**
  38632. * Updates the associated mesh
  38633. * @param mesh the mesh to be updated
  38634. * @param updateExtends when true the mesh BoundingInfo will be renewed when and if position kind is updated, optional with default false
  38635. * @param makeItUnique when true, and when and if position kind is updated, a new global geometry will be created from these positions and set to the mesh, optional with default false
  38636. * @returns VertexData
  38637. */
  38638. VertexData.prototype.updateMesh = function (mesh, updateExtends, makeItUnique) {
  38639. this._update(mesh);
  38640. return this;
  38641. };
  38642. /**
  38643. * Updates the associated geometry
  38644. * @param geometry the geometry to be updated
  38645. * @param updateExtends when true BoundingInfo will be renewed when and if position kind is updated, optional with default false
  38646. * @param makeItUnique when true, and when and if position kind is updated, a new global geometry will be created from these positions and set to the mesh, optional with default false
  38647. * @returns VertexData.
  38648. */
  38649. VertexData.prototype.updateGeometry = function (geometry, updateExtends, makeItUnique) {
  38650. this._update(geometry);
  38651. return this;
  38652. };
  38653. VertexData.prototype._applyTo = function (meshOrGeometry, updatable) {
  38654. if (updatable === void 0) { updatable = false; }
  38655. if (this.positions) {
  38656. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.PositionKind, this.positions, updatable);
  38657. }
  38658. if (this.normals) {
  38659. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.NormalKind, this.normals, updatable);
  38660. }
  38661. if (this.tangents) {
  38662. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.TangentKind, this.tangents, updatable);
  38663. }
  38664. if (this.uvs) {
  38665. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.UVKind, this.uvs, updatable);
  38666. }
  38667. if (this.uvs2) {
  38668. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.UV2Kind, this.uvs2, updatable);
  38669. }
  38670. if (this.uvs3) {
  38671. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.UV3Kind, this.uvs3, updatable);
  38672. }
  38673. if (this.uvs4) {
  38674. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.UV4Kind, this.uvs4, updatable);
  38675. }
  38676. if (this.uvs5) {
  38677. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.UV5Kind, this.uvs5, updatable);
  38678. }
  38679. if (this.uvs6) {
  38680. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.UV6Kind, this.uvs6, updatable);
  38681. }
  38682. if (this.colors) {
  38683. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.ColorKind, this.colors, updatable);
  38684. }
  38685. if (this.matricesIndices) {
  38686. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, this.matricesIndices, updatable);
  38687. }
  38688. if (this.matricesWeights) {
  38689. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, this.matricesWeights, updatable);
  38690. }
  38691. if (this.matricesIndicesExtra) {
  38692. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind, this.matricesIndicesExtra, updatable);
  38693. }
  38694. if (this.matricesWeightsExtra) {
  38695. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsExtraKind, this.matricesWeightsExtra, updatable);
  38696. }
  38697. if (this.indices) {
  38698. meshOrGeometry.setIndices(this.indices, null, updatable);
  38699. }
  38700. else {
  38701. meshOrGeometry.setIndices([], null);
  38702. }
  38703. return this;
  38704. };
  38705. VertexData.prototype._update = function (meshOrGeometry, updateExtends, makeItUnique) {
  38706. if (this.positions) {
  38707. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.PositionKind, this.positions, updateExtends, makeItUnique);
  38708. }
  38709. if (this.normals) {
  38710. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.NormalKind, this.normals, updateExtends, makeItUnique);
  38711. }
  38712. if (this.tangents) {
  38713. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.TangentKind, this.tangents, updateExtends, makeItUnique);
  38714. }
  38715. if (this.uvs) {
  38716. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.UVKind, this.uvs, updateExtends, makeItUnique);
  38717. }
  38718. if (this.uvs2) {
  38719. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.UV2Kind, this.uvs2, updateExtends, makeItUnique);
  38720. }
  38721. if (this.uvs3) {
  38722. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.UV3Kind, this.uvs3, updateExtends, makeItUnique);
  38723. }
  38724. if (this.uvs4) {
  38725. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.UV4Kind, this.uvs4, updateExtends, makeItUnique);
  38726. }
  38727. if (this.uvs5) {
  38728. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.UV5Kind, this.uvs5, updateExtends, makeItUnique);
  38729. }
  38730. if (this.uvs6) {
  38731. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.UV6Kind, this.uvs6, updateExtends, makeItUnique);
  38732. }
  38733. if (this.colors) {
  38734. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.ColorKind, this.colors, updateExtends, makeItUnique);
  38735. }
  38736. if (this.matricesIndices) {
  38737. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, this.matricesIndices, updateExtends, makeItUnique);
  38738. }
  38739. if (this.matricesWeights) {
  38740. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, this.matricesWeights, updateExtends, makeItUnique);
  38741. }
  38742. if (this.matricesIndicesExtra) {
  38743. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind, this.matricesIndicesExtra, updateExtends, makeItUnique);
  38744. }
  38745. if (this.matricesWeightsExtra) {
  38746. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.MatricesWeightsExtraKind, this.matricesWeightsExtra, updateExtends, makeItUnique);
  38747. }
  38748. if (this.indices) {
  38749. meshOrGeometry.setIndices(this.indices, null);
  38750. }
  38751. return this;
  38752. };
  38753. /**
  38754. * Transforms each position and each normal of the vertexData according to the passed Matrix
  38755. * @param matrix the transforming matrix
  38756. * @returns the VertexData
  38757. */
  38758. VertexData.prototype.transform = function (matrix) {
  38759. var flip = matrix.m[0] * matrix.m[5] * matrix.m[10] < 0;
  38760. var transformed = BABYLON.Vector3.Zero();
  38761. var index;
  38762. if (this.positions) {
  38763. var position = BABYLON.Vector3.Zero();
  38764. for (index = 0; index < this.positions.length; index += 3) {
  38765. BABYLON.Vector3.FromArrayToRef(this.positions, index, position);
  38766. BABYLON.Vector3.TransformCoordinatesToRef(position, matrix, transformed);
  38767. this.positions[index] = transformed.x;
  38768. this.positions[index + 1] = transformed.y;
  38769. this.positions[index + 2] = transformed.z;
  38770. }
  38771. }
  38772. if (this.normals) {
  38773. var normal = BABYLON.Vector3.Zero();
  38774. for (index = 0; index < this.normals.length; index += 3) {
  38775. BABYLON.Vector3.FromArrayToRef(this.normals, index, normal);
  38776. BABYLON.Vector3.TransformNormalToRef(normal, matrix, transformed);
  38777. this.normals[index] = transformed.x;
  38778. this.normals[index + 1] = transformed.y;
  38779. this.normals[index + 2] = transformed.z;
  38780. }
  38781. }
  38782. if (this.tangents) {
  38783. var tangent = BABYLON.Vector4.Zero();
  38784. var tangentTransformed = BABYLON.Vector4.Zero();
  38785. for (index = 0; index < this.tangents.length; index += 4) {
  38786. BABYLON.Vector4.FromArrayToRef(this.tangents, index, tangent);
  38787. BABYLON.Vector4.TransformNormalToRef(tangent, matrix, tangentTransformed);
  38788. this.tangents[index] = tangentTransformed.x;
  38789. this.tangents[index + 1] = tangentTransformed.y;
  38790. this.tangents[index + 2] = tangentTransformed.z;
  38791. this.tangents[index + 3] = tangentTransformed.w;
  38792. }
  38793. }
  38794. if (flip && this.indices) {
  38795. for (index = 0; index < this.indices.length; index += 3) {
  38796. var tmp = this.indices[index + 1];
  38797. this.indices[index + 1] = this.indices[index + 2];
  38798. this.indices[index + 2] = tmp;
  38799. }
  38800. }
  38801. return this;
  38802. };
  38803. /**
  38804. * Merges the passed VertexData into the current one
  38805. * @param other the VertexData to be merged into the current one
  38806. * @param use32BitsIndices defines a boolean indicating if indices must be store in a 32 bits array
  38807. * @returns the modified VertexData
  38808. */
  38809. VertexData.prototype.merge = function (other, use32BitsIndices) {
  38810. if (use32BitsIndices === void 0) { use32BitsIndices = false; }
  38811. this._validate();
  38812. other._validate();
  38813. if (!this.normals !== !other.normals ||
  38814. !this.tangents !== !other.tangents ||
  38815. !this.uvs !== !other.uvs ||
  38816. !this.uvs2 !== !other.uvs2 ||
  38817. !this.uvs3 !== !other.uvs3 ||
  38818. !this.uvs4 !== !other.uvs4 ||
  38819. !this.uvs5 !== !other.uvs5 ||
  38820. !this.uvs6 !== !other.uvs6 ||
  38821. !this.colors !== !other.colors ||
  38822. !this.matricesIndices !== !other.matricesIndices ||
  38823. !this.matricesWeights !== !other.matricesWeights ||
  38824. !this.matricesIndicesExtra !== !other.matricesIndicesExtra ||
  38825. !this.matricesWeightsExtra !== !other.matricesWeightsExtra) {
  38826. throw new Error("Cannot merge vertex data that do not have the same set of attributes");
  38827. }
  38828. if (other.indices) {
  38829. if (!this.indices) {
  38830. this.indices = [];
  38831. }
  38832. var offset = this.positions ? this.positions.length / 3 : 0;
  38833. var isSrcTypedArray = this.indices.BYTES_PER_ELEMENT !== undefined;
  38834. if (isSrcTypedArray) {
  38835. var len = this.indices.length + other.indices.length;
  38836. var temp = use32BitsIndices || this.indices instanceof Uint32Array ? new Uint32Array(len) : new Uint16Array(len);
  38837. temp.set(this.indices);
  38838. var decal = this.indices.length;
  38839. for (var index = 0; index < other.indices.length; index++) {
  38840. temp[decal + index] = other.indices[index] + offset;
  38841. }
  38842. this.indices = temp;
  38843. }
  38844. else {
  38845. for (var index = 0; index < other.indices.length; index++) {
  38846. this.indices.push(other.indices[index] + offset);
  38847. }
  38848. }
  38849. }
  38850. this.positions = this._mergeElement(this.positions, other.positions);
  38851. this.normals = this._mergeElement(this.normals, other.normals);
  38852. this.tangents = this._mergeElement(this.tangents, other.tangents);
  38853. this.uvs = this._mergeElement(this.uvs, other.uvs);
  38854. this.uvs2 = this._mergeElement(this.uvs2, other.uvs2);
  38855. this.uvs3 = this._mergeElement(this.uvs3, other.uvs3);
  38856. this.uvs4 = this._mergeElement(this.uvs4, other.uvs4);
  38857. this.uvs5 = this._mergeElement(this.uvs5, other.uvs5);
  38858. this.uvs6 = this._mergeElement(this.uvs6, other.uvs6);
  38859. this.colors = this._mergeElement(this.colors, other.colors);
  38860. this.matricesIndices = this._mergeElement(this.matricesIndices, other.matricesIndices);
  38861. this.matricesWeights = this._mergeElement(this.matricesWeights, other.matricesWeights);
  38862. this.matricesIndicesExtra = this._mergeElement(this.matricesIndicesExtra, other.matricesIndicesExtra);
  38863. this.matricesWeightsExtra = this._mergeElement(this.matricesWeightsExtra, other.matricesWeightsExtra);
  38864. return this;
  38865. };
  38866. VertexData.prototype._mergeElement = function (source, other) {
  38867. if (!source) {
  38868. return other;
  38869. }
  38870. if (!other) {
  38871. return source;
  38872. }
  38873. var len = other.length + source.length;
  38874. var isSrcTypedArray = source instanceof Float32Array;
  38875. var isOthTypedArray = other instanceof Float32Array;
  38876. // use non-loop method when the source is Float32Array
  38877. if (isSrcTypedArray) {
  38878. var ret32 = new Float32Array(len);
  38879. ret32.set(source);
  38880. ret32.set(other, source.length);
  38881. return ret32;
  38882. // source is number[], when other is also use concat
  38883. }
  38884. else if (!isOthTypedArray) {
  38885. return source.concat(other);
  38886. // source is a number[], but other is a Float32Array, loop required
  38887. }
  38888. else {
  38889. var ret = source.slice(0); // copy source to a separate array
  38890. for (var i = 0, len = other.length; i < len; i++) {
  38891. ret.push(other[i]);
  38892. }
  38893. return ret;
  38894. }
  38895. };
  38896. VertexData.prototype._validate = function () {
  38897. if (!this.positions) {
  38898. throw new Error("Positions are required");
  38899. }
  38900. var getElementCount = function (kind, values) {
  38901. var stride = BABYLON.VertexBuffer.DeduceStride(kind);
  38902. if ((values.length % stride) !== 0) {
  38903. throw new Error("The " + kind + "s array count must be a multiple of " + stride);
  38904. }
  38905. return values.length / stride;
  38906. };
  38907. var positionsElementCount = getElementCount(BABYLON.VertexBuffer.PositionKind, this.positions);
  38908. var validateElementCount = function (kind, values) {
  38909. var elementCount = getElementCount(kind, values);
  38910. if (elementCount !== positionsElementCount) {
  38911. throw new Error("The " + kind + "s element count (" + elementCount + ") does not match the positions count (" + positionsElementCount + ")");
  38912. }
  38913. };
  38914. if (this.normals) {
  38915. validateElementCount(BABYLON.VertexBuffer.NormalKind, this.normals);
  38916. }
  38917. if (this.tangents) {
  38918. validateElementCount(BABYLON.VertexBuffer.TangentKind, this.tangents);
  38919. }
  38920. if (this.uvs) {
  38921. validateElementCount(BABYLON.VertexBuffer.UVKind, this.uvs);
  38922. }
  38923. if (this.uvs2) {
  38924. validateElementCount(BABYLON.VertexBuffer.UV2Kind, this.uvs2);
  38925. }
  38926. if (this.uvs3) {
  38927. validateElementCount(BABYLON.VertexBuffer.UV3Kind, this.uvs3);
  38928. }
  38929. if (this.uvs4) {
  38930. validateElementCount(BABYLON.VertexBuffer.UV4Kind, this.uvs4);
  38931. }
  38932. if (this.uvs5) {
  38933. validateElementCount(BABYLON.VertexBuffer.UV5Kind, this.uvs5);
  38934. }
  38935. if (this.uvs6) {
  38936. validateElementCount(BABYLON.VertexBuffer.UV6Kind, this.uvs6);
  38937. }
  38938. if (this.colors) {
  38939. validateElementCount(BABYLON.VertexBuffer.ColorKind, this.colors);
  38940. }
  38941. if (this.matricesIndices) {
  38942. validateElementCount(BABYLON.VertexBuffer.MatricesIndicesKind, this.matricesIndices);
  38943. }
  38944. if (this.matricesWeights) {
  38945. validateElementCount(BABYLON.VertexBuffer.MatricesWeightsKind, this.matricesWeights);
  38946. }
  38947. if (this.matricesIndicesExtra) {
  38948. validateElementCount(BABYLON.VertexBuffer.MatricesIndicesExtraKind, this.matricesIndicesExtra);
  38949. }
  38950. if (this.matricesWeightsExtra) {
  38951. validateElementCount(BABYLON.VertexBuffer.MatricesWeightsExtraKind, this.matricesWeightsExtra);
  38952. }
  38953. };
  38954. /**
  38955. * Serializes the VertexData
  38956. * @returns a serialized object
  38957. */
  38958. VertexData.prototype.serialize = function () {
  38959. var serializationObject = this.serialize();
  38960. if (this.positions) {
  38961. serializationObject.positions = this.positions;
  38962. }
  38963. if (this.normals) {
  38964. serializationObject.normals = this.normals;
  38965. }
  38966. if (this.tangents) {
  38967. serializationObject.tangents = this.tangents;
  38968. }
  38969. if (this.uvs) {
  38970. serializationObject.uvs = this.uvs;
  38971. }
  38972. if (this.uvs2) {
  38973. serializationObject.uvs2 = this.uvs2;
  38974. }
  38975. if (this.uvs3) {
  38976. serializationObject.uvs3 = this.uvs3;
  38977. }
  38978. if (this.uvs4) {
  38979. serializationObject.uvs4 = this.uvs4;
  38980. }
  38981. if (this.uvs5) {
  38982. serializationObject.uvs5 = this.uvs5;
  38983. }
  38984. if (this.uvs6) {
  38985. serializationObject.uvs6 = this.uvs6;
  38986. }
  38987. if (this.colors) {
  38988. serializationObject.colors = this.colors;
  38989. }
  38990. if (this.matricesIndices) {
  38991. serializationObject.matricesIndices = this.matricesIndices;
  38992. serializationObject.matricesIndices._isExpanded = true;
  38993. }
  38994. if (this.matricesWeights) {
  38995. serializationObject.matricesWeights = this.matricesWeights;
  38996. }
  38997. if (this.matricesIndicesExtra) {
  38998. serializationObject.matricesIndicesExtra = this.matricesIndicesExtra;
  38999. serializationObject.matricesIndicesExtra._isExpanded = true;
  39000. }
  39001. if (this.matricesWeightsExtra) {
  39002. serializationObject.matricesWeightsExtra = this.matricesWeightsExtra;
  39003. }
  39004. serializationObject.indices = this.indices;
  39005. return serializationObject;
  39006. };
  39007. // Statics
  39008. /**
  39009. * Extracts the vertexData from a mesh
  39010. * @param mesh the mesh from which to extract the VertexData
  39011. * @param copyWhenShared defines if the VertexData must be cloned when shared between multiple meshes, optional, default false
  39012. * @param forceCopy indicating that the VertexData must be cloned, optional, default false
  39013. * @returns the object VertexData associated to the passed mesh
  39014. */
  39015. VertexData.ExtractFromMesh = function (mesh, copyWhenShared, forceCopy) {
  39016. return VertexData._ExtractFrom(mesh, copyWhenShared, forceCopy);
  39017. };
  39018. /**
  39019. * Extracts the vertexData from the geometry
  39020. * @param geometry the geometry from which to extract the VertexData
  39021. * @param copyWhenShared defines if the VertexData must be cloned when the geometrty is shared between multiple meshes, optional, default false
  39022. * @param forceCopy indicating that the VertexData must be cloned, optional, default false
  39023. * @returns the object VertexData associated to the passed mesh
  39024. */
  39025. VertexData.ExtractFromGeometry = function (geometry, copyWhenShared, forceCopy) {
  39026. return VertexData._ExtractFrom(geometry, copyWhenShared, forceCopy);
  39027. };
  39028. VertexData._ExtractFrom = function (meshOrGeometry, copyWhenShared, forceCopy) {
  39029. var result = new VertexData();
  39030. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.PositionKind)) {
  39031. result.positions = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.PositionKind, copyWhenShared, forceCopy);
  39032. }
  39033. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  39034. result.normals = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.NormalKind, copyWhenShared, forceCopy);
  39035. }
  39036. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.TangentKind)) {
  39037. result.tangents = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.TangentKind, copyWhenShared, forceCopy);
  39038. }
  39039. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  39040. result.uvs = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.UVKind, copyWhenShared, forceCopy);
  39041. }
  39042. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  39043. result.uvs2 = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.UV2Kind, copyWhenShared, forceCopy);
  39044. }
  39045. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.UV3Kind)) {
  39046. result.uvs3 = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.UV3Kind, copyWhenShared, forceCopy);
  39047. }
  39048. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.UV4Kind)) {
  39049. result.uvs4 = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.UV4Kind, copyWhenShared, forceCopy);
  39050. }
  39051. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.UV5Kind)) {
  39052. result.uvs5 = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.UV5Kind, copyWhenShared, forceCopy);
  39053. }
  39054. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.UV6Kind)) {
  39055. result.uvs6 = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.UV6Kind, copyWhenShared, forceCopy);
  39056. }
  39057. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.ColorKind)) {
  39058. result.colors = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.ColorKind, copyWhenShared, forceCopy);
  39059. }
  39060. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesIndicesKind)) {
  39061. result.matricesIndices = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, copyWhenShared, forceCopy);
  39062. }
  39063. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsKind)) {
  39064. result.matricesWeights = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, copyWhenShared, forceCopy);
  39065. }
  39066. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesIndicesExtraKind)) {
  39067. result.matricesIndicesExtra = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind, copyWhenShared, forceCopy);
  39068. }
  39069. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsExtraKind)) {
  39070. result.matricesWeightsExtra = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsExtraKind, copyWhenShared, forceCopy);
  39071. }
  39072. result.indices = meshOrGeometry.getIndices(copyWhenShared, forceCopy);
  39073. return result;
  39074. };
  39075. /**
  39076. * Creates the VertexData for a Ribbon
  39077. * @param options an object used to set the following optional parameters for the ribbon, required but can be empty
  39078. * * pathArray array of paths, each of which an array of successive Vector3
  39079. * * closeArray creates a seam between the first and the last paths of the pathArray, optional, default false
  39080. * * closePath creates a seam between the first and the last points of each path of the path array, optional, default false
  39081. * * offset a positive integer, only used when pathArray contains a single path (offset = 10 means the point 1 is joined to the point 11), default rounded half size of the pathArray length
  39082. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  39083. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  39084. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  39085. * * invertUV swaps in the U and V coordinates when applying a texture, optional, default false
  39086. * * uvs a linear array, of length 2 * number of vertices, of custom UV values, optional
  39087. * * colors a linear array, of length 4 * number of vertices, of custom color values, optional
  39088. * @returns the VertexData of the ribbon
  39089. */
  39090. VertexData.CreateRibbon = function (options) {
  39091. var pathArray = options.pathArray;
  39092. var closeArray = options.closeArray || false;
  39093. var closePath = options.closePath || false;
  39094. var invertUV = options.invertUV || false;
  39095. var defaultOffset = Math.floor(pathArray[0].length / 2);
  39096. var offset = options.offset || defaultOffset;
  39097. offset = offset > defaultOffset ? defaultOffset : Math.floor(offset); // offset max allowed : defaultOffset
  39098. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  39099. var customUV = options.uvs;
  39100. var customColors = options.colors;
  39101. var positions = [];
  39102. var indices = [];
  39103. var normals = [];
  39104. var uvs = [];
  39105. var us = []; // us[path_id] = [uDist1, uDist2, uDist3 ... ] distances between points on path path_id
  39106. var vs = []; // vs[i] = [vDist1, vDist2, vDist3, ... ] distances between points i of consecutives paths from pathArray
  39107. var uTotalDistance = []; // uTotalDistance[p] : total distance of path p
  39108. var vTotalDistance = []; // vTotalDistance[i] : total distance between points i of first and last path from pathArray
  39109. var minlg; // minimal length among all paths from pathArray
  39110. var lg = []; // array of path lengths : nb of vertex per path
  39111. var idx = []; // array of path indexes : index of each path (first vertex) in the total vertex number
  39112. var p; // path iterator
  39113. var i; // point iterator
  39114. var j; // point iterator
  39115. // if single path in pathArray
  39116. if (pathArray.length < 2) {
  39117. var ar1 = [];
  39118. var ar2 = [];
  39119. for (i = 0; i < pathArray[0].length - offset; i++) {
  39120. ar1.push(pathArray[0][i]);
  39121. ar2.push(pathArray[0][i + offset]);
  39122. }
  39123. pathArray = [ar1, ar2];
  39124. }
  39125. // positions and horizontal distances (u)
  39126. var idc = 0;
  39127. var closePathCorr = (closePath) ? 1 : 0; // the final index will be +1 if closePath
  39128. var path;
  39129. var l;
  39130. minlg = pathArray[0].length;
  39131. var vectlg;
  39132. var dist;
  39133. for (p = 0; p < pathArray.length; p++) {
  39134. uTotalDistance[p] = 0;
  39135. us[p] = [0];
  39136. path = pathArray[p];
  39137. l = path.length;
  39138. minlg = (minlg < l) ? minlg : l;
  39139. j = 0;
  39140. while (j < l) {
  39141. positions.push(path[j].x, path[j].y, path[j].z);
  39142. if (j > 0) {
  39143. vectlg = path[j].subtract(path[j - 1]).length();
  39144. dist = vectlg + uTotalDistance[p];
  39145. us[p].push(dist);
  39146. uTotalDistance[p] = dist;
  39147. }
  39148. j++;
  39149. }
  39150. if (closePath) { // an extra hidden vertex is added in the "positions" array
  39151. j--;
  39152. positions.push(path[0].x, path[0].y, path[0].z);
  39153. vectlg = path[j].subtract(path[0]).length();
  39154. dist = vectlg + uTotalDistance[p];
  39155. us[p].push(dist);
  39156. uTotalDistance[p] = dist;
  39157. }
  39158. lg[p] = l + closePathCorr;
  39159. idx[p] = idc;
  39160. idc += (l + closePathCorr);
  39161. }
  39162. // vertical distances (v)
  39163. var path1;
  39164. var path2;
  39165. var vertex1 = null;
  39166. var vertex2 = null;
  39167. for (i = 0; i < minlg + closePathCorr; i++) {
  39168. vTotalDistance[i] = 0;
  39169. vs[i] = [0];
  39170. for (p = 0; p < pathArray.length - 1; p++) {
  39171. path1 = pathArray[p];
  39172. path2 = pathArray[p + 1];
  39173. if (i === minlg) { // closePath
  39174. vertex1 = path1[0];
  39175. vertex2 = path2[0];
  39176. }
  39177. else {
  39178. vertex1 = path1[i];
  39179. vertex2 = path2[i];
  39180. }
  39181. vectlg = vertex2.subtract(vertex1).length();
  39182. dist = vectlg + vTotalDistance[i];
  39183. vs[i].push(dist);
  39184. vTotalDistance[i] = dist;
  39185. }
  39186. if (closeArray && vertex2 && vertex1) {
  39187. path1 = pathArray[p];
  39188. path2 = pathArray[0];
  39189. if (i === minlg) { // closePath
  39190. vertex2 = path2[0];
  39191. }
  39192. vectlg = vertex2.subtract(vertex1).length();
  39193. dist = vectlg + vTotalDistance[i];
  39194. vTotalDistance[i] = dist;
  39195. }
  39196. }
  39197. // uvs
  39198. var u;
  39199. var v;
  39200. if (customUV) {
  39201. for (p = 0; p < customUV.length; p++) {
  39202. uvs.push(customUV[p].x, customUV[p].y);
  39203. }
  39204. }
  39205. else {
  39206. for (p = 0; p < pathArray.length; p++) {
  39207. for (i = 0; i < minlg + closePathCorr; i++) {
  39208. u = (uTotalDistance[p] != 0.0) ? us[p][i] / uTotalDistance[p] : 0.0;
  39209. v = (vTotalDistance[i] != 0.0) ? vs[i][p] / vTotalDistance[i] : 0.0;
  39210. if (invertUV) {
  39211. uvs.push(v, u);
  39212. }
  39213. else {
  39214. uvs.push(u, v);
  39215. }
  39216. }
  39217. }
  39218. }
  39219. // indices
  39220. p = 0; // path index
  39221. var pi = 0; // positions array index
  39222. var l1 = lg[p] - 1; // path1 length
  39223. var l2 = lg[p + 1] - 1; // path2 length
  39224. var min = (l1 < l2) ? l1 : l2; // current path stop index
  39225. var shft = idx[1] - idx[0]; // shift
  39226. var path1nb = closeArray ? lg.length : lg.length - 1; // number of path1 to iterate on
  39227. while (pi <= min && p < path1nb) { // stay under min and don't go over next to last path
  39228. // draw two triangles between path1 (p1) and path2 (p2) : (p1.pi, p2.pi, p1.pi+1) and (p2.pi+1, p1.pi+1, p2.pi) clockwise
  39229. indices.push(pi, pi + shft, pi + 1);
  39230. indices.push(pi + shft + 1, pi + 1, pi + shft);
  39231. pi += 1;
  39232. if (pi === min) { // if end of one of two consecutive paths reached, go to next existing path
  39233. p++;
  39234. if (p === lg.length - 1) { // last path of pathArray reached <=> closeArray == true
  39235. shft = idx[0] - idx[p];
  39236. l1 = lg[p] - 1;
  39237. l2 = lg[0] - 1;
  39238. }
  39239. else {
  39240. shft = idx[p + 1] - idx[p];
  39241. l1 = lg[p] - 1;
  39242. l2 = lg[p + 1] - 1;
  39243. }
  39244. pi = idx[p];
  39245. min = (l1 < l2) ? l1 + pi : l2 + pi;
  39246. }
  39247. }
  39248. // normals
  39249. VertexData.ComputeNormals(positions, indices, normals);
  39250. if (closePath) { // update both the first and last vertex normals to their average value
  39251. var indexFirst = 0;
  39252. var indexLast = 0;
  39253. for (p = 0; p < pathArray.length; p++) {
  39254. indexFirst = idx[p] * 3;
  39255. if (p + 1 < pathArray.length) {
  39256. indexLast = (idx[p + 1] - 1) * 3;
  39257. }
  39258. else {
  39259. indexLast = normals.length - 3;
  39260. }
  39261. normals[indexFirst] = (normals[indexFirst] + normals[indexLast]) * 0.5;
  39262. normals[indexFirst + 1] = (normals[indexFirst + 1] + normals[indexLast + 1]) * 0.5;
  39263. normals[indexFirst + 2] = (normals[indexFirst + 2] + normals[indexLast + 2]) * 0.5;
  39264. normals[indexLast] = normals[indexFirst];
  39265. normals[indexLast + 1] = normals[indexFirst + 1];
  39266. normals[indexLast + 2] = normals[indexFirst + 2];
  39267. }
  39268. }
  39269. // sides
  39270. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  39271. // Colors
  39272. var colors = null;
  39273. if (customColors) {
  39274. colors = new Float32Array(customColors.length * 4);
  39275. for (var c = 0; c < customColors.length; c++) {
  39276. colors[c * 4] = customColors[c].r;
  39277. colors[c * 4 + 1] = customColors[c].g;
  39278. colors[c * 4 + 2] = customColors[c].b;
  39279. colors[c * 4 + 3] = customColors[c].a;
  39280. }
  39281. }
  39282. // Result
  39283. var vertexData = new VertexData();
  39284. var positions32 = new Float32Array(positions);
  39285. var normals32 = new Float32Array(normals);
  39286. var uvs32 = new Float32Array(uvs);
  39287. vertexData.indices = indices;
  39288. vertexData.positions = positions32;
  39289. vertexData.normals = normals32;
  39290. vertexData.uvs = uvs32;
  39291. if (colors) {
  39292. vertexData.set(colors, BABYLON.VertexBuffer.ColorKind);
  39293. }
  39294. if (closePath) {
  39295. vertexData._idx = idx;
  39296. }
  39297. return vertexData;
  39298. };
  39299. /**
  39300. * Creates the VertexData for a box
  39301. * @param options an object used to set the following optional parameters for the box, required but can be empty
  39302. * * size sets the width, height and depth of the box to the value of size, optional default 1
  39303. * * width sets the width (x direction) of the box, overwrites the width set by size, optional, default size
  39304. * * height sets the height (y direction) of the box, overwrites the height set by size, optional, default size
  39305. * * depth sets the depth (z direction) of the box, overwrites the depth set by size, optional, default size
  39306. * * faceUV an array of 6 Vector4 elements used to set different images to each box side
  39307. * * faceColors an array of 6 Color3 elements used to set different colors to each box side
  39308. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  39309. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  39310. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  39311. * @returns the VertexData of the box
  39312. */
  39313. VertexData.CreateBox = function (options) {
  39314. var normalsSource = [
  39315. new BABYLON.Vector3(0, 0, 1),
  39316. new BABYLON.Vector3(0, 0, -1),
  39317. new BABYLON.Vector3(1, 0, 0),
  39318. new BABYLON.Vector3(-1, 0, 0),
  39319. new BABYLON.Vector3(0, 1, 0),
  39320. new BABYLON.Vector3(0, -1, 0)
  39321. ];
  39322. var indices = [];
  39323. var positions = [];
  39324. var normals = [];
  39325. var uvs = [];
  39326. var width = options.width || options.size || 1;
  39327. var height = options.height || options.size || 1;
  39328. var depth = options.depth || options.size || 1;
  39329. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  39330. var faceUV = options.faceUV || new Array(6);
  39331. var faceColors = options.faceColors;
  39332. var colors = [];
  39333. // default face colors and UV if undefined
  39334. for (var f = 0; f < 6; f++) {
  39335. if (faceUV[f] === undefined) {
  39336. faceUV[f] = new BABYLON.Vector4(0, 0, 1, 1);
  39337. }
  39338. if (faceColors && faceColors[f] === undefined) {
  39339. faceColors[f] = new BABYLON.Color4(1, 1, 1, 1);
  39340. }
  39341. }
  39342. var scaleVector = new BABYLON.Vector3(width / 2, height / 2, depth / 2);
  39343. // Create each face in turn.
  39344. for (var index = 0; index < normalsSource.length; index++) {
  39345. var normal = normalsSource[index];
  39346. // Get two vectors perpendicular to the face normal and to each other.
  39347. var side1 = new BABYLON.Vector3(normal.y, normal.z, normal.x);
  39348. var side2 = BABYLON.Vector3.Cross(normal, side1);
  39349. // Six indices (two triangles) per face.
  39350. var verticesLength = positions.length / 3;
  39351. indices.push(verticesLength);
  39352. indices.push(verticesLength + 1);
  39353. indices.push(verticesLength + 2);
  39354. indices.push(verticesLength);
  39355. indices.push(verticesLength + 2);
  39356. indices.push(verticesLength + 3);
  39357. // Four vertices per face.
  39358. var vertex = normal.subtract(side1).subtract(side2).multiply(scaleVector);
  39359. positions.push(vertex.x, vertex.y, vertex.z);
  39360. normals.push(normal.x, normal.y, normal.z);
  39361. uvs.push(faceUV[index].z, faceUV[index].w);
  39362. if (faceColors) {
  39363. colors.push(faceColors[index].r, faceColors[index].g, faceColors[index].b, faceColors[index].a);
  39364. }
  39365. vertex = normal.subtract(side1).add(side2).multiply(scaleVector);
  39366. positions.push(vertex.x, vertex.y, vertex.z);
  39367. normals.push(normal.x, normal.y, normal.z);
  39368. uvs.push(faceUV[index].x, faceUV[index].w);
  39369. if (faceColors) {
  39370. colors.push(faceColors[index].r, faceColors[index].g, faceColors[index].b, faceColors[index].a);
  39371. }
  39372. vertex = normal.add(side1).add(side2).multiply(scaleVector);
  39373. positions.push(vertex.x, vertex.y, vertex.z);
  39374. normals.push(normal.x, normal.y, normal.z);
  39375. uvs.push(faceUV[index].x, faceUV[index].y);
  39376. if (faceColors) {
  39377. colors.push(faceColors[index].r, faceColors[index].g, faceColors[index].b, faceColors[index].a);
  39378. }
  39379. vertex = normal.add(side1).subtract(side2).multiply(scaleVector);
  39380. positions.push(vertex.x, vertex.y, vertex.z);
  39381. normals.push(normal.x, normal.y, normal.z);
  39382. uvs.push(faceUV[index].z, faceUV[index].y);
  39383. if (faceColors) {
  39384. colors.push(faceColors[index].r, faceColors[index].g, faceColors[index].b, faceColors[index].a);
  39385. }
  39386. }
  39387. // sides
  39388. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  39389. // Result
  39390. var vertexData = new VertexData();
  39391. vertexData.indices = indices;
  39392. vertexData.positions = positions;
  39393. vertexData.normals = normals;
  39394. vertexData.uvs = uvs;
  39395. if (faceColors) {
  39396. var totalColors = (sideOrientation === BABYLON.Mesh.DOUBLESIDE) ? colors.concat(colors) : colors;
  39397. vertexData.colors = totalColors;
  39398. }
  39399. return vertexData;
  39400. };
  39401. /**
  39402. * Creates the VertexData for an ellipsoid, defaults to a sphere
  39403. * @param options an object used to set the following optional parameters for the box, required but can be empty
  39404. * * segments sets the number of horizontal strips optional, default 32
  39405. * * diameter sets the axes dimensions, diameterX, diameterY and diameterZ to the value of diameter, optional default 1
  39406. * * diameterX sets the diameterX (x direction) of the ellipsoid, overwrites the diameterX set by diameter, optional, default diameter
  39407. * * diameterY sets the diameterY (y direction) of the ellipsoid, overwrites the diameterY set by diameter, optional, default diameter
  39408. * * diameterZ sets the diameterZ (z direction) of the ellipsoid, overwrites the diameterZ set by diameter, optional, default diameter
  39409. * * arc a number from 0 to 1, to create an unclosed ellipsoid based on the fraction of the circumference (latitude) given by the arc value, optional, default 1
  39410. * * slice a number from 0 to 1, to create an unclosed ellipsoid based on the fraction of the height (latitude) given by the arc value, optional, default 1
  39411. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  39412. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  39413. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  39414. * @returns the VertexData of the ellipsoid
  39415. */
  39416. VertexData.CreateSphere = function (options) {
  39417. var segments = options.segments || 32;
  39418. var diameterX = options.diameterX || options.diameter || 1;
  39419. var diameterY = options.diameterY || options.diameter || 1;
  39420. var diameterZ = options.diameterZ || options.diameter || 1;
  39421. var arc = options.arc && (options.arc <= 0 || options.arc > 1) ? 1.0 : options.arc || 1.0;
  39422. var slice = options.slice && (options.slice <= 0) ? 1.0 : options.slice || 1.0;
  39423. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  39424. var radius = new BABYLON.Vector3(diameterX / 2, diameterY / 2, diameterZ / 2);
  39425. var totalZRotationSteps = 2 + segments;
  39426. var totalYRotationSteps = 2 * totalZRotationSteps;
  39427. var indices = [];
  39428. var positions = [];
  39429. var normals = [];
  39430. var uvs = [];
  39431. for (var zRotationStep = 0; zRotationStep <= totalZRotationSteps; zRotationStep++) {
  39432. var normalizedZ = zRotationStep / totalZRotationSteps;
  39433. var angleZ = normalizedZ * Math.PI * slice;
  39434. for (var yRotationStep = 0; yRotationStep <= totalYRotationSteps; yRotationStep++) {
  39435. var normalizedY = yRotationStep / totalYRotationSteps;
  39436. var angleY = normalizedY * Math.PI * 2 * arc;
  39437. var rotationZ = BABYLON.Matrix.RotationZ(-angleZ);
  39438. var rotationY = BABYLON.Matrix.RotationY(angleY);
  39439. var afterRotZ = BABYLON.Vector3.TransformCoordinates(BABYLON.Vector3.Up(), rotationZ);
  39440. var complete = BABYLON.Vector3.TransformCoordinates(afterRotZ, rotationY);
  39441. var vertex = complete.multiply(radius);
  39442. var normal = complete.divide(radius).normalize();
  39443. positions.push(vertex.x, vertex.y, vertex.z);
  39444. normals.push(normal.x, normal.y, normal.z);
  39445. uvs.push(normalizedY, normalizedZ);
  39446. }
  39447. if (zRotationStep > 0) {
  39448. var verticesCount = positions.length / 3;
  39449. for (var firstIndex = verticesCount - 2 * (totalYRotationSteps + 1); (firstIndex + totalYRotationSteps + 2) < verticesCount; firstIndex++) {
  39450. indices.push((firstIndex));
  39451. indices.push((firstIndex + 1));
  39452. indices.push(firstIndex + totalYRotationSteps + 1);
  39453. indices.push((firstIndex + totalYRotationSteps + 1));
  39454. indices.push((firstIndex + 1));
  39455. indices.push((firstIndex + totalYRotationSteps + 2));
  39456. }
  39457. }
  39458. }
  39459. // Sides
  39460. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  39461. // Result
  39462. var vertexData = new VertexData();
  39463. vertexData.indices = indices;
  39464. vertexData.positions = positions;
  39465. vertexData.normals = normals;
  39466. vertexData.uvs = uvs;
  39467. return vertexData;
  39468. };
  39469. /**
  39470. * Creates the VertexData for a cylinder, cone or prism
  39471. * @param options an object used to set the following optional parameters for the box, required but can be empty
  39472. * * height sets the height (y direction) of the cylinder, optional, default 2
  39473. * * diameterTop sets the diameter of the top of the cone, overwrites diameter, optional, default diameter
  39474. * * diameterBottom sets the diameter of the bottom of the cone, overwrites diameter, optional, default diameter
  39475. * * diameter sets the diameter of the top and bottom of the cone, optional default 1
  39476. * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24
  39477. * * subdivisions` the number of rings along the cylinder height, optional, default 1
  39478. * * arc a number from 0 to 1, to create an unclosed cylinder based on the fraction of the circumference given by the arc value, optional, default 1
  39479. * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  39480. * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  39481. * * hasRings when true makes each subdivision independantly treated as a face for faceUV and faceColors, optional, default false
  39482. * * enclose when true closes an open cylinder by adding extra flat faces between the height axis and vertical edges, think cut cake
  39483. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  39484. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  39485. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  39486. * @returns the VertexData of the cylinder, cone or prism
  39487. */
  39488. VertexData.CreateCylinder = function (options) {
  39489. var height = options.height || 2;
  39490. var diameterTop = (options.diameterTop === 0) ? 0 : options.diameterTop || options.diameter || 1;
  39491. var diameterBottom = (options.diameterBottom === 0) ? 0 : options.diameterBottom || options.diameter || 1;
  39492. var tessellation = options.tessellation || 24;
  39493. var subdivisions = options.subdivisions || 1;
  39494. var hasRings = options.hasRings ? true : false;
  39495. var enclose = options.enclose ? true : false;
  39496. var arc = options.arc && (options.arc <= 0 || options.arc > 1) ? 1.0 : options.arc || 1.0;
  39497. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  39498. var faceUV = options.faceUV || new Array(3);
  39499. var faceColors = options.faceColors;
  39500. // default face colors and UV if undefined
  39501. var quadNb = (arc !== 1 && enclose) ? 2 : 0;
  39502. var ringNb = (hasRings) ? subdivisions : 1;
  39503. var surfaceNb = 2 + (1 + quadNb) * ringNb;
  39504. var f;
  39505. for (f = 0; f < surfaceNb; f++) {
  39506. if (faceColors && faceColors[f] === undefined) {
  39507. faceColors[f] = new BABYLON.Color4(1, 1, 1, 1);
  39508. }
  39509. }
  39510. for (f = 0; f < surfaceNb; f++) {
  39511. if (faceUV && faceUV[f] === undefined) {
  39512. faceUV[f] = new BABYLON.Vector4(0, 0, 1, 1);
  39513. }
  39514. }
  39515. var indices = new Array();
  39516. var positions = new Array();
  39517. var normals = new Array();
  39518. var uvs = new Array();
  39519. var colors = new Array();
  39520. var angle_step = Math.PI * 2 * arc / tessellation;
  39521. var angle;
  39522. var h;
  39523. var radius;
  39524. var tan = (diameterBottom - diameterTop) / 2 / height;
  39525. var ringVertex = BABYLON.Vector3.Zero();
  39526. var ringNormal = BABYLON.Vector3.Zero();
  39527. var ringFirstVertex = BABYLON.Vector3.Zero();
  39528. var ringFirstNormal = BABYLON.Vector3.Zero();
  39529. var quadNormal = BABYLON.Vector3.Zero();
  39530. var Y = BABYLON.Axis.Y;
  39531. // positions, normals, uvs
  39532. var i;
  39533. var j;
  39534. var r;
  39535. var ringIdx = 1;
  39536. var s = 1; // surface index
  39537. var cs = 0;
  39538. var v = 0;
  39539. for (i = 0; i <= subdivisions; i++) {
  39540. h = i / subdivisions;
  39541. radius = (h * (diameterTop - diameterBottom) + diameterBottom) / 2;
  39542. ringIdx = (hasRings && i !== 0 && i !== subdivisions) ? 2 : 1;
  39543. for (r = 0; r < ringIdx; r++) {
  39544. if (hasRings) {
  39545. s += r;
  39546. }
  39547. if (enclose) {
  39548. s += 2 * r;
  39549. }
  39550. for (j = 0; j <= tessellation; j++) {
  39551. angle = j * angle_step;
  39552. // position
  39553. ringVertex.x = Math.cos(-angle) * radius;
  39554. ringVertex.y = -height / 2 + h * height;
  39555. ringVertex.z = Math.sin(-angle) * radius;
  39556. // normal
  39557. if (diameterTop === 0 && i === subdivisions) {
  39558. // if no top cap, reuse former normals
  39559. ringNormal.x = normals[normals.length - (tessellation + 1) * 3];
  39560. ringNormal.y = normals[normals.length - (tessellation + 1) * 3 + 1];
  39561. ringNormal.z = normals[normals.length - (tessellation + 1) * 3 + 2];
  39562. }
  39563. else {
  39564. ringNormal.x = ringVertex.x;
  39565. ringNormal.z = ringVertex.z;
  39566. ringNormal.y = Math.sqrt(ringNormal.x * ringNormal.x + ringNormal.z * ringNormal.z) * tan;
  39567. ringNormal.normalize();
  39568. }
  39569. // keep first ring vertex values for enclose
  39570. if (j === 0) {
  39571. ringFirstVertex.copyFrom(ringVertex);
  39572. ringFirstNormal.copyFrom(ringNormal);
  39573. }
  39574. positions.push(ringVertex.x, ringVertex.y, ringVertex.z);
  39575. normals.push(ringNormal.x, ringNormal.y, ringNormal.z);
  39576. if (hasRings) {
  39577. v = (cs !== s) ? faceUV[s].y : faceUV[s].w;
  39578. }
  39579. else {
  39580. v = faceUV[s].y + (faceUV[s].w - faceUV[s].y) * h;
  39581. }
  39582. uvs.push(faceUV[s].x + (faceUV[s].z - faceUV[s].x) * j / tessellation, v);
  39583. if (faceColors) {
  39584. colors.push(faceColors[s].r, faceColors[s].g, faceColors[s].b, faceColors[s].a);
  39585. }
  39586. }
  39587. // if enclose, add four vertices and their dedicated normals
  39588. if (arc !== 1 && enclose) {
  39589. positions.push(ringVertex.x, ringVertex.y, ringVertex.z);
  39590. positions.push(0, ringVertex.y, 0);
  39591. positions.push(0, ringVertex.y, 0);
  39592. positions.push(ringFirstVertex.x, ringFirstVertex.y, ringFirstVertex.z);
  39593. BABYLON.Vector3.CrossToRef(Y, ringNormal, quadNormal);
  39594. quadNormal.normalize();
  39595. normals.push(quadNormal.x, quadNormal.y, quadNormal.z, quadNormal.x, quadNormal.y, quadNormal.z);
  39596. BABYLON.Vector3.CrossToRef(ringFirstNormal, Y, quadNormal);
  39597. quadNormal.normalize();
  39598. normals.push(quadNormal.x, quadNormal.y, quadNormal.z, quadNormal.x, quadNormal.y, quadNormal.z);
  39599. if (hasRings) {
  39600. v = (cs !== s) ? faceUV[s + 1].y : faceUV[s + 1].w;
  39601. }
  39602. else {
  39603. v = faceUV[s + 1].y + (faceUV[s + 1].w - faceUV[s + 1].y) * h;
  39604. }
  39605. uvs.push(faceUV[s + 1].x, v);
  39606. uvs.push(faceUV[s + 1].z, v);
  39607. if (hasRings) {
  39608. v = (cs !== s) ? faceUV[s + 2].y : faceUV[s + 2].w;
  39609. }
  39610. else {
  39611. v = faceUV[s + 2].y + (faceUV[s + 2].w - faceUV[s + 2].y) * h;
  39612. }
  39613. uvs.push(faceUV[s + 2].x, v);
  39614. uvs.push(faceUV[s + 2].z, v);
  39615. if (faceColors) {
  39616. colors.push(faceColors[s + 1].r, faceColors[s + 1].g, faceColors[s + 1].b, faceColors[s + 1].a);
  39617. colors.push(faceColors[s + 1].r, faceColors[s + 1].g, faceColors[s + 1].b, faceColors[s + 1].a);
  39618. colors.push(faceColors[s + 2].r, faceColors[s + 2].g, faceColors[s + 2].b, faceColors[s + 2].a);
  39619. colors.push(faceColors[s + 2].r, faceColors[s + 2].g, faceColors[s + 2].b, faceColors[s + 2].a);
  39620. }
  39621. }
  39622. if (cs !== s) {
  39623. cs = s;
  39624. }
  39625. }
  39626. }
  39627. // indices
  39628. var e = (arc !== 1 && enclose) ? tessellation + 4 : tessellation; // correction of number of iteration if enclose
  39629. var s;
  39630. i = 0;
  39631. for (s = 0; s < subdivisions; s++) {
  39632. var i0 = 0;
  39633. var i1 = 0;
  39634. var i2 = 0;
  39635. var i3 = 0;
  39636. for (j = 0; j < tessellation; j++) {
  39637. i0 = i * (e + 1) + j;
  39638. i1 = (i + 1) * (e + 1) + j;
  39639. i2 = i * (e + 1) + (j + 1);
  39640. i3 = (i + 1) * (e + 1) + (j + 1);
  39641. indices.push(i0, i1, i2);
  39642. indices.push(i3, i2, i1);
  39643. }
  39644. if (arc !== 1 && enclose) { // if enclose, add two quads
  39645. indices.push(i0 + 2, i1 + 2, i2 + 2);
  39646. indices.push(i3 + 2, i2 + 2, i1 + 2);
  39647. indices.push(i0 + 4, i1 + 4, i2 + 4);
  39648. indices.push(i3 + 4, i2 + 4, i1 + 4);
  39649. }
  39650. i = (hasRings) ? (i + 2) : (i + 1);
  39651. }
  39652. // Caps
  39653. var createCylinderCap = function (isTop) {
  39654. var radius = isTop ? diameterTop / 2 : diameterBottom / 2;
  39655. if (radius === 0) {
  39656. return;
  39657. }
  39658. // Cap positions, normals & uvs
  39659. var angle;
  39660. var circleVector;
  39661. var i;
  39662. var u = (isTop) ? faceUV[surfaceNb - 1] : faceUV[0];
  39663. var c = null;
  39664. if (faceColors) {
  39665. c = (isTop) ? faceColors[surfaceNb - 1] : faceColors[0];
  39666. }
  39667. // cap center
  39668. var vbase = positions.length / 3;
  39669. var offset = isTop ? height / 2 : -height / 2;
  39670. var center = new BABYLON.Vector3(0, offset, 0);
  39671. positions.push(center.x, center.y, center.z);
  39672. normals.push(0, isTop ? 1 : -1, 0);
  39673. uvs.push(u.x + (u.z - u.x) * 0.5, u.y + (u.w - u.y) * 0.5);
  39674. if (c) {
  39675. colors.push(c.r, c.g, c.b, c.a);
  39676. }
  39677. var textureScale = new BABYLON.Vector2(0.5, 0.5);
  39678. for (i = 0; i <= tessellation; i++) {
  39679. angle = Math.PI * 2 * i * arc / tessellation;
  39680. var cos = Math.cos(-angle);
  39681. var sin = Math.sin(-angle);
  39682. circleVector = new BABYLON.Vector3(cos * radius, offset, sin * radius);
  39683. var textureCoordinate = new BABYLON.Vector2(cos * textureScale.x + 0.5, sin * textureScale.y + 0.5);
  39684. positions.push(circleVector.x, circleVector.y, circleVector.z);
  39685. normals.push(0, isTop ? 1 : -1, 0);
  39686. uvs.push(u.x + (u.z - u.x) * textureCoordinate.x, u.y + (u.w - u.y) * textureCoordinate.y);
  39687. if (c) {
  39688. colors.push(c.r, c.g, c.b, c.a);
  39689. }
  39690. }
  39691. // Cap indices
  39692. for (i = 0; i < tessellation; i++) {
  39693. if (!isTop) {
  39694. indices.push(vbase);
  39695. indices.push(vbase + (i + 1));
  39696. indices.push(vbase + (i + 2));
  39697. }
  39698. else {
  39699. indices.push(vbase);
  39700. indices.push(vbase + (i + 2));
  39701. indices.push(vbase + (i + 1));
  39702. }
  39703. }
  39704. };
  39705. // add caps to geometry
  39706. createCylinderCap(false);
  39707. createCylinderCap(true);
  39708. // Sides
  39709. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  39710. var vertexData = new VertexData();
  39711. vertexData.indices = indices;
  39712. vertexData.positions = positions;
  39713. vertexData.normals = normals;
  39714. vertexData.uvs = uvs;
  39715. if (faceColors) {
  39716. vertexData.colors = colors;
  39717. }
  39718. return vertexData;
  39719. };
  39720. /**
  39721. * Creates the VertexData for a torus
  39722. * @param options an object used to set the following optional parameters for the box, required but can be empty
  39723. * * diameter the diameter of the torus, optional default 1
  39724. * * thickness the diameter of the tube forming the torus, optional default 0.5
  39725. * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24
  39726. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  39727. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  39728. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  39729. * @returns the VertexData of the torus
  39730. */
  39731. VertexData.CreateTorus = function (options) {
  39732. var indices = [];
  39733. var positions = [];
  39734. var normals = [];
  39735. var uvs = [];
  39736. var diameter = options.diameter || 1;
  39737. var thickness = options.thickness || 0.5;
  39738. var tessellation = options.tessellation || 16;
  39739. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  39740. var stride = tessellation + 1;
  39741. for (var i = 0; i <= tessellation; i++) {
  39742. var u = i / tessellation;
  39743. var outerAngle = i * Math.PI * 2.0 / tessellation - Math.PI / 2.0;
  39744. var transform = BABYLON.Matrix.Translation(diameter / 2.0, 0, 0).multiply(BABYLON.Matrix.RotationY(outerAngle));
  39745. for (var j = 0; j <= tessellation; j++) {
  39746. var v = 1 - j / tessellation;
  39747. var innerAngle = j * Math.PI * 2.0 / tessellation + Math.PI;
  39748. var dx = Math.cos(innerAngle);
  39749. var dy = Math.sin(innerAngle);
  39750. // Create a vertex.
  39751. var normal = new BABYLON.Vector3(dx, dy, 0);
  39752. var position = normal.scale(thickness / 2);
  39753. var textureCoordinate = new BABYLON.Vector2(u, v);
  39754. position = BABYLON.Vector3.TransformCoordinates(position, transform);
  39755. normal = BABYLON.Vector3.TransformNormal(normal, transform);
  39756. positions.push(position.x, position.y, position.z);
  39757. normals.push(normal.x, normal.y, normal.z);
  39758. uvs.push(textureCoordinate.x, textureCoordinate.y);
  39759. // And create indices for two triangles.
  39760. var nextI = (i + 1) % stride;
  39761. var nextJ = (j + 1) % stride;
  39762. indices.push(i * stride + j);
  39763. indices.push(i * stride + nextJ);
  39764. indices.push(nextI * stride + j);
  39765. indices.push(i * stride + nextJ);
  39766. indices.push(nextI * stride + nextJ);
  39767. indices.push(nextI * stride + j);
  39768. }
  39769. }
  39770. // Sides
  39771. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  39772. // Result
  39773. var vertexData = new VertexData();
  39774. vertexData.indices = indices;
  39775. vertexData.positions = positions;
  39776. vertexData.normals = normals;
  39777. vertexData.uvs = uvs;
  39778. return vertexData;
  39779. };
  39780. /**
  39781. * Creates the VertexData of the LineSystem
  39782. * @param options an object used to set the following optional parameters for the LineSystem, required but can be empty
  39783. * - lines an array of lines, each line being an array of successive Vector3
  39784. * - colors an array of line colors, each of the line colors being an array of successive Color4, one per line point
  39785. * @returns the VertexData of the LineSystem
  39786. */
  39787. VertexData.CreateLineSystem = function (options) {
  39788. var indices = [];
  39789. var positions = [];
  39790. var lines = options.lines;
  39791. var colors = options.colors;
  39792. var vertexColors = [];
  39793. var idx = 0;
  39794. for (var l = 0; l < lines.length; l++) {
  39795. var points = lines[l];
  39796. for (var index = 0; index < points.length; index++) {
  39797. positions.push(points[index].x, points[index].y, points[index].z);
  39798. if (colors) {
  39799. var color = colors[l];
  39800. vertexColors.push(color[index].r, color[index].g, color[index].b, color[index].a);
  39801. }
  39802. if (index > 0) {
  39803. indices.push(idx - 1);
  39804. indices.push(idx);
  39805. }
  39806. idx++;
  39807. }
  39808. }
  39809. var vertexData = new VertexData();
  39810. vertexData.indices = indices;
  39811. vertexData.positions = positions;
  39812. if (colors) {
  39813. vertexData.colors = vertexColors;
  39814. }
  39815. return vertexData;
  39816. };
  39817. /**
  39818. * Create the VertexData for a DashedLines
  39819. * @param options an object used to set the following optional parameters for the DashedLines, required but can be empty
  39820. * - points an array successive Vector3
  39821. * - dashSize the size of the dashes relative to the dash number, optional, default 3
  39822. * - gapSize the size of the gap between two successive dashes relative to the dash number, optional, default 1
  39823. * - dashNb the intended total number of dashes, optional, default 200
  39824. * @returns the VertexData for the DashedLines
  39825. */
  39826. VertexData.CreateDashedLines = function (options) {
  39827. var dashSize = options.dashSize || 3;
  39828. var gapSize = options.gapSize || 1;
  39829. var dashNb = options.dashNb || 200;
  39830. var points = options.points;
  39831. var positions = new Array();
  39832. var indices = new Array();
  39833. var curvect = BABYLON.Vector3.Zero();
  39834. var lg = 0;
  39835. var nb = 0;
  39836. var shft = 0;
  39837. var dashshft = 0;
  39838. var curshft = 0;
  39839. var idx = 0;
  39840. var i = 0;
  39841. for (i = 0; i < points.length - 1; i++) {
  39842. points[i + 1].subtractToRef(points[i], curvect);
  39843. lg += curvect.length();
  39844. }
  39845. shft = lg / dashNb;
  39846. dashshft = dashSize * shft / (dashSize + gapSize);
  39847. for (i = 0; i < points.length - 1; i++) {
  39848. points[i + 1].subtractToRef(points[i], curvect);
  39849. nb = Math.floor(curvect.length() / shft);
  39850. curvect.normalize();
  39851. for (var j = 0; j < nb; j++) {
  39852. curshft = shft * j;
  39853. positions.push(points[i].x + curshft * curvect.x, points[i].y + curshft * curvect.y, points[i].z + curshft * curvect.z);
  39854. positions.push(points[i].x + (curshft + dashshft) * curvect.x, points[i].y + (curshft + dashshft) * curvect.y, points[i].z + (curshft + dashshft) * curvect.z);
  39855. indices.push(idx, idx + 1);
  39856. idx += 2;
  39857. }
  39858. }
  39859. // Result
  39860. var vertexData = new VertexData();
  39861. vertexData.positions = positions;
  39862. vertexData.indices = indices;
  39863. return vertexData;
  39864. };
  39865. /**
  39866. * Creates the VertexData for a Ground
  39867. * @param options an object used to set the following optional parameters for the Ground, required but can be empty
  39868. * - width the width (x direction) of the ground, optional, default 1
  39869. * - height the height (z direction) of the ground, optional, default 1
  39870. * - subdivisions the number of subdivisions per side, optional, default 1
  39871. * @returns the VertexData of the Ground
  39872. */
  39873. VertexData.CreateGround = function (options) {
  39874. var indices = [];
  39875. var positions = [];
  39876. var normals = [];
  39877. var uvs = [];
  39878. var row, col;
  39879. var width = options.width || 1;
  39880. var height = options.height || 1;
  39881. var subdivisionsX = options.subdivisionsX || options.subdivisions || 1;
  39882. var subdivisionsY = options.subdivisionsY || options.subdivisions || 1;
  39883. for (row = 0; row <= subdivisionsY; row++) {
  39884. for (col = 0; col <= subdivisionsX; col++) {
  39885. var position = new BABYLON.Vector3((col * width) / subdivisionsX - (width / 2.0), 0, ((subdivisionsY - row) * height) / subdivisionsY - (height / 2.0));
  39886. var normal = new BABYLON.Vector3(0, 1.0, 0);
  39887. positions.push(position.x, position.y, position.z);
  39888. normals.push(normal.x, normal.y, normal.z);
  39889. uvs.push(col / subdivisionsX, 1.0 - row / subdivisionsY);
  39890. }
  39891. }
  39892. for (row = 0; row < subdivisionsY; row++) {
  39893. for (col = 0; col < subdivisionsX; col++) {
  39894. indices.push(col + 1 + (row + 1) * (subdivisionsX + 1));
  39895. indices.push(col + 1 + row * (subdivisionsX + 1));
  39896. indices.push(col + row * (subdivisionsX + 1));
  39897. indices.push(col + (row + 1) * (subdivisionsX + 1));
  39898. indices.push(col + 1 + (row + 1) * (subdivisionsX + 1));
  39899. indices.push(col + row * (subdivisionsX + 1));
  39900. }
  39901. }
  39902. // Result
  39903. var vertexData = new VertexData();
  39904. vertexData.indices = indices;
  39905. vertexData.positions = positions;
  39906. vertexData.normals = normals;
  39907. vertexData.uvs = uvs;
  39908. return vertexData;
  39909. };
  39910. /**
  39911. * Creates the VertexData for a TiledGround by subdividing the ground into tiles
  39912. * @param options an object used to set the following optional parameters for the Ground, required but can be empty
  39913. * * xmin the ground minimum X coordinate, optional, default -1
  39914. * * zmin the ground minimum Z coordinate, optional, default -1
  39915. * * xmax the ground maximum X coordinate, optional, default 1
  39916. * * zmax the ground maximum Z coordinate, optional, default 1
  39917. * * subdivisions a javascript object {w: positive integer, h: positive integer}, `w` and `h` are the numbers of subdivisions on the ground width and height creating 'tiles', default {w: 6, h: 6}
  39918. * * precision a javascript object {w: positive integer, h: positive integer}, `w` and `h` are the numbers of subdivisions on the tile width and height, default {w: 2, h: 2}
  39919. * @returns the VertexData of the TiledGround
  39920. */
  39921. VertexData.CreateTiledGround = function (options) {
  39922. var xmin = (options.xmin !== undefined && options.xmin !== null) ? options.xmin : -1.0;
  39923. var zmin = (options.zmin !== undefined && options.zmin !== null) ? options.zmin : -1.0;
  39924. var xmax = (options.xmax !== undefined && options.xmax !== null) ? options.xmax : 1.0;
  39925. var zmax = (options.zmax !== undefined && options.zmax !== null) ? options.zmax : 1.0;
  39926. var subdivisions = options.subdivisions || { w: 1, h: 1 };
  39927. var precision = options.precision || { w: 1, h: 1 };
  39928. var indices = new Array();
  39929. var positions = new Array();
  39930. var normals = new Array();
  39931. var uvs = new Array();
  39932. var row, col, tileRow, tileCol;
  39933. subdivisions.h = (subdivisions.h < 1) ? 1 : subdivisions.h;
  39934. subdivisions.w = (subdivisions.w < 1) ? 1 : subdivisions.w;
  39935. precision.w = (precision.w < 1) ? 1 : precision.w;
  39936. precision.h = (precision.h < 1) ? 1 : precision.h;
  39937. var tileSize = {
  39938. 'w': (xmax - xmin) / subdivisions.w,
  39939. 'h': (zmax - zmin) / subdivisions.h
  39940. };
  39941. function applyTile(xTileMin, zTileMin, xTileMax, zTileMax) {
  39942. // Indices
  39943. var base = positions.length / 3;
  39944. var rowLength = precision.w + 1;
  39945. for (row = 0; row < precision.h; row++) {
  39946. for (col = 0; col < precision.w; col++) {
  39947. var square = [
  39948. base + col + row * rowLength,
  39949. base + (col + 1) + row * rowLength,
  39950. base + (col + 1) + (row + 1) * rowLength,
  39951. base + col + (row + 1) * rowLength
  39952. ];
  39953. indices.push(square[1]);
  39954. indices.push(square[2]);
  39955. indices.push(square[3]);
  39956. indices.push(square[0]);
  39957. indices.push(square[1]);
  39958. indices.push(square[3]);
  39959. }
  39960. }
  39961. // Position, normals and uvs
  39962. var position = BABYLON.Vector3.Zero();
  39963. var normal = new BABYLON.Vector3(0, 1.0, 0);
  39964. for (row = 0; row <= precision.h; row++) {
  39965. position.z = (row * (zTileMax - zTileMin)) / precision.h + zTileMin;
  39966. for (col = 0; col <= precision.w; col++) {
  39967. position.x = (col * (xTileMax - xTileMin)) / precision.w + xTileMin;
  39968. position.y = 0;
  39969. positions.push(position.x, position.y, position.z);
  39970. normals.push(normal.x, normal.y, normal.z);
  39971. uvs.push(col / precision.w, row / precision.h);
  39972. }
  39973. }
  39974. }
  39975. for (tileRow = 0; tileRow < subdivisions.h; tileRow++) {
  39976. for (tileCol = 0; tileCol < subdivisions.w; tileCol++) {
  39977. applyTile(xmin + tileCol * tileSize.w, zmin + tileRow * tileSize.h, xmin + (tileCol + 1) * tileSize.w, zmin + (tileRow + 1) * tileSize.h);
  39978. }
  39979. }
  39980. // Result
  39981. var vertexData = new VertexData();
  39982. vertexData.indices = indices;
  39983. vertexData.positions = positions;
  39984. vertexData.normals = normals;
  39985. vertexData.uvs = uvs;
  39986. return vertexData;
  39987. };
  39988. /**
  39989. * Creates the VertexData of the Ground designed from a heightmap
  39990. * @param options an object used to set the following parameters for the Ground, required and provided by MeshBuilder.CreateGroundFromHeightMap
  39991. * * width the width (x direction) of the ground
  39992. * * height the height (z direction) of the ground
  39993. * * subdivisions the number of subdivisions per side
  39994. * * minHeight the minimum altitude on the ground, optional, default 0
  39995. * * maxHeight the maximum altitude on the ground, optional default 1
  39996. * * colorFilter the filter to apply to the image pixel colors to compute the height, optional Color3, default (0.3, 0.59, 0.11)
  39997. * * buffer the array holding the image color data
  39998. * * bufferWidth the width of image
  39999. * * bufferHeight the height of image
  40000. * * alphaFilter Remove any data where the alpha channel is below this value, defaults 0 (all data visible)
  40001. * @returns the VertexData of the Ground designed from a heightmap
  40002. */
  40003. VertexData.CreateGroundFromHeightMap = function (options) {
  40004. var indices = [];
  40005. var positions = [];
  40006. var normals = [];
  40007. var uvs = [];
  40008. var row, col;
  40009. var filter = options.colorFilter || new BABYLON.Color3(0.3, 0.59, 0.11);
  40010. var alphaFilter = options.alphaFilter || 0.0;
  40011. // Vertices
  40012. for (row = 0; row <= options.subdivisions; row++) {
  40013. for (col = 0; col <= options.subdivisions; col++) {
  40014. var position = new BABYLON.Vector3((col * options.width) / options.subdivisions - (options.width / 2.0), 0, ((options.subdivisions - row) * options.height) / options.subdivisions - (options.height / 2.0));
  40015. // Compute height
  40016. var heightMapX = (((position.x + options.width / 2) / options.width) * (options.bufferWidth - 1)) | 0;
  40017. var heightMapY = ((1.0 - (position.z + options.height / 2) / options.height) * (options.bufferHeight - 1)) | 0;
  40018. var pos = (heightMapX + heightMapY * options.bufferWidth) * 4;
  40019. var r = options.buffer[pos] / 255.0;
  40020. var g = options.buffer[pos + 1] / 255.0;
  40021. var b = options.buffer[pos + 2] / 255.0;
  40022. var a = options.buffer[pos + 3] / 255.0;
  40023. var gradient = r * filter.r + g * filter.g + b * filter.b;
  40024. // If our alpha channel is not within our filter then we will assign a 'special' height
  40025. // Then when building the indices, we will ignore any vertex that is using the special height
  40026. if (a >= alphaFilter) {
  40027. position.y = options.minHeight + (options.maxHeight - options.minHeight) * gradient;
  40028. }
  40029. else {
  40030. position.y = options.minHeight - BABYLON.Epsilon; // We can't have a height below minHeight, normally.
  40031. }
  40032. // Add vertex
  40033. positions.push(position.x, position.y, position.z);
  40034. normals.push(0, 0, 0);
  40035. uvs.push(col / options.subdivisions, 1.0 - row / options.subdivisions);
  40036. }
  40037. }
  40038. // Indices
  40039. for (row = 0; row < options.subdivisions; row++) {
  40040. for (col = 0; col < options.subdivisions; col++) {
  40041. // Calculate Indices
  40042. var idx1 = (col + 1 + (row + 1) * (options.subdivisions + 1));
  40043. var idx2 = (col + 1 + row * (options.subdivisions + 1));
  40044. var idx3 = (col + row * (options.subdivisions + 1));
  40045. var idx4 = (col + (row + 1) * (options.subdivisions + 1));
  40046. // Check that all indices are visible (based on our special height)
  40047. // Only display the vertex if all Indices are visible
  40048. // Positions are stored x,y,z for each vertex, hence the * 3 and + 1 for height
  40049. var isVisibleIdx1 = positions[idx1 * 3 + 1] >= options.minHeight;
  40050. var isVisibleIdx2 = positions[idx2 * 3 + 1] >= options.minHeight;
  40051. var isVisibleIdx3 = positions[idx3 * 3 + 1] >= options.minHeight;
  40052. if (isVisibleIdx1 && isVisibleIdx2 && isVisibleIdx3) {
  40053. indices.push(idx1);
  40054. indices.push(idx2);
  40055. indices.push(idx3);
  40056. }
  40057. var isVisibleIdx4 = positions[idx4 * 3 + 1] >= options.minHeight;
  40058. if (isVisibleIdx4 && isVisibleIdx1 && isVisibleIdx3) {
  40059. indices.push(idx4);
  40060. indices.push(idx1);
  40061. indices.push(idx3);
  40062. }
  40063. }
  40064. }
  40065. // Normals
  40066. VertexData.ComputeNormals(positions, indices, normals);
  40067. // Result
  40068. var vertexData = new VertexData();
  40069. vertexData.indices = indices;
  40070. vertexData.positions = positions;
  40071. vertexData.normals = normals;
  40072. vertexData.uvs = uvs;
  40073. return vertexData;
  40074. };
  40075. /**
  40076. * Creates the VertexData for a Plane
  40077. * @param options an object used to set the following optional parameters for the plane, required but can be empty
  40078. * * size sets the width and height of the plane to the value of size, optional default 1
  40079. * * width sets the width (x direction) of the plane, overwrites the width set by size, optional, default size
  40080. * * height sets the height (y direction) of the plane, overwrites the height set by size, optional, default size
  40081. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  40082. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  40083. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  40084. * @returns the VertexData of the box
  40085. */
  40086. VertexData.CreatePlane = function (options) {
  40087. var indices = [];
  40088. var positions = [];
  40089. var normals = [];
  40090. var uvs = [];
  40091. var width = options.width || options.size || 1;
  40092. var height = options.height || options.size || 1;
  40093. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  40094. // Vertices
  40095. var halfWidth = width / 2.0;
  40096. var halfHeight = height / 2.0;
  40097. positions.push(-halfWidth, -halfHeight, 0);
  40098. normals.push(0, 0, -1.0);
  40099. uvs.push(0.0, 0.0);
  40100. positions.push(halfWidth, -halfHeight, 0);
  40101. normals.push(0, 0, -1.0);
  40102. uvs.push(1.0, 0.0);
  40103. positions.push(halfWidth, halfHeight, 0);
  40104. normals.push(0, 0, -1.0);
  40105. uvs.push(1.0, 1.0);
  40106. positions.push(-halfWidth, halfHeight, 0);
  40107. normals.push(0, 0, -1.0);
  40108. uvs.push(0.0, 1.0);
  40109. // Indices
  40110. indices.push(0);
  40111. indices.push(1);
  40112. indices.push(2);
  40113. indices.push(0);
  40114. indices.push(2);
  40115. indices.push(3);
  40116. // Sides
  40117. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  40118. // Result
  40119. var vertexData = new VertexData();
  40120. vertexData.indices = indices;
  40121. vertexData.positions = positions;
  40122. vertexData.normals = normals;
  40123. vertexData.uvs = uvs;
  40124. return vertexData;
  40125. };
  40126. /**
  40127. * Creates the VertexData of the Disc or regular Polygon
  40128. * @param options an object used to set the following optional parameters for the disc, required but can be empty
  40129. * * radius the radius of the disc, optional default 0.5
  40130. * * tessellation the number of polygon sides, optional, default 64
  40131. * * arc a number from 0 to 1, to create an unclosed polygon based on the fraction of the circumference given by the arc value, optional, default 1
  40132. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  40133. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  40134. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  40135. * @returns the VertexData of the box
  40136. */
  40137. VertexData.CreateDisc = function (options) {
  40138. var positions = new Array();
  40139. var indices = new Array();
  40140. var normals = new Array();
  40141. var uvs = new Array();
  40142. var radius = options.radius || 0.5;
  40143. var tessellation = options.tessellation || 64;
  40144. var arc = options.arc && (options.arc <= 0 || options.arc > 1) ? 1.0 : options.arc || 1.0;
  40145. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  40146. // positions and uvs
  40147. positions.push(0, 0, 0); // disc center first
  40148. uvs.push(0.5, 0.5);
  40149. var theta = Math.PI * 2 * arc;
  40150. var step = theta / tessellation;
  40151. for (var a = 0; a < theta; a += step) {
  40152. var x = Math.cos(a);
  40153. var y = Math.sin(a);
  40154. var u = (x + 1) / 2;
  40155. var v = (1 - y) / 2;
  40156. positions.push(radius * x, radius * y, 0);
  40157. uvs.push(u, v);
  40158. }
  40159. if (arc === 1) {
  40160. positions.push(positions[3], positions[4], positions[5]); // close the circle
  40161. uvs.push(uvs[2], uvs[3]);
  40162. }
  40163. //indices
  40164. var vertexNb = positions.length / 3;
  40165. for (var i = 1; i < vertexNb - 1; i++) {
  40166. indices.push(i + 1, 0, i);
  40167. }
  40168. // result
  40169. VertexData.ComputeNormals(positions, indices, normals);
  40170. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  40171. var vertexData = new VertexData();
  40172. vertexData.indices = indices;
  40173. vertexData.positions = positions;
  40174. vertexData.normals = normals;
  40175. vertexData.uvs = uvs;
  40176. return vertexData;
  40177. };
  40178. /**
  40179. * Creates the VertexData for an irregular Polygon in the XoZ plane using a mesh built by polygonTriangulation.build()
  40180. * All parameters are provided by MeshBuilder.CreatePolygon as needed
  40181. * @param polygon a mesh built from polygonTriangulation.build()
  40182. * @param sideOrientation takes the values BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  40183. * @param fUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  40184. * @param fColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  40185. * @param frontUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  40186. * @param backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  40187. * @returns the VertexData of the Polygon
  40188. */
  40189. VertexData.CreatePolygon = function (polygon, sideOrientation, fUV, fColors, frontUVs, backUVs) {
  40190. var faceUV = fUV || new Array(3);
  40191. var faceColors = fColors;
  40192. var colors = [];
  40193. // default face colors and UV if undefined
  40194. for (var f = 0; f < 3; f++) {
  40195. if (faceUV[f] === undefined) {
  40196. faceUV[f] = new BABYLON.Vector4(0, 0, 1, 1);
  40197. }
  40198. if (faceColors && faceColors[f] === undefined) {
  40199. faceColors[f] = new BABYLON.Color4(1, 1, 1, 1);
  40200. }
  40201. }
  40202. var positions = polygon.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  40203. var normals = polygon.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  40204. var uvs = polygon.getVerticesData(BABYLON.VertexBuffer.UVKind);
  40205. var indices = polygon.getIndices();
  40206. // set face colours and textures
  40207. var idx = 0;
  40208. var face = 0;
  40209. for (var index = 0; index < normals.length; index += 3) {
  40210. //Edge Face no. 1
  40211. if (Math.abs(normals[index + 1]) < 0.001) {
  40212. face = 1;
  40213. }
  40214. //Top Face no. 0
  40215. if (Math.abs(normals[index + 1] - 1) < 0.001) {
  40216. face = 0;
  40217. }
  40218. //Bottom Face no. 2
  40219. if (Math.abs(normals[index + 1] + 1) < 0.001) {
  40220. face = 2;
  40221. }
  40222. idx = index / 3;
  40223. uvs[2 * idx] = (1 - uvs[2 * idx]) * faceUV[face].x + uvs[2 * idx] * faceUV[face].z;
  40224. uvs[2 * idx + 1] = (1 - uvs[2 * idx + 1]) * faceUV[face].y + uvs[2 * idx + 1] * faceUV[face].w;
  40225. if (faceColors) {
  40226. colors.push(faceColors[face].r, faceColors[face].g, faceColors[face].b, faceColors[face].a);
  40227. }
  40228. }
  40229. // sides
  40230. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, frontUVs, backUVs);
  40231. // Result
  40232. var vertexData = new VertexData();
  40233. vertexData.indices = indices;
  40234. vertexData.positions = positions;
  40235. vertexData.normals = normals;
  40236. vertexData.uvs = uvs;
  40237. if (faceColors) {
  40238. var totalColors = (sideOrientation === BABYLON.Mesh.DOUBLESIDE) ? colors.concat(colors) : colors;
  40239. vertexData.colors = totalColors;
  40240. }
  40241. return vertexData;
  40242. };
  40243. /**
  40244. * Creates the VertexData of the IcoSphere
  40245. * @param options an object used to set the following optional parameters for the IcoSphere, required but can be empty
  40246. * * radius the radius of the IcoSphere, optional default 1
  40247. * * radiusX allows stretching in the x direction, optional, default radius
  40248. * * radiusY allows stretching in the y direction, optional, default radius
  40249. * * radiusZ allows stretching in the z direction, optional, default radius
  40250. * * flat when true creates a flat shaded mesh, optional, default true
  40251. * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4
  40252. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  40253. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  40254. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  40255. * @returns the VertexData of the IcoSphere
  40256. */
  40257. VertexData.CreateIcoSphere = function (options) {
  40258. var sideOrientation = options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  40259. var radius = options.radius || 1;
  40260. var flat = (options.flat === undefined) ? true : options.flat;
  40261. var subdivisions = options.subdivisions || 4;
  40262. var radiusX = options.radiusX || radius;
  40263. var radiusY = options.radiusY || radius;
  40264. var radiusZ = options.radiusZ || radius;
  40265. var t = (1 + Math.sqrt(5)) / 2;
  40266. // 12 vertex x,y,z
  40267. var ico_vertices = [
  40268. -1, t, -0, 1, t, 0, -1, -t, 0, 1, -t, 0,
  40269. 0, -1, -t, 0, 1, -t, 0, -1, t, 0, 1, t,
  40270. t, 0, 1, t, 0, -1, -t, 0, 1, -t, 0, -1 // v8-11
  40271. ];
  40272. // index of 3 vertex makes a face of icopshere
  40273. var ico_indices = [
  40274. 0, 11, 5, 0, 5, 1, 0, 1, 7, 0, 7, 10, 12, 22, 23,
  40275. 1, 5, 20, 5, 11, 4, 23, 22, 13, 22, 18, 6, 7, 1, 8,
  40276. 14, 21, 4, 14, 4, 2, 16, 13, 6, 15, 6, 19, 3, 8, 9,
  40277. 4, 21, 5, 13, 17, 23, 6, 13, 22, 19, 6, 18, 9, 8, 1
  40278. ];
  40279. // vertex for uv have aliased position, not for UV
  40280. var vertices_unalias_id = [
  40281. 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11,
  40282. // vertex alias
  40283. 0,
  40284. 2,
  40285. 3,
  40286. 3,
  40287. 3,
  40288. 4,
  40289. 7,
  40290. 8,
  40291. 9,
  40292. 9,
  40293. 10,
  40294. 11 // 23: B + 12
  40295. ];
  40296. // uv as integer step (not pixels !)
  40297. var ico_vertexuv = [
  40298. 5, 1, 3, 1, 6, 4, 0, 0,
  40299. 5, 3, 4, 2, 2, 2, 4, 0,
  40300. 2, 0, 1, 1, 6, 0, 6, 2,
  40301. // vertex alias (for same vertex on different faces)
  40302. 0, 4,
  40303. 3, 3,
  40304. 4, 4,
  40305. 3, 1,
  40306. 4, 2,
  40307. 4, 4,
  40308. 0, 2,
  40309. 1, 1,
  40310. 2, 2,
  40311. 3, 3,
  40312. 1, 3,
  40313. 2, 4 // 23: B + 12
  40314. ];
  40315. // Vertices[0, 1, ...9, A, B] : position on UV plane
  40316. // '+' indicate duplicate position to be fixed (3,9:0,2,3,4,7,8,A,B)
  40317. // First island of uv mapping
  40318. // v = 4h 3+ 2
  40319. // v = 3h 9+ 4
  40320. // v = 2h 9+ 5 B
  40321. // v = 1h 9 1 0
  40322. // v = 0h 3 8 7 A
  40323. // u = 0 1 2 3 4 5 6 *a
  40324. // Second island of uv mapping
  40325. // v = 4h 0+ B+ 4+
  40326. // v = 3h A+ 2+
  40327. // v = 2h 7+ 6 3+
  40328. // v = 1h 8+ 3+
  40329. // v = 0h
  40330. // u = 0 1 2 3 4 5 6 *a
  40331. // Face layout on texture UV mapping
  40332. // ============
  40333. // \ 4 /\ 16 / ======
  40334. // \ / \ / /\ 11 /
  40335. // \/ 7 \/ / \ /
  40336. // ======= / 10 \/
  40337. // /\ 17 /\ =======
  40338. // / \ / \ \ 15 /\
  40339. // / 8 \/ 12 \ \ / \
  40340. // ============ \/ 6 \
  40341. // \ 18 /\ ============
  40342. // \ / \ \ 5 /\ 0 /
  40343. // \/ 13 \ \ / \ /
  40344. // ======= \/ 1 \/
  40345. // =============
  40346. // /\ 19 /\ 2 /\
  40347. // / \ / \ / \
  40348. // / 14 \/ 9 \/ 3 \
  40349. // ===================
  40350. // uv step is u:1 or 0.5, v:cos(30)=sqrt(3)/2, ratio approx is 84/97
  40351. var ustep = 138 / 1024;
  40352. var vstep = 239 / 1024;
  40353. var uoffset = 60 / 1024;
  40354. var voffset = 26 / 1024;
  40355. // Second island should have margin, not to touch the first island
  40356. // avoid any borderline artefact in pixel rounding
  40357. var island_u_offset = -40 / 1024;
  40358. var island_v_offset = +20 / 1024;
  40359. // face is either island 0 or 1 :
  40360. // second island is for faces : [4, 7, 8, 12, 13, 16, 17, 18]
  40361. var island = [
  40362. 0, 0, 0, 0, 1,
  40363. 0, 0, 1, 1, 0,
  40364. 0, 0, 1, 1, 0,
  40365. 0, 1, 1, 1, 0 // 15 - 19
  40366. ];
  40367. var indices = new Array();
  40368. var positions = new Array();
  40369. var normals = new Array();
  40370. var uvs = new Array();
  40371. var current_indice = 0;
  40372. // prepare array of 3 vector (empty) (to be worked in place, shared for each face)
  40373. var face_vertex_pos = new Array(3);
  40374. var face_vertex_uv = new Array(3);
  40375. var v012;
  40376. for (v012 = 0; v012 < 3; v012++) {
  40377. face_vertex_pos[v012] = BABYLON.Vector3.Zero();
  40378. face_vertex_uv[v012] = BABYLON.Vector2.Zero();
  40379. }
  40380. // create all with normals
  40381. for (var face = 0; face < 20; face++) {
  40382. // 3 vertex per face
  40383. for (v012 = 0; v012 < 3; v012++) {
  40384. // look up vertex 0,1,2 to its index in 0 to 11 (or 23 including alias)
  40385. var v_id = ico_indices[3 * face + v012];
  40386. // vertex have 3D position (x,y,z)
  40387. face_vertex_pos[v012].copyFromFloats(ico_vertices[3 * vertices_unalias_id[v_id]], ico_vertices[3 * vertices_unalias_id[v_id] + 1], ico_vertices[3 * vertices_unalias_id[v_id] + 2]);
  40388. // Normalize to get normal, then scale to radius
  40389. face_vertex_pos[v012].normalize().scaleInPlace(radius);
  40390. // uv Coordinates from vertex ID
  40391. face_vertex_uv[v012].copyFromFloats(ico_vertexuv[2 * v_id] * ustep + uoffset + island[face] * island_u_offset, ico_vertexuv[2 * v_id + 1] * vstep + voffset + island[face] * island_v_offset);
  40392. }
  40393. // Subdivide the face (interpolate pos, norm, uv)
  40394. // - pos is linear interpolation, then projected to sphere (converge polyhedron to sphere)
  40395. // - norm is linear interpolation of vertex corner normal
  40396. // (to be checked if better to re-calc from face vertex, or if approximation is OK ??? )
  40397. // - uv is linear interpolation
  40398. //
  40399. // Topology is as below for sub-divide by 2
  40400. // vertex shown as v0,v1,v2
  40401. // interp index is i1 to progress in range [v0,v1[
  40402. // interp index is i2 to progress in range [v0,v2[
  40403. // face index as (i1,i2) for /\ : (i1,i2),(i1+1,i2),(i1,i2+1)
  40404. // and (i1,i2)' for \/ : (i1+1,i2),(i1+1,i2+1),(i1,i2+1)
  40405. //
  40406. //
  40407. // i2 v2
  40408. // ^ ^
  40409. // / / \
  40410. // / / \
  40411. // / / \
  40412. // / / (0,1) \
  40413. // / #---------\
  40414. // / / \ (0,0)'/ \
  40415. // / / \ / \
  40416. // / / \ / \
  40417. // / / (0,0) \ / (1,0) \
  40418. // / #---------#---------\
  40419. // v0 v1
  40420. //
  40421. // --------------------> i1
  40422. //
  40423. // interp of (i1,i2):
  40424. // along i2 : x0=lerp(v0,v2, i2/S) <---> x1=lerp(v1,v2, i2/S)
  40425. // along i1 : lerp(x0,x1, i1/(S-i2))
  40426. //
  40427. // centroid of triangle is needed to get help normal computation
  40428. // (c1,c2) are used for centroid location
  40429. var interp_vertex = function (i1, i2, c1, c2) {
  40430. // vertex is interpolated from
  40431. // - face_vertex_pos[0..2]
  40432. // - face_vertex_uv[0..2]
  40433. var pos_x0 = BABYLON.Vector3.Lerp(face_vertex_pos[0], face_vertex_pos[2], i2 / subdivisions);
  40434. var pos_x1 = BABYLON.Vector3.Lerp(face_vertex_pos[1], face_vertex_pos[2], i2 / subdivisions);
  40435. var pos_interp = (subdivisions === i2) ? face_vertex_pos[2] : BABYLON.Vector3.Lerp(pos_x0, pos_x1, i1 / (subdivisions - i2));
  40436. pos_interp.normalize();
  40437. var vertex_normal;
  40438. if (flat) {
  40439. // in flat mode, recalculate normal as face centroid normal
  40440. var centroid_x0 = BABYLON.Vector3.Lerp(face_vertex_pos[0], face_vertex_pos[2], c2 / subdivisions);
  40441. var centroid_x1 = BABYLON.Vector3.Lerp(face_vertex_pos[1], face_vertex_pos[2], c2 / subdivisions);
  40442. vertex_normal = BABYLON.Vector3.Lerp(centroid_x0, centroid_x1, c1 / (subdivisions - c2));
  40443. }
  40444. else {
  40445. // in smooth mode, recalculate normal from each single vertex position
  40446. vertex_normal = new BABYLON.Vector3(pos_interp.x, pos_interp.y, pos_interp.z);
  40447. }
  40448. // Vertex normal need correction due to X,Y,Z radius scaling
  40449. vertex_normal.x /= radiusX;
  40450. vertex_normal.y /= radiusY;
  40451. vertex_normal.z /= radiusZ;
  40452. vertex_normal.normalize();
  40453. var uv_x0 = BABYLON.Vector2.Lerp(face_vertex_uv[0], face_vertex_uv[2], i2 / subdivisions);
  40454. var uv_x1 = BABYLON.Vector2.Lerp(face_vertex_uv[1], face_vertex_uv[2], i2 / subdivisions);
  40455. var uv_interp = (subdivisions === i2) ? face_vertex_uv[2] : BABYLON.Vector2.Lerp(uv_x0, uv_x1, i1 / (subdivisions - i2));
  40456. positions.push(pos_interp.x * radiusX, pos_interp.y * radiusY, pos_interp.z * radiusZ);
  40457. normals.push(vertex_normal.x, vertex_normal.y, vertex_normal.z);
  40458. uvs.push(uv_interp.x, uv_interp.y);
  40459. // push each vertex has member of a face
  40460. // Same vertex can bleong to multiple face, it is pushed multiple time (duplicate vertex are present)
  40461. indices.push(current_indice);
  40462. current_indice++;
  40463. };
  40464. for (var i2 = 0; i2 < subdivisions; i2++) {
  40465. for (var i1 = 0; i1 + i2 < subdivisions; i1++) {
  40466. // face : (i1,i2) for /\ :
  40467. // interp for : (i1,i2),(i1+1,i2),(i1,i2+1)
  40468. interp_vertex(i1, i2, i1 + 1.0 / 3, i2 + 1.0 / 3);
  40469. interp_vertex(i1 + 1, i2, i1 + 1.0 / 3, i2 + 1.0 / 3);
  40470. interp_vertex(i1, i2 + 1, i1 + 1.0 / 3, i2 + 1.0 / 3);
  40471. if (i1 + i2 + 1 < subdivisions) {
  40472. // face : (i1,i2)' for \/ :
  40473. // interp for (i1+1,i2),(i1+1,i2+1),(i1,i2+1)
  40474. interp_vertex(i1 + 1, i2, i1 + 2.0 / 3, i2 + 2.0 / 3);
  40475. interp_vertex(i1 + 1, i2 + 1, i1 + 2.0 / 3, i2 + 2.0 / 3);
  40476. interp_vertex(i1, i2 + 1, i1 + 2.0 / 3, i2 + 2.0 / 3);
  40477. }
  40478. }
  40479. }
  40480. }
  40481. // Sides
  40482. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  40483. // Result
  40484. var vertexData = new VertexData();
  40485. vertexData.indices = indices;
  40486. vertexData.positions = positions;
  40487. vertexData.normals = normals;
  40488. vertexData.uvs = uvs;
  40489. return vertexData;
  40490. };
  40491. // inspired from // http://stemkoski.github.io/Three.js/Polyhedra.html
  40492. /**
  40493. * Creates the VertexData for a Polyhedron
  40494. * @param options an object used to set the following optional parameters for the polyhedron, required but can be empty
  40495. * * type provided types are:
  40496. * * 0 : Tetrahedron, 1 : Octahedron, 2 : Dodecahedron, 3 : Icosahedron, 4 : Rhombicuboctahedron, 5 : Triangular Prism, 6 : Pentagonal Prism, 7 : Hexagonal Prism, 8 : Square Pyramid (J1)
  40497. * * 9 : Pentagonal Pyramid (J2), 10 : Triangular Dipyramid (J12), 11 : Pentagonal Dipyramid (J13), 12 : Elongated Square Dipyramid (J15), 13 : Elongated Pentagonal Dipyramid (J16), 14 : Elongated Pentagonal Cupola (J20)
  40498. * * size the size of the IcoSphere, optional default 1
  40499. * * sizeX allows stretching in the x direction, optional, default size
  40500. * * sizeY allows stretching in the y direction, optional, default size
  40501. * * sizeZ allows stretching in the z direction, optional, default size
  40502. * * custom a number that overwrites the type to create from an extended set of polyhedron from https://www.babylonjs-playground.com/#21QRSK#15 with minimised editor
  40503. * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  40504. * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  40505. * * flat when true creates a flat shaded mesh, optional, default true
  40506. * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4
  40507. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  40508. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  40509. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  40510. * @returns the VertexData of the Polyhedron
  40511. */
  40512. VertexData.CreatePolyhedron = function (options) {
  40513. // provided polyhedron types :
  40514. // 0 : Tetrahedron, 1 : Octahedron, 2 : Dodecahedron, 3 : Icosahedron, 4 : Rhombicuboctahedron, 5 : Triangular Prism, 6 : Pentagonal Prism, 7 : Hexagonal Prism, 8 : Square Pyramid (J1)
  40515. // 9 : Pentagonal Pyramid (J2), 10 : Triangular Dipyramid (J12), 11 : Pentagonal Dipyramid (J13), 12 : Elongated Square Dipyramid (J15), 13 : Elongated Pentagonal Dipyramid (J16), 14 : Elongated Pentagonal Cupola (J20)
  40516. var polyhedra = [];
  40517. polyhedra[0] = { vertex: [[0, 0, 1.732051], [1.632993, 0, -0.5773503], [-0.8164966, 1.414214, -0.5773503], [-0.8164966, -1.414214, -0.5773503]], face: [[0, 1, 2], [0, 2, 3], [0, 3, 1], [1, 3, 2]] };
  40518. polyhedra[1] = { vertex: [[0, 0, 1.414214], [1.414214, 0, 0], [0, 1.414214, 0], [-1.414214, 0, 0], [0, -1.414214, 0], [0, 0, -1.414214]], face: [[0, 1, 2], [0, 2, 3], [0, 3, 4], [0, 4, 1], [1, 4, 5], [1, 5, 2], [2, 5, 3], [3, 5, 4]] };
  40519. polyhedra[2] = {
  40520. vertex: [[0, 0, 1.070466], [0.7136442, 0, 0.7978784], [-0.3568221, 0.618034, 0.7978784], [-0.3568221, -0.618034, 0.7978784], [0.7978784, 0.618034, 0.3568221], [0.7978784, -0.618034, 0.3568221], [-0.9341724, 0.381966, 0.3568221], [0.1362939, 1, 0.3568221], [0.1362939, -1, 0.3568221], [-0.9341724, -0.381966, 0.3568221], [0.9341724, 0.381966, -0.3568221], [0.9341724, -0.381966, -0.3568221], [-0.7978784, 0.618034, -0.3568221], [-0.1362939, 1, -0.3568221], [-0.1362939, -1, -0.3568221], [-0.7978784, -0.618034, -0.3568221], [0.3568221, 0.618034, -0.7978784], [0.3568221, -0.618034, -0.7978784], [-0.7136442, 0, -0.7978784], [0, 0, -1.070466]],
  40521. face: [[0, 1, 4, 7, 2], [0, 2, 6, 9, 3], [0, 3, 8, 5, 1], [1, 5, 11, 10, 4], [2, 7, 13, 12, 6], [3, 9, 15, 14, 8], [4, 10, 16, 13, 7], [5, 8, 14, 17, 11], [6, 12, 18, 15, 9], [10, 11, 17, 19, 16], [12, 13, 16, 19, 18], [14, 15, 18, 19, 17]]
  40522. };
  40523. polyhedra[3] = {
  40524. vertex: [[0, 0, 1.175571], [1.051462, 0, 0.5257311], [0.3249197, 1, 0.5257311], [-0.8506508, 0.618034, 0.5257311], [-0.8506508, -0.618034, 0.5257311], [0.3249197, -1, 0.5257311], [0.8506508, 0.618034, -0.5257311], [0.8506508, -0.618034, -0.5257311], [-0.3249197, 1, -0.5257311], [-1.051462, 0, -0.5257311], [-0.3249197, -1, -0.5257311], [0, 0, -1.175571]],
  40525. face: [[0, 1, 2], [0, 2, 3], [0, 3, 4], [0, 4, 5], [0, 5, 1], [1, 5, 7], [1, 7, 6], [1, 6, 2], [2, 6, 8], [2, 8, 3], [3, 8, 9], [3, 9, 4], [4, 9, 10], [4, 10, 5], [5, 10, 7], [6, 7, 11], [6, 11, 8], [7, 10, 11], [8, 11, 9], [9, 11, 10]]
  40526. };
  40527. polyhedra[4] = {
  40528. vertex: [[0, 0, 1.070722], [0.7148135, 0, 0.7971752], [-0.104682, 0.7071068, 0.7971752], [-0.6841528, 0.2071068, 0.7971752], [-0.104682, -0.7071068, 0.7971752], [0.6101315, 0.7071068, 0.5236279], [1.04156, 0.2071068, 0.1367736], [0.6101315, -0.7071068, 0.5236279], [-0.3574067, 1, 0.1367736], [-0.7888348, -0.5, 0.5236279], [-0.9368776, 0.5, 0.1367736], [-0.3574067, -1, 0.1367736], [0.3574067, 1, -0.1367736], [0.9368776, -0.5, -0.1367736], [0.7888348, 0.5, -0.5236279], [0.3574067, -1, -0.1367736], [-0.6101315, 0.7071068, -0.5236279], [-1.04156, -0.2071068, -0.1367736], [-0.6101315, -0.7071068, -0.5236279], [0.104682, 0.7071068, -0.7971752], [0.6841528, -0.2071068, -0.7971752], [0.104682, -0.7071068, -0.7971752], [-0.7148135, 0, -0.7971752], [0, 0, -1.070722]],
  40529. face: [[0, 2, 3], [1, 6, 5], [4, 9, 11], [7, 15, 13], [8, 16, 10], [12, 14, 19], [17, 22, 18], [20, 21, 23], [0, 1, 5, 2], [0, 3, 9, 4], [0, 4, 7, 1], [1, 7, 13, 6], [2, 5, 12, 8], [2, 8, 10, 3], [3, 10, 17, 9], [4, 11, 15, 7], [5, 6, 14, 12], [6, 13, 20, 14], [8, 12, 19, 16], [9, 17, 18, 11], [10, 16, 22, 17], [11, 18, 21, 15], [13, 15, 21, 20], [14, 20, 23, 19], [16, 19, 23, 22], [18, 22, 23, 21]]
  40530. };
  40531. polyhedra[5] = { vertex: [[0, 0, 1.322876], [1.309307, 0, 0.1889822], [-0.9819805, 0.8660254, 0.1889822], [0.1636634, -1.299038, 0.1889822], [0.3273268, 0.8660254, -0.9449112], [-0.8183171, -0.4330127, -0.9449112]], face: [[0, 3, 1], [2, 4, 5], [0, 1, 4, 2], [0, 2, 5, 3], [1, 3, 5, 4]] };
  40532. polyhedra[6] = { vertex: [[0, 0, 1.159953], [1.013464, 0, 0.5642542], [-0.3501431, 0.9510565, 0.5642542], [-0.7715208, -0.6571639, 0.5642542], [0.6633206, 0.9510565, -0.03144481], [0.8682979, -0.6571639, -0.3996071], [-1.121664, 0.2938926, -0.03144481], [-0.2348831, -1.063314, -0.3996071], [0.5181548, 0.2938926, -0.9953061], [-0.5850262, -0.112257, -0.9953061]], face: [[0, 1, 4, 2], [0, 2, 6, 3], [1, 5, 8, 4], [3, 6, 9, 7], [5, 7, 9, 8], [0, 3, 7, 5, 1], [2, 4, 8, 9, 6]] };
  40533. polyhedra[7] = { vertex: [[0, 0, 1.118034], [0.8944272, 0, 0.6708204], [-0.2236068, 0.8660254, 0.6708204], [-0.7826238, -0.4330127, 0.6708204], [0.6708204, 0.8660254, 0.2236068], [1.006231, -0.4330127, -0.2236068], [-1.006231, 0.4330127, 0.2236068], [-0.6708204, -0.8660254, -0.2236068], [0.7826238, 0.4330127, -0.6708204], [0.2236068, -0.8660254, -0.6708204], [-0.8944272, 0, -0.6708204], [0, 0, -1.118034]], face: [[0, 1, 4, 2], [0, 2, 6, 3], [1, 5, 8, 4], [3, 6, 10, 7], [5, 9, 11, 8], [7, 10, 11, 9], [0, 3, 7, 9, 5, 1], [2, 4, 8, 11, 10, 6]] };
  40534. polyhedra[8] = { vertex: [[-0.729665, 0.670121, 0.319155], [-0.655235, -0.29213, -0.754096], [-0.093922, -0.607123, 0.537818], [0.702196, 0.595691, 0.485187], [0.776626, -0.36656, -0.588064]], face: [[1, 4, 2], [0, 1, 2], [3, 0, 2], [4, 3, 2], [4, 1, 0, 3]] };
  40535. polyhedra[9] = { vertex: [[-0.868849, -0.100041, 0.61257], [-0.329458, 0.976099, 0.28078], [-0.26629, -0.013796, -0.477654], [-0.13392, -1.034115, 0.229829], [0.738834, 0.707117, -0.307018], [0.859683, -0.535264, -0.338508]], face: [[3, 0, 2], [5, 3, 2], [4, 5, 2], [1, 4, 2], [0, 1, 2], [0, 3, 5, 4, 1]] };
  40536. polyhedra[10] = { vertex: [[-0.610389, 0.243975, 0.531213], [-0.187812, -0.48795, -0.664016], [-0.187812, 0.9759, -0.664016], [0.187812, -0.9759, 0.664016], [0.798201, 0.243975, 0.132803]], face: [[1, 3, 0], [3, 4, 0], [3, 1, 4], [0, 2, 1], [0, 4, 2], [2, 4, 1]] };
  40537. polyhedra[11] = { vertex: [[-1.028778, 0.392027, -0.048786], [-0.640503, -0.646161, 0.621837], [-0.125162, -0.395663, -0.540059], [0.004683, 0.888447, -0.651988], [0.125161, 0.395663, 0.540059], [0.632925, -0.791376, 0.433102], [1.031672, 0.157063, -0.354165]], face: [[3, 2, 0], [2, 1, 0], [2, 5, 1], [0, 4, 3], [0, 1, 4], [4, 1, 5], [2, 3, 6], [3, 4, 6], [5, 2, 6], [4, 5, 6]] };
  40538. polyhedra[12] = { vertex: [[-0.669867, 0.334933, -0.529576], [-0.669867, 0.334933, 0.529577], [-0.4043, 1.212901, 0], [-0.334933, -0.669867, -0.529576], [-0.334933, -0.669867, 0.529577], [0.334933, 0.669867, -0.529576], [0.334933, 0.669867, 0.529577], [0.4043, -1.212901, 0], [0.669867, -0.334933, -0.529576], [0.669867, -0.334933, 0.529577]], face: [[8, 9, 7], [6, 5, 2], [3, 8, 7], [5, 0, 2], [4, 3, 7], [0, 1, 2], [9, 4, 7], [1, 6, 2], [9, 8, 5, 6], [8, 3, 0, 5], [3, 4, 1, 0], [4, 9, 6, 1]] };
  40539. polyhedra[13] = { vertex: [[-0.931836, 0.219976, -0.264632], [-0.636706, 0.318353, 0.692816], [-0.613483, -0.735083, -0.264632], [-0.326545, 0.979634, 0], [-0.318353, -0.636706, 0.692816], [-0.159176, 0.477529, -0.856368], [0.159176, -0.477529, -0.856368], [0.318353, 0.636706, 0.692816], [0.326545, -0.979634, 0], [0.613482, 0.735082, -0.264632], [0.636706, -0.318353, 0.692816], [0.931835, -0.219977, -0.264632]], face: [[11, 10, 8], [7, 9, 3], [6, 11, 8], [9, 5, 3], [2, 6, 8], [5, 0, 3], [4, 2, 8], [0, 1, 3], [10, 4, 8], [1, 7, 3], [10, 11, 9, 7], [11, 6, 5, 9], [6, 2, 0, 5], [2, 4, 1, 0], [4, 10, 7, 1]] };
  40540. polyhedra[14] = {
  40541. vertex: [[-0.93465, 0.300459, -0.271185], [-0.838689, -0.260219, -0.516017], [-0.711319, 0.717591, 0.128359], [-0.710334, -0.156922, 0.080946], [-0.599799, 0.556003, -0.725148], [-0.503838, -0.004675, -0.969981], [-0.487004, 0.26021, 0.48049], [-0.460089, -0.750282, -0.512622], [-0.376468, 0.973135, -0.325605], [-0.331735, -0.646985, 0.084342], [-0.254001, 0.831847, 0.530001], [-0.125239, -0.494738, -0.966586], [0.029622, 0.027949, 0.730817], [0.056536, -0.982543, -0.262295], [0.08085, 1.087391, 0.076037], [0.125583, -0.532729, 0.485984], [0.262625, 0.599586, 0.780328], [0.391387, -0.726999, -0.716259], [0.513854, -0.868287, 0.139347], [0.597475, 0.85513, 0.326364], [0.641224, 0.109523, 0.783723], [0.737185, -0.451155, 0.538891], [0.848705, -0.612742, -0.314616], [0.976075, 0.365067, 0.32976], [1.072036, -0.19561, 0.084927]],
  40542. face: [[15, 18, 21], [12, 20, 16], [6, 10, 2], [3, 0, 1], [9, 7, 13], [2, 8, 4, 0], [0, 4, 5, 1], [1, 5, 11, 7], [7, 11, 17, 13], [13, 17, 22, 18], [18, 22, 24, 21], [21, 24, 23, 20], [20, 23, 19, 16], [16, 19, 14, 10], [10, 14, 8, 2], [15, 9, 13, 18], [12, 15, 21, 20], [6, 12, 16, 10], [3, 6, 2, 0], [9, 3, 1, 7], [9, 15, 12, 6, 3], [22, 17, 11, 5, 4, 8, 14, 19, 23, 24]]
  40543. };
  40544. var type = options.type && (options.type < 0 || options.type >= polyhedra.length) ? 0 : options.type || 0;
  40545. var size = options.size;
  40546. var sizeX = options.sizeX || size || 1;
  40547. var sizeY = options.sizeY || size || 1;
  40548. var sizeZ = options.sizeZ || size || 1;
  40549. var data = options.custom || polyhedra[type];
  40550. var nbfaces = data.face.length;
  40551. var faceUV = options.faceUV || new Array(nbfaces);
  40552. var faceColors = options.faceColors;
  40553. var flat = (options.flat === undefined) ? true : options.flat;
  40554. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  40555. var positions = new Array();
  40556. var indices = new Array();
  40557. var normals = new Array();
  40558. var uvs = new Array();
  40559. var colors = new Array();
  40560. var index = 0;
  40561. var faceIdx = 0; // face cursor in the array "indexes"
  40562. var indexes = new Array();
  40563. var i = 0;
  40564. var f = 0;
  40565. var u, v, ang, x, y, tmp;
  40566. // default face colors and UV if undefined
  40567. if (flat) {
  40568. for (f = 0; f < nbfaces; f++) {
  40569. if (faceColors && faceColors[f] === undefined) {
  40570. faceColors[f] = new BABYLON.Color4(1, 1, 1, 1);
  40571. }
  40572. if (faceUV && faceUV[f] === undefined) {
  40573. faceUV[f] = new BABYLON.Vector4(0, 0, 1, 1);
  40574. }
  40575. }
  40576. }
  40577. if (!flat) {
  40578. for (i = 0; i < data.vertex.length; i++) {
  40579. positions.push(data.vertex[i][0] * sizeX, data.vertex[i][1] * sizeY, data.vertex[i][2] * sizeZ);
  40580. uvs.push(0, 0);
  40581. }
  40582. for (f = 0; f < nbfaces; f++) {
  40583. for (i = 0; i < data.face[f].length - 2; i++) {
  40584. indices.push(data.face[f][0], data.face[f][i + 2], data.face[f][i + 1]);
  40585. }
  40586. }
  40587. }
  40588. else {
  40589. for (f = 0; f < nbfaces; f++) {
  40590. var fl = data.face[f].length; // number of vertices of the current face
  40591. ang = 2 * Math.PI / fl;
  40592. x = 0.5 * Math.tan(ang / 2);
  40593. y = 0.5;
  40594. // positions, uvs, colors
  40595. for (i = 0; i < fl; i++) {
  40596. // positions
  40597. positions.push(data.vertex[data.face[f][i]][0] * sizeX, data.vertex[data.face[f][i]][1] * sizeY, data.vertex[data.face[f][i]][2] * sizeZ);
  40598. indexes.push(index);
  40599. index++;
  40600. // uvs
  40601. u = faceUV[f].x + (faceUV[f].z - faceUV[f].x) * (0.5 + x);
  40602. v = faceUV[f].y + (faceUV[f].w - faceUV[f].y) * (y - 0.5);
  40603. uvs.push(u, v);
  40604. tmp = x * Math.cos(ang) - y * Math.sin(ang);
  40605. y = x * Math.sin(ang) + y * Math.cos(ang);
  40606. x = tmp;
  40607. // colors
  40608. if (faceColors) {
  40609. colors.push(faceColors[f].r, faceColors[f].g, faceColors[f].b, faceColors[f].a);
  40610. }
  40611. }
  40612. // indices from indexes
  40613. for (i = 0; i < fl - 2; i++) {
  40614. indices.push(indexes[0 + faceIdx], indexes[i + 2 + faceIdx], indexes[i + 1 + faceIdx]);
  40615. }
  40616. faceIdx += fl;
  40617. }
  40618. }
  40619. VertexData.ComputeNormals(positions, indices, normals);
  40620. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  40621. var vertexData = new VertexData();
  40622. vertexData.positions = positions;
  40623. vertexData.indices = indices;
  40624. vertexData.normals = normals;
  40625. vertexData.uvs = uvs;
  40626. if (faceColors && flat) {
  40627. vertexData.colors = colors;
  40628. }
  40629. return vertexData;
  40630. };
  40631. // based on http://code.google.com/p/away3d/source/browse/trunk/fp10/Away3D/src/away3d/primitives/TorusKnot.as?spec=svn2473&r=2473
  40632. /**
  40633. * Creates the VertexData for a TorusKnot
  40634. * @param options an object used to set the following optional parameters for the TorusKnot, required but can be empty
  40635. * * radius the radius of the torus knot, optional, default 2
  40636. * * tube the thickness of the tube, optional, default 0.5
  40637. * * radialSegments the number of sides on each tube segments, optional, default 32
  40638. * * tubularSegments the number of tubes to decompose the knot into, optional, default 32
  40639. * * p the number of windings around the z axis, optional, default 2
  40640. * * q the number of windings around the x axis, optional, default 3
  40641. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  40642. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  40643. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  40644. * @returns the VertexData of the Torus Knot
  40645. */
  40646. VertexData.CreateTorusKnot = function (options) {
  40647. var indices = new Array();
  40648. var positions = new Array();
  40649. var normals = new Array();
  40650. var uvs = new Array();
  40651. var radius = options.radius || 2;
  40652. var tube = options.tube || 0.5;
  40653. var radialSegments = options.radialSegments || 32;
  40654. var tubularSegments = options.tubularSegments || 32;
  40655. var p = options.p || 2;
  40656. var q = options.q || 3;
  40657. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  40658. // Helper
  40659. var getPos = function (angle) {
  40660. var cu = Math.cos(angle);
  40661. var su = Math.sin(angle);
  40662. var quOverP = q / p * angle;
  40663. var cs = Math.cos(quOverP);
  40664. var tx = radius * (2 + cs) * 0.5 * cu;
  40665. var ty = radius * (2 + cs) * su * 0.5;
  40666. var tz = radius * Math.sin(quOverP) * 0.5;
  40667. return new BABYLON.Vector3(tx, ty, tz);
  40668. };
  40669. // Vertices
  40670. var i;
  40671. var j;
  40672. for (i = 0; i <= radialSegments; i++) {
  40673. var modI = i % radialSegments;
  40674. var u = modI / radialSegments * 2 * p * Math.PI;
  40675. var p1 = getPos(u);
  40676. var p2 = getPos(u + 0.01);
  40677. var tang = p2.subtract(p1);
  40678. var n = p2.add(p1);
  40679. var bitan = BABYLON.Vector3.Cross(tang, n);
  40680. n = BABYLON.Vector3.Cross(bitan, tang);
  40681. bitan.normalize();
  40682. n.normalize();
  40683. for (j = 0; j < tubularSegments; j++) {
  40684. var modJ = j % tubularSegments;
  40685. var v = modJ / tubularSegments * 2 * Math.PI;
  40686. var cx = -tube * Math.cos(v);
  40687. var cy = tube * Math.sin(v);
  40688. positions.push(p1.x + cx * n.x + cy * bitan.x);
  40689. positions.push(p1.y + cx * n.y + cy * bitan.y);
  40690. positions.push(p1.z + cx * n.z + cy * bitan.z);
  40691. uvs.push(i / radialSegments);
  40692. uvs.push(j / tubularSegments);
  40693. }
  40694. }
  40695. for (i = 0; i < radialSegments; i++) {
  40696. for (j = 0; j < tubularSegments; j++) {
  40697. var jNext = (j + 1) % tubularSegments;
  40698. var a = i * tubularSegments + j;
  40699. var b = (i + 1) * tubularSegments + j;
  40700. var c = (i + 1) * tubularSegments + jNext;
  40701. var d = i * tubularSegments + jNext;
  40702. indices.push(d);
  40703. indices.push(b);
  40704. indices.push(a);
  40705. indices.push(d);
  40706. indices.push(c);
  40707. indices.push(b);
  40708. }
  40709. }
  40710. // Normals
  40711. VertexData.ComputeNormals(positions, indices, normals);
  40712. // Sides
  40713. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  40714. // Result
  40715. var vertexData = new VertexData();
  40716. vertexData.indices = indices;
  40717. vertexData.positions = positions;
  40718. vertexData.normals = normals;
  40719. vertexData.uvs = uvs;
  40720. return vertexData;
  40721. };
  40722. // Tools
  40723. /**
  40724. * Compute normals for given positions and indices
  40725. * @param positions an array of vertex positions, [...., x, y, z, ......]
  40726. * @param indices an array of indices in groups of three for each triangular facet, [...., i, j, k, ......]
  40727. * @param normals an array of vertex normals, [...., x, y, z, ......]
  40728. * @param options an object used to set the following optional parameters for the TorusKnot, optional
  40729. * * facetNormals : optional array of facet normals (vector3)
  40730. * * facetPositions : optional array of facet positions (vector3)
  40731. * * facetPartitioning : optional partitioning array. facetPositions is required for facetPartitioning computation
  40732. * * ratio : optional partitioning ratio / bounding box, required for facetPartitioning computation
  40733. * * bInfo : optional bounding info, required for facetPartitioning computation
  40734. * * bbSize : optional bounding box size data, required for facetPartitioning computation
  40735. * * subDiv : optional partitioning data about subdivsions on each axis (int), required for facetPartitioning computation
  40736. * * useRightHandedSystem: optional boolean to for right handed system computation
  40737. * * depthSort : optional boolean to enable the facet depth sort computation
  40738. * * distanceTo : optional Vector3 to compute the facet depth from this location
  40739. * * depthSortedFacets : optional array of depthSortedFacets to store the facet distances from the reference location
  40740. */
  40741. VertexData.ComputeNormals = function (positions, indices, normals, options) {
  40742. // temporary scalar variables
  40743. var index = 0; // facet index
  40744. var p1p2x = 0.0; // p1p2 vector x coordinate
  40745. var p1p2y = 0.0; // p1p2 vector y coordinate
  40746. var p1p2z = 0.0; // p1p2 vector z coordinate
  40747. var p3p2x = 0.0; // p3p2 vector x coordinate
  40748. var p3p2y = 0.0; // p3p2 vector y coordinate
  40749. var p3p2z = 0.0; // p3p2 vector z coordinate
  40750. var faceNormalx = 0.0; // facet normal x coordinate
  40751. var faceNormaly = 0.0; // facet normal y coordinate
  40752. var faceNormalz = 0.0; // facet normal z coordinate
  40753. var length = 0.0; // facet normal length before normalization
  40754. var v1x = 0; // vector1 x index in the positions array
  40755. var v1y = 0; // vector1 y index in the positions array
  40756. var v1z = 0; // vector1 z index in the positions array
  40757. var v2x = 0; // vector2 x index in the positions array
  40758. var v2y = 0; // vector2 y index in the positions array
  40759. var v2z = 0; // vector2 z index in the positions array
  40760. var v3x = 0; // vector3 x index in the positions array
  40761. var v3y = 0; // vector3 y index in the positions array
  40762. var v3z = 0; // vector3 z index in the positions array
  40763. var computeFacetNormals = false;
  40764. var computeFacetPositions = false;
  40765. var computeFacetPartitioning = false;
  40766. var computeDepthSort = false;
  40767. var faceNormalSign = 1;
  40768. var ratio = 0;
  40769. var distanceTo = null;
  40770. if (options) {
  40771. computeFacetNormals = (options.facetNormals) ? true : false;
  40772. computeFacetPositions = (options.facetPositions) ? true : false;
  40773. computeFacetPartitioning = (options.facetPartitioning) ? true : false;
  40774. faceNormalSign = (options.useRightHandedSystem === true) ? -1 : 1;
  40775. ratio = options.ratio || 0;
  40776. computeDepthSort = (options.depthSort) ? true : false;
  40777. distanceTo = (options.distanceTo);
  40778. if (computeDepthSort) {
  40779. if (distanceTo === undefined) {
  40780. distanceTo = BABYLON.Vector3.Zero();
  40781. }
  40782. var depthSortedFacets = options.depthSortedFacets;
  40783. }
  40784. }
  40785. // facetPartitioning reinit if needed
  40786. var xSubRatio = 0;
  40787. var ySubRatio = 0;
  40788. var zSubRatio = 0;
  40789. var subSq = 0;
  40790. if (computeFacetPartitioning && options && options.bbSize) {
  40791. var ox = 0; // X partitioning index for facet position
  40792. var oy = 0; // Y partinioning index for facet position
  40793. var oz = 0; // Z partinioning index for facet position
  40794. var b1x = 0; // X partitioning index for facet v1 vertex
  40795. var b1y = 0; // Y partitioning index for facet v1 vertex
  40796. var b1z = 0; // z partitioning index for facet v1 vertex
  40797. var b2x = 0; // X partitioning index for facet v2 vertex
  40798. var b2y = 0; // Y partitioning index for facet v2 vertex
  40799. var b2z = 0; // Z partitioning index for facet v2 vertex
  40800. var b3x = 0; // X partitioning index for facet v3 vertex
  40801. var b3y = 0; // Y partitioning index for facet v3 vertex
  40802. var b3z = 0; // Z partitioning index for facet v3 vertex
  40803. var block_idx_o = 0; // facet barycenter block index
  40804. var block_idx_v1 = 0; // v1 vertex block index
  40805. var block_idx_v2 = 0; // v2 vertex block index
  40806. var block_idx_v3 = 0; // v3 vertex block index
  40807. var bbSizeMax = (options.bbSize.x > options.bbSize.y) ? options.bbSize.x : options.bbSize.y;
  40808. bbSizeMax = (bbSizeMax > options.bbSize.z) ? bbSizeMax : options.bbSize.z;
  40809. xSubRatio = options.subDiv.X * ratio / options.bbSize.x;
  40810. ySubRatio = options.subDiv.Y * ratio / options.bbSize.y;
  40811. zSubRatio = options.subDiv.Z * ratio / options.bbSize.z;
  40812. subSq = options.subDiv.max * options.subDiv.max;
  40813. options.facetPartitioning.length = 0;
  40814. }
  40815. // reset the normals
  40816. for (index = 0; index < positions.length; index++) {
  40817. normals[index] = 0.0;
  40818. }
  40819. // Loop : 1 indice triplet = 1 facet
  40820. var nbFaces = (indices.length / 3) | 0;
  40821. for (index = 0; index < nbFaces; index++) {
  40822. // get the indexes of the coordinates of each vertex of the facet
  40823. v1x = indices[index * 3] * 3;
  40824. v1y = v1x + 1;
  40825. v1z = v1x + 2;
  40826. v2x = indices[index * 3 + 1] * 3;
  40827. v2y = v2x + 1;
  40828. v2z = v2x + 2;
  40829. v3x = indices[index * 3 + 2] * 3;
  40830. v3y = v3x + 1;
  40831. v3z = v3x + 2;
  40832. p1p2x = positions[v1x] - positions[v2x]; // compute two vectors per facet : p1p2 and p3p2
  40833. p1p2y = positions[v1y] - positions[v2y];
  40834. p1p2z = positions[v1z] - positions[v2z];
  40835. p3p2x = positions[v3x] - positions[v2x];
  40836. p3p2y = positions[v3y] - positions[v2y];
  40837. p3p2z = positions[v3z] - positions[v2z];
  40838. // compute the face normal with the cross product
  40839. faceNormalx = faceNormalSign * (p1p2y * p3p2z - p1p2z * p3p2y);
  40840. faceNormaly = faceNormalSign * (p1p2z * p3p2x - p1p2x * p3p2z);
  40841. faceNormalz = faceNormalSign * (p1p2x * p3p2y - p1p2y * p3p2x);
  40842. // normalize this normal and store it in the array facetData
  40843. length = Math.sqrt(faceNormalx * faceNormalx + faceNormaly * faceNormaly + faceNormalz * faceNormalz);
  40844. length = (length === 0) ? 1.0 : length;
  40845. faceNormalx /= length;
  40846. faceNormaly /= length;
  40847. faceNormalz /= length;
  40848. if (computeFacetNormals && options) {
  40849. options.facetNormals[index].x = faceNormalx;
  40850. options.facetNormals[index].y = faceNormaly;
  40851. options.facetNormals[index].z = faceNormalz;
  40852. }
  40853. if (computeFacetPositions && options) {
  40854. // compute and the facet barycenter coordinates in the array facetPositions
  40855. options.facetPositions[index].x = (positions[v1x] + positions[v2x] + positions[v3x]) / 3.0;
  40856. options.facetPositions[index].y = (positions[v1y] + positions[v2y] + positions[v3y]) / 3.0;
  40857. options.facetPositions[index].z = (positions[v1z] + positions[v2z] + positions[v3z]) / 3.0;
  40858. }
  40859. if (computeFacetPartitioning && options) {
  40860. // store the facet indexes in arrays in the main facetPartitioning array :
  40861. // compute each facet vertex (+ facet barycenter) index in the partiniong array
  40862. ox = Math.floor((options.facetPositions[index].x - options.bInfo.minimum.x * ratio) * xSubRatio);
  40863. oy = Math.floor((options.facetPositions[index].y - options.bInfo.minimum.y * ratio) * ySubRatio);
  40864. oz = Math.floor((options.facetPositions[index].z - options.bInfo.minimum.z * ratio) * zSubRatio);
  40865. b1x = Math.floor((positions[v1x] - options.bInfo.minimum.x * ratio) * xSubRatio);
  40866. b1y = Math.floor((positions[v1y] - options.bInfo.minimum.y * ratio) * ySubRatio);
  40867. b1z = Math.floor((positions[v1z] - options.bInfo.minimum.z * ratio) * zSubRatio);
  40868. b2x = Math.floor((positions[v2x] - options.bInfo.minimum.x * ratio) * xSubRatio);
  40869. b2y = Math.floor((positions[v2y] - options.bInfo.minimum.y * ratio) * ySubRatio);
  40870. b2z = Math.floor((positions[v2z] - options.bInfo.minimum.z * ratio) * zSubRatio);
  40871. b3x = Math.floor((positions[v3x] - options.bInfo.minimum.x * ratio) * xSubRatio);
  40872. b3y = Math.floor((positions[v3y] - options.bInfo.minimum.y * ratio) * ySubRatio);
  40873. b3z = Math.floor((positions[v3z] - options.bInfo.minimum.z * ratio) * zSubRatio);
  40874. block_idx_v1 = b1x + options.subDiv.max * b1y + subSq * b1z;
  40875. block_idx_v2 = b2x + options.subDiv.max * b2y + subSq * b2z;
  40876. block_idx_v3 = b3x + options.subDiv.max * b3y + subSq * b3z;
  40877. block_idx_o = ox + options.subDiv.max * oy + subSq * oz;
  40878. options.facetPartitioning[block_idx_o] = options.facetPartitioning[block_idx_o] ? options.facetPartitioning[block_idx_o] : new Array();
  40879. options.facetPartitioning[block_idx_v1] = options.facetPartitioning[block_idx_v1] ? options.facetPartitioning[block_idx_v1] : new Array();
  40880. options.facetPartitioning[block_idx_v2] = options.facetPartitioning[block_idx_v2] ? options.facetPartitioning[block_idx_v2] : new Array();
  40881. options.facetPartitioning[block_idx_v3] = options.facetPartitioning[block_idx_v3] ? options.facetPartitioning[block_idx_v3] : new Array();
  40882. // push each facet index in each block containing the vertex
  40883. options.facetPartitioning[block_idx_v1].push(index);
  40884. if (block_idx_v2 != block_idx_v1) {
  40885. options.facetPartitioning[block_idx_v2].push(index);
  40886. }
  40887. if (!(block_idx_v3 == block_idx_v2 || block_idx_v3 == block_idx_v1)) {
  40888. options.facetPartitioning[block_idx_v3].push(index);
  40889. }
  40890. if (!(block_idx_o == block_idx_v1 || block_idx_o == block_idx_v2 || block_idx_o == block_idx_v3)) {
  40891. options.facetPartitioning[block_idx_o].push(index);
  40892. }
  40893. }
  40894. if (computeDepthSort && options && options.facetPositions) {
  40895. var dsf = depthSortedFacets[index];
  40896. dsf.ind = index * 3;
  40897. dsf.sqDistance = BABYLON.Vector3.DistanceSquared(options.facetPositions[index], distanceTo);
  40898. }
  40899. // compute the normals anyway
  40900. normals[v1x] += faceNormalx; // accumulate all the normals per face
  40901. normals[v1y] += faceNormaly;
  40902. normals[v1z] += faceNormalz;
  40903. normals[v2x] += faceNormalx;
  40904. normals[v2y] += faceNormaly;
  40905. normals[v2z] += faceNormalz;
  40906. normals[v3x] += faceNormalx;
  40907. normals[v3y] += faceNormaly;
  40908. normals[v3z] += faceNormalz;
  40909. }
  40910. // last normalization of each normal
  40911. for (index = 0; index < normals.length / 3; index++) {
  40912. faceNormalx = normals[index * 3];
  40913. faceNormaly = normals[index * 3 + 1];
  40914. faceNormalz = normals[index * 3 + 2];
  40915. length = Math.sqrt(faceNormalx * faceNormalx + faceNormaly * faceNormaly + faceNormalz * faceNormalz);
  40916. length = (length === 0) ? 1.0 : length;
  40917. faceNormalx /= length;
  40918. faceNormaly /= length;
  40919. faceNormalz /= length;
  40920. normals[index * 3] = faceNormalx;
  40921. normals[index * 3 + 1] = faceNormaly;
  40922. normals[index * 3 + 2] = faceNormalz;
  40923. }
  40924. };
  40925. VertexData._ComputeSides = function (sideOrientation, positions, indices, normals, uvs, frontUVs, backUVs) {
  40926. var li = indices.length;
  40927. var ln = normals.length;
  40928. var i;
  40929. var n;
  40930. sideOrientation = sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  40931. switch (sideOrientation) {
  40932. case BABYLON.Mesh.FRONTSIDE:
  40933. // nothing changed
  40934. break;
  40935. case BABYLON.Mesh.BACKSIDE:
  40936. var tmp;
  40937. // indices
  40938. for (i = 0; i < li; i += 3) {
  40939. tmp = indices[i];
  40940. indices[i] = indices[i + 2];
  40941. indices[i + 2] = tmp;
  40942. }
  40943. // normals
  40944. for (n = 0; n < ln; n++) {
  40945. normals[n] = -normals[n];
  40946. }
  40947. break;
  40948. case BABYLON.Mesh.DOUBLESIDE:
  40949. // positions
  40950. var lp = positions.length;
  40951. var l = lp / 3;
  40952. for (var p = 0; p < lp; p++) {
  40953. positions[lp + p] = positions[p];
  40954. }
  40955. // indices
  40956. for (i = 0; i < li; i += 3) {
  40957. indices[i + li] = indices[i + 2] + l;
  40958. indices[i + 1 + li] = indices[i + 1] + l;
  40959. indices[i + 2 + li] = indices[i] + l;
  40960. }
  40961. // normals
  40962. for (n = 0; n < ln; n++) {
  40963. normals[ln + n] = -normals[n];
  40964. }
  40965. // uvs
  40966. var lu = uvs.length;
  40967. var u = 0;
  40968. for (u = 0; u < lu; u++) {
  40969. uvs[u + lu] = uvs[u];
  40970. }
  40971. frontUVs = frontUVs ? frontUVs : new BABYLON.Vector4(0.0, 0.0, 1.0, 1.0);
  40972. backUVs = backUVs ? backUVs : new BABYLON.Vector4(0.0, 0.0, 1.0, 1.0);
  40973. u = 0;
  40974. for (i = 0; i < lu / 2; i++) {
  40975. uvs[u] = frontUVs.x + (frontUVs.z - frontUVs.x) * uvs[u];
  40976. uvs[u + 1] = frontUVs.y + (frontUVs.w - frontUVs.y) * uvs[u + 1];
  40977. uvs[u + lu] = backUVs.x + (backUVs.z - backUVs.x) * uvs[u + lu];
  40978. uvs[u + lu + 1] = backUVs.y + (backUVs.w - backUVs.y) * uvs[u + lu + 1];
  40979. u += 2;
  40980. }
  40981. break;
  40982. }
  40983. };
  40984. /**
  40985. * Applies VertexData created from the imported parameters to the geometry
  40986. * @param parsedVertexData the parsed data from an imported file
  40987. * @param geometry the geometry to apply the VertexData to
  40988. */
  40989. VertexData.ImportVertexData = function (parsedVertexData, geometry) {
  40990. var vertexData = new VertexData();
  40991. // positions
  40992. var positions = parsedVertexData.positions;
  40993. if (positions) {
  40994. vertexData.set(positions, BABYLON.VertexBuffer.PositionKind);
  40995. }
  40996. // normals
  40997. var normals = parsedVertexData.normals;
  40998. if (normals) {
  40999. vertexData.set(normals, BABYLON.VertexBuffer.NormalKind);
  41000. }
  41001. // tangents
  41002. var tangents = parsedVertexData.tangents;
  41003. if (tangents) {
  41004. vertexData.set(tangents, BABYLON.VertexBuffer.TangentKind);
  41005. }
  41006. // uvs
  41007. var uvs = parsedVertexData.uvs;
  41008. if (uvs) {
  41009. vertexData.set(uvs, BABYLON.VertexBuffer.UVKind);
  41010. }
  41011. // uv2s
  41012. var uv2s = parsedVertexData.uv2s;
  41013. if (uv2s) {
  41014. vertexData.set(uv2s, BABYLON.VertexBuffer.UV2Kind);
  41015. }
  41016. // uv3s
  41017. var uv3s = parsedVertexData.uv3s;
  41018. if (uv3s) {
  41019. vertexData.set(uv3s, BABYLON.VertexBuffer.UV3Kind);
  41020. }
  41021. // uv4s
  41022. var uv4s = parsedVertexData.uv4s;
  41023. if (uv4s) {
  41024. vertexData.set(uv4s, BABYLON.VertexBuffer.UV4Kind);
  41025. }
  41026. // uv5s
  41027. var uv5s = parsedVertexData.uv5s;
  41028. if (uv5s) {
  41029. vertexData.set(uv5s, BABYLON.VertexBuffer.UV5Kind);
  41030. }
  41031. // uv6s
  41032. var uv6s = parsedVertexData.uv6s;
  41033. if (uv6s) {
  41034. vertexData.set(uv6s, BABYLON.VertexBuffer.UV6Kind);
  41035. }
  41036. // colors
  41037. var colors = parsedVertexData.colors;
  41038. if (colors) {
  41039. vertexData.set(BABYLON.Color4.CheckColors4(colors, positions.length / 3), BABYLON.VertexBuffer.ColorKind);
  41040. }
  41041. // matricesIndices
  41042. var matricesIndices = parsedVertexData.matricesIndices;
  41043. if (matricesIndices) {
  41044. vertexData.set(matricesIndices, BABYLON.VertexBuffer.MatricesIndicesKind);
  41045. }
  41046. // matricesWeights
  41047. var matricesWeights = parsedVertexData.matricesWeights;
  41048. if (matricesWeights) {
  41049. vertexData.set(matricesWeights, BABYLON.VertexBuffer.MatricesWeightsKind);
  41050. }
  41051. // indices
  41052. var indices = parsedVertexData.indices;
  41053. if (indices) {
  41054. vertexData.indices = indices;
  41055. }
  41056. geometry.setAllVerticesData(vertexData, parsedVertexData.updatable);
  41057. };
  41058. return VertexData;
  41059. }());
  41060. BABYLON.VertexData = VertexData;
  41061. })(BABYLON || (BABYLON = {}));
  41062. //# sourceMappingURL=babylon.mesh.vertexData.js.map
  41063. var BABYLON;
  41064. (function (BABYLON) {
  41065. /**
  41066. * Class used to store geometry data (vertex buffers + index buffer)
  41067. */
  41068. var Geometry = /** @class */ (function () {
  41069. /**
  41070. * Creates a new geometry
  41071. * @param id defines the unique ID
  41072. * @param scene defines the hosting scene
  41073. * @param vertexData defines the VertexData used to get geometry data
  41074. * @param updatable defines if geometry must be updatable (false by default)
  41075. * @param mesh defines the mesh that will be associated with the geometry
  41076. */
  41077. function Geometry(id, scene, vertexData, updatable, mesh) {
  41078. if (updatable === void 0) { updatable = false; }
  41079. if (mesh === void 0) { mesh = null; }
  41080. /**
  41081. * Gets the delay loading state of the geometry (none by default which means not delayed)
  41082. */
  41083. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NONE;
  41084. this._totalVertices = 0;
  41085. this._isDisposed = false;
  41086. this._indexBufferIsUpdatable = false;
  41087. this.id = id;
  41088. this.uniqueId = scene.getUniqueId();
  41089. this._engine = scene.getEngine();
  41090. this._meshes = [];
  41091. this._scene = scene;
  41092. //Init vertex buffer cache
  41093. this._vertexBuffers = {};
  41094. this._indices = [];
  41095. this._updatable = updatable;
  41096. // vertexData
  41097. if (vertexData) {
  41098. this.setAllVerticesData(vertexData, updatable);
  41099. }
  41100. else {
  41101. this._totalVertices = 0;
  41102. this._indices = [];
  41103. }
  41104. if (this._engine.getCaps().vertexArrayObject) {
  41105. this._vertexArrayObjects = {};
  41106. }
  41107. // applyToMesh
  41108. if (mesh) {
  41109. this.applyToMesh(mesh);
  41110. mesh.computeWorldMatrix(true);
  41111. }
  41112. }
  41113. Object.defineProperty(Geometry.prototype, "boundingBias", {
  41114. /**
  41115. * Gets or sets the Bias Vector to apply on the bounding elements (box/sphere), the max extend is computed as v += v * bias.x + bias.y, the min is computed as v -= v * bias.x + bias.y
  41116. */
  41117. get: function () {
  41118. return this._boundingBias;
  41119. },
  41120. /**
  41121. * Gets or sets the Bias Vector to apply on the bounding elements (box/sphere), the max extend is computed as v += v * bias.x + bias.y, the min is computed as v -= v * bias.x + bias.y
  41122. */
  41123. set: function (value) {
  41124. if (this._boundingBias) {
  41125. this._boundingBias.copyFrom(value);
  41126. }
  41127. else {
  41128. this._boundingBias = value.clone();
  41129. }
  41130. this._updateBoundingInfo(true, null);
  41131. },
  41132. enumerable: true,
  41133. configurable: true
  41134. });
  41135. /**
  41136. * Static function used to attach a new empty geometry to a mesh
  41137. * @param mesh defines the mesh to attach the geometry to
  41138. * @returns the new Geometry
  41139. */
  41140. Geometry.CreateGeometryForMesh = function (mesh) {
  41141. var geometry = new Geometry(Geometry.RandomId(), mesh.getScene());
  41142. geometry.applyToMesh(mesh);
  41143. return geometry;
  41144. };
  41145. Object.defineProperty(Geometry.prototype, "extend", {
  41146. /**
  41147. * Gets the current extend of the geometry
  41148. */
  41149. get: function () {
  41150. return this._extend;
  41151. },
  41152. enumerable: true,
  41153. configurable: true
  41154. });
  41155. /**
  41156. * Gets the hosting scene
  41157. * @returns the hosting Scene
  41158. */
  41159. Geometry.prototype.getScene = function () {
  41160. return this._scene;
  41161. };
  41162. /**
  41163. * Gets the hosting engine
  41164. * @returns the hosting Engine
  41165. */
  41166. Geometry.prototype.getEngine = function () {
  41167. return this._engine;
  41168. };
  41169. /**
  41170. * Defines if the geometry is ready to use
  41171. * @returns true if the geometry is ready to be used
  41172. */
  41173. Geometry.prototype.isReady = function () {
  41174. return this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADED || this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_NONE;
  41175. };
  41176. Object.defineProperty(Geometry.prototype, "doNotSerialize", {
  41177. /**
  41178. * Gets a value indicating that the geometry should not be serialized
  41179. */
  41180. get: function () {
  41181. for (var index = 0; index < this._meshes.length; index++) {
  41182. if (!this._meshes[index].doNotSerialize) {
  41183. return false;
  41184. }
  41185. }
  41186. return true;
  41187. },
  41188. enumerable: true,
  41189. configurable: true
  41190. });
  41191. /** @hidden */
  41192. Geometry.prototype._rebuild = function () {
  41193. if (this._vertexArrayObjects) {
  41194. this._vertexArrayObjects = {};
  41195. }
  41196. // Index buffer
  41197. if (this._meshes.length !== 0 && this._indices) {
  41198. this._indexBuffer = this._engine.createIndexBuffer(this._indices);
  41199. }
  41200. // Vertex buffers
  41201. for (var key in this._vertexBuffers) {
  41202. var vertexBuffer = this._vertexBuffers[key];
  41203. vertexBuffer._rebuild();
  41204. }
  41205. };
  41206. /**
  41207. * Affects all geometry data in one call
  41208. * @param vertexData defines the geometry data
  41209. * @param updatable defines if the geometry must be flagged as updatable (false as default)
  41210. */
  41211. Geometry.prototype.setAllVerticesData = function (vertexData, updatable) {
  41212. vertexData.applyToGeometry(this, updatable);
  41213. this.notifyUpdate();
  41214. };
  41215. /**
  41216. * Set specific vertex data
  41217. * @param kind defines the data kind (Position, normal, etc...)
  41218. * @param data defines the vertex data to use
  41219. * @param updatable defines if the vertex must be flagged as updatable (false as default)
  41220. * @param stride defines the stride to use (0 by default). This value is deduced from the kind value if not specified
  41221. */
  41222. Geometry.prototype.setVerticesData = function (kind, data, updatable, stride) {
  41223. if (updatable === void 0) { updatable = false; }
  41224. var buffer = new BABYLON.VertexBuffer(this._engine, data, kind, updatable, this._meshes.length === 0, stride);
  41225. this.setVerticesBuffer(buffer);
  41226. };
  41227. /**
  41228. * Removes a specific vertex data
  41229. * @param kind defines the data kind (Position, normal, etc...)
  41230. */
  41231. Geometry.prototype.removeVerticesData = function (kind) {
  41232. if (this._vertexBuffers[kind]) {
  41233. this._vertexBuffers[kind].dispose();
  41234. delete this._vertexBuffers[kind];
  41235. }
  41236. };
  41237. /**
  41238. * Affect a vertex buffer to the geometry. the vertexBuffer.getKind() function is used to determine where to store the data
  41239. * @param buffer defines the vertex buffer to use
  41240. * @param totalVertices defines the total number of vertices for position kind (could be null)
  41241. */
  41242. Geometry.prototype.setVerticesBuffer = function (buffer, totalVertices) {
  41243. if (totalVertices === void 0) { totalVertices = null; }
  41244. var kind = buffer.getKind();
  41245. if (this._vertexBuffers[kind]) {
  41246. this._vertexBuffers[kind].dispose();
  41247. }
  41248. this._vertexBuffers[kind] = buffer;
  41249. if (kind === BABYLON.VertexBuffer.PositionKind) {
  41250. var data = buffer.getData();
  41251. if (totalVertices != null) {
  41252. this._totalVertices = totalVertices;
  41253. }
  41254. else {
  41255. if (data != null) {
  41256. this._totalVertices = data.length / (buffer.byteStride / 4);
  41257. }
  41258. }
  41259. this._updateExtend(data);
  41260. this._resetPointsArrayCache();
  41261. var meshes = this._meshes;
  41262. var numOfMeshes = meshes.length;
  41263. for (var index = 0; index < numOfMeshes; index++) {
  41264. var mesh = meshes[index];
  41265. mesh._boundingInfo = new BABYLON.BoundingInfo(this._extend.minimum, this._extend.maximum);
  41266. mesh._createGlobalSubMesh(false);
  41267. mesh.computeWorldMatrix(true);
  41268. }
  41269. }
  41270. this.notifyUpdate(kind);
  41271. if (this._vertexArrayObjects) {
  41272. this._disposeVertexArrayObjects();
  41273. this._vertexArrayObjects = {}; // Will trigger a rebuild of the VAO if supported
  41274. }
  41275. };
  41276. /**
  41277. * Update a specific vertex buffer
  41278. * This function will directly update the underlying WebGLBuffer according to the passed numeric array or Float32Array
  41279. * It will do nothing if the buffer is not updatable
  41280. * @param kind defines the data kind (Position, normal, etc...)
  41281. * @param data defines the data to use
  41282. * @param offset defines the offset in the target buffer where to store the data
  41283. * @param useBytes set to true if the offset is in bytes
  41284. */
  41285. Geometry.prototype.updateVerticesDataDirectly = function (kind, data, offset, useBytes) {
  41286. if (useBytes === void 0) { useBytes = false; }
  41287. var vertexBuffer = this.getVertexBuffer(kind);
  41288. if (!vertexBuffer) {
  41289. return;
  41290. }
  41291. vertexBuffer.updateDirectly(data, offset, useBytes);
  41292. this.notifyUpdate(kind);
  41293. };
  41294. /**
  41295. * Update a specific vertex buffer
  41296. * This function will create a new buffer if the current one is not updatable
  41297. * @param kind defines the data kind (Position, normal, etc...)
  41298. * @param data defines the data to use
  41299. * @param updateExtends defines if the geometry extends must be recomputed (false by default)
  41300. */
  41301. Geometry.prototype.updateVerticesData = function (kind, data, updateExtends) {
  41302. if (updateExtends === void 0) { updateExtends = false; }
  41303. var vertexBuffer = this.getVertexBuffer(kind);
  41304. if (!vertexBuffer) {
  41305. return;
  41306. }
  41307. vertexBuffer.update(data);
  41308. if (kind === BABYLON.VertexBuffer.PositionKind) {
  41309. this._updateBoundingInfo(updateExtends, data);
  41310. }
  41311. this.notifyUpdate(kind);
  41312. };
  41313. Geometry.prototype._updateBoundingInfo = function (updateExtends, data) {
  41314. if (updateExtends) {
  41315. this._updateExtend(data);
  41316. }
  41317. this._resetPointsArrayCache();
  41318. if (updateExtends) {
  41319. var meshes = this._meshes;
  41320. for (var _i = 0, meshes_1 = meshes; _i < meshes_1.length; _i++) {
  41321. var mesh = meshes_1[_i];
  41322. if (mesh._boundingInfo) {
  41323. mesh._boundingInfo.reConstruct(this._extend.minimum, this._extend.maximum);
  41324. }
  41325. else {
  41326. mesh._boundingInfo = new BABYLON.BoundingInfo(this._extend.minimum, this._extend.maximum);
  41327. }
  41328. var subMeshes = mesh.subMeshes;
  41329. for (var _a = 0, subMeshes_1 = subMeshes; _a < subMeshes_1.length; _a++) {
  41330. var subMesh = subMeshes_1[_a];
  41331. subMesh.refreshBoundingInfo();
  41332. }
  41333. }
  41334. }
  41335. };
  41336. /** @hidden */
  41337. Geometry.prototype._bind = function (effect, indexToBind) {
  41338. if (!effect) {
  41339. return;
  41340. }
  41341. if (indexToBind === undefined) {
  41342. indexToBind = this._indexBuffer;
  41343. }
  41344. var vbs = this.getVertexBuffers();
  41345. if (!vbs) {
  41346. return;
  41347. }
  41348. if (indexToBind != this._indexBuffer || !this._vertexArrayObjects) {
  41349. this._engine.bindBuffers(vbs, indexToBind, effect);
  41350. return;
  41351. }
  41352. // Using VAO
  41353. if (!this._vertexArrayObjects[effect.key]) {
  41354. this._vertexArrayObjects[effect.key] = this._engine.recordVertexArrayObject(vbs, indexToBind, effect);
  41355. }
  41356. this._engine.bindVertexArrayObject(this._vertexArrayObjects[effect.key], indexToBind);
  41357. };
  41358. /**
  41359. * Gets total number of vertices
  41360. * @returns the total number of vertices
  41361. */
  41362. Geometry.prototype.getTotalVertices = function () {
  41363. if (!this.isReady()) {
  41364. return 0;
  41365. }
  41366. return this._totalVertices;
  41367. };
  41368. /**
  41369. * Gets a specific vertex data attached to this geometry. Float data is constructed if the vertex buffer data cannot be returned directly.
  41370. * @param kind defines the data kind (Position, normal, etc...)
  41371. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  41372. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  41373. * @returns a float array containing vertex data
  41374. */
  41375. Geometry.prototype.getVerticesData = function (kind, copyWhenShared, forceCopy) {
  41376. var vertexBuffer = this.getVertexBuffer(kind);
  41377. if (!vertexBuffer) {
  41378. return null;
  41379. }
  41380. var data = vertexBuffer.getData();
  41381. if (!data) {
  41382. return null;
  41383. }
  41384. var tightlyPackedByteStride = vertexBuffer.getSize() * BABYLON.VertexBuffer.GetTypeByteLength(vertexBuffer.type);
  41385. var count = this._totalVertices * vertexBuffer.getSize();
  41386. if (vertexBuffer.type !== BABYLON.VertexBuffer.FLOAT || vertexBuffer.byteStride !== tightlyPackedByteStride) {
  41387. var copy_1 = [];
  41388. vertexBuffer.forEach(count, function (value) { return copy_1.push(value); });
  41389. return copy_1;
  41390. }
  41391. if (!((data instanceof Array) || (data instanceof Float32Array)) || vertexBuffer.byteOffset !== 0 || data.length !== count) {
  41392. if (data instanceof Array) {
  41393. var offset = vertexBuffer.byteOffset / 4;
  41394. return BABYLON.Tools.Slice(data, offset, offset + count);
  41395. }
  41396. else if (data instanceof ArrayBuffer) {
  41397. return new Float32Array(data, vertexBuffer.byteOffset, count);
  41398. }
  41399. else {
  41400. var offset = data.byteOffset + vertexBuffer.byteOffset;
  41401. if (forceCopy || (copyWhenShared && this._meshes.length !== 1)) {
  41402. var result = new Float32Array(count);
  41403. var source = new Float32Array(data.buffer, offset, count);
  41404. result.set(source);
  41405. return result;
  41406. }
  41407. return new Float32Array(data.buffer, offset, count);
  41408. }
  41409. }
  41410. if (forceCopy || (copyWhenShared && this._meshes.length !== 1)) {
  41411. return BABYLON.Tools.Slice(data);
  41412. }
  41413. return data;
  41414. };
  41415. /**
  41416. * Returns a boolean defining if the vertex data for the requested `kind` is updatable
  41417. * @param kind defines the data kind (Position, normal, etc...)
  41418. * @returns true if the vertex buffer with the specified kind is updatable
  41419. */
  41420. Geometry.prototype.isVertexBufferUpdatable = function (kind) {
  41421. var vb = this._vertexBuffers[kind];
  41422. if (!vb) {
  41423. return false;
  41424. }
  41425. return vb.isUpdatable();
  41426. };
  41427. /**
  41428. * Gets a specific vertex buffer
  41429. * @param kind defines the data kind (Position, normal, etc...)
  41430. * @returns a VertexBuffer
  41431. */
  41432. Geometry.prototype.getVertexBuffer = function (kind) {
  41433. if (!this.isReady()) {
  41434. return null;
  41435. }
  41436. return this._vertexBuffers[kind];
  41437. };
  41438. /**
  41439. * Returns all vertex buffers
  41440. * @return an object holding all vertex buffers indexed by kind
  41441. */
  41442. Geometry.prototype.getVertexBuffers = function () {
  41443. if (!this.isReady()) {
  41444. return null;
  41445. }
  41446. return this._vertexBuffers;
  41447. };
  41448. /**
  41449. * Gets a boolean indicating if specific vertex buffer is present
  41450. * @param kind defines the data kind (Position, normal, etc...)
  41451. * @returns true if data is present
  41452. */
  41453. Geometry.prototype.isVerticesDataPresent = function (kind) {
  41454. if (!this._vertexBuffers) {
  41455. if (this._delayInfo) {
  41456. return this._delayInfo.indexOf(kind) !== -1;
  41457. }
  41458. return false;
  41459. }
  41460. return this._vertexBuffers[kind] !== undefined;
  41461. };
  41462. /**
  41463. * Gets a list of all attached data kinds (Position, normal, etc...)
  41464. * @returns a list of string containing all kinds
  41465. */
  41466. Geometry.prototype.getVerticesDataKinds = function () {
  41467. var result = [];
  41468. var kind;
  41469. if (!this._vertexBuffers && this._delayInfo) {
  41470. for (kind in this._delayInfo) {
  41471. result.push(kind);
  41472. }
  41473. }
  41474. else {
  41475. for (kind in this._vertexBuffers) {
  41476. result.push(kind);
  41477. }
  41478. }
  41479. return result;
  41480. };
  41481. /**
  41482. * Update index buffer
  41483. * @param indices defines the indices to store in the index buffer
  41484. * @param offset defines the offset in the target buffer where to store the data
  41485. */
  41486. Geometry.prototype.updateIndices = function (indices, offset) {
  41487. if (!this._indexBuffer) {
  41488. return;
  41489. }
  41490. if (!this._indexBufferIsUpdatable) {
  41491. this.setIndices(indices, null, true);
  41492. }
  41493. else {
  41494. this._engine.updateDynamicIndexBuffer(this._indexBuffer, indices, offset);
  41495. }
  41496. };
  41497. /**
  41498. * Creates a new index buffer
  41499. * @param indices defines the indices to store in the index buffer
  41500. * @param totalVertices defines the total number of vertices (could be null)
  41501. * @param updatable defines if the index buffer must be flagged as updatable (false by default)
  41502. */
  41503. Geometry.prototype.setIndices = function (indices, totalVertices, updatable) {
  41504. if (totalVertices === void 0) { totalVertices = null; }
  41505. if (updatable === void 0) { updatable = false; }
  41506. if (this._indexBuffer) {
  41507. this._engine._releaseBuffer(this._indexBuffer);
  41508. }
  41509. this._disposeVertexArrayObjects();
  41510. this._indices = indices;
  41511. this._indexBufferIsUpdatable = updatable;
  41512. if (this._meshes.length !== 0 && this._indices) {
  41513. this._indexBuffer = this._engine.createIndexBuffer(this._indices, updatable);
  41514. }
  41515. if (totalVertices != undefined) { // including null and undefined
  41516. this._totalVertices = totalVertices;
  41517. }
  41518. var meshes = this._meshes;
  41519. var numOfMeshes = meshes.length;
  41520. for (var index = 0; index < numOfMeshes; index++) {
  41521. meshes[index]._createGlobalSubMesh(true);
  41522. }
  41523. this.notifyUpdate();
  41524. };
  41525. /**
  41526. * Return the total number of indices
  41527. * @returns the total number of indices
  41528. */
  41529. Geometry.prototype.getTotalIndices = function () {
  41530. if (!this.isReady()) {
  41531. return 0;
  41532. }
  41533. return this._indices.length;
  41534. };
  41535. /**
  41536. * Gets the index buffer array
  41537. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  41538. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  41539. * @returns the index buffer array
  41540. */
  41541. Geometry.prototype.getIndices = function (copyWhenShared, forceCopy) {
  41542. if (!this.isReady()) {
  41543. return null;
  41544. }
  41545. var orig = this._indices;
  41546. if (!forceCopy && (!copyWhenShared || this._meshes.length === 1)) {
  41547. return orig;
  41548. }
  41549. else {
  41550. var len = orig.length;
  41551. var copy = [];
  41552. for (var i = 0; i < len; i++) {
  41553. copy.push(orig[i]);
  41554. }
  41555. return copy;
  41556. }
  41557. };
  41558. /**
  41559. * Gets the index buffer
  41560. * @return the index buffer
  41561. */
  41562. Geometry.prototype.getIndexBuffer = function () {
  41563. if (!this.isReady()) {
  41564. return null;
  41565. }
  41566. return this._indexBuffer;
  41567. };
  41568. /** @hidden */
  41569. Geometry.prototype._releaseVertexArrayObject = function (effect) {
  41570. if (effect === void 0) { effect = null; }
  41571. if (!effect || !this._vertexArrayObjects) {
  41572. return;
  41573. }
  41574. if (this._vertexArrayObjects[effect.key]) {
  41575. this._engine.releaseVertexArrayObject(this._vertexArrayObjects[effect.key]);
  41576. delete this._vertexArrayObjects[effect.key];
  41577. }
  41578. };
  41579. /**
  41580. * Release the associated resources for a specific mesh
  41581. * @param mesh defines the source mesh
  41582. * @param shouldDispose defines if the geometry must be disposed if there is no more mesh pointing to it
  41583. */
  41584. Geometry.prototype.releaseForMesh = function (mesh, shouldDispose) {
  41585. var meshes = this._meshes;
  41586. var index = meshes.indexOf(mesh);
  41587. if (index === -1) {
  41588. return;
  41589. }
  41590. meshes.splice(index, 1);
  41591. mesh._geometry = null;
  41592. if (meshes.length === 0 && shouldDispose) {
  41593. this.dispose();
  41594. }
  41595. };
  41596. /**
  41597. * Apply current geometry to a given mesh
  41598. * @param mesh defines the mesh to apply geometry to
  41599. */
  41600. Geometry.prototype.applyToMesh = function (mesh) {
  41601. if (mesh._geometry === this) {
  41602. return;
  41603. }
  41604. var previousGeometry = mesh._geometry;
  41605. if (previousGeometry) {
  41606. previousGeometry.releaseForMesh(mesh);
  41607. }
  41608. var meshes = this._meshes;
  41609. // must be done before setting vertexBuffers because of mesh._createGlobalSubMesh()
  41610. mesh._geometry = this;
  41611. this._scene.pushGeometry(this);
  41612. meshes.push(mesh);
  41613. if (this.isReady()) {
  41614. this._applyToMesh(mesh);
  41615. }
  41616. else {
  41617. mesh._boundingInfo = this._boundingInfo;
  41618. }
  41619. };
  41620. Geometry.prototype._updateExtend = function (data) {
  41621. if (data === void 0) { data = null; }
  41622. if (!data) {
  41623. data = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  41624. }
  41625. this._extend = BABYLON.Tools.ExtractMinAndMax(data, 0, this._totalVertices, this.boundingBias, 3);
  41626. };
  41627. Geometry.prototype._applyToMesh = function (mesh) {
  41628. var numOfMeshes = this._meshes.length;
  41629. // vertexBuffers
  41630. for (var kind in this._vertexBuffers) {
  41631. if (numOfMeshes === 1) {
  41632. this._vertexBuffers[kind].create();
  41633. }
  41634. var buffer = this._vertexBuffers[kind].getBuffer();
  41635. if (buffer) {
  41636. buffer.references = numOfMeshes;
  41637. }
  41638. if (kind === BABYLON.VertexBuffer.PositionKind) {
  41639. if (!this._extend) {
  41640. this._updateExtend();
  41641. }
  41642. mesh._boundingInfo = new BABYLON.BoundingInfo(this._extend.minimum, this._extend.maximum);
  41643. mesh._createGlobalSubMesh(false);
  41644. //bounding info was just created again, world matrix should be applied again.
  41645. mesh._updateBoundingInfo();
  41646. }
  41647. }
  41648. // indexBuffer
  41649. if (numOfMeshes === 1 && this._indices && this._indices.length > 0) {
  41650. this._indexBuffer = this._engine.createIndexBuffer(this._indices);
  41651. }
  41652. if (this._indexBuffer) {
  41653. this._indexBuffer.references = numOfMeshes;
  41654. }
  41655. // morphTargets
  41656. mesh._syncGeometryWithMorphTargetManager();
  41657. // instances
  41658. mesh.synchronizeInstances();
  41659. };
  41660. Geometry.prototype.notifyUpdate = function (kind) {
  41661. if (this.onGeometryUpdated) {
  41662. this.onGeometryUpdated(this, kind);
  41663. }
  41664. for (var _i = 0, _a = this._meshes; _i < _a.length; _i++) {
  41665. var mesh = _a[_i];
  41666. mesh._markSubMeshesAsAttributesDirty();
  41667. }
  41668. };
  41669. /**
  41670. * Load the geometry if it was flagged as delay loaded
  41671. * @param scene defines the hosting scene
  41672. * @param onLoaded defines a callback called when the geometry is loaded
  41673. */
  41674. Geometry.prototype.load = function (scene, onLoaded) {
  41675. if (this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADING) {
  41676. return;
  41677. }
  41678. if (this.isReady()) {
  41679. if (onLoaded) {
  41680. onLoaded();
  41681. }
  41682. return;
  41683. }
  41684. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADING;
  41685. this._queueLoad(scene, onLoaded);
  41686. };
  41687. Geometry.prototype._queueLoad = function (scene, onLoaded) {
  41688. var _this = this;
  41689. if (!this.delayLoadingFile) {
  41690. return;
  41691. }
  41692. scene._addPendingData(this);
  41693. scene._loadFile(this.delayLoadingFile, function (data) {
  41694. if (!_this._delayLoadingFunction) {
  41695. return;
  41696. }
  41697. _this._delayLoadingFunction(JSON.parse(data), _this);
  41698. _this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADED;
  41699. _this._delayInfo = [];
  41700. scene._removePendingData(_this);
  41701. var meshes = _this._meshes;
  41702. var numOfMeshes = meshes.length;
  41703. for (var index = 0; index < numOfMeshes; index++) {
  41704. _this._applyToMesh(meshes[index]);
  41705. }
  41706. if (onLoaded) {
  41707. onLoaded();
  41708. }
  41709. }, undefined, true);
  41710. };
  41711. /**
  41712. * Invert the geometry to move from a right handed system to a left handed one.
  41713. */
  41714. Geometry.prototype.toLeftHanded = function () {
  41715. // Flip faces
  41716. var tIndices = this.getIndices(false);
  41717. if (tIndices != null && tIndices.length > 0) {
  41718. for (var i = 0; i < tIndices.length; i += 3) {
  41719. var tTemp = tIndices[i + 0];
  41720. tIndices[i + 0] = tIndices[i + 2];
  41721. tIndices[i + 2] = tTemp;
  41722. }
  41723. this.setIndices(tIndices);
  41724. }
  41725. // Negate position.z
  41726. var tPositions = this.getVerticesData(BABYLON.VertexBuffer.PositionKind, false);
  41727. if (tPositions != null && tPositions.length > 0) {
  41728. for (var i = 0; i < tPositions.length; i += 3) {
  41729. tPositions[i + 2] = -tPositions[i + 2];
  41730. }
  41731. this.setVerticesData(BABYLON.VertexBuffer.PositionKind, tPositions, false);
  41732. }
  41733. // Negate normal.z
  41734. var tNormals = this.getVerticesData(BABYLON.VertexBuffer.NormalKind, false);
  41735. if (tNormals != null && tNormals.length > 0) {
  41736. for (var i = 0; i < tNormals.length; i += 3) {
  41737. tNormals[i + 2] = -tNormals[i + 2];
  41738. }
  41739. this.setVerticesData(BABYLON.VertexBuffer.NormalKind, tNormals, false);
  41740. }
  41741. };
  41742. // Cache
  41743. /** @hidden */
  41744. Geometry.prototype._resetPointsArrayCache = function () {
  41745. this._positions = null;
  41746. };
  41747. /** @hidden */
  41748. Geometry.prototype._generatePointsArray = function () {
  41749. if (this._positions) {
  41750. return true;
  41751. }
  41752. var data = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  41753. if (!data || data.length === 0) {
  41754. return false;
  41755. }
  41756. this._positions = [];
  41757. for (var index = 0; index < data.length; index += 3) {
  41758. this._positions.push(BABYLON.Vector3.FromArray(data, index));
  41759. }
  41760. return true;
  41761. };
  41762. /**
  41763. * Gets a value indicating if the geometry is disposed
  41764. * @returns true if the geometry was disposed
  41765. */
  41766. Geometry.prototype.isDisposed = function () {
  41767. return this._isDisposed;
  41768. };
  41769. Geometry.prototype._disposeVertexArrayObjects = function () {
  41770. if (this._vertexArrayObjects) {
  41771. for (var kind in this._vertexArrayObjects) {
  41772. this._engine.releaseVertexArrayObject(this._vertexArrayObjects[kind]);
  41773. }
  41774. this._vertexArrayObjects = {};
  41775. }
  41776. };
  41777. /**
  41778. * Free all associated resources
  41779. */
  41780. Geometry.prototype.dispose = function () {
  41781. var meshes = this._meshes;
  41782. var numOfMeshes = meshes.length;
  41783. var index;
  41784. for (index = 0; index < numOfMeshes; index++) {
  41785. this.releaseForMesh(meshes[index]);
  41786. }
  41787. this._meshes = [];
  41788. this._disposeVertexArrayObjects();
  41789. for (var kind in this._vertexBuffers) {
  41790. this._vertexBuffers[kind].dispose();
  41791. }
  41792. this._vertexBuffers = {};
  41793. this._totalVertices = 0;
  41794. if (this._indexBuffer) {
  41795. this._engine._releaseBuffer(this._indexBuffer);
  41796. }
  41797. this._indexBuffer = null;
  41798. this._indices = [];
  41799. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NONE;
  41800. this.delayLoadingFile = null;
  41801. this._delayLoadingFunction = null;
  41802. this._delayInfo = [];
  41803. this._boundingInfo = null;
  41804. this._scene.removeGeometry(this);
  41805. this._isDisposed = true;
  41806. };
  41807. /**
  41808. * Clone the current geometry into a new geometry
  41809. * @param id defines the unique ID of the new geometry
  41810. * @returns a new geometry object
  41811. */
  41812. Geometry.prototype.copy = function (id) {
  41813. var vertexData = new BABYLON.VertexData();
  41814. vertexData.indices = [];
  41815. var indices = this.getIndices();
  41816. if (indices) {
  41817. for (var index = 0; index < indices.length; index++) {
  41818. vertexData.indices.push(indices[index]);
  41819. }
  41820. }
  41821. var updatable = false;
  41822. var stopChecking = false;
  41823. var kind;
  41824. for (kind in this._vertexBuffers) {
  41825. // using slice() to make a copy of the array and not just reference it
  41826. var data = this.getVerticesData(kind);
  41827. if (data instanceof Float32Array) {
  41828. vertexData.set(new Float32Array(data), kind);
  41829. }
  41830. else {
  41831. vertexData.set(data.slice(0), kind);
  41832. }
  41833. if (!stopChecking) {
  41834. var vb = this.getVertexBuffer(kind);
  41835. if (vb) {
  41836. updatable = vb.isUpdatable();
  41837. stopChecking = !updatable;
  41838. }
  41839. }
  41840. }
  41841. var geometry = new Geometry(id, this._scene, vertexData, updatable);
  41842. geometry.delayLoadState = this.delayLoadState;
  41843. geometry.delayLoadingFile = this.delayLoadingFile;
  41844. geometry._delayLoadingFunction = this._delayLoadingFunction;
  41845. for (kind in this._delayInfo) {
  41846. geometry._delayInfo = geometry._delayInfo || [];
  41847. geometry._delayInfo.push(kind);
  41848. }
  41849. // Bounding info
  41850. geometry._boundingInfo = new BABYLON.BoundingInfo(this._extend.minimum, this._extend.maximum);
  41851. return geometry;
  41852. };
  41853. /**
  41854. * Serialize the current geometry info (and not the vertices data) into a JSON object
  41855. * @return a JSON representation of the current geometry data (without the vertices data)
  41856. */
  41857. Geometry.prototype.serialize = function () {
  41858. var serializationObject = {};
  41859. serializationObject.id = this.id;
  41860. serializationObject.updatable = this._updatable;
  41861. if (BABYLON.Tags && BABYLON.Tags.HasTags(this)) {
  41862. serializationObject.tags = BABYLON.Tags.GetTags(this);
  41863. }
  41864. return serializationObject;
  41865. };
  41866. Geometry.prototype.toNumberArray = function (origin) {
  41867. if (Array.isArray(origin)) {
  41868. return origin;
  41869. }
  41870. else {
  41871. return Array.prototype.slice.call(origin);
  41872. }
  41873. };
  41874. /**
  41875. * Serialize all vertices data into a JSON oject
  41876. * @returns a JSON representation of the current geometry data
  41877. */
  41878. Geometry.prototype.serializeVerticeData = function () {
  41879. var serializationObject = this.serialize();
  41880. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.PositionKind)) {
  41881. serializationObject.positions = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.PositionKind));
  41882. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.PositionKind)) {
  41883. serializationObject.positions._updatable = true;
  41884. }
  41885. }
  41886. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  41887. serializationObject.normals = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.NormalKind));
  41888. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.NormalKind)) {
  41889. serializationObject.normals._updatable = true;
  41890. }
  41891. }
  41892. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.TangentKind)) {
  41893. serializationObject.tangets = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.TangentKind));
  41894. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.TangentKind)) {
  41895. serializationObject.tangets._updatable = true;
  41896. }
  41897. }
  41898. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  41899. serializationObject.uvs = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.UVKind));
  41900. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.UVKind)) {
  41901. serializationObject.uvs._updatable = true;
  41902. }
  41903. }
  41904. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  41905. serializationObject.uv2s = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.UV2Kind));
  41906. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.UV2Kind)) {
  41907. serializationObject.uv2s._updatable = true;
  41908. }
  41909. }
  41910. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.UV3Kind)) {
  41911. serializationObject.uv3s = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.UV3Kind));
  41912. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.UV3Kind)) {
  41913. serializationObject.uv3s._updatable = true;
  41914. }
  41915. }
  41916. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.UV4Kind)) {
  41917. serializationObject.uv4s = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.UV4Kind));
  41918. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.UV4Kind)) {
  41919. serializationObject.uv4s._updatable = true;
  41920. }
  41921. }
  41922. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.UV5Kind)) {
  41923. serializationObject.uv5s = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.UV5Kind));
  41924. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.UV5Kind)) {
  41925. serializationObject.uv5s._updatable = true;
  41926. }
  41927. }
  41928. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.UV6Kind)) {
  41929. serializationObject.uv6s = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.UV6Kind));
  41930. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.UV6Kind)) {
  41931. serializationObject.uv6s._updatable = true;
  41932. }
  41933. }
  41934. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.ColorKind)) {
  41935. serializationObject.colors = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.ColorKind));
  41936. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.ColorKind)) {
  41937. serializationObject.colors._updatable = true;
  41938. }
  41939. }
  41940. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesIndicesKind)) {
  41941. serializationObject.matricesIndices = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind));
  41942. serializationObject.matricesIndices._isExpanded = true;
  41943. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.MatricesIndicesKind)) {
  41944. serializationObject.matricesIndices._updatable = true;
  41945. }
  41946. }
  41947. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsKind)) {
  41948. serializationObject.matricesWeights = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind));
  41949. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.MatricesWeightsKind)) {
  41950. serializationObject.matricesWeights._updatable = true;
  41951. }
  41952. }
  41953. serializationObject.indices = this.toNumberArray(this.getIndices());
  41954. return serializationObject;
  41955. };
  41956. // Statics
  41957. /**
  41958. * Extracts a clone of a mesh geometry
  41959. * @param mesh defines the source mesh
  41960. * @param id defines the unique ID of the new geometry object
  41961. * @returns the new geometry object
  41962. */
  41963. Geometry.ExtractFromMesh = function (mesh, id) {
  41964. var geometry = mesh._geometry;
  41965. if (!geometry) {
  41966. return null;
  41967. }
  41968. return geometry.copy(id);
  41969. };
  41970. /**
  41971. * You should now use Tools.RandomId(), this method is still here for legacy reasons.
  41972. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  41973. * Be aware Math.random() could cause collisions, but:
  41974. * "All but 6 of the 128 bits of the ID are randomly generated, which means that for any two ids, there's a 1 in 2^^122 (or 5.3x10^^36) chance they'll collide"
  41975. * @returns a string containing a new GUID
  41976. */
  41977. Geometry.RandomId = function () {
  41978. return BABYLON.Tools.RandomId();
  41979. };
  41980. /** @hidden */
  41981. Geometry._ImportGeometry = function (parsedGeometry, mesh) {
  41982. var scene = mesh.getScene();
  41983. // Geometry
  41984. var geometryId = parsedGeometry.geometryId;
  41985. if (geometryId) {
  41986. var geometry = scene.getGeometryByID(geometryId);
  41987. if (geometry) {
  41988. geometry.applyToMesh(mesh);
  41989. }
  41990. }
  41991. else if (parsedGeometry instanceof ArrayBuffer) {
  41992. var binaryInfo = mesh._binaryInfo;
  41993. if (binaryInfo.positionsAttrDesc && binaryInfo.positionsAttrDesc.count > 0) {
  41994. var positionsData = new Float32Array(parsedGeometry, binaryInfo.positionsAttrDesc.offset, binaryInfo.positionsAttrDesc.count);
  41995. mesh.setVerticesData(BABYLON.VertexBuffer.PositionKind, positionsData, false);
  41996. }
  41997. if (binaryInfo.normalsAttrDesc && binaryInfo.normalsAttrDesc.count > 0) {
  41998. var normalsData = new Float32Array(parsedGeometry, binaryInfo.normalsAttrDesc.offset, binaryInfo.normalsAttrDesc.count);
  41999. mesh.setVerticesData(BABYLON.VertexBuffer.NormalKind, normalsData, false);
  42000. }
  42001. if (binaryInfo.tangetsAttrDesc && binaryInfo.tangetsAttrDesc.count > 0) {
  42002. var tangentsData = new Float32Array(parsedGeometry, binaryInfo.tangetsAttrDesc.offset, binaryInfo.tangetsAttrDesc.count);
  42003. mesh.setVerticesData(BABYLON.VertexBuffer.TangentKind, tangentsData, false);
  42004. }
  42005. if (binaryInfo.uvsAttrDesc && binaryInfo.uvsAttrDesc.count > 0) {
  42006. var uvsData = new Float32Array(parsedGeometry, binaryInfo.uvsAttrDesc.offset, binaryInfo.uvsAttrDesc.count);
  42007. mesh.setVerticesData(BABYLON.VertexBuffer.UVKind, uvsData, false);
  42008. }
  42009. if (binaryInfo.uvs2AttrDesc && binaryInfo.uvs2AttrDesc.count > 0) {
  42010. var uvs2Data = new Float32Array(parsedGeometry, binaryInfo.uvs2AttrDesc.offset, binaryInfo.uvs2AttrDesc.count);
  42011. mesh.setVerticesData(BABYLON.VertexBuffer.UV2Kind, uvs2Data, false);
  42012. }
  42013. if (binaryInfo.uvs3AttrDesc && binaryInfo.uvs3AttrDesc.count > 0) {
  42014. var uvs3Data = new Float32Array(parsedGeometry, binaryInfo.uvs3AttrDesc.offset, binaryInfo.uvs3AttrDesc.count);
  42015. mesh.setVerticesData(BABYLON.VertexBuffer.UV3Kind, uvs3Data, false);
  42016. }
  42017. if (binaryInfo.uvs4AttrDesc && binaryInfo.uvs4AttrDesc.count > 0) {
  42018. var uvs4Data = new Float32Array(parsedGeometry, binaryInfo.uvs4AttrDesc.offset, binaryInfo.uvs4AttrDesc.count);
  42019. mesh.setVerticesData(BABYLON.VertexBuffer.UV4Kind, uvs4Data, false);
  42020. }
  42021. if (binaryInfo.uvs5AttrDesc && binaryInfo.uvs5AttrDesc.count > 0) {
  42022. var uvs5Data = new Float32Array(parsedGeometry, binaryInfo.uvs5AttrDesc.offset, binaryInfo.uvs5AttrDesc.count);
  42023. mesh.setVerticesData(BABYLON.VertexBuffer.UV5Kind, uvs5Data, false);
  42024. }
  42025. if (binaryInfo.uvs6AttrDesc && binaryInfo.uvs6AttrDesc.count > 0) {
  42026. var uvs6Data = new Float32Array(parsedGeometry, binaryInfo.uvs6AttrDesc.offset, binaryInfo.uvs6AttrDesc.count);
  42027. mesh.setVerticesData(BABYLON.VertexBuffer.UV6Kind, uvs6Data, false);
  42028. }
  42029. if (binaryInfo.colorsAttrDesc && binaryInfo.colorsAttrDesc.count > 0) {
  42030. var colorsData = new Float32Array(parsedGeometry, binaryInfo.colorsAttrDesc.offset, binaryInfo.colorsAttrDesc.count);
  42031. mesh.setVerticesData(BABYLON.VertexBuffer.ColorKind, colorsData, false, binaryInfo.colorsAttrDesc.stride);
  42032. }
  42033. if (binaryInfo.matricesIndicesAttrDesc && binaryInfo.matricesIndicesAttrDesc.count > 0) {
  42034. var matricesIndicesData = new Int32Array(parsedGeometry, binaryInfo.matricesIndicesAttrDesc.offset, binaryInfo.matricesIndicesAttrDesc.count);
  42035. var floatIndices = [];
  42036. for (var i = 0; i < matricesIndicesData.length; i++) {
  42037. var index = matricesIndicesData[i];
  42038. floatIndices.push(index & 0x000000FF);
  42039. floatIndices.push((index & 0x0000FF00) >> 8);
  42040. floatIndices.push((index & 0x00FF0000) >> 16);
  42041. floatIndices.push(index >> 24);
  42042. }
  42043. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, floatIndices, false);
  42044. }
  42045. if (binaryInfo.matricesWeightsAttrDesc && binaryInfo.matricesWeightsAttrDesc.count > 0) {
  42046. var matricesWeightsData = new Float32Array(parsedGeometry, binaryInfo.matricesWeightsAttrDesc.offset, binaryInfo.matricesWeightsAttrDesc.count);
  42047. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, matricesWeightsData, false);
  42048. }
  42049. if (binaryInfo.indicesAttrDesc && binaryInfo.indicesAttrDesc.count > 0) {
  42050. var indicesData = new Int32Array(parsedGeometry, binaryInfo.indicesAttrDesc.offset, binaryInfo.indicesAttrDesc.count);
  42051. mesh.setIndices(indicesData, null);
  42052. }
  42053. if (binaryInfo.subMeshesAttrDesc && binaryInfo.subMeshesAttrDesc.count > 0) {
  42054. var subMeshesData = new Int32Array(parsedGeometry, binaryInfo.subMeshesAttrDesc.offset, binaryInfo.subMeshesAttrDesc.count * 5);
  42055. mesh.subMeshes = [];
  42056. for (var i = 0; i < binaryInfo.subMeshesAttrDesc.count; i++) {
  42057. var materialIndex = subMeshesData[(i * 5) + 0];
  42058. var verticesStart = subMeshesData[(i * 5) + 1];
  42059. var verticesCount = subMeshesData[(i * 5) + 2];
  42060. var indexStart = subMeshesData[(i * 5) + 3];
  42061. var indexCount = subMeshesData[(i * 5) + 4];
  42062. BABYLON.SubMesh.AddToMesh(materialIndex, verticesStart, verticesCount, indexStart, indexCount, mesh);
  42063. }
  42064. }
  42065. }
  42066. else if (parsedGeometry.positions && parsedGeometry.normals && parsedGeometry.indices) {
  42067. mesh.setVerticesData(BABYLON.VertexBuffer.PositionKind, parsedGeometry.positions, parsedGeometry.positions._updatable);
  42068. mesh.setVerticesData(BABYLON.VertexBuffer.NormalKind, parsedGeometry.normals, parsedGeometry.normals._updatable);
  42069. if (parsedGeometry.tangents) {
  42070. mesh.setVerticesData(BABYLON.VertexBuffer.TangentKind, parsedGeometry.tangents, parsedGeometry.tangents._updatable);
  42071. }
  42072. if (parsedGeometry.uvs) {
  42073. mesh.setVerticesData(BABYLON.VertexBuffer.UVKind, parsedGeometry.uvs, parsedGeometry.uvs._updatable);
  42074. }
  42075. if (parsedGeometry.uvs2) {
  42076. mesh.setVerticesData(BABYLON.VertexBuffer.UV2Kind, parsedGeometry.uvs2, parsedGeometry.uvs2._updatable);
  42077. }
  42078. if (parsedGeometry.uvs3) {
  42079. mesh.setVerticesData(BABYLON.VertexBuffer.UV3Kind, parsedGeometry.uvs3, parsedGeometry.uvs3._updatable);
  42080. }
  42081. if (parsedGeometry.uvs4) {
  42082. mesh.setVerticesData(BABYLON.VertexBuffer.UV4Kind, parsedGeometry.uvs4, parsedGeometry.uvs4._updatable);
  42083. }
  42084. if (parsedGeometry.uvs5) {
  42085. mesh.setVerticesData(BABYLON.VertexBuffer.UV5Kind, parsedGeometry.uvs5, parsedGeometry.uvs5._updatable);
  42086. }
  42087. if (parsedGeometry.uvs6) {
  42088. mesh.setVerticesData(BABYLON.VertexBuffer.UV6Kind, parsedGeometry.uvs6, parsedGeometry.uvs6._updatable);
  42089. }
  42090. if (parsedGeometry.colors) {
  42091. mesh.setVerticesData(BABYLON.VertexBuffer.ColorKind, BABYLON.Color4.CheckColors4(parsedGeometry.colors, parsedGeometry.positions.length / 3), parsedGeometry.colors._updatable);
  42092. }
  42093. if (parsedGeometry.matricesIndices) {
  42094. if (!parsedGeometry.matricesIndices._isExpanded) {
  42095. var floatIndices = [];
  42096. for (var i = 0; i < parsedGeometry.matricesIndices.length; i++) {
  42097. var matricesIndex = parsedGeometry.matricesIndices[i];
  42098. floatIndices.push(matricesIndex & 0x000000FF);
  42099. floatIndices.push((matricesIndex & 0x0000FF00) >> 8);
  42100. floatIndices.push((matricesIndex & 0x00FF0000) >> 16);
  42101. floatIndices.push(matricesIndex >> 24);
  42102. }
  42103. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, floatIndices, parsedGeometry.matricesIndices._updatable);
  42104. }
  42105. else {
  42106. delete parsedGeometry.matricesIndices._isExpanded;
  42107. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, parsedGeometry.matricesIndices, parsedGeometry.matricesIndices._updatable);
  42108. }
  42109. }
  42110. if (parsedGeometry.matricesIndicesExtra) {
  42111. if (!parsedGeometry.matricesIndicesExtra._isExpanded) {
  42112. var floatIndices = [];
  42113. for (var i = 0; i < parsedGeometry.matricesIndicesExtra.length; i++) {
  42114. var matricesIndex = parsedGeometry.matricesIndicesExtra[i];
  42115. floatIndices.push(matricesIndex & 0x000000FF);
  42116. floatIndices.push((matricesIndex & 0x0000FF00) >> 8);
  42117. floatIndices.push((matricesIndex & 0x00FF0000) >> 16);
  42118. floatIndices.push(matricesIndex >> 24);
  42119. }
  42120. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind, floatIndices, parsedGeometry.matricesIndicesExtra._updatable);
  42121. }
  42122. else {
  42123. delete parsedGeometry.matricesIndices._isExpanded;
  42124. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind, parsedGeometry.matricesIndicesExtra, parsedGeometry.matricesIndicesExtra._updatable);
  42125. }
  42126. }
  42127. if (parsedGeometry.matricesWeights) {
  42128. Geometry._CleanMatricesWeights(parsedGeometry, mesh);
  42129. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, parsedGeometry.matricesWeights, parsedGeometry.matricesWeights._updatable);
  42130. }
  42131. if (parsedGeometry.matricesWeightsExtra) {
  42132. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsExtraKind, parsedGeometry.matricesWeightsExtra, parsedGeometry.matricesWeights._updatable);
  42133. }
  42134. mesh.setIndices(parsedGeometry.indices, null);
  42135. }
  42136. // SubMeshes
  42137. if (parsedGeometry.subMeshes) {
  42138. mesh.subMeshes = [];
  42139. for (var subIndex = 0; subIndex < parsedGeometry.subMeshes.length; subIndex++) {
  42140. var parsedSubMesh = parsedGeometry.subMeshes[subIndex];
  42141. BABYLON.SubMesh.AddToMesh(parsedSubMesh.materialIndex, parsedSubMesh.verticesStart, parsedSubMesh.verticesCount, parsedSubMesh.indexStart, parsedSubMesh.indexCount, mesh);
  42142. }
  42143. }
  42144. // Flat shading
  42145. if (mesh._shouldGenerateFlatShading) {
  42146. mesh.convertToFlatShadedMesh();
  42147. delete mesh._shouldGenerateFlatShading;
  42148. }
  42149. // Update
  42150. mesh.computeWorldMatrix(true);
  42151. scene.onMeshImportedObservable.notifyObservers(mesh);
  42152. };
  42153. Geometry._CleanMatricesWeights = function (parsedGeometry, mesh) {
  42154. var epsilon = 1e-3;
  42155. if (!BABYLON.SceneLoader.CleanBoneMatrixWeights) {
  42156. return;
  42157. }
  42158. var noInfluenceBoneIndex = 0.0;
  42159. if (parsedGeometry.skeletonId > -1) {
  42160. var skeleton = mesh.getScene().getLastSkeletonByID(parsedGeometry.skeletonId);
  42161. if (!skeleton) {
  42162. return;
  42163. }
  42164. noInfluenceBoneIndex = skeleton.bones.length;
  42165. }
  42166. else {
  42167. return;
  42168. }
  42169. var matricesIndices = mesh.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind);
  42170. var matricesIndicesExtra = mesh.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind);
  42171. var matricesWeights = parsedGeometry.matricesWeights;
  42172. var matricesWeightsExtra = parsedGeometry.matricesWeightsExtra;
  42173. var influencers = parsedGeometry.numBoneInfluencer;
  42174. var size = matricesWeights.length;
  42175. for (var i = 0; i < size; i += 4) {
  42176. var weight = 0.0;
  42177. var firstZeroWeight = -1;
  42178. for (var j = 0; j < 4; j++) {
  42179. var w = matricesWeights[i + j];
  42180. weight += w;
  42181. if (w < epsilon && firstZeroWeight < 0) {
  42182. firstZeroWeight = j;
  42183. }
  42184. }
  42185. if (matricesWeightsExtra) {
  42186. for (var j = 0; j < 4; j++) {
  42187. var w = matricesWeightsExtra[i + j];
  42188. weight += w;
  42189. if (w < epsilon && firstZeroWeight < 0) {
  42190. firstZeroWeight = j + 4;
  42191. }
  42192. }
  42193. }
  42194. if (firstZeroWeight < 0 || firstZeroWeight > (influencers - 1)) {
  42195. firstZeroWeight = influencers - 1;
  42196. }
  42197. if (weight > epsilon) {
  42198. var mweight = 1.0 / weight;
  42199. for (var j = 0; j < 4; j++) {
  42200. matricesWeights[i + j] *= mweight;
  42201. }
  42202. if (matricesWeightsExtra) {
  42203. for (var j = 0; j < 4; j++) {
  42204. matricesWeightsExtra[i + j] *= mweight;
  42205. }
  42206. }
  42207. }
  42208. else {
  42209. if (firstZeroWeight >= 4) {
  42210. matricesWeightsExtra[i + firstZeroWeight - 4] = 1.0 - weight;
  42211. matricesIndicesExtra[i + firstZeroWeight - 4] = noInfluenceBoneIndex;
  42212. }
  42213. else {
  42214. matricesWeights[i + firstZeroWeight] = 1.0 - weight;
  42215. matricesIndices[i + firstZeroWeight] = noInfluenceBoneIndex;
  42216. }
  42217. }
  42218. }
  42219. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, matricesIndices);
  42220. if (parsedGeometry.matricesWeightsExtra) {
  42221. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind, matricesIndicesExtra);
  42222. }
  42223. };
  42224. /**
  42225. * Create a new geometry from persisted data (Using .babylon file format)
  42226. * @param parsedVertexData defines the persisted data
  42227. * @param scene defines the hosting scene
  42228. * @param rootUrl defines the root url to use to load assets (like delayed data)
  42229. * @returns the new geometry object
  42230. */
  42231. Geometry.Parse = function (parsedVertexData, scene, rootUrl) {
  42232. if (scene.getGeometryByID(parsedVertexData.id)) {
  42233. return null; // null since geometry could be something else than a box...
  42234. }
  42235. var geometry = new Geometry(parsedVertexData.id, scene, undefined, parsedVertexData.updatable);
  42236. if (BABYLON.Tags) {
  42237. BABYLON.Tags.AddTagsTo(geometry, parsedVertexData.tags);
  42238. }
  42239. if (parsedVertexData.delayLoadingFile) {
  42240. geometry.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  42241. geometry.delayLoadingFile = rootUrl + parsedVertexData.delayLoadingFile;
  42242. geometry._boundingInfo = new BABYLON.BoundingInfo(BABYLON.Vector3.FromArray(parsedVertexData.boundingBoxMinimum), BABYLON.Vector3.FromArray(parsedVertexData.boundingBoxMaximum));
  42243. geometry._delayInfo = [];
  42244. if (parsedVertexData.hasUVs) {
  42245. geometry._delayInfo.push(BABYLON.VertexBuffer.UVKind);
  42246. }
  42247. if (parsedVertexData.hasUVs2) {
  42248. geometry._delayInfo.push(BABYLON.VertexBuffer.UV2Kind);
  42249. }
  42250. if (parsedVertexData.hasUVs3) {
  42251. geometry._delayInfo.push(BABYLON.VertexBuffer.UV3Kind);
  42252. }
  42253. if (parsedVertexData.hasUVs4) {
  42254. geometry._delayInfo.push(BABYLON.VertexBuffer.UV4Kind);
  42255. }
  42256. if (parsedVertexData.hasUVs5) {
  42257. geometry._delayInfo.push(BABYLON.VertexBuffer.UV5Kind);
  42258. }
  42259. if (parsedVertexData.hasUVs6) {
  42260. geometry._delayInfo.push(BABYLON.VertexBuffer.UV6Kind);
  42261. }
  42262. if (parsedVertexData.hasColors) {
  42263. geometry._delayInfo.push(BABYLON.VertexBuffer.ColorKind);
  42264. }
  42265. if (parsedVertexData.hasMatricesIndices) {
  42266. geometry._delayInfo.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  42267. }
  42268. if (parsedVertexData.hasMatricesWeights) {
  42269. geometry._delayInfo.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  42270. }
  42271. geometry._delayLoadingFunction = BABYLON.VertexData.ImportVertexData;
  42272. }
  42273. else {
  42274. BABYLON.VertexData.ImportVertexData(parsedVertexData, geometry);
  42275. }
  42276. scene.pushGeometry(geometry, true);
  42277. return geometry;
  42278. };
  42279. return Geometry;
  42280. }());
  42281. BABYLON.Geometry = Geometry;
  42282. // Primitives
  42283. /// Abstract class
  42284. /**
  42285. * Abstract class used to provide common services for all typed geometries
  42286. * @hidden
  42287. */
  42288. var _PrimitiveGeometry = /** @class */ (function (_super) {
  42289. __extends(_PrimitiveGeometry, _super);
  42290. /**
  42291. * Creates a new typed geometry
  42292. * @param id defines the unique ID of the geometry
  42293. * @param scene defines the hosting scene
  42294. * @param _canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  42295. * @param mesh defines the hosting mesh (can be null)
  42296. */
  42297. function _PrimitiveGeometry(id, scene, _canBeRegenerated, mesh) {
  42298. if (_canBeRegenerated === void 0) { _canBeRegenerated = false; }
  42299. if (mesh === void 0) { mesh = null; }
  42300. var _this = _super.call(this, id, scene, undefined, false, mesh) || this;
  42301. _this._canBeRegenerated = _canBeRegenerated;
  42302. _this._beingRegenerated = true;
  42303. _this.regenerate();
  42304. _this._beingRegenerated = false;
  42305. return _this;
  42306. }
  42307. /**
  42308. * Gets a value indicating if the geometry supports being regenerated with new parameters (false by default)
  42309. * @returns true if the geometry can be regenerated
  42310. */
  42311. _PrimitiveGeometry.prototype.canBeRegenerated = function () {
  42312. return this._canBeRegenerated;
  42313. };
  42314. /**
  42315. * If the geometry supports regeneration, the function will recreates the geometry with updated parameter values
  42316. */
  42317. _PrimitiveGeometry.prototype.regenerate = function () {
  42318. if (!this._canBeRegenerated) {
  42319. return;
  42320. }
  42321. this._beingRegenerated = true;
  42322. this.setAllVerticesData(this._regenerateVertexData(), false);
  42323. this._beingRegenerated = false;
  42324. };
  42325. /**
  42326. * Clone the geometry
  42327. * @param id defines the unique ID of the new geometry
  42328. * @returns the new geometry
  42329. */
  42330. _PrimitiveGeometry.prototype.asNewGeometry = function (id) {
  42331. return _super.prototype.copy.call(this, id);
  42332. };
  42333. // overrides
  42334. _PrimitiveGeometry.prototype.setAllVerticesData = function (vertexData, updatable) {
  42335. if (!this._beingRegenerated) {
  42336. return;
  42337. }
  42338. _super.prototype.setAllVerticesData.call(this, vertexData, false);
  42339. };
  42340. _PrimitiveGeometry.prototype.setVerticesData = function (kind, data, updatable) {
  42341. if (!this._beingRegenerated) {
  42342. return;
  42343. }
  42344. _super.prototype.setVerticesData.call(this, kind, data, false);
  42345. };
  42346. // to override
  42347. /** @hidden */
  42348. _PrimitiveGeometry.prototype._regenerateVertexData = function () {
  42349. throw new Error("Abstract method");
  42350. };
  42351. _PrimitiveGeometry.prototype.copy = function (id) {
  42352. throw new Error("Must be overriden in sub-classes.");
  42353. };
  42354. _PrimitiveGeometry.prototype.serialize = function () {
  42355. var serializationObject = _super.prototype.serialize.call(this);
  42356. serializationObject.canBeRegenerated = this.canBeRegenerated();
  42357. return serializationObject;
  42358. };
  42359. return _PrimitiveGeometry;
  42360. }(Geometry));
  42361. BABYLON._PrimitiveGeometry = _PrimitiveGeometry;
  42362. /**
  42363. * Creates a ribbon geometry
  42364. * @description See http://doc.babylonjs.com/how_to/ribbon_tutorial, http://doc.babylonjs.com/resources/maths_make_ribbons
  42365. */
  42366. var RibbonGeometry = /** @class */ (function (_super) {
  42367. __extends(RibbonGeometry, _super);
  42368. /**
  42369. * Creates a ribbon geometry
  42370. * @param id defines the unique ID of the geometry
  42371. * @param scene defines the hosting scene
  42372. * @param pathArray defines the array of paths to use
  42373. * @param closeArray defines if the last path and the first path must be joined
  42374. * @param closePath defines if the last and first points of each path in your pathArray must be joined
  42375. * @param offset defines the offset between points
  42376. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  42377. * @param mesh defines the hosting mesh (can be null)
  42378. * @param side defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42379. */
  42380. function RibbonGeometry(id, scene,
  42381. /**
  42382. * Defines the array of paths to use
  42383. */
  42384. pathArray,
  42385. /**
  42386. * Defines if the last and first points of each path in your pathArray must be joined
  42387. */
  42388. closeArray,
  42389. /**
  42390. * Defines if the last and first points of each path in your pathArray must be joined
  42391. */
  42392. closePath,
  42393. /**
  42394. * Defines the offset between points
  42395. */
  42396. offset, canBeRegenerated, mesh,
  42397. /**
  42398. * Defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42399. */
  42400. side) {
  42401. if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
  42402. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  42403. _this.pathArray = pathArray;
  42404. _this.closeArray = closeArray;
  42405. _this.closePath = closePath;
  42406. _this.offset = offset;
  42407. _this.side = side;
  42408. return _this;
  42409. }
  42410. /** @hidden */
  42411. RibbonGeometry.prototype._regenerateVertexData = function () {
  42412. return BABYLON.VertexData.CreateRibbon({ pathArray: this.pathArray, closeArray: this.closeArray, closePath: this.closePath, offset: this.offset, sideOrientation: this.side });
  42413. };
  42414. RibbonGeometry.prototype.copy = function (id) {
  42415. return new RibbonGeometry(id, this.getScene(), this.pathArray, this.closeArray, this.closePath, this.offset, this.canBeRegenerated(), undefined, this.side);
  42416. };
  42417. return RibbonGeometry;
  42418. }(_PrimitiveGeometry));
  42419. BABYLON.RibbonGeometry = RibbonGeometry;
  42420. /**
  42421. * Creates a box geometry
  42422. * @description see http://doc.babylonjs.com/how_to/set_shapes#box
  42423. */
  42424. var BoxGeometry = /** @class */ (function (_super) {
  42425. __extends(BoxGeometry, _super);
  42426. /**
  42427. * Creates a box geometry
  42428. * @param id defines the unique ID of the geometry
  42429. * @param scene defines the hosting scene
  42430. * @param size defines the zise of the box (width, height and depth are the same)
  42431. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  42432. * @param mesh defines the hosting mesh (can be null)
  42433. * @param side defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42434. */
  42435. function BoxGeometry(id, scene,
  42436. /**
  42437. * Defines the zise of the box (width, height and depth are the same)
  42438. */
  42439. size, canBeRegenerated, mesh,
  42440. /**
  42441. * Defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42442. */
  42443. side) {
  42444. if (mesh === void 0) { mesh = null; }
  42445. if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
  42446. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  42447. _this.size = size;
  42448. _this.side = side;
  42449. return _this;
  42450. }
  42451. /** @hidden */
  42452. BoxGeometry.prototype._regenerateVertexData = function () {
  42453. return BABYLON.VertexData.CreateBox({ size: this.size, sideOrientation: this.side });
  42454. };
  42455. BoxGeometry.prototype.copy = function (id) {
  42456. return new BoxGeometry(id, this.getScene(), this.size, this.canBeRegenerated(), undefined, this.side);
  42457. };
  42458. BoxGeometry.prototype.serialize = function () {
  42459. var serializationObject = _super.prototype.serialize.call(this);
  42460. serializationObject.size = this.size;
  42461. return serializationObject;
  42462. };
  42463. BoxGeometry.Parse = function (parsedBox, scene) {
  42464. if (scene.getGeometryByID(parsedBox.id)) {
  42465. return null; // null since geometry could be something else than a box...
  42466. }
  42467. var box = new BoxGeometry(parsedBox.id, scene, parsedBox.size, parsedBox.canBeRegenerated, null);
  42468. if (BABYLON.Tags) {
  42469. BABYLON.Tags.AddTagsTo(box, parsedBox.tags);
  42470. }
  42471. scene.pushGeometry(box, true);
  42472. return box;
  42473. };
  42474. return BoxGeometry;
  42475. }(_PrimitiveGeometry));
  42476. BABYLON.BoxGeometry = BoxGeometry;
  42477. /**
  42478. * Creates a sphere geometry
  42479. * @description see http://doc.babylonjs.com/how_to/set_shapes#sphere
  42480. */
  42481. var SphereGeometry = /** @class */ (function (_super) {
  42482. __extends(SphereGeometry, _super);
  42483. /**
  42484. * Create a new sphere geometry
  42485. * @param id defines the unique ID of the geometry
  42486. * @param scene defines the hosting scene
  42487. * @param segments defines the number of segments to use to create the sphere
  42488. * @param diameter defines the diameter of the sphere
  42489. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  42490. * @param mesh defines the hosting mesh (can be null)
  42491. * @param side defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42492. */
  42493. function SphereGeometry(id, scene,
  42494. /**
  42495. * Defines the number of segments to use to create the sphere
  42496. */
  42497. segments,
  42498. /**
  42499. * Defines the diameter of the sphere
  42500. */
  42501. diameter, canBeRegenerated, mesh,
  42502. /**
  42503. * Defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42504. */
  42505. side) {
  42506. if (mesh === void 0) { mesh = null; }
  42507. if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
  42508. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  42509. _this.segments = segments;
  42510. _this.diameter = diameter;
  42511. _this.side = side;
  42512. return _this;
  42513. }
  42514. /** @hidden */
  42515. SphereGeometry.prototype._regenerateVertexData = function () {
  42516. return BABYLON.VertexData.CreateSphere({ segments: this.segments, diameter: this.diameter, sideOrientation: this.side });
  42517. };
  42518. SphereGeometry.prototype.copy = function (id) {
  42519. return new SphereGeometry(id, this.getScene(), this.segments, this.diameter, this.canBeRegenerated(), null, this.side);
  42520. };
  42521. SphereGeometry.prototype.serialize = function () {
  42522. var serializationObject = _super.prototype.serialize.call(this);
  42523. serializationObject.segments = this.segments;
  42524. serializationObject.diameter = this.diameter;
  42525. return serializationObject;
  42526. };
  42527. SphereGeometry.Parse = function (parsedSphere, scene) {
  42528. if (scene.getGeometryByID(parsedSphere.id)) {
  42529. return null; // null since geometry could be something else than a sphere...
  42530. }
  42531. var sphere = new SphereGeometry(parsedSphere.id, scene, parsedSphere.segments, parsedSphere.diameter, parsedSphere.canBeRegenerated, null);
  42532. if (BABYLON.Tags) {
  42533. BABYLON.Tags.AddTagsTo(sphere, parsedSphere.tags);
  42534. }
  42535. scene.pushGeometry(sphere, true);
  42536. return sphere;
  42537. };
  42538. return SphereGeometry;
  42539. }(_PrimitiveGeometry));
  42540. BABYLON.SphereGeometry = SphereGeometry;
  42541. /**
  42542. * Creates a disc geometry
  42543. * @description see http://doc.babylonjs.com/how_to/set_shapes#disc-or-regular-polygon
  42544. */
  42545. var DiscGeometry = /** @class */ (function (_super) {
  42546. __extends(DiscGeometry, _super);
  42547. /**
  42548. * Creates a new disc geometry
  42549. * @param id defines the unique ID of the geometry
  42550. * @param scene defines the hosting scene
  42551. * @param radius defines the radius of the disc
  42552. * @param tessellation defines the tesselation factor to apply to the disc
  42553. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  42554. * @param mesh defines the hosting mesh (can be null)
  42555. * @param side defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42556. */
  42557. function DiscGeometry(id, scene,
  42558. /**
  42559. * Defines the radius of the disc
  42560. */
  42561. radius,
  42562. /**
  42563. * Defines the tesselation factor to apply to the disc
  42564. */
  42565. tessellation, canBeRegenerated, mesh,
  42566. /**
  42567. * Defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42568. */
  42569. side) {
  42570. if (mesh === void 0) { mesh = null; }
  42571. if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
  42572. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  42573. _this.radius = radius;
  42574. _this.tessellation = tessellation;
  42575. _this.side = side;
  42576. return _this;
  42577. }
  42578. /** @hidden */
  42579. DiscGeometry.prototype._regenerateVertexData = function () {
  42580. return BABYLON.VertexData.CreateDisc({ radius: this.radius, tessellation: this.tessellation, sideOrientation: this.side });
  42581. };
  42582. DiscGeometry.prototype.copy = function (id) {
  42583. return new DiscGeometry(id, this.getScene(), this.radius, this.tessellation, this.canBeRegenerated(), null, this.side);
  42584. };
  42585. return DiscGeometry;
  42586. }(_PrimitiveGeometry));
  42587. BABYLON.DiscGeometry = DiscGeometry;
  42588. /**
  42589. * Creates a new cylinder geometry
  42590. * @description see http://doc.babylonjs.com/how_to/set_shapes#cylinder-or-cone
  42591. */
  42592. var CylinderGeometry = /** @class */ (function (_super) {
  42593. __extends(CylinderGeometry, _super);
  42594. /**
  42595. * Creates a new cylinder geometry
  42596. * @param id defines the unique ID of the geometry
  42597. * @param scene defines the hosting scene
  42598. * @param height defines the height of the cylinder
  42599. * @param diameterTop defines the diameter of the cylinder's top cap
  42600. * @param diameterBottom defines the diameter of the cylinder's bottom cap
  42601. * @param tessellation defines the tessellation factor to apply to the cylinder (number of radial sides)
  42602. * @param subdivisions defines the number of subdivisions to apply to the cylinder (number of rings) (1 by default)
  42603. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  42604. * @param mesh defines the hosting mesh (can be null)
  42605. * @param side defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42606. */
  42607. function CylinderGeometry(id, scene,
  42608. /**
  42609. * Defines the height of the cylinder
  42610. */
  42611. height,
  42612. /**
  42613. * Defines the diameter of the cylinder's top cap
  42614. */
  42615. diameterTop,
  42616. /**
  42617. * Defines the diameter of the cylinder's bottom cap
  42618. */
  42619. diameterBottom,
  42620. /**
  42621. * Defines the tessellation factor to apply to the cylinder
  42622. */
  42623. tessellation,
  42624. /**
  42625. * Defines the number of subdivisions to apply to the cylinder (1 by default)
  42626. */
  42627. subdivisions, canBeRegenerated, mesh,
  42628. /**
  42629. * Defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42630. */
  42631. side) {
  42632. if (subdivisions === void 0) { subdivisions = 1; }
  42633. if (mesh === void 0) { mesh = null; }
  42634. if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
  42635. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  42636. _this.height = height;
  42637. _this.diameterTop = diameterTop;
  42638. _this.diameterBottom = diameterBottom;
  42639. _this.tessellation = tessellation;
  42640. _this.subdivisions = subdivisions;
  42641. _this.side = side;
  42642. return _this;
  42643. }
  42644. /** @hidden */
  42645. CylinderGeometry.prototype._regenerateVertexData = function () {
  42646. return BABYLON.VertexData.CreateCylinder({ height: this.height, diameterTop: this.diameterTop, diameterBottom: this.diameterBottom, tessellation: this.tessellation, subdivisions: this.subdivisions, sideOrientation: this.side });
  42647. };
  42648. CylinderGeometry.prototype.copy = function (id) {
  42649. return new CylinderGeometry(id, this.getScene(), this.height, this.diameterTop, this.diameterBottom, this.tessellation, this.subdivisions, this.canBeRegenerated(), null, this.side);
  42650. };
  42651. CylinderGeometry.prototype.serialize = function () {
  42652. var serializationObject = _super.prototype.serialize.call(this);
  42653. serializationObject.height = this.height;
  42654. serializationObject.diameterTop = this.diameterTop;
  42655. serializationObject.diameterBottom = this.diameterBottom;
  42656. serializationObject.tessellation = this.tessellation;
  42657. return serializationObject;
  42658. };
  42659. CylinderGeometry.Parse = function (parsedCylinder, scene) {
  42660. if (scene.getGeometryByID(parsedCylinder.id)) {
  42661. return null; // null since geometry could be something else than a cylinder...
  42662. }
  42663. var cylinder = new CylinderGeometry(parsedCylinder.id, scene, parsedCylinder.height, parsedCylinder.diameterTop, parsedCylinder.diameterBottom, parsedCylinder.tessellation, parsedCylinder.subdivisions, parsedCylinder.canBeRegenerated, null);
  42664. if (BABYLON.Tags) {
  42665. BABYLON.Tags.AddTagsTo(cylinder, parsedCylinder.tags);
  42666. }
  42667. scene.pushGeometry(cylinder, true);
  42668. return cylinder;
  42669. };
  42670. return CylinderGeometry;
  42671. }(_PrimitiveGeometry));
  42672. BABYLON.CylinderGeometry = CylinderGeometry;
  42673. /**
  42674. * Creates a new torus geometry
  42675. * @description see http://doc.babylonjs.com/how_to/set_shapes#torus
  42676. */
  42677. var TorusGeometry = /** @class */ (function (_super) {
  42678. __extends(TorusGeometry, _super);
  42679. /**
  42680. * Creates a new torus geometry
  42681. * @param id defines the unique ID of the geometry
  42682. * @param scene defines the hosting scene
  42683. * @param diameter defines the diameter of the torus
  42684. * @param thickness defines the thickness of the torus (ie. internal diameter)
  42685. * @param tessellation defines the tesselation factor to apply to the torus (number of segments along the circle)
  42686. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  42687. * @param mesh defines the hosting mesh (can be null)
  42688. * @param side defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42689. */
  42690. function TorusGeometry(id, scene,
  42691. /**
  42692. * Defines the diameter of the torus
  42693. */
  42694. diameter,
  42695. /**
  42696. * Defines the thickness of the torus (ie. internal diameter)
  42697. */
  42698. thickness,
  42699. /**
  42700. * Defines the tesselation factor to apply to the torus
  42701. */
  42702. tessellation, canBeRegenerated, mesh,
  42703. /**
  42704. * Defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42705. */
  42706. side) {
  42707. if (mesh === void 0) { mesh = null; }
  42708. if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
  42709. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  42710. _this.diameter = diameter;
  42711. _this.thickness = thickness;
  42712. _this.tessellation = tessellation;
  42713. _this.side = side;
  42714. return _this;
  42715. }
  42716. /** @hidden */
  42717. TorusGeometry.prototype._regenerateVertexData = function () {
  42718. return BABYLON.VertexData.CreateTorus({ diameter: this.diameter, thickness: this.thickness, tessellation: this.tessellation, sideOrientation: this.side });
  42719. };
  42720. TorusGeometry.prototype.copy = function (id) {
  42721. return new TorusGeometry(id, this.getScene(), this.diameter, this.thickness, this.tessellation, this.canBeRegenerated(), null, this.side);
  42722. };
  42723. TorusGeometry.prototype.serialize = function () {
  42724. var serializationObject = _super.prototype.serialize.call(this);
  42725. serializationObject.diameter = this.diameter;
  42726. serializationObject.thickness = this.thickness;
  42727. serializationObject.tessellation = this.tessellation;
  42728. return serializationObject;
  42729. };
  42730. TorusGeometry.Parse = function (parsedTorus, scene) {
  42731. if (scene.getGeometryByID(parsedTorus.id)) {
  42732. return null; // null since geometry could be something else than a torus...
  42733. }
  42734. var torus = new TorusGeometry(parsedTorus.id, scene, parsedTorus.diameter, parsedTorus.thickness, parsedTorus.tessellation, parsedTorus.canBeRegenerated, null);
  42735. if (BABYLON.Tags) {
  42736. BABYLON.Tags.AddTagsTo(torus, parsedTorus.tags);
  42737. }
  42738. scene.pushGeometry(torus, true);
  42739. return torus;
  42740. };
  42741. return TorusGeometry;
  42742. }(_PrimitiveGeometry));
  42743. BABYLON.TorusGeometry = TorusGeometry;
  42744. /**
  42745. * Creates a new ground geometry
  42746. * @description see http://doc.babylonjs.com/how_to/set_shapes#ground
  42747. */
  42748. var GroundGeometry = /** @class */ (function (_super) {
  42749. __extends(GroundGeometry, _super);
  42750. /**
  42751. * Creates a new ground geometry
  42752. * @param id defines the unique ID of the geometry
  42753. * @param scene defines the hosting scene
  42754. * @param width defines the width of the ground
  42755. * @param height defines the height of the ground
  42756. * @param subdivisions defines the subdivisions to apply to the ground
  42757. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  42758. * @param mesh defines the hosting mesh (can be null)
  42759. */
  42760. function GroundGeometry(id, scene,
  42761. /**
  42762. * Defines the width of the ground
  42763. */
  42764. width,
  42765. /**
  42766. * Defines the height of the ground
  42767. */
  42768. height,
  42769. /**
  42770. * Defines the subdivisions to apply to the ground
  42771. */
  42772. subdivisions, canBeRegenerated, mesh) {
  42773. if (mesh === void 0) { mesh = null; }
  42774. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  42775. _this.width = width;
  42776. _this.height = height;
  42777. _this.subdivisions = subdivisions;
  42778. return _this;
  42779. }
  42780. /** @hidden */
  42781. GroundGeometry.prototype._regenerateVertexData = function () {
  42782. return BABYLON.VertexData.CreateGround({ width: this.width, height: this.height, subdivisions: this.subdivisions });
  42783. };
  42784. GroundGeometry.prototype.copy = function (id) {
  42785. return new GroundGeometry(id, this.getScene(), this.width, this.height, this.subdivisions, this.canBeRegenerated(), null);
  42786. };
  42787. GroundGeometry.prototype.serialize = function () {
  42788. var serializationObject = _super.prototype.serialize.call(this);
  42789. serializationObject.width = this.width;
  42790. serializationObject.height = this.height;
  42791. serializationObject.subdivisions = this.subdivisions;
  42792. return serializationObject;
  42793. };
  42794. GroundGeometry.Parse = function (parsedGround, scene) {
  42795. if (scene.getGeometryByID(parsedGround.id)) {
  42796. return null; // null since geometry could be something else than a ground...
  42797. }
  42798. var ground = new GroundGeometry(parsedGround.id, scene, parsedGround.width, parsedGround.height, parsedGround.subdivisions, parsedGround.canBeRegenerated, null);
  42799. if (BABYLON.Tags) {
  42800. BABYLON.Tags.AddTagsTo(ground, parsedGround.tags);
  42801. }
  42802. scene.pushGeometry(ground, true);
  42803. return ground;
  42804. };
  42805. return GroundGeometry;
  42806. }(_PrimitiveGeometry));
  42807. BABYLON.GroundGeometry = GroundGeometry;
  42808. /**
  42809. * Creates a tiled ground geometry
  42810. * @description see http://doc.babylonjs.com/how_to/set_shapes#tiled-ground
  42811. */
  42812. var TiledGroundGeometry = /** @class */ (function (_super) {
  42813. __extends(TiledGroundGeometry, _super);
  42814. /**
  42815. * Creates a tiled ground geometry
  42816. * @param id defines the unique ID of the geometry
  42817. * @param scene defines the hosting scene
  42818. * @param xmin defines the minimum value on X axis
  42819. * @param zmin defines the minimum value on Z axis
  42820. * @param xmax defines the maximum value on X axis
  42821. * @param zmax defines the maximum value on Z axis
  42822. * @param subdivisions defines the subdivisions to apply to the ground (number of subdivisions (tiles) on the height and the width of the map)
  42823. * @param precision defines the precision to use when computing the tiles
  42824. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  42825. * @param mesh defines the hosting mesh (can be null)
  42826. */
  42827. function TiledGroundGeometry(id, scene,
  42828. /**
  42829. * Defines the minimum value on X axis
  42830. */
  42831. xmin,
  42832. /**
  42833. * Defines the minimum value on Z axis
  42834. */
  42835. zmin,
  42836. /**
  42837. * Defines the maximum value on X axis
  42838. */
  42839. xmax,
  42840. /**
  42841. * Defines the maximum value on Z axis
  42842. */
  42843. zmax,
  42844. /**
  42845. * Defines the subdivisions to apply to the ground
  42846. */
  42847. subdivisions,
  42848. /**
  42849. * Defines the precision to use when computing the tiles
  42850. */
  42851. precision, canBeRegenerated, mesh) {
  42852. if (mesh === void 0) { mesh = null; }
  42853. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  42854. _this.xmin = xmin;
  42855. _this.zmin = zmin;
  42856. _this.xmax = xmax;
  42857. _this.zmax = zmax;
  42858. _this.subdivisions = subdivisions;
  42859. _this.precision = precision;
  42860. return _this;
  42861. }
  42862. /** @hidden */
  42863. TiledGroundGeometry.prototype._regenerateVertexData = function () {
  42864. return BABYLON.VertexData.CreateTiledGround({ xmin: this.xmin, zmin: this.zmin, xmax: this.xmax, zmax: this.zmax, subdivisions: this.subdivisions, precision: this.precision });
  42865. };
  42866. TiledGroundGeometry.prototype.copy = function (id) {
  42867. return new TiledGroundGeometry(id, this.getScene(), this.xmin, this.zmin, this.xmax, this.zmax, this.subdivisions, this.precision, this.canBeRegenerated(), null);
  42868. };
  42869. return TiledGroundGeometry;
  42870. }(_PrimitiveGeometry));
  42871. BABYLON.TiledGroundGeometry = TiledGroundGeometry;
  42872. /**
  42873. * Creates a plane geometry
  42874. * @description see http://doc.babylonjs.com/how_to/set_shapes#plane
  42875. */
  42876. var PlaneGeometry = /** @class */ (function (_super) {
  42877. __extends(PlaneGeometry, _super);
  42878. /**
  42879. * Creates a plane geometry
  42880. * @param id defines the unique ID of the geometry
  42881. * @param scene defines the hosting scene
  42882. * @param size defines the size of the plane (width === height)
  42883. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  42884. * @param mesh defines the hosting mesh (can be null)
  42885. * @param side defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42886. */
  42887. function PlaneGeometry(id, scene,
  42888. /**
  42889. * Defines the size of the plane (width === height)
  42890. */
  42891. size, canBeRegenerated, mesh,
  42892. /**
  42893. * Defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42894. */
  42895. side) {
  42896. if (mesh === void 0) { mesh = null; }
  42897. if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
  42898. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  42899. _this.size = size;
  42900. _this.side = side;
  42901. return _this;
  42902. }
  42903. /** @hidden */
  42904. PlaneGeometry.prototype._regenerateVertexData = function () {
  42905. return BABYLON.VertexData.CreatePlane({ size: this.size, sideOrientation: this.side });
  42906. };
  42907. PlaneGeometry.prototype.copy = function (id) {
  42908. return new PlaneGeometry(id, this.getScene(), this.size, this.canBeRegenerated(), null, this.side);
  42909. };
  42910. PlaneGeometry.prototype.serialize = function () {
  42911. var serializationObject = _super.prototype.serialize.call(this);
  42912. serializationObject.size = this.size;
  42913. return serializationObject;
  42914. };
  42915. PlaneGeometry.Parse = function (parsedPlane, scene) {
  42916. if (scene.getGeometryByID(parsedPlane.id)) {
  42917. return null; // null since geometry could be something else than a ground...
  42918. }
  42919. var plane = new PlaneGeometry(parsedPlane.id, scene, parsedPlane.size, parsedPlane.canBeRegenerated, null);
  42920. if (BABYLON.Tags) {
  42921. BABYLON.Tags.AddTagsTo(plane, parsedPlane.tags);
  42922. }
  42923. scene.pushGeometry(plane, true);
  42924. return plane;
  42925. };
  42926. return PlaneGeometry;
  42927. }(_PrimitiveGeometry));
  42928. BABYLON.PlaneGeometry = PlaneGeometry;
  42929. /**
  42930. * Creates a torus knot geometry
  42931. * @description see http://doc.babylonjs.com/how_to/set_shapes#torus-knot
  42932. */
  42933. var TorusKnotGeometry = /** @class */ (function (_super) {
  42934. __extends(TorusKnotGeometry, _super);
  42935. /**
  42936. * Creates a torus knot geometry
  42937. * @param id defines the unique ID of the geometry
  42938. * @param scene defines the hosting scene
  42939. * @param radius defines the radius of the torus knot
  42940. * @param tube defines the thickness of the torus knot tube
  42941. * @param radialSegments defines the number of radial segments
  42942. * @param tubularSegments defines the number of tubular segments
  42943. * @param p defines the first number of windings
  42944. * @param q defines the second number of windings
  42945. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  42946. * @param mesh defines the hosting mesh (can be null)
  42947. * @param side defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42948. */
  42949. function TorusKnotGeometry(id, scene,
  42950. /**
  42951. * Defines the radius of the torus knot
  42952. */
  42953. radius,
  42954. /**
  42955. * Defines the thickness of the torus knot tube
  42956. */
  42957. tube,
  42958. /**
  42959. * Defines the number of radial segments
  42960. */
  42961. radialSegments,
  42962. /**
  42963. * Defines the number of tubular segments
  42964. */
  42965. tubularSegments,
  42966. /**
  42967. * Defines the first number of windings
  42968. */
  42969. p,
  42970. /**
  42971. * Defines the second number of windings
  42972. */
  42973. q, canBeRegenerated, mesh,
  42974. /**
  42975. * Defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42976. */
  42977. side) {
  42978. if (mesh === void 0) { mesh = null; }
  42979. if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
  42980. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  42981. _this.radius = radius;
  42982. _this.tube = tube;
  42983. _this.radialSegments = radialSegments;
  42984. _this.tubularSegments = tubularSegments;
  42985. _this.p = p;
  42986. _this.q = q;
  42987. _this.side = side;
  42988. return _this;
  42989. }
  42990. /** @hidden */
  42991. TorusKnotGeometry.prototype._regenerateVertexData = function () {
  42992. return BABYLON.VertexData.CreateTorusKnot({ radius: this.radius, tube: this.tube, radialSegments: this.radialSegments, tubularSegments: this.tubularSegments, p: this.p, q: this.q, sideOrientation: this.side });
  42993. };
  42994. TorusKnotGeometry.prototype.copy = function (id) {
  42995. return new TorusKnotGeometry(id, this.getScene(), this.radius, this.tube, this.radialSegments, this.tubularSegments, this.p, this.q, this.canBeRegenerated(), null, this.side);
  42996. };
  42997. TorusKnotGeometry.prototype.serialize = function () {
  42998. var serializationObject = _super.prototype.serialize.call(this);
  42999. serializationObject.radius = this.radius;
  43000. serializationObject.tube = this.tube;
  43001. serializationObject.radialSegments = this.radialSegments;
  43002. serializationObject.tubularSegments = this.tubularSegments;
  43003. serializationObject.p = this.p;
  43004. serializationObject.q = this.q;
  43005. return serializationObject;
  43006. };
  43007. TorusKnotGeometry.Parse = function (parsedTorusKnot, scene) {
  43008. if (scene.getGeometryByID(parsedTorusKnot.id)) {
  43009. return null; // null since geometry could be something else than a ground...
  43010. }
  43011. var torusKnot = new TorusKnotGeometry(parsedTorusKnot.id, scene, parsedTorusKnot.radius, parsedTorusKnot.tube, parsedTorusKnot.radialSegments, parsedTorusKnot.tubularSegments, parsedTorusKnot.p, parsedTorusKnot.q, parsedTorusKnot.canBeRegenerated, null);
  43012. if (BABYLON.Tags) {
  43013. BABYLON.Tags.AddTagsTo(torusKnot, parsedTorusKnot.tags);
  43014. }
  43015. scene.pushGeometry(torusKnot, true);
  43016. return torusKnot;
  43017. };
  43018. return TorusKnotGeometry;
  43019. }(_PrimitiveGeometry));
  43020. BABYLON.TorusKnotGeometry = TorusKnotGeometry;
  43021. //}
  43022. })(BABYLON || (BABYLON = {}));
  43023. //# sourceMappingURL=babylon.geometry.js.map
  43024. var BABYLON;
  43025. (function (BABYLON) {
  43026. /**
  43027. * Performance monitor tracks rolling average frame-time and frame-time variance over a user defined sliding-window
  43028. */
  43029. var PerformanceMonitor = /** @class */ (function () {
  43030. /**
  43031. * constructor
  43032. * @param frameSampleSize The number of samples required to saturate the sliding window
  43033. */
  43034. function PerformanceMonitor(frameSampleSize) {
  43035. if (frameSampleSize === void 0) { frameSampleSize = 30; }
  43036. this._enabled = true;
  43037. this._rollingFrameTime = new RollingAverage(frameSampleSize);
  43038. }
  43039. /**
  43040. * Samples current frame
  43041. * @param timeMs A timestamp in milliseconds of the current frame to compare with other frames
  43042. */
  43043. PerformanceMonitor.prototype.sampleFrame = function (timeMs) {
  43044. if (timeMs === void 0) { timeMs = BABYLON.Tools.Now; }
  43045. if (!this._enabled) {
  43046. return;
  43047. }
  43048. if (this._lastFrameTimeMs != null) {
  43049. var dt = timeMs - this._lastFrameTimeMs;
  43050. this._rollingFrameTime.add(dt);
  43051. }
  43052. this._lastFrameTimeMs = timeMs;
  43053. };
  43054. Object.defineProperty(PerformanceMonitor.prototype, "averageFrameTime", {
  43055. /**
  43056. * Returns the average frame time in milliseconds over the sliding window (or the subset of frames sampled so far)
  43057. */
  43058. get: function () {
  43059. return this._rollingFrameTime.average;
  43060. },
  43061. enumerable: true,
  43062. configurable: true
  43063. });
  43064. Object.defineProperty(PerformanceMonitor.prototype, "averageFrameTimeVariance", {
  43065. /**
  43066. * Returns the variance frame time in milliseconds over the sliding window (or the subset of frames sampled so far)
  43067. */
  43068. get: function () {
  43069. return this._rollingFrameTime.variance;
  43070. },
  43071. enumerable: true,
  43072. configurable: true
  43073. });
  43074. Object.defineProperty(PerformanceMonitor.prototype, "instantaneousFrameTime", {
  43075. /**
  43076. * Returns the frame time of the most recent frame
  43077. */
  43078. get: function () {
  43079. return this._rollingFrameTime.history(0);
  43080. },
  43081. enumerable: true,
  43082. configurable: true
  43083. });
  43084. Object.defineProperty(PerformanceMonitor.prototype, "averageFPS", {
  43085. /**
  43086. * Returns the average framerate in frames per second over the sliding window (or the subset of frames sampled so far)
  43087. */
  43088. get: function () {
  43089. return 1000.0 / this._rollingFrameTime.average;
  43090. },
  43091. enumerable: true,
  43092. configurable: true
  43093. });
  43094. Object.defineProperty(PerformanceMonitor.prototype, "instantaneousFPS", {
  43095. /**
  43096. * Returns the average framerate in frames per second using the most recent frame time
  43097. */
  43098. get: function () {
  43099. var history = this._rollingFrameTime.history(0);
  43100. if (history === 0) {
  43101. return 0;
  43102. }
  43103. return 1000.0 / history;
  43104. },
  43105. enumerable: true,
  43106. configurable: true
  43107. });
  43108. Object.defineProperty(PerformanceMonitor.prototype, "isSaturated", {
  43109. /**
  43110. * Returns true if enough samples have been taken to completely fill the sliding window
  43111. */
  43112. get: function () {
  43113. return this._rollingFrameTime.isSaturated();
  43114. },
  43115. enumerable: true,
  43116. configurable: true
  43117. });
  43118. /**
  43119. * Enables contributions to the sliding window sample set
  43120. */
  43121. PerformanceMonitor.prototype.enable = function () {
  43122. this._enabled = true;
  43123. };
  43124. /**
  43125. * Disables contributions to the sliding window sample set
  43126. * Samples will not be interpolated over the disabled period
  43127. */
  43128. PerformanceMonitor.prototype.disable = function () {
  43129. this._enabled = false;
  43130. //clear last sample to avoid interpolating over the disabled period when next enabled
  43131. this._lastFrameTimeMs = null;
  43132. };
  43133. Object.defineProperty(PerformanceMonitor.prototype, "isEnabled", {
  43134. /**
  43135. * Returns true if sampling is enabled
  43136. */
  43137. get: function () {
  43138. return this._enabled;
  43139. },
  43140. enumerable: true,
  43141. configurable: true
  43142. });
  43143. /**
  43144. * Resets performance monitor
  43145. */
  43146. PerformanceMonitor.prototype.reset = function () {
  43147. //clear last sample to avoid interpolating over the disabled period when next enabled
  43148. this._lastFrameTimeMs = null;
  43149. //wipe record
  43150. this._rollingFrameTime.reset();
  43151. };
  43152. return PerformanceMonitor;
  43153. }());
  43154. BABYLON.PerformanceMonitor = PerformanceMonitor;
  43155. /**
  43156. * RollingAverage
  43157. *
  43158. * Utility to efficiently compute the rolling average and variance over a sliding window of samples
  43159. */
  43160. var RollingAverage = /** @class */ (function () {
  43161. /**
  43162. * constructor
  43163. * @param length The number of samples required to saturate the sliding window
  43164. */
  43165. function RollingAverage(length) {
  43166. this._samples = new Array(length);
  43167. this.reset();
  43168. }
  43169. /**
  43170. * Adds a sample to the sample set
  43171. * @param v The sample value
  43172. */
  43173. RollingAverage.prototype.add = function (v) {
  43174. //http://en.wikipedia.org/wiki/Algorithms_for_calculating_variance
  43175. var delta;
  43176. //we need to check if we've already wrapped round
  43177. if (this.isSaturated()) {
  43178. //remove bottom of stack from mean
  43179. var bottomValue = this._samples[this._pos];
  43180. delta = bottomValue - this.average;
  43181. this.average -= delta / (this._sampleCount - 1);
  43182. this._m2 -= delta * (bottomValue - this.average);
  43183. }
  43184. else {
  43185. this._sampleCount++;
  43186. }
  43187. //add new value to mean
  43188. delta = v - this.average;
  43189. this.average += delta / (this._sampleCount);
  43190. this._m2 += delta * (v - this.average);
  43191. //set the new variance
  43192. this.variance = this._m2 / (this._sampleCount - 1);
  43193. this._samples[this._pos] = v;
  43194. this._pos++;
  43195. this._pos %= this._samples.length; //positive wrap around
  43196. };
  43197. /**
  43198. * Returns previously added values or null if outside of history or outside the sliding window domain
  43199. * @param i Index in history. For example, pass 0 for the most recent value and 1 for the value before that
  43200. * @return Value previously recorded with add() or null if outside of range
  43201. */
  43202. RollingAverage.prototype.history = function (i) {
  43203. if ((i >= this._sampleCount) || (i >= this._samples.length)) {
  43204. return 0;
  43205. }
  43206. var i0 = this._wrapPosition(this._pos - 1.0);
  43207. return this._samples[this._wrapPosition(i0 - i)];
  43208. };
  43209. /**
  43210. * Returns true if enough samples have been taken to completely fill the sliding window
  43211. * @return true if sample-set saturated
  43212. */
  43213. RollingAverage.prototype.isSaturated = function () {
  43214. return this._sampleCount >= this._samples.length;
  43215. };
  43216. /**
  43217. * Resets the rolling average (equivalent to 0 samples taken so far)
  43218. */
  43219. RollingAverage.prototype.reset = function () {
  43220. this.average = 0;
  43221. this.variance = 0;
  43222. this._sampleCount = 0;
  43223. this._pos = 0;
  43224. this._m2 = 0;
  43225. };
  43226. /**
  43227. * Wraps a value around the sample range boundaries
  43228. * @param i Position in sample range, for example if the sample length is 5, and i is -3, then 2 will be returned.
  43229. * @return Wrapped position in sample range
  43230. */
  43231. RollingAverage.prototype._wrapPosition = function (i) {
  43232. var max = this._samples.length;
  43233. return ((i % max) + max) % max;
  43234. };
  43235. return RollingAverage;
  43236. }());
  43237. BABYLON.RollingAverage = RollingAverage;
  43238. })(BABYLON || (BABYLON = {}));
  43239. //# sourceMappingURL=babylon.performanceMonitor.js.map
  43240. var BABYLON;
  43241. (function (BABYLON) {
  43242. /**
  43243. * "Static Class" containing the most commonly used helper while dealing with material for
  43244. * rendering purpose.
  43245. *
  43246. * It contains the basic tools to help defining defines, binding uniform for the common part of the materials.
  43247. *
  43248. * This works by convention in BabylonJS but is meant to be use only with shader following the in place naming rules and conventions.
  43249. */
  43250. var MaterialHelper = /** @class */ (function () {
  43251. function MaterialHelper() {
  43252. }
  43253. /**
  43254. * Bind the current view position to an effect.
  43255. * @param effect The effect to be bound
  43256. * @param scene The scene the eyes position is used from
  43257. */
  43258. MaterialHelper.BindEyePosition = function (effect, scene) {
  43259. if (scene._forcedViewPosition) {
  43260. effect.setVector3("vEyePosition", scene._forcedViewPosition);
  43261. return;
  43262. }
  43263. effect.setVector3("vEyePosition", scene._mirroredCameraPosition ? scene._mirroredCameraPosition : scene.activeCamera.globalPosition);
  43264. };
  43265. /**
  43266. * Helps preparing the defines values about the UVs in used in the effect.
  43267. * UVs are shared as much as we can accross channels in the shaders.
  43268. * @param texture The texture we are preparing the UVs for
  43269. * @param defines The defines to update
  43270. * @param key The channel key "diffuse", "specular"... used in the shader
  43271. */
  43272. MaterialHelper.PrepareDefinesForMergedUV = function (texture, defines, key) {
  43273. defines._needUVs = true;
  43274. defines[key] = true;
  43275. if (texture.getTextureMatrix().isIdentityAs3x2()) {
  43276. defines[key + "DIRECTUV"] = texture.coordinatesIndex + 1;
  43277. if (texture.coordinatesIndex === 0) {
  43278. defines["MAINUV1"] = true;
  43279. }
  43280. else {
  43281. defines["MAINUV2"] = true;
  43282. }
  43283. }
  43284. else {
  43285. defines[key + "DIRECTUV"] = 0;
  43286. }
  43287. };
  43288. /**
  43289. * Binds a texture matrix value to its corrsponding uniform
  43290. * @param texture The texture to bind the matrix for
  43291. * @param uniformBuffer The uniform buffer receivin the data
  43292. * @param key The channel key "diffuse", "specular"... used in the shader
  43293. */
  43294. MaterialHelper.BindTextureMatrix = function (texture, uniformBuffer, key) {
  43295. var matrix = texture.getTextureMatrix();
  43296. if (!matrix.isIdentityAs3x2()) {
  43297. uniformBuffer.updateMatrix(key + "Matrix", matrix);
  43298. }
  43299. };
  43300. /**
  43301. * Helper used to prepare the list of defines associated with misc. values for shader compilation
  43302. * @param mesh defines the current mesh
  43303. * @param scene defines the current scene
  43304. * @param useLogarithmicDepth defines if logarithmic depth has to be turned on
  43305. * @param pointsCloud defines if point cloud rendering has to be turned on
  43306. * @param fogEnabled defines if fog has to be turned on
  43307. * @param alphaTest defines if alpha testing has to be turned on
  43308. * @param defines defines the current list of defines
  43309. */
  43310. MaterialHelper.PrepareDefinesForMisc = function (mesh, scene, useLogarithmicDepth, pointsCloud, fogEnabled, alphaTest, defines) {
  43311. if (defines._areMiscDirty) {
  43312. defines["LOGARITHMICDEPTH"] = useLogarithmicDepth;
  43313. defines["POINTSIZE"] = pointsCloud;
  43314. defines["FOG"] = (scene.fogEnabled && mesh.applyFog && scene.fogMode !== BABYLON.Scene.FOGMODE_NONE && fogEnabled);
  43315. defines["NONUNIFORMSCALING"] = mesh.nonUniformScaling;
  43316. defines["ALPHATEST"] = alphaTest;
  43317. }
  43318. };
  43319. /**
  43320. * Helper used to prepare the list of defines associated with frame values for shader compilation
  43321. * @param scene defines the current scene
  43322. * @param engine defines the current engine
  43323. * @param defines specifies the list of active defines
  43324. * @param useInstances defines if instances have to be turned on
  43325. * @param useClipPlane defines if clip plane have to be turned on
  43326. */
  43327. MaterialHelper.PrepareDefinesForFrameBoundValues = function (scene, engine, defines, useInstances, useClipPlane) {
  43328. if (useClipPlane === void 0) { useClipPlane = null; }
  43329. var changed = false;
  43330. var useClipPlane1 = false;
  43331. var useClipPlane2 = false;
  43332. var useClipPlane3 = false;
  43333. var useClipPlane4 = false;
  43334. useClipPlane1 = useClipPlane == null ? (scene.clipPlane !== undefined && scene.clipPlane !== null) : useClipPlane;
  43335. useClipPlane2 = useClipPlane == null ? (scene.clipPlane2 !== undefined && scene.clipPlane2 !== null) : useClipPlane;
  43336. useClipPlane3 = useClipPlane == null ? (scene.clipPlane3 !== undefined && scene.clipPlane3 !== null) : useClipPlane;
  43337. useClipPlane4 = useClipPlane == null ? (scene.clipPlane4 !== undefined && scene.clipPlane4 !== null) : useClipPlane;
  43338. if (defines["CLIPPLANE"] !== useClipPlane1) {
  43339. defines["CLIPPLANE"] = useClipPlane1;
  43340. changed = true;
  43341. }
  43342. if (defines["CLIPPLANE2"] !== useClipPlane2) {
  43343. defines["CLIPPLANE2"] = useClipPlane2;
  43344. changed = true;
  43345. }
  43346. if (defines["CLIPPLANE3"] !== useClipPlane3) {
  43347. defines["CLIPPLANE3"] = useClipPlane3;
  43348. changed = true;
  43349. }
  43350. if (defines["CLIPPLANE4"] !== useClipPlane4) {
  43351. defines["CLIPPLANE4"] = useClipPlane4;
  43352. changed = true;
  43353. }
  43354. if (defines["DEPTHPREPASS"] !== !engine.getColorWrite()) {
  43355. defines["DEPTHPREPASS"] = !defines["DEPTHPREPASS"];
  43356. changed = true;
  43357. }
  43358. if (defines["INSTANCES"] !== useInstances) {
  43359. defines["INSTANCES"] = useInstances;
  43360. changed = true;
  43361. }
  43362. if (changed) {
  43363. defines.markAsUnprocessed();
  43364. }
  43365. };
  43366. /**
  43367. * Prepares the defines used in the shader depending on the attributes data available in the mesh
  43368. * @param mesh The mesh containing the geometry data we will draw
  43369. * @param defines The defines to update
  43370. * @param useVertexColor Precise whether vertex colors should be used or not (override mesh info)
  43371. * @param useBones Precise whether bones should be used or not (override mesh info)
  43372. * @param useMorphTargets Precise whether morph targets should be used or not (override mesh info)
  43373. * @param useVertexAlpha Precise whether vertex alpha should be used or not (override mesh info)
  43374. * @returns false if defines are considered not dirty and have not been checked
  43375. */
  43376. MaterialHelper.PrepareDefinesForAttributes = function (mesh, defines, useVertexColor, useBones, useMorphTargets, useVertexAlpha) {
  43377. if (useMorphTargets === void 0) { useMorphTargets = false; }
  43378. if (useVertexAlpha === void 0) { useVertexAlpha = true; }
  43379. if (!defines._areAttributesDirty && defines._needNormals === defines._normals && defines._needUVs === defines._uvs) {
  43380. return false;
  43381. }
  43382. defines._normals = defines._needNormals;
  43383. defines._uvs = defines._needUVs;
  43384. defines["NORMAL"] = (defines._needNormals && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind));
  43385. if (defines._needNormals && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.TangentKind)) {
  43386. defines["TANGENT"] = true;
  43387. }
  43388. if (defines._needUVs) {
  43389. defines["UV1"] = mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind);
  43390. defines["UV2"] = mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind);
  43391. }
  43392. else {
  43393. defines["UV1"] = false;
  43394. defines["UV2"] = false;
  43395. }
  43396. if (useVertexColor) {
  43397. var hasVertexColors = mesh.useVertexColors && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.ColorKind);
  43398. defines["VERTEXCOLOR"] = hasVertexColors;
  43399. defines["VERTEXALPHA"] = mesh.hasVertexAlpha && hasVertexColors && useVertexAlpha;
  43400. }
  43401. if (useBones) {
  43402. if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  43403. defines["NUM_BONE_INFLUENCERS"] = mesh.numBoneInfluencers;
  43404. var materialSupportsBoneTexture = defines["BONETEXTURE"] !== undefined;
  43405. if (mesh.skeleton.isUsingTextureForMatrices && materialSupportsBoneTexture) {
  43406. defines["BONETEXTURE"] = true;
  43407. }
  43408. else {
  43409. defines["BonesPerMesh"] = (mesh.skeleton.bones.length + 1);
  43410. defines["BONETEXTURE"] = materialSupportsBoneTexture ? false : undefined;
  43411. }
  43412. }
  43413. else {
  43414. defines["NUM_BONE_INFLUENCERS"] = 0;
  43415. defines["BonesPerMesh"] = 0;
  43416. }
  43417. }
  43418. if (useMorphTargets) {
  43419. var manager = mesh.morphTargetManager;
  43420. if (manager) {
  43421. defines["MORPHTARGETS_TANGENT"] = manager.supportsTangents && defines["TANGENT"];
  43422. defines["MORPHTARGETS_NORMAL"] = manager.supportsNormals && defines["NORMAL"];
  43423. defines["MORPHTARGETS"] = (manager.numInfluencers > 0);
  43424. defines["NUM_MORPH_INFLUENCERS"] = manager.numInfluencers;
  43425. }
  43426. else {
  43427. defines["MORPHTARGETS_TANGENT"] = false;
  43428. defines["MORPHTARGETS_NORMAL"] = false;
  43429. defines["MORPHTARGETS"] = false;
  43430. defines["NUM_MORPH_INFLUENCERS"] = 0;
  43431. }
  43432. }
  43433. return true;
  43434. };
  43435. /**
  43436. * Prepares the defines related to the light information passed in parameter
  43437. * @param scene The scene we are intending to draw
  43438. * @param mesh The mesh the effect is compiling for
  43439. * @param defines The defines to update
  43440. * @param specularSupported Specifies whether specular is supported or not (override lights data)
  43441. * @param maxSimultaneousLights Specfies how manuy lights can be added to the effect at max
  43442. * @param disableLighting Specifies whether the lighting is disabled (override scene and light)
  43443. * @returns true if normals will be required for the rest of the effect
  43444. */
  43445. MaterialHelper.PrepareDefinesForLights = function (scene, mesh, defines, specularSupported, maxSimultaneousLights, disableLighting) {
  43446. if (maxSimultaneousLights === void 0) { maxSimultaneousLights = 4; }
  43447. if (disableLighting === void 0) { disableLighting = false; }
  43448. if (!defines._areLightsDirty) {
  43449. return defines._needNormals;
  43450. }
  43451. var lightIndex = 0;
  43452. var needNormals = false;
  43453. var needRebuild = false;
  43454. var lightmapMode = false;
  43455. var shadowEnabled = false;
  43456. var specularEnabled = false;
  43457. if (scene.lightsEnabled && !disableLighting) {
  43458. for (var _i = 0, _a = mesh._lightSources; _i < _a.length; _i++) {
  43459. var light = _a[_i];
  43460. needNormals = true;
  43461. if (defines["LIGHT" + lightIndex] === undefined) {
  43462. needRebuild = true;
  43463. }
  43464. defines["LIGHT" + lightIndex] = true;
  43465. defines["SPOTLIGHT" + lightIndex] = false;
  43466. defines["HEMILIGHT" + lightIndex] = false;
  43467. defines["POINTLIGHT" + lightIndex] = false;
  43468. defines["DIRLIGHT" + lightIndex] = false;
  43469. light.prepareLightSpecificDefines(defines, lightIndex);
  43470. // FallOff.
  43471. defines["LIGHT_FALLOFF_PHYSICAL" + lightIndex] = false;
  43472. defines["LIGHT_FALLOFF_GLTF" + lightIndex] = false;
  43473. defines["LIGHT_FALLOFF_STANDARD" + lightIndex] = false;
  43474. switch (light.falloffType) {
  43475. case BABYLON.Light.FALLOFF_GLTF:
  43476. defines["LIGHT_FALLOFF_GLTF" + lightIndex] = true;
  43477. break;
  43478. case BABYLON.Light.FALLOFF_PHYSICAL:
  43479. defines["LIGHT_FALLOFF_PHYSICAL" + lightIndex] = true;
  43480. break;
  43481. case BABYLON.Light.FALLOFF_STANDARD:
  43482. defines["LIGHT_FALLOFF_STANDARD" + lightIndex] = true;
  43483. break;
  43484. }
  43485. // Specular
  43486. if (specularSupported && !light.specular.equalsFloats(0, 0, 0)) {
  43487. specularEnabled = true;
  43488. }
  43489. // Shadows
  43490. defines["SHADOW" + lightIndex] = false;
  43491. defines["SHADOWPCF" + lightIndex] = false;
  43492. defines["SHADOWPCSS" + lightIndex] = false;
  43493. defines["SHADOWPOISSON" + lightIndex] = false;
  43494. defines["SHADOWESM" + lightIndex] = false;
  43495. defines["SHADOWCUBE" + lightIndex] = false;
  43496. defines["SHADOWLOWQUALITY" + lightIndex] = false;
  43497. defines["SHADOWMEDIUMQUALITY" + lightIndex] = false;
  43498. if (mesh && mesh.receiveShadows && scene.shadowsEnabled && light.shadowEnabled) {
  43499. var shadowGenerator = light.getShadowGenerator();
  43500. if (shadowGenerator) {
  43501. var shadowMap = shadowGenerator.getShadowMap();
  43502. if (shadowMap) {
  43503. if (shadowMap.renderList && shadowMap.renderList.length > 0) {
  43504. shadowEnabled = true;
  43505. shadowGenerator.prepareDefines(defines, lightIndex);
  43506. }
  43507. }
  43508. }
  43509. }
  43510. if (light.lightmapMode != BABYLON.Light.LIGHTMAP_DEFAULT) {
  43511. lightmapMode = true;
  43512. defines["LIGHTMAPEXCLUDED" + lightIndex] = true;
  43513. defines["LIGHTMAPNOSPECULAR" + lightIndex] = (light.lightmapMode == BABYLON.Light.LIGHTMAP_SHADOWSONLY);
  43514. }
  43515. else {
  43516. defines["LIGHTMAPEXCLUDED" + lightIndex] = false;
  43517. defines["LIGHTMAPNOSPECULAR" + lightIndex] = false;
  43518. }
  43519. lightIndex++;
  43520. if (lightIndex === maxSimultaneousLights) {
  43521. break;
  43522. }
  43523. }
  43524. }
  43525. defines["SPECULARTERM"] = specularEnabled;
  43526. defines["SHADOWS"] = shadowEnabled;
  43527. // Resetting all other lights if any
  43528. for (var index = lightIndex; index < maxSimultaneousLights; index++) {
  43529. if (defines["LIGHT" + index] !== undefined) {
  43530. defines["LIGHT" + index] = false;
  43531. defines["HEMILIGHT" + lightIndex] = false;
  43532. defines["POINTLIGHT" + lightIndex] = false;
  43533. defines["DIRLIGHT" + lightIndex] = false;
  43534. defines["SPOTLIGHT" + lightIndex] = false;
  43535. defines["SHADOW" + lightIndex] = false;
  43536. }
  43537. }
  43538. var caps = scene.getEngine().getCaps();
  43539. if (defines["SHADOWFLOAT"] === undefined) {
  43540. needRebuild = true;
  43541. }
  43542. defines["SHADOWFLOAT"] = shadowEnabled &&
  43543. ((caps.textureFloatRender && caps.textureFloatLinearFiltering) ||
  43544. (caps.textureHalfFloatRender && caps.textureHalfFloatLinearFiltering));
  43545. defines["LIGHTMAPEXCLUDED"] = lightmapMode;
  43546. if (needRebuild) {
  43547. defines.rebuild();
  43548. }
  43549. return needNormals;
  43550. };
  43551. /**
  43552. * Prepares the uniforms and samplers list to be used in the effect. This can automatically remove from the list uniforms
  43553. * that won t be acctive due to defines being turned off.
  43554. * @param uniformsListOrOptions The uniform names to prepare or an EffectCreationOptions containing the liist and extra information
  43555. * @param samplersList The samplers list
  43556. * @param defines The defines helping in the list generation
  43557. * @param maxSimultaneousLights The maximum number of simultanous light allowed in the effect
  43558. */
  43559. MaterialHelper.PrepareUniformsAndSamplersList = function (uniformsListOrOptions, samplersList, defines, maxSimultaneousLights) {
  43560. if (maxSimultaneousLights === void 0) { maxSimultaneousLights = 4; }
  43561. var uniformsList;
  43562. var uniformBuffersList = null;
  43563. if (uniformsListOrOptions.uniformsNames) {
  43564. var options = uniformsListOrOptions;
  43565. uniformsList = options.uniformsNames;
  43566. uniformBuffersList = options.uniformBuffersNames;
  43567. samplersList = options.samplers;
  43568. defines = options.defines;
  43569. maxSimultaneousLights = options.maxSimultaneousLights;
  43570. }
  43571. else {
  43572. uniformsList = uniformsListOrOptions;
  43573. if (!samplersList) {
  43574. samplersList = [];
  43575. }
  43576. }
  43577. for (var lightIndex = 0; lightIndex < maxSimultaneousLights; lightIndex++) {
  43578. if (!defines["LIGHT" + lightIndex]) {
  43579. break;
  43580. }
  43581. uniformsList.push("vLightData" + lightIndex, "vLightDiffuse" + lightIndex, "vLightSpecular" + lightIndex, "vLightDirection" + lightIndex, "vLightFalloff" + lightIndex, "vLightGround" + lightIndex, "lightMatrix" + lightIndex, "shadowsInfo" + lightIndex, "depthValues" + lightIndex);
  43582. if (uniformBuffersList) {
  43583. uniformBuffersList.push("Light" + lightIndex);
  43584. }
  43585. samplersList.push("shadowSampler" + lightIndex);
  43586. samplersList.push("depthSampler" + lightIndex);
  43587. if (defines["PROJECTEDLIGHTTEXTURE" + lightIndex]) {
  43588. samplersList.push("projectionLightSampler" + lightIndex);
  43589. uniformsList.push("textureProjectionMatrix" + lightIndex);
  43590. }
  43591. }
  43592. if (defines["NUM_MORPH_INFLUENCERS"]) {
  43593. uniformsList.push("morphTargetInfluences");
  43594. }
  43595. };
  43596. /**
  43597. * This helps decreasing rank by rank the shadow quality (0 being the highest rank and quality)
  43598. * @param defines The defines to update while falling back
  43599. * @param fallbacks The authorized effect fallbacks
  43600. * @param maxSimultaneousLights The maximum number of lights allowed
  43601. * @param rank the current rank of the Effect
  43602. * @returns The newly affected rank
  43603. */
  43604. MaterialHelper.HandleFallbacksForShadows = function (defines, fallbacks, maxSimultaneousLights, rank) {
  43605. if (maxSimultaneousLights === void 0) { maxSimultaneousLights = 4; }
  43606. if (rank === void 0) { rank = 0; }
  43607. var lightFallbackRank = 0;
  43608. for (var lightIndex = 0; lightIndex < maxSimultaneousLights; lightIndex++) {
  43609. if (!defines["LIGHT" + lightIndex]) {
  43610. break;
  43611. }
  43612. if (lightIndex > 0) {
  43613. lightFallbackRank = rank + lightIndex;
  43614. fallbacks.addFallback(lightFallbackRank, "LIGHT" + lightIndex);
  43615. }
  43616. if (!defines["SHADOWS"]) {
  43617. if (defines["SHADOW" + lightIndex]) {
  43618. fallbacks.addFallback(rank, "SHADOW" + lightIndex);
  43619. }
  43620. if (defines["SHADOWPCF" + lightIndex]) {
  43621. fallbacks.addFallback(rank, "SHADOWPCF" + lightIndex);
  43622. }
  43623. if (defines["SHADOWPCSS" + lightIndex]) {
  43624. fallbacks.addFallback(rank, "SHADOWPCSS" + lightIndex);
  43625. }
  43626. if (defines["SHADOWPOISSON" + lightIndex]) {
  43627. fallbacks.addFallback(rank, "SHADOWPOISSON" + lightIndex);
  43628. }
  43629. if (defines["SHADOWESM" + lightIndex]) {
  43630. fallbacks.addFallback(rank, "SHADOWESM" + lightIndex);
  43631. }
  43632. }
  43633. }
  43634. return lightFallbackRank++;
  43635. };
  43636. /**
  43637. * Prepares the list of attributes required for morph targets according to the effect defines.
  43638. * @param attribs The current list of supported attribs
  43639. * @param mesh The mesh to prepare the morph targets attributes for
  43640. * @param defines The current Defines of the effect
  43641. */
  43642. MaterialHelper.PrepareAttributesForMorphTargets = function (attribs, mesh, defines) {
  43643. var influencers = defines["NUM_MORPH_INFLUENCERS"];
  43644. if (influencers > 0 && BABYLON.Engine.LastCreatedEngine) {
  43645. var maxAttributesCount = BABYLON.Engine.LastCreatedEngine.getCaps().maxVertexAttribs;
  43646. var manager = mesh.morphTargetManager;
  43647. var normal = manager && manager.supportsNormals && defines["NORMAL"];
  43648. var tangent = manager && manager.supportsTangents && defines["TANGENT"];
  43649. for (var index = 0; index < influencers; index++) {
  43650. attribs.push(BABYLON.VertexBuffer.PositionKind + index);
  43651. if (normal) {
  43652. attribs.push(BABYLON.VertexBuffer.NormalKind + index);
  43653. }
  43654. if (tangent) {
  43655. attribs.push(BABYLON.VertexBuffer.TangentKind + index);
  43656. }
  43657. if (attribs.length > maxAttributesCount) {
  43658. BABYLON.Tools.Error("Cannot add more vertex attributes for mesh " + mesh.name);
  43659. }
  43660. }
  43661. }
  43662. };
  43663. /**
  43664. * Prepares the list of attributes required for bones according to the effect defines.
  43665. * @param attribs The current list of supported attribs
  43666. * @param mesh The mesh to prepare the bones attributes for
  43667. * @param defines The current Defines of the effect
  43668. * @param fallbacks The current efffect fallback strategy
  43669. */
  43670. MaterialHelper.PrepareAttributesForBones = function (attribs, mesh, defines, fallbacks) {
  43671. if (defines["NUM_BONE_INFLUENCERS"] > 0) {
  43672. fallbacks.addCPUSkinningFallback(0, mesh);
  43673. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  43674. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  43675. if (defines["NUM_BONE_INFLUENCERS"] > 4) {
  43676. attribs.push(BABYLON.VertexBuffer.MatricesIndicesExtraKind);
  43677. attribs.push(BABYLON.VertexBuffer.MatricesWeightsExtraKind);
  43678. }
  43679. }
  43680. };
  43681. /**
  43682. * Prepares the list of attributes required for instances according to the effect defines.
  43683. * @param attribs The current list of supported attribs
  43684. * @param defines The current Defines of the effect
  43685. */
  43686. MaterialHelper.PrepareAttributesForInstances = function (attribs, defines) {
  43687. if (defines["INSTANCES"]) {
  43688. attribs.push("world0");
  43689. attribs.push("world1");
  43690. attribs.push("world2");
  43691. attribs.push("world3");
  43692. }
  43693. };
  43694. /**
  43695. * Binds the light shadow information to the effect for the given mesh.
  43696. * @param light The light containing the generator
  43697. * @param scene The scene the lights belongs to
  43698. * @param mesh The mesh we are binding the information to render
  43699. * @param lightIndex The light index in the effect used to render the mesh
  43700. * @param effect The effect we are binding the data to
  43701. */
  43702. MaterialHelper.BindLightShadow = function (light, scene, mesh, lightIndex, effect) {
  43703. if (light.shadowEnabled && mesh.receiveShadows) {
  43704. var shadowGenerator = light.getShadowGenerator();
  43705. if (shadowGenerator) {
  43706. shadowGenerator.bindShadowLight(lightIndex, effect);
  43707. }
  43708. }
  43709. };
  43710. /**
  43711. * Binds the light information to the effect.
  43712. * @param light The light containing the generator
  43713. * @param effect The effect we are binding the data to
  43714. * @param lightIndex The light index in the effect used to render
  43715. */
  43716. MaterialHelper.BindLightProperties = function (light, effect, lightIndex) {
  43717. light.transferToEffect(effect, lightIndex + "");
  43718. };
  43719. /**
  43720. * Binds the lights information from the scene to the effect for the given mesh.
  43721. * @param scene The scene the lights belongs to
  43722. * @param mesh The mesh we are binding the information to render
  43723. * @param effect The effect we are binding the data to
  43724. * @param defines The generated defines for the effect
  43725. * @param maxSimultaneousLights The maximum number of light that can be bound to the effect
  43726. * @param usePhysicalLightFalloff Specifies whether the light falloff is defined physically or not
  43727. */
  43728. MaterialHelper.BindLights = function (scene, mesh, effect, defines, maxSimultaneousLights, usePhysicalLightFalloff) {
  43729. if (maxSimultaneousLights === void 0) { maxSimultaneousLights = 4; }
  43730. if (usePhysicalLightFalloff === void 0) { usePhysicalLightFalloff = false; }
  43731. var len = Math.min(mesh._lightSources.length, maxSimultaneousLights);
  43732. for (var i = 0; i < len; i++) {
  43733. var light = mesh._lightSources[i];
  43734. var iAsString = i.toString();
  43735. var scaledIntensity = light.getScaledIntensity();
  43736. light._uniformBuffer.bindToEffect(effect, "Light" + i);
  43737. MaterialHelper.BindLightProperties(light, effect, i);
  43738. light.diffuse.scaleToRef(scaledIntensity, BABYLON.Tmp.Color3[0]);
  43739. light._uniformBuffer.updateColor4("vLightDiffuse", BABYLON.Tmp.Color3[0], usePhysicalLightFalloff ? light.radius : light.range, iAsString);
  43740. if (defines["SPECULARTERM"]) {
  43741. light.specular.scaleToRef(scaledIntensity, BABYLON.Tmp.Color3[1]);
  43742. light._uniformBuffer.updateColor3("vLightSpecular", BABYLON.Tmp.Color3[1], iAsString);
  43743. }
  43744. // Shadows
  43745. if (scene.shadowsEnabled) {
  43746. this.BindLightShadow(light, scene, mesh, iAsString, effect);
  43747. }
  43748. light._uniformBuffer.update();
  43749. }
  43750. };
  43751. /**
  43752. * Binds the fog information from the scene to the effect for the given mesh.
  43753. * @param scene The scene the lights belongs to
  43754. * @param mesh The mesh we are binding the information to render
  43755. * @param effect The effect we are binding the data to
  43756. * @param linearSpace Defines if the fog effect is applied in linear space
  43757. */
  43758. MaterialHelper.BindFogParameters = function (scene, mesh, effect, linearSpace) {
  43759. if (linearSpace === void 0) { linearSpace = false; }
  43760. if (scene.fogEnabled && mesh.applyFog && scene.fogMode !== BABYLON.Scene.FOGMODE_NONE) {
  43761. effect.setFloat4("vFogInfos", scene.fogMode, scene.fogStart, scene.fogEnd, scene.fogDensity);
  43762. // Convert fog color to linear space if used in a linear space computed shader.
  43763. if (linearSpace) {
  43764. scene.fogColor.toLinearSpaceToRef(this._tempFogColor);
  43765. effect.setColor3("vFogColor", this._tempFogColor);
  43766. }
  43767. else {
  43768. effect.setColor3("vFogColor", scene.fogColor);
  43769. }
  43770. }
  43771. };
  43772. /**
  43773. * Binds the bones information from the mesh to the effect.
  43774. * @param mesh The mesh we are binding the information to render
  43775. * @param effect The effect we are binding the data to
  43776. */
  43777. MaterialHelper.BindBonesParameters = function (mesh, effect) {
  43778. if (!effect || !mesh) {
  43779. return;
  43780. }
  43781. if (mesh.computeBonesUsingShaders && effect._bonesComputationForcedToCPU) {
  43782. mesh.computeBonesUsingShaders = false;
  43783. }
  43784. if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  43785. var skeleton = mesh.skeleton;
  43786. if (skeleton.isUsingTextureForMatrices && effect.getUniformIndex("boneTextureWidth") > -1) {
  43787. var boneTexture = skeleton.getTransformMatrixTexture();
  43788. effect.setTexture("boneSampler", boneTexture);
  43789. effect.setFloat("boneTextureWidth", 4.0 * (skeleton.bones.length + 1));
  43790. }
  43791. else {
  43792. var matrices = skeleton.getTransformMatrices(mesh);
  43793. if (matrices) {
  43794. effect.setMatrices("mBones", matrices);
  43795. }
  43796. }
  43797. }
  43798. };
  43799. /**
  43800. * Binds the morph targets information from the mesh to the effect.
  43801. * @param abstractMesh The mesh we are binding the information to render
  43802. * @param effect The effect we are binding the data to
  43803. */
  43804. MaterialHelper.BindMorphTargetParameters = function (abstractMesh, effect) {
  43805. var manager = abstractMesh.morphTargetManager;
  43806. if (!abstractMesh || !manager) {
  43807. return;
  43808. }
  43809. effect.setFloatArray("morphTargetInfluences", manager.influences);
  43810. };
  43811. /**
  43812. * Binds the logarithmic depth information from the scene to the effect for the given defines.
  43813. * @param defines The generated defines used in the effect
  43814. * @param effect The effect we are binding the data to
  43815. * @param scene The scene we are willing to render with logarithmic scale for
  43816. */
  43817. MaterialHelper.BindLogDepth = function (defines, effect, scene) {
  43818. if (defines["LOGARITHMICDEPTH"]) {
  43819. effect.setFloat("logarithmicDepthConstant", 2.0 / (Math.log(scene.activeCamera.maxZ + 1.0) / Math.LN2));
  43820. }
  43821. };
  43822. /**
  43823. * Binds the clip plane information from the scene to the effect.
  43824. * @param scene The scene the clip plane information are extracted from
  43825. * @param effect The effect we are binding the data to
  43826. */
  43827. MaterialHelper.BindClipPlane = function (effect, scene) {
  43828. if (scene.clipPlane) {
  43829. var clipPlane = scene.clipPlane;
  43830. effect.setFloat4("vClipPlane", clipPlane.normal.x, clipPlane.normal.y, clipPlane.normal.z, clipPlane.d);
  43831. }
  43832. if (scene.clipPlane2) {
  43833. var clipPlane = scene.clipPlane2;
  43834. effect.setFloat4("vClipPlane2", clipPlane.normal.x, clipPlane.normal.y, clipPlane.normal.z, clipPlane.d);
  43835. }
  43836. if (scene.clipPlane3) {
  43837. var clipPlane = scene.clipPlane3;
  43838. effect.setFloat4("vClipPlane3", clipPlane.normal.x, clipPlane.normal.y, clipPlane.normal.z, clipPlane.d);
  43839. }
  43840. if (scene.clipPlane4) {
  43841. var clipPlane = scene.clipPlane4;
  43842. effect.setFloat4("vClipPlane4", clipPlane.normal.x, clipPlane.normal.y, clipPlane.normal.z, clipPlane.d);
  43843. }
  43844. };
  43845. MaterialHelper._tempFogColor = BABYLON.Color3.Black();
  43846. return MaterialHelper;
  43847. }());
  43848. BABYLON.MaterialHelper = MaterialHelper;
  43849. })(BABYLON || (BABYLON = {}));
  43850. //# sourceMappingURL=babylon.materialHelper.js.map
  43851. var BABYLON;
  43852. (function (BABYLON) {
  43853. /**
  43854. * Base class of materials working in push mode in babylon JS
  43855. * @hidden
  43856. */
  43857. var PushMaterial = /** @class */ (function (_super) {
  43858. __extends(PushMaterial, _super);
  43859. function PushMaterial(name, scene) {
  43860. var _this = _super.call(this, name, scene) || this;
  43861. _this._normalMatrix = new BABYLON.Matrix();
  43862. /**
  43863. * Gets or sets a boolean indicating that the material is allowed to do shader hot swapping.
  43864. * This means that the material can keep using a previous shader while a new one is being compiled.
  43865. * This is mostly used when shader parallel compilation is supported (true by default)
  43866. */
  43867. _this.allowShaderHotSwapping = true;
  43868. _this._storeEffectOnSubMeshes = true;
  43869. return _this;
  43870. }
  43871. PushMaterial.prototype.getEffect = function () {
  43872. return this._activeEffect;
  43873. };
  43874. PushMaterial.prototype.isReady = function (mesh, useInstances) {
  43875. if (!mesh) {
  43876. return false;
  43877. }
  43878. if (!mesh.subMeshes || mesh.subMeshes.length === 0) {
  43879. return true;
  43880. }
  43881. return this.isReadyForSubMesh(mesh, mesh.subMeshes[0], useInstances);
  43882. };
  43883. /**
  43884. * Binds the given world matrix to the active effect
  43885. *
  43886. * @param world the matrix to bind
  43887. */
  43888. PushMaterial.prototype.bindOnlyWorldMatrix = function (world) {
  43889. this._activeEffect.setMatrix("world", world);
  43890. };
  43891. /**
  43892. * Binds the given normal matrix to the active effect
  43893. *
  43894. * @param normalMatrix the matrix to bind
  43895. */
  43896. PushMaterial.prototype.bindOnlyNormalMatrix = function (normalMatrix) {
  43897. this._activeEffect.setMatrix("normalMatrix", normalMatrix);
  43898. };
  43899. PushMaterial.prototype.bind = function (world, mesh) {
  43900. if (!mesh) {
  43901. return;
  43902. }
  43903. this.bindForSubMesh(world, mesh, mesh.subMeshes[0]);
  43904. };
  43905. PushMaterial.prototype._afterBind = function (mesh, effect) {
  43906. if (effect === void 0) { effect = null; }
  43907. _super.prototype._afterBind.call(this, mesh);
  43908. this.getScene()._cachedEffect = effect;
  43909. };
  43910. PushMaterial.prototype._mustRebind = function (scene, effect, visibility) {
  43911. if (visibility === void 0) { visibility = 1; }
  43912. return scene.isCachedMaterialInvalid(this, effect, visibility);
  43913. };
  43914. return PushMaterial;
  43915. }(BABYLON.Material));
  43916. BABYLON.PushMaterial = PushMaterial;
  43917. })(BABYLON || (BABYLON = {}));
  43918. //# sourceMappingURL=babylon.pushMaterial.js.map
  43919. var BABYLON;
  43920. (function (BABYLON) {
  43921. /** @hidden */
  43922. var StandardMaterialDefines = /** @class */ (function (_super) {
  43923. __extends(StandardMaterialDefines, _super);
  43924. function StandardMaterialDefines() {
  43925. var _this = _super.call(this) || this;
  43926. _this.MAINUV1 = false;
  43927. _this.MAINUV2 = false;
  43928. _this.DIFFUSE = false;
  43929. _this.DIFFUSEDIRECTUV = 0;
  43930. _this.AMBIENT = false;
  43931. _this.AMBIENTDIRECTUV = 0;
  43932. _this.OPACITY = false;
  43933. _this.OPACITYDIRECTUV = 0;
  43934. _this.OPACITYRGB = false;
  43935. _this.REFLECTION = false;
  43936. _this.EMISSIVE = false;
  43937. _this.EMISSIVEDIRECTUV = 0;
  43938. _this.SPECULAR = false;
  43939. _this.SPECULARDIRECTUV = 0;
  43940. _this.BUMP = false;
  43941. _this.BUMPDIRECTUV = 0;
  43942. _this.PARALLAX = false;
  43943. _this.PARALLAXOCCLUSION = false;
  43944. _this.SPECULAROVERALPHA = false;
  43945. _this.CLIPPLANE = false;
  43946. _this.CLIPPLANE2 = false;
  43947. _this.CLIPPLANE3 = false;
  43948. _this.CLIPPLANE4 = false;
  43949. _this.ALPHATEST = false;
  43950. _this.DEPTHPREPASS = false;
  43951. _this.ALPHAFROMDIFFUSE = false;
  43952. _this.POINTSIZE = false;
  43953. _this.FOG = false;
  43954. _this.SPECULARTERM = false;
  43955. _this.DIFFUSEFRESNEL = false;
  43956. _this.OPACITYFRESNEL = false;
  43957. _this.REFLECTIONFRESNEL = false;
  43958. _this.REFRACTIONFRESNEL = false;
  43959. _this.EMISSIVEFRESNEL = false;
  43960. _this.FRESNEL = false;
  43961. _this.NORMAL = false;
  43962. _this.UV1 = false;
  43963. _this.UV2 = false;
  43964. _this.VERTEXCOLOR = false;
  43965. _this.VERTEXALPHA = false;
  43966. _this.NUM_BONE_INFLUENCERS = 0;
  43967. _this.BonesPerMesh = 0;
  43968. _this.BONETEXTURE = false;
  43969. _this.INSTANCES = false;
  43970. _this.GLOSSINESS = false;
  43971. _this.ROUGHNESS = false;
  43972. _this.EMISSIVEASILLUMINATION = false;
  43973. _this.LINKEMISSIVEWITHDIFFUSE = false;
  43974. _this.REFLECTIONFRESNELFROMSPECULAR = false;
  43975. _this.LIGHTMAP = false;
  43976. _this.LIGHTMAPDIRECTUV = 0;
  43977. _this.OBJECTSPACE_NORMALMAP = false;
  43978. _this.USELIGHTMAPASSHADOWMAP = false;
  43979. _this.REFLECTIONMAP_3D = false;
  43980. _this.REFLECTIONMAP_SPHERICAL = false;
  43981. _this.REFLECTIONMAP_PLANAR = false;
  43982. _this.REFLECTIONMAP_CUBIC = false;
  43983. _this.USE_LOCAL_REFLECTIONMAP_CUBIC = false;
  43984. _this.REFLECTIONMAP_PROJECTION = false;
  43985. _this.REFLECTIONMAP_SKYBOX = false;
  43986. _this.REFLECTIONMAP_SKYBOX_TRANSFORMED = false;
  43987. _this.REFLECTIONMAP_EXPLICIT = false;
  43988. _this.REFLECTIONMAP_EQUIRECTANGULAR = false;
  43989. _this.REFLECTIONMAP_EQUIRECTANGULAR_FIXED = false;
  43990. _this.REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED = false;
  43991. _this.INVERTCUBICMAP = false;
  43992. _this.LOGARITHMICDEPTH = false;
  43993. _this.REFRACTION = false;
  43994. _this.REFRACTIONMAP_3D = false;
  43995. _this.REFLECTIONOVERALPHA = false;
  43996. _this.TWOSIDEDLIGHTING = false;
  43997. _this.SHADOWFLOAT = false;
  43998. _this.MORPHTARGETS = false;
  43999. _this.MORPHTARGETS_NORMAL = false;
  44000. _this.MORPHTARGETS_TANGENT = false;
  44001. _this.NUM_MORPH_INFLUENCERS = 0;
  44002. _this.NONUNIFORMSCALING = false; // https://playground.babylonjs.com#V6DWIH
  44003. _this.PREMULTIPLYALPHA = false; // https://playground.babylonjs.com#LNVJJ7
  44004. _this.IMAGEPROCESSING = false;
  44005. _this.VIGNETTE = false;
  44006. _this.VIGNETTEBLENDMODEMULTIPLY = false;
  44007. _this.VIGNETTEBLENDMODEOPAQUE = false;
  44008. _this.TONEMAPPING = false;
  44009. _this.TONEMAPPING_ACES = false;
  44010. _this.CONTRAST = false;
  44011. _this.COLORCURVES = false;
  44012. _this.COLORGRADING = false;
  44013. _this.COLORGRADING3D = false;
  44014. _this.SAMPLER3DGREENDEPTH = false;
  44015. _this.SAMPLER3DBGRMAP = false;
  44016. _this.IMAGEPROCESSINGPOSTPROCESS = false;
  44017. /**
  44018. * If the reflection texture on this material is in linear color space
  44019. * @hidden
  44020. */
  44021. _this.IS_REFLECTION_LINEAR = false;
  44022. /**
  44023. * If the refraction texture on this material is in linear color space
  44024. * @hidden
  44025. */
  44026. _this.IS_REFRACTION_LINEAR = false;
  44027. _this.EXPOSURE = false;
  44028. _this.rebuild();
  44029. return _this;
  44030. }
  44031. StandardMaterialDefines.prototype.setReflectionMode = function (modeToEnable) {
  44032. var modes = [
  44033. "REFLECTIONMAP_CUBIC", "REFLECTIONMAP_EXPLICIT", "REFLECTIONMAP_PLANAR",
  44034. "REFLECTIONMAP_PROJECTION", "REFLECTIONMAP_PROJECTION", "REFLECTIONMAP_SKYBOX",
  44035. "REFLECTIONMAP_SPHERICAL", "REFLECTIONMAP_EQUIRECTANGULAR", "REFLECTIONMAP_EQUIRECTANGULAR_FIXED",
  44036. "REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED"
  44037. ];
  44038. for (var _i = 0, modes_1 = modes; _i < modes_1.length; _i++) {
  44039. var mode = modes_1[_i];
  44040. this[mode] = (mode === modeToEnable);
  44041. }
  44042. };
  44043. return StandardMaterialDefines;
  44044. }(BABYLON.MaterialDefines));
  44045. BABYLON.StandardMaterialDefines = StandardMaterialDefines;
  44046. /**
  44047. * This is the default material used in Babylon. It is the best trade off between quality
  44048. * and performances.
  44049. * @see http://doc.babylonjs.com/babylon101/materials
  44050. */
  44051. var StandardMaterial = /** @class */ (function (_super) {
  44052. __extends(StandardMaterial, _super);
  44053. /**
  44054. * Instantiates a new standard material.
  44055. * This is the default material used in Babylon. It is the best trade off between quality
  44056. * and performances.
  44057. * @see http://doc.babylonjs.com/babylon101/materials
  44058. * @param name Define the name of the material in the scene
  44059. * @param scene Define the scene the material belong to
  44060. */
  44061. function StandardMaterial(name, scene) {
  44062. var _this = _super.call(this, name, scene) || this;
  44063. /**
  44064. * The color of the material lit by the environmental background lighting.
  44065. * @see http://doc.babylonjs.com/babylon101/materials#ambient-color-example
  44066. */
  44067. _this.ambientColor = new BABYLON.Color3(0, 0, 0);
  44068. /**
  44069. * The basic color of the material as viewed under a light.
  44070. */
  44071. _this.diffuseColor = new BABYLON.Color3(1, 1, 1);
  44072. /**
  44073. * Define how the color and intensity of the highlight given by the light in the material.
  44074. */
  44075. _this.specularColor = new BABYLON.Color3(1, 1, 1);
  44076. /**
  44077. * Define the color of the material as if self lit.
  44078. * This will be mixed in the final result even in the absence of light.
  44079. */
  44080. _this.emissiveColor = new BABYLON.Color3(0, 0, 0);
  44081. /**
  44082. * Defines how sharp are the highlights in the material.
  44083. * The bigger the value the sharper giving a more glossy feeling to the result.
  44084. * Reversely, the smaller the value the blurrier giving a more rough feeling to the result.
  44085. */
  44086. _this.specularPower = 64;
  44087. _this._useAlphaFromDiffuseTexture = false;
  44088. _this._useEmissiveAsIllumination = false;
  44089. _this._linkEmissiveWithDiffuse = false;
  44090. _this._useSpecularOverAlpha = false;
  44091. _this._useReflectionOverAlpha = false;
  44092. _this._disableLighting = false;
  44093. _this._useObjectSpaceNormalMap = false;
  44094. _this._useParallax = false;
  44095. _this._useParallaxOcclusion = false;
  44096. /**
  44097. * Apply a scaling factor that determine which "depth" the height map should reprensent. A value between 0.05 and 0.1 is reasonnable in Parallax, you can reach 0.2 using Parallax Occlusion.
  44098. */
  44099. _this.parallaxScaleBias = 0.05;
  44100. _this._roughness = 0;
  44101. /**
  44102. * In case of refraction, define the value of the indice of refraction.
  44103. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  44104. */
  44105. _this.indexOfRefraction = 0.98;
  44106. /**
  44107. * Invert the refraction texture alongside the y axis.
  44108. * It can be useful with procedural textures or probe for instance.
  44109. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  44110. */
  44111. _this.invertRefractionY = true;
  44112. /**
  44113. * Defines the alpha limits in alpha test mode.
  44114. */
  44115. _this.alphaCutOff = 0.4;
  44116. _this._useLightmapAsShadowmap = false;
  44117. _this._useReflectionFresnelFromSpecular = false;
  44118. _this._useGlossinessFromSpecularMapAlpha = false;
  44119. _this._maxSimultaneousLights = 4;
  44120. _this._invertNormalMapX = false;
  44121. _this._invertNormalMapY = false;
  44122. _this._twoSidedLighting = false;
  44123. _this._renderTargets = new BABYLON.SmartArray(16);
  44124. _this._worldViewProjectionMatrix = BABYLON.Matrix.Zero();
  44125. _this._globalAmbientColor = new BABYLON.Color3(0, 0, 0);
  44126. // Setup the default processing configuration to the scene.
  44127. _this._attachImageProcessingConfiguration(null);
  44128. _this.getRenderTargetTextures = function () {
  44129. _this._renderTargets.reset();
  44130. if (StandardMaterial.ReflectionTextureEnabled && _this._reflectionTexture && _this._reflectionTexture.isRenderTarget) {
  44131. _this._renderTargets.push(_this._reflectionTexture);
  44132. }
  44133. if (StandardMaterial.RefractionTextureEnabled && _this._refractionTexture && _this._refractionTexture.isRenderTarget) {
  44134. _this._renderTargets.push(_this._refractionTexture);
  44135. }
  44136. return _this._renderTargets;
  44137. };
  44138. return _this;
  44139. }
  44140. Object.defineProperty(StandardMaterial.prototype, "imageProcessingConfiguration", {
  44141. /**
  44142. * Gets the image processing configuration used either in this material.
  44143. */
  44144. get: function () {
  44145. return this._imageProcessingConfiguration;
  44146. },
  44147. /**
  44148. * Sets the Default image processing configuration used either in the this material.
  44149. *
  44150. * If sets to null, the scene one is in use.
  44151. */
  44152. set: function (value) {
  44153. this._attachImageProcessingConfiguration(value);
  44154. // Ensure the effect will be rebuilt.
  44155. this._markAllSubMeshesAsTexturesDirty();
  44156. },
  44157. enumerable: true,
  44158. configurable: true
  44159. });
  44160. /**
  44161. * Attaches a new image processing configuration to the Standard Material.
  44162. * @param configuration
  44163. */
  44164. StandardMaterial.prototype._attachImageProcessingConfiguration = function (configuration) {
  44165. var _this = this;
  44166. if (configuration === this._imageProcessingConfiguration) {
  44167. return;
  44168. }
  44169. // Detaches observer.
  44170. if (this._imageProcessingConfiguration && this._imageProcessingObserver) {
  44171. this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);
  44172. }
  44173. // Pick the scene configuration if needed.
  44174. if (!configuration) {
  44175. this._imageProcessingConfiguration = this.getScene().imageProcessingConfiguration;
  44176. }
  44177. else {
  44178. this._imageProcessingConfiguration = configuration;
  44179. }
  44180. // Attaches observer.
  44181. if (this._imageProcessingConfiguration) {
  44182. this._imageProcessingObserver = this._imageProcessingConfiguration.onUpdateParameters.add(function (conf) {
  44183. _this._markAllSubMeshesAsImageProcessingDirty();
  44184. });
  44185. }
  44186. };
  44187. Object.defineProperty(StandardMaterial.prototype, "cameraColorCurvesEnabled", {
  44188. /**
  44189. * Gets wether the color curves effect is enabled.
  44190. */
  44191. get: function () {
  44192. return this.imageProcessingConfiguration.colorCurvesEnabled;
  44193. },
  44194. /**
  44195. * Sets wether the color curves effect is enabled.
  44196. */
  44197. set: function (value) {
  44198. this.imageProcessingConfiguration.colorCurvesEnabled = value;
  44199. },
  44200. enumerable: true,
  44201. configurable: true
  44202. });
  44203. Object.defineProperty(StandardMaterial.prototype, "cameraColorGradingEnabled", {
  44204. /**
  44205. * Gets wether the color grading effect is enabled.
  44206. */
  44207. get: function () {
  44208. return this.imageProcessingConfiguration.colorGradingEnabled;
  44209. },
  44210. /**
  44211. * Gets wether the color grading effect is enabled.
  44212. */
  44213. set: function (value) {
  44214. this.imageProcessingConfiguration.colorGradingEnabled = value;
  44215. },
  44216. enumerable: true,
  44217. configurable: true
  44218. });
  44219. Object.defineProperty(StandardMaterial.prototype, "cameraToneMappingEnabled", {
  44220. /**
  44221. * Gets wether tonemapping is enabled or not.
  44222. */
  44223. get: function () {
  44224. return this._imageProcessingConfiguration.toneMappingEnabled;
  44225. },
  44226. /**
  44227. * Sets wether tonemapping is enabled or not
  44228. */
  44229. set: function (value) {
  44230. this._imageProcessingConfiguration.toneMappingEnabled = value;
  44231. },
  44232. enumerable: true,
  44233. configurable: true
  44234. });
  44235. Object.defineProperty(StandardMaterial.prototype, "cameraExposure", {
  44236. /**
  44237. * The camera exposure used on this material.
  44238. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  44239. * This corresponds to a photographic exposure.
  44240. */
  44241. get: function () {
  44242. return this._imageProcessingConfiguration.exposure;
  44243. },
  44244. /**
  44245. * The camera exposure used on this material.
  44246. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  44247. * This corresponds to a photographic exposure.
  44248. */
  44249. set: function (value) {
  44250. this._imageProcessingConfiguration.exposure = value;
  44251. },
  44252. enumerable: true,
  44253. configurable: true
  44254. });
  44255. Object.defineProperty(StandardMaterial.prototype, "cameraContrast", {
  44256. /**
  44257. * Gets The camera contrast used on this material.
  44258. */
  44259. get: function () {
  44260. return this._imageProcessingConfiguration.contrast;
  44261. },
  44262. /**
  44263. * Sets The camera contrast used on this material.
  44264. */
  44265. set: function (value) {
  44266. this._imageProcessingConfiguration.contrast = value;
  44267. },
  44268. enumerable: true,
  44269. configurable: true
  44270. });
  44271. Object.defineProperty(StandardMaterial.prototype, "cameraColorGradingTexture", {
  44272. /**
  44273. * Gets the Color Grading 2D Lookup Texture.
  44274. */
  44275. get: function () {
  44276. return this._imageProcessingConfiguration.colorGradingTexture;
  44277. },
  44278. /**
  44279. * Sets the Color Grading 2D Lookup Texture.
  44280. */
  44281. set: function (value) {
  44282. this._imageProcessingConfiguration.colorGradingTexture = value;
  44283. },
  44284. enumerable: true,
  44285. configurable: true
  44286. });
  44287. Object.defineProperty(StandardMaterial.prototype, "cameraColorCurves", {
  44288. /**
  44289. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  44290. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  44291. * These are similar to controls found in many professional imaging or colorist software. The global controls are applied to the entire image. For advanced tuning, extra controls are provided to adjust the shadow, midtone and highlight areas of the image;
  44292. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  44293. */
  44294. get: function () {
  44295. return this._imageProcessingConfiguration.colorCurves;
  44296. },
  44297. /**
  44298. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  44299. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  44300. * These are similar to controls found in many professional imaging or colorist software. The global controls are applied to the entire image. For advanced tuning, extra controls are provided to adjust the shadow, midtone and highlight areas of the image;
  44301. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  44302. */
  44303. set: function (value) {
  44304. this._imageProcessingConfiguration.colorCurves = value;
  44305. },
  44306. enumerable: true,
  44307. configurable: true
  44308. });
  44309. Object.defineProperty(StandardMaterial.prototype, "hasRenderTargetTextures", {
  44310. /**
  44311. * Gets a boolean indicating that current material needs to register RTT
  44312. */
  44313. get: function () {
  44314. if (StandardMaterial.ReflectionTextureEnabled && this._reflectionTexture && this._reflectionTexture.isRenderTarget) {
  44315. return true;
  44316. }
  44317. if (StandardMaterial.RefractionTextureEnabled && this._refractionTexture && this._refractionTexture.isRenderTarget) {
  44318. return true;
  44319. }
  44320. return false;
  44321. },
  44322. enumerable: true,
  44323. configurable: true
  44324. });
  44325. /**
  44326. * Gets the current class name of the material e.g. "StandardMaterial"
  44327. * Mainly use in serialization.
  44328. * @returns the class name
  44329. */
  44330. StandardMaterial.prototype.getClassName = function () {
  44331. return "StandardMaterial";
  44332. };
  44333. Object.defineProperty(StandardMaterial.prototype, "useLogarithmicDepth", {
  44334. /**
  44335. * In case the depth buffer does not allow enough depth precision for your scene (might be the case in large scenes)
  44336. * You can try switching to logarithmic depth.
  44337. * @see http://doc.babylonjs.com/how_to/using_logarithmic_depth_buffer
  44338. */
  44339. get: function () {
  44340. return this._useLogarithmicDepth;
  44341. },
  44342. set: function (value) {
  44343. this._useLogarithmicDepth = value && this.getScene().getEngine().getCaps().fragmentDepthSupported;
  44344. this._markAllSubMeshesAsMiscDirty();
  44345. },
  44346. enumerable: true,
  44347. configurable: true
  44348. });
  44349. /**
  44350. * Specifies if the material will require alpha blending
  44351. * @returns a boolean specifying if alpha blending is needed
  44352. */
  44353. StandardMaterial.prototype.needAlphaBlending = function () {
  44354. return (this.alpha < 1.0) || (this._opacityTexture != null) || this._shouldUseAlphaFromDiffuseTexture() || this._opacityFresnelParameters && this._opacityFresnelParameters.isEnabled;
  44355. };
  44356. /**
  44357. * Specifies if this material should be rendered in alpha test mode
  44358. * @returns a boolean specifying if an alpha test is needed.
  44359. */
  44360. StandardMaterial.prototype.needAlphaTesting = function () {
  44361. return this._diffuseTexture != null && this._diffuseTexture.hasAlpha;
  44362. };
  44363. StandardMaterial.prototype._shouldUseAlphaFromDiffuseTexture = function () {
  44364. return this._diffuseTexture != null && this._diffuseTexture.hasAlpha && this._useAlphaFromDiffuseTexture;
  44365. };
  44366. /**
  44367. * Get the texture used for alpha test purpose.
  44368. * @returns the diffuse texture in case of the standard material.
  44369. */
  44370. StandardMaterial.prototype.getAlphaTestTexture = function () {
  44371. return this._diffuseTexture;
  44372. };
  44373. /**
  44374. * Get if the submesh is ready to be used and all its information available.
  44375. * Child classes can use it to update shaders
  44376. * @param mesh defines the mesh to check
  44377. * @param subMesh defines which submesh to check
  44378. * @param useInstances specifies that instances should be used
  44379. * @returns a boolean indicating that the submesh is ready or not
  44380. */
  44381. StandardMaterial.prototype.isReadyForSubMesh = function (mesh, subMesh, useInstances) {
  44382. if (useInstances === void 0) { useInstances = false; }
  44383. if (subMesh.effect && this.isFrozen) {
  44384. if (this._wasPreviouslyReady) {
  44385. return true;
  44386. }
  44387. }
  44388. if (!subMesh._materialDefines) {
  44389. subMesh._materialDefines = new StandardMaterialDefines();
  44390. }
  44391. var scene = this.getScene();
  44392. var defines = subMesh._materialDefines;
  44393. if (!this.checkReadyOnEveryCall && subMesh.effect) {
  44394. if (defines._renderId === scene.getRenderId()) {
  44395. return true;
  44396. }
  44397. }
  44398. var engine = scene.getEngine();
  44399. // Lights
  44400. defines._needNormals = BABYLON.MaterialHelper.PrepareDefinesForLights(scene, mesh, defines, true, this._maxSimultaneousLights, this._disableLighting);
  44401. // Textures
  44402. if (defines._areTexturesDirty) {
  44403. defines._needUVs = false;
  44404. defines.MAINUV1 = false;
  44405. defines.MAINUV2 = false;
  44406. if (scene.texturesEnabled) {
  44407. if (this._diffuseTexture && StandardMaterial.DiffuseTextureEnabled) {
  44408. if (!this._diffuseTexture.isReadyOrNotBlocking()) {
  44409. return false;
  44410. }
  44411. else {
  44412. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._diffuseTexture, defines, "DIFFUSE");
  44413. }
  44414. }
  44415. else {
  44416. defines.DIFFUSE = false;
  44417. }
  44418. if (this._ambientTexture && StandardMaterial.AmbientTextureEnabled) {
  44419. if (!this._ambientTexture.isReadyOrNotBlocking()) {
  44420. return false;
  44421. }
  44422. else {
  44423. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._ambientTexture, defines, "AMBIENT");
  44424. }
  44425. }
  44426. else {
  44427. defines.AMBIENT = false;
  44428. }
  44429. if (this._opacityTexture && StandardMaterial.OpacityTextureEnabled) {
  44430. if (!this._opacityTexture.isReadyOrNotBlocking()) {
  44431. return false;
  44432. }
  44433. else {
  44434. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._opacityTexture, defines, "OPACITY");
  44435. defines.OPACITYRGB = this._opacityTexture.getAlphaFromRGB;
  44436. }
  44437. }
  44438. else {
  44439. defines.OPACITY = false;
  44440. }
  44441. if (this._reflectionTexture && StandardMaterial.ReflectionTextureEnabled) {
  44442. if (!this._reflectionTexture.isReadyOrNotBlocking()) {
  44443. return false;
  44444. }
  44445. else {
  44446. defines._needNormals = true;
  44447. defines.REFLECTION = true;
  44448. defines.ROUGHNESS = (this._roughness > 0);
  44449. defines.REFLECTIONOVERALPHA = this._useReflectionOverAlpha;
  44450. defines.INVERTCUBICMAP = (this._reflectionTexture.coordinatesMode === BABYLON.Texture.INVCUBIC_MODE);
  44451. defines.REFLECTIONMAP_3D = this._reflectionTexture.isCube;
  44452. switch (this._reflectionTexture.coordinatesMode) {
  44453. case BABYLON.Texture.EXPLICIT_MODE:
  44454. defines.setReflectionMode("REFLECTIONMAP_EXPLICIT");
  44455. break;
  44456. case BABYLON.Texture.PLANAR_MODE:
  44457. defines.setReflectionMode("REFLECTIONMAP_PLANAR");
  44458. break;
  44459. case BABYLON.Texture.PROJECTION_MODE:
  44460. defines.setReflectionMode("REFLECTIONMAP_PROJECTION");
  44461. break;
  44462. case BABYLON.Texture.SKYBOX_MODE:
  44463. defines.setReflectionMode("REFLECTIONMAP_SKYBOX");
  44464. defines.REFLECTIONMAP_SKYBOX_TRANSFORMED = !this._reflectionTexture.getReflectionTextureMatrix().isIdentity();
  44465. break;
  44466. case BABYLON.Texture.SPHERICAL_MODE:
  44467. defines.setReflectionMode("REFLECTIONMAP_SPHERICAL");
  44468. break;
  44469. case BABYLON.Texture.EQUIRECTANGULAR_MODE:
  44470. defines.setReflectionMode("REFLECTIONMAP_EQUIRECTANGULAR");
  44471. break;
  44472. case BABYLON.Texture.FIXED_EQUIRECTANGULAR_MODE:
  44473. defines.setReflectionMode("REFLECTIONMAP_EQUIRECTANGULAR_FIXED");
  44474. break;
  44475. case BABYLON.Texture.FIXED_EQUIRECTANGULAR_MIRRORED_MODE:
  44476. defines.setReflectionMode("REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED");
  44477. break;
  44478. case BABYLON.Texture.CUBIC_MODE:
  44479. case BABYLON.Texture.INVCUBIC_MODE:
  44480. default:
  44481. defines.setReflectionMode("REFLECTIONMAP_CUBIC");
  44482. break;
  44483. }
  44484. defines.USE_LOCAL_REFLECTIONMAP_CUBIC = this._reflectionTexture.boundingBoxSize ? true : false;
  44485. }
  44486. }
  44487. else {
  44488. defines.REFLECTION = false;
  44489. }
  44490. if (this._emissiveTexture && StandardMaterial.EmissiveTextureEnabled) {
  44491. if (!this._emissiveTexture.isReadyOrNotBlocking()) {
  44492. return false;
  44493. }
  44494. else {
  44495. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._emissiveTexture, defines, "EMISSIVE");
  44496. }
  44497. }
  44498. else {
  44499. defines.EMISSIVE = false;
  44500. }
  44501. if (this._lightmapTexture && StandardMaterial.LightmapTextureEnabled) {
  44502. if (!this._lightmapTexture.isReadyOrNotBlocking()) {
  44503. return false;
  44504. }
  44505. else {
  44506. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._lightmapTexture, defines, "LIGHTMAP");
  44507. defines.USELIGHTMAPASSHADOWMAP = this._useLightmapAsShadowmap;
  44508. }
  44509. }
  44510. else {
  44511. defines.LIGHTMAP = false;
  44512. }
  44513. if (this._specularTexture && StandardMaterial.SpecularTextureEnabled) {
  44514. if (!this._specularTexture.isReadyOrNotBlocking()) {
  44515. return false;
  44516. }
  44517. else {
  44518. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._specularTexture, defines, "SPECULAR");
  44519. defines.GLOSSINESS = this._useGlossinessFromSpecularMapAlpha;
  44520. }
  44521. }
  44522. else {
  44523. defines.SPECULAR = false;
  44524. }
  44525. if (scene.getEngine().getCaps().standardDerivatives && this._bumpTexture && StandardMaterial.BumpTextureEnabled) {
  44526. // Bump texure can not be not blocking.
  44527. if (!this._bumpTexture.isReady()) {
  44528. return false;
  44529. }
  44530. else {
  44531. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._bumpTexture, defines, "BUMP");
  44532. defines.PARALLAX = this._useParallax;
  44533. defines.PARALLAXOCCLUSION = this._useParallaxOcclusion;
  44534. }
  44535. defines.OBJECTSPACE_NORMALMAP = this._useObjectSpaceNormalMap;
  44536. }
  44537. else {
  44538. defines.BUMP = false;
  44539. }
  44540. if (this._refractionTexture && StandardMaterial.RefractionTextureEnabled) {
  44541. if (!this._refractionTexture.isReadyOrNotBlocking()) {
  44542. return false;
  44543. }
  44544. else {
  44545. defines._needUVs = true;
  44546. defines.REFRACTION = true;
  44547. defines.REFRACTIONMAP_3D = this._refractionTexture.isCube;
  44548. }
  44549. }
  44550. else {
  44551. defines.REFRACTION = false;
  44552. }
  44553. defines.TWOSIDEDLIGHTING = !this._backFaceCulling && this._twoSidedLighting;
  44554. }
  44555. else {
  44556. defines.DIFFUSE = false;
  44557. defines.AMBIENT = false;
  44558. defines.OPACITY = false;
  44559. defines.REFLECTION = false;
  44560. defines.EMISSIVE = false;
  44561. defines.LIGHTMAP = false;
  44562. defines.BUMP = false;
  44563. defines.REFRACTION = false;
  44564. }
  44565. defines.ALPHAFROMDIFFUSE = this._shouldUseAlphaFromDiffuseTexture();
  44566. defines.EMISSIVEASILLUMINATION = this._useEmissiveAsIllumination;
  44567. defines.LINKEMISSIVEWITHDIFFUSE = this._linkEmissiveWithDiffuse;
  44568. defines.SPECULAROVERALPHA = this._useSpecularOverAlpha;
  44569. defines.PREMULTIPLYALPHA = (this.alphaMode === BABYLON.Engine.ALPHA_PREMULTIPLIED || this.alphaMode === BABYLON.Engine.ALPHA_PREMULTIPLIED_PORTERDUFF);
  44570. }
  44571. if (defines._areImageProcessingDirty && this._imageProcessingConfiguration) {
  44572. if (!this._imageProcessingConfiguration.isReady()) {
  44573. return false;
  44574. }
  44575. this._imageProcessingConfiguration.prepareDefines(defines);
  44576. defines.IS_REFLECTION_LINEAR = (this.reflectionTexture != null && !this.reflectionTexture.gammaSpace);
  44577. defines.IS_REFRACTION_LINEAR = (this.refractionTexture != null && !this.refractionTexture.gammaSpace);
  44578. }
  44579. if (defines._areFresnelDirty) {
  44580. if (StandardMaterial.FresnelEnabled) {
  44581. // Fresnel
  44582. if (this._diffuseFresnelParameters || this._opacityFresnelParameters ||
  44583. this._emissiveFresnelParameters || this._refractionFresnelParameters ||
  44584. this._reflectionFresnelParameters) {
  44585. defines.DIFFUSEFRESNEL = (this._diffuseFresnelParameters && this._diffuseFresnelParameters.isEnabled);
  44586. defines.OPACITYFRESNEL = (this._opacityFresnelParameters && this._opacityFresnelParameters.isEnabled);
  44587. defines.REFLECTIONFRESNEL = (this._reflectionFresnelParameters && this._reflectionFresnelParameters.isEnabled);
  44588. defines.REFLECTIONFRESNELFROMSPECULAR = this._useReflectionFresnelFromSpecular;
  44589. defines.REFRACTIONFRESNEL = (this._refractionFresnelParameters && this._refractionFresnelParameters.isEnabled);
  44590. defines.EMISSIVEFRESNEL = (this._emissiveFresnelParameters && this._emissiveFresnelParameters.isEnabled);
  44591. defines._needNormals = true;
  44592. defines.FRESNEL = true;
  44593. }
  44594. }
  44595. else {
  44596. defines.FRESNEL = false;
  44597. }
  44598. }
  44599. // Misc.
  44600. BABYLON.MaterialHelper.PrepareDefinesForMisc(mesh, scene, this._useLogarithmicDepth, this.pointsCloud, this.fogEnabled, this._shouldTurnAlphaTestOn(mesh), defines);
  44601. // Attribs
  44602. BABYLON.MaterialHelper.PrepareDefinesForAttributes(mesh, defines, true, true, true);
  44603. // Values that need to be evaluated on every frame
  44604. BABYLON.MaterialHelper.PrepareDefinesForFrameBoundValues(scene, engine, defines, useInstances);
  44605. // Get correct effect
  44606. if (defines.isDirty) {
  44607. defines.markAsProcessed();
  44608. // Fallbacks
  44609. var fallbacks = new BABYLON.EffectFallbacks();
  44610. if (defines.REFLECTION) {
  44611. fallbacks.addFallback(0, "REFLECTION");
  44612. }
  44613. if (defines.SPECULAR) {
  44614. fallbacks.addFallback(0, "SPECULAR");
  44615. }
  44616. if (defines.BUMP) {
  44617. fallbacks.addFallback(0, "BUMP");
  44618. }
  44619. if (defines.PARALLAX) {
  44620. fallbacks.addFallback(1, "PARALLAX");
  44621. }
  44622. if (defines.PARALLAXOCCLUSION) {
  44623. fallbacks.addFallback(0, "PARALLAXOCCLUSION");
  44624. }
  44625. if (defines.SPECULAROVERALPHA) {
  44626. fallbacks.addFallback(0, "SPECULAROVERALPHA");
  44627. }
  44628. if (defines.FOG) {
  44629. fallbacks.addFallback(1, "FOG");
  44630. }
  44631. if (defines.POINTSIZE) {
  44632. fallbacks.addFallback(0, "POINTSIZE");
  44633. }
  44634. if (defines.LOGARITHMICDEPTH) {
  44635. fallbacks.addFallback(0, "LOGARITHMICDEPTH");
  44636. }
  44637. BABYLON.MaterialHelper.HandleFallbacksForShadows(defines, fallbacks, this._maxSimultaneousLights);
  44638. if (defines.SPECULARTERM) {
  44639. fallbacks.addFallback(0, "SPECULARTERM");
  44640. }
  44641. if (defines.DIFFUSEFRESNEL) {
  44642. fallbacks.addFallback(1, "DIFFUSEFRESNEL");
  44643. }
  44644. if (defines.OPACITYFRESNEL) {
  44645. fallbacks.addFallback(2, "OPACITYFRESNEL");
  44646. }
  44647. if (defines.REFLECTIONFRESNEL) {
  44648. fallbacks.addFallback(3, "REFLECTIONFRESNEL");
  44649. }
  44650. if (defines.EMISSIVEFRESNEL) {
  44651. fallbacks.addFallback(4, "EMISSIVEFRESNEL");
  44652. }
  44653. if (defines.FRESNEL) {
  44654. fallbacks.addFallback(4, "FRESNEL");
  44655. }
  44656. //Attributes
  44657. var attribs = [BABYLON.VertexBuffer.PositionKind];
  44658. if (defines.NORMAL) {
  44659. attribs.push(BABYLON.VertexBuffer.NormalKind);
  44660. }
  44661. if (defines.UV1) {
  44662. attribs.push(BABYLON.VertexBuffer.UVKind);
  44663. }
  44664. if (defines.UV2) {
  44665. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  44666. }
  44667. if (defines.VERTEXCOLOR) {
  44668. attribs.push(BABYLON.VertexBuffer.ColorKind);
  44669. }
  44670. BABYLON.MaterialHelper.PrepareAttributesForBones(attribs, mesh, defines, fallbacks);
  44671. BABYLON.MaterialHelper.PrepareAttributesForInstances(attribs, defines);
  44672. BABYLON.MaterialHelper.PrepareAttributesForMorphTargets(attribs, mesh, defines);
  44673. var shaderName = "default";
  44674. var uniforms = ["world", "view", "viewProjection", "vEyePosition", "vLightsType", "vAmbientColor", "vDiffuseColor", "vSpecularColor", "vEmissiveColor",
  44675. "vFogInfos", "vFogColor", "pointSize",
  44676. "vDiffuseInfos", "vAmbientInfos", "vOpacityInfos", "vReflectionInfos", "vEmissiveInfos", "vSpecularInfos", "vBumpInfos", "vLightmapInfos", "vRefractionInfos",
  44677. "mBones",
  44678. "vClipPlane", "vClipPlane2", "vClipPlane3", "vClipPlane4", "diffuseMatrix", "ambientMatrix", "opacityMatrix", "reflectionMatrix", "emissiveMatrix", "specularMatrix", "bumpMatrix", "normalMatrix", "lightmapMatrix", "refractionMatrix",
  44679. "diffuseLeftColor", "diffuseRightColor", "opacityParts", "reflectionLeftColor", "reflectionRightColor", "emissiveLeftColor", "emissiveRightColor", "refractionLeftColor", "refractionRightColor",
  44680. "vReflectionPosition", "vReflectionSize",
  44681. "logarithmicDepthConstant", "vTangentSpaceParams", "alphaCutOff", "boneTextureWidth"
  44682. ];
  44683. var samplers = ["diffuseSampler", "ambientSampler", "opacitySampler", "reflectionCubeSampler",
  44684. "reflection2DSampler", "emissiveSampler", "specularSampler", "bumpSampler", "lightmapSampler",
  44685. "refractionCubeSampler", "refraction2DSampler", "boneSampler"];
  44686. var uniformBuffers = ["Material", "Scene"];
  44687. if (BABYLON.ImageProcessingConfiguration) {
  44688. BABYLON.ImageProcessingConfiguration.PrepareUniforms(uniforms, defines);
  44689. BABYLON.ImageProcessingConfiguration.PrepareSamplers(samplers, defines);
  44690. }
  44691. BABYLON.MaterialHelper.PrepareUniformsAndSamplersList({
  44692. uniformsNames: uniforms,
  44693. uniformBuffersNames: uniformBuffers,
  44694. samplers: samplers,
  44695. defines: defines,
  44696. maxSimultaneousLights: this._maxSimultaneousLights
  44697. });
  44698. if (this.customShaderNameResolve) {
  44699. shaderName = this.customShaderNameResolve(shaderName, uniforms, uniformBuffers, samplers, defines);
  44700. }
  44701. var join = defines.toString();
  44702. var previousEffect = subMesh.effect;
  44703. var effect = scene.getEngine().createEffect(shaderName, {
  44704. attributes: attribs,
  44705. uniformsNames: uniforms,
  44706. uniformBuffersNames: uniformBuffers,
  44707. samplers: samplers,
  44708. defines: join,
  44709. fallbacks: fallbacks,
  44710. onCompiled: this.onCompiled,
  44711. onError: this.onError,
  44712. indexParameters: { maxSimultaneousLights: this._maxSimultaneousLights, maxSimultaneousMorphTargets: defines.NUM_MORPH_INFLUENCERS }
  44713. }, engine);
  44714. if (effect) {
  44715. // Use previous effect while new one is compiling
  44716. if (this.allowShaderHotSwapping && previousEffect && !effect.isReady()) {
  44717. effect = previousEffect;
  44718. defines.markAsUnprocessed();
  44719. }
  44720. else {
  44721. scene.resetCachedMaterial();
  44722. subMesh.setEffect(effect, defines);
  44723. this.buildUniformLayout();
  44724. }
  44725. }
  44726. }
  44727. if (!subMesh.effect || !subMesh.effect.isReady()) {
  44728. return false;
  44729. }
  44730. defines._renderId = scene.getRenderId();
  44731. this._wasPreviouslyReady = true;
  44732. return true;
  44733. };
  44734. /**
  44735. * Builds the material UBO layouts.
  44736. * Used internally during the effect preparation.
  44737. */
  44738. StandardMaterial.prototype.buildUniformLayout = function () {
  44739. // Order is important !
  44740. this._uniformBuffer.addUniform("diffuseLeftColor", 4);
  44741. this._uniformBuffer.addUniform("diffuseRightColor", 4);
  44742. this._uniformBuffer.addUniform("opacityParts", 4);
  44743. this._uniformBuffer.addUniform("reflectionLeftColor", 4);
  44744. this._uniformBuffer.addUniform("reflectionRightColor", 4);
  44745. this._uniformBuffer.addUniform("refractionLeftColor", 4);
  44746. this._uniformBuffer.addUniform("refractionRightColor", 4);
  44747. this._uniformBuffer.addUniform("emissiveLeftColor", 4);
  44748. this._uniformBuffer.addUniform("emissiveRightColor", 4);
  44749. this._uniformBuffer.addUniform("vDiffuseInfos", 2);
  44750. this._uniformBuffer.addUniform("vAmbientInfos", 2);
  44751. this._uniformBuffer.addUniform("vOpacityInfos", 2);
  44752. this._uniformBuffer.addUniform("vReflectionInfos", 2);
  44753. this._uniformBuffer.addUniform("vReflectionPosition", 3);
  44754. this._uniformBuffer.addUniform("vReflectionSize", 3);
  44755. this._uniformBuffer.addUniform("vEmissiveInfos", 2);
  44756. this._uniformBuffer.addUniform("vLightmapInfos", 2);
  44757. this._uniformBuffer.addUniform("vSpecularInfos", 2);
  44758. this._uniformBuffer.addUniform("vBumpInfos", 3);
  44759. this._uniformBuffer.addUniform("diffuseMatrix", 16);
  44760. this._uniformBuffer.addUniform("ambientMatrix", 16);
  44761. this._uniformBuffer.addUniform("opacityMatrix", 16);
  44762. this._uniformBuffer.addUniform("reflectionMatrix", 16);
  44763. this._uniformBuffer.addUniform("emissiveMatrix", 16);
  44764. this._uniformBuffer.addUniform("lightmapMatrix", 16);
  44765. this._uniformBuffer.addUniform("specularMatrix", 16);
  44766. this._uniformBuffer.addUniform("bumpMatrix", 16);
  44767. this._uniformBuffer.addUniform("vTangentSpaceParams", 2);
  44768. this._uniformBuffer.addUniform("refractionMatrix", 16);
  44769. this._uniformBuffer.addUniform("vRefractionInfos", 4);
  44770. this._uniformBuffer.addUniform("vSpecularColor", 4);
  44771. this._uniformBuffer.addUniform("vEmissiveColor", 3);
  44772. this._uniformBuffer.addUniform("vDiffuseColor", 4);
  44773. this._uniformBuffer.addUniform("pointSize", 1);
  44774. this._uniformBuffer.create();
  44775. };
  44776. /**
  44777. * Unbinds the material from the mesh
  44778. */
  44779. StandardMaterial.prototype.unbind = function () {
  44780. if (this._activeEffect) {
  44781. var needFlag = false;
  44782. if (this._reflectionTexture && this._reflectionTexture.isRenderTarget) {
  44783. this._activeEffect.setTexture("reflection2DSampler", null);
  44784. needFlag = true;
  44785. }
  44786. if (this._refractionTexture && this._refractionTexture.isRenderTarget) {
  44787. this._activeEffect.setTexture("refraction2DSampler", null);
  44788. needFlag = true;
  44789. }
  44790. if (needFlag) {
  44791. this._markAllSubMeshesAsTexturesDirty();
  44792. }
  44793. }
  44794. _super.prototype.unbind.call(this);
  44795. };
  44796. /**
  44797. * Binds the submesh to this material by preparing the effect and shader to draw
  44798. * @param world defines the world transformation matrix
  44799. * @param mesh defines the mesh containing the submesh
  44800. * @param subMesh defines the submesh to bind the material to
  44801. */
  44802. StandardMaterial.prototype.bindForSubMesh = function (world, mesh, subMesh) {
  44803. var scene = this.getScene();
  44804. var defines = subMesh._materialDefines;
  44805. if (!defines) {
  44806. return;
  44807. }
  44808. var effect = subMesh.effect;
  44809. if (!effect) {
  44810. return;
  44811. }
  44812. this._activeEffect = effect;
  44813. // Matrices
  44814. this.bindOnlyWorldMatrix(world);
  44815. // Normal Matrix
  44816. if (defines.OBJECTSPACE_NORMALMAP) {
  44817. world.toNormalMatrix(this._normalMatrix);
  44818. this.bindOnlyNormalMatrix(this._normalMatrix);
  44819. }
  44820. var mustRebind = this._mustRebind(scene, effect, mesh.visibility);
  44821. // Bones
  44822. BABYLON.MaterialHelper.BindBonesParameters(mesh, effect);
  44823. if (mustRebind) {
  44824. this._uniformBuffer.bindToEffect(effect, "Material");
  44825. this.bindViewProjection(effect);
  44826. if (!this._uniformBuffer.useUbo || !this.isFrozen || !this._uniformBuffer.isSync) {
  44827. if (StandardMaterial.FresnelEnabled && defines.FRESNEL) {
  44828. // Fresnel
  44829. if (this.diffuseFresnelParameters && this.diffuseFresnelParameters.isEnabled) {
  44830. this._uniformBuffer.updateColor4("diffuseLeftColor", this.diffuseFresnelParameters.leftColor, this.diffuseFresnelParameters.power);
  44831. this._uniformBuffer.updateColor4("diffuseRightColor", this.diffuseFresnelParameters.rightColor, this.diffuseFresnelParameters.bias);
  44832. }
  44833. if (this.opacityFresnelParameters && this.opacityFresnelParameters.isEnabled) {
  44834. this._uniformBuffer.updateColor4("opacityParts", new BABYLON.Color3(this.opacityFresnelParameters.leftColor.toLuminance(), this.opacityFresnelParameters.rightColor.toLuminance(), this.opacityFresnelParameters.bias), this.opacityFresnelParameters.power);
  44835. }
  44836. if (this.reflectionFresnelParameters && this.reflectionFresnelParameters.isEnabled) {
  44837. this._uniformBuffer.updateColor4("reflectionLeftColor", this.reflectionFresnelParameters.leftColor, this.reflectionFresnelParameters.power);
  44838. this._uniformBuffer.updateColor4("reflectionRightColor", this.reflectionFresnelParameters.rightColor, this.reflectionFresnelParameters.bias);
  44839. }
  44840. if (this.refractionFresnelParameters && this.refractionFresnelParameters.isEnabled) {
  44841. this._uniformBuffer.updateColor4("refractionLeftColor", this.refractionFresnelParameters.leftColor, this.refractionFresnelParameters.power);
  44842. this._uniformBuffer.updateColor4("refractionRightColor", this.refractionFresnelParameters.rightColor, this.refractionFresnelParameters.bias);
  44843. }
  44844. if (this.emissiveFresnelParameters && this.emissiveFresnelParameters.isEnabled) {
  44845. this._uniformBuffer.updateColor4("emissiveLeftColor", this.emissiveFresnelParameters.leftColor, this.emissiveFresnelParameters.power);
  44846. this._uniformBuffer.updateColor4("emissiveRightColor", this.emissiveFresnelParameters.rightColor, this.emissiveFresnelParameters.bias);
  44847. }
  44848. }
  44849. // Textures
  44850. if (scene.texturesEnabled) {
  44851. if (this._diffuseTexture && StandardMaterial.DiffuseTextureEnabled) {
  44852. this._uniformBuffer.updateFloat2("vDiffuseInfos", this._diffuseTexture.coordinatesIndex, this._diffuseTexture.level);
  44853. BABYLON.MaterialHelper.BindTextureMatrix(this._diffuseTexture, this._uniformBuffer, "diffuse");
  44854. if (this._diffuseTexture.hasAlpha) {
  44855. effect.setFloat("alphaCutOff", this.alphaCutOff);
  44856. }
  44857. }
  44858. if (this._ambientTexture && StandardMaterial.AmbientTextureEnabled) {
  44859. this._uniformBuffer.updateFloat2("vAmbientInfos", this._ambientTexture.coordinatesIndex, this._ambientTexture.level);
  44860. BABYLON.MaterialHelper.BindTextureMatrix(this._ambientTexture, this._uniformBuffer, "ambient");
  44861. }
  44862. if (this._opacityTexture && StandardMaterial.OpacityTextureEnabled) {
  44863. this._uniformBuffer.updateFloat2("vOpacityInfos", this._opacityTexture.coordinatesIndex, this._opacityTexture.level);
  44864. BABYLON.MaterialHelper.BindTextureMatrix(this._opacityTexture, this._uniformBuffer, "opacity");
  44865. }
  44866. if (this._reflectionTexture && StandardMaterial.ReflectionTextureEnabled) {
  44867. this._uniformBuffer.updateFloat2("vReflectionInfos", this._reflectionTexture.level, this.roughness);
  44868. this._uniformBuffer.updateMatrix("reflectionMatrix", this._reflectionTexture.getReflectionTextureMatrix());
  44869. if (this._reflectionTexture.boundingBoxSize) {
  44870. var cubeTexture = this._reflectionTexture;
  44871. this._uniformBuffer.updateVector3("vReflectionPosition", cubeTexture.boundingBoxPosition);
  44872. this._uniformBuffer.updateVector3("vReflectionSize", cubeTexture.boundingBoxSize);
  44873. }
  44874. }
  44875. if (this._emissiveTexture && StandardMaterial.EmissiveTextureEnabled) {
  44876. this._uniformBuffer.updateFloat2("vEmissiveInfos", this._emissiveTexture.coordinatesIndex, this._emissiveTexture.level);
  44877. BABYLON.MaterialHelper.BindTextureMatrix(this._emissiveTexture, this._uniformBuffer, "emissive");
  44878. }
  44879. if (this._lightmapTexture && StandardMaterial.LightmapTextureEnabled) {
  44880. this._uniformBuffer.updateFloat2("vLightmapInfos", this._lightmapTexture.coordinatesIndex, this._lightmapTexture.level);
  44881. BABYLON.MaterialHelper.BindTextureMatrix(this._lightmapTexture, this._uniformBuffer, "lightmap");
  44882. }
  44883. if (this._specularTexture && StandardMaterial.SpecularTextureEnabled) {
  44884. this._uniformBuffer.updateFloat2("vSpecularInfos", this._specularTexture.coordinatesIndex, this._specularTexture.level);
  44885. BABYLON.MaterialHelper.BindTextureMatrix(this._specularTexture, this._uniformBuffer, "specular");
  44886. }
  44887. if (this._bumpTexture && scene.getEngine().getCaps().standardDerivatives && StandardMaterial.BumpTextureEnabled) {
  44888. this._uniformBuffer.updateFloat3("vBumpInfos", this._bumpTexture.coordinatesIndex, 1.0 / this._bumpTexture.level, this.parallaxScaleBias);
  44889. BABYLON.MaterialHelper.BindTextureMatrix(this._bumpTexture, this._uniformBuffer, "bump");
  44890. if (scene._mirroredCameraPosition) {
  44891. this._uniformBuffer.updateFloat2("vTangentSpaceParams", this._invertNormalMapX ? 1.0 : -1.0, this._invertNormalMapY ? 1.0 : -1.0);
  44892. }
  44893. else {
  44894. this._uniformBuffer.updateFloat2("vTangentSpaceParams", this._invertNormalMapX ? -1.0 : 1.0, this._invertNormalMapY ? -1.0 : 1.0);
  44895. }
  44896. }
  44897. if (this._refractionTexture && StandardMaterial.RefractionTextureEnabled) {
  44898. var depth = 1.0;
  44899. if (!this._refractionTexture.isCube) {
  44900. this._uniformBuffer.updateMatrix("refractionMatrix", this._refractionTexture.getReflectionTextureMatrix());
  44901. if (this._refractionTexture.depth) {
  44902. depth = this._refractionTexture.depth;
  44903. }
  44904. }
  44905. this._uniformBuffer.updateFloat4("vRefractionInfos", this._refractionTexture.level, this.indexOfRefraction, depth, this.invertRefractionY ? -1 : 1);
  44906. }
  44907. }
  44908. // Point size
  44909. if (this.pointsCloud) {
  44910. this._uniformBuffer.updateFloat("pointSize", this.pointSize);
  44911. }
  44912. if (defines.SPECULARTERM) {
  44913. this._uniformBuffer.updateColor4("vSpecularColor", this.specularColor, this.specularPower);
  44914. }
  44915. this._uniformBuffer.updateColor3("vEmissiveColor", this.emissiveColor);
  44916. // Diffuse
  44917. this._uniformBuffer.updateColor4("vDiffuseColor", this.diffuseColor, this.alpha * mesh.visibility);
  44918. }
  44919. // Textures
  44920. if (scene.texturesEnabled) {
  44921. if (this._diffuseTexture && StandardMaterial.DiffuseTextureEnabled) {
  44922. effect.setTexture("diffuseSampler", this._diffuseTexture);
  44923. }
  44924. if (this._ambientTexture && StandardMaterial.AmbientTextureEnabled) {
  44925. effect.setTexture("ambientSampler", this._ambientTexture);
  44926. }
  44927. if (this._opacityTexture && StandardMaterial.OpacityTextureEnabled) {
  44928. effect.setTexture("opacitySampler", this._opacityTexture);
  44929. }
  44930. if (this._reflectionTexture && StandardMaterial.ReflectionTextureEnabled) {
  44931. if (this._reflectionTexture.isCube) {
  44932. effect.setTexture("reflectionCubeSampler", this._reflectionTexture);
  44933. }
  44934. else {
  44935. effect.setTexture("reflection2DSampler", this._reflectionTexture);
  44936. }
  44937. }
  44938. if (this._emissiveTexture && StandardMaterial.EmissiveTextureEnabled) {
  44939. effect.setTexture("emissiveSampler", this._emissiveTexture);
  44940. }
  44941. if (this._lightmapTexture && StandardMaterial.LightmapTextureEnabled) {
  44942. effect.setTexture("lightmapSampler", this._lightmapTexture);
  44943. }
  44944. if (this._specularTexture && StandardMaterial.SpecularTextureEnabled) {
  44945. effect.setTexture("specularSampler", this._specularTexture);
  44946. }
  44947. if (this._bumpTexture && scene.getEngine().getCaps().standardDerivatives && StandardMaterial.BumpTextureEnabled) {
  44948. effect.setTexture("bumpSampler", this._bumpTexture);
  44949. }
  44950. if (this._refractionTexture && StandardMaterial.RefractionTextureEnabled) {
  44951. var depth = 1.0;
  44952. if (this._refractionTexture.isCube) {
  44953. effect.setTexture("refractionCubeSampler", this._refractionTexture);
  44954. }
  44955. else {
  44956. effect.setTexture("refraction2DSampler", this._refractionTexture);
  44957. }
  44958. }
  44959. }
  44960. // Clip plane
  44961. BABYLON.MaterialHelper.BindClipPlane(effect, scene);
  44962. // Colors
  44963. scene.ambientColor.multiplyToRef(this.ambientColor, this._globalAmbientColor);
  44964. BABYLON.MaterialHelper.BindEyePosition(effect, scene);
  44965. effect.setColor3("vAmbientColor", this._globalAmbientColor);
  44966. }
  44967. if (mustRebind || !this.isFrozen) {
  44968. // Lights
  44969. if (scene.lightsEnabled && !this._disableLighting) {
  44970. BABYLON.MaterialHelper.BindLights(scene, mesh, effect, defines, this._maxSimultaneousLights);
  44971. }
  44972. // View
  44973. if (scene.fogEnabled && mesh.applyFog && scene.fogMode !== BABYLON.Scene.FOGMODE_NONE || this._reflectionTexture || this._refractionTexture) {
  44974. this.bindView(effect);
  44975. }
  44976. // Fog
  44977. BABYLON.MaterialHelper.BindFogParameters(scene, mesh, effect);
  44978. // Morph targets
  44979. if (defines.NUM_MORPH_INFLUENCERS) {
  44980. BABYLON.MaterialHelper.BindMorphTargetParameters(mesh, effect);
  44981. }
  44982. // Log. depth
  44983. BABYLON.MaterialHelper.BindLogDepth(defines, effect, scene);
  44984. // image processing
  44985. if (this._imageProcessingConfiguration && !this._imageProcessingConfiguration.applyByPostProcess) {
  44986. this._imageProcessingConfiguration.bind(this._activeEffect);
  44987. }
  44988. }
  44989. this._uniformBuffer.update();
  44990. this._afterBind(mesh, this._activeEffect);
  44991. };
  44992. /**
  44993. * Get the list of animatables in the material.
  44994. * @returns the list of animatables object used in the material
  44995. */
  44996. StandardMaterial.prototype.getAnimatables = function () {
  44997. var results = [];
  44998. if (this._diffuseTexture && this._diffuseTexture.animations && this._diffuseTexture.animations.length > 0) {
  44999. results.push(this._diffuseTexture);
  45000. }
  45001. if (this._ambientTexture && this._ambientTexture.animations && this._ambientTexture.animations.length > 0) {
  45002. results.push(this._ambientTexture);
  45003. }
  45004. if (this._opacityTexture && this._opacityTexture.animations && this._opacityTexture.animations.length > 0) {
  45005. results.push(this._opacityTexture);
  45006. }
  45007. if (this._reflectionTexture && this._reflectionTexture.animations && this._reflectionTexture.animations.length > 0) {
  45008. results.push(this._reflectionTexture);
  45009. }
  45010. if (this._emissiveTexture && this._emissiveTexture.animations && this._emissiveTexture.animations.length > 0) {
  45011. results.push(this._emissiveTexture);
  45012. }
  45013. if (this._specularTexture && this._specularTexture.animations && this._specularTexture.animations.length > 0) {
  45014. results.push(this._specularTexture);
  45015. }
  45016. if (this._bumpTexture && this._bumpTexture.animations && this._bumpTexture.animations.length > 0) {
  45017. results.push(this._bumpTexture);
  45018. }
  45019. if (this._lightmapTexture && this._lightmapTexture.animations && this._lightmapTexture.animations.length > 0) {
  45020. results.push(this._lightmapTexture);
  45021. }
  45022. if (this._refractionTexture && this._refractionTexture.animations && this._refractionTexture.animations.length > 0) {
  45023. results.push(this._refractionTexture);
  45024. }
  45025. return results;
  45026. };
  45027. /**
  45028. * Gets the active textures from the material
  45029. * @returns an array of textures
  45030. */
  45031. StandardMaterial.prototype.getActiveTextures = function () {
  45032. var activeTextures = _super.prototype.getActiveTextures.call(this);
  45033. if (this._diffuseTexture) {
  45034. activeTextures.push(this._diffuseTexture);
  45035. }
  45036. if (this._ambientTexture) {
  45037. activeTextures.push(this._ambientTexture);
  45038. }
  45039. if (this._opacityTexture) {
  45040. activeTextures.push(this._opacityTexture);
  45041. }
  45042. if (this._reflectionTexture) {
  45043. activeTextures.push(this._reflectionTexture);
  45044. }
  45045. if (this._emissiveTexture) {
  45046. activeTextures.push(this._emissiveTexture);
  45047. }
  45048. if (this._specularTexture) {
  45049. activeTextures.push(this._specularTexture);
  45050. }
  45051. if (this._bumpTexture) {
  45052. activeTextures.push(this._bumpTexture);
  45053. }
  45054. if (this._lightmapTexture) {
  45055. activeTextures.push(this._lightmapTexture);
  45056. }
  45057. if (this._refractionTexture) {
  45058. activeTextures.push(this._refractionTexture);
  45059. }
  45060. return activeTextures;
  45061. };
  45062. /**
  45063. * Specifies if the material uses a texture
  45064. * @param texture defines the texture to check against the material
  45065. * @returns a boolean specifying if the material uses the texture
  45066. */
  45067. StandardMaterial.prototype.hasTexture = function (texture) {
  45068. if (_super.prototype.hasTexture.call(this, texture)) {
  45069. return true;
  45070. }
  45071. if (this._diffuseTexture === texture) {
  45072. return true;
  45073. }
  45074. if (this._ambientTexture === texture) {
  45075. return true;
  45076. }
  45077. if (this._opacityTexture === texture) {
  45078. return true;
  45079. }
  45080. if (this._reflectionTexture === texture) {
  45081. return true;
  45082. }
  45083. if (this._emissiveTexture === texture) {
  45084. return true;
  45085. }
  45086. if (this._specularTexture === texture) {
  45087. return true;
  45088. }
  45089. if (this._bumpTexture === texture) {
  45090. return true;
  45091. }
  45092. if (this._lightmapTexture === texture) {
  45093. return true;
  45094. }
  45095. if (this._refractionTexture === texture) {
  45096. return true;
  45097. }
  45098. return false;
  45099. };
  45100. /**
  45101. * Disposes the material
  45102. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  45103. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  45104. */
  45105. StandardMaterial.prototype.dispose = function (forceDisposeEffect, forceDisposeTextures) {
  45106. if (forceDisposeTextures) {
  45107. if (this._diffuseTexture) {
  45108. this._diffuseTexture.dispose();
  45109. }
  45110. if (this._ambientTexture) {
  45111. this._ambientTexture.dispose();
  45112. }
  45113. if (this._opacityTexture) {
  45114. this._opacityTexture.dispose();
  45115. }
  45116. if (this._reflectionTexture) {
  45117. this._reflectionTexture.dispose();
  45118. }
  45119. if (this._emissiveTexture) {
  45120. this._emissiveTexture.dispose();
  45121. }
  45122. if (this._specularTexture) {
  45123. this._specularTexture.dispose();
  45124. }
  45125. if (this._bumpTexture) {
  45126. this._bumpTexture.dispose();
  45127. }
  45128. if (this._lightmapTexture) {
  45129. this._lightmapTexture.dispose();
  45130. }
  45131. if (this._refractionTexture) {
  45132. this._refractionTexture.dispose();
  45133. }
  45134. }
  45135. if (this._imageProcessingConfiguration && this._imageProcessingObserver) {
  45136. this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);
  45137. }
  45138. _super.prototype.dispose.call(this, forceDisposeEffect, forceDisposeTextures);
  45139. };
  45140. /**
  45141. * Makes a duplicate of the material, and gives it a new name
  45142. * @param name defines the new name for the duplicated material
  45143. * @returns the cloned material
  45144. */
  45145. StandardMaterial.prototype.clone = function (name) {
  45146. var _this = this;
  45147. var result = BABYLON.SerializationHelper.Clone(function () { return new StandardMaterial(name, _this.getScene()); }, this);
  45148. result.name = name;
  45149. result.id = name;
  45150. return result;
  45151. };
  45152. /**
  45153. * Serializes this material in a JSON representation
  45154. * @returns the serialized material object
  45155. */
  45156. StandardMaterial.prototype.serialize = function () {
  45157. return BABYLON.SerializationHelper.Serialize(this);
  45158. };
  45159. /**
  45160. * Creates a standard material from parsed material data
  45161. * @param source defines the JSON representation of the material
  45162. * @param scene defines the hosting scene
  45163. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  45164. * @returns a new standard material
  45165. */
  45166. StandardMaterial.Parse = function (source, scene, rootUrl) {
  45167. return BABYLON.SerializationHelper.Parse(function () { return new StandardMaterial(source.name, scene); }, source, scene, rootUrl);
  45168. };
  45169. Object.defineProperty(StandardMaterial, "DiffuseTextureEnabled", {
  45170. /**
  45171. * Are diffuse textures enabled in the application.
  45172. */
  45173. get: function () {
  45174. return StandardMaterial._DiffuseTextureEnabled;
  45175. },
  45176. set: function (value) {
  45177. if (StandardMaterial._DiffuseTextureEnabled === value) {
  45178. return;
  45179. }
  45180. StandardMaterial._DiffuseTextureEnabled = value;
  45181. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  45182. },
  45183. enumerable: true,
  45184. configurable: true
  45185. });
  45186. Object.defineProperty(StandardMaterial, "AmbientTextureEnabled", {
  45187. /**
  45188. * Are ambient textures enabled in the application.
  45189. */
  45190. get: function () {
  45191. return StandardMaterial._AmbientTextureEnabled;
  45192. },
  45193. set: function (value) {
  45194. if (StandardMaterial._AmbientTextureEnabled === value) {
  45195. return;
  45196. }
  45197. StandardMaterial._AmbientTextureEnabled = value;
  45198. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  45199. },
  45200. enumerable: true,
  45201. configurable: true
  45202. });
  45203. Object.defineProperty(StandardMaterial, "OpacityTextureEnabled", {
  45204. /**
  45205. * Are opacity textures enabled in the application.
  45206. */
  45207. get: function () {
  45208. return StandardMaterial._OpacityTextureEnabled;
  45209. },
  45210. set: function (value) {
  45211. if (StandardMaterial._OpacityTextureEnabled === value) {
  45212. return;
  45213. }
  45214. StandardMaterial._OpacityTextureEnabled = value;
  45215. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  45216. },
  45217. enumerable: true,
  45218. configurable: true
  45219. });
  45220. Object.defineProperty(StandardMaterial, "ReflectionTextureEnabled", {
  45221. /**
  45222. * Are reflection textures enabled in the application.
  45223. */
  45224. get: function () {
  45225. return StandardMaterial._ReflectionTextureEnabled;
  45226. },
  45227. set: function (value) {
  45228. if (StandardMaterial._ReflectionTextureEnabled === value) {
  45229. return;
  45230. }
  45231. StandardMaterial._ReflectionTextureEnabled = value;
  45232. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  45233. },
  45234. enumerable: true,
  45235. configurable: true
  45236. });
  45237. Object.defineProperty(StandardMaterial, "EmissiveTextureEnabled", {
  45238. /**
  45239. * Are emissive textures enabled in the application.
  45240. */
  45241. get: function () {
  45242. return StandardMaterial._EmissiveTextureEnabled;
  45243. },
  45244. set: function (value) {
  45245. if (StandardMaterial._EmissiveTextureEnabled === value) {
  45246. return;
  45247. }
  45248. StandardMaterial._EmissiveTextureEnabled = value;
  45249. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  45250. },
  45251. enumerable: true,
  45252. configurable: true
  45253. });
  45254. Object.defineProperty(StandardMaterial, "SpecularTextureEnabled", {
  45255. /**
  45256. * Are specular textures enabled in the application.
  45257. */
  45258. get: function () {
  45259. return StandardMaterial._SpecularTextureEnabled;
  45260. },
  45261. set: function (value) {
  45262. if (StandardMaterial._SpecularTextureEnabled === value) {
  45263. return;
  45264. }
  45265. StandardMaterial._SpecularTextureEnabled = value;
  45266. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  45267. },
  45268. enumerable: true,
  45269. configurable: true
  45270. });
  45271. Object.defineProperty(StandardMaterial, "BumpTextureEnabled", {
  45272. /**
  45273. * Are bump textures enabled in the application.
  45274. */
  45275. get: function () {
  45276. return StandardMaterial._BumpTextureEnabled;
  45277. },
  45278. set: function (value) {
  45279. if (StandardMaterial._BumpTextureEnabled === value) {
  45280. return;
  45281. }
  45282. StandardMaterial._BumpTextureEnabled = value;
  45283. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  45284. },
  45285. enumerable: true,
  45286. configurable: true
  45287. });
  45288. Object.defineProperty(StandardMaterial, "LightmapTextureEnabled", {
  45289. /**
  45290. * Are lightmap textures enabled in the application.
  45291. */
  45292. get: function () {
  45293. return StandardMaterial._LightmapTextureEnabled;
  45294. },
  45295. set: function (value) {
  45296. if (StandardMaterial._LightmapTextureEnabled === value) {
  45297. return;
  45298. }
  45299. StandardMaterial._LightmapTextureEnabled = value;
  45300. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  45301. },
  45302. enumerable: true,
  45303. configurable: true
  45304. });
  45305. Object.defineProperty(StandardMaterial, "RefractionTextureEnabled", {
  45306. /**
  45307. * Are refraction textures enabled in the application.
  45308. */
  45309. get: function () {
  45310. return StandardMaterial._RefractionTextureEnabled;
  45311. },
  45312. set: function (value) {
  45313. if (StandardMaterial._RefractionTextureEnabled === value) {
  45314. return;
  45315. }
  45316. StandardMaterial._RefractionTextureEnabled = value;
  45317. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  45318. },
  45319. enumerable: true,
  45320. configurable: true
  45321. });
  45322. Object.defineProperty(StandardMaterial, "ColorGradingTextureEnabled", {
  45323. /**
  45324. * Are color grading textures enabled in the application.
  45325. */
  45326. get: function () {
  45327. return StandardMaterial._ColorGradingTextureEnabled;
  45328. },
  45329. set: function (value) {
  45330. if (StandardMaterial._ColorGradingTextureEnabled === value) {
  45331. return;
  45332. }
  45333. StandardMaterial._ColorGradingTextureEnabled = value;
  45334. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  45335. },
  45336. enumerable: true,
  45337. configurable: true
  45338. });
  45339. Object.defineProperty(StandardMaterial, "FresnelEnabled", {
  45340. /**
  45341. * Are fresnels enabled in the application.
  45342. */
  45343. get: function () {
  45344. return StandardMaterial._FresnelEnabled;
  45345. },
  45346. set: function (value) {
  45347. if (StandardMaterial._FresnelEnabled === value) {
  45348. return;
  45349. }
  45350. StandardMaterial._FresnelEnabled = value;
  45351. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.FresnelDirtyFlag);
  45352. },
  45353. enumerable: true,
  45354. configurable: true
  45355. });
  45356. // Flags used to enable or disable a type of texture for all Standard Materials
  45357. StandardMaterial._DiffuseTextureEnabled = true;
  45358. StandardMaterial._AmbientTextureEnabled = true;
  45359. StandardMaterial._OpacityTextureEnabled = true;
  45360. StandardMaterial._ReflectionTextureEnabled = true;
  45361. StandardMaterial._EmissiveTextureEnabled = true;
  45362. StandardMaterial._SpecularTextureEnabled = true;
  45363. StandardMaterial._BumpTextureEnabled = true;
  45364. StandardMaterial._LightmapTextureEnabled = true;
  45365. StandardMaterial._RefractionTextureEnabled = true;
  45366. StandardMaterial._ColorGradingTextureEnabled = true;
  45367. StandardMaterial._FresnelEnabled = true;
  45368. __decorate([
  45369. BABYLON.serializeAsTexture("diffuseTexture")
  45370. ], StandardMaterial.prototype, "_diffuseTexture", void 0);
  45371. __decorate([
  45372. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesAndMiscDirty")
  45373. ], StandardMaterial.prototype, "diffuseTexture", void 0);
  45374. __decorate([
  45375. BABYLON.serializeAsTexture("ambientTexture")
  45376. ], StandardMaterial.prototype, "_ambientTexture", void 0);
  45377. __decorate([
  45378. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45379. ], StandardMaterial.prototype, "ambientTexture", void 0);
  45380. __decorate([
  45381. BABYLON.serializeAsTexture("opacityTexture")
  45382. ], StandardMaterial.prototype, "_opacityTexture", void 0);
  45383. __decorate([
  45384. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesAndMiscDirty")
  45385. ], StandardMaterial.prototype, "opacityTexture", void 0);
  45386. __decorate([
  45387. BABYLON.serializeAsTexture("reflectionTexture")
  45388. ], StandardMaterial.prototype, "_reflectionTexture", void 0);
  45389. __decorate([
  45390. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45391. ], StandardMaterial.prototype, "reflectionTexture", void 0);
  45392. __decorate([
  45393. BABYLON.serializeAsTexture("emissiveTexture")
  45394. ], StandardMaterial.prototype, "_emissiveTexture", void 0);
  45395. __decorate([
  45396. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45397. ], StandardMaterial.prototype, "emissiveTexture", void 0);
  45398. __decorate([
  45399. BABYLON.serializeAsTexture("specularTexture")
  45400. ], StandardMaterial.prototype, "_specularTexture", void 0);
  45401. __decorate([
  45402. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45403. ], StandardMaterial.prototype, "specularTexture", void 0);
  45404. __decorate([
  45405. BABYLON.serializeAsTexture("bumpTexture")
  45406. ], StandardMaterial.prototype, "_bumpTexture", void 0);
  45407. __decorate([
  45408. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45409. ], StandardMaterial.prototype, "bumpTexture", void 0);
  45410. __decorate([
  45411. BABYLON.serializeAsTexture("lightmapTexture")
  45412. ], StandardMaterial.prototype, "_lightmapTexture", void 0);
  45413. __decorate([
  45414. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45415. ], StandardMaterial.prototype, "lightmapTexture", void 0);
  45416. __decorate([
  45417. BABYLON.serializeAsTexture("refractionTexture")
  45418. ], StandardMaterial.prototype, "_refractionTexture", void 0);
  45419. __decorate([
  45420. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45421. ], StandardMaterial.prototype, "refractionTexture", void 0);
  45422. __decorate([
  45423. BABYLON.serializeAsColor3("ambient")
  45424. ], StandardMaterial.prototype, "ambientColor", void 0);
  45425. __decorate([
  45426. BABYLON.serializeAsColor3("diffuse")
  45427. ], StandardMaterial.prototype, "diffuseColor", void 0);
  45428. __decorate([
  45429. BABYLON.serializeAsColor3("specular")
  45430. ], StandardMaterial.prototype, "specularColor", void 0);
  45431. __decorate([
  45432. BABYLON.serializeAsColor3("emissive")
  45433. ], StandardMaterial.prototype, "emissiveColor", void 0);
  45434. __decorate([
  45435. BABYLON.serialize()
  45436. ], StandardMaterial.prototype, "specularPower", void 0);
  45437. __decorate([
  45438. BABYLON.serialize("useAlphaFromDiffuseTexture")
  45439. ], StandardMaterial.prototype, "_useAlphaFromDiffuseTexture", void 0);
  45440. __decorate([
  45441. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45442. ], StandardMaterial.prototype, "useAlphaFromDiffuseTexture", void 0);
  45443. __decorate([
  45444. BABYLON.serialize("useEmissiveAsIllumination")
  45445. ], StandardMaterial.prototype, "_useEmissiveAsIllumination", void 0);
  45446. __decorate([
  45447. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45448. ], StandardMaterial.prototype, "useEmissiveAsIllumination", void 0);
  45449. __decorate([
  45450. BABYLON.serialize("linkEmissiveWithDiffuse")
  45451. ], StandardMaterial.prototype, "_linkEmissiveWithDiffuse", void 0);
  45452. __decorate([
  45453. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45454. ], StandardMaterial.prototype, "linkEmissiveWithDiffuse", void 0);
  45455. __decorate([
  45456. BABYLON.serialize("useSpecularOverAlpha")
  45457. ], StandardMaterial.prototype, "_useSpecularOverAlpha", void 0);
  45458. __decorate([
  45459. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45460. ], StandardMaterial.prototype, "useSpecularOverAlpha", void 0);
  45461. __decorate([
  45462. BABYLON.serialize("useReflectionOverAlpha")
  45463. ], StandardMaterial.prototype, "_useReflectionOverAlpha", void 0);
  45464. __decorate([
  45465. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45466. ], StandardMaterial.prototype, "useReflectionOverAlpha", void 0);
  45467. __decorate([
  45468. BABYLON.serialize("disableLighting")
  45469. ], StandardMaterial.prototype, "_disableLighting", void 0);
  45470. __decorate([
  45471. BABYLON.expandToProperty("_markAllSubMeshesAsLightsDirty")
  45472. ], StandardMaterial.prototype, "disableLighting", void 0);
  45473. __decorate([
  45474. BABYLON.serialize("useObjectSpaceNormalMap")
  45475. ], StandardMaterial.prototype, "_useObjectSpaceNormalMap", void 0);
  45476. __decorate([
  45477. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45478. ], StandardMaterial.prototype, "useObjectSpaceNormalMap", void 0);
  45479. __decorate([
  45480. BABYLON.serialize("useParallax")
  45481. ], StandardMaterial.prototype, "_useParallax", void 0);
  45482. __decorate([
  45483. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45484. ], StandardMaterial.prototype, "useParallax", void 0);
  45485. __decorate([
  45486. BABYLON.serialize("useParallaxOcclusion")
  45487. ], StandardMaterial.prototype, "_useParallaxOcclusion", void 0);
  45488. __decorate([
  45489. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45490. ], StandardMaterial.prototype, "useParallaxOcclusion", void 0);
  45491. __decorate([
  45492. BABYLON.serialize()
  45493. ], StandardMaterial.prototype, "parallaxScaleBias", void 0);
  45494. __decorate([
  45495. BABYLON.serialize("roughness")
  45496. ], StandardMaterial.prototype, "_roughness", void 0);
  45497. __decorate([
  45498. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45499. ], StandardMaterial.prototype, "roughness", void 0);
  45500. __decorate([
  45501. BABYLON.serialize()
  45502. ], StandardMaterial.prototype, "indexOfRefraction", void 0);
  45503. __decorate([
  45504. BABYLON.serialize()
  45505. ], StandardMaterial.prototype, "invertRefractionY", void 0);
  45506. __decorate([
  45507. BABYLON.serialize()
  45508. ], StandardMaterial.prototype, "alphaCutOff", void 0);
  45509. __decorate([
  45510. BABYLON.serialize("useLightmapAsShadowmap")
  45511. ], StandardMaterial.prototype, "_useLightmapAsShadowmap", void 0);
  45512. __decorate([
  45513. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45514. ], StandardMaterial.prototype, "useLightmapAsShadowmap", void 0);
  45515. __decorate([
  45516. BABYLON.serializeAsFresnelParameters("diffuseFresnelParameters")
  45517. ], StandardMaterial.prototype, "_diffuseFresnelParameters", void 0);
  45518. __decorate([
  45519. BABYLON.expandToProperty("_markAllSubMeshesAsFresnelDirty")
  45520. ], StandardMaterial.prototype, "diffuseFresnelParameters", void 0);
  45521. __decorate([
  45522. BABYLON.serializeAsFresnelParameters("opacityFresnelParameters")
  45523. ], StandardMaterial.prototype, "_opacityFresnelParameters", void 0);
  45524. __decorate([
  45525. BABYLON.expandToProperty("_markAllSubMeshesAsFresnelAndMiscDirty")
  45526. ], StandardMaterial.prototype, "opacityFresnelParameters", void 0);
  45527. __decorate([
  45528. BABYLON.serializeAsFresnelParameters("reflectionFresnelParameters")
  45529. ], StandardMaterial.prototype, "_reflectionFresnelParameters", void 0);
  45530. __decorate([
  45531. BABYLON.expandToProperty("_markAllSubMeshesAsFresnelDirty")
  45532. ], StandardMaterial.prototype, "reflectionFresnelParameters", void 0);
  45533. __decorate([
  45534. BABYLON.serializeAsFresnelParameters("refractionFresnelParameters")
  45535. ], StandardMaterial.prototype, "_refractionFresnelParameters", void 0);
  45536. __decorate([
  45537. BABYLON.expandToProperty("_markAllSubMeshesAsFresnelDirty")
  45538. ], StandardMaterial.prototype, "refractionFresnelParameters", void 0);
  45539. __decorate([
  45540. BABYLON.serializeAsFresnelParameters("emissiveFresnelParameters")
  45541. ], StandardMaterial.prototype, "_emissiveFresnelParameters", void 0);
  45542. __decorate([
  45543. BABYLON.expandToProperty("_markAllSubMeshesAsFresnelDirty")
  45544. ], StandardMaterial.prototype, "emissiveFresnelParameters", void 0);
  45545. __decorate([
  45546. BABYLON.serialize("useReflectionFresnelFromSpecular")
  45547. ], StandardMaterial.prototype, "_useReflectionFresnelFromSpecular", void 0);
  45548. __decorate([
  45549. BABYLON.expandToProperty("_markAllSubMeshesAsFresnelDirty")
  45550. ], StandardMaterial.prototype, "useReflectionFresnelFromSpecular", void 0);
  45551. __decorate([
  45552. BABYLON.serialize("useGlossinessFromSpecularMapAlpha")
  45553. ], StandardMaterial.prototype, "_useGlossinessFromSpecularMapAlpha", void 0);
  45554. __decorate([
  45555. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45556. ], StandardMaterial.prototype, "useGlossinessFromSpecularMapAlpha", void 0);
  45557. __decorate([
  45558. BABYLON.serialize("maxSimultaneousLights")
  45559. ], StandardMaterial.prototype, "_maxSimultaneousLights", void 0);
  45560. __decorate([
  45561. BABYLON.expandToProperty("_markAllSubMeshesAsLightsDirty")
  45562. ], StandardMaterial.prototype, "maxSimultaneousLights", void 0);
  45563. __decorate([
  45564. BABYLON.serialize("invertNormalMapX")
  45565. ], StandardMaterial.prototype, "_invertNormalMapX", void 0);
  45566. __decorate([
  45567. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45568. ], StandardMaterial.prototype, "invertNormalMapX", void 0);
  45569. __decorate([
  45570. BABYLON.serialize("invertNormalMapY")
  45571. ], StandardMaterial.prototype, "_invertNormalMapY", void 0);
  45572. __decorate([
  45573. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45574. ], StandardMaterial.prototype, "invertNormalMapY", void 0);
  45575. __decorate([
  45576. BABYLON.serialize("twoSidedLighting")
  45577. ], StandardMaterial.prototype, "_twoSidedLighting", void 0);
  45578. __decorate([
  45579. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45580. ], StandardMaterial.prototype, "twoSidedLighting", void 0);
  45581. __decorate([
  45582. BABYLON.serialize()
  45583. ], StandardMaterial.prototype, "useLogarithmicDepth", null);
  45584. return StandardMaterial;
  45585. }(BABYLON.PushMaterial));
  45586. BABYLON.StandardMaterial = StandardMaterial;
  45587. })(BABYLON || (BABYLON = {}));
  45588. //# sourceMappingURL=babylon.standardMaterial.js.map
  45589. var BABYLON;
  45590. (function (BABYLON) {
  45591. /**
  45592. * Class representing spherical polynomial coefficients to the 3rd degree
  45593. */
  45594. var SphericalPolynomial = /** @class */ (function () {
  45595. function SphericalPolynomial() {
  45596. /**
  45597. * The x coefficients of the spherical polynomial
  45598. */
  45599. this.x = BABYLON.Vector3.Zero();
  45600. /**
  45601. * The y coefficients of the spherical polynomial
  45602. */
  45603. this.y = BABYLON.Vector3.Zero();
  45604. /**
  45605. * The z coefficients of the spherical polynomial
  45606. */
  45607. this.z = BABYLON.Vector3.Zero();
  45608. /**
  45609. * The xx coefficients of the spherical polynomial
  45610. */
  45611. this.xx = BABYLON.Vector3.Zero();
  45612. /**
  45613. * The yy coefficients of the spherical polynomial
  45614. */
  45615. this.yy = BABYLON.Vector3.Zero();
  45616. /**
  45617. * The zz coefficients of the spherical polynomial
  45618. */
  45619. this.zz = BABYLON.Vector3.Zero();
  45620. /**
  45621. * The xy coefficients of the spherical polynomial
  45622. */
  45623. this.xy = BABYLON.Vector3.Zero();
  45624. /**
  45625. * The yz coefficients of the spherical polynomial
  45626. */
  45627. this.yz = BABYLON.Vector3.Zero();
  45628. /**
  45629. * The zx coefficients of the spherical polynomial
  45630. */
  45631. this.zx = BABYLON.Vector3.Zero();
  45632. }
  45633. /**
  45634. * Adds an ambient color to the spherical polynomial
  45635. * @param color the color to add
  45636. */
  45637. SphericalPolynomial.prototype.addAmbient = function (color) {
  45638. var colorVector = new BABYLON.Vector3(color.r, color.g, color.b);
  45639. this.xx = this.xx.add(colorVector);
  45640. this.yy = this.yy.add(colorVector);
  45641. this.zz = this.zz.add(colorVector);
  45642. };
  45643. /**
  45644. * Scales the spherical polynomial by the given amount
  45645. * @param scale the amount to scale
  45646. */
  45647. SphericalPolynomial.prototype.scale = function (scale) {
  45648. this.x = this.x.scale(scale);
  45649. this.y = this.y.scale(scale);
  45650. this.z = this.z.scale(scale);
  45651. this.xx = this.xx.scale(scale);
  45652. this.yy = this.yy.scale(scale);
  45653. this.zz = this.zz.scale(scale);
  45654. this.yz = this.yz.scale(scale);
  45655. this.zx = this.zx.scale(scale);
  45656. this.xy = this.xy.scale(scale);
  45657. };
  45658. /**
  45659. * Gets the spherical polynomial from harmonics
  45660. * @param harmonics the spherical harmonics
  45661. * @returns the spherical polynomial
  45662. */
  45663. SphericalPolynomial.FromHarmonics = function (harmonics) {
  45664. var result = new SphericalPolynomial();
  45665. result.x = harmonics.l11.scale(1.02333);
  45666. result.y = harmonics.l1_1.scale(1.02333);
  45667. result.z = harmonics.l10.scale(1.02333);
  45668. result.xx = harmonics.l00.scale(0.886277).subtract(harmonics.l20.scale(0.247708)).add(harmonics.lL22.scale(0.429043));
  45669. result.yy = harmonics.l00.scale(0.886277).subtract(harmonics.l20.scale(0.247708)).subtract(harmonics.lL22.scale(0.429043));
  45670. result.zz = harmonics.l00.scale(0.886277).add(harmonics.l20.scale(0.495417));
  45671. result.yz = harmonics.l2_1.scale(0.858086);
  45672. result.zx = harmonics.l21.scale(0.858086);
  45673. result.xy = harmonics.l2_2.scale(0.858086);
  45674. result.scale(1.0 / Math.PI);
  45675. return result;
  45676. };
  45677. /**
  45678. * Constructs a spherical polynomial from an array.
  45679. * @param data defines the 9x3 coefficients (x, y, z, xx, yy, zz, yz, zx, xy)
  45680. * @returns the spherical polynomial
  45681. */
  45682. SphericalPolynomial.FromArray = function (data) {
  45683. var sp = new SphericalPolynomial();
  45684. BABYLON.Vector3.FromArrayToRef(data[0], 0, sp.x);
  45685. BABYLON.Vector3.FromArrayToRef(data[1], 0, sp.y);
  45686. BABYLON.Vector3.FromArrayToRef(data[2], 0, sp.z);
  45687. BABYLON.Vector3.FromArrayToRef(data[3], 0, sp.xx);
  45688. BABYLON.Vector3.FromArrayToRef(data[4], 0, sp.yy);
  45689. BABYLON.Vector3.FromArrayToRef(data[5], 0, sp.zz);
  45690. BABYLON.Vector3.FromArrayToRef(data[6], 0, sp.yz);
  45691. BABYLON.Vector3.FromArrayToRef(data[7], 0, sp.zx);
  45692. BABYLON.Vector3.FromArrayToRef(data[8], 0, sp.xy);
  45693. return sp;
  45694. };
  45695. return SphericalPolynomial;
  45696. }());
  45697. BABYLON.SphericalPolynomial = SphericalPolynomial;
  45698. /**
  45699. * Class representing spherical harmonics coefficients to the 3rd degree
  45700. */
  45701. var SphericalHarmonics = /** @class */ (function () {
  45702. function SphericalHarmonics() {
  45703. /**
  45704. * The l0,0 coefficients of the spherical harmonics
  45705. */
  45706. this.l00 = BABYLON.Vector3.Zero();
  45707. /**
  45708. * The l1,-1 coefficients of the spherical harmonics
  45709. */
  45710. this.l1_1 = BABYLON.Vector3.Zero();
  45711. /**
  45712. * The l1,0 coefficients of the spherical harmonics
  45713. */
  45714. this.l10 = BABYLON.Vector3.Zero();
  45715. /**
  45716. * The l1,1 coefficients of the spherical harmonics
  45717. */
  45718. this.l11 = BABYLON.Vector3.Zero();
  45719. /**
  45720. * The l2,-2 coefficients of the spherical harmonics
  45721. */
  45722. this.l2_2 = BABYLON.Vector3.Zero();
  45723. /**
  45724. * The l2,-1 coefficients of the spherical harmonics
  45725. */
  45726. this.l2_1 = BABYLON.Vector3.Zero();
  45727. /**
  45728. * The l2,0 coefficients of the spherical harmonics
  45729. */
  45730. this.l20 = BABYLON.Vector3.Zero();
  45731. /**
  45732. * The l2,1 coefficients of the spherical harmonics
  45733. */
  45734. this.l21 = BABYLON.Vector3.Zero();
  45735. /**
  45736. * The l2,2 coefficients of the spherical harmonics
  45737. */
  45738. this.lL22 = BABYLON.Vector3.Zero();
  45739. }
  45740. /**
  45741. * Adds a light to the spherical harmonics
  45742. * @param direction the direction of the light
  45743. * @param color the color of the light
  45744. * @param deltaSolidAngle the delta solid angle of the light
  45745. */
  45746. SphericalHarmonics.prototype.addLight = function (direction, color, deltaSolidAngle) {
  45747. var colorVector = new BABYLON.Vector3(color.r, color.g, color.b);
  45748. var c = colorVector.scale(deltaSolidAngle);
  45749. this.l00 = this.l00.add(c.scale(0.282095));
  45750. this.l1_1 = this.l1_1.add(c.scale(0.488603 * direction.y));
  45751. this.l10 = this.l10.add(c.scale(0.488603 * direction.z));
  45752. this.l11 = this.l11.add(c.scale(0.488603 * direction.x));
  45753. this.l2_2 = this.l2_2.add(c.scale(1.092548 * direction.x * direction.y));
  45754. this.l2_1 = this.l2_1.add(c.scale(1.092548 * direction.y * direction.z));
  45755. this.l21 = this.l21.add(c.scale(1.092548 * direction.x * direction.z));
  45756. this.l20 = this.l20.add(c.scale(0.315392 * (3.0 * direction.z * direction.z - 1.0)));
  45757. this.lL22 = this.lL22.add(c.scale(0.546274 * (direction.x * direction.x - direction.y * direction.y)));
  45758. };
  45759. /**
  45760. * Scales the spherical harmonics by the given amount
  45761. * @param scale the amount to scale
  45762. */
  45763. SphericalHarmonics.prototype.scale = function (scale) {
  45764. this.l00 = this.l00.scale(scale);
  45765. this.l1_1 = this.l1_1.scale(scale);
  45766. this.l10 = this.l10.scale(scale);
  45767. this.l11 = this.l11.scale(scale);
  45768. this.l2_2 = this.l2_2.scale(scale);
  45769. this.l2_1 = this.l2_1.scale(scale);
  45770. this.l20 = this.l20.scale(scale);
  45771. this.l21 = this.l21.scale(scale);
  45772. this.lL22 = this.lL22.scale(scale);
  45773. };
  45774. /**
  45775. * Convert from incident radiance (Li) to irradiance (E) by applying convolution with the cosine-weighted hemisphere.
  45776. *
  45777. * ```
  45778. * E_lm = A_l * L_lm
  45779. * ```
  45780. *
  45781. * In spherical harmonics this convolution amounts to scaling factors for each frequency band.
  45782. * This corresponds to equation 5 in "An Efficient Representation for Irradiance Environment Maps", where
  45783. * the scaling factors are given in equation 9.
  45784. */
  45785. SphericalHarmonics.prototype.convertIncidentRadianceToIrradiance = function () {
  45786. // Constant (Band 0)
  45787. this.l00 = this.l00.scale(3.141593);
  45788. // Linear (Band 1)
  45789. this.l1_1 = this.l1_1.scale(2.094395);
  45790. this.l10 = this.l10.scale(2.094395);
  45791. this.l11 = this.l11.scale(2.094395);
  45792. // Quadratic (Band 2)
  45793. this.l2_2 = this.l2_2.scale(0.785398);
  45794. this.l2_1 = this.l2_1.scale(0.785398);
  45795. this.l20 = this.l20.scale(0.785398);
  45796. this.l21 = this.l21.scale(0.785398);
  45797. this.lL22 = this.lL22.scale(0.785398);
  45798. };
  45799. /**
  45800. * Convert from irradiance to outgoing radiance for Lambertian BDRF, suitable for efficient shader evaluation.
  45801. *
  45802. * ```
  45803. * L = (1/pi) * E * rho
  45804. * ```
  45805. *
  45806. * This is done by an additional scale by 1/pi, so is a fairly trivial operation but important conceptually.
  45807. */
  45808. SphericalHarmonics.prototype.convertIrradianceToLambertianRadiance = function () {
  45809. this.scale(1.0 / Math.PI);
  45810. // The resultant SH now represents outgoing radiance, so includes the Lambert 1/pi normalisation factor but without albedo (rho) applied
  45811. // (The pixel shader must apply albedo after texture fetches, etc).
  45812. };
  45813. /**
  45814. * Gets the spherical harmonics from polynomial
  45815. * @param polynomial the spherical polynomial
  45816. * @returns the spherical harmonics
  45817. */
  45818. SphericalHarmonics.FromPolynomial = function (polynomial) {
  45819. var result = new SphericalHarmonics();
  45820. result.l00 = polynomial.xx.scale(0.376127).add(polynomial.yy.scale(0.376127)).add(polynomial.zz.scale(0.376126));
  45821. result.l1_1 = polynomial.y.scale(0.977204);
  45822. result.l10 = polynomial.z.scale(0.977204);
  45823. result.l11 = polynomial.x.scale(0.977204);
  45824. result.l2_2 = polynomial.xy.scale(1.16538);
  45825. result.l2_1 = polynomial.yz.scale(1.16538);
  45826. result.l20 = polynomial.zz.scale(1.34567).subtract(polynomial.xx.scale(0.672834)).subtract(polynomial.yy.scale(0.672834));
  45827. result.l21 = polynomial.zx.scale(1.16538);
  45828. result.lL22 = polynomial.xx.scale(1.16538).subtract(polynomial.yy.scale(1.16538));
  45829. result.scale(Math.PI);
  45830. return result;
  45831. };
  45832. /**
  45833. * Constructs a spherical harmonics from an array.
  45834. * @param data defines the 9x3 coefficients (l00, l1-1, l10, l11, l2-2, l2-1, l20, l21, l22)
  45835. * @returns the spherical harmonics
  45836. */
  45837. SphericalHarmonics.FromArray = function (data) {
  45838. var sh = new SphericalHarmonics();
  45839. BABYLON.Vector3.FromArrayToRef(data[0], 0, sh.l00);
  45840. BABYLON.Vector3.FromArrayToRef(data[1], 0, sh.l1_1);
  45841. BABYLON.Vector3.FromArrayToRef(data[2], 0, sh.l10);
  45842. BABYLON.Vector3.FromArrayToRef(data[3], 0, sh.l11);
  45843. BABYLON.Vector3.FromArrayToRef(data[4], 0, sh.l2_2);
  45844. BABYLON.Vector3.FromArrayToRef(data[5], 0, sh.l2_1);
  45845. BABYLON.Vector3.FromArrayToRef(data[6], 0, sh.l20);
  45846. BABYLON.Vector3.FromArrayToRef(data[7], 0, sh.l21);
  45847. BABYLON.Vector3.FromArrayToRef(data[8], 0, sh.lL22);
  45848. return sh;
  45849. };
  45850. return SphericalHarmonics;
  45851. }());
  45852. BABYLON.SphericalHarmonics = SphericalHarmonics;
  45853. })(BABYLON || (BABYLON = {}));
  45854. //# sourceMappingURL=babylon.sphericalPolynomial.js.map
  45855. var BABYLON;
  45856. (function (BABYLON) {
  45857. var FileFaceOrientation = /** @class */ (function () {
  45858. function FileFaceOrientation(name, worldAxisForNormal, worldAxisForFileX, worldAxisForFileY) {
  45859. this.name = name;
  45860. this.worldAxisForNormal = worldAxisForNormal;
  45861. this.worldAxisForFileX = worldAxisForFileX;
  45862. this.worldAxisForFileY = worldAxisForFileY;
  45863. }
  45864. return FileFaceOrientation;
  45865. }());
  45866. /**
  45867. * Helper class dealing with the extraction of spherical polynomial dataArray
  45868. * from a cube map.
  45869. */
  45870. var CubeMapToSphericalPolynomialTools = /** @class */ (function () {
  45871. function CubeMapToSphericalPolynomialTools() {
  45872. }
  45873. /**
  45874. * Converts a texture to the according Spherical Polynomial data.
  45875. * This extracts the first 3 orders only as they are the only one used in the lighting.
  45876. *
  45877. * @param texture The texture to extract the information from.
  45878. * @return The Spherical Polynomial data.
  45879. */
  45880. CubeMapToSphericalPolynomialTools.ConvertCubeMapTextureToSphericalPolynomial = function (texture) {
  45881. if (!texture.isCube) {
  45882. // Only supports cube Textures currently.
  45883. return null;
  45884. }
  45885. var size = texture.getSize().width;
  45886. var right = texture.readPixels(0);
  45887. var left = texture.readPixels(1);
  45888. var up;
  45889. var down;
  45890. if (texture.isRenderTarget) {
  45891. up = texture.readPixels(3);
  45892. down = texture.readPixels(2);
  45893. }
  45894. else {
  45895. up = texture.readPixels(2);
  45896. down = texture.readPixels(3);
  45897. }
  45898. var front = texture.readPixels(4);
  45899. var back = texture.readPixels(5);
  45900. var gammaSpace = texture.gammaSpace;
  45901. // Always read as RGBA.
  45902. var format = BABYLON.Engine.TEXTUREFORMAT_RGBA;
  45903. var type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  45904. if (texture.textureType && texture.textureType !== BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT) {
  45905. type = BABYLON.Engine.TEXTURETYPE_FLOAT;
  45906. }
  45907. var cubeInfo = {
  45908. size: size,
  45909. right: right,
  45910. left: left,
  45911. up: up,
  45912. down: down,
  45913. front: front,
  45914. back: back,
  45915. format: format,
  45916. type: type,
  45917. gammaSpace: gammaSpace,
  45918. };
  45919. return this.ConvertCubeMapToSphericalPolynomial(cubeInfo);
  45920. };
  45921. /**
  45922. * Converts a cubemap to the according Spherical Polynomial data.
  45923. * This extracts the first 3 orders only as they are the only one used in the lighting.
  45924. *
  45925. * @param cubeInfo The Cube map to extract the information from.
  45926. * @return The Spherical Polynomial data.
  45927. */
  45928. CubeMapToSphericalPolynomialTools.ConvertCubeMapToSphericalPolynomial = function (cubeInfo) {
  45929. var sphericalHarmonics = new BABYLON.SphericalHarmonics();
  45930. var totalSolidAngle = 0.0;
  45931. // The (u,v) range is [-1,+1], so the distance between each texel is 2/Size.
  45932. var du = 2.0 / cubeInfo.size;
  45933. var dv = du;
  45934. // The (u,v) of the first texel is half a texel from the corner (-1,-1).
  45935. var minUV = du * 0.5 - 1.0;
  45936. for (var faceIndex = 0; faceIndex < 6; faceIndex++) {
  45937. var fileFace = this.FileFaces[faceIndex];
  45938. var dataArray = cubeInfo[fileFace.name];
  45939. var v = minUV;
  45940. // TODO: we could perform the summation directly into a SphericalPolynomial (SP), which is more efficient than SphericalHarmonic (SH).
  45941. // This is possible because during the summation we do not need the SH-specific properties, e.g. orthogonality.
  45942. // Because SP is still linear, so summation is fine in that basis.
  45943. var stride = cubeInfo.format === BABYLON.Engine.TEXTUREFORMAT_RGBA ? 4 : 3;
  45944. for (var y = 0; y < cubeInfo.size; y++) {
  45945. var u = minUV;
  45946. for (var x = 0; x < cubeInfo.size; x++) {
  45947. // World direction (not normalised)
  45948. var worldDirection = fileFace.worldAxisForFileX.scale(u).add(fileFace.worldAxisForFileY.scale(v)).add(fileFace.worldAxisForNormal);
  45949. worldDirection.normalize();
  45950. var deltaSolidAngle = Math.pow(1.0 + u * u + v * v, -3.0 / 2.0);
  45951. var r = dataArray[(y * cubeInfo.size * stride) + (x * stride) + 0];
  45952. var g = dataArray[(y * cubeInfo.size * stride) + (x * stride) + 1];
  45953. var b = dataArray[(y * cubeInfo.size * stride) + (x * stride) + 2];
  45954. // Handle Integer types.
  45955. if (cubeInfo.type === BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT) {
  45956. r /= 255;
  45957. g /= 255;
  45958. b /= 255;
  45959. }
  45960. // Handle Gamma space textures.
  45961. if (cubeInfo.gammaSpace) {
  45962. r = Math.pow(BABYLON.Scalar.Clamp(r), BABYLON.ToLinearSpace);
  45963. g = Math.pow(BABYLON.Scalar.Clamp(g), BABYLON.ToLinearSpace);
  45964. b = Math.pow(BABYLON.Scalar.Clamp(b), BABYLON.ToLinearSpace);
  45965. }
  45966. var color = new BABYLON.Color3(r, g, b);
  45967. sphericalHarmonics.addLight(worldDirection, color, deltaSolidAngle);
  45968. totalSolidAngle += deltaSolidAngle;
  45969. u += du;
  45970. }
  45971. v += dv;
  45972. }
  45973. }
  45974. // Solid angle for entire sphere is 4*pi
  45975. var sphereSolidAngle = 4.0 * Math.PI;
  45976. // Adjust the solid angle to allow for how many faces we processed.
  45977. var facesProcessed = 6.0;
  45978. var expectedSolidAngle = sphereSolidAngle * facesProcessed / 6.0;
  45979. // Adjust the harmonics so that the accumulated solid angle matches the expected solid angle.
  45980. // This is needed because the numerical integration over the cube uses a
  45981. // small angle approximation of solid angle for each texel (see deltaSolidAngle),
  45982. // and also to compensate for accumulative error due to float precision in the summation.
  45983. var correctionFactor = expectedSolidAngle / totalSolidAngle;
  45984. sphericalHarmonics.scale(correctionFactor);
  45985. sphericalHarmonics.convertIncidentRadianceToIrradiance();
  45986. sphericalHarmonics.convertIrradianceToLambertianRadiance();
  45987. return BABYLON.SphericalPolynomial.FromHarmonics(sphericalHarmonics);
  45988. };
  45989. CubeMapToSphericalPolynomialTools.FileFaces = [
  45990. new FileFaceOrientation("right", new BABYLON.Vector3(1, 0, 0), new BABYLON.Vector3(0, 0, -1), new BABYLON.Vector3(0, -1, 0)),
  45991. new FileFaceOrientation("left", new BABYLON.Vector3(-1, 0, 0), new BABYLON.Vector3(0, 0, 1), new BABYLON.Vector3(0, -1, 0)),
  45992. new FileFaceOrientation("up", new BABYLON.Vector3(0, 1, 0), new BABYLON.Vector3(1, 0, 0), new BABYLON.Vector3(0, 0, 1)),
  45993. new FileFaceOrientation("down", new BABYLON.Vector3(0, -1, 0), new BABYLON.Vector3(1, 0, 0), new BABYLON.Vector3(0, 0, -1)),
  45994. new FileFaceOrientation("front", new BABYLON.Vector3(0, 0, 1), new BABYLON.Vector3(1, 0, 0), new BABYLON.Vector3(0, -1, 0)),
  45995. new FileFaceOrientation("back", new BABYLON.Vector3(0, 0, -1), new BABYLON.Vector3(-1, 0, 0), new BABYLON.Vector3(0, -1, 0)) // -Z bottom
  45996. ];
  45997. return CubeMapToSphericalPolynomialTools;
  45998. }());
  45999. BABYLON.CubeMapToSphericalPolynomialTools = CubeMapToSphericalPolynomialTools;
  46000. })(BABYLON || (BABYLON = {}));
  46001. //# sourceMappingURL=babylon.cubemapToSphericalPolynomial.js.map
  46002. var BABYLON;
  46003. (function (BABYLON) {
  46004. /**
  46005. * Manages the defines for the PBR Material.
  46006. * @hiddenChildren
  46007. */
  46008. var PBRMaterialDefines = /** @class */ (function (_super) {
  46009. __extends(PBRMaterialDefines, _super);
  46010. /**
  46011. * Initializes the PBR Material defines.
  46012. */
  46013. function PBRMaterialDefines() {
  46014. var _this = _super.call(this) || this;
  46015. _this.PBR = true;
  46016. _this.MAINUV1 = false;
  46017. _this.MAINUV2 = false;
  46018. _this.UV1 = false;
  46019. _this.UV2 = false;
  46020. _this.ALBEDO = false;
  46021. _this.ALBEDODIRECTUV = 0;
  46022. _this.VERTEXCOLOR = false;
  46023. _this.AMBIENT = false;
  46024. _this.AMBIENTDIRECTUV = 0;
  46025. _this.AMBIENTINGRAYSCALE = false;
  46026. _this.OPACITY = false;
  46027. _this.VERTEXALPHA = false;
  46028. _this.OPACITYDIRECTUV = 0;
  46029. _this.OPACITYRGB = false;
  46030. _this.ALPHATEST = false;
  46031. _this.DEPTHPREPASS = false;
  46032. _this.ALPHABLEND = false;
  46033. _this.ALPHAFROMALBEDO = false;
  46034. _this.ALPHATESTVALUE = "0.5";
  46035. _this.SPECULAROVERALPHA = false;
  46036. _this.RADIANCEOVERALPHA = false;
  46037. _this.ALPHAFRESNEL = false;
  46038. _this.LINEARALPHAFRESNEL = false;
  46039. _this.PREMULTIPLYALPHA = false;
  46040. _this.EMISSIVE = false;
  46041. _this.EMISSIVEDIRECTUV = 0;
  46042. _this.REFLECTIVITY = false;
  46043. _this.REFLECTIVITYDIRECTUV = 0;
  46044. _this.SPECULARTERM = false;
  46045. _this.MICROSURFACEFROMREFLECTIVITYMAP = false;
  46046. _this.MICROSURFACEAUTOMATIC = false;
  46047. _this.LODBASEDMICROSFURACE = false;
  46048. _this.MICROSURFACEMAP = false;
  46049. _this.MICROSURFACEMAPDIRECTUV = 0;
  46050. _this.METALLICWORKFLOW = false;
  46051. _this.ROUGHNESSSTOREINMETALMAPALPHA = false;
  46052. _this.ROUGHNESSSTOREINMETALMAPGREEN = false;
  46053. _this.METALLNESSSTOREINMETALMAPBLUE = false;
  46054. _this.AOSTOREINMETALMAPRED = false;
  46055. _this.ENVIRONMENTBRDF = false;
  46056. _this.NORMAL = false;
  46057. _this.TANGENT = false;
  46058. _this.BUMP = false;
  46059. _this.BUMPDIRECTUV = 0;
  46060. _this.OBJECTSPACE_NORMALMAP = false;
  46061. _this.PARALLAX = false;
  46062. _this.PARALLAXOCCLUSION = false;
  46063. _this.NORMALXYSCALE = true;
  46064. _this.LIGHTMAP = false;
  46065. _this.LIGHTMAPDIRECTUV = 0;
  46066. _this.USELIGHTMAPASSHADOWMAP = false;
  46067. _this.GAMMALIGHTMAP = false;
  46068. _this.REFLECTION = false;
  46069. _this.REFLECTIONMAP_3D = false;
  46070. _this.REFLECTIONMAP_SPHERICAL = false;
  46071. _this.REFLECTIONMAP_PLANAR = false;
  46072. _this.REFLECTIONMAP_CUBIC = false;
  46073. _this.USE_LOCAL_REFLECTIONMAP_CUBIC = false;
  46074. _this.REFLECTIONMAP_PROJECTION = false;
  46075. _this.REFLECTIONMAP_SKYBOX = false;
  46076. _this.REFLECTIONMAP_SKYBOX_TRANSFORMED = false;
  46077. _this.REFLECTIONMAP_EXPLICIT = false;
  46078. _this.REFLECTIONMAP_EQUIRECTANGULAR = false;
  46079. _this.REFLECTIONMAP_EQUIRECTANGULAR_FIXED = false;
  46080. _this.REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED = false;
  46081. _this.INVERTCUBICMAP = false;
  46082. _this.USESPHERICALFROMREFLECTIONMAP = false;
  46083. _this.USESPHERICALINVERTEX = false;
  46084. _this.REFLECTIONMAP_OPPOSITEZ = false;
  46085. _this.LODINREFLECTIONALPHA = false;
  46086. _this.GAMMAREFLECTION = false;
  46087. _this.RGBDREFLECTION = false;
  46088. _this.RADIANCEOCCLUSION = false;
  46089. _this.HORIZONOCCLUSION = false;
  46090. _this.REFRACTION = false;
  46091. _this.REFRACTIONMAP_3D = false;
  46092. _this.REFRACTIONMAP_OPPOSITEZ = false;
  46093. _this.LODINREFRACTIONALPHA = false;
  46094. _this.GAMMAREFRACTION = false;
  46095. _this.RGBDREFRACTION = false;
  46096. _this.LINKREFRACTIONTOTRANSPARENCY = false;
  46097. _this.INSTANCES = false;
  46098. _this.NUM_BONE_INFLUENCERS = 0;
  46099. _this.BonesPerMesh = 0;
  46100. _this.BONETEXTURE = false;
  46101. _this.NONUNIFORMSCALING = false;
  46102. _this.MORPHTARGETS = false;
  46103. _this.MORPHTARGETS_NORMAL = false;
  46104. _this.MORPHTARGETS_TANGENT = false;
  46105. _this.NUM_MORPH_INFLUENCERS = 0;
  46106. _this.IMAGEPROCESSING = false;
  46107. _this.VIGNETTE = false;
  46108. _this.VIGNETTEBLENDMODEMULTIPLY = false;
  46109. _this.VIGNETTEBLENDMODEOPAQUE = false;
  46110. _this.TONEMAPPING = false;
  46111. _this.TONEMAPPING_ACES = false;
  46112. _this.CONTRAST = false;
  46113. _this.COLORCURVES = false;
  46114. _this.COLORGRADING = false;
  46115. _this.COLORGRADING3D = false;
  46116. _this.SAMPLER3DGREENDEPTH = false;
  46117. _this.SAMPLER3DBGRMAP = false;
  46118. _this.IMAGEPROCESSINGPOSTPROCESS = false;
  46119. _this.EXPOSURE = false;
  46120. _this.USEPHYSICALLIGHTFALLOFF = false;
  46121. _this.USEGLTFLIGHTFALLOFF = false;
  46122. _this.TWOSIDEDLIGHTING = false;
  46123. _this.SHADOWFLOAT = false;
  46124. _this.CLIPPLANE = false;
  46125. _this.CLIPPLANE2 = false;
  46126. _this.CLIPPLANE3 = false;
  46127. _this.CLIPPLANE4 = false;
  46128. _this.POINTSIZE = false;
  46129. _this.FOG = false;
  46130. _this.LOGARITHMICDEPTH = false;
  46131. _this.FORCENORMALFORWARD = false;
  46132. _this.SPECULARAA = false;
  46133. _this.UNLIT = false;
  46134. _this.rebuild();
  46135. return _this;
  46136. }
  46137. /**
  46138. * Resets the PBR Material defines.
  46139. */
  46140. PBRMaterialDefines.prototype.reset = function () {
  46141. _super.prototype.reset.call(this);
  46142. this.ALPHATESTVALUE = "0.5";
  46143. this.PBR = true;
  46144. };
  46145. return PBRMaterialDefines;
  46146. }(BABYLON.MaterialDefines));
  46147. /**
  46148. * The Physically based material base class of BJS.
  46149. *
  46150. * This offers the main features of a standard PBR material.
  46151. * For more information, please refer to the documentation :
  46152. * http://doc.babylonjs.com/extensions/Physically_Based_Rendering
  46153. */
  46154. var PBRBaseMaterial = /** @class */ (function (_super) {
  46155. __extends(PBRBaseMaterial, _super);
  46156. /**
  46157. * Instantiates a new PBRMaterial instance.
  46158. *
  46159. * @param name The material name
  46160. * @param scene The scene the material will be use in.
  46161. */
  46162. function PBRBaseMaterial(name, scene) {
  46163. var _this = _super.call(this, name, scene) || this;
  46164. /**
  46165. * Intensity of the direct lights e.g. the four lights available in your scene.
  46166. * This impacts both the direct diffuse and specular highlights.
  46167. */
  46168. _this._directIntensity = 1.0;
  46169. /**
  46170. * Intensity of the emissive part of the material.
  46171. * This helps controlling the emissive effect without modifying the emissive color.
  46172. */
  46173. _this._emissiveIntensity = 1.0;
  46174. /**
  46175. * Intensity of the environment e.g. how much the environment will light the object
  46176. * either through harmonics for rough material or through the refelction for shiny ones.
  46177. */
  46178. _this._environmentIntensity = 1.0;
  46179. /**
  46180. * This is a special control allowing the reduction of the specular highlights coming from the
  46181. * four lights of the scene. Those highlights may not be needed in full environment lighting.
  46182. */
  46183. _this._specularIntensity = 1.0;
  46184. /**
  46185. * This stores the direct, emissive, environment, and specular light intensities into a Vector4.
  46186. */
  46187. _this._lightingInfos = new BABYLON.Vector4(_this._directIntensity, _this._emissiveIntensity, _this._environmentIntensity, _this._specularIntensity);
  46188. /**
  46189. * Debug Control allowing disabling the bump map on this material.
  46190. */
  46191. _this._disableBumpMap = false;
  46192. /**
  46193. * AKA Occlusion Texture Intensity in other nomenclature.
  46194. */
  46195. _this._ambientTextureStrength = 1.0;
  46196. /**
  46197. * Defines how much the AO map is occluding the analytical lights (point spot...).
  46198. * 1 means it completely occludes it
  46199. * 0 mean it has no impact
  46200. */
  46201. _this._ambientTextureImpactOnAnalyticalLights = BABYLON.PBRMaterial.DEFAULT_AO_ON_ANALYTICAL_LIGHTS;
  46202. /**
  46203. * The color of a material in ambient lighting.
  46204. */
  46205. _this._ambientColor = new BABYLON.Color3(0, 0, 0);
  46206. /**
  46207. * AKA Diffuse Color in other nomenclature.
  46208. */
  46209. _this._albedoColor = new BABYLON.Color3(1, 1, 1);
  46210. /**
  46211. * AKA Specular Color in other nomenclature.
  46212. */
  46213. _this._reflectivityColor = new BABYLON.Color3(1, 1, 1);
  46214. /**
  46215. * The color applied when light is reflected from a material.
  46216. */
  46217. _this._reflectionColor = new BABYLON.Color3(1, 1, 1);
  46218. /**
  46219. * The color applied when light is emitted from a material.
  46220. */
  46221. _this._emissiveColor = new BABYLON.Color3(0, 0, 0);
  46222. /**
  46223. * AKA Glossiness in other nomenclature.
  46224. */
  46225. _this._microSurface = 0.9;
  46226. /**
  46227. * source material index of refraction (IOR)' / 'destination material IOR.
  46228. */
  46229. _this._indexOfRefraction = 0.66;
  46230. /**
  46231. * Controls if refraction needs to be inverted on Y. This could be useful for procedural texture.
  46232. */
  46233. _this._invertRefractionY = false;
  46234. /**
  46235. * This parameters will make the material used its opacity to control how much it is refracting aginst not.
  46236. * Materials half opaque for instance using refraction could benefit from this control.
  46237. */
  46238. _this._linkRefractionWithTransparency = false;
  46239. /**
  46240. * Specifies that the material will use the light map as a show map.
  46241. */
  46242. _this._useLightmapAsShadowmap = false;
  46243. /**
  46244. * This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal
  46245. * makes the reflect vector face the model (under horizon).
  46246. */
  46247. _this._useHorizonOcclusion = true;
  46248. /**
  46249. * This parameters will enable/disable radiance occlusion by preventing the radiance to lit
  46250. * too much the area relying on ambient texture to define their ambient occlusion.
  46251. */
  46252. _this._useRadianceOcclusion = true;
  46253. /**
  46254. * Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.
  46255. */
  46256. _this._useAlphaFromAlbedoTexture = false;
  46257. /**
  46258. * Specifies that the material will keeps the specular highlights over a transparent surface (only the most limunous ones).
  46259. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  46260. */
  46261. _this._useSpecularOverAlpha = true;
  46262. /**
  46263. * Specifies if the reflectivity texture contains the glossiness information in its alpha channel.
  46264. */
  46265. _this._useMicroSurfaceFromReflectivityMapAlpha = false;
  46266. /**
  46267. * Specifies if the metallic texture contains the roughness information in its alpha channel.
  46268. */
  46269. _this._useRoughnessFromMetallicTextureAlpha = true;
  46270. /**
  46271. * Specifies if the metallic texture contains the roughness information in its green channel.
  46272. */
  46273. _this._useRoughnessFromMetallicTextureGreen = false;
  46274. /**
  46275. * Specifies if the metallic texture contains the metallness information in its blue channel.
  46276. */
  46277. _this._useMetallnessFromMetallicTextureBlue = false;
  46278. /**
  46279. * Specifies if the metallic texture contains the ambient occlusion information in its red channel.
  46280. */
  46281. _this._useAmbientOcclusionFromMetallicTextureRed = false;
  46282. /**
  46283. * Specifies if the ambient texture contains the ambient occlusion information in its red channel only.
  46284. */
  46285. _this._useAmbientInGrayScale = false;
  46286. /**
  46287. * In case the reflectivity map does not contain the microsurface information in its alpha channel,
  46288. * The material will try to infer what glossiness each pixel should be.
  46289. */
  46290. _this._useAutoMicroSurfaceFromReflectivityMap = false;
  46291. /**
  46292. * Defines the falloff type used in this material.
  46293. * It by default is Physical.
  46294. */
  46295. _this._lightFalloff = PBRBaseMaterial.LIGHTFALLOFF_PHYSICAL;
  46296. /**
  46297. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  46298. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  46299. */
  46300. _this._useRadianceOverAlpha = true;
  46301. /**
  46302. * Allows using an object space normal map (instead of tangent space).
  46303. */
  46304. _this._useObjectSpaceNormalMap = false;
  46305. /**
  46306. * Allows using the bump map in parallax mode.
  46307. */
  46308. _this._useParallax = false;
  46309. /**
  46310. * Allows using the bump map in parallax occlusion mode.
  46311. */
  46312. _this._useParallaxOcclusion = false;
  46313. /**
  46314. * Controls the scale bias of the parallax mode.
  46315. */
  46316. _this._parallaxScaleBias = 0.05;
  46317. /**
  46318. * If sets to true, disables all the lights affecting the material.
  46319. */
  46320. _this._disableLighting = false;
  46321. /**
  46322. * Number of Simultaneous lights allowed on the material.
  46323. */
  46324. _this._maxSimultaneousLights = 4;
  46325. /**
  46326. * If sets to true, x component of normal map value will be inverted (x = 1.0 - x).
  46327. */
  46328. _this._invertNormalMapX = false;
  46329. /**
  46330. * If sets to true, y component of normal map value will be inverted (y = 1.0 - y).
  46331. */
  46332. _this._invertNormalMapY = false;
  46333. /**
  46334. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  46335. */
  46336. _this._twoSidedLighting = false;
  46337. /**
  46338. * Defines the alpha limits in alpha test mode.
  46339. */
  46340. _this._alphaCutOff = 0.4;
  46341. /**
  46342. * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.
  46343. */
  46344. _this._forceAlphaTest = false;
  46345. /**
  46346. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  46347. * And/Or occlude the blended part. (alpha is converted to gamma to compute the fresnel)
  46348. */
  46349. _this._useAlphaFresnel = false;
  46350. /**
  46351. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  46352. * And/Or occlude the blended part. (alpha stays linear to compute the fresnel)
  46353. */
  46354. _this._useLinearAlphaFresnel = false;
  46355. /**
  46356. * The transparency mode of the material.
  46357. */
  46358. _this._transparencyMode = null;
  46359. /**
  46360. * Specifies the environment BRDF texture used to comput the scale and offset roughness values
  46361. * from cos thetav and roughness:
  46362. * http://blog.selfshadow.com/publications/s2013-shading-course/karis/s2013_pbs_epic_notes_v2.pdf
  46363. */
  46364. _this._environmentBRDFTexture = null;
  46365. /**
  46366. * Force the shader to compute irradiance in the fragment shader in order to take bump in account.
  46367. */
  46368. _this._forceIrradianceInFragment = false;
  46369. /**
  46370. * Force normal to face away from face.
  46371. */
  46372. _this._forceNormalForward = false;
  46373. /**
  46374. * Enables specular anti aliasing in the PBR shader.
  46375. * It will both interacts on the Geometry for analytical and IBL lighting.
  46376. * It also prefilter the roughness map based on the bump values.
  46377. */
  46378. _this._enableSpecularAntiAliasing = false;
  46379. /**
  46380. * Stores the available render targets.
  46381. */
  46382. _this._renderTargets = new BABYLON.SmartArray(16);
  46383. /**
  46384. * Sets the global ambient color for the material used in lighting calculations.
  46385. */
  46386. _this._globalAmbientColor = new BABYLON.Color3(0, 0, 0);
  46387. /**
  46388. * If set to true, no lighting calculations will be applied.
  46389. */
  46390. _this._unlit = false;
  46391. // Setup the default processing configuration to the scene.
  46392. _this._attachImageProcessingConfiguration(null);
  46393. _this.getRenderTargetTextures = function () {
  46394. _this._renderTargets.reset();
  46395. if (BABYLON.StandardMaterial.ReflectionTextureEnabled && _this._reflectionTexture && _this._reflectionTexture.isRenderTarget) {
  46396. _this._renderTargets.push(_this._reflectionTexture);
  46397. }
  46398. if (BABYLON.StandardMaterial.RefractionTextureEnabled && _this._refractionTexture && _this._refractionTexture.isRenderTarget) {
  46399. _this._renderTargets.push(_this._refractionTexture);
  46400. }
  46401. return _this._renderTargets;
  46402. };
  46403. _this._environmentBRDFTexture = BABYLON.TextureTools.GetEnvironmentBRDFTexture(scene);
  46404. return _this;
  46405. }
  46406. /**
  46407. * Attaches a new image processing configuration to the PBR Material.
  46408. * @param configuration
  46409. */
  46410. PBRBaseMaterial.prototype._attachImageProcessingConfiguration = function (configuration) {
  46411. var _this = this;
  46412. if (configuration === this._imageProcessingConfiguration) {
  46413. return;
  46414. }
  46415. // Detaches observer.
  46416. if (this._imageProcessingConfiguration && this._imageProcessingObserver) {
  46417. this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);
  46418. }
  46419. // Pick the scene configuration if needed.
  46420. if (!configuration) {
  46421. this._imageProcessingConfiguration = this.getScene().imageProcessingConfiguration;
  46422. }
  46423. else {
  46424. this._imageProcessingConfiguration = configuration;
  46425. }
  46426. // Attaches observer.
  46427. if (this._imageProcessingConfiguration) {
  46428. this._imageProcessingObserver = this._imageProcessingConfiguration.onUpdateParameters.add(function (conf) {
  46429. _this._markAllSubMeshesAsImageProcessingDirty();
  46430. });
  46431. }
  46432. };
  46433. Object.defineProperty(PBRBaseMaterial.prototype, "hasRenderTargetTextures", {
  46434. /**
  46435. * Gets a boolean indicating that current material needs to register RTT
  46436. */
  46437. get: function () {
  46438. if (BABYLON.StandardMaterial.ReflectionTextureEnabled && this._reflectionTexture && this._reflectionTexture.isRenderTarget) {
  46439. return true;
  46440. }
  46441. if (BABYLON.StandardMaterial.RefractionTextureEnabled && this._refractionTexture && this._refractionTexture.isRenderTarget) {
  46442. return true;
  46443. }
  46444. return false;
  46445. },
  46446. enumerable: true,
  46447. configurable: true
  46448. });
  46449. /**
  46450. * Gets the name of the material class.
  46451. */
  46452. PBRBaseMaterial.prototype.getClassName = function () {
  46453. return "PBRBaseMaterial";
  46454. };
  46455. Object.defineProperty(PBRBaseMaterial.prototype, "useLogarithmicDepth", {
  46456. /**
  46457. * Enabled the use of logarithmic depth buffers, which is good for wide depth buffers.
  46458. */
  46459. get: function () {
  46460. return this._useLogarithmicDepth;
  46461. },
  46462. /**
  46463. * Enabled the use of logarithmic depth buffers, which is good for wide depth buffers.
  46464. */
  46465. set: function (value) {
  46466. this._useLogarithmicDepth = value && this.getScene().getEngine().getCaps().fragmentDepthSupported;
  46467. },
  46468. enumerable: true,
  46469. configurable: true
  46470. });
  46471. Object.defineProperty(PBRBaseMaterial.prototype, "transparencyMode", {
  46472. /**
  46473. * Gets the current transparency mode.
  46474. */
  46475. get: function () {
  46476. return this._transparencyMode;
  46477. },
  46478. /**
  46479. * Sets the transparency mode of the material.
  46480. *
  46481. * | Value | Type | Description |
  46482. * | ----- | ----------------------------------- | ----------- |
  46483. * | 0 | OPAQUE | |
  46484. * | 1 | ALPHATEST | |
  46485. * | 2 | ALPHABLEND | |
  46486. * | 3 | ALPHATESTANDBLEND | |
  46487. *
  46488. */
  46489. set: function (value) {
  46490. if (this._transparencyMode === value) {
  46491. return;
  46492. }
  46493. this._transparencyMode = value;
  46494. this._forceAlphaTest = (value === BABYLON.PBRMaterial.PBRMATERIAL_ALPHATESTANDBLEND);
  46495. this._markAllSubMeshesAsTexturesAndMiscDirty();
  46496. },
  46497. enumerable: true,
  46498. configurable: true
  46499. });
  46500. Object.defineProperty(PBRBaseMaterial.prototype, "_disableAlphaBlending", {
  46501. /**
  46502. * Returns true if alpha blending should be disabled.
  46503. */
  46504. get: function () {
  46505. return (this._linkRefractionWithTransparency ||
  46506. this._transparencyMode === BABYLON.PBRMaterial.PBRMATERIAL_OPAQUE ||
  46507. this._transparencyMode === BABYLON.PBRMaterial.PBRMATERIAL_ALPHATEST);
  46508. },
  46509. enumerable: true,
  46510. configurable: true
  46511. });
  46512. /**
  46513. * Specifies whether or not this material should be rendered in alpha blend mode.
  46514. */
  46515. PBRBaseMaterial.prototype.needAlphaBlending = function () {
  46516. if (this._disableAlphaBlending) {
  46517. return false;
  46518. }
  46519. return (this.alpha < 1.0) || (this._opacityTexture != null) || this._shouldUseAlphaFromAlbedoTexture();
  46520. };
  46521. /**
  46522. * Specifies if the mesh will require alpha blending.
  46523. * @param mesh - BJS mesh.
  46524. */
  46525. PBRBaseMaterial.prototype.needAlphaBlendingForMesh = function (mesh) {
  46526. if (this._disableAlphaBlending) {
  46527. return false;
  46528. }
  46529. return _super.prototype.needAlphaBlendingForMesh.call(this, mesh);
  46530. };
  46531. /**
  46532. * Specifies whether or not this material should be rendered in alpha test mode.
  46533. */
  46534. PBRBaseMaterial.prototype.needAlphaTesting = function () {
  46535. if (this._forceAlphaTest) {
  46536. return true;
  46537. }
  46538. if (this._linkRefractionWithTransparency) {
  46539. return false;
  46540. }
  46541. return this._albedoTexture != null && this._albedoTexture.hasAlpha && (this._transparencyMode == null || this._transparencyMode === BABYLON.PBRMaterial.PBRMATERIAL_ALPHATEST);
  46542. };
  46543. /**
  46544. * Specifies whether or not the alpha value of the albedo texture should be used for alpha blending.
  46545. */
  46546. PBRBaseMaterial.prototype._shouldUseAlphaFromAlbedoTexture = function () {
  46547. return this._albedoTexture != null && this._albedoTexture.hasAlpha && this._useAlphaFromAlbedoTexture && this._transparencyMode !== BABYLON.PBRMaterial.PBRMATERIAL_OPAQUE;
  46548. };
  46549. /**
  46550. * Gets the texture used for the alpha test.
  46551. */
  46552. PBRBaseMaterial.prototype.getAlphaTestTexture = function () {
  46553. return this._albedoTexture;
  46554. };
  46555. /**
  46556. * Specifies that the submesh is ready to be used.
  46557. * @param mesh - BJS mesh.
  46558. * @param subMesh - A submesh of the BJS mesh. Used to check if it is ready.
  46559. * @param useInstances - Specifies that instances should be used.
  46560. * @returns - boolean indicating that the submesh is ready or not.
  46561. */
  46562. PBRBaseMaterial.prototype.isReadyForSubMesh = function (mesh, subMesh, useInstances) {
  46563. if (subMesh.effect && this.isFrozen) {
  46564. if (this._wasPreviouslyReady) {
  46565. return true;
  46566. }
  46567. }
  46568. if (!subMesh._materialDefines) {
  46569. subMesh._materialDefines = new PBRMaterialDefines();
  46570. }
  46571. var defines = subMesh._materialDefines;
  46572. if (!this.checkReadyOnEveryCall && subMesh.effect) {
  46573. if (defines._renderId === this.getScene().getRenderId()) {
  46574. return true;
  46575. }
  46576. }
  46577. var scene = this.getScene();
  46578. var engine = scene.getEngine();
  46579. if (defines._areTexturesDirty) {
  46580. if (scene.texturesEnabled) {
  46581. if (this._albedoTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  46582. if (!this._albedoTexture.isReadyOrNotBlocking()) {
  46583. return false;
  46584. }
  46585. }
  46586. if (this._ambientTexture && BABYLON.StandardMaterial.AmbientTextureEnabled) {
  46587. if (!this._ambientTexture.isReadyOrNotBlocking()) {
  46588. return false;
  46589. }
  46590. }
  46591. if (this._opacityTexture && BABYLON.StandardMaterial.OpacityTextureEnabled) {
  46592. if (!this._opacityTexture.isReadyOrNotBlocking()) {
  46593. return false;
  46594. }
  46595. }
  46596. var reflectionTexture = this._getReflectionTexture();
  46597. if (reflectionTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  46598. if (!reflectionTexture.isReadyOrNotBlocking()) {
  46599. return false;
  46600. }
  46601. }
  46602. if (this._lightmapTexture && BABYLON.StandardMaterial.LightmapTextureEnabled) {
  46603. if (!this._lightmapTexture.isReadyOrNotBlocking()) {
  46604. return false;
  46605. }
  46606. }
  46607. if (this._emissiveTexture && BABYLON.StandardMaterial.EmissiveTextureEnabled) {
  46608. if (!this._emissiveTexture.isReadyOrNotBlocking()) {
  46609. return false;
  46610. }
  46611. }
  46612. if (BABYLON.StandardMaterial.SpecularTextureEnabled) {
  46613. if (this._metallicTexture) {
  46614. if (!this._metallicTexture.isReadyOrNotBlocking()) {
  46615. return false;
  46616. }
  46617. }
  46618. else if (this._reflectivityTexture) {
  46619. if (!this._reflectivityTexture.isReadyOrNotBlocking()) {
  46620. return false;
  46621. }
  46622. }
  46623. if (this._microSurfaceTexture) {
  46624. if (!this._microSurfaceTexture.isReadyOrNotBlocking()) {
  46625. return false;
  46626. }
  46627. }
  46628. }
  46629. if (engine.getCaps().standardDerivatives && this._bumpTexture && BABYLON.StandardMaterial.BumpTextureEnabled && !this._disableBumpMap) {
  46630. // Bump texture cannot be not blocking.
  46631. if (!this._bumpTexture.isReady()) {
  46632. return false;
  46633. }
  46634. }
  46635. var refractionTexture = this._getRefractionTexture();
  46636. if (refractionTexture && BABYLON.StandardMaterial.RefractionTextureEnabled) {
  46637. if (!refractionTexture.isReadyOrNotBlocking()) {
  46638. return false;
  46639. }
  46640. }
  46641. if (this._environmentBRDFTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  46642. // This is blocking.
  46643. if (!this._environmentBRDFTexture.isReady()) {
  46644. return false;
  46645. }
  46646. }
  46647. }
  46648. }
  46649. if (defines._areImageProcessingDirty && this._imageProcessingConfiguration) {
  46650. if (!this._imageProcessingConfiguration.isReady()) {
  46651. return false;
  46652. }
  46653. }
  46654. if (!engine.getCaps().standardDerivatives && !mesh.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  46655. mesh.createNormals(true);
  46656. BABYLON.Tools.Warn("PBRMaterial: Normals have been created for the mesh: " + mesh.name);
  46657. }
  46658. var previousEffect = subMesh.effect;
  46659. var effect = this._prepareEffect(mesh, defines, this.onCompiled, this.onError, useInstances);
  46660. if (effect) {
  46661. // Use previous effect while new one is compiling
  46662. if (this.allowShaderHotSwapping && previousEffect && !effect.isReady()) {
  46663. effect = previousEffect;
  46664. defines.markAsUnprocessed();
  46665. }
  46666. else {
  46667. scene.resetCachedMaterial();
  46668. subMesh.setEffect(effect, defines);
  46669. this.buildUniformLayout();
  46670. }
  46671. }
  46672. if (!subMesh.effect || !subMesh.effect.isReady()) {
  46673. return false;
  46674. }
  46675. defines._renderId = scene.getRenderId();
  46676. this._wasPreviouslyReady = true;
  46677. return true;
  46678. };
  46679. /**
  46680. * Specifies if the material uses metallic roughness workflow.
  46681. * @returns boolean specifiying if the material uses metallic roughness workflow.
  46682. */
  46683. PBRBaseMaterial.prototype.isMetallicWorkflow = function () {
  46684. if (this._metallic != null || this._roughness != null || this._metallicTexture) {
  46685. return true;
  46686. }
  46687. return false;
  46688. };
  46689. PBRBaseMaterial.prototype._prepareEffect = function (mesh, defines, onCompiled, onError, useInstances, useClipPlane) {
  46690. if (onCompiled === void 0) { onCompiled = null; }
  46691. if (onError === void 0) { onError = null; }
  46692. if (useInstances === void 0) { useInstances = null; }
  46693. if (useClipPlane === void 0) { useClipPlane = null; }
  46694. this._prepareDefines(mesh, defines, useInstances, useClipPlane);
  46695. if (!defines.isDirty) {
  46696. return null;
  46697. }
  46698. defines.markAsProcessed();
  46699. var scene = this.getScene();
  46700. var engine = scene.getEngine();
  46701. // Fallbacks
  46702. var fallbacks = new BABYLON.EffectFallbacks();
  46703. var fallbackRank = 0;
  46704. if (defines.USESPHERICALINVERTEX) {
  46705. fallbacks.addFallback(fallbackRank++, "USESPHERICALINVERTEX");
  46706. }
  46707. if (defines.FOG) {
  46708. fallbacks.addFallback(fallbackRank, "FOG");
  46709. }
  46710. if (defines.SPECULARAA) {
  46711. fallbacks.addFallback(fallbackRank, "SPECULARAA");
  46712. }
  46713. if (defines.POINTSIZE) {
  46714. fallbacks.addFallback(fallbackRank, "POINTSIZE");
  46715. }
  46716. if (defines.LOGARITHMICDEPTH) {
  46717. fallbacks.addFallback(fallbackRank, "LOGARITHMICDEPTH");
  46718. }
  46719. if (defines.PARALLAX) {
  46720. fallbacks.addFallback(fallbackRank, "PARALLAX");
  46721. }
  46722. if (defines.PARALLAXOCCLUSION) {
  46723. fallbacks.addFallback(fallbackRank++, "PARALLAXOCCLUSION");
  46724. }
  46725. if (defines.ENVIRONMENTBRDF) {
  46726. fallbacks.addFallback(fallbackRank++, "ENVIRONMENTBRDF");
  46727. }
  46728. if (defines.TANGENT) {
  46729. fallbacks.addFallback(fallbackRank++, "TANGENT");
  46730. }
  46731. if (defines.BUMP) {
  46732. fallbacks.addFallback(fallbackRank++, "BUMP");
  46733. }
  46734. fallbackRank = BABYLON.MaterialHelper.HandleFallbacksForShadows(defines, fallbacks, this._maxSimultaneousLights, fallbackRank++);
  46735. if (defines.SPECULARTERM) {
  46736. fallbacks.addFallback(fallbackRank++, "SPECULARTERM");
  46737. }
  46738. if (defines.USESPHERICALFROMREFLECTIONMAP) {
  46739. fallbacks.addFallback(fallbackRank++, "USESPHERICALFROMREFLECTIONMAP");
  46740. }
  46741. if (defines.LIGHTMAP) {
  46742. fallbacks.addFallback(fallbackRank++, "LIGHTMAP");
  46743. }
  46744. if (defines.NORMAL) {
  46745. fallbacks.addFallback(fallbackRank++, "NORMAL");
  46746. }
  46747. if (defines.AMBIENT) {
  46748. fallbacks.addFallback(fallbackRank++, "AMBIENT");
  46749. }
  46750. if (defines.EMISSIVE) {
  46751. fallbacks.addFallback(fallbackRank++, "EMISSIVE");
  46752. }
  46753. if (defines.VERTEXCOLOR) {
  46754. fallbacks.addFallback(fallbackRank++, "VERTEXCOLOR");
  46755. }
  46756. if (defines.NUM_BONE_INFLUENCERS > 0) {
  46757. fallbacks.addCPUSkinningFallback(fallbackRank++, mesh);
  46758. }
  46759. if (defines.MORPHTARGETS) {
  46760. fallbacks.addFallback(fallbackRank++, "MORPHTARGETS");
  46761. }
  46762. //Attributes
  46763. var attribs = [BABYLON.VertexBuffer.PositionKind];
  46764. if (defines.NORMAL) {
  46765. attribs.push(BABYLON.VertexBuffer.NormalKind);
  46766. }
  46767. if (defines.TANGENT) {
  46768. attribs.push(BABYLON.VertexBuffer.TangentKind);
  46769. }
  46770. if (defines.UV1) {
  46771. attribs.push(BABYLON.VertexBuffer.UVKind);
  46772. }
  46773. if (defines.UV2) {
  46774. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  46775. }
  46776. if (defines.VERTEXCOLOR) {
  46777. attribs.push(BABYLON.VertexBuffer.ColorKind);
  46778. }
  46779. BABYLON.MaterialHelper.PrepareAttributesForBones(attribs, mesh, defines, fallbacks);
  46780. BABYLON.MaterialHelper.PrepareAttributesForInstances(attribs, defines);
  46781. BABYLON.MaterialHelper.PrepareAttributesForMorphTargets(attribs, mesh, defines);
  46782. var uniforms = ["world", "view", "viewProjection", "vEyePosition", "vLightsType", "vAmbientColor", "vAlbedoColor", "vReflectivityColor", "vEmissiveColor", "vReflectionColor",
  46783. "vFogInfos", "vFogColor", "pointSize",
  46784. "vAlbedoInfos", "vAmbientInfos", "vOpacityInfos", "vReflectionInfos", "vReflectionPosition", "vReflectionSize", "vEmissiveInfos", "vReflectivityInfos",
  46785. "vMicroSurfaceSamplerInfos", "vBumpInfos", "vLightmapInfos", "vRefractionInfos",
  46786. "mBones",
  46787. "vClipPlane", "vClipPlane2", "vClipPlane3", "vClipPlane4", "albedoMatrix", "ambientMatrix", "opacityMatrix", "reflectionMatrix", "emissiveMatrix", "reflectivityMatrix", "normalMatrix", "microSurfaceSamplerMatrix", "bumpMatrix", "lightmapMatrix", "refractionMatrix",
  46788. "vLightingIntensity",
  46789. "logarithmicDepthConstant",
  46790. "vSphericalX", "vSphericalY", "vSphericalZ",
  46791. "vSphericalXX", "vSphericalYY", "vSphericalZZ",
  46792. "vSphericalXY", "vSphericalYZ", "vSphericalZX",
  46793. "vReflectionMicrosurfaceInfos", "vRefractionMicrosurfaceInfos",
  46794. "vTangentSpaceParams", "boneTextureWidth"
  46795. ];
  46796. var samplers = ["albedoSampler", "reflectivitySampler", "ambientSampler", "emissiveSampler",
  46797. "bumpSampler", "lightmapSampler", "opacitySampler",
  46798. "refractionSampler", "refractionSamplerLow", "refractionSamplerHigh",
  46799. "reflectionSampler", "reflectionSamplerLow", "reflectionSamplerHigh",
  46800. "microSurfaceSampler", "environmentBrdfSampler", "boneSampler"];
  46801. var uniformBuffers = ["Material", "Scene"];
  46802. if (BABYLON.ImageProcessingConfiguration) {
  46803. BABYLON.ImageProcessingConfiguration.PrepareUniforms(uniforms, defines);
  46804. BABYLON.ImageProcessingConfiguration.PrepareSamplers(samplers, defines);
  46805. }
  46806. BABYLON.MaterialHelper.PrepareUniformsAndSamplersList({
  46807. uniformsNames: uniforms,
  46808. uniformBuffersNames: uniformBuffers,
  46809. samplers: samplers,
  46810. defines: defines,
  46811. maxSimultaneousLights: this._maxSimultaneousLights
  46812. });
  46813. var join = defines.toString();
  46814. return engine.createEffect("pbr", {
  46815. attributes: attribs,
  46816. uniformsNames: uniforms,
  46817. uniformBuffersNames: uniformBuffers,
  46818. samplers: samplers,
  46819. defines: join,
  46820. fallbacks: fallbacks,
  46821. onCompiled: onCompiled,
  46822. onError: onError,
  46823. indexParameters: { maxSimultaneousLights: this._maxSimultaneousLights, maxSimultaneousMorphTargets: defines.NUM_MORPH_INFLUENCERS }
  46824. }, engine);
  46825. };
  46826. PBRBaseMaterial.prototype._prepareDefines = function (mesh, defines, useInstances, useClipPlane) {
  46827. if (useInstances === void 0) { useInstances = null; }
  46828. if (useClipPlane === void 0) { useClipPlane = null; }
  46829. var scene = this.getScene();
  46830. var engine = scene.getEngine();
  46831. // Lights
  46832. BABYLON.MaterialHelper.PrepareDefinesForLights(scene, mesh, defines, true, this._maxSimultaneousLights, this._disableLighting);
  46833. defines._needNormals = true;
  46834. // Textures
  46835. defines.METALLICWORKFLOW = this.isMetallicWorkflow();
  46836. if (defines._areTexturesDirty) {
  46837. defines._needUVs = false;
  46838. if (scene.texturesEnabled) {
  46839. if (scene.getEngine().getCaps().textureLOD) {
  46840. defines.LODBASEDMICROSFURACE = true;
  46841. }
  46842. if (this._albedoTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  46843. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._albedoTexture, defines, "ALBEDO");
  46844. }
  46845. else {
  46846. defines.ALBEDO = false;
  46847. }
  46848. if (this._ambientTexture && BABYLON.StandardMaterial.AmbientTextureEnabled) {
  46849. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._ambientTexture, defines, "AMBIENT");
  46850. defines.AMBIENTINGRAYSCALE = this._useAmbientInGrayScale;
  46851. }
  46852. else {
  46853. defines.AMBIENT = false;
  46854. }
  46855. if (this._opacityTexture && BABYLON.StandardMaterial.OpacityTextureEnabled) {
  46856. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._opacityTexture, defines, "OPACITY");
  46857. defines.OPACITYRGB = this._opacityTexture.getAlphaFromRGB;
  46858. }
  46859. else {
  46860. defines.OPACITY = false;
  46861. }
  46862. var reflectionTexture = this._getReflectionTexture();
  46863. if (reflectionTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  46864. defines.REFLECTION = true;
  46865. defines.GAMMAREFLECTION = reflectionTexture.gammaSpace;
  46866. defines.RGBDREFLECTION = reflectionTexture.isRGBD;
  46867. defines.REFLECTIONMAP_OPPOSITEZ = this.getScene().useRightHandedSystem ? !reflectionTexture.invertZ : reflectionTexture.invertZ;
  46868. defines.LODINREFLECTIONALPHA = reflectionTexture.lodLevelInAlpha;
  46869. if (reflectionTexture.coordinatesMode === BABYLON.Texture.INVCUBIC_MODE) {
  46870. defines.INVERTCUBICMAP = true;
  46871. }
  46872. defines.REFLECTIONMAP_3D = reflectionTexture.isCube;
  46873. defines.REFLECTIONMAP_CUBIC = false;
  46874. defines.REFLECTIONMAP_EXPLICIT = false;
  46875. defines.REFLECTIONMAP_PLANAR = false;
  46876. defines.REFLECTIONMAP_PROJECTION = false;
  46877. defines.REFLECTIONMAP_SKYBOX = false;
  46878. defines.REFLECTIONMAP_SPHERICAL = false;
  46879. defines.REFLECTIONMAP_EQUIRECTANGULAR = false;
  46880. defines.REFLECTIONMAP_EQUIRECTANGULAR_FIXED = false;
  46881. defines.REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED = false;
  46882. defines.REFLECTIONMAP_SKYBOX_TRANSFORMED = false;
  46883. switch (reflectionTexture.coordinatesMode) {
  46884. case BABYLON.Texture.EXPLICIT_MODE:
  46885. defines.REFLECTIONMAP_EXPLICIT = true;
  46886. break;
  46887. case BABYLON.Texture.PLANAR_MODE:
  46888. defines.REFLECTIONMAP_PLANAR = true;
  46889. break;
  46890. case BABYLON.Texture.PROJECTION_MODE:
  46891. defines.REFLECTIONMAP_PROJECTION = true;
  46892. break;
  46893. case BABYLON.Texture.SKYBOX_MODE:
  46894. defines.REFLECTIONMAP_SKYBOX = true;
  46895. break;
  46896. case BABYLON.Texture.SPHERICAL_MODE:
  46897. defines.REFLECTIONMAP_SPHERICAL = true;
  46898. break;
  46899. case BABYLON.Texture.EQUIRECTANGULAR_MODE:
  46900. defines.REFLECTIONMAP_EQUIRECTANGULAR = true;
  46901. break;
  46902. case BABYLON.Texture.FIXED_EQUIRECTANGULAR_MODE:
  46903. defines.REFLECTIONMAP_EQUIRECTANGULAR_FIXED = true;
  46904. break;
  46905. case BABYLON.Texture.FIXED_EQUIRECTANGULAR_MIRRORED_MODE:
  46906. defines.REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED = true;
  46907. break;
  46908. case BABYLON.Texture.CUBIC_MODE:
  46909. case BABYLON.Texture.INVCUBIC_MODE:
  46910. default:
  46911. defines.REFLECTIONMAP_CUBIC = true;
  46912. defines.USE_LOCAL_REFLECTIONMAP_CUBIC = reflectionTexture.boundingBoxSize ? true : false;
  46913. break;
  46914. }
  46915. if (reflectionTexture.coordinatesMode !== BABYLON.Texture.SKYBOX_MODE) {
  46916. if (reflectionTexture.sphericalPolynomial) {
  46917. defines.USESPHERICALFROMREFLECTIONMAP = true;
  46918. if (this._forceIrradianceInFragment || scene.getEngine().getCaps().maxVaryingVectors <= 8) {
  46919. defines.USESPHERICALINVERTEX = false;
  46920. }
  46921. else {
  46922. defines.USESPHERICALINVERTEX = true;
  46923. }
  46924. }
  46925. }
  46926. else {
  46927. defines.REFLECTIONMAP_SKYBOX_TRANSFORMED = !reflectionTexture.getReflectionTextureMatrix().isIdentity();
  46928. }
  46929. }
  46930. else {
  46931. defines.REFLECTION = false;
  46932. defines.REFLECTIONMAP_3D = false;
  46933. defines.REFLECTIONMAP_SPHERICAL = false;
  46934. defines.REFLECTIONMAP_PLANAR = false;
  46935. defines.REFLECTIONMAP_CUBIC = false;
  46936. defines.USE_LOCAL_REFLECTIONMAP_CUBIC = false;
  46937. defines.REFLECTIONMAP_PROJECTION = false;
  46938. defines.REFLECTIONMAP_SKYBOX = false;
  46939. defines.REFLECTIONMAP_SKYBOX_TRANSFORMED = false;
  46940. defines.REFLECTIONMAP_EXPLICIT = false;
  46941. defines.REFLECTIONMAP_EQUIRECTANGULAR = false;
  46942. defines.REFLECTIONMAP_EQUIRECTANGULAR_FIXED = false;
  46943. defines.REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED = false;
  46944. defines.INVERTCUBICMAP = false;
  46945. defines.USESPHERICALFROMREFLECTIONMAP = false;
  46946. defines.USESPHERICALINVERTEX = false;
  46947. defines.REFLECTIONMAP_OPPOSITEZ = false;
  46948. defines.LODINREFLECTIONALPHA = false;
  46949. defines.GAMMAREFLECTION = false;
  46950. defines.RGBDREFLECTION = false;
  46951. }
  46952. if (this._lightmapTexture && BABYLON.StandardMaterial.LightmapTextureEnabled) {
  46953. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._lightmapTexture, defines, "LIGHTMAP");
  46954. defines.USELIGHTMAPASSHADOWMAP = this._useLightmapAsShadowmap;
  46955. defines.GAMMALIGHTMAP = this._lightmapTexture.gammaSpace;
  46956. }
  46957. else {
  46958. defines.LIGHTMAP = false;
  46959. }
  46960. if (this._emissiveTexture && BABYLON.StandardMaterial.EmissiveTextureEnabled) {
  46961. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._emissiveTexture, defines, "EMISSIVE");
  46962. }
  46963. else {
  46964. defines.EMISSIVE = false;
  46965. }
  46966. if (BABYLON.StandardMaterial.SpecularTextureEnabled) {
  46967. if (this._metallicTexture) {
  46968. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._metallicTexture, defines, "REFLECTIVITY");
  46969. defines.ROUGHNESSSTOREINMETALMAPALPHA = this._useRoughnessFromMetallicTextureAlpha;
  46970. defines.ROUGHNESSSTOREINMETALMAPGREEN = !this._useRoughnessFromMetallicTextureAlpha && this._useRoughnessFromMetallicTextureGreen;
  46971. defines.METALLNESSSTOREINMETALMAPBLUE = this._useMetallnessFromMetallicTextureBlue;
  46972. defines.AOSTOREINMETALMAPRED = this._useAmbientOcclusionFromMetallicTextureRed;
  46973. }
  46974. else if (this._reflectivityTexture) {
  46975. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._reflectivityTexture, defines, "REFLECTIVITY");
  46976. defines.MICROSURFACEFROMREFLECTIVITYMAP = this._useMicroSurfaceFromReflectivityMapAlpha;
  46977. defines.MICROSURFACEAUTOMATIC = this._useAutoMicroSurfaceFromReflectivityMap;
  46978. }
  46979. else {
  46980. defines.REFLECTIVITY = false;
  46981. }
  46982. if (this._microSurfaceTexture) {
  46983. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._microSurfaceTexture, defines, "MICROSURFACEMAP");
  46984. }
  46985. else {
  46986. defines.MICROSURFACEMAP = false;
  46987. }
  46988. }
  46989. else {
  46990. defines.REFLECTIVITY = false;
  46991. defines.MICROSURFACEMAP = false;
  46992. }
  46993. if (scene.getEngine().getCaps().standardDerivatives && this._bumpTexture && BABYLON.StandardMaterial.BumpTextureEnabled && !this._disableBumpMap) {
  46994. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._bumpTexture, defines, "BUMP");
  46995. if (this._useParallax && this._albedoTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  46996. defines.PARALLAX = true;
  46997. defines.PARALLAXOCCLUSION = !!this._useParallaxOcclusion;
  46998. }
  46999. else {
  47000. defines.PARALLAX = false;
  47001. }
  47002. defines.OBJECTSPACE_NORMALMAP = this._useObjectSpaceNormalMap;
  47003. }
  47004. else {
  47005. defines.BUMP = false;
  47006. }
  47007. var refractionTexture = this._getRefractionTexture();
  47008. if (refractionTexture && BABYLON.StandardMaterial.RefractionTextureEnabled) {
  47009. defines.REFRACTION = true;
  47010. defines.REFRACTIONMAP_3D = refractionTexture.isCube;
  47011. defines.GAMMAREFRACTION = refractionTexture.gammaSpace;
  47012. defines.RGBDREFRACTION = refractionTexture.isRGBD;
  47013. defines.REFRACTIONMAP_OPPOSITEZ = refractionTexture.invertZ;
  47014. defines.LODINREFRACTIONALPHA = refractionTexture.lodLevelInAlpha;
  47015. if (this._linkRefractionWithTransparency) {
  47016. defines.LINKREFRACTIONTOTRANSPARENCY = true;
  47017. }
  47018. }
  47019. else {
  47020. defines.REFRACTION = false;
  47021. }
  47022. if (this._environmentBRDFTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  47023. defines.ENVIRONMENTBRDF = true;
  47024. }
  47025. else {
  47026. defines.ENVIRONMENTBRDF = false;
  47027. }
  47028. if (this._shouldUseAlphaFromAlbedoTexture()) {
  47029. defines.ALPHAFROMALBEDO = true;
  47030. }
  47031. else {
  47032. defines.ALPHAFROMALBEDO = false;
  47033. }
  47034. }
  47035. defines.SPECULAROVERALPHA = this._useSpecularOverAlpha;
  47036. if (this._lightFalloff === PBRBaseMaterial.LIGHTFALLOFF_STANDARD) {
  47037. defines.USEPHYSICALLIGHTFALLOFF = false;
  47038. defines.USEGLTFLIGHTFALLOFF = false;
  47039. }
  47040. else if (this._lightFalloff === PBRBaseMaterial.LIGHTFALLOFF_GLTF) {
  47041. defines.USEPHYSICALLIGHTFALLOFF = false;
  47042. defines.USEGLTFLIGHTFALLOFF = true;
  47043. }
  47044. else {
  47045. defines.USEPHYSICALLIGHTFALLOFF = true;
  47046. defines.USEGLTFLIGHTFALLOFF = false;
  47047. }
  47048. defines.RADIANCEOVERALPHA = this._useRadianceOverAlpha;
  47049. if (!this.backFaceCulling && this._twoSidedLighting) {
  47050. defines.TWOSIDEDLIGHTING = true;
  47051. }
  47052. else {
  47053. defines.TWOSIDEDLIGHTING = false;
  47054. }
  47055. defines.ALPHATESTVALUE = "" + this._alphaCutOff + (this._alphaCutOff % 1 === 0 ? "." : "");
  47056. defines.PREMULTIPLYALPHA = (this.alphaMode === BABYLON.Engine.ALPHA_PREMULTIPLIED || this.alphaMode === BABYLON.Engine.ALPHA_PREMULTIPLIED_PORTERDUFF);
  47057. defines.ALPHABLEND = this.needAlphaBlendingForMesh(mesh);
  47058. defines.ALPHAFRESNEL = this._useAlphaFresnel || this._useLinearAlphaFresnel;
  47059. defines.LINEARALPHAFRESNEL = this._useLinearAlphaFresnel;
  47060. defines.SPECULARAA = scene.getEngine().getCaps().standardDerivatives && this._enableSpecularAntiAliasing;
  47061. }
  47062. if (defines._areImageProcessingDirty && this._imageProcessingConfiguration) {
  47063. this._imageProcessingConfiguration.prepareDefines(defines);
  47064. }
  47065. defines.FORCENORMALFORWARD = this._forceNormalForward;
  47066. defines.RADIANCEOCCLUSION = this._useRadianceOcclusion;
  47067. defines.HORIZONOCCLUSION = this._useHorizonOcclusion;
  47068. // Misc.
  47069. if (defines._areMiscDirty) {
  47070. BABYLON.MaterialHelper.PrepareDefinesForMisc(mesh, scene, this._useLogarithmicDepth, this.pointsCloud, this.fogEnabled, this._shouldTurnAlphaTestOn(mesh) || this._forceAlphaTest, defines);
  47071. defines.UNLIT = this._unlit || ((this.pointsCloud || this.wireframe) && !mesh.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind));
  47072. }
  47073. // Values that need to be evaluated on every frame
  47074. BABYLON.MaterialHelper.PrepareDefinesForFrameBoundValues(scene, engine, defines, useInstances ? true : false, useClipPlane);
  47075. // Attribs
  47076. BABYLON.MaterialHelper.PrepareDefinesForAttributes(mesh, defines, true, true, true, this._transparencyMode !== BABYLON.PBRMaterial.PBRMATERIAL_OPAQUE);
  47077. };
  47078. /**
  47079. * Force shader compilation
  47080. */
  47081. PBRBaseMaterial.prototype.forceCompilation = function (mesh, onCompiled, options) {
  47082. var _this = this;
  47083. var localOptions = __assign({ clipPlane: false }, options);
  47084. var defines = new PBRMaterialDefines();
  47085. var effect = this._prepareEffect(mesh, defines, undefined, undefined, undefined, localOptions.clipPlane);
  47086. if (effect.isReady()) {
  47087. if (onCompiled) {
  47088. onCompiled(this);
  47089. }
  47090. }
  47091. else {
  47092. effect.onCompileObservable.add(function () {
  47093. if (onCompiled) {
  47094. onCompiled(_this);
  47095. }
  47096. });
  47097. }
  47098. };
  47099. /**
  47100. * Initializes the uniform buffer layout for the shader.
  47101. */
  47102. PBRBaseMaterial.prototype.buildUniformLayout = function () {
  47103. // Order is important !
  47104. this._uniformBuffer.addUniform("vAlbedoInfos", 2);
  47105. this._uniformBuffer.addUniform("vAmbientInfos", 4);
  47106. this._uniformBuffer.addUniform("vOpacityInfos", 2);
  47107. this._uniformBuffer.addUniform("vEmissiveInfos", 2);
  47108. this._uniformBuffer.addUniform("vLightmapInfos", 2);
  47109. this._uniformBuffer.addUniform("vReflectivityInfos", 3);
  47110. this._uniformBuffer.addUniform("vMicroSurfaceSamplerInfos", 2);
  47111. this._uniformBuffer.addUniform("vRefractionInfos", 4);
  47112. this._uniformBuffer.addUniform("vReflectionInfos", 2);
  47113. this._uniformBuffer.addUniform("vReflectionPosition", 3);
  47114. this._uniformBuffer.addUniform("vReflectionSize", 3);
  47115. this._uniformBuffer.addUniform("vBumpInfos", 3);
  47116. this._uniformBuffer.addUniform("albedoMatrix", 16);
  47117. this._uniformBuffer.addUniform("ambientMatrix", 16);
  47118. this._uniformBuffer.addUniform("opacityMatrix", 16);
  47119. this._uniformBuffer.addUniform("emissiveMatrix", 16);
  47120. this._uniformBuffer.addUniform("lightmapMatrix", 16);
  47121. this._uniformBuffer.addUniform("reflectivityMatrix", 16);
  47122. this._uniformBuffer.addUniform("microSurfaceSamplerMatrix", 16);
  47123. this._uniformBuffer.addUniform("bumpMatrix", 16);
  47124. this._uniformBuffer.addUniform("vTangentSpaceParams", 2);
  47125. this._uniformBuffer.addUniform("refractionMatrix", 16);
  47126. this._uniformBuffer.addUniform("reflectionMatrix", 16);
  47127. this._uniformBuffer.addUniform("vReflectionColor", 3);
  47128. this._uniformBuffer.addUniform("vAlbedoColor", 4);
  47129. this._uniformBuffer.addUniform("vLightingIntensity", 4);
  47130. this._uniformBuffer.addUniform("vRefractionMicrosurfaceInfos", 3);
  47131. this._uniformBuffer.addUniform("vReflectionMicrosurfaceInfos", 3);
  47132. this._uniformBuffer.addUniform("vReflectivityColor", 4);
  47133. this._uniformBuffer.addUniform("vEmissiveColor", 3);
  47134. this._uniformBuffer.addUniform("pointSize", 1);
  47135. this._uniformBuffer.create();
  47136. };
  47137. /**
  47138. * Unbinds the textures.
  47139. */
  47140. PBRBaseMaterial.prototype.unbind = function () {
  47141. if (this._reflectionTexture && this._reflectionTexture.isRenderTarget) {
  47142. this._uniformBuffer.setTexture("reflectionSampler", null);
  47143. }
  47144. if (this._refractionTexture && this._refractionTexture.isRenderTarget) {
  47145. this._uniformBuffer.setTexture("refractionSampler", null);
  47146. }
  47147. _super.prototype.unbind.call(this);
  47148. };
  47149. /**
  47150. * Binds the submesh data.
  47151. * @param world - The world matrix.
  47152. * @param mesh - The BJS mesh.
  47153. * @param subMesh - A submesh of the BJS mesh.
  47154. */
  47155. PBRBaseMaterial.prototype.bindForSubMesh = function (world, mesh, subMesh) {
  47156. var scene = this.getScene();
  47157. var defines = subMesh._materialDefines;
  47158. if (!defines) {
  47159. return;
  47160. }
  47161. var effect = subMesh.effect;
  47162. if (!effect) {
  47163. return;
  47164. }
  47165. this._activeEffect = effect;
  47166. // Matrices
  47167. this.bindOnlyWorldMatrix(world);
  47168. // Normal Matrix
  47169. if (defines.OBJECTSPACE_NORMALMAP) {
  47170. world.toNormalMatrix(this._normalMatrix);
  47171. this.bindOnlyNormalMatrix(this._normalMatrix);
  47172. }
  47173. var mustRebind = this._mustRebind(scene, effect, mesh.visibility);
  47174. // Bones
  47175. BABYLON.MaterialHelper.BindBonesParameters(mesh, this._activeEffect);
  47176. var reflectionTexture = null;
  47177. if (mustRebind) {
  47178. this._uniformBuffer.bindToEffect(effect, "Material");
  47179. this.bindViewProjection(effect);
  47180. reflectionTexture = this._getReflectionTexture();
  47181. var refractionTexture = this._getRefractionTexture();
  47182. if (!this._uniformBuffer.useUbo || !this.isFrozen || !this._uniformBuffer.isSync) {
  47183. // Texture uniforms
  47184. if (scene.texturesEnabled) {
  47185. if (this._albedoTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  47186. this._uniformBuffer.updateFloat2("vAlbedoInfos", this._albedoTexture.coordinatesIndex, this._albedoTexture.level);
  47187. BABYLON.MaterialHelper.BindTextureMatrix(this._albedoTexture, this._uniformBuffer, "albedo");
  47188. }
  47189. if (this._ambientTexture && BABYLON.StandardMaterial.AmbientTextureEnabled) {
  47190. this._uniformBuffer.updateFloat4("vAmbientInfos", this._ambientTexture.coordinatesIndex, this._ambientTexture.level, this._ambientTextureStrength, this._ambientTextureImpactOnAnalyticalLights);
  47191. BABYLON.MaterialHelper.BindTextureMatrix(this._ambientTexture, this._uniformBuffer, "ambient");
  47192. }
  47193. if (this._opacityTexture && BABYLON.StandardMaterial.OpacityTextureEnabled) {
  47194. this._uniformBuffer.updateFloat2("vOpacityInfos", this._opacityTexture.coordinatesIndex, this._opacityTexture.level);
  47195. BABYLON.MaterialHelper.BindTextureMatrix(this._opacityTexture, this._uniformBuffer, "opacity");
  47196. }
  47197. if (reflectionTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  47198. this._uniformBuffer.updateMatrix("reflectionMatrix", reflectionTexture.getReflectionTextureMatrix());
  47199. this._uniformBuffer.updateFloat2("vReflectionInfos", reflectionTexture.level, 0);
  47200. if (reflectionTexture.boundingBoxSize) {
  47201. var cubeTexture = reflectionTexture;
  47202. this._uniformBuffer.updateVector3("vReflectionPosition", cubeTexture.boundingBoxPosition);
  47203. this._uniformBuffer.updateVector3("vReflectionSize", cubeTexture.boundingBoxSize);
  47204. }
  47205. var polynomials = reflectionTexture.sphericalPolynomial;
  47206. if (defines.USESPHERICALFROMREFLECTIONMAP && polynomials) {
  47207. this._activeEffect.setFloat3("vSphericalX", polynomials.x.x, polynomials.x.y, polynomials.x.z);
  47208. this._activeEffect.setFloat3("vSphericalY", polynomials.y.x, polynomials.y.y, polynomials.y.z);
  47209. this._activeEffect.setFloat3("vSphericalZ", polynomials.z.x, polynomials.z.y, polynomials.z.z);
  47210. this._activeEffect.setFloat3("vSphericalXX_ZZ", polynomials.xx.x - polynomials.zz.x, polynomials.xx.y - polynomials.zz.y, polynomials.xx.z - polynomials.zz.z);
  47211. this._activeEffect.setFloat3("vSphericalYY_ZZ", polynomials.yy.x - polynomials.zz.x, polynomials.yy.y - polynomials.zz.y, polynomials.yy.z - polynomials.zz.z);
  47212. this._activeEffect.setFloat3("vSphericalZZ", polynomials.zz.x, polynomials.zz.y, polynomials.zz.z);
  47213. this._activeEffect.setFloat3("vSphericalXY", polynomials.xy.x, polynomials.xy.y, polynomials.xy.z);
  47214. this._activeEffect.setFloat3("vSphericalYZ", polynomials.yz.x, polynomials.yz.y, polynomials.yz.z);
  47215. this._activeEffect.setFloat3("vSphericalZX", polynomials.zx.x, polynomials.zx.y, polynomials.zx.z);
  47216. }
  47217. this._uniformBuffer.updateFloat3("vReflectionMicrosurfaceInfos", reflectionTexture.getSize().width, reflectionTexture.lodGenerationScale, reflectionTexture.lodGenerationOffset);
  47218. }
  47219. if (this._emissiveTexture && BABYLON.StandardMaterial.EmissiveTextureEnabled) {
  47220. this._uniformBuffer.updateFloat2("vEmissiveInfos", this._emissiveTexture.coordinatesIndex, this._emissiveTexture.level);
  47221. BABYLON.MaterialHelper.BindTextureMatrix(this._emissiveTexture, this._uniformBuffer, "emissive");
  47222. }
  47223. if (this._lightmapTexture && BABYLON.StandardMaterial.LightmapTextureEnabled) {
  47224. this._uniformBuffer.updateFloat2("vLightmapInfos", this._lightmapTexture.coordinatesIndex, this._lightmapTexture.level);
  47225. BABYLON.MaterialHelper.BindTextureMatrix(this._lightmapTexture, this._uniformBuffer, "lightmap");
  47226. }
  47227. if (BABYLON.StandardMaterial.SpecularTextureEnabled) {
  47228. if (this._metallicTexture) {
  47229. this._uniformBuffer.updateFloat3("vReflectivityInfos", this._metallicTexture.coordinatesIndex, this._metallicTexture.level, this._ambientTextureStrength);
  47230. BABYLON.MaterialHelper.BindTextureMatrix(this._metallicTexture, this._uniformBuffer, "reflectivity");
  47231. }
  47232. else if (this._reflectivityTexture) {
  47233. this._uniformBuffer.updateFloat3("vReflectivityInfos", this._reflectivityTexture.coordinatesIndex, this._reflectivityTexture.level, 1.0);
  47234. BABYLON.MaterialHelper.BindTextureMatrix(this._reflectivityTexture, this._uniformBuffer, "reflectivity");
  47235. }
  47236. if (this._microSurfaceTexture) {
  47237. this._uniformBuffer.updateFloat2("vMicroSurfaceSamplerInfos", this._microSurfaceTexture.coordinatesIndex, this._microSurfaceTexture.level);
  47238. BABYLON.MaterialHelper.BindTextureMatrix(this._microSurfaceTexture, this._uniformBuffer, "microSurfaceSampler");
  47239. }
  47240. }
  47241. if (this._bumpTexture && scene.getEngine().getCaps().standardDerivatives && BABYLON.StandardMaterial.BumpTextureEnabled && !this._disableBumpMap) {
  47242. this._uniformBuffer.updateFloat3("vBumpInfos", this._bumpTexture.coordinatesIndex, this._bumpTexture.level, this._parallaxScaleBias);
  47243. BABYLON.MaterialHelper.BindTextureMatrix(this._bumpTexture, this._uniformBuffer, "bump");
  47244. if (scene._mirroredCameraPosition) {
  47245. this._uniformBuffer.updateFloat2("vTangentSpaceParams", this._invertNormalMapX ? 1.0 : -1.0, this._invertNormalMapY ? 1.0 : -1.0);
  47246. }
  47247. else {
  47248. this._uniformBuffer.updateFloat2("vTangentSpaceParams", this._invertNormalMapX ? -1.0 : 1.0, this._invertNormalMapY ? -1.0 : 1.0);
  47249. }
  47250. }
  47251. if (refractionTexture && BABYLON.StandardMaterial.RefractionTextureEnabled) {
  47252. this._uniformBuffer.updateMatrix("refractionMatrix", refractionTexture.getReflectionTextureMatrix());
  47253. var depth = 1.0;
  47254. if (!refractionTexture.isCube) {
  47255. if (refractionTexture.depth) {
  47256. depth = refractionTexture.depth;
  47257. }
  47258. }
  47259. this._uniformBuffer.updateFloat4("vRefractionInfos", refractionTexture.level, this._indexOfRefraction, depth, this._invertRefractionY ? -1 : 1);
  47260. this._uniformBuffer.updateFloat3("vRefractionMicrosurfaceInfos", refractionTexture.getSize().width, refractionTexture.lodGenerationScale, refractionTexture.lodGenerationOffset);
  47261. }
  47262. }
  47263. // Point size
  47264. if (this.pointsCloud) {
  47265. this._uniformBuffer.updateFloat("pointSize", this.pointSize);
  47266. }
  47267. // Colors
  47268. if (defines.METALLICWORKFLOW) {
  47269. BABYLON.PBRMaterial._scaledReflectivity.r = (this._metallic === undefined || this._metallic === null) ? 1 : this._metallic;
  47270. BABYLON.PBRMaterial._scaledReflectivity.g = (this._roughness === undefined || this._roughness === null) ? 1 : this._roughness;
  47271. this._uniformBuffer.updateColor4("vReflectivityColor", BABYLON.PBRMaterial._scaledReflectivity, 0);
  47272. }
  47273. else {
  47274. this._uniformBuffer.updateColor4("vReflectivityColor", this._reflectivityColor, this._microSurface);
  47275. }
  47276. this._uniformBuffer.updateColor3("vEmissiveColor", this._emissiveColor);
  47277. this._uniformBuffer.updateColor3("vReflectionColor", this._reflectionColor);
  47278. this._uniformBuffer.updateColor4("vAlbedoColor", this._albedoColor, this.alpha * mesh.visibility);
  47279. // Misc
  47280. this._lightingInfos.x = this._directIntensity;
  47281. this._lightingInfos.y = this._emissiveIntensity;
  47282. this._lightingInfos.z = this._environmentIntensity;
  47283. this._lightingInfos.w = this._specularIntensity;
  47284. this._uniformBuffer.updateVector4("vLightingIntensity", this._lightingInfos);
  47285. }
  47286. // Textures
  47287. if (scene.texturesEnabled) {
  47288. if (this._albedoTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  47289. this._uniformBuffer.setTexture("albedoSampler", this._albedoTexture);
  47290. }
  47291. if (this._ambientTexture && BABYLON.StandardMaterial.AmbientTextureEnabled) {
  47292. this._uniformBuffer.setTexture("ambientSampler", this._ambientTexture);
  47293. }
  47294. if (this._opacityTexture && BABYLON.StandardMaterial.OpacityTextureEnabled) {
  47295. this._uniformBuffer.setTexture("opacitySampler", this._opacityTexture);
  47296. }
  47297. if (reflectionTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  47298. if (defines.LODBASEDMICROSFURACE) {
  47299. this._uniformBuffer.setTexture("reflectionSampler", reflectionTexture);
  47300. }
  47301. else {
  47302. this._uniformBuffer.setTexture("reflectionSampler", reflectionTexture._lodTextureMid || reflectionTexture);
  47303. this._uniformBuffer.setTexture("reflectionSamplerLow", reflectionTexture._lodTextureLow || reflectionTexture);
  47304. this._uniformBuffer.setTexture("reflectionSamplerHigh", reflectionTexture._lodTextureHigh || reflectionTexture);
  47305. }
  47306. }
  47307. if (defines.ENVIRONMENTBRDF) {
  47308. this._uniformBuffer.setTexture("environmentBrdfSampler", this._environmentBRDFTexture);
  47309. }
  47310. if (refractionTexture && BABYLON.StandardMaterial.RefractionTextureEnabled) {
  47311. if (defines.LODBASEDMICROSFURACE) {
  47312. this._uniformBuffer.setTexture("refractionSampler", refractionTexture);
  47313. }
  47314. else {
  47315. this._uniformBuffer.setTexture("refractionSampler", refractionTexture._lodTextureMid || refractionTexture);
  47316. this._uniformBuffer.setTexture("refractionSamplerLow", refractionTexture._lodTextureLow || refractionTexture);
  47317. this._uniformBuffer.setTexture("refractionSamplerHigh", refractionTexture._lodTextureHigh || refractionTexture);
  47318. }
  47319. }
  47320. if (this._emissiveTexture && BABYLON.StandardMaterial.EmissiveTextureEnabled) {
  47321. this._uniformBuffer.setTexture("emissiveSampler", this._emissiveTexture);
  47322. }
  47323. if (this._lightmapTexture && BABYLON.StandardMaterial.LightmapTextureEnabled) {
  47324. this._uniformBuffer.setTexture("lightmapSampler", this._lightmapTexture);
  47325. }
  47326. if (BABYLON.StandardMaterial.SpecularTextureEnabled) {
  47327. if (this._metallicTexture) {
  47328. this._uniformBuffer.setTexture("reflectivitySampler", this._metallicTexture);
  47329. }
  47330. else if (this._reflectivityTexture) {
  47331. this._uniformBuffer.setTexture("reflectivitySampler", this._reflectivityTexture);
  47332. }
  47333. if (this._microSurfaceTexture) {
  47334. this._uniformBuffer.setTexture("microSurfaceSampler", this._microSurfaceTexture);
  47335. }
  47336. }
  47337. if (this._bumpTexture && scene.getEngine().getCaps().standardDerivatives && BABYLON.StandardMaterial.BumpTextureEnabled && !this._disableBumpMap) {
  47338. this._uniformBuffer.setTexture("bumpSampler", this._bumpTexture);
  47339. }
  47340. }
  47341. // Clip plane
  47342. BABYLON.MaterialHelper.BindClipPlane(this._activeEffect, scene);
  47343. // Colors
  47344. scene.ambientColor.multiplyToRef(this._ambientColor, this._globalAmbientColor);
  47345. var eyePosition = scene._forcedViewPosition ? scene._forcedViewPosition : (scene._mirroredCameraPosition ? scene._mirroredCameraPosition : scene.activeCamera.globalPosition);
  47346. var invertNormal = (scene.useRightHandedSystem === (scene._mirroredCameraPosition != null));
  47347. effect.setFloat4("vEyePosition", eyePosition.x, eyePosition.y, eyePosition.z, invertNormal ? -1 : 1);
  47348. effect.setColor3("vAmbientColor", this._globalAmbientColor);
  47349. }
  47350. if (mustRebind || !this.isFrozen) {
  47351. // Lights
  47352. if (scene.lightsEnabled && !this._disableLighting) {
  47353. BABYLON.MaterialHelper.BindLights(scene, mesh, this._activeEffect, defines, this._maxSimultaneousLights, this._lightFalloff !== PBRBaseMaterial.LIGHTFALLOFF_STANDARD);
  47354. }
  47355. // View
  47356. if (scene.fogEnabled && mesh.applyFog && scene.fogMode !== BABYLON.Scene.FOGMODE_NONE || reflectionTexture) {
  47357. this.bindView(effect);
  47358. }
  47359. // Fog
  47360. BABYLON.MaterialHelper.BindFogParameters(scene, mesh, this._activeEffect, true);
  47361. // Morph targets
  47362. if (defines.NUM_MORPH_INFLUENCERS) {
  47363. BABYLON.MaterialHelper.BindMorphTargetParameters(mesh, this._activeEffect);
  47364. }
  47365. // image processing
  47366. this._imageProcessingConfiguration.bind(this._activeEffect);
  47367. // Log. depth
  47368. BABYLON.MaterialHelper.BindLogDepth(defines, this._activeEffect, scene);
  47369. }
  47370. this._uniformBuffer.update();
  47371. this._afterBind(mesh, this._activeEffect);
  47372. };
  47373. /**
  47374. * Returns the animatable textures.
  47375. * @returns - Array of animatable textures.
  47376. */
  47377. PBRBaseMaterial.prototype.getAnimatables = function () {
  47378. var results = [];
  47379. if (this._albedoTexture && this._albedoTexture.animations && this._albedoTexture.animations.length > 0) {
  47380. results.push(this._albedoTexture);
  47381. }
  47382. if (this._ambientTexture && this._ambientTexture.animations && this._ambientTexture.animations.length > 0) {
  47383. results.push(this._ambientTexture);
  47384. }
  47385. if (this._opacityTexture && this._opacityTexture.animations && this._opacityTexture.animations.length > 0) {
  47386. results.push(this._opacityTexture);
  47387. }
  47388. if (this._reflectionTexture && this._reflectionTexture.animations && this._reflectionTexture.animations.length > 0) {
  47389. results.push(this._reflectionTexture);
  47390. }
  47391. if (this._emissiveTexture && this._emissiveTexture.animations && this._emissiveTexture.animations.length > 0) {
  47392. results.push(this._emissiveTexture);
  47393. }
  47394. if (this._metallicTexture && this._metallicTexture.animations && this._metallicTexture.animations.length > 0) {
  47395. results.push(this._metallicTexture);
  47396. }
  47397. else if (this._reflectivityTexture && this._reflectivityTexture.animations && this._reflectivityTexture.animations.length > 0) {
  47398. results.push(this._reflectivityTexture);
  47399. }
  47400. if (this._bumpTexture && this._bumpTexture.animations && this._bumpTexture.animations.length > 0) {
  47401. results.push(this._bumpTexture);
  47402. }
  47403. if (this._lightmapTexture && this._lightmapTexture.animations && this._lightmapTexture.animations.length > 0) {
  47404. results.push(this._lightmapTexture);
  47405. }
  47406. if (this._refractionTexture && this._refractionTexture.animations && this._refractionTexture.animations.length > 0) {
  47407. results.push(this._refractionTexture);
  47408. }
  47409. return results;
  47410. };
  47411. /**
  47412. * Returns the texture used for reflections.
  47413. * @returns - Reflection texture if present. Otherwise, returns the environment texture.
  47414. */
  47415. PBRBaseMaterial.prototype._getReflectionTexture = function () {
  47416. if (this._reflectionTexture) {
  47417. return this._reflectionTexture;
  47418. }
  47419. return this.getScene().environmentTexture;
  47420. };
  47421. /**
  47422. * Returns the texture used for refraction or null if none is used.
  47423. * @returns - Refection texture if present. If no refraction texture and refraction
  47424. * is linked with transparency, returns environment texture. Otherwise, returns null.
  47425. */
  47426. PBRBaseMaterial.prototype._getRefractionTexture = function () {
  47427. if (this._refractionTexture) {
  47428. return this._refractionTexture;
  47429. }
  47430. if (this._linkRefractionWithTransparency) {
  47431. return this.getScene().environmentTexture;
  47432. }
  47433. return null;
  47434. };
  47435. /**
  47436. * Disposes the resources of the material.
  47437. * @param forceDisposeEffect - Forces the disposal of effects.
  47438. * @param forceDisposeTextures - Forces the disposal of all textures.
  47439. */
  47440. PBRBaseMaterial.prototype.dispose = function (forceDisposeEffect, forceDisposeTextures) {
  47441. if (forceDisposeTextures) {
  47442. if (this._albedoTexture) {
  47443. this._albedoTexture.dispose();
  47444. }
  47445. if (this._ambientTexture) {
  47446. this._ambientTexture.dispose();
  47447. }
  47448. if (this._opacityTexture) {
  47449. this._opacityTexture.dispose();
  47450. }
  47451. if (this._reflectionTexture) {
  47452. this._reflectionTexture.dispose();
  47453. }
  47454. if (this._environmentBRDFTexture && this.getScene()._environmentBRDFTexture !== this._environmentBRDFTexture) {
  47455. this._environmentBRDFTexture.dispose();
  47456. }
  47457. if (this._emissiveTexture) {
  47458. this._emissiveTexture.dispose();
  47459. }
  47460. if (this._metallicTexture) {
  47461. this._metallicTexture.dispose();
  47462. }
  47463. if (this._reflectivityTexture) {
  47464. this._reflectivityTexture.dispose();
  47465. }
  47466. if (this._bumpTexture) {
  47467. this._bumpTexture.dispose();
  47468. }
  47469. if (this._lightmapTexture) {
  47470. this._lightmapTexture.dispose();
  47471. }
  47472. if (this._refractionTexture) {
  47473. this._refractionTexture.dispose();
  47474. }
  47475. }
  47476. this._renderTargets.dispose();
  47477. if (this._imageProcessingConfiguration && this._imageProcessingObserver) {
  47478. this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);
  47479. }
  47480. _super.prototype.dispose.call(this, forceDisposeEffect, forceDisposeTextures);
  47481. };
  47482. /**
  47483. * PBRMaterialLightFalloff Physical: light is falling off following the inverse squared distance law.
  47484. */
  47485. PBRBaseMaterial.LIGHTFALLOFF_PHYSICAL = 0;
  47486. /**
  47487. * PBRMaterialLightFalloff gltf: light is falling off as described in the gltf moving to PBR document
  47488. * to enhance interoperability with other engines.
  47489. */
  47490. PBRBaseMaterial.LIGHTFALLOFF_GLTF = 1;
  47491. /**
  47492. * PBRMaterialLightFalloff Standard: light is falling off like in the standard material
  47493. * to enhance interoperability with other materials.
  47494. */
  47495. PBRBaseMaterial.LIGHTFALLOFF_STANDARD = 2;
  47496. /**
  47497. * Stores the reflectivity values based on metallic roughness workflow.
  47498. */
  47499. PBRBaseMaterial._scaledReflectivity = new BABYLON.Color3();
  47500. __decorate([
  47501. BABYLON.serializeAsImageProcessingConfiguration()
  47502. ], PBRBaseMaterial.prototype, "_imageProcessingConfiguration", void 0);
  47503. __decorate([
  47504. BABYLON.serialize()
  47505. ], PBRBaseMaterial.prototype, "useLogarithmicDepth", null);
  47506. __decorate([
  47507. BABYLON.serialize()
  47508. ], PBRBaseMaterial.prototype, "transparencyMode", null);
  47509. return PBRBaseMaterial;
  47510. }(BABYLON.PushMaterial));
  47511. BABYLON.PBRBaseMaterial = PBRBaseMaterial;
  47512. })(BABYLON || (BABYLON = {}));
  47513. //# sourceMappingURL=babylon.pbrBaseMaterial.js.map
  47514. var BABYLON;
  47515. (function (BABYLON) {
  47516. /**
  47517. * The Physically based simple base material of BJS.
  47518. *
  47519. * This enables better naming and convention enforcements on top of the pbrMaterial.
  47520. * It is used as the base class for both the specGloss and metalRough conventions.
  47521. */
  47522. var PBRBaseSimpleMaterial = /** @class */ (function (_super) {
  47523. __extends(PBRBaseSimpleMaterial, _super);
  47524. /**
  47525. * Instantiates a new PBRMaterial instance.
  47526. *
  47527. * @param name The material name
  47528. * @param scene The scene the material will be use in.
  47529. */
  47530. function PBRBaseSimpleMaterial(name, scene) {
  47531. var _this = _super.call(this, name, scene) || this;
  47532. /**
  47533. * Number of Simultaneous lights allowed on the material.
  47534. */
  47535. _this.maxSimultaneousLights = 4;
  47536. /**
  47537. * If sets to true, disables all the lights affecting the material.
  47538. */
  47539. _this.disableLighting = false;
  47540. /**
  47541. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  47542. */
  47543. _this.invertNormalMapX = false;
  47544. /**
  47545. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  47546. */
  47547. _this.invertNormalMapY = false;
  47548. /**
  47549. * Emissivie color used to self-illuminate the model.
  47550. */
  47551. _this.emissiveColor = new BABYLON.Color3(0, 0, 0);
  47552. /**
  47553. * Occlusion Channel Strenght.
  47554. */
  47555. _this.occlusionStrength = 1.0;
  47556. /**
  47557. * If true, the light map contains occlusion information instead of lighting info.
  47558. */
  47559. _this.useLightmapAsShadowmap = false;
  47560. _this._useAlphaFromAlbedoTexture = true;
  47561. _this._useAmbientInGrayScale = true;
  47562. return _this;
  47563. }
  47564. Object.defineProperty(PBRBaseSimpleMaterial.prototype, "doubleSided", {
  47565. /**
  47566. * Gets the current double sided mode.
  47567. */
  47568. get: function () {
  47569. return this._twoSidedLighting;
  47570. },
  47571. /**
  47572. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  47573. */
  47574. set: function (value) {
  47575. if (this._twoSidedLighting === value) {
  47576. return;
  47577. }
  47578. this._twoSidedLighting = value;
  47579. this.backFaceCulling = !value;
  47580. this._markAllSubMeshesAsTexturesDirty();
  47581. },
  47582. enumerable: true,
  47583. configurable: true
  47584. });
  47585. /**
  47586. * Return the active textures of the material.
  47587. */
  47588. PBRBaseSimpleMaterial.prototype.getActiveTextures = function () {
  47589. var activeTextures = _super.prototype.getActiveTextures.call(this);
  47590. if (this.environmentTexture) {
  47591. activeTextures.push(this.environmentTexture);
  47592. }
  47593. if (this.normalTexture) {
  47594. activeTextures.push(this.normalTexture);
  47595. }
  47596. if (this.emissiveTexture) {
  47597. activeTextures.push(this.emissiveTexture);
  47598. }
  47599. if (this.occlusionTexture) {
  47600. activeTextures.push(this.occlusionTexture);
  47601. }
  47602. if (this.lightmapTexture) {
  47603. activeTextures.push(this.lightmapTexture);
  47604. }
  47605. return activeTextures;
  47606. };
  47607. PBRBaseSimpleMaterial.prototype.hasTexture = function (texture) {
  47608. if (_super.prototype.hasTexture.call(this, texture)) {
  47609. return true;
  47610. }
  47611. if (this.lightmapTexture === texture) {
  47612. return true;
  47613. }
  47614. return false;
  47615. };
  47616. PBRBaseSimpleMaterial.prototype.getClassName = function () {
  47617. return "PBRBaseSimpleMaterial";
  47618. };
  47619. __decorate([
  47620. BABYLON.serialize(),
  47621. BABYLON.expandToProperty("_markAllSubMeshesAsLightsDirty")
  47622. ], PBRBaseSimpleMaterial.prototype, "maxSimultaneousLights", void 0);
  47623. __decorate([
  47624. BABYLON.serialize(),
  47625. BABYLON.expandToProperty("_markAllSubMeshesAsLightsDirty")
  47626. ], PBRBaseSimpleMaterial.prototype, "disableLighting", void 0);
  47627. __decorate([
  47628. BABYLON.serializeAsTexture(),
  47629. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_reflectionTexture")
  47630. ], PBRBaseSimpleMaterial.prototype, "environmentTexture", void 0);
  47631. __decorate([
  47632. BABYLON.serialize(),
  47633. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47634. ], PBRBaseSimpleMaterial.prototype, "invertNormalMapX", void 0);
  47635. __decorate([
  47636. BABYLON.serialize(),
  47637. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47638. ], PBRBaseSimpleMaterial.prototype, "invertNormalMapY", void 0);
  47639. __decorate([
  47640. BABYLON.serializeAsTexture(),
  47641. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_bumpTexture")
  47642. ], PBRBaseSimpleMaterial.prototype, "normalTexture", void 0);
  47643. __decorate([
  47644. BABYLON.serializeAsColor3("emissive"),
  47645. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47646. ], PBRBaseSimpleMaterial.prototype, "emissiveColor", void 0);
  47647. __decorate([
  47648. BABYLON.serializeAsTexture(),
  47649. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47650. ], PBRBaseSimpleMaterial.prototype, "emissiveTexture", void 0);
  47651. __decorate([
  47652. BABYLON.serialize(),
  47653. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_ambientTextureStrength")
  47654. ], PBRBaseSimpleMaterial.prototype, "occlusionStrength", void 0);
  47655. __decorate([
  47656. BABYLON.serializeAsTexture(),
  47657. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_ambientTexture")
  47658. ], PBRBaseSimpleMaterial.prototype, "occlusionTexture", void 0);
  47659. __decorate([
  47660. BABYLON.serialize(),
  47661. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_alphaCutOff")
  47662. ], PBRBaseSimpleMaterial.prototype, "alphaCutOff", void 0);
  47663. __decorate([
  47664. BABYLON.serialize()
  47665. ], PBRBaseSimpleMaterial.prototype, "doubleSided", null);
  47666. __decorate([
  47667. BABYLON.serializeAsTexture(),
  47668. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", null)
  47669. ], PBRBaseSimpleMaterial.prototype, "lightmapTexture", void 0);
  47670. __decorate([
  47671. BABYLON.serialize(),
  47672. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47673. ], PBRBaseSimpleMaterial.prototype, "useLightmapAsShadowmap", void 0);
  47674. return PBRBaseSimpleMaterial;
  47675. }(BABYLON.PBRBaseMaterial));
  47676. BABYLON.PBRBaseSimpleMaterial = PBRBaseSimpleMaterial;
  47677. })(BABYLON || (BABYLON = {}));
  47678. //# sourceMappingURL=babylon.pbrBaseSimpleMaterial.js.map
  47679. var BABYLON;
  47680. (function (BABYLON) {
  47681. /**
  47682. * The Physically based material of BJS.
  47683. *
  47684. * This offers the main features of a standard PBR material.
  47685. * For more information, please refer to the documentation :
  47686. * http://doc.babylonjs.com/extensions/Physically_Based_Rendering
  47687. */
  47688. var PBRMaterial = /** @class */ (function (_super) {
  47689. __extends(PBRMaterial, _super);
  47690. /**
  47691. * Instantiates a new PBRMaterial instance.
  47692. *
  47693. * @param name The material name
  47694. * @param scene The scene the material will be use in.
  47695. */
  47696. function PBRMaterial(name, scene) {
  47697. var _this = _super.call(this, name, scene) || this;
  47698. /**
  47699. * Intensity of the direct lights e.g. the four lights available in your scene.
  47700. * This impacts both the direct diffuse and specular highlights.
  47701. */
  47702. _this.directIntensity = 1.0;
  47703. /**
  47704. * Intensity of the emissive part of the material.
  47705. * This helps controlling the emissive effect without modifying the emissive color.
  47706. */
  47707. _this.emissiveIntensity = 1.0;
  47708. /**
  47709. * Intensity of the environment e.g. how much the environment will light the object
  47710. * either through harmonics for rough material or through the refelction for shiny ones.
  47711. */
  47712. _this.environmentIntensity = 1.0;
  47713. /**
  47714. * This is a special control allowing the reduction of the specular highlights coming from the
  47715. * four lights of the scene. Those highlights may not be needed in full environment lighting.
  47716. */
  47717. _this.specularIntensity = 1.0;
  47718. /**
  47719. * Debug Control allowing disabling the bump map on this material.
  47720. */
  47721. _this.disableBumpMap = false;
  47722. /**
  47723. * AKA Occlusion Texture Intensity in other nomenclature.
  47724. */
  47725. _this.ambientTextureStrength = 1.0;
  47726. /**
  47727. * Defines how much the AO map is occluding the analytical lights (point spot...).
  47728. * 1 means it completely occludes it
  47729. * 0 mean it has no impact
  47730. */
  47731. _this.ambientTextureImpactOnAnalyticalLights = PBRMaterial.DEFAULT_AO_ON_ANALYTICAL_LIGHTS;
  47732. /**
  47733. * The color of a material in ambient lighting.
  47734. */
  47735. _this.ambientColor = new BABYLON.Color3(0, 0, 0);
  47736. /**
  47737. * AKA Diffuse Color in other nomenclature.
  47738. */
  47739. _this.albedoColor = new BABYLON.Color3(1, 1, 1);
  47740. /**
  47741. * AKA Specular Color in other nomenclature.
  47742. */
  47743. _this.reflectivityColor = new BABYLON.Color3(1, 1, 1);
  47744. /**
  47745. * The color reflected from the material.
  47746. */
  47747. _this.reflectionColor = new BABYLON.Color3(1.0, 1.0, 1.0);
  47748. /**
  47749. * The color emitted from the material.
  47750. */
  47751. _this.emissiveColor = new BABYLON.Color3(0, 0, 0);
  47752. /**
  47753. * AKA Glossiness in other nomenclature.
  47754. */
  47755. _this.microSurface = 1.0;
  47756. /**
  47757. * source material index of refraction (IOR)' / 'destination material IOR.
  47758. */
  47759. _this.indexOfRefraction = 0.66;
  47760. /**
  47761. * Controls if refraction needs to be inverted on Y. This could be useful for procedural texture.
  47762. */
  47763. _this.invertRefractionY = false;
  47764. /**
  47765. * This parameters will make the material used its opacity to control how much it is refracting aginst not.
  47766. * Materials half opaque for instance using refraction could benefit from this control.
  47767. */
  47768. _this.linkRefractionWithTransparency = false;
  47769. /**
  47770. * If true, the light map contains occlusion information instead of lighting info.
  47771. */
  47772. _this.useLightmapAsShadowmap = false;
  47773. /**
  47774. * Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.
  47775. */
  47776. _this.useAlphaFromAlbedoTexture = false;
  47777. /**
  47778. * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.
  47779. */
  47780. _this.forceAlphaTest = false;
  47781. /**
  47782. * Defines the alpha limits in alpha test mode.
  47783. */
  47784. _this.alphaCutOff = 0.4;
  47785. /**
  47786. * Specifies that the material will keep the specular highlights over a transparent surface (only the most limunous ones).
  47787. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  47788. */
  47789. _this.useSpecularOverAlpha = true;
  47790. /**
  47791. * Specifies if the reflectivity texture contains the glossiness information in its alpha channel.
  47792. */
  47793. _this.useMicroSurfaceFromReflectivityMapAlpha = false;
  47794. /**
  47795. * Specifies if the metallic texture contains the roughness information in its alpha channel.
  47796. */
  47797. _this.useRoughnessFromMetallicTextureAlpha = true;
  47798. /**
  47799. * Specifies if the metallic texture contains the roughness information in its green channel.
  47800. */
  47801. _this.useRoughnessFromMetallicTextureGreen = false;
  47802. /**
  47803. * Specifies if the metallic texture contains the metallness information in its blue channel.
  47804. */
  47805. _this.useMetallnessFromMetallicTextureBlue = false;
  47806. /**
  47807. * Specifies if the metallic texture contains the ambient occlusion information in its red channel.
  47808. */
  47809. _this.useAmbientOcclusionFromMetallicTextureRed = false;
  47810. /**
  47811. * Specifies if the ambient texture contains the ambient occlusion information in its red channel only.
  47812. */
  47813. _this.useAmbientInGrayScale = false;
  47814. /**
  47815. * In case the reflectivity map does not contain the microsurface information in its alpha channel,
  47816. * The material will try to infer what glossiness each pixel should be.
  47817. */
  47818. _this.useAutoMicroSurfaceFromReflectivityMap = false;
  47819. /**
  47820. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  47821. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  47822. */
  47823. _this.useRadianceOverAlpha = true;
  47824. /**
  47825. * Allows using an object space normal map (instead of tangent space).
  47826. */
  47827. _this.useObjectSpaceNormalMap = false;
  47828. /**
  47829. * Allows using the bump map in parallax mode.
  47830. */
  47831. _this.useParallax = false;
  47832. /**
  47833. * Allows using the bump map in parallax occlusion mode.
  47834. */
  47835. _this.useParallaxOcclusion = false;
  47836. /**
  47837. * Controls the scale bias of the parallax mode.
  47838. */
  47839. _this.parallaxScaleBias = 0.05;
  47840. /**
  47841. * If sets to true, disables all the lights affecting the material.
  47842. */
  47843. _this.disableLighting = false;
  47844. /**
  47845. * Force the shader to compute irradiance in the fragment shader in order to take bump in account.
  47846. */
  47847. _this.forceIrradianceInFragment = false;
  47848. /**
  47849. * Number of Simultaneous lights allowed on the material.
  47850. */
  47851. _this.maxSimultaneousLights = 4;
  47852. /**
  47853. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  47854. */
  47855. _this.invertNormalMapX = false;
  47856. /**
  47857. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  47858. */
  47859. _this.invertNormalMapY = false;
  47860. /**
  47861. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  47862. */
  47863. _this.twoSidedLighting = false;
  47864. /**
  47865. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  47866. * And/Or occlude the blended part. (alpha is converted to gamma to compute the fresnel)
  47867. */
  47868. _this.useAlphaFresnel = false;
  47869. /**
  47870. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  47871. * And/Or occlude the blended part. (alpha stays linear to compute the fresnel)
  47872. */
  47873. _this.useLinearAlphaFresnel = false;
  47874. /**
  47875. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  47876. * And/Or occlude the blended part.
  47877. */
  47878. _this.environmentBRDFTexture = null;
  47879. /**
  47880. * Force normal to face away from face.
  47881. */
  47882. _this.forceNormalForward = false;
  47883. /**
  47884. * Enables specular anti aliasing in the PBR shader.
  47885. * It will both interacts on the Geometry for analytical and IBL lighting.
  47886. * It also prefilter the roughness map based on the bump values.
  47887. */
  47888. _this.enableSpecularAntiAliasing = false;
  47889. /**
  47890. * This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal
  47891. * makes the reflect vector face the model (under horizon).
  47892. */
  47893. _this.useHorizonOcclusion = true;
  47894. /**
  47895. * This parameters will enable/disable radiance occlusion by preventing the radiance to lit
  47896. * too much the area relying on ambient texture to define their ambient occlusion.
  47897. */
  47898. _this.useRadianceOcclusion = true;
  47899. /**
  47900. * If set to true, no lighting calculations will be applied.
  47901. */
  47902. _this.unlit = false;
  47903. _this._environmentBRDFTexture = BABYLON.TextureTools.GetEnvironmentBRDFTexture(scene);
  47904. return _this;
  47905. }
  47906. Object.defineProperty(PBRMaterial.prototype, "usePhysicalLightFalloff", {
  47907. /**
  47908. * BJS is using an harcoded light falloff based on a manually sets up range.
  47909. * In PBR, one way to represents the fallof is to use the inverse squared root algorythm.
  47910. * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.
  47911. */
  47912. get: function () {
  47913. return this._lightFalloff === BABYLON.PBRBaseMaterial.LIGHTFALLOFF_PHYSICAL;
  47914. },
  47915. /**
  47916. * BJS is using an harcoded light falloff based on a manually sets up range.
  47917. * In PBR, one way to represents the fallof is to use the inverse squared root algorythm.
  47918. * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.
  47919. */
  47920. set: function (value) {
  47921. if (value !== this.usePhysicalLightFalloff) {
  47922. // Ensure the effect will be rebuilt.
  47923. this._markAllSubMeshesAsTexturesDirty();
  47924. if (value) {
  47925. this._lightFalloff = BABYLON.PBRBaseMaterial.LIGHTFALLOFF_PHYSICAL;
  47926. }
  47927. else {
  47928. this._lightFalloff = BABYLON.PBRBaseMaterial.LIGHTFALLOFF_STANDARD;
  47929. }
  47930. }
  47931. },
  47932. enumerable: true,
  47933. configurable: true
  47934. });
  47935. Object.defineProperty(PBRMaterial.prototype, "useGLTFLightFalloff", {
  47936. /**
  47937. * In order to support the falloff compatibility with gltf, a special mode has been added
  47938. * to reproduce the gltf light falloff.
  47939. */
  47940. get: function () {
  47941. return this._lightFalloff === BABYLON.PBRBaseMaterial.LIGHTFALLOFF_GLTF;
  47942. },
  47943. /**
  47944. * In order to support the falloff compatibility with gltf, a special mode has been added
  47945. * to reproduce the gltf light falloff.
  47946. */
  47947. set: function (value) {
  47948. if (value !== this.useGLTFLightFalloff) {
  47949. // Ensure the effect will be rebuilt.
  47950. this._markAllSubMeshesAsTexturesDirty();
  47951. if (value) {
  47952. this._lightFalloff = BABYLON.PBRBaseMaterial.LIGHTFALLOFF_GLTF;
  47953. }
  47954. else {
  47955. this._lightFalloff = BABYLON.PBRBaseMaterial.LIGHTFALLOFF_STANDARD;
  47956. }
  47957. }
  47958. },
  47959. enumerable: true,
  47960. configurable: true
  47961. });
  47962. Object.defineProperty(PBRMaterial.prototype, "imageProcessingConfiguration", {
  47963. /**
  47964. * Gets the image processing configuration used either in this material.
  47965. */
  47966. get: function () {
  47967. return this._imageProcessingConfiguration;
  47968. },
  47969. /**
  47970. * Sets the Default image processing configuration used either in the this material.
  47971. *
  47972. * If sets to null, the scene one is in use.
  47973. */
  47974. set: function (value) {
  47975. this._attachImageProcessingConfiguration(value);
  47976. // Ensure the effect will be rebuilt.
  47977. this._markAllSubMeshesAsTexturesDirty();
  47978. },
  47979. enumerable: true,
  47980. configurable: true
  47981. });
  47982. Object.defineProperty(PBRMaterial.prototype, "cameraColorCurvesEnabled", {
  47983. /**
  47984. * Gets wether the color curves effect is enabled.
  47985. */
  47986. get: function () {
  47987. return this.imageProcessingConfiguration.colorCurvesEnabled;
  47988. },
  47989. /**
  47990. * Sets wether the color curves effect is enabled.
  47991. */
  47992. set: function (value) {
  47993. this.imageProcessingConfiguration.colorCurvesEnabled = value;
  47994. },
  47995. enumerable: true,
  47996. configurable: true
  47997. });
  47998. Object.defineProperty(PBRMaterial.prototype, "cameraColorGradingEnabled", {
  47999. /**
  48000. * Gets wether the color grading effect is enabled.
  48001. */
  48002. get: function () {
  48003. return this.imageProcessingConfiguration.colorGradingEnabled;
  48004. },
  48005. /**
  48006. * Gets wether the color grading effect is enabled.
  48007. */
  48008. set: function (value) {
  48009. this.imageProcessingConfiguration.colorGradingEnabled = value;
  48010. },
  48011. enumerable: true,
  48012. configurable: true
  48013. });
  48014. Object.defineProperty(PBRMaterial.prototype, "cameraToneMappingEnabled", {
  48015. /**
  48016. * Gets wether tonemapping is enabled or not.
  48017. */
  48018. get: function () {
  48019. return this._imageProcessingConfiguration.toneMappingEnabled;
  48020. },
  48021. /**
  48022. * Sets wether tonemapping is enabled or not
  48023. */
  48024. set: function (value) {
  48025. this._imageProcessingConfiguration.toneMappingEnabled = value;
  48026. },
  48027. enumerable: true,
  48028. configurable: true
  48029. });
  48030. Object.defineProperty(PBRMaterial.prototype, "cameraExposure", {
  48031. /**
  48032. * The camera exposure used on this material.
  48033. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  48034. * This corresponds to a photographic exposure.
  48035. */
  48036. get: function () {
  48037. return this._imageProcessingConfiguration.exposure;
  48038. },
  48039. /**
  48040. * The camera exposure used on this material.
  48041. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  48042. * This corresponds to a photographic exposure.
  48043. */
  48044. set: function (value) {
  48045. this._imageProcessingConfiguration.exposure = value;
  48046. },
  48047. enumerable: true,
  48048. configurable: true
  48049. });
  48050. Object.defineProperty(PBRMaterial.prototype, "cameraContrast", {
  48051. /**
  48052. * Gets The camera contrast used on this material.
  48053. */
  48054. get: function () {
  48055. return this._imageProcessingConfiguration.contrast;
  48056. },
  48057. /**
  48058. * Sets The camera contrast used on this material.
  48059. */
  48060. set: function (value) {
  48061. this._imageProcessingConfiguration.contrast = value;
  48062. },
  48063. enumerable: true,
  48064. configurable: true
  48065. });
  48066. Object.defineProperty(PBRMaterial.prototype, "cameraColorGradingTexture", {
  48067. /**
  48068. * Gets the Color Grading 2D Lookup Texture.
  48069. */
  48070. get: function () {
  48071. return this._imageProcessingConfiguration.colorGradingTexture;
  48072. },
  48073. /**
  48074. * Sets the Color Grading 2D Lookup Texture.
  48075. */
  48076. set: function (value) {
  48077. this._imageProcessingConfiguration.colorGradingTexture = value;
  48078. },
  48079. enumerable: true,
  48080. configurable: true
  48081. });
  48082. Object.defineProperty(PBRMaterial.prototype, "cameraColorCurves", {
  48083. /**
  48084. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  48085. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  48086. * These are similar to controls found in many professional imaging or colorist software. The global controls are applied to the entire image. For advanced tuning, extra controls are provided to adjust the shadow, midtone and highlight areas of the image;
  48087. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  48088. */
  48089. get: function () {
  48090. return this._imageProcessingConfiguration.colorCurves;
  48091. },
  48092. /**
  48093. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  48094. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  48095. * These are similar to controls found in many professional imaging or colorist software. The global controls are applied to the entire image. For advanced tuning, extra controls are provided to adjust the shadow, midtone and highlight areas of the image;
  48096. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  48097. */
  48098. set: function (value) {
  48099. this._imageProcessingConfiguration.colorCurves = value;
  48100. },
  48101. enumerable: true,
  48102. configurable: true
  48103. });
  48104. /**
  48105. * Returns the name of this material class.
  48106. */
  48107. PBRMaterial.prototype.getClassName = function () {
  48108. return "PBRMaterial";
  48109. };
  48110. /**
  48111. * Returns an array of the actively used textures.
  48112. * @returns - Array of BaseTextures
  48113. */
  48114. PBRMaterial.prototype.getActiveTextures = function () {
  48115. var activeTextures = _super.prototype.getActiveTextures.call(this);
  48116. if (this._albedoTexture) {
  48117. activeTextures.push(this._albedoTexture);
  48118. }
  48119. if (this._ambientTexture) {
  48120. activeTextures.push(this._ambientTexture);
  48121. }
  48122. if (this._opacityTexture) {
  48123. activeTextures.push(this._opacityTexture);
  48124. }
  48125. if (this._reflectionTexture) {
  48126. activeTextures.push(this._reflectionTexture);
  48127. }
  48128. if (this._emissiveTexture) {
  48129. activeTextures.push(this._emissiveTexture);
  48130. }
  48131. if (this._reflectivityTexture) {
  48132. activeTextures.push(this._reflectivityTexture);
  48133. }
  48134. if (this._metallicTexture) {
  48135. activeTextures.push(this._metallicTexture);
  48136. }
  48137. if (this._microSurfaceTexture) {
  48138. activeTextures.push(this._microSurfaceTexture);
  48139. }
  48140. if (this._bumpTexture) {
  48141. activeTextures.push(this._bumpTexture);
  48142. }
  48143. if (this._lightmapTexture) {
  48144. activeTextures.push(this._lightmapTexture);
  48145. }
  48146. if (this._refractionTexture) {
  48147. activeTextures.push(this._refractionTexture);
  48148. }
  48149. return activeTextures;
  48150. };
  48151. /**
  48152. * Checks to see if a texture is used in the material.
  48153. * @param texture - Base texture to use.
  48154. * @returns - Boolean specifying if a texture is used in the material.
  48155. */
  48156. PBRMaterial.prototype.hasTexture = function (texture) {
  48157. if (_super.prototype.hasTexture.call(this, texture)) {
  48158. return true;
  48159. }
  48160. if (this._albedoTexture === texture) {
  48161. return true;
  48162. }
  48163. if (this._ambientTexture === texture) {
  48164. return true;
  48165. }
  48166. if (this._opacityTexture === texture) {
  48167. return true;
  48168. }
  48169. if (this._reflectionTexture === texture) {
  48170. return true;
  48171. }
  48172. if (this._reflectivityTexture === texture) {
  48173. return true;
  48174. }
  48175. if (this._metallicTexture === texture) {
  48176. return true;
  48177. }
  48178. if (this._microSurfaceTexture === texture) {
  48179. return true;
  48180. }
  48181. if (this._bumpTexture === texture) {
  48182. return true;
  48183. }
  48184. if (this._lightmapTexture === texture) {
  48185. return true;
  48186. }
  48187. if (this._refractionTexture === texture) {
  48188. return true;
  48189. }
  48190. return false;
  48191. };
  48192. /**
  48193. * Makes a duplicate of the current material.
  48194. * @param name - name to use for the new material.
  48195. */
  48196. PBRMaterial.prototype.clone = function (name) {
  48197. var _this = this;
  48198. var clone = BABYLON.SerializationHelper.Clone(function () { return new PBRMaterial(name, _this.getScene()); }, this);
  48199. clone.id = name;
  48200. clone.name = name;
  48201. return clone;
  48202. };
  48203. /**
  48204. * Serializes this PBR Material.
  48205. * @returns - An object with the serialized material.
  48206. */
  48207. PBRMaterial.prototype.serialize = function () {
  48208. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  48209. serializationObject.customType = "BABYLON.PBRMaterial";
  48210. return serializationObject;
  48211. };
  48212. // Statics
  48213. /**
  48214. * Parses a PBR Material from a serialized object.
  48215. * @param source - Serialized object.
  48216. * @param scene - BJS scene instance.
  48217. * @param rootUrl - url for the scene object
  48218. * @returns - PBRMaterial
  48219. */
  48220. PBRMaterial.Parse = function (source, scene, rootUrl) {
  48221. return BABYLON.SerializationHelper.Parse(function () { return new PBRMaterial(source.name, scene); }, source, scene, rootUrl);
  48222. };
  48223. /**
  48224. * PBRMaterialTransparencyMode: No transparency mode, Alpha channel is not use.
  48225. */
  48226. PBRMaterial.PBRMATERIAL_OPAQUE = 0;
  48227. /**
  48228. * PBRMaterialTransparencyMode: Alpha Test mode, pixel are discarded below a certain threshold defined by the alpha cutoff value.
  48229. */
  48230. PBRMaterial.PBRMATERIAL_ALPHATEST = 1;
  48231. /**
  48232. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  48233. */
  48234. PBRMaterial.PBRMATERIAL_ALPHABLEND = 2;
  48235. /**
  48236. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  48237. * They are also discarded below the alpha cutoff threshold to improve performances.
  48238. */
  48239. PBRMaterial.PBRMATERIAL_ALPHATESTANDBLEND = 3;
  48240. /**
  48241. * Defines the default value of how much AO map is occluding the analytical lights
  48242. * (point spot...).
  48243. */
  48244. PBRMaterial.DEFAULT_AO_ON_ANALYTICAL_LIGHTS = 1;
  48245. __decorate([
  48246. BABYLON.serialize(),
  48247. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48248. ], PBRMaterial.prototype, "directIntensity", void 0);
  48249. __decorate([
  48250. BABYLON.serialize(),
  48251. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48252. ], PBRMaterial.prototype, "emissiveIntensity", void 0);
  48253. __decorate([
  48254. BABYLON.serialize(),
  48255. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48256. ], PBRMaterial.prototype, "environmentIntensity", void 0);
  48257. __decorate([
  48258. BABYLON.serialize(),
  48259. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48260. ], PBRMaterial.prototype, "specularIntensity", void 0);
  48261. __decorate([
  48262. BABYLON.serialize(),
  48263. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48264. ], PBRMaterial.prototype, "disableBumpMap", void 0);
  48265. __decorate([
  48266. BABYLON.serializeAsTexture(),
  48267. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48268. ], PBRMaterial.prototype, "albedoTexture", void 0);
  48269. __decorate([
  48270. BABYLON.serializeAsTexture(),
  48271. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48272. ], PBRMaterial.prototype, "ambientTexture", void 0);
  48273. __decorate([
  48274. BABYLON.serialize(),
  48275. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48276. ], PBRMaterial.prototype, "ambientTextureStrength", void 0);
  48277. __decorate([
  48278. BABYLON.serialize(),
  48279. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48280. ], PBRMaterial.prototype, "ambientTextureImpactOnAnalyticalLights", void 0);
  48281. __decorate([
  48282. BABYLON.serializeAsTexture(),
  48283. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesAndMiscDirty")
  48284. ], PBRMaterial.prototype, "opacityTexture", void 0);
  48285. __decorate([
  48286. BABYLON.serializeAsTexture(),
  48287. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48288. ], PBRMaterial.prototype, "reflectionTexture", void 0);
  48289. __decorate([
  48290. BABYLON.serializeAsTexture(),
  48291. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48292. ], PBRMaterial.prototype, "emissiveTexture", void 0);
  48293. __decorate([
  48294. BABYLON.serializeAsTexture(),
  48295. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48296. ], PBRMaterial.prototype, "reflectivityTexture", void 0);
  48297. __decorate([
  48298. BABYLON.serializeAsTexture(),
  48299. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48300. ], PBRMaterial.prototype, "metallicTexture", void 0);
  48301. __decorate([
  48302. BABYLON.serialize(),
  48303. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48304. ], PBRMaterial.prototype, "metallic", void 0);
  48305. __decorate([
  48306. BABYLON.serialize(),
  48307. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48308. ], PBRMaterial.prototype, "roughness", void 0);
  48309. __decorate([
  48310. BABYLON.serializeAsTexture(),
  48311. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48312. ], PBRMaterial.prototype, "microSurfaceTexture", void 0);
  48313. __decorate([
  48314. BABYLON.serializeAsTexture(),
  48315. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48316. ], PBRMaterial.prototype, "bumpTexture", void 0);
  48317. __decorate([
  48318. BABYLON.serializeAsTexture(),
  48319. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", null)
  48320. ], PBRMaterial.prototype, "lightmapTexture", void 0);
  48321. __decorate([
  48322. BABYLON.serializeAsTexture(),
  48323. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48324. ], PBRMaterial.prototype, "refractionTexture", void 0);
  48325. __decorate([
  48326. BABYLON.serializeAsColor3("ambient"),
  48327. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48328. ], PBRMaterial.prototype, "ambientColor", void 0);
  48329. __decorate([
  48330. BABYLON.serializeAsColor3("albedo"),
  48331. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48332. ], PBRMaterial.prototype, "albedoColor", void 0);
  48333. __decorate([
  48334. BABYLON.serializeAsColor3("reflectivity"),
  48335. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48336. ], PBRMaterial.prototype, "reflectivityColor", void 0);
  48337. __decorate([
  48338. BABYLON.serializeAsColor3("reflection"),
  48339. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48340. ], PBRMaterial.prototype, "reflectionColor", void 0);
  48341. __decorate([
  48342. BABYLON.serializeAsColor3("emissive"),
  48343. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48344. ], PBRMaterial.prototype, "emissiveColor", void 0);
  48345. __decorate([
  48346. BABYLON.serialize(),
  48347. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48348. ], PBRMaterial.prototype, "microSurface", void 0);
  48349. __decorate([
  48350. BABYLON.serialize(),
  48351. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48352. ], PBRMaterial.prototype, "indexOfRefraction", void 0);
  48353. __decorate([
  48354. BABYLON.serialize(),
  48355. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48356. ], PBRMaterial.prototype, "invertRefractionY", void 0);
  48357. __decorate([
  48358. BABYLON.serialize(),
  48359. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48360. ], PBRMaterial.prototype, "linkRefractionWithTransparency", void 0);
  48361. __decorate([
  48362. BABYLON.serialize(),
  48363. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48364. ], PBRMaterial.prototype, "useLightmapAsShadowmap", void 0);
  48365. __decorate([
  48366. BABYLON.serialize(),
  48367. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesAndMiscDirty")
  48368. ], PBRMaterial.prototype, "useAlphaFromAlbedoTexture", void 0);
  48369. __decorate([
  48370. BABYLON.serialize(),
  48371. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesAndMiscDirty")
  48372. ], PBRMaterial.prototype, "forceAlphaTest", void 0);
  48373. __decorate([
  48374. BABYLON.serialize(),
  48375. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesAndMiscDirty")
  48376. ], PBRMaterial.prototype, "alphaCutOff", void 0);
  48377. __decorate([
  48378. BABYLON.serialize(),
  48379. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48380. ], PBRMaterial.prototype, "useSpecularOverAlpha", void 0);
  48381. __decorate([
  48382. BABYLON.serialize(),
  48383. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48384. ], PBRMaterial.prototype, "useMicroSurfaceFromReflectivityMapAlpha", void 0);
  48385. __decorate([
  48386. BABYLON.serialize(),
  48387. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48388. ], PBRMaterial.prototype, "useRoughnessFromMetallicTextureAlpha", void 0);
  48389. __decorate([
  48390. BABYLON.serialize(),
  48391. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48392. ], PBRMaterial.prototype, "useRoughnessFromMetallicTextureGreen", void 0);
  48393. __decorate([
  48394. BABYLON.serialize(),
  48395. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48396. ], PBRMaterial.prototype, "useMetallnessFromMetallicTextureBlue", void 0);
  48397. __decorate([
  48398. BABYLON.serialize(),
  48399. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48400. ], PBRMaterial.prototype, "useAmbientOcclusionFromMetallicTextureRed", void 0);
  48401. __decorate([
  48402. BABYLON.serialize(),
  48403. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48404. ], PBRMaterial.prototype, "useAmbientInGrayScale", void 0);
  48405. __decorate([
  48406. BABYLON.serialize(),
  48407. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48408. ], PBRMaterial.prototype, "useAutoMicroSurfaceFromReflectivityMap", void 0);
  48409. __decorate([
  48410. BABYLON.serialize()
  48411. ], PBRMaterial.prototype, "usePhysicalLightFalloff", null);
  48412. __decorate([
  48413. BABYLON.serialize()
  48414. ], PBRMaterial.prototype, "useGLTFLightFalloff", null);
  48415. __decorate([
  48416. BABYLON.serialize(),
  48417. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48418. ], PBRMaterial.prototype, "useRadianceOverAlpha", void 0);
  48419. __decorate([
  48420. BABYLON.serialize(),
  48421. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48422. ], PBRMaterial.prototype, "useObjectSpaceNormalMap", void 0);
  48423. __decorate([
  48424. BABYLON.serialize(),
  48425. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48426. ], PBRMaterial.prototype, "useParallax", void 0);
  48427. __decorate([
  48428. BABYLON.serialize(),
  48429. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48430. ], PBRMaterial.prototype, "useParallaxOcclusion", void 0);
  48431. __decorate([
  48432. BABYLON.serialize(),
  48433. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48434. ], PBRMaterial.prototype, "parallaxScaleBias", void 0);
  48435. __decorate([
  48436. BABYLON.serialize(),
  48437. BABYLON.expandToProperty("_markAllSubMeshesAsLightsDirty")
  48438. ], PBRMaterial.prototype, "disableLighting", void 0);
  48439. __decorate([
  48440. BABYLON.serialize(),
  48441. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48442. ], PBRMaterial.prototype, "forceIrradianceInFragment", void 0);
  48443. __decorate([
  48444. BABYLON.serialize(),
  48445. BABYLON.expandToProperty("_markAllSubMeshesAsLightsDirty")
  48446. ], PBRMaterial.prototype, "maxSimultaneousLights", void 0);
  48447. __decorate([
  48448. BABYLON.serialize(),
  48449. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48450. ], PBRMaterial.prototype, "invertNormalMapX", void 0);
  48451. __decorate([
  48452. BABYLON.serialize(),
  48453. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48454. ], PBRMaterial.prototype, "invertNormalMapY", void 0);
  48455. __decorate([
  48456. BABYLON.serialize(),
  48457. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48458. ], PBRMaterial.prototype, "twoSidedLighting", void 0);
  48459. __decorate([
  48460. BABYLON.serialize(),
  48461. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48462. ], PBRMaterial.prototype, "useAlphaFresnel", void 0);
  48463. __decorate([
  48464. BABYLON.serialize(),
  48465. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48466. ], PBRMaterial.prototype, "useLinearAlphaFresnel", void 0);
  48467. __decorate([
  48468. BABYLON.serializeAsTexture(),
  48469. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48470. ], PBRMaterial.prototype, "environmentBRDFTexture", void 0);
  48471. __decorate([
  48472. BABYLON.serialize(),
  48473. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48474. ], PBRMaterial.prototype, "forceNormalForward", void 0);
  48475. __decorate([
  48476. BABYLON.serialize(),
  48477. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48478. ], PBRMaterial.prototype, "enableSpecularAntiAliasing", void 0);
  48479. __decorate([
  48480. BABYLON.serialize(),
  48481. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48482. ], PBRMaterial.prototype, "useHorizonOcclusion", void 0);
  48483. __decorate([
  48484. BABYLON.serialize(),
  48485. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48486. ], PBRMaterial.prototype, "useRadianceOcclusion", void 0);
  48487. __decorate([
  48488. BABYLON.serialize(),
  48489. BABYLON.expandToProperty("_markAllSubMeshesAsMiscDirty")
  48490. ], PBRMaterial.prototype, "unlit", void 0);
  48491. return PBRMaterial;
  48492. }(BABYLON.PBRBaseMaterial));
  48493. BABYLON.PBRMaterial = PBRMaterial;
  48494. })(BABYLON || (BABYLON = {}));
  48495. //# sourceMappingURL=babylon.pbrMaterial.js.map
  48496. var BABYLON;
  48497. (function (BABYLON) {
  48498. /**
  48499. * The PBR material of BJS following the metal roughness convention.
  48500. *
  48501. * This fits to the PBR convention in the GLTF definition:
  48502. * https://github.com/KhronosGroup/glTF/tree/2.0/specification/2.0
  48503. */
  48504. var PBRMetallicRoughnessMaterial = /** @class */ (function (_super) {
  48505. __extends(PBRMetallicRoughnessMaterial, _super);
  48506. /**
  48507. * Instantiates a new PBRMetalRoughnessMaterial instance.
  48508. *
  48509. * @param name The material name
  48510. * @param scene The scene the material will be use in.
  48511. */
  48512. function PBRMetallicRoughnessMaterial(name, scene) {
  48513. var _this = _super.call(this, name, scene) || this;
  48514. _this._useRoughnessFromMetallicTextureAlpha = false;
  48515. _this._useRoughnessFromMetallicTextureGreen = true;
  48516. _this._useMetallnessFromMetallicTextureBlue = true;
  48517. _this.metallic = 1.0;
  48518. _this.roughness = 1.0;
  48519. return _this;
  48520. }
  48521. /**
  48522. * Return the currrent class name of the material.
  48523. */
  48524. PBRMetallicRoughnessMaterial.prototype.getClassName = function () {
  48525. return "PBRMetallicRoughnessMaterial";
  48526. };
  48527. /**
  48528. * Return the active textures of the material.
  48529. */
  48530. PBRMetallicRoughnessMaterial.prototype.getActiveTextures = function () {
  48531. var activeTextures = _super.prototype.getActiveTextures.call(this);
  48532. if (this.baseTexture) {
  48533. activeTextures.push(this.baseTexture);
  48534. }
  48535. if (this.metallicRoughnessTexture) {
  48536. activeTextures.push(this.metallicRoughnessTexture);
  48537. }
  48538. return activeTextures;
  48539. };
  48540. /**
  48541. * Checks to see if a texture is used in the material.
  48542. * @param texture - Base texture to use.
  48543. * @returns - Boolean specifying if a texture is used in the material.
  48544. */
  48545. PBRMetallicRoughnessMaterial.prototype.hasTexture = function (texture) {
  48546. if (_super.prototype.hasTexture.call(this, texture)) {
  48547. return true;
  48548. }
  48549. if (this.baseTexture === texture) {
  48550. return true;
  48551. }
  48552. if (this.metallicRoughnessTexture === texture) {
  48553. return true;
  48554. }
  48555. return false;
  48556. };
  48557. /**
  48558. * Makes a duplicate of the current material.
  48559. * @param name - name to use for the new material.
  48560. */
  48561. PBRMetallicRoughnessMaterial.prototype.clone = function (name) {
  48562. var _this = this;
  48563. var clone = BABYLON.SerializationHelper.Clone(function () { return new PBRMetallicRoughnessMaterial(name, _this.getScene()); }, this);
  48564. clone.id = name;
  48565. clone.name = name;
  48566. return clone;
  48567. };
  48568. /**
  48569. * Serialize the material to a parsable JSON object.
  48570. */
  48571. PBRMetallicRoughnessMaterial.prototype.serialize = function () {
  48572. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  48573. serializationObject.customType = "BABYLON.PBRMetallicRoughnessMaterial";
  48574. return serializationObject;
  48575. };
  48576. /**
  48577. * Parses a JSON object correponding to the serialize function.
  48578. */
  48579. PBRMetallicRoughnessMaterial.Parse = function (source, scene, rootUrl) {
  48580. return BABYLON.SerializationHelper.Parse(function () { return new PBRMetallicRoughnessMaterial(source.name, scene); }, source, scene, rootUrl);
  48581. };
  48582. __decorate([
  48583. BABYLON.serializeAsColor3(),
  48584. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_albedoColor")
  48585. ], PBRMetallicRoughnessMaterial.prototype, "baseColor", void 0);
  48586. __decorate([
  48587. BABYLON.serializeAsTexture(),
  48588. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_albedoTexture")
  48589. ], PBRMetallicRoughnessMaterial.prototype, "baseTexture", void 0);
  48590. __decorate([
  48591. BABYLON.serialize(),
  48592. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48593. ], PBRMetallicRoughnessMaterial.prototype, "metallic", void 0);
  48594. __decorate([
  48595. BABYLON.serialize(),
  48596. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48597. ], PBRMetallicRoughnessMaterial.prototype, "roughness", void 0);
  48598. __decorate([
  48599. BABYLON.serializeAsTexture(),
  48600. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_metallicTexture")
  48601. ], PBRMetallicRoughnessMaterial.prototype, "metallicRoughnessTexture", void 0);
  48602. return PBRMetallicRoughnessMaterial;
  48603. }(BABYLON.PBRBaseSimpleMaterial));
  48604. BABYLON.PBRMetallicRoughnessMaterial = PBRMetallicRoughnessMaterial;
  48605. })(BABYLON || (BABYLON = {}));
  48606. //# sourceMappingURL=babylon.pbrMetallicRoughnessMaterial.js.map
  48607. var BABYLON;
  48608. (function (BABYLON) {
  48609. /**
  48610. * The PBR material of BJS following the specular glossiness convention.
  48611. *
  48612. * This fits to the PBR convention in the GLTF definition:
  48613. * https://github.com/KhronosGroup/glTF/tree/2.0/extensions/Khronos/KHR_materials_pbrSpecularGlossiness
  48614. */
  48615. var PBRSpecularGlossinessMaterial = /** @class */ (function (_super) {
  48616. __extends(PBRSpecularGlossinessMaterial, _super);
  48617. /**
  48618. * Instantiates a new PBRSpecularGlossinessMaterial instance.
  48619. *
  48620. * @param name The material name
  48621. * @param scene The scene the material will be use in.
  48622. */
  48623. function PBRSpecularGlossinessMaterial(name, scene) {
  48624. var _this = _super.call(this, name, scene) || this;
  48625. _this._useMicroSurfaceFromReflectivityMapAlpha = true;
  48626. return _this;
  48627. }
  48628. /**
  48629. * Return the currrent class name of the material.
  48630. */
  48631. PBRSpecularGlossinessMaterial.prototype.getClassName = function () {
  48632. return "PBRSpecularGlossinessMaterial";
  48633. };
  48634. /**
  48635. * Return the active textures of the material.
  48636. */
  48637. PBRSpecularGlossinessMaterial.prototype.getActiveTextures = function () {
  48638. var activeTextures = _super.prototype.getActiveTextures.call(this);
  48639. if (this.diffuseTexture) {
  48640. activeTextures.push(this.diffuseTexture);
  48641. }
  48642. if (this.specularGlossinessTexture) {
  48643. activeTextures.push(this.specularGlossinessTexture);
  48644. }
  48645. return activeTextures;
  48646. };
  48647. /**
  48648. * Checks to see if a texture is used in the material.
  48649. * @param texture - Base texture to use.
  48650. * @returns - Boolean specifying if a texture is used in the material.
  48651. */
  48652. PBRSpecularGlossinessMaterial.prototype.hasTexture = function (texture) {
  48653. if (_super.prototype.hasTexture.call(this, texture)) {
  48654. return true;
  48655. }
  48656. if (this.diffuseTexture === texture) {
  48657. return true;
  48658. }
  48659. if (this.specularGlossinessTexture === texture) {
  48660. return true;
  48661. }
  48662. return false;
  48663. };
  48664. /**
  48665. * Makes a duplicate of the current material.
  48666. * @param name - name to use for the new material.
  48667. */
  48668. PBRSpecularGlossinessMaterial.prototype.clone = function (name) {
  48669. var _this = this;
  48670. var clone = BABYLON.SerializationHelper.Clone(function () { return new PBRSpecularGlossinessMaterial(name, _this.getScene()); }, this);
  48671. clone.id = name;
  48672. clone.name = name;
  48673. return clone;
  48674. };
  48675. /**
  48676. * Serialize the material to a parsable JSON object.
  48677. */
  48678. PBRSpecularGlossinessMaterial.prototype.serialize = function () {
  48679. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  48680. serializationObject.customType = "BABYLON.PBRSpecularGlossinessMaterial";
  48681. return serializationObject;
  48682. };
  48683. /**
  48684. * Parses a JSON object correponding to the serialize function.
  48685. */
  48686. PBRSpecularGlossinessMaterial.Parse = function (source, scene, rootUrl) {
  48687. return BABYLON.SerializationHelper.Parse(function () { return new PBRSpecularGlossinessMaterial(source.name, scene); }, source, scene, rootUrl);
  48688. };
  48689. __decorate([
  48690. BABYLON.serializeAsColor3("diffuse"),
  48691. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_albedoColor")
  48692. ], PBRSpecularGlossinessMaterial.prototype, "diffuseColor", void 0);
  48693. __decorate([
  48694. BABYLON.serializeAsTexture(),
  48695. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_albedoTexture")
  48696. ], PBRSpecularGlossinessMaterial.prototype, "diffuseTexture", void 0);
  48697. __decorate([
  48698. BABYLON.serializeAsColor3("specular"),
  48699. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_reflectivityColor")
  48700. ], PBRSpecularGlossinessMaterial.prototype, "specularColor", void 0);
  48701. __decorate([
  48702. BABYLON.serialize(),
  48703. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_microSurface")
  48704. ], PBRSpecularGlossinessMaterial.prototype, "glossiness", void 0);
  48705. __decorate([
  48706. BABYLON.serializeAsTexture(),
  48707. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_reflectivityTexture")
  48708. ], PBRSpecularGlossinessMaterial.prototype, "specularGlossinessTexture", void 0);
  48709. return PBRSpecularGlossinessMaterial;
  48710. }(BABYLON.PBRBaseSimpleMaterial));
  48711. BABYLON.PBRSpecularGlossinessMaterial = PBRSpecularGlossinessMaterial;
  48712. })(BABYLON || (BABYLON = {}));
  48713. //# sourceMappingURL=babylon.pbrSpecularGlossinessMaterial.js.map
  48714. var BABYLON;
  48715. (function (BABYLON) {
  48716. /**
  48717. * @ignore
  48718. * This is a list of all the different input types that are available in the application.
  48719. * Fo instance: ArcRotateCameraGamepadInput...
  48720. */
  48721. BABYLON.CameraInputTypes = {};
  48722. /**
  48723. * This represents the input manager used within a camera.
  48724. * It helps dealing with all the different kind of input attached to a camera.
  48725. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  48726. */
  48727. var CameraInputsManager = /** @class */ (function () {
  48728. /**
  48729. * Instantiate a new Camera Input Manager.
  48730. * @param camera Defines the camera the input manager blongs to
  48731. */
  48732. function CameraInputsManager(camera) {
  48733. this.attached = {};
  48734. this.camera = camera;
  48735. this.checkInputs = function () { };
  48736. }
  48737. /**
  48738. * Add an input method to a camera
  48739. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  48740. * @param input camera input method
  48741. */
  48742. CameraInputsManager.prototype.add = function (input) {
  48743. var type = input.getSimpleName();
  48744. if (this.attached[type]) {
  48745. BABYLON.Tools.Warn("camera input of type " + type + " already exists on camera");
  48746. return;
  48747. }
  48748. this.attached[type] = input;
  48749. input.camera = this.camera;
  48750. //for checkInputs, we are dynamically creating a function
  48751. //the goal is to avoid the performance penalty of looping for inputs in the render loop
  48752. if (input.checkInputs) {
  48753. this.checkInputs = this._addCheckInputs(input.checkInputs.bind(input));
  48754. }
  48755. if (this.attachedElement) {
  48756. input.attachControl(this.attachedElement);
  48757. }
  48758. };
  48759. /**
  48760. * Remove a specific input method from a camera
  48761. * example: camera.inputs.remove(camera.inputs.attached.mouse);
  48762. * @param inputToRemove camera input method
  48763. */
  48764. CameraInputsManager.prototype.remove = function (inputToRemove) {
  48765. for (var cam in this.attached) {
  48766. var input = this.attached[cam];
  48767. if (input === inputToRemove) {
  48768. input.detachControl(this.attachedElement);
  48769. input.camera = null;
  48770. delete this.attached[cam];
  48771. this.rebuildInputCheck();
  48772. }
  48773. }
  48774. };
  48775. /**
  48776. * Remove a specific input type from a camera
  48777. * example: camera.inputs.remove("ArcRotateCameraGamepadInput");
  48778. * @param inputType the type of the input to remove
  48779. */
  48780. CameraInputsManager.prototype.removeByType = function (inputType) {
  48781. for (var cam in this.attached) {
  48782. var input = this.attached[cam];
  48783. if (input.getClassName() === inputType) {
  48784. input.detachControl(this.attachedElement);
  48785. input.camera = null;
  48786. delete this.attached[cam];
  48787. this.rebuildInputCheck();
  48788. }
  48789. }
  48790. };
  48791. CameraInputsManager.prototype._addCheckInputs = function (fn) {
  48792. var current = this.checkInputs;
  48793. return function () {
  48794. current();
  48795. fn();
  48796. };
  48797. };
  48798. /**
  48799. * Attach the input controls to the currently attached dom element to listen the events from.
  48800. * @param input Defines the input to attach
  48801. */
  48802. CameraInputsManager.prototype.attachInput = function (input) {
  48803. if (this.attachedElement) {
  48804. input.attachControl(this.attachedElement, this.noPreventDefault);
  48805. }
  48806. };
  48807. /**
  48808. * Attach the current manager inputs controls to a specific dom element to listen the events from.
  48809. * @param element Defines the dom element to collect the events from
  48810. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  48811. */
  48812. CameraInputsManager.prototype.attachElement = function (element, noPreventDefault) {
  48813. if (noPreventDefault === void 0) { noPreventDefault = false; }
  48814. if (this.attachedElement) {
  48815. return;
  48816. }
  48817. noPreventDefault = BABYLON.Camera.ForceAttachControlToAlwaysPreventDefault ? false : noPreventDefault;
  48818. this.attachedElement = element;
  48819. this.noPreventDefault = noPreventDefault;
  48820. for (var cam in this.attached) {
  48821. this.attached[cam].attachControl(element, noPreventDefault);
  48822. }
  48823. };
  48824. /**
  48825. * Detach the current manager inputs controls from a specific dom element.
  48826. * @param element Defines the dom element to collect the events from
  48827. * @param disconnect Defines whether the input should be removed from the current list of attached inputs
  48828. */
  48829. CameraInputsManager.prototype.detachElement = function (element, disconnect) {
  48830. if (disconnect === void 0) { disconnect = false; }
  48831. if (this.attachedElement !== element) {
  48832. return;
  48833. }
  48834. for (var cam in this.attached) {
  48835. this.attached[cam].detachControl(element);
  48836. if (disconnect) {
  48837. this.attached[cam].camera = null;
  48838. }
  48839. }
  48840. this.attachedElement = null;
  48841. };
  48842. /**
  48843. * Rebuild the dynamic inputCheck function from the current list of
  48844. * defined inputs in the manager.
  48845. */
  48846. CameraInputsManager.prototype.rebuildInputCheck = function () {
  48847. this.checkInputs = function () { };
  48848. for (var cam in this.attached) {
  48849. var input = this.attached[cam];
  48850. if (input.checkInputs) {
  48851. this.checkInputs = this._addCheckInputs(input.checkInputs.bind(input));
  48852. }
  48853. }
  48854. };
  48855. /**
  48856. * Remove all attached input methods from a camera
  48857. */
  48858. CameraInputsManager.prototype.clear = function () {
  48859. if (this.attachedElement) {
  48860. this.detachElement(this.attachedElement, true);
  48861. }
  48862. this.attached = {};
  48863. this.attachedElement = null;
  48864. this.checkInputs = function () { };
  48865. };
  48866. /**
  48867. * Serialize the current input manager attached to a camera.
  48868. * This ensures than once parsed,
  48869. * the input associated to the camera will be identical to the current ones
  48870. * @param serializedCamera Defines the camera serialization JSON the input serialization should write to
  48871. */
  48872. CameraInputsManager.prototype.serialize = function (serializedCamera) {
  48873. var inputs = {};
  48874. for (var cam in this.attached) {
  48875. var input = this.attached[cam];
  48876. var res = BABYLON.SerializationHelper.Serialize(input);
  48877. inputs[input.getClassName()] = res;
  48878. }
  48879. serializedCamera.inputsmgr = inputs;
  48880. };
  48881. /**
  48882. * Parses an input manager serialized JSON to restore the previous list of inputs
  48883. * and states associated to a camera.
  48884. * @param parsedCamera Defines the JSON to parse
  48885. */
  48886. CameraInputsManager.prototype.parse = function (parsedCamera) {
  48887. var parsedInputs = parsedCamera.inputsmgr;
  48888. if (parsedInputs) {
  48889. this.clear();
  48890. for (var n in parsedInputs) {
  48891. var construct = BABYLON.CameraInputTypes[n];
  48892. if (construct) {
  48893. var parsedinput = parsedInputs[n];
  48894. var input = BABYLON.SerializationHelper.Parse(function () { return new construct(); }, parsedinput, null);
  48895. this.add(input);
  48896. }
  48897. }
  48898. }
  48899. else {
  48900. //2016-03-08 this part is for managing backward compatibility
  48901. for (var n in this.attached) {
  48902. var construct = BABYLON.CameraInputTypes[this.attached[n].getClassName()];
  48903. if (construct) {
  48904. var input = BABYLON.SerializationHelper.Parse(function () { return new construct(); }, parsedCamera, null);
  48905. this.remove(this.attached[n]);
  48906. this.add(input);
  48907. }
  48908. }
  48909. }
  48910. };
  48911. return CameraInputsManager;
  48912. }());
  48913. BABYLON.CameraInputsManager = CameraInputsManager;
  48914. })(BABYLON || (BABYLON = {}));
  48915. //# sourceMappingURL=babylon.cameraInputsManager.js.map
  48916. var BABYLON;
  48917. (function (BABYLON) {
  48918. /**
  48919. * A target camera takes a mesh or position as a target and continues to look at it while it moves.
  48920. * This is the base of the follow, arc rotate cameras and Free camera
  48921. * @see http://doc.babylonjs.com/features/cameras
  48922. */
  48923. var TargetCamera = /** @class */ (function (_super) {
  48924. __extends(TargetCamera, _super);
  48925. /**
  48926. * Instantiates a target camera that takes a meshor position as a target and continues to look at it while it moves.
  48927. * This is the base of the follow, arc rotate cameras and Free camera
  48928. * @see http://doc.babylonjs.com/features/cameras
  48929. * @param name Defines the name of the camera in the scene
  48930. * @param position Defines the start position of the camera in the scene
  48931. * @param scene Defines the scene the camera belongs to
  48932. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  48933. */
  48934. function TargetCamera(name, position, scene, setActiveOnSceneIfNoneActive) {
  48935. if (setActiveOnSceneIfNoneActive === void 0) { setActiveOnSceneIfNoneActive = true; }
  48936. var _this = _super.call(this, name, position, scene, setActiveOnSceneIfNoneActive) || this;
  48937. /**
  48938. * Define the current direction the camera is moving to
  48939. */
  48940. _this.cameraDirection = new BABYLON.Vector3(0, 0, 0);
  48941. /**
  48942. * Define the current rotation the camera is rotating to
  48943. */
  48944. _this.cameraRotation = new BABYLON.Vector2(0, 0);
  48945. /**
  48946. * When set, the up vector of the camera will be updated by the rotation of the camera
  48947. */
  48948. _this.updateUpVectorFromRotation = false;
  48949. _this._tmpQuaternion = new BABYLON.Quaternion();
  48950. /**
  48951. * Define the current rotation of the camera
  48952. */
  48953. _this.rotation = new BABYLON.Vector3(0, 0, 0);
  48954. /**
  48955. * Define the current speed of the camera
  48956. */
  48957. _this.speed = 2.0;
  48958. /**
  48959. * Add cconstraint to the camera to prevent it to move freely in all directions and
  48960. * around all axis.
  48961. */
  48962. _this.noRotationConstraint = false;
  48963. /**
  48964. * Define the current target of the camera as an object or a position.
  48965. */
  48966. _this.lockedTarget = null;
  48967. /** @hidden */
  48968. _this._currentTarget = BABYLON.Vector3.Zero();
  48969. /** @hidden */
  48970. _this._initialFocalDistance = 1;
  48971. /** @hidden */
  48972. _this._viewMatrix = BABYLON.Matrix.Zero();
  48973. /** @hidden */
  48974. _this._camMatrix = BABYLON.Matrix.Zero();
  48975. /** @hidden */
  48976. _this._cameraTransformMatrix = BABYLON.Matrix.Zero();
  48977. /** @hidden */
  48978. _this._cameraRotationMatrix = BABYLON.Matrix.Zero();
  48979. /** @hidden */
  48980. _this._referencePoint = new BABYLON.Vector3(0, 0, 1);
  48981. /** @hidden */
  48982. _this._transformedReferencePoint = BABYLON.Vector3.Zero();
  48983. _this._globalCurrentTarget = BABYLON.Vector3.Zero();
  48984. _this._globalCurrentUpVector = BABYLON.Vector3.Zero();
  48985. _this._defaultUp = BABYLON.Vector3.Up();
  48986. _this._cachedRotationZ = 0;
  48987. _this._cachedQuaternionRotationZ = 0;
  48988. return _this;
  48989. }
  48990. /**
  48991. * Gets the position in front of the camera at a given distance.
  48992. * @param distance The distance from the camera we want the position to be
  48993. * @returns the position
  48994. */
  48995. TargetCamera.prototype.getFrontPosition = function (distance) {
  48996. this.getWorldMatrix();
  48997. var direction = this.getTarget().subtract(this.position);
  48998. direction.normalize();
  48999. direction.scaleInPlace(distance);
  49000. return this.globalPosition.add(direction);
  49001. };
  49002. /** @hidden */
  49003. TargetCamera.prototype._getLockedTargetPosition = function () {
  49004. if (!this.lockedTarget) {
  49005. return null;
  49006. }
  49007. if (this.lockedTarget.absolutePosition) {
  49008. this.lockedTarget.computeWorldMatrix();
  49009. }
  49010. return this.lockedTarget.absolutePosition || this.lockedTarget;
  49011. };
  49012. /**
  49013. * Store current camera state of the camera (fov, position, rotation, etc..)
  49014. * @returns the camera
  49015. */
  49016. TargetCamera.prototype.storeState = function () {
  49017. this._storedPosition = this.position.clone();
  49018. this._storedRotation = this.rotation.clone();
  49019. if (this.rotationQuaternion) {
  49020. this._storedRotationQuaternion = this.rotationQuaternion.clone();
  49021. }
  49022. return _super.prototype.storeState.call(this);
  49023. };
  49024. /**
  49025. * Restored camera state. You must call storeState() first
  49026. * @returns whether it was successful or not
  49027. * @hidden
  49028. */
  49029. TargetCamera.prototype._restoreStateValues = function () {
  49030. if (!_super.prototype._restoreStateValues.call(this)) {
  49031. return false;
  49032. }
  49033. this.position = this._storedPosition.clone();
  49034. this.rotation = this._storedRotation.clone();
  49035. if (this.rotationQuaternion) {
  49036. this.rotationQuaternion = this._storedRotationQuaternion.clone();
  49037. }
  49038. this.cameraDirection.copyFromFloats(0, 0, 0);
  49039. this.cameraRotation.copyFromFloats(0, 0);
  49040. return true;
  49041. };
  49042. /** @hidden */
  49043. TargetCamera.prototype._initCache = function () {
  49044. _super.prototype._initCache.call(this);
  49045. this._cache.lockedTarget = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  49046. this._cache.rotation = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  49047. this._cache.rotationQuaternion = new BABYLON.Quaternion(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  49048. };
  49049. /** @hidden */
  49050. TargetCamera.prototype._updateCache = function (ignoreParentClass) {
  49051. if (!ignoreParentClass) {
  49052. _super.prototype._updateCache.call(this);
  49053. }
  49054. var lockedTargetPosition = this._getLockedTargetPosition();
  49055. if (!lockedTargetPosition) {
  49056. this._cache.lockedTarget = null;
  49057. }
  49058. else {
  49059. if (!this._cache.lockedTarget) {
  49060. this._cache.lockedTarget = lockedTargetPosition.clone();
  49061. }
  49062. else {
  49063. this._cache.lockedTarget.copyFrom(lockedTargetPosition);
  49064. }
  49065. }
  49066. this._cache.rotation.copyFrom(this.rotation);
  49067. if (this.rotationQuaternion) {
  49068. this._cache.rotationQuaternion.copyFrom(this.rotationQuaternion);
  49069. }
  49070. };
  49071. // Synchronized
  49072. /** @hidden */
  49073. TargetCamera.prototype._isSynchronizedViewMatrix = function () {
  49074. if (!_super.prototype._isSynchronizedViewMatrix.call(this)) {
  49075. return false;
  49076. }
  49077. var lockedTargetPosition = this._getLockedTargetPosition();
  49078. return (this._cache.lockedTarget ? this._cache.lockedTarget.equals(lockedTargetPosition) : !lockedTargetPosition)
  49079. && (this.rotationQuaternion ? this.rotationQuaternion.equals(this._cache.rotationQuaternion) : this._cache.rotation.equals(this.rotation));
  49080. };
  49081. // Methods
  49082. /** @hidden */
  49083. TargetCamera.prototype._computeLocalCameraSpeed = function () {
  49084. var engine = this.getEngine();
  49085. return this.speed * Math.sqrt((engine.getDeltaTime() / (engine.getFps() * 100.0)));
  49086. };
  49087. // Target
  49088. /** @hidden */
  49089. TargetCamera.prototype.setTarget = function (target) {
  49090. this.upVector.normalize();
  49091. this._initialFocalDistance = target.subtract(this.position).length();
  49092. if (this.position.z === target.z) {
  49093. this.position.z += BABYLON.Epsilon;
  49094. }
  49095. BABYLON.Matrix.LookAtLHToRef(this.position, target, this._defaultUp, this._camMatrix);
  49096. this._camMatrix.invert();
  49097. this.rotation.x = Math.atan(this._camMatrix.m[6] / this._camMatrix.m[10]);
  49098. var vDir = target.subtract(this.position);
  49099. if (vDir.x >= 0.0) {
  49100. this.rotation.y = (-Math.atan(vDir.z / vDir.x) + Math.PI / 2.0);
  49101. }
  49102. else {
  49103. this.rotation.y = (-Math.atan(vDir.z / vDir.x) - Math.PI / 2.0);
  49104. }
  49105. this.rotation.z = 0;
  49106. if (isNaN(this.rotation.x)) {
  49107. this.rotation.x = 0;
  49108. }
  49109. if (isNaN(this.rotation.y)) {
  49110. this.rotation.y = 0;
  49111. }
  49112. if (isNaN(this.rotation.z)) {
  49113. this.rotation.z = 0;
  49114. }
  49115. if (this.rotationQuaternion) {
  49116. BABYLON.Quaternion.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, this.rotation.z, this.rotationQuaternion);
  49117. }
  49118. };
  49119. /**
  49120. * Return the current target position of the camera. This value is expressed in local space.
  49121. * @returns the target position
  49122. */
  49123. TargetCamera.prototype.getTarget = function () {
  49124. return this._currentTarget;
  49125. };
  49126. /** @hidden */
  49127. TargetCamera.prototype._decideIfNeedsToMove = function () {
  49128. return Math.abs(this.cameraDirection.x) > 0 || Math.abs(this.cameraDirection.y) > 0 || Math.abs(this.cameraDirection.z) > 0;
  49129. };
  49130. /** @hidden */
  49131. TargetCamera.prototype._updatePosition = function () {
  49132. if (this.parent) {
  49133. this.parent.getWorldMatrix().invertToRef(BABYLON.Tmp.Matrix[0]);
  49134. BABYLON.Vector3.TransformNormalToRef(this.cameraDirection, BABYLON.Tmp.Matrix[0], BABYLON.Tmp.Vector3[0]);
  49135. this.position.addInPlace(BABYLON.Tmp.Vector3[0]);
  49136. return;
  49137. }
  49138. this.position.addInPlace(this.cameraDirection);
  49139. };
  49140. /** @hidden */
  49141. TargetCamera.prototype._checkInputs = function () {
  49142. var needToMove = this._decideIfNeedsToMove();
  49143. var needToRotate = Math.abs(this.cameraRotation.x) > 0 || Math.abs(this.cameraRotation.y) > 0;
  49144. // Move
  49145. if (needToMove) {
  49146. this._updatePosition();
  49147. }
  49148. // Rotate
  49149. if (needToRotate) {
  49150. this.rotation.x += this.cameraRotation.x;
  49151. this.rotation.y += this.cameraRotation.y;
  49152. //rotate, if quaternion is set and rotation was used
  49153. if (this.rotationQuaternion) {
  49154. var len = this.rotation.lengthSquared();
  49155. if (len) {
  49156. BABYLON.Quaternion.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, this.rotation.z, this.rotationQuaternion);
  49157. }
  49158. }
  49159. if (!this.noRotationConstraint) {
  49160. var limit = (Math.PI / 2) * 0.95;
  49161. if (this.rotation.x > limit) {
  49162. this.rotation.x = limit;
  49163. }
  49164. if (this.rotation.x < -limit) {
  49165. this.rotation.x = -limit;
  49166. }
  49167. }
  49168. }
  49169. // Inertia
  49170. if (needToMove) {
  49171. if (Math.abs(this.cameraDirection.x) < this.speed * BABYLON.Epsilon) {
  49172. this.cameraDirection.x = 0;
  49173. }
  49174. if (Math.abs(this.cameraDirection.y) < this.speed * BABYLON.Epsilon) {
  49175. this.cameraDirection.y = 0;
  49176. }
  49177. if (Math.abs(this.cameraDirection.z) < this.speed * BABYLON.Epsilon) {
  49178. this.cameraDirection.z = 0;
  49179. }
  49180. this.cameraDirection.scaleInPlace(this.inertia);
  49181. }
  49182. if (needToRotate) {
  49183. if (Math.abs(this.cameraRotation.x) < this.speed * BABYLON.Epsilon) {
  49184. this.cameraRotation.x = 0;
  49185. }
  49186. if (Math.abs(this.cameraRotation.y) < this.speed * BABYLON.Epsilon) {
  49187. this.cameraRotation.y = 0;
  49188. }
  49189. this.cameraRotation.scaleInPlace(this.inertia);
  49190. }
  49191. _super.prototype._checkInputs.call(this);
  49192. };
  49193. TargetCamera.prototype._updateCameraRotationMatrix = function () {
  49194. if (this.rotationQuaternion) {
  49195. this.rotationQuaternion.toRotationMatrix(this._cameraRotationMatrix);
  49196. }
  49197. else {
  49198. BABYLON.Matrix.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, this.rotation.z, this._cameraRotationMatrix);
  49199. }
  49200. };
  49201. /**
  49202. * Update the up vector to apply the rotation of the camera (So if you changed the camera rotation.z this will let you update the up vector as well)
  49203. * @returns the current camera
  49204. */
  49205. TargetCamera.prototype._rotateUpVectorWithCameraRotationMatrix = function () {
  49206. BABYLON.Vector3.TransformNormalToRef(this._defaultUp, this._cameraRotationMatrix, this.upVector);
  49207. return this;
  49208. };
  49209. /** @hidden */
  49210. TargetCamera.prototype._getViewMatrix = function () {
  49211. if (this.lockedTarget) {
  49212. this.setTarget(this._getLockedTargetPosition());
  49213. }
  49214. // Compute
  49215. this._updateCameraRotationMatrix();
  49216. // Apply the changed rotation to the upVector
  49217. if (this.rotationQuaternion && this._cachedQuaternionRotationZ != this.rotationQuaternion.z) {
  49218. this._rotateUpVectorWithCameraRotationMatrix();
  49219. this._cachedQuaternionRotationZ = this.rotationQuaternion.z;
  49220. }
  49221. else if (this._cachedRotationZ != this.rotation.z) {
  49222. this._rotateUpVectorWithCameraRotationMatrix();
  49223. this._cachedRotationZ = this.rotation.z;
  49224. }
  49225. BABYLON.Vector3.TransformCoordinatesToRef(this._referencePoint, this._cameraRotationMatrix, this._transformedReferencePoint);
  49226. // Computing target and final matrix
  49227. this.position.addToRef(this._transformedReferencePoint, this._currentTarget);
  49228. if (this.updateUpVectorFromRotation) {
  49229. if (this.rotationQuaternion) {
  49230. BABYLON.Axis.Y.rotateByQuaternionToRef(this.rotationQuaternion, this.upVector);
  49231. }
  49232. else {
  49233. BABYLON.Quaternion.FromEulerVectorToRef(this.rotation, this._tmpQuaternion);
  49234. BABYLON.Axis.Y.rotateByQuaternionToRef(this._tmpQuaternion, this.upVector);
  49235. }
  49236. }
  49237. this._computeViewMatrix(this.position, this._currentTarget, this.upVector);
  49238. return this._viewMatrix;
  49239. };
  49240. TargetCamera.prototype._computeViewMatrix = function (position, target, up) {
  49241. if (this.parent) {
  49242. var parentWorldMatrix = this.parent.getWorldMatrix();
  49243. BABYLON.Vector3.TransformCoordinatesToRef(position, parentWorldMatrix, this._globalPosition);
  49244. BABYLON.Vector3.TransformCoordinatesToRef(target, parentWorldMatrix, this._globalCurrentTarget);
  49245. BABYLON.Vector3.TransformNormalToRef(up, parentWorldMatrix, this._globalCurrentUpVector);
  49246. this._markSyncedWithParent();
  49247. }
  49248. else {
  49249. this._globalPosition.copyFrom(position);
  49250. this._globalCurrentTarget.copyFrom(target);
  49251. this._globalCurrentUpVector.copyFrom(up);
  49252. }
  49253. if (this.getScene().useRightHandedSystem) {
  49254. BABYLON.Matrix.LookAtRHToRef(this._globalPosition, this._globalCurrentTarget, this._globalCurrentUpVector, this._viewMatrix);
  49255. }
  49256. else {
  49257. BABYLON.Matrix.LookAtLHToRef(this._globalPosition, this._globalCurrentTarget, this._globalCurrentUpVector, this._viewMatrix);
  49258. }
  49259. };
  49260. /**
  49261. * @hidden
  49262. */
  49263. TargetCamera.prototype.createRigCamera = function (name, cameraIndex) {
  49264. if (this.cameraRigMode !== BABYLON.Camera.RIG_MODE_NONE) {
  49265. var rigCamera = new TargetCamera(name, this.position.clone(), this.getScene());
  49266. if (this.cameraRigMode === BABYLON.Camera.RIG_MODE_VR || this.cameraRigMode === BABYLON.Camera.RIG_MODE_WEBVR) {
  49267. if (!this.rotationQuaternion) {
  49268. this.rotationQuaternion = new BABYLON.Quaternion();
  49269. }
  49270. rigCamera._cameraRigParams = {};
  49271. rigCamera.rotationQuaternion = new BABYLON.Quaternion();
  49272. }
  49273. return rigCamera;
  49274. }
  49275. return null;
  49276. };
  49277. /**
  49278. * @hidden
  49279. */
  49280. TargetCamera.prototype._updateRigCameras = function () {
  49281. var camLeft = this._rigCameras[0];
  49282. var camRight = this._rigCameras[1];
  49283. this.computeWorldMatrix();
  49284. switch (this.cameraRigMode) {
  49285. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH:
  49286. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL:
  49287. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED:
  49288. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER:
  49289. //provisionnaly using _cameraRigParams.stereoHalfAngle instead of calculations based on _cameraRigParams.interaxialDistance:
  49290. var leftSign = (this.cameraRigMode === BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED) ? 1 : -1;
  49291. var rightSign = (this.cameraRigMode === BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED) ? -1 : 1;
  49292. this._getRigCamPositionAndTarget(this._cameraRigParams.stereoHalfAngle * leftSign, camLeft);
  49293. this._getRigCamPositionAndTarget(this._cameraRigParams.stereoHalfAngle * rightSign, camRight);
  49294. break;
  49295. case BABYLON.Camera.RIG_MODE_VR:
  49296. if (camLeft.rotationQuaternion) {
  49297. camLeft.rotationQuaternion.copyFrom(this.rotationQuaternion);
  49298. camRight.rotationQuaternion.copyFrom(this.rotationQuaternion);
  49299. }
  49300. else {
  49301. camLeft.rotation.copyFrom(this.rotation);
  49302. camRight.rotation.copyFrom(this.rotation);
  49303. }
  49304. camLeft.position.copyFrom(this.position);
  49305. camRight.position.copyFrom(this.position);
  49306. break;
  49307. }
  49308. _super.prototype._updateRigCameras.call(this);
  49309. };
  49310. TargetCamera.prototype._getRigCamPositionAndTarget = function (halfSpace, rigCamera) {
  49311. var target = this.getTarget();
  49312. target.subtractToRef(this.position, TargetCamera._TargetFocalPoint);
  49313. TargetCamera._TargetFocalPoint.normalize().scaleInPlace(this._initialFocalDistance);
  49314. var newFocalTarget = TargetCamera._TargetFocalPoint.addInPlace(this.position);
  49315. BABYLON.Matrix.TranslationToRef(-newFocalTarget.x, -newFocalTarget.y, -newFocalTarget.z, TargetCamera._TargetTransformMatrix);
  49316. TargetCamera._TargetTransformMatrix.multiplyToRef(BABYLON.Matrix.RotationY(halfSpace), TargetCamera._RigCamTransformMatrix);
  49317. BABYLON.Matrix.TranslationToRef(newFocalTarget.x, newFocalTarget.y, newFocalTarget.z, TargetCamera._TargetTransformMatrix);
  49318. TargetCamera._RigCamTransformMatrix.multiplyToRef(TargetCamera._TargetTransformMatrix, TargetCamera._RigCamTransformMatrix);
  49319. BABYLON.Vector3.TransformCoordinatesToRef(this.position, TargetCamera._RigCamTransformMatrix, rigCamera.position);
  49320. rigCamera.setTarget(newFocalTarget);
  49321. };
  49322. /**
  49323. * Gets the current object class name.
  49324. * @return the class name
  49325. */
  49326. TargetCamera.prototype.getClassName = function () {
  49327. return "TargetCamera";
  49328. };
  49329. TargetCamera._RigCamTransformMatrix = new BABYLON.Matrix();
  49330. TargetCamera._TargetTransformMatrix = new BABYLON.Matrix();
  49331. TargetCamera._TargetFocalPoint = new BABYLON.Vector3();
  49332. __decorate([
  49333. BABYLON.serializeAsVector3()
  49334. ], TargetCamera.prototype, "rotation", void 0);
  49335. __decorate([
  49336. BABYLON.serialize()
  49337. ], TargetCamera.prototype, "speed", void 0);
  49338. __decorate([
  49339. BABYLON.serializeAsMeshReference("lockedTargetId")
  49340. ], TargetCamera.prototype, "lockedTarget", void 0);
  49341. return TargetCamera;
  49342. }(BABYLON.Camera));
  49343. BABYLON.TargetCamera = TargetCamera;
  49344. })(BABYLON || (BABYLON = {}));
  49345. //# sourceMappingURL=babylon.targetCamera.js.map
  49346. var BABYLON;
  49347. (function (BABYLON) {
  49348. /**
  49349. * Manage the mouse inputs to control the movement of a free camera.
  49350. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  49351. */
  49352. var FreeCameraMouseInput = /** @class */ (function () {
  49353. /**
  49354. * Manage the mouse inputs to control the movement of a free camera.
  49355. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  49356. * @param touchEnabled Defines if touch is enabled or not
  49357. */
  49358. function FreeCameraMouseInput(
  49359. /**
  49360. * Define if touch is enabled in the mouse input
  49361. */
  49362. touchEnabled) {
  49363. if (touchEnabled === void 0) { touchEnabled = true; }
  49364. this.touchEnabled = touchEnabled;
  49365. /**
  49366. * Defines the buttons associated with the input to handle camera move.
  49367. */
  49368. this.buttons = [0, 1, 2];
  49369. /**
  49370. * Defines the pointer angular sensibility along the X and Y axis or how fast is the camera rotating.
  49371. */
  49372. this.angularSensibility = 2000.0;
  49373. this.previousPosition = null;
  49374. }
  49375. /**
  49376. * Attach the input controls to a specific dom element to get the input from.
  49377. * @param element Defines the element the controls should be listened from
  49378. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  49379. */
  49380. FreeCameraMouseInput.prototype.attachControl = function (element, noPreventDefault) {
  49381. var _this = this;
  49382. var engine = this.camera.getEngine();
  49383. if (!this._pointerInput) {
  49384. this._pointerInput = function (p, s) {
  49385. var evt = p.event;
  49386. if (engine.isInVRExclusivePointerMode) {
  49387. return;
  49388. }
  49389. if (!_this.touchEnabled && evt.pointerType === "touch") {
  49390. return;
  49391. }
  49392. if (p.type !== BABYLON.PointerEventTypes.POINTERMOVE && _this.buttons.indexOf(evt.button) === -1) {
  49393. return;
  49394. }
  49395. var srcElement = (evt.srcElement || evt.target);
  49396. if (p.type === BABYLON.PointerEventTypes.POINTERDOWN && srcElement) {
  49397. try {
  49398. srcElement.setPointerCapture(evt.pointerId);
  49399. }
  49400. catch (e) {
  49401. //Nothing to do with the error. Execution will continue.
  49402. }
  49403. _this.previousPosition = {
  49404. x: evt.clientX,
  49405. y: evt.clientY
  49406. };
  49407. if (!noPreventDefault) {
  49408. evt.preventDefault();
  49409. element.focus();
  49410. }
  49411. }
  49412. else if (p.type === BABYLON.PointerEventTypes.POINTERUP && srcElement) {
  49413. try {
  49414. srcElement.releasePointerCapture(evt.pointerId);
  49415. }
  49416. catch (e) {
  49417. //Nothing to do with the error.
  49418. }
  49419. _this.previousPosition = null;
  49420. if (!noPreventDefault) {
  49421. evt.preventDefault();
  49422. }
  49423. }
  49424. else if (p.type === BABYLON.PointerEventTypes.POINTERMOVE) {
  49425. if (!_this.previousPosition || engine.isPointerLock) {
  49426. return;
  49427. }
  49428. var offsetX = evt.clientX - _this.previousPosition.x;
  49429. if (_this.camera.getScene().useRightHandedSystem) {
  49430. offsetX *= -1;
  49431. }
  49432. if (_this.camera.parent && _this.camera.parent._getWorldMatrixDeterminant() < 0) {
  49433. offsetX *= -1;
  49434. }
  49435. _this.camera.cameraRotation.y += offsetX / _this.angularSensibility;
  49436. var offsetY = evt.clientY - _this.previousPosition.y;
  49437. _this.camera.cameraRotation.x += offsetY / _this.angularSensibility;
  49438. _this.previousPosition = {
  49439. x: evt.clientX,
  49440. y: evt.clientY
  49441. };
  49442. if (!noPreventDefault) {
  49443. evt.preventDefault();
  49444. }
  49445. }
  49446. };
  49447. }
  49448. this._onMouseMove = function (evt) {
  49449. if (!engine.isPointerLock) {
  49450. return;
  49451. }
  49452. if (engine.isInVRExclusivePointerMode) {
  49453. return;
  49454. }
  49455. var offsetX = evt.movementX || evt.mozMovementX || evt.webkitMovementX || evt.msMovementX || 0;
  49456. if (_this.camera.getScene().useRightHandedSystem) {
  49457. offsetX *= -1;
  49458. }
  49459. if (_this.camera.parent && _this.camera.parent._getWorldMatrixDeterminant() < 0) {
  49460. offsetX *= -1;
  49461. }
  49462. _this.camera.cameraRotation.y += offsetX / _this.angularSensibility;
  49463. var offsetY = evt.movementY || evt.mozMovementY || evt.webkitMovementY || evt.msMovementY || 0;
  49464. _this.camera.cameraRotation.x += offsetY / _this.angularSensibility;
  49465. _this.previousPosition = null;
  49466. if (!noPreventDefault) {
  49467. evt.preventDefault();
  49468. }
  49469. };
  49470. this._observer = this.camera.getScene().onPointerObservable.add(this._pointerInput, BABYLON.PointerEventTypes.POINTERDOWN | BABYLON.PointerEventTypes.POINTERUP | BABYLON.PointerEventTypes.POINTERMOVE);
  49471. element.addEventListener("mousemove", this._onMouseMove, false);
  49472. };
  49473. /**
  49474. * Detach the current controls from the specified dom element.
  49475. * @param element Defines the element to stop listening the inputs from
  49476. */
  49477. FreeCameraMouseInput.prototype.detachControl = function (element) {
  49478. if (this._observer && element) {
  49479. this.camera.getScene().onPointerObservable.remove(this._observer);
  49480. if (this._onMouseMove) {
  49481. element.removeEventListener("mousemove", this._onMouseMove);
  49482. }
  49483. this._observer = null;
  49484. this._onMouseMove = null;
  49485. this.previousPosition = null;
  49486. }
  49487. };
  49488. /**
  49489. * Gets the class name of the current intput.
  49490. * @returns the class name
  49491. */
  49492. FreeCameraMouseInput.prototype.getClassName = function () {
  49493. return "FreeCameraMouseInput";
  49494. };
  49495. /**
  49496. * Get the friendly name associated with the input class.
  49497. * @returns the input friendly name
  49498. */
  49499. FreeCameraMouseInput.prototype.getSimpleName = function () {
  49500. return "mouse";
  49501. };
  49502. __decorate([
  49503. BABYLON.serialize()
  49504. ], FreeCameraMouseInput.prototype, "buttons", void 0);
  49505. __decorate([
  49506. BABYLON.serialize()
  49507. ], FreeCameraMouseInput.prototype, "angularSensibility", void 0);
  49508. return FreeCameraMouseInput;
  49509. }());
  49510. BABYLON.FreeCameraMouseInput = FreeCameraMouseInput;
  49511. BABYLON.CameraInputTypes["FreeCameraMouseInput"] = FreeCameraMouseInput;
  49512. })(BABYLON || (BABYLON = {}));
  49513. //# sourceMappingURL=babylon.freeCameraMouseInput.js.map
  49514. var BABYLON;
  49515. (function (BABYLON) {
  49516. /**
  49517. * Manage the keyboard inputs to control the movement of a free camera.
  49518. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  49519. */
  49520. var FreeCameraKeyboardMoveInput = /** @class */ (function () {
  49521. function FreeCameraKeyboardMoveInput() {
  49522. /**
  49523. * Gets or Set the list of keyboard keys used to control the forward move of the camera.
  49524. */
  49525. this.keysUp = [38];
  49526. /**
  49527. * Gets or Set the list of keyboard keys used to control the backward move of the camera.
  49528. */
  49529. this.keysDown = [40];
  49530. /**
  49531. * Gets or Set the list of keyboard keys used to control the left strafe move of the camera.
  49532. */
  49533. this.keysLeft = [37];
  49534. /**
  49535. * Gets or Set the list of keyboard keys used to control the right strafe move of the camera.
  49536. */
  49537. this.keysRight = [39];
  49538. this._keys = new Array();
  49539. }
  49540. /**
  49541. * Attach the input controls to a specific dom element to get the input from.
  49542. * @param element Defines the element the controls should be listened from
  49543. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  49544. */
  49545. FreeCameraKeyboardMoveInput.prototype.attachControl = function (element, noPreventDefault) {
  49546. var _this = this;
  49547. if (this._onCanvasBlurObserver) {
  49548. return;
  49549. }
  49550. this._scene = this.camera.getScene();
  49551. this._engine = this._scene.getEngine();
  49552. this._onCanvasBlurObserver = this._engine.onCanvasBlurObservable.add(function () {
  49553. _this._keys = [];
  49554. });
  49555. this._onKeyboardObserver = this._scene.onKeyboardObservable.add(function (info) {
  49556. var evt = info.event;
  49557. if (info.type === BABYLON.KeyboardEventTypes.KEYDOWN) {
  49558. if (_this.keysUp.indexOf(evt.keyCode) !== -1 ||
  49559. _this.keysDown.indexOf(evt.keyCode) !== -1 ||
  49560. _this.keysLeft.indexOf(evt.keyCode) !== -1 ||
  49561. _this.keysRight.indexOf(evt.keyCode) !== -1) {
  49562. var index = _this._keys.indexOf(evt.keyCode);
  49563. if (index === -1) {
  49564. _this._keys.push(evt.keyCode);
  49565. }
  49566. if (!noPreventDefault) {
  49567. evt.preventDefault();
  49568. }
  49569. }
  49570. }
  49571. else {
  49572. if (_this.keysUp.indexOf(evt.keyCode) !== -1 ||
  49573. _this.keysDown.indexOf(evt.keyCode) !== -1 ||
  49574. _this.keysLeft.indexOf(evt.keyCode) !== -1 ||
  49575. _this.keysRight.indexOf(evt.keyCode) !== -1) {
  49576. var index = _this._keys.indexOf(evt.keyCode);
  49577. if (index >= 0) {
  49578. _this._keys.splice(index, 1);
  49579. }
  49580. if (!noPreventDefault) {
  49581. evt.preventDefault();
  49582. }
  49583. }
  49584. }
  49585. });
  49586. };
  49587. /**
  49588. * Detach the current controls from the specified dom element.
  49589. * @param element Defines the element to stop listening the inputs from
  49590. */
  49591. FreeCameraKeyboardMoveInput.prototype.detachControl = function (element) {
  49592. if (this._scene) {
  49593. if (this._onKeyboardObserver) {
  49594. this._scene.onKeyboardObservable.remove(this._onKeyboardObserver);
  49595. }
  49596. if (this._onCanvasBlurObserver) {
  49597. this._engine.onCanvasBlurObservable.remove(this._onCanvasBlurObserver);
  49598. }
  49599. this._onKeyboardObserver = null;
  49600. this._onCanvasBlurObserver = null;
  49601. }
  49602. this._keys = [];
  49603. };
  49604. /**
  49605. * Update the current camera state depending on the inputs that have been used this frame.
  49606. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  49607. */
  49608. FreeCameraKeyboardMoveInput.prototype.checkInputs = function () {
  49609. if (this._onKeyboardObserver) {
  49610. var camera = this.camera;
  49611. // Keyboard
  49612. for (var index = 0; index < this._keys.length; index++) {
  49613. var keyCode = this._keys[index];
  49614. var speed = camera._computeLocalCameraSpeed();
  49615. if (this.keysLeft.indexOf(keyCode) !== -1) {
  49616. camera._localDirection.copyFromFloats(-speed, 0, 0);
  49617. }
  49618. else if (this.keysUp.indexOf(keyCode) !== -1) {
  49619. camera._localDirection.copyFromFloats(0, 0, speed);
  49620. }
  49621. else if (this.keysRight.indexOf(keyCode) !== -1) {
  49622. camera._localDirection.copyFromFloats(speed, 0, 0);
  49623. }
  49624. else if (this.keysDown.indexOf(keyCode) !== -1) {
  49625. camera._localDirection.copyFromFloats(0, 0, -speed);
  49626. }
  49627. if (camera.getScene().useRightHandedSystem) {
  49628. camera._localDirection.z *= -1;
  49629. }
  49630. camera.getViewMatrix().invertToRef(camera._cameraTransformMatrix);
  49631. BABYLON.Vector3.TransformNormalToRef(camera._localDirection, camera._cameraTransformMatrix, camera._transformedDirection);
  49632. camera.cameraDirection.addInPlace(camera._transformedDirection);
  49633. }
  49634. }
  49635. };
  49636. /**
  49637. * Gets the class name of the current intput.
  49638. * @returns the class name
  49639. */
  49640. FreeCameraKeyboardMoveInput.prototype.getClassName = function () {
  49641. return "FreeCameraKeyboardMoveInput";
  49642. };
  49643. /** @hidden */
  49644. FreeCameraKeyboardMoveInput.prototype._onLostFocus = function (e) {
  49645. this._keys = [];
  49646. };
  49647. /**
  49648. * Get the friendly name associated with the input class.
  49649. * @returns the input friendly name
  49650. */
  49651. FreeCameraKeyboardMoveInput.prototype.getSimpleName = function () {
  49652. return "keyboard";
  49653. };
  49654. __decorate([
  49655. BABYLON.serialize()
  49656. ], FreeCameraKeyboardMoveInput.prototype, "keysUp", void 0);
  49657. __decorate([
  49658. BABYLON.serialize()
  49659. ], FreeCameraKeyboardMoveInput.prototype, "keysDown", void 0);
  49660. __decorate([
  49661. BABYLON.serialize()
  49662. ], FreeCameraKeyboardMoveInput.prototype, "keysLeft", void 0);
  49663. __decorate([
  49664. BABYLON.serialize()
  49665. ], FreeCameraKeyboardMoveInput.prototype, "keysRight", void 0);
  49666. return FreeCameraKeyboardMoveInput;
  49667. }());
  49668. BABYLON.FreeCameraKeyboardMoveInput = FreeCameraKeyboardMoveInput;
  49669. BABYLON.CameraInputTypes["FreeCameraKeyboardMoveInput"] = FreeCameraKeyboardMoveInput;
  49670. })(BABYLON || (BABYLON = {}));
  49671. //# sourceMappingURL=babylon.freeCameraKeyboardMoveInput.js.map
  49672. var BABYLON;
  49673. (function (BABYLON) {
  49674. /**
  49675. * Default Inputs manager for the FreeCamera.
  49676. * It groups all the default supported inputs for ease of use.
  49677. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  49678. */
  49679. var FreeCameraInputsManager = /** @class */ (function (_super) {
  49680. __extends(FreeCameraInputsManager, _super);
  49681. /**
  49682. * Instantiates a new FreeCameraInputsManager.
  49683. * @param camera Defines the camera the inputs belong to
  49684. */
  49685. function FreeCameraInputsManager(camera) {
  49686. return _super.call(this, camera) || this;
  49687. }
  49688. /**
  49689. * Add keyboard input support to the input manager.
  49690. * @returns the current input manager
  49691. */
  49692. FreeCameraInputsManager.prototype.addKeyboard = function () {
  49693. this.add(new BABYLON.FreeCameraKeyboardMoveInput());
  49694. return this;
  49695. };
  49696. /**
  49697. * Add mouse input support to the input manager.
  49698. * @param touchEnabled if the FreeCameraMouseInput should support touch (default: true)
  49699. * @returns the current input manager
  49700. */
  49701. FreeCameraInputsManager.prototype.addMouse = function (touchEnabled) {
  49702. if (touchEnabled === void 0) { touchEnabled = true; }
  49703. this.add(new BABYLON.FreeCameraMouseInput(touchEnabled));
  49704. return this;
  49705. };
  49706. /**
  49707. * Add orientation input support to the input manager.
  49708. * @returns the current input manager
  49709. */
  49710. FreeCameraInputsManager.prototype.addDeviceOrientation = function () {
  49711. this.add(new BABYLON.FreeCameraDeviceOrientationInput());
  49712. return this;
  49713. };
  49714. /**
  49715. * Add touch input support to the input manager.
  49716. * @returns the current input manager
  49717. */
  49718. FreeCameraInputsManager.prototype.addTouch = function () {
  49719. this.add(new BABYLON.FreeCameraTouchInput());
  49720. return this;
  49721. };
  49722. /**
  49723. * Add virtual joystick input support to the input manager.
  49724. * @returns the current input manager
  49725. */
  49726. FreeCameraInputsManager.prototype.addVirtualJoystick = function () {
  49727. this.add(new BABYLON.FreeCameraVirtualJoystickInput());
  49728. return this;
  49729. };
  49730. return FreeCameraInputsManager;
  49731. }(BABYLON.CameraInputsManager));
  49732. BABYLON.FreeCameraInputsManager = FreeCameraInputsManager;
  49733. })(BABYLON || (BABYLON = {}));
  49734. //# sourceMappingURL=babylon.freeCameraInputsManager.js.map
  49735. var BABYLON;
  49736. (function (BABYLON) {
  49737. BABYLON.Node.AddNodeConstructor("FreeCamera", function (name, scene) {
  49738. // Forcing to use the Universal camera
  49739. return function () { return new BABYLON.UniversalCamera(name, BABYLON.Vector3.Zero(), scene); };
  49740. });
  49741. /**
  49742. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  49743. * Please consider using the new UniversalCamera instead as it adds more functionality like the gamepad.
  49744. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  49745. */
  49746. var FreeCamera = /** @class */ (function (_super) {
  49747. __extends(FreeCamera, _super);
  49748. /**
  49749. * Instantiates a Free Camera.
  49750. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  49751. * Please consider using the new UniversalCamera instead as it adds more functionality like touch to this camera.
  49752. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  49753. * @param name Define the name of the camera in the scene
  49754. * @param position Define the start position of the camera in the scene
  49755. * @param scene Define the scene the camera belongs to
  49756. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  49757. */
  49758. function FreeCamera(name, position, scene, setActiveOnSceneIfNoneActive) {
  49759. if (setActiveOnSceneIfNoneActive === void 0) { setActiveOnSceneIfNoneActive = true; }
  49760. var _this = _super.call(this, name, position, scene, setActiveOnSceneIfNoneActive) || this;
  49761. /**
  49762. * Define the collision ellipsoid of the camera.
  49763. * This is helpful to simulate a camera body like the player body around the camera
  49764. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  49765. */
  49766. _this.ellipsoid = new BABYLON.Vector3(0.5, 1, 0.5);
  49767. /**
  49768. * Define an offset for the position of the ellipsoid around the camera.
  49769. * This can be helpful to determine the center of the body near the gravity center of the body
  49770. * instead of its head.
  49771. */
  49772. _this.ellipsoidOffset = new BABYLON.Vector3(0, 0, 0);
  49773. /**
  49774. * Enable or disable collisions of the camera with the rest of the scene objects.
  49775. */
  49776. _this.checkCollisions = false;
  49777. /**
  49778. * Enable or disable gravity on the camera.
  49779. */
  49780. _this.applyGravity = false;
  49781. _this._needMoveForGravity = false;
  49782. _this._oldPosition = BABYLON.Vector3.Zero();
  49783. _this._diffPosition = BABYLON.Vector3.Zero();
  49784. _this._newPosition = BABYLON.Vector3.Zero();
  49785. // Collisions
  49786. _this._collisionMask = -1;
  49787. _this._onCollisionPositionChange = function (collisionId, newPosition, collidedMesh) {
  49788. if (collidedMesh === void 0) { collidedMesh = null; }
  49789. //TODO move this to the collision coordinator!
  49790. if (_this.getScene().workerCollisions) {
  49791. newPosition.multiplyInPlace(_this._collider._radius);
  49792. }
  49793. var updatePosition = function (newPos) {
  49794. _this._newPosition.copyFrom(newPos);
  49795. _this._newPosition.subtractToRef(_this._oldPosition, _this._diffPosition);
  49796. if (_this._diffPosition.length() > BABYLON.Engine.CollisionsEpsilon) {
  49797. _this.position.addInPlace(_this._diffPosition);
  49798. if (_this.onCollide && collidedMesh) {
  49799. _this.onCollide(collidedMesh);
  49800. }
  49801. }
  49802. };
  49803. updatePosition(newPosition);
  49804. };
  49805. _this.inputs = new BABYLON.FreeCameraInputsManager(_this);
  49806. _this.inputs.addKeyboard().addMouse();
  49807. return _this;
  49808. }
  49809. Object.defineProperty(FreeCamera.prototype, "angularSensibility", {
  49810. /**
  49811. * Gets the input sensibility for a mouse input. (default is 2000.0)
  49812. * Higher values reduce sensitivity.
  49813. */
  49814. get: function () {
  49815. var mouse = this.inputs.attached["mouse"];
  49816. if (mouse) {
  49817. return mouse.angularSensibility;
  49818. }
  49819. return 0;
  49820. },
  49821. /**
  49822. * Sets the input sensibility for a mouse input. (default is 2000.0)
  49823. * Higher values reduce sensitivity.
  49824. */
  49825. set: function (value) {
  49826. var mouse = this.inputs.attached["mouse"];
  49827. if (mouse) {
  49828. mouse.angularSensibility = value;
  49829. }
  49830. },
  49831. enumerable: true,
  49832. configurable: true
  49833. });
  49834. Object.defineProperty(FreeCamera.prototype, "keysUp", {
  49835. /**
  49836. * Gets or Set the list of keyboard keys used to control the forward move of the camera.
  49837. */
  49838. get: function () {
  49839. var keyboard = this.inputs.attached["keyboard"];
  49840. if (keyboard) {
  49841. return keyboard.keysUp;
  49842. }
  49843. return [];
  49844. },
  49845. set: function (value) {
  49846. var keyboard = this.inputs.attached["keyboard"];
  49847. if (keyboard) {
  49848. keyboard.keysUp = value;
  49849. }
  49850. },
  49851. enumerable: true,
  49852. configurable: true
  49853. });
  49854. Object.defineProperty(FreeCamera.prototype, "keysDown", {
  49855. /**
  49856. * Gets or Set the list of keyboard keys used to control the backward move of the camera.
  49857. */
  49858. get: function () {
  49859. var keyboard = this.inputs.attached["keyboard"];
  49860. if (keyboard) {
  49861. return keyboard.keysDown;
  49862. }
  49863. return [];
  49864. },
  49865. set: function (value) {
  49866. var keyboard = this.inputs.attached["keyboard"];
  49867. if (keyboard) {
  49868. keyboard.keysDown = value;
  49869. }
  49870. },
  49871. enumerable: true,
  49872. configurable: true
  49873. });
  49874. Object.defineProperty(FreeCamera.prototype, "keysLeft", {
  49875. /**
  49876. * Gets or Set the list of keyboard keys used to control the left strafe move of the camera.
  49877. */
  49878. get: function () {
  49879. var keyboard = this.inputs.attached["keyboard"];
  49880. if (keyboard) {
  49881. return keyboard.keysLeft;
  49882. }
  49883. return [];
  49884. },
  49885. set: function (value) {
  49886. var keyboard = this.inputs.attached["keyboard"];
  49887. if (keyboard) {
  49888. keyboard.keysLeft = value;
  49889. }
  49890. },
  49891. enumerable: true,
  49892. configurable: true
  49893. });
  49894. Object.defineProperty(FreeCamera.prototype, "keysRight", {
  49895. /**
  49896. * Gets or Set the list of keyboard keys used to control the right strafe move of the camera.
  49897. */
  49898. get: function () {
  49899. var keyboard = this.inputs.attached["keyboard"];
  49900. if (keyboard) {
  49901. return keyboard.keysRight;
  49902. }
  49903. return [];
  49904. },
  49905. set: function (value) {
  49906. var keyboard = this.inputs.attached["keyboard"];
  49907. if (keyboard) {
  49908. keyboard.keysRight = value;
  49909. }
  49910. },
  49911. enumerable: true,
  49912. configurable: true
  49913. });
  49914. /**
  49915. * Attached controls to the current camera.
  49916. * @param element Defines the element the controls should be listened from
  49917. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  49918. */
  49919. FreeCamera.prototype.attachControl = function (element, noPreventDefault) {
  49920. this.inputs.attachElement(element, noPreventDefault);
  49921. };
  49922. /**
  49923. * Detach the current controls from the camera.
  49924. * The camera will stop reacting to inputs.
  49925. * @param element Defines the element to stop listening the inputs from
  49926. */
  49927. FreeCamera.prototype.detachControl = function (element) {
  49928. this.inputs.detachElement(element);
  49929. this.cameraDirection = new BABYLON.Vector3(0, 0, 0);
  49930. this.cameraRotation = new BABYLON.Vector2(0, 0);
  49931. };
  49932. Object.defineProperty(FreeCamera.prototype, "collisionMask", {
  49933. /**
  49934. * Define a collision mask to limit the list of object the camera can collide with
  49935. */
  49936. get: function () {
  49937. return this._collisionMask;
  49938. },
  49939. set: function (mask) {
  49940. this._collisionMask = !isNaN(mask) ? mask : -1;
  49941. },
  49942. enumerable: true,
  49943. configurable: true
  49944. });
  49945. /** @hidden */
  49946. FreeCamera.prototype._collideWithWorld = function (displacement) {
  49947. var globalPosition;
  49948. if (this.parent) {
  49949. globalPosition = BABYLON.Vector3.TransformCoordinates(this.position, this.parent.getWorldMatrix());
  49950. }
  49951. else {
  49952. globalPosition = this.position;
  49953. }
  49954. globalPosition.subtractFromFloatsToRef(0, this.ellipsoid.y, 0, this._oldPosition);
  49955. this._oldPosition.addInPlace(this.ellipsoidOffset);
  49956. if (!this._collider) {
  49957. this._collider = new BABYLON.Collider();
  49958. }
  49959. this._collider._radius = this.ellipsoid;
  49960. this._collider.collisionMask = this._collisionMask;
  49961. //no need for clone, as long as gravity is not on.
  49962. var actualDisplacement = displacement;
  49963. //add gravity to the direction to prevent the dual-collision checking
  49964. if (this.applyGravity) {
  49965. //this prevents mending with cameraDirection, a global variable of the free camera class.
  49966. actualDisplacement = displacement.add(this.getScene().gravity);
  49967. }
  49968. this.getScene().collisionCoordinator.getNewPosition(this._oldPosition, actualDisplacement, this._collider, 3, null, this._onCollisionPositionChange, this.uniqueId);
  49969. };
  49970. /** @hidden */
  49971. FreeCamera.prototype._checkInputs = function () {
  49972. if (!this._localDirection) {
  49973. this._localDirection = BABYLON.Vector3.Zero();
  49974. this._transformedDirection = BABYLON.Vector3.Zero();
  49975. }
  49976. this.inputs.checkInputs();
  49977. _super.prototype._checkInputs.call(this);
  49978. };
  49979. /** @hidden */
  49980. FreeCamera.prototype._decideIfNeedsToMove = function () {
  49981. return this._needMoveForGravity || Math.abs(this.cameraDirection.x) > 0 || Math.abs(this.cameraDirection.y) > 0 || Math.abs(this.cameraDirection.z) > 0;
  49982. };
  49983. /** @hidden */
  49984. FreeCamera.prototype._updatePosition = function () {
  49985. if (this.checkCollisions && this.getScene().collisionsEnabled) {
  49986. this._collideWithWorld(this.cameraDirection);
  49987. }
  49988. else {
  49989. _super.prototype._updatePosition.call(this);
  49990. }
  49991. };
  49992. /**
  49993. * Destroy the camera and release the current resources hold by it.
  49994. */
  49995. FreeCamera.prototype.dispose = function () {
  49996. this.inputs.clear();
  49997. _super.prototype.dispose.call(this);
  49998. };
  49999. /**
  50000. * Gets the current object class name.
  50001. * @return the class name
  50002. */
  50003. FreeCamera.prototype.getClassName = function () {
  50004. return "FreeCamera";
  50005. };
  50006. __decorate([
  50007. BABYLON.serializeAsVector3()
  50008. ], FreeCamera.prototype, "ellipsoid", void 0);
  50009. __decorate([
  50010. BABYLON.serializeAsVector3()
  50011. ], FreeCamera.prototype, "ellipsoidOffset", void 0);
  50012. __decorate([
  50013. BABYLON.serialize()
  50014. ], FreeCamera.prototype, "checkCollisions", void 0);
  50015. __decorate([
  50016. BABYLON.serialize()
  50017. ], FreeCamera.prototype, "applyGravity", void 0);
  50018. return FreeCamera;
  50019. }(BABYLON.TargetCamera));
  50020. BABYLON.FreeCamera = FreeCamera;
  50021. })(BABYLON || (BABYLON = {}));
  50022. //# sourceMappingURL=babylon.freeCamera.js.map
  50023. var BABYLON;
  50024. (function (BABYLON) {
  50025. /**
  50026. * Listen to mouse events to control the camera.
  50027. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  50028. */
  50029. var FlyCameraMouseInput = /** @class */ (function () {
  50030. /**
  50031. * Listen to mouse events to control the camera.
  50032. * @param touchEnabled Define if touch is enabled. (Default is true.)
  50033. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  50034. */
  50035. function FlyCameraMouseInput(touchEnabled) {
  50036. if (touchEnabled === void 0) { touchEnabled = true; }
  50037. /**
  50038. * Defines the buttons associated with the input to handle camera rotation.
  50039. */
  50040. this.buttons = [0, 1, 2];
  50041. /**
  50042. * Assign buttons for Yaw control.
  50043. */
  50044. this.buttonsYaw = [-1, 0, 1];
  50045. /**
  50046. * Assign buttons for Pitch control.
  50047. */
  50048. this.buttonsPitch = [-1, 0, 1];
  50049. /**
  50050. * Assign buttons for Roll control.
  50051. */
  50052. this.buttonsRoll = [2];
  50053. /**
  50054. * Detect if any button is being pressed while mouse is moved.
  50055. * -1 = Mouse locked.
  50056. * 0 = Left button.
  50057. * 1 = Middle Button.
  50058. * 2 = Right Button.
  50059. */
  50060. this.activeButton = -1;
  50061. /**
  50062. * Defines the pointer's angular sensibility, to control the camera rotation speed.
  50063. * Higher values reduce its sensitivity.
  50064. */
  50065. this.angularSensibility = 1000.0;
  50066. this.previousPosition = null;
  50067. }
  50068. /**
  50069. * Attach the mouse control to the HTML DOM element.
  50070. * @param element Defines the element that listens to the input events.
  50071. * @param noPreventDefault Defines whether events caught by the controls should call preventdefault().
  50072. */
  50073. FlyCameraMouseInput.prototype.attachControl = function (element, noPreventDefault) {
  50074. var _this = this;
  50075. this.element = element;
  50076. this.noPreventDefault = noPreventDefault;
  50077. this._observer = this.camera.getScene().onPointerObservable.add(function (p, s) {
  50078. _this._pointerInput(p, s);
  50079. }, BABYLON.PointerEventTypes.POINTERDOWN | BABYLON.PointerEventTypes.POINTERUP | BABYLON.PointerEventTypes.POINTERMOVE);
  50080. // Correct Roll by rate, if enabled.
  50081. this._rollObserver = this.camera.getScene().onBeforeRenderObservable.add(function () {
  50082. if (_this.camera.rollCorrect) {
  50083. _this.camera.restoreRoll(_this.camera.rollCorrect);
  50084. }
  50085. });
  50086. // Helper function to keep 'this'.
  50087. this._mousemoveCallback = function (e) {
  50088. _this._onMouseMove(e);
  50089. };
  50090. element.addEventListener("mousemove", this._mousemoveCallback, false);
  50091. };
  50092. /**
  50093. * Detach the current controls from the specified dom element.
  50094. * @param element Defines the element to stop listening the inputs from
  50095. */
  50096. FlyCameraMouseInput.prototype.detachControl = function (element) {
  50097. if (this._observer && element) {
  50098. this.camera.getScene().onPointerObservable.remove(this._observer);
  50099. this.camera.getScene().onBeforeRenderObservable.remove(this._rollObserver);
  50100. if (this._mousemoveCallback) {
  50101. element.removeEventListener("mousemove", this._mousemoveCallback);
  50102. }
  50103. this._observer = null;
  50104. this._rollObserver = null;
  50105. this.previousPosition = null;
  50106. this.noPreventDefault = undefined;
  50107. }
  50108. };
  50109. /**
  50110. * Gets the class name of the current input.
  50111. * @returns the class name.
  50112. */
  50113. FlyCameraMouseInput.prototype.getClassName = function () {
  50114. return "FlyCameraMouseInput";
  50115. };
  50116. /**
  50117. * Get the friendly name associated with the input class.
  50118. * @returns the input's friendly name.
  50119. */
  50120. FlyCameraMouseInput.prototype.getSimpleName = function () {
  50121. return "mouse";
  50122. };
  50123. // Track mouse movement, when the pointer is not locked.
  50124. FlyCameraMouseInput.prototype._pointerInput = function (p, s) {
  50125. var e = p.event;
  50126. var camera = this.camera;
  50127. var engine = camera.getEngine();
  50128. if (engine.isInVRExclusivePointerMode) {
  50129. return;
  50130. }
  50131. if (!this.touchEnabled && e.pointerType === "touch") {
  50132. return;
  50133. }
  50134. // Mouse is moved but an unknown mouse button is pressed.
  50135. if (p.type !== BABYLON.PointerEventTypes.POINTERMOVE && this.buttons.indexOf(e.button) === -1) {
  50136. return;
  50137. }
  50138. var srcElement = (e.srcElement || e.target);
  50139. // Mouse down.
  50140. if (p.type === BABYLON.PointerEventTypes.POINTERDOWN && srcElement) {
  50141. try {
  50142. srcElement.setPointerCapture(e.pointerId);
  50143. }
  50144. catch (e) {
  50145. // Nothing to do with the error. Execution continues.
  50146. }
  50147. this.previousPosition = {
  50148. x: e.clientX,
  50149. y: e.clientY
  50150. };
  50151. this.activeButton = e.button;
  50152. if (!this.noPreventDefault) {
  50153. e.preventDefault();
  50154. this.element.focus();
  50155. }
  50156. }
  50157. else
  50158. // Mouse up.
  50159. if (p.type === BABYLON.PointerEventTypes.POINTERUP && srcElement) {
  50160. try {
  50161. srcElement.releasePointerCapture(e.pointerId);
  50162. }
  50163. catch (e) {
  50164. // Nothing to do with the error. Execution continues.
  50165. }
  50166. this.activeButton = -1;
  50167. this.previousPosition = null;
  50168. if (!this.noPreventDefault) {
  50169. e.preventDefault();
  50170. }
  50171. }
  50172. else
  50173. // Mouse move.
  50174. if (p.type === BABYLON.PointerEventTypes.POINTERMOVE) {
  50175. if (!this.previousPosition || engine.isPointerLock) {
  50176. return;
  50177. }
  50178. var offsetX = e.clientX - this.previousPosition.x;
  50179. var offsetY = e.clientY - this.previousPosition.y;
  50180. this.rotateCamera(offsetX, offsetY);
  50181. this.previousPosition = {
  50182. x: e.clientX,
  50183. y: e.clientY
  50184. };
  50185. if (!this.noPreventDefault) {
  50186. e.preventDefault();
  50187. }
  50188. }
  50189. };
  50190. // Track mouse movement, when pointer is locked.
  50191. FlyCameraMouseInput.prototype._onMouseMove = function (e) {
  50192. var camera = this.camera;
  50193. var engine = camera.getEngine();
  50194. if (!engine.isPointerLock || engine.isInVRExclusivePointerMode) {
  50195. return;
  50196. }
  50197. var offsetX = e.movementX || e.mozMovementX || e.webkitMovementX || e.msMovementX || 0;
  50198. var offsetY = e.movementY || e.mozMovementY || e.webkitMovementY || e.msMovementY || 0;
  50199. this.rotateCamera(offsetX, offsetY);
  50200. this.previousPosition = null;
  50201. if (!this.noPreventDefault) {
  50202. e.preventDefault();
  50203. }
  50204. };
  50205. /**
  50206. * Rotate camera by mouse offset.
  50207. */
  50208. FlyCameraMouseInput.prototype.rotateCamera = function (offsetX, offsetY) {
  50209. var _this = this;
  50210. var camera = this.camera;
  50211. var scene = this.camera.getScene();
  50212. if (scene.useRightHandedSystem) {
  50213. offsetX *= -1;
  50214. }
  50215. if (camera.parent && camera.parent._getWorldMatrixDeterminant() < 0) {
  50216. offsetX *= -1;
  50217. }
  50218. var x = offsetX / this.angularSensibility;
  50219. var y = offsetY / this.angularSensibility;
  50220. // Initialize to current rotation.
  50221. var currentRotation = BABYLON.Quaternion.RotationYawPitchRoll(camera.rotation.y, camera.rotation.x, camera.rotation.z);
  50222. var rotationChange;
  50223. // Pitch.
  50224. if (this.buttonsPitch.some(function (v) { return v === _this.activeButton; })) {
  50225. // Apply change in Radians to vector Angle.
  50226. rotationChange = BABYLON.Quaternion.RotationAxis(BABYLON.Axis.X, y);
  50227. // Apply Pitch to quaternion.
  50228. currentRotation.multiplyInPlace(rotationChange);
  50229. }
  50230. // Yaw.
  50231. if (this.buttonsYaw.some(function (v) { return v === _this.activeButton; })) {
  50232. // Apply change in Radians to vector Angle.
  50233. rotationChange = BABYLON.Quaternion.RotationAxis(BABYLON.Axis.Y, x);
  50234. // Apply Yaw to quaternion.
  50235. currentRotation.multiplyInPlace(rotationChange);
  50236. // Add Roll, if banked turning is enabled, within Roll limit.
  50237. var limit = (camera.bankedTurnLimit) + camera._trackRoll; // Defaults to 90° plus manual roll.
  50238. if (camera.bankedTurn && -limit < camera.rotation.z && camera.rotation.z < limit) {
  50239. var bankingDelta = camera.bankedTurnMultiplier * -x;
  50240. // Apply change in Radians to vector Angle.
  50241. rotationChange = BABYLON.Quaternion.RotationAxis(BABYLON.Axis.Z, bankingDelta);
  50242. // Apply Yaw to quaternion.
  50243. currentRotation.multiplyInPlace(rotationChange);
  50244. }
  50245. }
  50246. // Roll.
  50247. if (this.buttonsRoll.some(function (v) { return v === _this.activeButton; })) {
  50248. // Apply change in Radians to vector Angle.
  50249. rotationChange = BABYLON.Quaternion.RotationAxis(BABYLON.Axis.Z, -x);
  50250. // Track Rolling.
  50251. camera._trackRoll -= x;
  50252. // Apply Pitch to quaternion.
  50253. currentRotation.multiplyInPlace(rotationChange);
  50254. }
  50255. // Apply rotationQuaternion to Euler camera.rotation.
  50256. currentRotation.toEulerAnglesToRef(camera.rotation);
  50257. };
  50258. __decorate([
  50259. BABYLON.serialize()
  50260. ], FlyCameraMouseInput.prototype, "buttons", void 0);
  50261. __decorate([
  50262. BABYLON.serialize()
  50263. ], FlyCameraMouseInput.prototype, "angularSensibility", void 0);
  50264. return FlyCameraMouseInput;
  50265. }());
  50266. BABYLON.FlyCameraMouseInput = FlyCameraMouseInput;
  50267. BABYLON.CameraInputTypes["FlyCameraMouseInput"] = FlyCameraMouseInput;
  50268. })(BABYLON || (BABYLON = {}));
  50269. //# sourceMappingURL=babylon.flyCameraMouseInput.js.map
  50270. var BABYLON;
  50271. (function (BABYLON) {
  50272. /**
  50273. * Listen to keyboard events to control the camera.
  50274. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  50275. */
  50276. var FlyCameraKeyboardInput = /** @class */ (function () {
  50277. function FlyCameraKeyboardInput() {
  50278. /**
  50279. * The list of keyboard keys used to control the forward move of the camera.
  50280. */
  50281. this.keysForward = [87];
  50282. /**
  50283. * The list of keyboard keys used to control the backward move of the camera.
  50284. */
  50285. this.keysBackward = [83];
  50286. /**
  50287. * The list of keyboard keys used to control the forward move of the camera.
  50288. */
  50289. this.keysUp = [69];
  50290. /**
  50291. * The list of keyboard keys used to control the backward move of the camera.
  50292. */
  50293. this.keysDown = [81];
  50294. /**
  50295. * The list of keyboard keys used to control the right strafe move of the camera.
  50296. */
  50297. this.keysRight = [68];
  50298. /**
  50299. * The list of keyboard keys used to control the left strafe move of the camera.
  50300. */
  50301. this.keysLeft = [65];
  50302. this._keys = new Array();
  50303. }
  50304. /**
  50305. * Attach the input controls to a specific dom element to get the input from.
  50306. * @param element Defines the element the controls should be listened from
  50307. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  50308. */
  50309. FlyCameraKeyboardInput.prototype.attachControl = function (element, noPreventDefault) {
  50310. var _this = this;
  50311. if (this._onCanvasBlurObserver) {
  50312. return;
  50313. }
  50314. this._scene = this.camera.getScene();
  50315. this._engine = this._scene.getEngine();
  50316. this._onCanvasBlurObserver = this._engine.onCanvasBlurObservable.add(function () {
  50317. _this._keys = [];
  50318. });
  50319. this._onKeyboardObserver = this._scene.onKeyboardObservable.add(function (info) {
  50320. var evt = info.event;
  50321. if (info.type === BABYLON.KeyboardEventTypes.KEYDOWN) {
  50322. if (_this.keysForward.indexOf(evt.keyCode) !== -1 ||
  50323. _this.keysBackward.indexOf(evt.keyCode) !== -1 ||
  50324. _this.keysUp.indexOf(evt.keyCode) !== -1 ||
  50325. _this.keysDown.indexOf(evt.keyCode) !== -1 ||
  50326. _this.keysLeft.indexOf(evt.keyCode) !== -1 ||
  50327. _this.keysRight.indexOf(evt.keyCode) !== -1) {
  50328. var index = _this._keys.indexOf(evt.keyCode);
  50329. if (index === -1) {
  50330. _this._keys.push(evt.keyCode);
  50331. }
  50332. if (!noPreventDefault) {
  50333. evt.preventDefault();
  50334. }
  50335. }
  50336. }
  50337. else {
  50338. if (_this.keysForward.indexOf(evt.keyCode) !== -1 ||
  50339. _this.keysBackward.indexOf(evt.keyCode) !== -1 ||
  50340. _this.keysUp.indexOf(evt.keyCode) !== -1 ||
  50341. _this.keysDown.indexOf(evt.keyCode) !== -1 ||
  50342. _this.keysLeft.indexOf(evt.keyCode) !== -1 ||
  50343. _this.keysRight.indexOf(evt.keyCode) !== -1) {
  50344. var index = _this._keys.indexOf(evt.keyCode);
  50345. if (index >= 0) {
  50346. _this._keys.splice(index, 1);
  50347. }
  50348. if (!noPreventDefault) {
  50349. evt.preventDefault();
  50350. }
  50351. }
  50352. }
  50353. });
  50354. };
  50355. /**
  50356. * Detach the current controls from the specified dom element.
  50357. * @param element Defines the element to stop listening the inputs from
  50358. */
  50359. FlyCameraKeyboardInput.prototype.detachControl = function (element) {
  50360. if (this._scene) {
  50361. if (this._onKeyboardObserver) {
  50362. this._scene.onKeyboardObservable.remove(this._onKeyboardObserver);
  50363. }
  50364. if (this._onCanvasBlurObserver) {
  50365. this._engine.onCanvasBlurObservable.remove(this._onCanvasBlurObserver);
  50366. }
  50367. this._onKeyboardObserver = null;
  50368. this._onCanvasBlurObserver = null;
  50369. }
  50370. this._keys = [];
  50371. };
  50372. /**
  50373. * Gets the class name of the current intput.
  50374. * @returns the class name
  50375. */
  50376. FlyCameraKeyboardInput.prototype.getClassName = function () {
  50377. return "FlyCameraKeyboardInput";
  50378. };
  50379. /** @hidden */
  50380. FlyCameraKeyboardInput.prototype._onLostFocus = function (e) {
  50381. this._keys = [];
  50382. };
  50383. /**
  50384. * Get the friendly name associated with the input class.
  50385. * @returns the input friendly name
  50386. */
  50387. FlyCameraKeyboardInput.prototype.getSimpleName = function () {
  50388. return "keyboard";
  50389. };
  50390. /**
  50391. * Update the current camera state depending on the inputs that have been used this frame.
  50392. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  50393. */
  50394. FlyCameraKeyboardInput.prototype.checkInputs = function () {
  50395. if (this._onKeyboardObserver) {
  50396. var camera = this.camera;
  50397. // Keyboard
  50398. for (var index = 0; index < this._keys.length; index++) {
  50399. var keyCode = this._keys[index];
  50400. var speed = camera._computeLocalCameraSpeed();
  50401. if (this.keysForward.indexOf(keyCode) !== -1) {
  50402. camera._localDirection.copyFromFloats(0, 0, speed);
  50403. }
  50404. else if (this.keysBackward.indexOf(keyCode) !== -1) {
  50405. camera._localDirection.copyFromFloats(0, 0, -speed);
  50406. }
  50407. else if (this.keysUp.indexOf(keyCode) !== -1) {
  50408. camera._localDirection.copyFromFloats(0, speed, 0);
  50409. }
  50410. else if (this.keysDown.indexOf(keyCode) !== -1) {
  50411. camera._localDirection.copyFromFloats(0, -speed, 0);
  50412. }
  50413. else if (this.keysRight.indexOf(keyCode) !== -1) {
  50414. camera._localDirection.copyFromFloats(speed, 0, 0);
  50415. }
  50416. else if (this.keysLeft.indexOf(keyCode) !== -1) {
  50417. camera._localDirection.copyFromFloats(-speed, 0, 0);
  50418. }
  50419. if (camera.getScene().useRightHandedSystem) {
  50420. camera._localDirection.z *= -1;
  50421. }
  50422. camera.getViewMatrix().invertToRef(camera._cameraTransformMatrix);
  50423. BABYLON.Vector3.TransformNormalToRef(camera._localDirection, camera._cameraTransformMatrix, camera._transformedDirection);
  50424. camera.cameraDirection.addInPlace(camera._transformedDirection);
  50425. }
  50426. }
  50427. };
  50428. __decorate([
  50429. BABYLON.serialize()
  50430. ], FlyCameraKeyboardInput.prototype, "keysForward", void 0);
  50431. __decorate([
  50432. BABYLON.serialize()
  50433. ], FlyCameraKeyboardInput.prototype, "keysBackward", void 0);
  50434. __decorate([
  50435. BABYLON.serialize()
  50436. ], FlyCameraKeyboardInput.prototype, "keysUp", void 0);
  50437. __decorate([
  50438. BABYLON.serialize()
  50439. ], FlyCameraKeyboardInput.prototype, "keysDown", void 0);
  50440. __decorate([
  50441. BABYLON.serialize()
  50442. ], FlyCameraKeyboardInput.prototype, "keysRight", void 0);
  50443. __decorate([
  50444. BABYLON.serialize()
  50445. ], FlyCameraKeyboardInput.prototype, "keysLeft", void 0);
  50446. return FlyCameraKeyboardInput;
  50447. }());
  50448. BABYLON.FlyCameraKeyboardInput = FlyCameraKeyboardInput;
  50449. BABYLON.CameraInputTypes["FlyCameraKeyboardInput"] = FlyCameraKeyboardInput;
  50450. })(BABYLON || (BABYLON = {}));
  50451. //# sourceMappingURL=babylon.flyCameraKeyboardInput.js.map
  50452. var BABYLON;
  50453. (function (BABYLON) {
  50454. /**
  50455. * Default Inputs manager for the FlyCamera.
  50456. * It groups all the default supported inputs for ease of use.
  50457. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  50458. */
  50459. var FlyCameraInputsManager = /** @class */ (function (_super) {
  50460. __extends(FlyCameraInputsManager, _super);
  50461. /**
  50462. * Instantiates a new FlyCameraInputsManager.
  50463. * @param camera Defines the camera the inputs belong to.
  50464. */
  50465. function FlyCameraInputsManager(camera) {
  50466. return _super.call(this, camera) || this;
  50467. }
  50468. /**
  50469. * Add keyboard input support to the input manager.
  50470. * @returns the new FlyCameraKeyboardMoveInput().
  50471. */
  50472. FlyCameraInputsManager.prototype.addKeyboard = function () {
  50473. this.add(new BABYLON.FlyCameraKeyboardInput());
  50474. return this;
  50475. };
  50476. /**
  50477. * Add mouse input support to the input manager.
  50478. * @param touchEnabled Enable touch screen support.
  50479. * @returns the new FlyCameraMouseInput().
  50480. */
  50481. FlyCameraInputsManager.prototype.addMouse = function (touchEnabled) {
  50482. if (touchEnabled === void 0) { touchEnabled = true; }
  50483. this.add(new BABYLON.FlyCameraMouseInput(touchEnabled));
  50484. return this;
  50485. };
  50486. return FlyCameraInputsManager;
  50487. }(BABYLON.CameraInputsManager));
  50488. BABYLON.FlyCameraInputsManager = FlyCameraInputsManager;
  50489. })(BABYLON || (BABYLON = {}));
  50490. //# sourceMappingURL=babylon.flyCameraInputsManager.js.map
  50491. var BABYLON;
  50492. (function (BABYLON) {
  50493. /**
  50494. * This is a flying camera, designed for 3D movement and rotation in all directions,
  50495. * such as in a 3D Space Shooter or a Flight Simulator.
  50496. */
  50497. var FlyCamera = /** @class */ (function (_super) {
  50498. __extends(FlyCamera, _super);
  50499. /**
  50500. * Instantiates a FlyCamera.
  50501. * This is a flying camera, designed for 3D movement and rotation in all directions,
  50502. * such as in a 3D Space Shooter or a Flight Simulator.
  50503. * @param name Define the name of the camera in the scene.
  50504. * @param position Define the starting position of the camera in the scene.
  50505. * @param scene Define the scene the camera belongs to.
  50506. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active, if no other camera has been defined as active.
  50507. */
  50508. function FlyCamera(name, position, scene, setActiveOnSceneIfNoneActive) {
  50509. if (setActiveOnSceneIfNoneActive === void 0) { setActiveOnSceneIfNoneActive = true; }
  50510. var _this = _super.call(this, name, position, scene, setActiveOnSceneIfNoneActive) || this;
  50511. /**
  50512. * Define the collision ellipsoid of the camera.
  50513. * This is helpful for simulating a camera body, like a player's body.
  50514. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  50515. */
  50516. _this.ellipsoid = new BABYLON.Vector3(1, 1, 1);
  50517. /**
  50518. * Define an offset for the position of the ellipsoid around the camera.
  50519. * This can be helpful if the camera is attached away from the player's body center,
  50520. * such as at its head.
  50521. */
  50522. _this.ellipsoidOffset = new BABYLON.Vector3(0, 0, 0);
  50523. /**
  50524. * Enable or disable collisions of the camera with the rest of the scene objects.
  50525. */
  50526. _this.checkCollisions = false;
  50527. /**
  50528. * Enable or disable gravity on the camera.
  50529. */
  50530. _this.applyGravity = false;
  50531. /**
  50532. * Define the current direction the camera is moving to.
  50533. */
  50534. _this.cameraDirection = BABYLON.Vector3.Zero();
  50535. /**
  50536. * Track Roll to maintain the wanted Rolling when looking around.
  50537. */
  50538. _this._trackRoll = 0;
  50539. /**
  50540. * Slowly correct the Roll to its original value after a Pitch+Yaw rotation.
  50541. */
  50542. _this.rollCorrect = 100;
  50543. /**
  50544. * Mimic a banked turn, Rolling the camera when Yawing.
  50545. * It's recommended to use rollCorrect = 10 for faster banking correction.
  50546. */
  50547. _this.bankedTurn = false;
  50548. /**
  50549. * Limit in radians for how much Roll banking will add. (Default: 90°)
  50550. */
  50551. _this.bankedTurnLimit = Math.PI / 2;
  50552. /**
  50553. * Value of 0 disables the banked Roll.
  50554. * Value of 1 is equal to the Yaw angle in radians.
  50555. */
  50556. _this.bankedTurnMultiplier = 1;
  50557. _this._needMoveForGravity = false;
  50558. _this._oldPosition = BABYLON.Vector3.Zero();
  50559. _this._diffPosition = BABYLON.Vector3.Zero();
  50560. _this._newPosition = BABYLON.Vector3.Zero();
  50561. // Collisions.
  50562. _this._collisionMask = -1;
  50563. /** @hidden */
  50564. _this._onCollisionPositionChange = function (collisionId, newPosition, collidedMesh) {
  50565. if (collidedMesh === void 0) { collidedMesh = null; }
  50566. // TODO Move this to the collision coordinator!
  50567. if (_this.getScene().workerCollisions) {
  50568. newPosition.multiplyInPlace(_this._collider._radius);
  50569. }
  50570. var updatePosition = function (newPos) {
  50571. _this._newPosition.copyFrom(newPos);
  50572. _this._newPosition.subtractToRef(_this._oldPosition, _this._diffPosition);
  50573. if (_this._diffPosition.length() > BABYLON.Engine.CollisionsEpsilon) {
  50574. _this.position.addInPlace(_this._diffPosition);
  50575. if (_this.onCollide && collidedMesh) {
  50576. _this.onCollide(collidedMesh);
  50577. }
  50578. }
  50579. };
  50580. updatePosition(newPosition);
  50581. };
  50582. _this.inputs = new BABYLON.FlyCameraInputsManager(_this);
  50583. _this.inputs.addKeyboard().addMouse();
  50584. return _this;
  50585. }
  50586. Object.defineProperty(FlyCamera.prototype, "angularSensibility", {
  50587. /**
  50588. * Gets the input sensibility for mouse input.
  50589. * Higher values reduce sensitivity.
  50590. */
  50591. get: function () {
  50592. var mouse = this.inputs.attached["mouse"];
  50593. if (mouse) {
  50594. return mouse.angularSensibility;
  50595. }
  50596. return 0;
  50597. },
  50598. /**
  50599. * Sets the input sensibility for a mouse input.
  50600. * Higher values reduce sensitivity.
  50601. */
  50602. set: function (value) {
  50603. var mouse = this.inputs.attached["mouse"];
  50604. if (mouse) {
  50605. mouse.angularSensibility = value;
  50606. }
  50607. },
  50608. enumerable: true,
  50609. configurable: true
  50610. });
  50611. Object.defineProperty(FlyCamera.prototype, "keysForward", {
  50612. /**
  50613. * Get the keys for camera movement forward.
  50614. */
  50615. get: function () {
  50616. var keyboard = this.inputs.attached["keyboard"];
  50617. if (keyboard) {
  50618. return keyboard.keysForward;
  50619. }
  50620. return [];
  50621. },
  50622. /**
  50623. * Set the keys for camera movement forward.
  50624. */
  50625. set: function (value) {
  50626. var keyboard = this.inputs.attached["keyboard"];
  50627. if (keyboard) {
  50628. keyboard.keysForward = value;
  50629. }
  50630. },
  50631. enumerable: true,
  50632. configurable: true
  50633. });
  50634. Object.defineProperty(FlyCamera.prototype, "keysBackward", {
  50635. /**
  50636. * Get the keys for camera movement backward.
  50637. */
  50638. get: function () {
  50639. var keyboard = this.inputs.attached["keyboard"];
  50640. if (keyboard) {
  50641. return keyboard.keysBackward;
  50642. }
  50643. return [];
  50644. },
  50645. set: function (value) {
  50646. var keyboard = this.inputs.attached["keyboard"];
  50647. if (keyboard) {
  50648. keyboard.keysBackward = value;
  50649. }
  50650. },
  50651. enumerable: true,
  50652. configurable: true
  50653. });
  50654. Object.defineProperty(FlyCamera.prototype, "keysUp", {
  50655. /**
  50656. * Get the keys for camera movement up.
  50657. */
  50658. get: function () {
  50659. var keyboard = this.inputs.attached["keyboard"];
  50660. if (keyboard) {
  50661. return keyboard.keysUp;
  50662. }
  50663. return [];
  50664. },
  50665. /**
  50666. * Set the keys for camera movement up.
  50667. */
  50668. set: function (value) {
  50669. var keyboard = this.inputs.attached["keyboard"];
  50670. if (keyboard) {
  50671. keyboard.keysUp = value;
  50672. }
  50673. },
  50674. enumerable: true,
  50675. configurable: true
  50676. });
  50677. Object.defineProperty(FlyCamera.prototype, "keysDown", {
  50678. /**
  50679. * Get the keys for camera movement down.
  50680. */
  50681. get: function () {
  50682. var keyboard = this.inputs.attached["keyboard"];
  50683. if (keyboard) {
  50684. return keyboard.keysDown;
  50685. }
  50686. return [];
  50687. },
  50688. /**
  50689. * Set the keys for camera movement down.
  50690. */
  50691. set: function (value) {
  50692. var keyboard = this.inputs.attached["keyboard"];
  50693. if (keyboard) {
  50694. keyboard.keysDown = value;
  50695. }
  50696. },
  50697. enumerable: true,
  50698. configurable: true
  50699. });
  50700. Object.defineProperty(FlyCamera.prototype, "keysLeft", {
  50701. /**
  50702. * Get the keys for camera movement left.
  50703. */
  50704. get: function () {
  50705. var keyboard = this.inputs.attached["keyboard"];
  50706. if (keyboard) {
  50707. return keyboard.keysLeft;
  50708. }
  50709. return [];
  50710. },
  50711. /**
  50712. * Set the keys for camera movement left.
  50713. */
  50714. set: function (value) {
  50715. var keyboard = this.inputs.attached["keyboard"];
  50716. if (keyboard) {
  50717. keyboard.keysLeft = value;
  50718. }
  50719. },
  50720. enumerable: true,
  50721. configurable: true
  50722. });
  50723. Object.defineProperty(FlyCamera.prototype, "keysRight", {
  50724. /**
  50725. * Set the keys for camera movement right.
  50726. */
  50727. get: function () {
  50728. var keyboard = this.inputs.attached["keyboard"];
  50729. if (keyboard) {
  50730. return keyboard.keysRight;
  50731. }
  50732. return [];
  50733. },
  50734. /**
  50735. * Set the keys for camera movement right.
  50736. */
  50737. set: function (value) {
  50738. var keyboard = this.inputs.attached["keyboard"];
  50739. if (keyboard) {
  50740. keyboard.keysRight = value;
  50741. }
  50742. },
  50743. enumerable: true,
  50744. configurable: true
  50745. });
  50746. /**
  50747. * Attach a control to the HTML DOM element.
  50748. * @param element Defines the element that listens to the input events.
  50749. * @param noPreventDefault Defines whether events caught by the controls should call preventdefault(). https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault
  50750. */
  50751. FlyCamera.prototype.attachControl = function (element, noPreventDefault) {
  50752. this.inputs.attachElement(element, noPreventDefault);
  50753. };
  50754. /**
  50755. * Detach a control from the HTML DOM element.
  50756. * The camera will stop reacting to that input.
  50757. * @param element Defines the element that listens to the input events.
  50758. */
  50759. FlyCamera.prototype.detachControl = function (element) {
  50760. this.inputs.detachElement(element);
  50761. this.cameraDirection = new BABYLON.Vector3(0, 0, 0);
  50762. };
  50763. Object.defineProperty(FlyCamera.prototype, "collisionMask", {
  50764. /**
  50765. * Get the mask that the camera ignores in collision events.
  50766. */
  50767. get: function () {
  50768. return this._collisionMask;
  50769. },
  50770. /**
  50771. * Set the mask that the camera ignores in collision events.
  50772. */
  50773. set: function (mask) {
  50774. this._collisionMask = !isNaN(mask) ? mask : -1;
  50775. },
  50776. enumerable: true,
  50777. configurable: true
  50778. });
  50779. /** @hidden */
  50780. FlyCamera.prototype._collideWithWorld = function (displacement) {
  50781. var globalPosition;
  50782. if (this.parent) {
  50783. globalPosition = BABYLON.Vector3.TransformCoordinates(this.position, this.parent.getWorldMatrix());
  50784. }
  50785. else {
  50786. globalPosition = this.position;
  50787. }
  50788. globalPosition.subtractFromFloatsToRef(0, this.ellipsoid.y, 0, this._oldPosition);
  50789. this._oldPosition.addInPlace(this.ellipsoidOffset);
  50790. if (!this._collider) {
  50791. this._collider = new BABYLON.Collider();
  50792. }
  50793. this._collider._radius = this.ellipsoid;
  50794. this._collider.collisionMask = this._collisionMask;
  50795. // No need for clone, as long as gravity is not on.
  50796. var actualDisplacement = displacement;
  50797. // Add gravity to direction to prevent dual-collision checking.
  50798. if (this.applyGravity) {
  50799. // This prevents mending with cameraDirection, a global variable of the fly camera class.
  50800. actualDisplacement = displacement.add(this.getScene().gravity);
  50801. }
  50802. this.getScene().collisionCoordinator.getNewPosition(this._oldPosition, actualDisplacement, this._collider, 3, null, this._onCollisionPositionChange, this.uniqueId);
  50803. };
  50804. /** @hidden */
  50805. FlyCamera.prototype._checkInputs = function () {
  50806. if (!this._localDirection) {
  50807. this._localDirection = BABYLON.Vector3.Zero();
  50808. this._transformedDirection = BABYLON.Vector3.Zero();
  50809. }
  50810. this.inputs.checkInputs();
  50811. _super.prototype._checkInputs.call(this);
  50812. };
  50813. /** @hidden */
  50814. FlyCamera.prototype._decideIfNeedsToMove = function () {
  50815. return this._needMoveForGravity || Math.abs(this.cameraDirection.x) > 0 || Math.abs(this.cameraDirection.y) > 0 || Math.abs(this.cameraDirection.z) > 0;
  50816. };
  50817. /** @hidden */
  50818. FlyCamera.prototype._updatePosition = function () {
  50819. if (this.checkCollisions && this.getScene().collisionsEnabled) {
  50820. this._collideWithWorld(this.cameraDirection);
  50821. }
  50822. else {
  50823. _super.prototype._updatePosition.call(this);
  50824. }
  50825. };
  50826. /**
  50827. * Restore the Roll to its target value at the rate specified.
  50828. * @param rate - Higher means slower restoring.
  50829. * @hidden
  50830. */
  50831. FlyCamera.prototype.restoreRoll = function (rate) {
  50832. var limit = this._trackRoll; // Target Roll.
  50833. var z = this.rotation.z; // Current Roll.
  50834. var delta = limit - z; // Difference in Roll.
  50835. var minRad = 0.001; // Tenth of a radian is a barely noticable difference.
  50836. // If the difference is noticable, restore the Roll.
  50837. if (Math.abs(delta) >= minRad) {
  50838. // Change Z rotation towards the target Roll.
  50839. this.rotation.z += delta / rate;
  50840. // Match when near enough.
  50841. if (Math.abs(limit - this.rotation.z) <= minRad) {
  50842. this.rotation.z = limit;
  50843. }
  50844. }
  50845. };
  50846. /**
  50847. * Destroy the camera and release the current resources held by it.
  50848. */
  50849. FlyCamera.prototype.dispose = function () {
  50850. this.inputs.clear();
  50851. _super.prototype.dispose.call(this);
  50852. };
  50853. /**
  50854. * Get the current object class name.
  50855. * @returns the class name.
  50856. */
  50857. FlyCamera.prototype.getClassName = function () {
  50858. return "FlyCamera";
  50859. };
  50860. __decorate([
  50861. BABYLON.serializeAsVector3()
  50862. ], FlyCamera.prototype, "ellipsoid", void 0);
  50863. __decorate([
  50864. BABYLON.serializeAsVector3()
  50865. ], FlyCamera.prototype, "ellipsoidOffset", void 0);
  50866. __decorate([
  50867. BABYLON.serialize()
  50868. ], FlyCamera.prototype, "checkCollisions", void 0);
  50869. __decorate([
  50870. BABYLON.serialize()
  50871. ], FlyCamera.prototype, "applyGravity", void 0);
  50872. return FlyCamera;
  50873. }(BABYLON.TargetCamera));
  50874. BABYLON.FlyCamera = FlyCamera;
  50875. })(BABYLON || (BABYLON = {}));
  50876. //# sourceMappingURL=babylon.flyCamera.js.map
  50877. var BABYLON;
  50878. (function (BABYLON) {
  50879. /**
  50880. * Manage the keyboard inputs to control the movement of an arc rotate camera.
  50881. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  50882. */
  50883. var ArcRotateCameraKeyboardMoveInput = /** @class */ (function () {
  50884. function ArcRotateCameraKeyboardMoveInput() {
  50885. /**
  50886. * Defines the list of key codes associated with the up action (increase alpha)
  50887. */
  50888. this.keysUp = [38];
  50889. /**
  50890. * Defines the list of key codes associated with the down action (decrease alpha)
  50891. */
  50892. this.keysDown = [40];
  50893. /**
  50894. * Defines the list of key codes associated with the left action (increase beta)
  50895. */
  50896. this.keysLeft = [37];
  50897. /**
  50898. * Defines the list of key codes associated with the right action (decrease beta)
  50899. */
  50900. this.keysRight = [39];
  50901. /**
  50902. * Defines the list of key codes associated with the reset action.
  50903. * Those keys reset the camera to its last stored state (with the method camera.storeState())
  50904. */
  50905. this.keysReset = [220];
  50906. /**
  50907. * Defines the panning sensibility of the inputs.
  50908. * (How fast is the camera paning)
  50909. */
  50910. this.panningSensibility = 50.0;
  50911. /**
  50912. * Defines the zooming sensibility of the inputs.
  50913. * (How fast is the camera zooming)
  50914. */
  50915. this.zoomingSensibility = 25.0;
  50916. /**
  50917. * Defines wether maintaining the alt key down switch the movement mode from
  50918. * orientation to zoom.
  50919. */
  50920. this.useAltToZoom = true;
  50921. /**
  50922. * Rotation speed of the camera
  50923. */
  50924. this.angularSpeed = 0.01;
  50925. this._keys = new Array();
  50926. }
  50927. /**
  50928. * Attach the input controls to a specific dom element to get the input from.
  50929. * @param element Defines the element the controls should be listened from
  50930. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  50931. */
  50932. ArcRotateCameraKeyboardMoveInput.prototype.attachControl = function (element, noPreventDefault) {
  50933. var _this = this;
  50934. if (this._onCanvasBlurObserver) {
  50935. return;
  50936. }
  50937. this._scene = this.camera.getScene();
  50938. this._engine = this._scene.getEngine();
  50939. this._onCanvasBlurObserver = this._engine.onCanvasBlurObservable.add(function () {
  50940. _this._keys = [];
  50941. });
  50942. this._onKeyboardObserver = this._scene.onKeyboardObservable.add(function (info) {
  50943. var evt = info.event;
  50944. if (info.type === BABYLON.KeyboardEventTypes.KEYDOWN) {
  50945. _this._ctrlPressed = evt.ctrlKey;
  50946. _this._altPressed = evt.altKey;
  50947. if (_this.keysUp.indexOf(evt.keyCode) !== -1 ||
  50948. _this.keysDown.indexOf(evt.keyCode) !== -1 ||
  50949. _this.keysLeft.indexOf(evt.keyCode) !== -1 ||
  50950. _this.keysRight.indexOf(evt.keyCode) !== -1 ||
  50951. _this.keysReset.indexOf(evt.keyCode) !== -1) {
  50952. var index = _this._keys.indexOf(evt.keyCode);
  50953. if (index === -1) {
  50954. _this._keys.push(evt.keyCode);
  50955. }
  50956. if (evt.preventDefault) {
  50957. if (!noPreventDefault) {
  50958. evt.preventDefault();
  50959. }
  50960. }
  50961. }
  50962. }
  50963. else {
  50964. if (_this.keysUp.indexOf(evt.keyCode) !== -1 ||
  50965. _this.keysDown.indexOf(evt.keyCode) !== -1 ||
  50966. _this.keysLeft.indexOf(evt.keyCode) !== -1 ||
  50967. _this.keysRight.indexOf(evt.keyCode) !== -1 ||
  50968. _this.keysReset.indexOf(evt.keyCode) !== -1) {
  50969. var index = _this._keys.indexOf(evt.keyCode);
  50970. if (index >= 0) {
  50971. _this._keys.splice(index, 1);
  50972. }
  50973. if (evt.preventDefault) {
  50974. if (!noPreventDefault) {
  50975. evt.preventDefault();
  50976. }
  50977. }
  50978. }
  50979. }
  50980. });
  50981. };
  50982. /**
  50983. * Detach the current controls from the specified dom element.
  50984. * @param element Defines the element to stop listening the inputs from
  50985. */
  50986. ArcRotateCameraKeyboardMoveInput.prototype.detachControl = function (element) {
  50987. if (this._scene) {
  50988. if (this._onKeyboardObserver) {
  50989. this._scene.onKeyboardObservable.remove(this._onKeyboardObserver);
  50990. }
  50991. if (this._onCanvasBlurObserver) {
  50992. this._engine.onCanvasBlurObservable.remove(this._onCanvasBlurObserver);
  50993. }
  50994. this._onKeyboardObserver = null;
  50995. this._onCanvasBlurObserver = null;
  50996. }
  50997. this._keys = [];
  50998. };
  50999. /**
  51000. * Update the current camera state depending on the inputs that have been used this frame.
  51001. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  51002. */
  51003. ArcRotateCameraKeyboardMoveInput.prototype.checkInputs = function () {
  51004. if (this._onKeyboardObserver) {
  51005. var camera = this.camera;
  51006. for (var index = 0; index < this._keys.length; index++) {
  51007. var keyCode = this._keys[index];
  51008. if (this.keysLeft.indexOf(keyCode) !== -1) {
  51009. if (this._ctrlPressed && this.camera._useCtrlForPanning) {
  51010. camera.inertialPanningX -= 1 / this.panningSensibility;
  51011. }
  51012. else {
  51013. camera.inertialAlphaOffset -= this.angularSpeed;
  51014. }
  51015. }
  51016. else if (this.keysUp.indexOf(keyCode) !== -1) {
  51017. if (this._ctrlPressed && this.camera._useCtrlForPanning) {
  51018. camera.inertialPanningY += 1 / this.panningSensibility;
  51019. }
  51020. else if (this._altPressed && this.useAltToZoom) {
  51021. camera.inertialRadiusOffset += 1 / this.zoomingSensibility;
  51022. }
  51023. else {
  51024. camera.inertialBetaOffset -= this.angularSpeed;
  51025. }
  51026. }
  51027. else if (this.keysRight.indexOf(keyCode) !== -1) {
  51028. if (this._ctrlPressed && this.camera._useCtrlForPanning) {
  51029. camera.inertialPanningX += 1 / this.panningSensibility;
  51030. }
  51031. else {
  51032. camera.inertialAlphaOffset += this.angularSpeed;
  51033. }
  51034. }
  51035. else if (this.keysDown.indexOf(keyCode) !== -1) {
  51036. if (this._ctrlPressed && this.camera._useCtrlForPanning) {
  51037. camera.inertialPanningY -= 1 / this.panningSensibility;
  51038. }
  51039. else if (this._altPressed && this.useAltToZoom) {
  51040. camera.inertialRadiusOffset -= 1 / this.zoomingSensibility;
  51041. }
  51042. else {
  51043. camera.inertialBetaOffset += this.angularSpeed;
  51044. }
  51045. }
  51046. else if (this.keysReset.indexOf(keyCode) !== -1) {
  51047. if (camera.useInputToRestoreState) {
  51048. camera.restoreState();
  51049. }
  51050. }
  51051. }
  51052. }
  51053. };
  51054. /**
  51055. * Gets the class name of the current intput.
  51056. * @returns the class name
  51057. */
  51058. ArcRotateCameraKeyboardMoveInput.prototype.getClassName = function () {
  51059. return "ArcRotateCameraKeyboardMoveInput";
  51060. };
  51061. /**
  51062. * Get the friendly name associated with the input class.
  51063. * @returns the input friendly name
  51064. */
  51065. ArcRotateCameraKeyboardMoveInput.prototype.getSimpleName = function () {
  51066. return "keyboard";
  51067. };
  51068. __decorate([
  51069. BABYLON.serialize()
  51070. ], ArcRotateCameraKeyboardMoveInput.prototype, "keysUp", void 0);
  51071. __decorate([
  51072. BABYLON.serialize()
  51073. ], ArcRotateCameraKeyboardMoveInput.prototype, "keysDown", void 0);
  51074. __decorate([
  51075. BABYLON.serialize()
  51076. ], ArcRotateCameraKeyboardMoveInput.prototype, "keysLeft", void 0);
  51077. __decorate([
  51078. BABYLON.serialize()
  51079. ], ArcRotateCameraKeyboardMoveInput.prototype, "keysRight", void 0);
  51080. __decorate([
  51081. BABYLON.serialize()
  51082. ], ArcRotateCameraKeyboardMoveInput.prototype, "keysReset", void 0);
  51083. __decorate([
  51084. BABYLON.serialize()
  51085. ], ArcRotateCameraKeyboardMoveInput.prototype, "panningSensibility", void 0);
  51086. __decorate([
  51087. BABYLON.serialize()
  51088. ], ArcRotateCameraKeyboardMoveInput.prototype, "zoomingSensibility", void 0);
  51089. __decorate([
  51090. BABYLON.serialize()
  51091. ], ArcRotateCameraKeyboardMoveInput.prototype, "useAltToZoom", void 0);
  51092. __decorate([
  51093. BABYLON.serialize()
  51094. ], ArcRotateCameraKeyboardMoveInput.prototype, "angularSpeed", void 0);
  51095. return ArcRotateCameraKeyboardMoveInput;
  51096. }());
  51097. BABYLON.ArcRotateCameraKeyboardMoveInput = ArcRotateCameraKeyboardMoveInput;
  51098. BABYLON.CameraInputTypes["ArcRotateCameraKeyboardMoveInput"] = ArcRotateCameraKeyboardMoveInput;
  51099. })(BABYLON || (BABYLON = {}));
  51100. //# sourceMappingURL=babylon.arcRotateCameraKeyboardMoveInput.js.map
  51101. var BABYLON;
  51102. (function (BABYLON) {
  51103. /**
  51104. * Manage the mouse wheel inputs to control an arc rotate camera.
  51105. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  51106. */
  51107. var ArcRotateCameraMouseWheelInput = /** @class */ (function () {
  51108. function ArcRotateCameraMouseWheelInput() {
  51109. /**
  51110. * Gets or Set the mouse wheel precision or how fast is the camera zooming.
  51111. */
  51112. this.wheelPrecision = 3.0;
  51113. /**
  51114. * wheelDeltaPercentage will be used instead of wheelPrecision if different from 0.
  51115. * It defines the percentage of current camera.radius to use as delta when wheel is used.
  51116. */
  51117. this.wheelDeltaPercentage = 0;
  51118. }
  51119. /**
  51120. * Attach the input controls to a specific dom element to get the input from.
  51121. * @param element Defines the element the controls should be listened from
  51122. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  51123. */
  51124. ArcRotateCameraMouseWheelInput.prototype.attachControl = function (element, noPreventDefault) {
  51125. var _this = this;
  51126. this._wheel = function (p, s) {
  51127. //sanity check - this should be a PointerWheel event.
  51128. if (p.type !== BABYLON.PointerEventTypes.POINTERWHEEL) {
  51129. return;
  51130. }
  51131. var event = p.event;
  51132. var delta = 0;
  51133. if (event.wheelDelta) {
  51134. if (_this.wheelDeltaPercentage) {
  51135. var wheelDelta = (event.wheelDelta * 0.01 * _this.wheelDeltaPercentage) * _this.camera.radius;
  51136. if (event.wheelDelta > 0) {
  51137. delta = wheelDelta / (1.0 + _this.wheelDeltaPercentage);
  51138. }
  51139. else {
  51140. delta = wheelDelta * (1.0 + _this.wheelDeltaPercentage);
  51141. }
  51142. }
  51143. else {
  51144. delta = event.wheelDelta / (_this.wheelPrecision * 40);
  51145. }
  51146. }
  51147. else {
  51148. var deltaValue = event.deltaY || event.detail;
  51149. delta = -deltaValue / _this.wheelPrecision;
  51150. }
  51151. if (delta) {
  51152. _this.camera.inertialRadiusOffset += delta;
  51153. }
  51154. if (event.preventDefault) {
  51155. if (!noPreventDefault) {
  51156. event.preventDefault();
  51157. }
  51158. }
  51159. };
  51160. this._observer = this.camera.getScene().onPointerObservable.add(this._wheel, BABYLON.PointerEventTypes.POINTERWHEEL);
  51161. };
  51162. /**
  51163. * Detach the current controls from the specified dom element.
  51164. * @param element Defines the element to stop listening the inputs from
  51165. */
  51166. ArcRotateCameraMouseWheelInput.prototype.detachControl = function (element) {
  51167. if (this._observer && element) {
  51168. this.camera.getScene().onPointerObservable.remove(this._observer);
  51169. this._observer = null;
  51170. this._wheel = null;
  51171. }
  51172. };
  51173. /**
  51174. * Gets the class name of the current intput.
  51175. * @returns the class name
  51176. */
  51177. ArcRotateCameraMouseWheelInput.prototype.getClassName = function () {
  51178. return "ArcRotateCameraMouseWheelInput";
  51179. };
  51180. /**
  51181. * Get the friendly name associated with the input class.
  51182. * @returns the input friendly name
  51183. */
  51184. ArcRotateCameraMouseWheelInput.prototype.getSimpleName = function () {
  51185. return "mousewheel";
  51186. };
  51187. __decorate([
  51188. BABYLON.serialize()
  51189. ], ArcRotateCameraMouseWheelInput.prototype, "wheelPrecision", void 0);
  51190. __decorate([
  51191. BABYLON.serialize()
  51192. ], ArcRotateCameraMouseWheelInput.prototype, "wheelDeltaPercentage", void 0);
  51193. return ArcRotateCameraMouseWheelInput;
  51194. }());
  51195. BABYLON.ArcRotateCameraMouseWheelInput = ArcRotateCameraMouseWheelInput;
  51196. BABYLON.CameraInputTypes["ArcRotateCameraMouseWheelInput"] = ArcRotateCameraMouseWheelInput;
  51197. })(BABYLON || (BABYLON = {}));
  51198. //# sourceMappingURL=babylon.arcRotateCameraMouseWheelInput.js.map
  51199. var BABYLON;
  51200. (function (BABYLON) {
  51201. /**
  51202. * Manage the pointers inputs to control an arc rotate camera.
  51203. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  51204. */
  51205. var ArcRotateCameraPointersInput = /** @class */ (function () {
  51206. function ArcRotateCameraPointersInput() {
  51207. /**
  51208. * Defines the buttons associated with the input to handle camera move.
  51209. */
  51210. this.buttons = [0, 1, 2];
  51211. /**
  51212. * Defines the pointer angular sensibility along the X axis or how fast is the camera rotating.
  51213. */
  51214. this.angularSensibilityX = 1000.0;
  51215. /**
  51216. * Defines the pointer angular sensibility along the Y axis or how fast is the camera rotating.
  51217. */
  51218. this.angularSensibilityY = 1000.0;
  51219. /**
  51220. * Defines the pointer pinch precision or how fast is the camera zooming.
  51221. */
  51222. this.pinchPrecision = 12.0;
  51223. /**
  51224. * pinchDeltaPercentage will be used instead of pinchPrecision if different from 0.
  51225. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  51226. */
  51227. this.pinchDeltaPercentage = 0;
  51228. /**
  51229. * Defines the pointer panning sensibility or how fast is the camera moving.
  51230. */
  51231. this.panningSensibility = 1000.0;
  51232. /**
  51233. * Defines whether panning (2 fingers swipe) is enabled through multitouch.
  51234. */
  51235. this.multiTouchPanning = true;
  51236. /**
  51237. * Defines whether panning is enabled for both pan (2 fingers swipe) and zoom (pinch) through multitouch.
  51238. */
  51239. this.multiTouchPanAndZoom = true;
  51240. /**
  51241. * Revers pinch action direction.
  51242. */
  51243. this.pinchInwards = true;
  51244. this._isPanClick = false;
  51245. }
  51246. /**
  51247. * Attach the input controls to a specific dom element to get the input from.
  51248. * @param element Defines the element the controls should be listened from
  51249. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  51250. */
  51251. ArcRotateCameraPointersInput.prototype.attachControl = function (element, noPreventDefault) {
  51252. var _this = this;
  51253. var engine = this.camera.getEngine();
  51254. var cacheSoloPointer; // cache pointer object for better perf on camera rotation
  51255. var pointA = null;
  51256. var pointB = null;
  51257. var previousPinchSquaredDistance = 0;
  51258. var initialDistance = 0;
  51259. var twoFingerActivityCount = 0;
  51260. var previousMultiTouchPanPosition = { x: 0, y: 0, isPaning: false, isPinching: false };
  51261. this._pointerInput = function (p, s) {
  51262. var evt = p.event;
  51263. var isTouch = p.event.pointerType === "touch";
  51264. if (engine.isInVRExclusivePointerMode) {
  51265. return;
  51266. }
  51267. if (p.type !== BABYLON.PointerEventTypes.POINTERMOVE && _this.buttons.indexOf(evt.button) === -1) {
  51268. return;
  51269. }
  51270. var srcElement = (evt.srcElement || evt.target);
  51271. if (p.type === BABYLON.PointerEventTypes.POINTERDOWN && srcElement) {
  51272. try {
  51273. srcElement.setPointerCapture(evt.pointerId);
  51274. }
  51275. catch (e) {
  51276. //Nothing to do with the error. Execution will continue.
  51277. }
  51278. // Manage panning with pan button click
  51279. _this._isPanClick = evt.button === _this.camera._panningMouseButton;
  51280. // manage pointers
  51281. cacheSoloPointer = { x: evt.clientX, y: evt.clientY, pointerId: evt.pointerId, type: evt.pointerType };
  51282. if (pointA === null) {
  51283. pointA = cacheSoloPointer;
  51284. }
  51285. else if (pointB === null) {
  51286. pointB = cacheSoloPointer;
  51287. }
  51288. if (!noPreventDefault) {
  51289. evt.preventDefault();
  51290. element.focus();
  51291. }
  51292. }
  51293. else if (p.type === BABYLON.PointerEventTypes.POINTERDOUBLETAP) {
  51294. if (_this.camera.useInputToRestoreState) {
  51295. _this.camera.restoreState();
  51296. }
  51297. }
  51298. else if (p.type === BABYLON.PointerEventTypes.POINTERUP && srcElement) {
  51299. try {
  51300. srcElement.releasePointerCapture(evt.pointerId);
  51301. }
  51302. catch (e) {
  51303. //Nothing to do with the error.
  51304. }
  51305. cacheSoloPointer = null;
  51306. previousPinchSquaredDistance = 0;
  51307. previousMultiTouchPanPosition.isPaning = false;
  51308. previousMultiTouchPanPosition.isPinching = false;
  51309. twoFingerActivityCount = 0;
  51310. initialDistance = 0;
  51311. if (!isTouch) {
  51312. pointB = null; // Mouse and pen are mono pointer
  51313. }
  51314. //would be better to use pointers.remove(evt.pointerId) for multitouch gestures,
  51315. //but emptying completly pointers collection is required to fix a bug on iPhone :
  51316. //when changing orientation while pinching camera, one pointer stay pressed forever if we don't release all pointers
  51317. //will be ok to put back pointers.remove(evt.pointerId); when iPhone bug corrected
  51318. if (engine._badOS) {
  51319. pointA = pointB = null;
  51320. }
  51321. else {
  51322. //only remove the impacted pointer in case of multitouch allowing on most
  51323. //platforms switching from rotate to zoom and pan seamlessly.
  51324. if (pointB && pointA && pointA.pointerId == evt.pointerId) {
  51325. pointA = pointB;
  51326. pointB = null;
  51327. cacheSoloPointer = { x: pointA.x, y: pointA.y, pointerId: pointA.pointerId, type: evt.pointerType };
  51328. }
  51329. else if (pointA && pointB && pointB.pointerId == evt.pointerId) {
  51330. pointB = null;
  51331. cacheSoloPointer = { x: pointA.x, y: pointA.y, pointerId: pointA.pointerId, type: evt.pointerType };
  51332. }
  51333. else {
  51334. pointA = pointB = null;
  51335. }
  51336. }
  51337. if (!noPreventDefault) {
  51338. evt.preventDefault();
  51339. }
  51340. }
  51341. else if (p.type === BABYLON.PointerEventTypes.POINTERMOVE) {
  51342. if (!noPreventDefault) {
  51343. evt.preventDefault();
  51344. }
  51345. // One button down
  51346. if (pointA && pointB === null && cacheSoloPointer) {
  51347. if (_this.panningSensibility !== 0 &&
  51348. ((evt.ctrlKey && _this.camera._useCtrlForPanning) || _this._isPanClick)) {
  51349. _this.camera.inertialPanningX += -(evt.clientX - cacheSoloPointer.x) / _this.panningSensibility;
  51350. _this.camera.inertialPanningY += (evt.clientY - cacheSoloPointer.y) / _this.panningSensibility;
  51351. }
  51352. else {
  51353. var offsetX = evt.clientX - cacheSoloPointer.x;
  51354. var offsetY = evt.clientY - cacheSoloPointer.y;
  51355. _this.camera.inertialAlphaOffset -= offsetX / _this.angularSensibilityX;
  51356. _this.camera.inertialBetaOffset -= offsetY / _this.angularSensibilityY;
  51357. }
  51358. cacheSoloPointer.x = evt.clientX;
  51359. cacheSoloPointer.y = evt.clientY;
  51360. }
  51361. // Two buttons down: pinch/pan
  51362. else if (pointA && pointB) {
  51363. //if (noPreventDefault) { evt.preventDefault(); } //if pinch gesture, could be useful to force preventDefault to avoid html page scroll/zoom in some mobile browsers
  51364. var ed = (pointA.pointerId === evt.pointerId) ? pointA : pointB;
  51365. ed.x = evt.clientX;
  51366. ed.y = evt.clientY;
  51367. var direction = _this.pinchInwards ? 1 : -1;
  51368. var distX = pointA.x - pointB.x;
  51369. var distY = pointA.y - pointB.y;
  51370. var pinchSquaredDistance = (distX * distX) + (distY * distY);
  51371. var pinchDistance = Math.sqrt(pinchSquaredDistance);
  51372. if (previousPinchSquaredDistance === 0) {
  51373. initialDistance = pinchDistance;
  51374. previousPinchSquaredDistance = pinchSquaredDistance;
  51375. previousMultiTouchPanPosition.x = (pointA.x + pointB.x) / 2;
  51376. previousMultiTouchPanPosition.y = (pointA.y + pointB.y) / 2;
  51377. return;
  51378. }
  51379. if (_this.multiTouchPanAndZoom) {
  51380. if (_this.pinchDeltaPercentage) {
  51381. _this.camera.inertialRadiusOffset += ((pinchSquaredDistance - previousPinchSquaredDistance) * 0.001) * _this.camera.radius * _this.pinchDeltaPercentage;
  51382. }
  51383. else {
  51384. _this.camera.inertialRadiusOffset += (pinchSquaredDistance - previousPinchSquaredDistance) /
  51385. (_this.pinchPrecision *
  51386. ((_this.angularSensibilityX + _this.angularSensibilityY) / 2) *
  51387. direction);
  51388. }
  51389. if (_this.panningSensibility !== 0) {
  51390. var pointersCenterX = (pointA.x + pointB.x) / 2;
  51391. var pointersCenterY = (pointA.y + pointB.y) / 2;
  51392. var pointersCenterDistX = pointersCenterX - previousMultiTouchPanPosition.x;
  51393. var pointersCenterDistY = pointersCenterY - previousMultiTouchPanPosition.y;
  51394. previousMultiTouchPanPosition.x = pointersCenterX;
  51395. previousMultiTouchPanPosition.y = pointersCenterY;
  51396. _this.camera.inertialPanningX += -(pointersCenterDistX) / (_this.panningSensibility);
  51397. _this.camera.inertialPanningY += (pointersCenterDistY) / (_this.panningSensibility);
  51398. }
  51399. }
  51400. else {
  51401. twoFingerActivityCount++;
  51402. if (previousMultiTouchPanPosition.isPinching || (twoFingerActivityCount < 20 && Math.abs(pinchDistance - initialDistance) > _this.camera.pinchToPanMaxDistance)) {
  51403. if (_this.pinchDeltaPercentage) {
  51404. _this.camera.inertialRadiusOffset += ((pinchSquaredDistance - previousPinchSquaredDistance) * 0.001) * _this.camera.radius * _this.pinchDeltaPercentage;
  51405. }
  51406. else {
  51407. _this.camera.inertialRadiusOffset += (pinchSquaredDistance - previousPinchSquaredDistance) /
  51408. (_this.pinchPrecision *
  51409. ((_this.angularSensibilityX + _this.angularSensibilityY) / 2) *
  51410. direction);
  51411. }
  51412. previousMultiTouchPanPosition.isPaning = false;
  51413. previousMultiTouchPanPosition.isPinching = true;
  51414. }
  51415. else {
  51416. if (cacheSoloPointer && cacheSoloPointer.pointerId === ed.pointerId && _this.panningSensibility !== 0 && _this.multiTouchPanning) {
  51417. if (!previousMultiTouchPanPosition.isPaning) {
  51418. previousMultiTouchPanPosition.isPaning = true;
  51419. previousMultiTouchPanPosition.isPinching = false;
  51420. previousMultiTouchPanPosition.x = ed.x;
  51421. previousMultiTouchPanPosition.y = ed.y;
  51422. return;
  51423. }
  51424. _this.camera.inertialPanningX += -(ed.x - previousMultiTouchPanPosition.x) / (_this.panningSensibility);
  51425. _this.camera.inertialPanningY += (ed.y - previousMultiTouchPanPosition.y) / (_this.panningSensibility);
  51426. }
  51427. }
  51428. if (cacheSoloPointer && cacheSoloPointer.pointerId === evt.pointerId) {
  51429. previousMultiTouchPanPosition.x = ed.x;
  51430. previousMultiTouchPanPosition.y = ed.y;
  51431. }
  51432. }
  51433. previousPinchSquaredDistance = pinchSquaredDistance;
  51434. }
  51435. }
  51436. };
  51437. this._observer = this.camera.getScene().onPointerObservable.add(this._pointerInput, BABYLON.PointerEventTypes.POINTERDOWN | BABYLON.PointerEventTypes.POINTERUP | BABYLON.PointerEventTypes.POINTERMOVE | BABYLON.PointerEventTypes.POINTERDOUBLETAP);
  51438. this._onContextMenu = function (evt) {
  51439. evt.preventDefault();
  51440. };
  51441. if (!this.camera._useCtrlForPanning) {
  51442. element.addEventListener("contextmenu", this._onContextMenu, false);
  51443. }
  51444. this._onLostFocus = function () {
  51445. //this._keys = [];
  51446. pointA = pointB = null;
  51447. previousPinchSquaredDistance = 0;
  51448. previousMultiTouchPanPosition.isPaning = false;
  51449. previousMultiTouchPanPosition.isPinching = false;
  51450. twoFingerActivityCount = 0;
  51451. cacheSoloPointer = null;
  51452. initialDistance = 0;
  51453. };
  51454. this._onMouseMove = function (evt) {
  51455. if (!engine.isPointerLock) {
  51456. return;
  51457. }
  51458. var offsetX = evt.movementX || evt.mozMovementX || evt.webkitMovementX || evt.msMovementX || 0;
  51459. var offsetY = evt.movementY || evt.mozMovementY || evt.webkitMovementY || evt.msMovementY || 0;
  51460. _this.camera.inertialAlphaOffset -= offsetX / _this.angularSensibilityX;
  51461. _this.camera.inertialBetaOffset -= offsetY / _this.angularSensibilityY;
  51462. if (!noPreventDefault) {
  51463. evt.preventDefault();
  51464. }
  51465. };
  51466. this._onGestureStart = function (e) {
  51467. if (window.MSGesture === undefined) {
  51468. return;
  51469. }
  51470. if (!_this._MSGestureHandler) {
  51471. _this._MSGestureHandler = new MSGesture();
  51472. _this._MSGestureHandler.target = element;
  51473. }
  51474. _this._MSGestureHandler.addPointer(e.pointerId);
  51475. };
  51476. this._onGesture = function (e) {
  51477. _this.camera.radius *= e.scale;
  51478. if (e.preventDefault) {
  51479. if (!noPreventDefault) {
  51480. e.stopPropagation();
  51481. e.preventDefault();
  51482. }
  51483. }
  51484. };
  51485. element.addEventListener("mousemove", this._onMouseMove, false);
  51486. element.addEventListener("MSPointerDown", this._onGestureStart, false);
  51487. element.addEventListener("MSGestureChange", this._onGesture, false);
  51488. BABYLON.Tools.RegisterTopRootEvents([
  51489. { name: "blur", handler: this._onLostFocus }
  51490. ]);
  51491. };
  51492. /**
  51493. * Detach the current controls from the specified dom element.
  51494. * @param element Defines the element to stop listening the inputs from
  51495. */
  51496. ArcRotateCameraPointersInput.prototype.detachControl = function (element) {
  51497. if (this._onLostFocus) {
  51498. BABYLON.Tools.UnregisterTopRootEvents([
  51499. { name: "blur", handler: this._onLostFocus }
  51500. ]);
  51501. }
  51502. if (element && this._observer) {
  51503. this.camera.getScene().onPointerObservable.remove(this._observer);
  51504. this._observer = null;
  51505. if (this._onContextMenu) {
  51506. element.removeEventListener("contextmenu", this._onContextMenu);
  51507. }
  51508. if (this._onMouseMove) {
  51509. element.removeEventListener("mousemove", this._onMouseMove);
  51510. }
  51511. if (this._onGestureStart) {
  51512. element.removeEventListener("MSPointerDown", this._onGestureStart);
  51513. }
  51514. if (this._onGesture) {
  51515. element.removeEventListener("MSGestureChange", this._onGesture);
  51516. }
  51517. this._isPanClick = false;
  51518. this.pinchInwards = true;
  51519. this._onMouseMove = null;
  51520. this._onGestureStart = null;
  51521. this._onGesture = null;
  51522. this._MSGestureHandler = null;
  51523. this._onLostFocus = null;
  51524. this._onContextMenu = null;
  51525. }
  51526. };
  51527. /**
  51528. * Gets the class name of the current intput.
  51529. * @returns the class name
  51530. */
  51531. ArcRotateCameraPointersInput.prototype.getClassName = function () {
  51532. return "ArcRotateCameraPointersInput";
  51533. };
  51534. /**
  51535. * Get the friendly name associated with the input class.
  51536. * @returns the input friendly name
  51537. */
  51538. ArcRotateCameraPointersInput.prototype.getSimpleName = function () {
  51539. return "pointers";
  51540. };
  51541. __decorate([
  51542. BABYLON.serialize()
  51543. ], ArcRotateCameraPointersInput.prototype, "buttons", void 0);
  51544. __decorate([
  51545. BABYLON.serialize()
  51546. ], ArcRotateCameraPointersInput.prototype, "angularSensibilityX", void 0);
  51547. __decorate([
  51548. BABYLON.serialize()
  51549. ], ArcRotateCameraPointersInput.prototype, "angularSensibilityY", void 0);
  51550. __decorate([
  51551. BABYLON.serialize()
  51552. ], ArcRotateCameraPointersInput.prototype, "pinchPrecision", void 0);
  51553. __decorate([
  51554. BABYLON.serialize()
  51555. ], ArcRotateCameraPointersInput.prototype, "pinchDeltaPercentage", void 0);
  51556. __decorate([
  51557. BABYLON.serialize()
  51558. ], ArcRotateCameraPointersInput.prototype, "panningSensibility", void 0);
  51559. __decorate([
  51560. BABYLON.serialize()
  51561. ], ArcRotateCameraPointersInput.prototype, "multiTouchPanning", void 0);
  51562. __decorate([
  51563. BABYLON.serialize()
  51564. ], ArcRotateCameraPointersInput.prototype, "multiTouchPanAndZoom", void 0);
  51565. return ArcRotateCameraPointersInput;
  51566. }());
  51567. BABYLON.ArcRotateCameraPointersInput = ArcRotateCameraPointersInput;
  51568. BABYLON.CameraInputTypes["ArcRotateCameraPointersInput"] = ArcRotateCameraPointersInput;
  51569. })(BABYLON || (BABYLON = {}));
  51570. //# sourceMappingURL=babylon.arcRotateCameraPointersInput.js.map
  51571. var BABYLON;
  51572. (function (BABYLON) {
  51573. /**
  51574. * Default Inputs manager for the ArcRotateCamera.
  51575. * It groups all the default supported inputs for ease of use.
  51576. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  51577. */
  51578. var ArcRotateCameraInputsManager = /** @class */ (function (_super) {
  51579. __extends(ArcRotateCameraInputsManager, _super);
  51580. /**
  51581. * Instantiates a new ArcRotateCameraInputsManager.
  51582. * @param camera Defines the camera the inputs belong to
  51583. */
  51584. function ArcRotateCameraInputsManager(camera) {
  51585. return _super.call(this, camera) || this;
  51586. }
  51587. /**
  51588. * Add mouse wheel input support to the input manager.
  51589. * @returns the current input manager
  51590. */
  51591. ArcRotateCameraInputsManager.prototype.addMouseWheel = function () {
  51592. this.add(new BABYLON.ArcRotateCameraMouseWheelInput());
  51593. return this;
  51594. };
  51595. /**
  51596. * Add pointers input support to the input manager.
  51597. * @returns the current input manager
  51598. */
  51599. ArcRotateCameraInputsManager.prototype.addPointers = function () {
  51600. this.add(new BABYLON.ArcRotateCameraPointersInput());
  51601. return this;
  51602. };
  51603. /**
  51604. * Add keyboard input support to the input manager.
  51605. * @returns the current input manager
  51606. */
  51607. ArcRotateCameraInputsManager.prototype.addKeyboard = function () {
  51608. this.add(new BABYLON.ArcRotateCameraKeyboardMoveInput());
  51609. return this;
  51610. };
  51611. /**
  51612. * Add orientation input support to the input manager.
  51613. * @returns the current input manager
  51614. */
  51615. ArcRotateCameraInputsManager.prototype.addVRDeviceOrientation = function () {
  51616. this.add(new BABYLON.ArcRotateCameraVRDeviceOrientationInput());
  51617. return this;
  51618. };
  51619. return ArcRotateCameraInputsManager;
  51620. }(BABYLON.CameraInputsManager));
  51621. BABYLON.ArcRotateCameraInputsManager = ArcRotateCameraInputsManager;
  51622. })(BABYLON || (BABYLON = {}));
  51623. //# sourceMappingURL=babylon.arcRotateCameraInputsManager.js.map
  51624. var BABYLON;
  51625. (function (BABYLON) {
  51626. BABYLON.Node.AddNodeConstructor("ArcRotateCamera", function (name, scene) {
  51627. return function () { return new ArcRotateCamera(name, 0, 0, 1.0, BABYLON.Vector3.Zero(), scene); };
  51628. });
  51629. /**
  51630. * This represents an orbital type of camera.
  51631. *
  51632. * This camera always points towards a given target position and can be rotated around that target with the target as the centre of rotation. It can be controlled with cursors and mouse, or with touch events.
  51633. * Think of this camera as one orbiting its target position, or more imaginatively as a spy satellite orbiting the earth. Its position relative to the target (earth) can be set by three parameters, alpha (radians) the longitudinal rotation, beta (radians) the latitudinal rotation and radius the distance from the target position.
  51634. * @see http://doc.babylonjs.com/babylon101/cameras#arc-rotate-camera
  51635. */
  51636. var ArcRotateCamera = /** @class */ (function (_super) {
  51637. __extends(ArcRotateCamera, _super);
  51638. /**
  51639. * Instantiates a new ArcRotateCamera in a given scene
  51640. * @param name Defines the name of the camera
  51641. * @param alpha Defines the camera rotation along the logitudinal axis
  51642. * @param beta Defines the camera rotation along the latitudinal axis
  51643. * @param radius Defines the camera distance from its target
  51644. * @param target Defines the camera target
  51645. * @param scene Defines the scene the camera belongs to
  51646. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  51647. */
  51648. function ArcRotateCamera(name, alpha, beta, radius, target, scene, setActiveOnSceneIfNoneActive) {
  51649. if (setActiveOnSceneIfNoneActive === void 0) { setActiveOnSceneIfNoneActive = true; }
  51650. var _this = _super.call(this, name, BABYLON.Vector3.Zero(), scene, setActiveOnSceneIfNoneActive) || this;
  51651. /**
  51652. * Current inertia value on the longitudinal axis.
  51653. * The bigger this number the longer it will take for the camera to stop.
  51654. */
  51655. _this.inertialAlphaOffset = 0;
  51656. /**
  51657. * Current inertia value on the latitudinal axis.
  51658. * The bigger this number the longer it will take for the camera to stop.
  51659. */
  51660. _this.inertialBetaOffset = 0;
  51661. /**
  51662. * Current inertia value on the radius axis.
  51663. * The bigger this number the longer it will take for the camera to stop.
  51664. */
  51665. _this.inertialRadiusOffset = 0;
  51666. /**
  51667. * Minimum allowed angle on the longitudinal axis.
  51668. * This can help limiting how the Camera is able to move in the scene.
  51669. */
  51670. _this.lowerAlphaLimit = null;
  51671. /**
  51672. * Maximum allowed angle on the longitudinal axis.
  51673. * This can help limiting how the Camera is able to move in the scene.
  51674. */
  51675. _this.upperAlphaLimit = null;
  51676. /**
  51677. * Minimum allowed angle on the latitudinal axis.
  51678. * This can help limiting how the Camera is able to move in the scene.
  51679. */
  51680. _this.lowerBetaLimit = 0.01;
  51681. /**
  51682. * Maximum allowed angle on the latitudinal axis.
  51683. * This can help limiting how the Camera is able to move in the scene.
  51684. */
  51685. _this.upperBetaLimit = Math.PI;
  51686. /**
  51687. * Minimum allowed distance of the camera to the target (The camera can not get closer).
  51688. * This can help limiting how the Camera is able to move in the scene.
  51689. */
  51690. _this.lowerRadiusLimit = null;
  51691. /**
  51692. * Maximum allowed distance of the camera to the target (The camera can not get further).
  51693. * This can help limiting how the Camera is able to move in the scene.
  51694. */
  51695. _this.upperRadiusLimit = null;
  51696. /**
  51697. * Defines the current inertia value used during panning of the camera along the X axis.
  51698. */
  51699. _this.inertialPanningX = 0;
  51700. /**
  51701. * Defines the current inertia value used during panning of the camera along the Y axis.
  51702. */
  51703. _this.inertialPanningY = 0;
  51704. /**
  51705. * Defines the distance used to consider the camera in pan mode vs pinch/zoom.
  51706. * Basically if your fingers moves away from more than this distance you will be considered
  51707. * in pinch mode.
  51708. */
  51709. _this.pinchToPanMaxDistance = 20;
  51710. /**
  51711. * Defines the maximum distance the camera can pan.
  51712. * This could help keeping the cammera always in your scene.
  51713. */
  51714. _this.panningDistanceLimit = null;
  51715. /**
  51716. * Defines the target of the camera before paning.
  51717. */
  51718. _this.panningOriginTarget = BABYLON.Vector3.Zero();
  51719. /**
  51720. * Defines the value of the inertia used during panning.
  51721. * 0 would mean stop inertia and one would mean no decelleration at all.
  51722. */
  51723. _this.panningInertia = 0.9;
  51724. //-- end properties for backward compatibility for inputs
  51725. /**
  51726. * Defines how much the radius should be scaled while zomming on a particular mesh (through the zoomOn function)
  51727. */
  51728. _this.zoomOnFactor = 1;
  51729. /**
  51730. * Defines a screen offset for the camera position.
  51731. */
  51732. _this.targetScreenOffset = BABYLON.Vector2.Zero();
  51733. /**
  51734. * Allows the camera to be completely reversed.
  51735. * If false the camera can not arrive upside down.
  51736. */
  51737. _this.allowUpsideDown = true;
  51738. /**
  51739. * Define if double tap/click is used to restore the previously saved state of the camera.
  51740. */
  51741. _this.useInputToRestoreState = true;
  51742. /** @hidden */
  51743. _this._viewMatrix = new BABYLON.Matrix();
  51744. /**
  51745. * Defines the allowed panning axis.
  51746. */
  51747. _this.panningAxis = new BABYLON.Vector3(1, 1, 0);
  51748. /**
  51749. * Observable triggered when the mesh target has been changed on the camera.
  51750. */
  51751. _this.onMeshTargetChangedObservable = new BABYLON.Observable();
  51752. /**
  51753. * Defines whether the camera should check collision with the objects oh the scene.
  51754. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#how-can-i-do-this
  51755. */
  51756. _this.checkCollisions = false;
  51757. /**
  51758. * Defines the collision radius of the camera.
  51759. * This simulates a sphere around the camera.
  51760. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  51761. */
  51762. _this.collisionRadius = new BABYLON.Vector3(0.5, 0.5, 0.5);
  51763. _this._previousPosition = BABYLON.Vector3.Zero();
  51764. _this._collisionVelocity = BABYLON.Vector3.Zero();
  51765. _this._newPosition = BABYLON.Vector3.Zero();
  51766. _this._computationVector = BABYLON.Vector3.Zero();
  51767. _this._onCollisionPositionChange = function (collisionId, newPosition, collidedMesh) {
  51768. if (collidedMesh === void 0) { collidedMesh = null; }
  51769. if (_this.getScene().workerCollisions && _this.checkCollisions) {
  51770. newPosition.multiplyInPlace(_this._collider._radius);
  51771. }
  51772. if (!collidedMesh) {
  51773. _this._previousPosition.copyFrom(_this.position);
  51774. }
  51775. else {
  51776. _this.setPosition(newPosition);
  51777. if (_this.onCollide) {
  51778. _this.onCollide(collidedMesh);
  51779. }
  51780. }
  51781. // Recompute because of constraints
  51782. var cosa = Math.cos(_this.alpha);
  51783. var sina = Math.sin(_this.alpha);
  51784. var cosb = Math.cos(_this.beta);
  51785. var sinb = Math.sin(_this.beta);
  51786. if (sinb === 0) {
  51787. sinb = 0.0001;
  51788. }
  51789. var target = _this._getTargetPosition();
  51790. _this._computationVector.copyFromFloats(_this.radius * cosa * sinb, _this.radius * cosb, _this.radius * sina * sinb);
  51791. target.addToRef(_this._computationVector, _this._newPosition);
  51792. _this.position.copyFrom(_this._newPosition);
  51793. var up = _this.upVector;
  51794. if (_this.allowUpsideDown && _this.beta < 0) {
  51795. up = up.clone();
  51796. up = up.negate();
  51797. }
  51798. _this._computeViewMatrix(_this.position, target, up);
  51799. _this._viewMatrix.addAtIndex(12, _this.targetScreenOffset.x);
  51800. _this._viewMatrix.addAtIndex(13, _this.targetScreenOffset.y);
  51801. _this._collisionTriggered = false;
  51802. };
  51803. _this._target = BABYLON.Vector3.Zero();
  51804. if (target) {
  51805. _this.setTarget(target);
  51806. }
  51807. _this.alpha = alpha;
  51808. _this.beta = beta;
  51809. _this.radius = radius;
  51810. _this.getViewMatrix();
  51811. _this.inputs = new BABYLON.ArcRotateCameraInputsManager(_this);
  51812. _this.inputs.addKeyboard().addMouseWheel().addPointers();
  51813. return _this;
  51814. }
  51815. Object.defineProperty(ArcRotateCamera.prototype, "target", {
  51816. /**
  51817. * Defines the target point of the camera.
  51818. * The camera looks towards it form the radius distance.
  51819. */
  51820. get: function () {
  51821. return this._target;
  51822. },
  51823. set: function (value) {
  51824. this.setTarget(value);
  51825. },
  51826. enumerable: true,
  51827. configurable: true
  51828. });
  51829. Object.defineProperty(ArcRotateCamera.prototype, "angularSensibilityX", {
  51830. //-- begin properties for backward compatibility for inputs
  51831. /**
  51832. * Gets or Set the pointer angular sensibility along the X axis or how fast is the camera rotating.
  51833. */
  51834. get: function () {
  51835. var pointers = this.inputs.attached["pointers"];
  51836. if (pointers) {
  51837. return pointers.angularSensibilityX;
  51838. }
  51839. return 0;
  51840. },
  51841. set: function (value) {
  51842. var pointers = this.inputs.attached["pointers"];
  51843. if (pointers) {
  51844. pointers.angularSensibilityX = value;
  51845. }
  51846. },
  51847. enumerable: true,
  51848. configurable: true
  51849. });
  51850. Object.defineProperty(ArcRotateCamera.prototype, "angularSensibilityY", {
  51851. /**
  51852. * Gets or Set the pointer angular sensibility along the Y axis or how fast is the camera rotating.
  51853. */
  51854. get: function () {
  51855. var pointers = this.inputs.attached["pointers"];
  51856. if (pointers) {
  51857. return pointers.angularSensibilityY;
  51858. }
  51859. return 0;
  51860. },
  51861. set: function (value) {
  51862. var pointers = this.inputs.attached["pointers"];
  51863. if (pointers) {
  51864. pointers.angularSensibilityY = value;
  51865. }
  51866. },
  51867. enumerable: true,
  51868. configurable: true
  51869. });
  51870. Object.defineProperty(ArcRotateCamera.prototype, "pinchPrecision", {
  51871. /**
  51872. * Gets or Set the pointer pinch precision or how fast is the camera zooming.
  51873. */
  51874. get: function () {
  51875. var pointers = this.inputs.attached["pointers"];
  51876. if (pointers) {
  51877. return pointers.pinchPrecision;
  51878. }
  51879. return 0;
  51880. },
  51881. set: function (value) {
  51882. var pointers = this.inputs.attached["pointers"];
  51883. if (pointers) {
  51884. pointers.pinchPrecision = value;
  51885. }
  51886. },
  51887. enumerable: true,
  51888. configurable: true
  51889. });
  51890. Object.defineProperty(ArcRotateCamera.prototype, "pinchDeltaPercentage", {
  51891. /**
  51892. * Gets or Set the pointer pinch delta percentage or how fast is the camera zooming.
  51893. * It will be used instead of pinchDeltaPrecision if different from 0.
  51894. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  51895. */
  51896. get: function () {
  51897. var pointers = this.inputs.attached["pointers"];
  51898. if (pointers) {
  51899. return pointers.pinchDeltaPercentage;
  51900. }
  51901. return 0;
  51902. },
  51903. set: function (value) {
  51904. var pointers = this.inputs.attached["pointers"];
  51905. if (pointers) {
  51906. pointers.pinchDeltaPercentage = value;
  51907. }
  51908. },
  51909. enumerable: true,
  51910. configurable: true
  51911. });
  51912. Object.defineProperty(ArcRotateCamera.prototype, "panningSensibility", {
  51913. /**
  51914. * Gets or Set the pointer panning sensibility or how fast is the camera moving.
  51915. */
  51916. get: function () {
  51917. var pointers = this.inputs.attached["pointers"];
  51918. if (pointers) {
  51919. return pointers.panningSensibility;
  51920. }
  51921. return 0;
  51922. },
  51923. set: function (value) {
  51924. var pointers = this.inputs.attached["pointers"];
  51925. if (pointers) {
  51926. pointers.panningSensibility = value;
  51927. }
  51928. },
  51929. enumerable: true,
  51930. configurable: true
  51931. });
  51932. Object.defineProperty(ArcRotateCamera.prototype, "keysUp", {
  51933. /**
  51934. * Gets or Set the list of keyboard keys used to control beta angle in a positive direction.
  51935. */
  51936. get: function () {
  51937. var keyboard = this.inputs.attached["keyboard"];
  51938. if (keyboard) {
  51939. return keyboard.keysUp;
  51940. }
  51941. return [];
  51942. },
  51943. set: function (value) {
  51944. var keyboard = this.inputs.attached["keyboard"];
  51945. if (keyboard) {
  51946. keyboard.keysUp = value;
  51947. }
  51948. },
  51949. enumerable: true,
  51950. configurable: true
  51951. });
  51952. Object.defineProperty(ArcRotateCamera.prototype, "keysDown", {
  51953. /**
  51954. * Gets or Set the list of keyboard keys used to control beta angle in a negative direction.
  51955. */
  51956. get: function () {
  51957. var keyboard = this.inputs.attached["keyboard"];
  51958. if (keyboard) {
  51959. return keyboard.keysDown;
  51960. }
  51961. return [];
  51962. },
  51963. set: function (value) {
  51964. var keyboard = this.inputs.attached["keyboard"];
  51965. if (keyboard) {
  51966. keyboard.keysDown = value;
  51967. }
  51968. },
  51969. enumerable: true,
  51970. configurable: true
  51971. });
  51972. Object.defineProperty(ArcRotateCamera.prototype, "keysLeft", {
  51973. /**
  51974. * Gets or Set the list of keyboard keys used to control alpha angle in a negative direction.
  51975. */
  51976. get: function () {
  51977. var keyboard = this.inputs.attached["keyboard"];
  51978. if (keyboard) {
  51979. return keyboard.keysLeft;
  51980. }
  51981. return [];
  51982. },
  51983. set: function (value) {
  51984. var keyboard = this.inputs.attached["keyboard"];
  51985. if (keyboard) {
  51986. keyboard.keysLeft = value;
  51987. }
  51988. },
  51989. enumerable: true,
  51990. configurable: true
  51991. });
  51992. Object.defineProperty(ArcRotateCamera.prototype, "keysRight", {
  51993. /**
  51994. * Gets or Set the list of keyboard keys used to control alpha angle in a positive direction.
  51995. */
  51996. get: function () {
  51997. var keyboard = this.inputs.attached["keyboard"];
  51998. if (keyboard) {
  51999. return keyboard.keysRight;
  52000. }
  52001. return [];
  52002. },
  52003. set: function (value) {
  52004. var keyboard = this.inputs.attached["keyboard"];
  52005. if (keyboard) {
  52006. keyboard.keysRight = value;
  52007. }
  52008. },
  52009. enumerable: true,
  52010. configurable: true
  52011. });
  52012. Object.defineProperty(ArcRotateCamera.prototype, "wheelPrecision", {
  52013. /**
  52014. * Gets or Set the mouse wheel precision or how fast is the camera zooming.
  52015. */
  52016. get: function () {
  52017. var mousewheel = this.inputs.attached["mousewheel"];
  52018. if (mousewheel) {
  52019. return mousewheel.wheelPrecision;
  52020. }
  52021. return 0;
  52022. },
  52023. set: function (value) {
  52024. var mousewheel = this.inputs.attached["mousewheel"];
  52025. if (mousewheel) {
  52026. mousewheel.wheelPrecision = value;
  52027. }
  52028. },
  52029. enumerable: true,
  52030. configurable: true
  52031. });
  52032. Object.defineProperty(ArcRotateCamera.prototype, "wheelDeltaPercentage", {
  52033. /**
  52034. * Gets or Set the mouse wheel delta percentage or how fast is the camera zooming.
  52035. * It will be used instead of pinchDeltaPrecision if different from 0.
  52036. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  52037. */
  52038. get: function () {
  52039. var mousewheel = this.inputs.attached["mousewheel"];
  52040. if (mousewheel) {
  52041. return mousewheel.wheelDeltaPercentage;
  52042. }
  52043. return 0;
  52044. },
  52045. set: function (value) {
  52046. var mousewheel = this.inputs.attached["mousewheel"];
  52047. if (mousewheel) {
  52048. mousewheel.wheelDeltaPercentage = value;
  52049. }
  52050. },
  52051. enumerable: true,
  52052. configurable: true
  52053. });
  52054. Object.defineProperty(ArcRotateCamera.prototype, "bouncingBehavior", {
  52055. /**
  52056. * Gets the bouncing behavior of the camera if it has been enabled.
  52057. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  52058. */
  52059. get: function () {
  52060. return this._bouncingBehavior;
  52061. },
  52062. enumerable: true,
  52063. configurable: true
  52064. });
  52065. Object.defineProperty(ArcRotateCamera.prototype, "useBouncingBehavior", {
  52066. /**
  52067. * Defines if the bouncing behavior of the camera is enabled on the camera.
  52068. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  52069. */
  52070. get: function () {
  52071. return this._bouncingBehavior != null;
  52072. },
  52073. set: function (value) {
  52074. if (value === this.useBouncingBehavior) {
  52075. return;
  52076. }
  52077. if (value) {
  52078. this._bouncingBehavior = new BABYLON.BouncingBehavior();
  52079. this.addBehavior(this._bouncingBehavior);
  52080. }
  52081. else if (this._bouncingBehavior) {
  52082. this.removeBehavior(this._bouncingBehavior);
  52083. this._bouncingBehavior = null;
  52084. }
  52085. },
  52086. enumerable: true,
  52087. configurable: true
  52088. });
  52089. Object.defineProperty(ArcRotateCamera.prototype, "framingBehavior", {
  52090. /**
  52091. * Gets the framing behavior of the camera if it has been enabled.
  52092. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  52093. */
  52094. get: function () {
  52095. return this._framingBehavior;
  52096. },
  52097. enumerable: true,
  52098. configurable: true
  52099. });
  52100. Object.defineProperty(ArcRotateCamera.prototype, "useFramingBehavior", {
  52101. /**
  52102. * Defines if the framing behavior of the camera is enabled on the camera.
  52103. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  52104. */
  52105. get: function () {
  52106. return this._framingBehavior != null;
  52107. },
  52108. set: function (value) {
  52109. if (value === this.useFramingBehavior) {
  52110. return;
  52111. }
  52112. if (value) {
  52113. this._framingBehavior = new BABYLON.FramingBehavior();
  52114. this.addBehavior(this._framingBehavior);
  52115. }
  52116. else if (this._framingBehavior) {
  52117. this.removeBehavior(this._framingBehavior);
  52118. this._framingBehavior = null;
  52119. }
  52120. },
  52121. enumerable: true,
  52122. configurable: true
  52123. });
  52124. Object.defineProperty(ArcRotateCamera.prototype, "autoRotationBehavior", {
  52125. /**
  52126. * Gets the auto rotation behavior of the camera if it has been enabled.
  52127. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  52128. */
  52129. get: function () {
  52130. return this._autoRotationBehavior;
  52131. },
  52132. enumerable: true,
  52133. configurable: true
  52134. });
  52135. Object.defineProperty(ArcRotateCamera.prototype, "useAutoRotationBehavior", {
  52136. /**
  52137. * Defines if the auto rotation behavior of the camera is enabled on the camera.
  52138. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  52139. */
  52140. get: function () {
  52141. return this._autoRotationBehavior != null;
  52142. },
  52143. set: function (value) {
  52144. if (value === this.useAutoRotationBehavior) {
  52145. return;
  52146. }
  52147. if (value) {
  52148. this._autoRotationBehavior = new BABYLON.AutoRotationBehavior();
  52149. this.addBehavior(this._autoRotationBehavior);
  52150. }
  52151. else if (this._autoRotationBehavior) {
  52152. this.removeBehavior(this._autoRotationBehavior);
  52153. this._autoRotationBehavior = null;
  52154. }
  52155. },
  52156. enumerable: true,
  52157. configurable: true
  52158. });
  52159. // Cache
  52160. /** @hidden */
  52161. ArcRotateCamera.prototype._initCache = function () {
  52162. _super.prototype._initCache.call(this);
  52163. this._cache._target = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  52164. this._cache.alpha = undefined;
  52165. this._cache.beta = undefined;
  52166. this._cache.radius = undefined;
  52167. this._cache.targetScreenOffset = BABYLON.Vector2.Zero();
  52168. };
  52169. /** @hidden */
  52170. ArcRotateCamera.prototype._updateCache = function (ignoreParentClass) {
  52171. if (!ignoreParentClass) {
  52172. _super.prototype._updateCache.call(this);
  52173. }
  52174. this._cache._target.copyFrom(this._getTargetPosition());
  52175. this._cache.alpha = this.alpha;
  52176. this._cache.beta = this.beta;
  52177. this._cache.radius = this.radius;
  52178. this._cache.targetScreenOffset.copyFrom(this.targetScreenOffset);
  52179. };
  52180. ArcRotateCamera.prototype._getTargetPosition = function () {
  52181. if (this._targetHost && this._targetHost.getAbsolutePosition) {
  52182. var pos = this._targetHost.absolutePosition;
  52183. if (this._targetBoundingCenter) {
  52184. pos.addToRef(this._targetBoundingCenter, this._target);
  52185. }
  52186. else {
  52187. this._target.copyFrom(pos);
  52188. }
  52189. }
  52190. var lockedTargetPosition = this._getLockedTargetPosition();
  52191. if (lockedTargetPosition) {
  52192. return lockedTargetPosition;
  52193. }
  52194. return this._target;
  52195. };
  52196. /**
  52197. * Stores the current state of the camera (alpha, beta, radius and target)
  52198. * @returns the camera itself
  52199. */
  52200. ArcRotateCamera.prototype.storeState = function () {
  52201. this._storedAlpha = this.alpha;
  52202. this._storedBeta = this.beta;
  52203. this._storedRadius = this.radius;
  52204. this._storedTarget = this._getTargetPosition().clone();
  52205. return _super.prototype.storeState.call(this);
  52206. };
  52207. /**
  52208. * @hidden
  52209. * Restored camera state. You must call storeState() first
  52210. */
  52211. ArcRotateCamera.prototype._restoreStateValues = function () {
  52212. if (!_super.prototype._restoreStateValues.call(this)) {
  52213. return false;
  52214. }
  52215. this.alpha = this._storedAlpha;
  52216. this.beta = this._storedBeta;
  52217. this.radius = this._storedRadius;
  52218. this.setTarget(this._storedTarget.clone());
  52219. this.inertialAlphaOffset = 0;
  52220. this.inertialBetaOffset = 0;
  52221. this.inertialRadiusOffset = 0;
  52222. this.inertialPanningX = 0;
  52223. this.inertialPanningY = 0;
  52224. return true;
  52225. };
  52226. // Synchronized
  52227. /** @hidden */
  52228. ArcRotateCamera.prototype._isSynchronizedViewMatrix = function () {
  52229. if (!_super.prototype._isSynchronizedViewMatrix.call(this)) {
  52230. return false;
  52231. }
  52232. return this._cache._target.equals(this._getTargetPosition())
  52233. && this._cache.alpha === this.alpha
  52234. && this._cache.beta === this.beta
  52235. && this._cache.radius === this.radius
  52236. && this._cache.targetScreenOffset.equals(this.targetScreenOffset);
  52237. };
  52238. /**
  52239. * Attached controls to the current camera.
  52240. * @param element Defines the element the controls should be listened from
  52241. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  52242. * @param useCtrlForPanning Defines whether ctrl is used for paning within the controls
  52243. * @param panningMouseButton Defines whether panning is allowed through mouse click button
  52244. */
  52245. ArcRotateCamera.prototype.attachControl = function (element, noPreventDefault, useCtrlForPanning, panningMouseButton) {
  52246. var _this = this;
  52247. if (useCtrlForPanning === void 0) { useCtrlForPanning = true; }
  52248. if (panningMouseButton === void 0) { panningMouseButton = 2; }
  52249. this._useCtrlForPanning = useCtrlForPanning;
  52250. this._panningMouseButton = panningMouseButton;
  52251. this.inputs.attachElement(element, noPreventDefault);
  52252. this._reset = function () {
  52253. _this.inertialAlphaOffset = 0;
  52254. _this.inertialBetaOffset = 0;
  52255. _this.inertialRadiusOffset = 0;
  52256. _this.inertialPanningX = 0;
  52257. _this.inertialPanningY = 0;
  52258. };
  52259. };
  52260. /**
  52261. * Detach the current controls from the camera.
  52262. * The camera will stop reacting to inputs.
  52263. * @param element Defines the element to stop listening the inputs from
  52264. */
  52265. ArcRotateCamera.prototype.detachControl = function (element) {
  52266. this.inputs.detachElement(element);
  52267. if (this._reset) {
  52268. this._reset();
  52269. }
  52270. };
  52271. /** @hidden */
  52272. ArcRotateCamera.prototype._checkInputs = function () {
  52273. //if (async) collision inspection was triggered, don't update the camera's position - until the collision callback was called.
  52274. if (this._collisionTriggered) {
  52275. return;
  52276. }
  52277. this.inputs.checkInputs();
  52278. // Inertia
  52279. if (this.inertialAlphaOffset !== 0 || this.inertialBetaOffset !== 0 || this.inertialRadiusOffset !== 0) {
  52280. var inertialAlphaOffset = this.inertialAlphaOffset;
  52281. if (this.beta <= 0) {
  52282. inertialAlphaOffset *= -1;
  52283. }
  52284. if (this.getScene().useRightHandedSystem) {
  52285. inertialAlphaOffset *= -1;
  52286. }
  52287. if (this.parent && this.parent._getWorldMatrixDeterminant() < 0) {
  52288. inertialAlphaOffset *= -1;
  52289. }
  52290. this.alpha += inertialAlphaOffset;
  52291. this.beta += this.inertialBetaOffset;
  52292. this.radius -= this.inertialRadiusOffset;
  52293. this.inertialAlphaOffset *= this.inertia;
  52294. this.inertialBetaOffset *= this.inertia;
  52295. this.inertialRadiusOffset *= this.inertia;
  52296. if (Math.abs(this.inertialAlphaOffset) < BABYLON.Epsilon) {
  52297. this.inertialAlphaOffset = 0;
  52298. }
  52299. if (Math.abs(this.inertialBetaOffset) < BABYLON.Epsilon) {
  52300. this.inertialBetaOffset = 0;
  52301. }
  52302. if (Math.abs(this.inertialRadiusOffset) < this.speed * BABYLON.Epsilon) {
  52303. this.inertialRadiusOffset = 0;
  52304. }
  52305. }
  52306. // Panning inertia
  52307. if (this.inertialPanningX !== 0 || this.inertialPanningY !== 0) {
  52308. if (!this._localDirection) {
  52309. this._localDirection = BABYLON.Vector3.Zero();
  52310. this._transformedDirection = BABYLON.Vector3.Zero();
  52311. }
  52312. this._localDirection.copyFromFloats(this.inertialPanningX, this.inertialPanningY, this.inertialPanningY);
  52313. this._localDirection.multiplyInPlace(this.panningAxis);
  52314. this._viewMatrix.invertToRef(this._cameraTransformMatrix);
  52315. BABYLON.Vector3.TransformNormalToRef(this._localDirection, this._cameraTransformMatrix, this._transformedDirection);
  52316. //Eliminate y if map panning is enabled (panningAxis == 1,0,1)
  52317. if (!this.panningAxis.y) {
  52318. this._transformedDirection.y = 0;
  52319. }
  52320. if (!this._targetHost) {
  52321. if (this.panningDistanceLimit) {
  52322. this._transformedDirection.addInPlace(this._target);
  52323. var distanceSquared = BABYLON.Vector3.DistanceSquared(this._transformedDirection, this.panningOriginTarget);
  52324. if (distanceSquared <= (this.panningDistanceLimit * this.panningDistanceLimit)) {
  52325. this._target.copyFrom(this._transformedDirection);
  52326. }
  52327. }
  52328. else {
  52329. this._target.addInPlace(this._transformedDirection);
  52330. }
  52331. }
  52332. this.inertialPanningX *= this.panningInertia;
  52333. this.inertialPanningY *= this.panningInertia;
  52334. if (Math.abs(this.inertialPanningX) < this.speed * BABYLON.Epsilon) {
  52335. this.inertialPanningX = 0;
  52336. }
  52337. if (Math.abs(this.inertialPanningY) < this.speed * BABYLON.Epsilon) {
  52338. this.inertialPanningY = 0;
  52339. }
  52340. }
  52341. // Limits
  52342. this._checkLimits();
  52343. _super.prototype._checkInputs.call(this);
  52344. };
  52345. ArcRotateCamera.prototype._checkLimits = function () {
  52346. if (this.lowerBetaLimit === null || this.lowerBetaLimit === undefined) {
  52347. if (this.allowUpsideDown && this.beta > Math.PI) {
  52348. this.beta = this.beta - (2 * Math.PI);
  52349. }
  52350. }
  52351. else {
  52352. if (this.beta < this.lowerBetaLimit) {
  52353. this.beta = this.lowerBetaLimit;
  52354. }
  52355. }
  52356. if (this.upperBetaLimit === null || this.upperBetaLimit === undefined) {
  52357. if (this.allowUpsideDown && this.beta < -Math.PI) {
  52358. this.beta = this.beta + (2 * Math.PI);
  52359. }
  52360. }
  52361. else {
  52362. if (this.beta > this.upperBetaLimit) {
  52363. this.beta = this.upperBetaLimit;
  52364. }
  52365. }
  52366. if (this.lowerAlphaLimit !== null && this.alpha < this.lowerAlphaLimit) {
  52367. this.alpha = this.lowerAlphaLimit;
  52368. }
  52369. if (this.upperAlphaLimit !== null && this.alpha > this.upperAlphaLimit) {
  52370. this.alpha = this.upperAlphaLimit;
  52371. }
  52372. if (this.lowerRadiusLimit !== null && this.radius < this.lowerRadiusLimit) {
  52373. this.radius = this.lowerRadiusLimit;
  52374. this.inertialRadiusOffset = 0;
  52375. }
  52376. if (this.upperRadiusLimit !== null && this.radius > this.upperRadiusLimit) {
  52377. this.radius = this.upperRadiusLimit;
  52378. this.inertialRadiusOffset = 0;
  52379. }
  52380. };
  52381. /**
  52382. * Rebuilds angles (alpha, beta) and radius from the give position and target.
  52383. */
  52384. ArcRotateCamera.prototype.rebuildAnglesAndRadius = function () {
  52385. this.position.subtractToRef(this._getTargetPosition(), this._computationVector);
  52386. this.radius = this._computationVector.length();
  52387. if (this.radius === 0) {
  52388. this.radius = 0.0001; // Just to avoid division by zero
  52389. }
  52390. // Alpha
  52391. this.alpha = Math.acos(this._computationVector.x / Math.sqrt(Math.pow(this._computationVector.x, 2) + Math.pow(this._computationVector.z, 2)));
  52392. if (this._computationVector.z < 0) {
  52393. this.alpha = 2 * Math.PI - this.alpha;
  52394. }
  52395. // Beta
  52396. this.beta = Math.acos(this._computationVector.y / this.radius);
  52397. this._checkLimits();
  52398. };
  52399. /**
  52400. * Use a position to define the current camera related information like aplha, beta and radius
  52401. * @param position Defines the position to set the camera at
  52402. */
  52403. ArcRotateCamera.prototype.setPosition = function (position) {
  52404. if (this.position.equals(position)) {
  52405. return;
  52406. }
  52407. this.position.copyFrom(position);
  52408. this.rebuildAnglesAndRadius();
  52409. };
  52410. /**
  52411. * Defines the target the camera should look at.
  52412. * This will automatically adapt alpha beta and radius to fit within the new target.
  52413. * @param target Defines the new target as a Vector or a mesh
  52414. * @param toBoundingCenter In case of a mesh target, defines wether to target the mesh position or its bounding information center
  52415. * @param allowSamePosition If false, prevents reapplying the new computed position if it is identical to the current one (optim)
  52416. */
  52417. ArcRotateCamera.prototype.setTarget = function (target, toBoundingCenter, allowSamePosition) {
  52418. if (toBoundingCenter === void 0) { toBoundingCenter = false; }
  52419. if (allowSamePosition === void 0) { allowSamePosition = false; }
  52420. if (target.getBoundingInfo) {
  52421. if (toBoundingCenter) {
  52422. this._targetBoundingCenter = target.getBoundingInfo().boundingBox.centerWorld.clone();
  52423. }
  52424. else {
  52425. this._targetBoundingCenter = null;
  52426. }
  52427. this._targetHost = target;
  52428. this._target = this._getTargetPosition();
  52429. this.onMeshTargetChangedObservable.notifyObservers(this._targetHost);
  52430. }
  52431. else {
  52432. var newTarget = target;
  52433. var currentTarget = this._getTargetPosition();
  52434. if (currentTarget && !allowSamePosition && currentTarget.equals(newTarget)) {
  52435. return;
  52436. }
  52437. this._targetHost = null;
  52438. this._target = newTarget;
  52439. this._targetBoundingCenter = null;
  52440. this.onMeshTargetChangedObservable.notifyObservers(null);
  52441. }
  52442. this.rebuildAnglesAndRadius();
  52443. };
  52444. /** @hidden */
  52445. ArcRotateCamera.prototype._getViewMatrix = function () {
  52446. // Compute
  52447. var cosa = Math.cos(this.alpha);
  52448. var sina = Math.sin(this.alpha);
  52449. var cosb = Math.cos(this.beta);
  52450. var sinb = Math.sin(this.beta);
  52451. if (sinb === 0) {
  52452. sinb = 0.0001;
  52453. }
  52454. var target = this._getTargetPosition();
  52455. this._computationVector.copyFromFloats(this.radius * cosa * sinb, this.radius * cosb, this.radius * sina * sinb);
  52456. // Rotate according to up vector
  52457. if (this.upVector.x !== 0 || this.upVector.y !== 1.0 || this.upVector.z !== 0) {
  52458. if (!this._tempAxisVector) {
  52459. this._tempAxisVector = new BABYLON.Vector3();
  52460. this._tempAxisRotationMatrix = new BABYLON.Matrix();
  52461. }
  52462. BABYLON.Vector3.CrossToRef(BABYLON.Vector3.Up(), this.upVector, this._tempAxisVector);
  52463. this._tempAxisVector.normalize();
  52464. var angle = Math.acos(BABYLON.Vector3.Dot(BABYLON.Vector3.UpReadOnly, this.upVector));
  52465. BABYLON.Matrix.RotationAxisToRef(this._tempAxisVector, angle, this._tempAxisRotationMatrix);
  52466. this._tempAxisVector.copyFrom(this._computationVector);
  52467. BABYLON.Vector3.TransformCoordinatesToRef(this._tempAxisVector, this._tempAxisRotationMatrix, this._computationVector);
  52468. }
  52469. target.addToRef(this._computationVector, this._newPosition);
  52470. if (this.getScene().collisionsEnabled && this.checkCollisions) {
  52471. if (!this._collider) {
  52472. this._collider = new BABYLON.Collider();
  52473. }
  52474. this._collider._radius = this.collisionRadius;
  52475. this._newPosition.subtractToRef(this.position, this._collisionVelocity);
  52476. this._collisionTriggered = true;
  52477. this.getScene().collisionCoordinator.getNewPosition(this.position, this._collisionVelocity, this._collider, 3, null, this._onCollisionPositionChange, this.uniqueId);
  52478. }
  52479. else {
  52480. this.position.copyFrom(this._newPosition);
  52481. var up = this.upVector;
  52482. if (this.allowUpsideDown && sinb < 0) {
  52483. up = up.clone();
  52484. up = up.negate();
  52485. }
  52486. this._computeViewMatrix(this.position, target, up);
  52487. this._viewMatrix.addAtIndex(12, this.targetScreenOffset.x);
  52488. this._viewMatrix.addAtIndex(13, this.targetScreenOffset.y);
  52489. }
  52490. this._currentTarget = target;
  52491. return this._viewMatrix;
  52492. };
  52493. /**
  52494. * Zooms on a mesh to be at the min distance where we could see it fully in the current viewport.
  52495. * @param meshes Defines the mesh to zoom on
  52496. * @param doNotUpdateMaxZ Defines whether or not maxZ should be updated whilst zooming on the mesh (this can happen if the mesh is big and the maxradius pretty small for instance)
  52497. */
  52498. ArcRotateCamera.prototype.zoomOn = function (meshes, doNotUpdateMaxZ) {
  52499. if (doNotUpdateMaxZ === void 0) { doNotUpdateMaxZ = false; }
  52500. meshes = meshes || this.getScene().meshes;
  52501. var minMaxVector = BABYLON.Mesh.MinMax(meshes);
  52502. var distance = BABYLON.Vector3.Distance(minMaxVector.min, minMaxVector.max);
  52503. this.radius = distance * this.zoomOnFactor;
  52504. this.focusOn({ min: minMaxVector.min, max: minMaxVector.max, distance: distance }, doNotUpdateMaxZ);
  52505. };
  52506. /**
  52507. * Focus on a mesh or a bounding box. This adapts the target and maxRadius if necessary but does not update the current radius.
  52508. * The target will be changed but the radius
  52509. * @param meshesOrMinMaxVectorAndDistance Defines the mesh or bounding info to focus on
  52510. * @param doNotUpdateMaxZ Defines whether or not maxZ should be updated whilst zooming on the mesh (this can happen if the mesh is big and the maxradius pretty small for instance)
  52511. */
  52512. ArcRotateCamera.prototype.focusOn = function (meshesOrMinMaxVectorAndDistance, doNotUpdateMaxZ) {
  52513. if (doNotUpdateMaxZ === void 0) { doNotUpdateMaxZ = false; }
  52514. var meshesOrMinMaxVector;
  52515. var distance;
  52516. if (meshesOrMinMaxVectorAndDistance.min === undefined) { // meshes
  52517. var meshes = meshesOrMinMaxVectorAndDistance || this.getScene().meshes;
  52518. meshesOrMinMaxVector = BABYLON.Mesh.MinMax(meshes);
  52519. distance = BABYLON.Vector3.Distance(meshesOrMinMaxVector.min, meshesOrMinMaxVector.max);
  52520. }
  52521. else { //minMaxVector and distance
  52522. var minMaxVectorAndDistance = meshesOrMinMaxVectorAndDistance;
  52523. meshesOrMinMaxVector = minMaxVectorAndDistance;
  52524. distance = minMaxVectorAndDistance.distance;
  52525. }
  52526. this._target = BABYLON.Mesh.Center(meshesOrMinMaxVector);
  52527. if (!doNotUpdateMaxZ) {
  52528. this.maxZ = distance * 2;
  52529. }
  52530. };
  52531. /**
  52532. * @override
  52533. * Override Camera.createRigCamera
  52534. */
  52535. ArcRotateCamera.prototype.createRigCamera = function (name, cameraIndex) {
  52536. var alphaShift = 0;
  52537. switch (this.cameraRigMode) {
  52538. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH:
  52539. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL:
  52540. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER:
  52541. case BABYLON.Camera.RIG_MODE_VR:
  52542. alphaShift = this._cameraRigParams.stereoHalfAngle * (cameraIndex === 0 ? 1 : -1);
  52543. break;
  52544. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED:
  52545. alphaShift = this._cameraRigParams.stereoHalfAngle * (cameraIndex === 0 ? -1 : 1);
  52546. break;
  52547. }
  52548. var rigCam = new ArcRotateCamera(name, this.alpha + alphaShift, this.beta, this.radius, this._target, this.getScene());
  52549. rigCam._cameraRigParams = {};
  52550. return rigCam;
  52551. };
  52552. /**
  52553. * @hidden
  52554. * @override
  52555. * Override Camera._updateRigCameras
  52556. */
  52557. ArcRotateCamera.prototype._updateRigCameras = function () {
  52558. var camLeft = this._rigCameras[0];
  52559. var camRight = this._rigCameras[1];
  52560. camLeft.beta = camRight.beta = this.beta;
  52561. switch (this.cameraRigMode) {
  52562. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH:
  52563. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL:
  52564. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER:
  52565. case BABYLON.Camera.RIG_MODE_VR:
  52566. camLeft.alpha = this.alpha - this._cameraRigParams.stereoHalfAngle;
  52567. camRight.alpha = this.alpha + this._cameraRigParams.stereoHalfAngle;
  52568. break;
  52569. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED:
  52570. camLeft.alpha = this.alpha + this._cameraRigParams.stereoHalfAngle;
  52571. camRight.alpha = this.alpha - this._cameraRigParams.stereoHalfAngle;
  52572. break;
  52573. }
  52574. _super.prototype._updateRigCameras.call(this);
  52575. };
  52576. /**
  52577. * Destroy the camera and release the current resources hold by it.
  52578. */
  52579. ArcRotateCamera.prototype.dispose = function () {
  52580. this.inputs.clear();
  52581. _super.prototype.dispose.call(this);
  52582. };
  52583. /**
  52584. * Gets the current object class name.
  52585. * @return the class name
  52586. */
  52587. ArcRotateCamera.prototype.getClassName = function () {
  52588. return "ArcRotateCamera";
  52589. };
  52590. __decorate([
  52591. BABYLON.serialize()
  52592. ], ArcRotateCamera.prototype, "alpha", void 0);
  52593. __decorate([
  52594. BABYLON.serialize()
  52595. ], ArcRotateCamera.prototype, "beta", void 0);
  52596. __decorate([
  52597. BABYLON.serialize()
  52598. ], ArcRotateCamera.prototype, "radius", void 0);
  52599. __decorate([
  52600. BABYLON.serializeAsVector3("target")
  52601. ], ArcRotateCamera.prototype, "_target", void 0);
  52602. __decorate([
  52603. BABYLON.serialize()
  52604. ], ArcRotateCamera.prototype, "inertialAlphaOffset", void 0);
  52605. __decorate([
  52606. BABYLON.serialize()
  52607. ], ArcRotateCamera.prototype, "inertialBetaOffset", void 0);
  52608. __decorate([
  52609. BABYLON.serialize()
  52610. ], ArcRotateCamera.prototype, "inertialRadiusOffset", void 0);
  52611. __decorate([
  52612. BABYLON.serialize()
  52613. ], ArcRotateCamera.prototype, "lowerAlphaLimit", void 0);
  52614. __decorate([
  52615. BABYLON.serialize()
  52616. ], ArcRotateCamera.prototype, "upperAlphaLimit", void 0);
  52617. __decorate([
  52618. BABYLON.serialize()
  52619. ], ArcRotateCamera.prototype, "lowerBetaLimit", void 0);
  52620. __decorate([
  52621. BABYLON.serialize()
  52622. ], ArcRotateCamera.prototype, "upperBetaLimit", void 0);
  52623. __decorate([
  52624. BABYLON.serialize()
  52625. ], ArcRotateCamera.prototype, "lowerRadiusLimit", void 0);
  52626. __decorate([
  52627. BABYLON.serialize()
  52628. ], ArcRotateCamera.prototype, "upperRadiusLimit", void 0);
  52629. __decorate([
  52630. BABYLON.serialize()
  52631. ], ArcRotateCamera.prototype, "inertialPanningX", void 0);
  52632. __decorate([
  52633. BABYLON.serialize()
  52634. ], ArcRotateCamera.prototype, "inertialPanningY", void 0);
  52635. __decorate([
  52636. BABYLON.serialize()
  52637. ], ArcRotateCamera.prototype, "pinchToPanMaxDistance", void 0);
  52638. __decorate([
  52639. BABYLON.serialize()
  52640. ], ArcRotateCamera.prototype, "panningDistanceLimit", void 0);
  52641. __decorate([
  52642. BABYLON.serializeAsVector3()
  52643. ], ArcRotateCamera.prototype, "panningOriginTarget", void 0);
  52644. __decorate([
  52645. BABYLON.serialize()
  52646. ], ArcRotateCamera.prototype, "panningInertia", void 0);
  52647. __decorate([
  52648. BABYLON.serialize()
  52649. ], ArcRotateCamera.prototype, "zoomOnFactor", void 0);
  52650. __decorate([
  52651. BABYLON.serialize()
  52652. ], ArcRotateCamera.prototype, "targetScreenOffset", void 0);
  52653. __decorate([
  52654. BABYLON.serialize()
  52655. ], ArcRotateCamera.prototype, "allowUpsideDown", void 0);
  52656. __decorate([
  52657. BABYLON.serialize()
  52658. ], ArcRotateCamera.prototype, "useInputToRestoreState", void 0);
  52659. return ArcRotateCamera;
  52660. }(BABYLON.TargetCamera));
  52661. BABYLON.ArcRotateCamera = ArcRotateCamera;
  52662. })(BABYLON || (BABYLON = {}));
  52663. //# sourceMappingURL=babylon.arcRotateCamera.js.map
  52664. var BABYLON;
  52665. (function (BABYLON) {
  52666. BABYLON.Node.AddNodeConstructor("Light_Type_3", function (name, scene) {
  52667. return function () { return new HemisphericLight(name, BABYLON.Vector3.Zero(), scene); };
  52668. });
  52669. /**
  52670. * The HemisphericLight simulates the ambient environment light,
  52671. * so the passed direction is the light reflection direction, not the incoming direction.
  52672. */
  52673. var HemisphericLight = /** @class */ (function (_super) {
  52674. __extends(HemisphericLight, _super);
  52675. /**
  52676. * Creates a HemisphericLight object in the scene according to the passed direction (Vector3).
  52677. * The HemisphericLight simulates the ambient environment light, so the passed direction is the light reflection direction, not the incoming direction.
  52678. * The HemisphericLight can't cast shadows.
  52679. * Documentation : https://doc.babylonjs.com/babylon101/lights
  52680. * @param name The friendly name of the light
  52681. * @param direction The direction of the light reflection
  52682. * @param scene The scene the light belongs to
  52683. */
  52684. function HemisphericLight(name, direction, scene) {
  52685. var _this = _super.call(this, name, scene) || this;
  52686. /**
  52687. * The groundColor is the light in the opposite direction to the one specified during creation.
  52688. * You can think of the diffuse and specular light as coming from the centre of the object in the given direction and the groundColor light in the opposite direction.
  52689. */
  52690. _this.groundColor = new BABYLON.Color3(0.0, 0.0, 0.0);
  52691. _this.direction = direction || BABYLON.Vector3.Up();
  52692. return _this;
  52693. }
  52694. HemisphericLight.prototype._buildUniformLayout = function () {
  52695. this._uniformBuffer.addUniform("vLightData", 4);
  52696. this._uniformBuffer.addUniform("vLightDiffuse", 4);
  52697. this._uniformBuffer.addUniform("vLightSpecular", 3);
  52698. this._uniformBuffer.addUniform("vLightGround", 3);
  52699. this._uniformBuffer.addUniform("shadowsInfo", 3);
  52700. this._uniformBuffer.addUniform("depthValues", 2);
  52701. this._uniformBuffer.create();
  52702. };
  52703. /**
  52704. * Returns the string "HemisphericLight".
  52705. * @return The class name
  52706. */
  52707. HemisphericLight.prototype.getClassName = function () {
  52708. return "HemisphericLight";
  52709. };
  52710. /**
  52711. * Sets the HemisphericLight direction towards the passed target (Vector3).
  52712. * Returns the updated direction.
  52713. * @param target The target the direction should point to
  52714. * @return The computed direction
  52715. */
  52716. HemisphericLight.prototype.setDirectionToTarget = function (target) {
  52717. this.direction = BABYLON.Vector3.Normalize(target.subtract(BABYLON.Vector3.Zero()));
  52718. return this.direction;
  52719. };
  52720. /**
  52721. * Returns the shadow generator associated to the light.
  52722. * @returns Always null for hemispheric lights because it does not support shadows.
  52723. */
  52724. HemisphericLight.prototype.getShadowGenerator = function () {
  52725. return null;
  52726. };
  52727. /**
  52728. * Sets the passed Effect object with the HemisphericLight normalized direction and color and the passed name (string).
  52729. * @param effect The effect to update
  52730. * @param lightIndex The index of the light in the effect to update
  52731. * @returns The hemispheric light
  52732. */
  52733. HemisphericLight.prototype.transferToEffect = function (effect, lightIndex) {
  52734. var normalizeDirection = BABYLON.Vector3.Normalize(this.direction);
  52735. this._uniformBuffer.updateFloat4("vLightData", normalizeDirection.x, normalizeDirection.y, normalizeDirection.z, 0.0, lightIndex);
  52736. this._uniformBuffer.updateColor3("vLightGround", this.groundColor.scale(this.intensity), lightIndex);
  52737. return this;
  52738. };
  52739. /**
  52740. * Computes the world matrix of the node
  52741. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  52742. * @param useWasUpdatedFlag defines a reserved property
  52743. * @returns the world matrix
  52744. */
  52745. HemisphericLight.prototype.computeWorldMatrix = function (force, useWasUpdatedFlag) {
  52746. if (!this._worldMatrix) {
  52747. this._worldMatrix = BABYLON.Matrix.Identity();
  52748. }
  52749. return this._worldMatrix;
  52750. };
  52751. /**
  52752. * Returns the integer 3.
  52753. * @return The light Type id as a constant defines in Light.LIGHTTYPEID_x
  52754. */
  52755. HemisphericLight.prototype.getTypeID = function () {
  52756. return BABYLON.Light.LIGHTTYPEID_HEMISPHERICLIGHT;
  52757. };
  52758. /**
  52759. * Prepares the list of defines specific to the light type.
  52760. * @param defines the list of defines
  52761. * @param lightIndex defines the index of the light for the effect
  52762. */
  52763. HemisphericLight.prototype.prepareLightSpecificDefines = function (defines, lightIndex) {
  52764. defines["HEMILIGHT" + lightIndex] = true;
  52765. };
  52766. __decorate([
  52767. BABYLON.serializeAsColor3()
  52768. ], HemisphericLight.prototype, "groundColor", void 0);
  52769. __decorate([
  52770. BABYLON.serializeAsVector3()
  52771. ], HemisphericLight.prototype, "direction", void 0);
  52772. return HemisphericLight;
  52773. }(BABYLON.Light));
  52774. BABYLON.HemisphericLight = HemisphericLight;
  52775. })(BABYLON || (BABYLON = {}));
  52776. //# sourceMappingURL=babylon.hemisphericLight.js.map
  52777. var BABYLON;
  52778. (function (BABYLON) {
  52779. /**
  52780. * Base implementation IShadowLight
  52781. * It groups all the common behaviour in order to reduce dupplication and better follow the DRY pattern.
  52782. */
  52783. var ShadowLight = /** @class */ (function (_super) {
  52784. __extends(ShadowLight, _super);
  52785. function ShadowLight() {
  52786. var _this = _super !== null && _super.apply(this, arguments) || this;
  52787. _this._needProjectionMatrixCompute = true;
  52788. return _this;
  52789. }
  52790. ShadowLight.prototype._setPosition = function (value) {
  52791. this._position = value;
  52792. };
  52793. Object.defineProperty(ShadowLight.prototype, "position", {
  52794. /**
  52795. * Sets the position the shadow will be casted from. Also use as the light position for both
  52796. * point and spot lights.
  52797. */
  52798. get: function () {
  52799. return this._position;
  52800. },
  52801. /**
  52802. * Sets the position the shadow will be casted from. Also use as the light position for both
  52803. * point and spot lights.
  52804. */
  52805. set: function (value) {
  52806. this._setPosition(value);
  52807. },
  52808. enumerable: true,
  52809. configurable: true
  52810. });
  52811. ShadowLight.prototype._setDirection = function (value) {
  52812. this._direction = value;
  52813. };
  52814. Object.defineProperty(ShadowLight.prototype, "direction", {
  52815. /**
  52816. * In 2d mode (needCube being false), gets the direction used to cast the shadow.
  52817. * Also use as the light direction on spot and directional lights.
  52818. */
  52819. get: function () {
  52820. return this._direction;
  52821. },
  52822. /**
  52823. * In 2d mode (needCube being false), sets the direction used to cast the shadow.
  52824. * Also use as the light direction on spot and directional lights.
  52825. */
  52826. set: function (value) {
  52827. this._setDirection(value);
  52828. },
  52829. enumerable: true,
  52830. configurable: true
  52831. });
  52832. Object.defineProperty(ShadowLight.prototype, "shadowMinZ", {
  52833. /**
  52834. * Gets the shadow projection clipping minimum z value.
  52835. */
  52836. get: function () {
  52837. return this._shadowMinZ;
  52838. },
  52839. /**
  52840. * Sets the shadow projection clipping minimum z value.
  52841. */
  52842. set: function (value) {
  52843. this._shadowMinZ = value;
  52844. this.forceProjectionMatrixCompute();
  52845. },
  52846. enumerable: true,
  52847. configurable: true
  52848. });
  52849. Object.defineProperty(ShadowLight.prototype, "shadowMaxZ", {
  52850. /**
  52851. * Sets the shadow projection clipping maximum z value.
  52852. */
  52853. get: function () {
  52854. return this._shadowMaxZ;
  52855. },
  52856. /**
  52857. * Gets the shadow projection clipping maximum z value.
  52858. */
  52859. set: function (value) {
  52860. this._shadowMaxZ = value;
  52861. this.forceProjectionMatrixCompute();
  52862. },
  52863. enumerable: true,
  52864. configurable: true
  52865. });
  52866. /**
  52867. * Computes the transformed information (transformedPosition and transformedDirection in World space) of the current light
  52868. * @returns true if the information has been computed, false if it does not need to (no parenting)
  52869. */
  52870. ShadowLight.prototype.computeTransformedInformation = function () {
  52871. if (this.parent && this.parent.getWorldMatrix) {
  52872. if (!this.transformedPosition) {
  52873. this.transformedPosition = BABYLON.Vector3.Zero();
  52874. }
  52875. BABYLON.Vector3.TransformCoordinatesToRef(this.position, this.parent.getWorldMatrix(), this.transformedPosition);
  52876. // In case the direction is present.
  52877. if (this.direction) {
  52878. if (!this.transformedDirection) {
  52879. this.transformedDirection = BABYLON.Vector3.Zero();
  52880. }
  52881. BABYLON.Vector3.TransformNormalToRef(this.direction, this.parent.getWorldMatrix(), this.transformedDirection);
  52882. }
  52883. return true;
  52884. }
  52885. return false;
  52886. };
  52887. /**
  52888. * Return the depth scale used for the shadow map.
  52889. * @returns the depth scale.
  52890. */
  52891. ShadowLight.prototype.getDepthScale = function () {
  52892. return 50.0;
  52893. };
  52894. /**
  52895. * Get the direction to use to render the shadow map. In case of cube texture, the face index can be passed.
  52896. * @param faceIndex The index of the face we are computed the direction to generate shadow
  52897. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  52898. */
  52899. ShadowLight.prototype.getShadowDirection = function (faceIndex) {
  52900. return this.transformedDirection ? this.transformedDirection : this.direction;
  52901. };
  52902. /**
  52903. * Returns the ShadowLight absolute position in the World.
  52904. * @returns the position vector in world space
  52905. */
  52906. ShadowLight.prototype.getAbsolutePosition = function () {
  52907. return this.transformedPosition ? this.transformedPosition : this.position;
  52908. };
  52909. /**
  52910. * Sets the ShadowLight direction toward the passed target.
  52911. * @param target The point tot target in local space
  52912. * @returns the updated ShadowLight direction
  52913. */
  52914. ShadowLight.prototype.setDirectionToTarget = function (target) {
  52915. this.direction = BABYLON.Vector3.Normalize(target.subtract(this.position));
  52916. return this.direction;
  52917. };
  52918. /**
  52919. * Returns the light rotation in euler definition.
  52920. * @returns the x y z rotation in local space.
  52921. */
  52922. ShadowLight.prototype.getRotation = function () {
  52923. this.direction.normalize();
  52924. var xaxis = BABYLON.Vector3.Cross(this.direction, BABYLON.Axis.Y);
  52925. var yaxis = BABYLON.Vector3.Cross(xaxis, this.direction);
  52926. return BABYLON.Vector3.RotationFromAxis(xaxis, yaxis, this.direction);
  52927. };
  52928. /**
  52929. * Returns whether or not the shadow generation require a cube texture or a 2d texture.
  52930. * @returns true if a cube texture needs to be use
  52931. */
  52932. ShadowLight.prototype.needCube = function () {
  52933. return false;
  52934. };
  52935. /**
  52936. * Detects if the projection matrix requires to be recomputed this frame.
  52937. * @returns true if it requires to be recomputed otherwise, false.
  52938. */
  52939. ShadowLight.prototype.needProjectionMatrixCompute = function () {
  52940. return this._needProjectionMatrixCompute;
  52941. };
  52942. /**
  52943. * Forces the shadow generator to recompute the projection matrix even if position and direction did not changed.
  52944. */
  52945. ShadowLight.prototype.forceProjectionMatrixCompute = function () {
  52946. this._needProjectionMatrixCompute = true;
  52947. };
  52948. /** @hidden */
  52949. ShadowLight.prototype._initCache = function () {
  52950. _super.prototype._initCache.call(this);
  52951. this._cache.position = BABYLON.Vector3.Zero();
  52952. };
  52953. /** @hidden */
  52954. ShadowLight.prototype._isSynchronized = function () {
  52955. if (!this._cache.position.equals(this.position)) {
  52956. return false;
  52957. }
  52958. return true;
  52959. };
  52960. /**
  52961. * Computes the world matrix of the node
  52962. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  52963. * @returns the world matrix
  52964. */
  52965. ShadowLight.prototype.computeWorldMatrix = function (force) {
  52966. if (!force && this.isSynchronized()) {
  52967. this._currentRenderId = this.getScene().getRenderId();
  52968. return this._worldMatrix;
  52969. }
  52970. this._updateCache();
  52971. this._cache.position.copyFrom(this.position);
  52972. if (!this._worldMatrix) {
  52973. this._worldMatrix = BABYLON.Matrix.Identity();
  52974. }
  52975. BABYLON.Matrix.TranslationToRef(this.position.x, this.position.y, this.position.z, this._worldMatrix);
  52976. if (this.parent && this.parent.getWorldMatrix) {
  52977. this._worldMatrix.multiplyToRef(this.parent.getWorldMatrix(), this._worldMatrix);
  52978. this._markSyncedWithParent();
  52979. }
  52980. // Cache the determinant
  52981. this._worldMatrixDeterminant = this._worldMatrix.determinant();
  52982. return this._worldMatrix;
  52983. };
  52984. /**
  52985. * Gets the minZ used for shadow according to both the scene and the light.
  52986. * @param activeCamera The camera we are returning the min for
  52987. * @returns the depth min z
  52988. */
  52989. ShadowLight.prototype.getDepthMinZ = function (activeCamera) {
  52990. return this.shadowMinZ !== undefined ? this.shadowMinZ : activeCamera.minZ;
  52991. };
  52992. /**
  52993. * Gets the maxZ used for shadow according to both the scene and the light.
  52994. * @param activeCamera The camera we are returning the max for
  52995. * @returns the depth max z
  52996. */
  52997. ShadowLight.prototype.getDepthMaxZ = function (activeCamera) {
  52998. return this.shadowMaxZ !== undefined ? this.shadowMaxZ : activeCamera.maxZ;
  52999. };
  53000. /**
  53001. * Sets the shadow projection matrix in parameter to the generated projection matrix.
  53002. * @param matrix The materix to updated with the projection information
  53003. * @param viewMatrix The transform matrix of the light
  53004. * @param renderList The list of mesh to render in the map
  53005. * @returns The current light
  53006. */
  53007. ShadowLight.prototype.setShadowProjectionMatrix = function (matrix, viewMatrix, renderList) {
  53008. if (this.customProjectionMatrixBuilder) {
  53009. this.customProjectionMatrixBuilder(viewMatrix, renderList, matrix);
  53010. }
  53011. else {
  53012. this._setDefaultShadowProjectionMatrix(matrix, viewMatrix, renderList);
  53013. }
  53014. return this;
  53015. };
  53016. __decorate([
  53017. BABYLON.serializeAsVector3()
  53018. ], ShadowLight.prototype, "position", null);
  53019. __decorate([
  53020. BABYLON.serializeAsVector3()
  53021. ], ShadowLight.prototype, "direction", null);
  53022. __decorate([
  53023. BABYLON.serialize()
  53024. ], ShadowLight.prototype, "shadowMinZ", null);
  53025. __decorate([
  53026. BABYLON.serialize()
  53027. ], ShadowLight.prototype, "shadowMaxZ", null);
  53028. return ShadowLight;
  53029. }(BABYLON.Light));
  53030. BABYLON.ShadowLight = ShadowLight;
  53031. })(BABYLON || (BABYLON = {}));
  53032. //# sourceMappingURL=babylon.shadowLight.js.map
  53033. var BABYLON;
  53034. (function (BABYLON) {
  53035. BABYLON.Node.AddNodeConstructor("Light_Type_0", function (name, scene) {
  53036. return function () { return new PointLight(name, BABYLON.Vector3.Zero(), scene); };
  53037. });
  53038. /**
  53039. * A point light is a light defined by an unique point in world space.
  53040. * The light is emitted in every direction from this point.
  53041. * A good example of a point light is a standard light bulb.
  53042. * Documentation: https://doc.babylonjs.com/babylon101/lights
  53043. */
  53044. var PointLight = /** @class */ (function (_super) {
  53045. __extends(PointLight, _super);
  53046. /**
  53047. * Creates a PointLight object from the passed name and position (Vector3) and adds it in the scene.
  53048. * A PointLight emits the light in every direction.
  53049. * It can cast shadows.
  53050. * If the scene camera is already defined and you want to set your PointLight at the camera position, just set it :
  53051. * ```javascript
  53052. * var pointLight = new BABYLON.PointLight("pl", camera.position, scene);
  53053. * ```
  53054. * Documentation : https://doc.babylonjs.com/babylon101/lights
  53055. * @param name The light friendly name
  53056. * @param position The position of the point light in the scene
  53057. * @param scene The scene the lights belongs to
  53058. */
  53059. function PointLight(name, position, scene) {
  53060. var _this = _super.call(this, name, scene) || this;
  53061. _this._shadowAngle = Math.PI / 2;
  53062. _this.position = position;
  53063. return _this;
  53064. }
  53065. Object.defineProperty(PointLight.prototype, "shadowAngle", {
  53066. /**
  53067. * Getter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  53068. * This specifies what angle the shadow will use to be created.
  53069. *
  53070. * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.
  53071. */
  53072. get: function () {
  53073. return this._shadowAngle;
  53074. },
  53075. /**
  53076. * Setter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  53077. * This specifies what angle the shadow will use to be created.
  53078. *
  53079. * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.
  53080. */
  53081. set: function (value) {
  53082. this._shadowAngle = value;
  53083. this.forceProjectionMatrixCompute();
  53084. },
  53085. enumerable: true,
  53086. configurable: true
  53087. });
  53088. Object.defineProperty(PointLight.prototype, "direction", {
  53089. /**
  53090. * Gets the direction if it has been set.
  53091. * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  53092. */
  53093. get: function () {
  53094. return this._direction;
  53095. },
  53096. /**
  53097. * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  53098. */
  53099. set: function (value) {
  53100. var previousNeedCube = this.needCube();
  53101. this._direction = value;
  53102. if (this.needCube() !== previousNeedCube && this._shadowGenerator) {
  53103. this._shadowGenerator.recreateShadowMap();
  53104. }
  53105. },
  53106. enumerable: true,
  53107. configurable: true
  53108. });
  53109. /**
  53110. * Returns the string "PointLight"
  53111. * @returns the class name
  53112. */
  53113. PointLight.prototype.getClassName = function () {
  53114. return "PointLight";
  53115. };
  53116. /**
  53117. * Returns the integer 0.
  53118. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  53119. */
  53120. PointLight.prototype.getTypeID = function () {
  53121. return BABYLON.Light.LIGHTTYPEID_POINTLIGHT;
  53122. };
  53123. /**
  53124. * Specifies wether or not the shadowmap should be a cube texture.
  53125. * @returns true if the shadowmap needs to be a cube texture.
  53126. */
  53127. PointLight.prototype.needCube = function () {
  53128. return !this.direction;
  53129. };
  53130. /**
  53131. * Returns a new Vector3 aligned with the PointLight cube system according to the passed cube face index (integer).
  53132. * @param faceIndex The index of the face we are computed the direction to generate shadow
  53133. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  53134. */
  53135. PointLight.prototype.getShadowDirection = function (faceIndex) {
  53136. if (this.direction) {
  53137. return _super.prototype.getShadowDirection.call(this, faceIndex);
  53138. }
  53139. else {
  53140. switch (faceIndex) {
  53141. case 0:
  53142. return new BABYLON.Vector3(1.0, 0.0, 0.0);
  53143. case 1:
  53144. return new BABYLON.Vector3(-1.0, 0.0, 0.0);
  53145. case 2:
  53146. return new BABYLON.Vector3(0.0, -1.0, 0.0);
  53147. case 3:
  53148. return new BABYLON.Vector3(0.0, 1.0, 0.0);
  53149. case 4:
  53150. return new BABYLON.Vector3(0.0, 0.0, 1.0);
  53151. case 5:
  53152. return new BABYLON.Vector3(0.0, 0.0, -1.0);
  53153. }
  53154. }
  53155. return BABYLON.Vector3.Zero();
  53156. };
  53157. /**
  53158. * Sets the passed matrix "matrix" as a left-handed perspective projection matrix with the following settings :
  53159. * - fov = PI / 2
  53160. * - aspect ratio : 1.0
  53161. * - z-near and far equal to the active camera minZ and maxZ.
  53162. * Returns the PointLight.
  53163. */
  53164. PointLight.prototype._setDefaultShadowProjectionMatrix = function (matrix, viewMatrix, renderList) {
  53165. var activeCamera = this.getScene().activeCamera;
  53166. if (!activeCamera) {
  53167. return;
  53168. }
  53169. BABYLON.Matrix.PerspectiveFovLHToRef(this.shadowAngle, 1.0, this.getDepthMinZ(activeCamera), this.getDepthMaxZ(activeCamera), matrix);
  53170. };
  53171. PointLight.prototype._buildUniformLayout = function () {
  53172. this._uniformBuffer.addUniform("vLightData", 4);
  53173. this._uniformBuffer.addUniform("vLightDiffuse", 4);
  53174. this._uniformBuffer.addUniform("vLightSpecular", 3);
  53175. this._uniformBuffer.addUniform("vLightFalloff", 4);
  53176. this._uniformBuffer.addUniform("shadowsInfo", 3);
  53177. this._uniformBuffer.addUniform("depthValues", 2);
  53178. this._uniformBuffer.create();
  53179. };
  53180. /**
  53181. * Sets the passed Effect "effect" with the PointLight transformed position (or position, if none) and passed name (string).
  53182. * @param effect The effect to update
  53183. * @param lightIndex The index of the light in the effect to update
  53184. * @returns The point light
  53185. */
  53186. PointLight.prototype.transferToEffect = function (effect, lightIndex) {
  53187. if (this.computeTransformedInformation()) {
  53188. this._uniformBuffer.updateFloat4("vLightData", this.transformedPosition.x, this.transformedPosition.y, this.transformedPosition.z, 0.0, lightIndex);
  53189. }
  53190. else {
  53191. this._uniformBuffer.updateFloat4("vLightData", this.position.x, this.position.y, this.position.z, 0, lightIndex);
  53192. }
  53193. this._uniformBuffer.updateFloat4("vLightFalloff", this.range, this._inverseSquaredRange, 0, 0, lightIndex);
  53194. return this;
  53195. };
  53196. /**
  53197. * Prepares the list of defines specific to the light type.
  53198. * @param defines the list of defines
  53199. * @param lightIndex defines the index of the light for the effect
  53200. */
  53201. PointLight.prototype.prepareLightSpecificDefines = function (defines, lightIndex) {
  53202. defines["POINTLIGHT" + lightIndex] = true;
  53203. };
  53204. __decorate([
  53205. BABYLON.serialize()
  53206. ], PointLight.prototype, "shadowAngle", null);
  53207. return PointLight;
  53208. }(BABYLON.ShadowLight));
  53209. BABYLON.PointLight = PointLight;
  53210. })(BABYLON || (BABYLON = {}));
  53211. //# sourceMappingURL=babylon.pointLight.js.map
  53212. var BABYLON;
  53213. (function (BABYLON) {
  53214. BABYLON.Node.AddNodeConstructor("Light_Type_1", function (name, scene) {
  53215. return function () { return new DirectionalLight(name, BABYLON.Vector3.Zero(), scene); };
  53216. });
  53217. /**
  53218. * A directional light is defined by a direction (what a surprise!).
  53219. * The light is emitted from everywhere in the specified direction, and has an infinite range.
  53220. * An example of a directional light is when a distance planet is lit by the apparently parallel lines of light from its sun. Light in a downward direction will light the top of an object.
  53221. * Documentation: https://doc.babylonjs.com/babylon101/lights
  53222. */
  53223. var DirectionalLight = /** @class */ (function (_super) {
  53224. __extends(DirectionalLight, _super);
  53225. /**
  53226. * Creates a DirectionalLight object in the scene, oriented towards the passed direction (Vector3).
  53227. * The directional light is emitted from everywhere in the given direction.
  53228. * It can cast shadows.
  53229. * Documentation : https://doc.babylonjs.com/babylon101/lights
  53230. * @param name The friendly name of the light
  53231. * @param direction The direction of the light
  53232. * @param scene The scene the light belongs to
  53233. */
  53234. function DirectionalLight(name, direction, scene) {
  53235. var _this = _super.call(this, name, scene) || this;
  53236. _this._shadowFrustumSize = 0;
  53237. _this._shadowOrthoScale = 0.1;
  53238. /**
  53239. * Automatically compute the projection matrix to best fit (including all the casters)
  53240. * on each frame.
  53241. */
  53242. _this.autoUpdateExtends = true;
  53243. // Cache
  53244. _this._orthoLeft = Number.MAX_VALUE;
  53245. _this._orthoRight = Number.MIN_VALUE;
  53246. _this._orthoTop = Number.MIN_VALUE;
  53247. _this._orthoBottom = Number.MAX_VALUE;
  53248. _this.position = direction.scale(-1.0);
  53249. _this.direction = direction;
  53250. return _this;
  53251. }
  53252. Object.defineProperty(DirectionalLight.prototype, "shadowFrustumSize", {
  53253. /**
  53254. * Fix frustum size for the shadow generation. This is disabled if the value is 0.
  53255. */
  53256. get: function () {
  53257. return this._shadowFrustumSize;
  53258. },
  53259. /**
  53260. * Specifies a fix frustum size for the shadow generation.
  53261. */
  53262. set: function (value) {
  53263. this._shadowFrustumSize = value;
  53264. this.forceProjectionMatrixCompute();
  53265. },
  53266. enumerable: true,
  53267. configurable: true
  53268. });
  53269. Object.defineProperty(DirectionalLight.prototype, "shadowOrthoScale", {
  53270. /**
  53271. * Gets the shadow projection scale against the optimal computed one.
  53272. * 0.1 by default which means that the projection window is increase by 10% from the optimal size.
  53273. * This does not impact in fixed frustum size (shadowFrustumSize being set)
  53274. */
  53275. get: function () {
  53276. return this._shadowOrthoScale;
  53277. },
  53278. /**
  53279. * Sets the shadow projection scale against the optimal computed one.
  53280. * 0.1 by default which means that the projection window is increase by 10% from the optimal size.
  53281. * This does not impact in fixed frustum size (shadowFrustumSize being set)
  53282. */
  53283. set: function (value) {
  53284. this._shadowOrthoScale = value;
  53285. this.forceProjectionMatrixCompute();
  53286. },
  53287. enumerable: true,
  53288. configurable: true
  53289. });
  53290. /**
  53291. * Returns the string "DirectionalLight".
  53292. * @return The class name
  53293. */
  53294. DirectionalLight.prototype.getClassName = function () {
  53295. return "DirectionalLight";
  53296. };
  53297. /**
  53298. * Returns the integer 1.
  53299. * @return The light Type id as a constant defines in Light.LIGHTTYPEID_x
  53300. */
  53301. DirectionalLight.prototype.getTypeID = function () {
  53302. return BABYLON.Light.LIGHTTYPEID_DIRECTIONALLIGHT;
  53303. };
  53304. /**
  53305. * Sets the passed matrix "matrix" as projection matrix for the shadows cast by the light according to the passed view matrix.
  53306. * Returns the DirectionalLight Shadow projection matrix.
  53307. */
  53308. DirectionalLight.prototype._setDefaultShadowProjectionMatrix = function (matrix, viewMatrix, renderList) {
  53309. if (this.shadowFrustumSize > 0) {
  53310. this._setDefaultFixedFrustumShadowProjectionMatrix(matrix, viewMatrix);
  53311. }
  53312. else {
  53313. this._setDefaultAutoExtendShadowProjectionMatrix(matrix, viewMatrix, renderList);
  53314. }
  53315. };
  53316. /**
  53317. * Sets the passed matrix "matrix" as fixed frustum projection matrix for the shadows cast by the light according to the passed view matrix.
  53318. * Returns the DirectionalLight Shadow projection matrix.
  53319. */
  53320. DirectionalLight.prototype._setDefaultFixedFrustumShadowProjectionMatrix = function (matrix, viewMatrix) {
  53321. var activeCamera = this.getScene().activeCamera;
  53322. if (!activeCamera) {
  53323. return;
  53324. }
  53325. BABYLON.Matrix.OrthoLHToRef(this.shadowFrustumSize, this.shadowFrustumSize, this.shadowMinZ !== undefined ? this.shadowMinZ : activeCamera.minZ, this.shadowMaxZ !== undefined ? this.shadowMaxZ : activeCamera.maxZ, matrix);
  53326. };
  53327. /**
  53328. * Sets the passed matrix "matrix" as auto extend projection matrix for the shadows cast by the light according to the passed view matrix.
  53329. * Returns the DirectionalLight Shadow projection matrix.
  53330. */
  53331. DirectionalLight.prototype._setDefaultAutoExtendShadowProjectionMatrix = function (matrix, viewMatrix, renderList) {
  53332. var activeCamera = this.getScene().activeCamera;
  53333. if (!activeCamera) {
  53334. return;
  53335. }
  53336. // Check extends
  53337. if (this.autoUpdateExtends || this._orthoLeft === Number.MAX_VALUE) {
  53338. var tempVector3 = BABYLON.Vector3.Zero();
  53339. this._orthoLeft = Number.MAX_VALUE;
  53340. this._orthoRight = Number.MIN_VALUE;
  53341. this._orthoTop = Number.MIN_VALUE;
  53342. this._orthoBottom = Number.MAX_VALUE;
  53343. for (var meshIndex = 0; meshIndex < renderList.length; meshIndex++) {
  53344. var mesh = renderList[meshIndex];
  53345. if (!mesh) {
  53346. continue;
  53347. }
  53348. var boundingInfo = mesh.getBoundingInfo();
  53349. var boundingBox = boundingInfo.boundingBox;
  53350. for (var index = 0; index < boundingBox.vectorsWorld.length; index++) {
  53351. BABYLON.Vector3.TransformCoordinatesToRef(boundingBox.vectorsWorld[index], viewMatrix, tempVector3);
  53352. if (tempVector3.x < this._orthoLeft) {
  53353. this._orthoLeft = tempVector3.x;
  53354. }
  53355. if (tempVector3.y < this._orthoBottom) {
  53356. this._orthoBottom = tempVector3.y;
  53357. }
  53358. if (tempVector3.x > this._orthoRight) {
  53359. this._orthoRight = tempVector3.x;
  53360. }
  53361. if (tempVector3.y > this._orthoTop) {
  53362. this._orthoTop = tempVector3.y;
  53363. }
  53364. }
  53365. }
  53366. }
  53367. var xOffset = this._orthoRight - this._orthoLeft;
  53368. var yOffset = this._orthoTop - this._orthoBottom;
  53369. BABYLON.Matrix.OrthoOffCenterLHToRef(this._orthoLeft - xOffset * this.shadowOrthoScale, this._orthoRight + xOffset * this.shadowOrthoScale, this._orthoBottom - yOffset * this.shadowOrthoScale, this._orthoTop + yOffset * this.shadowOrthoScale, this.shadowMinZ !== undefined ? this.shadowMinZ : activeCamera.minZ, this.shadowMaxZ !== undefined ? this.shadowMaxZ : activeCamera.maxZ, matrix);
  53370. };
  53371. DirectionalLight.prototype._buildUniformLayout = function () {
  53372. this._uniformBuffer.addUniform("vLightData", 4);
  53373. this._uniformBuffer.addUniform("vLightDiffuse", 4);
  53374. this._uniformBuffer.addUniform("vLightSpecular", 3);
  53375. this._uniformBuffer.addUniform("shadowsInfo", 3);
  53376. this._uniformBuffer.addUniform("depthValues", 2);
  53377. this._uniformBuffer.create();
  53378. };
  53379. /**
  53380. * Sets the passed Effect object with the DirectionalLight transformed position (or position if not parented) and the passed name.
  53381. * @param effect The effect to update
  53382. * @param lightIndex The index of the light in the effect to update
  53383. * @returns The directional light
  53384. */
  53385. DirectionalLight.prototype.transferToEffect = function (effect, lightIndex) {
  53386. if (this.computeTransformedInformation()) {
  53387. this._uniformBuffer.updateFloat4("vLightData", this.transformedDirection.x, this.transformedDirection.y, this.transformedDirection.z, 1, lightIndex);
  53388. return this;
  53389. }
  53390. this._uniformBuffer.updateFloat4("vLightData", this.direction.x, this.direction.y, this.direction.z, 1, lightIndex);
  53391. return this;
  53392. };
  53393. /**
  53394. * Gets the minZ used for shadow according to both the scene and the light.
  53395. *
  53396. * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being
  53397. * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.
  53398. * @param activeCamera The camera we are returning the min for
  53399. * @returns the depth min z
  53400. */
  53401. DirectionalLight.prototype.getDepthMinZ = function (activeCamera) {
  53402. return 1;
  53403. };
  53404. /**
  53405. * Gets the maxZ used for shadow according to both the scene and the light.
  53406. *
  53407. * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being
  53408. * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.
  53409. * @param activeCamera The camera we are returning the max for
  53410. * @returns the depth max z
  53411. */
  53412. DirectionalLight.prototype.getDepthMaxZ = function (activeCamera) {
  53413. return 1;
  53414. };
  53415. /**
  53416. * Prepares the list of defines specific to the light type.
  53417. * @param defines the list of defines
  53418. * @param lightIndex defines the index of the light for the effect
  53419. */
  53420. DirectionalLight.prototype.prepareLightSpecificDefines = function (defines, lightIndex) {
  53421. defines["DIRLIGHT" + lightIndex] = true;
  53422. };
  53423. __decorate([
  53424. BABYLON.serialize()
  53425. ], DirectionalLight.prototype, "shadowFrustumSize", null);
  53426. __decorate([
  53427. BABYLON.serialize()
  53428. ], DirectionalLight.prototype, "shadowOrthoScale", null);
  53429. __decorate([
  53430. BABYLON.serialize()
  53431. ], DirectionalLight.prototype, "autoUpdateExtends", void 0);
  53432. return DirectionalLight;
  53433. }(BABYLON.ShadowLight));
  53434. BABYLON.DirectionalLight = DirectionalLight;
  53435. })(BABYLON || (BABYLON = {}));
  53436. //# sourceMappingURL=babylon.directionalLight.js.map
  53437. var BABYLON;
  53438. (function (BABYLON) {
  53439. BABYLON.Node.AddNodeConstructor("Light_Type_2", function (name, scene) {
  53440. return function () { return new SpotLight(name, BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero(), 0, 0, scene); };
  53441. });
  53442. /**
  53443. * A spot light is defined by a position, a direction, an angle, and an exponent.
  53444. * These values define a cone of light starting from the position, emitting toward the direction.
  53445. * The angle, in radians, defines the size (field of illumination) of the spotlight's conical beam,
  53446. * and the exponent defines the speed of the decay of the light with distance (reach).
  53447. * Documentation: https://doc.babylonjs.com/babylon101/lights
  53448. */
  53449. var SpotLight = /** @class */ (function (_super) {
  53450. __extends(SpotLight, _super);
  53451. /**
  53452. * Creates a SpotLight object in the scene. A spot light is a simply light oriented cone.
  53453. * It can cast shadows.
  53454. * Documentation : https://doc.babylonjs.com/babylon101/lights
  53455. * @param name The light friendly name
  53456. * @param position The position of the spot light in the scene
  53457. * @param direction The direction of the light in the scene
  53458. * @param angle The cone angle of the light in Radians
  53459. * @param exponent The light decay speed with the distance from the emission spot
  53460. * @param scene The scene the lights belongs to
  53461. */
  53462. function SpotLight(name, position, direction, angle, exponent, scene) {
  53463. var _this = _super.call(this, name, scene) || this;
  53464. _this._innerAngle = 0;
  53465. _this._projectionTextureMatrix = BABYLON.Matrix.Zero();
  53466. _this._projectionTextureLightNear = 1e-6;
  53467. _this._projectionTextureLightFar = 1000.0;
  53468. _this._projectionTextureUpDirection = BABYLON.Vector3.Up();
  53469. _this._projectionTextureViewLightDirty = true;
  53470. _this._projectionTextureProjectionLightDirty = true;
  53471. _this._projectionTextureDirty = true;
  53472. _this._projectionTextureViewTargetVector = BABYLON.Vector3.Zero();
  53473. _this._projectionTextureViewLightMatrix = BABYLON.Matrix.Zero();
  53474. _this._projectionTextureProjectionLightMatrix = BABYLON.Matrix.Zero();
  53475. _this._projectionTextureScalingMatrix = BABYLON.Matrix.FromValues(0.5, 0.0, 0.0, 0.0, 0.0, 0.5, 0.0, 0.0, 0.0, 0.0, 0.5, 0.0, 0.5, 0.5, 0.5, 1.0);
  53476. _this.position = position;
  53477. _this.direction = direction;
  53478. _this.angle = angle;
  53479. _this.exponent = exponent;
  53480. return _this;
  53481. }
  53482. Object.defineProperty(SpotLight.prototype, "angle", {
  53483. /**
  53484. * Gets the cone angle of the spot light in Radians.
  53485. */
  53486. get: function () {
  53487. return this._angle;
  53488. },
  53489. /**
  53490. * Sets the cone angle of the spot light in Radians.
  53491. */
  53492. set: function (value) {
  53493. this._angle = value;
  53494. this._cosHalfAngle = Math.cos(value * 0.5);
  53495. this._projectionTextureProjectionLightDirty = true;
  53496. this.forceProjectionMatrixCompute();
  53497. this._computeAngleValues();
  53498. },
  53499. enumerable: true,
  53500. configurable: true
  53501. });
  53502. Object.defineProperty(SpotLight.prototype, "innerAngle", {
  53503. /**
  53504. * Only used in gltf falloff mode, this defines the angle where
  53505. * the directional falloff will start before cutting at angle which could be seen
  53506. * as outer angle.
  53507. */
  53508. get: function () {
  53509. return this._innerAngle;
  53510. },
  53511. /**
  53512. * Only used in gltf falloff mode, this defines the angle where
  53513. * the directional falloff will start before cutting at angle which could be seen
  53514. * as outer angle.
  53515. */
  53516. set: function (value) {
  53517. this._innerAngle = value;
  53518. this._computeAngleValues();
  53519. },
  53520. enumerable: true,
  53521. configurable: true
  53522. });
  53523. Object.defineProperty(SpotLight.prototype, "shadowAngleScale", {
  53524. /**
  53525. * Allows scaling the angle of the light for shadow generation only.
  53526. */
  53527. get: function () {
  53528. return this._shadowAngleScale;
  53529. },
  53530. /**
  53531. * Allows scaling the angle of the light for shadow generation only.
  53532. */
  53533. set: function (value) {
  53534. this._shadowAngleScale = value;
  53535. this.forceProjectionMatrixCompute();
  53536. },
  53537. enumerable: true,
  53538. configurable: true
  53539. });
  53540. Object.defineProperty(SpotLight.prototype, "projectionTextureMatrix", {
  53541. /**
  53542. * Allows reading the projecton texture
  53543. */
  53544. get: function () {
  53545. return this._projectionTextureMatrix;
  53546. },
  53547. enumerable: true,
  53548. configurable: true
  53549. });
  53550. Object.defineProperty(SpotLight.prototype, "projectionTextureLightNear", {
  53551. /**
  53552. * Gets the near clip of the Spotlight for texture projection.
  53553. */
  53554. get: function () {
  53555. return this._projectionTextureLightNear;
  53556. },
  53557. /**
  53558. * Sets the near clip of the Spotlight for texture projection.
  53559. */
  53560. set: function (value) {
  53561. this._projectionTextureLightNear = value;
  53562. this._projectionTextureProjectionLightDirty = true;
  53563. },
  53564. enumerable: true,
  53565. configurable: true
  53566. });
  53567. Object.defineProperty(SpotLight.prototype, "projectionTextureLightFar", {
  53568. /**
  53569. * Gets the far clip of the Spotlight for texture projection.
  53570. */
  53571. get: function () {
  53572. return this._projectionTextureLightFar;
  53573. },
  53574. /**
  53575. * Sets the far clip of the Spotlight for texture projection.
  53576. */
  53577. set: function (value) {
  53578. this._projectionTextureLightFar = value;
  53579. this._projectionTextureProjectionLightDirty = true;
  53580. },
  53581. enumerable: true,
  53582. configurable: true
  53583. });
  53584. Object.defineProperty(SpotLight.prototype, "projectionTextureUpDirection", {
  53585. /**
  53586. * Gets the Up vector of the Spotlight for texture projection.
  53587. */
  53588. get: function () {
  53589. return this._projectionTextureUpDirection;
  53590. },
  53591. /**
  53592. * Sets the Up vector of the Spotlight for texture projection.
  53593. */
  53594. set: function (value) {
  53595. this._projectionTextureUpDirection = value;
  53596. this._projectionTextureProjectionLightDirty = true;
  53597. },
  53598. enumerable: true,
  53599. configurable: true
  53600. });
  53601. Object.defineProperty(SpotLight.prototype, "projectionTexture", {
  53602. /**
  53603. * Gets the projection texture of the light.
  53604. */
  53605. get: function () {
  53606. return this._projectionTexture;
  53607. },
  53608. /**
  53609. * Sets the projection texture of the light.
  53610. */
  53611. set: function (value) {
  53612. this._projectionTexture = value;
  53613. this._projectionTextureDirty = true;
  53614. },
  53615. enumerable: true,
  53616. configurable: true
  53617. });
  53618. /**
  53619. * Returns the string "SpotLight".
  53620. * @returns the class name
  53621. */
  53622. SpotLight.prototype.getClassName = function () {
  53623. return "SpotLight";
  53624. };
  53625. /**
  53626. * Returns the integer 2.
  53627. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  53628. */
  53629. SpotLight.prototype.getTypeID = function () {
  53630. return BABYLON.Light.LIGHTTYPEID_SPOTLIGHT;
  53631. };
  53632. /**
  53633. * Overrides the direction setter to recompute the projection texture view light Matrix.
  53634. */
  53635. SpotLight.prototype._setDirection = function (value) {
  53636. _super.prototype._setDirection.call(this, value);
  53637. this._projectionTextureViewLightDirty = true;
  53638. };
  53639. /**
  53640. * Overrides the position setter to recompute the projection texture view light Matrix.
  53641. */
  53642. SpotLight.prototype._setPosition = function (value) {
  53643. _super.prototype._setPosition.call(this, value);
  53644. this._projectionTextureViewLightDirty = true;
  53645. };
  53646. /**
  53647. * Sets the passed matrix "matrix" as perspective projection matrix for the shadows and the passed view matrix with the fov equal to the SpotLight angle and and aspect ratio of 1.0.
  53648. * Returns the SpotLight.
  53649. */
  53650. SpotLight.prototype._setDefaultShadowProjectionMatrix = function (matrix, viewMatrix, renderList) {
  53651. var activeCamera = this.getScene().activeCamera;
  53652. if (!activeCamera) {
  53653. return;
  53654. }
  53655. this._shadowAngleScale = this._shadowAngleScale || 1;
  53656. var angle = this._shadowAngleScale * this._angle;
  53657. BABYLON.Matrix.PerspectiveFovLHToRef(angle, 1.0, this.getDepthMinZ(activeCamera), this.getDepthMaxZ(activeCamera), matrix);
  53658. };
  53659. SpotLight.prototype._computeProjectionTextureViewLightMatrix = function () {
  53660. this._projectionTextureViewLightDirty = false;
  53661. this._projectionTextureDirty = true;
  53662. this.position.addToRef(this.direction, this._projectionTextureViewTargetVector);
  53663. BABYLON.Matrix.LookAtLHToRef(this.position, this._projectionTextureViewTargetVector, this._projectionTextureUpDirection, this._projectionTextureViewLightMatrix);
  53664. };
  53665. SpotLight.prototype._computeProjectionTextureProjectionLightMatrix = function () {
  53666. this._projectionTextureProjectionLightDirty = false;
  53667. this._projectionTextureDirty = true;
  53668. var light_far = this.projectionTextureLightFar;
  53669. var light_near = this.projectionTextureLightNear;
  53670. var P = light_far / (light_far - light_near);
  53671. var Q = -P * light_near;
  53672. var S = 1.0 / Math.tan(this._angle / 2.0);
  53673. var A = 1.0;
  53674. BABYLON.Matrix.FromValuesToRef(S / A, 0.0, 0.0, 0.0, 0.0, S, 0.0, 0.0, 0.0, 0.0, P, 1.0, 0.0, 0.0, Q, 0.0, this._projectionTextureProjectionLightMatrix);
  53675. };
  53676. /**
  53677. * Main function for light texture projection matrix computing.
  53678. */
  53679. SpotLight.prototype._computeProjectionTextureMatrix = function () {
  53680. this._projectionTextureDirty = false;
  53681. this._projectionTextureViewLightMatrix.multiplyToRef(this._projectionTextureProjectionLightMatrix, this._projectionTextureMatrix);
  53682. this._projectionTextureMatrix.multiplyToRef(this._projectionTextureScalingMatrix, this._projectionTextureMatrix);
  53683. };
  53684. SpotLight.prototype._buildUniformLayout = function () {
  53685. this._uniformBuffer.addUniform("vLightData", 4);
  53686. this._uniformBuffer.addUniform("vLightDiffuse", 4);
  53687. this._uniformBuffer.addUniform("vLightSpecular", 3);
  53688. this._uniformBuffer.addUniform("vLightDirection", 3);
  53689. this._uniformBuffer.addUniform("vLightFalloff", 4);
  53690. this._uniformBuffer.addUniform("shadowsInfo", 3);
  53691. this._uniformBuffer.addUniform("depthValues", 2);
  53692. this._uniformBuffer.create();
  53693. };
  53694. SpotLight.prototype._computeAngleValues = function () {
  53695. this._lightAngleScale = 1.0 / Math.max(0.001, (Math.cos(this._innerAngle * 0.5) - this._cosHalfAngle));
  53696. this._lightAngleOffset = -this._cosHalfAngle * this._lightAngleScale;
  53697. };
  53698. /**
  53699. * Sets the passed Effect object with the SpotLight transfomed position (or position if not parented) and normalized direction.
  53700. * @param effect The effect to update
  53701. * @param lightIndex The index of the light in the effect to update
  53702. * @returns The spot light
  53703. */
  53704. SpotLight.prototype.transferToEffect = function (effect, lightIndex) {
  53705. var normalizeDirection;
  53706. if (this.computeTransformedInformation()) {
  53707. this._uniformBuffer.updateFloat4("vLightData", this.transformedPosition.x, this.transformedPosition.y, this.transformedPosition.z, this.exponent, lightIndex);
  53708. normalizeDirection = BABYLON.Vector3.Normalize(this.transformedDirection);
  53709. }
  53710. else {
  53711. this._uniformBuffer.updateFloat4("vLightData", this.position.x, this.position.y, this.position.z, this.exponent, lightIndex);
  53712. normalizeDirection = BABYLON.Vector3.Normalize(this.direction);
  53713. }
  53714. this._uniformBuffer.updateFloat4("vLightDirection", normalizeDirection.x, normalizeDirection.y, normalizeDirection.z, this._cosHalfAngle, lightIndex);
  53715. this._uniformBuffer.updateFloat4("vLightFalloff", this.range, this._inverseSquaredRange, this._lightAngleScale, this._lightAngleOffset, lightIndex);
  53716. if (this.projectionTexture && this.projectionTexture.isReady()) {
  53717. if (this._projectionTextureViewLightDirty) {
  53718. this._computeProjectionTextureViewLightMatrix();
  53719. }
  53720. if (this._projectionTextureProjectionLightDirty) {
  53721. this._computeProjectionTextureProjectionLightMatrix();
  53722. }
  53723. if (this._projectionTextureDirty) {
  53724. this._computeProjectionTextureMatrix();
  53725. }
  53726. effect.setMatrix("textureProjectionMatrix" + lightIndex, this._projectionTextureMatrix);
  53727. effect.setTexture("projectionLightSampler" + lightIndex, this.projectionTexture);
  53728. }
  53729. return this;
  53730. };
  53731. /**
  53732. * Disposes the light and the associated resources.
  53733. */
  53734. SpotLight.prototype.dispose = function () {
  53735. _super.prototype.dispose.call(this);
  53736. if (this._projectionTexture) {
  53737. this._projectionTexture.dispose();
  53738. }
  53739. };
  53740. /**
  53741. * Prepares the list of defines specific to the light type.
  53742. * @param defines the list of defines
  53743. * @param lightIndex defines the index of the light for the effect
  53744. */
  53745. SpotLight.prototype.prepareLightSpecificDefines = function (defines, lightIndex) {
  53746. defines["SPOTLIGHT" + lightIndex] = true;
  53747. defines["PROJECTEDLIGHTTEXTURE" + lightIndex] = this.projectionTexture ? true : false;
  53748. };
  53749. __decorate([
  53750. BABYLON.serialize()
  53751. ], SpotLight.prototype, "angle", null);
  53752. __decorate([
  53753. BABYLON.serialize()
  53754. ], SpotLight.prototype, "innerAngle", null);
  53755. __decorate([
  53756. BABYLON.serialize()
  53757. ], SpotLight.prototype, "shadowAngleScale", null);
  53758. __decorate([
  53759. BABYLON.serialize()
  53760. ], SpotLight.prototype, "exponent", void 0);
  53761. __decorate([
  53762. BABYLON.serialize()
  53763. ], SpotLight.prototype, "projectionTextureLightNear", null);
  53764. __decorate([
  53765. BABYLON.serialize()
  53766. ], SpotLight.prototype, "projectionTextureLightFar", null);
  53767. __decorate([
  53768. BABYLON.serialize()
  53769. ], SpotLight.prototype, "projectionTextureUpDirection", null);
  53770. __decorate([
  53771. BABYLON.serializeAsTexture("projectedLightTexture")
  53772. ], SpotLight.prototype, "_projectionTexture", void 0);
  53773. return SpotLight;
  53774. }(BABYLON.ShadowLight));
  53775. BABYLON.SpotLight = SpotLight;
  53776. })(BABYLON || (BABYLON = {}));
  53777. //# sourceMappingURL=babylon.spotLight.js.map
  53778. var BABYLON;
  53779. (function (BABYLON) {
  53780. /**
  53781. * Class used to override all child animations of a given target
  53782. */
  53783. var AnimationPropertiesOverride = /** @class */ (function () {
  53784. function AnimationPropertiesOverride() {
  53785. /**
  53786. * Gets or sets a value indicating if animation blending must be used
  53787. */
  53788. this.enableBlending = false;
  53789. /**
  53790. * Gets or sets the blending speed to use when enableBlending is true
  53791. */
  53792. this.blendingSpeed = 0.01;
  53793. /**
  53794. * Gets or sets the default loop mode to use
  53795. */
  53796. this.loopMode = BABYLON.Animation.ANIMATIONLOOPMODE_CYCLE;
  53797. }
  53798. return AnimationPropertiesOverride;
  53799. }());
  53800. BABYLON.AnimationPropertiesOverride = AnimationPropertiesOverride;
  53801. })(BABYLON || (BABYLON = {}));
  53802. //# sourceMappingURL=babylon.animationPropertiesOverride.js.map
  53803. var BABYLON;
  53804. (function (BABYLON) {
  53805. /**
  53806. * Represents the range of an animation
  53807. */
  53808. var AnimationRange = /** @class */ (function () {
  53809. /**
  53810. * Initializes the range of an animation
  53811. * @param name The name of the animation range
  53812. * @param from The starting frame of the animation
  53813. * @param to The ending frame of the animation
  53814. */
  53815. function AnimationRange(
  53816. /**The name of the animation range**/
  53817. name,
  53818. /**The starting frame of the animation */
  53819. from,
  53820. /**The ending frame of the animation*/
  53821. to) {
  53822. this.name = name;
  53823. this.from = from;
  53824. this.to = to;
  53825. }
  53826. /**
  53827. * Makes a copy of the animation range
  53828. * @returns A copy of the animation range
  53829. */
  53830. AnimationRange.prototype.clone = function () {
  53831. return new AnimationRange(this.name, this.from, this.to);
  53832. };
  53833. return AnimationRange;
  53834. }());
  53835. BABYLON.AnimationRange = AnimationRange;
  53836. /**
  53837. * Composed of a frame, and an action function
  53838. */
  53839. var AnimationEvent = /** @class */ (function () {
  53840. /**
  53841. * Initializes the animation event
  53842. * @param frame The frame for which the event is triggered
  53843. * @param action The event to perform when triggered
  53844. * @param onlyOnce Specifies if the event should be triggered only once
  53845. */
  53846. function AnimationEvent(
  53847. /** The frame for which the event is triggered **/
  53848. frame,
  53849. /** The event to perform when triggered **/
  53850. action,
  53851. /** Specifies if the event should be triggered only once**/
  53852. onlyOnce) {
  53853. this.frame = frame;
  53854. this.action = action;
  53855. this.onlyOnce = onlyOnce;
  53856. /**
  53857. * Specifies if the animation event is done
  53858. */
  53859. this.isDone = false;
  53860. }
  53861. /** @hidden */
  53862. AnimationEvent.prototype._clone = function () {
  53863. return new AnimationEvent(this.frame, this.action, this.onlyOnce);
  53864. };
  53865. return AnimationEvent;
  53866. }());
  53867. BABYLON.AnimationEvent = AnimationEvent;
  53868. /**
  53869. * A cursor which tracks a point on a path
  53870. */
  53871. var PathCursor = /** @class */ (function () {
  53872. /**
  53873. * Initializes the path cursor
  53874. * @param path The path to track
  53875. */
  53876. function PathCursor(path) {
  53877. this.path = path;
  53878. /**
  53879. * Stores path cursor callbacks for when an onchange event is triggered
  53880. */
  53881. this._onchange = new Array();
  53882. /**
  53883. * The value of the path cursor
  53884. */
  53885. this.value = 0;
  53886. /**
  53887. * The animation array of the path cursor
  53888. */
  53889. this.animations = new Array();
  53890. }
  53891. /**
  53892. * Gets the cursor point on the path
  53893. * @returns A point on the path cursor at the cursor location
  53894. */
  53895. PathCursor.prototype.getPoint = function () {
  53896. var point = this.path.getPointAtLengthPosition(this.value);
  53897. return new BABYLON.Vector3(point.x, 0, point.y);
  53898. };
  53899. /**
  53900. * Moves the cursor ahead by the step amount
  53901. * @param step The amount to move the cursor forward
  53902. * @returns This path cursor
  53903. */
  53904. PathCursor.prototype.moveAhead = function (step) {
  53905. if (step === void 0) { step = 0.002; }
  53906. this.move(step);
  53907. return this;
  53908. };
  53909. /**
  53910. * Moves the cursor behind by the step amount
  53911. * @param step The amount to move the cursor back
  53912. * @returns This path cursor
  53913. */
  53914. PathCursor.prototype.moveBack = function (step) {
  53915. if (step === void 0) { step = 0.002; }
  53916. this.move(-step);
  53917. return this;
  53918. };
  53919. /**
  53920. * Moves the cursor by the step amount
  53921. * If the step amount is greater than one, an exception is thrown
  53922. * @param step The amount to move the cursor
  53923. * @returns This path cursor
  53924. */
  53925. PathCursor.prototype.move = function (step) {
  53926. if (Math.abs(step) > 1) {
  53927. throw "step size should be less than 1.";
  53928. }
  53929. this.value += step;
  53930. this.ensureLimits();
  53931. this.raiseOnChange();
  53932. return this;
  53933. };
  53934. /**
  53935. * Ensures that the value is limited between zero and one
  53936. * @returns This path cursor
  53937. */
  53938. PathCursor.prototype.ensureLimits = function () {
  53939. while (this.value > 1) {
  53940. this.value -= 1;
  53941. }
  53942. while (this.value < 0) {
  53943. this.value += 1;
  53944. }
  53945. return this;
  53946. };
  53947. /**
  53948. * Runs onchange callbacks on change (used by the animation engine)
  53949. * @returns This path cursor
  53950. */
  53951. PathCursor.prototype.raiseOnChange = function () {
  53952. var _this = this;
  53953. this._onchange.forEach(function (f) { return f(_this); });
  53954. return this;
  53955. };
  53956. /**
  53957. * Executes a function on change
  53958. * @param f A path cursor onchange callback
  53959. * @returns This path cursor
  53960. */
  53961. PathCursor.prototype.onchange = function (f) {
  53962. this._onchange.push(f);
  53963. return this;
  53964. };
  53965. return PathCursor;
  53966. }());
  53967. BABYLON.PathCursor = PathCursor;
  53968. /**
  53969. * Enum for the animation key frame interpolation type
  53970. */
  53971. var AnimationKeyInterpolation;
  53972. (function (AnimationKeyInterpolation) {
  53973. /**
  53974. * Do not interpolate between keys and use the start key value only. Tangents are ignored
  53975. */
  53976. AnimationKeyInterpolation[AnimationKeyInterpolation["STEP"] = 1] = "STEP";
  53977. })(AnimationKeyInterpolation = BABYLON.AnimationKeyInterpolation || (BABYLON.AnimationKeyInterpolation = {}));
  53978. /**
  53979. * Class used to store any kind of animation
  53980. */
  53981. var Animation = /** @class */ (function () {
  53982. /**
  53983. * Initializes the animation
  53984. * @param name Name of the animation
  53985. * @param targetProperty Property to animate
  53986. * @param framePerSecond The frames per second of the animation
  53987. * @param dataType The data type of the animation
  53988. * @param loopMode The loop mode of the animation
  53989. * @param enableBlendings Specifies if blending should be enabled
  53990. */
  53991. function Animation(
  53992. /**Name of the animation */
  53993. name,
  53994. /**Property to animate */
  53995. targetProperty,
  53996. /**The frames per second of the animation */
  53997. framePerSecond,
  53998. /**The data type of the animation */
  53999. dataType,
  54000. /**The loop mode of the animation */
  54001. loopMode,
  54002. /**Specifies if blending should be enabled */
  54003. enableBlending) {
  54004. this.name = name;
  54005. this.targetProperty = targetProperty;
  54006. this.framePerSecond = framePerSecond;
  54007. this.dataType = dataType;
  54008. this.loopMode = loopMode;
  54009. this.enableBlending = enableBlending;
  54010. /**
  54011. * @hidden Internal use only
  54012. */
  54013. this._runtimeAnimations = new Array();
  54014. /**
  54015. * The set of event that will be linked to this animation
  54016. */
  54017. this._events = new Array();
  54018. /**
  54019. * Stores the blending speed of the animation
  54020. */
  54021. this.blendingSpeed = 0.01;
  54022. /**
  54023. * Stores the animation ranges for the animation
  54024. */
  54025. this._ranges = {};
  54026. this.targetPropertyPath = targetProperty.split(".");
  54027. this.dataType = dataType;
  54028. this.loopMode = loopMode === undefined ? Animation.ANIMATIONLOOPMODE_CYCLE : loopMode;
  54029. }
  54030. /**
  54031. * @hidden Internal use
  54032. */
  54033. Animation._PrepareAnimation = function (name, targetProperty, framePerSecond, totalFrame, from, to, loopMode, easingFunction) {
  54034. var dataType = undefined;
  54035. if (!isNaN(parseFloat(from)) && isFinite(from)) {
  54036. dataType = Animation.ANIMATIONTYPE_FLOAT;
  54037. }
  54038. else if (from instanceof BABYLON.Quaternion) {
  54039. dataType = Animation.ANIMATIONTYPE_QUATERNION;
  54040. }
  54041. else if (from instanceof BABYLON.Vector3) {
  54042. dataType = Animation.ANIMATIONTYPE_VECTOR3;
  54043. }
  54044. else if (from instanceof BABYLON.Vector2) {
  54045. dataType = Animation.ANIMATIONTYPE_VECTOR2;
  54046. }
  54047. else if (from instanceof BABYLON.Color3) {
  54048. dataType = Animation.ANIMATIONTYPE_COLOR3;
  54049. }
  54050. else if (from instanceof BABYLON.Size) {
  54051. dataType = Animation.ANIMATIONTYPE_SIZE;
  54052. }
  54053. if (dataType == undefined) {
  54054. return null;
  54055. }
  54056. var animation = new Animation(name, targetProperty, framePerSecond, dataType, loopMode);
  54057. var keys = [{ frame: 0, value: from }, { frame: totalFrame, value: to }];
  54058. animation.setKeys(keys);
  54059. if (easingFunction !== undefined) {
  54060. animation.setEasingFunction(easingFunction);
  54061. }
  54062. return animation;
  54063. };
  54064. /**
  54065. * Sets up an animation
  54066. * @param property The property to animate
  54067. * @param animationType The animation type to apply
  54068. * @param framePerSecond The frames per second of the animation
  54069. * @param easingFunction The easing function used in the animation
  54070. * @returns The created animation
  54071. */
  54072. Animation.CreateAnimation = function (property, animationType, framePerSecond, easingFunction) {
  54073. var animation = new Animation(property + "Animation", property, framePerSecond, animationType, Animation.ANIMATIONLOOPMODE_CONSTANT);
  54074. animation.setEasingFunction(easingFunction);
  54075. return animation;
  54076. };
  54077. /**
  54078. * Create and start an animation on a node
  54079. * @param name defines the name of the global animation that will be run on all nodes
  54080. * @param node defines the root node where the animation will take place
  54081. * @param targetProperty defines property to animate
  54082. * @param framePerSecond defines the number of frame per second yo use
  54083. * @param totalFrame defines the number of frames in total
  54084. * @param from defines the initial value
  54085. * @param to defines the final value
  54086. * @param loopMode defines which loop mode you want to use (off by default)
  54087. * @param easingFunction defines the easing function to use (linear by default)
  54088. * @param onAnimationEnd defines the callback to call when animation end
  54089. * @returns the animatable created for this animation
  54090. */
  54091. Animation.CreateAndStartAnimation = function (name, node, targetProperty, framePerSecond, totalFrame, from, to, loopMode, easingFunction, onAnimationEnd) {
  54092. var animation = Animation._PrepareAnimation(name, targetProperty, framePerSecond, totalFrame, from, to, loopMode, easingFunction);
  54093. if (!animation) {
  54094. return null;
  54095. }
  54096. return node.getScene().beginDirectAnimation(node, [animation], 0, totalFrame, (animation.loopMode === 1), 1.0, onAnimationEnd);
  54097. };
  54098. /**
  54099. * Create and start an animation on a node and its descendants
  54100. * @param name defines the name of the global animation that will be run on all nodes
  54101. * @param node defines the root node where the animation will take place
  54102. * @param directDescendantsOnly if true only direct descendants will be used, if false direct and also indirect (children of children, an so on in a recursive manner) descendants will be used
  54103. * @param targetProperty defines property to animate
  54104. * @param framePerSecond defines the number of frame per second to use
  54105. * @param totalFrame defines the number of frames in total
  54106. * @param from defines the initial value
  54107. * @param to defines the final value
  54108. * @param loopMode defines which loop mode you want to use (off by default)
  54109. * @param easingFunction defines the easing function to use (linear by default)
  54110. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  54111. * @returns the list of animatables created for all nodes
  54112. * @example https://www.babylonjs-playground.com/#MH0VLI
  54113. */
  54114. Animation.CreateAndStartHierarchyAnimation = function (name, node, directDescendantsOnly, targetProperty, framePerSecond, totalFrame, from, to, loopMode, easingFunction, onAnimationEnd) {
  54115. var animation = Animation._PrepareAnimation(name, targetProperty, framePerSecond, totalFrame, from, to, loopMode, easingFunction);
  54116. if (!animation) {
  54117. return null;
  54118. }
  54119. var scene = node.getScene();
  54120. return scene.beginDirectHierarchyAnimation(node, directDescendantsOnly, [animation], 0, totalFrame, (animation.loopMode === 1), 1.0, onAnimationEnd);
  54121. };
  54122. /**
  54123. * Creates a new animation, merges it with the existing animations and starts it
  54124. * @param name Name of the animation
  54125. * @param node Node which contains the scene that begins the animations
  54126. * @param targetProperty Specifies which property to animate
  54127. * @param framePerSecond The frames per second of the animation
  54128. * @param totalFrame The total number of frames
  54129. * @param from The frame at the beginning of the animation
  54130. * @param to The frame at the end of the animation
  54131. * @param loopMode Specifies the loop mode of the animation
  54132. * @param easingFunction (Optional) The easing function of the animation, which allow custom mathematical formulas for animations
  54133. * @param onAnimationEnd Callback to run once the animation is complete
  54134. * @returns Nullable animation
  54135. */
  54136. Animation.CreateMergeAndStartAnimation = function (name, node, targetProperty, framePerSecond, totalFrame, from, to, loopMode, easingFunction, onAnimationEnd) {
  54137. var animation = Animation._PrepareAnimation(name, targetProperty, framePerSecond, totalFrame, from, to, loopMode, easingFunction);
  54138. if (!animation) {
  54139. return null;
  54140. }
  54141. node.animations.push(animation);
  54142. return node.getScene().beginAnimation(node, 0, totalFrame, (animation.loopMode === 1), 1.0, onAnimationEnd);
  54143. };
  54144. /**
  54145. * Transition property of an host to the target Value
  54146. * @param property The property to transition
  54147. * @param targetValue The target Value of the property
  54148. * @param host The object where the property to animate belongs
  54149. * @param scene Scene used to run the animation
  54150. * @param frameRate Framerate (in frame/s) to use
  54151. * @param transition The transition type we want to use
  54152. * @param duration The duration of the animation, in milliseconds
  54153. * @param onAnimationEnd Callback trigger at the end of the animation
  54154. * @returns Nullable animation
  54155. */
  54156. Animation.TransitionTo = function (property, targetValue, host, scene, frameRate, transition, duration, onAnimationEnd) {
  54157. if (onAnimationEnd === void 0) { onAnimationEnd = null; }
  54158. if (duration <= 0) {
  54159. host[property] = targetValue;
  54160. if (onAnimationEnd) {
  54161. onAnimationEnd();
  54162. }
  54163. return null;
  54164. }
  54165. var endFrame = frameRate * (duration / 1000);
  54166. transition.setKeys([{
  54167. frame: 0,
  54168. value: host[property].clone ? host[property].clone() : host[property]
  54169. },
  54170. {
  54171. frame: endFrame,
  54172. value: targetValue
  54173. }]);
  54174. if (!host.animations) {
  54175. host.animations = [];
  54176. }
  54177. host.animations.push(transition);
  54178. var animation = scene.beginAnimation(host, 0, endFrame, false);
  54179. animation.onAnimationEnd = onAnimationEnd;
  54180. return animation;
  54181. };
  54182. Object.defineProperty(Animation.prototype, "runtimeAnimations", {
  54183. /**
  54184. * Return the array of runtime animations currently using this animation
  54185. */
  54186. get: function () {
  54187. return this._runtimeAnimations;
  54188. },
  54189. enumerable: true,
  54190. configurable: true
  54191. });
  54192. Object.defineProperty(Animation.prototype, "hasRunningRuntimeAnimations", {
  54193. /**
  54194. * Specifies if any of the runtime animations are currently running
  54195. */
  54196. get: function () {
  54197. for (var _i = 0, _a = this._runtimeAnimations; _i < _a.length; _i++) {
  54198. var runtimeAnimation = _a[_i];
  54199. if (!runtimeAnimation.isStopped) {
  54200. return true;
  54201. }
  54202. }
  54203. return false;
  54204. },
  54205. enumerable: true,
  54206. configurable: true
  54207. });
  54208. // Methods
  54209. /**
  54210. * Converts the animation to a string
  54211. * @param fullDetails support for multiple levels of logging within scene loading
  54212. * @returns String form of the animation
  54213. */
  54214. Animation.prototype.toString = function (fullDetails) {
  54215. var ret = "Name: " + this.name + ", property: " + this.targetProperty;
  54216. ret += ", datatype: " + (["Float", "Vector3", "Quaternion", "Matrix", "Color3", "Vector2"])[this.dataType];
  54217. ret += ", nKeys: " + (this._keys ? this._keys.length : "none");
  54218. ret += ", nRanges: " + (this._ranges ? Object.keys(this._ranges).length : "none");
  54219. if (fullDetails) {
  54220. ret += ", Ranges: {";
  54221. var first = true;
  54222. for (var name in this._ranges) {
  54223. if (first) {
  54224. ret += ", ";
  54225. first = false;
  54226. }
  54227. ret += name;
  54228. }
  54229. ret += "}";
  54230. }
  54231. return ret;
  54232. };
  54233. /**
  54234. * Add an event to this animation
  54235. * @param event Event to add
  54236. */
  54237. Animation.prototype.addEvent = function (event) {
  54238. this._events.push(event);
  54239. };
  54240. /**
  54241. * Remove all events found at the given frame
  54242. * @param frame The frame to remove events from
  54243. */
  54244. Animation.prototype.removeEvents = function (frame) {
  54245. for (var index = 0; index < this._events.length; index++) {
  54246. if (this._events[index].frame === frame) {
  54247. this._events.splice(index, 1);
  54248. index--;
  54249. }
  54250. }
  54251. };
  54252. /**
  54253. * Retrieves all the events from the animation
  54254. * @returns Events from the animation
  54255. */
  54256. Animation.prototype.getEvents = function () {
  54257. return this._events;
  54258. };
  54259. /**
  54260. * Creates an animation range
  54261. * @param name Name of the animation range
  54262. * @param from Starting frame of the animation range
  54263. * @param to Ending frame of the animation
  54264. */
  54265. Animation.prototype.createRange = function (name, from, to) {
  54266. // check name not already in use; could happen for bones after serialized
  54267. if (!this._ranges[name]) {
  54268. this._ranges[name] = new AnimationRange(name, from, to);
  54269. }
  54270. };
  54271. /**
  54272. * Deletes an animation range by name
  54273. * @param name Name of the animation range to delete
  54274. * @param deleteFrames Specifies if the key frames for the range should also be deleted (true) or not (false)
  54275. */
  54276. Animation.prototype.deleteRange = function (name, deleteFrames) {
  54277. if (deleteFrames === void 0) { deleteFrames = true; }
  54278. var range = this._ranges[name];
  54279. if (!range) {
  54280. return;
  54281. }
  54282. if (deleteFrames) {
  54283. var from = range.from;
  54284. var to = range.to;
  54285. // this loop MUST go high to low for multiple splices to work
  54286. for (var key = this._keys.length - 1; key >= 0; key--) {
  54287. if (this._keys[key].frame >= from && this._keys[key].frame <= to) {
  54288. this._keys.splice(key, 1);
  54289. }
  54290. }
  54291. }
  54292. this._ranges[name] = null; // said much faster than 'delete this._range[name]'
  54293. };
  54294. /**
  54295. * Gets the animation range by name, or null if not defined
  54296. * @param name Name of the animation range
  54297. * @returns Nullable animation range
  54298. */
  54299. Animation.prototype.getRange = function (name) {
  54300. return this._ranges[name];
  54301. };
  54302. /**
  54303. * Gets the key frames from the animation
  54304. * @returns The key frames of the animation
  54305. */
  54306. Animation.prototype.getKeys = function () {
  54307. return this._keys;
  54308. };
  54309. /**
  54310. * Gets the highest frame rate of the animation
  54311. * @returns Highest frame rate of the animation
  54312. */
  54313. Animation.prototype.getHighestFrame = function () {
  54314. var ret = 0;
  54315. for (var key = 0, nKeys = this._keys.length; key < nKeys; key++) {
  54316. if (ret < this._keys[key].frame) {
  54317. ret = this._keys[key].frame;
  54318. }
  54319. }
  54320. return ret;
  54321. };
  54322. /**
  54323. * Gets the easing function of the animation
  54324. * @returns Easing function of the animation
  54325. */
  54326. Animation.prototype.getEasingFunction = function () {
  54327. return this._easingFunction;
  54328. };
  54329. /**
  54330. * Sets the easing function of the animation
  54331. * @param easingFunction A custom mathematical formula for animation
  54332. */
  54333. Animation.prototype.setEasingFunction = function (easingFunction) {
  54334. this._easingFunction = easingFunction;
  54335. };
  54336. /**
  54337. * Interpolates a scalar linearly
  54338. * @param startValue Start value of the animation curve
  54339. * @param endValue End value of the animation curve
  54340. * @param gradient Scalar amount to interpolate
  54341. * @returns Interpolated scalar value
  54342. */
  54343. Animation.prototype.floatInterpolateFunction = function (startValue, endValue, gradient) {
  54344. return BABYLON.Scalar.Lerp(startValue, endValue, gradient);
  54345. };
  54346. /**
  54347. * Interpolates a scalar cubically
  54348. * @param startValue Start value of the animation curve
  54349. * @param outTangent End tangent of the animation
  54350. * @param endValue End value of the animation curve
  54351. * @param inTangent Start tangent of the animation curve
  54352. * @param gradient Scalar amount to interpolate
  54353. * @returns Interpolated scalar value
  54354. */
  54355. Animation.prototype.floatInterpolateFunctionWithTangents = function (startValue, outTangent, endValue, inTangent, gradient) {
  54356. return BABYLON.Scalar.Hermite(startValue, outTangent, endValue, inTangent, gradient);
  54357. };
  54358. /**
  54359. * Interpolates a quaternion using a spherical linear interpolation
  54360. * @param startValue Start value of the animation curve
  54361. * @param endValue End value of the animation curve
  54362. * @param gradient Scalar amount to interpolate
  54363. * @returns Interpolated quaternion value
  54364. */
  54365. Animation.prototype.quaternionInterpolateFunction = function (startValue, endValue, gradient) {
  54366. return BABYLON.Quaternion.Slerp(startValue, endValue, gradient);
  54367. };
  54368. /**
  54369. * Interpolates a quaternion cubically
  54370. * @param startValue Start value of the animation curve
  54371. * @param outTangent End tangent of the animation curve
  54372. * @param endValue End value of the animation curve
  54373. * @param inTangent Start tangent of the animation curve
  54374. * @param gradient Scalar amount to interpolate
  54375. * @returns Interpolated quaternion value
  54376. */
  54377. Animation.prototype.quaternionInterpolateFunctionWithTangents = function (startValue, outTangent, endValue, inTangent, gradient) {
  54378. return BABYLON.Quaternion.Hermite(startValue, outTangent, endValue, inTangent, gradient).normalize();
  54379. };
  54380. /**
  54381. * Interpolates a Vector3 linearl
  54382. * @param startValue Start value of the animation curve
  54383. * @param endValue End value of the animation curve
  54384. * @param gradient Scalar amount to interpolate
  54385. * @returns Interpolated scalar value
  54386. */
  54387. Animation.prototype.vector3InterpolateFunction = function (startValue, endValue, gradient) {
  54388. return BABYLON.Vector3.Lerp(startValue, endValue, gradient);
  54389. };
  54390. /**
  54391. * Interpolates a Vector3 cubically
  54392. * @param startValue Start value of the animation curve
  54393. * @param outTangent End tangent of the animation
  54394. * @param endValue End value of the animation curve
  54395. * @param inTangent Start tangent of the animation curve
  54396. * @param gradient Scalar amount to interpolate
  54397. * @returns InterpolatedVector3 value
  54398. */
  54399. Animation.prototype.vector3InterpolateFunctionWithTangents = function (startValue, outTangent, endValue, inTangent, gradient) {
  54400. return BABYLON.Vector3.Hermite(startValue, outTangent, endValue, inTangent, gradient);
  54401. };
  54402. /**
  54403. * Interpolates a Vector2 linearly
  54404. * @param startValue Start value of the animation curve
  54405. * @param endValue End value of the animation curve
  54406. * @param gradient Scalar amount to interpolate
  54407. * @returns Interpolated Vector2 value
  54408. */
  54409. Animation.prototype.vector2InterpolateFunction = function (startValue, endValue, gradient) {
  54410. return BABYLON.Vector2.Lerp(startValue, endValue, gradient);
  54411. };
  54412. /**
  54413. * Interpolates a Vector2 cubically
  54414. * @param startValue Start value of the animation curve
  54415. * @param outTangent End tangent of the animation
  54416. * @param endValue End value of the animation curve
  54417. * @param inTangent Start tangent of the animation curve
  54418. * @param gradient Scalar amount to interpolate
  54419. * @returns Interpolated Vector2 value
  54420. */
  54421. Animation.prototype.vector2InterpolateFunctionWithTangents = function (startValue, outTangent, endValue, inTangent, gradient) {
  54422. return BABYLON.Vector2.Hermite(startValue, outTangent, endValue, inTangent, gradient);
  54423. };
  54424. /**
  54425. * Interpolates a size linearly
  54426. * @param startValue Start value of the animation curve
  54427. * @param endValue End value of the animation curve
  54428. * @param gradient Scalar amount to interpolate
  54429. * @returns Interpolated Size value
  54430. */
  54431. Animation.prototype.sizeInterpolateFunction = function (startValue, endValue, gradient) {
  54432. return BABYLON.Size.Lerp(startValue, endValue, gradient);
  54433. };
  54434. /**
  54435. * Interpolates a Color3 linearly
  54436. * @param startValue Start value of the animation curve
  54437. * @param endValue End value of the animation curve
  54438. * @param gradient Scalar amount to interpolate
  54439. * @returns Interpolated Color3 value
  54440. */
  54441. Animation.prototype.color3InterpolateFunction = function (startValue, endValue, gradient) {
  54442. return BABYLON.Color3.Lerp(startValue, endValue, gradient);
  54443. };
  54444. /**
  54445. * @hidden Internal use only
  54446. */
  54447. Animation.prototype._getKeyValue = function (value) {
  54448. if (typeof value === "function") {
  54449. return value();
  54450. }
  54451. return value;
  54452. };
  54453. /**
  54454. * @hidden Internal use only
  54455. */
  54456. Animation.prototype._interpolate = function (currentFrame, repeatCount, workValue, loopMode, offsetValue, highLimitValue) {
  54457. if (loopMode === Animation.ANIMATIONLOOPMODE_CONSTANT && repeatCount > 0) {
  54458. return highLimitValue.clone ? highLimitValue.clone() : highLimitValue;
  54459. }
  54460. var keys = this.getKeys();
  54461. // Try to get a hash to find the right key
  54462. var startKeyIndex = Math.max(0, Math.min(keys.length - 1, Math.floor(keys.length * (currentFrame - keys[0].frame) / (keys[keys.length - 1].frame - keys[0].frame)) - 1));
  54463. if (keys[startKeyIndex].frame >= currentFrame) {
  54464. while (startKeyIndex - 1 >= 0 && keys[startKeyIndex].frame >= currentFrame) {
  54465. startKeyIndex--;
  54466. }
  54467. }
  54468. for (var key = startKeyIndex; key < keys.length; key++) {
  54469. var endKey = keys[key + 1];
  54470. if (endKey.frame >= currentFrame) {
  54471. var startKey = keys[key];
  54472. var startValue = this._getKeyValue(startKey.value);
  54473. if (startKey.interpolation === AnimationKeyInterpolation.STEP) {
  54474. return startValue;
  54475. }
  54476. var endValue = this._getKeyValue(endKey.value);
  54477. var useTangent = startKey.outTangent !== undefined && endKey.inTangent !== undefined;
  54478. var frameDelta = endKey.frame - startKey.frame;
  54479. // gradient : percent of currentFrame between the frame inf and the frame sup
  54480. var gradient = (currentFrame - startKey.frame) / frameDelta;
  54481. // check for easingFunction and correction of gradient
  54482. var easingFunction = this.getEasingFunction();
  54483. if (easingFunction != null) {
  54484. gradient = easingFunction.ease(gradient);
  54485. }
  54486. switch (this.dataType) {
  54487. // Float
  54488. case Animation.ANIMATIONTYPE_FLOAT:
  54489. var floatValue = useTangent ? this.floatInterpolateFunctionWithTangents(startValue, startKey.outTangent * frameDelta, endValue, endKey.inTangent * frameDelta, gradient) : this.floatInterpolateFunction(startValue, endValue, gradient);
  54490. switch (loopMode) {
  54491. case Animation.ANIMATIONLOOPMODE_CYCLE:
  54492. case Animation.ANIMATIONLOOPMODE_CONSTANT:
  54493. return floatValue;
  54494. case Animation.ANIMATIONLOOPMODE_RELATIVE:
  54495. return offsetValue * repeatCount + floatValue;
  54496. }
  54497. break;
  54498. // Quaternion
  54499. case Animation.ANIMATIONTYPE_QUATERNION:
  54500. var quatValue = useTangent ? this.quaternionInterpolateFunctionWithTangents(startValue, startKey.outTangent.scale(frameDelta), endValue, endKey.inTangent.scale(frameDelta), gradient) : this.quaternionInterpolateFunction(startValue, endValue, gradient);
  54501. switch (loopMode) {
  54502. case Animation.ANIMATIONLOOPMODE_CYCLE:
  54503. case Animation.ANIMATIONLOOPMODE_CONSTANT:
  54504. return quatValue;
  54505. case Animation.ANIMATIONLOOPMODE_RELATIVE:
  54506. return quatValue.addInPlace(offsetValue.scale(repeatCount));
  54507. }
  54508. return quatValue;
  54509. // Vector3
  54510. case Animation.ANIMATIONTYPE_VECTOR3:
  54511. var vec3Value = useTangent ? this.vector3InterpolateFunctionWithTangents(startValue, startKey.outTangent.scale(frameDelta), endValue, endKey.inTangent.scale(frameDelta), gradient) : this.vector3InterpolateFunction(startValue, endValue, gradient);
  54512. switch (loopMode) {
  54513. case Animation.ANIMATIONLOOPMODE_CYCLE:
  54514. case Animation.ANIMATIONLOOPMODE_CONSTANT:
  54515. return vec3Value;
  54516. case Animation.ANIMATIONLOOPMODE_RELATIVE:
  54517. return vec3Value.add(offsetValue.scale(repeatCount));
  54518. }
  54519. // Vector2
  54520. case Animation.ANIMATIONTYPE_VECTOR2:
  54521. var vec2Value = useTangent ? this.vector2InterpolateFunctionWithTangents(startValue, startKey.outTangent.scale(frameDelta), endValue, endKey.inTangent.scale(frameDelta), gradient) : this.vector2InterpolateFunction(startValue, endValue, gradient);
  54522. switch (loopMode) {
  54523. case Animation.ANIMATIONLOOPMODE_CYCLE:
  54524. case Animation.ANIMATIONLOOPMODE_CONSTANT:
  54525. return vec2Value;
  54526. case Animation.ANIMATIONLOOPMODE_RELATIVE:
  54527. return vec2Value.add(offsetValue.scale(repeatCount));
  54528. }
  54529. // Size
  54530. case Animation.ANIMATIONTYPE_SIZE:
  54531. switch (loopMode) {
  54532. case Animation.ANIMATIONLOOPMODE_CYCLE:
  54533. case Animation.ANIMATIONLOOPMODE_CONSTANT:
  54534. return this.sizeInterpolateFunction(startValue, endValue, gradient);
  54535. case Animation.ANIMATIONLOOPMODE_RELATIVE:
  54536. return this.sizeInterpolateFunction(startValue, endValue, gradient).add(offsetValue.scale(repeatCount));
  54537. }
  54538. // Color3
  54539. case Animation.ANIMATIONTYPE_COLOR3:
  54540. switch (loopMode) {
  54541. case Animation.ANIMATIONLOOPMODE_CYCLE:
  54542. case Animation.ANIMATIONLOOPMODE_CONSTANT:
  54543. return this.color3InterpolateFunction(startValue, endValue, gradient);
  54544. case Animation.ANIMATIONLOOPMODE_RELATIVE:
  54545. return this.color3InterpolateFunction(startValue, endValue, gradient).add(offsetValue.scale(repeatCount));
  54546. }
  54547. // Matrix
  54548. case Animation.ANIMATIONTYPE_MATRIX:
  54549. switch (loopMode) {
  54550. case Animation.ANIMATIONLOOPMODE_CYCLE:
  54551. case Animation.ANIMATIONLOOPMODE_CONSTANT:
  54552. if (Animation.AllowMatricesInterpolation) {
  54553. return this.matrixInterpolateFunction(startValue, endValue, gradient, workValue);
  54554. }
  54555. case Animation.ANIMATIONLOOPMODE_RELATIVE:
  54556. return startValue;
  54557. }
  54558. default:
  54559. break;
  54560. }
  54561. break;
  54562. }
  54563. }
  54564. return this._getKeyValue(keys[keys.length - 1].value);
  54565. };
  54566. /**
  54567. * Defines the function to use to interpolate matrices
  54568. * @param startValue defines the start matrix
  54569. * @param endValue defines the end matrix
  54570. * @param gradient defines the gradient between both matrices
  54571. * @param result defines an optional target matrix where to store the interpolation
  54572. * @returns the interpolated matrix
  54573. */
  54574. Animation.prototype.matrixInterpolateFunction = function (startValue, endValue, gradient, result) {
  54575. if (Animation.AllowMatrixDecomposeForInterpolation) {
  54576. if (result) {
  54577. BABYLON.Matrix.DecomposeLerpToRef(startValue, endValue, gradient, result);
  54578. return result;
  54579. }
  54580. return BABYLON.Matrix.DecomposeLerp(startValue, endValue, gradient);
  54581. }
  54582. if (result) {
  54583. BABYLON.Matrix.LerpToRef(startValue, endValue, gradient, result);
  54584. return result;
  54585. }
  54586. return BABYLON.Matrix.Lerp(startValue, endValue, gradient);
  54587. };
  54588. /**
  54589. * Makes a copy of the animation
  54590. * @returns Cloned animation
  54591. */
  54592. Animation.prototype.clone = function () {
  54593. var clone = new Animation(this.name, this.targetPropertyPath.join("."), this.framePerSecond, this.dataType, this.loopMode);
  54594. clone.enableBlending = this.enableBlending;
  54595. clone.blendingSpeed = this.blendingSpeed;
  54596. if (this._keys) {
  54597. clone.setKeys(this._keys);
  54598. }
  54599. if (this._ranges) {
  54600. clone._ranges = {};
  54601. for (var name in this._ranges) {
  54602. var range = this._ranges[name];
  54603. if (!range) {
  54604. continue;
  54605. }
  54606. clone._ranges[name] = range.clone();
  54607. }
  54608. }
  54609. return clone;
  54610. };
  54611. /**
  54612. * Sets the key frames of the animation
  54613. * @param values The animation key frames to set
  54614. */
  54615. Animation.prototype.setKeys = function (values) {
  54616. this._keys = values.slice(0);
  54617. };
  54618. /**
  54619. * Serializes the animation to an object
  54620. * @returns Serialized object
  54621. */
  54622. Animation.prototype.serialize = function () {
  54623. var serializationObject = {};
  54624. serializationObject.name = this.name;
  54625. serializationObject.property = this.targetProperty;
  54626. serializationObject.framePerSecond = this.framePerSecond;
  54627. serializationObject.dataType = this.dataType;
  54628. serializationObject.loopBehavior = this.loopMode;
  54629. serializationObject.enableBlending = this.enableBlending;
  54630. serializationObject.blendingSpeed = this.blendingSpeed;
  54631. var dataType = this.dataType;
  54632. serializationObject.keys = [];
  54633. var keys = this.getKeys();
  54634. for (var index = 0; index < keys.length; index++) {
  54635. var animationKey = keys[index];
  54636. var key = {};
  54637. key.frame = animationKey.frame;
  54638. switch (dataType) {
  54639. case Animation.ANIMATIONTYPE_FLOAT:
  54640. key.values = [animationKey.value];
  54641. break;
  54642. case Animation.ANIMATIONTYPE_QUATERNION:
  54643. case Animation.ANIMATIONTYPE_MATRIX:
  54644. case Animation.ANIMATIONTYPE_VECTOR3:
  54645. case Animation.ANIMATIONTYPE_COLOR3:
  54646. key.values = animationKey.value.asArray();
  54647. break;
  54648. }
  54649. serializationObject.keys.push(key);
  54650. }
  54651. serializationObject.ranges = [];
  54652. for (var name in this._ranges) {
  54653. var source = this._ranges[name];
  54654. if (!source) {
  54655. continue;
  54656. }
  54657. var range = {};
  54658. range.name = name;
  54659. range.from = source.from;
  54660. range.to = source.to;
  54661. serializationObject.ranges.push(range);
  54662. }
  54663. return serializationObject;
  54664. };
  54665. Object.defineProperty(Animation, "ANIMATIONTYPE_FLOAT", {
  54666. /**
  54667. * Get the float animation type
  54668. */
  54669. get: function () {
  54670. return Animation._ANIMATIONTYPE_FLOAT;
  54671. },
  54672. enumerable: true,
  54673. configurable: true
  54674. });
  54675. Object.defineProperty(Animation, "ANIMATIONTYPE_VECTOR3", {
  54676. /**
  54677. * Get the Vector3 animation type
  54678. */
  54679. get: function () {
  54680. return Animation._ANIMATIONTYPE_VECTOR3;
  54681. },
  54682. enumerable: true,
  54683. configurable: true
  54684. });
  54685. Object.defineProperty(Animation, "ANIMATIONTYPE_VECTOR2", {
  54686. /**
  54687. * Get the Vector2 animation type
  54688. */
  54689. get: function () {
  54690. return Animation._ANIMATIONTYPE_VECTOR2;
  54691. },
  54692. enumerable: true,
  54693. configurable: true
  54694. });
  54695. Object.defineProperty(Animation, "ANIMATIONTYPE_SIZE", {
  54696. /**
  54697. * Get the Size animation type
  54698. */
  54699. get: function () {
  54700. return Animation._ANIMATIONTYPE_SIZE;
  54701. },
  54702. enumerable: true,
  54703. configurable: true
  54704. });
  54705. Object.defineProperty(Animation, "ANIMATIONTYPE_QUATERNION", {
  54706. /**
  54707. * Get the Quaternion animation type
  54708. */
  54709. get: function () {
  54710. return Animation._ANIMATIONTYPE_QUATERNION;
  54711. },
  54712. enumerable: true,
  54713. configurable: true
  54714. });
  54715. Object.defineProperty(Animation, "ANIMATIONTYPE_MATRIX", {
  54716. /**
  54717. * Get the Matrix animation type
  54718. */
  54719. get: function () {
  54720. return Animation._ANIMATIONTYPE_MATRIX;
  54721. },
  54722. enumerable: true,
  54723. configurable: true
  54724. });
  54725. Object.defineProperty(Animation, "ANIMATIONTYPE_COLOR3", {
  54726. /**
  54727. * Get the Color3 animation type
  54728. */
  54729. get: function () {
  54730. return Animation._ANIMATIONTYPE_COLOR3;
  54731. },
  54732. enumerable: true,
  54733. configurable: true
  54734. });
  54735. Object.defineProperty(Animation, "ANIMATIONLOOPMODE_RELATIVE", {
  54736. /**
  54737. * Get the Relative Loop Mode
  54738. */
  54739. get: function () {
  54740. return Animation._ANIMATIONLOOPMODE_RELATIVE;
  54741. },
  54742. enumerable: true,
  54743. configurable: true
  54744. });
  54745. Object.defineProperty(Animation, "ANIMATIONLOOPMODE_CYCLE", {
  54746. /**
  54747. * Get the Cycle Loop Mode
  54748. */
  54749. get: function () {
  54750. return Animation._ANIMATIONLOOPMODE_CYCLE;
  54751. },
  54752. enumerable: true,
  54753. configurable: true
  54754. });
  54755. Object.defineProperty(Animation, "ANIMATIONLOOPMODE_CONSTANT", {
  54756. /**
  54757. * Get the Constant Loop Mode
  54758. */
  54759. get: function () {
  54760. return Animation._ANIMATIONLOOPMODE_CONSTANT;
  54761. },
  54762. enumerable: true,
  54763. configurable: true
  54764. });
  54765. /** @hidden */
  54766. Animation._UniversalLerp = function (left, right, amount) {
  54767. var constructor = left.constructor;
  54768. if (constructor.Lerp) { // Lerp supported
  54769. return constructor.Lerp(left, right, amount);
  54770. }
  54771. else if (constructor.Slerp) { // Slerp supported
  54772. return constructor.Slerp(left, right, amount);
  54773. }
  54774. else if (left.toFixed) { // Number
  54775. return left * (1.0 - amount) + amount * right;
  54776. }
  54777. else { // Blending not supported
  54778. return right;
  54779. }
  54780. };
  54781. /**
  54782. * Parses an animation object and creates an animation
  54783. * @param parsedAnimation Parsed animation object
  54784. * @returns Animation object
  54785. */
  54786. Animation.Parse = function (parsedAnimation) {
  54787. var animation = new Animation(parsedAnimation.name, parsedAnimation.property, parsedAnimation.framePerSecond, parsedAnimation.dataType, parsedAnimation.loopBehavior);
  54788. var dataType = parsedAnimation.dataType;
  54789. var keys = [];
  54790. var data;
  54791. var index;
  54792. if (parsedAnimation.enableBlending) {
  54793. animation.enableBlending = parsedAnimation.enableBlending;
  54794. }
  54795. if (parsedAnimation.blendingSpeed) {
  54796. animation.blendingSpeed = parsedAnimation.blendingSpeed;
  54797. }
  54798. for (index = 0; index < parsedAnimation.keys.length; index++) {
  54799. var key = parsedAnimation.keys[index];
  54800. var inTangent;
  54801. var outTangent;
  54802. switch (dataType) {
  54803. case Animation.ANIMATIONTYPE_FLOAT:
  54804. data = key.values[0];
  54805. if (key.values.length >= 1) {
  54806. inTangent = key.values[1];
  54807. }
  54808. if (key.values.length >= 2) {
  54809. outTangent = key.values[2];
  54810. }
  54811. break;
  54812. case Animation.ANIMATIONTYPE_QUATERNION:
  54813. data = BABYLON.Quaternion.FromArray(key.values);
  54814. if (key.values.length >= 8) {
  54815. var _inTangent = BABYLON.Quaternion.FromArray(key.values.slice(4, 8));
  54816. if (!_inTangent.equals(BABYLON.Quaternion.Zero())) {
  54817. inTangent = _inTangent;
  54818. }
  54819. }
  54820. if (key.values.length >= 12) {
  54821. var _outTangent = BABYLON.Quaternion.FromArray(key.values.slice(8, 12));
  54822. if (!_outTangent.equals(BABYLON.Quaternion.Zero())) {
  54823. outTangent = _outTangent;
  54824. }
  54825. }
  54826. break;
  54827. case Animation.ANIMATIONTYPE_MATRIX:
  54828. data = BABYLON.Matrix.FromArray(key.values);
  54829. break;
  54830. case Animation.ANIMATIONTYPE_COLOR3:
  54831. data = BABYLON.Color3.FromArray(key.values);
  54832. break;
  54833. case Animation.ANIMATIONTYPE_VECTOR3:
  54834. default:
  54835. data = BABYLON.Vector3.FromArray(key.values);
  54836. break;
  54837. }
  54838. var keyData = {};
  54839. keyData.frame = key.frame;
  54840. keyData.value = data;
  54841. if (inTangent != undefined) {
  54842. keyData.inTangent = inTangent;
  54843. }
  54844. if (outTangent != undefined) {
  54845. keyData.outTangent = outTangent;
  54846. }
  54847. keys.push(keyData);
  54848. }
  54849. animation.setKeys(keys);
  54850. if (parsedAnimation.ranges) {
  54851. for (index = 0; index < parsedAnimation.ranges.length; index++) {
  54852. data = parsedAnimation.ranges[index];
  54853. animation.createRange(data.name, data.from, data.to);
  54854. }
  54855. }
  54856. return animation;
  54857. };
  54858. /**
  54859. * Appends the serialized animations from the source animations
  54860. * @param source Source containing the animations
  54861. * @param destination Target to store the animations
  54862. */
  54863. Animation.AppendSerializedAnimations = function (source, destination) {
  54864. if (source.animations) {
  54865. destination.animations = [];
  54866. for (var animationIndex = 0; animationIndex < source.animations.length; animationIndex++) {
  54867. var animation = source.animations[animationIndex];
  54868. destination.animations.push(animation.serialize());
  54869. }
  54870. }
  54871. };
  54872. /**
  54873. * Use matrix interpolation instead of using direct key value when animating matrices
  54874. */
  54875. Animation.AllowMatricesInterpolation = false;
  54876. /**
  54877. * When matrix interpolation is enabled, this boolean forces the system to use Matrix.DecomposeLerp instead of Matrix.Lerp. Interpolation is more precise but slower
  54878. */
  54879. Animation.AllowMatrixDecomposeForInterpolation = true;
  54880. // Statics
  54881. /**
  54882. * Float animation type
  54883. */
  54884. Animation._ANIMATIONTYPE_FLOAT = 0;
  54885. /**
  54886. * Vector3 animation type
  54887. */
  54888. Animation._ANIMATIONTYPE_VECTOR3 = 1;
  54889. /**
  54890. * Quaternion animation type
  54891. */
  54892. Animation._ANIMATIONTYPE_QUATERNION = 2;
  54893. /**
  54894. * Matrix animation type
  54895. */
  54896. Animation._ANIMATIONTYPE_MATRIX = 3;
  54897. /**
  54898. * Color3 animation type
  54899. */
  54900. Animation._ANIMATIONTYPE_COLOR3 = 4;
  54901. /**
  54902. * Vector2 animation type
  54903. */
  54904. Animation._ANIMATIONTYPE_VECTOR2 = 5;
  54905. /**
  54906. * Size animation type
  54907. */
  54908. Animation._ANIMATIONTYPE_SIZE = 6;
  54909. /**
  54910. * Relative Loop Mode
  54911. */
  54912. Animation._ANIMATIONLOOPMODE_RELATIVE = 0;
  54913. /**
  54914. * Cycle Loop Mode
  54915. */
  54916. Animation._ANIMATIONLOOPMODE_CYCLE = 1;
  54917. /**
  54918. * Constant Loop Mode
  54919. */
  54920. Animation._ANIMATIONLOOPMODE_CONSTANT = 2;
  54921. return Animation;
  54922. }());
  54923. BABYLON.Animation = Animation;
  54924. })(BABYLON || (BABYLON = {}));
  54925. //# sourceMappingURL=babylon.animation.js.map
  54926. var BABYLON;
  54927. (function (BABYLON) {
  54928. /**
  54929. * This class defines the direct association between an animation and a target
  54930. */
  54931. var TargetedAnimation = /** @class */ (function () {
  54932. function TargetedAnimation() {
  54933. }
  54934. return TargetedAnimation;
  54935. }());
  54936. BABYLON.TargetedAnimation = TargetedAnimation;
  54937. /**
  54938. * Use this class to create coordinated animations on multiple targets
  54939. */
  54940. var AnimationGroup = /** @class */ (function () {
  54941. /**
  54942. * Instantiates a new Animation Group.
  54943. * This helps managing several animations at once.
  54944. * @see http://doc.babylonjs.com/how_to/group
  54945. * @param name Defines the name of the group
  54946. * @param scene Defines the scene the group belongs to
  54947. */
  54948. function AnimationGroup(
  54949. /** The name of the animation group */
  54950. name, scene) {
  54951. if (scene === void 0) { scene = null; }
  54952. this.name = name;
  54953. this._targetedAnimations = new Array();
  54954. this._animatables = new Array();
  54955. this._from = Number.MAX_VALUE;
  54956. this._to = -Number.MAX_VALUE;
  54957. this._speedRatio = 1;
  54958. /**
  54959. * This observable will notify when one animation have ended
  54960. */
  54961. this.onAnimationEndObservable = new BABYLON.Observable();
  54962. /**
  54963. * Observer raised when one animation loops
  54964. */
  54965. this.onAnimationLoopObservable = new BABYLON.Observable();
  54966. /**
  54967. * This observable will notify when all animations have ended.
  54968. */
  54969. this.onAnimationGroupEndObservable = new BABYLON.Observable();
  54970. /**
  54971. * This observable will notify when all animations have paused.
  54972. */
  54973. this.onAnimationGroupPauseObservable = new BABYLON.Observable();
  54974. /**
  54975. * This observable will notify when all animations are playing.
  54976. */
  54977. this.onAnimationGroupPlayObservable = new BABYLON.Observable();
  54978. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  54979. this.uniqueId = this._scene.getUniqueId();
  54980. this._scene.animationGroups.push(this);
  54981. }
  54982. Object.defineProperty(AnimationGroup.prototype, "from", {
  54983. /**
  54984. * Gets the first frame
  54985. */
  54986. get: function () {
  54987. return this._from;
  54988. },
  54989. enumerable: true,
  54990. configurable: true
  54991. });
  54992. Object.defineProperty(AnimationGroup.prototype, "to", {
  54993. /**
  54994. * Gets the last frame
  54995. */
  54996. get: function () {
  54997. return this._to;
  54998. },
  54999. enumerable: true,
  55000. configurable: true
  55001. });
  55002. Object.defineProperty(AnimationGroup.prototype, "isStarted", {
  55003. /**
  55004. * Define if the animations are started
  55005. */
  55006. get: function () {
  55007. return this._isStarted;
  55008. },
  55009. enumerable: true,
  55010. configurable: true
  55011. });
  55012. Object.defineProperty(AnimationGroup.prototype, "isPlaying", {
  55013. /**
  55014. * Gets a value indicating that the current group is playing
  55015. */
  55016. get: function () {
  55017. return this._isStarted && !this._isPaused;
  55018. },
  55019. enumerable: true,
  55020. configurable: true
  55021. });
  55022. Object.defineProperty(AnimationGroup.prototype, "speedRatio", {
  55023. /**
  55024. * Gets or sets the speed ratio to use for all animations
  55025. */
  55026. get: function () {
  55027. return this._speedRatio;
  55028. },
  55029. /**
  55030. * Gets or sets the speed ratio to use for all animations
  55031. */
  55032. set: function (value) {
  55033. if (this._speedRatio === value) {
  55034. return;
  55035. }
  55036. this._speedRatio = value;
  55037. for (var index = 0; index < this._animatables.length; index++) {
  55038. var animatable = this._animatables[index];
  55039. animatable.speedRatio = this._speedRatio;
  55040. }
  55041. },
  55042. enumerable: true,
  55043. configurable: true
  55044. });
  55045. Object.defineProperty(AnimationGroup.prototype, "targetedAnimations", {
  55046. /**
  55047. * Gets the targeted animations for this animation group
  55048. */
  55049. get: function () {
  55050. return this._targetedAnimations;
  55051. },
  55052. enumerable: true,
  55053. configurable: true
  55054. });
  55055. Object.defineProperty(AnimationGroup.prototype, "animatables", {
  55056. /**
  55057. * returning the list of animatables controlled by this animation group.
  55058. */
  55059. get: function () {
  55060. return this._animatables;
  55061. },
  55062. enumerable: true,
  55063. configurable: true
  55064. });
  55065. /**
  55066. * Add an animation (with its target) in the group
  55067. * @param animation defines the animation we want to add
  55068. * @param target defines the target of the animation
  55069. * @returns the TargetedAnimation object
  55070. */
  55071. AnimationGroup.prototype.addTargetedAnimation = function (animation, target) {
  55072. var targetedAnimation = {
  55073. animation: animation,
  55074. target: target
  55075. };
  55076. var keys = animation.getKeys();
  55077. if (this._from > keys[0].frame) {
  55078. this._from = keys[0].frame;
  55079. }
  55080. if (this._to < keys[keys.length - 1].frame) {
  55081. this._to = keys[keys.length - 1].frame;
  55082. }
  55083. this._targetedAnimations.push(targetedAnimation);
  55084. return targetedAnimation;
  55085. };
  55086. /**
  55087. * This function will normalize every animation in the group to make sure they all go from beginFrame to endFrame
  55088. * It can add constant keys at begin or end
  55089. * @param beginFrame defines the new begin frame for all animations or the smallest begin frame of all animations if null (defaults to null)
  55090. * @param endFrame defines the new end frame for all animations or the largest end frame of all animations if null (defaults to null)
  55091. * @returns the animation group
  55092. */
  55093. AnimationGroup.prototype.normalize = function (beginFrame, endFrame) {
  55094. if (beginFrame === void 0) { beginFrame = null; }
  55095. if (endFrame === void 0) { endFrame = null; }
  55096. if (beginFrame == null) {
  55097. beginFrame = this._from;
  55098. }
  55099. if (endFrame == null) {
  55100. endFrame = this._to;
  55101. }
  55102. for (var index = 0; index < this._targetedAnimations.length; index++) {
  55103. var targetedAnimation = this._targetedAnimations[index];
  55104. var keys = targetedAnimation.animation.getKeys();
  55105. var startKey = keys[0];
  55106. var endKey = keys[keys.length - 1];
  55107. if (startKey.frame > beginFrame) {
  55108. var newKey = {
  55109. frame: beginFrame,
  55110. value: startKey.value,
  55111. inTangent: startKey.inTangent,
  55112. outTangent: startKey.outTangent,
  55113. interpolation: startKey.interpolation
  55114. };
  55115. keys.splice(0, 0, newKey);
  55116. }
  55117. if (endKey.frame < endFrame) {
  55118. var newKey = {
  55119. frame: endFrame,
  55120. value: endKey.value,
  55121. inTangent: endKey.outTangent,
  55122. outTangent: endKey.outTangent,
  55123. interpolation: endKey.interpolation
  55124. };
  55125. keys.push(newKey);
  55126. }
  55127. }
  55128. this._from = beginFrame;
  55129. this._to = endFrame;
  55130. return this;
  55131. };
  55132. /**
  55133. * Start all animations on given targets
  55134. * @param loop defines if animations must loop
  55135. * @param speedRatio defines the ratio to apply to animation speed (1 by default)
  55136. * @param from defines the from key (optional)
  55137. * @param to defines the to key (optional)
  55138. * @returns the current animation group
  55139. */
  55140. AnimationGroup.prototype.start = function (loop, speedRatio, from, to) {
  55141. var _this = this;
  55142. if (loop === void 0) { loop = false; }
  55143. if (speedRatio === void 0) { speedRatio = 1; }
  55144. if (this._isStarted || this._targetedAnimations.length === 0) {
  55145. return this;
  55146. }
  55147. var _loop_1 = function (targetedAnimation) {
  55148. var animatable = this_1._scene.beginDirectAnimation(targetedAnimation.target, [targetedAnimation.animation], from !== undefined ? from : this_1._from, to !== undefined ? to : this_1._to, loop, speedRatio);
  55149. animatable.onAnimationEnd = function () {
  55150. _this.onAnimationEndObservable.notifyObservers(targetedAnimation);
  55151. _this._checkAnimationGroupEnded(animatable);
  55152. };
  55153. animatable.onAnimationLoop = function () {
  55154. _this.onAnimationLoopObservable.notifyObservers(targetedAnimation);
  55155. };
  55156. this_1._animatables.push(animatable);
  55157. };
  55158. var this_1 = this;
  55159. for (var _i = 0, _a = this._targetedAnimations; _i < _a.length; _i++) {
  55160. var targetedAnimation = _a[_i];
  55161. _loop_1(targetedAnimation);
  55162. }
  55163. this._speedRatio = speedRatio;
  55164. if (from !== undefined && to !== undefined && from > to && this._speedRatio > 0) {
  55165. this._speedRatio = -speedRatio;
  55166. }
  55167. this._isStarted = true;
  55168. this._isPaused = false;
  55169. this.onAnimationGroupPlayObservable.notifyObservers(this);
  55170. return this;
  55171. };
  55172. /**
  55173. * Pause all animations
  55174. * @returns the animation group
  55175. */
  55176. AnimationGroup.prototype.pause = function () {
  55177. if (!this._isStarted) {
  55178. return this;
  55179. }
  55180. this._isPaused = true;
  55181. for (var index = 0; index < this._animatables.length; index++) {
  55182. var animatable = this._animatables[index];
  55183. animatable.pause();
  55184. }
  55185. this.onAnimationGroupPauseObservable.notifyObservers(this);
  55186. return this;
  55187. };
  55188. /**
  55189. * Play all animations to initial state
  55190. * This function will start() the animations if they were not started or will restart() them if they were paused
  55191. * @param loop defines if animations must loop
  55192. * @returns the animation group
  55193. */
  55194. AnimationGroup.prototype.play = function (loop) {
  55195. // only if all animatables are ready and exist
  55196. if (this.isStarted && this._animatables.length === this._targetedAnimations.length) {
  55197. if (loop !== undefined) {
  55198. for (var index = 0; index < this._animatables.length; index++) {
  55199. var animatable = this._animatables[index];
  55200. animatable.loopAnimation = loop;
  55201. }
  55202. }
  55203. this.restart();
  55204. }
  55205. else {
  55206. this.stop();
  55207. this.start(loop, this._speedRatio);
  55208. }
  55209. this._isPaused = false;
  55210. return this;
  55211. };
  55212. /**
  55213. * Reset all animations to initial state
  55214. * @returns the animation group
  55215. */
  55216. AnimationGroup.prototype.reset = function () {
  55217. if (!this._isStarted) {
  55218. return this;
  55219. }
  55220. for (var index = 0; index < this._animatables.length; index++) {
  55221. var animatable = this._animatables[index];
  55222. animatable.reset();
  55223. }
  55224. return this;
  55225. };
  55226. /**
  55227. * Restart animations from key 0
  55228. * @returns the animation group
  55229. */
  55230. AnimationGroup.prototype.restart = function () {
  55231. if (!this._isStarted) {
  55232. return this;
  55233. }
  55234. for (var index = 0; index < this._animatables.length; index++) {
  55235. var animatable = this._animatables[index];
  55236. animatable.restart();
  55237. }
  55238. this.onAnimationGroupPlayObservable.notifyObservers(this);
  55239. return this;
  55240. };
  55241. /**
  55242. * Stop all animations
  55243. * @returns the animation group
  55244. */
  55245. AnimationGroup.prototype.stop = function () {
  55246. if (!this._isStarted) {
  55247. return this;
  55248. }
  55249. var list = this._animatables.slice();
  55250. for (var index = 0; index < list.length; index++) {
  55251. list[index].stop();
  55252. }
  55253. this._isStarted = false;
  55254. return this;
  55255. };
  55256. /**
  55257. * Set animation weight for all animatables
  55258. * @param weight defines the weight to use
  55259. * @return the animationGroup
  55260. * @see http://doc.babylonjs.com/babylon101/animations#animation-weights
  55261. */
  55262. AnimationGroup.prototype.setWeightForAllAnimatables = function (weight) {
  55263. for (var index = 0; index < this._animatables.length; index++) {
  55264. var animatable = this._animatables[index];
  55265. animatable.weight = weight;
  55266. }
  55267. return this;
  55268. };
  55269. /**
  55270. * Synchronize and normalize all animatables with a source animatable
  55271. * @param root defines the root animatable to synchronize with
  55272. * @return the animationGroup
  55273. * @see http://doc.babylonjs.com/babylon101/animations#animation-weights
  55274. */
  55275. AnimationGroup.prototype.syncAllAnimationsWith = function (root) {
  55276. for (var index = 0; index < this._animatables.length; index++) {
  55277. var animatable = this._animatables[index];
  55278. animatable.syncWith(root);
  55279. }
  55280. return this;
  55281. };
  55282. /**
  55283. * Goes to a specific frame in this animation group
  55284. * @param frame the frame number to go to
  55285. * @return the animationGroup
  55286. */
  55287. AnimationGroup.prototype.goToFrame = function (frame) {
  55288. if (!this._isStarted) {
  55289. return this;
  55290. }
  55291. for (var index = 0; index < this._animatables.length; index++) {
  55292. var animatable = this._animatables[index];
  55293. animatable.goToFrame(frame);
  55294. }
  55295. return this;
  55296. };
  55297. /**
  55298. * Dispose all associated resources
  55299. */
  55300. AnimationGroup.prototype.dispose = function () {
  55301. this._targetedAnimations = [];
  55302. this._animatables = [];
  55303. var index = this._scene.animationGroups.indexOf(this);
  55304. if (index > -1) {
  55305. this._scene.animationGroups.splice(index, 1);
  55306. }
  55307. this.onAnimationEndObservable.clear();
  55308. this.onAnimationGroupEndObservable.clear();
  55309. this.onAnimationGroupPauseObservable.clear();
  55310. this.onAnimationGroupPlayObservable.clear();
  55311. this.onAnimationLoopObservable.clear();
  55312. };
  55313. AnimationGroup.prototype._checkAnimationGroupEnded = function (animatable) {
  55314. // animatable should be taken out of the array
  55315. var idx = this._animatables.indexOf(animatable);
  55316. if (idx > -1) {
  55317. this._animatables.splice(idx, 1);
  55318. }
  55319. // all animatables were removed? animation group ended!
  55320. if (this._animatables.length === 0) {
  55321. this._isStarted = false;
  55322. this.onAnimationGroupEndObservable.notifyObservers(this);
  55323. }
  55324. };
  55325. // Statics
  55326. /**
  55327. * Returns a new AnimationGroup object parsed from the source provided.
  55328. * @param parsedAnimationGroup defines the source
  55329. * @param scene defines the scene that will receive the animationGroup
  55330. * @returns a new AnimationGroup
  55331. */
  55332. AnimationGroup.Parse = function (parsedAnimationGroup, scene) {
  55333. var animationGroup = new BABYLON.AnimationGroup(parsedAnimationGroup.name, scene);
  55334. for (var i = 0; i < parsedAnimationGroup.targetedAnimations.length; i++) {
  55335. var targetedAnimation = parsedAnimationGroup.targetedAnimations[i];
  55336. var animation = BABYLON.Animation.Parse(targetedAnimation.animation);
  55337. var id = targetedAnimation.targetId;
  55338. if (targetedAnimation.animation.property === "influence") { // morph target animation
  55339. var morphTarget = scene.getMorphTargetById(id);
  55340. if (morphTarget) {
  55341. animationGroup.addTargetedAnimation(animation, morphTarget);
  55342. }
  55343. }
  55344. else {
  55345. var targetNode = scene.getNodeByID(id);
  55346. if (targetNode != null) {
  55347. animationGroup.addTargetedAnimation(animation, targetNode);
  55348. }
  55349. }
  55350. }
  55351. if (parsedAnimationGroup.from !== null && parsedAnimationGroup.from !== null) {
  55352. animationGroup.normalize(parsedAnimationGroup.from, parsedAnimationGroup.to);
  55353. }
  55354. return animationGroup;
  55355. };
  55356. /**
  55357. * Returns the string "AnimationGroup"
  55358. * @returns "AnimationGroup"
  55359. */
  55360. AnimationGroup.prototype.getClassName = function () {
  55361. return "AnimationGroup";
  55362. };
  55363. /**
  55364. * Creates a detailled string about the object
  55365. * @param fullDetails defines if the output string will support multiple levels of logging within scene loading
  55366. * @returns a string representing the object
  55367. */
  55368. AnimationGroup.prototype.toString = function (fullDetails) {
  55369. var ret = "Name: " + this.name;
  55370. ret += ", type: " + this.getClassName();
  55371. if (fullDetails) {
  55372. ret += ", from: " + this._from;
  55373. ret += ", to: " + this._to;
  55374. ret += ", isStarted: " + this._isStarted;
  55375. ret += ", speedRatio: " + this._speedRatio;
  55376. ret += ", targetedAnimations length: " + this._targetedAnimations.length;
  55377. ret += ", animatables length: " + this._animatables;
  55378. }
  55379. return ret;
  55380. };
  55381. return AnimationGroup;
  55382. }());
  55383. BABYLON.AnimationGroup = AnimationGroup;
  55384. })(BABYLON || (BABYLON = {}));
  55385. //# sourceMappingURL=babylon.animationGroup.js.map
  55386. var BABYLON;
  55387. (function (BABYLON) {
  55388. // Static values to help the garbage collector
  55389. // Quaternion
  55390. var _staticOffsetValueQuaternion = Object.freeze(new BABYLON.Quaternion(0, 0, 0, 0));
  55391. // Vector3
  55392. var _staticOffsetValueVector3 = Object.freeze(BABYLON.Vector3.Zero());
  55393. // Vector2
  55394. var _staticOffsetValueVector2 = Object.freeze(BABYLON.Vector2.Zero());
  55395. // Size
  55396. var _staticOffsetValueSize = Object.freeze(BABYLON.Size.Zero());
  55397. // Color3
  55398. var _staticOffsetValueColor3 = Object.freeze(BABYLON.Color3.Black());
  55399. /**
  55400. * Defines a runtime animation
  55401. */
  55402. var RuntimeAnimation = /** @class */ (function () {
  55403. /**
  55404. * Create a new RuntimeAnimation object
  55405. * @param target defines the target of the animation
  55406. * @param animation defines the source animation object
  55407. * @param scene defines the hosting scene
  55408. * @param host defines the initiating Animatable
  55409. */
  55410. function RuntimeAnimation(target, animation, scene, host) {
  55411. var _this = this;
  55412. this._events = new Array();
  55413. /**
  55414. * The current frame of the runtime animation
  55415. */
  55416. this._currentFrame = 0;
  55417. /**
  55418. * The original value of the runtime animation
  55419. */
  55420. this._originalValue = new Array();
  55421. /**
  55422. * The offsets cache of the runtime animation
  55423. */
  55424. this._offsetsCache = {};
  55425. /**
  55426. * The high limits cache of the runtime animation
  55427. */
  55428. this._highLimitsCache = {};
  55429. /**
  55430. * Specifies if the runtime animation has been stopped
  55431. */
  55432. this._stopped = false;
  55433. /**
  55434. * The blending factor of the runtime animation
  55435. */
  55436. this._blendingFactor = 0;
  55437. /**
  55438. * The target path of the runtime animation
  55439. */
  55440. this._targetPath = "";
  55441. /**
  55442. * The weight of the runtime animation
  55443. */
  55444. this._weight = 1.0;
  55445. /**
  55446. * The ratio offset of the runtime animation
  55447. */
  55448. this._ratioOffset = 0;
  55449. /**
  55450. * The previous delay of the runtime animation
  55451. */
  55452. this._previousDelay = 0;
  55453. /**
  55454. * The previous ratio of the runtime animation
  55455. */
  55456. this._previousRatio = 0;
  55457. this._animation = animation;
  55458. this._target = target;
  55459. this._scene = scene;
  55460. this._host = host;
  55461. animation._runtimeAnimations.push(this);
  55462. // Cloning events locally
  55463. var events = animation.getEvents();
  55464. if (events && events.length > 0) {
  55465. events.forEach(function (e) {
  55466. _this._events.push(e._clone());
  55467. });
  55468. }
  55469. }
  55470. Object.defineProperty(RuntimeAnimation.prototype, "currentFrame", {
  55471. /**
  55472. * Gets the current frame of the runtime animation
  55473. */
  55474. get: function () {
  55475. return this._currentFrame;
  55476. },
  55477. enumerable: true,
  55478. configurable: true
  55479. });
  55480. Object.defineProperty(RuntimeAnimation.prototype, "weight", {
  55481. /**
  55482. * Gets the weight of the runtime animation
  55483. */
  55484. get: function () {
  55485. return this._weight;
  55486. },
  55487. enumerable: true,
  55488. configurable: true
  55489. });
  55490. Object.defineProperty(RuntimeAnimation.prototype, "currentValue", {
  55491. /**
  55492. * Gets the current value of the runtime animation
  55493. */
  55494. get: function () {
  55495. return this._currentValue;
  55496. },
  55497. enumerable: true,
  55498. configurable: true
  55499. });
  55500. Object.defineProperty(RuntimeAnimation.prototype, "targetPath", {
  55501. /**
  55502. * Gets the target path of the runtime animation
  55503. */
  55504. get: function () {
  55505. return this._targetPath;
  55506. },
  55507. enumerable: true,
  55508. configurable: true
  55509. });
  55510. Object.defineProperty(RuntimeAnimation.prototype, "target", {
  55511. /**
  55512. * Gets the actual target of the runtime animation
  55513. */
  55514. get: function () {
  55515. return this._activeTarget;
  55516. },
  55517. enumerable: true,
  55518. configurable: true
  55519. });
  55520. Object.defineProperty(RuntimeAnimation.prototype, "animation", {
  55521. /**
  55522. * Gets the animation from the runtime animation
  55523. */
  55524. get: function () {
  55525. return this._animation;
  55526. },
  55527. enumerable: true,
  55528. configurable: true
  55529. });
  55530. /**
  55531. * Resets the runtime animation to the beginning
  55532. * @param restoreOriginal defines whether to restore the target property to the original value
  55533. */
  55534. RuntimeAnimation.prototype.reset = function (restoreOriginal) {
  55535. if (restoreOriginal === void 0) { restoreOriginal = false; }
  55536. if (restoreOriginal) {
  55537. if (this._target instanceof Array) {
  55538. var index = 0;
  55539. for (var _i = 0, _a = this._target; _i < _a.length; _i++) {
  55540. var target = _a[_i];
  55541. if (this._originalValue[index] !== undefined) {
  55542. this._setValue(target, this._originalValue[index], -1);
  55543. }
  55544. index++;
  55545. }
  55546. }
  55547. else {
  55548. if (this._originalValue[0] !== undefined) {
  55549. this._setValue(this._target, this._originalValue[0], -1);
  55550. }
  55551. }
  55552. }
  55553. this._offsetsCache = {};
  55554. this._highLimitsCache = {};
  55555. this._currentFrame = 0;
  55556. this._blendingFactor = 0;
  55557. this._originalValue = new Array();
  55558. // Events
  55559. for (var index = 0; index < this._events.length; index++) {
  55560. this._events[index].isDone = false;
  55561. }
  55562. };
  55563. /**
  55564. * Specifies if the runtime animation is stopped
  55565. * @returns Boolean specifying if the runtime animation is stopped
  55566. */
  55567. RuntimeAnimation.prototype.isStopped = function () {
  55568. return this._stopped;
  55569. };
  55570. /**
  55571. * Disposes of the runtime animation
  55572. */
  55573. RuntimeAnimation.prototype.dispose = function () {
  55574. var index = this._animation.runtimeAnimations.indexOf(this);
  55575. if (index > -1) {
  55576. this._animation.runtimeAnimations.splice(index, 1);
  55577. }
  55578. };
  55579. /**
  55580. * Interpolates the animation from the current frame
  55581. * @param currentFrame The frame to interpolate the animation to
  55582. * @param repeatCount The number of times that the animation should loop
  55583. * @param loopMode The type of looping mode to use
  55584. * @param offsetValue Animation offset value
  55585. * @param highLimitValue The high limit value
  55586. * @returns The interpolated value
  55587. */
  55588. RuntimeAnimation.prototype._interpolate = function (currentFrame, repeatCount, loopMode, offsetValue, highLimitValue) {
  55589. this._currentFrame = currentFrame;
  55590. if (this._animation.dataType === BABYLON.Animation.ANIMATIONTYPE_MATRIX && !this._workValue) {
  55591. this._workValue = BABYLON.Matrix.Zero();
  55592. }
  55593. return this._animation._interpolate(currentFrame, repeatCount, this._workValue, loopMode, offsetValue, highLimitValue);
  55594. };
  55595. /**
  55596. * Apply the interpolated value to the target
  55597. * @param currentValue defines the value computed by the animation
  55598. * @param weight defines the weight to apply to this value (Defaults to 1.0)
  55599. */
  55600. RuntimeAnimation.prototype.setValue = function (currentValue, weight) {
  55601. if (weight === void 0) { weight = 1.0; }
  55602. if (this._target instanceof Array) {
  55603. var index = 0;
  55604. for (var _i = 0, _a = this._target; _i < _a.length; _i++) {
  55605. var target = _a[_i];
  55606. this._setValue(target, currentValue, weight, index);
  55607. index++;
  55608. }
  55609. }
  55610. else {
  55611. this._setValue(this._target, currentValue, weight);
  55612. }
  55613. };
  55614. RuntimeAnimation.prototype._setValue = function (target, currentValue, weight, targetIndex) {
  55615. if (targetIndex === void 0) { targetIndex = 0; }
  55616. // Set value
  55617. var path;
  55618. var destination;
  55619. var targetPropertyPath = this._animation.targetPropertyPath;
  55620. if (targetPropertyPath.length > 1) {
  55621. var property = target[targetPropertyPath[0]];
  55622. for (var index = 1; index < targetPropertyPath.length - 1; index++) {
  55623. property = property[targetPropertyPath[index]];
  55624. }
  55625. path = targetPropertyPath[targetPropertyPath.length - 1];
  55626. destination = property;
  55627. }
  55628. else {
  55629. path = targetPropertyPath[0];
  55630. destination = target;
  55631. }
  55632. this._targetPath = path;
  55633. this._activeTarget = destination;
  55634. this._weight = weight;
  55635. if (this._originalValue[targetIndex] === undefined) {
  55636. var originalValue = void 0;
  55637. if (destination.getRestPose && path === "_matrix") { // For bones
  55638. originalValue = destination.getRestPose();
  55639. }
  55640. else {
  55641. originalValue = destination[path];
  55642. }
  55643. if (originalValue && originalValue.clone) {
  55644. this._originalValue[targetIndex] = originalValue.clone();
  55645. }
  55646. else {
  55647. this._originalValue[targetIndex] = originalValue;
  55648. }
  55649. }
  55650. // Blending
  55651. var enableBlending = target && target.animationPropertiesOverride ? target.animationPropertiesOverride.enableBlending : this._animation.enableBlending;
  55652. if (enableBlending && this._blendingFactor <= 1.0) {
  55653. if (!this._originalBlendValue) {
  55654. var originalValue = destination[path];
  55655. if (originalValue.clone) {
  55656. this._originalBlendValue = originalValue.clone();
  55657. }
  55658. else {
  55659. this._originalBlendValue = originalValue;
  55660. }
  55661. }
  55662. if (this._originalBlendValue.m) { // Matrix
  55663. if (BABYLON.Animation.AllowMatrixDecomposeForInterpolation) {
  55664. if (this._currentValue) {
  55665. BABYLON.Matrix.DecomposeLerpToRef(this._originalBlendValue, currentValue, this._blendingFactor, this._currentValue);
  55666. }
  55667. else {
  55668. this._currentValue = BABYLON.Matrix.DecomposeLerp(this._originalBlendValue, currentValue, this._blendingFactor);
  55669. }
  55670. }
  55671. else {
  55672. if (this._currentValue) {
  55673. BABYLON.Matrix.LerpToRef(this._originalBlendValue, currentValue, this._blendingFactor, this._currentValue);
  55674. }
  55675. else {
  55676. this._currentValue = BABYLON.Matrix.Lerp(this._originalBlendValue, currentValue, this._blendingFactor);
  55677. }
  55678. }
  55679. }
  55680. else {
  55681. this._currentValue = BABYLON.Animation._UniversalLerp(this._originalBlendValue, currentValue, this._blendingFactor);
  55682. }
  55683. var blendingSpeed = target && target.animationPropertiesOverride ? target.animationPropertiesOverride.blendingSpeed : this._animation.blendingSpeed;
  55684. this._blendingFactor += blendingSpeed;
  55685. }
  55686. else {
  55687. this._currentValue = currentValue;
  55688. }
  55689. if (weight !== -1.0) {
  55690. this._scene._registerTargetForLateAnimationBinding(this, this._originalValue[targetIndex]);
  55691. }
  55692. else {
  55693. destination[path] = this._currentValue;
  55694. }
  55695. if (target.markAsDirty) {
  55696. target.markAsDirty(this._animation.targetProperty);
  55697. }
  55698. };
  55699. /**
  55700. * Gets the loop pmode of the runtime animation
  55701. * @returns Loop Mode
  55702. */
  55703. RuntimeAnimation.prototype._getCorrectLoopMode = function () {
  55704. if (this._target && this._target.animationPropertiesOverride) {
  55705. return this._target.animationPropertiesOverride.loopMode;
  55706. }
  55707. return this._animation.loopMode;
  55708. };
  55709. /**
  55710. * Move the current animation to a given frame
  55711. * @param frame defines the frame to move to
  55712. */
  55713. RuntimeAnimation.prototype.goToFrame = function (frame) {
  55714. var keys = this._animation.getKeys();
  55715. if (frame < keys[0].frame) {
  55716. frame = keys[0].frame;
  55717. }
  55718. else if (frame > keys[keys.length - 1].frame) {
  55719. frame = keys[keys.length - 1].frame;
  55720. }
  55721. var currentValue = this._interpolate(frame, 0, this._getCorrectLoopMode());
  55722. this.setValue(currentValue, -1);
  55723. };
  55724. /**
  55725. * @hidden Internal use only
  55726. */
  55727. RuntimeAnimation.prototype._prepareForSpeedRatioChange = function (newSpeedRatio) {
  55728. var newRatio = this._previousDelay * (this._animation.framePerSecond * newSpeedRatio) / 1000.0;
  55729. this._ratioOffset = this._previousRatio - newRatio;
  55730. };
  55731. /**
  55732. * Execute the current animation
  55733. * @param delay defines the delay to add to the current frame
  55734. * @param from defines the lower bound of the animation range
  55735. * @param to defines the upper bound of the animation range
  55736. * @param loop defines if the current animation must loop
  55737. * @param speedRatio defines the current speed ratio
  55738. * @param weight defines the weight of the animation (default is -1 so no weight)
  55739. * @param onLoop optional callback called when animation loops
  55740. * @returns a boolean indicating if the animation is running
  55741. */
  55742. RuntimeAnimation.prototype.animate = function (delay, from, to, loop, speedRatio, weight, onLoop) {
  55743. if (weight === void 0) { weight = -1.0; }
  55744. var targetPropertyPath = this._animation.targetPropertyPath;
  55745. if (!targetPropertyPath || targetPropertyPath.length < 1) {
  55746. this._stopped = true;
  55747. return false;
  55748. }
  55749. var returnValue = true;
  55750. var keys = this._animation.getKeys();
  55751. // Adding a start key at frame 0 if missing
  55752. if (keys[0].frame !== 0) {
  55753. var newKey = { frame: 0, value: keys[0].value };
  55754. keys.splice(0, 0, newKey);
  55755. }
  55756. // Adding a duplicate key when there is only one key at frame zero
  55757. else if (keys.length === 1) {
  55758. var newKey = { frame: 0.001, value: keys[0].value };
  55759. keys.push(newKey);
  55760. }
  55761. // Check limits
  55762. if (from < keys[0].frame || from > keys[keys.length - 1].frame) {
  55763. from = keys[0].frame;
  55764. }
  55765. if (to < keys[0].frame || to > keys[keys.length - 1].frame) {
  55766. to = keys[keys.length - 1].frame;
  55767. }
  55768. //to and from cannot be the same key
  55769. if (from === to) {
  55770. if (from > keys[0].frame) {
  55771. from--;
  55772. }
  55773. else if (to < keys[keys.length - 1].frame) {
  55774. to++;
  55775. }
  55776. }
  55777. // Compute ratio
  55778. var range = to - from;
  55779. var offsetValue;
  55780. // ratio represents the frame delta between from and to
  55781. var ratio = (delay * (this._animation.framePerSecond * speedRatio) / 1000.0) + this._ratioOffset;
  55782. var highLimitValue = 0;
  55783. this._previousDelay = delay;
  55784. this._previousRatio = ratio;
  55785. if (((to > from && ratio >= range) || (from > to && ratio <= range)) && !loop) { // If we are out of range and not looping get back to caller
  55786. returnValue = false;
  55787. highLimitValue = this._animation._getKeyValue(keys[keys.length - 1].value);
  55788. }
  55789. else {
  55790. // Get max value if required
  55791. if (this._getCorrectLoopMode() !== BABYLON.Animation.ANIMATIONLOOPMODE_CYCLE) {
  55792. var keyOffset = to.toString() + from.toString();
  55793. if (!this._offsetsCache[keyOffset]) {
  55794. var fromValue = this._interpolate(from, 0, BABYLON.Animation.ANIMATIONLOOPMODE_CYCLE);
  55795. var toValue = this._interpolate(to, 0, BABYLON.Animation.ANIMATIONLOOPMODE_CYCLE);
  55796. switch (this._animation.dataType) {
  55797. // Float
  55798. case BABYLON.Animation.ANIMATIONTYPE_FLOAT:
  55799. this._offsetsCache[keyOffset] = toValue - fromValue;
  55800. break;
  55801. // Quaternion
  55802. case BABYLON.Animation.ANIMATIONTYPE_QUATERNION:
  55803. this._offsetsCache[keyOffset] = toValue.subtract(fromValue);
  55804. break;
  55805. // Vector3
  55806. case BABYLON.Animation.ANIMATIONTYPE_VECTOR3:
  55807. this._offsetsCache[keyOffset] = toValue.subtract(fromValue);
  55808. // Vector2
  55809. case BABYLON.Animation.ANIMATIONTYPE_VECTOR2:
  55810. this._offsetsCache[keyOffset] = toValue.subtract(fromValue);
  55811. // Size
  55812. case BABYLON.Animation.ANIMATIONTYPE_SIZE:
  55813. this._offsetsCache[keyOffset] = toValue.subtract(fromValue);
  55814. // Color3
  55815. case BABYLON.Animation.ANIMATIONTYPE_COLOR3:
  55816. this._offsetsCache[keyOffset] = toValue.subtract(fromValue);
  55817. default:
  55818. break;
  55819. }
  55820. this._highLimitsCache[keyOffset] = toValue;
  55821. }
  55822. highLimitValue = this._highLimitsCache[keyOffset];
  55823. offsetValue = this._offsetsCache[keyOffset];
  55824. }
  55825. }
  55826. if (offsetValue === undefined) {
  55827. switch (this._animation.dataType) {
  55828. // Float
  55829. case BABYLON.Animation.ANIMATIONTYPE_FLOAT:
  55830. offsetValue = 0;
  55831. break;
  55832. // Quaternion
  55833. case BABYLON.Animation.ANIMATIONTYPE_QUATERNION:
  55834. offsetValue = _staticOffsetValueQuaternion;
  55835. break;
  55836. // Vector3
  55837. case BABYLON.Animation.ANIMATIONTYPE_VECTOR3:
  55838. offsetValue = _staticOffsetValueVector3;
  55839. break;
  55840. // Vector2
  55841. case BABYLON.Animation.ANIMATIONTYPE_VECTOR2:
  55842. offsetValue = _staticOffsetValueVector2;
  55843. break;
  55844. // Size
  55845. case BABYLON.Animation.ANIMATIONTYPE_SIZE:
  55846. offsetValue = _staticOffsetValueSize;
  55847. break;
  55848. // Color3
  55849. case BABYLON.Animation.ANIMATIONTYPE_COLOR3:
  55850. offsetValue = _staticOffsetValueColor3;
  55851. }
  55852. }
  55853. // Compute value
  55854. var repeatCount = (ratio / range) >> 0;
  55855. var currentFrame = returnValue ? from + ratio % range : to;
  55856. // Need to normalize?
  55857. if (this._host && this._host.syncRoot) {
  55858. var syncRoot = this._host.syncRoot;
  55859. var hostNormalizedFrame = (syncRoot.masterFrame - syncRoot.fromFrame) / (syncRoot.toFrame - syncRoot.fromFrame);
  55860. currentFrame = from + (to - from) * hostNormalizedFrame;
  55861. }
  55862. // Reset events if looping
  55863. var events = this._events;
  55864. if (range > 0 && this.currentFrame > currentFrame ||
  55865. range < 0 && this.currentFrame < currentFrame) {
  55866. if (onLoop) {
  55867. onLoop();
  55868. }
  55869. // Need to reset animation events
  55870. for (var index = 0; index < events.length; index++) {
  55871. if (!events[index].onlyOnce) {
  55872. // reset event, the animation is looping
  55873. events[index].isDone = false;
  55874. }
  55875. }
  55876. }
  55877. var currentValue = this._interpolate(currentFrame, repeatCount, this._getCorrectLoopMode(), offsetValue, highLimitValue);
  55878. // Set value
  55879. this.setValue(currentValue, weight);
  55880. // Check events
  55881. for (var index = 0; index < events.length; index++) {
  55882. // Make sure current frame has passed event frame and that event frame is within the current range
  55883. // Also, handle both forward and reverse animations
  55884. if ((range > 0 && currentFrame >= events[index].frame && events[index].frame >= from) ||
  55885. (range < 0 && currentFrame <= events[index].frame && events[index].frame <= from)) {
  55886. var event = events[index];
  55887. if (!event.isDone) {
  55888. // If event should be done only once, remove it.
  55889. if (event.onlyOnce) {
  55890. events.splice(index, 1);
  55891. index--;
  55892. }
  55893. event.isDone = true;
  55894. event.action(currentFrame);
  55895. } // Don't do anything if the event has already be done.
  55896. }
  55897. }
  55898. if (!returnValue) {
  55899. this._stopped = true;
  55900. }
  55901. return returnValue;
  55902. };
  55903. return RuntimeAnimation;
  55904. }());
  55905. BABYLON.RuntimeAnimation = RuntimeAnimation;
  55906. })(BABYLON || (BABYLON = {}));
  55907. //# sourceMappingURL=babylon.runtimeAnimation.js.map
  55908. var BABYLON;
  55909. (function (BABYLON) {
  55910. /**
  55911. * Class used to store an actual running animation
  55912. */
  55913. var Animatable = /** @class */ (function () {
  55914. /**
  55915. * Creates a new Animatable
  55916. * @param scene defines the hosting scene
  55917. * @param target defines the target object
  55918. * @param fromFrame defines the starting frame number (default is 0)
  55919. * @param toFrame defines the ending frame number (default is 100)
  55920. * @param loopAnimation defines if the animation must loop (default is false)
  55921. * @param speedRatio defines the factor to apply to animation speed (default is 1)
  55922. * @param onAnimationEnd defines a callback to call when animation ends if it is not looping
  55923. * @param animations defines a group of animation to add to the new Animatable
  55924. * @param onAnimationLoop defines a callback to call when animation loops
  55925. */
  55926. function Animatable(scene,
  55927. /** defines the target object */
  55928. target,
  55929. /** defines the starting frame number (default is 0) */
  55930. fromFrame,
  55931. /** defines the ending frame number (default is 100) */
  55932. toFrame,
  55933. /** defines if the animation must loop (default is false) */
  55934. loopAnimation, speedRatio,
  55935. /** defines a callback to call when animation ends if it is not looping */
  55936. onAnimationEnd, animations,
  55937. /** defines a callback to call when animation loops */
  55938. onAnimationLoop) {
  55939. if (fromFrame === void 0) { fromFrame = 0; }
  55940. if (toFrame === void 0) { toFrame = 100; }
  55941. if (loopAnimation === void 0) { loopAnimation = false; }
  55942. if (speedRatio === void 0) { speedRatio = 1.0; }
  55943. this.target = target;
  55944. this.fromFrame = fromFrame;
  55945. this.toFrame = toFrame;
  55946. this.loopAnimation = loopAnimation;
  55947. this.onAnimationEnd = onAnimationEnd;
  55948. this.onAnimationLoop = onAnimationLoop;
  55949. this._localDelayOffset = null;
  55950. this._pausedDelay = null;
  55951. this._runtimeAnimations = new Array();
  55952. this._paused = false;
  55953. this._speedRatio = 1;
  55954. this._weight = -1.0;
  55955. /**
  55956. * Gets or sets a boolean indicating if the animatable must be disposed and removed at the end of the animation.
  55957. * This will only apply for non looping animation (default is true)
  55958. */
  55959. this.disposeOnEnd = true;
  55960. /**
  55961. * Gets a boolean indicating if the animation has started
  55962. */
  55963. this.animationStarted = false;
  55964. /**
  55965. * Observer raised when the animation ends
  55966. */
  55967. this.onAnimationEndObservable = new BABYLON.Observable();
  55968. /**
  55969. * Observer raised when the animation loops
  55970. */
  55971. this.onAnimationLoopObservable = new BABYLON.Observable();
  55972. this._scene = scene;
  55973. if (animations) {
  55974. this.appendAnimations(target, animations);
  55975. }
  55976. this._speedRatio = speedRatio;
  55977. scene._activeAnimatables.push(this);
  55978. }
  55979. Object.defineProperty(Animatable.prototype, "syncRoot", {
  55980. /**
  55981. * Gets the root Animatable used to synchronize and normalize animations
  55982. */
  55983. get: function () {
  55984. return this._syncRoot;
  55985. },
  55986. enumerable: true,
  55987. configurable: true
  55988. });
  55989. Object.defineProperty(Animatable.prototype, "masterFrame", {
  55990. /**
  55991. * Gets the current frame of the first RuntimeAnimation
  55992. * Used to synchronize Animatables
  55993. */
  55994. get: function () {
  55995. if (this._runtimeAnimations.length === 0) {
  55996. return 0;
  55997. }
  55998. return this._runtimeAnimations[0].currentFrame;
  55999. },
  56000. enumerable: true,
  56001. configurable: true
  56002. });
  56003. Object.defineProperty(Animatable.prototype, "weight", {
  56004. /**
  56005. * Gets or sets the animatable weight (-1.0 by default meaning not weighted)
  56006. */
  56007. get: function () {
  56008. return this._weight;
  56009. },
  56010. set: function (value) {
  56011. if (value === -1) { // -1 is ok and means no weight
  56012. this._weight = -1;
  56013. return;
  56014. }
  56015. // Else weight must be in [0, 1] range
  56016. this._weight = Math.min(Math.max(value, 0), 1.0);
  56017. },
  56018. enumerable: true,
  56019. configurable: true
  56020. });
  56021. Object.defineProperty(Animatable.prototype, "speedRatio", {
  56022. /**
  56023. * Gets or sets the speed ratio to apply to the animatable (1.0 by default)
  56024. */
  56025. get: function () {
  56026. return this._speedRatio;
  56027. },
  56028. set: function (value) {
  56029. for (var index = 0; index < this._runtimeAnimations.length; index++) {
  56030. var animation = this._runtimeAnimations[index];
  56031. animation._prepareForSpeedRatioChange(value);
  56032. }
  56033. this._speedRatio = value;
  56034. },
  56035. enumerable: true,
  56036. configurable: true
  56037. });
  56038. // Methods
  56039. /**
  56040. * Synchronize and normalize current Animatable with a source Animatable
  56041. * This is useful when using animation weights and when animations are not of the same length
  56042. * @param root defines the root Animatable to synchronize with
  56043. * @returns the current Animatable
  56044. */
  56045. Animatable.prototype.syncWith = function (root) {
  56046. this._syncRoot = root;
  56047. if (root) {
  56048. // Make sure this animatable will animate after the root
  56049. var index = this._scene._activeAnimatables.indexOf(this);
  56050. if (index > -1) {
  56051. this._scene._activeAnimatables.splice(index, 1);
  56052. this._scene._activeAnimatables.push(this);
  56053. }
  56054. }
  56055. return this;
  56056. };
  56057. /**
  56058. * Gets the list of runtime animations
  56059. * @returns an array of RuntimeAnimation
  56060. */
  56061. Animatable.prototype.getAnimations = function () {
  56062. return this._runtimeAnimations;
  56063. };
  56064. /**
  56065. * Adds more animations to the current animatable
  56066. * @param target defines the target of the animations
  56067. * @param animations defines the new animations to add
  56068. */
  56069. Animatable.prototype.appendAnimations = function (target, animations) {
  56070. for (var index = 0; index < animations.length; index++) {
  56071. var animation = animations[index];
  56072. this._runtimeAnimations.push(new BABYLON.RuntimeAnimation(target, animation, this._scene, this));
  56073. }
  56074. };
  56075. /**
  56076. * Gets the source animation for a specific property
  56077. * @param property defines the propertyu to look for
  56078. * @returns null or the source animation for the given property
  56079. */
  56080. Animatable.prototype.getAnimationByTargetProperty = function (property) {
  56081. var runtimeAnimations = this._runtimeAnimations;
  56082. for (var index = 0; index < runtimeAnimations.length; index++) {
  56083. if (runtimeAnimations[index].animation.targetProperty === property) {
  56084. return runtimeAnimations[index].animation;
  56085. }
  56086. }
  56087. return null;
  56088. };
  56089. /**
  56090. * Gets the runtime animation for a specific property
  56091. * @param property defines the propertyu to look for
  56092. * @returns null or the runtime animation for the given property
  56093. */
  56094. Animatable.prototype.getRuntimeAnimationByTargetProperty = function (property) {
  56095. var runtimeAnimations = this._runtimeAnimations;
  56096. for (var index = 0; index < runtimeAnimations.length; index++) {
  56097. if (runtimeAnimations[index].animation.targetProperty === property) {
  56098. return runtimeAnimations[index];
  56099. }
  56100. }
  56101. return null;
  56102. };
  56103. /**
  56104. * Resets the animatable to its original state
  56105. */
  56106. Animatable.prototype.reset = function () {
  56107. var runtimeAnimations = this._runtimeAnimations;
  56108. for (var index = 0; index < runtimeAnimations.length; index++) {
  56109. runtimeAnimations[index].reset(true);
  56110. }
  56111. this._localDelayOffset = null;
  56112. this._pausedDelay = null;
  56113. };
  56114. /**
  56115. * Allows the animatable to blend with current running animations
  56116. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  56117. * @param blendingSpeed defines the blending speed to use
  56118. */
  56119. Animatable.prototype.enableBlending = function (blendingSpeed) {
  56120. var runtimeAnimations = this._runtimeAnimations;
  56121. for (var index = 0; index < runtimeAnimations.length; index++) {
  56122. runtimeAnimations[index].animation.enableBlending = true;
  56123. runtimeAnimations[index].animation.blendingSpeed = blendingSpeed;
  56124. }
  56125. };
  56126. /**
  56127. * Disable animation blending
  56128. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  56129. */
  56130. Animatable.prototype.disableBlending = function () {
  56131. var runtimeAnimations = this._runtimeAnimations;
  56132. for (var index = 0; index < runtimeAnimations.length; index++) {
  56133. runtimeAnimations[index].animation.enableBlending = false;
  56134. }
  56135. };
  56136. /**
  56137. * Jump directly to a given frame
  56138. * @param frame defines the frame to jump to
  56139. */
  56140. Animatable.prototype.goToFrame = function (frame) {
  56141. var runtimeAnimations = this._runtimeAnimations;
  56142. if (runtimeAnimations[0]) {
  56143. var fps = runtimeAnimations[0].animation.framePerSecond;
  56144. var currentFrame = runtimeAnimations[0].currentFrame;
  56145. var adjustTime = frame - currentFrame;
  56146. var delay = adjustTime * 1000 / (fps * this.speedRatio);
  56147. if (this._localDelayOffset === null) {
  56148. this._localDelayOffset = 0;
  56149. }
  56150. this._localDelayOffset -= delay;
  56151. }
  56152. for (var index = 0; index < runtimeAnimations.length; index++) {
  56153. runtimeAnimations[index].goToFrame(frame);
  56154. }
  56155. };
  56156. /**
  56157. * Pause the animation
  56158. */
  56159. Animatable.prototype.pause = function () {
  56160. if (this._paused) {
  56161. return;
  56162. }
  56163. this._paused = true;
  56164. };
  56165. /**
  56166. * Restart the animation
  56167. */
  56168. Animatable.prototype.restart = function () {
  56169. this._paused = false;
  56170. };
  56171. Animatable.prototype._raiseOnAnimationEnd = function () {
  56172. if (this.onAnimationEnd) {
  56173. this.onAnimationEnd();
  56174. }
  56175. this.onAnimationEndObservable.notifyObservers(this);
  56176. };
  56177. /**
  56178. * Stop and delete the current animation
  56179. * @param animationName defines a string used to only stop some of the runtime animations instead of all
  56180. * @param targetMask - a function that determines if the animation should be stopped based on its target (all animations will be stopped if both this and animationName are empty)
  56181. */
  56182. Animatable.prototype.stop = function (animationName, targetMask) {
  56183. if (animationName || targetMask) {
  56184. var idx = this._scene._activeAnimatables.indexOf(this);
  56185. if (idx > -1) {
  56186. var runtimeAnimations = this._runtimeAnimations;
  56187. for (var index = runtimeAnimations.length - 1; index >= 0; index--) {
  56188. var runtimeAnimation = runtimeAnimations[index];
  56189. if (animationName && runtimeAnimation.animation.name != animationName) {
  56190. continue;
  56191. }
  56192. if (targetMask && !targetMask(runtimeAnimation.target)) {
  56193. continue;
  56194. }
  56195. runtimeAnimation.dispose();
  56196. runtimeAnimations.splice(index, 1);
  56197. }
  56198. if (runtimeAnimations.length == 0) {
  56199. this._scene._activeAnimatables.splice(idx, 1);
  56200. this._raiseOnAnimationEnd();
  56201. }
  56202. }
  56203. }
  56204. else {
  56205. var index = this._scene._activeAnimatables.indexOf(this);
  56206. if (index > -1) {
  56207. this._scene._activeAnimatables.splice(index, 1);
  56208. var runtimeAnimations = this._runtimeAnimations;
  56209. for (var index = 0; index < runtimeAnimations.length; index++) {
  56210. runtimeAnimations[index].dispose();
  56211. }
  56212. this._raiseOnAnimationEnd();
  56213. }
  56214. }
  56215. };
  56216. /**
  56217. * Wait asynchronously for the animation to end
  56218. * @returns a promise which will be fullfilled when the animation ends
  56219. */
  56220. Animatable.prototype.waitAsync = function () {
  56221. var _this = this;
  56222. return new Promise(function (resolve, reject) {
  56223. _this.onAnimationEndObservable.add(function () {
  56224. resolve(_this);
  56225. }, undefined, undefined, _this, true);
  56226. });
  56227. };
  56228. /** @hidden */
  56229. Animatable.prototype._animate = function (delay) {
  56230. var _this = this;
  56231. if (this._paused) {
  56232. this.animationStarted = false;
  56233. if (this._pausedDelay === null) {
  56234. this._pausedDelay = delay;
  56235. }
  56236. return true;
  56237. }
  56238. if (this._localDelayOffset === null) {
  56239. this._localDelayOffset = delay;
  56240. this._pausedDelay = null;
  56241. }
  56242. else if (this._pausedDelay !== null) {
  56243. this._localDelayOffset += delay - this._pausedDelay;
  56244. this._pausedDelay = null;
  56245. }
  56246. if (this._weight === 0) { // We consider that an animation with a weight === 0 is "actively" paused
  56247. return true;
  56248. }
  56249. // Animating
  56250. var running = false;
  56251. var runtimeAnimations = this._runtimeAnimations;
  56252. var index;
  56253. for (index = 0; index < runtimeAnimations.length; index++) {
  56254. var animation = runtimeAnimations[index];
  56255. var isRunning = animation.animate(delay - this._localDelayOffset, this.fromFrame, this.toFrame, this.loopAnimation, this._speedRatio, this._weight, function () {
  56256. _this.onAnimationLoopObservable.notifyObservers(_this);
  56257. if (_this.onAnimationLoop) {
  56258. _this.onAnimationLoop();
  56259. }
  56260. });
  56261. running = running || isRunning;
  56262. }
  56263. this.animationStarted = running;
  56264. if (!running) {
  56265. if (this.disposeOnEnd) {
  56266. // Remove from active animatables
  56267. index = this._scene._activeAnimatables.indexOf(this);
  56268. this._scene._activeAnimatables.splice(index, 1);
  56269. // Dispose all runtime animations
  56270. for (index = 0; index < runtimeAnimations.length; index++) {
  56271. runtimeAnimations[index].dispose();
  56272. }
  56273. }
  56274. this._raiseOnAnimationEnd();
  56275. if (this.disposeOnEnd) {
  56276. this.onAnimationEnd = null;
  56277. this.onAnimationLoop = null;
  56278. this.onAnimationLoopObservable.clear();
  56279. this.onAnimationEndObservable.clear();
  56280. }
  56281. }
  56282. return running;
  56283. };
  56284. return Animatable;
  56285. }());
  56286. BABYLON.Animatable = Animatable;
  56287. })(BABYLON || (BABYLON = {}));
  56288. //# sourceMappingURL=babylon.animatable.js.map
  56289. var BABYLON;
  56290. (function (BABYLON) {
  56291. /**
  56292. * Base class used for every default easing function.
  56293. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  56294. */
  56295. var EasingFunction = /** @class */ (function () {
  56296. function EasingFunction() {
  56297. this._easingMode = EasingFunction.EASINGMODE_EASEIN;
  56298. }
  56299. /**
  56300. * Sets the easing mode of the current function.
  56301. * @param easingMode Defines the willing mode (EASINGMODE_EASEIN, EASINGMODE_EASEOUT or EASINGMODE_EASEINOUT)
  56302. */
  56303. EasingFunction.prototype.setEasingMode = function (easingMode) {
  56304. var n = Math.min(Math.max(easingMode, 0), 2);
  56305. this._easingMode = n;
  56306. };
  56307. /**
  56308. * Gets the current easing mode.
  56309. * @returns the easing mode
  56310. */
  56311. EasingFunction.prototype.getEasingMode = function () {
  56312. return this._easingMode;
  56313. };
  56314. /**
  56315. * @hidden
  56316. */
  56317. EasingFunction.prototype.easeInCore = function (gradient) {
  56318. throw new Error('You must implement this method');
  56319. };
  56320. /**
  56321. * Given an input gradient between 0 and 1, this returns the corrseponding value
  56322. * of the easing function.
  56323. * @param gradient Defines the value between 0 and 1 we want the easing value for
  56324. * @returns the corresponding value on the curve defined by the easing function
  56325. */
  56326. EasingFunction.prototype.ease = function (gradient) {
  56327. switch (this._easingMode) {
  56328. case EasingFunction.EASINGMODE_EASEIN:
  56329. return this.easeInCore(gradient);
  56330. case EasingFunction.EASINGMODE_EASEOUT:
  56331. return (1 - this.easeInCore(1 - gradient));
  56332. }
  56333. if (gradient >= 0.5) {
  56334. return (((1 - this.easeInCore((1 - gradient) * 2)) * 0.5) + 0.5);
  56335. }
  56336. return (this.easeInCore(gradient * 2) * 0.5);
  56337. };
  56338. /**
  56339. * Interpolation follows the mathematical formula associated with the easing function.
  56340. */
  56341. EasingFunction.EASINGMODE_EASEIN = 0;
  56342. /**
  56343. * Interpolation follows 100% interpolation minus the output of the formula associated with the easing function.
  56344. */
  56345. EasingFunction.EASINGMODE_EASEOUT = 1;
  56346. /**
  56347. * Interpolation uses EaseIn for the first half of the animation and EaseOut for the second half.
  56348. */
  56349. EasingFunction.EASINGMODE_EASEINOUT = 2;
  56350. return EasingFunction;
  56351. }());
  56352. BABYLON.EasingFunction = EasingFunction;
  56353. /**
  56354. * Easing function with a circle shape (see link below).
  56355. * @see https://easings.net/#easeInCirc
  56356. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  56357. */
  56358. var CircleEase = /** @class */ (function (_super) {
  56359. __extends(CircleEase, _super);
  56360. function CircleEase() {
  56361. return _super !== null && _super.apply(this, arguments) || this;
  56362. }
  56363. /** @hidden */
  56364. CircleEase.prototype.easeInCore = function (gradient) {
  56365. gradient = Math.max(0, Math.min(1, gradient));
  56366. return (1.0 - Math.sqrt(1.0 - (gradient * gradient)));
  56367. };
  56368. return CircleEase;
  56369. }(EasingFunction));
  56370. BABYLON.CircleEase = CircleEase;
  56371. /**
  56372. * Easing function with a ease back shape (see link below).
  56373. * @see https://easings.net/#easeInBack
  56374. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  56375. */
  56376. var BackEase = /** @class */ (function (_super) {
  56377. __extends(BackEase, _super);
  56378. /**
  56379. * Instantiates a back ease easing
  56380. * @see https://easings.net/#easeInBack
  56381. * @param amplitude Defines the amplitude of the function
  56382. */
  56383. function BackEase(
  56384. /** Defines the amplitude of the function */
  56385. amplitude) {
  56386. if (amplitude === void 0) { amplitude = 1; }
  56387. var _this = _super.call(this) || this;
  56388. _this.amplitude = amplitude;
  56389. return _this;
  56390. }
  56391. /** @hidden */
  56392. BackEase.prototype.easeInCore = function (gradient) {
  56393. var num = Math.max(0, this.amplitude);
  56394. return (Math.pow(gradient, 3.0) - ((gradient * num) * Math.sin(3.1415926535897931 * gradient)));
  56395. };
  56396. return BackEase;
  56397. }(EasingFunction));
  56398. BABYLON.BackEase = BackEase;
  56399. /**
  56400. * Easing function with a bouncing shape (see link below).
  56401. * @see https://easings.net/#easeInBounce
  56402. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  56403. */
  56404. var BounceEase = /** @class */ (function (_super) {
  56405. __extends(BounceEase, _super);
  56406. /**
  56407. * Instantiates a bounce easing
  56408. * @see https://easings.net/#easeInBounce
  56409. * @param bounces Defines the number of bounces
  56410. * @param bounciness Defines the amplitude of the bounce
  56411. */
  56412. function BounceEase(
  56413. /** Defines the number of bounces */
  56414. bounces,
  56415. /** Defines the amplitude of the bounce */
  56416. bounciness) {
  56417. if (bounces === void 0) { bounces = 3; }
  56418. if (bounciness === void 0) { bounciness = 2; }
  56419. var _this = _super.call(this) || this;
  56420. _this.bounces = bounces;
  56421. _this.bounciness = bounciness;
  56422. return _this;
  56423. }
  56424. /** @hidden */
  56425. BounceEase.prototype.easeInCore = function (gradient) {
  56426. var y = Math.max(0.0, this.bounces);
  56427. var bounciness = this.bounciness;
  56428. if (bounciness <= 1.0) {
  56429. bounciness = 1.001;
  56430. }
  56431. var num9 = Math.pow(bounciness, y);
  56432. var num5 = 1.0 - bounciness;
  56433. var num4 = ((1.0 - num9) / num5) + (num9 * 0.5);
  56434. var num15 = gradient * num4;
  56435. var num65 = Math.log((-num15 * (1.0 - bounciness)) + 1.0) / Math.log(bounciness);
  56436. var num3 = Math.floor(num65);
  56437. var num13 = num3 + 1.0;
  56438. var num8 = (1.0 - Math.pow(bounciness, num3)) / (num5 * num4);
  56439. var num12 = (1.0 - Math.pow(bounciness, num13)) / (num5 * num4);
  56440. var num7 = (num8 + num12) * 0.5;
  56441. var num6 = gradient - num7;
  56442. var num2 = num7 - num8;
  56443. return (((-Math.pow(1.0 / bounciness, y - num3) / (num2 * num2)) * (num6 - num2)) * (num6 + num2));
  56444. };
  56445. return BounceEase;
  56446. }(EasingFunction));
  56447. BABYLON.BounceEase = BounceEase;
  56448. /**
  56449. * Easing function with a power of 3 shape (see link below).
  56450. * @see https://easings.net/#easeInCubic
  56451. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  56452. */
  56453. var CubicEase = /** @class */ (function (_super) {
  56454. __extends(CubicEase, _super);
  56455. function CubicEase() {
  56456. return _super !== null && _super.apply(this, arguments) || this;
  56457. }
  56458. /** @hidden */
  56459. CubicEase.prototype.easeInCore = function (gradient) {
  56460. return (gradient * gradient * gradient);
  56461. };
  56462. return CubicEase;
  56463. }(EasingFunction));
  56464. BABYLON.CubicEase = CubicEase;
  56465. /**
  56466. * Easing function with an elastic shape (see link below).
  56467. * @see https://easings.net/#easeInElastic
  56468. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  56469. */
  56470. var ElasticEase = /** @class */ (function (_super) {
  56471. __extends(ElasticEase, _super);
  56472. /**
  56473. * Instantiates an elastic easing function
  56474. * @see https://easings.net/#easeInElastic
  56475. * @param oscillations Defines the number of oscillations
  56476. * @param springiness Defines the amplitude of the oscillations
  56477. */
  56478. function ElasticEase(
  56479. /** Defines the number of oscillations*/
  56480. oscillations,
  56481. /** Defines the amplitude of the oscillations*/
  56482. springiness) {
  56483. if (oscillations === void 0) { oscillations = 3; }
  56484. if (springiness === void 0) { springiness = 3; }
  56485. var _this = _super.call(this) || this;
  56486. _this.oscillations = oscillations;
  56487. _this.springiness = springiness;
  56488. return _this;
  56489. }
  56490. /** @hidden */
  56491. ElasticEase.prototype.easeInCore = function (gradient) {
  56492. var num2;
  56493. var num3 = Math.max(0.0, this.oscillations);
  56494. var num = Math.max(0.0, this.springiness);
  56495. if (num == 0) {
  56496. num2 = gradient;
  56497. }
  56498. else {
  56499. num2 = (Math.exp(num * gradient) - 1.0) / (Math.exp(num) - 1.0);
  56500. }
  56501. return (num2 * Math.sin(((6.2831853071795862 * num3) + 1.5707963267948966) * gradient));
  56502. };
  56503. return ElasticEase;
  56504. }(EasingFunction));
  56505. BABYLON.ElasticEase = ElasticEase;
  56506. /**
  56507. * Easing function with an exponential shape (see link below).
  56508. * @see https://easings.net/#easeInExpo
  56509. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  56510. */
  56511. var ExponentialEase = /** @class */ (function (_super) {
  56512. __extends(ExponentialEase, _super);
  56513. /**
  56514. * Instantiates an exponential easing function
  56515. * @see https://easings.net/#easeInExpo
  56516. * @param exponent Defines the exponent of the function
  56517. */
  56518. function ExponentialEase(
  56519. /** Defines the exponent of the function */
  56520. exponent) {
  56521. if (exponent === void 0) { exponent = 2; }
  56522. var _this = _super.call(this) || this;
  56523. _this.exponent = exponent;
  56524. return _this;
  56525. }
  56526. /** @hidden */
  56527. ExponentialEase.prototype.easeInCore = function (gradient) {
  56528. if (this.exponent <= 0) {
  56529. return gradient;
  56530. }
  56531. return ((Math.exp(this.exponent * gradient) - 1.0) / (Math.exp(this.exponent) - 1.0));
  56532. };
  56533. return ExponentialEase;
  56534. }(EasingFunction));
  56535. BABYLON.ExponentialEase = ExponentialEase;
  56536. /**
  56537. * Easing function with a power shape (see link below).
  56538. * @see https://easings.net/#easeInQuad
  56539. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  56540. */
  56541. var PowerEase = /** @class */ (function (_super) {
  56542. __extends(PowerEase, _super);
  56543. /**
  56544. * Instantiates an power base easing function
  56545. * @see https://easings.net/#easeInQuad
  56546. * @param power Defines the power of the function
  56547. */
  56548. function PowerEase(
  56549. /** Defines the power of the function */
  56550. power) {
  56551. if (power === void 0) { power = 2; }
  56552. var _this = _super.call(this) || this;
  56553. _this.power = power;
  56554. return _this;
  56555. }
  56556. /** @hidden */
  56557. PowerEase.prototype.easeInCore = function (gradient) {
  56558. var y = Math.max(0.0, this.power);
  56559. return Math.pow(gradient, y);
  56560. };
  56561. return PowerEase;
  56562. }(EasingFunction));
  56563. BABYLON.PowerEase = PowerEase;
  56564. /**
  56565. * Easing function with a power of 2 shape (see link below).
  56566. * @see https://easings.net/#easeInQuad
  56567. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  56568. */
  56569. var QuadraticEase = /** @class */ (function (_super) {
  56570. __extends(QuadraticEase, _super);
  56571. function QuadraticEase() {
  56572. return _super !== null && _super.apply(this, arguments) || this;
  56573. }
  56574. /** @hidden */
  56575. QuadraticEase.prototype.easeInCore = function (gradient) {
  56576. return (gradient * gradient);
  56577. };
  56578. return QuadraticEase;
  56579. }(EasingFunction));
  56580. BABYLON.QuadraticEase = QuadraticEase;
  56581. /**
  56582. * Easing function with a power of 4 shape (see link below).
  56583. * @see https://easings.net/#easeInQuart
  56584. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  56585. */
  56586. var QuarticEase = /** @class */ (function (_super) {
  56587. __extends(QuarticEase, _super);
  56588. function QuarticEase() {
  56589. return _super !== null && _super.apply(this, arguments) || this;
  56590. }
  56591. /** @hidden */
  56592. QuarticEase.prototype.easeInCore = function (gradient) {
  56593. return (gradient * gradient * gradient * gradient);
  56594. };
  56595. return QuarticEase;
  56596. }(EasingFunction));
  56597. BABYLON.QuarticEase = QuarticEase;
  56598. /**
  56599. * Easing function with a power of 5 shape (see link below).
  56600. * @see https://easings.net/#easeInQuint
  56601. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  56602. */
  56603. var QuinticEase = /** @class */ (function (_super) {
  56604. __extends(QuinticEase, _super);
  56605. function QuinticEase() {
  56606. return _super !== null && _super.apply(this, arguments) || this;
  56607. }
  56608. /** @hidden */
  56609. QuinticEase.prototype.easeInCore = function (gradient) {
  56610. return (gradient * gradient * gradient * gradient * gradient);
  56611. };
  56612. return QuinticEase;
  56613. }(EasingFunction));
  56614. BABYLON.QuinticEase = QuinticEase;
  56615. /**
  56616. * Easing function with a sin shape (see link below).
  56617. * @see https://easings.net/#easeInSine
  56618. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  56619. */
  56620. var SineEase = /** @class */ (function (_super) {
  56621. __extends(SineEase, _super);
  56622. function SineEase() {
  56623. return _super !== null && _super.apply(this, arguments) || this;
  56624. }
  56625. /** @hidden */
  56626. SineEase.prototype.easeInCore = function (gradient) {
  56627. return (1.0 - Math.sin(1.5707963267948966 * (1.0 - gradient)));
  56628. };
  56629. return SineEase;
  56630. }(EasingFunction));
  56631. BABYLON.SineEase = SineEase;
  56632. /**
  56633. * Easing function with a bezier shape (see link below).
  56634. * @see http://cubic-bezier.com/#.17,.67,.83,.67
  56635. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  56636. */
  56637. var BezierCurveEase = /** @class */ (function (_super) {
  56638. __extends(BezierCurveEase, _super);
  56639. /**
  56640. * Instantiates a bezier function
  56641. * @see http://cubic-bezier.com/#.17,.67,.83,.67
  56642. * @param x1 Defines the x component of the start tangent in the bezier curve
  56643. * @param y1 Defines the y component of the start tangent in the bezier curve
  56644. * @param x2 Defines the x component of the end tangent in the bezier curve
  56645. * @param y2 Defines the y component of the end tangent in the bezier curve
  56646. */
  56647. function BezierCurveEase(
  56648. /** Defines the x component of the start tangent in the bezier curve */
  56649. x1,
  56650. /** Defines the y component of the start tangent in the bezier curve */
  56651. y1,
  56652. /** Defines the x component of the end tangent in the bezier curve */
  56653. x2,
  56654. /** Defines the y component of the end tangent in the bezier curve */
  56655. y2) {
  56656. if (x1 === void 0) { x1 = 0; }
  56657. if (y1 === void 0) { y1 = 0; }
  56658. if (x2 === void 0) { x2 = 1; }
  56659. if (y2 === void 0) { y2 = 1; }
  56660. var _this = _super.call(this) || this;
  56661. _this.x1 = x1;
  56662. _this.y1 = y1;
  56663. _this.x2 = x2;
  56664. _this.y2 = y2;
  56665. return _this;
  56666. }
  56667. /** @hidden */
  56668. BezierCurveEase.prototype.easeInCore = function (gradient) {
  56669. return BABYLON.BezierCurve.Interpolate(gradient, this.x1, this.y1, this.x2, this.y2);
  56670. };
  56671. return BezierCurveEase;
  56672. }(EasingFunction));
  56673. BABYLON.BezierCurveEase = BezierCurveEase;
  56674. })(BABYLON || (BABYLON = {}));
  56675. //# sourceMappingURL=babylon.easing.js.map
  56676. var BABYLON;
  56677. (function (BABYLON) {
  56678. /**
  56679. * A Condition applied to an Action
  56680. */
  56681. var Condition = /** @class */ (function () {
  56682. /**
  56683. * Creates a new Condition
  56684. * @param actionManager the manager of the action the condition is applied to
  56685. */
  56686. function Condition(actionManager) {
  56687. this._actionManager = actionManager;
  56688. }
  56689. /**
  56690. * Check if the current condition is valid
  56691. * @returns a boolean
  56692. */
  56693. Condition.prototype.isValid = function () {
  56694. return true;
  56695. };
  56696. /**
  56697. * Internal only
  56698. * @hidden
  56699. */
  56700. Condition.prototype._getProperty = function (propertyPath) {
  56701. return this._actionManager._getProperty(propertyPath);
  56702. };
  56703. /**
  56704. * Internal only
  56705. * @hidden
  56706. */
  56707. Condition.prototype._getEffectiveTarget = function (target, propertyPath) {
  56708. return this._actionManager._getEffectiveTarget(target, propertyPath);
  56709. };
  56710. /**
  56711. * Serialize placeholder for child classes
  56712. * @returns the serialized object
  56713. */
  56714. Condition.prototype.serialize = function () {
  56715. };
  56716. /**
  56717. * Internal only
  56718. * @hidden
  56719. */
  56720. Condition.prototype._serialize = function (serializedCondition) {
  56721. return {
  56722. type: 2,
  56723. children: [],
  56724. name: serializedCondition.name,
  56725. properties: serializedCondition.properties
  56726. };
  56727. };
  56728. return Condition;
  56729. }());
  56730. BABYLON.Condition = Condition;
  56731. /**
  56732. * Defines specific conditional operators as extensions of Condition
  56733. */
  56734. var ValueCondition = /** @class */ (function (_super) {
  56735. __extends(ValueCondition, _super);
  56736. /**
  56737. * Creates a new ValueCondition
  56738. * @param actionManager manager for the action the condition applies to
  56739. * @param target for the action
  56740. * @param propertyPath path to specify the property of the target the conditional operator uses
  56741. * @param value the value compared by the conditional operator against the current value of the property
  56742. * @param operator the conditional operator, default ValueCondition.IsEqual
  56743. */
  56744. function ValueCondition(actionManager, target,
  56745. /** path to specify the property of the target the conditional operator uses */
  56746. propertyPath,
  56747. /** the value compared by the conditional operator against the current value of the property */
  56748. value,
  56749. /** the conditional operator, default ValueCondition.IsEqual */
  56750. operator) {
  56751. if (operator === void 0) { operator = ValueCondition.IsEqual; }
  56752. var _this = _super.call(this, actionManager) || this;
  56753. _this.propertyPath = propertyPath;
  56754. _this.value = value;
  56755. _this.operator = operator;
  56756. _this._target = target;
  56757. _this._effectiveTarget = _this._getEffectiveTarget(target, _this.propertyPath);
  56758. _this._property = _this._getProperty(_this.propertyPath);
  56759. return _this;
  56760. }
  56761. Object.defineProperty(ValueCondition, "IsEqual", {
  56762. /**
  56763. * returns the number for IsEqual
  56764. */
  56765. get: function () {
  56766. return ValueCondition._IsEqual;
  56767. },
  56768. enumerable: true,
  56769. configurable: true
  56770. });
  56771. Object.defineProperty(ValueCondition, "IsDifferent", {
  56772. /**
  56773. * Returns the number for IsDifferent
  56774. */
  56775. get: function () {
  56776. return ValueCondition._IsDifferent;
  56777. },
  56778. enumerable: true,
  56779. configurable: true
  56780. });
  56781. Object.defineProperty(ValueCondition, "IsGreater", {
  56782. /**
  56783. * Returns the number for IsGreater
  56784. */
  56785. get: function () {
  56786. return ValueCondition._IsGreater;
  56787. },
  56788. enumerable: true,
  56789. configurable: true
  56790. });
  56791. Object.defineProperty(ValueCondition, "IsLesser", {
  56792. /**
  56793. * Returns the number for IsLesser
  56794. */
  56795. get: function () {
  56796. return ValueCondition._IsLesser;
  56797. },
  56798. enumerable: true,
  56799. configurable: true
  56800. });
  56801. /**
  56802. * Compares the given value with the property value for the specified conditional operator
  56803. * @returns the result of the comparison
  56804. */
  56805. ValueCondition.prototype.isValid = function () {
  56806. switch (this.operator) {
  56807. case ValueCondition.IsGreater:
  56808. return this._effectiveTarget[this._property] > this.value;
  56809. case ValueCondition.IsLesser:
  56810. return this._effectiveTarget[this._property] < this.value;
  56811. case ValueCondition.IsEqual:
  56812. case ValueCondition.IsDifferent:
  56813. var check;
  56814. if (this.value.equals) {
  56815. check = this.value.equals(this._effectiveTarget[this._property]);
  56816. }
  56817. else {
  56818. check = this.value === this._effectiveTarget[this._property];
  56819. }
  56820. return this.operator === ValueCondition.IsEqual ? check : !check;
  56821. }
  56822. return false;
  56823. };
  56824. /**
  56825. * Serialize the ValueCondition into a JSON compatible object
  56826. * @returns serialization object
  56827. */
  56828. ValueCondition.prototype.serialize = function () {
  56829. return this._serialize({
  56830. name: "ValueCondition",
  56831. properties: [
  56832. BABYLON.Action._GetTargetProperty(this._target),
  56833. { name: "propertyPath", value: this.propertyPath },
  56834. { name: "value", value: BABYLON.Action._SerializeValueAsString(this.value) },
  56835. { name: "operator", value: ValueCondition.GetOperatorName(this.operator) }
  56836. ]
  56837. });
  56838. };
  56839. /**
  56840. * Gets the name of the conditional operator for the ValueCondition
  56841. * @param operator the conditional operator
  56842. * @returns the name
  56843. */
  56844. ValueCondition.GetOperatorName = function (operator) {
  56845. switch (operator) {
  56846. case ValueCondition._IsEqual: return "IsEqual";
  56847. case ValueCondition._IsDifferent: return "IsDifferent";
  56848. case ValueCondition._IsGreater: return "IsGreater";
  56849. case ValueCondition._IsLesser: return "IsLesser";
  56850. default: return "";
  56851. }
  56852. };
  56853. /**
  56854. * Internal only
  56855. * @hidden
  56856. */
  56857. ValueCondition._IsEqual = 0;
  56858. /**
  56859. * Internal only
  56860. * @hidden
  56861. */
  56862. ValueCondition._IsDifferent = 1;
  56863. /**
  56864. * Internal only
  56865. * @hidden
  56866. */
  56867. ValueCondition._IsGreater = 2;
  56868. /**
  56869. * Internal only
  56870. * @hidden
  56871. */
  56872. ValueCondition._IsLesser = 3;
  56873. return ValueCondition;
  56874. }(Condition));
  56875. BABYLON.ValueCondition = ValueCondition;
  56876. /**
  56877. * Defines a predicate condition as an extension of Condition
  56878. */
  56879. var PredicateCondition = /** @class */ (function (_super) {
  56880. __extends(PredicateCondition, _super);
  56881. /**
  56882. * Creates a new PredicateCondition
  56883. * @param actionManager manager for the action the condition applies to
  56884. * @param predicate defines the predicate function used to validate the condition
  56885. */
  56886. function PredicateCondition(actionManager,
  56887. /** defines the predicate function used to validate the condition */
  56888. predicate) {
  56889. var _this = _super.call(this, actionManager) || this;
  56890. _this.predicate = predicate;
  56891. return _this;
  56892. }
  56893. /**
  56894. * @returns the validity of the predicate condition
  56895. */
  56896. PredicateCondition.prototype.isValid = function () {
  56897. return this.predicate();
  56898. };
  56899. return PredicateCondition;
  56900. }(Condition));
  56901. BABYLON.PredicateCondition = PredicateCondition;
  56902. /**
  56903. * Defines a state condition as an extension of Condition
  56904. */
  56905. var StateCondition = /** @class */ (function (_super) {
  56906. __extends(StateCondition, _super);
  56907. /**
  56908. * Creates a new StateCondition
  56909. * @param actionManager manager for the action the condition applies to
  56910. * @param target of the condition
  56911. * @param value to compare with target state
  56912. */
  56913. function StateCondition(actionManager, target,
  56914. /** Value to compare with target state */
  56915. value) {
  56916. var _this = _super.call(this, actionManager) || this;
  56917. _this.value = value;
  56918. _this._target = target;
  56919. return _this;
  56920. }
  56921. /**
  56922. * Gets a boolean indicating if the current condition is met
  56923. * @returns the validity of the state
  56924. */
  56925. StateCondition.prototype.isValid = function () {
  56926. return this._target.state === this.value;
  56927. };
  56928. /**
  56929. * Serialize the StateCondition into a JSON compatible object
  56930. * @returns serialization object
  56931. */
  56932. StateCondition.prototype.serialize = function () {
  56933. return this._serialize({
  56934. name: "StateCondition",
  56935. properties: [
  56936. BABYLON.Action._GetTargetProperty(this._target),
  56937. { name: "value", value: this.value }
  56938. ]
  56939. });
  56940. };
  56941. return StateCondition;
  56942. }(Condition));
  56943. BABYLON.StateCondition = StateCondition;
  56944. })(BABYLON || (BABYLON = {}));
  56945. //# sourceMappingURL=babylon.condition.js.map
  56946. var BABYLON;
  56947. (function (BABYLON) {
  56948. /**
  56949. * The action to be carried out following a trigger
  56950. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#available-actions
  56951. */
  56952. var Action = /** @class */ (function () {
  56953. /**
  56954. * Creates a new Action
  56955. * @param triggerOptions the trigger, with or without parameters, for the action
  56956. * @param condition an optional determinant of action
  56957. */
  56958. function Action(
  56959. /** the trigger, with or without parameters, for the action */
  56960. triggerOptions, condition) {
  56961. this.triggerOptions = triggerOptions;
  56962. /**
  56963. * An event triggered prior to action being executed.
  56964. */
  56965. this.onBeforeExecuteObservable = new BABYLON.Observable();
  56966. if (triggerOptions.parameter) {
  56967. this.trigger = triggerOptions.trigger;
  56968. this._triggerParameter = triggerOptions.parameter;
  56969. }
  56970. else if (triggerOptions.trigger) {
  56971. this.trigger = triggerOptions.trigger;
  56972. }
  56973. else {
  56974. this.trigger = triggerOptions;
  56975. }
  56976. this._nextActiveAction = this;
  56977. this._condition = condition;
  56978. }
  56979. /**
  56980. * Internal only
  56981. * @hidden
  56982. */
  56983. Action.prototype._prepare = function () {
  56984. };
  56985. /**
  56986. * Gets the trigger parameters
  56987. * @returns the trigger parameters
  56988. */
  56989. Action.prototype.getTriggerParameter = function () {
  56990. return this._triggerParameter;
  56991. };
  56992. /**
  56993. * Internal only - executes current action event
  56994. * @hidden
  56995. */
  56996. Action.prototype._executeCurrent = function (evt) {
  56997. if (this._nextActiveAction._condition) {
  56998. var condition = this._nextActiveAction._condition;
  56999. var currentRenderId = this._actionManager.getScene().getRenderId();
  57000. // We cache the current evaluation for the current frame
  57001. if (condition._evaluationId === currentRenderId) {
  57002. if (!condition._currentResult) {
  57003. return;
  57004. }
  57005. }
  57006. else {
  57007. condition._evaluationId = currentRenderId;
  57008. if (!condition.isValid()) {
  57009. condition._currentResult = false;
  57010. return;
  57011. }
  57012. condition._currentResult = true;
  57013. }
  57014. }
  57015. this.onBeforeExecuteObservable.notifyObservers(this);
  57016. this._nextActiveAction.execute(evt);
  57017. this.skipToNextActiveAction();
  57018. };
  57019. /**
  57020. * Execute placeholder for child classes
  57021. * @param evt optional action event
  57022. */
  57023. Action.prototype.execute = function (evt) {
  57024. };
  57025. /**
  57026. * Skips to next active action
  57027. */
  57028. Action.prototype.skipToNextActiveAction = function () {
  57029. if (this._nextActiveAction._child) {
  57030. if (!this._nextActiveAction._child._actionManager) {
  57031. this._nextActiveAction._child._actionManager = this._actionManager;
  57032. }
  57033. this._nextActiveAction = this._nextActiveAction._child;
  57034. }
  57035. else {
  57036. this._nextActiveAction = this;
  57037. }
  57038. };
  57039. /**
  57040. * Adds action to chain of actions, may be a DoNothingAction
  57041. * @param action defines the next action to execute
  57042. * @returns The action passed in
  57043. * @see https://www.babylonjs-playground.com/#1T30HR#0
  57044. */
  57045. Action.prototype.then = function (action) {
  57046. this._child = action;
  57047. action._actionManager = this._actionManager;
  57048. action._prepare();
  57049. return action;
  57050. };
  57051. /**
  57052. * Internal only
  57053. * @hidden
  57054. */
  57055. Action.prototype._getProperty = function (propertyPath) {
  57056. return this._actionManager._getProperty(propertyPath);
  57057. };
  57058. /**
  57059. * Internal only
  57060. * @hidden
  57061. */
  57062. Action.prototype._getEffectiveTarget = function (target, propertyPath) {
  57063. return this._actionManager._getEffectiveTarget(target, propertyPath);
  57064. };
  57065. /**
  57066. * Serialize placeholder for child classes
  57067. * @param parent of child
  57068. * @returns the serialized object
  57069. */
  57070. Action.prototype.serialize = function (parent) {
  57071. };
  57072. /**
  57073. * Internal only called by serialize
  57074. * @hidden
  57075. */
  57076. Action.prototype._serialize = function (serializedAction, parent) {
  57077. var serializationObject = {
  57078. type: 1,
  57079. children: [],
  57080. name: serializedAction.name,
  57081. properties: serializedAction.properties || []
  57082. };
  57083. // Serialize child
  57084. if (this._child) {
  57085. this._child.serialize(serializationObject);
  57086. }
  57087. // Check if "this" has a condition
  57088. if (this._condition) {
  57089. var serializedCondition = this._condition.serialize();
  57090. serializedCondition.children.push(serializationObject);
  57091. if (parent) {
  57092. parent.children.push(serializedCondition);
  57093. }
  57094. return serializedCondition;
  57095. }
  57096. if (parent) {
  57097. parent.children.push(serializationObject);
  57098. }
  57099. return serializationObject;
  57100. };
  57101. /**
  57102. * Internal only
  57103. * @hidden
  57104. */
  57105. Action._SerializeValueAsString = function (value) {
  57106. if (typeof value === "number") {
  57107. return value.toString();
  57108. }
  57109. if (typeof value === "boolean") {
  57110. return value ? "true" : "false";
  57111. }
  57112. if (value instanceof BABYLON.Vector2) {
  57113. return value.x + ", " + value.y;
  57114. }
  57115. if (value instanceof BABYLON.Vector3) {
  57116. return value.x + ", " + value.y + ", " + value.z;
  57117. }
  57118. if (value instanceof BABYLON.Color3) {
  57119. return value.r + ", " + value.g + ", " + value.b;
  57120. }
  57121. if (value instanceof BABYLON.Color4) {
  57122. return value.r + ", " + value.g + ", " + value.b + ", " + value.a;
  57123. }
  57124. return value; // string
  57125. };
  57126. /**
  57127. * Internal only
  57128. * @hidden
  57129. */
  57130. Action._GetTargetProperty = function (target) {
  57131. return {
  57132. name: "target",
  57133. targetType: target instanceof BABYLON.Mesh ? "MeshProperties"
  57134. : target instanceof BABYLON.Light ? "LightProperties"
  57135. : target instanceof BABYLON.Camera ? "CameraProperties"
  57136. : "SceneProperties",
  57137. value: target instanceof BABYLON.Scene ? "Scene" : target.name
  57138. };
  57139. };
  57140. return Action;
  57141. }());
  57142. BABYLON.Action = Action;
  57143. })(BABYLON || (BABYLON = {}));
  57144. //# sourceMappingURL=babylon.action.js.map
  57145. var BABYLON;
  57146. (function (BABYLON) {
  57147. /**
  57148. * ActionEvent is the event being sent when an action is triggered.
  57149. */
  57150. var ActionEvent = /** @class */ (function () {
  57151. /**
  57152. * Creates a new ActionEvent
  57153. * @param source The mesh or sprite that triggered the action
  57154. * @param pointerX The X mouse cursor position at the time of the event
  57155. * @param pointerY The Y mouse cursor position at the time of the event
  57156. * @param meshUnderPointer The mesh that is currently pointed at (can be null)
  57157. * @param sourceEvent the original (browser) event that triggered the ActionEvent
  57158. * @param additionalData additional data for the event
  57159. */
  57160. function ActionEvent(
  57161. /** The mesh or sprite that triggered the action */
  57162. source,
  57163. /** The X mouse cursor position at the time of the event */
  57164. pointerX,
  57165. /** The Y mouse cursor position at the time of the event */
  57166. pointerY,
  57167. /** The mesh that is currently pointed at (can be null) */
  57168. meshUnderPointer,
  57169. /** the original (browser) event that triggered the ActionEvent */
  57170. sourceEvent,
  57171. /** additional data for the event */
  57172. additionalData) {
  57173. this.source = source;
  57174. this.pointerX = pointerX;
  57175. this.pointerY = pointerY;
  57176. this.meshUnderPointer = meshUnderPointer;
  57177. this.sourceEvent = sourceEvent;
  57178. this.additionalData = additionalData;
  57179. }
  57180. /**
  57181. * Helper function to auto-create an ActionEvent from a source mesh.
  57182. * @param source The source mesh that triggered the event
  57183. * @param evt The original (browser) event
  57184. * @param additionalData additional data for the event
  57185. * @returns the new ActionEvent
  57186. */
  57187. ActionEvent.CreateNew = function (source, evt, additionalData) {
  57188. var scene = source.getScene();
  57189. return new ActionEvent(source, scene.pointerX, scene.pointerY, scene.meshUnderPointer, evt, additionalData);
  57190. };
  57191. /**
  57192. * Helper function to auto-create an ActionEvent from a source sprite
  57193. * @param source The source sprite that triggered the event
  57194. * @param scene Scene associated with the sprite
  57195. * @param evt The original (browser) event
  57196. * @param additionalData additional data for the event
  57197. * @returns the new ActionEvent
  57198. */
  57199. ActionEvent.CreateNewFromSprite = function (source, scene, evt, additionalData) {
  57200. return new ActionEvent(source, scene.pointerX, scene.pointerY, scene.meshUnderPointer, evt, additionalData);
  57201. };
  57202. /**
  57203. * Helper function to auto-create an ActionEvent from a scene. If triggered by a mesh use ActionEvent.CreateNew
  57204. * @param scene the scene where the event occurred
  57205. * @param evt The original (browser) event
  57206. * @returns the new ActionEvent
  57207. */
  57208. ActionEvent.CreateNewFromScene = function (scene, evt) {
  57209. return new ActionEvent(null, scene.pointerX, scene.pointerY, scene.meshUnderPointer, evt);
  57210. };
  57211. /**
  57212. * Helper function to auto-create an ActionEvent from a primitive
  57213. * @param prim defines the target primitive
  57214. * @param pointerPos defines the pointer position
  57215. * @param evt The original (browser) event
  57216. * @param additionalData additional data for the event
  57217. * @returns the new ActionEvent
  57218. */
  57219. ActionEvent.CreateNewFromPrimitive = function (prim, pointerPos, evt, additionalData) {
  57220. return new ActionEvent(prim, pointerPos.x, pointerPos.y, null, evt, additionalData);
  57221. };
  57222. return ActionEvent;
  57223. }());
  57224. BABYLON.ActionEvent = ActionEvent;
  57225. /**
  57226. * Action Manager manages all events to be triggered on a given mesh or the global scene.
  57227. * A single scene can have many Action Managers to handle predefined actions on specific meshes.
  57228. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  57229. */
  57230. var ActionManager = /** @class */ (function () {
  57231. /**
  57232. * Creates a new action manager
  57233. * @param scene defines the hosting scene
  57234. */
  57235. function ActionManager(scene) {
  57236. // Members
  57237. /** Gets the list of actions */
  57238. this.actions = new Array();
  57239. /** Gets the cursor to use when hovering items */
  57240. this.hoverCursor = '';
  57241. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  57242. scene.actionManagers.push(this);
  57243. }
  57244. // Methods
  57245. /**
  57246. * Releases all associated resources
  57247. */
  57248. ActionManager.prototype.dispose = function () {
  57249. var index = this._scene.actionManagers.indexOf(this);
  57250. for (var i = 0; i < this.actions.length; i++) {
  57251. var action = this.actions[i];
  57252. ActionManager.Triggers[action.trigger]--;
  57253. if (ActionManager.Triggers[action.trigger] === 0) {
  57254. delete ActionManager.Triggers[action.trigger];
  57255. }
  57256. }
  57257. if (index > -1) {
  57258. this._scene.actionManagers.splice(index, 1);
  57259. }
  57260. };
  57261. /**
  57262. * Gets hosting scene
  57263. * @returns the hosting scene
  57264. */
  57265. ActionManager.prototype.getScene = function () {
  57266. return this._scene;
  57267. };
  57268. /**
  57269. * Does this action manager handles actions of any of the given triggers
  57270. * @param triggers defines the triggers to be tested
  57271. * @return a boolean indicating whether one (or more) of the triggers is handled
  57272. */
  57273. ActionManager.prototype.hasSpecificTriggers = function (triggers) {
  57274. for (var index = 0; index < this.actions.length; index++) {
  57275. var action = this.actions[index];
  57276. if (triggers.indexOf(action.trigger) > -1) {
  57277. return true;
  57278. }
  57279. }
  57280. return false;
  57281. };
  57282. /**
  57283. * Does this action manager handles actions of any of the given triggers. This function takes two arguments for
  57284. * speed.
  57285. * @param triggerA defines the trigger to be tested
  57286. * @param triggerB defines the trigger to be tested
  57287. * @return a boolean indicating whether one (or more) of the triggers is handled
  57288. */
  57289. ActionManager.prototype.hasSpecificTriggers2 = function (triggerA, triggerB) {
  57290. for (var index = 0; index < this.actions.length; index++) {
  57291. var action = this.actions[index];
  57292. if (triggerA == action.trigger || triggerB == action.trigger) {
  57293. return true;
  57294. }
  57295. }
  57296. return false;
  57297. };
  57298. /**
  57299. * Does this action manager handles actions of a given trigger
  57300. * @param trigger defines the trigger to be tested
  57301. * @param parameterPredicate defines an optional predicate to filter triggers by parameter
  57302. * @return whether the trigger is handled
  57303. */
  57304. ActionManager.prototype.hasSpecificTrigger = function (trigger, parameterPredicate) {
  57305. for (var index = 0; index < this.actions.length; index++) {
  57306. var action = this.actions[index];
  57307. if (action.trigger === trigger) {
  57308. if (parameterPredicate) {
  57309. if (parameterPredicate(action.getTriggerParameter())) {
  57310. return true;
  57311. }
  57312. }
  57313. else {
  57314. return true;
  57315. }
  57316. }
  57317. }
  57318. return false;
  57319. };
  57320. Object.defineProperty(ActionManager.prototype, "hasPointerTriggers", {
  57321. /**
  57322. * Does this action manager has pointer triggers
  57323. */
  57324. get: function () {
  57325. for (var index = 0; index < this.actions.length; index++) {
  57326. var action = this.actions[index];
  57327. if (action.trigger >= ActionManager.OnPickTrigger && action.trigger <= ActionManager.OnPointerOutTrigger) {
  57328. return true;
  57329. }
  57330. }
  57331. return false;
  57332. },
  57333. enumerable: true,
  57334. configurable: true
  57335. });
  57336. Object.defineProperty(ActionManager.prototype, "hasPickTriggers", {
  57337. /**
  57338. * Does this action manager has pick triggers
  57339. */
  57340. get: function () {
  57341. for (var index = 0; index < this.actions.length; index++) {
  57342. var action = this.actions[index];
  57343. if (action.trigger >= ActionManager.OnPickTrigger && action.trigger <= ActionManager.OnPickUpTrigger) {
  57344. return true;
  57345. }
  57346. }
  57347. return false;
  57348. },
  57349. enumerable: true,
  57350. configurable: true
  57351. });
  57352. Object.defineProperty(ActionManager, "HasTriggers", {
  57353. /**
  57354. * Does exist one action manager with at least one trigger
  57355. **/
  57356. get: function () {
  57357. for (var t in ActionManager.Triggers) {
  57358. if (ActionManager.Triggers.hasOwnProperty(t)) {
  57359. return true;
  57360. }
  57361. }
  57362. return false;
  57363. },
  57364. enumerable: true,
  57365. configurable: true
  57366. });
  57367. Object.defineProperty(ActionManager, "HasPickTriggers", {
  57368. /**
  57369. * Does exist one action manager with at least one pick trigger
  57370. **/
  57371. get: function () {
  57372. for (var t in ActionManager.Triggers) {
  57373. if (ActionManager.Triggers.hasOwnProperty(t)) {
  57374. var t_int = parseInt(t);
  57375. if (t_int >= ActionManager.OnPickTrigger && t_int <= ActionManager.OnPickUpTrigger) {
  57376. return true;
  57377. }
  57378. }
  57379. }
  57380. return false;
  57381. },
  57382. enumerable: true,
  57383. configurable: true
  57384. });
  57385. /**
  57386. * Does exist one action manager that handles actions of a given trigger
  57387. * @param trigger defines the trigger to be tested
  57388. * @return a boolean indicating whether the trigger is handeled by at least one action manager
  57389. **/
  57390. ActionManager.HasSpecificTrigger = function (trigger) {
  57391. for (var t in ActionManager.Triggers) {
  57392. if (ActionManager.Triggers.hasOwnProperty(t)) {
  57393. var t_int = parseInt(t);
  57394. if (t_int === trigger) {
  57395. return true;
  57396. }
  57397. }
  57398. }
  57399. return false;
  57400. };
  57401. /**
  57402. * Registers an action to this action manager
  57403. * @param action defines the action to be registered
  57404. * @return the action amended (prepared) after registration
  57405. */
  57406. ActionManager.prototype.registerAction = function (action) {
  57407. if (action.trigger === ActionManager.OnEveryFrameTrigger) {
  57408. if (this.getScene().actionManager !== this) {
  57409. BABYLON.Tools.Warn("OnEveryFrameTrigger can only be used with scene.actionManager");
  57410. return null;
  57411. }
  57412. }
  57413. this.actions.push(action);
  57414. if (ActionManager.Triggers[action.trigger]) {
  57415. ActionManager.Triggers[action.trigger]++;
  57416. }
  57417. else {
  57418. ActionManager.Triggers[action.trigger] = 1;
  57419. }
  57420. action._actionManager = this;
  57421. action._prepare();
  57422. return action;
  57423. };
  57424. /**
  57425. * Unregisters an action to this action manager
  57426. * @param action defines the action to be unregistered
  57427. * @return a boolean indicating whether the action has been unregistered
  57428. */
  57429. ActionManager.prototype.unregisterAction = function (action) {
  57430. var index = this.actions.indexOf(action);
  57431. if (index !== -1) {
  57432. this.actions.splice(index, 1);
  57433. ActionManager.Triggers[action.trigger] -= 1;
  57434. if (ActionManager.Triggers[action.trigger] === 0) {
  57435. delete ActionManager.Triggers[action.trigger];
  57436. }
  57437. delete action._actionManager;
  57438. return true;
  57439. }
  57440. return false;
  57441. };
  57442. /**
  57443. * Process a specific trigger
  57444. * @param trigger defines the trigger to process
  57445. * @param evt defines the event details to be processed
  57446. */
  57447. ActionManager.prototype.processTrigger = function (trigger, evt) {
  57448. for (var index = 0; index < this.actions.length; index++) {
  57449. var action = this.actions[index];
  57450. if (action.trigger === trigger) {
  57451. if (evt) {
  57452. if (trigger === ActionManager.OnKeyUpTrigger
  57453. || trigger === ActionManager.OnKeyDownTrigger) {
  57454. var parameter = action.getTriggerParameter();
  57455. if (parameter && parameter !== evt.sourceEvent.keyCode) {
  57456. if (!parameter.toLowerCase) {
  57457. continue;
  57458. }
  57459. var lowerCase = parameter.toLowerCase();
  57460. if (lowerCase !== evt.sourceEvent.key) {
  57461. var unicode = evt.sourceEvent.charCode ? evt.sourceEvent.charCode : evt.sourceEvent.keyCode;
  57462. var actualkey = String.fromCharCode(unicode).toLowerCase();
  57463. if (actualkey !== lowerCase) {
  57464. continue;
  57465. }
  57466. }
  57467. }
  57468. }
  57469. }
  57470. action._executeCurrent(evt);
  57471. }
  57472. }
  57473. };
  57474. /** @hidden */
  57475. ActionManager.prototype._getEffectiveTarget = function (target, propertyPath) {
  57476. var properties = propertyPath.split(".");
  57477. for (var index = 0; index < properties.length - 1; index++) {
  57478. target = target[properties[index]];
  57479. }
  57480. return target;
  57481. };
  57482. /** @hidden */
  57483. ActionManager.prototype._getProperty = function (propertyPath) {
  57484. var properties = propertyPath.split(".");
  57485. return properties[properties.length - 1];
  57486. };
  57487. /**
  57488. * Serialize this manager to a JSON object
  57489. * @param name defines the property name to store this manager
  57490. * @returns a JSON representation of this manager
  57491. */
  57492. ActionManager.prototype.serialize = function (name) {
  57493. var root = {
  57494. children: new Array(),
  57495. name: name,
  57496. type: 3,
  57497. properties: new Array() // Empty for root but required
  57498. };
  57499. for (var i = 0; i < this.actions.length; i++) {
  57500. var triggerObject = {
  57501. type: 0,
  57502. children: new Array(),
  57503. name: ActionManager.GetTriggerName(this.actions[i].trigger),
  57504. properties: new Array()
  57505. };
  57506. var triggerOptions = this.actions[i].triggerOptions;
  57507. if (triggerOptions && typeof triggerOptions !== "number") {
  57508. if (triggerOptions.parameter instanceof BABYLON.Node) {
  57509. triggerObject.properties.push(BABYLON.Action._GetTargetProperty(triggerOptions.parameter));
  57510. }
  57511. else {
  57512. var parameter = {};
  57513. BABYLON.Tools.DeepCopy(triggerOptions.parameter, parameter, ["mesh"]);
  57514. if (triggerOptions.parameter && triggerOptions.parameter.mesh) {
  57515. parameter._meshId = triggerOptions.parameter.mesh.id;
  57516. }
  57517. triggerObject.properties.push({ name: "parameter", targetType: null, value: parameter });
  57518. }
  57519. }
  57520. // Serialize child action, recursively
  57521. this.actions[i].serialize(triggerObject);
  57522. // Add serialized trigger
  57523. root.children.push(triggerObject);
  57524. }
  57525. return root;
  57526. };
  57527. /**
  57528. * Creates a new ActionManager from a JSON data
  57529. * @param parsedActions defines the JSON data to read from
  57530. * @param object defines the hosting mesh
  57531. * @param scene defines the hosting scene
  57532. */
  57533. ActionManager.Parse = function (parsedActions, object, scene) {
  57534. var actionManager = new ActionManager(scene);
  57535. if (object === null) {
  57536. scene.actionManager = actionManager;
  57537. }
  57538. else {
  57539. object.actionManager = actionManager;
  57540. }
  57541. // instanciate a new object
  57542. var instanciate = function (name, params) {
  57543. // TODO: We will need to find a solution for the next line when using commonjs / es6 .
  57544. var newInstance = Object.create(BABYLON.Tools.Instantiate("BABYLON." + name).prototype);
  57545. newInstance.constructor.apply(newInstance, params);
  57546. return newInstance;
  57547. };
  57548. var parseParameter = function (name, value, target, propertyPath) {
  57549. if (propertyPath === null) {
  57550. // String, boolean or float
  57551. var floatValue = parseFloat(value);
  57552. if (value === "true" || value === "false") {
  57553. return value === "true";
  57554. }
  57555. else {
  57556. return isNaN(floatValue) ? value : floatValue;
  57557. }
  57558. }
  57559. var effectiveTarget = propertyPath.split(".");
  57560. var values = value.split(",");
  57561. // Get effective Target
  57562. for (var i = 0; i < effectiveTarget.length; i++) {
  57563. target = target[effectiveTarget[i]];
  57564. }
  57565. // Return appropriate value with its type
  57566. if (typeof (target) === "boolean") {
  57567. return values[0] === "true";
  57568. }
  57569. if (typeof (target) === "string") {
  57570. return values[0];
  57571. }
  57572. // Parameters with multiple values such as Vector3 etc.
  57573. var split = new Array();
  57574. for (var i = 0; i < values.length; i++) {
  57575. split.push(parseFloat(values[i]));
  57576. }
  57577. if (target instanceof BABYLON.Vector3) {
  57578. return BABYLON.Vector3.FromArray(split);
  57579. }
  57580. if (target instanceof BABYLON.Vector4) {
  57581. return BABYLON.Vector4.FromArray(split);
  57582. }
  57583. if (target instanceof BABYLON.Color3) {
  57584. return BABYLON.Color3.FromArray(split);
  57585. }
  57586. if (target instanceof BABYLON.Color4) {
  57587. return BABYLON.Color4.FromArray(split);
  57588. }
  57589. return parseFloat(values[0]);
  57590. };
  57591. // traverse graph per trigger
  57592. var traverse = function (parsedAction, trigger, condition, action, combineArray) {
  57593. if (combineArray === void 0) { combineArray = null; }
  57594. if (parsedAction.detached) {
  57595. return;
  57596. }
  57597. var parameters = new Array();
  57598. var target = null;
  57599. var propertyPath = null;
  57600. var combine = parsedAction.combine && parsedAction.combine.length > 0;
  57601. // Parameters
  57602. if (parsedAction.type === 2) {
  57603. parameters.push(actionManager);
  57604. }
  57605. else {
  57606. parameters.push(trigger);
  57607. }
  57608. if (combine) {
  57609. var actions = new Array();
  57610. for (var j = 0; j < parsedAction.combine.length; j++) {
  57611. traverse(parsedAction.combine[j], ActionManager.NothingTrigger, condition, action, actions);
  57612. }
  57613. parameters.push(actions);
  57614. }
  57615. else {
  57616. for (var i = 0; i < parsedAction.properties.length; i++) {
  57617. var value = parsedAction.properties[i].value;
  57618. var name = parsedAction.properties[i].name;
  57619. var targetType = parsedAction.properties[i].targetType;
  57620. if (name === "target") {
  57621. if (targetType !== null && targetType === "SceneProperties") {
  57622. value = target = scene;
  57623. }
  57624. else {
  57625. value = target = scene.getNodeByName(value);
  57626. }
  57627. }
  57628. else if (name === "parent") {
  57629. value = scene.getNodeByName(value);
  57630. }
  57631. else if (name === "sound") {
  57632. // Can not externalize to component, so only checks for the presence off the API.
  57633. if (scene.getSoundByName) {
  57634. value = scene.getSoundByName(value);
  57635. }
  57636. }
  57637. else if (name !== "propertyPath") {
  57638. if (parsedAction.type === 2 && name === "operator") {
  57639. value = BABYLON.ValueCondition[value];
  57640. }
  57641. else {
  57642. value = parseParameter(name, value, target, name === "value" ? propertyPath : null);
  57643. }
  57644. }
  57645. else {
  57646. propertyPath = value;
  57647. }
  57648. parameters.push(value);
  57649. }
  57650. }
  57651. if (combineArray === null) {
  57652. parameters.push(condition);
  57653. }
  57654. else {
  57655. parameters.push(null);
  57656. }
  57657. // If interpolate value action
  57658. if (parsedAction.name === "InterpolateValueAction") {
  57659. var param = parameters[parameters.length - 2];
  57660. parameters[parameters.length - 1] = param;
  57661. parameters[parameters.length - 2] = condition;
  57662. }
  57663. // Action or condition(s) and not CombineAction
  57664. var newAction = instanciate(parsedAction.name, parameters);
  57665. if (newAction instanceof BABYLON.Condition && condition !== null) {
  57666. var nothing = new BABYLON.DoNothingAction(trigger, condition);
  57667. if (action) {
  57668. action.then(nothing);
  57669. }
  57670. else {
  57671. actionManager.registerAction(nothing);
  57672. }
  57673. action = nothing;
  57674. }
  57675. if (combineArray === null) {
  57676. if (newAction instanceof BABYLON.Condition) {
  57677. condition = newAction;
  57678. newAction = action;
  57679. }
  57680. else {
  57681. condition = null;
  57682. if (action) {
  57683. action.then(newAction);
  57684. }
  57685. else {
  57686. actionManager.registerAction(newAction);
  57687. }
  57688. }
  57689. }
  57690. else {
  57691. combineArray.push(newAction);
  57692. }
  57693. for (var i = 0; i < parsedAction.children.length; i++) {
  57694. traverse(parsedAction.children[i], trigger, condition, newAction, null);
  57695. }
  57696. };
  57697. // triggers
  57698. for (var i = 0; i < parsedActions.children.length; i++) {
  57699. var triggerParams;
  57700. var trigger = parsedActions.children[i];
  57701. if (trigger.properties.length > 0) {
  57702. var param = trigger.properties[0].value;
  57703. var value = trigger.properties[0].targetType === null ? param : scene.getMeshByName(param);
  57704. if (value._meshId) {
  57705. value.mesh = scene.getMeshByID(value._meshId);
  57706. }
  57707. triggerParams = { trigger: ActionManager[trigger.name], parameter: value };
  57708. }
  57709. else {
  57710. triggerParams = ActionManager[trigger.name];
  57711. }
  57712. for (var j = 0; j < trigger.children.length; j++) {
  57713. if (!trigger.detached) {
  57714. traverse(trigger.children[j], triggerParams, null, null);
  57715. }
  57716. }
  57717. }
  57718. };
  57719. /**
  57720. * Get a trigger name by index
  57721. * @param trigger defines the trigger index
  57722. * @returns a trigger name
  57723. */
  57724. ActionManager.GetTriggerName = function (trigger) {
  57725. switch (trigger) {
  57726. case 0: return "NothingTrigger";
  57727. case 1: return "OnPickTrigger";
  57728. case 2: return "OnLeftPickTrigger";
  57729. case 3: return "OnRightPickTrigger";
  57730. case 4: return "OnCenterPickTrigger";
  57731. case 5: return "OnPickDownTrigger";
  57732. case 6: return "OnPickUpTrigger";
  57733. case 7: return "OnLongPressTrigger";
  57734. case 8: return "OnPointerOverTrigger";
  57735. case 9: return "OnPointerOutTrigger";
  57736. case 10: return "OnEveryFrameTrigger";
  57737. case 11: return "OnIntersectionEnterTrigger";
  57738. case 12: return "OnIntersectionExitTrigger";
  57739. case 13: return "OnKeyDownTrigger";
  57740. case 14: return "OnKeyUpTrigger";
  57741. case 15: return "OnPickOutTrigger";
  57742. default: return "";
  57743. }
  57744. };
  57745. /**
  57746. * Nothing
  57747. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57748. */
  57749. ActionManager.NothingTrigger = 0;
  57750. /**
  57751. * On pick
  57752. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57753. */
  57754. ActionManager.OnPickTrigger = 1;
  57755. /**
  57756. * On left pick
  57757. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57758. */
  57759. ActionManager.OnLeftPickTrigger = 2;
  57760. /**
  57761. * On right pick
  57762. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57763. */
  57764. ActionManager.OnRightPickTrigger = 3;
  57765. /**
  57766. * On center pick
  57767. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57768. */
  57769. ActionManager.OnCenterPickTrigger = 4;
  57770. /**
  57771. * On pick down
  57772. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57773. */
  57774. ActionManager.OnPickDownTrigger = 5;
  57775. /**
  57776. * On double pick
  57777. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57778. */
  57779. ActionManager.OnDoublePickTrigger = 6;
  57780. /**
  57781. * On pick up
  57782. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57783. */
  57784. ActionManager.OnPickUpTrigger = 7;
  57785. /**
  57786. * On pick out.
  57787. * This trigger will only be raised if you also declared a OnPickDown
  57788. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57789. */
  57790. ActionManager.OnPickOutTrigger = 16;
  57791. /**
  57792. * On long press
  57793. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57794. */
  57795. ActionManager.OnLongPressTrigger = 8;
  57796. /**
  57797. * On pointer over
  57798. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57799. */
  57800. ActionManager.OnPointerOverTrigger = 9;
  57801. /**
  57802. * On pointer out
  57803. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57804. */
  57805. ActionManager.OnPointerOutTrigger = 10;
  57806. /**
  57807. * On every frame
  57808. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57809. */
  57810. ActionManager.OnEveryFrameTrigger = 11;
  57811. /**
  57812. * On intersection enter
  57813. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57814. */
  57815. ActionManager.OnIntersectionEnterTrigger = 12;
  57816. /**
  57817. * On intersection exit
  57818. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57819. */
  57820. ActionManager.OnIntersectionExitTrigger = 13;
  57821. /**
  57822. * On key down
  57823. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57824. */
  57825. ActionManager.OnKeyDownTrigger = 14;
  57826. /**
  57827. * On key up
  57828. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57829. */
  57830. ActionManager.OnKeyUpTrigger = 15;
  57831. /** Gets the list of active triggers */
  57832. ActionManager.Triggers = {};
  57833. return ActionManager;
  57834. }());
  57835. BABYLON.ActionManager = ActionManager;
  57836. })(BABYLON || (BABYLON = {}));
  57837. //# sourceMappingURL=babylon.actionManager.js.map
  57838. var BABYLON;
  57839. (function (BABYLON) {
  57840. /**
  57841. * This defines an action responsible to change the value of a property
  57842. * by interpolating between its current value and the newly set one once triggered.
  57843. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  57844. */
  57845. var InterpolateValueAction = /** @class */ (function (_super) {
  57846. __extends(InterpolateValueAction, _super);
  57847. /**
  57848. * Instantiate the action
  57849. * @param triggerOptions defines the trigger options
  57850. * @param target defines the object containing the value to interpolate
  57851. * @param propertyPath defines the path to the property in the target object
  57852. * @param value defines the target value at the end of the interpolation
  57853. * @param duration deines the time it will take for the property to interpolate to the value.
  57854. * @param condition defines the trigger related conditions
  57855. * @param stopOtherAnimations defines if the other scene animations should be stopped when the action has been triggered
  57856. * @param onInterpolationDone defines a callback raised once the interpolation animation has been done
  57857. */
  57858. function InterpolateValueAction(triggerOptions, target, propertyPath, value, duration, condition, stopOtherAnimations, onInterpolationDone) {
  57859. if (duration === void 0) { duration = 1000; }
  57860. var _this = _super.call(this, triggerOptions, condition) || this;
  57861. /**
  57862. * Defines the time it will take for the property to interpolate to the value.
  57863. */
  57864. _this.duration = 1000;
  57865. /**
  57866. * Observable triggered once the interpolation animation has been done.
  57867. */
  57868. _this.onInterpolationDoneObservable = new BABYLON.Observable();
  57869. _this.propertyPath = propertyPath;
  57870. _this.value = value;
  57871. _this.duration = duration;
  57872. _this.stopOtherAnimations = stopOtherAnimations;
  57873. _this.onInterpolationDone = onInterpolationDone;
  57874. _this._target = _this._effectiveTarget = target;
  57875. return _this;
  57876. }
  57877. /** @hidden */
  57878. InterpolateValueAction.prototype._prepare = function () {
  57879. this._effectiveTarget = this._getEffectiveTarget(this._effectiveTarget, this.propertyPath);
  57880. this._property = this._getProperty(this.propertyPath);
  57881. };
  57882. /**
  57883. * Execute the action starts the value interpolation.
  57884. */
  57885. InterpolateValueAction.prototype.execute = function () {
  57886. var _this = this;
  57887. var scene = this._actionManager.getScene();
  57888. var keys = [
  57889. {
  57890. frame: 0,
  57891. value: this._effectiveTarget[this._property]
  57892. }, {
  57893. frame: 100,
  57894. value: this.value
  57895. }
  57896. ];
  57897. var dataType;
  57898. if (typeof this.value === "number") {
  57899. dataType = BABYLON.Animation.ANIMATIONTYPE_FLOAT;
  57900. }
  57901. else if (this.value instanceof BABYLON.Color3) {
  57902. dataType = BABYLON.Animation.ANIMATIONTYPE_COLOR3;
  57903. }
  57904. else if (this.value instanceof BABYLON.Vector3) {
  57905. dataType = BABYLON.Animation.ANIMATIONTYPE_VECTOR3;
  57906. }
  57907. else if (this.value instanceof BABYLON.Matrix) {
  57908. dataType = BABYLON.Animation.ANIMATIONTYPE_MATRIX;
  57909. }
  57910. else if (this.value instanceof BABYLON.Quaternion) {
  57911. dataType = BABYLON.Animation.ANIMATIONTYPE_QUATERNION;
  57912. }
  57913. else {
  57914. BABYLON.Tools.Warn("InterpolateValueAction: Unsupported type (" + typeof this.value + ")");
  57915. return;
  57916. }
  57917. var animation = new BABYLON.Animation("InterpolateValueAction", this._property, 100 * (1000.0 / this.duration), dataType, BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT);
  57918. animation.setKeys(keys);
  57919. if (this.stopOtherAnimations) {
  57920. scene.stopAnimation(this._effectiveTarget);
  57921. }
  57922. var wrapper = function () {
  57923. _this.onInterpolationDoneObservable.notifyObservers(_this);
  57924. if (_this.onInterpolationDone) {
  57925. _this.onInterpolationDone();
  57926. }
  57927. };
  57928. scene.beginDirectAnimation(this._effectiveTarget, [animation], 0, 100, false, 1, wrapper);
  57929. };
  57930. /**
  57931. * Serializes the actions and its related information.
  57932. * @param parent defines the object to serialize in
  57933. * @returns the serialized object
  57934. */
  57935. InterpolateValueAction.prototype.serialize = function (parent) {
  57936. return _super.prototype._serialize.call(this, {
  57937. name: "InterpolateValueAction",
  57938. properties: [
  57939. BABYLON.Action._GetTargetProperty(this._target),
  57940. { name: "propertyPath", value: this.propertyPath },
  57941. { name: "value", value: BABYLON.Action._SerializeValueAsString(this.value) },
  57942. { name: "duration", value: BABYLON.Action._SerializeValueAsString(this.duration) },
  57943. { name: "stopOtherAnimations", value: BABYLON.Action._SerializeValueAsString(this.stopOtherAnimations) || false }
  57944. ]
  57945. }, parent);
  57946. };
  57947. return InterpolateValueAction;
  57948. }(BABYLON.Action));
  57949. BABYLON.InterpolateValueAction = InterpolateValueAction;
  57950. })(BABYLON || (BABYLON = {}));
  57951. //# sourceMappingURL=babylon.interpolateValueAction.js.map
  57952. var BABYLON;
  57953. (function (BABYLON) {
  57954. /**
  57955. * This defines an action responsible to toggle a boolean once triggered.
  57956. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  57957. */
  57958. var SwitchBooleanAction = /** @class */ (function (_super) {
  57959. __extends(SwitchBooleanAction, _super);
  57960. /**
  57961. * Instantiate the action
  57962. * @param triggerOptions defines the trigger options
  57963. * @param target defines the object containing the boolean
  57964. * @param propertyPath defines the path to the boolean property in the target object
  57965. * @param condition defines the trigger related conditions
  57966. */
  57967. function SwitchBooleanAction(triggerOptions, target, propertyPath, condition) {
  57968. var _this = _super.call(this, triggerOptions, condition) || this;
  57969. _this.propertyPath = propertyPath;
  57970. _this._target = _this._effectiveTarget = target;
  57971. return _this;
  57972. }
  57973. /** @hidden */
  57974. SwitchBooleanAction.prototype._prepare = function () {
  57975. this._effectiveTarget = this._getEffectiveTarget(this._effectiveTarget, this.propertyPath);
  57976. this._property = this._getProperty(this.propertyPath);
  57977. };
  57978. /**
  57979. * Execute the action toggle the boolean value.
  57980. */
  57981. SwitchBooleanAction.prototype.execute = function () {
  57982. this._effectiveTarget[this._property] = !this._effectiveTarget[this._property];
  57983. };
  57984. /**
  57985. * Serializes the actions and its related information.
  57986. * @param parent defines the object to serialize in
  57987. * @returns the serialized object
  57988. */
  57989. SwitchBooleanAction.prototype.serialize = function (parent) {
  57990. return _super.prototype._serialize.call(this, {
  57991. name: "SwitchBooleanAction",
  57992. properties: [
  57993. BABYLON.Action._GetTargetProperty(this._target),
  57994. { name: "propertyPath", value: this.propertyPath }
  57995. ]
  57996. }, parent);
  57997. };
  57998. return SwitchBooleanAction;
  57999. }(BABYLON.Action));
  58000. BABYLON.SwitchBooleanAction = SwitchBooleanAction;
  58001. /**
  58002. * This defines an action responsible to set a the state field of the target
  58003. * to a desired value once triggered.
  58004. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  58005. */
  58006. var SetStateAction = /** @class */ (function (_super) {
  58007. __extends(SetStateAction, _super);
  58008. /**
  58009. * Instantiate the action
  58010. * @param triggerOptions defines the trigger options
  58011. * @param target defines the object containing the state property
  58012. * @param value defines the value to store in the state field
  58013. * @param condition defines the trigger related conditions
  58014. */
  58015. function SetStateAction(triggerOptions, target, value, condition) {
  58016. var _this = _super.call(this, triggerOptions, condition) || this;
  58017. _this.value = value;
  58018. _this._target = target;
  58019. return _this;
  58020. }
  58021. /**
  58022. * Execute the action and store the value on the target state property.
  58023. */
  58024. SetStateAction.prototype.execute = function () {
  58025. this._target.state = this.value;
  58026. };
  58027. /**
  58028. * Serializes the actions and its related information.
  58029. * @param parent defines the object to serialize in
  58030. * @returns the serialized object
  58031. */
  58032. SetStateAction.prototype.serialize = function (parent) {
  58033. return _super.prototype._serialize.call(this, {
  58034. name: "SetStateAction",
  58035. properties: [
  58036. BABYLON.Action._GetTargetProperty(this._target),
  58037. { name: "value", value: this.value }
  58038. ]
  58039. }, parent);
  58040. };
  58041. return SetStateAction;
  58042. }(BABYLON.Action));
  58043. BABYLON.SetStateAction = SetStateAction;
  58044. /**
  58045. * This defines an action responsible to set a property of the target
  58046. * to a desired value once triggered.
  58047. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  58048. */
  58049. var SetValueAction = /** @class */ (function (_super) {
  58050. __extends(SetValueAction, _super);
  58051. /**
  58052. * Instantiate the action
  58053. * @param triggerOptions defines the trigger options
  58054. * @param target defines the object containing the property
  58055. * @param propertyPath defines the path of the property to set in the target
  58056. * @param value defines the value to set in the property
  58057. * @param condition defines the trigger related conditions
  58058. */
  58059. function SetValueAction(triggerOptions, target, propertyPath, value, condition) {
  58060. var _this = _super.call(this, triggerOptions, condition) || this;
  58061. _this.propertyPath = propertyPath;
  58062. _this.value = value;
  58063. _this._target = _this._effectiveTarget = target;
  58064. return _this;
  58065. }
  58066. /** @hidden */
  58067. SetValueAction.prototype._prepare = function () {
  58068. this._effectiveTarget = this._getEffectiveTarget(this._effectiveTarget, this.propertyPath);
  58069. this._property = this._getProperty(this.propertyPath);
  58070. };
  58071. /**
  58072. * Execute the action and set the targetted property to the desired value.
  58073. */
  58074. SetValueAction.prototype.execute = function () {
  58075. this._effectiveTarget[this._property] = this.value;
  58076. if (this._target.markAsDirty) {
  58077. this._target.markAsDirty(this._property);
  58078. }
  58079. };
  58080. /**
  58081. * Serializes the actions and its related information.
  58082. * @param parent defines the object to serialize in
  58083. * @returns the serialized object
  58084. */
  58085. SetValueAction.prototype.serialize = function (parent) {
  58086. return _super.prototype._serialize.call(this, {
  58087. name: "SetValueAction",
  58088. properties: [
  58089. BABYLON.Action._GetTargetProperty(this._target),
  58090. { name: "propertyPath", value: this.propertyPath },
  58091. { name: "value", value: BABYLON.Action._SerializeValueAsString(this.value) }
  58092. ]
  58093. }, parent);
  58094. };
  58095. return SetValueAction;
  58096. }(BABYLON.Action));
  58097. BABYLON.SetValueAction = SetValueAction;
  58098. /**
  58099. * This defines an action responsible to increment the target value
  58100. * to a desired value once triggered.
  58101. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  58102. */
  58103. var IncrementValueAction = /** @class */ (function (_super) {
  58104. __extends(IncrementValueAction, _super);
  58105. /**
  58106. * Instantiate the action
  58107. * @param triggerOptions defines the trigger options
  58108. * @param target defines the object containing the property
  58109. * @param propertyPath defines the path of the property to increment in the target
  58110. * @param value defines the value value we should increment the property by
  58111. * @param condition defines the trigger related conditions
  58112. */
  58113. function IncrementValueAction(triggerOptions, target, propertyPath, value, condition) {
  58114. var _this = _super.call(this, triggerOptions, condition) || this;
  58115. _this.propertyPath = propertyPath;
  58116. _this.value = value;
  58117. _this._target = _this._effectiveTarget = target;
  58118. return _this;
  58119. }
  58120. /** @hidden */
  58121. IncrementValueAction.prototype._prepare = function () {
  58122. this._effectiveTarget = this._getEffectiveTarget(this._effectiveTarget, this.propertyPath);
  58123. this._property = this._getProperty(this.propertyPath);
  58124. if (typeof this._effectiveTarget[this._property] !== "number") {
  58125. BABYLON.Tools.Warn("Warning: IncrementValueAction can only be used with number values");
  58126. }
  58127. };
  58128. /**
  58129. * Execute the action and increment the target of the value amount.
  58130. */
  58131. IncrementValueAction.prototype.execute = function () {
  58132. this._effectiveTarget[this._property] += this.value;
  58133. if (this._target.markAsDirty) {
  58134. this._target.markAsDirty(this._property);
  58135. }
  58136. };
  58137. /**
  58138. * Serializes the actions and its related information.
  58139. * @param parent defines the object to serialize in
  58140. * @returns the serialized object
  58141. */
  58142. IncrementValueAction.prototype.serialize = function (parent) {
  58143. return _super.prototype._serialize.call(this, {
  58144. name: "IncrementValueAction",
  58145. properties: [
  58146. BABYLON.Action._GetTargetProperty(this._target),
  58147. { name: "propertyPath", value: this.propertyPath },
  58148. { name: "value", value: BABYLON.Action._SerializeValueAsString(this.value) }
  58149. ]
  58150. }, parent);
  58151. };
  58152. return IncrementValueAction;
  58153. }(BABYLON.Action));
  58154. BABYLON.IncrementValueAction = IncrementValueAction;
  58155. /**
  58156. * This defines an action responsible to start an animation once triggered.
  58157. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  58158. */
  58159. var PlayAnimationAction = /** @class */ (function (_super) {
  58160. __extends(PlayAnimationAction, _super);
  58161. /**
  58162. * Instantiate the action
  58163. * @param triggerOptions defines the trigger options
  58164. * @param target defines the target animation or animation name
  58165. * @param from defines from where the animation should start (animation frame)
  58166. * @param end defines where the animation should stop (animation frame)
  58167. * @param loop defines if the animation should loop or stop after the first play
  58168. * @param condition defines the trigger related conditions
  58169. */
  58170. function PlayAnimationAction(triggerOptions, target, from, to, loop, condition) {
  58171. var _this = _super.call(this, triggerOptions, condition) || this;
  58172. _this.from = from;
  58173. _this.to = to;
  58174. _this.loop = loop;
  58175. _this._target = target;
  58176. return _this;
  58177. }
  58178. /** @hidden */
  58179. PlayAnimationAction.prototype._prepare = function () {
  58180. };
  58181. /**
  58182. * Execute the action and play the animation.
  58183. */
  58184. PlayAnimationAction.prototype.execute = function () {
  58185. var scene = this._actionManager.getScene();
  58186. scene.beginAnimation(this._target, this.from, this.to, this.loop);
  58187. };
  58188. /**
  58189. * Serializes the actions and its related information.
  58190. * @param parent defines the object to serialize in
  58191. * @returns the serialized object
  58192. */
  58193. PlayAnimationAction.prototype.serialize = function (parent) {
  58194. return _super.prototype._serialize.call(this, {
  58195. name: "PlayAnimationAction",
  58196. properties: [
  58197. BABYLON.Action._GetTargetProperty(this._target),
  58198. { name: "from", value: String(this.from) },
  58199. { name: "to", value: String(this.to) },
  58200. { name: "loop", value: BABYLON.Action._SerializeValueAsString(this.loop) || false }
  58201. ]
  58202. }, parent);
  58203. };
  58204. return PlayAnimationAction;
  58205. }(BABYLON.Action));
  58206. BABYLON.PlayAnimationAction = PlayAnimationAction;
  58207. /**
  58208. * This defines an action responsible to stop an animation once triggered.
  58209. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  58210. */
  58211. var StopAnimationAction = /** @class */ (function (_super) {
  58212. __extends(StopAnimationAction, _super);
  58213. /**
  58214. * Instantiate the action
  58215. * @param triggerOptions defines the trigger options
  58216. * @param target defines the target animation or animation name
  58217. * @param condition defines the trigger related conditions
  58218. */
  58219. function StopAnimationAction(triggerOptions, target, condition) {
  58220. var _this = _super.call(this, triggerOptions, condition) || this;
  58221. _this._target = target;
  58222. return _this;
  58223. }
  58224. /** @hidden */
  58225. StopAnimationAction.prototype._prepare = function () {
  58226. };
  58227. /**
  58228. * Execute the action and stop the animation.
  58229. */
  58230. StopAnimationAction.prototype.execute = function () {
  58231. var scene = this._actionManager.getScene();
  58232. scene.stopAnimation(this._target);
  58233. };
  58234. /**
  58235. * Serializes the actions and its related information.
  58236. * @param parent defines the object to serialize in
  58237. * @returns the serialized object
  58238. */
  58239. StopAnimationAction.prototype.serialize = function (parent) {
  58240. return _super.prototype._serialize.call(this, {
  58241. name: "StopAnimationAction",
  58242. properties: [BABYLON.Action._GetTargetProperty(this._target)]
  58243. }, parent);
  58244. };
  58245. return StopAnimationAction;
  58246. }(BABYLON.Action));
  58247. BABYLON.StopAnimationAction = StopAnimationAction;
  58248. /**
  58249. * This defines an action responsible that does nothing once triggered.
  58250. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  58251. */
  58252. var DoNothingAction = /** @class */ (function (_super) {
  58253. __extends(DoNothingAction, _super);
  58254. /**
  58255. * Instantiate the action
  58256. * @param triggerOptions defines the trigger options
  58257. * @param condition defines the trigger related conditions
  58258. */
  58259. function DoNothingAction(triggerOptions, condition) {
  58260. if (triggerOptions === void 0) { triggerOptions = BABYLON.ActionManager.NothingTrigger; }
  58261. return _super.call(this, triggerOptions, condition) || this;
  58262. }
  58263. /**
  58264. * Execute the action and do nothing.
  58265. */
  58266. DoNothingAction.prototype.execute = function () {
  58267. };
  58268. /**
  58269. * Serializes the actions and its related information.
  58270. * @param parent defines the object to serialize in
  58271. * @returns the serialized object
  58272. */
  58273. DoNothingAction.prototype.serialize = function (parent) {
  58274. return _super.prototype._serialize.call(this, {
  58275. name: "DoNothingAction",
  58276. properties: []
  58277. }, parent);
  58278. };
  58279. return DoNothingAction;
  58280. }(BABYLON.Action));
  58281. BABYLON.DoNothingAction = DoNothingAction;
  58282. /**
  58283. * This defines an action responsible to trigger several actions once triggered.
  58284. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  58285. */
  58286. var CombineAction = /** @class */ (function (_super) {
  58287. __extends(CombineAction, _super);
  58288. /**
  58289. * Instantiate the action
  58290. * @param triggerOptions defines the trigger options
  58291. * @param children defines the list of aggregated animations to run
  58292. * @param condition defines the trigger related conditions
  58293. */
  58294. function CombineAction(triggerOptions, children, condition) {
  58295. var _this = _super.call(this, triggerOptions, condition) || this;
  58296. _this.children = children;
  58297. return _this;
  58298. }
  58299. /** @hidden */
  58300. CombineAction.prototype._prepare = function () {
  58301. for (var index = 0; index < this.children.length; index++) {
  58302. this.children[index]._actionManager = this._actionManager;
  58303. this.children[index]._prepare();
  58304. }
  58305. };
  58306. /**
  58307. * Execute the action and executes all the aggregated actions.
  58308. */
  58309. CombineAction.prototype.execute = function (evt) {
  58310. for (var index = 0; index < this.children.length; index++) {
  58311. this.children[index].execute(evt);
  58312. }
  58313. };
  58314. /**
  58315. * Serializes the actions and its related information.
  58316. * @param parent defines the object to serialize in
  58317. * @returns the serialized object
  58318. */
  58319. CombineAction.prototype.serialize = function (parent) {
  58320. var serializationObject = _super.prototype._serialize.call(this, {
  58321. name: "CombineAction",
  58322. properties: [],
  58323. combine: []
  58324. }, parent);
  58325. for (var i = 0; i < this.children.length; i++) {
  58326. serializationObject.combine.push(this.children[i].serialize(null));
  58327. }
  58328. return serializationObject;
  58329. };
  58330. return CombineAction;
  58331. }(BABYLON.Action));
  58332. BABYLON.CombineAction = CombineAction;
  58333. /**
  58334. * This defines an action responsible to run code (external event) once triggered.
  58335. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  58336. */
  58337. var ExecuteCodeAction = /** @class */ (function (_super) {
  58338. __extends(ExecuteCodeAction, _super);
  58339. /**
  58340. * Instantiate the action
  58341. * @param triggerOptions defines the trigger options
  58342. * @param func defines the callback function to run
  58343. * @param condition defines the trigger related conditions
  58344. */
  58345. function ExecuteCodeAction(triggerOptions, func, condition) {
  58346. var _this = _super.call(this, triggerOptions, condition) || this;
  58347. _this.func = func;
  58348. return _this;
  58349. }
  58350. /**
  58351. * Execute the action and run the attached code.
  58352. */
  58353. ExecuteCodeAction.prototype.execute = function (evt) {
  58354. this.func(evt);
  58355. };
  58356. return ExecuteCodeAction;
  58357. }(BABYLON.Action));
  58358. BABYLON.ExecuteCodeAction = ExecuteCodeAction;
  58359. /**
  58360. * This defines an action responsible to set the parent property of the target once triggered.
  58361. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  58362. */
  58363. var SetParentAction = /** @class */ (function (_super) {
  58364. __extends(SetParentAction, _super);
  58365. /**
  58366. * Instantiate the action
  58367. * @param triggerOptions defines the trigger options
  58368. * @param target defines the target containing the parent property
  58369. * @param parent defines from where the animation should start (animation frame)
  58370. * @param condition defines the trigger related conditions
  58371. */
  58372. function SetParentAction(triggerOptions, target, parent, condition) {
  58373. var _this = _super.call(this, triggerOptions, condition) || this;
  58374. _this._target = target;
  58375. _this._parent = parent;
  58376. return _this;
  58377. }
  58378. /** @hidden */
  58379. SetParentAction.prototype._prepare = function () {
  58380. };
  58381. /**
  58382. * Execute the action and set the parent property.
  58383. */
  58384. SetParentAction.prototype.execute = function () {
  58385. if (this._target.parent === this._parent) {
  58386. return;
  58387. }
  58388. var invertParentWorldMatrix = this._parent.getWorldMatrix().clone();
  58389. invertParentWorldMatrix.invert();
  58390. this._target.position = BABYLON.Vector3.TransformCoordinates(this._target.position, invertParentWorldMatrix);
  58391. this._target.parent = this._parent;
  58392. };
  58393. /**
  58394. * Serializes the actions and its related information.
  58395. * @param parent defines the object to serialize in
  58396. * @returns the serialized object
  58397. */
  58398. SetParentAction.prototype.serialize = function (parent) {
  58399. return _super.prototype._serialize.call(this, {
  58400. name: "SetParentAction",
  58401. properties: [
  58402. BABYLON.Action._GetTargetProperty(this._target),
  58403. BABYLON.Action._GetTargetProperty(this._parent),
  58404. ]
  58405. }, parent);
  58406. };
  58407. return SetParentAction;
  58408. }(BABYLON.Action));
  58409. BABYLON.SetParentAction = SetParentAction;
  58410. })(BABYLON || (BABYLON = {}));
  58411. //# sourceMappingURL=babylon.directActions.js.map
  58412. var BABYLON;
  58413. (function (BABYLON) {
  58414. /**
  58415. * Class used to manage multiple sprites on the same spritesheet
  58416. * @see http://doc.babylonjs.com/babylon101/sprites
  58417. */
  58418. var SpriteManager = /** @class */ (function () {
  58419. /**
  58420. * Creates a new sprite manager
  58421. * @param name defines the manager's name
  58422. * @param imgUrl defines the sprite sheet url
  58423. * @param capacity defines the maximum allowed number of sprites
  58424. * @param cellSize defines the size of a sprite cell
  58425. * @param scene defines the hosting scene
  58426. * @param epsilon defines the epsilon value to align texture (0.01 by default)
  58427. * @param samplingMode defines the smapling mode to use with spritesheet
  58428. */
  58429. function SpriteManager(
  58430. /** defines the manager's name */
  58431. name, imgUrl, capacity, cellSize, scene, epsilon, samplingMode) {
  58432. if (epsilon === void 0) { epsilon = 0.01; }
  58433. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  58434. this.name = name;
  58435. /** Gets the list of sprites */
  58436. this.sprites = new Array();
  58437. /** Gets or sets the rendering group id (0 by default) */
  58438. this.renderingGroupId = 0;
  58439. /** Gets or sets camera layer mask */
  58440. this.layerMask = 0x0FFFFFFF;
  58441. /** Gets or sets a boolean indicating if the manager must consider scene fog when rendering */
  58442. this.fogEnabled = true;
  58443. /** Gets or sets a boolean indicating if the sprites are pickable */
  58444. this.isPickable = false;
  58445. /**
  58446. * An event triggered when the manager is disposed.
  58447. */
  58448. this.onDisposeObservable = new BABYLON.Observable();
  58449. this._vertexBuffers = {};
  58450. if (!scene._getComponent(BABYLON.SceneComponentConstants.NAME_SPRITE)) {
  58451. scene._addComponent(new BABYLON.SpriteSceneComponent(scene));
  58452. }
  58453. this._capacity = capacity;
  58454. this._spriteTexture = new BABYLON.Texture(imgUrl, scene, true, false, samplingMode);
  58455. this._spriteTexture.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  58456. this._spriteTexture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  58457. if (cellSize.width && cellSize.height) {
  58458. this.cellWidth = cellSize.width;
  58459. this.cellHeight = cellSize.height;
  58460. }
  58461. else if (cellSize !== undefined) {
  58462. this.cellWidth = cellSize;
  58463. this.cellHeight = cellSize;
  58464. }
  58465. else {
  58466. return;
  58467. }
  58468. this._epsilon = epsilon;
  58469. this._scene = scene;
  58470. this._scene.spriteManagers.push(this);
  58471. var indices = [];
  58472. var index = 0;
  58473. for (var count = 0; count < capacity; count++) {
  58474. indices.push(index);
  58475. indices.push(index + 1);
  58476. indices.push(index + 2);
  58477. indices.push(index);
  58478. indices.push(index + 2);
  58479. indices.push(index + 3);
  58480. index += 4;
  58481. }
  58482. this._indexBuffer = scene.getEngine().createIndexBuffer(indices);
  58483. // VBO
  58484. // 16 floats per sprite (x, y, z, angle, sizeX, sizeY, offsetX, offsetY, invertU, invertV, cellIndexX, cellIndexY, color r, color g, color b, color a)
  58485. this._vertexData = new Float32Array(capacity * 16 * 4);
  58486. this._buffer = new BABYLON.Buffer(scene.getEngine(), this._vertexData, true, 16);
  58487. var positions = this._buffer.createVertexBuffer(BABYLON.VertexBuffer.PositionKind, 0, 4);
  58488. var options = this._buffer.createVertexBuffer("options", 4, 4);
  58489. var cellInfo = this._buffer.createVertexBuffer("cellInfo", 8, 4);
  58490. var colors = this._buffer.createVertexBuffer(BABYLON.VertexBuffer.ColorKind, 12, 4);
  58491. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = positions;
  58492. this._vertexBuffers["options"] = options;
  58493. this._vertexBuffers["cellInfo"] = cellInfo;
  58494. this._vertexBuffers[BABYLON.VertexBuffer.ColorKind] = colors;
  58495. // Effects
  58496. this._effectBase = this._scene.getEngine().createEffect("sprites", [BABYLON.VertexBuffer.PositionKind, "options", "cellInfo", BABYLON.VertexBuffer.ColorKind], ["view", "projection", "textureInfos", "alphaTest"], ["diffuseSampler"], "");
  58497. this._effectFog = this._scene.getEngine().createEffect("sprites", [BABYLON.VertexBuffer.PositionKind, "options", "cellInfo", BABYLON.VertexBuffer.ColorKind], ["view", "projection", "textureInfos", "alphaTest", "vFogInfos", "vFogColor"], ["diffuseSampler"], "#define FOG");
  58498. }
  58499. Object.defineProperty(SpriteManager.prototype, "onDispose", {
  58500. /**
  58501. * Callback called when the manager is disposed
  58502. */
  58503. set: function (callback) {
  58504. if (this._onDisposeObserver) {
  58505. this.onDisposeObservable.remove(this._onDisposeObserver);
  58506. }
  58507. this._onDisposeObserver = this.onDisposeObservable.add(callback);
  58508. },
  58509. enumerable: true,
  58510. configurable: true
  58511. });
  58512. Object.defineProperty(SpriteManager.prototype, "texture", {
  58513. /**
  58514. * Gets or sets the spritesheet texture
  58515. */
  58516. get: function () {
  58517. return this._spriteTexture;
  58518. },
  58519. set: function (value) {
  58520. this._spriteTexture = value;
  58521. },
  58522. enumerable: true,
  58523. configurable: true
  58524. });
  58525. SpriteManager.prototype._appendSpriteVertex = function (index, sprite, offsetX, offsetY, rowSize) {
  58526. var arrayOffset = index * 16;
  58527. if (offsetX === 0) {
  58528. offsetX = this._epsilon;
  58529. }
  58530. else if (offsetX === 1) {
  58531. offsetX = 1 - this._epsilon;
  58532. }
  58533. if (offsetY === 0) {
  58534. offsetY = this._epsilon;
  58535. }
  58536. else if (offsetY === 1) {
  58537. offsetY = 1 - this._epsilon;
  58538. }
  58539. this._vertexData[arrayOffset] = sprite.position.x;
  58540. this._vertexData[arrayOffset + 1] = sprite.position.y;
  58541. this._vertexData[arrayOffset + 2] = sprite.position.z;
  58542. this._vertexData[arrayOffset + 3] = sprite.angle;
  58543. this._vertexData[arrayOffset + 4] = sprite.width;
  58544. this._vertexData[arrayOffset + 5] = sprite.height;
  58545. this._vertexData[arrayOffset + 6] = offsetX;
  58546. this._vertexData[arrayOffset + 7] = offsetY;
  58547. this._vertexData[arrayOffset + 8] = sprite.invertU ? 1 : 0;
  58548. this._vertexData[arrayOffset + 9] = sprite.invertV ? 1 : 0;
  58549. var offset = (sprite.cellIndex / rowSize) >> 0;
  58550. this._vertexData[arrayOffset + 10] = sprite.cellIndex - offset * rowSize;
  58551. this._vertexData[arrayOffset + 11] = offset;
  58552. // Color
  58553. this._vertexData[arrayOffset + 12] = sprite.color.r;
  58554. this._vertexData[arrayOffset + 13] = sprite.color.g;
  58555. this._vertexData[arrayOffset + 14] = sprite.color.b;
  58556. this._vertexData[arrayOffset + 15] = sprite.color.a;
  58557. };
  58558. /**
  58559. * Intersects the sprites with a ray
  58560. * @param ray defines the ray to intersect with
  58561. * @param camera defines the current active camera
  58562. * @param predicate defines a predicate used to select candidate sprites
  58563. * @param fastCheck defines if a fast check only must be done (the first potential sprite is will be used and not the closer)
  58564. * @returns null if no hit or a PickingInfo
  58565. */
  58566. SpriteManager.prototype.intersects = function (ray, camera, predicate, fastCheck) {
  58567. var count = Math.min(this._capacity, this.sprites.length);
  58568. var min = BABYLON.Vector3.Zero();
  58569. var max = BABYLON.Vector3.Zero();
  58570. var distance = Number.MAX_VALUE;
  58571. var currentSprite = null;
  58572. var cameraSpacePosition = BABYLON.Vector3.Zero();
  58573. var cameraView = camera.getViewMatrix();
  58574. for (var index = 0; index < count; index++) {
  58575. var sprite = this.sprites[index];
  58576. if (!sprite) {
  58577. continue;
  58578. }
  58579. if (predicate) {
  58580. if (!predicate(sprite)) {
  58581. continue;
  58582. }
  58583. }
  58584. else if (!sprite.isPickable) {
  58585. continue;
  58586. }
  58587. BABYLON.Vector3.TransformCoordinatesToRef(sprite.position, cameraView, cameraSpacePosition);
  58588. min.copyFromFloats(cameraSpacePosition.x - sprite.width / 2, cameraSpacePosition.y - sprite.height / 2, cameraSpacePosition.z);
  58589. max.copyFromFloats(cameraSpacePosition.x + sprite.width / 2, cameraSpacePosition.y + sprite.height / 2, cameraSpacePosition.z);
  58590. if (ray.intersectsBoxMinMax(min, max)) {
  58591. var currentDistance = BABYLON.Vector3.Distance(cameraSpacePosition, ray.origin);
  58592. if (distance > currentDistance) {
  58593. distance = currentDistance;
  58594. currentSprite = sprite;
  58595. if (fastCheck) {
  58596. break;
  58597. }
  58598. }
  58599. }
  58600. }
  58601. if (currentSprite) {
  58602. var result = new BABYLON.PickingInfo();
  58603. result.hit = true;
  58604. result.pickedSprite = currentSprite;
  58605. result.distance = distance;
  58606. return result;
  58607. }
  58608. return null;
  58609. };
  58610. /**
  58611. * Render all child sprites
  58612. */
  58613. SpriteManager.prototype.render = function () {
  58614. // Check
  58615. if (!this._effectBase.isReady() || !this._effectFog.isReady() || !this._spriteTexture || !this._spriteTexture.isReady()) {
  58616. return;
  58617. }
  58618. var engine = this._scene.getEngine();
  58619. var baseSize = this._spriteTexture.getBaseSize();
  58620. // Sprites
  58621. var deltaTime = engine.getDeltaTime();
  58622. var max = Math.min(this._capacity, this.sprites.length);
  58623. var rowSize = baseSize.width / this.cellWidth;
  58624. var offset = 0;
  58625. for (var index = 0; index < max; index++) {
  58626. var sprite = this.sprites[index];
  58627. if (!sprite || !sprite.isVisible) {
  58628. continue;
  58629. }
  58630. sprite._animate(deltaTime);
  58631. this._appendSpriteVertex(offset++, sprite, 0, 0, rowSize);
  58632. this._appendSpriteVertex(offset++, sprite, 1, 0, rowSize);
  58633. this._appendSpriteVertex(offset++, sprite, 1, 1, rowSize);
  58634. this._appendSpriteVertex(offset++, sprite, 0, 1, rowSize);
  58635. }
  58636. this._buffer.update(this._vertexData);
  58637. // Render
  58638. var effect = this._effectBase;
  58639. if (this._scene.fogEnabled && this._scene.fogMode !== BABYLON.Scene.FOGMODE_NONE && this.fogEnabled) {
  58640. effect = this._effectFog;
  58641. }
  58642. engine.enableEffect(effect);
  58643. var viewMatrix = this._scene.getViewMatrix();
  58644. effect.setTexture("diffuseSampler", this._spriteTexture);
  58645. effect.setMatrix("view", viewMatrix);
  58646. effect.setMatrix("projection", this._scene.getProjectionMatrix());
  58647. effect.setFloat2("textureInfos", this.cellWidth / baseSize.width, this.cellHeight / baseSize.height);
  58648. // Fog
  58649. if (this._scene.fogEnabled && this._scene.fogMode !== BABYLON.Scene.FOGMODE_NONE && this.fogEnabled) {
  58650. effect.setFloat4("vFogInfos", this._scene.fogMode, this._scene.fogStart, this._scene.fogEnd, this._scene.fogDensity);
  58651. effect.setColor3("vFogColor", this._scene.fogColor);
  58652. }
  58653. // VBOs
  58654. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, effect);
  58655. // Draw order
  58656. engine.setDepthFunctionToLessOrEqual();
  58657. effect.setBool("alphaTest", true);
  58658. engine.setColorWrite(false);
  58659. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, (offset / 4) * 6);
  58660. engine.setColorWrite(true);
  58661. effect.setBool("alphaTest", false);
  58662. engine.setAlphaMode(BABYLON.Engine.ALPHA_COMBINE);
  58663. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, (offset / 4) * 6);
  58664. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  58665. };
  58666. /**
  58667. * Release associated resources
  58668. */
  58669. SpriteManager.prototype.dispose = function () {
  58670. if (this._buffer) {
  58671. this._buffer.dispose();
  58672. this._buffer = null;
  58673. }
  58674. if (this._indexBuffer) {
  58675. this._scene.getEngine()._releaseBuffer(this._indexBuffer);
  58676. this._indexBuffer = null;
  58677. }
  58678. if (this._spriteTexture) {
  58679. this._spriteTexture.dispose();
  58680. this._spriteTexture = null;
  58681. }
  58682. // Remove from scene
  58683. var index = this._scene.spriteManagers.indexOf(this);
  58684. this._scene.spriteManagers.splice(index, 1);
  58685. // Callback
  58686. this.onDisposeObservable.notifyObservers(this);
  58687. this.onDisposeObservable.clear();
  58688. };
  58689. return SpriteManager;
  58690. }());
  58691. BABYLON.SpriteManager = SpriteManager;
  58692. })(BABYLON || (BABYLON = {}));
  58693. //# sourceMappingURL=babylon.spriteManager.js.map
  58694. var BABYLON;
  58695. (function (BABYLON) {
  58696. /**
  58697. * Class used to represent a sprite
  58698. * @see http://doc.babylonjs.com/babylon101/sprites
  58699. */
  58700. var Sprite = /** @class */ (function () {
  58701. /**
  58702. * Creates a new Sprite
  58703. * @param name defines the name
  58704. * @param manager defines the manager
  58705. */
  58706. function Sprite(
  58707. /** defines the name */
  58708. name, manager) {
  58709. this.name = name;
  58710. /** Gets or sets the main color */
  58711. this.color = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  58712. /** Gets or sets the width */
  58713. this.width = 1.0;
  58714. /** Gets or sets the height */
  58715. this.height = 1.0;
  58716. /** Gets or sets rotation angle */
  58717. this.angle = 0;
  58718. /** Gets or sets the cell index in the sprite sheet */
  58719. this.cellIndex = 0;
  58720. /** Gets or sets a boolean indicating if UV coordinates should be inverted in U axis */
  58721. this.invertU = 0;
  58722. /** Gets or sets a boolean indicating if UV coordinates should be inverted in B axis */
  58723. this.invertV = 0;
  58724. /** Gets the list of attached animations */
  58725. this.animations = new Array();
  58726. /** Gets or sets a boolean indicating if the sprite can be picked */
  58727. this.isPickable = false;
  58728. this._animationStarted = false;
  58729. this._loopAnimation = false;
  58730. this._fromIndex = 0;
  58731. this._toIndex = 0;
  58732. this._delay = 0;
  58733. this._direction = 1;
  58734. this._time = 0;
  58735. /**
  58736. * Gets or sets a boolean indicating if the sprite is visible (renderable). Default is true
  58737. */
  58738. this.isVisible = true;
  58739. this._manager = manager;
  58740. this._manager.sprites.push(this);
  58741. this.position = BABYLON.Vector3.Zero();
  58742. }
  58743. Object.defineProperty(Sprite.prototype, "size", {
  58744. /**
  58745. * Gets or sets the sprite size
  58746. */
  58747. get: function () {
  58748. return this.width;
  58749. },
  58750. set: function (value) {
  58751. this.width = value;
  58752. this.height = value;
  58753. },
  58754. enumerable: true,
  58755. configurable: true
  58756. });
  58757. /**
  58758. * Starts an animation
  58759. * @param from defines the initial key
  58760. * @param to defines the end key
  58761. * @param loop defines if the animation must loop
  58762. * @param delay defines the start delay (in ms)
  58763. * @param onAnimationEnd defines a callback to call when animation ends
  58764. */
  58765. Sprite.prototype.playAnimation = function (from, to, loop, delay, onAnimationEnd) {
  58766. this._fromIndex = from;
  58767. this._toIndex = to;
  58768. this._loopAnimation = loop;
  58769. this._delay = delay;
  58770. this._animationStarted = true;
  58771. this._direction = from < to ? 1 : -1;
  58772. this.cellIndex = from;
  58773. this._time = 0;
  58774. this._onAnimationEnd = onAnimationEnd;
  58775. };
  58776. /** Stops current animation (if any) */
  58777. Sprite.prototype.stopAnimation = function () {
  58778. this._animationStarted = false;
  58779. };
  58780. /** @hidden */
  58781. Sprite.prototype._animate = function (deltaTime) {
  58782. if (!this._animationStarted) {
  58783. return;
  58784. }
  58785. this._time += deltaTime;
  58786. if (this._time > this._delay) {
  58787. this._time = this._time % this._delay;
  58788. this.cellIndex += this._direction;
  58789. if (this.cellIndex > this._toIndex) {
  58790. if (this._loopAnimation) {
  58791. this.cellIndex = this._fromIndex;
  58792. }
  58793. else {
  58794. this.cellIndex = this._toIndex;
  58795. this._animationStarted = false;
  58796. if (this._onAnimationEnd) {
  58797. this._onAnimationEnd();
  58798. }
  58799. if (this.disposeWhenFinishedAnimating) {
  58800. this.dispose();
  58801. }
  58802. }
  58803. }
  58804. }
  58805. };
  58806. /** Release associated resources */
  58807. Sprite.prototype.dispose = function () {
  58808. for (var i = 0; i < this._manager.sprites.length; i++) {
  58809. if (this._manager.sprites[i] == this) {
  58810. this._manager.sprites.splice(i, 1);
  58811. }
  58812. }
  58813. };
  58814. return Sprite;
  58815. }());
  58816. BABYLON.Sprite = Sprite;
  58817. })(BABYLON || (BABYLON = {}));
  58818. //# sourceMappingURL=babylon.sprite.js.map
  58819. var BABYLON;
  58820. (function (BABYLON) {
  58821. BABYLON.Scene.prototype._internalPickSprites = function (ray, predicate, fastCheck, camera) {
  58822. if (!BABYLON.PickingInfo) {
  58823. return null;
  58824. }
  58825. var pickingInfo = null;
  58826. if (!camera) {
  58827. if (!this.activeCamera) {
  58828. return null;
  58829. }
  58830. camera = this.activeCamera;
  58831. }
  58832. if (this.spriteManagers.length > 0) {
  58833. for (var spriteIndex = 0; spriteIndex < this.spriteManagers.length; spriteIndex++) {
  58834. var spriteManager = this.spriteManagers[spriteIndex];
  58835. if (!spriteManager.isPickable) {
  58836. continue;
  58837. }
  58838. var result = spriteManager.intersects(ray, camera, predicate, fastCheck);
  58839. if (!result || !result.hit) {
  58840. continue;
  58841. }
  58842. if (!fastCheck && pickingInfo != null && result.distance >= pickingInfo.distance) {
  58843. continue;
  58844. }
  58845. pickingInfo = result;
  58846. if (fastCheck) {
  58847. break;
  58848. }
  58849. }
  58850. }
  58851. return pickingInfo || new BABYLON.PickingInfo();
  58852. };
  58853. BABYLON.Scene.prototype.pickSprite = function (x, y, predicate, fastCheck, camera) {
  58854. this.createPickingRayInCameraSpaceToRef(x, y, this._tempSpritePickingRay, camera);
  58855. return this._internalPickSprites(this._tempSpritePickingRay, predicate, fastCheck, camera);
  58856. };
  58857. BABYLON.Scene.prototype.pickSpriteWithRay = function (ray, predicate, fastCheck, camera) {
  58858. if (!this._tempSpritePickingRay) {
  58859. return null;
  58860. }
  58861. if (!camera) {
  58862. if (!this.activeCamera) {
  58863. return null;
  58864. }
  58865. camera = this.activeCamera;
  58866. }
  58867. BABYLON.Ray.TransformToRef(ray, camera.getViewMatrix(), this._tempSpritePickingRay);
  58868. return this._internalPickSprites(this._tempSpritePickingRay, predicate, fastCheck, camera);
  58869. };
  58870. BABYLON.Scene.prototype.setPointerOverSprite = function (sprite) {
  58871. if (this._pointerOverSprite === sprite) {
  58872. return;
  58873. }
  58874. if (this._pointerOverSprite && this._pointerOverSprite.actionManager) {
  58875. this._pointerOverSprite.actionManager.processTrigger(BABYLON.ActionManager.OnPointerOutTrigger, BABYLON.ActionEvent.CreateNewFromSprite(this._pointerOverSprite, this));
  58876. }
  58877. this._pointerOverSprite = sprite;
  58878. if (this._pointerOverSprite && this._pointerOverSprite.actionManager) {
  58879. this._pointerOverSprite.actionManager.processTrigger(BABYLON.ActionManager.OnPointerOverTrigger, BABYLON.ActionEvent.CreateNewFromSprite(this._pointerOverSprite, this));
  58880. }
  58881. };
  58882. BABYLON.Scene.prototype.getPointerOverSprite = function () {
  58883. return this._pointerOverSprite;
  58884. };
  58885. /**
  58886. * Defines the sprite scene component responsible to manage sprites
  58887. * in a given scene.
  58888. */
  58889. var SpriteSceneComponent = /** @class */ (function () {
  58890. /**
  58891. * Creates a new instance of the component for the given scene
  58892. * @param scene Defines the scene to register the component in
  58893. */
  58894. function SpriteSceneComponent(scene) {
  58895. /**
  58896. * The component name helpfull to identify the component in the list of scene components.
  58897. */
  58898. this.name = BABYLON.SceneComponentConstants.NAME_SPRITE;
  58899. this.scene = scene;
  58900. this.scene.spriteManagers = new Array();
  58901. this.scene._tempSpritePickingRay = BABYLON.Ray ? BABYLON.Ray.Zero() : null;
  58902. this.scene.onBeforeSpritesRenderingObservable = new BABYLON.Observable();
  58903. this.scene.onAfterSpritesRenderingObservable = new BABYLON.Observable();
  58904. this._spritePredicate = function (sprite) {
  58905. if (!sprite.actionManager) {
  58906. return false;
  58907. }
  58908. return sprite.isPickable && sprite.actionManager.hasPointerTriggers;
  58909. };
  58910. }
  58911. /**
  58912. * Registers the component in a given scene
  58913. */
  58914. SpriteSceneComponent.prototype.register = function () {
  58915. this.scene._pointerMoveStage.registerStep(BABYLON.SceneComponentConstants.STEP_POINTERMOVE_SPRITE, this, this._pointerMove);
  58916. this.scene._pointerDownStage.registerStep(BABYLON.SceneComponentConstants.STEP_POINTERDOWN_SPRITE, this, this._pointerDown);
  58917. this.scene._pointerUpStage.registerStep(BABYLON.SceneComponentConstants.STEP_POINTERUP_SPRITE, this, this._pointerUp);
  58918. };
  58919. /**
  58920. * Rebuilds the elements related to this component in case of
  58921. * context lost for instance.
  58922. */
  58923. SpriteSceneComponent.prototype.rebuild = function () {
  58924. /** Nothing to do for sprites */
  58925. };
  58926. /**
  58927. * Disposes the component and the associated ressources.
  58928. */
  58929. SpriteSceneComponent.prototype.dispose = function () {
  58930. this.scene.onBeforeSpritesRenderingObservable.clear();
  58931. this.scene.onAfterSpritesRenderingObservable.clear();
  58932. var spriteManagers = this.scene.spriteManagers;
  58933. while (spriteManagers.length) {
  58934. spriteManagers[0].dispose();
  58935. }
  58936. };
  58937. SpriteSceneComponent.prototype._pickSpriteButKeepRay = function (originalPointerInfo, x, y, fastCheck, camera) {
  58938. var result = this.scene.pickSprite(x, y, this._spritePredicate, fastCheck, camera);
  58939. if (result) {
  58940. result.ray = originalPointerInfo ? originalPointerInfo.ray : null;
  58941. }
  58942. return result;
  58943. };
  58944. SpriteSceneComponent.prototype._pointerMove = function (unTranslatedPointerX, unTranslatedPointerY, pickResult, isMeshPicked, canvas) {
  58945. var scene = this.scene;
  58946. if (isMeshPicked) {
  58947. scene.setPointerOverSprite(null);
  58948. }
  58949. else {
  58950. pickResult = this._pickSpriteButKeepRay(pickResult, unTranslatedPointerX, unTranslatedPointerY, false, scene.cameraToUseForPointers || undefined);
  58951. if (pickResult && pickResult.hit && pickResult.pickedSprite) {
  58952. scene.setPointerOverSprite(pickResult.pickedSprite);
  58953. if (scene._pointerOverSprite && scene._pointerOverSprite.actionManager && scene._pointerOverSprite.actionManager.hoverCursor) {
  58954. canvas.style.cursor = scene._pointerOverSprite.actionManager.hoverCursor;
  58955. }
  58956. else {
  58957. canvas.style.cursor = scene.hoverCursor;
  58958. }
  58959. }
  58960. else {
  58961. scene.setPointerOverSprite(null);
  58962. }
  58963. }
  58964. return pickResult;
  58965. };
  58966. SpriteSceneComponent.prototype._pointerDown = function (unTranslatedPointerX, unTranslatedPointerY, pickResult, evt) {
  58967. var scene = this.scene;
  58968. scene._pickedDownSprite = null;
  58969. if (scene.spriteManagers.length > 0) {
  58970. pickResult = scene.pickSprite(unTranslatedPointerX, unTranslatedPointerY, this._spritePredicate, false, scene.cameraToUseForPointers || undefined);
  58971. if (pickResult && pickResult.hit && pickResult.pickedSprite) {
  58972. if (pickResult.pickedSprite.actionManager) {
  58973. scene._pickedDownSprite = pickResult.pickedSprite;
  58974. switch (evt.button) {
  58975. case 0:
  58976. pickResult.pickedSprite.actionManager.processTrigger(BABYLON.ActionManager.OnLeftPickTrigger, BABYLON.ActionEvent.CreateNewFromSprite(pickResult.pickedSprite, scene, evt));
  58977. break;
  58978. case 1:
  58979. pickResult.pickedSprite.actionManager.processTrigger(BABYLON.ActionManager.OnCenterPickTrigger, BABYLON.ActionEvent.CreateNewFromSprite(pickResult.pickedSprite, scene, evt));
  58980. break;
  58981. case 2:
  58982. pickResult.pickedSprite.actionManager.processTrigger(BABYLON.ActionManager.OnRightPickTrigger, BABYLON.ActionEvent.CreateNewFromSprite(pickResult.pickedSprite, scene, evt));
  58983. break;
  58984. }
  58985. if (pickResult.pickedSprite.actionManager) {
  58986. pickResult.pickedSprite.actionManager.processTrigger(BABYLON.ActionManager.OnPickDownTrigger, BABYLON.ActionEvent.CreateNewFromSprite(pickResult.pickedSprite, scene, evt));
  58987. }
  58988. }
  58989. }
  58990. }
  58991. return pickResult;
  58992. };
  58993. SpriteSceneComponent.prototype._pointerUp = function (unTranslatedPointerX, unTranslatedPointerY, pickResult, evt) {
  58994. var scene = this.scene;
  58995. if (scene.spriteManagers.length > 0) {
  58996. var spritePickResult = scene.pickSprite(unTranslatedPointerX, unTranslatedPointerY, this._spritePredicate, false, scene.cameraToUseForPointers || undefined);
  58997. if (spritePickResult) {
  58998. if (spritePickResult.hit && spritePickResult.pickedSprite) {
  58999. if (spritePickResult.pickedSprite.actionManager) {
  59000. spritePickResult.pickedSprite.actionManager.processTrigger(BABYLON.ActionManager.OnPickUpTrigger, BABYLON.ActionEvent.CreateNewFromSprite(spritePickResult.pickedSprite, scene, evt));
  59001. if (spritePickResult.pickedSprite.actionManager) {
  59002. if (!this.scene._isPointerSwiping()) {
  59003. spritePickResult.pickedSprite.actionManager.processTrigger(BABYLON.ActionManager.OnPickTrigger, BABYLON.ActionEvent.CreateNewFromSprite(spritePickResult.pickedSprite, scene, evt));
  59004. }
  59005. }
  59006. }
  59007. }
  59008. if (scene._pickedDownSprite && scene._pickedDownSprite.actionManager && scene._pickedDownSprite !== spritePickResult.pickedSprite) {
  59009. scene._pickedDownSprite.actionManager.processTrigger(BABYLON.ActionManager.OnPickOutTrigger, BABYLON.ActionEvent.CreateNewFromSprite(scene._pickedDownSprite, scene, evt));
  59010. }
  59011. }
  59012. }
  59013. return pickResult;
  59014. };
  59015. return SpriteSceneComponent;
  59016. }());
  59017. BABYLON.SpriteSceneComponent = SpriteSceneComponent;
  59018. })(BABYLON || (BABYLON = {}));
  59019. //# sourceMappingURL=babylon.spriteSceneComponent.js.map
  59020. var BABYLON;
  59021. (function (BABYLON) {
  59022. /**
  59023. * @hidden
  59024. */
  59025. var IntersectionInfo = /** @class */ (function () {
  59026. function IntersectionInfo(bu, bv, distance) {
  59027. this.bu = bu;
  59028. this.bv = bv;
  59029. this.distance = distance;
  59030. this.faceId = 0;
  59031. this.subMeshId = 0;
  59032. }
  59033. return IntersectionInfo;
  59034. }());
  59035. BABYLON.IntersectionInfo = IntersectionInfo;
  59036. /**
  59037. * Information about the result of picking within a scene
  59038. * @see https://doc.babylonjs.com/babylon101/picking_collisions
  59039. */
  59040. var PickingInfo = /** @class */ (function () {
  59041. function PickingInfo() {
  59042. /**
  59043. * If the pick collided with an object
  59044. */
  59045. this.hit = false;
  59046. /**
  59047. * Distance away where the pick collided
  59048. */
  59049. this.distance = 0;
  59050. /**
  59051. * The location of pick collision
  59052. */
  59053. this.pickedPoint = null;
  59054. /**
  59055. * The mesh corresponding the the pick collision
  59056. */
  59057. this.pickedMesh = null;
  59058. /** (See getTextureCoordinates) The barycentric U coordinate that is used when calulating the texture coordinates of the collision.*/
  59059. this.bu = 0;
  59060. /** (See getTextureCoordinates) The barycentric V coordinate that is used when calulating the texture coordinates of the collision.*/
  59061. this.bv = 0;
  59062. /** The index of the face on the mesh that was picked, or the index of the Line if the picked Mesh is a LinesMesh */
  59063. this.faceId = -1;
  59064. /** Id of the the submesh that was picked */
  59065. this.subMeshId = 0;
  59066. /** If a sprite was picked, this will be the sprite the pick collided with */
  59067. this.pickedSprite = null;
  59068. /**
  59069. * If a mesh was used to do the picking (eg. 6dof controller) this will be populated.
  59070. */
  59071. this.originMesh = null;
  59072. /**
  59073. * The ray that was used to perform the picking.
  59074. */
  59075. this.ray = null;
  59076. }
  59077. /**
  59078. * Gets the normal correspodning to the face the pick collided with
  59079. * @param useWorldCoordinates If the resulting normal should be relative to the world (default: false)
  59080. * @param useVerticesNormals If the vertices normals should be used to calculate the normal instead of the normal map
  59081. * @returns The normal correspodning to the face the pick collided with
  59082. */
  59083. PickingInfo.prototype.getNormal = function (useWorldCoordinates, useVerticesNormals) {
  59084. if (useWorldCoordinates === void 0) { useWorldCoordinates = false; }
  59085. if (useVerticesNormals === void 0) { useVerticesNormals = true; }
  59086. if (!this.pickedMesh || !this.pickedMesh.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  59087. return null;
  59088. }
  59089. var indices = this.pickedMesh.getIndices();
  59090. if (!indices) {
  59091. return null;
  59092. }
  59093. var result;
  59094. if (useVerticesNormals) {
  59095. var normals = this.pickedMesh.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  59096. var normal0 = BABYLON.Vector3.FromArray(normals, indices[this.faceId * 3] * 3);
  59097. var normal1 = BABYLON.Vector3.FromArray(normals, indices[this.faceId * 3 + 1] * 3);
  59098. var normal2 = BABYLON.Vector3.FromArray(normals, indices[this.faceId * 3 + 2] * 3);
  59099. normal0 = normal0.scale(this.bu);
  59100. normal1 = normal1.scale(this.bv);
  59101. normal2 = normal2.scale(1.0 - this.bu - this.bv);
  59102. result = new BABYLON.Vector3(normal0.x + normal1.x + normal2.x, normal0.y + normal1.y + normal2.y, normal0.z + normal1.z + normal2.z);
  59103. }
  59104. else {
  59105. var positions = this.pickedMesh.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  59106. var vertex1 = BABYLON.Vector3.FromArray(positions, indices[this.faceId * 3] * 3);
  59107. var vertex2 = BABYLON.Vector3.FromArray(positions, indices[this.faceId * 3 + 1] * 3);
  59108. var vertex3 = BABYLON.Vector3.FromArray(positions, indices[this.faceId * 3 + 2] * 3);
  59109. var p1p2 = vertex1.subtract(vertex2);
  59110. var p3p2 = vertex3.subtract(vertex2);
  59111. result = BABYLON.Vector3.Cross(p1p2, p3p2);
  59112. }
  59113. if (useWorldCoordinates) {
  59114. var wm = this.pickedMesh.getWorldMatrix();
  59115. if (this.pickedMesh.nonUniformScaling) {
  59116. BABYLON.Tmp.Matrix[0].copyFrom(wm);
  59117. wm = BABYLON.Tmp.Matrix[0];
  59118. wm.setTranslationFromFloats(0, 0, 0);
  59119. wm.invert();
  59120. wm.transposeToRef(BABYLON.Tmp.Matrix[1]);
  59121. wm = BABYLON.Tmp.Matrix[1];
  59122. }
  59123. result = BABYLON.Vector3.TransformNormal(result, wm);
  59124. }
  59125. result.normalize();
  59126. return result;
  59127. };
  59128. /**
  59129. * Gets the texture coordinates of where the pick occured
  59130. * @returns the vector containing the coordnates of the texture
  59131. */
  59132. PickingInfo.prototype.getTextureCoordinates = function () {
  59133. if (!this.pickedMesh || !this.pickedMesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  59134. return null;
  59135. }
  59136. var indices = this.pickedMesh.getIndices();
  59137. if (!indices) {
  59138. return null;
  59139. }
  59140. var uvs = this.pickedMesh.getVerticesData(BABYLON.VertexBuffer.UVKind);
  59141. if (!uvs) {
  59142. return null;
  59143. }
  59144. var uv0 = BABYLON.Vector2.FromArray(uvs, indices[this.faceId * 3] * 2);
  59145. var uv1 = BABYLON.Vector2.FromArray(uvs, indices[this.faceId * 3 + 1] * 2);
  59146. var uv2 = BABYLON.Vector2.FromArray(uvs, indices[this.faceId * 3 + 2] * 2);
  59147. uv0 = uv0.scale(1.0 - this.bu - this.bv);
  59148. uv1 = uv1.scale(this.bu);
  59149. uv2 = uv2.scale(this.bv);
  59150. return new BABYLON.Vector2(uv0.x + uv1.x + uv2.x, uv0.y + uv1.y + uv2.y);
  59151. };
  59152. return PickingInfo;
  59153. }());
  59154. BABYLON.PickingInfo = PickingInfo;
  59155. })(BABYLON || (BABYLON = {}));
  59156. //# sourceMappingURL=babylon.pickingInfo.js.map
  59157. var BABYLON;
  59158. (function (BABYLON) {
  59159. /**
  59160. * Class representing a ray with position and direction
  59161. */
  59162. var Ray = /** @class */ (function () {
  59163. /**
  59164. * Creates a new ray
  59165. * @param origin origin point
  59166. * @param direction direction
  59167. * @param length length of the ray
  59168. */
  59169. function Ray(
  59170. /** origin point */
  59171. origin,
  59172. /** direction */
  59173. direction,
  59174. /** length of the ray */
  59175. length) {
  59176. if (length === void 0) { length = Number.MAX_VALUE; }
  59177. this.origin = origin;
  59178. this.direction = direction;
  59179. this.length = length;
  59180. }
  59181. // Methods
  59182. /**
  59183. * Checks if the ray intersects a box
  59184. * @param minimum bound of the box
  59185. * @param maximum bound of the box
  59186. * @param intersectionTreshold extra extend to be added to the box in all direction
  59187. * @returns if the box was hit
  59188. */
  59189. Ray.prototype.intersectsBoxMinMax = function (minimum, maximum, intersectionTreshold) {
  59190. if (intersectionTreshold === void 0) { intersectionTreshold = 0; }
  59191. var newMinimum = Ray.TmpVector3[0].copyFromFloats(minimum.x - intersectionTreshold, minimum.y - intersectionTreshold, minimum.z - intersectionTreshold);
  59192. var newMaximum = Ray.TmpVector3[1].copyFromFloats(maximum.x + intersectionTreshold, maximum.y + intersectionTreshold, maximum.z + intersectionTreshold);
  59193. var d = 0.0;
  59194. var maxValue = Number.MAX_VALUE;
  59195. var inv;
  59196. var min;
  59197. var max;
  59198. var temp;
  59199. if (Math.abs(this.direction.x) < 0.0000001) {
  59200. if (this.origin.x < newMinimum.x || this.origin.x > newMaximum.x) {
  59201. return false;
  59202. }
  59203. }
  59204. else {
  59205. inv = 1.0 / this.direction.x;
  59206. min = (newMinimum.x - this.origin.x) * inv;
  59207. max = (newMaximum.x - this.origin.x) * inv;
  59208. if (max === -Infinity) {
  59209. max = Infinity;
  59210. }
  59211. if (min > max) {
  59212. temp = min;
  59213. min = max;
  59214. max = temp;
  59215. }
  59216. d = Math.max(min, d);
  59217. maxValue = Math.min(max, maxValue);
  59218. if (d > maxValue) {
  59219. return false;
  59220. }
  59221. }
  59222. if (Math.abs(this.direction.y) < 0.0000001) {
  59223. if (this.origin.y < newMinimum.y || this.origin.y > newMaximum.y) {
  59224. return false;
  59225. }
  59226. }
  59227. else {
  59228. inv = 1.0 / this.direction.y;
  59229. min = (newMinimum.y - this.origin.y) * inv;
  59230. max = (newMaximum.y - this.origin.y) * inv;
  59231. if (max === -Infinity) {
  59232. max = Infinity;
  59233. }
  59234. if (min > max) {
  59235. temp = min;
  59236. min = max;
  59237. max = temp;
  59238. }
  59239. d = Math.max(min, d);
  59240. maxValue = Math.min(max, maxValue);
  59241. if (d > maxValue) {
  59242. return false;
  59243. }
  59244. }
  59245. if (Math.abs(this.direction.z) < 0.0000001) {
  59246. if (this.origin.z < newMinimum.z || this.origin.z > newMaximum.z) {
  59247. return false;
  59248. }
  59249. }
  59250. else {
  59251. inv = 1.0 / this.direction.z;
  59252. min = (newMinimum.z - this.origin.z) * inv;
  59253. max = (newMaximum.z - this.origin.z) * inv;
  59254. if (max === -Infinity) {
  59255. max = Infinity;
  59256. }
  59257. if (min > max) {
  59258. temp = min;
  59259. min = max;
  59260. max = temp;
  59261. }
  59262. d = Math.max(min, d);
  59263. maxValue = Math.min(max, maxValue);
  59264. if (d > maxValue) {
  59265. return false;
  59266. }
  59267. }
  59268. return true;
  59269. };
  59270. /**
  59271. * Checks if the ray intersects a box
  59272. * @param box the bounding box to check
  59273. * @param intersectionTreshold extra extend to be added to the BoundingBox in all direction
  59274. * @returns if the box was hit
  59275. */
  59276. Ray.prototype.intersectsBox = function (box, intersectionTreshold) {
  59277. if (intersectionTreshold === void 0) { intersectionTreshold = 0; }
  59278. return this.intersectsBoxMinMax(box.minimum, box.maximum, intersectionTreshold);
  59279. };
  59280. /**
  59281. * If the ray hits a sphere
  59282. * @param sphere the bounding sphere to check
  59283. * @param intersectionTreshold extra extend to be added to the BoundingSphere in all direction
  59284. * @returns true if it hits the sphere
  59285. */
  59286. Ray.prototype.intersectsSphere = function (sphere, intersectionTreshold) {
  59287. if (intersectionTreshold === void 0) { intersectionTreshold = 0; }
  59288. var x = sphere.center.x - this.origin.x;
  59289. var y = sphere.center.y - this.origin.y;
  59290. var z = sphere.center.z - this.origin.z;
  59291. var pyth = (x * x) + (y * y) + (z * z);
  59292. var radius = sphere.radius + intersectionTreshold;
  59293. var rr = radius * radius;
  59294. if (pyth <= rr) {
  59295. return true;
  59296. }
  59297. var dot = (x * this.direction.x) + (y * this.direction.y) + (z * this.direction.z);
  59298. if (dot < 0.0) {
  59299. return false;
  59300. }
  59301. var temp = pyth - (dot * dot);
  59302. return temp <= rr;
  59303. };
  59304. /**
  59305. * If the ray hits a triange
  59306. * @param vertex0 triangle vertex
  59307. * @param vertex1 triangle vertex
  59308. * @param vertex2 triangle vertex
  59309. * @returns intersection information if hit
  59310. */
  59311. Ray.prototype.intersectsTriangle = function (vertex0, vertex1, vertex2) {
  59312. var edge1 = Ray.TmpVector3[0];
  59313. var edge2 = Ray.TmpVector3[1];
  59314. var pvec = Ray.TmpVector3[2];
  59315. var tvec = Ray.TmpVector3[3];
  59316. var qvec = Ray.TmpVector3[4];
  59317. vertex1.subtractToRef(vertex0, edge1);
  59318. vertex2.subtractToRef(vertex0, edge2);
  59319. BABYLON.Vector3.CrossToRef(this.direction, edge2, pvec);
  59320. var det = BABYLON.Vector3.Dot(edge1, pvec);
  59321. if (det === 0) {
  59322. return null;
  59323. }
  59324. var invdet = 1 / det;
  59325. this.origin.subtractToRef(vertex0, tvec);
  59326. var bu = BABYLON.Vector3.Dot(tvec, pvec) * invdet;
  59327. if (bu < 0 || bu > 1.0) {
  59328. return null;
  59329. }
  59330. BABYLON.Vector3.CrossToRef(tvec, edge1, qvec);
  59331. var bv = BABYLON.Vector3.Dot(this.direction, qvec) * invdet;
  59332. if (bv < 0 || bu + bv > 1.0) {
  59333. return null;
  59334. }
  59335. //check if the distance is longer than the predefined length.
  59336. var distance = BABYLON.Vector3.Dot(edge2, qvec) * invdet;
  59337. if (distance > this.length) {
  59338. return null;
  59339. }
  59340. return new BABYLON.IntersectionInfo(bu, bv, distance);
  59341. };
  59342. /**
  59343. * Checks if ray intersects a plane
  59344. * @param plane the plane to check
  59345. * @returns the distance away it was hit
  59346. */
  59347. Ray.prototype.intersectsPlane = function (plane) {
  59348. var distance;
  59349. var result1 = BABYLON.Vector3.Dot(plane.normal, this.direction);
  59350. if (Math.abs(result1) < 9.99999997475243E-07) {
  59351. return null;
  59352. }
  59353. else {
  59354. var result2 = BABYLON.Vector3.Dot(plane.normal, this.origin);
  59355. distance = (-plane.d - result2) / result1;
  59356. if (distance < 0.0) {
  59357. if (distance < -9.99999997475243E-07) {
  59358. return null;
  59359. }
  59360. else {
  59361. return 0;
  59362. }
  59363. }
  59364. return distance;
  59365. }
  59366. };
  59367. /**
  59368. * Checks if ray intersects a mesh
  59369. * @param mesh the mesh to check
  59370. * @param fastCheck if only the bounding box should checked
  59371. * @returns picking info of the intersecton
  59372. */
  59373. Ray.prototype.intersectsMesh = function (mesh, fastCheck) {
  59374. var tm = BABYLON.Tmp.Matrix[0];
  59375. mesh.getWorldMatrix().invertToRef(tm);
  59376. if (this._tmpRay) {
  59377. Ray.TransformToRef(this, tm, this._tmpRay);
  59378. }
  59379. else {
  59380. this._tmpRay = Ray.Transform(this, tm);
  59381. }
  59382. return mesh.intersects(this._tmpRay, fastCheck);
  59383. };
  59384. /**
  59385. * Checks if ray intersects a mesh
  59386. * @param meshes the meshes to check
  59387. * @param fastCheck if only the bounding box should checked
  59388. * @param results array to store result in
  59389. * @returns Array of picking infos
  59390. */
  59391. Ray.prototype.intersectsMeshes = function (meshes, fastCheck, results) {
  59392. if (results) {
  59393. results.length = 0;
  59394. }
  59395. else {
  59396. results = [];
  59397. }
  59398. for (var i = 0; i < meshes.length; i++) {
  59399. var pickInfo = this.intersectsMesh(meshes[i], fastCheck);
  59400. if (pickInfo.hit) {
  59401. results.push(pickInfo);
  59402. }
  59403. }
  59404. results.sort(this._comparePickingInfo);
  59405. return results;
  59406. };
  59407. Ray.prototype._comparePickingInfo = function (pickingInfoA, pickingInfoB) {
  59408. if (pickingInfoA.distance < pickingInfoB.distance) {
  59409. return -1;
  59410. }
  59411. else if (pickingInfoA.distance > pickingInfoB.distance) {
  59412. return 1;
  59413. }
  59414. else {
  59415. return 0;
  59416. }
  59417. };
  59418. /**
  59419. * Intersection test between the ray and a given segment whithin a given tolerance (threshold)
  59420. * @param sega the first point of the segment to test the intersection against
  59421. * @param segb the second point of the segment to test the intersection against
  59422. * @param threshold the tolerance margin, if the ray doesn't intersect the segment but is close to the given threshold, the intersection is successful
  59423. * @return the distance from the ray origin to the intersection point if there's intersection, or -1 if there's no intersection
  59424. */
  59425. Ray.prototype.intersectionSegment = function (sega, segb, threshold) {
  59426. var o = this.origin;
  59427. var u = BABYLON.Tmp.Vector3[0];
  59428. var rsegb = BABYLON.Tmp.Vector3[1];
  59429. var v = BABYLON.Tmp.Vector3[2];
  59430. var w = BABYLON.Tmp.Vector3[3];
  59431. segb.subtractToRef(sega, u);
  59432. this.direction.scaleToRef(Ray.rayl, v);
  59433. o.addToRef(v, rsegb);
  59434. sega.subtractToRef(o, w);
  59435. var a = BABYLON.Vector3.Dot(u, u); // always >= 0
  59436. var b = BABYLON.Vector3.Dot(u, v);
  59437. var c = BABYLON.Vector3.Dot(v, v); // always >= 0
  59438. var d = BABYLON.Vector3.Dot(u, w);
  59439. var e = BABYLON.Vector3.Dot(v, w);
  59440. var D = a * c - b * b; // always >= 0
  59441. var sc, sN, sD = D; // sc = sN / sD, default sD = D >= 0
  59442. var tc, tN, tD = D; // tc = tN / tD, default tD = D >= 0
  59443. // compute the line parameters of the two closest points
  59444. if (D < Ray.smallnum) { // the lines are almost parallel
  59445. sN = 0.0; // force using point P0 on segment S1
  59446. sD = 1.0; // to prevent possible division by 0.0 later
  59447. tN = e;
  59448. tD = c;
  59449. }
  59450. else { // get the closest points on the infinite lines
  59451. sN = (b * e - c * d);
  59452. tN = (a * e - b * d);
  59453. if (sN < 0.0) { // sc < 0 => the s=0 edge is visible
  59454. sN = 0.0;
  59455. tN = e;
  59456. tD = c;
  59457. }
  59458. else if (sN > sD) { // sc > 1 => the s=1 edge is visible
  59459. sN = sD;
  59460. tN = e + b;
  59461. tD = c;
  59462. }
  59463. }
  59464. if (tN < 0.0) { // tc < 0 => the t=0 edge is visible
  59465. tN = 0.0;
  59466. // recompute sc for this edge
  59467. if (-d < 0.0) {
  59468. sN = 0.0;
  59469. }
  59470. else if (-d > a) {
  59471. sN = sD;
  59472. }
  59473. else {
  59474. sN = -d;
  59475. sD = a;
  59476. }
  59477. }
  59478. else if (tN > tD) { // tc > 1 => the t=1 edge is visible
  59479. tN = tD;
  59480. // recompute sc for this edge
  59481. if ((-d + b) < 0.0) {
  59482. sN = 0;
  59483. }
  59484. else if ((-d + b) > a) {
  59485. sN = sD;
  59486. }
  59487. else {
  59488. sN = (-d + b);
  59489. sD = a;
  59490. }
  59491. }
  59492. // finally do the division to get sc and tc
  59493. sc = (Math.abs(sN) < Ray.smallnum ? 0.0 : sN / sD);
  59494. tc = (Math.abs(tN) < Ray.smallnum ? 0.0 : tN / tD);
  59495. // get the difference of the two closest points
  59496. var qtc = BABYLON.Tmp.Vector3[4];
  59497. v.scaleToRef(tc, qtc);
  59498. var qsc = BABYLON.Tmp.Vector3[5];
  59499. u.scaleToRef(sc, qsc);
  59500. qsc.addInPlace(w);
  59501. var dP = BABYLON.Tmp.Vector3[6];
  59502. qsc.subtractToRef(qtc, dP); // = S1(sc) - S2(tc)
  59503. var isIntersected = (tc > 0) && (tc <= this.length) && (dP.lengthSquared() < (threshold * threshold)); // return intersection result
  59504. if (isIntersected) {
  59505. return qsc.length();
  59506. }
  59507. return -1;
  59508. };
  59509. /**
  59510. * Update the ray from viewport position
  59511. * @param x position
  59512. * @param y y position
  59513. * @param viewportWidth viewport width
  59514. * @param viewportHeight viewport height
  59515. * @param world world matrix
  59516. * @param view view matrix
  59517. * @param projection projection matrix
  59518. * @returns this ray updated
  59519. */
  59520. Ray.prototype.update = function (x, y, viewportWidth, viewportHeight, world, view, projection) {
  59521. BABYLON.Vector3.UnprojectRayToRef(x, y, viewportWidth, viewportHeight, world, view, projection, this);
  59522. return this;
  59523. };
  59524. // Statics
  59525. /**
  59526. * Creates a ray with origin and direction of 0,0,0
  59527. * @returns the new ray
  59528. */
  59529. Ray.Zero = function () {
  59530. return new Ray(BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero());
  59531. };
  59532. /**
  59533. * Creates a new ray from screen space and viewport
  59534. * @param x position
  59535. * @param y y position
  59536. * @param viewportWidth viewport width
  59537. * @param viewportHeight viewport height
  59538. * @param world world matrix
  59539. * @param view view matrix
  59540. * @param projection projection matrix
  59541. * @returns new ray
  59542. */
  59543. Ray.CreateNew = function (x, y, viewportWidth, viewportHeight, world, view, projection) {
  59544. var result = Ray.Zero();
  59545. return result.update(x, y, viewportWidth, viewportHeight, world, view, projection);
  59546. };
  59547. /**
  59548. * Function will create a new transformed ray starting from origin and ending at the end point. Ray's length will be set, and ray will be
  59549. * transformed to the given world matrix.
  59550. * @param origin The origin point
  59551. * @param end The end point
  59552. * @param world a matrix to transform the ray to. Default is the identity matrix.
  59553. * @returns the new ray
  59554. */
  59555. Ray.CreateNewFromTo = function (origin, end, world) {
  59556. if (world === void 0) { world = BABYLON.Matrix.IdentityReadOnly; }
  59557. var direction = end.subtract(origin);
  59558. var length = Math.sqrt((direction.x * direction.x) + (direction.y * direction.y) + (direction.z * direction.z));
  59559. direction.normalize();
  59560. return Ray.Transform(new Ray(origin, direction, length), world);
  59561. };
  59562. /**
  59563. * Transforms a ray by a matrix
  59564. * @param ray ray to transform
  59565. * @param matrix matrix to apply
  59566. * @returns the resulting new ray
  59567. */
  59568. Ray.Transform = function (ray, matrix) {
  59569. var result = new Ray(new BABYLON.Vector3(0, 0, 0), new BABYLON.Vector3(0, 0, 0));
  59570. Ray.TransformToRef(ray, matrix, result);
  59571. return result;
  59572. };
  59573. /**
  59574. * Transforms a ray by a matrix
  59575. * @param ray ray to transform
  59576. * @param matrix matrix to apply
  59577. * @param result ray to store result in
  59578. */
  59579. Ray.TransformToRef = function (ray, matrix, result) {
  59580. BABYLON.Vector3.TransformCoordinatesToRef(ray.origin, matrix, result.origin);
  59581. BABYLON.Vector3.TransformNormalToRef(ray.direction, matrix, result.direction);
  59582. result.length = ray.length;
  59583. var dir = result.direction;
  59584. var len = dir.length();
  59585. if (!(len === 0 || len === 1)) {
  59586. var num = 1.0 / len;
  59587. dir.x *= num;
  59588. dir.y *= num;
  59589. dir.z *= num;
  59590. result.length *= len;
  59591. }
  59592. };
  59593. Ray.TmpVector3 = BABYLON.Tools.BuildArray(6, BABYLON.Vector3.Zero);
  59594. Ray.smallnum = 0.00000001;
  59595. Ray.rayl = 10e8;
  59596. return Ray;
  59597. }());
  59598. BABYLON.Ray = Ray;
  59599. })(BABYLON || (BABYLON = {}));
  59600. //# sourceMappingURL=babylon.ray.js.map
  59601. var BABYLON;
  59602. (function (BABYLON) {
  59603. var intersectBoxAASphere = function (boxMin, boxMax, sphereCenter, sphereRadius) {
  59604. if (boxMin.x > sphereCenter.x + sphereRadius) {
  59605. return false;
  59606. }
  59607. if (sphereCenter.x - sphereRadius > boxMax.x) {
  59608. return false;
  59609. }
  59610. if (boxMin.y > sphereCenter.y + sphereRadius) {
  59611. return false;
  59612. }
  59613. if (sphereCenter.y - sphereRadius > boxMax.y) {
  59614. return false;
  59615. }
  59616. if (boxMin.z > sphereCenter.z + sphereRadius) {
  59617. return false;
  59618. }
  59619. if (sphereCenter.z - sphereRadius > boxMax.z) {
  59620. return false;
  59621. }
  59622. return true;
  59623. };
  59624. var getLowestRoot = (function () {
  59625. var result = { root: 0, found: false };
  59626. return function (a, b, c, maxR) {
  59627. result.root = 0;
  59628. result.found = false;
  59629. var determinant = b * b - 4.0 * a * c;
  59630. if (determinant < 0) {
  59631. return result;
  59632. }
  59633. var sqrtD = Math.sqrt(determinant);
  59634. var r1 = (-b - sqrtD) / (2.0 * a);
  59635. var r2 = (-b + sqrtD) / (2.0 * a);
  59636. if (r1 > r2) {
  59637. var temp = r2;
  59638. r2 = r1;
  59639. r1 = temp;
  59640. }
  59641. if (r1 > 0 && r1 < maxR) {
  59642. result.root = r1;
  59643. result.found = true;
  59644. return result;
  59645. }
  59646. if (r2 > 0 && r2 < maxR) {
  59647. result.root = r2;
  59648. result.found = true;
  59649. return result;
  59650. }
  59651. return result;
  59652. };
  59653. })();
  59654. /** @hidden */
  59655. var Collider = /** @class */ (function () {
  59656. function Collider() {
  59657. this._collisionPoint = BABYLON.Vector3.Zero();
  59658. this._planeIntersectionPoint = BABYLON.Vector3.Zero();
  59659. this._tempVector = BABYLON.Vector3.Zero();
  59660. this._tempVector2 = BABYLON.Vector3.Zero();
  59661. this._tempVector3 = BABYLON.Vector3.Zero();
  59662. this._tempVector4 = BABYLON.Vector3.Zero();
  59663. this._edge = BABYLON.Vector3.Zero();
  59664. this._baseToVertex = BABYLON.Vector3.Zero();
  59665. this._destinationPoint = BABYLON.Vector3.Zero();
  59666. this._slidePlaneNormal = BABYLON.Vector3.Zero();
  59667. this._displacementVector = BABYLON.Vector3.Zero();
  59668. /** @hidden */
  59669. this._radius = BABYLON.Vector3.One();
  59670. /** @hidden */
  59671. this._retry = 0;
  59672. /** @hidden */
  59673. this._basePointWorld = BABYLON.Vector3.Zero();
  59674. this._velocityWorld = BABYLON.Vector3.Zero();
  59675. this._normalizedVelocity = BABYLON.Vector3.Zero();
  59676. this._collisionMask = -1;
  59677. }
  59678. Object.defineProperty(Collider.prototype, "collisionMask", {
  59679. get: function () {
  59680. return this._collisionMask;
  59681. },
  59682. set: function (mask) {
  59683. this._collisionMask = !isNaN(mask) ? mask : -1;
  59684. },
  59685. enumerable: true,
  59686. configurable: true
  59687. });
  59688. Object.defineProperty(Collider.prototype, "slidePlaneNormal", {
  59689. /**
  59690. * Gets the plane normal used to compute the sliding response (in local space)
  59691. */
  59692. get: function () {
  59693. return this._slidePlaneNormal;
  59694. },
  59695. enumerable: true,
  59696. configurable: true
  59697. });
  59698. // Methods
  59699. /** @hidden */
  59700. Collider.prototype._initialize = function (source, dir, e) {
  59701. this._velocity = dir;
  59702. BABYLON.Vector3.NormalizeToRef(dir, this._normalizedVelocity);
  59703. this._basePoint = source;
  59704. source.multiplyToRef(this._radius, this._basePointWorld);
  59705. dir.multiplyToRef(this._radius, this._velocityWorld);
  59706. this._velocityWorldLength = this._velocityWorld.length();
  59707. this._epsilon = e;
  59708. this.collisionFound = false;
  59709. };
  59710. /** @hidden */
  59711. Collider.prototype._checkPointInTriangle = function (point, pa, pb, pc, n) {
  59712. pa.subtractToRef(point, this._tempVector);
  59713. pb.subtractToRef(point, this._tempVector2);
  59714. BABYLON.Vector3.CrossToRef(this._tempVector, this._tempVector2, this._tempVector4);
  59715. var d = BABYLON.Vector3.Dot(this._tempVector4, n);
  59716. if (d < 0) {
  59717. return false;
  59718. }
  59719. pc.subtractToRef(point, this._tempVector3);
  59720. BABYLON.Vector3.CrossToRef(this._tempVector2, this._tempVector3, this._tempVector4);
  59721. d = BABYLON.Vector3.Dot(this._tempVector4, n);
  59722. if (d < 0) {
  59723. return false;
  59724. }
  59725. BABYLON.Vector3.CrossToRef(this._tempVector3, this._tempVector, this._tempVector4);
  59726. d = BABYLON.Vector3.Dot(this._tempVector4, n);
  59727. return d >= 0;
  59728. };
  59729. /** @hidden */
  59730. Collider.prototype._canDoCollision = function (sphereCenter, sphereRadius, vecMin, vecMax) {
  59731. var distance = BABYLON.Vector3.Distance(this._basePointWorld, sphereCenter);
  59732. var max = Math.max(this._radius.x, this._radius.y, this._radius.z);
  59733. if (distance > this._velocityWorldLength + max + sphereRadius) {
  59734. return false;
  59735. }
  59736. if (!intersectBoxAASphere(vecMin, vecMax, this._basePointWorld, this._velocityWorldLength + max)) {
  59737. return false;
  59738. }
  59739. return true;
  59740. };
  59741. /** @hidden */
  59742. Collider.prototype._testTriangle = function (faceIndex, trianglePlaneArray, p1, p2, p3, hasMaterial) {
  59743. var t0;
  59744. var embeddedInPlane = false;
  59745. //defensive programming, actually not needed.
  59746. if (!trianglePlaneArray) {
  59747. trianglePlaneArray = [];
  59748. }
  59749. if (!trianglePlaneArray[faceIndex]) {
  59750. trianglePlaneArray[faceIndex] = new BABYLON.Plane(0, 0, 0, 0);
  59751. trianglePlaneArray[faceIndex].copyFromPoints(p1, p2, p3);
  59752. }
  59753. var trianglePlane = trianglePlaneArray[faceIndex];
  59754. if ((!hasMaterial) && !trianglePlane.isFrontFacingTo(this._normalizedVelocity, 0)) {
  59755. return;
  59756. }
  59757. var signedDistToTrianglePlane = trianglePlane.signedDistanceTo(this._basePoint);
  59758. var normalDotVelocity = BABYLON.Vector3.Dot(trianglePlane.normal, this._velocity);
  59759. if (normalDotVelocity == 0) {
  59760. if (Math.abs(signedDistToTrianglePlane) >= 1.0) {
  59761. return;
  59762. }
  59763. embeddedInPlane = true;
  59764. t0 = 0;
  59765. }
  59766. else {
  59767. t0 = (-1.0 - signedDistToTrianglePlane) / normalDotVelocity;
  59768. var t1 = (1.0 - signedDistToTrianglePlane) / normalDotVelocity;
  59769. if (t0 > t1) {
  59770. var temp = t1;
  59771. t1 = t0;
  59772. t0 = temp;
  59773. }
  59774. if (t0 > 1.0 || t1 < 0.0) {
  59775. return;
  59776. }
  59777. if (t0 < 0) {
  59778. t0 = 0;
  59779. }
  59780. if (t0 > 1.0) {
  59781. t0 = 1.0;
  59782. }
  59783. }
  59784. this._collisionPoint.copyFromFloats(0, 0, 0);
  59785. var found = false;
  59786. var t = 1.0;
  59787. if (!embeddedInPlane) {
  59788. this._basePoint.subtractToRef(trianglePlane.normal, this._planeIntersectionPoint);
  59789. this._velocity.scaleToRef(t0, this._tempVector);
  59790. this._planeIntersectionPoint.addInPlace(this._tempVector);
  59791. if (this._checkPointInTriangle(this._planeIntersectionPoint, p1, p2, p3, trianglePlane.normal)) {
  59792. found = true;
  59793. t = t0;
  59794. this._collisionPoint.copyFrom(this._planeIntersectionPoint);
  59795. }
  59796. }
  59797. if (!found) {
  59798. var velocitySquaredLength = this._velocity.lengthSquared();
  59799. var a = velocitySquaredLength;
  59800. this._basePoint.subtractToRef(p1, this._tempVector);
  59801. var b = 2.0 * (BABYLON.Vector3.Dot(this._velocity, this._tempVector));
  59802. var c = this._tempVector.lengthSquared() - 1.0;
  59803. var lowestRoot = getLowestRoot(a, b, c, t);
  59804. if (lowestRoot.found) {
  59805. t = lowestRoot.root;
  59806. found = true;
  59807. this._collisionPoint.copyFrom(p1);
  59808. }
  59809. this._basePoint.subtractToRef(p2, this._tempVector);
  59810. b = 2.0 * (BABYLON.Vector3.Dot(this._velocity, this._tempVector));
  59811. c = this._tempVector.lengthSquared() - 1.0;
  59812. lowestRoot = getLowestRoot(a, b, c, t);
  59813. if (lowestRoot.found) {
  59814. t = lowestRoot.root;
  59815. found = true;
  59816. this._collisionPoint.copyFrom(p2);
  59817. }
  59818. this._basePoint.subtractToRef(p3, this._tempVector);
  59819. b = 2.0 * (BABYLON.Vector3.Dot(this._velocity, this._tempVector));
  59820. c = this._tempVector.lengthSquared() - 1.0;
  59821. lowestRoot = getLowestRoot(a, b, c, t);
  59822. if (lowestRoot.found) {
  59823. t = lowestRoot.root;
  59824. found = true;
  59825. this._collisionPoint.copyFrom(p3);
  59826. }
  59827. p2.subtractToRef(p1, this._edge);
  59828. p1.subtractToRef(this._basePoint, this._baseToVertex);
  59829. var edgeSquaredLength = this._edge.lengthSquared();
  59830. var edgeDotVelocity = BABYLON.Vector3.Dot(this._edge, this._velocity);
  59831. var edgeDotBaseToVertex = BABYLON.Vector3.Dot(this._edge, this._baseToVertex);
  59832. a = edgeSquaredLength * (-velocitySquaredLength) + edgeDotVelocity * edgeDotVelocity;
  59833. b = edgeSquaredLength * (2.0 * BABYLON.Vector3.Dot(this._velocity, this._baseToVertex)) - 2.0 * edgeDotVelocity * edgeDotBaseToVertex;
  59834. c = edgeSquaredLength * (1.0 - this._baseToVertex.lengthSquared()) + edgeDotBaseToVertex * edgeDotBaseToVertex;
  59835. lowestRoot = getLowestRoot(a, b, c, t);
  59836. if (lowestRoot.found) {
  59837. var f = (edgeDotVelocity * lowestRoot.root - edgeDotBaseToVertex) / edgeSquaredLength;
  59838. if (f >= 0.0 && f <= 1.0) {
  59839. t = lowestRoot.root;
  59840. found = true;
  59841. this._edge.scaleInPlace(f);
  59842. p1.addToRef(this._edge, this._collisionPoint);
  59843. }
  59844. }
  59845. p3.subtractToRef(p2, this._edge);
  59846. p2.subtractToRef(this._basePoint, this._baseToVertex);
  59847. edgeSquaredLength = this._edge.lengthSquared();
  59848. edgeDotVelocity = BABYLON.Vector3.Dot(this._edge, this._velocity);
  59849. edgeDotBaseToVertex = BABYLON.Vector3.Dot(this._edge, this._baseToVertex);
  59850. a = edgeSquaredLength * (-velocitySquaredLength) + edgeDotVelocity * edgeDotVelocity;
  59851. b = edgeSquaredLength * (2.0 * BABYLON.Vector3.Dot(this._velocity, this._baseToVertex)) - 2.0 * edgeDotVelocity * edgeDotBaseToVertex;
  59852. c = edgeSquaredLength * (1.0 - this._baseToVertex.lengthSquared()) + edgeDotBaseToVertex * edgeDotBaseToVertex;
  59853. lowestRoot = getLowestRoot(a, b, c, t);
  59854. if (lowestRoot.found) {
  59855. f = (edgeDotVelocity * lowestRoot.root - edgeDotBaseToVertex) / edgeSquaredLength;
  59856. if (f >= 0.0 && f <= 1.0) {
  59857. t = lowestRoot.root;
  59858. found = true;
  59859. this._edge.scaleInPlace(f);
  59860. p2.addToRef(this._edge, this._collisionPoint);
  59861. }
  59862. }
  59863. p1.subtractToRef(p3, this._edge);
  59864. p3.subtractToRef(this._basePoint, this._baseToVertex);
  59865. edgeSquaredLength = this._edge.lengthSquared();
  59866. edgeDotVelocity = BABYLON.Vector3.Dot(this._edge, this._velocity);
  59867. edgeDotBaseToVertex = BABYLON.Vector3.Dot(this._edge, this._baseToVertex);
  59868. a = edgeSquaredLength * (-velocitySquaredLength) + edgeDotVelocity * edgeDotVelocity;
  59869. b = edgeSquaredLength * (2.0 * BABYLON.Vector3.Dot(this._velocity, this._baseToVertex)) - 2.0 * edgeDotVelocity * edgeDotBaseToVertex;
  59870. c = edgeSquaredLength * (1.0 - this._baseToVertex.lengthSquared()) + edgeDotBaseToVertex * edgeDotBaseToVertex;
  59871. lowestRoot = getLowestRoot(a, b, c, t);
  59872. if (lowestRoot.found) {
  59873. f = (edgeDotVelocity * lowestRoot.root - edgeDotBaseToVertex) / edgeSquaredLength;
  59874. if (f >= 0.0 && f <= 1.0) {
  59875. t = lowestRoot.root;
  59876. found = true;
  59877. this._edge.scaleInPlace(f);
  59878. p3.addToRef(this._edge, this._collisionPoint);
  59879. }
  59880. }
  59881. }
  59882. if (found) {
  59883. var distToCollision = t * this._velocity.length();
  59884. if (!this.collisionFound || distToCollision < this._nearestDistance) {
  59885. if (!this.intersectionPoint) {
  59886. this.intersectionPoint = this._collisionPoint.clone();
  59887. }
  59888. else {
  59889. this.intersectionPoint.copyFrom(this._collisionPoint);
  59890. }
  59891. this._nearestDistance = distToCollision;
  59892. this.collisionFound = true;
  59893. }
  59894. }
  59895. };
  59896. /** @hidden */
  59897. Collider.prototype._collide = function (trianglePlaneArray, pts, indices, indexStart, indexEnd, decal, hasMaterial) {
  59898. for (var i = indexStart; i < indexEnd; i += 3) {
  59899. var p1 = pts[indices[i] - decal];
  59900. var p2 = pts[indices[i + 1] - decal];
  59901. var p3 = pts[indices[i + 2] - decal];
  59902. this._testTriangle(i, trianglePlaneArray, p3, p2, p1, hasMaterial);
  59903. }
  59904. };
  59905. /** @hidden */
  59906. Collider.prototype._getResponse = function (pos, vel) {
  59907. pos.addToRef(vel, this._destinationPoint);
  59908. vel.scaleInPlace((this._nearestDistance / vel.length()));
  59909. this._basePoint.addToRef(vel, pos);
  59910. pos.subtractToRef(this.intersectionPoint, this._slidePlaneNormal);
  59911. this._slidePlaneNormal.normalize();
  59912. this._slidePlaneNormal.scaleToRef(this._epsilon, this._displacementVector);
  59913. pos.addInPlace(this._displacementVector);
  59914. this.intersectionPoint.addInPlace(this._displacementVector);
  59915. this._slidePlaneNormal.scaleInPlace(BABYLON.Plane.SignedDistanceToPlaneFromPositionAndNormal(this.intersectionPoint, this._slidePlaneNormal, this._destinationPoint));
  59916. this._destinationPoint.subtractInPlace(this._slidePlaneNormal);
  59917. this._destinationPoint.subtractToRef(this.intersectionPoint, vel);
  59918. };
  59919. return Collider;
  59920. }());
  59921. BABYLON.Collider = Collider;
  59922. })(BABYLON || (BABYLON = {}));
  59923. //# sourceMappingURL=babylon.collider.js.map
  59924. var BABYLON;
  59925. (function (BABYLON) {
  59926. //WebWorker code will be inserted to this variable.
  59927. /** @hidden */
  59928. BABYLON.CollisionWorker = "";
  59929. /** Defines supported task for worker process */
  59930. var WorkerTaskType;
  59931. (function (WorkerTaskType) {
  59932. /** Initialization */
  59933. WorkerTaskType[WorkerTaskType["INIT"] = 0] = "INIT";
  59934. /** Update of geometry */
  59935. WorkerTaskType[WorkerTaskType["UPDATE"] = 1] = "UPDATE";
  59936. /** Evaluate collision */
  59937. WorkerTaskType[WorkerTaskType["COLLIDE"] = 2] = "COLLIDE";
  59938. })(WorkerTaskType = BABYLON.WorkerTaskType || (BABYLON.WorkerTaskType = {}));
  59939. /** Defines kind of replies returned by worker */
  59940. var WorkerReplyType;
  59941. (function (WorkerReplyType) {
  59942. /** Success */
  59943. WorkerReplyType[WorkerReplyType["SUCCESS"] = 0] = "SUCCESS";
  59944. /** Unkown error */
  59945. WorkerReplyType[WorkerReplyType["UNKNOWN_ERROR"] = 1] = "UNKNOWN_ERROR";
  59946. })(WorkerReplyType = BABYLON.WorkerReplyType || (BABYLON.WorkerReplyType = {}));
  59947. /** @hidden */
  59948. var CollisionCoordinatorWorker = /** @class */ (function () {
  59949. function CollisionCoordinatorWorker() {
  59950. var _this = this;
  59951. this._scaledPosition = BABYLON.Vector3.Zero();
  59952. this._scaledVelocity = BABYLON.Vector3.Zero();
  59953. this.onMeshUpdated = function (transformNode) {
  59954. _this._addUpdateMeshesList[transformNode.uniqueId] = CollisionCoordinatorWorker.SerializeMesh(transformNode);
  59955. };
  59956. this.onGeometryUpdated = function (geometry) {
  59957. _this._addUpdateGeometriesList[geometry.id] = CollisionCoordinatorWorker.SerializeGeometry(geometry);
  59958. };
  59959. this._afterRender = function () {
  59960. if (!_this._init) {
  59961. return;
  59962. }
  59963. if (_this._toRemoveGeometryArray.length == 0 && _this._toRemoveMeshesArray.length == 0 && Object.keys(_this._addUpdateGeometriesList).length == 0 && Object.keys(_this._addUpdateMeshesList).length == 0) {
  59964. return;
  59965. }
  59966. //5 concurrent updates were sent to the web worker and were not yet processed. Abort next update.
  59967. //TODO make sure update runs as fast as possible to be able to update 60 FPS.
  59968. if (_this._runningUpdated > 4) {
  59969. return;
  59970. }
  59971. ++_this._runningUpdated;
  59972. var payload = {
  59973. updatedMeshes: _this._addUpdateMeshesList,
  59974. updatedGeometries: _this._addUpdateGeometriesList,
  59975. removedGeometries: _this._toRemoveGeometryArray,
  59976. removedMeshes: _this._toRemoveMeshesArray
  59977. };
  59978. var message = {
  59979. payload: payload,
  59980. taskType: WorkerTaskType.UPDATE
  59981. };
  59982. var serializable = [];
  59983. for (var id in payload.updatedGeometries) {
  59984. if (payload.updatedGeometries.hasOwnProperty(id)) {
  59985. //prepare transferables
  59986. serializable.push(message.payload.updatedGeometries[id].indices.buffer);
  59987. serializable.push(message.payload.updatedGeometries[id].normals.buffer);
  59988. serializable.push(message.payload.updatedGeometries[id].positions.buffer);
  59989. }
  59990. }
  59991. _this._worker.postMessage(message, serializable);
  59992. _this._addUpdateMeshesList = {};
  59993. _this._addUpdateGeometriesList = {};
  59994. _this._toRemoveGeometryArray = [];
  59995. _this._toRemoveMeshesArray = [];
  59996. };
  59997. this._onMessageFromWorker = function (e) {
  59998. var returnData = e.data;
  59999. if (returnData.error != WorkerReplyType.SUCCESS) {
  60000. //TODO what errors can be returned from the worker?
  60001. BABYLON.Tools.Warn("error returned from worker!");
  60002. return;
  60003. }
  60004. switch (returnData.taskType) {
  60005. case WorkerTaskType.INIT:
  60006. _this._init = true;
  60007. //Update the worked with ALL of the scene's current state
  60008. _this._scene.meshes.forEach(function (mesh) {
  60009. _this.onMeshAdded(mesh);
  60010. });
  60011. _this._scene.getGeometries().forEach(function (geometry) {
  60012. _this.onGeometryAdded(geometry);
  60013. });
  60014. break;
  60015. case WorkerTaskType.UPDATE:
  60016. _this._runningUpdated--;
  60017. break;
  60018. case WorkerTaskType.COLLIDE:
  60019. var returnPayload = returnData.payload;
  60020. if (!_this._collisionsCallbackArray[returnPayload.collisionId]) {
  60021. return;
  60022. }
  60023. var callback = _this._collisionsCallbackArray[returnPayload.collisionId];
  60024. if (callback) {
  60025. var mesh = _this._scene.getMeshByUniqueID(returnPayload.collidedMeshUniqueId);
  60026. if (mesh) {
  60027. callback(returnPayload.collisionId, BABYLON.Vector3.FromArray(returnPayload.newPosition), mesh);
  60028. }
  60029. }
  60030. //cleanup
  60031. _this._collisionsCallbackArray[returnPayload.collisionId] = null;
  60032. break;
  60033. }
  60034. };
  60035. this._collisionsCallbackArray = [];
  60036. this._init = false;
  60037. this._runningUpdated = 0;
  60038. this._addUpdateMeshesList = {};
  60039. this._addUpdateGeometriesList = {};
  60040. this._toRemoveGeometryArray = [];
  60041. this._toRemoveMeshesArray = [];
  60042. }
  60043. CollisionCoordinatorWorker.prototype.getNewPosition = function (position, displacement, collider, maximumRetry, excludedMesh, onNewPosition, collisionIndex) {
  60044. if (!this._init) {
  60045. return;
  60046. }
  60047. if (this._collisionsCallbackArray[collisionIndex] || this._collisionsCallbackArray[collisionIndex + 100000]) {
  60048. return;
  60049. }
  60050. position.divideToRef(collider._radius, this._scaledPosition);
  60051. displacement.divideToRef(collider._radius, this._scaledVelocity);
  60052. this._collisionsCallbackArray[collisionIndex] = onNewPosition;
  60053. var payload = {
  60054. collider: {
  60055. position: this._scaledPosition.asArray(),
  60056. velocity: this._scaledVelocity.asArray(),
  60057. radius: collider._radius.asArray()
  60058. },
  60059. collisionId: collisionIndex,
  60060. excludedMeshUniqueId: excludedMesh ? excludedMesh.uniqueId : null,
  60061. maximumRetry: maximumRetry
  60062. };
  60063. var message = {
  60064. payload: payload,
  60065. taskType: WorkerTaskType.COLLIDE
  60066. };
  60067. this._worker.postMessage(message);
  60068. };
  60069. CollisionCoordinatorWorker.prototype.init = function (scene) {
  60070. this._scene = scene;
  60071. this._scene.registerAfterRender(this._afterRender);
  60072. var workerUrl = BABYLON.WorkerIncluded ? BABYLON.Engine.CodeRepository + "Collisions/babylon.collisionWorker.js" : URL.createObjectURL(new Blob([BABYLON.CollisionWorker], { type: 'application/javascript' }));
  60073. this._worker = new Worker(workerUrl);
  60074. this._worker.onmessage = this._onMessageFromWorker;
  60075. var message = {
  60076. payload: {},
  60077. taskType: WorkerTaskType.INIT
  60078. };
  60079. this._worker.postMessage(message);
  60080. };
  60081. CollisionCoordinatorWorker.prototype.destroy = function () {
  60082. this._scene.unregisterAfterRender(this._afterRender);
  60083. this._worker.terminate();
  60084. };
  60085. CollisionCoordinatorWorker.prototype.onMeshAdded = function (mesh) {
  60086. mesh.registerAfterWorldMatrixUpdate(this.onMeshUpdated);
  60087. this.onMeshUpdated(mesh);
  60088. };
  60089. CollisionCoordinatorWorker.prototype.onMeshRemoved = function (mesh) {
  60090. this._toRemoveMeshesArray.push(mesh.uniqueId);
  60091. };
  60092. CollisionCoordinatorWorker.prototype.onGeometryAdded = function (geometry) {
  60093. //TODO this will break if the user uses his own function. This should be an array of callbacks!
  60094. geometry.onGeometryUpdated = this.onGeometryUpdated;
  60095. this.onGeometryUpdated(geometry);
  60096. };
  60097. CollisionCoordinatorWorker.prototype.onGeometryDeleted = function (geometry) {
  60098. this._toRemoveGeometryArray.push(geometry.id);
  60099. };
  60100. CollisionCoordinatorWorker.SerializeMesh = function (mesh) {
  60101. var submeshes = [];
  60102. if (mesh.subMeshes) {
  60103. submeshes = mesh.subMeshes.map(function (sm, idx) {
  60104. var boundingInfo = sm.getBoundingInfo();
  60105. return {
  60106. position: idx,
  60107. verticesStart: sm.verticesStart,
  60108. verticesCount: sm.verticesCount,
  60109. indexStart: sm.indexStart,
  60110. indexCount: sm.indexCount,
  60111. hasMaterial: !!sm.getMaterial(),
  60112. sphereCenter: boundingInfo.boundingSphere.centerWorld.asArray(),
  60113. sphereRadius: boundingInfo.boundingSphere.radiusWorld,
  60114. boxMinimum: boundingInfo.boundingBox.minimumWorld.asArray(),
  60115. boxMaximum: boundingInfo.boundingBox.maximumWorld.asArray()
  60116. };
  60117. });
  60118. }
  60119. var geometryId = null;
  60120. if (mesh instanceof BABYLON.Mesh) {
  60121. var geometry = mesh.geometry;
  60122. geometryId = geometry ? geometry.id : null;
  60123. }
  60124. else if (mesh instanceof BABYLON.InstancedMesh) {
  60125. var geometry = mesh.sourceMesh && mesh.sourceMesh.geometry;
  60126. geometryId = geometry ? geometry.id : null;
  60127. }
  60128. var boundingInfo = mesh.getBoundingInfo();
  60129. return {
  60130. uniqueId: mesh.uniqueId,
  60131. id: mesh.id,
  60132. name: mesh.name,
  60133. geometryId: geometryId,
  60134. sphereCenter: boundingInfo.boundingSphere.centerWorld.asArray(),
  60135. sphereRadius: boundingInfo.boundingSphere.radiusWorld,
  60136. boxMinimum: boundingInfo.boundingBox.minimumWorld.asArray(),
  60137. boxMaximum: boundingInfo.boundingBox.maximumWorld.asArray(),
  60138. worldMatrixFromCache: mesh.worldMatrixFromCache.asArray(),
  60139. subMeshes: submeshes,
  60140. checkCollisions: mesh.checkCollisions
  60141. };
  60142. };
  60143. CollisionCoordinatorWorker.SerializeGeometry = function (geometry) {
  60144. return {
  60145. id: geometry.id,
  60146. positions: new Float32Array(geometry.getVerticesData(BABYLON.VertexBuffer.PositionKind) || []),
  60147. normals: new Float32Array(geometry.getVerticesData(BABYLON.VertexBuffer.NormalKind) || []),
  60148. indices: new Uint32Array(geometry.getIndices() || []),
  60149. };
  60150. };
  60151. return CollisionCoordinatorWorker;
  60152. }());
  60153. BABYLON.CollisionCoordinatorWorker = CollisionCoordinatorWorker;
  60154. /** @hidden */
  60155. var CollisionCoordinatorLegacy = /** @class */ (function () {
  60156. function CollisionCoordinatorLegacy() {
  60157. this._scaledPosition = BABYLON.Vector3.Zero();
  60158. this._scaledVelocity = BABYLON.Vector3.Zero();
  60159. this._finalPosition = BABYLON.Vector3.Zero();
  60160. }
  60161. CollisionCoordinatorLegacy.prototype.getNewPosition = function (position, displacement, collider, maximumRetry, excludedMesh, onNewPosition, collisionIndex) {
  60162. position.divideToRef(collider._radius, this._scaledPosition);
  60163. displacement.divideToRef(collider._radius, this._scaledVelocity);
  60164. collider.collidedMesh = null;
  60165. collider._retry = 0;
  60166. collider._initialVelocity = this._scaledVelocity;
  60167. collider._initialPosition = this._scaledPosition;
  60168. this._collideWithWorld(this._scaledPosition, this._scaledVelocity, collider, maximumRetry, this._finalPosition, excludedMesh);
  60169. this._finalPosition.multiplyInPlace(collider._radius);
  60170. //run the callback
  60171. onNewPosition(collisionIndex, this._finalPosition, collider.collidedMesh);
  60172. };
  60173. CollisionCoordinatorLegacy.prototype.init = function (scene) {
  60174. this._scene = scene;
  60175. };
  60176. CollisionCoordinatorLegacy.prototype.destroy = function () {
  60177. //Legacy need no destruction method.
  60178. };
  60179. //No update in legacy mode
  60180. CollisionCoordinatorLegacy.prototype.onMeshAdded = function (mesh) { };
  60181. CollisionCoordinatorLegacy.prototype.onMeshUpdated = function (mesh) { };
  60182. CollisionCoordinatorLegacy.prototype.onMeshRemoved = function (mesh) { };
  60183. CollisionCoordinatorLegacy.prototype.onGeometryAdded = function (geometry) { };
  60184. CollisionCoordinatorLegacy.prototype.onGeometryUpdated = function (geometry) { };
  60185. CollisionCoordinatorLegacy.prototype.onGeometryDeleted = function (geometry) { };
  60186. CollisionCoordinatorLegacy.prototype._collideWithWorld = function (position, velocity, collider, maximumRetry, finalPosition, excludedMesh) {
  60187. if (excludedMesh === void 0) { excludedMesh = null; }
  60188. var closeDistance = BABYLON.Engine.CollisionsEpsilon * 10.0;
  60189. if (collider._retry >= maximumRetry) {
  60190. finalPosition.copyFrom(position);
  60191. return;
  60192. }
  60193. // Check if this is a mesh else camera or -1
  60194. var collisionMask = (excludedMesh ? excludedMesh.collisionMask : collider.collisionMask);
  60195. collider._initialize(position, velocity, closeDistance);
  60196. // Check all meshes
  60197. for (var index = 0; index < this._scene.meshes.length; index++) {
  60198. var mesh = this._scene.meshes[index];
  60199. if (mesh.isEnabled() && mesh.checkCollisions && mesh.subMeshes && mesh !== excludedMesh && ((collisionMask & mesh.collisionGroup) !== 0)) {
  60200. mesh._checkCollision(collider);
  60201. }
  60202. }
  60203. if (!collider.collisionFound) {
  60204. position.addToRef(velocity, finalPosition);
  60205. return;
  60206. }
  60207. if (velocity.x !== 0 || velocity.y !== 0 || velocity.z !== 0) {
  60208. collider._getResponse(position, velocity);
  60209. }
  60210. if (velocity.length() <= closeDistance) {
  60211. finalPosition.copyFrom(position);
  60212. return;
  60213. }
  60214. collider._retry++;
  60215. this._collideWithWorld(position, velocity, collider, maximumRetry, finalPosition, excludedMesh);
  60216. };
  60217. return CollisionCoordinatorLegacy;
  60218. }());
  60219. BABYLON.CollisionCoordinatorLegacy = CollisionCoordinatorLegacy;
  60220. })(BABYLON || (BABYLON = {}));
  60221. //# sourceMappingURL=babylon.collisionCoordinator.js.map
  60222. var BABYLON;
  60223. (function (BABYLON) {
  60224. /**
  60225. * A particle represents one of the element emitted by a particle system.
  60226. * This is mainly define by its coordinates, direction, velocity and age.
  60227. */
  60228. var Particle = /** @class */ (function () {
  60229. /**
  60230. * Creates a new instance Particle
  60231. * @param particleSystem the particle system the particle belongs to
  60232. */
  60233. function Particle(
  60234. /**
  60235. * The particle system the particle belongs to.
  60236. */
  60237. particleSystem) {
  60238. this.particleSystem = particleSystem;
  60239. /**
  60240. * The world position of the particle in the scene.
  60241. */
  60242. this.position = BABYLON.Vector3.Zero();
  60243. /**
  60244. * The world direction of the particle in the scene.
  60245. */
  60246. this.direction = BABYLON.Vector3.Zero();
  60247. /**
  60248. * The color of the particle.
  60249. */
  60250. this.color = new BABYLON.Color4(0, 0, 0, 0);
  60251. /**
  60252. * The color change of the particle per step.
  60253. */
  60254. this.colorStep = new BABYLON.Color4(0, 0, 0, 0);
  60255. /**
  60256. * Defines how long will the life of the particle be.
  60257. */
  60258. this.lifeTime = 1.0;
  60259. /**
  60260. * The current age of the particle.
  60261. */
  60262. this.age = 0;
  60263. /**
  60264. * The current size of the particle.
  60265. */
  60266. this.size = 0;
  60267. /**
  60268. * The current scale of the particle.
  60269. */
  60270. this.scale = new BABYLON.Vector2(1, 1);
  60271. /**
  60272. * The current angle of the particle.
  60273. */
  60274. this.angle = 0;
  60275. /**
  60276. * Defines how fast is the angle changing.
  60277. */
  60278. this.angularSpeed = 0;
  60279. /**
  60280. * Defines the cell index used by the particle to be rendered from a sprite.
  60281. */
  60282. this.cellIndex = 0;
  60283. /** @hidden */
  60284. this._attachedSubEmitters = null;
  60285. /** @hidden */
  60286. this._currentColor1 = new BABYLON.Color4(0, 0, 0, 0);
  60287. /** @hidden */
  60288. this._currentColor2 = new BABYLON.Color4(0, 0, 0, 0);
  60289. /** @hidden */
  60290. this._currentSize1 = 0;
  60291. /** @hidden */
  60292. this._currentSize2 = 0;
  60293. /** @hidden */
  60294. this._currentAngularSpeed1 = 0;
  60295. /** @hidden */
  60296. this._currentAngularSpeed2 = 0;
  60297. /** @hidden */
  60298. this._currentVelocity1 = 0;
  60299. /** @hidden */
  60300. this._currentVelocity2 = 0;
  60301. /** @hidden */
  60302. this._currentLimitVelocity1 = 0;
  60303. /** @hidden */
  60304. this._currentLimitVelocity2 = 0;
  60305. /** @hidden */
  60306. this._currentDrag1 = 0;
  60307. /** @hidden */
  60308. this._currentDrag2 = 0;
  60309. this.id = Particle._Count++;
  60310. if (!this.particleSystem.isAnimationSheetEnabled) {
  60311. return;
  60312. }
  60313. this.updateCellInfoFromSystem();
  60314. }
  60315. Particle.prototype.updateCellInfoFromSystem = function () {
  60316. this.cellIndex = this.particleSystem.startSpriteCellID;
  60317. };
  60318. /**
  60319. * Defines how the sprite cell index is updated for the particle
  60320. */
  60321. Particle.prototype.updateCellIndex = function () {
  60322. var offsetAge = this.age;
  60323. var changeSpeed = this.particleSystem.spriteCellChangeSpeed;
  60324. if (this.particleSystem.spriteRandomStartCell) {
  60325. if (this._randomCellOffset === undefined) {
  60326. this._randomCellOffset = Math.random() * this.lifeTime;
  60327. }
  60328. if (changeSpeed === 0) { // Special case when speed = 0 meaning we want to stay on initial cell
  60329. changeSpeed = 1;
  60330. offsetAge = this._randomCellOffset;
  60331. }
  60332. else {
  60333. offsetAge += this._randomCellOffset;
  60334. }
  60335. }
  60336. var dist = (this._initialEndSpriteCellID - this._initialStartSpriteCellID);
  60337. var ratio = BABYLON.Scalar.Clamp(((offsetAge * changeSpeed) % this.lifeTime) / this.lifeTime);
  60338. this.cellIndex = this._initialStartSpriteCellID + (ratio * dist) | 0;
  60339. };
  60340. /** @hidden */
  60341. Particle.prototype._inheritParticleInfoToSubEmitter = function (subEmitter) {
  60342. if (subEmitter.particleSystem.emitter.position) {
  60343. var emitterMesh = subEmitter.particleSystem.emitter;
  60344. emitterMesh.position.copyFrom(this.position);
  60345. if (subEmitter.inheritDirection) {
  60346. emitterMesh.position.subtractToRef(this.direction, BABYLON.Tmp.Vector3[0]);
  60347. // Look at using Y as forward
  60348. emitterMesh.lookAt(BABYLON.Tmp.Vector3[0], 0, Math.PI / 2);
  60349. }
  60350. }
  60351. else {
  60352. var emitterPosition = subEmitter.particleSystem.emitter;
  60353. emitterPosition.copyFrom(this.position);
  60354. }
  60355. // Set inheritedVelocityOffset to be used when new particles are created
  60356. this.direction.scaleToRef(subEmitter.inheritedVelocityAmount / 2, BABYLON.Tmp.Vector3[0]);
  60357. subEmitter.particleSystem._inheritedVelocityOffset.copyFrom(BABYLON.Tmp.Vector3[0]);
  60358. };
  60359. /** @hidden */
  60360. Particle.prototype._inheritParticleInfoToSubEmitters = function () {
  60361. var _this = this;
  60362. if (this._attachedSubEmitters && this._attachedSubEmitters.length > 0) {
  60363. this._attachedSubEmitters.forEach(function (subEmitter) {
  60364. _this._inheritParticleInfoToSubEmitter(subEmitter);
  60365. });
  60366. }
  60367. };
  60368. /** @hidden */
  60369. Particle.prototype._reset = function () {
  60370. this.age = 0;
  60371. this._currentColorGradient = null;
  60372. this._currentSizeGradient = null;
  60373. this._currentAngularSpeedGradient = null;
  60374. this._currentVelocityGradient = null;
  60375. this._currentLimitVelocityGradient = null;
  60376. this._currentDragGradient = null;
  60377. this.cellIndex = this.particleSystem.startSpriteCellID;
  60378. this._randomCellOffset = undefined;
  60379. };
  60380. /**
  60381. * Copy the properties of particle to another one.
  60382. * @param other the particle to copy the information to.
  60383. */
  60384. Particle.prototype.copyTo = function (other) {
  60385. other.position.copyFrom(this.position);
  60386. if (this._initialDirection) {
  60387. if (other._initialDirection) {
  60388. other._initialDirection.copyFrom(this._initialDirection);
  60389. }
  60390. else {
  60391. other._initialDirection = this._initialDirection.clone();
  60392. }
  60393. }
  60394. else {
  60395. other._initialDirection = null;
  60396. }
  60397. other.direction.copyFrom(this.direction);
  60398. other.color.copyFrom(this.color);
  60399. other.colorStep.copyFrom(this.colorStep);
  60400. other.lifeTime = this.lifeTime;
  60401. other.age = this.age;
  60402. other._randomCellOffset = this._randomCellOffset;
  60403. other.size = this.size;
  60404. other.scale.copyFrom(this.scale);
  60405. other.angle = this.angle;
  60406. other.angularSpeed = this.angularSpeed;
  60407. other.particleSystem = this.particleSystem;
  60408. other.cellIndex = this.cellIndex;
  60409. other.id = this.id;
  60410. other._attachedSubEmitters = this._attachedSubEmitters;
  60411. if (this._currentColorGradient) {
  60412. other._currentColorGradient = this._currentColorGradient;
  60413. other._currentColor1.copyFrom(this._currentColor1);
  60414. other._currentColor2.copyFrom(this._currentColor2);
  60415. }
  60416. if (this._currentSizeGradient) {
  60417. other._currentSizeGradient = this._currentSizeGradient;
  60418. other._currentSize1 = this._currentSize1;
  60419. other._currentSize2 = this._currentSize2;
  60420. }
  60421. if (this._currentAngularSpeedGradient) {
  60422. other._currentAngularSpeedGradient = this._currentAngularSpeedGradient;
  60423. other._currentAngularSpeed1 = this._currentAngularSpeed1;
  60424. other._currentAngularSpeed2 = this._currentAngularSpeed2;
  60425. }
  60426. if (this._currentVelocityGradient) {
  60427. other._currentVelocityGradient = this._currentVelocityGradient;
  60428. other._currentVelocity1 = this._currentVelocity1;
  60429. other._currentVelocity2 = this._currentVelocity2;
  60430. }
  60431. if (this._currentLimitVelocityGradient) {
  60432. other._currentLimitVelocityGradient = this._currentLimitVelocityGradient;
  60433. other._currentLimitVelocity1 = this._currentLimitVelocity1;
  60434. other._currentLimitVelocity2 = this._currentLimitVelocity2;
  60435. }
  60436. if (this._currentDragGradient) {
  60437. other._currentDragGradient = this._currentDragGradient;
  60438. other._currentDrag1 = this._currentDrag1;
  60439. other._currentDrag2 = this._currentDrag2;
  60440. }
  60441. if (this.particleSystem.isAnimationSheetEnabled) {
  60442. other._initialStartSpriteCellID = this._initialStartSpriteCellID;
  60443. other._initialEndSpriteCellID = this._initialEndSpriteCellID;
  60444. }
  60445. if (this.particleSystem.useRampGradients) {
  60446. other.remapData.copyFrom(this.remapData);
  60447. }
  60448. if (this._randomNoiseCoordinates1) {
  60449. if (other._randomNoiseCoordinates1) {
  60450. other._randomNoiseCoordinates1.copyFrom(this._randomNoiseCoordinates1);
  60451. other._randomNoiseCoordinates2.copyFrom(this._randomNoiseCoordinates2);
  60452. }
  60453. else {
  60454. other._randomNoiseCoordinates1 = this._randomNoiseCoordinates1.clone();
  60455. other._randomNoiseCoordinates2 = this._randomNoiseCoordinates2.clone();
  60456. }
  60457. }
  60458. };
  60459. Particle._Count = 0;
  60460. return Particle;
  60461. }());
  60462. BABYLON.Particle = Particle;
  60463. })(BABYLON || (BABYLON = {}));
  60464. //# sourceMappingURL=babylon.particle.js.map
  60465. var BABYLON;
  60466. (function (BABYLON) {
  60467. /**
  60468. * This represents the base class for particle system in Babylon.
  60469. * Particles are often small sprites used to simulate hard-to-reproduce phenomena like fire, smoke, water, or abstract visual effects like magic glitter and faery dust.
  60470. * Particles can take different shapes while emitted like box, sphere, cone or you can write your custom function.
  60471. * @example https://doc.babylonjs.com/babylon101/particles
  60472. */
  60473. var BaseParticleSystem = /** @class */ (function () {
  60474. /**
  60475. * Instantiates a particle system.
  60476. * Particles are often small sprites used to simulate hard-to-reproduce phenomena like fire, smoke, water, or abstract visual effects like magic glitter and faery dust.
  60477. * @param name The name of the particle system
  60478. */
  60479. function BaseParticleSystem(name) {
  60480. /**
  60481. * List of animations used by the particle system.
  60482. */
  60483. this.animations = [];
  60484. /**
  60485. * The rendering group used by the Particle system to chose when to render.
  60486. */
  60487. this.renderingGroupId = 0;
  60488. /**
  60489. * The emitter represents the Mesh or position we are attaching the particle system to.
  60490. */
  60491. this.emitter = null;
  60492. /**
  60493. * The maximum number of particles to emit per frame
  60494. */
  60495. this.emitRate = 10;
  60496. /**
  60497. * If you want to launch only a few particles at once, that can be done, as well.
  60498. */
  60499. this.manualEmitCount = -1;
  60500. /**
  60501. * The overall motion speed (0.01 is default update speed, faster updates = faster animation)
  60502. */
  60503. this.updateSpeed = 0.01;
  60504. /**
  60505. * The amount of time the particle system is running (depends of the overall update speed).
  60506. */
  60507. this.targetStopDuration = 0;
  60508. /**
  60509. * Specifies whether the particle system will be disposed once it reaches the end of the animation.
  60510. */
  60511. this.disposeOnStop = false;
  60512. /**
  60513. * Minimum power of emitting particles.
  60514. */
  60515. this.minEmitPower = 1;
  60516. /**
  60517. * Maximum power of emitting particles.
  60518. */
  60519. this.maxEmitPower = 1;
  60520. /**
  60521. * Minimum life time of emitting particles.
  60522. */
  60523. this.minLifeTime = 1;
  60524. /**
  60525. * Maximum life time of emitting particles.
  60526. */
  60527. this.maxLifeTime = 1;
  60528. /**
  60529. * Minimum Size of emitting particles.
  60530. */
  60531. this.minSize = 1;
  60532. /**
  60533. * Maximum Size of emitting particles.
  60534. */
  60535. this.maxSize = 1;
  60536. /**
  60537. * Minimum scale of emitting particles on X axis.
  60538. */
  60539. this.minScaleX = 1;
  60540. /**
  60541. * Maximum scale of emitting particles on X axis.
  60542. */
  60543. this.maxScaleX = 1;
  60544. /**
  60545. * Minimum scale of emitting particles on Y axis.
  60546. */
  60547. this.minScaleY = 1;
  60548. /**
  60549. * Maximum scale of emitting particles on Y axis.
  60550. */
  60551. this.maxScaleY = 1;
  60552. /**
  60553. * Gets or sets the minimal initial rotation in radians.
  60554. */
  60555. this.minInitialRotation = 0;
  60556. /**
  60557. * Gets or sets the maximal initial rotation in radians.
  60558. */
  60559. this.maxInitialRotation = 0;
  60560. /**
  60561. * Minimum angular speed of emitting particles (Z-axis rotation for each particle).
  60562. */
  60563. this.minAngularSpeed = 0;
  60564. /**
  60565. * Maximum angular speed of emitting particles (Z-axis rotation for each particle).
  60566. */
  60567. this.maxAngularSpeed = 0;
  60568. /**
  60569. * The layer mask we are rendering the particles through.
  60570. */
  60571. this.layerMask = 0x0FFFFFFF;
  60572. /**
  60573. * This can help using your own shader to render the particle system.
  60574. * The according effect will be created
  60575. */
  60576. this.customShader = null;
  60577. /**
  60578. * By default particle system starts as soon as they are created. This prevents the
  60579. * automatic start to happen and let you decide when to start emitting particles.
  60580. */
  60581. this.preventAutoStart = false;
  60582. /** Gets or sets the strength to apply to the noise value (default is (10, 10, 10)) */
  60583. this.noiseStrength = new BABYLON.Vector3(10, 10, 10);
  60584. /**
  60585. * Callback triggered when the particle animation is ending.
  60586. */
  60587. this.onAnimationEnd = null;
  60588. /**
  60589. * Blend mode use to render the particle, it can be either ParticleSystem.BLENDMODE_ONEONE or ParticleSystem.BLENDMODE_STANDARD.
  60590. */
  60591. this.blendMode = BABYLON.ParticleSystem.BLENDMODE_ONEONE;
  60592. /**
  60593. * Forces the particle to write their depth information to the depth buffer. This can help preventing other draw calls
  60594. * to override the particles.
  60595. */
  60596. this.forceDepthWrite = false;
  60597. /** Gets or sets a value indicating how many cycles (or frames) must be executed before first rendering (this value has to be set before starting the system). Default is 0 */
  60598. this.preWarmCycles = 0;
  60599. /** Gets or sets a value indicating the time step multiplier to use in pre-warm mode (default is 1) */
  60600. this.preWarmStepOffset = 1;
  60601. /**
  60602. * If using a spritesheet (isAnimationSheetEnabled) defines the speed of the sprite loop (default is 1 meaning the animation will play once during the entire particle lifetime)
  60603. */
  60604. this.spriteCellChangeSpeed = 1;
  60605. /**
  60606. * If using a spritesheet (isAnimationSheetEnabled) defines the first sprite cell to display
  60607. */
  60608. this.startSpriteCellID = 0;
  60609. /**
  60610. * If using a spritesheet (isAnimationSheetEnabled) defines the last sprite cell to display
  60611. */
  60612. this.endSpriteCellID = 0;
  60613. /**
  60614. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell width to use
  60615. */
  60616. this.spriteCellWidth = 0;
  60617. /**
  60618. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell height to use
  60619. */
  60620. this.spriteCellHeight = 0;
  60621. /**
  60622. * This allows the system to random pick the start cell ID between startSpriteCellID and endSpriteCellID
  60623. */
  60624. this.spriteRandomStartCell = false;
  60625. /** Gets or sets a Vector2 used to move the pivot (by default (0,0)) */
  60626. this.translationPivot = new BABYLON.Vector2(0, 0);
  60627. /**
  60628. * Gets or sets a boolean indicating that hosted animations (in the system.animations array) must be started when system.start() is called
  60629. */
  60630. this.beginAnimationOnStart = false;
  60631. /**
  60632. * Gets or sets the frame to start the animation from when beginAnimationOnStart is true
  60633. */
  60634. this.beginAnimationFrom = 0;
  60635. /**
  60636. * Gets or sets the frame to end the animation on when beginAnimationOnStart is true
  60637. */
  60638. this.beginAnimationTo = 60;
  60639. /**
  60640. * Gets or sets a boolean indicating if animations must loop when beginAnimationOnStart is true
  60641. */
  60642. this.beginAnimationLoop = false;
  60643. /**
  60644. * You can use gravity if you want to give an orientation to your particles.
  60645. */
  60646. this.gravity = BABYLON.Vector3.Zero();
  60647. this._colorGradients = null;
  60648. this._sizeGradients = null;
  60649. this._lifeTimeGradients = null;
  60650. this._angularSpeedGradients = null;
  60651. this._velocityGradients = null;
  60652. this._limitVelocityGradients = null;
  60653. this._dragGradients = null;
  60654. this._emitRateGradients = null;
  60655. this._startSizeGradients = null;
  60656. this._rampGradients = null;
  60657. this._colorRemapGradients = null;
  60658. this._alphaRemapGradients = null;
  60659. /**
  60660. * Defines the delay in milliseconds before starting the system (0 by default)
  60661. */
  60662. this.startDelay = 0;
  60663. /** Gets or sets a value indicating the damping to apply if the limit velocity factor is reached */
  60664. this.limitVelocityDamping = 0.4;
  60665. /**
  60666. * Random color of each particle after it has been emitted, between color1 and color2 vectors
  60667. */
  60668. this.color1 = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  60669. /**
  60670. * Random color of each particle after it has been emitted, between color1 and color2 vectors
  60671. */
  60672. this.color2 = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  60673. /**
  60674. * Color the particle will have at the end of its lifetime
  60675. */
  60676. this.colorDead = new BABYLON.Color4(0, 0, 0, 1.0);
  60677. /**
  60678. * An optional mask to filter some colors out of the texture, or filter a part of the alpha channel
  60679. */
  60680. this.textureMask = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  60681. /** @hidden */
  60682. this._isSubEmitter = false;
  60683. /**
  60684. * Gets or sets the billboard mode to use when isBillboardBased = true.
  60685. * Value can be: ParticleSystem.BILLBOARDMODE_ALL, ParticleSystem.BILLBOARDMODE_Y, ParticleSystem.BILLBOARDMODE_STRETCHED
  60686. */
  60687. this.billboardMode = BABYLON.ParticleSystem.BILLBOARDMODE_ALL;
  60688. this._isBillboardBased = true;
  60689. /**
  60690. * Local cache of defines for image processing.
  60691. */
  60692. this._imageProcessingConfigurationDefines = new BABYLON.ImageProcessingConfigurationDefines();
  60693. this.id = name;
  60694. this.name = name;
  60695. }
  60696. Object.defineProperty(BaseParticleSystem.prototype, "noiseTexture", {
  60697. /**
  60698. * Gets or sets a texture used to add random noise to particle positions
  60699. */
  60700. get: function () {
  60701. return this._noiseTexture;
  60702. },
  60703. set: function (value) {
  60704. if (this._noiseTexture === value) {
  60705. return;
  60706. }
  60707. this._noiseTexture = value;
  60708. this._reset();
  60709. },
  60710. enumerable: true,
  60711. configurable: true
  60712. });
  60713. Object.defineProperty(BaseParticleSystem.prototype, "isAnimationSheetEnabled", {
  60714. /**
  60715. * Gets or sets whether an animation sprite sheet is enabled or not on the particle system
  60716. */
  60717. get: function () {
  60718. return this._isAnimationSheetEnabled;
  60719. },
  60720. set: function (value) {
  60721. if (this._isAnimationSheetEnabled == value) {
  60722. return;
  60723. }
  60724. this._isAnimationSheetEnabled = value;
  60725. this._reset();
  60726. },
  60727. enumerable: true,
  60728. configurable: true
  60729. });
  60730. /**
  60731. * Get hosting scene
  60732. * @returns the scene
  60733. */
  60734. BaseParticleSystem.prototype.getScene = function () {
  60735. return this._scene;
  60736. };
  60737. BaseParticleSystem.prototype._hasTargetStopDurationDependantGradient = function () {
  60738. return (this._startSizeGradients && this._startSizeGradients.length > 0)
  60739. || (this._emitRateGradients && this._emitRateGradients.length > 0)
  60740. || (this._lifeTimeGradients && this._lifeTimeGradients.length > 0);
  60741. };
  60742. /**
  60743. * Gets the current list of drag gradients.
  60744. * You must use addDragGradient and removeDragGradient to udpate this list
  60745. * @returns the list of drag gradients
  60746. */
  60747. BaseParticleSystem.prototype.getDragGradients = function () {
  60748. return this._dragGradients;
  60749. };
  60750. /**
  60751. * Gets the current list of limit velocity gradients.
  60752. * You must use addLimitVelocityGradient and removeLimitVelocityGradient to udpate this list
  60753. * @returns the list of limit velocity gradients
  60754. */
  60755. BaseParticleSystem.prototype.getLimitVelocityGradients = function () {
  60756. return this._limitVelocityGradients;
  60757. };
  60758. /**
  60759. * Gets the current list of color gradients.
  60760. * You must use addColorGradient and removeColorGradient to udpate this list
  60761. * @returns the list of color gradients
  60762. */
  60763. BaseParticleSystem.prototype.getColorGradients = function () {
  60764. return this._colorGradients;
  60765. };
  60766. /**
  60767. * Gets the current list of size gradients.
  60768. * You must use addSizeGradient and removeSizeGradient to udpate this list
  60769. * @returns the list of size gradients
  60770. */
  60771. BaseParticleSystem.prototype.getSizeGradients = function () {
  60772. return this._sizeGradients;
  60773. };
  60774. /**
  60775. * Gets the current list of color remap gradients.
  60776. * You must use addColorRemapGradient and removeColorRemapGradient to udpate this list
  60777. * @returns the list of color remap gradients
  60778. */
  60779. BaseParticleSystem.prototype.getColorRemapGradients = function () {
  60780. return this._colorRemapGradients;
  60781. };
  60782. /**
  60783. * Gets the current list of alpha remap gradients.
  60784. * You must use addAlphaRemapGradient and removeAlphaRemapGradient to udpate this list
  60785. * @returns the list of alpha remap gradients
  60786. */
  60787. BaseParticleSystem.prototype.getAlphaRemapGradients = function () {
  60788. return this._alphaRemapGradients;
  60789. };
  60790. /**
  60791. * Gets the current list of life time gradients.
  60792. * You must use addLifeTimeGradient and removeLifeTimeGradient to udpate this list
  60793. * @returns the list of life time gradients
  60794. */
  60795. BaseParticleSystem.prototype.getLifeTimeGradients = function () {
  60796. return this._lifeTimeGradients;
  60797. };
  60798. /**
  60799. * Gets the current list of angular speed gradients.
  60800. * You must use addAngularSpeedGradient and removeAngularSpeedGradient to udpate this list
  60801. * @returns the list of angular speed gradients
  60802. */
  60803. BaseParticleSystem.prototype.getAngularSpeedGradients = function () {
  60804. return this._angularSpeedGradients;
  60805. };
  60806. /**
  60807. * Gets the current list of velocity gradients.
  60808. * You must use addVelocityGradient and removeVelocityGradient to udpate this list
  60809. * @returns the list of velocity gradients
  60810. */
  60811. BaseParticleSystem.prototype.getVelocityGradients = function () {
  60812. return this._velocityGradients;
  60813. };
  60814. /**
  60815. * Gets the current list of start size gradients.
  60816. * You must use addStartSizeGradient and removeStartSizeGradient to udpate this list
  60817. * @returns the list of start size gradients
  60818. */
  60819. BaseParticleSystem.prototype.getStartSizeGradients = function () {
  60820. return this._startSizeGradients;
  60821. };
  60822. /**
  60823. * Gets the current list of emit rate gradients.
  60824. * You must use addEmitRateGradient and removeEmitRateGradient to udpate this list
  60825. * @returns the list of emit rate gradients
  60826. */
  60827. BaseParticleSystem.prototype.getEmitRateGradients = function () {
  60828. return this._emitRateGradients;
  60829. };
  60830. Object.defineProperty(BaseParticleSystem.prototype, "direction1", {
  60831. /**
  60832. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  60833. * This only works when particleEmitterTyps is a BoxParticleEmitter
  60834. */
  60835. get: function () {
  60836. if (this.particleEmitterType.direction1) {
  60837. return this.particleEmitterType.direction1;
  60838. }
  60839. return BABYLON.Vector3.Zero();
  60840. },
  60841. set: function (value) {
  60842. if (this.particleEmitterType.direction1) {
  60843. this.particleEmitterType.direction1 = value;
  60844. }
  60845. },
  60846. enumerable: true,
  60847. configurable: true
  60848. });
  60849. Object.defineProperty(BaseParticleSystem.prototype, "direction2", {
  60850. /**
  60851. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  60852. * This only works when particleEmitterTyps is a BoxParticleEmitter
  60853. */
  60854. get: function () {
  60855. if (this.particleEmitterType.direction2) {
  60856. return this.particleEmitterType.direction2;
  60857. }
  60858. return BABYLON.Vector3.Zero();
  60859. },
  60860. set: function (value) {
  60861. if (this.particleEmitterType.direction2) {
  60862. this.particleEmitterType.direction2 = value;
  60863. }
  60864. },
  60865. enumerable: true,
  60866. configurable: true
  60867. });
  60868. Object.defineProperty(BaseParticleSystem.prototype, "minEmitBox", {
  60869. /**
  60870. * Minimum box point around our emitter. Our emitter is the center of particles source, but if you want your particles to emit from more than one point, then you can tell it to do so.
  60871. * This only works when particleEmitterTyps is a BoxParticleEmitter
  60872. */
  60873. get: function () {
  60874. if (this.particleEmitterType.minEmitBox) {
  60875. return this.particleEmitterType.minEmitBox;
  60876. }
  60877. return BABYLON.Vector3.Zero();
  60878. },
  60879. set: function (value) {
  60880. if (this.particleEmitterType.minEmitBox) {
  60881. this.particleEmitterType.minEmitBox = value;
  60882. }
  60883. },
  60884. enumerable: true,
  60885. configurable: true
  60886. });
  60887. Object.defineProperty(BaseParticleSystem.prototype, "maxEmitBox", {
  60888. /**
  60889. * Maximum box point around our emitter. Our emitter is the center of particles source, but if you want your particles to emit from more than one point, then you can tell it to do so.
  60890. * This only works when particleEmitterTyps is a BoxParticleEmitter
  60891. */
  60892. get: function () {
  60893. if (this.particleEmitterType.maxEmitBox) {
  60894. return this.particleEmitterType.maxEmitBox;
  60895. }
  60896. return BABYLON.Vector3.Zero();
  60897. },
  60898. set: function (value) {
  60899. if (this.particleEmitterType.maxEmitBox) {
  60900. this.particleEmitterType.maxEmitBox = value;
  60901. }
  60902. },
  60903. enumerable: true,
  60904. configurable: true
  60905. });
  60906. Object.defineProperty(BaseParticleSystem.prototype, "isBillboardBased", {
  60907. /**
  60908. * Gets or sets a boolean indicating if the particles must be rendered as billboard or aligned with the direction
  60909. */
  60910. get: function () {
  60911. return this._isBillboardBased;
  60912. },
  60913. set: function (value) {
  60914. if (this._isBillboardBased === value) {
  60915. return;
  60916. }
  60917. this._isBillboardBased = value;
  60918. this._reset();
  60919. },
  60920. enumerable: true,
  60921. configurable: true
  60922. });
  60923. Object.defineProperty(BaseParticleSystem.prototype, "imageProcessingConfiguration", {
  60924. /**
  60925. * Gets the image processing configuration used either in this material.
  60926. */
  60927. get: function () {
  60928. return this._imageProcessingConfiguration;
  60929. },
  60930. /**
  60931. * Sets the Default image processing configuration used either in the this material.
  60932. *
  60933. * If sets to null, the scene one is in use.
  60934. */
  60935. set: function (value) {
  60936. this._attachImageProcessingConfiguration(value);
  60937. },
  60938. enumerable: true,
  60939. configurable: true
  60940. });
  60941. /**
  60942. * Attaches a new image processing configuration to the Standard Material.
  60943. * @param configuration
  60944. */
  60945. BaseParticleSystem.prototype._attachImageProcessingConfiguration = function (configuration) {
  60946. if (configuration === this._imageProcessingConfiguration) {
  60947. return;
  60948. }
  60949. // Pick the scene configuration if needed.
  60950. if (!configuration) {
  60951. this._imageProcessingConfiguration = this._scene.imageProcessingConfiguration;
  60952. }
  60953. else {
  60954. this._imageProcessingConfiguration = configuration;
  60955. }
  60956. };
  60957. /** @hidden */
  60958. BaseParticleSystem.prototype._reset = function () {
  60959. };
  60960. /** @hidden */
  60961. BaseParticleSystem.prototype._removeGradientAndTexture = function (gradient, gradients, texture) {
  60962. if (!gradients) {
  60963. return this;
  60964. }
  60965. var index = 0;
  60966. for (var _i = 0, gradients_1 = gradients; _i < gradients_1.length; _i++) {
  60967. var valueGradient = gradients_1[_i];
  60968. if (valueGradient.gradient === gradient) {
  60969. gradients.splice(index, 1);
  60970. break;
  60971. }
  60972. index++;
  60973. }
  60974. if (texture) {
  60975. texture.dispose();
  60976. }
  60977. return this;
  60978. };
  60979. /**
  60980. * Creates a Point Emitter for the particle system (emits directly from the emitter position)
  60981. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  60982. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  60983. * @returns the emitter
  60984. */
  60985. BaseParticleSystem.prototype.createPointEmitter = function (direction1, direction2) {
  60986. var particleEmitter = new BABYLON.PointParticleEmitter();
  60987. particleEmitter.direction1 = direction1;
  60988. particleEmitter.direction2 = direction2;
  60989. this.particleEmitterType = particleEmitter;
  60990. return particleEmitter;
  60991. };
  60992. /**
  60993. * Creates a Hemisphere Emitter for the particle system (emits along the hemisphere radius)
  60994. * @param radius The radius of the hemisphere to emit from
  60995. * @param radiusRange The range of the hemisphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  60996. * @returns the emitter
  60997. */
  60998. BaseParticleSystem.prototype.createHemisphericEmitter = function (radius, radiusRange) {
  60999. if (radius === void 0) { radius = 1; }
  61000. if (radiusRange === void 0) { radiusRange = 1; }
  61001. var particleEmitter = new BABYLON.HemisphericParticleEmitter(radius, radiusRange);
  61002. this.particleEmitterType = particleEmitter;
  61003. return particleEmitter;
  61004. };
  61005. /**
  61006. * Creates a Sphere Emitter for the particle system (emits along the sphere radius)
  61007. * @param radius The radius of the sphere to emit from
  61008. * @param radiusRange The range of the sphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  61009. * @returns the emitter
  61010. */
  61011. BaseParticleSystem.prototype.createSphereEmitter = function (radius, radiusRange) {
  61012. if (radius === void 0) { radius = 1; }
  61013. if (radiusRange === void 0) { radiusRange = 1; }
  61014. var particleEmitter = new BABYLON.SphereParticleEmitter(radius, radiusRange);
  61015. this.particleEmitterType = particleEmitter;
  61016. return particleEmitter;
  61017. };
  61018. /**
  61019. * Creates a Directed Sphere Emitter for the particle system (emits between direction1 and direction2)
  61020. * @param radius The radius of the sphere to emit from
  61021. * @param direction1 Particles are emitted between the direction1 and direction2 from within the sphere
  61022. * @param direction2 Particles are emitted between the direction1 and direction2 from within the sphere
  61023. * @returns the emitter
  61024. */
  61025. BaseParticleSystem.prototype.createDirectedSphereEmitter = function (radius, direction1, direction2) {
  61026. if (radius === void 0) { radius = 1; }
  61027. if (direction1 === void 0) { direction1 = new BABYLON.Vector3(0, 1.0, 0); }
  61028. if (direction2 === void 0) { direction2 = new BABYLON.Vector3(0, 1.0, 0); }
  61029. var particleEmitter = new BABYLON.SphereDirectedParticleEmitter(radius, direction1, direction2);
  61030. this.particleEmitterType = particleEmitter;
  61031. return particleEmitter;
  61032. };
  61033. /**
  61034. * Creates a Cylinder Emitter for the particle system (emits from the cylinder to the particle position)
  61035. * @param radius The radius of the emission cylinder
  61036. * @param height The height of the emission cylinder
  61037. * @param radiusRange The range of emission [0-1] 0 Surface only, 1 Entire Radius
  61038. * @param directionRandomizer How much to randomize the particle direction [0-1]
  61039. * @returns the emitter
  61040. */
  61041. BaseParticleSystem.prototype.createCylinderEmitter = function (radius, height, radiusRange, directionRandomizer) {
  61042. if (radius === void 0) { radius = 1; }
  61043. if (height === void 0) { height = 1; }
  61044. if (radiusRange === void 0) { radiusRange = 1; }
  61045. if (directionRandomizer === void 0) { directionRandomizer = 0; }
  61046. var particleEmitter = new BABYLON.CylinderParticleEmitter(radius, height, radiusRange, directionRandomizer);
  61047. this.particleEmitterType = particleEmitter;
  61048. return particleEmitter;
  61049. };
  61050. /**
  61051. * Creates a Directed Cylinder Emitter for the particle system (emits between direction1 and direction2)
  61052. * @param radius The radius of the cylinder to emit from
  61053. * @param height The height of the emission cylinder
  61054. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  61055. * @param direction1 Particles are emitted between the direction1 and direction2 from within the cylinder
  61056. * @param direction2 Particles are emitted between the direction1 and direction2 from within the cylinder
  61057. * @returns the emitter
  61058. */
  61059. BaseParticleSystem.prototype.createDirectedCylinderEmitter = function (radius, height, radiusRange, direction1, direction2) {
  61060. if (radius === void 0) { radius = 1; }
  61061. if (height === void 0) { height = 1; }
  61062. if (radiusRange === void 0) { radiusRange = 1; }
  61063. if (direction1 === void 0) { direction1 = new BABYLON.Vector3(0, 1.0, 0); }
  61064. if (direction2 === void 0) { direction2 = new BABYLON.Vector3(0, 1.0, 0); }
  61065. var particleEmitter = new BABYLON.CylinderDirectedParticleEmitter(radius, height, radiusRange, direction1, direction2);
  61066. this.particleEmitterType = particleEmitter;
  61067. return particleEmitter;
  61068. };
  61069. /**
  61070. * Creates a Cone Emitter for the particle system (emits from the cone to the particle position)
  61071. * @param radius The radius of the cone to emit from
  61072. * @param angle The base angle of the cone
  61073. * @returns the emitter
  61074. */
  61075. BaseParticleSystem.prototype.createConeEmitter = function (radius, angle) {
  61076. if (radius === void 0) { radius = 1; }
  61077. if (angle === void 0) { angle = Math.PI / 4; }
  61078. var particleEmitter = new BABYLON.ConeParticleEmitter(radius, angle);
  61079. this.particleEmitterType = particleEmitter;
  61080. return particleEmitter;
  61081. };
  61082. /**
  61083. * Creates a Box Emitter for the particle system. (emits between direction1 and direction2 from withing the box defined by minEmitBox and maxEmitBox)
  61084. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  61085. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  61086. * @param minEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  61087. * @param maxEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  61088. * @returns the emitter
  61089. */
  61090. BaseParticleSystem.prototype.createBoxEmitter = function (direction1, direction2, minEmitBox, maxEmitBox) {
  61091. var particleEmitter = new BABYLON.BoxParticleEmitter();
  61092. this.particleEmitterType = particleEmitter;
  61093. this.direction1 = direction1;
  61094. this.direction2 = direction2;
  61095. this.minEmitBox = minEmitBox;
  61096. this.maxEmitBox = maxEmitBox;
  61097. return particleEmitter;
  61098. };
  61099. /**
  61100. * Source color is added to the destination color without alpha affecting the result
  61101. */
  61102. BaseParticleSystem.BLENDMODE_ONEONE = 0;
  61103. /**
  61104. * Blend current color and particle color using particle’s alpha
  61105. */
  61106. BaseParticleSystem.BLENDMODE_STANDARD = 1;
  61107. /**
  61108. * Add current color and particle color multiplied by particle’s alpha
  61109. */
  61110. BaseParticleSystem.BLENDMODE_ADD = 2;
  61111. /**
  61112. * Multiply current color with particle color
  61113. */
  61114. BaseParticleSystem.BLENDMODE_MULTIPLY = 3;
  61115. /**
  61116. * Multiply current color with particle color then add current color and particle color multiplied by particle’s alpha
  61117. */
  61118. BaseParticleSystem.BLENDMODE_MULTIPLYADD = 4;
  61119. return BaseParticleSystem;
  61120. }());
  61121. BABYLON.BaseParticleSystem = BaseParticleSystem;
  61122. })(BABYLON || (BABYLON = {}));
  61123. //# sourceMappingURL=babylon.baseParticleSystem.js.map
  61124. var BABYLON;
  61125. (function (BABYLON) {
  61126. /**
  61127. * This represents a particle system in Babylon.
  61128. * Particles are often small sprites used to simulate hard-to-reproduce phenomena like fire, smoke, water, or abstract visual effects like magic glitter and faery dust.
  61129. * Particles can take different shapes while emitted like box, sphere, cone or you can write your custom function.
  61130. * @example https://doc.babylonjs.com/babylon101/particles
  61131. */
  61132. var ParticleSystem = /** @class */ (function (_super) {
  61133. __extends(ParticleSystem, _super);
  61134. /**
  61135. * Instantiates a particle system.
  61136. * Particles are often small sprites used to simulate hard-to-reproduce phenomena like fire, smoke, water, or abstract visual effects like magic glitter and faery dust.
  61137. * @param name The name of the particle system
  61138. * @param capacity The max number of particles alive at the same time
  61139. * @param scene The scene the particle system belongs to
  61140. * @param customEffect a custom effect used to change the way particles are rendered by default
  61141. * @param isAnimationSheetEnabled Must be true if using a spritesheet to animate the particles texture
  61142. * @param epsilon Offset used to render the particles
  61143. */
  61144. function ParticleSystem(name, capacity, scene, customEffect, isAnimationSheetEnabled, epsilon) {
  61145. if (customEffect === void 0) { customEffect = null; }
  61146. if (isAnimationSheetEnabled === void 0) { isAnimationSheetEnabled = false; }
  61147. if (epsilon === void 0) { epsilon = 0.01; }
  61148. var _this = _super.call(this, name) || this;
  61149. /**
  61150. * @hidden
  61151. */
  61152. _this._inheritedVelocityOffset = new BABYLON.Vector3();
  61153. /**
  61154. * An event triggered when the system is disposed
  61155. */
  61156. _this.onDisposeObservable = new BABYLON.Observable();
  61157. _this._particles = new Array();
  61158. _this._stockParticles = new Array();
  61159. _this._newPartsExcess = 0;
  61160. _this._vertexBuffers = {};
  61161. _this._scaledColorStep = new BABYLON.Color4(0, 0, 0, 0);
  61162. _this._colorDiff = new BABYLON.Color4(0, 0, 0, 0);
  61163. _this._scaledDirection = BABYLON.Vector3.Zero();
  61164. _this._scaledGravity = BABYLON.Vector3.Zero();
  61165. _this._currentRenderId = -1;
  61166. _this._useInstancing = false;
  61167. _this._started = false;
  61168. _this._stopped = false;
  61169. _this._actualFrame = 0;
  61170. /** @hidden */
  61171. _this._currentEmitRate1 = 0;
  61172. /** @hidden */
  61173. _this._currentEmitRate2 = 0;
  61174. /** @hidden */
  61175. _this._currentStartSize1 = 0;
  61176. /** @hidden */
  61177. _this._currentStartSize2 = 0;
  61178. _this._rawTextureWidth = 256;
  61179. _this._useRampGradients = false;
  61180. /**
  61181. * @hidden
  61182. * If the particle systems emitter should be disposed when the particle system is disposed
  61183. */
  61184. _this._disposeEmitterOnDispose = false;
  61185. // start of sub system methods
  61186. /**
  61187. * "Recycles" one of the particle by copying it back to the "stock" of particles and removing it from the active list.
  61188. * Its lifetime will start back at 0.
  61189. */
  61190. _this.recycleParticle = function (particle) {
  61191. // move particle from activeParticle list to stock particles
  61192. var lastParticle = _this._particles.pop();
  61193. if (lastParticle !== particle) {
  61194. lastParticle.copyTo(particle);
  61195. }
  61196. _this._stockParticles.push(lastParticle);
  61197. };
  61198. _this._createParticle = function () {
  61199. var particle;
  61200. if (_this._stockParticles.length !== 0) {
  61201. particle = _this._stockParticles.pop();
  61202. particle._reset();
  61203. }
  61204. else {
  61205. particle = new BABYLON.Particle(_this);
  61206. }
  61207. // Attach emitters
  61208. if (_this._subEmitters && _this._subEmitters.length > 0) {
  61209. var subEmitters = _this._subEmitters[Math.floor(Math.random() * _this._subEmitters.length)];
  61210. particle._attachedSubEmitters = [];
  61211. subEmitters.forEach(function (subEmitter) {
  61212. if (subEmitter.type === BABYLON.SubEmitterType.ATTACHED) {
  61213. var newEmitter = subEmitter.clone();
  61214. particle._attachedSubEmitters.push(newEmitter);
  61215. newEmitter.particleSystem.start();
  61216. }
  61217. });
  61218. }
  61219. return particle;
  61220. };
  61221. _this._emitFromParticle = function (particle) {
  61222. if (!_this._subEmitters || _this._subEmitters.length === 0) {
  61223. return;
  61224. }
  61225. var templateIndex = Math.floor(Math.random() * _this._subEmitters.length);
  61226. _this._subEmitters[templateIndex].forEach(function (subEmitter) {
  61227. if (subEmitter.type === BABYLON.SubEmitterType.END) {
  61228. var subSystem = subEmitter.clone();
  61229. particle._inheritParticleInfoToSubEmitter(subSystem);
  61230. subSystem.particleSystem._rootParticleSystem = _this;
  61231. _this.activeSubSystems.push(subSystem.particleSystem);
  61232. subSystem.particleSystem.start();
  61233. }
  61234. });
  61235. };
  61236. _this._capacity = capacity;
  61237. _this._epsilon = epsilon;
  61238. _this._isAnimationSheetEnabled = isAnimationSheetEnabled;
  61239. _this._scene = scene || BABYLON.Engine.LastCreatedScene;
  61240. // Setup the default processing configuration to the scene.
  61241. _this._attachImageProcessingConfiguration(null);
  61242. _this._customEffect = customEffect;
  61243. _this._scene.particleSystems.push(_this);
  61244. _this._useInstancing = _this._scene.getEngine().getCaps().instancedArrays;
  61245. _this._createIndexBuffer();
  61246. _this._createVertexBuffers();
  61247. // Default emitter type
  61248. _this.particleEmitterType = new BABYLON.BoxParticleEmitter();
  61249. // Update
  61250. _this.updateFunction = function (particles) {
  61251. var noiseTextureSize = null;
  61252. var noiseTextureData = null;
  61253. if (_this.noiseTexture) { // We need to get texture data back to CPU
  61254. noiseTextureSize = _this.noiseTexture.getSize();
  61255. noiseTextureData = (_this.noiseTexture.getContent());
  61256. }
  61257. var _loop_1 = function () {
  61258. particle = particles[index];
  61259. var scaledUpdateSpeed = _this._scaledUpdateSpeed;
  61260. var previousAge = particle.age;
  61261. particle.age += scaledUpdateSpeed;
  61262. // Evaluate step to death
  61263. if (particle.age > particle.lifeTime) {
  61264. var diff = particle.age - previousAge;
  61265. var oldDiff = particle.lifeTime - previousAge;
  61266. scaledUpdateSpeed = (oldDiff * scaledUpdateSpeed) / diff;
  61267. particle.age = particle.lifeTime;
  61268. }
  61269. var ratio = particle.age / particle.lifeTime;
  61270. // Color
  61271. if (_this._colorGradients && _this._colorGradients.length > 0) {
  61272. BABYLON.Tools.GetCurrentGradient(ratio, _this._colorGradients, function (currentGradient, nextGradient, scale) {
  61273. if (currentGradient !== particle._currentColorGradient) {
  61274. particle._currentColor1.copyFrom(particle._currentColor2);
  61275. nextGradient.getColorToRef(particle._currentColor2);
  61276. particle._currentColorGradient = currentGradient;
  61277. }
  61278. BABYLON.Color4.LerpToRef(particle._currentColor1, particle._currentColor2, scale, particle.color);
  61279. });
  61280. }
  61281. else {
  61282. particle.colorStep.scaleToRef(scaledUpdateSpeed, _this._scaledColorStep);
  61283. particle.color.addInPlace(_this._scaledColorStep);
  61284. if (particle.color.a < 0) {
  61285. particle.color.a = 0;
  61286. }
  61287. }
  61288. // Angular speed
  61289. if (_this._angularSpeedGradients && _this._angularSpeedGradients.length > 0) {
  61290. BABYLON.Tools.GetCurrentGradient(ratio, _this._angularSpeedGradients, function (currentGradient, nextGradient, scale) {
  61291. if (currentGradient !== particle._currentAngularSpeedGradient) {
  61292. particle._currentAngularSpeed1 = particle._currentAngularSpeed2;
  61293. particle._currentAngularSpeed2 = nextGradient.getFactor();
  61294. particle._currentAngularSpeedGradient = currentGradient;
  61295. }
  61296. particle.angularSpeed = BABYLON.Scalar.Lerp(particle._currentAngularSpeed1, particle._currentAngularSpeed2, scale);
  61297. });
  61298. }
  61299. particle.angle += particle.angularSpeed * scaledUpdateSpeed;
  61300. // Direction
  61301. var directionScale = scaledUpdateSpeed;
  61302. /// Velocity
  61303. if (_this._velocityGradients && _this._velocityGradients.length > 0) {
  61304. BABYLON.Tools.GetCurrentGradient(ratio, _this._velocityGradients, function (currentGradient, nextGradient, scale) {
  61305. if (currentGradient !== particle._currentVelocityGradient) {
  61306. particle._currentVelocity1 = particle._currentVelocity2;
  61307. particle._currentVelocity2 = nextGradient.getFactor();
  61308. particle._currentVelocityGradient = currentGradient;
  61309. }
  61310. directionScale *= BABYLON.Scalar.Lerp(particle._currentVelocity1, particle._currentVelocity2, scale);
  61311. });
  61312. }
  61313. particle.direction.scaleToRef(directionScale, _this._scaledDirection);
  61314. /// Limit velocity
  61315. if (_this._limitVelocityGradients && _this._limitVelocityGradients.length > 0) {
  61316. BABYLON.Tools.GetCurrentGradient(ratio, _this._limitVelocityGradients, function (currentGradient, nextGradient, scale) {
  61317. if (currentGradient !== particle._currentLimitVelocityGradient) {
  61318. particle._currentLimitVelocity1 = particle._currentLimitVelocity2;
  61319. particle._currentLimitVelocity2 = nextGradient.getFactor();
  61320. particle._currentLimitVelocityGradient = currentGradient;
  61321. }
  61322. var limitVelocity = BABYLON.Scalar.Lerp(particle._currentLimitVelocity1, particle._currentLimitVelocity2, scale);
  61323. var currentVelocity = particle.direction.length();
  61324. if (currentVelocity > limitVelocity) {
  61325. particle.direction.scaleInPlace(_this.limitVelocityDamping);
  61326. }
  61327. });
  61328. }
  61329. /// Drag
  61330. if (_this._dragGradients && _this._dragGradients.length > 0) {
  61331. BABYLON.Tools.GetCurrentGradient(ratio, _this._dragGradients, function (currentGradient, nextGradient, scale) {
  61332. if (currentGradient !== particle._currentDragGradient) {
  61333. particle._currentDrag1 = particle._currentDrag2;
  61334. particle._currentDrag2 = nextGradient.getFactor();
  61335. particle._currentDragGradient = currentGradient;
  61336. }
  61337. var drag = BABYLON.Scalar.Lerp(particle._currentDrag1, particle._currentDrag2, scale);
  61338. _this._scaledDirection.scaleInPlace(1.0 - drag);
  61339. });
  61340. }
  61341. particle.position.addInPlace(_this._scaledDirection);
  61342. // Noise
  61343. if (noiseTextureData && noiseTextureSize && particle._randomNoiseCoordinates1) {
  61344. var fetchedColorR = _this._fetchR(particle._randomNoiseCoordinates1.x, particle._randomNoiseCoordinates1.y, noiseTextureSize.width, noiseTextureSize.height, noiseTextureData);
  61345. var fetchedColorG = _this._fetchR(particle._randomNoiseCoordinates1.z, particle._randomNoiseCoordinates2.x, noiseTextureSize.width, noiseTextureSize.height, noiseTextureData);
  61346. var fetchedColorB = _this._fetchR(particle._randomNoiseCoordinates2.y, particle._randomNoiseCoordinates2.z, noiseTextureSize.width, noiseTextureSize.height, noiseTextureData);
  61347. var force = BABYLON.Tmp.Vector3[0];
  61348. var scaledForce = BABYLON.Tmp.Vector3[1];
  61349. force.copyFromFloats((2 * fetchedColorR - 1) * _this.noiseStrength.x, (2 * fetchedColorG - 1) * _this.noiseStrength.y, (2 * fetchedColorB - 1) * _this.noiseStrength.z);
  61350. force.scaleToRef(scaledUpdateSpeed, scaledForce);
  61351. particle.direction.addInPlace(scaledForce);
  61352. }
  61353. // Gravity
  61354. _this.gravity.scaleToRef(scaledUpdateSpeed, _this._scaledGravity);
  61355. particle.direction.addInPlace(_this._scaledGravity);
  61356. // Size
  61357. if (_this._sizeGradients && _this._sizeGradients.length > 0) {
  61358. BABYLON.Tools.GetCurrentGradient(ratio, _this._sizeGradients, function (currentGradient, nextGradient, scale) {
  61359. if (currentGradient !== particle._currentSizeGradient) {
  61360. particle._currentSize1 = particle._currentSize2;
  61361. particle._currentSize2 = nextGradient.getFactor();
  61362. particle._currentSizeGradient = currentGradient;
  61363. }
  61364. particle.size = BABYLON.Scalar.Lerp(particle._currentSize1, particle._currentSize2, scale);
  61365. });
  61366. }
  61367. // Remap data
  61368. if (_this._useRampGradients) {
  61369. if (_this._colorRemapGradients && _this._colorRemapGradients.length > 0) {
  61370. BABYLON.Tools.GetCurrentGradient(ratio, _this._colorRemapGradients, function (currentGradient, nextGradient, scale) {
  61371. var min = BABYLON.Scalar.Lerp(currentGradient.factor1, nextGradient.factor1, scale);
  61372. var max = BABYLON.Scalar.Lerp(currentGradient.factor2, nextGradient.factor2, scale);
  61373. particle.remapData.x = min;
  61374. particle.remapData.y = max - min;
  61375. });
  61376. }
  61377. if (_this._alphaRemapGradients && _this._alphaRemapGradients.length > 0) {
  61378. BABYLON.Tools.GetCurrentGradient(ratio, _this._alphaRemapGradients, function (currentGradient, nextGradient, scale) {
  61379. var min = BABYLON.Scalar.Lerp(currentGradient.factor1, nextGradient.factor1, scale);
  61380. var max = BABYLON.Scalar.Lerp(currentGradient.factor2, nextGradient.factor2, scale);
  61381. particle.remapData.z = min;
  61382. particle.remapData.w = max - min;
  61383. });
  61384. }
  61385. }
  61386. if (_this._isAnimationSheetEnabled) {
  61387. particle.updateCellIndex();
  61388. }
  61389. // Update the position of the attached sub-emitters to match their attached particle
  61390. particle._inheritParticleInfoToSubEmitters();
  61391. if (particle.age >= particle.lifeTime) { // Recycle by swapping with last particle
  61392. _this._emitFromParticle(particle);
  61393. if (particle._attachedSubEmitters) {
  61394. particle._attachedSubEmitters.forEach(function (subEmitter) {
  61395. subEmitter.particleSystem.disposeOnStop = true;
  61396. subEmitter.particleSystem.stop();
  61397. });
  61398. particle._attachedSubEmitters = null;
  61399. }
  61400. _this.recycleParticle(particle);
  61401. index--;
  61402. return "continue";
  61403. }
  61404. };
  61405. var particle;
  61406. for (var index = 0; index < particles.length; index++) {
  61407. _loop_1();
  61408. }
  61409. };
  61410. return _this;
  61411. }
  61412. Object.defineProperty(ParticleSystem.prototype, "onDispose", {
  61413. /**
  61414. * Sets a callback that will be triggered when the system is disposed
  61415. */
  61416. set: function (callback) {
  61417. if (this._onDisposeObserver) {
  61418. this.onDisposeObservable.remove(this._onDisposeObserver);
  61419. }
  61420. this._onDisposeObserver = this.onDisposeObservable.add(callback);
  61421. },
  61422. enumerable: true,
  61423. configurable: true
  61424. });
  61425. Object.defineProperty(ParticleSystem.prototype, "useRampGradients", {
  61426. /** Gets or sets a boolean indicating that ramp gradients must be used
  61427. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  61428. */
  61429. get: function () {
  61430. return this._useRampGradients;
  61431. },
  61432. set: function (value) {
  61433. if (this._useRampGradients === value) {
  61434. return;
  61435. }
  61436. this._useRampGradients = value;
  61437. this._resetEffect();
  61438. },
  61439. enumerable: true,
  61440. configurable: true
  61441. });
  61442. Object.defineProperty(ParticleSystem.prototype, "particles", {
  61443. //end of Sub-emitter
  61444. /**
  61445. * Gets the current list of active particles
  61446. */
  61447. get: function () {
  61448. return this._particles;
  61449. },
  61450. enumerable: true,
  61451. configurable: true
  61452. });
  61453. /**
  61454. * Returns the string "ParticleSystem"
  61455. * @returns a string containing the class name
  61456. */
  61457. ParticleSystem.prototype.getClassName = function () {
  61458. return "ParticleSystem";
  61459. };
  61460. ParticleSystem.prototype._addFactorGradient = function (factorGradients, gradient, factor, factor2) {
  61461. var newGradient = new BABYLON.FactorGradient();
  61462. newGradient.gradient = gradient;
  61463. newGradient.factor1 = factor;
  61464. newGradient.factor2 = factor2;
  61465. factorGradients.push(newGradient);
  61466. factorGradients.sort(function (a, b) {
  61467. if (a.gradient < b.gradient) {
  61468. return -1;
  61469. }
  61470. else if (a.gradient > b.gradient) {
  61471. return 1;
  61472. }
  61473. return 0;
  61474. });
  61475. };
  61476. ParticleSystem.prototype._removeFactorGradient = function (factorGradients, gradient) {
  61477. if (!factorGradients) {
  61478. return;
  61479. }
  61480. var index = 0;
  61481. for (var _i = 0, factorGradients_1 = factorGradients; _i < factorGradients_1.length; _i++) {
  61482. var factorGradient = factorGradients_1[_i];
  61483. if (factorGradient.gradient === gradient) {
  61484. factorGradients.splice(index, 1);
  61485. break;
  61486. }
  61487. index++;
  61488. }
  61489. };
  61490. /**
  61491. * Adds a new life time gradient
  61492. * @param gradient defines the gradient to use (between 0 and 1)
  61493. * @param factor defines the life time factor to affect to the specified gradient
  61494. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  61495. * @returns the current particle system
  61496. */
  61497. ParticleSystem.prototype.addLifeTimeGradient = function (gradient, factor, factor2) {
  61498. if (!this._lifeTimeGradients) {
  61499. this._lifeTimeGradients = [];
  61500. }
  61501. this._addFactorGradient(this._lifeTimeGradients, gradient, factor, factor2);
  61502. return this;
  61503. };
  61504. /**
  61505. * Remove a specific life time gradient
  61506. * @param gradient defines the gradient to remove
  61507. * @returns the current particle system
  61508. */
  61509. ParticleSystem.prototype.removeLifeTimeGradient = function (gradient) {
  61510. this._removeFactorGradient(this._lifeTimeGradients, gradient);
  61511. return this;
  61512. };
  61513. /**
  61514. * Adds a new size gradient
  61515. * @param gradient defines the gradient to use (between 0 and 1)
  61516. * @param factor defines the size factor to affect to the specified gradient
  61517. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  61518. * @returns the current particle system
  61519. */
  61520. ParticleSystem.prototype.addSizeGradient = function (gradient, factor, factor2) {
  61521. if (!this._sizeGradients) {
  61522. this._sizeGradients = [];
  61523. }
  61524. this._addFactorGradient(this._sizeGradients, gradient, factor, factor2);
  61525. return this;
  61526. };
  61527. /**
  61528. * Remove a specific size gradient
  61529. * @param gradient defines the gradient to remove
  61530. * @returns the current particle system
  61531. */
  61532. ParticleSystem.prototype.removeSizeGradient = function (gradient) {
  61533. this._removeFactorGradient(this._sizeGradients, gradient);
  61534. return this;
  61535. };
  61536. /**
  61537. * Adds a new color remap gradient
  61538. * @param gradient defines the gradient to use (between 0 and 1)
  61539. * @param min defines the color remap minimal range
  61540. * @param max defines the color remap maximal range
  61541. * @returns the current particle system
  61542. */
  61543. ParticleSystem.prototype.addColorRemapGradient = function (gradient, min, max) {
  61544. if (!this._colorRemapGradients) {
  61545. this._colorRemapGradients = [];
  61546. }
  61547. this._addFactorGradient(this._colorRemapGradients, gradient, min, max);
  61548. return this;
  61549. };
  61550. /**
  61551. * Remove a specific color remap gradient
  61552. * @param gradient defines the gradient to remove
  61553. * @returns the current particle system
  61554. */
  61555. ParticleSystem.prototype.removeColorRemapGradient = function (gradient) {
  61556. this._removeFactorGradient(this._colorRemapGradients, gradient);
  61557. return this;
  61558. };
  61559. /**
  61560. * Adds a new alpha remap gradient
  61561. * @param gradient defines the gradient to use (between 0 and 1)
  61562. * @param min defines the alpha remap minimal range
  61563. * @param max defines the alpha remap maximal range
  61564. * @returns the current particle system
  61565. */
  61566. ParticleSystem.prototype.addAlphaRemapGradient = function (gradient, min, max) {
  61567. if (!this._alphaRemapGradients) {
  61568. this._alphaRemapGradients = [];
  61569. }
  61570. this._addFactorGradient(this._alphaRemapGradients, gradient, min, max);
  61571. return this;
  61572. };
  61573. /**
  61574. * Remove a specific alpha remap gradient
  61575. * @param gradient defines the gradient to remove
  61576. * @returns the current particle system
  61577. */
  61578. ParticleSystem.prototype.removeAlphaRemapGradient = function (gradient) {
  61579. this._removeFactorGradient(this._alphaRemapGradients, gradient);
  61580. return this;
  61581. };
  61582. /**
  61583. * Adds a new angular speed gradient
  61584. * @param gradient defines the gradient to use (between 0 and 1)
  61585. * @param factor defines the angular speed to affect to the specified gradient
  61586. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  61587. * @returns the current particle system
  61588. */
  61589. ParticleSystem.prototype.addAngularSpeedGradient = function (gradient, factor, factor2) {
  61590. if (!this._angularSpeedGradients) {
  61591. this._angularSpeedGradients = [];
  61592. }
  61593. this._addFactorGradient(this._angularSpeedGradients, gradient, factor, factor2);
  61594. return this;
  61595. };
  61596. /**
  61597. * Remove a specific angular speed gradient
  61598. * @param gradient defines the gradient to remove
  61599. * @returns the current particle system
  61600. */
  61601. ParticleSystem.prototype.removeAngularSpeedGradient = function (gradient) {
  61602. this._removeFactorGradient(this._angularSpeedGradients, gradient);
  61603. return this;
  61604. };
  61605. /**
  61606. * Adds a new velocity gradient
  61607. * @param gradient defines the gradient to use (between 0 and 1)
  61608. * @param factor defines the velocity to affect to the specified gradient
  61609. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  61610. * @returns the current particle system
  61611. */
  61612. ParticleSystem.prototype.addVelocityGradient = function (gradient, factor, factor2) {
  61613. if (!this._velocityGradients) {
  61614. this._velocityGradients = [];
  61615. }
  61616. this._addFactorGradient(this._velocityGradients, gradient, factor, factor2);
  61617. return this;
  61618. };
  61619. /**
  61620. * Remove a specific velocity gradient
  61621. * @param gradient defines the gradient to remove
  61622. * @returns the current particle system
  61623. */
  61624. ParticleSystem.prototype.removeVelocityGradient = function (gradient) {
  61625. this._removeFactorGradient(this._velocityGradients, gradient);
  61626. return this;
  61627. };
  61628. /**
  61629. * Adds a new limit velocity gradient
  61630. * @param gradient defines the gradient to use (between 0 and 1)
  61631. * @param factor defines the limit velocity value to affect to the specified gradient
  61632. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  61633. * @returns the current particle system
  61634. */
  61635. ParticleSystem.prototype.addLimitVelocityGradient = function (gradient, factor, factor2) {
  61636. if (!this._limitVelocityGradients) {
  61637. this._limitVelocityGradients = [];
  61638. }
  61639. this._addFactorGradient(this._limitVelocityGradients, gradient, factor, factor2);
  61640. return this;
  61641. };
  61642. /**
  61643. * Remove a specific limit velocity gradient
  61644. * @param gradient defines the gradient to remove
  61645. * @returns the current particle system
  61646. */
  61647. ParticleSystem.prototype.removeLimitVelocityGradient = function (gradient) {
  61648. this._removeFactorGradient(this._limitVelocityGradients, gradient);
  61649. return this;
  61650. };
  61651. /**
  61652. * Adds a new drag gradient
  61653. * @param gradient defines the gradient to use (between 0 and 1)
  61654. * @param factor defines the drag value to affect to the specified gradient
  61655. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  61656. * @returns the current particle system
  61657. */
  61658. ParticleSystem.prototype.addDragGradient = function (gradient, factor, factor2) {
  61659. if (!this._dragGradients) {
  61660. this._dragGradients = [];
  61661. }
  61662. this._addFactorGradient(this._dragGradients, gradient, factor, factor2);
  61663. return this;
  61664. };
  61665. /**
  61666. * Remove a specific drag gradient
  61667. * @param gradient defines the gradient to remove
  61668. * @returns the current particle system
  61669. */
  61670. ParticleSystem.prototype.removeDragGradient = function (gradient) {
  61671. this._removeFactorGradient(this._dragGradients, gradient);
  61672. return this;
  61673. };
  61674. /**
  61675. * Adds a new emit rate gradient (please note that this will only work if you set the targetStopDuration property)
  61676. * @param gradient defines the gradient to use (between 0 and 1)
  61677. * @param factor defines the emit rate value to affect to the specified gradient
  61678. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  61679. * @returns the current particle system
  61680. */
  61681. ParticleSystem.prototype.addEmitRateGradient = function (gradient, factor, factor2) {
  61682. if (!this._emitRateGradients) {
  61683. this._emitRateGradients = [];
  61684. }
  61685. this._addFactorGradient(this._emitRateGradients, gradient, factor, factor2);
  61686. return this;
  61687. };
  61688. /**
  61689. * Remove a specific emit rate gradient
  61690. * @param gradient defines the gradient to remove
  61691. * @returns the current particle system
  61692. */
  61693. ParticleSystem.prototype.removeEmitRateGradient = function (gradient) {
  61694. this._removeFactorGradient(this._emitRateGradients, gradient);
  61695. return this;
  61696. };
  61697. /**
  61698. * Adds a new start size gradient (please note that this will only work if you set the targetStopDuration property)
  61699. * @param gradient defines the gradient to use (between 0 and 1)
  61700. * @param factor defines the start size value to affect to the specified gradient
  61701. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  61702. * @returns the current particle system
  61703. */
  61704. ParticleSystem.prototype.addStartSizeGradient = function (gradient, factor, factor2) {
  61705. if (!this._startSizeGradients) {
  61706. this._startSizeGradients = [];
  61707. }
  61708. this._addFactorGradient(this._startSizeGradients, gradient, factor, factor2);
  61709. return this;
  61710. };
  61711. /**
  61712. * Remove a specific start size gradient
  61713. * @param gradient defines the gradient to remove
  61714. * @returns the current particle system
  61715. */
  61716. ParticleSystem.prototype.removeStartSizeGradient = function (gradient) {
  61717. this._removeFactorGradient(this._emitRateGradients, gradient);
  61718. return this;
  61719. };
  61720. ParticleSystem.prototype._createRampGradientTexture = function () {
  61721. if (!this._rampGradients || !this._rampGradients.length || this._rampGradientsTexture) {
  61722. return;
  61723. }
  61724. var data = new Uint8Array(this._rawTextureWidth * 4);
  61725. var tmpColor = BABYLON.Tmp.Color3[0];
  61726. for (var x = 0; x < this._rawTextureWidth; x++) {
  61727. var ratio = x / this._rawTextureWidth;
  61728. BABYLON.Tools.GetCurrentGradient(ratio, this._rampGradients, function (currentGradient, nextGradient, scale) {
  61729. BABYLON.Color3.LerpToRef(currentGradient.color, nextGradient.color, scale, tmpColor);
  61730. data[x * 4] = tmpColor.r * 255;
  61731. data[x * 4 + 1] = tmpColor.g * 255;
  61732. data[x * 4 + 2] = tmpColor.b * 255;
  61733. data[x * 4 + 3] = 255;
  61734. });
  61735. }
  61736. this._rampGradientsTexture = BABYLON.RawTexture.CreateRGBATexture(data, this._rawTextureWidth, 1, this._scene, false, false, BABYLON.Texture.NEAREST_SAMPLINGMODE);
  61737. };
  61738. /**
  61739. * Gets the current list of ramp gradients.
  61740. * You must use addRampGradient and removeRampGradient to udpate this list
  61741. * @returns the list of ramp gradients
  61742. */
  61743. ParticleSystem.prototype.getRampGradients = function () {
  61744. return this._rampGradients;
  61745. };
  61746. /**
  61747. * Adds a new ramp gradient used to remap particle colors
  61748. * @param gradient defines the gradient to use (between 0 and 1)
  61749. * @param color defines the color to affect to the specified gradient
  61750. * @returns the current particle system
  61751. */
  61752. ParticleSystem.prototype.addRampGradient = function (gradient, color) {
  61753. if (!this._rampGradients) {
  61754. this._rampGradients = [];
  61755. }
  61756. var rampGradient = new BABYLON.Color3Gradient();
  61757. rampGradient.gradient = gradient;
  61758. rampGradient.color = color;
  61759. this._rampGradients.push(rampGradient);
  61760. this._rampGradients.sort(function (a, b) {
  61761. if (a.gradient < b.gradient) {
  61762. return -1;
  61763. }
  61764. else if (a.gradient > b.gradient) {
  61765. return 1;
  61766. }
  61767. return 0;
  61768. });
  61769. if (this._rampGradientsTexture) {
  61770. this._rampGradientsTexture.dispose();
  61771. this._rampGradientsTexture = null;
  61772. }
  61773. this._createRampGradientTexture();
  61774. return this;
  61775. };
  61776. /**
  61777. * Remove a specific ramp gradient
  61778. * @param gradient defines the gradient to remove
  61779. * @returns the current particle system
  61780. */
  61781. ParticleSystem.prototype.removeRampGradient = function (gradient) {
  61782. this._removeGradientAndTexture(gradient, this._rampGradients, this._rampGradientsTexture);
  61783. this._rampGradientsTexture = null;
  61784. if (this._rampGradients && this._rampGradients.length > 0) {
  61785. this._createRampGradientTexture();
  61786. }
  61787. return this;
  61788. };
  61789. /**
  61790. * Adds a new color gradient
  61791. * @param gradient defines the gradient to use (between 0 and 1)
  61792. * @param color1 defines the color to affect to the specified gradient
  61793. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  61794. * @returns this particle system
  61795. */
  61796. ParticleSystem.prototype.addColorGradient = function (gradient, color1, color2) {
  61797. if (!this._colorGradients) {
  61798. this._colorGradients = [];
  61799. }
  61800. var colorGradient = new BABYLON.ColorGradient();
  61801. colorGradient.gradient = gradient;
  61802. colorGradient.color1 = color1;
  61803. colorGradient.color2 = color2;
  61804. this._colorGradients.push(colorGradient);
  61805. this._colorGradients.sort(function (a, b) {
  61806. if (a.gradient < b.gradient) {
  61807. return -1;
  61808. }
  61809. else if (a.gradient > b.gradient) {
  61810. return 1;
  61811. }
  61812. return 0;
  61813. });
  61814. return this;
  61815. };
  61816. /**
  61817. * Remove a specific color gradient
  61818. * @param gradient defines the gradient to remove
  61819. * @returns this particle system
  61820. */
  61821. ParticleSystem.prototype.removeColorGradient = function (gradient) {
  61822. if (!this._colorGradients) {
  61823. return this;
  61824. }
  61825. var index = 0;
  61826. for (var _i = 0, _a = this._colorGradients; _i < _a.length; _i++) {
  61827. var colorGradient = _a[_i];
  61828. if (colorGradient.gradient === gradient) {
  61829. this._colorGradients.splice(index, 1);
  61830. break;
  61831. }
  61832. index++;
  61833. }
  61834. return this;
  61835. };
  61836. ParticleSystem.prototype._fetchR = function (u, v, width, height, pixels) {
  61837. u = Math.abs(u) * 0.5 + 0.5;
  61838. v = Math.abs(v) * 0.5 + 0.5;
  61839. var wrappedU = ((u * width) % width) | 0;
  61840. var wrappedV = ((v * height) % height) | 0;
  61841. var position = (wrappedU + wrappedV * width) * 4;
  61842. return pixels[position] / 255;
  61843. };
  61844. ParticleSystem.prototype._reset = function () {
  61845. this._resetEffect();
  61846. };
  61847. ParticleSystem.prototype._resetEffect = function () {
  61848. if (this._vertexBuffer) {
  61849. this._vertexBuffer.dispose();
  61850. this._vertexBuffer = null;
  61851. }
  61852. if (this._spriteBuffer) {
  61853. this._spriteBuffer.dispose();
  61854. this._spriteBuffer = null;
  61855. }
  61856. this._createVertexBuffers();
  61857. };
  61858. ParticleSystem.prototype._createVertexBuffers = function () {
  61859. this._vertexBufferSize = this._useInstancing ? 10 : 12;
  61860. if (this._isAnimationSheetEnabled) {
  61861. this._vertexBufferSize += 1;
  61862. }
  61863. if (!this._isBillboardBased || this.billboardMode === ParticleSystem.BILLBOARDMODE_STRETCHED) {
  61864. this._vertexBufferSize += 3;
  61865. }
  61866. if (this._useRampGradients) {
  61867. this._vertexBufferSize += 4;
  61868. }
  61869. var engine = this._scene.getEngine();
  61870. this._vertexData = new Float32Array(this._capacity * this._vertexBufferSize * (this._useInstancing ? 1 : 4));
  61871. this._vertexBuffer = new BABYLON.Buffer(engine, this._vertexData, true, this._vertexBufferSize);
  61872. var dataOffset = 0;
  61873. var positions = this._vertexBuffer.createVertexBuffer(BABYLON.VertexBuffer.PositionKind, dataOffset, 3, this._vertexBufferSize, this._useInstancing);
  61874. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = positions;
  61875. dataOffset += 3;
  61876. var colors = this._vertexBuffer.createVertexBuffer(BABYLON.VertexBuffer.ColorKind, dataOffset, 4, this._vertexBufferSize, this._useInstancing);
  61877. this._vertexBuffers[BABYLON.VertexBuffer.ColorKind] = colors;
  61878. dataOffset += 4;
  61879. var options = this._vertexBuffer.createVertexBuffer("angle", dataOffset, 1, this._vertexBufferSize, this._useInstancing);
  61880. this._vertexBuffers["angle"] = options;
  61881. dataOffset += 1;
  61882. var size = this._vertexBuffer.createVertexBuffer("size", dataOffset, 2, this._vertexBufferSize, this._useInstancing);
  61883. this._vertexBuffers["size"] = size;
  61884. dataOffset += 2;
  61885. if (this._isAnimationSheetEnabled) {
  61886. var cellIndexBuffer = this._vertexBuffer.createVertexBuffer("cellIndex", dataOffset, 1, this._vertexBufferSize, this._useInstancing);
  61887. this._vertexBuffers["cellIndex"] = cellIndexBuffer;
  61888. dataOffset += 1;
  61889. }
  61890. if (!this._isBillboardBased || this.billboardMode === ParticleSystem.BILLBOARDMODE_STRETCHED) {
  61891. var directionBuffer = this._vertexBuffer.createVertexBuffer("direction", dataOffset, 3, this._vertexBufferSize, this._useInstancing);
  61892. this._vertexBuffers["direction"] = directionBuffer;
  61893. dataOffset += 3;
  61894. }
  61895. if (this._useRampGradients) {
  61896. var rampDataBuffer = this._vertexBuffer.createVertexBuffer("remapData", dataOffset, 4, this._vertexBufferSize, this._useInstancing);
  61897. this._vertexBuffers["remapData"] = rampDataBuffer;
  61898. dataOffset += 4;
  61899. }
  61900. var offsets;
  61901. if (this._useInstancing) {
  61902. var spriteData = new Float32Array([0, 0, 1, 0, 1, 1, 0, 1]);
  61903. this._spriteBuffer = new BABYLON.Buffer(engine, spriteData, false, 2);
  61904. offsets = this._spriteBuffer.createVertexBuffer("offset", 0, 2);
  61905. }
  61906. else {
  61907. offsets = this._vertexBuffer.createVertexBuffer("offset", dataOffset, 2, this._vertexBufferSize, this._useInstancing);
  61908. dataOffset += 2;
  61909. }
  61910. this._vertexBuffers["offset"] = offsets;
  61911. };
  61912. ParticleSystem.prototype._createIndexBuffer = function () {
  61913. if (this._useInstancing) {
  61914. return;
  61915. }
  61916. var indices = [];
  61917. var index = 0;
  61918. for (var count = 0; count < this._capacity; count++) {
  61919. indices.push(index);
  61920. indices.push(index + 1);
  61921. indices.push(index + 2);
  61922. indices.push(index);
  61923. indices.push(index + 2);
  61924. indices.push(index + 3);
  61925. index += 4;
  61926. }
  61927. this._indexBuffer = this._scene.getEngine().createIndexBuffer(indices);
  61928. };
  61929. /**
  61930. * Gets the maximum number of particles active at the same time.
  61931. * @returns The max number of active particles.
  61932. */
  61933. ParticleSystem.prototype.getCapacity = function () {
  61934. return this._capacity;
  61935. };
  61936. /**
  61937. * Gets whether there are still active particles in the system.
  61938. * @returns True if it is alive, otherwise false.
  61939. */
  61940. ParticleSystem.prototype.isAlive = function () {
  61941. return this._alive;
  61942. };
  61943. /**
  61944. * Gets if the system has been started. (Note: this will still be true after stop is called)
  61945. * @returns True if it has been started, otherwise false.
  61946. */
  61947. ParticleSystem.prototype.isStarted = function () {
  61948. return this._started;
  61949. };
  61950. ParticleSystem.prototype._prepareSubEmitterInternalArray = function () {
  61951. var _this = this;
  61952. this._subEmitters = new Array();
  61953. if (this.subEmitters) {
  61954. this.subEmitters.forEach(function (subEmitter) {
  61955. if (subEmitter instanceof ParticleSystem) {
  61956. _this._subEmitters.push([new BABYLON.SubEmitter(subEmitter)]);
  61957. }
  61958. else if (subEmitter instanceof BABYLON.SubEmitter) {
  61959. _this._subEmitters.push([subEmitter]);
  61960. }
  61961. else if (subEmitter instanceof Array) {
  61962. _this._subEmitters.push(subEmitter);
  61963. }
  61964. });
  61965. }
  61966. };
  61967. /**
  61968. * Starts the particle system and begins to emit
  61969. * @param delay defines the delay in milliseconds before starting the system (this.startDelay by default)
  61970. */
  61971. ParticleSystem.prototype.start = function (delay) {
  61972. var _this = this;
  61973. if (delay === void 0) { delay = this.startDelay; }
  61974. if (!this.targetStopDuration && this._hasTargetStopDurationDependantGradient()) {
  61975. throw "Particle system started with a targetStopDuration dependant gradient (eg. startSizeGradients) but no targetStopDuration set";
  61976. }
  61977. if (delay) {
  61978. setTimeout(function () {
  61979. _this.start(0);
  61980. }, delay);
  61981. return;
  61982. }
  61983. // Convert the subEmitters field to the constant type field _subEmitters
  61984. this._prepareSubEmitterInternalArray();
  61985. this._started = true;
  61986. this._stopped = false;
  61987. this._actualFrame = 0;
  61988. if (this._subEmitters && this._subEmitters.length != 0) {
  61989. this.activeSubSystems = new Array();
  61990. }
  61991. // Reset emit gradient so it acts the same on every start
  61992. if (this._emitRateGradients) {
  61993. if (this._emitRateGradients.length > 0) {
  61994. this._currentEmitRateGradient = this._emitRateGradients[0];
  61995. this._currentEmitRate1 = this._currentEmitRateGradient.getFactor();
  61996. this._currentEmitRate2 = this._currentEmitRate1;
  61997. }
  61998. if (this._emitRateGradients.length > 1) {
  61999. this._currentEmitRate2 = this._emitRateGradients[1].getFactor();
  62000. }
  62001. }
  62002. // Reset start size gradient so it acts the same on every start
  62003. if (this._startSizeGradients) {
  62004. if (this._startSizeGradients.length > 0) {
  62005. this._currentStartSizeGradient = this._startSizeGradients[0];
  62006. this._currentStartSize1 = this._currentStartSizeGradient.getFactor();
  62007. this._currentStartSize2 = this._currentStartSize1;
  62008. }
  62009. if (this._startSizeGradients.length > 1) {
  62010. this._currentStartSize2 = this._startSizeGradients[1].getFactor();
  62011. }
  62012. }
  62013. if (this.preWarmCycles) {
  62014. if (this.emitter instanceof BABYLON.AbstractMesh) {
  62015. this.emitter.computeWorldMatrix(true);
  62016. }
  62017. var noiseTextureAsProcedural_1 = this.noiseTexture;
  62018. if (noiseTextureAsProcedural_1 && noiseTextureAsProcedural_1.onGeneratedObservable) {
  62019. noiseTextureAsProcedural_1.onGeneratedObservable.addOnce(function () {
  62020. setTimeout(function () {
  62021. for (var index = 0; index < _this.preWarmCycles; index++) {
  62022. _this.animate(true);
  62023. noiseTextureAsProcedural_1.render();
  62024. }
  62025. });
  62026. });
  62027. }
  62028. else {
  62029. for (var index = 0; index < this.preWarmCycles; index++) {
  62030. this.animate(true);
  62031. }
  62032. }
  62033. }
  62034. // Animations
  62035. if (this.beginAnimationOnStart && this.animations && this.animations.length > 0) {
  62036. this.getScene().beginAnimation(this, this.beginAnimationFrom, this.beginAnimationTo, this.beginAnimationLoop);
  62037. }
  62038. };
  62039. /**
  62040. * Stops the particle system.
  62041. * @param stopSubEmitters if true it will stop the current system and all created sub-Systems if false it will stop the current root system only, this param is used by the root particle system only. the default value is true.
  62042. */
  62043. ParticleSystem.prototype.stop = function (stopSubEmitters) {
  62044. if (stopSubEmitters === void 0) { stopSubEmitters = true; }
  62045. this._stopped = true;
  62046. if (stopSubEmitters) {
  62047. this._stopSubEmitters();
  62048. }
  62049. };
  62050. // animation sheet
  62051. /**
  62052. * Remove all active particles
  62053. */
  62054. ParticleSystem.prototype.reset = function () {
  62055. this._stockParticles = [];
  62056. this._particles = [];
  62057. };
  62058. /**
  62059. * @hidden (for internal use only)
  62060. */
  62061. ParticleSystem.prototype._appendParticleVertex = function (index, particle, offsetX, offsetY) {
  62062. var offset = index * this._vertexBufferSize;
  62063. this._vertexData[offset++] = particle.position.x;
  62064. this._vertexData[offset++] = particle.position.y;
  62065. this._vertexData[offset++] = particle.position.z;
  62066. this._vertexData[offset++] = particle.color.r;
  62067. this._vertexData[offset++] = particle.color.g;
  62068. this._vertexData[offset++] = particle.color.b;
  62069. this._vertexData[offset++] = particle.color.a;
  62070. this._vertexData[offset++] = particle.angle;
  62071. this._vertexData[offset++] = particle.scale.x * particle.size;
  62072. this._vertexData[offset++] = particle.scale.y * particle.size;
  62073. if (this._isAnimationSheetEnabled) {
  62074. this._vertexData[offset++] = particle.cellIndex;
  62075. }
  62076. if (!this._isBillboardBased) {
  62077. if (particle._initialDirection) {
  62078. this._vertexData[offset++] = particle._initialDirection.x;
  62079. this._vertexData[offset++] = particle._initialDirection.y;
  62080. this._vertexData[offset++] = particle._initialDirection.z;
  62081. }
  62082. else {
  62083. this._vertexData[offset++] = particle.direction.x;
  62084. this._vertexData[offset++] = particle.direction.y;
  62085. this._vertexData[offset++] = particle.direction.z;
  62086. }
  62087. }
  62088. else if (this.billboardMode === ParticleSystem.BILLBOARDMODE_STRETCHED) {
  62089. this._vertexData[offset++] = particle.direction.x;
  62090. this._vertexData[offset++] = particle.direction.y;
  62091. this._vertexData[offset++] = particle.direction.z;
  62092. }
  62093. if (this._useRampGradients) {
  62094. this._vertexData[offset++] = particle.remapData.x;
  62095. this._vertexData[offset++] = particle.remapData.y;
  62096. this._vertexData[offset++] = particle.remapData.z;
  62097. this._vertexData[offset++] = particle.remapData.w;
  62098. }
  62099. if (!this._useInstancing) {
  62100. if (this._isAnimationSheetEnabled) {
  62101. if (offsetX === 0) {
  62102. offsetX = this._epsilon;
  62103. }
  62104. else if (offsetX === 1) {
  62105. offsetX = 1 - this._epsilon;
  62106. }
  62107. if (offsetY === 0) {
  62108. offsetY = this._epsilon;
  62109. }
  62110. else if (offsetY === 1) {
  62111. offsetY = 1 - this._epsilon;
  62112. }
  62113. }
  62114. this._vertexData[offset++] = offsetX;
  62115. this._vertexData[offset++] = offsetY;
  62116. }
  62117. };
  62118. ParticleSystem.prototype._stopSubEmitters = function () {
  62119. if (!this.activeSubSystems) {
  62120. return;
  62121. }
  62122. this.activeSubSystems.forEach(function (subSystem) {
  62123. subSystem.stop(true);
  62124. });
  62125. this.activeSubSystems = new Array();
  62126. };
  62127. ParticleSystem.prototype._removeFromRoot = function () {
  62128. if (!this._rootParticleSystem) {
  62129. return;
  62130. }
  62131. var index = this._rootParticleSystem.activeSubSystems.indexOf(this);
  62132. if (index !== -1) {
  62133. this._rootParticleSystem.activeSubSystems.splice(index, 1);
  62134. }
  62135. this._rootParticleSystem = null;
  62136. };
  62137. // End of sub system methods
  62138. ParticleSystem.prototype._update = function (newParticles) {
  62139. var _this = this;
  62140. // Update current
  62141. this._alive = this._particles.length > 0;
  62142. if (this.emitter.position) {
  62143. var emitterMesh = this.emitter;
  62144. this._emitterWorldMatrix = emitterMesh.getWorldMatrix();
  62145. }
  62146. else {
  62147. var emitterPosition = this.emitter;
  62148. this._emitterWorldMatrix = BABYLON.Matrix.Translation(emitterPosition.x, emitterPosition.y, emitterPosition.z);
  62149. }
  62150. this.updateFunction(this._particles);
  62151. // Add new ones
  62152. var particle;
  62153. var _loop_2 = function () {
  62154. if (this_1._particles.length === this_1._capacity) {
  62155. return "break";
  62156. }
  62157. particle = this_1._createParticle();
  62158. this_1._particles.push(particle);
  62159. // Emitter
  62160. var emitPower = BABYLON.Scalar.RandomRange(this_1.minEmitPower, this_1.maxEmitPower);
  62161. if (this_1.startPositionFunction) {
  62162. this_1.startPositionFunction(this_1._emitterWorldMatrix, particle.position, particle);
  62163. }
  62164. else {
  62165. this_1.particleEmitterType.startPositionFunction(this_1._emitterWorldMatrix, particle.position, particle);
  62166. }
  62167. if (this_1.startDirectionFunction) {
  62168. this_1.startDirectionFunction(this_1._emitterWorldMatrix, particle.direction, particle);
  62169. }
  62170. else {
  62171. this_1.particleEmitterType.startDirectionFunction(this_1._emitterWorldMatrix, particle.direction, particle);
  62172. }
  62173. if (emitPower === 0) {
  62174. if (!particle._initialDirection) {
  62175. particle._initialDirection = particle.direction.clone();
  62176. }
  62177. else {
  62178. particle._initialDirection.copyFrom(particle.direction);
  62179. }
  62180. }
  62181. else {
  62182. particle._initialDirection = null;
  62183. }
  62184. particle.direction.scaleInPlace(emitPower);
  62185. // Life time
  62186. if (this_1.targetStopDuration && this_1._lifeTimeGradients && this_1._lifeTimeGradients.length > 0) {
  62187. var ratio_1 = BABYLON.Scalar.Clamp(this_1._actualFrame / this_1.targetStopDuration);
  62188. BABYLON.Tools.GetCurrentGradient(ratio_1, this_1._lifeTimeGradients, function (currentGradient, nextGradient, scale) {
  62189. var factorGradient1 = currentGradient;
  62190. var factorGradient2 = nextGradient;
  62191. var lifeTime1 = factorGradient1.getFactor();
  62192. var lifeTime2 = factorGradient2.getFactor();
  62193. var gradient = (ratio_1 - factorGradient1.gradient) / (factorGradient2.gradient - factorGradient1.gradient);
  62194. particle.lifeTime = BABYLON.Scalar.Lerp(lifeTime1, lifeTime2, gradient);
  62195. });
  62196. }
  62197. else {
  62198. particle.lifeTime = BABYLON.Scalar.RandomRange(this_1.minLifeTime, this_1.maxLifeTime);
  62199. }
  62200. // Size
  62201. if (!this_1._sizeGradients || this_1._sizeGradients.length === 0) {
  62202. particle.size = BABYLON.Scalar.RandomRange(this_1.minSize, this_1.maxSize);
  62203. }
  62204. else {
  62205. particle._currentSizeGradient = this_1._sizeGradients[0];
  62206. particle._currentSize1 = particle._currentSizeGradient.getFactor();
  62207. particle.size = particle._currentSize1;
  62208. if (this_1._sizeGradients.length > 1) {
  62209. particle._currentSize2 = this_1._sizeGradients[1].getFactor();
  62210. }
  62211. else {
  62212. particle._currentSize2 = particle._currentSize1;
  62213. }
  62214. }
  62215. // Size and scale
  62216. particle.scale.copyFromFloats(BABYLON.Scalar.RandomRange(this_1.minScaleX, this_1.maxScaleX), BABYLON.Scalar.RandomRange(this_1.minScaleY, this_1.maxScaleY));
  62217. // Adjust scale by start size
  62218. if (this_1._startSizeGradients && this_1._startSizeGradients[0] && this_1.targetStopDuration) {
  62219. var ratio = this_1._actualFrame / this_1.targetStopDuration;
  62220. BABYLON.Tools.GetCurrentGradient(ratio, this_1._startSizeGradients, function (currentGradient, nextGradient, scale) {
  62221. if (currentGradient !== _this._currentStartSizeGradient) {
  62222. _this._currentStartSize1 = _this._currentStartSize2;
  62223. _this._currentStartSize2 = nextGradient.getFactor();
  62224. _this._currentStartSizeGradient = currentGradient;
  62225. }
  62226. var value = BABYLON.Scalar.Lerp(_this._currentStartSize1, _this._currentStartSize2, scale);
  62227. particle.scale.scaleInPlace(value);
  62228. });
  62229. }
  62230. // Angle
  62231. if (!this_1._angularSpeedGradients || this_1._angularSpeedGradients.length === 0) {
  62232. particle.angularSpeed = BABYLON.Scalar.RandomRange(this_1.minAngularSpeed, this_1.maxAngularSpeed);
  62233. }
  62234. else {
  62235. particle._currentAngularSpeedGradient = this_1._angularSpeedGradients[0];
  62236. particle.angularSpeed = particle._currentAngularSpeedGradient.getFactor();
  62237. particle._currentAngularSpeed1 = particle.angularSpeed;
  62238. if (this_1._angularSpeedGradients.length > 1) {
  62239. particle._currentAngularSpeed2 = this_1._angularSpeedGradients[1].getFactor();
  62240. }
  62241. else {
  62242. particle._currentAngularSpeed2 = particle._currentAngularSpeed1;
  62243. }
  62244. }
  62245. particle.angle = BABYLON.Scalar.RandomRange(this_1.minInitialRotation, this_1.maxInitialRotation);
  62246. // Velocity
  62247. if (this_1._velocityGradients && this_1._velocityGradients.length > 0) {
  62248. particle._currentVelocityGradient = this_1._velocityGradients[0];
  62249. particle._currentVelocity1 = particle._currentVelocityGradient.getFactor();
  62250. if (this_1._velocityGradients.length > 1) {
  62251. particle._currentVelocity2 = this_1._velocityGradients[1].getFactor();
  62252. }
  62253. else {
  62254. particle._currentVelocity2 = particle._currentVelocity1;
  62255. }
  62256. }
  62257. // Limit velocity
  62258. if (this_1._limitVelocityGradients && this_1._limitVelocityGradients.length > 0) {
  62259. particle._currentLimitVelocityGradient = this_1._limitVelocityGradients[0];
  62260. particle._currentLimitVelocity1 = particle._currentLimitVelocityGradient.getFactor();
  62261. if (this_1._limitVelocityGradients.length > 1) {
  62262. particle._currentLimitVelocity2 = this_1._limitVelocityGradients[1].getFactor();
  62263. }
  62264. else {
  62265. particle._currentLimitVelocity2 = particle._currentLimitVelocity1;
  62266. }
  62267. }
  62268. // Drag
  62269. if (this_1._dragGradients && this_1._dragGradients.length > 0) {
  62270. particle._currentDragGradient = this_1._dragGradients[0];
  62271. particle._currentDrag1 = particle._currentDragGradient.getFactor();
  62272. if (this_1._dragGradients.length > 1) {
  62273. particle._currentDrag2 = this_1._dragGradients[1].getFactor();
  62274. }
  62275. else {
  62276. particle._currentDrag2 = particle._currentDrag1;
  62277. }
  62278. }
  62279. // Color
  62280. if (!this_1._colorGradients || this_1._colorGradients.length === 0) {
  62281. step = BABYLON.Scalar.RandomRange(0, 1.0);
  62282. BABYLON.Color4.LerpToRef(this_1.color1, this_1.color2, step, particle.color);
  62283. this_1.colorDead.subtractToRef(particle.color, this_1._colorDiff);
  62284. this_1._colorDiff.scaleToRef(1.0 / particle.lifeTime, particle.colorStep);
  62285. }
  62286. else {
  62287. particle._currentColorGradient = this_1._colorGradients[0];
  62288. particle._currentColorGradient.getColorToRef(particle.color);
  62289. particle._currentColor1.copyFrom(particle.color);
  62290. if (this_1._colorGradients.length > 1) {
  62291. this_1._colorGradients[1].getColorToRef(particle._currentColor2);
  62292. }
  62293. else {
  62294. particle._currentColor2.copyFrom(particle.color);
  62295. }
  62296. }
  62297. // Sheet
  62298. if (this_1._isAnimationSheetEnabled) {
  62299. particle._initialStartSpriteCellID = this_1.startSpriteCellID;
  62300. particle._initialEndSpriteCellID = this_1.endSpriteCellID;
  62301. }
  62302. // Inherited Velocity
  62303. particle.direction.addInPlace(this_1._inheritedVelocityOffset);
  62304. // Ramp
  62305. if (this_1._useRampGradients) {
  62306. particle.remapData = new BABYLON.Vector4(0, 1, 0, 1);
  62307. }
  62308. // Noise texture coordinates
  62309. if (this_1.noiseTexture) {
  62310. if (particle._randomNoiseCoordinates1) {
  62311. particle._randomNoiseCoordinates1.copyFromFloats(Math.random(), Math.random(), Math.random());
  62312. particle._randomNoiseCoordinates2.copyFromFloats(Math.random(), Math.random(), Math.random());
  62313. }
  62314. else {
  62315. particle._randomNoiseCoordinates1 = new BABYLON.Vector3(Math.random(), Math.random(), Math.random());
  62316. particle._randomNoiseCoordinates2 = new BABYLON.Vector3(Math.random(), Math.random(), Math.random());
  62317. }
  62318. }
  62319. // Update the position of the attached sub-emitters to match their attached particle
  62320. particle._inheritParticleInfoToSubEmitters();
  62321. };
  62322. var this_1 = this, step;
  62323. for (var index = 0; index < newParticles; index++) {
  62324. var state_1 = _loop_2();
  62325. if (state_1 === "break")
  62326. break;
  62327. }
  62328. };
  62329. /** @hidden */
  62330. ParticleSystem._GetAttributeNamesOrOptions = function (isAnimationSheetEnabled, isBillboardBased, useRampGradients) {
  62331. if (isAnimationSheetEnabled === void 0) { isAnimationSheetEnabled = false; }
  62332. if (isBillboardBased === void 0) { isBillboardBased = false; }
  62333. if (useRampGradients === void 0) { useRampGradients = false; }
  62334. var attributeNamesOrOptions = [BABYLON.VertexBuffer.PositionKind, BABYLON.VertexBuffer.ColorKind, "angle", "offset", "size"];
  62335. if (isAnimationSheetEnabled) {
  62336. attributeNamesOrOptions.push("cellIndex");
  62337. }
  62338. if (!isBillboardBased) {
  62339. attributeNamesOrOptions.push("direction");
  62340. }
  62341. if (useRampGradients) {
  62342. attributeNamesOrOptions.push("remapData");
  62343. }
  62344. return attributeNamesOrOptions;
  62345. };
  62346. /** @hidden */
  62347. ParticleSystem._GetEffectCreationOptions = function (isAnimationSheetEnabled) {
  62348. if (isAnimationSheetEnabled === void 0) { isAnimationSheetEnabled = false; }
  62349. var effectCreationOption = ["invView", "view", "projection", "vClipPlane", "vClipPlane2", "vClipPlane3", "vClipPlane4", "textureMask", "translationPivot", "eyePosition"];
  62350. if (isAnimationSheetEnabled) {
  62351. effectCreationOption.push("particlesInfos");
  62352. }
  62353. return effectCreationOption;
  62354. };
  62355. /** @hidden */
  62356. ParticleSystem.prototype._getEffect = function (blendMode) {
  62357. if (this._customEffect) {
  62358. return this._customEffect;
  62359. }
  62360. var defines = [];
  62361. if (this._scene.clipPlane) {
  62362. defines.push("#define CLIPPLANE");
  62363. }
  62364. if (this._scene.clipPlane2) {
  62365. defines.push("#define CLIPPLANE2");
  62366. }
  62367. if (this._scene.clipPlane3) {
  62368. defines.push("#define CLIPPLANE3");
  62369. }
  62370. if (this._scene.clipPlane4) {
  62371. defines.push("#define CLIPPLANE4");
  62372. }
  62373. if (this._isAnimationSheetEnabled) {
  62374. defines.push("#define ANIMATESHEET");
  62375. }
  62376. if (blendMode === ParticleSystem.BLENDMODE_MULTIPLY) {
  62377. defines.push("#define BLENDMULTIPLYMODE");
  62378. }
  62379. if (this._useRampGradients) {
  62380. defines.push("#define RAMPGRADIENT");
  62381. }
  62382. if (this._isBillboardBased) {
  62383. defines.push("#define BILLBOARD");
  62384. switch (this.billboardMode) {
  62385. case ParticleSystem.BILLBOARDMODE_Y:
  62386. defines.push("#define BILLBOARDY");
  62387. break;
  62388. case ParticleSystem.BILLBOARDMODE_STRETCHED:
  62389. defines.push("#define BILLBOARDSTRETCHED");
  62390. break;
  62391. case ParticleSystem.BILLBOARDMODE_ALL:
  62392. default:
  62393. break;
  62394. }
  62395. }
  62396. if (this._imageProcessingConfiguration) {
  62397. this._imageProcessingConfiguration.prepareDefines(this._imageProcessingConfigurationDefines);
  62398. defines.push(this._imageProcessingConfigurationDefines.toString());
  62399. }
  62400. // Effect
  62401. var join = defines.join("\n");
  62402. if (this._cachedDefines !== join) {
  62403. this._cachedDefines = join;
  62404. var attributesNamesOrOptions = ParticleSystem._GetAttributeNamesOrOptions(this._isAnimationSheetEnabled, this._isBillboardBased && this.billboardMode !== ParticleSystem.BILLBOARDMODE_STRETCHED, this._useRampGradients);
  62405. var effectCreationOption = ParticleSystem._GetEffectCreationOptions(this._isAnimationSheetEnabled);
  62406. var samplers = ["diffuseSampler", "rampSampler"];
  62407. if (BABYLON.ImageProcessingConfiguration) {
  62408. BABYLON.ImageProcessingConfiguration.PrepareUniforms(effectCreationOption, this._imageProcessingConfigurationDefines);
  62409. BABYLON.ImageProcessingConfiguration.PrepareSamplers(samplers, this._imageProcessingConfigurationDefines);
  62410. }
  62411. this._effect = this._scene.getEngine().createEffect("particles", attributesNamesOrOptions, effectCreationOption, samplers, join);
  62412. }
  62413. return this._effect;
  62414. };
  62415. /**
  62416. * Animates the particle system for the current frame by emitting new particles and or animating the living ones.
  62417. * @param preWarmOnly will prevent the system from updating the vertex buffer (default is false)
  62418. */
  62419. ParticleSystem.prototype.animate = function (preWarmOnly) {
  62420. var _this = this;
  62421. if (preWarmOnly === void 0) { preWarmOnly = false; }
  62422. if (!this._started) {
  62423. return;
  62424. }
  62425. if (!preWarmOnly) {
  62426. // Check
  62427. if (!this.isReady()) {
  62428. return;
  62429. }
  62430. if (this._currentRenderId === this._scene.getFrameId()) {
  62431. return;
  62432. }
  62433. this._currentRenderId = this._scene.getFrameId();
  62434. }
  62435. this._scaledUpdateSpeed = this.updateSpeed * (preWarmOnly ? this.preWarmStepOffset : this._scene.getAnimationRatio());
  62436. // Determine the number of particles we need to create
  62437. var newParticles;
  62438. if (this.manualEmitCount > -1) {
  62439. newParticles = this.manualEmitCount;
  62440. this._newPartsExcess = 0;
  62441. this.manualEmitCount = 0;
  62442. }
  62443. else {
  62444. var rate_1 = this.emitRate;
  62445. if (this._emitRateGradients && this._emitRateGradients.length > 0 && this.targetStopDuration) {
  62446. var ratio = this._actualFrame / this.targetStopDuration;
  62447. BABYLON.Tools.GetCurrentGradient(ratio, this._emitRateGradients, function (currentGradient, nextGradient, scale) {
  62448. if (currentGradient !== _this._currentEmitRateGradient) {
  62449. _this._currentEmitRate1 = _this._currentEmitRate2;
  62450. _this._currentEmitRate2 = nextGradient.getFactor();
  62451. _this._currentEmitRateGradient = currentGradient;
  62452. }
  62453. rate_1 = BABYLON.Scalar.Lerp(_this._currentEmitRate1, _this._currentEmitRate2, scale);
  62454. });
  62455. }
  62456. newParticles = ((rate_1 * this._scaledUpdateSpeed) >> 0);
  62457. this._newPartsExcess += rate_1 * this._scaledUpdateSpeed - newParticles;
  62458. }
  62459. if (this._newPartsExcess > 1.0) {
  62460. newParticles += this._newPartsExcess >> 0;
  62461. this._newPartsExcess -= this._newPartsExcess >> 0;
  62462. }
  62463. this._alive = false;
  62464. if (!this._stopped) {
  62465. this._actualFrame += this._scaledUpdateSpeed;
  62466. if (this.targetStopDuration && this._actualFrame >= this.targetStopDuration) {
  62467. this.stop();
  62468. }
  62469. }
  62470. else {
  62471. newParticles = 0;
  62472. }
  62473. this._update(newParticles);
  62474. // Stopped?
  62475. if (this._stopped) {
  62476. if (!this._alive) {
  62477. this._started = false;
  62478. if (this.onAnimationEnd) {
  62479. this.onAnimationEnd();
  62480. }
  62481. if (this.disposeOnStop) {
  62482. this._scene._toBeDisposed.push(this);
  62483. }
  62484. }
  62485. }
  62486. if (!preWarmOnly) {
  62487. // Update VBO
  62488. var offset = 0;
  62489. for (var index = 0; index < this._particles.length; index++) {
  62490. var particle = this._particles[index];
  62491. this._appendParticleVertices(offset, particle);
  62492. offset += this._useInstancing ? 1 : 4;
  62493. }
  62494. if (this._vertexBuffer) {
  62495. this._vertexBuffer.update(this._vertexData);
  62496. }
  62497. }
  62498. if (this.manualEmitCount === 0 && this.disposeOnStop) {
  62499. this.stop();
  62500. }
  62501. };
  62502. ParticleSystem.prototype._appendParticleVertices = function (offset, particle) {
  62503. this._appendParticleVertex(offset++, particle, 0, 0);
  62504. if (!this._useInstancing) {
  62505. this._appendParticleVertex(offset++, particle, 1, 0);
  62506. this._appendParticleVertex(offset++, particle, 1, 1);
  62507. this._appendParticleVertex(offset++, particle, 0, 1);
  62508. }
  62509. };
  62510. /**
  62511. * Rebuilds the particle system.
  62512. */
  62513. ParticleSystem.prototype.rebuild = function () {
  62514. this._createIndexBuffer();
  62515. if (this._vertexBuffer) {
  62516. this._vertexBuffer._rebuild();
  62517. }
  62518. };
  62519. /**
  62520. * Is this system ready to be used/rendered
  62521. * @return true if the system is ready
  62522. */
  62523. ParticleSystem.prototype.isReady = function () {
  62524. if (!this.emitter || !this._imageProcessingConfiguration.isReady() || !this.particleTexture || !this.particleTexture.isReady()) {
  62525. return false;
  62526. }
  62527. if (this.blendMode !== ParticleSystem.BLENDMODE_MULTIPLYADD) {
  62528. if (!this._getEffect(this.blendMode).isReady()) {
  62529. return false;
  62530. }
  62531. }
  62532. else {
  62533. if (!this._getEffect(ParticleSystem.BLENDMODE_MULTIPLY).isReady()) {
  62534. return false;
  62535. }
  62536. if (!this._getEffect(ParticleSystem.BLENDMODE_ADD).isReady()) {
  62537. return false;
  62538. }
  62539. }
  62540. return true;
  62541. };
  62542. ParticleSystem.prototype._render = function (blendMode) {
  62543. var effect = this._getEffect(blendMode);
  62544. var engine = this._scene.getEngine();
  62545. // Render
  62546. engine.enableEffect(effect);
  62547. var viewMatrix = this._scene.getViewMatrix();
  62548. effect.setTexture("diffuseSampler", this.particleTexture);
  62549. effect.setMatrix("view", viewMatrix);
  62550. effect.setMatrix("projection", this._scene.getProjectionMatrix());
  62551. if (this._isAnimationSheetEnabled && this.particleTexture) {
  62552. var baseSize = this.particleTexture.getBaseSize();
  62553. effect.setFloat3("particlesInfos", this.spriteCellWidth / baseSize.width, this.spriteCellHeight / baseSize.height, baseSize.width / this.spriteCellWidth);
  62554. }
  62555. effect.setVector2("translationPivot", this.translationPivot);
  62556. effect.setFloat4("textureMask", this.textureMask.r, this.textureMask.g, this.textureMask.b, this.textureMask.a);
  62557. if (this._isBillboardBased) {
  62558. var camera = this._scene.activeCamera;
  62559. effect.setVector3("eyePosition", camera.globalPosition);
  62560. }
  62561. if (this._rampGradientsTexture) {
  62562. effect.setTexture("rampSampler", this._rampGradientsTexture);
  62563. }
  62564. if (this._scene.clipPlane || this._scene.clipPlane2 || this._scene.clipPlane3 || this._scene.clipPlane4) {
  62565. var invView = viewMatrix.clone();
  62566. invView.invert();
  62567. effect.setMatrix("invView", invView);
  62568. BABYLON.MaterialHelper.BindClipPlane(effect, this._scene);
  62569. }
  62570. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, effect);
  62571. // image processing
  62572. if (this._imageProcessingConfiguration && !this._imageProcessingConfiguration.applyByPostProcess) {
  62573. this._imageProcessingConfiguration.bind(effect);
  62574. }
  62575. // Draw order
  62576. switch (blendMode) {
  62577. case ParticleSystem.BLENDMODE_ADD:
  62578. engine.setAlphaMode(BABYLON.Engine.ALPHA_ADD);
  62579. break;
  62580. case ParticleSystem.BLENDMODE_ONEONE:
  62581. engine.setAlphaMode(BABYLON.Engine.ALPHA_ONEONE);
  62582. break;
  62583. case ParticleSystem.BLENDMODE_STANDARD:
  62584. engine.setAlphaMode(BABYLON.Engine.ALPHA_COMBINE);
  62585. break;
  62586. case ParticleSystem.BLENDMODE_MULTIPLY:
  62587. engine.setAlphaMode(BABYLON.Engine.ALPHA_MULTIPLY);
  62588. break;
  62589. }
  62590. if (this._useInstancing) {
  62591. engine.drawArraysType(BABYLON.Material.TriangleFanDrawMode, 0, 4, this._particles.length);
  62592. }
  62593. else {
  62594. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, this._particles.length * 6);
  62595. }
  62596. return this._particles.length;
  62597. };
  62598. /**
  62599. * Renders the particle system in its current state.
  62600. * @returns the current number of particles
  62601. */
  62602. ParticleSystem.prototype.render = function () {
  62603. // Check
  62604. if (!this.isReady() || !this._particles.length) {
  62605. return 0;
  62606. }
  62607. var engine = this._scene.getEngine();
  62608. engine.setState(false);
  62609. if (this.forceDepthWrite) {
  62610. engine.setDepthWrite(true);
  62611. }
  62612. var outparticles = 0;
  62613. if (this.blendMode === ParticleSystem.BLENDMODE_MULTIPLYADD) {
  62614. outparticles = this._render(ParticleSystem.BLENDMODE_MULTIPLY) + this._render(ParticleSystem.BLENDMODE_ADD);
  62615. }
  62616. outparticles = this._render(this.blendMode);
  62617. engine.unbindInstanceAttributes();
  62618. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  62619. return outparticles;
  62620. };
  62621. /**
  62622. * Disposes the particle system and free the associated resources
  62623. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  62624. */
  62625. ParticleSystem.prototype.dispose = function (disposeTexture) {
  62626. if (disposeTexture === void 0) { disposeTexture = true; }
  62627. if (this._vertexBuffer) {
  62628. this._vertexBuffer.dispose();
  62629. this._vertexBuffer = null;
  62630. }
  62631. if (this._spriteBuffer) {
  62632. this._spriteBuffer.dispose();
  62633. this._spriteBuffer = null;
  62634. }
  62635. if (this._indexBuffer) {
  62636. this._scene.getEngine()._releaseBuffer(this._indexBuffer);
  62637. this._indexBuffer = null;
  62638. }
  62639. if (disposeTexture && this.particleTexture) {
  62640. this.particleTexture.dispose();
  62641. this.particleTexture = null;
  62642. }
  62643. if (disposeTexture && this.noiseTexture) {
  62644. this.noiseTexture.dispose();
  62645. this.noiseTexture = null;
  62646. }
  62647. if (this._rampGradientsTexture) {
  62648. this._rampGradientsTexture.dispose();
  62649. this._rampGradientsTexture = null;
  62650. }
  62651. this._removeFromRoot();
  62652. if (this._subEmitters && this._subEmitters.length) {
  62653. for (var index = 0; index < this._subEmitters.length; index++) {
  62654. for (var _i = 0, _a = this._subEmitters[index]; _i < _a.length; _i++) {
  62655. var subEmitter = _a[_i];
  62656. subEmitter.dispose();
  62657. }
  62658. }
  62659. this._subEmitters = [];
  62660. this.subEmitters = [];
  62661. }
  62662. if (this._disposeEmitterOnDispose && this.emitter && this.emitter.dispose) {
  62663. this.emitter.dispose(true);
  62664. }
  62665. // Remove from scene
  62666. var index = this._scene.particleSystems.indexOf(this);
  62667. if (index > -1) {
  62668. this._scene.particleSystems.splice(index, 1);
  62669. }
  62670. this._scene._activeParticleSystems.dispose();
  62671. // Callback
  62672. this.onDisposeObservable.notifyObservers(this);
  62673. this.onDisposeObservable.clear();
  62674. this.reset();
  62675. };
  62676. // Clone
  62677. /**
  62678. * Clones the particle system.
  62679. * @param name The name of the cloned object
  62680. * @param newEmitter The new emitter to use
  62681. * @returns the cloned particle system
  62682. */
  62683. ParticleSystem.prototype.clone = function (name, newEmitter) {
  62684. var custom = null;
  62685. var program = null;
  62686. if (this.customShader != null) {
  62687. program = this.customShader;
  62688. var defines = (program.shaderOptions.defines.length > 0) ? program.shaderOptions.defines.join("\n") : "";
  62689. custom = this._scene.getEngine().createEffectForParticles(program.shaderPath.fragmentElement, program.shaderOptions.uniforms, program.shaderOptions.samplers, defines);
  62690. }
  62691. else if (this._customEffect) {
  62692. custom = this._customEffect;
  62693. }
  62694. var result = new ParticleSystem(name, this._capacity, this._scene, custom);
  62695. result.customShader = program;
  62696. BABYLON.Tools.DeepCopy(this, result, ["particles", "customShader", "noiseTexture"]);
  62697. if (newEmitter === undefined) {
  62698. newEmitter = this.emitter;
  62699. }
  62700. result.noiseTexture = this.noiseTexture;
  62701. result.emitter = newEmitter;
  62702. if (this.particleTexture) {
  62703. result.particleTexture = new BABYLON.Texture(this.particleTexture.url, this._scene);
  62704. }
  62705. // Clone gradients
  62706. if (this._colorGradients) {
  62707. this._colorGradients.forEach(function (v) {
  62708. result.addColorGradient(v.gradient, v.color1, v.color2);
  62709. });
  62710. }
  62711. if (this._dragGradients) {
  62712. this._dragGradients.forEach(function (v) {
  62713. result.addDragGradient(v.gradient, v.factor1, v.factor2);
  62714. });
  62715. }
  62716. if (this._angularSpeedGradients) {
  62717. this._angularSpeedGradients.forEach(function (v) {
  62718. result.addAngularSpeedGradient(v.gradient, v.factor1, v.factor2);
  62719. });
  62720. }
  62721. if (this._emitRateGradients) {
  62722. this._emitRateGradients.forEach(function (v) {
  62723. result.addEmitRateGradient(v.gradient, v.factor1, v.factor2);
  62724. });
  62725. }
  62726. if (this._lifeTimeGradients) {
  62727. this._lifeTimeGradients.forEach(function (v) {
  62728. result.addLifeTimeGradient(v.gradient, v.factor1, v.factor2);
  62729. });
  62730. }
  62731. if (this._limitVelocityGradients) {
  62732. this._limitVelocityGradients.forEach(function (v) {
  62733. result.addLimitVelocityGradient(v.gradient, v.factor1, v.factor2);
  62734. });
  62735. }
  62736. if (this._sizeGradients) {
  62737. this._sizeGradients.forEach(function (v) {
  62738. result.addSizeGradient(v.gradient, v.factor1, v.factor2);
  62739. });
  62740. }
  62741. if (this._startSizeGradients) {
  62742. this._startSizeGradients.forEach(function (v) {
  62743. result.addStartSizeGradient(v.gradient, v.factor1, v.factor2);
  62744. });
  62745. }
  62746. if (this._velocityGradients) {
  62747. this._velocityGradients.forEach(function (v) {
  62748. result.addVelocityGradient(v.gradient, v.factor1, v.factor2);
  62749. });
  62750. }
  62751. if (this._rampGradients) {
  62752. this._rampGradients.forEach(function (v) {
  62753. result.addRampGradient(v.gradient, v.color);
  62754. });
  62755. }
  62756. if (this._colorRemapGradients) {
  62757. this._colorRemapGradients.forEach(function (v) {
  62758. result.addColorRemapGradient(v.gradient, v.factor1, v.factor2);
  62759. });
  62760. }
  62761. if (this._alphaRemapGradients) {
  62762. this._alphaRemapGradients.forEach(function (v) {
  62763. result.addAlphaRemapGradient(v.gradient, v.factor1, v.factor2);
  62764. });
  62765. }
  62766. if (!this.preventAutoStart) {
  62767. result.start();
  62768. }
  62769. return result;
  62770. };
  62771. /**
  62772. * Serializes the particle system to a JSON object.
  62773. * @returns the JSON object
  62774. */
  62775. ParticleSystem.prototype.serialize = function () {
  62776. var serializationObject = {};
  62777. ParticleSystem._Serialize(serializationObject, this);
  62778. serializationObject.textureMask = this.textureMask.asArray();
  62779. serializationObject.customShader = this.customShader;
  62780. serializationObject.preventAutoStart = this.preventAutoStart;
  62781. // SubEmitters
  62782. if (this.subEmitters) {
  62783. serializationObject.subEmitters = [];
  62784. if (!this._subEmitters) {
  62785. this._prepareSubEmitterInternalArray();
  62786. }
  62787. for (var _i = 0, _a = this._subEmitters; _i < _a.length; _i++) {
  62788. var subs = _a[_i];
  62789. var cell = [];
  62790. for (var _b = 0, subs_1 = subs; _b < subs_1.length; _b++) {
  62791. var sub = subs_1[_b];
  62792. cell.push(sub.serialize());
  62793. }
  62794. serializationObject.subEmitters.push(cell);
  62795. }
  62796. }
  62797. return serializationObject;
  62798. };
  62799. /** @hidden */
  62800. ParticleSystem._Serialize = function (serializationObject, particleSystem) {
  62801. serializationObject.name = particleSystem.name;
  62802. serializationObject.id = particleSystem.id;
  62803. serializationObject.capacity = particleSystem.getCapacity();
  62804. // Emitter
  62805. if (particleSystem.emitter.position) {
  62806. var emitterMesh = particleSystem.emitter;
  62807. serializationObject.emitterId = emitterMesh.id;
  62808. }
  62809. else {
  62810. var emitterPosition = particleSystem.emitter;
  62811. serializationObject.emitter = emitterPosition.asArray();
  62812. }
  62813. // Emitter
  62814. if (particleSystem.particleEmitterType) {
  62815. serializationObject.particleEmitterType = particleSystem.particleEmitterType.serialize();
  62816. }
  62817. if (particleSystem.particleTexture) {
  62818. serializationObject.textureName = particleSystem.particleTexture.name;
  62819. serializationObject.invertY = particleSystem.particleTexture._invertY;
  62820. }
  62821. // Animations
  62822. BABYLON.Animation.AppendSerializedAnimations(particleSystem, serializationObject);
  62823. serializationObject.beginAnimationOnStart = particleSystem.beginAnimationOnStart;
  62824. serializationObject.beginAnimationFrom = particleSystem.beginAnimationFrom;
  62825. serializationObject.beginAnimationTo = particleSystem.beginAnimationTo;
  62826. serializationObject.beginAnimationLoop = particleSystem.beginAnimationLoop;
  62827. // Particle system
  62828. serializationObject.startDelay = particleSystem.startDelay;
  62829. serializationObject.renderingGroupId = particleSystem.renderingGroupId;
  62830. serializationObject.isBillboardBased = particleSystem.isBillboardBased;
  62831. serializationObject.billboardMode = particleSystem.billboardMode;
  62832. serializationObject.minAngularSpeed = particleSystem.minAngularSpeed;
  62833. serializationObject.maxAngularSpeed = particleSystem.maxAngularSpeed;
  62834. serializationObject.minSize = particleSystem.minSize;
  62835. serializationObject.maxSize = particleSystem.maxSize;
  62836. serializationObject.minScaleX = particleSystem.minScaleX;
  62837. serializationObject.maxScaleX = particleSystem.maxScaleX;
  62838. serializationObject.minScaleY = particleSystem.minScaleY;
  62839. serializationObject.maxScaleY = particleSystem.maxScaleY;
  62840. serializationObject.minEmitPower = particleSystem.minEmitPower;
  62841. serializationObject.maxEmitPower = particleSystem.maxEmitPower;
  62842. serializationObject.minLifeTime = particleSystem.minLifeTime;
  62843. serializationObject.maxLifeTime = particleSystem.maxLifeTime;
  62844. serializationObject.emitRate = particleSystem.emitRate;
  62845. serializationObject.gravity = particleSystem.gravity.asArray();
  62846. serializationObject.noiseStrength = particleSystem.noiseStrength.asArray();
  62847. serializationObject.color1 = particleSystem.color1.asArray();
  62848. serializationObject.color2 = particleSystem.color2.asArray();
  62849. serializationObject.colorDead = particleSystem.colorDead.asArray();
  62850. serializationObject.updateSpeed = particleSystem.updateSpeed;
  62851. serializationObject.targetStopDuration = particleSystem.targetStopDuration;
  62852. serializationObject.blendMode = particleSystem.blendMode;
  62853. serializationObject.preWarmCycles = particleSystem.preWarmCycles;
  62854. serializationObject.preWarmStepOffset = particleSystem.preWarmStepOffset;
  62855. serializationObject.minInitialRotation = particleSystem.minInitialRotation;
  62856. serializationObject.maxInitialRotation = particleSystem.maxInitialRotation;
  62857. serializationObject.startSpriteCellID = particleSystem.startSpriteCellID;
  62858. serializationObject.endSpriteCellID = particleSystem.endSpriteCellID;
  62859. serializationObject.spriteCellChangeSpeed = particleSystem.spriteCellChangeSpeed;
  62860. serializationObject.spriteCellWidth = particleSystem.spriteCellWidth;
  62861. serializationObject.spriteCellHeight = particleSystem.spriteCellHeight;
  62862. serializationObject.spriteRandomStartCell = particleSystem.spriteRandomStartCell;
  62863. serializationObject.isAnimationSheetEnabled = particleSystem.isAnimationSheetEnabled;
  62864. var colorGradients = particleSystem.getColorGradients();
  62865. if (colorGradients) {
  62866. serializationObject.colorGradients = [];
  62867. for (var _i = 0, colorGradients_1 = colorGradients; _i < colorGradients_1.length; _i++) {
  62868. var colorGradient = colorGradients_1[_i];
  62869. var serializedGradient = {
  62870. gradient: colorGradient.gradient,
  62871. color1: colorGradient.color1.asArray()
  62872. };
  62873. if (colorGradient.color2) {
  62874. serializedGradient.color2 = colorGradient.color2.asArray();
  62875. }
  62876. serializationObject.colorGradients.push(serializedGradient);
  62877. }
  62878. }
  62879. var rampGradients = particleSystem.getRampGradients();
  62880. if (rampGradients) {
  62881. serializationObject.rampGradients = [];
  62882. for (var _a = 0, rampGradients_1 = rampGradients; _a < rampGradients_1.length; _a++) {
  62883. var rampGradient = rampGradients_1[_a];
  62884. var serializedGradient = {
  62885. gradient: rampGradient.gradient,
  62886. color: rampGradient.color.asArray()
  62887. };
  62888. serializationObject.rampGradients.push(serializedGradient);
  62889. }
  62890. serializationObject.useRampGradients = particleSystem.useRampGradients;
  62891. }
  62892. var colorRemapGradients = particleSystem.getColorRemapGradients();
  62893. if (colorRemapGradients) {
  62894. serializationObject.colorRemapGradients = [];
  62895. for (var _b = 0, colorRemapGradients_1 = colorRemapGradients; _b < colorRemapGradients_1.length; _b++) {
  62896. var colorRemapGradient = colorRemapGradients_1[_b];
  62897. var serializedGradient = {
  62898. gradient: colorRemapGradient.gradient,
  62899. factor1: colorRemapGradient.factor1
  62900. };
  62901. if (colorRemapGradient.factor2 !== undefined) {
  62902. serializedGradient.factor2 = colorRemapGradient.factor2;
  62903. }
  62904. serializationObject.colorRemapGradients.push(serializedGradient);
  62905. }
  62906. }
  62907. var alphaRemapGradients = particleSystem.getAlphaRemapGradients();
  62908. if (alphaRemapGradients) {
  62909. serializationObject.alphaRemapGradients = [];
  62910. for (var _c = 0, alphaRemapGradients_1 = alphaRemapGradients; _c < alphaRemapGradients_1.length; _c++) {
  62911. var alphaRemapGradient = alphaRemapGradients_1[_c];
  62912. var serializedGradient = {
  62913. gradient: alphaRemapGradient.gradient,
  62914. factor1: alphaRemapGradient.factor1
  62915. };
  62916. if (alphaRemapGradient.factor2 !== undefined) {
  62917. serializedGradient.factor2 = alphaRemapGradient.factor2;
  62918. }
  62919. serializationObject.alphaRemapGradients.push(serializedGradient);
  62920. }
  62921. }
  62922. var sizeGradients = particleSystem.getSizeGradients();
  62923. if (sizeGradients) {
  62924. serializationObject.sizeGradients = [];
  62925. for (var _d = 0, sizeGradients_1 = sizeGradients; _d < sizeGradients_1.length; _d++) {
  62926. var sizeGradient = sizeGradients_1[_d];
  62927. var serializedGradient = {
  62928. gradient: sizeGradient.gradient,
  62929. factor1: sizeGradient.factor1
  62930. };
  62931. if (sizeGradient.factor2 !== undefined) {
  62932. serializedGradient.factor2 = sizeGradient.factor2;
  62933. }
  62934. serializationObject.sizeGradients.push(serializedGradient);
  62935. }
  62936. }
  62937. var angularSpeedGradients = particleSystem.getAngularSpeedGradients();
  62938. if (angularSpeedGradients) {
  62939. serializationObject.angularSpeedGradients = [];
  62940. for (var _e = 0, angularSpeedGradients_1 = angularSpeedGradients; _e < angularSpeedGradients_1.length; _e++) {
  62941. var angularSpeedGradient = angularSpeedGradients_1[_e];
  62942. var serializedGradient = {
  62943. gradient: angularSpeedGradient.gradient,
  62944. factor1: angularSpeedGradient.factor1
  62945. };
  62946. if (angularSpeedGradient.factor2 !== undefined) {
  62947. serializedGradient.factor2 = angularSpeedGradient.factor2;
  62948. }
  62949. serializationObject.angularSpeedGradients.push(serializedGradient);
  62950. }
  62951. }
  62952. var velocityGradients = particleSystem.getVelocityGradients();
  62953. if (velocityGradients) {
  62954. serializationObject.velocityGradients = [];
  62955. for (var _f = 0, velocityGradients_1 = velocityGradients; _f < velocityGradients_1.length; _f++) {
  62956. var velocityGradient = velocityGradients_1[_f];
  62957. var serializedGradient = {
  62958. gradient: velocityGradient.gradient,
  62959. factor1: velocityGradient.factor1
  62960. };
  62961. if (velocityGradient.factor2 !== undefined) {
  62962. serializedGradient.factor2 = velocityGradient.factor2;
  62963. }
  62964. serializationObject.velocityGradients.push(serializedGradient);
  62965. }
  62966. }
  62967. var dragGradients = particleSystem.getDragGradients();
  62968. if (dragGradients) {
  62969. serializationObject.dragyGradients = [];
  62970. for (var _g = 0, dragGradients_1 = dragGradients; _g < dragGradients_1.length; _g++) {
  62971. var dragGradient = dragGradients_1[_g];
  62972. var serializedGradient = {
  62973. gradient: dragGradient.gradient,
  62974. factor1: dragGradient.factor1
  62975. };
  62976. if (dragGradient.factor2 !== undefined) {
  62977. serializedGradient.factor2 = dragGradient.factor2;
  62978. }
  62979. serializationObject.dragGradients.push(serializedGradient);
  62980. }
  62981. }
  62982. var emitRateGradients = particleSystem.getEmitRateGradients();
  62983. if (emitRateGradients) {
  62984. serializationObject.emitRateGradients = [];
  62985. for (var _h = 0, emitRateGradients_1 = emitRateGradients; _h < emitRateGradients_1.length; _h++) {
  62986. var emitRateGradient = emitRateGradients_1[_h];
  62987. var serializedGradient = {
  62988. gradient: emitRateGradient.gradient,
  62989. factor1: emitRateGradient.factor1
  62990. };
  62991. if (emitRateGradient.factor2 !== undefined) {
  62992. serializedGradient.factor2 = emitRateGradient.factor2;
  62993. }
  62994. serializationObject.emitRateGradients.push(serializedGradient);
  62995. }
  62996. }
  62997. var startSizeGradients = particleSystem.getStartSizeGradients();
  62998. if (startSizeGradients) {
  62999. serializationObject.startSizeGradients = [];
  63000. for (var _j = 0, startSizeGradients_1 = startSizeGradients; _j < startSizeGradients_1.length; _j++) {
  63001. var startSizeGradient = startSizeGradients_1[_j];
  63002. var serializedGradient = {
  63003. gradient: startSizeGradient.gradient,
  63004. factor1: startSizeGradient.factor1
  63005. };
  63006. if (startSizeGradient.factor2 !== undefined) {
  63007. serializedGradient.factor2 = startSizeGradient.factor2;
  63008. }
  63009. serializationObject.startSizeGradients.push(serializedGradient);
  63010. }
  63011. }
  63012. var lifeTimeGradients = particleSystem.getLifeTimeGradients();
  63013. if (lifeTimeGradients) {
  63014. serializationObject.lifeTimeGradients = [];
  63015. for (var _k = 0, lifeTimeGradients_1 = lifeTimeGradients; _k < lifeTimeGradients_1.length; _k++) {
  63016. var lifeTimeGradient = lifeTimeGradients_1[_k];
  63017. var serializedGradient = {
  63018. gradient: lifeTimeGradient.gradient,
  63019. factor1: lifeTimeGradient.factor1
  63020. };
  63021. if (lifeTimeGradient.factor2 !== undefined) {
  63022. serializedGradient.factor2 = lifeTimeGradient.factor2;
  63023. }
  63024. serializationObject.lifeTimeGradients.push(serializedGradient);
  63025. }
  63026. }
  63027. var limitVelocityGradients = particleSystem.getLimitVelocityGradients();
  63028. if (limitVelocityGradients) {
  63029. serializationObject.limitVelocityGradients = [];
  63030. for (var _l = 0, limitVelocityGradients_1 = limitVelocityGradients; _l < limitVelocityGradients_1.length; _l++) {
  63031. var limitVelocityGradient = limitVelocityGradients_1[_l];
  63032. var serializedGradient = {
  63033. gradient: limitVelocityGradient.gradient,
  63034. factor1: limitVelocityGradient.factor1
  63035. };
  63036. if (limitVelocityGradient.factor2 !== undefined) {
  63037. serializedGradient.factor2 = limitVelocityGradient.factor2;
  63038. }
  63039. serializationObject.limitVelocityGradients.push(serializedGradient);
  63040. }
  63041. serializationObject.limitVelocityDamping = particleSystem.limitVelocityDamping;
  63042. }
  63043. if (particleSystem.noiseTexture) {
  63044. serializationObject.noiseTexture = particleSystem.noiseTexture.serialize();
  63045. }
  63046. };
  63047. /** @hidden */
  63048. ParticleSystem._Parse = function (parsedParticleSystem, particleSystem, scene, rootUrl) {
  63049. // Texture
  63050. if (parsedParticleSystem.textureName) {
  63051. particleSystem.particleTexture = new BABYLON.Texture(rootUrl + parsedParticleSystem.textureName, scene, false, parsedParticleSystem.invertY !== undefined ? parsedParticleSystem.invertY : true);
  63052. particleSystem.particleTexture.name = parsedParticleSystem.textureName;
  63053. }
  63054. // Emitter
  63055. if (!parsedParticleSystem.emitterId && parsedParticleSystem.emitterId !== 0 && parsedParticleSystem.emitter === undefined) {
  63056. particleSystem.emitter = BABYLON.Vector3.Zero();
  63057. }
  63058. else if (parsedParticleSystem.emitterId) {
  63059. particleSystem.emitter = scene.getLastMeshByID(parsedParticleSystem.emitterId);
  63060. }
  63061. else {
  63062. particleSystem.emitter = BABYLON.Vector3.FromArray(parsedParticleSystem.emitter);
  63063. }
  63064. // Misc.
  63065. if (parsedParticleSystem.renderingGroupId !== undefined) {
  63066. particleSystem.renderingGroupId = parsedParticleSystem.renderingGroupId;
  63067. }
  63068. if (parsedParticleSystem.isBillboardBased !== undefined) {
  63069. particleSystem.isBillboardBased = parsedParticleSystem.isBillboardBased;
  63070. }
  63071. if (parsedParticleSystem.billboardMode !== undefined) {
  63072. particleSystem.billboardMode = parsedParticleSystem.billboardMode;
  63073. }
  63074. // Animations
  63075. if (parsedParticleSystem.animations) {
  63076. for (var animationIndex = 0; animationIndex < parsedParticleSystem.animations.length; animationIndex++) {
  63077. var parsedAnimation = parsedParticleSystem.animations[animationIndex];
  63078. particleSystem.animations.push(BABYLON.Animation.Parse(parsedAnimation));
  63079. }
  63080. particleSystem.beginAnimationOnStart = parsedParticleSystem.beginAnimationOnStart;
  63081. particleSystem.beginAnimationFrom = parsedParticleSystem.beginAnimationFrom;
  63082. particleSystem.beginAnimationTo = parsedParticleSystem.beginAnimationTo;
  63083. particleSystem.beginAnimationLoop = parsedParticleSystem.beginAnimationLoop;
  63084. }
  63085. if (parsedParticleSystem.autoAnimate) {
  63086. scene.beginAnimation(particleSystem, parsedParticleSystem.autoAnimateFrom, parsedParticleSystem.autoAnimateTo, parsedParticleSystem.autoAnimateLoop, parsedParticleSystem.autoAnimateSpeed || 1.0);
  63087. }
  63088. // Particle system
  63089. particleSystem.startDelay = parsedParticleSystem.startDelay | 0;
  63090. particleSystem.minAngularSpeed = parsedParticleSystem.minAngularSpeed;
  63091. particleSystem.maxAngularSpeed = parsedParticleSystem.maxAngularSpeed;
  63092. particleSystem.minSize = parsedParticleSystem.minSize;
  63093. particleSystem.maxSize = parsedParticleSystem.maxSize;
  63094. if (parsedParticleSystem.minScaleX) {
  63095. particleSystem.minScaleX = parsedParticleSystem.minScaleX;
  63096. particleSystem.maxScaleX = parsedParticleSystem.maxScaleX;
  63097. particleSystem.minScaleY = parsedParticleSystem.minScaleY;
  63098. particleSystem.maxScaleY = parsedParticleSystem.maxScaleY;
  63099. }
  63100. if (parsedParticleSystem.preWarmCycles !== undefined) {
  63101. particleSystem.preWarmCycles = parsedParticleSystem.preWarmCycles;
  63102. particleSystem.preWarmStepOffset = parsedParticleSystem.preWarmStepOffset;
  63103. }
  63104. if (parsedParticleSystem.minInitialRotation !== undefined) {
  63105. particleSystem.minInitialRotation = parsedParticleSystem.minInitialRotation;
  63106. particleSystem.maxInitialRotation = parsedParticleSystem.maxInitialRotation;
  63107. }
  63108. particleSystem.minLifeTime = parsedParticleSystem.minLifeTime;
  63109. particleSystem.maxLifeTime = parsedParticleSystem.maxLifeTime;
  63110. particleSystem.minEmitPower = parsedParticleSystem.minEmitPower;
  63111. particleSystem.maxEmitPower = parsedParticleSystem.maxEmitPower;
  63112. particleSystem.emitRate = parsedParticleSystem.emitRate;
  63113. particleSystem.gravity = BABYLON.Vector3.FromArray(parsedParticleSystem.gravity);
  63114. if (parsedParticleSystem.noiseStrength) {
  63115. particleSystem.noiseStrength = BABYLON.Vector3.FromArray(parsedParticleSystem.noiseStrength);
  63116. }
  63117. particleSystem.color1 = BABYLON.Color4.FromArray(parsedParticleSystem.color1);
  63118. particleSystem.color2 = BABYLON.Color4.FromArray(parsedParticleSystem.color2);
  63119. particleSystem.colorDead = BABYLON.Color4.FromArray(parsedParticleSystem.colorDead);
  63120. particleSystem.updateSpeed = parsedParticleSystem.updateSpeed;
  63121. particleSystem.targetStopDuration = parsedParticleSystem.targetStopDuration;
  63122. particleSystem.blendMode = parsedParticleSystem.blendMode;
  63123. if (parsedParticleSystem.colorGradients) {
  63124. for (var _i = 0, _a = parsedParticleSystem.colorGradients; _i < _a.length; _i++) {
  63125. var colorGradient = _a[_i];
  63126. particleSystem.addColorGradient(colorGradient.gradient, BABYLON.Color4.FromArray(colorGradient.color1), colorGradient.color2 ? BABYLON.Color4.FromArray(colorGradient.color2) : undefined);
  63127. }
  63128. }
  63129. if (parsedParticleSystem.rampGradients) {
  63130. for (var _b = 0, _c = parsedParticleSystem.rampGradients; _b < _c.length; _b++) {
  63131. var rampGradient = _c[_b];
  63132. particleSystem.addRampGradient(rampGradient.gradient, BABYLON.Color3.FromArray(rampGradient.color));
  63133. }
  63134. particleSystem.useRampGradients = parsedParticleSystem.useRampGradients;
  63135. }
  63136. if (parsedParticleSystem.colorRemapGradients) {
  63137. for (var _d = 0, _e = parsedParticleSystem.colorRemapGradients; _d < _e.length; _d++) {
  63138. var colorRemapGradient = _e[_d];
  63139. particleSystem.addColorRemapGradient(colorRemapGradient.gradient, colorRemapGradient.factor1 !== undefined ? colorRemapGradient.factor1 : colorRemapGradient.factor, colorRemapGradient.factor2);
  63140. }
  63141. }
  63142. if (parsedParticleSystem.alphaRemapGradients) {
  63143. for (var _f = 0, _g = parsedParticleSystem.alphaRemapGradients; _f < _g.length; _f++) {
  63144. var alphaRemapGradient = _g[_f];
  63145. particleSystem.addAlphaRemapGradient(alphaRemapGradient.gradient, alphaRemapGradient.factor1 !== undefined ? alphaRemapGradient.factor1 : alphaRemapGradient.factor, alphaRemapGradient.factor2);
  63146. }
  63147. }
  63148. if (parsedParticleSystem.sizeGradients) {
  63149. for (var _h = 0, _j = parsedParticleSystem.sizeGradients; _h < _j.length; _h++) {
  63150. var sizeGradient = _j[_h];
  63151. particleSystem.addSizeGradient(sizeGradient.gradient, sizeGradient.factor1 !== undefined ? sizeGradient.factor1 : sizeGradient.factor, sizeGradient.factor2);
  63152. }
  63153. }
  63154. if (parsedParticleSystem.sizeGradients) {
  63155. for (var _k = 0, _l = parsedParticleSystem.sizeGradients; _k < _l.length; _k++) {
  63156. var sizeGradient = _l[_k];
  63157. particleSystem.addSizeGradient(sizeGradient.gradient, sizeGradient.factor1 !== undefined ? sizeGradient.factor1 : sizeGradient.factor, sizeGradient.factor2);
  63158. }
  63159. }
  63160. if (parsedParticleSystem.angularSpeedGradients) {
  63161. for (var _m = 0, _o = parsedParticleSystem.angularSpeedGradients; _m < _o.length; _m++) {
  63162. var angularSpeedGradient = _o[_m];
  63163. particleSystem.addAngularSpeedGradient(angularSpeedGradient.gradient, angularSpeedGradient.factor1 !== undefined ? angularSpeedGradient.factor1 : angularSpeedGradient.factor, angularSpeedGradient.factor2);
  63164. }
  63165. }
  63166. if (parsedParticleSystem.velocityGradients) {
  63167. for (var _p = 0, _q = parsedParticleSystem.velocityGradients; _p < _q.length; _p++) {
  63168. var velocityGradient = _q[_p];
  63169. particleSystem.addVelocityGradient(velocityGradient.gradient, velocityGradient.factor1 !== undefined ? velocityGradient.factor1 : velocityGradient.factor, velocityGradient.factor2);
  63170. }
  63171. }
  63172. if (parsedParticleSystem.dragGradients) {
  63173. for (var _r = 0, _s = parsedParticleSystem.dragGradients; _r < _s.length; _r++) {
  63174. var dragGradient = _s[_r];
  63175. particleSystem.addDragGradient(dragGradient.gradient, dragGradient.factor1 !== undefined ? dragGradient.factor1 : dragGradient.factor, dragGradient.factor2);
  63176. }
  63177. }
  63178. if (parsedParticleSystem.emitRateGradients) {
  63179. for (var _t = 0, _u = parsedParticleSystem.emitRateGradients; _t < _u.length; _t++) {
  63180. var emitRateGradient = _u[_t];
  63181. particleSystem.addEmitRateGradient(emitRateGradient.gradient, emitRateGradient.factor1 !== undefined ? emitRateGradient.factor1 : emitRateGradient.factor, emitRateGradient.factor2);
  63182. }
  63183. }
  63184. if (parsedParticleSystem.startSizeGradients) {
  63185. for (var _v = 0, _w = parsedParticleSystem.startSizeGradients; _v < _w.length; _v++) {
  63186. var startSizeGradient = _w[_v];
  63187. particleSystem.addStartSizeGradient(startSizeGradient.gradient, startSizeGradient.factor1 !== undefined ? startSizeGradient.factor1 : startSizeGradient.factor, startSizeGradient.factor2);
  63188. }
  63189. }
  63190. if (parsedParticleSystem.lifeTimeGradients) {
  63191. for (var _x = 0, _y = parsedParticleSystem.lifeTimeGradients; _x < _y.length; _x++) {
  63192. var lifeTimeGradient = _y[_x];
  63193. particleSystem.addLifeTimeGradient(lifeTimeGradient.gradient, lifeTimeGradient.factor1 !== undefined ? lifeTimeGradient.factor1 : lifeTimeGradient.factor, lifeTimeGradient.factor2);
  63194. }
  63195. }
  63196. if (parsedParticleSystem.limitVelocityGradients) {
  63197. for (var _z = 0, _0 = parsedParticleSystem.limitVelocityGradients; _z < _0.length; _z++) {
  63198. var limitVelocityGradient = _0[_z];
  63199. particleSystem.addLimitVelocityGradient(limitVelocityGradient.gradient, limitVelocityGradient.factor1 !== undefined ? limitVelocityGradient.factor1 : limitVelocityGradient.factor, limitVelocityGradient.factor2);
  63200. }
  63201. particleSystem.limitVelocityDamping = parsedParticleSystem.limitVelocityDamping;
  63202. }
  63203. if (parsedParticleSystem.noiseTexture) {
  63204. particleSystem.noiseTexture = BABYLON.ProceduralTexture.Parse(parsedParticleSystem.noiseTexture, scene, rootUrl);
  63205. }
  63206. // Emitter
  63207. var emitterType;
  63208. if (parsedParticleSystem.particleEmitterType) {
  63209. switch (parsedParticleSystem.particleEmitterType.type) {
  63210. case "SphereParticleEmitter":
  63211. emitterType = new BABYLON.SphereParticleEmitter();
  63212. break;
  63213. case "SphereDirectedParticleEmitter":
  63214. emitterType = new BABYLON.SphereDirectedParticleEmitter();
  63215. break;
  63216. case "ConeEmitter":
  63217. case "ConeParticleEmitter":
  63218. emitterType = new BABYLON.ConeParticleEmitter();
  63219. break;
  63220. case "CylinderParticleEmitter":
  63221. emitterType = new BABYLON.CylinderParticleEmitter();
  63222. break;
  63223. case "HemisphericParticleEmitter":
  63224. emitterType = new BABYLON.HemisphericParticleEmitter();
  63225. break;
  63226. case "BoxEmitter":
  63227. case "BoxParticleEmitter":
  63228. default:
  63229. emitterType = new BABYLON.BoxParticleEmitter();
  63230. break;
  63231. }
  63232. emitterType.parse(parsedParticleSystem.particleEmitterType);
  63233. }
  63234. else {
  63235. emitterType = new BABYLON.BoxParticleEmitter();
  63236. emitterType.parse(parsedParticleSystem);
  63237. }
  63238. particleSystem.particleEmitterType = emitterType;
  63239. // Animation sheet
  63240. particleSystem.startSpriteCellID = parsedParticleSystem.startSpriteCellID;
  63241. particleSystem.endSpriteCellID = parsedParticleSystem.endSpriteCellID;
  63242. particleSystem.spriteCellWidth = parsedParticleSystem.spriteCellWidth;
  63243. particleSystem.spriteCellHeight = parsedParticleSystem.spriteCellHeight;
  63244. particleSystem.spriteCellChangeSpeed = parsedParticleSystem.spriteCellChangeSpeed;
  63245. particleSystem.spriteRandomStartCell = parsedParticleSystem.spriteRandomStartCell;
  63246. };
  63247. /**
  63248. * Parses a JSON object to create a particle system.
  63249. * @param parsedParticleSystem The JSON object to parse
  63250. * @param scene The scene to create the particle system in
  63251. * @param rootUrl The root url to use to load external dependencies like texture
  63252. * @param doNotStart Ignore the preventAutoStart attribute and does not start
  63253. * @returns the Parsed particle system
  63254. */
  63255. ParticleSystem.Parse = function (parsedParticleSystem, scene, rootUrl, doNotStart) {
  63256. if (doNotStart === void 0) { doNotStart = false; }
  63257. var name = parsedParticleSystem.name;
  63258. var custom = null;
  63259. var program = null;
  63260. if (parsedParticleSystem.customShader) {
  63261. program = parsedParticleSystem.customShader;
  63262. var defines = (program.shaderOptions.defines.length > 0) ? program.shaderOptions.defines.join("\n") : "";
  63263. custom = scene.getEngine().createEffectForParticles(program.shaderPath.fragmentElement, program.shaderOptions.uniforms, program.shaderOptions.samplers, defines);
  63264. }
  63265. var particleSystem = new ParticleSystem(name, parsedParticleSystem.capacity, scene, custom, parsedParticleSystem.isAnimationSheetEnabled);
  63266. particleSystem.customShader = program;
  63267. if (parsedParticleSystem.id) {
  63268. particleSystem.id = parsedParticleSystem.id;
  63269. }
  63270. // SubEmitters
  63271. if (parsedParticleSystem.subEmitters) {
  63272. particleSystem.subEmitters = [];
  63273. for (var _i = 0, _a = parsedParticleSystem.subEmitters; _i < _a.length; _i++) {
  63274. var cell = _a[_i];
  63275. var cellArray = [];
  63276. for (var _b = 0, cell_1 = cell; _b < cell_1.length; _b++) {
  63277. var sub = cell_1[_b];
  63278. cellArray.push(BABYLON.SubEmitter.Parse(sub, scene, rootUrl));
  63279. }
  63280. particleSystem.subEmitters.push(cellArray);
  63281. }
  63282. }
  63283. ParticleSystem._Parse(parsedParticleSystem, particleSystem, scene, rootUrl);
  63284. particleSystem.textureMask = BABYLON.Color4.FromArray(parsedParticleSystem.textureMask);
  63285. // Auto start
  63286. if (parsedParticleSystem.preventAutoStart) {
  63287. particleSystem.preventAutoStart = parsedParticleSystem.preventAutoStart;
  63288. }
  63289. if (!doNotStart && !particleSystem.preventAutoStart) {
  63290. particleSystem.start();
  63291. }
  63292. return particleSystem;
  63293. };
  63294. /**
  63295. * Billboard mode will only apply to Y axis
  63296. */
  63297. ParticleSystem.BILLBOARDMODE_Y = 2;
  63298. /**
  63299. * Billboard mode will apply to all axes
  63300. */
  63301. ParticleSystem.BILLBOARDMODE_ALL = 7;
  63302. /**
  63303. * Special billboard mode where the particle will be biilboard to the camera but rotated to align with direction
  63304. */
  63305. ParticleSystem.BILLBOARDMODE_STRETCHED = 8;
  63306. return ParticleSystem;
  63307. }(BABYLON.BaseParticleSystem));
  63308. BABYLON.ParticleSystem = ParticleSystem;
  63309. })(BABYLON || (BABYLON = {}));
  63310. //# sourceMappingURL=babylon.particleSystem.js.map
  63311. var BABYLON;
  63312. (function (BABYLON) {
  63313. /**
  63314. * Particle emitter emitting particles from the inside of a box.
  63315. * It emits the particles randomly between 2 given directions.
  63316. */
  63317. var BoxParticleEmitter = /** @class */ (function () {
  63318. /**
  63319. * Creates a new instance BoxParticleEmitter
  63320. */
  63321. function BoxParticleEmitter() {
  63322. /**
  63323. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  63324. */
  63325. this.direction1 = new BABYLON.Vector3(0, 1.0, 0);
  63326. /**
  63327. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  63328. */
  63329. this.direction2 = new BABYLON.Vector3(0, 1.0, 0);
  63330. /**
  63331. * Minimum box point around our emitter. Our emitter is the center of particles source, but if you want your particles to emit from more than one point, then you can tell it to do so.
  63332. */
  63333. this.minEmitBox = new BABYLON.Vector3(-0.5, -0.5, -0.5);
  63334. /**
  63335. * Maximum box point around our emitter. Our emitter is the center of particles source, but if you want your particles to emit from more than one point, then you can tell it to do so.
  63336. */
  63337. this.maxEmitBox = new BABYLON.Vector3(0.5, 0.5, 0.5);
  63338. }
  63339. /**
  63340. * Called by the particle System when the direction is computed for the created particle.
  63341. * @param worldMatrix is the world matrix of the particle system
  63342. * @param directionToUpdate is the direction vector to update with the result
  63343. * @param particle is the particle we are computed the direction for
  63344. */
  63345. BoxParticleEmitter.prototype.startDirectionFunction = function (worldMatrix, directionToUpdate, particle) {
  63346. var randX = BABYLON.Scalar.RandomRange(this.direction1.x, this.direction2.x);
  63347. var randY = BABYLON.Scalar.RandomRange(this.direction1.y, this.direction2.y);
  63348. var randZ = BABYLON.Scalar.RandomRange(this.direction1.z, this.direction2.z);
  63349. BABYLON.Vector3.TransformNormalFromFloatsToRef(randX, randY, randZ, worldMatrix, directionToUpdate);
  63350. };
  63351. /**
  63352. * Called by the particle System when the position is computed for the created particle.
  63353. * @param worldMatrix is the world matrix of the particle system
  63354. * @param positionToUpdate is the position vector to update with the result
  63355. * @param particle is the particle we are computed the position for
  63356. */
  63357. BoxParticleEmitter.prototype.startPositionFunction = function (worldMatrix, positionToUpdate, particle) {
  63358. var randX = BABYLON.Scalar.RandomRange(this.minEmitBox.x, this.maxEmitBox.x);
  63359. var randY = BABYLON.Scalar.RandomRange(this.minEmitBox.y, this.maxEmitBox.y);
  63360. var randZ = BABYLON.Scalar.RandomRange(this.minEmitBox.z, this.maxEmitBox.z);
  63361. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(randX, randY, randZ, worldMatrix, positionToUpdate);
  63362. };
  63363. /**
  63364. * Clones the current emitter and returns a copy of it
  63365. * @returns the new emitter
  63366. */
  63367. BoxParticleEmitter.prototype.clone = function () {
  63368. var newOne = new BoxParticleEmitter();
  63369. BABYLON.Tools.DeepCopy(this, newOne);
  63370. return newOne;
  63371. };
  63372. /**
  63373. * Called by the GPUParticleSystem to setup the update shader
  63374. * @param effect defines the update shader
  63375. */
  63376. BoxParticleEmitter.prototype.applyToShader = function (effect) {
  63377. effect.setVector3("direction1", this.direction1);
  63378. effect.setVector3("direction2", this.direction2);
  63379. effect.setVector3("minEmitBox", this.minEmitBox);
  63380. effect.setVector3("maxEmitBox", this.maxEmitBox);
  63381. };
  63382. /**
  63383. * Returns a string to use to update the GPU particles update shader
  63384. * @returns a string containng the defines string
  63385. */
  63386. BoxParticleEmitter.prototype.getEffectDefines = function () {
  63387. return "#define BOXEMITTER";
  63388. };
  63389. /**
  63390. * Returns the string "BoxParticleEmitter"
  63391. * @returns a string containing the class name
  63392. */
  63393. BoxParticleEmitter.prototype.getClassName = function () {
  63394. return "BoxParticleEmitter";
  63395. };
  63396. /**
  63397. * Serializes the particle system to a JSON object.
  63398. * @returns the JSON object
  63399. */
  63400. BoxParticleEmitter.prototype.serialize = function () {
  63401. var serializationObject = {};
  63402. serializationObject.type = this.getClassName();
  63403. serializationObject.direction1 = this.direction1.asArray();
  63404. serializationObject.direction2 = this.direction2.asArray();
  63405. serializationObject.minEmitBox = this.minEmitBox.asArray();
  63406. serializationObject.maxEmitBox = this.maxEmitBox.asArray();
  63407. return serializationObject;
  63408. };
  63409. /**
  63410. * Parse properties from a JSON object
  63411. * @param serializationObject defines the JSON object
  63412. */
  63413. BoxParticleEmitter.prototype.parse = function (serializationObject) {
  63414. BABYLON.Vector3.FromArrayToRef(serializationObject.direction1, 0, this.direction1);
  63415. BABYLON.Vector3.FromArrayToRef(serializationObject.direction2, 0, this.direction2);
  63416. BABYLON.Vector3.FromArrayToRef(serializationObject.minEmitBox, 0, this.minEmitBox);
  63417. BABYLON.Vector3.FromArrayToRef(serializationObject.maxEmitBox, 0, this.maxEmitBox);
  63418. };
  63419. return BoxParticleEmitter;
  63420. }());
  63421. BABYLON.BoxParticleEmitter = BoxParticleEmitter;
  63422. })(BABYLON || (BABYLON = {}));
  63423. //# sourceMappingURL=babylon.boxParticleEmitter.js.map
  63424. var BABYLON;
  63425. (function (BABYLON) {
  63426. /**
  63427. * Particle emitter emitting particles from the inside of a cylinder.
  63428. * It emits the particles alongside the cylinder radius. The emission direction might be randomized.
  63429. */
  63430. var CylinderParticleEmitter = /** @class */ (function () {
  63431. /**
  63432. * Creates a new instance CylinderParticleEmitter
  63433. * @param radius the radius of the emission cylinder (1 by default)
  63434. * @param height the height of the emission cylinder (1 by default)
  63435. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  63436. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  63437. */
  63438. function CylinderParticleEmitter(
  63439. /**
  63440. * The radius of the emission cylinder.
  63441. */
  63442. radius,
  63443. /**
  63444. * The height of the emission cylinder.
  63445. */
  63446. height,
  63447. /**
  63448. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  63449. */
  63450. radiusRange,
  63451. /**
  63452. * How much to randomize the particle direction [0-1].
  63453. */
  63454. directionRandomizer) {
  63455. if (radius === void 0) { radius = 1; }
  63456. if (height === void 0) { height = 1; }
  63457. if (radiusRange === void 0) { radiusRange = 1; }
  63458. if (directionRandomizer === void 0) { directionRandomizer = 0; }
  63459. this.radius = radius;
  63460. this.height = height;
  63461. this.radiusRange = radiusRange;
  63462. this.directionRandomizer = directionRandomizer;
  63463. }
  63464. /**
  63465. * Called by the particle System when the direction is computed for the created particle.
  63466. * @param worldMatrix is the world matrix of the particle system
  63467. * @param directionToUpdate is the direction vector to update with the result
  63468. * @param particle is the particle we are computed the direction for
  63469. */
  63470. CylinderParticleEmitter.prototype.startDirectionFunction = function (worldMatrix, directionToUpdate, particle) {
  63471. var direction = particle.position.subtract(worldMatrix.getTranslation()).normalize();
  63472. var randY = BABYLON.Scalar.RandomRange(-this.directionRandomizer / 2, this.directionRandomizer / 2);
  63473. var angle = Math.atan2(direction.x, direction.z);
  63474. angle += BABYLON.Scalar.RandomRange(-Math.PI / 2, Math.PI / 2) * this.directionRandomizer;
  63475. direction.y = randY; // set direction y to rand y to mirror normal of cylinder surface
  63476. direction.x = Math.sin(angle);
  63477. direction.z = Math.cos(angle);
  63478. direction.normalize();
  63479. BABYLON.Vector3.TransformNormalFromFloatsToRef(direction.x, direction.y, direction.z, worldMatrix, directionToUpdate);
  63480. };
  63481. /**
  63482. * Called by the particle System when the position is computed for the created particle.
  63483. * @param worldMatrix is the world matrix of the particle system
  63484. * @param positionToUpdate is the position vector to update with the result
  63485. * @param particle is the particle we are computed the position for
  63486. */
  63487. CylinderParticleEmitter.prototype.startPositionFunction = function (worldMatrix, positionToUpdate, particle) {
  63488. var yPos = BABYLON.Scalar.RandomRange(-this.height / 2, this.height / 2);
  63489. var angle = BABYLON.Scalar.RandomRange(0, 2 * Math.PI);
  63490. // Pick a properly distributed point within the circle https://programming.guide/random-point-within-circle.html
  63491. var radiusDistribution = BABYLON.Scalar.RandomRange((1 - this.radiusRange) * (1 - this.radiusRange), 1);
  63492. var positionRadius = Math.sqrt(radiusDistribution) * this.radius;
  63493. var xPos = positionRadius * Math.cos(angle);
  63494. var zPos = positionRadius * Math.sin(angle);
  63495. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(xPos, yPos, zPos, worldMatrix, positionToUpdate);
  63496. };
  63497. /**
  63498. * Clones the current emitter and returns a copy of it
  63499. * @returns the new emitter
  63500. */
  63501. CylinderParticleEmitter.prototype.clone = function () {
  63502. var newOne = new CylinderParticleEmitter(this.radius, this.directionRandomizer);
  63503. BABYLON.Tools.DeepCopy(this, newOne);
  63504. return newOne;
  63505. };
  63506. /**
  63507. * Called by the GPUParticleSystem to setup the update shader
  63508. * @param effect defines the update shader
  63509. */
  63510. CylinderParticleEmitter.prototype.applyToShader = function (effect) {
  63511. effect.setFloat("radius", this.radius);
  63512. effect.setFloat("height", this.height);
  63513. effect.setFloat("radiusRange", this.radiusRange);
  63514. effect.setFloat("directionRandomizer", this.directionRandomizer);
  63515. };
  63516. /**
  63517. * Returns a string to use to update the GPU particles update shader
  63518. * @returns a string containng the defines string
  63519. */
  63520. CylinderParticleEmitter.prototype.getEffectDefines = function () {
  63521. return "#define CYLINDEREMITTER";
  63522. };
  63523. /**
  63524. * Returns the string "CylinderParticleEmitter"
  63525. * @returns a string containing the class name
  63526. */
  63527. CylinderParticleEmitter.prototype.getClassName = function () {
  63528. return "CylinderParticleEmitter";
  63529. };
  63530. /**
  63531. * Serializes the particle system to a JSON object.
  63532. * @returns the JSON object
  63533. */
  63534. CylinderParticleEmitter.prototype.serialize = function () {
  63535. var serializationObject = {};
  63536. serializationObject.type = this.getClassName();
  63537. serializationObject.radius = this.radius;
  63538. serializationObject.height = this.height;
  63539. serializationObject.radiusRange = this.radiusRange;
  63540. serializationObject.directionRandomizer = this.directionRandomizer;
  63541. return serializationObject;
  63542. };
  63543. /**
  63544. * Parse properties from a JSON object
  63545. * @param serializationObject defines the JSON object
  63546. */
  63547. CylinderParticleEmitter.prototype.parse = function (serializationObject) {
  63548. this.radius = serializationObject.radius;
  63549. this.height = serializationObject.height;
  63550. this.radiusRange = serializationObject.radiusRange;
  63551. this.directionRandomizer = serializationObject.directionRandomizer;
  63552. };
  63553. return CylinderParticleEmitter;
  63554. }());
  63555. BABYLON.CylinderParticleEmitter = CylinderParticleEmitter;
  63556. /**
  63557. * Particle emitter emitting particles from the inside of a cylinder.
  63558. * It emits the particles randomly between two vectors.
  63559. */
  63560. var CylinderDirectedParticleEmitter = /** @class */ (function (_super) {
  63561. __extends(CylinderDirectedParticleEmitter, _super);
  63562. /**
  63563. * Creates a new instance CylinderDirectedParticleEmitter
  63564. * @param radius the radius of the emission cylinder (1 by default)
  63565. * @param height the height of the emission cylinder (1 by default)
  63566. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  63567. * @param direction1 the min limit of the emission direction (up vector by default)
  63568. * @param direction2 the max limit of the emission direction (up vector by default)
  63569. */
  63570. function CylinderDirectedParticleEmitter(radius, height, radiusRange,
  63571. /**
  63572. * The min limit of the emission direction.
  63573. */
  63574. direction1,
  63575. /**
  63576. * The max limit of the emission direction.
  63577. */
  63578. direction2) {
  63579. if (radius === void 0) { radius = 1; }
  63580. if (height === void 0) { height = 1; }
  63581. if (radiusRange === void 0) { radiusRange = 1; }
  63582. if (direction1 === void 0) { direction1 = new BABYLON.Vector3(0, 1, 0); }
  63583. if (direction2 === void 0) { direction2 = new BABYLON.Vector3(0, 1, 0); }
  63584. var _this = _super.call(this, radius, height, radiusRange) || this;
  63585. _this.direction1 = direction1;
  63586. _this.direction2 = direction2;
  63587. return _this;
  63588. }
  63589. /**
  63590. * Called by the particle System when the direction is computed for the created particle.
  63591. * @param worldMatrix is the world matrix of the particle system
  63592. * @param directionToUpdate is the direction vector to update with the result
  63593. * @param particle is the particle we are computed the direction for
  63594. */
  63595. CylinderDirectedParticleEmitter.prototype.startDirectionFunction = function (worldMatrix, directionToUpdate, particle) {
  63596. var randX = BABYLON.Scalar.RandomRange(this.direction1.x, this.direction2.x);
  63597. var randY = BABYLON.Scalar.RandomRange(this.direction1.y, this.direction2.y);
  63598. var randZ = BABYLON.Scalar.RandomRange(this.direction1.z, this.direction2.z);
  63599. BABYLON.Vector3.TransformNormalFromFloatsToRef(randX, randY, randZ, worldMatrix, directionToUpdate);
  63600. };
  63601. /**
  63602. * Clones the current emitter and returns a copy of it
  63603. * @returns the new emitter
  63604. */
  63605. CylinderDirectedParticleEmitter.prototype.clone = function () {
  63606. var newOne = new CylinderDirectedParticleEmitter(this.radius, this.height, this.radiusRange, this.direction1, this.direction2);
  63607. BABYLON.Tools.DeepCopy(this, newOne);
  63608. return newOne;
  63609. };
  63610. /**
  63611. * Called by the GPUParticleSystem to setup the update shader
  63612. * @param effect defines the update shader
  63613. */
  63614. CylinderDirectedParticleEmitter.prototype.applyToShader = function (effect) {
  63615. effect.setFloat("radius", this.radius);
  63616. effect.setFloat("height", this.height);
  63617. effect.setFloat("radiusRange", this.radiusRange);
  63618. effect.setVector3("direction1", this.direction1);
  63619. effect.setVector3("direction2", this.direction2);
  63620. };
  63621. /**
  63622. * Returns a string to use to update the GPU particles update shader
  63623. * @returns a string containng the defines string
  63624. */
  63625. CylinderDirectedParticleEmitter.prototype.getEffectDefines = function () {
  63626. return "#define CYLINDEREMITTER\n#define DIRECTEDCYLINDEREMITTER";
  63627. };
  63628. /**
  63629. * Returns the string "CylinderDirectedParticleEmitter"
  63630. * @returns a string containing the class name
  63631. */
  63632. CylinderDirectedParticleEmitter.prototype.getClassName = function () {
  63633. return "CylinderDirectedParticleEmitter";
  63634. };
  63635. /**
  63636. * Serializes the particle system to a JSON object.
  63637. * @returns the JSON object
  63638. */
  63639. CylinderDirectedParticleEmitter.prototype.serialize = function () {
  63640. var serializationObject = _super.prototype.serialize.call(this);
  63641. serializationObject.direction1 = this.direction1.asArray();
  63642. serializationObject.direction2 = this.direction2.asArray();
  63643. return serializationObject;
  63644. };
  63645. /**
  63646. * Parse properties from a JSON object
  63647. * @param serializationObject defines the JSON object
  63648. */
  63649. CylinderDirectedParticleEmitter.prototype.parse = function (serializationObject) {
  63650. _super.prototype.parse.call(this, serializationObject);
  63651. this.direction1.copyFrom(serializationObject.direction1);
  63652. this.direction2.copyFrom(serializationObject.direction2);
  63653. };
  63654. return CylinderDirectedParticleEmitter;
  63655. }(CylinderParticleEmitter));
  63656. BABYLON.CylinderDirectedParticleEmitter = CylinderDirectedParticleEmitter;
  63657. })(BABYLON || (BABYLON = {}));
  63658. //# sourceMappingURL=babylon.cylinderParticleEmitter.js.map
  63659. var BABYLON;
  63660. (function (BABYLON) {
  63661. /**
  63662. * Particle emitter emitting particles from the inside of a cone.
  63663. * It emits the particles alongside the cone volume from the base to the particle.
  63664. * The emission direction might be randomized.
  63665. */
  63666. var ConeParticleEmitter = /** @class */ (function () {
  63667. /**
  63668. * Creates a new instance ConeParticleEmitter
  63669. * @param radius the radius of the emission cone (1 by default)
  63670. * @param angles the cone base angle (PI by default)
  63671. * @param directionRandomizer defines how much to randomize the particle direction [0-1] (default is 0)
  63672. */
  63673. function ConeParticleEmitter(radius, angle,
  63674. /** defines how much to randomize the particle direction [0-1] (default is 0) */
  63675. directionRandomizer) {
  63676. if (radius === void 0) { radius = 1; }
  63677. if (angle === void 0) { angle = Math.PI; }
  63678. if (directionRandomizer === void 0) { directionRandomizer = 0; }
  63679. this.directionRandomizer = directionRandomizer;
  63680. /**
  63681. * Gets or sets a value indicating where on the radius the start position should be picked (1 = everywhere, 0 = only surface)
  63682. */
  63683. this.radiusRange = 1;
  63684. /**
  63685. * Gets or sets a value indicating where on the height the start position should be picked (1 = everywhere, 0 = only surface)
  63686. */
  63687. this.heightRange = 1;
  63688. /**
  63689. * Gets or sets a value indicating if all the particles should be emitted from the spawn point only (the base of the cone)
  63690. */
  63691. this.emitFromSpawnPointOnly = false;
  63692. this.angle = angle;
  63693. this.radius = radius;
  63694. }
  63695. Object.defineProperty(ConeParticleEmitter.prototype, "radius", {
  63696. /**
  63697. * Gets or sets the radius of the emission cone
  63698. */
  63699. get: function () {
  63700. return this._radius;
  63701. },
  63702. set: function (value) {
  63703. this._radius = value;
  63704. this._buildHeight();
  63705. },
  63706. enumerable: true,
  63707. configurable: true
  63708. });
  63709. Object.defineProperty(ConeParticleEmitter.prototype, "angle", {
  63710. /**
  63711. * Gets or sets the angle of the emission cone
  63712. */
  63713. get: function () {
  63714. return this._angle;
  63715. },
  63716. set: function (value) {
  63717. this._angle = value;
  63718. this._buildHeight();
  63719. },
  63720. enumerable: true,
  63721. configurable: true
  63722. });
  63723. ConeParticleEmitter.prototype._buildHeight = function () {
  63724. if (this._angle !== 0) {
  63725. this._height = this._radius / Math.tan(this._angle / 2);
  63726. }
  63727. else {
  63728. this._height = 1;
  63729. }
  63730. };
  63731. /**
  63732. * Called by the particle System when the direction is computed for the created particle.
  63733. * @param worldMatrix is the world matrix of the particle system
  63734. * @param directionToUpdate is the direction vector to update with the result
  63735. * @param particle is the particle we are computed the direction for
  63736. */
  63737. ConeParticleEmitter.prototype.startDirectionFunction = function (worldMatrix, directionToUpdate, particle) {
  63738. if (Math.abs(Math.cos(this._angle)) === 1.0) {
  63739. BABYLON.Vector3.TransformNormalFromFloatsToRef(0, 1.0, 0, worldMatrix, directionToUpdate);
  63740. }
  63741. else {
  63742. // measure the direction Vector from the emitter to the particle.
  63743. var direction = particle.position.subtract(worldMatrix.getTranslation()).normalize();
  63744. var randX = BABYLON.Scalar.RandomRange(0, this.directionRandomizer);
  63745. var randY = BABYLON.Scalar.RandomRange(0, this.directionRandomizer);
  63746. var randZ = BABYLON.Scalar.RandomRange(0, this.directionRandomizer);
  63747. direction.x += randX;
  63748. direction.y += randY;
  63749. direction.z += randZ;
  63750. direction.normalize();
  63751. BABYLON.Vector3.TransformNormalFromFloatsToRef(direction.x, direction.y, direction.z, worldMatrix, directionToUpdate);
  63752. }
  63753. };
  63754. /**
  63755. * Called by the particle System when the position is computed for the created particle.
  63756. * @param worldMatrix is the world matrix of the particle system
  63757. * @param positionToUpdate is the position vector to update with the result
  63758. * @param particle is the particle we are computed the position for
  63759. */
  63760. ConeParticleEmitter.prototype.startPositionFunction = function (worldMatrix, positionToUpdate, particle) {
  63761. var s = BABYLON.Scalar.RandomRange(0, Math.PI * 2);
  63762. var h;
  63763. if (!this.emitFromSpawnPointOnly) {
  63764. h = BABYLON.Scalar.RandomRange(0, this.heightRange);
  63765. // Better distribution in a cone at normal angles.
  63766. h = 1 - h * h;
  63767. }
  63768. else {
  63769. h = 0.0001;
  63770. }
  63771. var radius = this._radius - BABYLON.Scalar.RandomRange(0, this._radius * this.radiusRange);
  63772. radius = radius * h;
  63773. var randX = radius * Math.sin(s);
  63774. var randZ = radius * Math.cos(s);
  63775. var randY = h * this._height;
  63776. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(randX, randY, randZ, worldMatrix, positionToUpdate);
  63777. };
  63778. /**
  63779. * Clones the current emitter and returns a copy of it
  63780. * @returns the new emitter
  63781. */
  63782. ConeParticleEmitter.prototype.clone = function () {
  63783. var newOne = new ConeParticleEmitter(this._radius, this._angle, this.directionRandomizer);
  63784. BABYLON.Tools.DeepCopy(this, newOne);
  63785. return newOne;
  63786. };
  63787. /**
  63788. * Called by the GPUParticleSystem to setup the update shader
  63789. * @param effect defines the update shader
  63790. */
  63791. ConeParticleEmitter.prototype.applyToShader = function (effect) {
  63792. effect.setFloat2("radius", this._radius, this.radiusRange);
  63793. effect.setFloat("coneAngle", this._angle);
  63794. effect.setFloat2("height", this._height, this.heightRange);
  63795. effect.setFloat("directionRandomizer", this.directionRandomizer);
  63796. };
  63797. /**
  63798. * Returns a string to use to update the GPU particles update shader
  63799. * @returns a string containng the defines string
  63800. */
  63801. ConeParticleEmitter.prototype.getEffectDefines = function () {
  63802. var defines = "#define CONEEMITTER";
  63803. if (this.emitFromSpawnPointOnly) {
  63804. defines += "\n#define CONEEMITTERSPAWNPOINT";
  63805. }
  63806. return defines;
  63807. };
  63808. /**
  63809. * Returns the string "ConeParticleEmitter"
  63810. * @returns a string containing the class name
  63811. */
  63812. ConeParticleEmitter.prototype.getClassName = function () {
  63813. return "ConeParticleEmitter";
  63814. };
  63815. /**
  63816. * Serializes the particle system to a JSON object.
  63817. * @returns the JSON object
  63818. */
  63819. ConeParticleEmitter.prototype.serialize = function () {
  63820. var serializationObject = {};
  63821. serializationObject.type = this.getClassName();
  63822. serializationObject.radius = this._radius;
  63823. serializationObject.angle = this._angle;
  63824. serializationObject.directionRandomizer = this.directionRandomizer;
  63825. return serializationObject;
  63826. };
  63827. /**
  63828. * Parse properties from a JSON object
  63829. * @param serializationObject defines the JSON object
  63830. */
  63831. ConeParticleEmitter.prototype.parse = function (serializationObject) {
  63832. this.radius = serializationObject.radius;
  63833. this.angle = serializationObject.angle;
  63834. this.directionRandomizer = serializationObject.directionRandomizer;
  63835. };
  63836. return ConeParticleEmitter;
  63837. }());
  63838. BABYLON.ConeParticleEmitter = ConeParticleEmitter;
  63839. })(BABYLON || (BABYLON = {}));
  63840. //# sourceMappingURL=babylon.coneParticleEmitter.js.map
  63841. var BABYLON;
  63842. (function (BABYLON) {
  63843. /**
  63844. * Particle emitter emitting particles from the inside of a sphere.
  63845. * It emits the particles alongside the sphere radius. The emission direction might be randomized.
  63846. */
  63847. var SphereParticleEmitter = /** @class */ (function () {
  63848. /**
  63849. * Creates a new instance SphereParticleEmitter
  63850. * @param radius the radius of the emission sphere (1 by default)
  63851. * @param radiusRange the range of the emission sphere [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  63852. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  63853. */
  63854. function SphereParticleEmitter(
  63855. /**
  63856. * The radius of the emission sphere.
  63857. */
  63858. radius,
  63859. /**
  63860. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  63861. */
  63862. radiusRange,
  63863. /**
  63864. * How much to randomize the particle direction [0-1].
  63865. */
  63866. directionRandomizer) {
  63867. if (radius === void 0) { radius = 1; }
  63868. if (radiusRange === void 0) { radiusRange = 1; }
  63869. if (directionRandomizer === void 0) { directionRandomizer = 0; }
  63870. this.radius = radius;
  63871. this.radiusRange = radiusRange;
  63872. this.directionRandomizer = directionRandomizer;
  63873. }
  63874. /**
  63875. * Called by the particle System when the direction is computed for the created particle.
  63876. * @param worldMatrix is the world matrix of the particle system
  63877. * @param directionToUpdate is the direction vector to update with the result
  63878. * @param particle is the particle we are computed the direction for
  63879. */
  63880. SphereParticleEmitter.prototype.startDirectionFunction = function (worldMatrix, directionToUpdate, particle) {
  63881. var direction = particle.position.subtract(worldMatrix.getTranslation()).normalize();
  63882. var randX = BABYLON.Scalar.RandomRange(0, this.directionRandomizer);
  63883. var randY = BABYLON.Scalar.RandomRange(0, this.directionRandomizer);
  63884. var randZ = BABYLON.Scalar.RandomRange(0, this.directionRandomizer);
  63885. direction.x += randX;
  63886. direction.y += randY;
  63887. direction.z += randZ;
  63888. direction.normalize();
  63889. BABYLON.Vector3.TransformNormalFromFloatsToRef(direction.x, direction.y, direction.z, worldMatrix, directionToUpdate);
  63890. };
  63891. /**
  63892. * Called by the particle System when the position is computed for the created particle.
  63893. * @param worldMatrix is the world matrix of the particle system
  63894. * @param positionToUpdate is the position vector to update with the result
  63895. * @param particle is the particle we are computed the position for
  63896. */
  63897. SphereParticleEmitter.prototype.startPositionFunction = function (worldMatrix, positionToUpdate, particle) {
  63898. var randRadius = this.radius - BABYLON.Scalar.RandomRange(0, this.radius * this.radiusRange);
  63899. var v = BABYLON.Scalar.RandomRange(0, 1.0);
  63900. var phi = BABYLON.Scalar.RandomRange(0, 2 * Math.PI);
  63901. var theta = Math.acos(2 * v - 1);
  63902. var randX = randRadius * Math.cos(phi) * Math.sin(theta);
  63903. var randY = randRadius * Math.cos(theta);
  63904. var randZ = randRadius * Math.sin(phi) * Math.sin(theta);
  63905. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(randX, randY, randZ, worldMatrix, positionToUpdate);
  63906. };
  63907. /**
  63908. * Clones the current emitter and returns a copy of it
  63909. * @returns the new emitter
  63910. */
  63911. SphereParticleEmitter.prototype.clone = function () {
  63912. var newOne = new SphereParticleEmitter(this.radius, this.directionRandomizer);
  63913. BABYLON.Tools.DeepCopy(this, newOne);
  63914. return newOne;
  63915. };
  63916. /**
  63917. * Called by the GPUParticleSystem to setup the update shader
  63918. * @param effect defines the update shader
  63919. */
  63920. SphereParticleEmitter.prototype.applyToShader = function (effect) {
  63921. effect.setFloat("radius", this.radius);
  63922. effect.setFloat("radiusRange", this.radiusRange);
  63923. effect.setFloat("directionRandomizer", this.directionRandomizer);
  63924. };
  63925. /**
  63926. * Returns a string to use to update the GPU particles update shader
  63927. * @returns a string containng the defines string
  63928. */
  63929. SphereParticleEmitter.prototype.getEffectDefines = function () {
  63930. return "#define SPHEREEMITTER";
  63931. };
  63932. /**
  63933. * Returns the string "SphereParticleEmitter"
  63934. * @returns a string containing the class name
  63935. */
  63936. SphereParticleEmitter.prototype.getClassName = function () {
  63937. return "SphereParticleEmitter";
  63938. };
  63939. /**
  63940. * Serializes the particle system to a JSON object.
  63941. * @returns the JSON object
  63942. */
  63943. SphereParticleEmitter.prototype.serialize = function () {
  63944. var serializationObject = {};
  63945. serializationObject.type = this.getClassName();
  63946. serializationObject.radius = this.radius;
  63947. serializationObject.radiusRange = this.radiusRange;
  63948. serializationObject.directionRandomizer = this.directionRandomizer;
  63949. return serializationObject;
  63950. };
  63951. /**
  63952. * Parse properties from a JSON object
  63953. * @param serializationObject defines the JSON object
  63954. */
  63955. SphereParticleEmitter.prototype.parse = function (serializationObject) {
  63956. this.radius = serializationObject.radius;
  63957. this.radiusRange = serializationObject.radiusRange;
  63958. this.directionRandomizer = serializationObject.directionRandomizer;
  63959. };
  63960. return SphereParticleEmitter;
  63961. }());
  63962. BABYLON.SphereParticleEmitter = SphereParticleEmitter;
  63963. /**
  63964. * Particle emitter emitting particles from the inside of a sphere.
  63965. * It emits the particles randomly between two vectors.
  63966. */
  63967. var SphereDirectedParticleEmitter = /** @class */ (function (_super) {
  63968. __extends(SphereDirectedParticleEmitter, _super);
  63969. /**
  63970. * Creates a new instance SphereDirectedParticleEmitter
  63971. * @param radius the radius of the emission sphere (1 by default)
  63972. * @param direction1 the min limit of the emission direction (up vector by default)
  63973. * @param direction2 the max limit of the emission direction (up vector by default)
  63974. */
  63975. function SphereDirectedParticleEmitter(radius,
  63976. /**
  63977. * The min limit of the emission direction.
  63978. */
  63979. direction1,
  63980. /**
  63981. * The max limit of the emission direction.
  63982. */
  63983. direction2) {
  63984. if (radius === void 0) { radius = 1; }
  63985. if (direction1 === void 0) { direction1 = new BABYLON.Vector3(0, 1, 0); }
  63986. if (direction2 === void 0) { direction2 = new BABYLON.Vector3(0, 1, 0); }
  63987. var _this = _super.call(this, radius) || this;
  63988. _this.direction1 = direction1;
  63989. _this.direction2 = direction2;
  63990. return _this;
  63991. }
  63992. /**
  63993. * Called by the particle System when the direction is computed for the created particle.
  63994. * @param worldMatrix is the world matrix of the particle system
  63995. * @param directionToUpdate is the direction vector to update with the result
  63996. * @param particle is the particle we are computed the direction for
  63997. */
  63998. SphereDirectedParticleEmitter.prototype.startDirectionFunction = function (worldMatrix, directionToUpdate, particle) {
  63999. var randX = BABYLON.Scalar.RandomRange(this.direction1.x, this.direction2.x);
  64000. var randY = BABYLON.Scalar.RandomRange(this.direction1.y, this.direction2.y);
  64001. var randZ = BABYLON.Scalar.RandomRange(this.direction1.z, this.direction2.z);
  64002. BABYLON.Vector3.TransformNormalFromFloatsToRef(randX, randY, randZ, worldMatrix, directionToUpdate);
  64003. };
  64004. /**
  64005. * Clones the current emitter and returns a copy of it
  64006. * @returns the new emitter
  64007. */
  64008. SphereDirectedParticleEmitter.prototype.clone = function () {
  64009. var newOne = new SphereDirectedParticleEmitter(this.radius, this.direction1, this.direction2);
  64010. BABYLON.Tools.DeepCopy(this, newOne);
  64011. return newOne;
  64012. };
  64013. /**
  64014. * Called by the GPUParticleSystem to setup the update shader
  64015. * @param effect defines the update shader
  64016. */
  64017. SphereDirectedParticleEmitter.prototype.applyToShader = function (effect) {
  64018. effect.setFloat("radius", this.radius);
  64019. effect.setFloat("radiusRange", this.radiusRange);
  64020. effect.setVector3("direction1", this.direction1);
  64021. effect.setVector3("direction2", this.direction2);
  64022. };
  64023. /**
  64024. * Returns a string to use to update the GPU particles update shader
  64025. * @returns a string containng the defines string
  64026. */
  64027. SphereDirectedParticleEmitter.prototype.getEffectDefines = function () {
  64028. return "#define SPHEREEMITTER\n#define DIRECTEDSPHEREEMITTER";
  64029. };
  64030. /**
  64031. * Returns the string "SphereDirectedParticleEmitter"
  64032. * @returns a string containing the class name
  64033. */
  64034. SphereDirectedParticleEmitter.prototype.getClassName = function () {
  64035. return "SphereDirectedParticleEmitter";
  64036. };
  64037. /**
  64038. * Serializes the particle system to a JSON object.
  64039. * @returns the JSON object
  64040. */
  64041. SphereDirectedParticleEmitter.prototype.serialize = function () {
  64042. var serializationObject = _super.prototype.serialize.call(this);
  64043. serializationObject.direction1 = this.direction1.asArray();
  64044. serializationObject.direction2 = this.direction2.asArray();
  64045. return serializationObject;
  64046. };
  64047. /**
  64048. * Parse properties from a JSON object
  64049. * @param serializationObject defines the JSON object
  64050. */
  64051. SphereDirectedParticleEmitter.prototype.parse = function (serializationObject) {
  64052. _super.prototype.parse.call(this, serializationObject);
  64053. this.direction1.copyFrom(serializationObject.direction1);
  64054. this.direction2.copyFrom(serializationObject.direction2);
  64055. };
  64056. return SphereDirectedParticleEmitter;
  64057. }(SphereParticleEmitter));
  64058. BABYLON.SphereDirectedParticleEmitter = SphereDirectedParticleEmitter;
  64059. })(BABYLON || (BABYLON = {}));
  64060. //# sourceMappingURL=babylon.sphereParticleEmitter.js.map
  64061. var BABYLON;
  64062. (function (BABYLON) {
  64063. /**
  64064. * Particle emitter emitting particles from the inside of a hemisphere.
  64065. * It emits the particles alongside the hemisphere radius. The emission direction might be randomized.
  64066. */
  64067. var HemisphericParticleEmitter = /** @class */ (function () {
  64068. /**
  64069. * Creates a new instance HemisphericParticleEmitter
  64070. * @param radius the radius of the emission hemisphere (1 by default)
  64071. * @param radiusRange the range of the emission hemisphere [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  64072. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  64073. */
  64074. function HemisphericParticleEmitter(
  64075. /**
  64076. * The radius of the emission hemisphere.
  64077. */
  64078. radius,
  64079. /**
  64080. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  64081. */
  64082. radiusRange,
  64083. /**
  64084. * How much to randomize the particle direction [0-1].
  64085. */
  64086. directionRandomizer) {
  64087. if (radius === void 0) { radius = 1; }
  64088. if (radiusRange === void 0) { radiusRange = 1; }
  64089. if (directionRandomizer === void 0) { directionRandomizer = 0; }
  64090. this.radius = radius;
  64091. this.radiusRange = radiusRange;
  64092. this.directionRandomizer = directionRandomizer;
  64093. }
  64094. /**
  64095. * Called by the particle System when the direction is computed for the created particle.
  64096. * @param worldMatrix is the world matrix of the particle system
  64097. * @param directionToUpdate is the direction vector to update with the result
  64098. * @param particle is the particle we are computed the direction for
  64099. */
  64100. HemisphericParticleEmitter.prototype.startDirectionFunction = function (worldMatrix, directionToUpdate, particle) {
  64101. var direction = particle.position.subtract(worldMatrix.getTranslation()).normalize();
  64102. var randX = BABYLON.Scalar.RandomRange(0, this.directionRandomizer);
  64103. var randY = BABYLON.Scalar.RandomRange(0, this.directionRandomizer);
  64104. var randZ = BABYLON.Scalar.RandomRange(0, this.directionRandomizer);
  64105. direction.x += randX;
  64106. direction.y += randY;
  64107. direction.z += randZ;
  64108. direction.normalize();
  64109. BABYLON.Vector3.TransformNormalFromFloatsToRef(direction.x, direction.y, direction.z, worldMatrix, directionToUpdate);
  64110. };
  64111. /**
  64112. * Called by the particle System when the position is computed for the created particle.
  64113. * @param worldMatrix is the world matrix of the particle system
  64114. * @param positionToUpdate is the position vector to update with the result
  64115. * @param particle is the particle we are computed the position for
  64116. */
  64117. HemisphericParticleEmitter.prototype.startPositionFunction = function (worldMatrix, positionToUpdate, particle) {
  64118. var randRadius = this.radius - BABYLON.Scalar.RandomRange(0, this.radius * this.radiusRange);
  64119. var v = BABYLON.Scalar.RandomRange(0, 1.0);
  64120. var phi = BABYLON.Scalar.RandomRange(0, 2 * Math.PI);
  64121. var theta = Math.acos(2 * v - 1);
  64122. var randX = randRadius * Math.cos(phi) * Math.sin(theta);
  64123. var randY = randRadius * Math.cos(theta);
  64124. var randZ = randRadius * Math.sin(phi) * Math.sin(theta);
  64125. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(randX, Math.abs(randY), randZ, worldMatrix, positionToUpdate);
  64126. };
  64127. /**
  64128. * Clones the current emitter and returns a copy of it
  64129. * @returns the new emitter
  64130. */
  64131. HemisphericParticleEmitter.prototype.clone = function () {
  64132. var newOne = new HemisphericParticleEmitter(this.radius, this.directionRandomizer);
  64133. BABYLON.Tools.DeepCopy(this, newOne);
  64134. return newOne;
  64135. };
  64136. /**
  64137. * Called by the GPUParticleSystem to setup the update shader
  64138. * @param effect defines the update shader
  64139. */
  64140. HemisphericParticleEmitter.prototype.applyToShader = function (effect) {
  64141. effect.setFloat("radius", this.radius);
  64142. effect.setFloat("radiusRange", this.radiusRange);
  64143. effect.setFloat("directionRandomizer", this.directionRandomizer);
  64144. };
  64145. /**
  64146. * Returns a string to use to update the GPU particles update shader
  64147. * @returns a string containng the defines string
  64148. */
  64149. HemisphericParticleEmitter.prototype.getEffectDefines = function () {
  64150. return "#define HEMISPHERICEMITTER";
  64151. };
  64152. /**
  64153. * Returns the string "HemisphericParticleEmitter"
  64154. * @returns a string containing the class name
  64155. */
  64156. HemisphericParticleEmitter.prototype.getClassName = function () {
  64157. return "HemisphericParticleEmitter";
  64158. };
  64159. /**
  64160. * Serializes the particle system to a JSON object.
  64161. * @returns the JSON object
  64162. */
  64163. HemisphericParticleEmitter.prototype.serialize = function () {
  64164. var serializationObject = {};
  64165. serializationObject.type = this.getClassName();
  64166. serializationObject.radius = this.radius;
  64167. serializationObject.radiusRange = this.radiusRange;
  64168. serializationObject.directionRandomizer = this.directionRandomizer;
  64169. return serializationObject;
  64170. };
  64171. /**
  64172. * Parse properties from a JSON object
  64173. * @param serializationObject defines the JSON object
  64174. */
  64175. HemisphericParticleEmitter.prototype.parse = function (serializationObject) {
  64176. this.radius = serializationObject.radius;
  64177. this.radiusRange = serializationObject.radiusRange;
  64178. this.directionRandomizer = serializationObject.directionRandomizer;
  64179. };
  64180. return HemisphericParticleEmitter;
  64181. }());
  64182. BABYLON.HemisphericParticleEmitter = HemisphericParticleEmitter;
  64183. })(BABYLON || (BABYLON = {}));
  64184. //# sourceMappingURL=babylon.hemisphericParticleEmitter.js.map
  64185. var BABYLON;
  64186. (function (BABYLON) {
  64187. /**
  64188. * Particle emitter emitting particles from a point.
  64189. * It emits the particles randomly between 2 given directions.
  64190. */
  64191. var PointParticleEmitter = /** @class */ (function () {
  64192. /**
  64193. * Creates a new instance PointParticleEmitter
  64194. */
  64195. function PointParticleEmitter() {
  64196. /**
  64197. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  64198. */
  64199. this.direction1 = new BABYLON.Vector3(0, 1.0, 0);
  64200. /**
  64201. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  64202. */
  64203. this.direction2 = new BABYLON.Vector3(0, 1.0, 0);
  64204. }
  64205. /**
  64206. * Called by the particle System when the direction is computed for the created particle.
  64207. * @param worldMatrix is the world matrix of the particle system
  64208. * @param directionToUpdate is the direction vector to update with the result
  64209. * @param particle is the particle we are computed the direction for
  64210. */
  64211. PointParticleEmitter.prototype.startDirectionFunction = function (worldMatrix, directionToUpdate, particle) {
  64212. var randX = BABYLON.Scalar.RandomRange(this.direction1.x, this.direction2.x);
  64213. var randY = BABYLON.Scalar.RandomRange(this.direction1.y, this.direction2.y);
  64214. var randZ = BABYLON.Scalar.RandomRange(this.direction1.z, this.direction2.z);
  64215. BABYLON.Vector3.TransformNormalFromFloatsToRef(randX, randY, randZ, worldMatrix, directionToUpdate);
  64216. };
  64217. /**
  64218. * Called by the particle System when the position is computed for the created particle.
  64219. * @param worldMatrix is the world matrix of the particle system
  64220. * @param positionToUpdate is the position vector to update with the result
  64221. * @param particle is the particle we are computed the position for
  64222. */
  64223. PointParticleEmitter.prototype.startPositionFunction = function (worldMatrix, positionToUpdate, particle) {
  64224. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(0, 0, 0, worldMatrix, positionToUpdate);
  64225. };
  64226. /**
  64227. * Clones the current emitter and returns a copy of it
  64228. * @returns the new emitter
  64229. */
  64230. PointParticleEmitter.prototype.clone = function () {
  64231. var newOne = new PointParticleEmitter();
  64232. BABYLON.Tools.DeepCopy(this, newOne);
  64233. return newOne;
  64234. };
  64235. /**
  64236. * Called by the GPUParticleSystem to setup the update shader
  64237. * @param effect defines the update shader
  64238. */
  64239. PointParticleEmitter.prototype.applyToShader = function (effect) {
  64240. effect.setVector3("direction1", this.direction1);
  64241. effect.setVector3("direction2", this.direction2);
  64242. };
  64243. /**
  64244. * Returns a string to use to update the GPU particles update shader
  64245. * @returns a string containng the defines string
  64246. */
  64247. PointParticleEmitter.prototype.getEffectDefines = function () {
  64248. return "#define POINTEMITTER";
  64249. };
  64250. /**
  64251. * Returns the string "PointParticleEmitter"
  64252. * @returns a string containing the class name
  64253. */
  64254. PointParticleEmitter.prototype.getClassName = function () {
  64255. return "PointParticleEmitter";
  64256. };
  64257. /**
  64258. * Serializes the particle system to a JSON object.
  64259. * @returns the JSON object
  64260. */
  64261. PointParticleEmitter.prototype.serialize = function () {
  64262. var serializationObject = {};
  64263. serializationObject.type = this.getClassName();
  64264. serializationObject.direction1 = this.direction1.asArray();
  64265. serializationObject.direction2 = this.direction2.asArray();
  64266. return serializationObject;
  64267. };
  64268. /**
  64269. * Parse properties from a JSON object
  64270. * @param serializationObject defines the JSON object
  64271. */
  64272. PointParticleEmitter.prototype.parse = function (serializationObject) {
  64273. BABYLON.Vector3.FromArrayToRef(serializationObject.direction1, 0, this.direction1);
  64274. BABYLON.Vector3.FromArrayToRef(serializationObject.direction2, 0, this.direction2);
  64275. };
  64276. return PointParticleEmitter;
  64277. }());
  64278. BABYLON.PointParticleEmitter = PointParticleEmitter;
  64279. })(BABYLON || (BABYLON = {}));
  64280. //# sourceMappingURL=babylon.pointParticleEmitter.js.map
  64281. var BABYLON;
  64282. (function (BABYLON) {
  64283. // Adds the parsers to the scene parsers.
  64284. BABYLON.AbstractScene.AddParser(BABYLON.SceneComponentConstants.NAME_PARTICLESYSTEM, function (parsedData, scene, container, rootUrl) {
  64285. var individualParser = BABYLON.AbstractScene.GetIndividualParser(BABYLON.SceneComponentConstants.NAME_PARTICLESYSTEM);
  64286. if (!individualParser) {
  64287. return;
  64288. }
  64289. // Particles Systems
  64290. if (parsedData.particleSystems !== undefined && parsedData.particleSystems !== null) {
  64291. for (var index = 0, cache = parsedData.particleSystems.length; index < cache; index++) {
  64292. var parsedParticleSystem = parsedData.particleSystems[index];
  64293. container.particleSystems.push(individualParser(parsedParticleSystem, scene, rootUrl));
  64294. }
  64295. }
  64296. });
  64297. BABYLON.AbstractScene.AddIndividualParser(BABYLON.SceneComponentConstants.NAME_PARTICLESYSTEM, function (parsedParticleSystem, scene, rootUrl) {
  64298. if (parsedParticleSystem.activeParticleCount) {
  64299. var ps = BABYLON.GPUParticleSystem.Parse(parsedParticleSystem, scene, rootUrl);
  64300. return ps;
  64301. }
  64302. else {
  64303. var ps = BABYLON.ParticleSystem.Parse(parsedParticleSystem, scene, rootUrl);
  64304. return ps;
  64305. }
  64306. });
  64307. BABYLON.Engine.prototype.createEffectForParticles = function (fragmentName, uniformsNames, samplers, defines, fallbacks, onCompiled, onError) {
  64308. if (uniformsNames === void 0) { uniformsNames = []; }
  64309. if (samplers === void 0) { samplers = []; }
  64310. if (defines === void 0) { defines = ""; }
  64311. var attributesNamesOrOptions = BABYLON.ParticleSystem._GetAttributeNamesOrOptions();
  64312. var effectCreationOption = BABYLON.ParticleSystem._GetEffectCreationOptions();
  64313. if (defines.indexOf(" BILLBOARD") === -1) {
  64314. defines += "\n#define BILLBOARD\n";
  64315. }
  64316. if (samplers.indexOf("diffuseSampler") === -1) {
  64317. samplers.push("diffuseSampler");
  64318. }
  64319. return this.createEffect({
  64320. vertex: "particles",
  64321. fragmentElement: fragmentName
  64322. }, attributesNamesOrOptions, effectCreationOption.concat(uniformsNames), samplers, defines, fallbacks, onCompiled, onError);
  64323. };
  64324. BABYLON.Mesh.prototype.getEmittedParticleSystems = function () {
  64325. var results = new Array();
  64326. for (var index = 0; index < this.getScene().particleSystems.length; index++) {
  64327. var particleSystem = this.getScene().particleSystems[index];
  64328. if (particleSystem.emitter === this) {
  64329. results.push(particleSystem);
  64330. }
  64331. }
  64332. return results;
  64333. };
  64334. BABYLON.Mesh.prototype.getHierarchyEmittedParticleSystems = function () {
  64335. var results = new Array();
  64336. var descendants = this.getDescendants();
  64337. descendants.push(this);
  64338. for (var index = 0; index < this.getScene().particleSystems.length; index++) {
  64339. var particleSystem = this.getScene().particleSystems[index];
  64340. var emitter = particleSystem.emitter;
  64341. if (emitter.position && descendants.indexOf(emitter) !== -1) {
  64342. results.push(particleSystem);
  64343. }
  64344. }
  64345. return results;
  64346. };
  64347. })(BABYLON || (BABYLON = {}));
  64348. //# sourceMappingURL=babylon.particleSystemComponent.js.map
  64349. var BABYLON;
  64350. (function (BABYLON) {
  64351. /**
  64352. * Type of sub emitter
  64353. */
  64354. var SubEmitterType;
  64355. (function (SubEmitterType) {
  64356. /**
  64357. * Attached to the particle over it's lifetime
  64358. */
  64359. SubEmitterType[SubEmitterType["ATTACHED"] = 0] = "ATTACHED";
  64360. /**
  64361. * Created when the particle dies
  64362. */
  64363. SubEmitterType[SubEmitterType["END"] = 1] = "END";
  64364. })(SubEmitterType = BABYLON.SubEmitterType || (BABYLON.SubEmitterType = {}));
  64365. /**
  64366. * Sub emitter class used to emit particles from an existing particle
  64367. */
  64368. var SubEmitter = /** @class */ (function () {
  64369. /**
  64370. * Creates a sub emitter
  64371. * @param particleSystem the particle system to be used by the sub emitter
  64372. */
  64373. function SubEmitter(
  64374. /**
  64375. * the particle system to be used by the sub emitter
  64376. */
  64377. particleSystem) {
  64378. this.particleSystem = particleSystem;
  64379. /**
  64380. * Type of the submitter (Default: END)
  64381. */
  64382. this.type = SubEmitterType.END;
  64383. /**
  64384. * If the particle should inherit the direction from the particle it's attached to. (+Y will face the direction the particle is moving) (Default: false)
  64385. * Note: This only is supported when using an emitter of type Mesh
  64386. */
  64387. this.inheritDirection = false;
  64388. /**
  64389. * How much of the attached particles speed should be added to the sub emitted particle (default: 0)
  64390. */
  64391. this.inheritedVelocityAmount = 0;
  64392. // Create mesh as emitter to support rotation
  64393. if (!particleSystem.emitter || !particleSystem.emitter.dispose) {
  64394. particleSystem.emitter = new BABYLON.AbstractMesh("SubemitterSystemEmitter", particleSystem.getScene());
  64395. }
  64396. // Automatically dispose of subemitter when system is disposed
  64397. particleSystem.onDisposeObservable.add(function () {
  64398. if (particleSystem.emitter && particleSystem.emitter.dispose) {
  64399. particleSystem.emitter.dispose();
  64400. }
  64401. });
  64402. }
  64403. /**
  64404. * Clones the sub emitter
  64405. * @returns the cloned sub emitter
  64406. */
  64407. SubEmitter.prototype.clone = function () {
  64408. // Clone particle system
  64409. var emitter = this.particleSystem.emitter;
  64410. if (!emitter) {
  64411. emitter = new BABYLON.Vector3();
  64412. }
  64413. else if (emitter instanceof BABYLON.Vector3) {
  64414. emitter = emitter.clone();
  64415. }
  64416. else if (emitter instanceof BABYLON.AbstractMesh) {
  64417. emitter = new BABYLON.Mesh("", emitter.getScene());
  64418. emitter.isVisible = false;
  64419. }
  64420. var clone = new SubEmitter(this.particleSystem.clone("", emitter));
  64421. // Clone properties
  64422. clone.type = this.type;
  64423. clone.inheritDirection = this.inheritDirection;
  64424. clone.inheritedVelocityAmount = this.inheritedVelocityAmount;
  64425. clone.particleSystem._disposeEmitterOnDispose = true;
  64426. clone.particleSystem.disposeOnStop = true;
  64427. return clone;
  64428. };
  64429. /**
  64430. * Serialize current object to a JSON object
  64431. * @returns the serialized object
  64432. */
  64433. SubEmitter.prototype.serialize = function () {
  64434. var serializationObject = {};
  64435. serializationObject.type = this.type;
  64436. serializationObject.inheritDirection = this.inheritDirection;
  64437. serializationObject.inheritedVelocityAmount = this.inheritedVelocityAmount;
  64438. serializationObject.particleSystem = this.particleSystem.serialize();
  64439. return serializationObject;
  64440. };
  64441. /**
  64442. * Creates a new SubEmitter from a serialized JSON version
  64443. * @param serializationObject defines the JSON object to read from
  64444. * @param scene defines the hosting scene
  64445. * @param rootUrl defines the rootUrl for data loading
  64446. * @returns a new SubEmitter
  64447. */
  64448. SubEmitter.Parse = function (serializationObject, scene, rootUrl) {
  64449. var system = serializationObject.particleSystem;
  64450. var subEmitter = new SubEmitter(BABYLON.ParticleSystem.Parse(system, scene, rootUrl));
  64451. subEmitter.type = serializationObject.type;
  64452. subEmitter.inheritDirection = serializationObject.inheritDirection;
  64453. subEmitter.inheritedVelocityAmount = serializationObject.inheritedVelocityAmount;
  64454. subEmitter.particleSystem._isSubEmitter = true;
  64455. return subEmitter;
  64456. };
  64457. /** Release associated resources */
  64458. SubEmitter.prototype.dispose = function () {
  64459. this.particleSystem.dispose();
  64460. };
  64461. return SubEmitter;
  64462. }());
  64463. BABYLON.SubEmitter = SubEmitter;
  64464. })(BABYLON || (BABYLON = {}));
  64465. //# sourceMappingURL=babylon.subEmitter.js.map
  64466. var BABYLON;
  64467. (function (BABYLON) {
  64468. /**
  64469. * The ShaderMaterial object has the necessary methods to pass data from your scene to the Vertex and Fragment Shaders and returns a material that can be applied to any mesh.
  64470. *
  64471. * This returned material effects how the mesh will look based on the code in the shaders.
  64472. *
  64473. * @see http://doc.babylonjs.com/how_to/shader_material
  64474. */
  64475. var ShaderMaterial = /** @class */ (function (_super) {
  64476. __extends(ShaderMaterial, _super);
  64477. /**
  64478. * Instantiate a new shader material.
  64479. * The ShaderMaterial object has the necessary methods to pass data from your scene to the Vertex and Fragment Shaders and returns a material that can be applied to any mesh.
  64480. * This returned material effects how the mesh will look based on the code in the shaders.
  64481. * @see http://doc.babylonjs.com/how_to/shader_material
  64482. * @param name Define the name of the material in the scene
  64483. * @param scene Define the scene the material belongs to
  64484. * @param shaderPath Defines the route to the shader code in one of three ways:
  64485. * - object - { vertex: "custom", fragment: "custom" }, used with BABYLON.Effect.ShadersStore["customVertexShader"] and BABYLON.Effect.ShadersStore["customFragmentShader"]
  64486. * - object - { vertexElement: "vertexShaderCode", fragmentElement: "fragmentShaderCode" }, used with shader code in <script> tags
  64487. * - string - "./COMMON_NAME", used with external files COMMON_NAME.vertex.fx and COMMON_NAME.fragment.fx in index.html folder.
  64488. * @param options Define the options used to create the shader
  64489. */
  64490. function ShaderMaterial(name, scene, shaderPath, options) {
  64491. if (options === void 0) { options = {}; }
  64492. var _this = _super.call(this, name, scene) || this;
  64493. _this._textures = {};
  64494. _this._textureArrays = {};
  64495. _this._floats = {};
  64496. _this._ints = {};
  64497. _this._floatsArrays = {};
  64498. _this._colors3 = {};
  64499. _this._colors3Arrays = {};
  64500. _this._colors4 = {};
  64501. _this._vectors2 = {};
  64502. _this._vectors3 = {};
  64503. _this._vectors4 = {};
  64504. _this._matrices = {};
  64505. _this._matrices3x3 = {};
  64506. _this._matrices2x2 = {};
  64507. _this._vectors2Arrays = {};
  64508. _this._vectors3Arrays = {};
  64509. _this._cachedWorldViewMatrix = new BABYLON.Matrix();
  64510. _this._shaderPath = shaderPath;
  64511. _this._options = __assign({ needAlphaBlending: false, needAlphaTesting: false, attributes: ["position", "normal", "uv"], uniforms: ["worldViewProjection"], uniformBuffers: [], samplers: [], defines: [] }, options);
  64512. return _this;
  64513. }
  64514. /**
  64515. * Gets the current class name of the material e.g. "ShaderMaterial"
  64516. * Mainly use in serialization.
  64517. * @returns the class name
  64518. */
  64519. ShaderMaterial.prototype.getClassName = function () {
  64520. return "ShaderMaterial";
  64521. };
  64522. /**
  64523. * Specifies if the material will require alpha blending
  64524. * @returns a boolean specifying if alpha blending is needed
  64525. */
  64526. ShaderMaterial.prototype.needAlphaBlending = function () {
  64527. return (this.alpha < 1.0) || this._options.needAlphaBlending;
  64528. };
  64529. /**
  64530. * Specifies if this material should be rendered in alpha test mode
  64531. * @returns a boolean specifying if an alpha test is needed.
  64532. */
  64533. ShaderMaterial.prototype.needAlphaTesting = function () {
  64534. return this._options.needAlphaTesting;
  64535. };
  64536. ShaderMaterial.prototype._checkUniform = function (uniformName) {
  64537. if (this._options.uniforms.indexOf(uniformName) === -1) {
  64538. this._options.uniforms.push(uniformName);
  64539. }
  64540. };
  64541. /**
  64542. * Set a texture in the shader.
  64543. * @param name Define the name of the uniform samplers as defined in the shader
  64544. * @param texture Define the texture to bind to this sampler
  64545. * @return the material itself allowing "fluent" like uniform updates
  64546. */
  64547. ShaderMaterial.prototype.setTexture = function (name, texture) {
  64548. if (this._options.samplers.indexOf(name) === -1) {
  64549. this._options.samplers.push(name);
  64550. }
  64551. this._textures[name] = texture;
  64552. return this;
  64553. };
  64554. /**
  64555. * Set a texture array in the shader.
  64556. * @param name Define the name of the uniform sampler array as defined in the shader
  64557. * @param textures Define the list of textures to bind to this sampler
  64558. * @return the material itself allowing "fluent" like uniform updates
  64559. */
  64560. ShaderMaterial.prototype.setTextureArray = function (name, textures) {
  64561. if (this._options.samplers.indexOf(name) === -1) {
  64562. this._options.samplers.push(name);
  64563. }
  64564. this._checkUniform(name);
  64565. this._textureArrays[name] = textures;
  64566. return this;
  64567. };
  64568. /**
  64569. * Set a float in the shader.
  64570. * @param name Define the name of the uniform as defined in the shader
  64571. * @param value Define the value to give to the uniform
  64572. * @return the material itself allowing "fluent" like uniform updates
  64573. */
  64574. ShaderMaterial.prototype.setFloat = function (name, value) {
  64575. this._checkUniform(name);
  64576. this._floats[name] = value;
  64577. return this;
  64578. };
  64579. /**
  64580. * Set a int in the shader.
  64581. * @param name Define the name of the uniform as defined in the shader
  64582. * @param value Define the value to give to the uniform
  64583. * @return the material itself allowing "fluent" like uniform updates
  64584. */
  64585. ShaderMaterial.prototype.setInt = function (name, value) {
  64586. this._checkUniform(name);
  64587. this._ints[name] = value;
  64588. return this;
  64589. };
  64590. /**
  64591. * Set an array of floats in the shader.
  64592. * @param name Define the name of the uniform as defined in the shader
  64593. * @param value Define the value to give to the uniform
  64594. * @return the material itself allowing "fluent" like uniform updates
  64595. */
  64596. ShaderMaterial.prototype.setFloats = function (name, value) {
  64597. this._checkUniform(name);
  64598. this._floatsArrays[name] = value;
  64599. return this;
  64600. };
  64601. /**
  64602. * Set a vec3 in the shader from a Color3.
  64603. * @param name Define the name of the uniform as defined in the shader
  64604. * @param value Define the value to give to the uniform
  64605. * @return the material itself allowing "fluent" like uniform updates
  64606. */
  64607. ShaderMaterial.prototype.setColor3 = function (name, value) {
  64608. this._checkUniform(name);
  64609. this._colors3[name] = value;
  64610. return this;
  64611. };
  64612. /**
  64613. * Set a vec3 array in the shader from a Color3 array.
  64614. * @param name Define the name of the uniform as defined in the shader
  64615. * @param value Define the value to give to the uniform
  64616. * @return the material itself allowing "fluent" like uniform updates
  64617. */
  64618. ShaderMaterial.prototype.setColor3Array = function (name, value) {
  64619. this._checkUniform(name);
  64620. this._colors3Arrays[name] = value.reduce(function (arr, color) {
  64621. color.toArray(arr, arr.length);
  64622. return arr;
  64623. }, []);
  64624. return this;
  64625. };
  64626. /**
  64627. * Set a vec4 in the shader from a Color4.
  64628. * @param name Define the name of the uniform as defined in the shader
  64629. * @param value Define the value to give to the uniform
  64630. * @return the material itself allowing "fluent" like uniform updates
  64631. */
  64632. ShaderMaterial.prototype.setColor4 = function (name, value) {
  64633. this._checkUniform(name);
  64634. this._colors4[name] = value;
  64635. return this;
  64636. };
  64637. /**
  64638. * Set a vec2 in the shader from a Vector2.
  64639. * @param name Define the name of the uniform as defined in the shader
  64640. * @param value Define the value to give to the uniform
  64641. * @return the material itself allowing "fluent" like uniform updates
  64642. */
  64643. ShaderMaterial.prototype.setVector2 = function (name, value) {
  64644. this._checkUniform(name);
  64645. this._vectors2[name] = value;
  64646. return this;
  64647. };
  64648. /**
  64649. * Set a vec3 in the shader from a Vector3.
  64650. * @param name Define the name of the uniform as defined in the shader
  64651. * @param value Define the value to give to the uniform
  64652. * @return the material itself allowing "fluent" like uniform updates
  64653. */
  64654. ShaderMaterial.prototype.setVector3 = function (name, value) {
  64655. this._checkUniform(name);
  64656. this._vectors3[name] = value;
  64657. return this;
  64658. };
  64659. /**
  64660. * Set a vec4 in the shader from a Vector4.
  64661. * @param name Define the name of the uniform as defined in the shader
  64662. * @param value Define the value to give to the uniform
  64663. * @return the material itself allowing "fluent" like uniform updates
  64664. */
  64665. ShaderMaterial.prototype.setVector4 = function (name, value) {
  64666. this._checkUniform(name);
  64667. this._vectors4[name] = value;
  64668. return this;
  64669. };
  64670. /**
  64671. * Set a mat4 in the shader from a Matrix.
  64672. * @param name Define the name of the uniform as defined in the shader
  64673. * @param value Define the value to give to the uniform
  64674. * @return the material itself allowing "fluent" like uniform updates
  64675. */
  64676. ShaderMaterial.prototype.setMatrix = function (name, value) {
  64677. this._checkUniform(name);
  64678. this._matrices[name] = value;
  64679. return this;
  64680. };
  64681. /**
  64682. * Set a mat3 in the shader from a Float32Array.
  64683. * @param name Define the name of the uniform as defined in the shader
  64684. * @param value Define the value to give to the uniform
  64685. * @return the material itself allowing "fluent" like uniform updates
  64686. */
  64687. ShaderMaterial.prototype.setMatrix3x3 = function (name, value) {
  64688. this._checkUniform(name);
  64689. this._matrices3x3[name] = value;
  64690. return this;
  64691. };
  64692. /**
  64693. * Set a mat2 in the shader from a Float32Array.
  64694. * @param name Define the name of the uniform as defined in the shader
  64695. * @param value Define the value to give to the uniform
  64696. * @return the material itself allowing "fluent" like uniform updates
  64697. */
  64698. ShaderMaterial.prototype.setMatrix2x2 = function (name, value) {
  64699. this._checkUniform(name);
  64700. this._matrices2x2[name] = value;
  64701. return this;
  64702. };
  64703. /**
  64704. * Set a vec2 array in the shader from a number array.
  64705. * @param name Define the name of the uniform as defined in the shader
  64706. * @param value Define the value to give to the uniform
  64707. * @return the material itself allowing "fluent" like uniform updates
  64708. */
  64709. ShaderMaterial.prototype.setArray2 = function (name, value) {
  64710. this._checkUniform(name);
  64711. this._vectors2Arrays[name] = value;
  64712. return this;
  64713. };
  64714. /**
  64715. * Set a vec3 array in the shader from a number array.
  64716. * @param name Define the name of the uniform as defined in the shader
  64717. * @param value Define the value to give to the uniform
  64718. * @return the material itself allowing "fluent" like uniform updates
  64719. */
  64720. ShaderMaterial.prototype.setArray3 = function (name, value) {
  64721. this._checkUniform(name);
  64722. this._vectors3Arrays[name] = value;
  64723. return this;
  64724. };
  64725. ShaderMaterial.prototype._checkCache = function (scene, mesh, useInstances) {
  64726. if (!mesh) {
  64727. return true;
  64728. }
  64729. if (this._effect && (this._effect.defines.indexOf("#define INSTANCES") !== -1) !== useInstances) {
  64730. return false;
  64731. }
  64732. return false;
  64733. };
  64734. /**
  64735. * Checks if the material is ready to render the requested mesh
  64736. * @param mesh Define the mesh to render
  64737. * @param useInstances Define whether or not the material is used with instances
  64738. * @returns true if ready, otherwise false
  64739. */
  64740. ShaderMaterial.prototype.isReady = function (mesh, useInstances) {
  64741. var scene = this.getScene();
  64742. var engine = scene.getEngine();
  64743. if (!this.checkReadyOnEveryCall) {
  64744. if (this._renderId === scene.getRenderId()) {
  64745. if (this._checkCache(scene, mesh, useInstances)) {
  64746. return true;
  64747. }
  64748. }
  64749. }
  64750. // Instances
  64751. var defines = [];
  64752. var attribs = [];
  64753. var fallbacks = new BABYLON.EffectFallbacks();
  64754. for (var index = 0; index < this._options.defines.length; index++) {
  64755. defines.push(this._options.defines[index]);
  64756. }
  64757. for (var index = 0; index < this._options.attributes.length; index++) {
  64758. attribs.push(this._options.attributes[index]);
  64759. }
  64760. if (mesh && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.ColorKind)) {
  64761. attribs.push(BABYLON.VertexBuffer.ColorKind);
  64762. defines.push("#define VERTEXCOLOR");
  64763. }
  64764. if (useInstances) {
  64765. defines.push("#define INSTANCES");
  64766. BABYLON.MaterialHelper.PrepareAttributesForInstances(attribs, defines);
  64767. }
  64768. // Bones
  64769. if (mesh && mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  64770. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  64771. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  64772. if (mesh.numBoneInfluencers > 4) {
  64773. attribs.push(BABYLON.VertexBuffer.MatricesIndicesExtraKind);
  64774. attribs.push(BABYLON.VertexBuffer.MatricesWeightsExtraKind);
  64775. }
  64776. var skeleton = mesh.skeleton;
  64777. defines.push("#define NUM_BONE_INFLUENCERS " + mesh.numBoneInfluencers);
  64778. fallbacks.addCPUSkinningFallback(0, mesh);
  64779. if (skeleton.isUsingTextureForMatrices) {
  64780. defines.push("#define BONETEXTURE");
  64781. if (this._options.uniforms.indexOf("boneTextureWidth") === -1) {
  64782. this._options.uniforms.push("boneTextureWidth");
  64783. }
  64784. if (this._options.samplers.indexOf("boneSampler") === -1) {
  64785. this._options.samplers.push("boneSampler");
  64786. }
  64787. }
  64788. else {
  64789. defines.push("#define BonesPerMesh " + (skeleton.bones.length + 1));
  64790. if (this._options.uniforms.indexOf("mBones") === -1) {
  64791. this._options.uniforms.push("mBones");
  64792. }
  64793. }
  64794. }
  64795. else {
  64796. defines.push("#define NUM_BONE_INFLUENCERS 0");
  64797. }
  64798. // Textures
  64799. for (var name in this._textures) {
  64800. if (!this._textures[name].isReady()) {
  64801. return false;
  64802. }
  64803. }
  64804. // Alpha test
  64805. if (mesh && this._shouldTurnAlphaTestOn(mesh)) {
  64806. defines.push("#define ALPHATEST");
  64807. }
  64808. var previousEffect = this._effect;
  64809. var join = defines.join("\n");
  64810. this._effect = engine.createEffect(this._shaderPath, {
  64811. attributes: attribs,
  64812. uniformsNames: this._options.uniforms,
  64813. uniformBuffersNames: this._options.uniformBuffers,
  64814. samplers: this._options.samplers,
  64815. defines: join,
  64816. fallbacks: fallbacks,
  64817. onCompiled: this.onCompiled,
  64818. onError: this.onError
  64819. }, engine);
  64820. if (!this._effect.isReady()) {
  64821. return false;
  64822. }
  64823. if (previousEffect !== this._effect) {
  64824. scene.resetCachedMaterial();
  64825. }
  64826. this._renderId = scene.getRenderId();
  64827. return true;
  64828. };
  64829. /**
  64830. * Binds the world matrix to the material
  64831. * @param world defines the world transformation matrix
  64832. */
  64833. ShaderMaterial.prototype.bindOnlyWorldMatrix = function (world) {
  64834. var scene = this.getScene();
  64835. if (!this._effect) {
  64836. return;
  64837. }
  64838. if (this._options.uniforms.indexOf("world") !== -1) {
  64839. this._effect.setMatrix("world", world);
  64840. }
  64841. if (this._options.uniforms.indexOf("worldView") !== -1) {
  64842. world.multiplyToRef(scene.getViewMatrix(), this._cachedWorldViewMatrix);
  64843. this._effect.setMatrix("worldView", this._cachedWorldViewMatrix);
  64844. }
  64845. if (this._options.uniforms.indexOf("worldViewProjection") !== -1) {
  64846. this._effect.setMatrix("worldViewProjection", world.multiply(scene.getTransformMatrix()));
  64847. }
  64848. };
  64849. /**
  64850. * Binds the material to the mesh
  64851. * @param world defines the world transformation matrix
  64852. * @param mesh defines the mesh to bind the material to
  64853. */
  64854. ShaderMaterial.prototype.bind = function (world, mesh) {
  64855. // Std values
  64856. this.bindOnlyWorldMatrix(world);
  64857. if (this._effect && this.getScene().getCachedMaterial() !== this) {
  64858. if (this._options.uniforms.indexOf("view") !== -1) {
  64859. this._effect.setMatrix("view", this.getScene().getViewMatrix());
  64860. }
  64861. if (this._options.uniforms.indexOf("projection") !== -1) {
  64862. this._effect.setMatrix("projection", this.getScene().getProjectionMatrix());
  64863. }
  64864. if (this._options.uniforms.indexOf("viewProjection") !== -1) {
  64865. this._effect.setMatrix("viewProjection", this.getScene().getTransformMatrix());
  64866. }
  64867. // Bones
  64868. BABYLON.MaterialHelper.BindBonesParameters(mesh, this._effect);
  64869. var name;
  64870. // Texture
  64871. for (name in this._textures) {
  64872. this._effect.setTexture(name, this._textures[name]);
  64873. }
  64874. // Texture arrays
  64875. for (name in this._textureArrays) {
  64876. this._effect.setTextureArray(name, this._textureArrays[name]);
  64877. }
  64878. // Int
  64879. for (name in this._ints) {
  64880. this._effect.setInt(name, this._ints[name]);
  64881. }
  64882. // Float
  64883. for (name in this._floats) {
  64884. this._effect.setFloat(name, this._floats[name]);
  64885. }
  64886. // Floats
  64887. for (name in this._floatsArrays) {
  64888. this._effect.setArray(name, this._floatsArrays[name]);
  64889. }
  64890. // Color3
  64891. for (name in this._colors3) {
  64892. this._effect.setColor3(name, this._colors3[name]);
  64893. }
  64894. for (name in this._colors3Arrays) {
  64895. this._effect.setArray3(name, this._colors3Arrays[name]);
  64896. }
  64897. // Color4
  64898. for (name in this._colors4) {
  64899. var color = this._colors4[name];
  64900. this._effect.setFloat4(name, color.r, color.g, color.b, color.a);
  64901. }
  64902. // Vector2
  64903. for (name in this._vectors2) {
  64904. this._effect.setVector2(name, this._vectors2[name]);
  64905. }
  64906. // Vector3
  64907. for (name in this._vectors3) {
  64908. this._effect.setVector3(name, this._vectors3[name]);
  64909. }
  64910. // Vector4
  64911. for (name in this._vectors4) {
  64912. this._effect.setVector4(name, this._vectors4[name]);
  64913. }
  64914. // Matrix
  64915. for (name in this._matrices) {
  64916. this._effect.setMatrix(name, this._matrices[name]);
  64917. }
  64918. // Matrix 3x3
  64919. for (name in this._matrices3x3) {
  64920. this._effect.setMatrix3x3(name, this._matrices3x3[name]);
  64921. }
  64922. // Matrix 2x2
  64923. for (name in this._matrices2x2) {
  64924. this._effect.setMatrix2x2(name, this._matrices2x2[name]);
  64925. }
  64926. // Vector2Array
  64927. for (name in this._vectors2Arrays) {
  64928. this._effect.setArray2(name, this._vectors2Arrays[name]);
  64929. }
  64930. // Vector3Array
  64931. for (name in this._vectors3Arrays) {
  64932. this._effect.setArray3(name, this._vectors3Arrays[name]);
  64933. }
  64934. }
  64935. this._afterBind(mesh);
  64936. };
  64937. /**
  64938. * Gets the active textures from the material
  64939. * @returns an array of textures
  64940. */
  64941. ShaderMaterial.prototype.getActiveTextures = function () {
  64942. var activeTextures = _super.prototype.getActiveTextures.call(this);
  64943. for (var name in this._textures) {
  64944. activeTextures.push(this._textures[name]);
  64945. }
  64946. for (var name in this._textureArrays) {
  64947. var array = this._textureArrays[name];
  64948. for (var index = 0; index < array.length; index++) {
  64949. activeTextures.push(array[index]);
  64950. }
  64951. }
  64952. return activeTextures;
  64953. };
  64954. /**
  64955. * Specifies if the material uses a texture
  64956. * @param texture defines the texture to check against the material
  64957. * @returns a boolean specifying if the material uses the texture
  64958. */
  64959. ShaderMaterial.prototype.hasTexture = function (texture) {
  64960. if (_super.prototype.hasTexture.call(this, texture)) {
  64961. return true;
  64962. }
  64963. for (var name in this._textures) {
  64964. if (this._textures[name] === texture) {
  64965. return true;
  64966. }
  64967. }
  64968. for (var name in this._textureArrays) {
  64969. var array = this._textureArrays[name];
  64970. for (var index = 0; index < array.length; index++) {
  64971. if (array[index] === texture) {
  64972. return true;
  64973. }
  64974. }
  64975. }
  64976. return false;
  64977. };
  64978. /**
  64979. * Makes a duplicate of the material, and gives it a new name
  64980. * @param name defines the new name for the duplicated material
  64981. * @returns the cloned material
  64982. */
  64983. ShaderMaterial.prototype.clone = function (name) {
  64984. var newShaderMaterial = new ShaderMaterial(name, this.getScene(), this._shaderPath, this._options);
  64985. return newShaderMaterial;
  64986. };
  64987. /**
  64988. * Disposes the material
  64989. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  64990. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  64991. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  64992. */
  64993. ShaderMaterial.prototype.dispose = function (forceDisposeEffect, forceDisposeTextures, notBoundToMesh) {
  64994. if (forceDisposeTextures) {
  64995. var name;
  64996. for (name in this._textures) {
  64997. this._textures[name].dispose();
  64998. }
  64999. for (name in this._textureArrays) {
  65000. var array = this._textureArrays[name];
  65001. for (var index = 0; index < array.length; index++) {
  65002. array[index].dispose();
  65003. }
  65004. }
  65005. }
  65006. this._textures = {};
  65007. _super.prototype.dispose.call(this, forceDisposeEffect, forceDisposeTextures, notBoundToMesh);
  65008. };
  65009. /**
  65010. * Serializes this material in a JSON representation
  65011. * @returns the serialized material object
  65012. */
  65013. ShaderMaterial.prototype.serialize = function () {
  65014. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  65015. serializationObject.customType = "BABYLON.ShaderMaterial";
  65016. serializationObject.options = this._options;
  65017. serializationObject.shaderPath = this._shaderPath;
  65018. var name;
  65019. // Texture
  65020. serializationObject.textures = {};
  65021. for (name in this._textures) {
  65022. serializationObject.textures[name] = this._textures[name].serialize();
  65023. }
  65024. // Texture arrays
  65025. serializationObject.textureArrays = {};
  65026. for (name in this._textureArrays) {
  65027. serializationObject.textureArrays[name] = [];
  65028. var array = this._textureArrays[name];
  65029. for (var index = 0; index < array.length; index++) {
  65030. serializationObject.textureArrays[name].push(array[index].serialize());
  65031. }
  65032. }
  65033. // Float
  65034. serializationObject.floats = {};
  65035. for (name in this._floats) {
  65036. serializationObject.floats[name] = this._floats[name];
  65037. }
  65038. // Float s
  65039. serializationObject.FloatArrays = {};
  65040. for (name in this._floatsArrays) {
  65041. serializationObject.FloatArrays[name] = this._floatsArrays[name];
  65042. }
  65043. // Color3
  65044. serializationObject.colors3 = {};
  65045. for (name in this._colors3) {
  65046. serializationObject.colors3[name] = this._colors3[name].asArray();
  65047. }
  65048. // Color3 array
  65049. serializationObject.colors3Arrays = {};
  65050. for (name in this._colors3Arrays) {
  65051. serializationObject.colors3Arrays[name] = this._colors3Arrays[name];
  65052. }
  65053. // Color4
  65054. serializationObject.colors4 = {};
  65055. for (name in this._colors4) {
  65056. serializationObject.colors4[name] = this._colors4[name].asArray();
  65057. }
  65058. // Vector2
  65059. serializationObject.vectors2 = {};
  65060. for (name in this._vectors2) {
  65061. serializationObject.vectors2[name] = this._vectors2[name].asArray();
  65062. }
  65063. // Vector3
  65064. serializationObject.vectors3 = {};
  65065. for (name in this._vectors3) {
  65066. serializationObject.vectors3[name] = this._vectors3[name].asArray();
  65067. }
  65068. // Vector4
  65069. serializationObject.vectors4 = {};
  65070. for (name in this._vectors4) {
  65071. serializationObject.vectors4[name] = this._vectors4[name].asArray();
  65072. }
  65073. // Matrix
  65074. serializationObject.matrices = {};
  65075. for (name in this._matrices) {
  65076. serializationObject.matrices[name] = this._matrices[name].asArray();
  65077. }
  65078. // Matrix 3x3
  65079. serializationObject.matrices3x3 = {};
  65080. for (name in this._matrices3x3) {
  65081. serializationObject.matrices3x3[name] = this._matrices3x3[name];
  65082. }
  65083. // Matrix 2x2
  65084. serializationObject.matrices2x2 = {};
  65085. for (name in this._matrices2x2) {
  65086. serializationObject.matrices2x2[name] = this._matrices2x2[name];
  65087. }
  65088. // Vector2Array
  65089. serializationObject.vectors2Arrays = {};
  65090. for (name in this._vectors2Arrays) {
  65091. serializationObject.vectors2Arrays[name] = this._vectors2Arrays[name];
  65092. }
  65093. // Vector3Array
  65094. serializationObject.vectors3Arrays = {};
  65095. for (name in this._vectors3Arrays) {
  65096. serializationObject.vectors3Arrays[name] = this._vectors3Arrays[name];
  65097. }
  65098. return serializationObject;
  65099. };
  65100. /**
  65101. * Creates a shader material from parsed shader material data
  65102. * @param source defines the JSON represnetation of the material
  65103. * @param scene defines the hosting scene
  65104. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  65105. * @returns a new material
  65106. */
  65107. ShaderMaterial.Parse = function (source, scene, rootUrl) {
  65108. var material = BABYLON.SerializationHelper.Parse(function () { return new ShaderMaterial(source.name, scene, source.shaderPath, source.options); }, source, scene, rootUrl);
  65109. var name;
  65110. // Texture
  65111. for (name in source.textures) {
  65112. material.setTexture(name, BABYLON.Texture.Parse(source.textures[name], scene, rootUrl));
  65113. }
  65114. // Texture arrays
  65115. for (name in source.textureArrays) {
  65116. var array = source.textureArrays[name];
  65117. var textureArray = new Array();
  65118. for (var index = 0; index < array.length; index++) {
  65119. textureArray.push(BABYLON.Texture.Parse(array[index], scene, rootUrl));
  65120. }
  65121. material.setTextureArray(name, textureArray);
  65122. }
  65123. // Float
  65124. for (name in source.floats) {
  65125. material.setFloat(name, source.floats[name]);
  65126. }
  65127. // Float s
  65128. for (name in source.floatsArrays) {
  65129. material.setFloats(name, source.floatsArrays[name]);
  65130. }
  65131. // Color3
  65132. for (name in source.colors3) {
  65133. material.setColor3(name, BABYLON.Color3.FromArray(source.colors3[name]));
  65134. }
  65135. // Color3 arrays
  65136. for (name in source.colors3Arrays) {
  65137. var colors = source.colors3Arrays[name].reduce(function (arr, num, i) {
  65138. if (i % 3 === 0) {
  65139. arr.push([num]);
  65140. }
  65141. else {
  65142. arr[arr.length - 1].push(num);
  65143. }
  65144. return arr;
  65145. }, []).map(function (color) { return BABYLON.Color3.FromArray(color); });
  65146. material.setColor3Array(name, colors);
  65147. }
  65148. // Color4
  65149. for (name in source.colors4) {
  65150. material.setColor4(name, BABYLON.Color4.FromArray(source.colors4[name]));
  65151. }
  65152. // Vector2
  65153. for (name in source.vectors2) {
  65154. material.setVector2(name, BABYLON.Vector2.FromArray(source.vectors2[name]));
  65155. }
  65156. // Vector3
  65157. for (name in source.vectors3) {
  65158. material.setVector3(name, BABYLON.Vector3.FromArray(source.vectors3[name]));
  65159. }
  65160. // Vector4
  65161. for (name in source.vectors4) {
  65162. material.setVector4(name, BABYLON.Vector4.FromArray(source.vectors4[name]));
  65163. }
  65164. // Matrix
  65165. for (name in source.matrices) {
  65166. material.setMatrix(name, BABYLON.Matrix.FromArray(source.matrices[name]));
  65167. }
  65168. // Matrix 3x3
  65169. for (name in source.matrices3x3) {
  65170. material.setMatrix3x3(name, source.matrices3x3[name]);
  65171. }
  65172. // Matrix 2x2
  65173. for (name in source.matrices2x2) {
  65174. material.setMatrix2x2(name, source.matrices2x2[name]);
  65175. }
  65176. // Vector2Array
  65177. for (name in source.vectors2Arrays) {
  65178. material.setArray2(name, source.vectors2Arrays[name]);
  65179. }
  65180. // Vector3Array
  65181. for (name in source.vectors3Arrays) {
  65182. material.setArray3(name, source.vectors3Arrays[name]);
  65183. }
  65184. return material;
  65185. };
  65186. return ShaderMaterial;
  65187. }(BABYLON.Material));
  65188. BABYLON.ShaderMaterial = ShaderMaterial;
  65189. })(BABYLON || (BABYLON = {}));
  65190. //# sourceMappingURL=babylon.shaderMaterial.js.map
  65191. var BABYLON;
  65192. (function (BABYLON) {
  65193. /**
  65194. * Mesh representing the gorund
  65195. */
  65196. var GroundMesh = /** @class */ (function (_super) {
  65197. __extends(GroundMesh, _super);
  65198. function GroundMesh(name, scene) {
  65199. var _this = _super.call(this, name, scene) || this;
  65200. /** If octree should be generated */
  65201. _this.generateOctree = false;
  65202. return _this;
  65203. }
  65204. /**
  65205. * "GroundMesh"
  65206. * @returns "GroundMesh"
  65207. */
  65208. GroundMesh.prototype.getClassName = function () {
  65209. return "GroundMesh";
  65210. };
  65211. Object.defineProperty(GroundMesh.prototype, "subdivisions", {
  65212. /**
  65213. * The minimum of x and y subdivisions
  65214. */
  65215. get: function () {
  65216. return Math.min(this._subdivisionsX, this._subdivisionsY);
  65217. },
  65218. enumerable: true,
  65219. configurable: true
  65220. });
  65221. Object.defineProperty(GroundMesh.prototype, "subdivisionsX", {
  65222. /**
  65223. * X subdivisions
  65224. */
  65225. get: function () {
  65226. return this._subdivisionsX;
  65227. },
  65228. enumerable: true,
  65229. configurable: true
  65230. });
  65231. Object.defineProperty(GroundMesh.prototype, "subdivisionsY", {
  65232. /**
  65233. * Y subdivisions
  65234. */
  65235. get: function () {
  65236. return this._subdivisionsY;
  65237. },
  65238. enumerable: true,
  65239. configurable: true
  65240. });
  65241. /**
  65242. * This function will update an octree to help to select the right submeshes for rendering, picking and collision computations.
  65243. * Please note that you must have a decent number of submeshes to get performance improvements when using an octree
  65244. * @param chunksCount the number of subdivisions for x and y
  65245. * @param octreeBlocksSize (Default: 32)
  65246. */
  65247. GroundMesh.prototype.optimize = function (chunksCount, octreeBlocksSize) {
  65248. if (octreeBlocksSize === void 0) { octreeBlocksSize = 32; }
  65249. this._subdivisionsX = chunksCount;
  65250. this._subdivisionsY = chunksCount;
  65251. this.subdivide(chunksCount);
  65252. // Call the octree system optimization if it is defined.
  65253. var thisAsAny = this;
  65254. if (thisAsAny.createOrUpdateSubmeshesOctree) {
  65255. thisAsAny.createOrUpdateSubmeshesOctree(octreeBlocksSize);
  65256. }
  65257. };
  65258. /**
  65259. * Returns a height (y) value in the Worl system :
  65260. * the ground altitude at the coordinates (x, z) expressed in the World system.
  65261. * @param x x coordinate
  65262. * @param z z coordinate
  65263. * @returns the ground y position if (x, z) are outside the ground surface.
  65264. */
  65265. GroundMesh.prototype.getHeightAtCoordinates = function (x, z) {
  65266. var world = this.getWorldMatrix();
  65267. var invMat = BABYLON.Tmp.Matrix[5];
  65268. world.invertToRef(invMat);
  65269. var tmpVect = BABYLON.Tmp.Vector3[8];
  65270. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(x, 0.0, z, invMat, tmpVect); // transform x,z in the mesh local space
  65271. x = tmpVect.x;
  65272. z = tmpVect.z;
  65273. if (x < this._minX || x > this._maxX || z < this._minZ || z > this._maxZ) {
  65274. return this.position.y;
  65275. }
  65276. if (!this._heightQuads || this._heightQuads.length == 0) {
  65277. this._initHeightQuads();
  65278. this._computeHeightQuads();
  65279. }
  65280. var facet = this._getFacetAt(x, z);
  65281. var y = -(facet.x * x + facet.z * z + facet.w) / facet.y;
  65282. // return y in the World system
  65283. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(0.0, y, 0.0, world, tmpVect);
  65284. return tmpVect.y;
  65285. };
  65286. /**
  65287. * Returns a normalized vector (Vector3) orthogonal to the ground
  65288. * at the ground coordinates (x, z) expressed in the World system.
  65289. * @param x x coordinate
  65290. * @param z z coordinate
  65291. * @returns Vector3(0.0, 1.0, 0.0) if (x, z) are outside the ground surface.
  65292. */
  65293. GroundMesh.prototype.getNormalAtCoordinates = function (x, z) {
  65294. var normal = new BABYLON.Vector3(0.0, 1.0, 0.0);
  65295. this.getNormalAtCoordinatesToRef(x, z, normal);
  65296. return normal;
  65297. };
  65298. /**
  65299. * Updates the Vector3 passed a reference with a normalized vector orthogonal to the ground
  65300. * at the ground coordinates (x, z) expressed in the World system.
  65301. * Doesn't uptade the reference Vector3 if (x, z) are outside the ground surface.
  65302. * @param x x coordinate
  65303. * @param z z coordinate
  65304. * @param ref vector to store the result
  65305. * @returns the GroundMesh.
  65306. */
  65307. GroundMesh.prototype.getNormalAtCoordinatesToRef = function (x, z, ref) {
  65308. var world = this.getWorldMatrix();
  65309. var tmpMat = BABYLON.Tmp.Matrix[5];
  65310. world.invertToRef(tmpMat);
  65311. var tmpVect = BABYLON.Tmp.Vector3[8];
  65312. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(x, 0.0, z, tmpMat, tmpVect); // transform x,z in the mesh local space
  65313. x = tmpVect.x;
  65314. z = tmpVect.z;
  65315. if (x < this._minX || x > this._maxX || z < this._minZ || z > this._maxZ) {
  65316. return this;
  65317. }
  65318. if (!this._heightQuads || this._heightQuads.length == 0) {
  65319. this._initHeightQuads();
  65320. this._computeHeightQuads();
  65321. }
  65322. var facet = this._getFacetAt(x, z);
  65323. BABYLON.Vector3.TransformNormalFromFloatsToRef(facet.x, facet.y, facet.z, world, ref);
  65324. return this;
  65325. };
  65326. /**
  65327. * Force the heights to be recomputed for getHeightAtCoordinates() or getNormalAtCoordinates()
  65328. * if the ground has been updated.
  65329. * This can be used in the render loop.
  65330. * @returns the GroundMesh.
  65331. */
  65332. GroundMesh.prototype.updateCoordinateHeights = function () {
  65333. if (!this._heightQuads || this._heightQuads.length == 0) {
  65334. this._initHeightQuads();
  65335. }
  65336. this._computeHeightQuads();
  65337. return this;
  65338. };
  65339. // Returns the element "facet" from the heightQuads array relative to (x, z) local coordinates
  65340. GroundMesh.prototype._getFacetAt = function (x, z) {
  65341. // retrieve col and row from x, z coordinates in the ground local system
  65342. var col = Math.floor((x + this._maxX) * this._subdivisionsX / this._width);
  65343. var row = Math.floor(-(z + this._maxZ) * this._subdivisionsY / this._height + this._subdivisionsY);
  65344. var quad = this._heightQuads[row * this._subdivisionsX + col];
  65345. var facet;
  65346. if (z < quad.slope.x * x + quad.slope.y) {
  65347. facet = quad.facet1;
  65348. }
  65349. else {
  65350. facet = quad.facet2;
  65351. }
  65352. return facet;
  65353. };
  65354. // Creates and populates the heightMap array with "facet" elements :
  65355. // a quad is two triangular facets separated by a slope, so a "facet" element is 1 slope + 2 facets
  65356. // slope : Vector2(c, h) = 2D diagonal line equation setting appart two triangular facets in a quad : z = cx + h
  65357. // facet1 : Vector4(a, b, c, d) = first facet 3D plane equation : ax + by + cz + d = 0
  65358. // facet2 : Vector4(a, b, c, d) = second facet 3D plane equation : ax + by + cz + d = 0
  65359. // Returns the GroundMesh.
  65360. GroundMesh.prototype._initHeightQuads = function () {
  65361. var subdivisionsX = this._subdivisionsX;
  65362. var subdivisionsY = this._subdivisionsY;
  65363. this._heightQuads = new Array();
  65364. for (var row = 0; row < subdivisionsY; row++) {
  65365. for (var col = 0; col < subdivisionsX; col++) {
  65366. var quad = { slope: BABYLON.Vector2.Zero(), facet1: new BABYLON.Vector4(0.0, 0.0, 0.0, 0.0), facet2: new BABYLON.Vector4(0.0, 0.0, 0.0, 0.0) };
  65367. this._heightQuads[row * subdivisionsX + col] = quad;
  65368. }
  65369. }
  65370. return this;
  65371. };
  65372. // Compute each quad element values and update the the heightMap array :
  65373. // slope : Vector2(c, h) = 2D diagonal line equation setting appart two triangular facets in a quad : z = cx + h
  65374. // facet1 : Vector4(a, b, c, d) = first facet 3D plane equation : ax + by + cz + d = 0
  65375. // facet2 : Vector4(a, b, c, d) = second facet 3D plane equation : ax + by + cz + d = 0
  65376. // Returns the GroundMesh.
  65377. GroundMesh.prototype._computeHeightQuads = function () {
  65378. var positions = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  65379. if (!positions) {
  65380. return this;
  65381. }
  65382. var v1 = BABYLON.Tmp.Vector3[3];
  65383. var v2 = BABYLON.Tmp.Vector3[2];
  65384. var v3 = BABYLON.Tmp.Vector3[1];
  65385. var v4 = BABYLON.Tmp.Vector3[0];
  65386. var v1v2 = BABYLON.Tmp.Vector3[4];
  65387. var v1v3 = BABYLON.Tmp.Vector3[5];
  65388. var v1v4 = BABYLON.Tmp.Vector3[6];
  65389. var norm1 = BABYLON.Tmp.Vector3[7];
  65390. var norm2 = BABYLON.Tmp.Vector3[8];
  65391. var i = 0;
  65392. var j = 0;
  65393. var k = 0;
  65394. var cd = 0; // 2D slope coefficient : z = cd * x + h
  65395. var h = 0;
  65396. var d1 = 0; // facet plane equation : ax + by + cz + d = 0
  65397. var d2 = 0;
  65398. var subdivisionsX = this._subdivisionsX;
  65399. var subdivisionsY = this._subdivisionsY;
  65400. for (var row = 0; row < subdivisionsY; row++) {
  65401. for (var col = 0; col < subdivisionsX; col++) {
  65402. i = col * 3;
  65403. j = row * (subdivisionsX + 1) * 3;
  65404. k = (row + 1) * (subdivisionsX + 1) * 3;
  65405. v1.x = positions[j + i];
  65406. v1.y = positions[j + i + 1];
  65407. v1.z = positions[j + i + 2];
  65408. v2.x = positions[j + i + 3];
  65409. v2.y = positions[j + i + 4];
  65410. v2.z = positions[j + i + 5];
  65411. v3.x = positions[k + i];
  65412. v3.y = positions[k + i + 1];
  65413. v3.z = positions[k + i + 2];
  65414. v4.x = positions[k + i + 3];
  65415. v4.y = positions[k + i + 4];
  65416. v4.z = positions[k + i + 5];
  65417. // 2D slope V1V4
  65418. cd = (v4.z - v1.z) / (v4.x - v1.x);
  65419. h = v1.z - cd * v1.x; // v1 belongs to the slope
  65420. // facet equations :
  65421. // we compute each facet normal vector
  65422. // the equation of the facet plane is : norm.x * x + norm.y * y + norm.z * z + d = 0
  65423. // we compute the value d by applying the equation to v1 which belongs to the plane
  65424. // then we store the facet equation in a Vector4
  65425. v2.subtractToRef(v1, v1v2);
  65426. v3.subtractToRef(v1, v1v3);
  65427. v4.subtractToRef(v1, v1v4);
  65428. BABYLON.Vector3.CrossToRef(v1v4, v1v3, norm1); // caution : CrossToRef uses the Tmp class
  65429. BABYLON.Vector3.CrossToRef(v1v2, v1v4, norm2);
  65430. norm1.normalize();
  65431. norm2.normalize();
  65432. d1 = -(norm1.x * v1.x + norm1.y * v1.y + norm1.z * v1.z);
  65433. d2 = -(norm2.x * v2.x + norm2.y * v2.y + norm2.z * v2.z);
  65434. var quad = this._heightQuads[row * subdivisionsX + col];
  65435. quad.slope.copyFromFloats(cd, h);
  65436. quad.facet1.copyFromFloats(norm1.x, norm1.y, norm1.z, d1);
  65437. quad.facet2.copyFromFloats(norm2.x, norm2.y, norm2.z, d2);
  65438. }
  65439. }
  65440. return this;
  65441. };
  65442. /**
  65443. * Serializes this ground mesh
  65444. * @param serializationObject object to write serialization to
  65445. */
  65446. GroundMesh.prototype.serialize = function (serializationObject) {
  65447. _super.prototype.serialize.call(this, serializationObject);
  65448. serializationObject.subdivisionsX = this._subdivisionsX;
  65449. serializationObject.subdivisionsY = this._subdivisionsY;
  65450. serializationObject.minX = this._minX;
  65451. serializationObject.maxX = this._maxX;
  65452. serializationObject.minZ = this._minZ;
  65453. serializationObject.maxZ = this._maxZ;
  65454. serializationObject.width = this._width;
  65455. serializationObject.height = this._height;
  65456. };
  65457. /**
  65458. * Parses a serialized ground mesh
  65459. * @param parsedMesh the serialized mesh
  65460. * @param scene the scene to create the ground mesh in
  65461. * @returns the created ground mesh
  65462. */
  65463. GroundMesh.Parse = function (parsedMesh, scene) {
  65464. var result = new GroundMesh(parsedMesh.name, scene);
  65465. result._subdivisionsX = parsedMesh.subdivisionsX || 1;
  65466. result._subdivisionsY = parsedMesh.subdivisionsY || 1;
  65467. result._minX = parsedMesh.minX;
  65468. result._maxX = parsedMesh.maxX;
  65469. result._minZ = parsedMesh.minZ;
  65470. result._maxZ = parsedMesh.maxZ;
  65471. result._width = parsedMesh.width;
  65472. result._height = parsedMesh.height;
  65473. return result;
  65474. };
  65475. return GroundMesh;
  65476. }(BABYLON.Mesh));
  65477. BABYLON.GroundMesh = GroundMesh;
  65478. })(BABYLON || (BABYLON = {}));
  65479. //# sourceMappingURL=babylon.groundMesh.js.map
  65480. var BABYLON;
  65481. (function (BABYLON) {
  65482. /**
  65483. * Creates an instance based on a source mesh.
  65484. */
  65485. var InstancedMesh = /** @class */ (function (_super) {
  65486. __extends(InstancedMesh, _super);
  65487. function InstancedMesh(name, source) {
  65488. var _this = _super.call(this, name, source.getScene()) || this;
  65489. /** @hidden */
  65490. _this._indexInSourceMeshInstanceArray = -1;
  65491. source.addInstance(_this);
  65492. _this._sourceMesh = source;
  65493. _this.position.copyFrom(source.position);
  65494. _this.rotation.copyFrom(source.rotation);
  65495. _this.scaling.copyFrom(source.scaling);
  65496. if (source.rotationQuaternion) {
  65497. _this.rotationQuaternion = source.rotationQuaternion.clone();
  65498. }
  65499. _this.infiniteDistance = source.infiniteDistance;
  65500. _this.setPivotMatrix(source.getPivotMatrix());
  65501. _this.refreshBoundingInfo();
  65502. _this._syncSubMeshes();
  65503. return _this;
  65504. }
  65505. /**
  65506. * Returns the string "InstancedMesh".
  65507. */
  65508. InstancedMesh.prototype.getClassName = function () {
  65509. return "InstancedMesh";
  65510. };
  65511. Object.defineProperty(InstancedMesh.prototype, "receiveShadows", {
  65512. // Methods
  65513. /**
  65514. * If the source mesh receives shadows
  65515. */
  65516. get: function () {
  65517. return this._sourceMesh.receiveShadows;
  65518. },
  65519. enumerable: true,
  65520. configurable: true
  65521. });
  65522. Object.defineProperty(InstancedMesh.prototype, "material", {
  65523. /**
  65524. * The material of the source mesh
  65525. */
  65526. get: function () {
  65527. return this._sourceMesh.material;
  65528. },
  65529. enumerable: true,
  65530. configurable: true
  65531. });
  65532. Object.defineProperty(InstancedMesh.prototype, "visibility", {
  65533. /**
  65534. * Visibility of the source mesh
  65535. */
  65536. get: function () {
  65537. return this._sourceMesh.visibility;
  65538. },
  65539. enumerable: true,
  65540. configurable: true
  65541. });
  65542. Object.defineProperty(InstancedMesh.prototype, "skeleton", {
  65543. /**
  65544. * Skeleton of the source mesh
  65545. */
  65546. get: function () {
  65547. return this._sourceMesh.skeleton;
  65548. },
  65549. enumerable: true,
  65550. configurable: true
  65551. });
  65552. Object.defineProperty(InstancedMesh.prototype, "renderingGroupId", {
  65553. /**
  65554. * Rendering ground id of the source mesh
  65555. */
  65556. get: function () {
  65557. return this._sourceMesh.renderingGroupId;
  65558. },
  65559. set: function (value) {
  65560. if (!this._sourceMesh || value === this._sourceMesh.renderingGroupId) {
  65561. return;
  65562. }
  65563. //no-op with warning
  65564. BABYLON.Tools.Warn("Note - setting renderingGroupId of an instanced mesh has no effect on the scene");
  65565. },
  65566. enumerable: true,
  65567. configurable: true
  65568. });
  65569. /**
  65570. * Returns the total number of vertices (integer).
  65571. */
  65572. InstancedMesh.prototype.getTotalVertices = function () {
  65573. return this._sourceMesh.getTotalVertices();
  65574. };
  65575. /**
  65576. * Returns a positive integer : the total number of indices in this mesh geometry.
  65577. * @returns the numner of indices or zero if the mesh has no geometry.
  65578. */
  65579. InstancedMesh.prototype.getTotalIndices = function () {
  65580. return this._sourceMesh.getTotalIndices();
  65581. };
  65582. Object.defineProperty(InstancedMesh.prototype, "sourceMesh", {
  65583. /**
  65584. * The source mesh of the instance
  65585. */
  65586. get: function () {
  65587. return this._sourceMesh;
  65588. },
  65589. enumerable: true,
  65590. configurable: true
  65591. });
  65592. /**
  65593. * Is this node ready to be used/rendered
  65594. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  65595. * @return {boolean} is it ready
  65596. */
  65597. InstancedMesh.prototype.isReady = function (completeCheck) {
  65598. if (completeCheck === void 0) { completeCheck = false; }
  65599. return this._sourceMesh.isReady(completeCheck, true);
  65600. };
  65601. /**
  65602. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  65603. * @param kind kind of verticies to retreive (eg. positons, normals, uvs, etc.)
  65604. * @param copyWhenShared If true (default false) and and if the mesh geometry is shared among some other meshes, the returned array is a copy of the internal one.
  65605. * @returns a float array or a Float32Array of the requested kind of data : positons, normals, uvs, etc.
  65606. */
  65607. InstancedMesh.prototype.getVerticesData = function (kind, copyWhenShared) {
  65608. return this._sourceMesh.getVerticesData(kind, copyWhenShared);
  65609. };
  65610. /**
  65611. * Sets the vertex data of the mesh geometry for the requested `kind`.
  65612. * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.
  65613. * The `data` are either a numeric array either a Float32Array.
  65614. * The parameter `updatable` is passed as is to the underlying Geometry object constructor (if initianilly none) or updater.
  65615. * The parameter `stride` is an optional positive integer, it is usually automatically deducted from the `kind` (3 for positions or normals, 2 for UV, etc).
  65616. * Note that a new underlying VertexBuffer object is created each call.
  65617. * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  65618. *
  65619. * Possible `kind` values :
  65620. * - BABYLON.VertexBuffer.PositionKind
  65621. * - BABYLON.VertexBuffer.UVKind
  65622. * - BABYLON.VertexBuffer.UV2Kind
  65623. * - BABYLON.VertexBuffer.UV3Kind
  65624. * - BABYLON.VertexBuffer.UV4Kind
  65625. * - BABYLON.VertexBuffer.UV5Kind
  65626. * - BABYLON.VertexBuffer.UV6Kind
  65627. * - BABYLON.VertexBuffer.ColorKind
  65628. * - BABYLON.VertexBuffer.MatricesIndicesKind
  65629. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  65630. * - BABYLON.VertexBuffer.MatricesWeightsKind
  65631. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  65632. *
  65633. * Returns the Mesh.
  65634. */
  65635. InstancedMesh.prototype.setVerticesData = function (kind, data, updatable, stride) {
  65636. if (this.sourceMesh) {
  65637. this.sourceMesh.setVerticesData(kind, data, updatable, stride);
  65638. }
  65639. return this.sourceMesh;
  65640. };
  65641. /**
  65642. * Updates the existing vertex data of the mesh geometry for the requested `kind`.
  65643. * If the mesh has no geometry, it is simply returned as it is.
  65644. * The `data` are either a numeric array either a Float32Array.
  65645. * No new underlying VertexBuffer object is created.
  65646. * If the `kind` is the `PositionKind` and if `updateExtends` is true, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  65647. * If the parameter `makeItUnique` is true, a new global geometry is created from this positions and is set to the mesh.
  65648. *
  65649. * Possible `kind` values :
  65650. * - BABYLON.VertexBuffer.PositionKind
  65651. * - BABYLON.VertexBuffer.UVKind
  65652. * - BABYLON.VertexBuffer.UV2Kind
  65653. * - BABYLON.VertexBuffer.UV3Kind
  65654. * - BABYLON.VertexBuffer.UV4Kind
  65655. * - BABYLON.VertexBuffer.UV5Kind
  65656. * - BABYLON.VertexBuffer.UV6Kind
  65657. * - BABYLON.VertexBuffer.ColorKind
  65658. * - BABYLON.VertexBuffer.MatricesIndicesKind
  65659. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  65660. * - BABYLON.VertexBuffer.MatricesWeightsKind
  65661. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  65662. *
  65663. * Returns the Mesh.
  65664. */
  65665. InstancedMesh.prototype.updateVerticesData = function (kind, data, updateExtends, makeItUnique) {
  65666. if (this.sourceMesh) {
  65667. this.sourceMesh.updateVerticesData(kind, data, updateExtends, makeItUnique);
  65668. }
  65669. return this.sourceMesh;
  65670. };
  65671. /**
  65672. * Sets the mesh indices.
  65673. * Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array).
  65674. * If the mesh has no geometry, a new Geometry object is created and set to the mesh.
  65675. * This method creates a new index buffer each call.
  65676. * Returns the Mesh.
  65677. */
  65678. InstancedMesh.prototype.setIndices = function (indices, totalVertices) {
  65679. if (totalVertices === void 0) { totalVertices = null; }
  65680. if (this.sourceMesh) {
  65681. this.sourceMesh.setIndices(indices, totalVertices);
  65682. }
  65683. return this.sourceMesh;
  65684. };
  65685. /**
  65686. * Boolean : True if the mesh owns the requested kind of data.
  65687. */
  65688. InstancedMesh.prototype.isVerticesDataPresent = function (kind) {
  65689. return this._sourceMesh.isVerticesDataPresent(kind);
  65690. };
  65691. /**
  65692. * Returns an array of indices (IndicesArray).
  65693. */
  65694. InstancedMesh.prototype.getIndices = function () {
  65695. return this._sourceMesh.getIndices();
  65696. };
  65697. Object.defineProperty(InstancedMesh.prototype, "_positions", {
  65698. get: function () {
  65699. return this._sourceMesh._positions;
  65700. },
  65701. enumerable: true,
  65702. configurable: true
  65703. });
  65704. /**
  65705. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  65706. * This means the mesh underlying bounding box and sphere are recomputed.
  65707. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  65708. * @returns the current mesh
  65709. */
  65710. InstancedMesh.prototype.refreshBoundingInfo = function (applySkeleton) {
  65711. if (applySkeleton === void 0) { applySkeleton = false; }
  65712. if (this._boundingInfo && this._boundingInfo.isLocked) {
  65713. return this;
  65714. }
  65715. var bias = this._sourceMesh.geometry ? this._sourceMesh.geometry.boundingBias : null;
  65716. this._refreshBoundingInfo(this._sourceMesh._getPositionData(applySkeleton), bias);
  65717. return this;
  65718. };
  65719. /** @hidden */
  65720. InstancedMesh.prototype._preActivate = function () {
  65721. if (this._currentLOD) {
  65722. this._currentLOD._preActivate();
  65723. }
  65724. return this;
  65725. };
  65726. /** @hidden */
  65727. InstancedMesh.prototype._activate = function (renderId) {
  65728. if (this._currentLOD) {
  65729. this._currentLOD._registerInstanceForRenderId(this, renderId);
  65730. }
  65731. return this;
  65732. };
  65733. /**
  65734. * Returns the current associated LOD AbstractMesh.
  65735. */
  65736. InstancedMesh.prototype.getLOD = function (camera) {
  65737. if (!camera) {
  65738. return this;
  65739. }
  65740. var boundingInfo = this.getBoundingInfo();
  65741. this._currentLOD = this.sourceMesh.getLOD(camera, boundingInfo.boundingSphere);
  65742. if (this._currentLOD === this.sourceMesh) {
  65743. return this;
  65744. }
  65745. return this._currentLOD;
  65746. };
  65747. /** @hidden */
  65748. InstancedMesh.prototype._syncSubMeshes = function () {
  65749. this.releaseSubMeshes();
  65750. if (this._sourceMesh.subMeshes) {
  65751. for (var index = 0; index < this._sourceMesh.subMeshes.length; index++) {
  65752. this._sourceMesh.subMeshes[index].clone(this, this._sourceMesh);
  65753. }
  65754. }
  65755. return this;
  65756. };
  65757. /** @hidden */
  65758. InstancedMesh.prototype._generatePointsArray = function () {
  65759. return this._sourceMesh._generatePointsArray();
  65760. };
  65761. /**
  65762. * Creates a new InstancedMesh from the current mesh.
  65763. * - name (string) : the cloned mesh name
  65764. * - newParent (optional Node) : the optional Node to parent the clone to.
  65765. * - doNotCloneChildren (optional boolean, default `false`) : if `true` the model children aren't cloned.
  65766. *
  65767. * Returns the clone.
  65768. */
  65769. InstancedMesh.prototype.clone = function (name, newParent, doNotCloneChildren) {
  65770. var result = this._sourceMesh.createInstance(name);
  65771. // Deep copy
  65772. BABYLON.Tools.DeepCopy(this, result, ["name", "subMeshes", "uniqueId"], []);
  65773. // Bounding info
  65774. this.refreshBoundingInfo();
  65775. // Parent
  65776. if (newParent) {
  65777. result.parent = newParent;
  65778. }
  65779. if (!doNotCloneChildren) {
  65780. // Children
  65781. for (var index = 0; index < this.getScene().meshes.length; index++) {
  65782. var mesh = this.getScene().meshes[index];
  65783. if (mesh.parent === this) {
  65784. mesh.clone(mesh.name, result);
  65785. }
  65786. }
  65787. }
  65788. result.computeWorldMatrix(true);
  65789. return result;
  65790. };
  65791. /**
  65792. * Disposes the InstancedMesh.
  65793. * Returns nothing.
  65794. */
  65795. InstancedMesh.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {
  65796. if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }
  65797. // Remove from mesh
  65798. this._sourceMesh.removeInstance(this);
  65799. _super.prototype.dispose.call(this, doNotRecurse, disposeMaterialAndTextures);
  65800. };
  65801. return InstancedMesh;
  65802. }(BABYLON.AbstractMesh));
  65803. BABYLON.InstancedMesh = InstancedMesh;
  65804. })(BABYLON || (BABYLON = {}));
  65805. //# sourceMappingURL=babylon.instancedMesh.js.map
  65806. var BABYLON;
  65807. (function (BABYLON) {
  65808. /**
  65809. * Line mesh
  65810. * @see https://doc.babylonjs.com/babylon101/parametric_shapes
  65811. */
  65812. var LinesMesh = /** @class */ (function (_super) {
  65813. __extends(LinesMesh, _super);
  65814. /**
  65815. * Creates a new LinesMesh
  65816. * @param name defines the name
  65817. * @param scene defines the hosting scene
  65818. * @param parent defines the parent mesh if any
  65819. * @param source defines the optional source LinesMesh used to clone data from
  65820. * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.
  65821. * When false, achieved by calling a clone(), also passing False.
  65822. * This will make creation of children, recursive.
  65823. * @param useVertexColor defines if this LinesMesh supports vertex color
  65824. * @param useVertexAlpha defines if this LinesMesh supports vertex alpha
  65825. */
  65826. function LinesMesh(name, scene, parent, source, doNotCloneChildren,
  65827. /**
  65828. * If vertex color should be applied to the mesh
  65829. */
  65830. useVertexColor,
  65831. /**
  65832. * If vertex alpha should be applied to the mesh
  65833. */
  65834. useVertexAlpha) {
  65835. if (scene === void 0) { scene = null; }
  65836. if (parent === void 0) { parent = null; }
  65837. var _this = _super.call(this, name, scene, parent, source, doNotCloneChildren) || this;
  65838. _this.useVertexColor = useVertexColor;
  65839. _this.useVertexAlpha = useVertexAlpha;
  65840. /**
  65841. * Color of the line (Default: White)
  65842. */
  65843. _this.color = new BABYLON.Color3(1, 1, 1);
  65844. /**
  65845. * Alpha of the line (Default: 1)
  65846. */
  65847. _this.alpha = 1;
  65848. if (source) {
  65849. _this.color = source.color.clone();
  65850. _this.alpha = source.alpha;
  65851. _this.useVertexColor = source.useVertexColor;
  65852. _this.useVertexAlpha = source.useVertexAlpha;
  65853. }
  65854. _this.intersectionThreshold = 0.1;
  65855. var defines = [];
  65856. var options = {
  65857. attributes: [BABYLON.VertexBuffer.PositionKind, "world0", "world1", "world2", "world3"],
  65858. uniforms: ["world", "viewProjection"],
  65859. needAlphaBlending: true,
  65860. defines: defines
  65861. };
  65862. if (useVertexAlpha === false) {
  65863. options.needAlphaBlending = false;
  65864. }
  65865. if (!useVertexColor) {
  65866. options.uniforms.push("color");
  65867. }
  65868. else {
  65869. options.defines.push("#define VERTEXCOLOR");
  65870. options.attributes.push(BABYLON.VertexBuffer.ColorKind);
  65871. }
  65872. _this._colorShader = new BABYLON.ShaderMaterial("colorShader", _this.getScene(), "color", options);
  65873. return _this;
  65874. }
  65875. /**
  65876. * Returns the string "LineMesh"
  65877. */
  65878. LinesMesh.prototype.getClassName = function () {
  65879. return "LinesMesh";
  65880. };
  65881. Object.defineProperty(LinesMesh.prototype, "material", {
  65882. /**
  65883. * @hidden
  65884. */
  65885. get: function () {
  65886. return this._colorShader;
  65887. },
  65888. /**
  65889. * @hidden
  65890. */
  65891. set: function (value) {
  65892. // Do nothing
  65893. },
  65894. enumerable: true,
  65895. configurable: true
  65896. });
  65897. Object.defineProperty(LinesMesh.prototype, "checkCollisions", {
  65898. /**
  65899. * @hidden
  65900. */
  65901. get: function () {
  65902. return false;
  65903. },
  65904. enumerable: true,
  65905. configurable: true
  65906. });
  65907. /** @hidden */
  65908. LinesMesh.prototype._bind = function (subMesh, effect, fillMode) {
  65909. if (!this._geometry) {
  65910. return this;
  65911. }
  65912. // VBOs
  65913. this._geometry._bind(this._colorShader.getEffect());
  65914. // Color
  65915. if (!this.useVertexColor) {
  65916. this._colorShader.setColor4("color", this.color.toColor4(this.alpha));
  65917. }
  65918. return this;
  65919. };
  65920. /** @hidden */
  65921. LinesMesh.prototype._draw = function (subMesh, fillMode, instancesCount) {
  65922. if (!this._geometry || !this._geometry.getVertexBuffers() || (!this._unIndexed && !this._geometry.getIndexBuffer())) {
  65923. return this;
  65924. }
  65925. var engine = this.getScene().getEngine();
  65926. // Draw order
  65927. engine.drawElementsType(BABYLON.Material.LineListDrawMode, subMesh.indexStart, subMesh.indexCount, instancesCount);
  65928. return this;
  65929. };
  65930. /**
  65931. * Disposes of the line mesh
  65932. * @param doNotRecurse If children should be disposed
  65933. */
  65934. LinesMesh.prototype.dispose = function (doNotRecurse) {
  65935. this._colorShader.dispose(false, false, true);
  65936. _super.prototype.dispose.call(this, doNotRecurse);
  65937. };
  65938. /**
  65939. * Returns a new LineMesh object cloned from the current one.
  65940. */
  65941. LinesMesh.prototype.clone = function (name, newParent, doNotCloneChildren) {
  65942. return new LinesMesh(name, this.getScene(), newParent, this, doNotCloneChildren);
  65943. };
  65944. /**
  65945. * Creates a new InstancedLinesMesh object from the mesh model.
  65946. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  65947. * @param name defines the name of the new instance
  65948. * @returns a new InstancedLinesMesh
  65949. */
  65950. LinesMesh.prototype.createInstance = function (name) {
  65951. return new InstancedLinesMesh(name, this);
  65952. };
  65953. return LinesMesh;
  65954. }(BABYLON.Mesh));
  65955. BABYLON.LinesMesh = LinesMesh;
  65956. /**
  65957. * Creates an instance based on a source LinesMesh
  65958. */
  65959. var InstancedLinesMesh = /** @class */ (function (_super) {
  65960. __extends(InstancedLinesMesh, _super);
  65961. function InstancedLinesMesh(name, source) {
  65962. var _this = _super.call(this, name, source) || this;
  65963. _this.intersectionThreshold = source.intersectionThreshold;
  65964. return _this;
  65965. }
  65966. /**
  65967. * Returns the string "InstancedLinesMesh".
  65968. */
  65969. InstancedLinesMesh.prototype.getClassName = function () {
  65970. return "InstancedLinesMesh";
  65971. };
  65972. return InstancedLinesMesh;
  65973. }(BABYLON.InstancedMesh));
  65974. BABYLON.InstancedLinesMesh = InstancedLinesMesh;
  65975. })(BABYLON || (BABYLON = {}));
  65976. //# sourceMappingURL=babylon.linesMesh.js.map
  65977. var BABYLON;
  65978. (function (BABYLON) {
  65979. /**
  65980. * This class implement a typical dictionary using a string as key and the generic type T as value.
  65981. * The underlying implementation relies on an associative array to ensure the best performances.
  65982. * The value can be anything including 'null' but except 'undefined'
  65983. */
  65984. var StringDictionary = /** @class */ (function () {
  65985. function StringDictionary() {
  65986. this._count = 0;
  65987. this._data = {};
  65988. }
  65989. /**
  65990. * This will clear this dictionary and copy the content from the 'source' one.
  65991. * If the T value is a custom object, it won't be copied/cloned, the same object will be used
  65992. * @param source the dictionary to take the content from and copy to this dictionary
  65993. */
  65994. StringDictionary.prototype.copyFrom = function (source) {
  65995. var _this = this;
  65996. this.clear();
  65997. source.forEach(function (t, v) { return _this.add(t, v); });
  65998. };
  65999. /**
  66000. * Get a value based from its key
  66001. * @param key the given key to get the matching value from
  66002. * @return the value if found, otherwise undefined is returned
  66003. */
  66004. StringDictionary.prototype.get = function (key) {
  66005. var val = this._data[key];
  66006. if (val !== undefined) {
  66007. return val;
  66008. }
  66009. return undefined;
  66010. };
  66011. /**
  66012. * Get a value from its key or add it if it doesn't exist.
  66013. * This method will ensure you that a given key/data will be present in the dictionary.
  66014. * @param key the given key to get the matching value from
  66015. * @param factory the factory that will create the value if the key is not present in the dictionary.
  66016. * The factory will only be invoked if there's no data for the given key.
  66017. * @return the value corresponding to the key.
  66018. */
  66019. StringDictionary.prototype.getOrAddWithFactory = function (key, factory) {
  66020. var val = this.get(key);
  66021. if (val !== undefined) {
  66022. return val;
  66023. }
  66024. val = factory(key);
  66025. if (val) {
  66026. this.add(key, val);
  66027. }
  66028. return val;
  66029. };
  66030. /**
  66031. * Get a value from its key if present in the dictionary otherwise add it
  66032. * @param key the key to get the value from
  66033. * @param val if there's no such key/value pair in the dictionary add it with this value
  66034. * @return the value corresponding to the key
  66035. */
  66036. StringDictionary.prototype.getOrAdd = function (key, val) {
  66037. var curVal = this.get(key);
  66038. if (curVal !== undefined) {
  66039. return curVal;
  66040. }
  66041. this.add(key, val);
  66042. return val;
  66043. };
  66044. /**
  66045. * Check if there's a given key in the dictionary
  66046. * @param key the key to check for
  66047. * @return true if the key is present, false otherwise
  66048. */
  66049. StringDictionary.prototype.contains = function (key) {
  66050. return this._data[key] !== undefined;
  66051. };
  66052. /**
  66053. * Add a new key and its corresponding value
  66054. * @param key the key to add
  66055. * @param value the value corresponding to the key
  66056. * @return true if the operation completed successfully, false if we couldn't insert the key/value because there was already this key in the dictionary
  66057. */
  66058. StringDictionary.prototype.add = function (key, value) {
  66059. if (this._data[key] !== undefined) {
  66060. return false;
  66061. }
  66062. this._data[key] = value;
  66063. ++this._count;
  66064. return true;
  66065. };
  66066. /**
  66067. * Update a specific value associated to a key
  66068. * @param key defines the key to use
  66069. * @param value defines the value to store
  66070. * @returns true if the value was updated (or false if the key was not found)
  66071. */
  66072. StringDictionary.prototype.set = function (key, value) {
  66073. if (this._data[key] === undefined) {
  66074. return false;
  66075. }
  66076. this._data[key] = value;
  66077. return true;
  66078. };
  66079. /**
  66080. * Get the element of the given key and remove it from the dictionary
  66081. * @param key defines the key to search
  66082. * @returns the value associated with the key or null if not found
  66083. */
  66084. StringDictionary.prototype.getAndRemove = function (key) {
  66085. var val = this.get(key);
  66086. if (val !== undefined) {
  66087. delete this._data[key];
  66088. --this._count;
  66089. return val;
  66090. }
  66091. return null;
  66092. };
  66093. /**
  66094. * Remove a key/value from the dictionary.
  66095. * @param key the key to remove
  66096. * @return true if the item was successfully deleted, false if no item with such key exist in the dictionary
  66097. */
  66098. StringDictionary.prototype.remove = function (key) {
  66099. if (this.contains(key)) {
  66100. delete this._data[key];
  66101. --this._count;
  66102. return true;
  66103. }
  66104. return false;
  66105. };
  66106. /**
  66107. * Clear the whole content of the dictionary
  66108. */
  66109. StringDictionary.prototype.clear = function () {
  66110. this._data = {};
  66111. this._count = 0;
  66112. };
  66113. Object.defineProperty(StringDictionary.prototype, "count", {
  66114. /**
  66115. * Gets the current count
  66116. */
  66117. get: function () {
  66118. return this._count;
  66119. },
  66120. enumerable: true,
  66121. configurable: true
  66122. });
  66123. /**
  66124. * Execute a callback on each key/val of the dictionary.
  66125. * Note that you can remove any element in this dictionary in the callback implementation
  66126. * @param callback the callback to execute on a given key/value pair
  66127. */
  66128. StringDictionary.prototype.forEach = function (callback) {
  66129. for (var cur in this._data) {
  66130. var val = this._data[cur];
  66131. callback(cur, val);
  66132. }
  66133. };
  66134. /**
  66135. * Execute a callback on every occurrence of the dictionary until it returns a valid TRes object.
  66136. * If the callback returns null or undefined the method will iterate to the next key/value pair
  66137. * Note that you can remove any element in this dictionary in the callback implementation
  66138. * @param callback the callback to execute, if it return a valid T instanced object the enumeration will stop and the object will be returned
  66139. * @returns the first item
  66140. */
  66141. StringDictionary.prototype.first = function (callback) {
  66142. for (var cur in this._data) {
  66143. var val = this._data[cur];
  66144. var res = callback(cur, val);
  66145. if (res) {
  66146. return res;
  66147. }
  66148. }
  66149. return null;
  66150. };
  66151. return StringDictionary;
  66152. }());
  66153. BABYLON.StringDictionary = StringDictionary;
  66154. })(BABYLON || (BABYLON = {}));
  66155. //# sourceMappingURL=babylon.stringDictionary.js.map
  66156. var BABYLON;
  66157. (function (BABYLON) {
  66158. var Debug;
  66159. (function (Debug) {
  66160. /**
  66161. * Class used to render a debug view of a given skeleton
  66162. * @see http://www.babylonjs-playground.com/#1BZJVJ#8
  66163. */
  66164. var SkeletonViewer = /** @class */ (function () {
  66165. /**
  66166. * Creates a new SkeletonViewer
  66167. * @param skeleton defines the skeleton to render
  66168. * @param mesh defines the mesh attached to the skeleton
  66169. * @param scene defines the hosting scene
  66170. * @param autoUpdateBonesMatrices defines a boolean indicating if bones matrices must be forced to update before rendering (true by default)
  66171. * @param renderingGroupId defines the rendering group id to use with the viewer
  66172. */
  66173. function SkeletonViewer(
  66174. /** defines the skeleton to render */
  66175. skeleton,
  66176. /** defines the mesh attached to the skeleton */
  66177. mesh, scene,
  66178. /** defines a boolean indicating if bones matrices must be forced to update before rendering (true by default) */
  66179. autoUpdateBonesMatrices,
  66180. /** defines the rendering group id to use with the viewer */
  66181. renderingGroupId) {
  66182. if (autoUpdateBonesMatrices === void 0) { autoUpdateBonesMatrices = true; }
  66183. if (renderingGroupId === void 0) { renderingGroupId = 1; }
  66184. this.skeleton = skeleton;
  66185. this.mesh = mesh;
  66186. this.autoUpdateBonesMatrices = autoUpdateBonesMatrices;
  66187. this.renderingGroupId = renderingGroupId;
  66188. /** Gets or sets the color used to render the skeleton */
  66189. this.color = BABYLON.Color3.White();
  66190. this._debugLines = new Array();
  66191. this._isEnabled = false;
  66192. this._scene = scene;
  66193. this._utilityLayer = new BABYLON.UtilityLayerRenderer(this._scene, false);
  66194. this._utilityLayer.pickUtilitySceneFirst = false;
  66195. this._utilityLayer.utilityLayerScene.autoClearDepthAndStencil = true;
  66196. this.update();
  66197. this._renderFunction = this.update.bind(this);
  66198. }
  66199. Object.defineProperty(SkeletonViewer.prototype, "debugMesh", {
  66200. /**
  66201. * Returns the mesh used to render the bones
  66202. */
  66203. get: function () {
  66204. return this._debugMesh;
  66205. },
  66206. enumerable: true,
  66207. configurable: true
  66208. });
  66209. Object.defineProperty(SkeletonViewer.prototype, "isEnabled", {
  66210. get: function () {
  66211. return this._isEnabled;
  66212. },
  66213. /** Gets or sets a boolean indicating if the viewer is enabled */
  66214. set: function (value) {
  66215. if (this._isEnabled === value) {
  66216. return;
  66217. }
  66218. this._isEnabled = value;
  66219. if (value) {
  66220. this._scene.registerBeforeRender(this._renderFunction);
  66221. }
  66222. else {
  66223. this._scene.unregisterBeforeRender(this._renderFunction);
  66224. }
  66225. },
  66226. enumerable: true,
  66227. configurable: true
  66228. });
  66229. SkeletonViewer.prototype._getBonePosition = function (position, bone, meshMat, x, y, z) {
  66230. if (x === void 0) { x = 0; }
  66231. if (y === void 0) { y = 0; }
  66232. if (z === void 0) { z = 0; }
  66233. var tmat = BABYLON.Tmp.Matrix[0];
  66234. var parentBone = bone.getParent();
  66235. tmat.copyFrom(bone.getLocalMatrix());
  66236. if (x !== 0 || y !== 0 || z !== 0) {
  66237. var tmat2 = BABYLON.Tmp.Matrix[1];
  66238. BABYLON.Matrix.IdentityToRef(tmat2);
  66239. tmat2.setTranslationFromFloats(x, y, z);
  66240. tmat2.multiplyToRef(tmat, tmat);
  66241. }
  66242. if (parentBone) {
  66243. tmat.multiplyToRef(parentBone.getAbsoluteTransform(), tmat);
  66244. }
  66245. tmat.multiplyToRef(meshMat, tmat);
  66246. position.x = tmat.m[12];
  66247. position.y = tmat.m[13];
  66248. position.z = tmat.m[14];
  66249. };
  66250. SkeletonViewer.prototype._getLinesForBonesWithLength = function (bones, meshMat) {
  66251. var len = bones.length;
  66252. var meshPos = this.mesh.position;
  66253. for (var i = 0; i < len; i++) {
  66254. var bone = bones[i];
  66255. var points = this._debugLines[i];
  66256. if (!points) {
  66257. points = [BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero()];
  66258. this._debugLines[i] = points;
  66259. }
  66260. this._getBonePosition(points[0], bone, meshMat);
  66261. this._getBonePosition(points[1], bone, meshMat, 0, bone.length, 0);
  66262. points[0].subtractInPlace(meshPos);
  66263. points[1].subtractInPlace(meshPos);
  66264. }
  66265. };
  66266. SkeletonViewer.prototype._getLinesForBonesNoLength = function (bones, meshMat) {
  66267. var len = bones.length;
  66268. var boneNum = 0;
  66269. var meshPos = this.mesh.position;
  66270. for (var i = len - 1; i >= 0; i--) {
  66271. var childBone = bones[i];
  66272. var parentBone = childBone.getParent();
  66273. if (!parentBone) {
  66274. continue;
  66275. }
  66276. var points = this._debugLines[boneNum];
  66277. if (!points) {
  66278. points = [BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero()];
  66279. this._debugLines[boneNum] = points;
  66280. }
  66281. childBone.getAbsolutePositionToRef(this.mesh, points[0]);
  66282. parentBone.getAbsolutePositionToRef(this.mesh, points[1]);
  66283. points[0].subtractInPlace(meshPos);
  66284. points[1].subtractInPlace(meshPos);
  66285. boneNum++;
  66286. }
  66287. };
  66288. /** Update the viewer to sync with current skeleton state */
  66289. SkeletonViewer.prototype.update = function () {
  66290. if (!this._utilityLayer) {
  66291. return;
  66292. }
  66293. if (this.autoUpdateBonesMatrices) {
  66294. this.skeleton.computeAbsoluteTransforms();
  66295. }
  66296. if (this.skeleton.bones[0].length === undefined) {
  66297. this._getLinesForBonesNoLength(this.skeleton.bones, this.mesh.getWorldMatrix());
  66298. }
  66299. else {
  66300. this._getLinesForBonesWithLength(this.skeleton.bones, this.mesh.getWorldMatrix());
  66301. }
  66302. var targetScene = this._utilityLayer.utilityLayerScene;
  66303. if (!this._debugMesh) {
  66304. this._debugMesh = BABYLON.MeshBuilder.CreateLineSystem("", { lines: this._debugLines, updatable: true, instance: null }, targetScene);
  66305. this._debugMesh.renderingGroupId = this.renderingGroupId;
  66306. }
  66307. else {
  66308. BABYLON.MeshBuilder.CreateLineSystem("", { lines: this._debugLines, updatable: true, instance: this._debugMesh }, targetScene);
  66309. }
  66310. this._debugMesh.position.copyFrom(this.mesh.position);
  66311. this._debugMesh.color = this.color;
  66312. };
  66313. /** Release associated resources */
  66314. SkeletonViewer.prototype.dispose = function () {
  66315. this.isEnabled = false;
  66316. if (this._debugMesh) {
  66317. this.isEnabled = false;
  66318. this._debugMesh.dispose();
  66319. this._debugMesh = null;
  66320. }
  66321. if (this._utilityLayer) {
  66322. this._utilityLayer.dispose();
  66323. this._utilityLayer = null;
  66324. }
  66325. };
  66326. return SkeletonViewer;
  66327. }());
  66328. Debug.SkeletonViewer = SkeletonViewer;
  66329. })(Debug = BABYLON.Debug || (BABYLON.Debug = {}));
  66330. })(BABYLON || (BABYLON = {}));
  66331. //# sourceMappingURL=babylon.skeletonViewer.js.map
  66332. /**
  66333. * Module Debug contains the (visual) components to debug a scene correctly
  66334. */
  66335. var BABYLON;
  66336. (function (BABYLON) {
  66337. var Debug;
  66338. (function (Debug) {
  66339. /**
  66340. * The Axes viewer will show 3 axes in a specific point in space
  66341. */
  66342. var AxesViewer = /** @class */ (function () {
  66343. /**
  66344. * Creates a new AxesViewer
  66345. * @param scene defines the hosting scene
  66346. * @param scaleLines defines a number used to scale line length (1 by default)
  66347. * @param renderingGroupId defines a number used to set the renderingGroupId of the meshes (2 by default)
  66348. * @param xAxis defines the node hierarchy used to render the x-axis
  66349. * @param yAxis defines the node hierarchy used to render the y-axis
  66350. * @param zAxis defines the node hierarchy used to render the z-axis
  66351. */
  66352. function AxesViewer(scene, scaleLines, renderingGroupId, xAxis, yAxis, zAxis) {
  66353. if (scaleLines === void 0) { scaleLines = 1; }
  66354. if (renderingGroupId === void 0) { renderingGroupId = 2; }
  66355. this._scaleLinesFactor = 4;
  66356. this._instanced = false;
  66357. /**
  66358. * Gets or sets a number used to scale line length
  66359. */
  66360. this.scaleLines = 1;
  66361. this.scaleLines = scaleLines;
  66362. if (!xAxis) {
  66363. var redColoredMaterial = new BABYLON.StandardMaterial("", scene);
  66364. redColoredMaterial.disableLighting = true;
  66365. redColoredMaterial.emissiveColor = BABYLON.Color3.Red().scale(0.5);
  66366. xAxis = BABYLON.AxisDragGizmo._CreateArrow(scene, redColoredMaterial);
  66367. }
  66368. if (!yAxis) {
  66369. var greenColoredMaterial = new BABYLON.StandardMaterial("", scene);
  66370. greenColoredMaterial.disableLighting = true;
  66371. greenColoredMaterial.emissiveColor = BABYLON.Color3.Green().scale(0.5);
  66372. yAxis = BABYLON.AxisDragGizmo._CreateArrow(scene, greenColoredMaterial);
  66373. }
  66374. if (!zAxis) {
  66375. var blueColoredMaterial = new BABYLON.StandardMaterial("", scene);
  66376. blueColoredMaterial.disableLighting = true;
  66377. blueColoredMaterial.emissiveColor = BABYLON.Color3.Blue().scale(0.5);
  66378. zAxis = BABYLON.AxisDragGizmo._CreateArrow(scene, blueColoredMaterial);
  66379. }
  66380. this._xAxis = xAxis;
  66381. this._xAxis.scaling.setAll(this.scaleLines * this._scaleLinesFactor);
  66382. this._yAxis = yAxis;
  66383. this._yAxis.scaling.setAll(this.scaleLines * this._scaleLinesFactor);
  66384. this._zAxis = zAxis;
  66385. this._zAxis.scaling.setAll(this.scaleLines * this._scaleLinesFactor);
  66386. if (renderingGroupId != null) {
  66387. AxesViewer._SetRenderingGroupId(this._xAxis, renderingGroupId);
  66388. AxesViewer._SetRenderingGroupId(this._yAxis, renderingGroupId);
  66389. AxesViewer._SetRenderingGroupId(this._zAxis, renderingGroupId);
  66390. }
  66391. this.scene = scene;
  66392. this.update(new BABYLON.Vector3(), BABYLON.Vector3.Right(), BABYLON.Vector3.Up(), BABYLON.Vector3.Forward());
  66393. }
  66394. Object.defineProperty(AxesViewer.prototype, "xAxis", {
  66395. /** Gets the node hierarchy used to render x-axis */
  66396. get: function () {
  66397. return this._xAxis;
  66398. },
  66399. enumerable: true,
  66400. configurable: true
  66401. });
  66402. Object.defineProperty(AxesViewer.prototype, "yAxis", {
  66403. /** Gets the node hierarchy used to render y-axis */
  66404. get: function () {
  66405. return this._yAxis;
  66406. },
  66407. enumerable: true,
  66408. configurable: true
  66409. });
  66410. Object.defineProperty(AxesViewer.prototype, "zAxis", {
  66411. /** Gets the node hierarchy used to render z-axis */
  66412. get: function () {
  66413. return this._zAxis;
  66414. },
  66415. enumerable: true,
  66416. configurable: true
  66417. });
  66418. /**
  66419. * Force the viewer to update
  66420. * @param position defines the position of the viewer
  66421. * @param xaxis defines the x axis of the viewer
  66422. * @param yaxis defines the y axis of the viewer
  66423. * @param zaxis defines the z axis of the viewer
  66424. */
  66425. AxesViewer.prototype.update = function (position, xaxis, yaxis, zaxis) {
  66426. this._xAxis.position.copyFrom(position);
  66427. this._xAxis.setDirection(xaxis);
  66428. this._xAxis.scaling.setAll(this.scaleLines * this._scaleLinesFactor);
  66429. this._yAxis.position.copyFrom(position);
  66430. this._yAxis.setDirection(yaxis);
  66431. this._yAxis.scaling.setAll(this.scaleLines * this._scaleLinesFactor);
  66432. this._zAxis.position.copyFrom(position);
  66433. this._zAxis.setDirection(zaxis);
  66434. this._zAxis.scaling.setAll(this.scaleLines * this._scaleLinesFactor);
  66435. };
  66436. /**
  66437. * Creates an instance of this axes viewer.
  66438. * @returns a new axes viewer with instanced meshes
  66439. */
  66440. AxesViewer.prototype.createInstance = function () {
  66441. var xAxis = BABYLON.AxisDragGizmo._CreateArrowInstance(this.scene, this._xAxis);
  66442. var yAxis = BABYLON.AxisDragGizmo._CreateArrowInstance(this.scene, this._yAxis);
  66443. var zAxis = BABYLON.AxisDragGizmo._CreateArrowInstance(this.scene, this._zAxis);
  66444. var axesViewer = new AxesViewer(this.scene, this.scaleLines, null, xAxis, yAxis, zAxis);
  66445. axesViewer._instanced = true;
  66446. return axesViewer;
  66447. };
  66448. /** Releases resources */
  66449. AxesViewer.prototype.dispose = function () {
  66450. if (this._xAxis) {
  66451. this._xAxis.dispose(false, !this._instanced);
  66452. delete this._xAxis;
  66453. }
  66454. if (this._yAxis) {
  66455. this._yAxis.dispose(false, !this._instanced);
  66456. delete this._yAxis;
  66457. }
  66458. if (this._zAxis) {
  66459. this._zAxis.dispose(false, !this._instanced);
  66460. delete this._zAxis;
  66461. }
  66462. delete this.scene;
  66463. };
  66464. AxesViewer._SetRenderingGroupId = function (node, id) {
  66465. node.getChildMeshes().forEach(function (mesh) {
  66466. mesh.renderingGroupId = id;
  66467. });
  66468. };
  66469. return AxesViewer;
  66470. }());
  66471. Debug.AxesViewer = AxesViewer;
  66472. })(Debug = BABYLON.Debug || (BABYLON.Debug = {}));
  66473. })(BABYLON || (BABYLON = {}));
  66474. //# sourceMappingURL=babylon.axesViewer.js.map
  66475. var BABYLON;
  66476. (function (BABYLON) {
  66477. var Debug;
  66478. (function (Debug) {
  66479. /**
  66480. * The BoneAxesViewer will attach 3 axes to a specific bone of a specific mesh
  66481. * @see demo here: https://www.babylonjs-playground.com/#0DE8F4#8
  66482. */
  66483. var BoneAxesViewer = /** @class */ (function (_super) {
  66484. __extends(BoneAxesViewer, _super);
  66485. /**
  66486. * Creates a new BoneAxesViewer
  66487. * @param scene defines the hosting scene
  66488. * @param bone defines the target bone
  66489. * @param mesh defines the target mesh
  66490. * @param scaleLines defines a scaling factor for line length (1 by default)
  66491. */
  66492. function BoneAxesViewer(scene, bone, mesh, scaleLines) {
  66493. if (scaleLines === void 0) { scaleLines = 1; }
  66494. var _this = _super.call(this, scene, scaleLines) || this;
  66495. /** Gets current position */
  66496. _this.pos = BABYLON.Vector3.Zero();
  66497. /** Gets direction of X axis */
  66498. _this.xaxis = BABYLON.Vector3.Zero();
  66499. /** Gets direction of Y axis */
  66500. _this.yaxis = BABYLON.Vector3.Zero();
  66501. /** Gets direction of Z axis */
  66502. _this.zaxis = BABYLON.Vector3.Zero();
  66503. _this.mesh = mesh;
  66504. _this.bone = bone;
  66505. return _this;
  66506. }
  66507. /**
  66508. * Force the viewer to update
  66509. */
  66510. BoneAxesViewer.prototype.update = function () {
  66511. if (!this.mesh || !this.bone) {
  66512. return;
  66513. }
  66514. var bone = this.bone;
  66515. bone.getAbsolutePositionToRef(this.mesh, this.pos);
  66516. bone.getDirectionToRef(BABYLON.Axis.X, this.mesh, this.xaxis);
  66517. bone.getDirectionToRef(BABYLON.Axis.Y, this.mesh, this.yaxis);
  66518. bone.getDirectionToRef(BABYLON.Axis.Z, this.mesh, this.zaxis);
  66519. _super.prototype.update.call(this, this.pos, this.xaxis, this.yaxis, this.zaxis);
  66520. };
  66521. /** Releases resources */
  66522. BoneAxesViewer.prototype.dispose = function () {
  66523. if (this.mesh) {
  66524. this.mesh = null;
  66525. this.bone = null;
  66526. _super.prototype.dispose.call(this);
  66527. }
  66528. };
  66529. return BoneAxesViewer;
  66530. }(Debug.AxesViewer));
  66531. Debug.BoneAxesViewer = BoneAxesViewer;
  66532. })(Debug = BABYLON.Debug || (BABYLON.Debug = {}));
  66533. })(BABYLON || (BABYLON = {}));
  66534. //# sourceMappingURL=babylon.boneAxesViewer.js.map
  66535. var BABYLON;
  66536. (function (BABYLON) {
  66537. /**
  66538. * As raycast might be hard to debug, the RayHelper can help rendering the different rays
  66539. * in order to better appreciate the issue one might have.
  66540. * @see http://doc.babylonjs.com/babylon101/raycasts#debugging
  66541. */
  66542. var RayHelper = /** @class */ (function () {
  66543. /**
  66544. * Instantiate a new ray helper.
  66545. * As raycast might be hard to debug, the RayHelper can help rendering the different rays
  66546. * in order to better appreciate the issue one might have.
  66547. * @see http://doc.babylonjs.com/babylon101/raycasts#debugging
  66548. * @param ray Defines the ray we are currently tryin to visualize
  66549. */
  66550. function RayHelper(ray) {
  66551. this.ray = ray;
  66552. }
  66553. /**
  66554. * Helper function to create a colored helper in a scene in one line.
  66555. * @param ray Defines the ray we are currently tryin to visualize
  66556. * @param scene Defines the scene the ray is used in
  66557. * @param color Defines the color we want to see the ray in
  66558. * @returns The newly created ray helper.
  66559. */
  66560. RayHelper.CreateAndShow = function (ray, scene, color) {
  66561. var helper = new RayHelper(ray);
  66562. helper.show(scene, color);
  66563. return helper;
  66564. };
  66565. /**
  66566. * Shows the ray we are willing to debug.
  66567. * @param scene Defines the scene the ray needs to be rendered in
  66568. * @param color Defines the color the ray needs to be rendered in
  66569. */
  66570. RayHelper.prototype.show = function (scene, color) {
  66571. if (!this._renderFunction && this.ray) {
  66572. var ray = this.ray;
  66573. this._renderFunction = this._render.bind(this);
  66574. this._scene = scene;
  66575. this._renderPoints = [ray.origin, ray.origin.add(ray.direction.scale(ray.length))];
  66576. this._renderLine = BABYLON.Mesh.CreateLines("ray", this._renderPoints, scene, true);
  66577. if (this._renderFunction) {
  66578. this._scene.registerBeforeRender(this._renderFunction);
  66579. }
  66580. }
  66581. if (color && this._renderLine) {
  66582. this._renderLine.color.copyFrom(color);
  66583. }
  66584. };
  66585. /**
  66586. * Hides the ray we are debugging.
  66587. */
  66588. RayHelper.prototype.hide = function () {
  66589. if (this._renderFunction && this._scene) {
  66590. this._scene.unregisterBeforeRender(this._renderFunction);
  66591. this._scene = null;
  66592. this._renderFunction = null;
  66593. if (this._renderLine) {
  66594. this._renderLine.dispose();
  66595. this._renderLine = null;
  66596. }
  66597. this._renderPoints = [];
  66598. }
  66599. };
  66600. RayHelper.prototype._render = function () {
  66601. var ray = this.ray;
  66602. if (!ray) {
  66603. return;
  66604. }
  66605. var point = this._renderPoints[1];
  66606. var len = Math.min(ray.length, 1000000);
  66607. point.copyFrom(ray.direction);
  66608. point.scaleInPlace(len);
  66609. point.addInPlace(ray.origin);
  66610. BABYLON.Mesh.CreateLines("ray", this._renderPoints, this._scene, true, this._renderLine);
  66611. };
  66612. /**
  66613. * Attach a ray helper to a mesh so that we can easily see its orientation for instance or information like its normals.
  66614. * @param mesh Defines the mesh we want the helper attached to
  66615. * @param meshSpaceDirection Defines the direction of the Ray in mesh space (local space of the mesh node)
  66616. * @param meshSpaceOrigin Defines the origin of the Ray in mesh space (local space of the mesh node)
  66617. * @param length Defines the length of the ray
  66618. */
  66619. RayHelper.prototype.attachToMesh = function (mesh, meshSpaceDirection, meshSpaceOrigin, length) {
  66620. this._attachedToMesh = mesh;
  66621. var ray = this.ray;
  66622. if (!ray) {
  66623. return;
  66624. }
  66625. if (!ray.direction) {
  66626. ray.direction = BABYLON.Vector3.Zero();
  66627. }
  66628. if (!ray.origin) {
  66629. ray.origin = BABYLON.Vector3.Zero();
  66630. }
  66631. if (length) {
  66632. ray.length = length;
  66633. }
  66634. if (!meshSpaceOrigin) {
  66635. meshSpaceOrigin = BABYLON.Vector3.Zero();
  66636. }
  66637. if (!meshSpaceDirection) {
  66638. // -1 so that this will work with Mesh.lookAt
  66639. meshSpaceDirection = new BABYLON.Vector3(0, 0, -1);
  66640. }
  66641. if (!this._meshSpaceDirection) {
  66642. this._meshSpaceDirection = meshSpaceDirection.clone();
  66643. this._meshSpaceOrigin = meshSpaceOrigin.clone();
  66644. }
  66645. else {
  66646. this._meshSpaceDirection.copyFrom(meshSpaceDirection);
  66647. this._meshSpaceOrigin.copyFrom(meshSpaceOrigin);
  66648. }
  66649. if (!this._updateToMeshFunction) {
  66650. this._updateToMeshFunction = this._updateToMesh.bind(this);
  66651. this._attachedToMesh.getScene().registerBeforeRender(this._updateToMeshFunction);
  66652. }
  66653. this._updateToMesh();
  66654. };
  66655. /**
  66656. * Detach the ray helper from the mesh it has previously been attached to.
  66657. */
  66658. RayHelper.prototype.detachFromMesh = function () {
  66659. if (this._attachedToMesh) {
  66660. if (this._updateToMeshFunction) {
  66661. this._attachedToMesh.getScene().unregisterBeforeRender(this._updateToMeshFunction);
  66662. }
  66663. this._attachedToMesh = null;
  66664. this._updateToMeshFunction = null;
  66665. }
  66666. };
  66667. RayHelper.prototype._updateToMesh = function () {
  66668. var ray = this.ray;
  66669. if (!this._attachedToMesh || !ray) {
  66670. return;
  66671. }
  66672. if (this._attachedToMesh._isDisposed) {
  66673. this.detachFromMesh();
  66674. return;
  66675. }
  66676. this._attachedToMesh.getDirectionToRef(this._meshSpaceDirection, ray.direction);
  66677. BABYLON.Vector3.TransformCoordinatesToRef(this._meshSpaceOrigin, this._attachedToMesh.getWorldMatrix(), ray.origin);
  66678. };
  66679. /**
  66680. * Dispose the helper and release its associated resources.
  66681. */
  66682. RayHelper.prototype.dispose = function () {
  66683. this.hide();
  66684. this.detachFromMesh();
  66685. this.ray = null;
  66686. };
  66687. return RayHelper;
  66688. }());
  66689. BABYLON.RayHelper = RayHelper;
  66690. })(BABYLON || (BABYLON = {}));
  66691. //# sourceMappingURL=babylon.rayHelper.js.map
  66692. var __assign = (this && this.__assign) || function () {
  66693. __assign = Object.assign || function(t) {
  66694. for (var s, i = 1, n = arguments.length; i < n; i++) {
  66695. s = arguments[i];
  66696. for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p))
  66697. t[p] = s[p];
  66698. }
  66699. return t;
  66700. };
  66701. return __assign.apply(this, arguments);
  66702. };
  66703. var BABYLON;
  66704. (function (BABYLON) {
  66705. Object.defineProperty(BABYLON.Scene.prototype, "debugLayer", {
  66706. get: function () {
  66707. if (!this._debugLayer) {
  66708. this._debugLayer = new DebugLayer(this);
  66709. }
  66710. return this._debugLayer;
  66711. },
  66712. enumerable: true,
  66713. configurable: true
  66714. });
  66715. /**
  66716. * The debug layer (aka Inspector) is the go to tool in order to better understand
  66717. * what is happening in your scene
  66718. * @see http://doc.babylonjs.com/features/playground_debuglayer
  66719. */
  66720. var DebugLayer = /** @class */ (function () {
  66721. /**
  66722. * Instantiates a new debug layer.
  66723. * The debug layer (aka Inspector) is the go to tool in order to better understand
  66724. * what is happening in your scene
  66725. * @see http://doc.babylonjs.com/features/playground_debuglayer
  66726. * @param scene Defines the scene to inspect
  66727. */
  66728. function DebugLayer(scene) {
  66729. var _this = this;
  66730. this.BJSINSPECTOR = this._getGlobalInspector();
  66731. /**
  66732. * Observable triggered when a property is changed through the inspector.
  66733. */
  66734. this.onPropertyChangedObservable = new BABYLON.Observable();
  66735. this._scene = scene;
  66736. this._scene.onDisposeObservable.add(function () {
  66737. // Debug layer
  66738. if (_this._scene._debugLayer) {
  66739. _this._scene._debugLayer.hide();
  66740. }
  66741. });
  66742. }
  66743. /** Creates the inspector window. */
  66744. DebugLayer.prototype._createInspector = function (config) {
  66745. if (this.isVisible()) {
  66746. return;
  66747. }
  66748. var userOptions = __assign({ overlay: false, showExplorer: true, showInspector: true, embedMode: false, handleResize: true, enablePopup: true }, config);
  66749. this.BJSINSPECTOR = this.BJSINSPECTOR || this._getGlobalInspector();
  66750. this.BJSINSPECTOR.Inspector.Show(this._scene, userOptions);
  66751. };
  66752. /** Get the inspector from bundle or global */
  66753. DebugLayer.prototype._getGlobalInspector = function () {
  66754. // UMD Global name detection from Webpack Bundle UMD Name.
  66755. if (typeof INSPECTOR !== 'undefined') {
  66756. return INSPECTOR;
  66757. }
  66758. // In case of module let s check the global emitted from the Inspector entry point.
  66759. if (BABYLON && BABYLON.Inspector) {
  66760. return BABYLON;
  66761. }
  66762. return undefined;
  66763. };
  66764. /**
  66765. * Get if the inspector is visible or not.
  66766. * @returns true if visible otherwise, false
  66767. */
  66768. DebugLayer.prototype.isVisible = function () {
  66769. return this.BJSINSPECTOR && this.BJSINSPECTOR.Inspector.IsVisible;
  66770. };
  66771. /**
  66772. * Hide the inspector and close its window.
  66773. */
  66774. DebugLayer.prototype.hide = function () {
  66775. this.BJSINSPECTOR.Inspector.Hide();
  66776. };
  66777. /**
  66778. * Launch the debugLayer.
  66779. * @param config Define the configuration of the inspector
  66780. */
  66781. DebugLayer.prototype.show = function (config) {
  66782. if (typeof this.BJSINSPECTOR == 'undefined') {
  66783. // Load inspector and add it to the DOM
  66784. BABYLON.Tools.LoadScript(DebugLayer.InspectorURL, this._createInspector.bind(this, config));
  66785. }
  66786. else {
  66787. // Otherwise creates the inspector
  66788. this._createInspector(config);
  66789. }
  66790. };
  66791. /**
  66792. * Define the url to get the inspector script from.
  66793. * By default it uses the babylonjs CDN.
  66794. * @ignoreNaming
  66795. */
  66796. DebugLayer.InspectorURL = 'https://preview.babylonjs.com/inspector/babylon.inspector.bundle.js';
  66797. return DebugLayer;
  66798. }());
  66799. BABYLON.DebugLayer = DebugLayer;
  66800. })(BABYLON || (BABYLON = {}));
  66801. //# sourceMappingURL=babylon.debugLayer.js.map
  66802. var BABYLON;
  66803. (function (BABYLON) {
  66804. var Debug;
  66805. (function (Debug) {
  66806. /**
  66807. * Used to show the physics impostor around the specific mesh
  66808. */
  66809. var PhysicsViewer = /** @class */ (function () {
  66810. /**
  66811. * Creates a new PhysicsViewer
  66812. * @param scene defines the hosting scene
  66813. */
  66814. function PhysicsViewer(scene) {
  66815. /** @hidden */
  66816. this._impostors = [];
  66817. /** @hidden */
  66818. this._meshes = [];
  66819. /** @hidden */
  66820. this._numMeshes = 0;
  66821. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  66822. var physicEngine = this._scene.getPhysicsEngine();
  66823. if (physicEngine) {
  66824. this._physicsEnginePlugin = physicEngine.getPhysicsPlugin();
  66825. }
  66826. this._utilityLayer = new BABYLON.UtilityLayerRenderer(this._scene, false);
  66827. this._utilityLayer.pickUtilitySceneFirst = false;
  66828. this._utilityLayer.utilityLayerScene.autoClearDepthAndStencil = true;
  66829. }
  66830. /** @hidden */
  66831. PhysicsViewer.prototype._updateDebugMeshes = function () {
  66832. var plugin = this._physicsEnginePlugin;
  66833. for (var i = 0; i < this._numMeshes; i++) {
  66834. var impostor = this._impostors[i];
  66835. if (!impostor) {
  66836. continue;
  66837. }
  66838. if (impostor.isDisposed) {
  66839. this.hideImpostor(this._impostors[i--]);
  66840. }
  66841. else {
  66842. var mesh = this._meshes[i];
  66843. if (mesh && plugin) {
  66844. plugin.syncMeshWithImpostor(mesh, impostor);
  66845. }
  66846. }
  66847. }
  66848. };
  66849. /**
  66850. * Renders a specified physic impostor
  66851. * @param impostor defines the impostor to render
  66852. * @returns the new debug mesh used to render the impostor
  66853. */
  66854. PhysicsViewer.prototype.showImpostor = function (impostor) {
  66855. if (!this._scene) {
  66856. return null;
  66857. }
  66858. for (var i = 0; i < this._numMeshes; i++) {
  66859. if (this._impostors[i] == impostor) {
  66860. return null;
  66861. }
  66862. }
  66863. var debugMesh = this._getDebugMesh(impostor);
  66864. if (debugMesh) {
  66865. this._impostors[this._numMeshes] = impostor;
  66866. this._meshes[this._numMeshes] = debugMesh;
  66867. if (this._numMeshes === 0) {
  66868. this._renderFunction = this._updateDebugMeshes.bind(this);
  66869. this._scene.registerBeforeRender(this._renderFunction);
  66870. }
  66871. this._numMeshes++;
  66872. }
  66873. return debugMesh;
  66874. };
  66875. /**
  66876. * Hides a specified physic impostor
  66877. * @param impostor defines the impostor to hide
  66878. */
  66879. PhysicsViewer.prototype.hideImpostor = function (impostor) {
  66880. if (!impostor || !this._scene || !this._utilityLayer) {
  66881. return;
  66882. }
  66883. var removed = false;
  66884. var utilityLayerScene = this._utilityLayer.utilityLayerScene;
  66885. for (var i = 0; i < this._numMeshes; i++) {
  66886. if (this._impostors[i] == impostor) {
  66887. var mesh = this._meshes[i];
  66888. if (!mesh) {
  66889. continue;
  66890. }
  66891. utilityLayerScene.removeMesh(mesh);
  66892. mesh.dispose();
  66893. this._numMeshes--;
  66894. if (this._numMeshes > 0) {
  66895. this._meshes[i] = this._meshes[this._numMeshes];
  66896. this._impostors[i] = this._impostors[this._numMeshes];
  66897. this._meshes[this._numMeshes] = null;
  66898. this._impostors[this._numMeshes] = null;
  66899. }
  66900. else {
  66901. this._meshes[0] = null;
  66902. this._impostors[0] = null;
  66903. }
  66904. removed = true;
  66905. break;
  66906. }
  66907. }
  66908. if (removed && this._numMeshes === 0) {
  66909. this._scene.unregisterBeforeRender(this._renderFunction);
  66910. }
  66911. };
  66912. PhysicsViewer.prototype._getDebugMaterial = function (scene) {
  66913. if (!this._debugMaterial) {
  66914. this._debugMaterial = new BABYLON.StandardMaterial('', scene);
  66915. this._debugMaterial.wireframe = true;
  66916. this._debugMaterial.emissiveColor = BABYLON.Color3.White();
  66917. this._debugMaterial.disableLighting = true;
  66918. }
  66919. return this._debugMaterial;
  66920. };
  66921. PhysicsViewer.prototype._getDebugBoxMesh = function (scene) {
  66922. if (!this._debugBoxMesh) {
  66923. this._debugBoxMesh = BABYLON.MeshBuilder.CreateBox('physicsBodyBoxViewMesh', { size: 1 }, scene);
  66924. this._debugBoxMesh.rotationQuaternion = BABYLON.Quaternion.Identity();
  66925. this._debugBoxMesh.material = this._getDebugMaterial(scene);
  66926. }
  66927. return this._debugBoxMesh.createInstance('physicsBodyBoxViewInstance');
  66928. };
  66929. PhysicsViewer.prototype._getDebugSphereMesh = function (scene) {
  66930. if (!this._debugSphereMesh) {
  66931. this._debugSphereMesh = BABYLON.MeshBuilder.CreateSphere('physicsBodySphereViewMesh', { diameter: 1 }, scene);
  66932. this._debugSphereMesh.rotationQuaternion = BABYLON.Quaternion.Identity();
  66933. this._debugSphereMesh.material = this._getDebugMaterial(scene);
  66934. }
  66935. return this._debugSphereMesh.createInstance('physicsBodyBoxViewInstance');
  66936. };
  66937. PhysicsViewer.prototype._getDebugMesh = function (impostor) {
  66938. if (!this._utilityLayer) {
  66939. return null;
  66940. }
  66941. var mesh = null;
  66942. var utilityLayerScene = this._utilityLayer.utilityLayerScene;
  66943. if (impostor.type == BABYLON.PhysicsImpostor.BoxImpostor) {
  66944. mesh = this._getDebugBoxMesh(utilityLayerScene);
  66945. impostor.getBoxSizeToRef(mesh.scaling);
  66946. }
  66947. else if (impostor.type == BABYLON.PhysicsImpostor.SphereImpostor) {
  66948. mesh = this._getDebugSphereMesh(utilityLayerScene);
  66949. var radius = impostor.getRadius();
  66950. mesh.scaling.x = radius * 2;
  66951. mesh.scaling.y = radius * 2;
  66952. mesh.scaling.z = radius * 2;
  66953. }
  66954. return mesh;
  66955. };
  66956. /** Releases all resources */
  66957. PhysicsViewer.prototype.dispose = function () {
  66958. for (var i = 0; i < this._numMeshes; i++) {
  66959. this.hideImpostor(this._impostors[i]);
  66960. }
  66961. if (this._debugBoxMesh) {
  66962. this._debugBoxMesh.dispose();
  66963. }
  66964. if (this._debugSphereMesh) {
  66965. this._debugSphereMesh.dispose();
  66966. }
  66967. if (this._debugMaterial) {
  66968. this._debugMaterial.dispose();
  66969. }
  66970. this._impostors.length = 0;
  66971. this._scene = null;
  66972. this._physicsEnginePlugin = null;
  66973. if (this._utilityLayer) {
  66974. this._utilityLayer.dispose();
  66975. this._utilityLayer = null;
  66976. }
  66977. };
  66978. return PhysicsViewer;
  66979. }());
  66980. Debug.PhysicsViewer = PhysicsViewer;
  66981. })(Debug = BABYLON.Debug || (BABYLON.Debug = {}));
  66982. })(BABYLON || (BABYLON = {}));
  66983. //# sourceMappingURL=babylon.physicsViewer.js.map
  66984. var BABYLON;
  66985. (function (BABYLON) {
  66986. Object.defineProperty(BABYLON.Scene.prototype, "forceShowBoundingBoxes", {
  66987. get: function () {
  66988. return this._forceShowBoundingBoxes || false;
  66989. },
  66990. set: function (value) {
  66991. this._forceShowBoundingBoxes = value;
  66992. // Lazyly creates a BB renderer if needed.
  66993. if (value) {
  66994. this.getBoundingBoxRenderer();
  66995. }
  66996. },
  66997. enumerable: true,
  66998. configurable: true
  66999. });
  67000. BABYLON.Scene.prototype.getBoundingBoxRenderer = function () {
  67001. if (!this._boundingBoxRenderer) {
  67002. this._boundingBoxRenderer = new BoundingBoxRenderer(this);
  67003. }
  67004. return this._boundingBoxRenderer;
  67005. };
  67006. Object.defineProperty(BABYLON.AbstractMesh.prototype, "showBoundingBox", {
  67007. get: function () {
  67008. return this._showBoundingBox || false;
  67009. },
  67010. set: function (value) {
  67011. this._showBoundingBox = value;
  67012. // Lazyly creates a BB renderer if needed.
  67013. if (value) {
  67014. this.getScene().getBoundingBoxRenderer();
  67015. }
  67016. },
  67017. enumerable: true,
  67018. configurable: true
  67019. });
  67020. /**
  67021. * Component responsible of rendering the bounding box of the meshes in a scene.
  67022. * This is usually used through the mesh.showBoundingBox or the scene.forceShowBoundingBoxes properties
  67023. */
  67024. var BoundingBoxRenderer = /** @class */ (function () {
  67025. /**
  67026. * Instantiates a new bounding box renderer in a scene.
  67027. * @param scene the scene the renderer renders in
  67028. */
  67029. function BoundingBoxRenderer(scene) {
  67030. /**
  67031. * The component name helpfull to identify the component in the list of scene components.
  67032. */
  67033. this.name = BABYLON.SceneComponentConstants.NAME_BOUNDINGBOXRENDERER;
  67034. /**
  67035. * Color of the bounding box lines placed in front of an object
  67036. */
  67037. this.frontColor = new BABYLON.Color3(1, 1, 1);
  67038. /**
  67039. * Color of the bounding box lines placed behind an object
  67040. */
  67041. this.backColor = new BABYLON.Color3(0.1, 0.1, 0.1);
  67042. /**
  67043. * Defines if the renderer should show the back lines or not
  67044. */
  67045. this.showBackLines = true;
  67046. /**
  67047. * @hidden
  67048. */
  67049. this.renderList = new BABYLON.SmartArray(32);
  67050. this._vertexBuffers = {};
  67051. this.scene = scene;
  67052. scene._addComponent(this);
  67053. }
  67054. /**
  67055. * Registers the component in a given scene
  67056. */
  67057. BoundingBoxRenderer.prototype.register = function () {
  67058. this.scene._beforeEvaluateActiveMeshStage.registerStep(BABYLON.SceneComponentConstants.STEP_BEFOREEVALUATEACTIVEMESH_BOUNDINGBOXRENDERER, this, this.reset);
  67059. this.scene._activeMeshStage.registerStep(BABYLON.SceneComponentConstants.STEP_ACTIVEMESH_BOUNDINGBOXRENDERER, this, this._activeMesh);
  67060. this.scene._evaluateSubMeshStage.registerStep(BABYLON.SceneComponentConstants.STEP_EVALUATESUBMESH_BOUNDINGBOXRENDERER, this, this._evaluateSubMesh);
  67061. this.scene._afterRenderingGroupDrawStage.registerStep(BABYLON.SceneComponentConstants.STEP_AFTERRENDERINGGROUPDRAW_BOUNDINGBOXRENDERER, this, this.render);
  67062. };
  67063. BoundingBoxRenderer.prototype._evaluateSubMesh = function (mesh, subMesh) {
  67064. if (mesh.showSubMeshesBoundingBox) {
  67065. var boundingInfo = subMesh.getBoundingInfo();
  67066. if (boundingInfo !== null && boundingInfo !== undefined) {
  67067. boundingInfo.boundingBox._tag = mesh.renderingGroupId;
  67068. this.renderList.push(boundingInfo.boundingBox);
  67069. }
  67070. }
  67071. };
  67072. BoundingBoxRenderer.prototype._activeMesh = function (sourceMesh, mesh) {
  67073. if (sourceMesh.showBoundingBox || this.scene.forceShowBoundingBoxes) {
  67074. var boundingInfo = sourceMesh.getBoundingInfo();
  67075. boundingInfo.boundingBox._tag = mesh.renderingGroupId;
  67076. this.renderList.push(boundingInfo.boundingBox);
  67077. }
  67078. };
  67079. BoundingBoxRenderer.prototype._prepareRessources = function () {
  67080. if (this._colorShader) {
  67081. return;
  67082. }
  67083. this._colorShader = new BABYLON.ShaderMaterial("colorShader", this.scene, "color", {
  67084. attributes: [BABYLON.VertexBuffer.PositionKind],
  67085. uniforms: ["world", "viewProjection", "color"]
  67086. });
  67087. var engine = this.scene.getEngine();
  67088. var boxdata = BABYLON.VertexData.CreateBox({ size: 1.0 });
  67089. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = new BABYLON.VertexBuffer(engine, boxdata.positions, BABYLON.VertexBuffer.PositionKind, false);
  67090. this._createIndexBuffer();
  67091. };
  67092. BoundingBoxRenderer.prototype._createIndexBuffer = function () {
  67093. var engine = this.scene.getEngine();
  67094. this._indexBuffer = engine.createIndexBuffer([0, 1, 1, 2, 2, 3, 3, 0, 4, 5, 5, 6, 6, 7, 7, 4, 0, 7, 1, 6, 2, 5, 3, 4]);
  67095. };
  67096. /**
  67097. * Rebuilds the elements related to this component in case of
  67098. * context lost for instance.
  67099. */
  67100. BoundingBoxRenderer.prototype.rebuild = function () {
  67101. var vb = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  67102. if (vb) {
  67103. vb._rebuild();
  67104. }
  67105. this._createIndexBuffer();
  67106. };
  67107. /**
  67108. * @hidden
  67109. */
  67110. BoundingBoxRenderer.prototype.reset = function () {
  67111. this.renderList.reset();
  67112. };
  67113. /**
  67114. * Render the bounding boxes of a specific rendering group
  67115. * @param renderingGroupId defines the rendering group to render
  67116. */
  67117. BoundingBoxRenderer.prototype.render = function (renderingGroupId) {
  67118. if (this.renderList.length === 0) {
  67119. return;
  67120. }
  67121. this._prepareRessources();
  67122. if (!this._colorShader.isReady()) {
  67123. return;
  67124. }
  67125. var engine = this.scene.getEngine();
  67126. engine.setDepthWrite(false);
  67127. this._colorShader._preBind();
  67128. for (var boundingBoxIndex = 0; boundingBoxIndex < this.renderList.length; boundingBoxIndex++) {
  67129. var boundingBox = this.renderList.data[boundingBoxIndex];
  67130. if (boundingBox._tag !== renderingGroupId) {
  67131. continue;
  67132. }
  67133. var min = boundingBox.minimum;
  67134. var max = boundingBox.maximum;
  67135. var diff = max.subtract(min);
  67136. var median = min.add(diff.scale(0.5));
  67137. var worldMatrix = BABYLON.Matrix.Scaling(diff.x, diff.y, diff.z)
  67138. .multiply(BABYLON.Matrix.Translation(median.x, median.y, median.z))
  67139. .multiply(boundingBox.getWorldMatrix());
  67140. // VBOs
  67141. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, this._colorShader.getEffect());
  67142. if (this.showBackLines) {
  67143. // Back
  67144. engine.setDepthFunctionToGreaterOrEqual();
  67145. this.scene.resetCachedMaterial();
  67146. this._colorShader.setColor4("color", this.backColor.toColor4());
  67147. this._colorShader.bind(worldMatrix);
  67148. // Draw order
  67149. engine.drawElementsType(BABYLON.Material.LineListDrawMode, 0, 24);
  67150. }
  67151. // Front
  67152. engine.setDepthFunctionToLess();
  67153. this.scene.resetCachedMaterial();
  67154. this._colorShader.setColor4("color", this.frontColor.toColor4());
  67155. this._colorShader.bind(worldMatrix);
  67156. // Draw order
  67157. engine.drawElementsType(BABYLON.Material.LineListDrawMode, 0, 24);
  67158. }
  67159. this._colorShader.unbind();
  67160. engine.setDepthFunctionToLessOrEqual();
  67161. engine.setDepthWrite(true);
  67162. };
  67163. /**
  67164. * In case of occlusion queries, we can render the occlusion bounding box through this method
  67165. * @param mesh Define the mesh to render the occlusion bounding box for
  67166. */
  67167. BoundingBoxRenderer.prototype.renderOcclusionBoundingBox = function (mesh) {
  67168. this._prepareRessources();
  67169. if (!this._colorShader.isReady() || !mesh._boundingInfo) {
  67170. return;
  67171. }
  67172. var engine = this.scene.getEngine();
  67173. engine.setDepthWrite(false);
  67174. engine.setColorWrite(false);
  67175. this._colorShader._preBind();
  67176. var boundingBox = mesh._boundingInfo.boundingBox;
  67177. var min = boundingBox.minimum;
  67178. var max = boundingBox.maximum;
  67179. var diff = max.subtract(min);
  67180. var median = min.add(diff.scale(0.5));
  67181. var worldMatrix = BABYLON.Matrix.Scaling(diff.x, diff.y, diff.z)
  67182. .multiply(BABYLON.Matrix.Translation(median.x, median.y, median.z))
  67183. .multiply(boundingBox.getWorldMatrix());
  67184. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, this._colorShader.getEffect());
  67185. engine.setDepthFunctionToLess();
  67186. this.scene.resetCachedMaterial();
  67187. this._colorShader.bind(worldMatrix);
  67188. engine.drawElementsType(BABYLON.Material.LineListDrawMode, 0, 24);
  67189. this._colorShader.unbind();
  67190. engine.setDepthFunctionToLessOrEqual();
  67191. engine.setDepthWrite(true);
  67192. engine.setColorWrite(true);
  67193. };
  67194. /**
  67195. * Dispose and release the resources attached to this renderer.
  67196. */
  67197. BoundingBoxRenderer.prototype.dispose = function () {
  67198. if (!this._colorShader) {
  67199. return;
  67200. }
  67201. this.renderList.dispose();
  67202. this._colorShader.dispose();
  67203. var buffer = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  67204. if (buffer) {
  67205. buffer.dispose();
  67206. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = null;
  67207. }
  67208. this.scene.getEngine()._releaseBuffer(this._indexBuffer);
  67209. };
  67210. return BoundingBoxRenderer;
  67211. }());
  67212. BABYLON.BoundingBoxRenderer = BoundingBoxRenderer;
  67213. })(BABYLON || (BABYLON = {}));
  67214. //# sourceMappingURL=babylon.boundingBoxRenderer.js.map
  67215. var BABYLON;
  67216. (function (BABYLON) {
  67217. BABYLON.Engine.prototype.createTransformFeedback = function () {
  67218. return this._gl.createTransformFeedback();
  67219. };
  67220. BABYLON.Engine.prototype.deleteTransformFeedback = function (value) {
  67221. this._gl.deleteTransformFeedback(value);
  67222. };
  67223. BABYLON.Engine.prototype.bindTransformFeedback = function (value) {
  67224. this._gl.bindTransformFeedback(this._gl.TRANSFORM_FEEDBACK, value);
  67225. };
  67226. BABYLON.Engine.prototype.beginTransformFeedback = function (usePoints) {
  67227. if (usePoints === void 0) { usePoints = true; }
  67228. this._gl.beginTransformFeedback(usePoints ? this._gl.POINTS : this._gl.TRIANGLES);
  67229. };
  67230. BABYLON.Engine.prototype.endTransformFeedback = function () {
  67231. this._gl.endTransformFeedback();
  67232. };
  67233. BABYLON.Engine.prototype.setTranformFeedbackVaryings = function (program, value) {
  67234. this._gl.transformFeedbackVaryings(program, value, this._gl.INTERLEAVED_ATTRIBS);
  67235. };
  67236. BABYLON.Engine.prototype.bindTransformFeedbackBuffer = function (value) {
  67237. this._gl.bindBufferBase(this._gl.TRANSFORM_FEEDBACK_BUFFER, 0, value);
  67238. };
  67239. })(BABYLON || (BABYLON = {}));
  67240. //# sourceMappingURL=babylon.engine.transformFeedback.js.map
  67241. var BABYLON;
  67242. (function (BABYLON) {
  67243. /**
  67244. * This represents a GPU particle system in Babylon
  67245. * This is the fastest particle system in Babylon as it uses the GPU to update the individual particle data
  67246. * @see https://www.babylonjs-playground.com/#PU4WYI#4
  67247. */
  67248. var GPUParticleSystem = /** @class */ (function (_super) {
  67249. __extends(GPUParticleSystem, _super);
  67250. /**
  67251. * Instantiates a GPU particle system.
  67252. * Particles are often small sprites used to simulate hard-to-reproduce phenomena like fire, smoke, water, or abstract visual effects like magic glitter and faery dust.
  67253. * @param name The name of the particle system
  67254. * @param options The options used to create the system
  67255. * @param scene The scene the particle system belongs to
  67256. * @param isAnimationSheetEnabled Must be true if using a spritesheet to animate the particles texture
  67257. */
  67258. function GPUParticleSystem(name, options, scene, isAnimationSheetEnabled) {
  67259. if (isAnimationSheetEnabled === void 0) { isAnimationSheetEnabled = false; }
  67260. var _this = _super.call(this, name) || this;
  67261. /**
  67262. * The layer mask we are rendering the particles through.
  67263. */
  67264. _this.layerMask = 0x0FFFFFFF;
  67265. _this._accumulatedCount = 0;
  67266. _this._targetIndex = 0;
  67267. _this._currentRenderId = -1;
  67268. _this._started = false;
  67269. _this._stopped = false;
  67270. _this._timeDelta = 0;
  67271. _this._actualFrame = 0;
  67272. _this._rawTextureWidth = 256;
  67273. /**
  67274. * An event triggered when the system is disposed.
  67275. */
  67276. _this.onDisposeObservable = new BABYLON.Observable();
  67277. /**
  67278. * Forces the particle to write their depth information to the depth buffer. This can help preventing other draw calls
  67279. * to override the particles.
  67280. */
  67281. _this.forceDepthWrite = false;
  67282. _this._preWarmDone = false;
  67283. _this._scene = scene || BABYLON.Engine.LastCreatedScene;
  67284. // Setup the default processing configuration to the scene.
  67285. _this._attachImageProcessingConfiguration(null);
  67286. _this._engine = _this._scene.getEngine();
  67287. if (!options.randomTextureSize) {
  67288. delete options.randomTextureSize;
  67289. }
  67290. var fullOptions = __assign({ capacity: 50000, randomTextureSize: _this._engine.getCaps().maxTextureSize }, options);
  67291. var optionsAsNumber = options;
  67292. if (isFinite(optionsAsNumber)) {
  67293. fullOptions.capacity = optionsAsNumber;
  67294. }
  67295. _this._capacity = fullOptions.capacity;
  67296. _this._activeCount = fullOptions.capacity;
  67297. _this._currentActiveCount = 0;
  67298. _this._isAnimationSheetEnabled = isAnimationSheetEnabled;
  67299. _this._scene.particleSystems.push(_this);
  67300. _this._updateEffectOptions = {
  67301. attributes: ["position", "age", "life", "seed", "size", "color", "direction", "initialDirection", "angle", "cellIndex", "cellStartOffset", "noiseCoordinates1", "noiseCoordinates2"],
  67302. uniformsNames: ["currentCount", "timeDelta", "emitterWM", "lifeTime", "color1", "color2", "sizeRange", "scaleRange", "gravity", "emitPower",
  67303. "direction1", "direction2", "minEmitBox", "maxEmitBox", "radius", "directionRandomizer", "height", "coneAngle", "stopFactor",
  67304. "angleRange", "radiusRange", "cellInfos", "noiseStrength", "limitVelocityDamping"],
  67305. uniformBuffersNames: [],
  67306. samplers: ["randomSampler", "randomSampler2", "sizeGradientSampler", "angularSpeedGradientSampler", "velocityGradientSampler", "limitVelocityGradientSampler", "noiseSampler", "dragGradientSampler"],
  67307. defines: "",
  67308. fallbacks: null,
  67309. onCompiled: null,
  67310. onError: null,
  67311. indexParameters: null,
  67312. maxSimultaneousLights: 0,
  67313. transformFeedbackVaryings: []
  67314. };
  67315. _this.particleEmitterType = new BABYLON.BoxParticleEmitter();
  67316. // Random data
  67317. var maxTextureSize = Math.min(_this._engine.getCaps().maxTextureSize, fullOptions.randomTextureSize);
  67318. var d = [];
  67319. for (var i = 0; i < maxTextureSize; ++i) {
  67320. d.push(Math.random());
  67321. d.push(Math.random());
  67322. d.push(Math.random());
  67323. d.push(Math.random());
  67324. }
  67325. _this._randomTexture = new BABYLON.RawTexture(new Float32Array(d), maxTextureSize, 1, BABYLON.Engine.TEXTUREFORMAT_RGBA, _this._scene, false, false, BABYLON.Texture.NEAREST_SAMPLINGMODE, BABYLON.Engine.TEXTURETYPE_FLOAT);
  67326. _this._randomTexture.wrapU = BABYLON.Texture.WRAP_ADDRESSMODE;
  67327. _this._randomTexture.wrapV = BABYLON.Texture.WRAP_ADDRESSMODE;
  67328. d = [];
  67329. for (var i = 0; i < maxTextureSize; ++i) {
  67330. d.push(Math.random());
  67331. d.push(Math.random());
  67332. d.push(Math.random());
  67333. d.push(Math.random());
  67334. }
  67335. _this._randomTexture2 = new BABYLON.RawTexture(new Float32Array(d), maxTextureSize, 1, BABYLON.Engine.TEXTUREFORMAT_RGBA, _this._scene, false, false, BABYLON.Texture.NEAREST_SAMPLINGMODE, BABYLON.Engine.TEXTURETYPE_FLOAT);
  67336. _this._randomTexture2.wrapU = BABYLON.Texture.WRAP_ADDRESSMODE;
  67337. _this._randomTexture2.wrapV = BABYLON.Texture.WRAP_ADDRESSMODE;
  67338. _this._randomTextureSize = maxTextureSize;
  67339. return _this;
  67340. }
  67341. Object.defineProperty(GPUParticleSystem, "IsSupported", {
  67342. /**
  67343. * Gets a boolean indicating if the GPU particles can be rendered on current browser
  67344. */
  67345. get: function () {
  67346. if (!BABYLON.Engine.LastCreatedEngine) {
  67347. return false;
  67348. }
  67349. return BABYLON.Engine.LastCreatedEngine.webGLVersion > 1;
  67350. },
  67351. enumerable: true,
  67352. configurable: true
  67353. });
  67354. /**
  67355. * Gets the maximum number of particles active at the same time.
  67356. * @returns The max number of active particles.
  67357. */
  67358. GPUParticleSystem.prototype.getCapacity = function () {
  67359. return this._capacity;
  67360. };
  67361. Object.defineProperty(GPUParticleSystem.prototype, "activeParticleCount", {
  67362. /**
  67363. * Gets or set the number of active particles
  67364. */
  67365. get: function () {
  67366. return this._activeCount;
  67367. },
  67368. set: function (value) {
  67369. this._activeCount = Math.min(value, this._capacity);
  67370. },
  67371. enumerable: true,
  67372. configurable: true
  67373. });
  67374. /**
  67375. * Is this system ready to be used/rendered
  67376. * @return true if the system is ready
  67377. */
  67378. GPUParticleSystem.prototype.isReady = function () {
  67379. if (!this._updateEffect) {
  67380. this._recreateUpdateEffect();
  67381. this._recreateRenderEffect();
  67382. return false;
  67383. }
  67384. if (!this.emitter || !this._updateEffect.isReady() || !this._imageProcessingConfiguration.isReady() || !this._renderEffect.isReady() || !this.particleTexture || !this.particleTexture.isReady()) {
  67385. return false;
  67386. }
  67387. return true;
  67388. };
  67389. /**
  67390. * Gets if the system has been started. (Note: this will still be true after stop is called)
  67391. * @returns True if it has been started, otherwise false.
  67392. */
  67393. GPUParticleSystem.prototype.isStarted = function () {
  67394. return this._started;
  67395. };
  67396. /**
  67397. * Starts the particle system and begins to emit
  67398. * @param delay defines the delay in milliseconds before starting the system (this.startDelay by default)
  67399. */
  67400. GPUParticleSystem.prototype.start = function (delay) {
  67401. var _this = this;
  67402. if (delay === void 0) { delay = this.startDelay; }
  67403. if (!this.targetStopDuration && this._hasTargetStopDurationDependantGradient()) {
  67404. throw "Particle system started with a targetStopDuration dependant gradient (eg. startSizeGradients) but no targetStopDuration set";
  67405. }
  67406. if (delay) {
  67407. setTimeout(function () {
  67408. _this.start(0);
  67409. }, delay);
  67410. return;
  67411. }
  67412. this._started = true;
  67413. this._stopped = false;
  67414. this._preWarmDone = false;
  67415. // Animations
  67416. if (this.beginAnimationOnStart && this.animations && this.animations.length > 0) {
  67417. this.getScene().beginAnimation(this, this.beginAnimationFrom, this.beginAnimationTo, this.beginAnimationLoop);
  67418. }
  67419. };
  67420. /**
  67421. * Stops the particle system.
  67422. */
  67423. GPUParticleSystem.prototype.stop = function () {
  67424. this._stopped = true;
  67425. };
  67426. /**
  67427. * Remove all active particles
  67428. */
  67429. GPUParticleSystem.prototype.reset = function () {
  67430. this._releaseBuffers();
  67431. this._releaseVAOs();
  67432. this._currentActiveCount = 0;
  67433. this._targetIndex = 0;
  67434. };
  67435. /**
  67436. * Returns the string "GPUParticleSystem"
  67437. * @returns a string containing the class name
  67438. */
  67439. GPUParticleSystem.prototype.getClassName = function () {
  67440. return "GPUParticleSystem";
  67441. };
  67442. GPUParticleSystem.prototype._removeGradientAndTexture = function (gradient, gradients, texture) {
  67443. _super.prototype._removeGradientAndTexture.call(this, gradient, gradients, texture);
  67444. this._releaseBuffers();
  67445. return this;
  67446. };
  67447. /**
  67448. * Adds a new color gradient
  67449. * @param gradient defines the gradient to use (between 0 and 1)
  67450. * @param color1 defines the color to affect to the specified gradient
  67451. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  67452. * @returns the current particle system
  67453. */
  67454. GPUParticleSystem.prototype.addColorGradient = function (gradient, color1, color2) {
  67455. if (!this._colorGradients) {
  67456. this._colorGradients = [];
  67457. }
  67458. var colorGradient = new BABYLON.ColorGradient();
  67459. colorGradient.gradient = gradient;
  67460. colorGradient.color1 = color1;
  67461. this._colorGradients.push(colorGradient);
  67462. this._colorGradients.sort(function (a, b) {
  67463. if (a.gradient < b.gradient) {
  67464. return -1;
  67465. }
  67466. else if (a.gradient > b.gradient) {
  67467. return 1;
  67468. }
  67469. return 0;
  67470. });
  67471. if (this._colorGradientsTexture) {
  67472. this._colorGradientsTexture.dispose();
  67473. this._colorGradientsTexture = null;
  67474. }
  67475. this._releaseBuffers();
  67476. return this;
  67477. };
  67478. /**
  67479. * Remove a specific color gradient
  67480. * @param gradient defines the gradient to remove
  67481. * @returns the current particle system
  67482. */
  67483. GPUParticleSystem.prototype.removeColorGradient = function (gradient) {
  67484. this._removeGradientAndTexture(gradient, this._colorGradients, this._colorGradientsTexture);
  67485. this._colorGradientsTexture = null;
  67486. return this;
  67487. };
  67488. GPUParticleSystem.prototype._addFactorGradient = function (factorGradients, gradient, factor) {
  67489. var valueGradient = new BABYLON.FactorGradient();
  67490. valueGradient.gradient = gradient;
  67491. valueGradient.factor1 = factor;
  67492. factorGradients.push(valueGradient);
  67493. factorGradients.sort(function (a, b) {
  67494. if (a.gradient < b.gradient) {
  67495. return -1;
  67496. }
  67497. else if (a.gradient > b.gradient) {
  67498. return 1;
  67499. }
  67500. return 0;
  67501. });
  67502. this._releaseBuffers();
  67503. };
  67504. /**
  67505. * Adds a new size gradient
  67506. * @param gradient defines the gradient to use (between 0 and 1)
  67507. * @param factor defines the size factor to affect to the specified gradient
  67508. * @returns the current particle system
  67509. */
  67510. GPUParticleSystem.prototype.addSizeGradient = function (gradient, factor) {
  67511. if (!this._sizeGradients) {
  67512. this._sizeGradients = [];
  67513. }
  67514. this._addFactorGradient(this._sizeGradients, gradient, factor);
  67515. if (this._sizeGradientsTexture) {
  67516. this._sizeGradientsTexture.dispose();
  67517. this._sizeGradientsTexture = null;
  67518. }
  67519. this._releaseBuffers();
  67520. return this;
  67521. };
  67522. /**
  67523. * Remove a specific size gradient
  67524. * @param gradient defines the gradient to remove
  67525. * @returns the current particle system
  67526. */
  67527. GPUParticleSystem.prototype.removeSizeGradient = function (gradient) {
  67528. this._removeGradientAndTexture(gradient, this._sizeGradients, this._sizeGradientsTexture);
  67529. this._sizeGradientsTexture = null;
  67530. return this;
  67531. };
  67532. /**
  67533. * Adds a new angular speed gradient
  67534. * @param gradient defines the gradient to use (between 0 and 1)
  67535. * @param factor defines the angular speed to affect to the specified gradient
  67536. * @returns the current particle system
  67537. */
  67538. GPUParticleSystem.prototype.addAngularSpeedGradient = function (gradient, factor) {
  67539. if (!this._angularSpeedGradients) {
  67540. this._angularSpeedGradients = [];
  67541. }
  67542. this._addFactorGradient(this._angularSpeedGradients, gradient, factor);
  67543. if (this._angularSpeedGradientsTexture) {
  67544. this._angularSpeedGradientsTexture.dispose();
  67545. this._angularSpeedGradientsTexture = null;
  67546. }
  67547. this._releaseBuffers();
  67548. return this;
  67549. };
  67550. /**
  67551. * Remove a specific angular speed gradient
  67552. * @param gradient defines the gradient to remove
  67553. * @returns the current particle system
  67554. */
  67555. GPUParticleSystem.prototype.removeAngularSpeedGradient = function (gradient) {
  67556. this._removeGradientAndTexture(gradient, this._angularSpeedGradients, this._angularSpeedGradientsTexture);
  67557. this._angularSpeedGradientsTexture = null;
  67558. return this;
  67559. };
  67560. /**
  67561. * Adds a new velocity gradient
  67562. * @param gradient defines the gradient to use (between 0 and 1)
  67563. * @param factor defines the velocity to affect to the specified gradient
  67564. * @returns the current particle system
  67565. */
  67566. GPUParticleSystem.prototype.addVelocityGradient = function (gradient, factor) {
  67567. if (!this._velocityGradients) {
  67568. this._velocityGradients = [];
  67569. }
  67570. this._addFactorGradient(this._velocityGradients, gradient, factor);
  67571. if (this._velocityGradientsTexture) {
  67572. this._velocityGradientsTexture.dispose();
  67573. this._velocityGradientsTexture = null;
  67574. }
  67575. this._releaseBuffers();
  67576. return this;
  67577. };
  67578. /**
  67579. * Remove a specific velocity gradient
  67580. * @param gradient defines the gradient to remove
  67581. * @returns the current particle system
  67582. */
  67583. GPUParticleSystem.prototype.removeVelocityGradient = function (gradient) {
  67584. this._removeGradientAndTexture(gradient, this._velocityGradients, this._velocityGradientsTexture);
  67585. this._velocityGradientsTexture = null;
  67586. return this;
  67587. };
  67588. /**
  67589. * Adds a new limit velocity gradient
  67590. * @param gradient defines the gradient to use (between 0 and 1)
  67591. * @param factor defines the limit velocity value to affect to the specified gradient
  67592. * @returns the current particle system
  67593. */
  67594. GPUParticleSystem.prototype.addLimitVelocityGradient = function (gradient, factor) {
  67595. if (!this._limitVelocityGradients) {
  67596. this._limitVelocityGradients = [];
  67597. }
  67598. this._addFactorGradient(this._limitVelocityGradients, gradient, factor);
  67599. if (this._limitVelocityGradientsTexture) {
  67600. this._limitVelocityGradientsTexture.dispose();
  67601. this._limitVelocityGradientsTexture = null;
  67602. }
  67603. this._releaseBuffers();
  67604. return this;
  67605. };
  67606. /**
  67607. * Remove a specific limit velocity gradient
  67608. * @param gradient defines the gradient to remove
  67609. * @returns the current particle system
  67610. */
  67611. GPUParticleSystem.prototype.removeLimitVelocityGradient = function (gradient) {
  67612. this._removeGradientAndTexture(gradient, this._limitVelocityGradients, this._limitVelocityGradientsTexture);
  67613. this._limitVelocityGradientsTexture = null;
  67614. return this;
  67615. };
  67616. /**
  67617. * Adds a new drag gradient
  67618. * @param gradient defines the gradient to use (between 0 and 1)
  67619. * @param factor defines the drag value to affect to the specified gradient
  67620. * @returns the current particle system
  67621. */
  67622. GPUParticleSystem.prototype.addDragGradient = function (gradient, factor) {
  67623. if (!this._dragGradients) {
  67624. this._dragGradients = [];
  67625. }
  67626. this._addFactorGradient(this._dragGradients, gradient, factor);
  67627. if (this._dragGradientsTexture) {
  67628. this._dragGradientsTexture.dispose();
  67629. this._dragGradientsTexture = null;
  67630. }
  67631. this._releaseBuffers();
  67632. return this;
  67633. };
  67634. /**
  67635. * Remove a specific drag gradient
  67636. * @param gradient defines the gradient to remove
  67637. * @returns the current particle system
  67638. */
  67639. GPUParticleSystem.prototype.removeDragGradient = function (gradient) {
  67640. this._removeGradientAndTexture(gradient, this._dragGradients, this._dragGradientsTexture);
  67641. this._dragGradientsTexture = null;
  67642. return this;
  67643. };
  67644. /**
  67645. * Not supported by GPUParticleSystem
  67646. * @param gradient defines the gradient to use (between 0 and 1)
  67647. * @param factor defines the emit rate value to affect to the specified gradient
  67648. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  67649. * @returns the current particle system
  67650. */
  67651. GPUParticleSystem.prototype.addEmitRateGradient = function (gradient, factor, factor2) {
  67652. // Do nothing as emit rate is not supported by GPUParticleSystem
  67653. return this;
  67654. };
  67655. /**
  67656. * Not supported by GPUParticleSystem
  67657. * @param gradient defines the gradient to remove
  67658. * @returns the current particle system
  67659. */
  67660. GPUParticleSystem.prototype.removeEmitRateGradient = function (gradient) {
  67661. // Do nothing as emit rate is not supported by GPUParticleSystem
  67662. return this;
  67663. };
  67664. /**
  67665. * Not supported by GPUParticleSystem
  67666. * @param gradient defines the gradient to use (between 0 and 1)
  67667. * @param factor defines the start size value to affect to the specified gradient
  67668. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  67669. * @returns the current particle system
  67670. */
  67671. GPUParticleSystem.prototype.addStartSizeGradient = function (gradient, factor, factor2) {
  67672. // Do nothing as start size is not supported by GPUParticleSystem
  67673. return this;
  67674. };
  67675. /**
  67676. * Not supported by GPUParticleSystem
  67677. * @param gradient defines the gradient to remove
  67678. * @returns the current particle system
  67679. */
  67680. GPUParticleSystem.prototype.removeStartSizeGradient = function (gradient) {
  67681. // Do nothing as start size is not supported by GPUParticleSystem
  67682. return this;
  67683. };
  67684. /**
  67685. * Not supported by GPUParticleSystem
  67686. * @param gradient defines the gradient to use (between 0 and 1)
  67687. * @param min defines the color remap minimal range
  67688. * @param max defines the color remap maximal range
  67689. * @returns the current particle system
  67690. */
  67691. GPUParticleSystem.prototype.addColorRemapGradient = function (gradient, min, max) {
  67692. // Do nothing as start size is not supported by GPUParticleSystem
  67693. return this;
  67694. };
  67695. /**
  67696. * Not supported by GPUParticleSystem
  67697. * @param gradient defines the gradient to remove
  67698. * @returns the current particle system
  67699. */
  67700. GPUParticleSystem.prototype.removeColorRemapGradient = function (gradient) {
  67701. // Do nothing as start size is not supported by GPUParticleSystem
  67702. return this;
  67703. };
  67704. /**
  67705. * Not supported by GPUParticleSystem
  67706. * @param gradient defines the gradient to use (between 0 and 1)
  67707. * @param min defines the alpha remap minimal range
  67708. * @param max defines the alpha remap maximal range
  67709. * @returns the current particle system
  67710. */
  67711. GPUParticleSystem.prototype.addAlphaRemapGradient = function (gradient, min, max) {
  67712. // Do nothing as start size is not supported by GPUParticleSystem
  67713. return this;
  67714. };
  67715. /**
  67716. * Not supported by GPUParticleSystem
  67717. * @param gradient defines the gradient to remove
  67718. * @returns the current particle system
  67719. */
  67720. GPUParticleSystem.prototype.removeAlphaRemapGradient = function (gradient) {
  67721. // Do nothing as start size is not supported by GPUParticleSystem
  67722. return this;
  67723. };
  67724. /**
  67725. * Not supported by GPUParticleSystem
  67726. * @param gradient defines the gradient to use (between 0 and 1)
  67727. * @param color defines the color to affect to the specified gradient
  67728. * @returns the current particle system
  67729. */
  67730. GPUParticleSystem.prototype.addRampGradient = function (gradient, color) {
  67731. //Not supported by GPUParticleSystem
  67732. return this;
  67733. };
  67734. /**
  67735. * Not supported by GPUParticleSystem
  67736. * @param gradient defines the gradient to remove
  67737. * @returns the current particle system
  67738. */
  67739. GPUParticleSystem.prototype.removeRampGradient = function (gradient) {
  67740. //Not supported by GPUParticleSystem
  67741. return this;
  67742. };
  67743. /**
  67744. * Not supported by GPUParticleSystem
  67745. * @returns the list of ramp gradients
  67746. */
  67747. GPUParticleSystem.prototype.getRampGradients = function () {
  67748. return null;
  67749. };
  67750. Object.defineProperty(GPUParticleSystem.prototype, "useRampGradients", {
  67751. /**
  67752. * Not supported by GPUParticleSystem
  67753. * Gets or sets a boolean indicating that ramp gradients must be used
  67754. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  67755. */
  67756. get: function () {
  67757. //Not supported by GPUParticleSystem
  67758. return false;
  67759. },
  67760. set: function (value) {
  67761. //Not supported by GPUParticleSystem
  67762. },
  67763. enumerable: true,
  67764. configurable: true
  67765. });
  67766. /**
  67767. * Not supported by GPUParticleSystem
  67768. * @param gradient defines the gradient to use (between 0 and 1)
  67769. * @param factor defines the life time factor to affect to the specified gradient
  67770. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  67771. * @returns the current particle system
  67772. */
  67773. GPUParticleSystem.prototype.addLifeTimeGradient = function (gradient, factor, factor2) {
  67774. //Not supported by GPUParticleSystem
  67775. return this;
  67776. };
  67777. /**
  67778. * Not supported by GPUParticleSystem
  67779. * @param gradient defines the gradient to remove
  67780. * @returns the current particle system
  67781. */
  67782. GPUParticleSystem.prototype.removeLifeTimeGradient = function (gradient) {
  67783. //Not supported by GPUParticleSystem
  67784. return this;
  67785. };
  67786. GPUParticleSystem.prototype._reset = function () {
  67787. this._releaseBuffers();
  67788. };
  67789. GPUParticleSystem.prototype._createUpdateVAO = function (source) {
  67790. var updateVertexBuffers = {};
  67791. updateVertexBuffers["position"] = source.createVertexBuffer("position", 0, 3);
  67792. updateVertexBuffers["age"] = source.createVertexBuffer("age", 3, 1);
  67793. updateVertexBuffers["life"] = source.createVertexBuffer("life", 4, 1);
  67794. updateVertexBuffers["seed"] = source.createVertexBuffer("seed", 5, 4);
  67795. updateVertexBuffers["size"] = source.createVertexBuffer("size", 9, 3);
  67796. var offset = 12;
  67797. if (!this._colorGradientsTexture) {
  67798. updateVertexBuffers["color"] = source.createVertexBuffer("color", offset, 4);
  67799. offset += 4;
  67800. }
  67801. updateVertexBuffers["direction"] = source.createVertexBuffer("direction", offset, 3);
  67802. offset += 3;
  67803. if (!this._isBillboardBased) {
  67804. updateVertexBuffers["initialDirection"] = source.createVertexBuffer("initialDirection", offset, 3);
  67805. offset += 3;
  67806. }
  67807. if (this._angularSpeedGradientsTexture) {
  67808. updateVertexBuffers["angle"] = source.createVertexBuffer("angle", offset, 1);
  67809. offset += 1;
  67810. }
  67811. else {
  67812. updateVertexBuffers["angle"] = source.createVertexBuffer("angle", offset, 2);
  67813. offset += 2;
  67814. }
  67815. if (this._isAnimationSheetEnabled) {
  67816. updateVertexBuffers["cellIndex"] = source.createVertexBuffer("cellIndex", offset, 1);
  67817. offset += 1;
  67818. if (this.spriteRandomStartCell) {
  67819. updateVertexBuffers["cellStartOffset"] = source.createVertexBuffer("cellStartOffset", offset, 1);
  67820. offset += 1;
  67821. }
  67822. }
  67823. if (this.noiseTexture) {
  67824. updateVertexBuffers["noiseCoordinates1"] = source.createVertexBuffer("noiseCoordinates1", offset, 3);
  67825. offset += 3;
  67826. updateVertexBuffers["noiseCoordinates2"] = source.createVertexBuffer("noiseCoordinates2", offset, 3);
  67827. offset += 3;
  67828. }
  67829. var vao = this._engine.recordVertexArrayObject(updateVertexBuffers, null, this._updateEffect);
  67830. this._engine.bindArrayBuffer(null);
  67831. return vao;
  67832. };
  67833. GPUParticleSystem.prototype._createRenderVAO = function (source, spriteSource) {
  67834. var renderVertexBuffers = {};
  67835. renderVertexBuffers["position"] = source.createVertexBuffer("position", 0, 3, this._attributesStrideSize, true);
  67836. renderVertexBuffers["age"] = source.createVertexBuffer("age", 3, 1, this._attributesStrideSize, true);
  67837. renderVertexBuffers["life"] = source.createVertexBuffer("life", 4, 1, this._attributesStrideSize, true);
  67838. renderVertexBuffers["size"] = source.createVertexBuffer("size", 9, 3, this._attributesStrideSize, true);
  67839. var offset = 12;
  67840. if (!this._colorGradientsTexture) {
  67841. renderVertexBuffers["color"] = source.createVertexBuffer("color", offset, 4, this._attributesStrideSize, true);
  67842. offset += 4;
  67843. }
  67844. if (this.billboardMode === BABYLON.ParticleSystem.BILLBOARDMODE_STRETCHED) {
  67845. renderVertexBuffers["direction"] = source.createVertexBuffer("direction", offset, 3, this._attributesStrideSize, true);
  67846. }
  67847. offset += 3; // Direction
  67848. if (!this._isBillboardBased) {
  67849. renderVertexBuffers["initialDirection"] = source.createVertexBuffer("initialDirection", offset, 3, this._attributesStrideSize, true);
  67850. offset += 3;
  67851. }
  67852. renderVertexBuffers["angle"] = source.createVertexBuffer("angle", offset, 1, this._attributesStrideSize, true);
  67853. if (this._angularSpeedGradientsTexture) {
  67854. offset++;
  67855. }
  67856. else {
  67857. offset += 2;
  67858. }
  67859. if (this._isAnimationSheetEnabled) {
  67860. renderVertexBuffers["cellIndex"] = source.createVertexBuffer("cellIndex", offset, 1, this._attributesStrideSize, true);
  67861. offset += 1;
  67862. if (this.spriteRandomStartCell) {
  67863. renderVertexBuffers["cellStartOffset"] = source.createVertexBuffer("cellStartOffset", offset, 1, this._attributesStrideSize, true);
  67864. offset += 1;
  67865. }
  67866. }
  67867. if (this.noiseTexture) {
  67868. renderVertexBuffers["noiseCoordinates1"] = source.createVertexBuffer("noiseCoordinates1", offset, 3, this._attributesStrideSize, true);
  67869. offset += 3;
  67870. renderVertexBuffers["noiseCoordinates2"] = source.createVertexBuffer("noiseCoordinates2", offset, 3, this._attributesStrideSize, true);
  67871. offset += 3;
  67872. }
  67873. renderVertexBuffers["offset"] = spriteSource.createVertexBuffer("offset", 0, 2);
  67874. renderVertexBuffers["uv"] = spriteSource.createVertexBuffer("uv", 2, 2);
  67875. var vao = this._engine.recordVertexArrayObject(renderVertexBuffers, null, this._renderEffect);
  67876. this._engine.bindArrayBuffer(null);
  67877. return vao;
  67878. };
  67879. GPUParticleSystem.prototype._initialize = function (force) {
  67880. if (force === void 0) { force = false; }
  67881. if (this._buffer0 && !force) {
  67882. return;
  67883. }
  67884. var engine = this._scene.getEngine();
  67885. var data = new Array();
  67886. this._attributesStrideSize = 21;
  67887. this._targetIndex = 0;
  67888. if (!this.isBillboardBased) {
  67889. this._attributesStrideSize += 3;
  67890. }
  67891. if (this._colorGradientsTexture) {
  67892. this._attributesStrideSize -= 4;
  67893. }
  67894. if (this._angularSpeedGradientsTexture) {
  67895. this._attributesStrideSize -= 1;
  67896. }
  67897. if (this._isAnimationSheetEnabled) {
  67898. this._attributesStrideSize += 1;
  67899. if (this.spriteRandomStartCell) {
  67900. this._attributesStrideSize += 1;
  67901. }
  67902. }
  67903. if (this.noiseTexture) {
  67904. this._attributesStrideSize += 6;
  67905. }
  67906. for (var particleIndex = 0; particleIndex < this._capacity; particleIndex++) {
  67907. // position
  67908. data.push(0.0);
  67909. data.push(0.0);
  67910. data.push(0.0);
  67911. // Age and life
  67912. data.push(0.0); // create the particle as a dead one to create a new one at start
  67913. data.push(0.0);
  67914. // Seed
  67915. data.push(Math.random());
  67916. data.push(Math.random());
  67917. data.push(Math.random());
  67918. data.push(Math.random());
  67919. // Size
  67920. data.push(0.0);
  67921. data.push(0.0);
  67922. data.push(0.0);
  67923. if (!this._colorGradientsTexture) {
  67924. // color
  67925. data.push(0.0);
  67926. data.push(0.0);
  67927. data.push(0.0);
  67928. data.push(0.0);
  67929. }
  67930. // direction
  67931. data.push(0.0);
  67932. data.push(0.0);
  67933. data.push(0.0);
  67934. if (!this.isBillboardBased) {
  67935. // initialDirection
  67936. data.push(0.0);
  67937. data.push(0.0);
  67938. data.push(0.0);
  67939. }
  67940. // angle
  67941. data.push(0.0);
  67942. if (!this._angularSpeedGradientsTexture) {
  67943. data.push(0.0);
  67944. }
  67945. if (this._isAnimationSheetEnabled) {
  67946. data.push(0.0);
  67947. if (this.spriteRandomStartCell) {
  67948. data.push(0.0);
  67949. }
  67950. }
  67951. if (this.noiseTexture) { // Random coordinates for reading into noise texture
  67952. data.push(Math.random());
  67953. data.push(Math.random());
  67954. data.push(Math.random());
  67955. data.push(Math.random());
  67956. data.push(Math.random());
  67957. data.push(Math.random());
  67958. }
  67959. }
  67960. // Sprite data
  67961. var spriteData = new Float32Array([0.5, 0.5, 1, 1,
  67962. -0.5, 0.5, 0, 1,
  67963. -0.5, -0.5, 0, 0,
  67964. 0.5, -0.5, 1, 0]);
  67965. // Buffers
  67966. this._buffer0 = new BABYLON.Buffer(engine, data, false, this._attributesStrideSize);
  67967. this._buffer1 = new BABYLON.Buffer(engine, data, false, this._attributesStrideSize);
  67968. this._spriteBuffer = new BABYLON.Buffer(engine, spriteData, false, 4);
  67969. // Update VAO
  67970. this._updateVAO = [];
  67971. this._updateVAO.push(this._createUpdateVAO(this._buffer0));
  67972. this._updateVAO.push(this._createUpdateVAO(this._buffer1));
  67973. // Render VAO
  67974. this._renderVAO = [];
  67975. this._renderVAO.push(this._createRenderVAO(this._buffer1, this._spriteBuffer));
  67976. this._renderVAO.push(this._createRenderVAO(this._buffer0, this._spriteBuffer));
  67977. // Links
  67978. this._sourceBuffer = this._buffer0;
  67979. this._targetBuffer = this._buffer1;
  67980. };
  67981. /** @hidden */
  67982. GPUParticleSystem.prototype._recreateUpdateEffect = function () {
  67983. var defines = this.particleEmitterType ? this.particleEmitterType.getEffectDefines() : "";
  67984. if (this._isBillboardBased) {
  67985. defines += "\n#define BILLBOARD";
  67986. }
  67987. if (this._colorGradientsTexture) {
  67988. defines += "\n#define COLORGRADIENTS";
  67989. }
  67990. if (this._sizeGradientsTexture) {
  67991. defines += "\n#define SIZEGRADIENTS";
  67992. }
  67993. if (this._angularSpeedGradientsTexture) {
  67994. defines += "\n#define ANGULARSPEEDGRADIENTS";
  67995. }
  67996. if (this._velocityGradientsTexture) {
  67997. defines += "\n#define VELOCITYGRADIENTS";
  67998. }
  67999. if (this._limitVelocityGradientsTexture) {
  68000. defines += "\n#define LIMITVELOCITYGRADIENTS";
  68001. }
  68002. if (this._dragGradientsTexture) {
  68003. defines += "\n#define DRAGGRADIENTS";
  68004. }
  68005. if (this.isAnimationSheetEnabled) {
  68006. defines += "\n#define ANIMATESHEET";
  68007. if (this.spriteRandomStartCell) {
  68008. defines += "\n#define ANIMATESHEETRANDOMSTART";
  68009. }
  68010. }
  68011. if (this.noiseTexture) {
  68012. defines += "\n#define NOISE";
  68013. }
  68014. if (this._updateEffect && this._updateEffectOptions.defines === defines) {
  68015. return;
  68016. }
  68017. this._updateEffectOptions.transformFeedbackVaryings = ["outPosition", "outAge", "outLife", "outSeed", "outSize"];
  68018. if (!this._colorGradientsTexture) {
  68019. this._updateEffectOptions.transformFeedbackVaryings.push("outColor");
  68020. }
  68021. this._updateEffectOptions.transformFeedbackVaryings.push("outDirection");
  68022. if (!this._isBillboardBased) {
  68023. this._updateEffectOptions.transformFeedbackVaryings.push("outInitialDirection");
  68024. }
  68025. this._updateEffectOptions.transformFeedbackVaryings.push("outAngle");
  68026. if (this.isAnimationSheetEnabled) {
  68027. this._updateEffectOptions.transformFeedbackVaryings.push("outCellIndex");
  68028. if (this.spriteRandomStartCell) {
  68029. this._updateEffectOptions.transformFeedbackVaryings.push("outCellStartOffset");
  68030. }
  68031. }
  68032. if (this.noiseTexture) {
  68033. this._updateEffectOptions.transformFeedbackVaryings.push("outNoiseCoordinates1");
  68034. this._updateEffectOptions.transformFeedbackVaryings.push("outNoiseCoordinates2");
  68035. }
  68036. this._updateEffectOptions.defines = defines;
  68037. this._updateEffect = new BABYLON.Effect("gpuUpdateParticles", this._updateEffectOptions, this._scene.getEngine());
  68038. };
  68039. /** @hidden */
  68040. GPUParticleSystem.prototype._recreateRenderEffect = function () {
  68041. var defines = "";
  68042. if (this._scene.clipPlane) {
  68043. defines = "\n#define CLIPPLANE";
  68044. }
  68045. if (this._scene.clipPlane2) {
  68046. defines = "\n#define CLIPPLANE2";
  68047. }
  68048. if (this._scene.clipPlane3) {
  68049. defines = "\n#define CLIPPLANE3";
  68050. }
  68051. if (this._scene.clipPlane4) {
  68052. defines = "\n#define CLIPPLANE4";
  68053. }
  68054. if (this.blendMode === BABYLON.ParticleSystem.BLENDMODE_MULTIPLY) {
  68055. defines = "\n#define BLENDMULTIPLYMODE";
  68056. }
  68057. if (this._isBillboardBased) {
  68058. defines += "\n#define BILLBOARD";
  68059. switch (this.billboardMode) {
  68060. case BABYLON.ParticleSystem.BILLBOARDMODE_Y:
  68061. defines += "\n#define BILLBOARDY";
  68062. break;
  68063. case BABYLON.ParticleSystem.BILLBOARDMODE_STRETCHED:
  68064. defines += "\n#define BILLBOARDSTRETCHED";
  68065. break;
  68066. case BABYLON.ParticleSystem.BILLBOARDMODE_ALL:
  68067. default:
  68068. break;
  68069. }
  68070. }
  68071. if (this._colorGradientsTexture) {
  68072. defines += "\n#define COLORGRADIENTS";
  68073. }
  68074. if (this.isAnimationSheetEnabled) {
  68075. defines += "\n#define ANIMATESHEET";
  68076. }
  68077. if (this._imageProcessingConfiguration) {
  68078. this._imageProcessingConfiguration.prepareDefines(this._imageProcessingConfigurationDefines);
  68079. defines += "\n" + this._imageProcessingConfigurationDefines.toString();
  68080. }
  68081. if (this._renderEffect && this._renderEffect.defines === defines) {
  68082. return;
  68083. }
  68084. var uniforms = ["view", "projection", "colorDead", "invView", "vClipPlane", "vClipPlane2", "vClipPlane3", "vClipPlane4", "sheetInfos", "translationPivot", "eyePosition"];
  68085. var samplers = ["textureSampler", "colorGradientSampler"];
  68086. if (BABYLON.ImageProcessingConfiguration) {
  68087. BABYLON.ImageProcessingConfiguration.PrepareUniforms(uniforms, this._imageProcessingConfigurationDefines);
  68088. BABYLON.ImageProcessingConfiguration.PrepareSamplers(samplers, this._imageProcessingConfigurationDefines);
  68089. }
  68090. this._renderEffect = new BABYLON.Effect("gpuRenderParticles", ["position", "age", "life", "size", "color", "offset", "uv", "direction", "initialDirection", "angle", "cellIndex"], uniforms, samplers, this._scene.getEngine(), defines);
  68091. };
  68092. /**
  68093. * Animates the particle system for the current frame by emitting new particles and or animating the living ones.
  68094. * @param preWarm defines if we are in the pre-warmimg phase
  68095. */
  68096. GPUParticleSystem.prototype.animate = function (preWarm) {
  68097. if (preWarm === void 0) { preWarm = false; }
  68098. this._timeDelta = this.updateSpeed * (preWarm ? this.preWarmStepOffset : this._scene.getAnimationRatio());
  68099. this._actualFrame += this._timeDelta;
  68100. if (!this._stopped) {
  68101. if (this.targetStopDuration && this._actualFrame >= this.targetStopDuration) {
  68102. this.stop();
  68103. }
  68104. }
  68105. };
  68106. GPUParticleSystem.prototype._createFactorGradientTexture = function (factorGradients, textureName) {
  68107. var texture = this[textureName];
  68108. if (!factorGradients || !factorGradients.length || texture) {
  68109. return;
  68110. }
  68111. var data = new Float32Array(this._rawTextureWidth);
  68112. for (var x = 0; x < this._rawTextureWidth; x++) {
  68113. var ratio = x / this._rawTextureWidth;
  68114. BABYLON.Tools.GetCurrentGradient(ratio, factorGradients, function (currentGradient, nextGradient, scale) {
  68115. data[x] = BABYLON.Scalar.Lerp(currentGradient.factor1, nextGradient.factor1, scale);
  68116. });
  68117. }
  68118. this[textureName] = BABYLON.RawTexture.CreateRTexture(data, this._rawTextureWidth, 1, this._scene, false, false, BABYLON.Texture.NEAREST_SAMPLINGMODE);
  68119. };
  68120. GPUParticleSystem.prototype._createSizeGradientTexture = function () {
  68121. this._createFactorGradientTexture(this._sizeGradients, "_sizeGradientsTexture");
  68122. };
  68123. GPUParticleSystem.prototype._createAngularSpeedGradientTexture = function () {
  68124. this._createFactorGradientTexture(this._angularSpeedGradients, "_angularSpeedGradientsTexture");
  68125. };
  68126. GPUParticleSystem.prototype._createVelocityGradientTexture = function () {
  68127. this._createFactorGradientTexture(this._velocityGradients, "_velocityGradientsTexture");
  68128. };
  68129. GPUParticleSystem.prototype._createLimitVelocityGradientTexture = function () {
  68130. this._createFactorGradientTexture(this._limitVelocityGradients, "_limitVelocityGradientsTexture");
  68131. };
  68132. GPUParticleSystem.prototype._createDragGradientTexture = function () {
  68133. this._createFactorGradientTexture(this._dragGradients, "_dragGradientsTexture");
  68134. };
  68135. GPUParticleSystem.prototype._createColorGradientTexture = function () {
  68136. if (!this._colorGradients || !this._colorGradients.length || this._colorGradientsTexture) {
  68137. return;
  68138. }
  68139. var data = new Uint8Array(this._rawTextureWidth * 4);
  68140. var tmpColor = BABYLON.Tmp.Color4[0];
  68141. for (var x = 0; x < this._rawTextureWidth; x++) {
  68142. var ratio = x / this._rawTextureWidth;
  68143. BABYLON.Tools.GetCurrentGradient(ratio, this._colorGradients, function (currentGradient, nextGradient, scale) {
  68144. BABYLON.Color4.LerpToRef(currentGradient.color1, nextGradient.color1, scale, tmpColor);
  68145. data[x * 4] = tmpColor.r * 255;
  68146. data[x * 4 + 1] = tmpColor.g * 255;
  68147. data[x * 4 + 2] = tmpColor.b * 255;
  68148. data[x * 4 + 3] = tmpColor.a * 255;
  68149. });
  68150. }
  68151. this._colorGradientsTexture = BABYLON.RawTexture.CreateRGBATexture(data, this._rawTextureWidth, 1, this._scene, false, false, BABYLON.Texture.NEAREST_SAMPLINGMODE);
  68152. };
  68153. /**
  68154. * Renders the particle system in its current state
  68155. * @param preWarm defines if the system should only update the particles but not render them
  68156. * @returns the current number of particles
  68157. */
  68158. GPUParticleSystem.prototype.render = function (preWarm) {
  68159. if (preWarm === void 0) { preWarm = false; }
  68160. if (!this._started) {
  68161. return 0;
  68162. }
  68163. this._createColorGradientTexture();
  68164. this._createSizeGradientTexture();
  68165. this._createAngularSpeedGradientTexture();
  68166. this._createVelocityGradientTexture();
  68167. this._createLimitVelocityGradientTexture();
  68168. this._createDragGradientTexture();
  68169. this._recreateUpdateEffect();
  68170. this._recreateRenderEffect();
  68171. if (!this.isReady()) {
  68172. return 0;
  68173. }
  68174. if (!preWarm) {
  68175. if (!this._preWarmDone && this.preWarmCycles) {
  68176. for (var index = 0; index < this.preWarmCycles; index++) {
  68177. this.animate(true);
  68178. this.render(true);
  68179. }
  68180. this._preWarmDone = true;
  68181. }
  68182. if (this._currentRenderId === this._scene.getFrameId()) {
  68183. return 0;
  68184. }
  68185. this._currentRenderId = this._scene.getFrameId();
  68186. }
  68187. // Get everything ready to render
  68188. this._initialize();
  68189. this._accumulatedCount += this.emitRate * this._timeDelta;
  68190. if (this._accumulatedCount > 1) {
  68191. var intPart = this._accumulatedCount | 0;
  68192. this._accumulatedCount -= intPart;
  68193. this._currentActiveCount = Math.min(this._activeCount, this._currentActiveCount + intPart);
  68194. }
  68195. if (!this._currentActiveCount) {
  68196. return 0;
  68197. }
  68198. // Enable update effect
  68199. this._engine.enableEffect(this._updateEffect);
  68200. this._engine.setState(false);
  68201. this._updateEffect.setFloat("currentCount", this._currentActiveCount);
  68202. this._updateEffect.setFloat("timeDelta", this._timeDelta);
  68203. this._updateEffect.setFloat("stopFactor", this._stopped ? 0 : 1);
  68204. this._updateEffect.setTexture("randomSampler", this._randomTexture);
  68205. this._updateEffect.setTexture("randomSampler2", this._randomTexture2);
  68206. this._updateEffect.setFloat2("lifeTime", this.minLifeTime, this.maxLifeTime);
  68207. this._updateEffect.setFloat2("emitPower", this.minEmitPower, this.maxEmitPower);
  68208. if (!this._colorGradientsTexture) {
  68209. this._updateEffect.setDirectColor4("color1", this.color1);
  68210. this._updateEffect.setDirectColor4("color2", this.color2);
  68211. }
  68212. this._updateEffect.setFloat2("sizeRange", this.minSize, this.maxSize);
  68213. this._updateEffect.setFloat4("scaleRange", this.minScaleX, this.maxScaleX, this.minScaleY, this.maxScaleY);
  68214. this._updateEffect.setFloat4("angleRange", this.minAngularSpeed, this.maxAngularSpeed, this.minInitialRotation, this.maxInitialRotation);
  68215. this._updateEffect.setVector3("gravity", this.gravity);
  68216. if (this._sizeGradientsTexture) {
  68217. this._updateEffect.setTexture("sizeGradientSampler", this._sizeGradientsTexture);
  68218. }
  68219. if (this._angularSpeedGradientsTexture) {
  68220. this._updateEffect.setTexture("angularSpeedGradientSampler", this._angularSpeedGradientsTexture);
  68221. }
  68222. if (this._velocityGradientsTexture) {
  68223. this._updateEffect.setTexture("velocityGradientSampler", this._velocityGradientsTexture);
  68224. }
  68225. if (this._limitVelocityGradientsTexture) {
  68226. this._updateEffect.setTexture("limitVelocityGradientSampler", this._limitVelocityGradientsTexture);
  68227. this._updateEffect.setFloat("limitVelocityDamping", this.limitVelocityDamping);
  68228. }
  68229. if (this._dragGradientsTexture) {
  68230. this._updateEffect.setTexture("dragGradientSampler", this._dragGradientsTexture);
  68231. }
  68232. if (this.particleEmitterType) {
  68233. this.particleEmitterType.applyToShader(this._updateEffect);
  68234. }
  68235. if (this._isAnimationSheetEnabled) {
  68236. this._updateEffect.setFloat3("cellInfos", this.startSpriteCellID, this.endSpriteCellID, this.spriteCellChangeSpeed);
  68237. }
  68238. if (this.noiseTexture) {
  68239. this._updateEffect.setTexture("noiseSampler", this.noiseTexture);
  68240. this._updateEffect.setVector3("noiseStrength", this.noiseStrength);
  68241. }
  68242. var emitterWM;
  68243. if (this.emitter.position) {
  68244. var emitterMesh = this.emitter;
  68245. emitterWM = emitterMesh.getWorldMatrix();
  68246. }
  68247. else {
  68248. var emitterPosition = this.emitter;
  68249. emitterWM = BABYLON.Matrix.Translation(emitterPosition.x, emitterPosition.y, emitterPosition.z);
  68250. }
  68251. this._updateEffect.setMatrix("emitterWM", emitterWM);
  68252. // Bind source VAO
  68253. this._engine.bindVertexArrayObject(this._updateVAO[this._targetIndex], null);
  68254. // Update
  68255. this._engine.bindTransformFeedbackBuffer(this._targetBuffer.getBuffer());
  68256. this._engine.setRasterizerState(false);
  68257. this._engine.beginTransformFeedback(true);
  68258. this._engine.drawArraysType(BABYLON.Material.PointListDrawMode, 0, this._currentActiveCount);
  68259. this._engine.endTransformFeedback();
  68260. this._engine.setRasterizerState(true);
  68261. this._engine.bindTransformFeedbackBuffer(null);
  68262. if (!preWarm) {
  68263. // Enable render effect
  68264. this._engine.enableEffect(this._renderEffect);
  68265. var viewMatrix = this._scene.getViewMatrix();
  68266. this._renderEffect.setMatrix("view", viewMatrix);
  68267. this._renderEffect.setMatrix("projection", this._scene.getProjectionMatrix());
  68268. this._renderEffect.setTexture("textureSampler", this.particleTexture);
  68269. this._renderEffect.setVector2("translationPivot", this.translationPivot);
  68270. if (this._colorGradientsTexture) {
  68271. this._renderEffect.setTexture("colorGradientSampler", this._colorGradientsTexture);
  68272. }
  68273. else {
  68274. this._renderEffect.setDirectColor4("colorDead", this.colorDead);
  68275. }
  68276. if (this._isAnimationSheetEnabled && this.particleTexture) {
  68277. var baseSize = this.particleTexture.getBaseSize();
  68278. this._renderEffect.setFloat3("sheetInfos", this.spriteCellWidth / baseSize.width, this.spriteCellHeight / baseSize.height, baseSize.width / this.spriteCellWidth);
  68279. }
  68280. if (this._isBillboardBased) {
  68281. var camera = this._scene.activeCamera;
  68282. this._renderEffect.setVector3("eyePosition", camera.globalPosition);
  68283. }
  68284. if (this._scene.clipPlane || this._scene.clipPlane2 || this._scene.clipPlane3 || this._scene.clipPlane4) {
  68285. var invView = viewMatrix.clone();
  68286. invView.invert();
  68287. this._renderEffect.setMatrix("invView", invView);
  68288. BABYLON.MaterialHelper.BindClipPlane(this._renderEffect, this._scene);
  68289. }
  68290. // image processing
  68291. if (this._imageProcessingConfiguration && !this._imageProcessingConfiguration.applyByPostProcess) {
  68292. this._imageProcessingConfiguration.bind(this._renderEffect);
  68293. }
  68294. // Draw order
  68295. switch (this.blendMode) {
  68296. case BABYLON.ParticleSystem.BLENDMODE_ADD:
  68297. this._engine.setAlphaMode(BABYLON.Engine.ALPHA_ADD);
  68298. break;
  68299. case BABYLON.ParticleSystem.BLENDMODE_ONEONE:
  68300. this._engine.setAlphaMode(BABYLON.Engine.ALPHA_ONEONE);
  68301. break;
  68302. case BABYLON.ParticleSystem.BLENDMODE_STANDARD:
  68303. this._engine.setAlphaMode(BABYLON.Engine.ALPHA_COMBINE);
  68304. break;
  68305. case BABYLON.ParticleSystem.BLENDMODE_MULTIPLY:
  68306. this._engine.setAlphaMode(BABYLON.Engine.ALPHA_MULTIPLY);
  68307. break;
  68308. }
  68309. if (this.forceDepthWrite) {
  68310. this._engine.setDepthWrite(true);
  68311. }
  68312. // Bind source VAO
  68313. this._engine.bindVertexArrayObject(this._renderVAO[this._targetIndex], null);
  68314. // Render
  68315. this._engine.drawArraysType(BABYLON.Material.TriangleFanDrawMode, 0, 4, this._currentActiveCount);
  68316. this._engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  68317. }
  68318. // Switch VAOs
  68319. this._targetIndex++;
  68320. if (this._targetIndex === 2) {
  68321. this._targetIndex = 0;
  68322. }
  68323. // Switch buffers
  68324. var tmpBuffer = this._sourceBuffer;
  68325. this._sourceBuffer = this._targetBuffer;
  68326. this._targetBuffer = tmpBuffer;
  68327. return this._currentActiveCount;
  68328. };
  68329. /**
  68330. * Rebuilds the particle system
  68331. */
  68332. GPUParticleSystem.prototype.rebuild = function () {
  68333. this._initialize(true);
  68334. };
  68335. GPUParticleSystem.prototype._releaseBuffers = function () {
  68336. if (this._buffer0) {
  68337. this._buffer0.dispose();
  68338. this._buffer0 = null;
  68339. }
  68340. if (this._buffer1) {
  68341. this._buffer1.dispose();
  68342. this._buffer1 = null;
  68343. }
  68344. if (this._spriteBuffer) {
  68345. this._spriteBuffer.dispose();
  68346. this._spriteBuffer = null;
  68347. }
  68348. };
  68349. GPUParticleSystem.prototype._releaseVAOs = function () {
  68350. if (!this._updateVAO) {
  68351. return;
  68352. }
  68353. for (var index = 0; index < this._updateVAO.length; index++) {
  68354. this._engine.releaseVertexArrayObject(this._updateVAO[index]);
  68355. }
  68356. this._updateVAO = [];
  68357. for (var index = 0; index < this._renderVAO.length; index++) {
  68358. this._engine.releaseVertexArrayObject(this._renderVAO[index]);
  68359. }
  68360. this._renderVAO = [];
  68361. };
  68362. /**
  68363. * Disposes the particle system and free the associated resources
  68364. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  68365. */
  68366. GPUParticleSystem.prototype.dispose = function (disposeTexture) {
  68367. if (disposeTexture === void 0) { disposeTexture = true; }
  68368. var index = this._scene.particleSystems.indexOf(this);
  68369. if (index > -1) {
  68370. this._scene.particleSystems.splice(index, 1);
  68371. }
  68372. this._releaseBuffers();
  68373. this._releaseVAOs();
  68374. if (this._colorGradientsTexture) {
  68375. this._colorGradientsTexture.dispose();
  68376. this._colorGradientsTexture = null;
  68377. }
  68378. if (this._sizeGradientsTexture) {
  68379. this._sizeGradientsTexture.dispose();
  68380. this._sizeGradientsTexture = null;
  68381. }
  68382. if (this._angularSpeedGradientsTexture) {
  68383. this._angularSpeedGradientsTexture.dispose();
  68384. this._angularSpeedGradientsTexture = null;
  68385. }
  68386. if (this._velocityGradientsTexture) {
  68387. this._velocityGradientsTexture.dispose();
  68388. this._velocityGradientsTexture = null;
  68389. }
  68390. if (this._limitVelocityGradientsTexture) {
  68391. this._limitVelocityGradientsTexture.dispose();
  68392. this._limitVelocityGradientsTexture = null;
  68393. }
  68394. if (this._dragGradientsTexture) {
  68395. this._dragGradientsTexture.dispose();
  68396. this._dragGradientsTexture = null;
  68397. }
  68398. if (this._randomTexture) {
  68399. this._randomTexture.dispose();
  68400. this._randomTexture = null;
  68401. }
  68402. if (this._randomTexture2) {
  68403. this._randomTexture2.dispose();
  68404. this._randomTexture2 = null;
  68405. }
  68406. if (disposeTexture && this.particleTexture) {
  68407. this.particleTexture.dispose();
  68408. this.particleTexture = null;
  68409. }
  68410. if (disposeTexture && this.noiseTexture) {
  68411. this.noiseTexture.dispose();
  68412. this.noiseTexture = null;
  68413. }
  68414. // Callback
  68415. this.onDisposeObservable.notifyObservers(this);
  68416. this.onDisposeObservable.clear();
  68417. };
  68418. /**
  68419. * Clones the particle system.
  68420. * @param name The name of the cloned object
  68421. * @param newEmitter The new emitter to use
  68422. * @returns the cloned particle system
  68423. */
  68424. GPUParticleSystem.prototype.clone = function (name, newEmitter) {
  68425. var result = new GPUParticleSystem(name, { capacity: this._capacity, randomTextureSize: this._randomTextureSize }, this._scene);
  68426. BABYLON.Tools.DeepCopy(this, result);
  68427. if (newEmitter === undefined) {
  68428. newEmitter = this.emitter;
  68429. }
  68430. result.emitter = newEmitter;
  68431. if (this.particleTexture) {
  68432. result.particleTexture = new BABYLON.Texture(this.particleTexture.url, this._scene);
  68433. }
  68434. return result;
  68435. };
  68436. /**
  68437. * Serializes the particle system to a JSON object.
  68438. * @returns the JSON object
  68439. */
  68440. GPUParticleSystem.prototype.serialize = function () {
  68441. var serializationObject = {};
  68442. BABYLON.ParticleSystem._Serialize(serializationObject, this);
  68443. serializationObject.activeParticleCount = this.activeParticleCount;
  68444. return serializationObject;
  68445. };
  68446. /**
  68447. * Parses a JSON object to create a GPU particle system.
  68448. * @param parsedParticleSystem The JSON object to parse
  68449. * @param scene The scene to create the particle system in
  68450. * @param rootUrl The root url to use to load external dependencies like texture
  68451. * @param doNotStart Ignore the preventAutoStart attribute and does not start
  68452. * @returns the parsed GPU particle system
  68453. */
  68454. GPUParticleSystem.Parse = function (parsedParticleSystem, scene, rootUrl, doNotStart) {
  68455. if (doNotStart === void 0) { doNotStart = false; }
  68456. var name = parsedParticleSystem.name;
  68457. var particleSystem = new GPUParticleSystem(name, { capacity: parsedParticleSystem.capacity, randomTextureSize: parsedParticleSystem.randomTextureSize }, scene);
  68458. if (parsedParticleSystem.activeParticleCount) {
  68459. particleSystem.activeParticleCount = parsedParticleSystem.activeParticleCount;
  68460. }
  68461. BABYLON.ParticleSystem._Parse(parsedParticleSystem, particleSystem, scene, rootUrl);
  68462. // Auto start
  68463. if (parsedParticleSystem.preventAutoStart) {
  68464. particleSystem.preventAutoStart = parsedParticleSystem.preventAutoStart;
  68465. }
  68466. if (!doNotStart && !particleSystem.preventAutoStart) {
  68467. particleSystem.start();
  68468. }
  68469. return particleSystem;
  68470. };
  68471. return GPUParticleSystem;
  68472. }(BABYLON.BaseParticleSystem));
  68473. BABYLON.GPUParticleSystem = GPUParticleSystem;
  68474. })(BABYLON || (BABYLON = {}));
  68475. //# sourceMappingURL=babylon.gpuParticleSystem.js.map
  68476. var BABYLON;
  68477. (function (BABYLON) {
  68478. /**
  68479. * Represents one particle of a solid particle system.
  68480. */
  68481. var SolidParticle = /** @class */ (function () {
  68482. /**
  68483. * Creates a Solid Particle object.
  68484. * Don't create particles manually, use instead the Solid Particle System internal tools like _addParticle()
  68485. * @param particleIndex (integer) is the particle index in the Solid Particle System pool. It's also the particle identifier.
  68486. * @param positionIndex (integer) is the starting index of the particle vertices in the SPS "positions" array.
  68487. * @param indiceIndex (integer) is the starting index of the particle indices in the SPS "indices" array.
  68488. * @param model (ModelShape) is a reference to the model shape on what the particle is designed.
  68489. * @param shapeId (integer) is the model shape identifier in the SPS.
  68490. * @param idxInShape (integer) is the index of the particle in the current model (ex: the 10th box of addShape(box, 30))
  68491. * @param modelBoundingInfo is the reference to the model BoundingInfo used for intersection computations.
  68492. */
  68493. function SolidParticle(particleIndex, positionIndex, indiceIndex, model, shapeId, idxInShape, sps, modelBoundingInfo) {
  68494. if (modelBoundingInfo === void 0) { modelBoundingInfo = null; }
  68495. /**
  68496. * particle global index
  68497. */
  68498. this.idx = 0;
  68499. /**
  68500. * The color of the particle
  68501. */
  68502. this.color = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  68503. /**
  68504. * The world space position of the particle.
  68505. */
  68506. this.position = BABYLON.Vector3.Zero();
  68507. /**
  68508. * The world space rotation of the particle. (Not use if rotationQuaternion is set)
  68509. */
  68510. this.rotation = BABYLON.Vector3.Zero();
  68511. /**
  68512. * The scaling of the particle.
  68513. */
  68514. this.scaling = BABYLON.Vector3.One();
  68515. /**
  68516. * The uvs of the particle.
  68517. */
  68518. this.uvs = new BABYLON.Vector4(0.0, 0.0, 1.0, 1.0);
  68519. /**
  68520. * The current speed of the particle.
  68521. */
  68522. this.velocity = BABYLON.Vector3.Zero();
  68523. /**
  68524. * The pivot point in the particle local space.
  68525. */
  68526. this.pivot = BABYLON.Vector3.Zero();
  68527. /**
  68528. * Must the particle be translated from its pivot point in its local space ?
  68529. * In this case, the pivot point is set at the origin of the particle local space and the particle is translated.
  68530. * Default : false
  68531. */
  68532. this.translateFromPivot = false;
  68533. /**
  68534. * Is the particle active or not ?
  68535. */
  68536. this.alive = true;
  68537. /**
  68538. * Is the particle visible or not ?
  68539. */
  68540. this.isVisible = true;
  68541. /**
  68542. * Index of this particle in the global "positions" array (Internal use)
  68543. * @hidden
  68544. */
  68545. this._pos = 0;
  68546. /**
  68547. * @hidden Index of this particle in the global "indices" array (Internal use)
  68548. */
  68549. this._ind = 0;
  68550. /**
  68551. * ModelShape id of this particle
  68552. */
  68553. this.shapeId = 0;
  68554. /**
  68555. * Index of the particle in its shape id (Internal use)
  68556. */
  68557. this.idxInShape = 0;
  68558. /**
  68559. * @hidden Still set as invisible in order to skip useless computations (Internal use)
  68560. */
  68561. this._stillInvisible = false;
  68562. /**
  68563. * @hidden Last computed particle rotation matrix
  68564. */
  68565. this._rotationMatrix = [1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0];
  68566. /**
  68567. * Parent particle Id, if any.
  68568. * Default null.
  68569. */
  68570. this.parentId = null;
  68571. /**
  68572. * @hidden Internal global position in the SPS.
  68573. */
  68574. this._globalPosition = BABYLON.Vector3.Zero();
  68575. this.idx = particleIndex;
  68576. this._pos = positionIndex;
  68577. this._ind = indiceIndex;
  68578. this._model = model;
  68579. this.shapeId = shapeId;
  68580. this.idxInShape = idxInShape;
  68581. this._sps = sps;
  68582. if (modelBoundingInfo) {
  68583. this._modelBoundingInfo = modelBoundingInfo;
  68584. this._boundingInfo = new BABYLON.BoundingInfo(modelBoundingInfo.minimum, modelBoundingInfo.maximum);
  68585. }
  68586. }
  68587. Object.defineProperty(SolidParticle.prototype, "scale", {
  68588. /**
  68589. * Legacy support, changed scale to scaling
  68590. */
  68591. get: function () {
  68592. return this.scaling;
  68593. },
  68594. /**
  68595. * Legacy support, changed scale to scaling
  68596. */
  68597. set: function (scale) {
  68598. this.scaling = scale;
  68599. },
  68600. enumerable: true,
  68601. configurable: true
  68602. });
  68603. Object.defineProperty(SolidParticle.prototype, "quaternion", {
  68604. /**
  68605. * Legacy support, changed quaternion to rotationQuaternion
  68606. */
  68607. get: function () {
  68608. return this.rotationQuaternion;
  68609. },
  68610. /**
  68611. * Legacy support, changed quaternion to rotationQuaternion
  68612. */
  68613. set: function (q) {
  68614. this.rotationQuaternion = q;
  68615. },
  68616. enumerable: true,
  68617. configurable: true
  68618. });
  68619. /**
  68620. * Returns a boolean. True if the particle intersects another particle or another mesh, else false.
  68621. * The intersection is computed on the particle bounding sphere and Axis Aligned Bounding Box (AABB)
  68622. * @param target is the object (solid particle or mesh) what the intersection is computed against.
  68623. * @returns true if it intersects
  68624. */
  68625. SolidParticle.prototype.intersectsMesh = function (target) {
  68626. if (!this._boundingInfo || !target._boundingInfo) {
  68627. return false;
  68628. }
  68629. if (this._sps._bSphereOnly) {
  68630. return BABYLON.BoundingSphere.Intersects(this._boundingInfo.boundingSphere, target._boundingInfo.boundingSphere);
  68631. }
  68632. return this._boundingInfo.intersects(target._boundingInfo, false);
  68633. };
  68634. /**
  68635. * get the rotation matrix of the particle
  68636. * @hidden
  68637. */
  68638. SolidParticle.prototype.getRotationMatrix = function (m) {
  68639. var quaternion;
  68640. if (this.rotationQuaternion) {
  68641. quaternion = this.rotationQuaternion;
  68642. }
  68643. else {
  68644. quaternion = BABYLON.Tmp.Quaternion[0];
  68645. var rotation = this.rotation;
  68646. BABYLON.Quaternion.RotationYawPitchRollToRef(rotation.y, rotation.x, rotation.z, quaternion);
  68647. }
  68648. quaternion.toRotationMatrix(m);
  68649. };
  68650. return SolidParticle;
  68651. }());
  68652. BABYLON.SolidParticle = SolidParticle;
  68653. /**
  68654. * Represents the shape of the model used by one particle of a solid particle system.
  68655. * SPS internal tool, don't use it manually.
  68656. */
  68657. var ModelShape = /** @class */ (function () {
  68658. /**
  68659. * Creates a ModelShape object. This is an internal simplified reference to a mesh used as for a model to replicate particles from by the SPS.
  68660. * SPS internal tool, don't use it manually.
  68661. * @hidden
  68662. */
  68663. function ModelShape(id, shape, indicesLength, shapeUV, posFunction, vtxFunction) {
  68664. /**
  68665. * length of the shape in the model indices array (internal use)
  68666. * @hidden
  68667. */
  68668. this._indicesLength = 0;
  68669. this.shapeID = id;
  68670. this._shape = shape;
  68671. this._indicesLength = indicesLength;
  68672. this._shapeUV = shapeUV;
  68673. this._positionFunction = posFunction;
  68674. this._vertexFunction = vtxFunction;
  68675. }
  68676. return ModelShape;
  68677. }());
  68678. BABYLON.ModelShape = ModelShape;
  68679. /**
  68680. * Represents a Depth Sorted Particle in the solid particle system.
  68681. */
  68682. var DepthSortedParticle = /** @class */ (function () {
  68683. function DepthSortedParticle() {
  68684. /**
  68685. * Index of the particle in the "indices" array
  68686. */
  68687. this.ind = 0;
  68688. /**
  68689. * Length of the particle shape in the "indices" array
  68690. */
  68691. this.indicesLength = 0;
  68692. /**
  68693. * Squared distance from the particle to the camera
  68694. */
  68695. this.sqDistance = 0.0;
  68696. }
  68697. return DepthSortedParticle;
  68698. }());
  68699. BABYLON.DepthSortedParticle = DepthSortedParticle;
  68700. })(BABYLON || (BABYLON = {}));
  68701. //# sourceMappingURL=babylon.solidParticle.js.map
  68702. var BABYLON;
  68703. (function (BABYLON) {
  68704. var depthSortFunction = function (p1, p2) { return p2.sqDistance - p1.sqDistance; };
  68705. /**
  68706. * The SPS is a single updatable mesh. The solid particles are simply separate parts or faces fo this big mesh.
  68707. *As it is just a mesh, the SPS has all the same properties than any other BJS mesh : not more, not less. It can be scaled, rotated, translated, enlighted, textured, moved, etc.
  68708. * The SPS is also a particle system. It provides some methods to manage the particles.
  68709. * However it is behavior agnostic. This means it has no emitter, no particle physics, no particle recycler. You have to implement your own behavior.
  68710. *
  68711. * Full documentation here : http://doc.babylonjs.com/overviews/Solid_Particle_System
  68712. */
  68713. var SolidParticleSystem = /** @class */ (function () {
  68714. /**
  68715. * Creates a SPS (Solid Particle System) object.
  68716. * @param name (String) is the SPS name, this will be the underlying mesh name.
  68717. * @param scene (Scene) is the scene in which the SPS is added.
  68718. * @param updatable (optional boolean, default true) : if the SPS must be updatable or immutable.
  68719. * @param isPickable (optional boolean, default false) : if the solid particles must be pickable.
  68720. * @param enableDepthSort (optional boolean, default false) : if the solid particles must be sorted in the geometry according to their distance to the camera.
  68721. * @param particleIntersection (optional boolean, default false) : if the solid particle intersections must be computed.
  68722. * @param boundingSphereOnly (optional boolean, default false) : if the particle intersection must be computed only with the bounding sphere (no bounding box computation, so faster).
  68723. * @param bSphereRadiusFactor (optional float, default 1.0) : a number to multiply the boundind sphere radius by in order to reduce it for instance.
  68724. * @example bSphereRadiusFactor = 1.0 / Math.sqrt(3.0) => the bounding sphere exactly matches a spherical mesh.
  68725. */
  68726. function SolidParticleSystem(name, scene, options) {
  68727. /**
  68728. * The SPS array of Solid Particle objects. Just access each particle as with any classic array.
  68729. * Example : var p = SPS.particles[i];
  68730. */
  68731. this.particles = new Array();
  68732. /**
  68733. * The SPS total number of particles. Read only. Use SPS.counter instead if you need to set your own value.
  68734. */
  68735. this.nbParticles = 0;
  68736. /**
  68737. * If the particles must ever face the camera (default false). Useful for planar particles.
  68738. */
  68739. this.billboard = false;
  68740. /**
  68741. * Recompute normals when adding a shape
  68742. */
  68743. this.recomputeNormals = true;
  68744. /**
  68745. * This a counter ofr your own usage. It's not set by any SPS functions.
  68746. */
  68747. this.counter = 0;
  68748. /**
  68749. * This empty object is intended to store some SPS specific or temporary values in order to lower the Garbage Collector activity.
  68750. * Please read : http://doc.babylonjs.com/overviews/Solid_Particle_System#garbage-collector-concerns
  68751. */
  68752. this.vars = {};
  68753. /**
  68754. * If the particle intersection must be computed only with the bounding sphere (no bounding box computation, so faster). (Internal use only)
  68755. * @hidden
  68756. */
  68757. this._bSphereOnly = false;
  68758. /**
  68759. * A number to multiply the boundind sphere radius by in order to reduce it for instance. (Internal use only)
  68760. * @hidden
  68761. */
  68762. this._bSphereRadiusFactor = 1.0;
  68763. this._positions = new Array();
  68764. this._indices = new Array();
  68765. this._normals = new Array();
  68766. this._colors = new Array();
  68767. this._uvs = new Array();
  68768. this._index = 0; // indices index
  68769. this._updatable = true;
  68770. this._pickable = false;
  68771. this._isVisibilityBoxLocked = false;
  68772. this._alwaysVisible = false;
  68773. this._depthSort = false;
  68774. this._shapeCounter = 0;
  68775. this._copy = new BABYLON.SolidParticle(0, 0, 0, null, 0, 0, this);
  68776. this._color = new BABYLON.Color4(0, 0, 0, 0);
  68777. this._computeParticleColor = true;
  68778. this._computeParticleTexture = true;
  68779. this._computeParticleRotation = true;
  68780. this._computeParticleVertex = false;
  68781. this._computeBoundingBox = false;
  68782. this._depthSortParticles = true;
  68783. this._mustUnrotateFixedNormals = false;
  68784. this._particlesIntersect = false;
  68785. this._needs32Bits = false;
  68786. this.name = name;
  68787. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  68788. this._camera = scene.activeCamera;
  68789. this._pickable = options ? options.isPickable : false;
  68790. this._depthSort = options ? options.enableDepthSort : false;
  68791. this._particlesIntersect = options ? options.particleIntersection : false;
  68792. this._bSphereOnly = options ? options.boundingSphereOnly : false;
  68793. this._bSphereRadiusFactor = (options && options.bSphereRadiusFactor) ? options.bSphereRadiusFactor : 1.0;
  68794. if (options && options.updatable !== undefined) {
  68795. this._updatable = options.updatable;
  68796. }
  68797. else {
  68798. this._updatable = true;
  68799. }
  68800. if (this._pickable) {
  68801. this.pickedParticles = [];
  68802. }
  68803. if (this._depthSort) {
  68804. this.depthSortedParticles = [];
  68805. }
  68806. }
  68807. /**
  68808. * Builds the SPS underlying mesh. Returns a standard Mesh.
  68809. * If no model shape was added to the SPS, the returned mesh is just a single triangular plane.
  68810. * @returns the created mesh
  68811. */
  68812. SolidParticleSystem.prototype.buildMesh = function () {
  68813. if (this.nbParticles === 0) {
  68814. var triangle = BABYLON.MeshBuilder.CreateDisc("", { radius: 1, tessellation: 3 }, this._scene);
  68815. this.addShape(triangle, 1);
  68816. triangle.dispose();
  68817. }
  68818. this._indices32 = (this._needs32Bits) ? new Uint32Array(this._indices) : new Uint16Array(this._indices);
  68819. this._positions32 = new Float32Array(this._positions);
  68820. this._uvs32 = new Float32Array(this._uvs);
  68821. this._colors32 = new Float32Array(this._colors);
  68822. if (this.recomputeNormals) {
  68823. BABYLON.VertexData.ComputeNormals(this._positions32, this._indices32, this._normals);
  68824. }
  68825. this._normals32 = new Float32Array(this._normals);
  68826. this._fixedNormal32 = new Float32Array(this._normals);
  68827. if (this._mustUnrotateFixedNormals) { // the particles could be created already rotated in the mesh with a positionFunction
  68828. this._unrotateFixedNormals();
  68829. }
  68830. var vertexData = new BABYLON.VertexData();
  68831. vertexData.indices = (this._depthSort) ? this._indices : this._indices32;
  68832. vertexData.set(this._positions32, BABYLON.VertexBuffer.PositionKind);
  68833. vertexData.set(this._normals32, BABYLON.VertexBuffer.NormalKind);
  68834. if (this._uvs32.length > 0) {
  68835. vertexData.set(this._uvs32, BABYLON.VertexBuffer.UVKind);
  68836. }
  68837. if (this._colors32.length > 0) {
  68838. vertexData.set(this._colors32, BABYLON.VertexBuffer.ColorKind);
  68839. }
  68840. var mesh = new BABYLON.Mesh(this.name, this._scene);
  68841. vertexData.applyToMesh(mesh, this._updatable);
  68842. this.mesh = mesh;
  68843. this.mesh.isPickable = this._pickable;
  68844. // free memory
  68845. if (!this._depthSort) {
  68846. this._indices = null;
  68847. }
  68848. this._positions = null;
  68849. this._normals = null;
  68850. this._uvs = null;
  68851. this._colors = null;
  68852. if (!this._updatable) {
  68853. this.particles.length = 0;
  68854. }
  68855. return mesh;
  68856. };
  68857. /**
  68858. * Digests the mesh and generates as many solid particles in the system as wanted. Returns the SPS.
  68859. * These particles will have the same geometry than the mesh parts and will be positioned at the same localisation than the mesh original places.
  68860. * Thus the particles generated from `digest()` have their property `position` set yet.
  68861. * @param mesh ( Mesh ) is the mesh to be digested
  68862. * @param options {facetNb} (optional integer, default 1) is the number of mesh facets per particle, this parameter is overriden by the parameter `number` if any
  68863. * {delta} (optional integer, default 0) is the random extra number of facets per particle , each particle will have between `facetNb` and `facetNb + delta` facets
  68864. * {number} (optional positive integer) is the wanted number of particles : each particle is built with `mesh_total_facets / number` facets
  68865. * @returns the current SPS
  68866. */
  68867. SolidParticleSystem.prototype.digest = function (mesh, options) {
  68868. var size = (options && options.facetNb) || 1;
  68869. var number = (options && options.number) || 0;
  68870. var delta = (options && options.delta) || 0;
  68871. var meshPos = mesh.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  68872. var meshInd = mesh.getIndices();
  68873. var meshUV = mesh.getVerticesData(BABYLON.VertexBuffer.UVKind);
  68874. var meshCol = mesh.getVerticesData(BABYLON.VertexBuffer.ColorKind);
  68875. var meshNor = mesh.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  68876. var f = 0; // facet counter
  68877. var totalFacets = meshInd.length / 3; // a facet is a triangle, so 3 indices
  68878. // compute size from number
  68879. if (number) {
  68880. number = (number > totalFacets) ? totalFacets : number;
  68881. size = Math.round(totalFacets / number);
  68882. delta = 0;
  68883. }
  68884. else {
  68885. size = (size > totalFacets) ? totalFacets : size;
  68886. }
  68887. var facetPos = []; // submesh positions
  68888. var facetInd = []; // submesh indices
  68889. var facetUV = []; // submesh UV
  68890. var facetCol = []; // submesh colors
  68891. var barycenter = BABYLON.Vector3.Zero();
  68892. var sizeO = size;
  68893. while (f < totalFacets) {
  68894. size = sizeO + Math.floor((1 + delta) * Math.random());
  68895. if (f > totalFacets - size) {
  68896. size = totalFacets - f;
  68897. }
  68898. // reset temp arrays
  68899. facetPos.length = 0;
  68900. facetInd.length = 0;
  68901. facetUV.length = 0;
  68902. facetCol.length = 0;
  68903. // iterate over "size" facets
  68904. var fi = 0;
  68905. for (var j = f * 3; j < (f + size) * 3; j++) {
  68906. facetInd.push(fi);
  68907. var i = meshInd[j];
  68908. facetPos.push(meshPos[i * 3], meshPos[i * 3 + 1], meshPos[i * 3 + 2]);
  68909. if (meshUV) {
  68910. facetUV.push(meshUV[i * 2], meshUV[i * 2 + 1]);
  68911. }
  68912. if (meshCol) {
  68913. facetCol.push(meshCol[i * 4], meshCol[i * 4 + 1], meshCol[i * 4 + 2], meshCol[i * 4 + 3]);
  68914. }
  68915. fi++;
  68916. }
  68917. // create a model shape for each single particle
  68918. var idx = this.nbParticles;
  68919. var shape = this._posToShape(facetPos);
  68920. var shapeUV = this._uvsToShapeUV(facetUV);
  68921. // compute the barycenter of the shape
  68922. var v;
  68923. for (v = 0; v < shape.length; v++) {
  68924. barycenter.addInPlace(shape[v]);
  68925. }
  68926. barycenter.scaleInPlace(1 / shape.length);
  68927. // shift the shape from its barycenter to the origin
  68928. for (v = 0; v < shape.length; v++) {
  68929. shape[v].subtractInPlace(barycenter);
  68930. }
  68931. var bInfo;
  68932. if (this._particlesIntersect) {
  68933. bInfo = new BABYLON.BoundingInfo(barycenter, barycenter);
  68934. }
  68935. var modelShape = new BABYLON.ModelShape(this._shapeCounter, shape, size * 3, shapeUV, null, null);
  68936. // add the particle in the SPS
  68937. var currentPos = this._positions.length;
  68938. var currentInd = this._indices.length;
  68939. this._meshBuilder(this._index, shape, this._positions, facetInd, this._indices, facetUV, this._uvs, facetCol, this._colors, meshNor, this._normals, idx, 0, null);
  68940. this._addParticle(idx, currentPos, currentInd, modelShape, this._shapeCounter, 0, bInfo);
  68941. // initialize the particle position
  68942. this.particles[this.nbParticles].position.addInPlace(barycenter);
  68943. this._index += shape.length;
  68944. idx++;
  68945. this.nbParticles++;
  68946. this._shapeCounter++;
  68947. f += size;
  68948. }
  68949. return this;
  68950. };
  68951. // unrotate the fixed normals in case the mesh was built with pre-rotated particles, ex : use of positionFunction in addShape()
  68952. SolidParticleSystem.prototype._unrotateFixedNormals = function () {
  68953. var index = 0;
  68954. var idx = 0;
  68955. var tmpNormal = BABYLON.Tmp.Vector3[0];
  68956. var quaternion = BABYLON.Tmp.Quaternion[0];
  68957. var invertedRotMatrix = BABYLON.Tmp.Matrix[0];
  68958. for (var p = 0; p < this.particles.length; p++) {
  68959. var particle = this.particles[p];
  68960. var shape = particle._model._shape;
  68961. // computing the inverse of the rotation matrix from the quaternion
  68962. // is equivalent to computing the matrix of the inverse quaternion, i.e of the conjugate quaternion
  68963. if (particle.rotationQuaternion) {
  68964. particle.rotationQuaternion.conjugateToRef(quaternion);
  68965. }
  68966. else {
  68967. var rotation = particle.rotation;
  68968. BABYLON.Quaternion.RotationYawPitchRollToRef(rotation.y, rotation.x, rotation.z, quaternion);
  68969. quaternion.conjugateInPlace();
  68970. }
  68971. quaternion.toRotationMatrix(invertedRotMatrix);
  68972. for (var pt = 0; pt < shape.length; pt++) {
  68973. idx = index + pt * 3;
  68974. BABYLON.Vector3.TransformNormalFromFloatsToRef(this._normals32[idx], this._normals32[idx + 1], this._normals32[idx + 2], invertedRotMatrix, tmpNormal);
  68975. tmpNormal.toArray(this._fixedNormal32, idx);
  68976. }
  68977. index = idx + 3;
  68978. }
  68979. };
  68980. //reset copy
  68981. SolidParticleSystem.prototype._resetCopy = function () {
  68982. var copy = this._copy;
  68983. copy.position.setAll(0);
  68984. copy.rotation.setAll(0);
  68985. copy.rotationQuaternion = null;
  68986. copy.scaling.setAll(1);
  68987. copy.uvs.copyFromFloats(0.0, 0.0, 1.0, 1.0);
  68988. copy.color = null;
  68989. copy.translateFromPivot = false;
  68990. };
  68991. // _meshBuilder : inserts the shape model in the global SPS mesh
  68992. SolidParticleSystem.prototype._meshBuilder = function (p, shape, positions, meshInd, indices, meshUV, uvs, meshCol, colors, meshNor, normals, idx, idxInShape, options) {
  68993. var i;
  68994. var u = 0;
  68995. var c = 0;
  68996. var n = 0;
  68997. this._resetCopy();
  68998. var copy = this._copy;
  68999. if (options && options.positionFunction) { // call to custom positionFunction
  69000. options.positionFunction(copy, idx, idxInShape);
  69001. this._mustUnrotateFixedNormals = true;
  69002. }
  69003. var rotMatrix = BABYLON.Tmp.Matrix[0];
  69004. var tmpVertex = BABYLON.Tmp.Vector3[0];
  69005. var tmpRotated = BABYLON.Tmp.Vector3[1];
  69006. var pivotBackTranslation = BABYLON.Tmp.Vector3[2];
  69007. var scaledPivot = BABYLON.Tmp.Vector3[3];
  69008. copy.getRotationMatrix(rotMatrix);
  69009. copy.pivot.multiplyToRef(copy.scaling, scaledPivot);
  69010. if (copy.translateFromPivot) {
  69011. pivotBackTranslation.setAll(0.0);
  69012. }
  69013. else {
  69014. pivotBackTranslation.copyFrom(scaledPivot);
  69015. }
  69016. for (i = 0; i < shape.length; i++) {
  69017. tmpVertex.copyFrom(shape[i]);
  69018. if (options && options.vertexFunction) {
  69019. options.vertexFunction(copy, tmpVertex, i);
  69020. }
  69021. tmpVertex.multiplyInPlace(copy.scaling).subtractInPlace(scaledPivot);
  69022. BABYLON.Vector3.TransformCoordinatesToRef(tmpVertex, rotMatrix, tmpRotated);
  69023. tmpRotated.addInPlace(pivotBackTranslation).addInPlace(copy.position);
  69024. positions.push(tmpRotated.x, tmpRotated.y, tmpRotated.z);
  69025. if (meshUV) {
  69026. var copyUvs = copy.uvs;
  69027. uvs.push((copyUvs.z - copyUvs.x) * meshUV[u] + copyUvs.x, (copyUvs.w - copyUvs.y) * meshUV[u + 1] + copyUvs.y);
  69028. u += 2;
  69029. }
  69030. if (copy.color) {
  69031. this._color = copy.color;
  69032. }
  69033. else {
  69034. var color = this._color;
  69035. if (meshCol && meshCol[c] !== undefined) {
  69036. color.r = meshCol[c];
  69037. color.g = meshCol[c + 1];
  69038. color.b = meshCol[c + 2];
  69039. color.a = meshCol[c + 3];
  69040. }
  69041. else {
  69042. color.r = 1.0;
  69043. color.g = 1.0;
  69044. color.b = 1.0;
  69045. color.a = 1.0;
  69046. }
  69047. }
  69048. colors.push(this._color.r, this._color.g, this._color.b, this._color.a);
  69049. c += 4;
  69050. if (!this.recomputeNormals && meshNor) {
  69051. tmpVertex.x = meshNor[n];
  69052. tmpVertex.y = meshNor[n + 1];
  69053. tmpVertex.z = meshNor[n + 2];
  69054. BABYLON.Vector3.TransformNormalToRef(tmpVertex, rotMatrix, tmpVertex);
  69055. normals.push(tmpVertex.x, tmpVertex.y, tmpVertex.z);
  69056. n += 3;
  69057. }
  69058. }
  69059. for (i = 0; i < meshInd.length; i++) {
  69060. var current_ind = p + meshInd[i];
  69061. indices.push(current_ind);
  69062. if (current_ind > 65535) {
  69063. this._needs32Bits = true;
  69064. }
  69065. }
  69066. if (this._pickable) {
  69067. var nbfaces = meshInd.length / 3;
  69068. for (i = 0; i < nbfaces; i++) {
  69069. this.pickedParticles.push({ idx: idx, faceId: i });
  69070. }
  69071. }
  69072. if (this._depthSort) {
  69073. this.depthSortedParticles.push(new BABYLON.DepthSortedParticle());
  69074. }
  69075. return copy;
  69076. };
  69077. // returns a shape array from positions array
  69078. SolidParticleSystem.prototype._posToShape = function (positions) {
  69079. var shape = [];
  69080. for (var i = 0; i < positions.length; i += 3) {
  69081. shape.push(BABYLON.Vector3.FromArray(positions, i));
  69082. }
  69083. return shape;
  69084. };
  69085. // returns a shapeUV array from a Vector4 uvs
  69086. SolidParticleSystem.prototype._uvsToShapeUV = function (uvs) {
  69087. var shapeUV = [];
  69088. if (uvs) {
  69089. for (var i = 0; i < uvs.length; i++) {
  69090. shapeUV.push(uvs[i]);
  69091. }
  69092. }
  69093. return shapeUV;
  69094. };
  69095. // adds a new particle object in the particles array
  69096. SolidParticleSystem.prototype._addParticle = function (idx, idxpos, idxind, model, shapeId, idxInShape, bInfo) {
  69097. if (bInfo === void 0) { bInfo = null; }
  69098. var sp = new BABYLON.SolidParticle(idx, idxpos, idxind, model, shapeId, idxInShape, this, bInfo);
  69099. this.particles.push(sp);
  69100. return sp;
  69101. };
  69102. /**
  69103. * Adds some particles to the SPS from the model shape. Returns the shape id.
  69104. * Please read the doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#create-an-immutable-sps
  69105. * @param mesh is any Mesh object that will be used as a model for the solid particles.
  69106. * @param nb (positive integer) the number of particles to be created from this model
  69107. * @param options {positionFunction} is an optional javascript function to called for each particle on SPS creation.
  69108. * {vertexFunction} is an optional javascript function to called for each vertex of each particle on SPS creation
  69109. * @returns the number of shapes in the system
  69110. */
  69111. SolidParticleSystem.prototype.addShape = function (mesh, nb, options) {
  69112. var meshPos = mesh.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  69113. var meshInd = mesh.getIndices();
  69114. var meshUV = mesh.getVerticesData(BABYLON.VertexBuffer.UVKind);
  69115. var meshCol = mesh.getVerticesData(BABYLON.VertexBuffer.ColorKind);
  69116. var meshNor = mesh.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  69117. var bbInfo;
  69118. if (this._particlesIntersect) {
  69119. bbInfo = mesh.getBoundingInfo();
  69120. }
  69121. var shape = this._posToShape(meshPos);
  69122. var shapeUV = this._uvsToShapeUV(meshUV);
  69123. var posfunc = options ? options.positionFunction : null;
  69124. var vtxfunc = options ? options.vertexFunction : null;
  69125. var modelShape = new BABYLON.ModelShape(this._shapeCounter, shape, meshInd.length, shapeUV, posfunc, vtxfunc);
  69126. // particles
  69127. var sp;
  69128. var currentCopy;
  69129. var idx = this.nbParticles;
  69130. for (var i = 0; i < nb; i++) {
  69131. var currentPos = this._positions.length;
  69132. var currentInd = this._indices.length;
  69133. currentCopy = this._meshBuilder(this._index, shape, this._positions, meshInd, this._indices, meshUV, this._uvs, meshCol, this._colors, meshNor, this._normals, idx, i, options);
  69134. if (this._updatable) {
  69135. sp = this._addParticle(idx, currentPos, currentInd, modelShape, this._shapeCounter, i, bbInfo);
  69136. sp.position.copyFrom(currentCopy.position);
  69137. sp.rotation.copyFrom(currentCopy.rotation);
  69138. if (currentCopy.rotationQuaternion && sp.rotationQuaternion) {
  69139. sp.rotationQuaternion.copyFrom(currentCopy.rotationQuaternion);
  69140. }
  69141. if (currentCopy.color && sp.color) {
  69142. sp.color.copyFrom(currentCopy.color);
  69143. }
  69144. sp.scaling.copyFrom(currentCopy.scaling);
  69145. sp.uvs.copyFrom(currentCopy.uvs);
  69146. }
  69147. this._index += shape.length;
  69148. idx++;
  69149. }
  69150. this.nbParticles += nb;
  69151. this._shapeCounter++;
  69152. return this._shapeCounter - 1;
  69153. };
  69154. // rebuilds a particle back to its just built status : if needed, recomputes the custom positions and vertices
  69155. SolidParticleSystem.prototype._rebuildParticle = function (particle) {
  69156. this._resetCopy();
  69157. var copy = this._copy;
  69158. if (particle._model._positionFunction) { // recall to stored custom positionFunction
  69159. particle._model._positionFunction(copy, particle.idx, particle.idxInShape);
  69160. }
  69161. var rotMatrix = BABYLON.Tmp.Matrix[0];
  69162. var tmpVertex = BABYLON.Tmp.Vector3[0];
  69163. var tmpRotated = BABYLON.Tmp.Vector3[1];
  69164. var pivotBackTranslation = BABYLON.Tmp.Vector3[2];
  69165. var scaledPivot = BABYLON.Tmp.Vector3[3];
  69166. copy.getRotationMatrix(rotMatrix);
  69167. particle.pivot.multiplyToRef(particle.scaling, scaledPivot);
  69168. if (copy.translateFromPivot) {
  69169. pivotBackTranslation.copyFromFloats(0.0, 0.0, 0.0);
  69170. }
  69171. else {
  69172. pivotBackTranslation.copyFrom(scaledPivot);
  69173. }
  69174. var shape = particle._model._shape;
  69175. for (var pt = 0; pt < shape.length; pt++) {
  69176. tmpVertex.copyFrom(shape[pt]);
  69177. if (particle._model._vertexFunction) {
  69178. particle._model._vertexFunction(copy, tmpVertex, pt); // recall to stored vertexFunction
  69179. }
  69180. tmpVertex.multiplyInPlace(copy.scaling).subtractInPlace(scaledPivot);
  69181. BABYLON.Vector3.TransformCoordinatesToRef(tmpVertex, rotMatrix, tmpRotated);
  69182. tmpRotated.addInPlace(pivotBackTranslation).addInPlace(copy.position).toArray(this._positions32, particle._pos + pt * 3);
  69183. }
  69184. particle.position.setAll(0.0);
  69185. particle.rotation.setAll(0.0);
  69186. particle.rotationQuaternion = null;
  69187. particle.scaling.setAll(1.0);
  69188. particle.uvs.setAll(0.0);
  69189. particle.pivot.setAll(0.0);
  69190. particle.translateFromPivot = false;
  69191. particle.parentId = null;
  69192. };
  69193. /**
  69194. * Rebuilds the whole mesh and updates the VBO : custom positions and vertices are recomputed if needed.
  69195. * @returns the SPS.
  69196. */
  69197. SolidParticleSystem.prototype.rebuildMesh = function () {
  69198. for (var p = 0; p < this.particles.length; p++) {
  69199. this._rebuildParticle(this.particles[p]);
  69200. }
  69201. this.mesh.updateVerticesData(BABYLON.VertexBuffer.PositionKind, this._positions32, false, false);
  69202. return this;
  69203. };
  69204. /**
  69205. * Sets all the particles : this method actually really updates the mesh according to the particle positions, rotations, colors, textures, etc.
  69206. * This method calls `updateParticle()` for each particle of the SPS.
  69207. * For an animated SPS, it is usually called within the render loop.
  69208. * @param start The particle index in the particle array where to start to compute the particle property values _(default 0)_
  69209. * @param end The particle index in the particle array where to stop to compute the particle property values _(default nbParticle - 1)_
  69210. * @param update If the mesh must be finally updated on this call after all the particle computations _(default true)_
  69211. * @returns the SPS.
  69212. */
  69213. SolidParticleSystem.prototype.setParticles = function (start, end, update) {
  69214. if (start === void 0) { start = 0; }
  69215. if (end === void 0) { end = this.nbParticles - 1; }
  69216. if (update === void 0) { update = true; }
  69217. if (!this._updatable) {
  69218. return this;
  69219. }
  69220. // custom beforeUpdate
  69221. this.beforeUpdateParticles(start, end, update);
  69222. var rotMatrix = BABYLON.Tmp.Matrix[0];
  69223. var invertedMatrix = BABYLON.Tmp.Matrix[1];
  69224. var mesh = this.mesh;
  69225. var colors32 = this._colors32;
  69226. var positions32 = this._positions32;
  69227. var normals32 = this._normals32;
  69228. var uvs32 = this._uvs32;
  69229. var indices32 = this._indices32;
  69230. var indices = this._indices;
  69231. var fixedNormal32 = this._fixedNormal32;
  69232. var tempVectors = BABYLON.Tmp.Vector3;
  69233. var camAxisX = tempVectors[5].copyFromFloats(1.0, 0.0, 0.0);
  69234. var camAxisY = tempVectors[6].copyFromFloats(0.0, 1.0, 0.0);
  69235. var camAxisZ = tempVectors[7].copyFromFloats(0.0, 0.0, 1.0);
  69236. var minimum = tempVectors[8].setAll(Number.MAX_VALUE);
  69237. var maximum = tempVectors[9].setAll(-Number.MAX_VALUE);
  69238. var camInvertedPosition = tempVectors[10].setAll(0);
  69239. // cases when the World Matrix is to be computed first
  69240. if (this.billboard || this._depthSort) {
  69241. this.mesh.computeWorldMatrix(true);
  69242. this.mesh._worldMatrix.invertToRef(invertedMatrix);
  69243. }
  69244. // if the particles will always face the camera
  69245. if (this.billboard) {
  69246. // compute the camera position and un-rotate it by the current mesh rotation
  69247. var tmpVertex = tempVectors[0];
  69248. this._camera.getDirectionToRef(BABYLON.Axis.Z, tmpVertex);
  69249. BABYLON.Vector3.TransformNormalToRef(tmpVertex, invertedMatrix, camAxisZ);
  69250. camAxisZ.normalize();
  69251. // same for camera up vector extracted from the cam view matrix
  69252. var view = this._camera.getViewMatrix(true);
  69253. BABYLON.Vector3.TransformNormalFromFloatsToRef(view.m[1], view.m[5], view.m[9], invertedMatrix, camAxisY);
  69254. BABYLON.Vector3.CrossToRef(camAxisY, camAxisZ, camAxisX);
  69255. camAxisY.normalize();
  69256. camAxisX.normalize();
  69257. }
  69258. // if depthSort, compute the camera global position in the mesh local system
  69259. if (this._depthSort) {
  69260. BABYLON.Vector3.TransformCoordinatesToRef(this._camera.globalPosition, invertedMatrix, camInvertedPosition); // then un-rotate the camera
  69261. }
  69262. BABYLON.Matrix.IdentityToRef(rotMatrix);
  69263. var idx = 0; // current position index in the global array positions32
  69264. var index = 0; // position start index in the global array positions32 of the current particle
  69265. var colidx = 0; // current color index in the global array colors32
  69266. var colorIndex = 0; // color start index in the global array colors32 of the current particle
  69267. var uvidx = 0; // current uv index in the global array uvs32
  69268. var uvIndex = 0; // uv start index in the global array uvs32 of the current particle
  69269. var pt = 0; // current index in the particle model shape
  69270. if (this.mesh.isFacetDataEnabled) {
  69271. this._computeBoundingBox = true;
  69272. }
  69273. end = (end >= this.nbParticles) ? this.nbParticles - 1 : end;
  69274. if (this._computeBoundingBox) {
  69275. if (start != 0 || end != this.nbParticles - 1) { // only some particles are updated, then use the current existing BBox basis. Note : it can only increase.
  69276. var boundingInfo = this.mesh._boundingInfo;
  69277. if (boundingInfo) {
  69278. minimum.copyFrom(boundingInfo.minimum);
  69279. maximum.copyFrom(boundingInfo.maximum);
  69280. }
  69281. }
  69282. }
  69283. // particle loop
  69284. index = this.particles[start]._pos;
  69285. var vpos = (index / 3) | 0;
  69286. colorIndex = vpos * 4;
  69287. uvIndex = vpos * 2;
  69288. for (var p = start; p <= end; p++) {
  69289. var particle = this.particles[p];
  69290. // call to custom user function to update the particle properties
  69291. this.updateParticle(particle);
  69292. var shape = particle._model._shape;
  69293. var shapeUV = particle._model._shapeUV;
  69294. var particleRotationMatrix = particle._rotationMatrix;
  69295. var particlePosition = particle.position;
  69296. var particleRotation = particle.rotation;
  69297. var particleScaling = particle.scaling;
  69298. var particleGlobalPosition = particle._globalPosition;
  69299. // camera-particle distance for depth sorting
  69300. if (this._depthSort && this._depthSortParticles) {
  69301. var dsp = this.depthSortedParticles[p];
  69302. dsp.ind = particle._ind;
  69303. dsp.indicesLength = particle._model._indicesLength;
  69304. dsp.sqDistance = BABYLON.Vector3.DistanceSquared(particle.position, camInvertedPosition);
  69305. }
  69306. // skip the computations for inactive or already invisible particles
  69307. if (!particle.alive || (particle._stillInvisible && !particle.isVisible)) {
  69308. // increment indexes for the next particle
  69309. pt = shape.length;
  69310. index += pt * 3;
  69311. colorIndex += pt * 4;
  69312. uvIndex += pt * 2;
  69313. continue;
  69314. }
  69315. if (particle.isVisible) {
  69316. particle._stillInvisible = false; // un-mark permanent invisibility
  69317. var scaledPivot = tempVectors[12];
  69318. particle.pivot.multiplyToRef(particleScaling, scaledPivot);
  69319. // particle rotation matrix
  69320. if (this.billboard) {
  69321. particleRotation.x = 0.0;
  69322. particleRotation.y = 0.0;
  69323. }
  69324. if (this._computeParticleRotation || this.billboard) {
  69325. particle.getRotationMatrix(rotMatrix);
  69326. }
  69327. var particleHasParent = (particle.parentId !== null);
  69328. if (particleHasParent) {
  69329. var parent_1 = this.particles[particle.parentId];
  69330. var parentRotationMatrix = parent_1._rotationMatrix;
  69331. var parentGlobalPosition = parent_1._globalPosition;
  69332. var rotatedY = particlePosition.x * parentRotationMatrix[1] + particlePosition.y * parentRotationMatrix[4] + particlePosition.z * parentRotationMatrix[7];
  69333. var rotatedX = particlePosition.x * parentRotationMatrix[0] + particlePosition.y * parentRotationMatrix[3] + particlePosition.z * parentRotationMatrix[6];
  69334. var rotatedZ = particlePosition.x * parentRotationMatrix[2] + particlePosition.y * parentRotationMatrix[5] + particlePosition.z * parentRotationMatrix[8];
  69335. particleGlobalPosition.x = parentGlobalPosition.x + rotatedX;
  69336. particleGlobalPosition.y = parentGlobalPosition.y + rotatedY;
  69337. particleGlobalPosition.z = parentGlobalPosition.z + rotatedZ;
  69338. if (this._computeParticleRotation || this.billboard) {
  69339. var rotMatrixValues = rotMatrix.m;
  69340. particleRotationMatrix[0] = rotMatrixValues[0] * parentRotationMatrix[0] + rotMatrixValues[1] * parentRotationMatrix[3] + rotMatrixValues[2] * parentRotationMatrix[6];
  69341. particleRotationMatrix[1] = rotMatrixValues[0] * parentRotationMatrix[1] + rotMatrixValues[1] * parentRotationMatrix[4] + rotMatrixValues[2] * parentRotationMatrix[7];
  69342. particleRotationMatrix[2] = rotMatrixValues[0] * parentRotationMatrix[2] + rotMatrixValues[1] * parentRotationMatrix[5] + rotMatrixValues[2] * parentRotationMatrix[8];
  69343. particleRotationMatrix[3] = rotMatrixValues[4] * parentRotationMatrix[0] + rotMatrixValues[5] * parentRotationMatrix[3] + rotMatrixValues[6] * parentRotationMatrix[6];
  69344. particleRotationMatrix[4] = rotMatrixValues[4] * parentRotationMatrix[1] + rotMatrixValues[5] * parentRotationMatrix[4] + rotMatrixValues[6] * parentRotationMatrix[7];
  69345. particleRotationMatrix[5] = rotMatrixValues[4] * parentRotationMatrix[2] + rotMatrixValues[5] * parentRotationMatrix[5] + rotMatrixValues[6] * parentRotationMatrix[8];
  69346. particleRotationMatrix[6] = rotMatrixValues[8] * parentRotationMatrix[0] + rotMatrixValues[9] * parentRotationMatrix[3] + rotMatrixValues[10] * parentRotationMatrix[6];
  69347. particleRotationMatrix[7] = rotMatrixValues[8] * parentRotationMatrix[1] + rotMatrixValues[9] * parentRotationMatrix[4] + rotMatrixValues[10] * parentRotationMatrix[7];
  69348. particleRotationMatrix[8] = rotMatrixValues[8] * parentRotationMatrix[2] + rotMatrixValues[9] * parentRotationMatrix[5] + rotMatrixValues[10] * parentRotationMatrix[8];
  69349. }
  69350. }
  69351. else {
  69352. particleGlobalPosition.x = particlePosition.x;
  69353. particleGlobalPosition.y = particlePosition.y;
  69354. particleGlobalPosition.z = particlePosition.z;
  69355. if (this._computeParticleRotation || this.billboard) {
  69356. var rotMatrixValues = rotMatrix.m;
  69357. particleRotationMatrix[0] = rotMatrixValues[0];
  69358. particleRotationMatrix[1] = rotMatrixValues[1];
  69359. particleRotationMatrix[2] = rotMatrixValues[2];
  69360. particleRotationMatrix[3] = rotMatrixValues[4];
  69361. particleRotationMatrix[4] = rotMatrixValues[5];
  69362. particleRotationMatrix[5] = rotMatrixValues[6];
  69363. particleRotationMatrix[6] = rotMatrixValues[8];
  69364. particleRotationMatrix[7] = rotMatrixValues[9];
  69365. particleRotationMatrix[8] = rotMatrixValues[10];
  69366. }
  69367. }
  69368. var pivotBackTranslation = tempVectors[11];
  69369. if (particle.translateFromPivot) {
  69370. pivotBackTranslation.setAll(0.0);
  69371. }
  69372. else {
  69373. pivotBackTranslation.copyFrom(scaledPivot);
  69374. }
  69375. // particle vertex loop
  69376. for (pt = 0; pt < shape.length; pt++) {
  69377. idx = index + pt * 3;
  69378. colidx = colorIndex + pt * 4;
  69379. uvidx = uvIndex + pt * 2;
  69380. var tmpVertex = tempVectors[0];
  69381. tmpVertex.copyFrom(shape[pt]);
  69382. if (this._computeParticleVertex) {
  69383. this.updateParticleVertex(particle, tmpVertex, pt);
  69384. }
  69385. // positions
  69386. var vertexX = tmpVertex.x * particleScaling.x - scaledPivot.x;
  69387. var vertexY = tmpVertex.y * particleScaling.y - scaledPivot.y;
  69388. var vertexZ = tmpVertex.z * particleScaling.z - scaledPivot.z;
  69389. var rotatedX = vertexX * particleRotationMatrix[0] + vertexY * particleRotationMatrix[3] + vertexZ * particleRotationMatrix[6];
  69390. var rotatedY = vertexX * particleRotationMatrix[1] + vertexY * particleRotationMatrix[4] + vertexZ * particleRotationMatrix[7];
  69391. var rotatedZ = vertexX * particleRotationMatrix[2] + vertexY * particleRotationMatrix[5] + vertexZ * particleRotationMatrix[8];
  69392. rotatedX += pivotBackTranslation.x;
  69393. rotatedY += pivotBackTranslation.y;
  69394. rotatedZ += pivotBackTranslation.z;
  69395. var px = positions32[idx] = particleGlobalPosition.x + camAxisX.x * rotatedX + camAxisY.x * rotatedY + camAxisZ.x * rotatedZ;
  69396. var py = positions32[idx + 1] = particleGlobalPosition.y + camAxisX.y * rotatedX + camAxisY.y * rotatedY + camAxisZ.y * rotatedZ;
  69397. var pz = positions32[idx + 2] = particleGlobalPosition.z + camAxisX.z * rotatedX + camAxisY.z * rotatedY + camAxisZ.z * rotatedZ;
  69398. if (this._computeBoundingBox) {
  69399. minimum.minimizeInPlaceFromFloats(px, py, pz);
  69400. maximum.maximizeInPlaceFromFloats(px, py, pz);
  69401. }
  69402. // normals : if the particles can't be morphed then just rotate the normals, what is much more faster than ComputeNormals()
  69403. if (!this._computeParticleVertex) {
  69404. var normalx = fixedNormal32[idx];
  69405. var normaly = fixedNormal32[idx + 1];
  69406. var normalz = fixedNormal32[idx + 2];
  69407. var rotatedx = normalx * particleRotationMatrix[0] + normaly * particleRotationMatrix[3] + normalz * particleRotationMatrix[6];
  69408. var rotatedy = normalx * particleRotationMatrix[1] + normaly * particleRotationMatrix[4] + normalz * particleRotationMatrix[7];
  69409. var rotatedz = normalx * particleRotationMatrix[2] + normaly * particleRotationMatrix[5] + normalz * particleRotationMatrix[8];
  69410. normals32[idx] = camAxisX.x * rotatedx + camAxisY.x * rotatedy + camAxisZ.x * rotatedz;
  69411. normals32[idx + 1] = camAxisX.y * rotatedx + camAxisY.y * rotatedy + camAxisZ.y * rotatedz;
  69412. normals32[idx + 2] = camAxisX.z * rotatedx + camAxisY.z * rotatedy + camAxisZ.z * rotatedz;
  69413. }
  69414. if (this._computeParticleColor && particle.color) {
  69415. var color = particle.color;
  69416. var colors32_1 = this._colors32;
  69417. colors32_1[colidx] = color.r;
  69418. colors32_1[colidx + 1] = color.g;
  69419. colors32_1[colidx + 2] = color.b;
  69420. colors32_1[colidx + 3] = color.a;
  69421. }
  69422. if (this._computeParticleTexture) {
  69423. var uvs = particle.uvs;
  69424. uvs32[uvidx] = shapeUV[pt * 2] * (uvs.z - uvs.x) + uvs.x;
  69425. uvs32[uvidx + 1] = shapeUV[pt * 2 + 1] * (uvs.w - uvs.y) + uvs.y;
  69426. }
  69427. }
  69428. }
  69429. // particle just set invisible : scaled to zero and positioned at the origin
  69430. else {
  69431. particle._stillInvisible = true; // mark the particle as invisible
  69432. for (pt = 0; pt < shape.length; pt++) {
  69433. idx = index + pt * 3;
  69434. colidx = colorIndex + pt * 4;
  69435. uvidx = uvIndex + pt * 2;
  69436. positions32[idx] = positions32[idx + 1] = positions32[idx + 2] = 0;
  69437. normals32[idx] = normals32[idx + 1] = normals32[idx + 2] = 0;
  69438. if (this._computeParticleColor && particle.color) {
  69439. var color = particle.color;
  69440. colors32[colidx] = color.r;
  69441. colors32[colidx + 1] = color.g;
  69442. colors32[colidx + 2] = color.b;
  69443. colors32[colidx + 3] = color.a;
  69444. }
  69445. if (this._computeParticleTexture) {
  69446. var uvs = particle.uvs;
  69447. uvs32[uvidx] = shapeUV[pt * 2] * (uvs.z - uvs.x) + uvs.x;
  69448. uvs32[uvidx + 1] = shapeUV[pt * 2 + 1] * (uvs.w - uvs.y) + uvs.y;
  69449. }
  69450. }
  69451. }
  69452. // if the particle intersections must be computed : update the bbInfo
  69453. if (this._particlesIntersect) {
  69454. var bInfo = particle._boundingInfo;
  69455. var bBox = bInfo.boundingBox;
  69456. var bSphere = bInfo.boundingSphere;
  69457. var modelBoundingInfo = particle._modelBoundingInfo;
  69458. if (!this._bSphereOnly) {
  69459. // place, scale and rotate the particle bbox within the SPS local system, then update it
  69460. var modelBoundingInfoVectors = modelBoundingInfo.boundingBox.vectors;
  69461. var tempMin = tempVectors[1];
  69462. var tempMax = tempVectors[2];
  69463. tempMin.setAll(Number.MAX_VALUE);
  69464. tempMax.setAll(-Number.MAX_VALUE);
  69465. for (var b = 0; b < 8; b++) {
  69466. var scaledX = modelBoundingInfoVectors[b].x * particleScaling.x;
  69467. var scaledY = modelBoundingInfoVectors[b].y * particleScaling.y;
  69468. var scaledZ = modelBoundingInfoVectors[b].z * particleScaling.z;
  69469. var rotatedX = scaledX * particleRotationMatrix[0] + scaledY * particleRotationMatrix[3] + scaledZ * particleRotationMatrix[6];
  69470. var rotatedY = scaledX * particleRotationMatrix[1] + scaledY * particleRotationMatrix[4] + scaledZ * particleRotationMatrix[7];
  69471. var rotatedZ = scaledX * particleRotationMatrix[2] + scaledY * particleRotationMatrix[5] + scaledZ * particleRotationMatrix[8];
  69472. var x = particlePosition.x + camAxisX.x * rotatedX + camAxisY.x * rotatedY + camAxisZ.x * rotatedZ;
  69473. var y = particlePosition.y + camAxisX.y * rotatedX + camAxisY.y * rotatedY + camAxisZ.y * rotatedZ;
  69474. var z = particlePosition.z + camAxisX.z * rotatedX + camAxisY.z * rotatedY + camAxisZ.z * rotatedZ;
  69475. tempMin.minimizeInPlaceFromFloats(x, y, z);
  69476. tempMax.maximizeInPlaceFromFloats(x, y, z);
  69477. }
  69478. bBox.reConstruct(tempMin, tempMax, mesh._worldMatrix);
  69479. }
  69480. // place and scale the particle bouding sphere in the SPS local system, then update it
  69481. var minBbox = modelBoundingInfo.minimum.multiplyToRef(particleScaling, tempVectors[1]);
  69482. var maxBbox = modelBoundingInfo.maximum.multiplyToRef(particleScaling, tempVectors[2]);
  69483. var bSphereCenter = maxBbox.addToRef(minBbox, tempVectors[3]).scaleInPlace(0.5).addInPlace(particleGlobalPosition);
  69484. var halfDiag = maxBbox.subtractToRef(minBbox, tempVectors[4]).scaleInPlace(0.5 * this._bSphereRadiusFactor);
  69485. var bSphereMinBbox = bSphereCenter.subtractToRef(halfDiag, tempVectors[1]);
  69486. var bSphereMaxBbox = bSphereCenter.addToRef(halfDiag, tempVectors[2]);
  69487. bSphere.reConstruct(bSphereMinBbox, bSphereMaxBbox, mesh._worldMatrix);
  69488. }
  69489. // increment indexes for the next particle
  69490. index = idx + 3;
  69491. colorIndex = colidx + 4;
  69492. uvIndex = uvidx + 2;
  69493. }
  69494. // if the VBO must be updated
  69495. if (update) {
  69496. if (this._computeParticleColor) {
  69497. mesh.updateVerticesData(BABYLON.VertexBuffer.ColorKind, colors32, false, false);
  69498. }
  69499. if (this._computeParticleTexture) {
  69500. mesh.updateVerticesData(BABYLON.VertexBuffer.UVKind, uvs32, false, false);
  69501. }
  69502. mesh.updateVerticesData(BABYLON.VertexBuffer.PositionKind, positions32, false, false);
  69503. if (!mesh.areNormalsFrozen || mesh.isFacetDataEnabled) {
  69504. if (this._computeParticleVertex || mesh.isFacetDataEnabled) {
  69505. // recompute the normals only if the particles can be morphed, update then also the normal reference array _fixedNormal32[]
  69506. var params = mesh.isFacetDataEnabled ? mesh.getFacetDataParameters() : null;
  69507. BABYLON.VertexData.ComputeNormals(positions32, indices32, normals32, params);
  69508. for (var i = 0; i < normals32.length; i++) {
  69509. fixedNormal32[i] = normals32[i];
  69510. }
  69511. }
  69512. if (!mesh.areNormalsFrozen) {
  69513. mesh.updateVerticesData(BABYLON.VertexBuffer.NormalKind, normals32, false, false);
  69514. }
  69515. }
  69516. if (this._depthSort && this._depthSortParticles) {
  69517. var depthSortedParticles = this.depthSortedParticles;
  69518. depthSortedParticles.sort(depthSortFunction);
  69519. var dspl = depthSortedParticles.length;
  69520. var sid = 0;
  69521. for (var sorted = 0; sorted < dspl; sorted++) {
  69522. var lind = depthSortedParticles[sorted].indicesLength;
  69523. var sind = depthSortedParticles[sorted].ind;
  69524. for (var i = 0; i < lind; i++) {
  69525. indices32[sid] = indices[sind + i];
  69526. sid++;
  69527. }
  69528. }
  69529. mesh.updateIndices(indices32);
  69530. }
  69531. }
  69532. if (this._computeBoundingBox) {
  69533. if (mesh._boundingInfo) {
  69534. mesh._boundingInfo.reConstruct(minimum, maximum, mesh._worldMatrix);
  69535. }
  69536. else {
  69537. mesh._boundingInfo = new BABYLON.BoundingInfo(minimum, maximum, mesh._worldMatrix);
  69538. }
  69539. }
  69540. this.afterUpdateParticles(start, end, update);
  69541. return this;
  69542. };
  69543. /**
  69544. * Disposes the SPS.
  69545. */
  69546. SolidParticleSystem.prototype.dispose = function () {
  69547. this.mesh.dispose();
  69548. this.vars = null;
  69549. // drop references to internal big arrays for the GC
  69550. this._positions = null;
  69551. this._indices = null;
  69552. this._normals = null;
  69553. this._uvs = null;
  69554. this._colors = null;
  69555. this._indices32 = null;
  69556. this._positions32 = null;
  69557. this._normals32 = null;
  69558. this._fixedNormal32 = null;
  69559. this._uvs32 = null;
  69560. this._colors32 = null;
  69561. this.pickedParticles = null;
  69562. };
  69563. /**
  69564. * Visibilty helper : Recomputes the visible size according to the mesh bounding box
  69565. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility
  69566. * @returns the SPS.
  69567. */
  69568. SolidParticleSystem.prototype.refreshVisibleSize = function () {
  69569. if (!this._isVisibilityBoxLocked) {
  69570. this.mesh.refreshBoundingInfo();
  69571. }
  69572. return this;
  69573. };
  69574. /**
  69575. * Visibility helper : Sets the size of a visibility box, this sets the underlying mesh bounding box.
  69576. * @param size the size (float) of the visibility box
  69577. * note : this doesn't lock the SPS mesh bounding box.
  69578. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility
  69579. */
  69580. SolidParticleSystem.prototype.setVisibilityBox = function (size) {
  69581. var vis = size / 2;
  69582. this.mesh._boundingInfo = new BABYLON.BoundingInfo(new BABYLON.Vector3(-vis, -vis, -vis), new BABYLON.Vector3(vis, vis, vis));
  69583. };
  69584. Object.defineProperty(SolidParticleSystem.prototype, "isAlwaysVisible", {
  69585. /**
  69586. * Gets whether the SPS as always visible or not
  69587. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility
  69588. */
  69589. get: function () {
  69590. return this._alwaysVisible;
  69591. },
  69592. /**
  69593. * Sets the SPS as always visible or not
  69594. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility
  69595. */
  69596. set: function (val) {
  69597. this._alwaysVisible = val;
  69598. this.mesh.alwaysSelectAsActiveMesh = val;
  69599. },
  69600. enumerable: true,
  69601. configurable: true
  69602. });
  69603. Object.defineProperty(SolidParticleSystem.prototype, "isVisibilityBoxLocked", {
  69604. /**
  69605. * Gets if the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates.
  69606. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility
  69607. */
  69608. get: function () {
  69609. return this._isVisibilityBoxLocked;
  69610. },
  69611. /**
  69612. * Sets the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates.
  69613. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility
  69614. */
  69615. set: function (val) {
  69616. this._isVisibilityBoxLocked = val;
  69617. var boundingInfo = this.mesh.getBoundingInfo();
  69618. boundingInfo.isLocked = val;
  69619. },
  69620. enumerable: true,
  69621. configurable: true
  69622. });
  69623. Object.defineProperty(SolidParticleSystem.prototype, "computeParticleRotation", {
  69624. /**
  69625. * Gets if `setParticles()` computes the particle rotations or not.
  69626. * Default value : true. The SPS is faster when it's set to false.
  69627. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate.
  69628. */
  69629. get: function () {
  69630. return this._computeParticleRotation;
  69631. },
  69632. /**
  69633. * Tells to `setParticles()` to compute the particle rotations or not.
  69634. * Default value : true. The SPS is faster when it's set to false.
  69635. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate.
  69636. */
  69637. set: function (val) {
  69638. this._computeParticleRotation = val;
  69639. },
  69640. enumerable: true,
  69641. configurable: true
  69642. });
  69643. Object.defineProperty(SolidParticleSystem.prototype, "computeParticleColor", {
  69644. /**
  69645. * Gets if `setParticles()` computes the particle colors or not.
  69646. * Default value : true. The SPS is faster when it's set to false.
  69647. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  69648. */
  69649. get: function () {
  69650. return this._computeParticleColor;
  69651. },
  69652. /**
  69653. * Tells to `setParticles()` to compute the particle colors or not.
  69654. * Default value : true. The SPS is faster when it's set to false.
  69655. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  69656. */
  69657. set: function (val) {
  69658. this._computeParticleColor = val;
  69659. },
  69660. enumerable: true,
  69661. configurable: true
  69662. });
  69663. Object.defineProperty(SolidParticleSystem.prototype, "computeParticleTexture", {
  69664. /**
  69665. * Gets if `setParticles()` computes the particle textures or not.
  69666. * Default value : true. The SPS is faster when it's set to false.
  69667. * Note : the particle textures are stored values, so setting `computeParticleTexture` to false will keep yet the last colors set.
  69668. */
  69669. get: function () {
  69670. return this._computeParticleTexture;
  69671. },
  69672. set: function (val) {
  69673. this._computeParticleTexture = val;
  69674. },
  69675. enumerable: true,
  69676. configurable: true
  69677. });
  69678. Object.defineProperty(SolidParticleSystem.prototype, "computeParticleVertex", {
  69679. /**
  69680. * Gets if `setParticles()` calls the vertex function for each vertex of each particle, or not.
  69681. * Default value : false. The SPS is faster when it's set to false.
  69682. * Note : the particle custom vertex positions aren't stored values.
  69683. */
  69684. get: function () {
  69685. return this._computeParticleVertex;
  69686. },
  69687. /**
  69688. * Tells to `setParticles()` to call the vertex function for each vertex of each particle, or not.
  69689. * Default value : false. The SPS is faster when it's set to false.
  69690. * Note : the particle custom vertex positions aren't stored values.
  69691. */
  69692. set: function (val) {
  69693. this._computeParticleVertex = val;
  69694. },
  69695. enumerable: true,
  69696. configurable: true
  69697. });
  69698. Object.defineProperty(SolidParticleSystem.prototype, "computeBoundingBox", {
  69699. /**
  69700. * Gets if `setParticles()` computes or not the mesh bounding box when computing the particle positions.
  69701. */
  69702. get: function () {
  69703. return this._computeBoundingBox;
  69704. },
  69705. /**
  69706. * Tells to `setParticles()` to compute or not the mesh bounding box when computing the particle positions.
  69707. */
  69708. set: function (val) {
  69709. this._computeBoundingBox = val;
  69710. },
  69711. enumerable: true,
  69712. configurable: true
  69713. });
  69714. Object.defineProperty(SolidParticleSystem.prototype, "depthSortParticles", {
  69715. /**
  69716. * Gets if `setParticles()` sorts or not the distance between each particle and the camera.
  69717. * Skipped when `enableDepthSort` is set to `false` (default) at construction time.
  69718. * Default : `true`
  69719. */
  69720. get: function () {
  69721. return this._depthSortParticles;
  69722. },
  69723. /**
  69724. * Tells to `setParticles()` to sort or not the distance between each particle and the camera.
  69725. * Skipped when `enableDepthSort` is set to `false` (default) at construction time.
  69726. * Default : `true`
  69727. */
  69728. set: function (val) {
  69729. this._depthSortParticles = val;
  69730. },
  69731. enumerable: true,
  69732. configurable: true
  69733. });
  69734. // =======================================================================
  69735. // Particle behavior logic
  69736. // these following methods may be overwritten by the user to fit his needs
  69737. /**
  69738. * This function does nothing. It may be overwritten to set all the particle first values.
  69739. * The SPS doesn't call this function, you may have to call it by your own.
  69740. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#particle-management
  69741. */
  69742. SolidParticleSystem.prototype.initParticles = function () {
  69743. };
  69744. /**
  69745. * This function does nothing. It may be overwritten to recycle a particle.
  69746. * The SPS doesn't call this function, you may have to call it by your own.
  69747. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#particle-management
  69748. * @param particle The particle to recycle
  69749. * @returns the recycled particle
  69750. */
  69751. SolidParticleSystem.prototype.recycleParticle = function (particle) {
  69752. return particle;
  69753. };
  69754. /**
  69755. * Updates a particle : this function should be overwritten by the user.
  69756. * It is called on each particle by `setParticles()`. This is the place to code each particle behavior.
  69757. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#particle-management
  69758. * @example : just set a particle position or velocity and recycle conditions
  69759. * @param particle The particle to update
  69760. * @returns the updated particle
  69761. */
  69762. SolidParticleSystem.prototype.updateParticle = function (particle) {
  69763. return particle;
  69764. };
  69765. /**
  69766. * Updates a vertex of a particle : it can be overwritten by the user.
  69767. * This will be called on each vertex particle by `setParticles()` if `computeParticleVertex` is set to true only.
  69768. * @param particle the current particle
  69769. * @param vertex the current index of the current particle
  69770. * @param pt the index of the current vertex in the particle shape
  69771. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#update-each-particle-shape
  69772. * @example : just set a vertex particle position
  69773. * @returns the updated vertex
  69774. */
  69775. SolidParticleSystem.prototype.updateParticleVertex = function (particle, vertex, pt) {
  69776. return vertex;
  69777. };
  69778. /**
  69779. * This will be called before any other treatment by `setParticles()` and will be passed three parameters.
  69780. * This does nothing and may be overwritten by the user.
  69781. * @param start the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  69782. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  69783. * @param update the boolean update value actually passed to setParticles()
  69784. */
  69785. SolidParticleSystem.prototype.beforeUpdateParticles = function (start, stop, update) {
  69786. };
  69787. /**
  69788. * This will be called by `setParticles()` after all the other treatments and just before the actual mesh update.
  69789. * This will be passed three parameters.
  69790. * This does nothing and may be overwritten by the user.
  69791. * @param start the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  69792. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  69793. * @param update the boolean update value actually passed to setParticles()
  69794. */
  69795. SolidParticleSystem.prototype.afterUpdateParticles = function (start, stop, update) {
  69796. };
  69797. return SolidParticleSystem;
  69798. }());
  69799. BABYLON.SolidParticleSystem = SolidParticleSystem;
  69800. })(BABYLON || (BABYLON = {}));
  69801. //# sourceMappingURL=babylon.solidParticleSystem.js.map
  69802. var BABYLON;
  69803. (function (BABYLON) {
  69804. /**
  69805. * Class containing static functions to help procedurally build meshes
  69806. */
  69807. var MeshBuilder = /** @class */ (function () {
  69808. function MeshBuilder() {
  69809. }
  69810. MeshBuilder._UpdateSideOrientation = function (orientation) {
  69811. if (orientation == BABYLON.Mesh.DOUBLESIDE) {
  69812. return BABYLON.Mesh.DOUBLESIDE;
  69813. }
  69814. if (orientation === undefined || orientation === null) {
  69815. return BABYLON.Mesh.FRONTSIDE;
  69816. }
  69817. return orientation;
  69818. };
  69819. /**
  69820. * Creates a box mesh
  69821. * * The parameter `size` sets the size (float) of each box side (default 1)
  69822. * * You can set some different box dimensions by using the parameters `width`, `height` and `depth` (all by default have the same value of `size`)
  69823. * * You can set different colors and different images to each box side by using the parameters `faceColors` (an array of 6 Color3 elements) and `faceUV` (an array of 6 Vector4 elements)
  69824. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  69825. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  69826. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  69827. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  69828. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  69829. * @param name defines the name of the mesh
  69830. * @param options defines the options used to create the mesh
  69831. * @param scene defines the hosting scene
  69832. * @returns the box mesh
  69833. */
  69834. MeshBuilder.CreateBox = function (name, options, scene) {
  69835. if (scene === void 0) { scene = null; }
  69836. var box = new BABYLON.Mesh(name, scene);
  69837. options.sideOrientation = MeshBuilder._UpdateSideOrientation(options.sideOrientation);
  69838. box._originalBuilderSideOrientation = options.sideOrientation;
  69839. var vertexData = BABYLON.VertexData.CreateBox(options);
  69840. vertexData.applyToMesh(box, options.updatable);
  69841. return box;
  69842. };
  69843. /**
  69844. * Creates a sphere mesh
  69845. * * The parameter `diameter` sets the diameter size (float) of the sphere (default 1)
  69846. * * You can set some different sphere dimensions, for instance to build an ellipsoid, by using the parameters `diameterX`, `diameterY` and `diameterZ` (all by default have the same value of `diameter`)
  69847. * * The parameter `segments` sets the sphere number of horizontal stripes (positive integer, default 32)
  69848. * * You can create an unclosed sphere with the parameter `arc` (positive float, default 1), valued between 0 and 1, what is the ratio of the circumference (latitude) : 2 x PI x ratio
  69849. * * You can create an unclosed sphere on its height with the parameter `slice` (positive float, default1), valued between 0 and 1, what is the height ratio (longitude)
  69850. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  69851. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  69852. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  69853. * @param name defines the name of the mesh
  69854. * @param options defines the options used to create the mesh
  69855. * @param scene defines the hosting scene
  69856. * @returns the sphere mesh
  69857. * @see https://doc.babylonjs.com/how_to/set_shapes#sphere
  69858. */
  69859. MeshBuilder.CreateSphere = function (name, options, scene) {
  69860. var sphere = new BABYLON.Mesh(name, scene);
  69861. options.sideOrientation = MeshBuilder._UpdateSideOrientation(options.sideOrientation);
  69862. sphere._originalBuilderSideOrientation = options.sideOrientation;
  69863. var vertexData = BABYLON.VertexData.CreateSphere(options);
  69864. vertexData.applyToMesh(sphere, options.updatable);
  69865. return sphere;
  69866. };
  69867. /**
  69868. * Creates a plane polygonal mesh. By default, this is a disc
  69869. * * The parameter `radius` sets the radius size (float) of the polygon (default 0.5)
  69870. * * The parameter `tessellation` sets the number of polygon sides (positive integer, default 64). So a tessellation valued to 3 will build a triangle, to 4 a square, etc
  69871. * * You can create an unclosed polygon with the parameter `arc` (positive float, default 1), valued between 0 and 1, what is the ratio of the circumference : 2 x PI x ratio
  69872. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  69873. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  69874. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  69875. * @param name defines the name of the mesh
  69876. * @param options defines the options used to create the mesh
  69877. * @param scene defines the hosting scene
  69878. * @returns the plane polygonal mesh
  69879. * @see https://doc.babylonjs.com/how_to/set_shapes#disc-or-regular-polygon
  69880. */
  69881. MeshBuilder.CreateDisc = function (name, options, scene) {
  69882. if (scene === void 0) { scene = null; }
  69883. var disc = new BABYLON.Mesh(name, scene);
  69884. options.sideOrientation = MeshBuilder._UpdateSideOrientation(options.sideOrientation);
  69885. disc._originalBuilderSideOrientation = options.sideOrientation;
  69886. var vertexData = BABYLON.VertexData.CreateDisc(options);
  69887. vertexData.applyToMesh(disc, options.updatable);
  69888. return disc;
  69889. };
  69890. /**
  69891. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  69892. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  69893. * * You can set some different icosphere dimensions, for instance to build an ellipsoid, by using the parameters `radiusX`, `radiusY` and `radiusZ` (all by default have the same value of `radius`)
  69894. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  69895. * * The parameter `flat` (boolean, default true) gives each side its own normals. Set it to false to get a smooth continuous light reflection on the surface
  69896. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  69897. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  69898. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  69899. * @param name defines the name of the mesh
  69900. * @param options defines the options used to create the mesh
  69901. * @param scene defines the hosting scene
  69902. * @returns the icosahedron mesh
  69903. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  69904. */
  69905. MeshBuilder.CreateIcoSphere = function (name, options, scene) {
  69906. var sphere = new BABYLON.Mesh(name, scene);
  69907. options.sideOrientation = MeshBuilder._UpdateSideOrientation(options.sideOrientation);
  69908. sphere._originalBuilderSideOrientation = options.sideOrientation;
  69909. var vertexData = BABYLON.VertexData.CreateIcoSphere(options);
  69910. vertexData.applyToMesh(sphere, options.updatable);
  69911. return sphere;
  69912. };
  69913. /**
  69914. * Creates a ribbon mesh. The ribbon is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  69915. * * The parameter `pathArray` is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry
  69916. * * The parameter `closeArray` (boolean, default false) creates a seam between the first and the last paths of the path array
  69917. * * The parameter `closePath` (boolean, default false) creates a seam between the first and the last points of each path of the path array
  69918. * * The parameter `offset` (positive integer, default : rounded half size of the pathArray length), is taken in account only if the `pathArray` is containing a single path
  69919. * * It's the offset to join the points from the same path. Ex : offset = 10 means the point 1 is joined to the point 11
  69920. * * The optional parameter `instance` is an instance of an existing Ribbon object to be updated with the passed `pathArray` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#ribbon
  69921. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  69922. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  69923. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  69924. * * The parameter `uvs` is an optional flat array of `Vector2` to update/set each ribbon vertex with its own custom UV values instead of the computed ones
  69925. * * The parameters `colors` is an optional flat array of `Color4` to set/update each ribbon vertex with its own custom color values
  69926. * * Note that if you use the parameters `uvs` or `colors`, the passed arrays must be populated with the right number of elements, it is to say the number of ribbon vertices. Remember that if you set `closePath` to `true`, there's one extra vertex per path in the geometry
  69927. * * Moreover, you can use the parameter `color` with `instance` (to update the ribbon), only if you previously used it at creation time
  69928. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  69929. * @param name defines the name of the mesh
  69930. * @param options defines the options used to create the mesh
  69931. * @param scene defines the hosting scene
  69932. * @returns the ribbon mesh
  69933. * @see https://doc.babylonjs.com/how_to/ribbon_tutorial
  69934. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  69935. */
  69936. MeshBuilder.CreateRibbon = function (name, options, scene) {
  69937. if (scene === void 0) { scene = null; }
  69938. var pathArray = options.pathArray;
  69939. var closeArray = options.closeArray;
  69940. var closePath = options.closePath;
  69941. var sideOrientation = MeshBuilder._UpdateSideOrientation(options.sideOrientation);
  69942. var instance = options.instance;
  69943. var updatable = options.updatable;
  69944. if (instance) { // existing ribbon instance update
  69945. // positionFunction : ribbon case
  69946. // only pathArray and sideOrientation parameters are taken into account for positions update
  69947. var minimum_1 = BABYLON.Tmp.Vector3[0].setAll(Number.MAX_VALUE);
  69948. var maximum_1 = BABYLON.Tmp.Vector3[1].setAll(-Number.MAX_VALUE);
  69949. var positionFunction = function (positions) {
  69950. var minlg = pathArray[0].length;
  69951. var mesh = instance;
  69952. var i = 0;
  69953. var ns = (mesh._originalBuilderSideOrientation === BABYLON.Mesh.DOUBLESIDE) ? 2 : 1;
  69954. for (var si = 1; si <= ns; ++si) {
  69955. for (var p = 0; p < pathArray.length; ++p) {
  69956. var path = pathArray[p];
  69957. var l = path.length;
  69958. minlg = (minlg < l) ? minlg : l;
  69959. for (var j = 0; j < minlg; ++j) {
  69960. var pathPoint = path[j];
  69961. positions[i] = pathPoint.x;
  69962. positions[i + 1] = pathPoint.y;
  69963. positions[i + 2] = pathPoint.z;
  69964. minimum_1.minimizeInPlaceFromFloats(pathPoint.x, pathPoint.y, pathPoint.z);
  69965. maximum_1.maximizeInPlaceFromFloats(pathPoint.x, pathPoint.y, pathPoint.z);
  69966. i += 3;
  69967. }
  69968. if (mesh._creationDataStorage && mesh._creationDataStorage.closePath) {
  69969. var pathPoint = path[0];
  69970. positions[i] = pathPoint.x;
  69971. positions[i + 1] = pathPoint.y;
  69972. positions[i + 2] = pathPoint.z;
  69973. i += 3;
  69974. }
  69975. }
  69976. }
  69977. };
  69978. var positions = instance.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  69979. positionFunction(positions);
  69980. if (instance._boundingInfo) {
  69981. instance._boundingInfo.reConstruct(minimum_1, maximum_1, instance._worldMatrix);
  69982. }
  69983. else {
  69984. instance._boundingInfo = new BABYLON.BoundingInfo(minimum_1, maximum_1, instance._worldMatrix);
  69985. }
  69986. instance.updateVerticesData(BABYLON.VertexBuffer.PositionKind, positions, false, false);
  69987. if (options.colors) {
  69988. var colors = instance.getVerticesData(BABYLON.VertexBuffer.ColorKind);
  69989. for (var c = 0, colorIndex = 0; c < options.colors.length; c++, colorIndex += 4) {
  69990. var color = options.colors[c];
  69991. colors[colorIndex] = color.r;
  69992. colors[colorIndex + 1] = color.g;
  69993. colors[colorIndex + 2] = color.b;
  69994. colors[colorIndex + 3] = color.a;
  69995. }
  69996. instance.updateVerticesData(BABYLON.VertexBuffer.ColorKind, colors, false, false);
  69997. }
  69998. if (options.uvs) {
  69999. var uvs = instance.getVerticesData(BABYLON.VertexBuffer.UVKind);
  70000. for (var i = 0; i < options.uvs.length; i++) {
  70001. uvs[i * 2] = options.uvs[i].x;
  70002. uvs[i * 2 + 1] = options.uvs[i].y;
  70003. }
  70004. instance.updateVerticesData(BABYLON.VertexBuffer.UVKind, uvs, false, false);
  70005. }
  70006. if (!instance.areNormalsFrozen || instance.isFacetDataEnabled) {
  70007. var indices = instance.getIndices();
  70008. var normals = instance.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  70009. var params = instance.isFacetDataEnabled ? instance.getFacetDataParameters() : null;
  70010. BABYLON.VertexData.ComputeNormals(positions, indices, normals, params);
  70011. if (instance._creationDataStorage && instance._creationDataStorage.closePath) {
  70012. var indexFirst = 0;
  70013. var indexLast = 0;
  70014. for (var p = 0; p < pathArray.length; p++) {
  70015. indexFirst = instance._creationDataStorage.idx[p] * 3;
  70016. if (p + 1 < pathArray.length) {
  70017. indexLast = (instance._creationDataStorage.idx[p + 1] - 1) * 3;
  70018. }
  70019. else {
  70020. indexLast = normals.length - 3;
  70021. }
  70022. normals[indexFirst] = (normals[indexFirst] + normals[indexLast]) * 0.5;
  70023. normals[indexFirst + 1] = (normals[indexFirst + 1] + normals[indexLast + 1]) * 0.5;
  70024. normals[indexFirst + 2] = (normals[indexFirst + 2] + normals[indexLast + 2]) * 0.5;
  70025. normals[indexLast] = normals[indexFirst];
  70026. normals[indexLast + 1] = normals[indexFirst + 1];
  70027. normals[indexLast + 2] = normals[indexFirst + 2];
  70028. }
  70029. }
  70030. if (!(instance.areNormalsFrozen)) {
  70031. instance.updateVerticesData(BABYLON.VertexBuffer.NormalKind, normals, false, false);
  70032. }
  70033. }
  70034. return instance;
  70035. }
  70036. else { // new ribbon creation
  70037. var ribbon = new BABYLON.Mesh(name, scene);
  70038. ribbon._originalBuilderSideOrientation = sideOrientation;
  70039. ribbon._creationDataStorage = new BABYLON._CreationDataStorage();
  70040. var vertexData = BABYLON.VertexData.CreateRibbon(options);
  70041. if (closePath) {
  70042. ribbon._creationDataStorage.idx = vertexData._idx;
  70043. }
  70044. ribbon._creationDataStorage.closePath = closePath;
  70045. ribbon._creationDataStorage.closeArray = closeArray;
  70046. vertexData.applyToMesh(ribbon, updatable);
  70047. return ribbon;
  70048. }
  70049. };
  70050. /**
  70051. * Creates a cylinder or a cone mesh
  70052. * * The parameter `height` sets the height size (float) of the cylinder/cone (float, default 2).
  70053. * * The parameter `diameter` sets the diameter of the top and bottom cap at once (float, default 1).
  70054. * * The parameters `diameterTop` and `diameterBottom` overwrite the parameter `diameter` and set respectively the top cap and bottom cap diameter (floats, default 1). The parameter "diameterBottom" can't be zero.
  70055. * * The parameter `tessellation` sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance.
  70056. * * The parameter `subdivisions` sets the number of rings along the cylinder height (positive integer, default 1).
  70057. * * The parameter `hasRings` (boolean, default false) makes the subdivisions independent from each other, so they become different faces.
  70058. * * The parameter `enclose` (boolean, default false) adds two extra faces per subdivision to a sliced cylinder to close it around its height axis.
  70059. * * The parameter `arc` (float, default 1) is the ratio (max 1) to apply to the circumference to slice the cylinder.
  70060. * * You can set different colors and different images to each box side by using the parameters `faceColors` (an array of n Color3 elements) and `faceUV` (an array of n Vector4 elements).
  70061. * * The value of n is the number of cylinder faces. If the cylinder has only 1 subdivisions, n equals : top face + cylinder surface + bottom face = 3
  70062. * * Now, if the cylinder has 5 independent subdivisions (hasRings = true), n equals : top face + 5 stripe surfaces + bottom face = 2 + 5 = 7
  70063. * * Finally, if the cylinder has 5 independent subdivisions and is enclose, n equals : top face + 5 x (stripe surface + 2 closing faces) + bottom face = 2 + 5 * 3 = 17
  70064. * * Each array (color or UVs) is always ordered the same way : the first element is the bottom cap, the last element is the top cap. The other elements are each a ring surface.
  70065. * * If `enclose` is false, a ring surface is one element.
  70066. * * If `enclose` is true, a ring surface is 3 successive elements in the array : the tubular surface, then the two closing faces.
  70067. * * Example how to set colors and textures on a sliced cylinder : https://www.html5gamedevs.com/topic/17945-creating-a-closed-slice-of-a-cylinder/#comment-106379
  70068. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  70069. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  70070. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  70071. * @param name defines the name of the mesh
  70072. * @param options defines the options used to create the mesh
  70073. * @param scene defines the hosting scene
  70074. * @returns the cylinder mesh
  70075. * @see https://doc.babylonjs.com/how_to/set_shapes#cylinder-or-cone
  70076. */
  70077. MeshBuilder.CreateCylinder = function (name, options, scene) {
  70078. var cylinder = new BABYLON.Mesh(name, scene);
  70079. options.sideOrientation = MeshBuilder._UpdateSideOrientation(options.sideOrientation);
  70080. cylinder._originalBuilderSideOrientation = options.sideOrientation;
  70081. var vertexData = BABYLON.VertexData.CreateCylinder(options);
  70082. vertexData.applyToMesh(cylinder, options.updatable);
  70083. return cylinder;
  70084. };
  70085. /**
  70086. * Creates a torus mesh
  70087. * * The parameter `diameter` sets the diameter size (float) of the torus (default 1)
  70088. * * The parameter `thickness` sets the diameter size of the tube of the torus (float, default 0.5)
  70089. * * The parameter `tessellation` sets the number of torus sides (postive integer, default 16)
  70090. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  70091. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  70092. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  70093. * @param name defines the name of the mesh
  70094. * @param options defines the options used to create the mesh
  70095. * @param scene defines the hosting scene
  70096. * @returns the torus mesh
  70097. * @see https://doc.babylonjs.com/how_to/set_shapes#torus
  70098. */
  70099. MeshBuilder.CreateTorus = function (name, options, scene) {
  70100. var torus = new BABYLON.Mesh(name, scene);
  70101. options.sideOrientation = MeshBuilder._UpdateSideOrientation(options.sideOrientation);
  70102. torus._originalBuilderSideOrientation = options.sideOrientation;
  70103. var vertexData = BABYLON.VertexData.CreateTorus(options);
  70104. vertexData.applyToMesh(torus, options.updatable);
  70105. return torus;
  70106. };
  70107. /**
  70108. * Creates a torus knot mesh
  70109. * * The parameter `radius` sets the global radius size (float) of the torus knot (default 2)
  70110. * * The parameter `radialSegments` sets the number of sides on each tube segments (positive integer, default 32)
  70111. * * The parameter `tubularSegments` sets the number of tubes to decompose the knot into (positive integer, default 32)
  70112. * * The parameters `p` and `q` are the number of windings on each axis (positive integers, default 2 and 3)
  70113. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  70114. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  70115. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  70116. * @param name defines the name of the mesh
  70117. * @param options defines the options used to create the mesh
  70118. * @param scene defines the hosting scene
  70119. * @returns the torus knot mesh
  70120. * @see https://doc.babylonjs.com/how_to/set_shapes#torus-knot
  70121. */
  70122. MeshBuilder.CreateTorusKnot = function (name, options, scene) {
  70123. var torusKnot = new BABYLON.Mesh(name, scene);
  70124. options.sideOrientation = MeshBuilder._UpdateSideOrientation(options.sideOrientation);
  70125. torusKnot._originalBuilderSideOrientation = options.sideOrientation;
  70126. var vertexData = BABYLON.VertexData.CreateTorusKnot(options);
  70127. vertexData.applyToMesh(torusKnot, options.updatable);
  70128. return torusKnot;
  70129. };
  70130. /**
  70131. * Creates a line system mesh. A line system is a pool of many lines gathered in a single mesh
  70132. * * A line system mesh is considered as a parametric shape since it has no predefined original shape. Its shape is determined by the passed array of lines as an input parameter
  70133. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineSystem to this static function
  70134. * * The parameter `lines` is an array of lines, each line being an array of successive Vector3
  70135. * * The optional parameter `instance` is an instance of an existing LineSystem object to be updated with the passed `lines` parameter
  70136. * * The optional parameter `colors` is an array of line colors, each line colors being an array of successive Color4, one per line point
  70137. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need the alpha blending (faster)
  70138. * * Updating a simple Line mesh, you just need to update every line in the `lines` array : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#lines-and-dashedlines
  70139. * * When updating an instance, remember that only line point positions can change, not the number of points, neither the number of lines
  70140. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  70141. * @see https://doc.babylonjs.com/how_to/parametric_shapes#line-system
  70142. * @param name defines the name of the new line system
  70143. * @param options defines the options used to create the line system
  70144. * @param scene defines the hosting scene
  70145. * @returns a new line system mesh
  70146. */
  70147. MeshBuilder.CreateLineSystem = function (name, options, scene) {
  70148. var instance = options.instance;
  70149. var lines = options.lines;
  70150. var colors = options.colors;
  70151. if (instance) { // lines update
  70152. var positions = instance.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  70153. var vertexColor;
  70154. var lineColors;
  70155. if (colors) {
  70156. vertexColor = instance.getVerticesData(BABYLON.VertexBuffer.ColorKind);
  70157. }
  70158. var i = 0;
  70159. var c = 0;
  70160. for (var l = 0; l < lines.length; l++) {
  70161. var points = lines[l];
  70162. for (var p = 0; p < points.length; p++) {
  70163. positions[i] = points[p].x;
  70164. positions[i + 1] = points[p].y;
  70165. positions[i + 2] = points[p].z;
  70166. if (colors && vertexColor) {
  70167. lineColors = colors[l];
  70168. vertexColor[c] = lineColors[p].r;
  70169. vertexColor[c + 1] = lineColors[p].g;
  70170. vertexColor[c + 2] = lineColors[p].b;
  70171. vertexColor[c + 3] = lineColors[p].a;
  70172. c += 4;
  70173. }
  70174. i += 3;
  70175. }
  70176. }
  70177. instance.updateVerticesData(BABYLON.VertexBuffer.PositionKind, positions, false, false);
  70178. if (colors && vertexColor) {
  70179. instance.updateVerticesData(BABYLON.VertexBuffer.ColorKind, vertexColor, false, false);
  70180. }
  70181. return instance;
  70182. }
  70183. // line system creation
  70184. var useVertexColor = (colors) ? true : false;
  70185. var lineSystem = new BABYLON.LinesMesh(name, scene, null, undefined, undefined, useVertexColor, options.useVertexAlpha);
  70186. var vertexData = BABYLON.VertexData.CreateLineSystem(options);
  70187. vertexData.applyToMesh(lineSystem, options.updatable);
  70188. return lineSystem;
  70189. };
  70190. /**
  70191. * Creates a line mesh
  70192. * A line mesh is considered as a parametric shape since it has no predefined original shape. Its shape is determined by the passed array of points as an input parameter
  70193. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  70194. * * The parameter `points` is an array successive Vector3
  70195. * * The optional parameter `instance` is an instance of an existing LineMesh object to be updated with the passed `points` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#lines-and-dashedlines
  70196. * * The optional parameter `colors` is an array of successive Color4, one per line point
  70197. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need alpha blending (faster)
  70198. * * When updating an instance, remember that only point positions can change, not the number of points
  70199. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  70200. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lines
  70201. * @param name defines the name of the new line system
  70202. * @param options defines the options used to create the line system
  70203. * @param scene defines the hosting scene
  70204. * @returns a new line mesh
  70205. */
  70206. MeshBuilder.CreateLines = function (name, options, scene) {
  70207. if (scene === void 0) { scene = null; }
  70208. var colors = (options.colors) ? [options.colors] : null;
  70209. var lines = MeshBuilder.CreateLineSystem(name, { lines: [options.points], updatable: options.updatable, instance: options.instance, colors: colors, useVertexAlpha: options.useVertexAlpha }, scene);
  70210. return lines;
  70211. };
  70212. /**
  70213. * Creates a dashed line mesh
  70214. * * A dashed line mesh is considered as a parametric shape since it has no predefined original shape. Its shape is determined by the passed array of points as an input parameter
  70215. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  70216. * * The parameter `points` is an array successive Vector3
  70217. * * The parameter `dashNb` is the intended total number of dashes (positive integer, default 200)
  70218. * * The parameter `dashSize` is the size of the dashes relatively the dash number (positive float, default 3)
  70219. * * The parameter `gapSize` is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  70220. * * The optional parameter `instance` is an instance of an existing LineMesh object to be updated with the passed `points` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#lines-and-dashedlines
  70221. * * When updating an instance, remember that only point positions can change, not the number of points
  70222. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  70223. * @param name defines the name of the mesh
  70224. * @param options defines the options used to create the mesh
  70225. * @param scene defines the hosting scene
  70226. * @returns the dashed line mesh
  70227. * @see https://doc.babylonjs.com/how_to/parametric_shapes#dashed-lines
  70228. */
  70229. MeshBuilder.CreateDashedLines = function (name, options, scene) {
  70230. if (scene === void 0) { scene = null; }
  70231. var points = options.points;
  70232. var instance = options.instance;
  70233. var gapSize = options.gapSize || 1;
  70234. var dashSize = options.dashSize || 3;
  70235. if (instance) { // dashed lines update
  70236. var positionFunction = function (positions) {
  70237. var curvect = BABYLON.Vector3.Zero();
  70238. var nbSeg = positions.length / 6;
  70239. var lg = 0;
  70240. var nb = 0;
  70241. var shft = 0;
  70242. var dashshft = 0;
  70243. var curshft = 0;
  70244. var p = 0;
  70245. var i = 0;
  70246. var j = 0;
  70247. for (i = 0; i < points.length - 1; i++) {
  70248. points[i + 1].subtractToRef(points[i], curvect);
  70249. lg += curvect.length();
  70250. }
  70251. shft = lg / nbSeg;
  70252. var dashSize = instance._creationDataStorage.dashSize;
  70253. var gapSize = instance._creationDataStorage.gapSize;
  70254. dashshft = dashSize * shft / (dashSize + gapSize);
  70255. for (i = 0; i < points.length - 1; i++) {
  70256. points[i + 1].subtractToRef(points[i], curvect);
  70257. nb = Math.floor(curvect.length() / shft);
  70258. curvect.normalize();
  70259. j = 0;
  70260. while (j < nb && p < positions.length) {
  70261. curshft = shft * j;
  70262. positions[p] = points[i].x + curshft * curvect.x;
  70263. positions[p + 1] = points[i].y + curshft * curvect.y;
  70264. positions[p + 2] = points[i].z + curshft * curvect.z;
  70265. positions[p + 3] = points[i].x + (curshft + dashshft) * curvect.x;
  70266. positions[p + 4] = points[i].y + (curshft + dashshft) * curvect.y;
  70267. positions[p + 5] = points[i].z + (curshft + dashshft) * curvect.z;
  70268. p += 6;
  70269. j++;
  70270. }
  70271. }
  70272. while (p < positions.length) {
  70273. positions[p] = points[i].x;
  70274. positions[p + 1] = points[i].y;
  70275. positions[p + 2] = points[i].z;
  70276. p += 3;
  70277. }
  70278. };
  70279. instance.updateMeshPositions(positionFunction, false);
  70280. return instance;
  70281. }
  70282. // dashed lines creation
  70283. var dashedLines = new BABYLON.LinesMesh(name, scene);
  70284. var vertexData = BABYLON.VertexData.CreateDashedLines(options);
  70285. vertexData.applyToMesh(dashedLines, options.updatable);
  70286. dashedLines._creationDataStorage = new BABYLON._CreationDataStorage();
  70287. dashedLines._creationDataStorage.dashSize = dashSize;
  70288. dashedLines._creationDataStorage.gapSize = gapSize;
  70289. return dashedLines;
  70290. };
  70291. /**
  70292. * Creates an extruded shape mesh. The extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  70293. * * The parameter `shape` is a required array of successive Vector3. This array depicts the shape to be extruded in its local space : the shape must be designed in the xOy plane and will be extruded along the Z axis.
  70294. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  70295. * * The parameter `rotation` (float, default 0 radians) is the angle value to rotate the shape each step (each path point), from the former step (so rotation added each step) along the curve.
  70296. * * The parameter `scale` (float, default 1) is the value to scale the shape.
  70297. * * The parameter `cap` sets the way the extruded shape is capped. Possible values : BABYLON.Mesh.NO_CAP (default), BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL
  70298. * * The optional parameter `instance` is an instance of an existing ExtrudedShape object to be updated with the passed `shape`, `path`, `scale` or `rotation` parameters : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#extruded-shape
  70299. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape.
  70300. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  70301. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  70302. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture.
  70303. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  70304. * @param name defines the name of the mesh
  70305. * @param options defines the options used to create the mesh
  70306. * @param scene defines the hosting scene
  70307. * @returns the extruded shape mesh
  70308. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  70309. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  70310. */
  70311. MeshBuilder.ExtrudeShape = function (name, options, scene) {
  70312. if (scene === void 0) { scene = null; }
  70313. var path = options.path;
  70314. var shape = options.shape;
  70315. var scale = options.scale || 1;
  70316. var rotation = options.rotation || 0;
  70317. var cap = (options.cap === 0) ? 0 : options.cap || BABYLON.Mesh.NO_CAP;
  70318. var updatable = options.updatable;
  70319. var sideOrientation = MeshBuilder._UpdateSideOrientation(options.sideOrientation);
  70320. var instance = options.instance || null;
  70321. var invertUV = options.invertUV || false;
  70322. return MeshBuilder._ExtrudeShapeGeneric(name, shape, path, scale, rotation, null, null, false, false, cap, false, scene, updatable ? true : false, sideOrientation, instance, invertUV, options.frontUVs || null, options.backUVs || null);
  70323. };
  70324. /**
  70325. * Creates an custom extruded shape mesh.
  70326. * The custom extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  70327. * * The parameter `shape` is a required array of successive Vector3. This array depicts the shape to be extruded in its local space : the shape must be designed in the xOy plane and will be extruded along the Z axis.
  70328. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  70329. * * The parameter `rotationFunction` (JS function) is a custom Javascript function called on each path point. This function is passed the position i of the point in the path and the distance of this point from the begining of the path
  70330. * * It must returns a float value that will be the rotation in radians applied to the shape on each path point.
  70331. * * The parameter `scaleFunction` (JS function) is a custom Javascript function called on each path point. This function is passed the position i of the point in the path and the distance of this point from the begining of the path
  70332. * * It must returns a float value that will be the scale value applied to the shape on each path point
  70333. * * The parameter `ribbonClosePath` (boolean, default false) forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  70334. * * The parameter `ribbonCloseArray` (boolean, default false) forces the extrusion underlying ribbon to close its `pathArray`
  70335. * * The parameter `cap` sets the way the extruded shape is capped. Possible values : BABYLON.Mesh.NO_CAP (default), BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL
  70336. * * The optional parameter `instance` is an instance of an existing ExtrudedShape object to be updated with the passed `shape`, `path`, `scale` or `rotation` parameters : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#extruded-shape
  70337. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape
  70338. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  70339. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  70340. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  70341. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  70342. * @param name defines the name of the mesh
  70343. * @param options defines the options used to create the mesh
  70344. * @param scene defines the hosting scene
  70345. * @returns the custom extruded shape mesh
  70346. * @see https://doc.babylonjs.com/how_to/parametric_shapes#custom-extruded-shapes
  70347. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  70348. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  70349. */
  70350. MeshBuilder.ExtrudeShapeCustom = function (name, options, scene) {
  70351. var path = options.path;
  70352. var shape = options.shape;
  70353. var scaleFunction = options.scaleFunction || (function () { return 1; });
  70354. var rotationFunction = options.rotationFunction || (function () { return 0; });
  70355. var ribbonCloseArray = options.ribbonCloseArray || false;
  70356. var ribbonClosePath = options.ribbonClosePath || false;
  70357. var cap = (options.cap === 0) ? 0 : options.cap || BABYLON.Mesh.NO_CAP;
  70358. var updatable = options.updatable;
  70359. var sideOrientation = MeshBuilder._UpdateSideOrientation(options.sideOrientation);
  70360. var instance = options.instance;
  70361. var invertUV = options.invertUV || false;
  70362. return MeshBuilder._ExtrudeShapeGeneric(name, shape, path, null, null, scaleFunction, rotationFunction, ribbonCloseArray, ribbonClosePath, cap, true, scene, updatable ? true : false, sideOrientation, instance || null, invertUV, options.frontUVs || null, options.backUVs || null);
  70363. };
  70364. /**
  70365. * Creates lathe mesh.
  70366. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe
  70367. * * The parameter `shape` is a required array of successive Vector3. This array depicts the shape to be rotated in its local space : the shape must be designed in the xOy plane and will be rotated around the Y axis. It's usually a 2D shape, so the Vector3 z coordinates are often set to zero
  70368. * * The parameter `radius` (positive float, default 1) is the radius value of the lathe
  70369. * * The parameter `tessellation` (positive integer, default 64) is the side number of the lathe
  70370. * * The parameter `clip` (positive integer, default 0) is the number of sides to not create without effecting the general shape of the sides
  70371. * * The parameter `arc` (positive float, default 1) is the ratio of the lathe. 0.5 builds for instance half a lathe, so an opened shape
  70372. * * The parameter `closed` (boolean, default true) opens/closes the lathe circumference. This should be set to false when used with the parameter "arc"
  70373. * * The parameter `cap` sets the way the extruded shape is capped. Possible values : BABYLON.Mesh.NO_CAP (default), BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL
  70374. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  70375. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  70376. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  70377. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  70378. * @param name defines the name of the mesh
  70379. * @param options defines the options used to create the mesh
  70380. * @param scene defines the hosting scene
  70381. * @returns the lathe mesh
  70382. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lathe
  70383. */
  70384. MeshBuilder.CreateLathe = function (name, options, scene) {
  70385. var arc = options.arc ? ((options.arc <= 0 || options.arc > 1) ? 1.0 : options.arc) : 1.0;
  70386. var closed = (options.closed === undefined) ? true : options.closed;
  70387. var shape = options.shape;
  70388. var radius = options.radius || 1;
  70389. var tessellation = options.tessellation || 64;
  70390. var clip = options.clip || 0;
  70391. var updatable = options.updatable;
  70392. var sideOrientation = MeshBuilder._UpdateSideOrientation(options.sideOrientation);
  70393. var cap = options.cap || BABYLON.Mesh.NO_CAP;
  70394. var pi2 = Math.PI * 2;
  70395. var paths = new Array();
  70396. var invertUV = options.invertUV || false;
  70397. var i = 0;
  70398. var p = 0;
  70399. var step = pi2 / tessellation * arc;
  70400. var rotated;
  70401. var path = new Array();
  70402. for (i = 0; i <= tessellation - clip; i++) {
  70403. var path = [];
  70404. if (cap == BABYLON.Mesh.CAP_START || cap == BABYLON.Mesh.CAP_ALL) {
  70405. path.push(new BABYLON.Vector3(0, shape[0].y, 0));
  70406. path.push(new BABYLON.Vector3(Math.cos(i * step) * shape[0].x * radius, shape[0].y, Math.sin(i * step) * shape[0].x * radius));
  70407. }
  70408. for (p = 0; p < shape.length; p++) {
  70409. rotated = new BABYLON.Vector3(Math.cos(i * step) * shape[p].x * radius, shape[p].y, Math.sin(i * step) * shape[p].x * radius);
  70410. path.push(rotated);
  70411. }
  70412. if (cap == BABYLON.Mesh.CAP_END || cap == BABYLON.Mesh.CAP_ALL) {
  70413. path.push(new BABYLON.Vector3(Math.cos(i * step) * shape[shape.length - 1].x * radius, shape[shape.length - 1].y, Math.sin(i * step) * shape[shape.length - 1].x * radius));
  70414. path.push(new BABYLON.Vector3(0, shape[shape.length - 1].y, 0));
  70415. }
  70416. paths.push(path);
  70417. }
  70418. // lathe ribbon
  70419. var lathe = MeshBuilder.CreateRibbon(name, { pathArray: paths, closeArray: closed, sideOrientation: sideOrientation, updatable: updatable, invertUV: invertUV, frontUVs: options.frontUVs, backUVs: options.backUVs }, scene);
  70420. return lathe;
  70421. };
  70422. /**
  70423. * Creates a plane mesh
  70424. * * The parameter `size` sets the size (float) of both sides of the plane at once (default 1)
  70425. * * You can set some different plane dimensions by using the parameters `width` and `height` (both by default have the same value of `size`)
  70426. * * The parameter `sourcePlane` is a Plane instance. It builds a mesh plane from a Math plane
  70427. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  70428. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  70429. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  70430. * @param name defines the name of the mesh
  70431. * @param options defines the options used to create the mesh
  70432. * @param scene defines the hosting scene
  70433. * @returns the plane mesh
  70434. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  70435. */
  70436. MeshBuilder.CreatePlane = function (name, options, scene) {
  70437. var plane = new BABYLON.Mesh(name, scene);
  70438. options.sideOrientation = MeshBuilder._UpdateSideOrientation(options.sideOrientation);
  70439. plane._originalBuilderSideOrientation = options.sideOrientation;
  70440. var vertexData = BABYLON.VertexData.CreatePlane(options);
  70441. vertexData.applyToMesh(plane, options.updatable);
  70442. if (options.sourcePlane) {
  70443. plane.translate(options.sourcePlane.normal, -options.sourcePlane.d);
  70444. plane.setDirection(options.sourcePlane.normal.scale(-1));
  70445. }
  70446. return plane;
  70447. };
  70448. /**
  70449. * Creates a ground mesh
  70450. * * The parameters `width` and `height` (floats, default 1) set the width and height sizes of the ground
  70451. * * The parameter `subdivisions` (positive integer) sets the number of subdivisions per side
  70452. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  70453. * @param name defines the name of the mesh
  70454. * @param options defines the options used to create the mesh
  70455. * @param scene defines the hosting scene
  70456. * @returns the ground mesh
  70457. * @see https://doc.babylonjs.com/how_to/set_shapes#ground
  70458. */
  70459. MeshBuilder.CreateGround = function (name, options, scene) {
  70460. var ground = new BABYLON.GroundMesh(name, scene);
  70461. ground._setReady(false);
  70462. ground._subdivisionsX = options.subdivisionsX || options.subdivisions || 1;
  70463. ground._subdivisionsY = options.subdivisionsY || options.subdivisions || 1;
  70464. ground._width = options.width || 1;
  70465. ground._height = options.height || 1;
  70466. ground._maxX = ground._width / 2;
  70467. ground._maxZ = ground._height / 2;
  70468. ground._minX = -ground._maxX;
  70469. ground._minZ = -ground._maxZ;
  70470. var vertexData = BABYLON.VertexData.CreateGround(options);
  70471. vertexData.applyToMesh(ground, options.updatable);
  70472. ground._setReady(true);
  70473. return ground;
  70474. };
  70475. /**
  70476. * Creates a tiled ground mesh
  70477. * * The parameters `xmin` and `xmax` (floats, default -1 and 1) set the ground minimum and maximum X coordinates
  70478. * * The parameters `zmin` and `zmax` (floats, default -1 and 1) set the ground minimum and maximum Z coordinates
  70479. * * The parameter `subdivisions` is a javascript object `{w: positive integer, h: positive integer}` (default `{w: 6, h: 6}`). `w` and `h` are the numbers of subdivisions on the ground width and height. Each subdivision is called a tile
  70480. * * The parameter `precision` is a javascript object `{w: positive integer, h: positive integer}` (default `{w: 2, h: 2}`). `w` and `h` are the numbers of subdivisions on the ground width and height of each tile
  70481. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  70482. * @param name defines the name of the mesh
  70483. * @param options defines the options used to create the mesh
  70484. * @param scene defines the hosting scene
  70485. * @returns the tiled ground mesh
  70486. * @see https://doc.babylonjs.com/how_to/set_shapes#tiled-ground
  70487. */
  70488. MeshBuilder.CreateTiledGround = function (name, options, scene) {
  70489. var tiledGround = new BABYLON.Mesh(name, scene);
  70490. var vertexData = BABYLON.VertexData.CreateTiledGround(options);
  70491. vertexData.applyToMesh(tiledGround, options.updatable);
  70492. return tiledGround;
  70493. };
  70494. /**
  70495. * Creates a ground mesh from a height map
  70496. * * The parameter `url` sets the URL of the height map image resource.
  70497. * * The parameters `width` and `height` (positive floats, default 10) set the ground width and height sizes.
  70498. * * The parameter `subdivisions` (positive integer, default 1) sets the number of subdivision per side.
  70499. * * The parameter `minHeight` (float, default 0) is the minimum altitude on the ground.
  70500. * * The parameter `maxHeight` (float, default 1) is the maximum altitude on the ground.
  70501. * * The parameter `colorFilter` (optional Color3, default (0.3, 0.59, 0.11) ) is the filter to apply to the image pixel colors to compute the height.
  70502. * * The parameter `onReady` is a javascript callback function that will be called once the mesh is just built (the height map download can last some time).
  70503. * * The parameter `alphaFilter` will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  70504. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  70505. * @param name defines the name of the mesh
  70506. * @param url defines the url to the height map
  70507. * @param options defines the options used to create the mesh
  70508. * @param scene defines the hosting scene
  70509. * @returns the ground mesh
  70510. * @see https://doc.babylonjs.com/babylon101/height_map
  70511. * @see https://doc.babylonjs.com/how_to/set_shapes#ground-from-a-height-map
  70512. */
  70513. MeshBuilder.CreateGroundFromHeightMap = function (name, url, options, scene) {
  70514. var width = options.width || 10.0;
  70515. var height = options.height || 10.0;
  70516. var subdivisions = options.subdivisions || 1 | 0;
  70517. var minHeight = options.minHeight || 0.0;
  70518. var maxHeight = options.maxHeight || 1.0;
  70519. var filter = options.colorFilter || new BABYLON.Color3(0.3, 0.59, 0.11);
  70520. var alphaFilter = options.alphaFilter || 0.0;
  70521. var updatable = options.updatable;
  70522. var onReady = options.onReady;
  70523. var ground = new BABYLON.GroundMesh(name, scene);
  70524. ground._subdivisionsX = subdivisions;
  70525. ground._subdivisionsY = subdivisions;
  70526. ground._width = width;
  70527. ground._height = height;
  70528. ground._maxX = ground._width / 2.0;
  70529. ground._maxZ = ground._height / 2.0;
  70530. ground._minX = -ground._maxX;
  70531. ground._minZ = -ground._maxZ;
  70532. ground._setReady(false);
  70533. var onload = function (img) {
  70534. // Getting height map data
  70535. var canvas = document.createElement("canvas");
  70536. var context = canvas.getContext("2d");
  70537. if (!context) {
  70538. throw new Error("Unable to get 2d context for CreateGroundFromHeightMap");
  70539. }
  70540. if (scene.isDisposed) {
  70541. return;
  70542. }
  70543. var bufferWidth = img.width;
  70544. var bufferHeight = img.height;
  70545. canvas.width = bufferWidth;
  70546. canvas.height = bufferHeight;
  70547. context.drawImage(img, 0, 0);
  70548. // Create VertexData from map data
  70549. // Cast is due to wrong definition in lib.d.ts from ts 1.3 - https://github.com/Microsoft/TypeScript/issues/949
  70550. var buffer = context.getImageData(0, 0, bufferWidth, bufferHeight).data;
  70551. var vertexData = BABYLON.VertexData.CreateGroundFromHeightMap({
  70552. width: width, height: height,
  70553. subdivisions: subdivisions,
  70554. minHeight: minHeight, maxHeight: maxHeight, colorFilter: filter,
  70555. buffer: buffer, bufferWidth: bufferWidth, bufferHeight: bufferHeight,
  70556. alphaFilter: alphaFilter
  70557. });
  70558. vertexData.applyToMesh(ground, updatable);
  70559. //execute ready callback, if set
  70560. if (onReady) {
  70561. onReady(ground);
  70562. }
  70563. ground._setReady(true);
  70564. };
  70565. BABYLON.Tools.LoadImage(url, onload, function () { }, scene.offlineProvider);
  70566. return ground;
  70567. };
  70568. /**
  70569. * Creates a polygon mesh
  70570. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh
  70571. * * The parameter `shape` is a required array of successive Vector3 representing the corners of the polygon in th XoZ plane, that is y = 0 for all vectors
  70572. * * You can set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  70573. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  70574. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4)
  70575. * * Remember you can only change the shape positions, not their number when updating a polygon
  70576. * @param name defines the name of the mesh
  70577. * @param options defines the options used to create the mesh
  70578. * @param scene defines the hosting scene
  70579. * @returns the polygon mesh
  70580. */
  70581. MeshBuilder.CreatePolygon = function (name, options, scene) {
  70582. options.sideOrientation = MeshBuilder._UpdateSideOrientation(options.sideOrientation);
  70583. var shape = options.shape;
  70584. var holes = options.holes || [];
  70585. var depth = options.depth || 0;
  70586. var contours = [];
  70587. var hole = [];
  70588. for (var i = 0; i < shape.length; i++) {
  70589. contours[i] = new BABYLON.Vector2(shape[i].x, shape[i].z);
  70590. }
  70591. var epsilon = 0.00000001;
  70592. if (contours[0].equalsWithEpsilon(contours[contours.length - 1], epsilon)) {
  70593. contours.pop();
  70594. }
  70595. var polygonTriangulation = new BABYLON.PolygonMeshBuilder(name, contours, scene);
  70596. for (var hNb = 0; hNb < holes.length; hNb++) {
  70597. hole = [];
  70598. for (var hPoint = 0; hPoint < holes[hNb].length; hPoint++) {
  70599. hole.push(new BABYLON.Vector2(holes[hNb][hPoint].x, holes[hNb][hPoint].z));
  70600. }
  70601. polygonTriangulation.addHole(hole);
  70602. }
  70603. var polygon = polygonTriangulation.build(options.updatable, depth);
  70604. polygon._originalBuilderSideOrientation = options.sideOrientation;
  70605. var vertexData = BABYLON.VertexData.CreatePolygon(polygon, options.sideOrientation, options.faceUV, options.faceColors, options.frontUVs, options.backUVs);
  70606. vertexData.applyToMesh(polygon, options.updatable);
  70607. return polygon;
  70608. };
  70609. /**
  70610. * Creates an extruded polygon mesh, with depth in the Y direction.
  70611. * * You can set different colors and different images to the top, bottom and extruded side by using the parameters `faceColors` (an array of 3 Color3 elements) and `faceUV` (an array of 3 Vector4 elements)
  70612. * @see https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  70613. * @param name defines the name of the mesh
  70614. * @param options defines the options used to create the mesh
  70615. * @param scene defines the hosting scene
  70616. * @returns the polygon mesh
  70617. */
  70618. MeshBuilder.ExtrudePolygon = function (name, options, scene) {
  70619. return MeshBuilder.CreatePolygon(name, options, scene);
  70620. };
  70621. /**
  70622. * Creates a tube mesh.
  70623. * The tube is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  70624. * * The parameter `path` is a required array of successive Vector3. It is the curve used as the axis of the tube
  70625. * * The parameter `radius` (positive float, default 1) sets the tube radius size
  70626. * * The parameter `tessellation` (positive float, default 64) is the number of sides on the tubular surface
  70627. * * The parameter `radiusFunction` (javascript function, default null) is a vanilla javascript function. If it is not null, it overwrittes the parameter `radius`
  70628. * * This function is called on each point of the tube path and is passed the index `i` of the i-th point and the distance of this point from the first point of the path. It must return a radius value (positive float)
  70629. * * The parameter `arc` (positive float, maximum 1, default 1) is the ratio to apply to the tube circumference : 2 x PI x arc
  70630. * * The parameter `cap` sets the way the extruded shape is capped. Possible values : BABYLON.Mesh.NO_CAP (default), BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL
  70631. * * The optional parameter `instance` is an instance of an existing Tube object to be updated with the passed `pathArray` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#tube
  70632. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  70633. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  70634. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  70635. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  70636. * @param name defines the name of the mesh
  70637. * @param options defines the options used to create the mesh
  70638. * @param scene defines the hosting scene
  70639. * @returns the tube mesh
  70640. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  70641. * @see https://doc.babylonjs.com/how_to/set_shapes#tube
  70642. */
  70643. MeshBuilder.CreateTube = function (name, options, scene) {
  70644. var path = options.path;
  70645. var instance = options.instance;
  70646. var radius = 1.0;
  70647. if (options.radius !== undefined) {
  70648. radius = options.radius;
  70649. }
  70650. else if (instance) {
  70651. radius = instance._creationDataStorage.radius;
  70652. }
  70653. var tessellation = options.tessellation || 64 | 0;
  70654. var radiusFunction = options.radiusFunction || null;
  70655. var cap = options.cap || BABYLON.Mesh.NO_CAP;
  70656. var invertUV = options.invertUV || false;
  70657. var updatable = options.updatable;
  70658. var sideOrientation = MeshBuilder._UpdateSideOrientation(options.sideOrientation);
  70659. options.arc = options.arc && (options.arc <= 0.0 || options.arc > 1.0) ? 1.0 : options.arc || 1.0;
  70660. // tube geometry
  70661. var tubePathArray = function (path, path3D, circlePaths, radius, tessellation, radiusFunction, cap, arc) {
  70662. var tangents = path3D.getTangents();
  70663. var normals = path3D.getNormals();
  70664. var distances = path3D.getDistances();
  70665. var pi2 = Math.PI * 2;
  70666. var step = pi2 / tessellation * arc;
  70667. var returnRadius = function () { return radius; };
  70668. var radiusFunctionFinal = radiusFunction || returnRadius;
  70669. var circlePath;
  70670. var rad;
  70671. var normal;
  70672. var rotated;
  70673. var rotationMatrix = BABYLON.Tmp.Matrix[0];
  70674. var index = (cap === BABYLON.Mesh.NO_CAP || cap === BABYLON.Mesh.CAP_END) ? 0 : 2;
  70675. for (var i = 0; i < path.length; i++) {
  70676. rad = radiusFunctionFinal(i, distances[i]); // current radius
  70677. circlePath = Array(); // current circle array
  70678. normal = normals[i]; // current normal
  70679. for (var t = 0; t < tessellation; t++) {
  70680. BABYLON.Matrix.RotationAxisToRef(tangents[i], step * t, rotationMatrix);
  70681. rotated = circlePath[t] ? circlePath[t] : BABYLON.Vector3.Zero();
  70682. BABYLON.Vector3.TransformCoordinatesToRef(normal, rotationMatrix, rotated);
  70683. rotated.scaleInPlace(rad).addInPlace(path[i]);
  70684. circlePath[t] = rotated;
  70685. }
  70686. circlePaths[index] = circlePath;
  70687. index++;
  70688. }
  70689. // cap
  70690. var capPath = function (nbPoints, pathIndex) {
  70691. var pointCap = Array();
  70692. for (var i = 0; i < nbPoints; i++) {
  70693. pointCap.push(path[pathIndex]);
  70694. }
  70695. return pointCap;
  70696. };
  70697. switch (cap) {
  70698. case BABYLON.Mesh.NO_CAP:
  70699. break;
  70700. case BABYLON.Mesh.CAP_START:
  70701. circlePaths[0] = capPath(tessellation, 0);
  70702. circlePaths[1] = circlePaths[2].slice(0);
  70703. break;
  70704. case BABYLON.Mesh.CAP_END:
  70705. circlePaths[index] = circlePaths[index - 1].slice(0);
  70706. circlePaths[index + 1] = capPath(tessellation, path.length - 1);
  70707. break;
  70708. case BABYLON.Mesh.CAP_ALL:
  70709. circlePaths[0] = capPath(tessellation, 0);
  70710. circlePaths[1] = circlePaths[2].slice(0);
  70711. circlePaths[index] = circlePaths[index - 1].slice(0);
  70712. circlePaths[index + 1] = capPath(tessellation, path.length - 1);
  70713. break;
  70714. default:
  70715. break;
  70716. }
  70717. return circlePaths;
  70718. };
  70719. var path3D;
  70720. var pathArray;
  70721. if (instance) { // tube update
  70722. var storage = instance._creationDataStorage;
  70723. var arc = options.arc || storage.arc;
  70724. path3D = storage.path3D.update(path);
  70725. pathArray = tubePathArray(path, path3D, storage.pathArray, radius, storage.tessellation, radiusFunction, storage.cap, arc);
  70726. instance = MeshBuilder.CreateRibbon("", { pathArray: pathArray, instance: instance });
  70727. // Update mode, no need to recreate the storage.
  70728. storage.path3D = path3D;
  70729. storage.pathArray = pathArray;
  70730. storage.arc = arc;
  70731. storage.radius = radius;
  70732. return instance;
  70733. }
  70734. // tube creation
  70735. path3D = new BABYLON.Path3D(path);
  70736. var newPathArray = new Array();
  70737. cap = (cap < 0 || cap > 3) ? 0 : cap;
  70738. pathArray = tubePathArray(path, path3D, newPathArray, radius, tessellation, radiusFunction, cap, options.arc);
  70739. var tube = MeshBuilder.CreateRibbon(name, { pathArray: pathArray, closePath: true, closeArray: false, updatable: updatable, sideOrientation: sideOrientation, invertUV: invertUV, frontUVs: options.frontUVs, backUVs: options.backUVs }, scene);
  70740. tube._creationDataStorage.pathArray = pathArray;
  70741. tube._creationDataStorage.path3D = path3D;
  70742. tube._creationDataStorage.tessellation = tessellation;
  70743. tube._creationDataStorage.cap = cap;
  70744. tube._creationDataStorage.arc = options.arc;
  70745. tube._creationDataStorage.radius = radius;
  70746. return tube;
  70747. };
  70748. /**
  70749. * Creates a polyhedron mesh
  70750. * * The parameter `type` (positive integer, max 14, default 0) sets the polyhedron type to build among the 15 embbeded types. Please refer to the type sheet in the tutorial to choose the wanted type
  70751. * * The parameter `size` (positive float, default 1) sets the polygon size
  70752. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  70753. * * You can build other polyhedron types than the 15 embbeded ones by setting the parameter `custom` (`polyhedronObject`, default null). If you set the parameter `custom`, this overwrittes the parameter `type`
  70754. * * A `polyhedronObject` is a formatted javascript object. You'll find a full file with pre-set polyhedra here : https://github.com/BabylonJS/Extensions/tree/master/Polyhedron
  70755. * * You can set the color and the UV of each side of the polyhedron with the parameters `faceColors` (Color4, default `(1, 1, 1, 1)`) and faceUV (Vector4, default `(0, 0, 1, 1)`)
  70756. * * To understand how to set `faceUV` or `faceColors`, please read this by considering the right number of faces of your polyhedron, instead of only 6 for the box : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  70757. * * The parameter `flat` (boolean, default true). If set to false, it gives the polyhedron a single global face, so less vertices and shared normals. In this case, `faceColors` and `faceUV` are ignored
  70758. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  70759. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  70760. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  70761. * @param name defines the name of the mesh
  70762. * @param options defines the options used to create the mesh
  70763. * @param scene defines the hosting scene
  70764. * @returns the polyhedron mesh
  70765. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes
  70766. */
  70767. MeshBuilder.CreatePolyhedron = function (name, options, scene) {
  70768. var polyhedron = new BABYLON.Mesh(name, scene);
  70769. options.sideOrientation = MeshBuilder._UpdateSideOrientation(options.sideOrientation);
  70770. polyhedron._originalBuilderSideOrientation = options.sideOrientation;
  70771. var vertexData = BABYLON.VertexData.CreatePolyhedron(options);
  70772. vertexData.applyToMesh(polyhedron, options.updatable);
  70773. return polyhedron;
  70774. };
  70775. /**
  70776. * Creates a decal mesh.
  70777. * A decal is a mesh usually applied as a model onto the surface of another mesh. So don't forget the parameter `sourceMesh` depicting the decal
  70778. * * The parameter `position` (Vector3, default `(0, 0, 0)`) sets the position of the decal in World coordinates
  70779. * * The parameter `normal` (Vector3, default `Vector3.Up`) sets the normal of the mesh where the decal is applied onto in World coordinates
  70780. * * The parameter `size` (Vector3, default `(1, 1, 1)`) sets the decal scaling
  70781. * * The parameter `angle` (float in radian, default 0) sets the angle to rotate the decal
  70782. * @param name defines the name of the mesh
  70783. * @param sourceMesh defines the mesh where the decal must be applied
  70784. * @param options defines the options used to create the mesh
  70785. * @param scene defines the hosting scene
  70786. * @returns the decal mesh
  70787. * @see https://doc.babylonjs.com/how_to/decals
  70788. */
  70789. MeshBuilder.CreateDecal = function (name, sourceMesh, options) {
  70790. var indices = sourceMesh.getIndices();
  70791. var positions = sourceMesh.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  70792. var normals = sourceMesh.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  70793. var position = options.position || BABYLON.Vector3.Zero();
  70794. var normal = options.normal || BABYLON.Vector3.Up();
  70795. var size = options.size || BABYLON.Vector3.One();
  70796. var angle = options.angle || 0;
  70797. // Getting correct rotation
  70798. if (!normal) {
  70799. var target = new BABYLON.Vector3(0, 0, 1);
  70800. var camera = sourceMesh.getScene().activeCamera;
  70801. var cameraWorldTarget = BABYLON.Vector3.TransformCoordinates(target, camera.getWorldMatrix());
  70802. normal = camera.globalPosition.subtract(cameraWorldTarget);
  70803. }
  70804. var yaw = -Math.atan2(normal.z, normal.x) - Math.PI / 2;
  70805. var len = Math.sqrt(normal.x * normal.x + normal.z * normal.z);
  70806. var pitch = Math.atan2(normal.y, len);
  70807. // Matrix
  70808. var decalWorldMatrix = BABYLON.Matrix.RotationYawPitchRoll(yaw, pitch, angle).multiply(BABYLON.Matrix.Translation(position.x, position.y, position.z));
  70809. var inverseDecalWorldMatrix = BABYLON.Matrix.Invert(decalWorldMatrix);
  70810. var meshWorldMatrix = sourceMesh.getWorldMatrix();
  70811. var transformMatrix = meshWorldMatrix.multiply(inverseDecalWorldMatrix);
  70812. var vertexData = new BABYLON.VertexData();
  70813. vertexData.indices = [];
  70814. vertexData.positions = [];
  70815. vertexData.normals = [];
  70816. vertexData.uvs = [];
  70817. var currentVertexDataIndex = 0;
  70818. var extractDecalVector3 = function (indexId) {
  70819. var result = new BABYLON.PositionNormalVertex();
  70820. if (!indices || !positions || !normals) {
  70821. return result;
  70822. }
  70823. var vertexId = indices[indexId];
  70824. result.position = new BABYLON.Vector3(positions[vertexId * 3], positions[vertexId * 3 + 1], positions[vertexId * 3 + 2]);
  70825. // Send vector to decal local world
  70826. result.position = BABYLON.Vector3.TransformCoordinates(result.position, transformMatrix);
  70827. // Get normal
  70828. result.normal = new BABYLON.Vector3(normals[vertexId * 3], normals[vertexId * 3 + 1], normals[vertexId * 3 + 2]);
  70829. result.normal = BABYLON.Vector3.TransformNormal(result.normal, transformMatrix);
  70830. return result;
  70831. }; // Inspired by https://github.com/mrdoob/three.js/blob/eee231960882f6f3b6113405f524956145148146/examples/js/geometries/DecalGeometry.js
  70832. var clip = function (vertices, axis) {
  70833. if (vertices.length === 0) {
  70834. return vertices;
  70835. }
  70836. var clipSize = 0.5 * Math.abs(BABYLON.Vector3.Dot(size, axis));
  70837. var clipVertices = function (v0, v1) {
  70838. var clipFactor = BABYLON.Vector3.GetClipFactor(v0.position, v1.position, axis, clipSize);
  70839. return new BABYLON.PositionNormalVertex(BABYLON.Vector3.Lerp(v0.position, v1.position, clipFactor), BABYLON.Vector3.Lerp(v0.normal, v1.normal, clipFactor));
  70840. };
  70841. var result = new Array();
  70842. for (var index = 0; index < vertices.length; index += 3) {
  70843. var v1Out;
  70844. var v2Out;
  70845. var v3Out;
  70846. var total = 0;
  70847. var nV1 = null;
  70848. var nV2 = null;
  70849. var nV3 = null;
  70850. var nV4 = null;
  70851. var d1 = BABYLON.Vector3.Dot(vertices[index].position, axis) - clipSize;
  70852. var d2 = BABYLON.Vector3.Dot(vertices[index + 1].position, axis) - clipSize;
  70853. var d3 = BABYLON.Vector3.Dot(vertices[index + 2].position, axis) - clipSize;
  70854. v1Out = d1 > 0;
  70855. v2Out = d2 > 0;
  70856. v3Out = d3 > 0;
  70857. total = (v1Out ? 1 : 0) + (v2Out ? 1 : 0) + (v3Out ? 1 : 0);
  70858. switch (total) {
  70859. case 0:
  70860. result.push(vertices[index]);
  70861. result.push(vertices[index + 1]);
  70862. result.push(vertices[index + 2]);
  70863. break;
  70864. case 1:
  70865. if (v1Out) {
  70866. nV1 = vertices[index + 1];
  70867. nV2 = vertices[index + 2];
  70868. nV3 = clipVertices(vertices[index], nV1);
  70869. nV4 = clipVertices(vertices[index], nV2);
  70870. }
  70871. if (v2Out) {
  70872. nV1 = vertices[index];
  70873. nV2 = vertices[index + 2];
  70874. nV3 = clipVertices(vertices[index + 1], nV1);
  70875. nV4 = clipVertices(vertices[index + 1], nV2);
  70876. result.push(nV3);
  70877. result.push(nV2.clone());
  70878. result.push(nV1.clone());
  70879. result.push(nV2.clone());
  70880. result.push(nV3.clone());
  70881. result.push(nV4);
  70882. break;
  70883. }
  70884. if (v3Out) {
  70885. nV1 = vertices[index];
  70886. nV2 = vertices[index + 1];
  70887. nV3 = clipVertices(vertices[index + 2], nV1);
  70888. nV4 = clipVertices(vertices[index + 2], nV2);
  70889. }
  70890. if (nV1 && nV2 && nV3 && nV4) {
  70891. result.push(nV1.clone());
  70892. result.push(nV2.clone());
  70893. result.push(nV3);
  70894. result.push(nV4);
  70895. result.push(nV3.clone());
  70896. result.push(nV2.clone());
  70897. }
  70898. break;
  70899. case 2:
  70900. if (!v1Out) {
  70901. nV1 = vertices[index].clone();
  70902. nV2 = clipVertices(nV1, vertices[index + 1]);
  70903. nV3 = clipVertices(nV1, vertices[index + 2]);
  70904. result.push(nV1);
  70905. result.push(nV2);
  70906. result.push(nV3);
  70907. }
  70908. if (!v2Out) {
  70909. nV1 = vertices[index + 1].clone();
  70910. nV2 = clipVertices(nV1, vertices[index + 2]);
  70911. nV3 = clipVertices(nV1, vertices[index]);
  70912. result.push(nV1);
  70913. result.push(nV2);
  70914. result.push(nV3);
  70915. }
  70916. if (!v3Out) {
  70917. nV1 = vertices[index + 2].clone();
  70918. nV2 = clipVertices(nV1, vertices[index]);
  70919. nV3 = clipVertices(nV1, vertices[index + 1]);
  70920. result.push(nV1);
  70921. result.push(nV2);
  70922. result.push(nV3);
  70923. }
  70924. break;
  70925. case 3:
  70926. break;
  70927. }
  70928. }
  70929. return result;
  70930. };
  70931. for (var index = 0; index < indices.length; index += 3) {
  70932. var faceVertices = new Array();
  70933. faceVertices.push(extractDecalVector3(index));
  70934. faceVertices.push(extractDecalVector3(index + 1));
  70935. faceVertices.push(extractDecalVector3(index + 2));
  70936. // Clip
  70937. faceVertices = clip(faceVertices, new BABYLON.Vector3(1, 0, 0));
  70938. faceVertices = clip(faceVertices, new BABYLON.Vector3(-1, 0, 0));
  70939. faceVertices = clip(faceVertices, new BABYLON.Vector3(0, 1, 0));
  70940. faceVertices = clip(faceVertices, new BABYLON.Vector3(0, -1, 0));
  70941. faceVertices = clip(faceVertices, new BABYLON.Vector3(0, 0, 1));
  70942. faceVertices = clip(faceVertices, new BABYLON.Vector3(0, 0, -1));
  70943. if (faceVertices.length === 0) {
  70944. continue;
  70945. }
  70946. // Add UVs and get back to world
  70947. for (var vIndex = 0; vIndex < faceVertices.length; vIndex++) {
  70948. var vertex = faceVertices[vIndex];
  70949. //TODO check for Int32Array | Uint32Array | Uint16Array
  70950. vertexData.indices.push(currentVertexDataIndex);
  70951. vertex.position.toArray(vertexData.positions, currentVertexDataIndex * 3);
  70952. vertex.normal.toArray(vertexData.normals, currentVertexDataIndex * 3);
  70953. vertexData.uvs.push(0.5 + vertex.position.x / size.x);
  70954. vertexData.uvs.push(0.5 + vertex.position.y / size.y);
  70955. currentVertexDataIndex++;
  70956. }
  70957. }
  70958. // Return mesh
  70959. var decal = new BABYLON.Mesh(name, sourceMesh.getScene());
  70960. vertexData.applyToMesh(decal);
  70961. decal.position = position.clone();
  70962. decal.rotation = new BABYLON.Vector3(pitch, yaw, angle);
  70963. return decal;
  70964. };
  70965. // Privates
  70966. MeshBuilder._ExtrudeShapeGeneric = function (name, shape, curve, scale, rotation, scaleFunction, rotateFunction, rbCA, rbCP, cap, custom, scene, updtbl, side, instance, invertUV, frontUVs, backUVs) {
  70967. // extrusion geometry
  70968. var extrusionPathArray = function (shape, curve, path3D, shapePaths, scale, rotation, scaleFunction, rotateFunction, cap, custom) {
  70969. var tangents = path3D.getTangents();
  70970. var normals = path3D.getNormals();
  70971. var binormals = path3D.getBinormals();
  70972. var distances = path3D.getDistances();
  70973. var angle = 0;
  70974. var returnScale = function () { return scale !== null ? scale : 1; };
  70975. var returnRotation = function () { return rotation !== null ? rotation : 0; };
  70976. var rotate = custom && rotateFunction ? rotateFunction : returnRotation;
  70977. var scl = custom && scaleFunction ? scaleFunction : returnScale;
  70978. var index = (cap === BABYLON.Mesh.NO_CAP || cap === BABYLON.Mesh.CAP_END) ? 0 : 2;
  70979. var rotationMatrix = BABYLON.Tmp.Matrix[0];
  70980. for (var i = 0; i < curve.length; i++) {
  70981. var shapePath = new Array();
  70982. var angleStep = rotate(i, distances[i]);
  70983. var scaleRatio = scl(i, distances[i]);
  70984. for (var p = 0; p < shape.length; p++) {
  70985. BABYLON.Matrix.RotationAxisToRef(tangents[i], angle, rotationMatrix);
  70986. var planed = ((tangents[i].scale(shape[p].z)).add(normals[i].scale(shape[p].x)).add(binormals[i].scale(shape[p].y)));
  70987. var rotated = shapePath[p] ? shapePath[p] : BABYLON.Vector3.Zero();
  70988. BABYLON.Vector3.TransformCoordinatesToRef(planed, rotationMatrix, rotated);
  70989. rotated.scaleInPlace(scaleRatio).addInPlace(curve[i]);
  70990. shapePath[p] = rotated;
  70991. }
  70992. shapePaths[index] = shapePath;
  70993. angle += angleStep;
  70994. index++;
  70995. }
  70996. // cap
  70997. var capPath = function (shapePath) {
  70998. var pointCap = Array();
  70999. var barycenter = BABYLON.Vector3.Zero();
  71000. var i;
  71001. for (i = 0; i < shapePath.length; i++) {
  71002. barycenter.addInPlace(shapePath[i]);
  71003. }
  71004. barycenter.scaleInPlace(1.0 / shapePath.length);
  71005. for (i = 0; i < shapePath.length; i++) {
  71006. pointCap.push(barycenter);
  71007. }
  71008. return pointCap;
  71009. };
  71010. switch (cap) {
  71011. case BABYLON.Mesh.NO_CAP:
  71012. break;
  71013. case BABYLON.Mesh.CAP_START:
  71014. shapePaths[0] = capPath(shapePaths[2]);
  71015. shapePaths[1] = shapePaths[2];
  71016. break;
  71017. case BABYLON.Mesh.CAP_END:
  71018. shapePaths[index] = shapePaths[index - 1];
  71019. shapePaths[index + 1] = capPath(shapePaths[index - 1]);
  71020. break;
  71021. case BABYLON.Mesh.CAP_ALL:
  71022. shapePaths[0] = capPath(shapePaths[2]);
  71023. shapePaths[1] = shapePaths[2];
  71024. shapePaths[index] = shapePaths[index - 1];
  71025. shapePaths[index + 1] = capPath(shapePaths[index - 1]);
  71026. break;
  71027. default:
  71028. break;
  71029. }
  71030. return shapePaths;
  71031. };
  71032. var path3D;
  71033. var pathArray;
  71034. if (instance) { // instance update
  71035. var storage = instance._creationDataStorage;
  71036. path3D = storage.path3D.update(curve);
  71037. pathArray = extrusionPathArray(shape, curve, storage.path3D, storage.pathArray, scale, rotation, scaleFunction, rotateFunction, storage.cap, custom);
  71038. instance = BABYLON.Mesh.CreateRibbon("", pathArray, false, false, 0, scene || undefined, false, 0, instance);
  71039. return instance;
  71040. }
  71041. // extruded shape creation
  71042. path3D = new BABYLON.Path3D(curve);
  71043. var newShapePaths = new Array();
  71044. cap = (cap < 0 || cap > 3) ? 0 : cap;
  71045. pathArray = extrusionPathArray(shape, curve, path3D, newShapePaths, scale, rotation, scaleFunction, rotateFunction, cap, custom);
  71046. var extrudedGeneric = MeshBuilder.CreateRibbon(name, { pathArray: pathArray, closeArray: rbCA, closePath: rbCP, updatable: updtbl, sideOrientation: side, invertUV: invertUV, frontUVs: frontUVs || undefined, backUVs: backUVs || undefined }, scene);
  71047. extrudedGeneric._creationDataStorage.pathArray = pathArray;
  71048. extrudedGeneric._creationDataStorage.path3D = path3D;
  71049. extrudedGeneric._creationDataStorage.cap = cap;
  71050. return extrudedGeneric;
  71051. };
  71052. return MeshBuilder;
  71053. }());
  71054. BABYLON.MeshBuilder = MeshBuilder;
  71055. })(BABYLON || (BABYLON = {}));
  71056. //# sourceMappingURL=babylon.meshBuilder.js.map
  71057. var BABYLON;
  71058. (function (BABYLON) {
  71059. /**
  71060. * Draco compression (https://google.github.io/draco/)
  71061. *
  71062. * This class wraps the Draco module.
  71063. *
  71064. * **Encoder**
  71065. *
  71066. * The encoder is not currently implemented.
  71067. *
  71068. * **Decoder**
  71069. *
  71070. * By default, the configuration points to a copy of the Draco decoder files for glTF from the babylon.js preview cdn https://preview.babylonjs.com/draco_wasm_wrapper_gltf.js.
  71071. *
  71072. * To update the configuration, use the following code:
  71073. * ```javascript
  71074. * BABYLON.DracoCompression.Configuration = {
  71075. * decoder: {
  71076. * wasmUrl: "<url to the WebAssembly library>",
  71077. * wasmBinaryUrl: "<url to the WebAssembly binary>",
  71078. * fallbackUrl: "<url to the fallback JavaScript library>",
  71079. * }
  71080. * };
  71081. * ```
  71082. *
  71083. * Draco has two versions, one for WebAssembly and one for JavaScript. The decoder configuration can be set to only support Webssembly or only support the JavaScript version.
  71084. * Decoding will automatically fallback to the JavaScript version if WebAssembly version is not configured or if WebAssembly is not supported by the browser.
  71085. * Use `BABYLON.DracoCompression.DecoderAvailable` to determine if the decoder is available for the current session.
  71086. *
  71087. * To decode Draco compressed data, create a DracoCompression object and call decodeMeshAsync:
  71088. * ```javascript
  71089. * var dracoCompression = new BABYLON.DracoCompression();
  71090. * var vertexData = await dracoCompression.decodeMeshAsync(data, {
  71091. * [BABYLON.VertexBuffer.PositionKind]: 0
  71092. * });
  71093. * ```
  71094. *
  71095. * @see https://www.babylonjs-playground.com/#N3EK4B#0
  71096. */
  71097. var DracoCompression = /** @class */ (function () {
  71098. /**
  71099. * Constructor
  71100. */
  71101. function DracoCompression() {
  71102. }
  71103. Object.defineProperty(DracoCompression, "DecoderAvailable", {
  71104. /**
  71105. * Returns true if the decoder is available.
  71106. */
  71107. get: function () {
  71108. if (typeof DracoDecoderModule !== "undefined") {
  71109. return true;
  71110. }
  71111. var decoder = DracoCompression.Configuration.decoder;
  71112. if (decoder) {
  71113. if (decoder.wasmUrl && decoder.wasmBinaryUrl && typeof WebAssembly === "object") {
  71114. return true;
  71115. }
  71116. if (decoder.fallbackUrl) {
  71117. return true;
  71118. }
  71119. }
  71120. return false;
  71121. },
  71122. enumerable: true,
  71123. configurable: true
  71124. });
  71125. /**
  71126. * Stop all async operations and release resources.
  71127. */
  71128. DracoCompression.prototype.dispose = function () {
  71129. };
  71130. /**
  71131. * Decode Draco compressed mesh data to vertex data.
  71132. * @param data The ArrayBuffer or ArrayBufferView for the Draco compression data
  71133. * @param attributes A map of attributes from vertex buffer kinds to Draco unique ids
  71134. * @returns A promise that resolves with the decoded vertex data
  71135. */
  71136. DracoCompression.prototype.decodeMeshAsync = function (data, attributes) {
  71137. var dataView = data instanceof ArrayBuffer ? new Uint8Array(data) : data;
  71138. return DracoCompression._GetDecoderModule().then(function (wrappedModule) {
  71139. var module = wrappedModule.module;
  71140. var vertexData = new BABYLON.VertexData();
  71141. var buffer = new module.DecoderBuffer();
  71142. buffer.Init(dataView, dataView.byteLength);
  71143. var decoder = new module.Decoder();
  71144. var geometry;
  71145. var status;
  71146. try {
  71147. var type = decoder.GetEncodedGeometryType(buffer);
  71148. switch (type) {
  71149. case module.TRIANGULAR_MESH:
  71150. geometry = new module.Mesh();
  71151. status = decoder.DecodeBufferToMesh(buffer, geometry);
  71152. break;
  71153. case module.POINT_CLOUD:
  71154. geometry = new module.PointCloud();
  71155. status = decoder.DecodeBufferToPointCloud(buffer, geometry);
  71156. break;
  71157. default:
  71158. throw new Error("Invalid geometry type " + type);
  71159. }
  71160. if (!status.ok() || !geometry.ptr) {
  71161. throw new Error(status.error_msg());
  71162. }
  71163. var numPoints = geometry.num_points();
  71164. if (type === module.TRIANGULAR_MESH) {
  71165. var numFaces = geometry.num_faces();
  71166. var faceIndices = new module.DracoInt32Array();
  71167. try {
  71168. var indices = new Uint32Array(numFaces * 3);
  71169. for (var i = 0; i < numFaces; i++) {
  71170. decoder.GetFaceFromMesh(geometry, i, faceIndices);
  71171. var offset = i * 3;
  71172. indices[offset + 0] = faceIndices.GetValue(0);
  71173. indices[offset + 1] = faceIndices.GetValue(1);
  71174. indices[offset + 2] = faceIndices.GetValue(2);
  71175. }
  71176. vertexData.indices = indices;
  71177. }
  71178. finally {
  71179. module.destroy(faceIndices);
  71180. }
  71181. }
  71182. for (var kind in attributes) {
  71183. var uniqueId = attributes[kind];
  71184. var attribute = decoder.GetAttributeByUniqueId(geometry, uniqueId);
  71185. var dracoData = new module.DracoFloat32Array();
  71186. try {
  71187. decoder.GetAttributeFloatForAllPoints(geometry, attribute, dracoData);
  71188. var babylonData = new Float32Array(numPoints * attribute.num_components());
  71189. for (var i = 0; i < babylonData.length; i++) {
  71190. babylonData[i] = dracoData.GetValue(i);
  71191. }
  71192. vertexData.set(babylonData, kind);
  71193. }
  71194. finally {
  71195. module.destroy(dracoData);
  71196. }
  71197. }
  71198. }
  71199. finally {
  71200. if (geometry) {
  71201. module.destroy(geometry);
  71202. }
  71203. module.destroy(decoder);
  71204. module.destroy(buffer);
  71205. }
  71206. return vertexData;
  71207. });
  71208. };
  71209. DracoCompression._GetDecoderModule = function () {
  71210. if (!DracoCompression._DecoderModulePromise) {
  71211. var promise = null;
  71212. var config_1 = {};
  71213. if (typeof DracoDecoderModule !== "undefined") {
  71214. promise = Promise.resolve();
  71215. }
  71216. else {
  71217. var decoder = DracoCompression.Configuration.decoder;
  71218. if (decoder) {
  71219. if (decoder.wasmUrl && decoder.wasmBinaryUrl && typeof WebAssembly === "object") {
  71220. promise = Promise.all([
  71221. DracoCompression._LoadScriptAsync(decoder.wasmUrl),
  71222. DracoCompression._LoadFileAsync(decoder.wasmBinaryUrl).then(function (data) {
  71223. config_1.wasmBinary = data;
  71224. })
  71225. ]);
  71226. }
  71227. else if (decoder.fallbackUrl) {
  71228. promise = DracoCompression._LoadScriptAsync(decoder.fallbackUrl);
  71229. }
  71230. }
  71231. }
  71232. if (!promise) {
  71233. throw new Error("Draco decoder module is not available");
  71234. }
  71235. DracoCompression._DecoderModulePromise = promise.then(function () {
  71236. return new Promise(function (resolve) {
  71237. config_1.onModuleLoaded = function (decoderModule) {
  71238. // decoderModule is Promise-like. Wrap before resolving to avoid loop.
  71239. resolve({ module: decoderModule });
  71240. };
  71241. DracoDecoderModule(config_1);
  71242. });
  71243. });
  71244. }
  71245. return DracoCompression._DecoderModulePromise;
  71246. };
  71247. DracoCompression._LoadScriptAsync = function (url) {
  71248. return new Promise(function (resolve, reject) {
  71249. BABYLON.Tools.LoadScript(url, function () {
  71250. resolve();
  71251. }, function (message) {
  71252. reject(new Error(message));
  71253. });
  71254. });
  71255. };
  71256. DracoCompression._LoadFileAsync = function (url) {
  71257. return new Promise(function (resolve, reject) {
  71258. BABYLON.Tools.LoadFile(url, function (data) {
  71259. resolve(data);
  71260. }, undefined, undefined, true, function (request, exception) {
  71261. reject(exception);
  71262. });
  71263. });
  71264. };
  71265. /**
  71266. * The configuration. Defaults to the following urls:
  71267. * - wasmUrl: "https://preview.babylonjs.com/draco_wasm_wrapper_gltf.js"
  71268. * - wasmBinaryUrl: "https://preview.babylonjs.com/draco_decoder_gltf.wasm"
  71269. * - fallbackUrl: "https://preview.babylonjs.com/draco_decoder_gltf.js"
  71270. */
  71271. DracoCompression.Configuration = {
  71272. decoder: {
  71273. wasmUrl: "https://preview.babylonjs.com/draco_wasm_wrapper_gltf.js",
  71274. wasmBinaryUrl: "https://preview.babylonjs.com/draco_decoder_gltf.wasm",
  71275. fallbackUrl: "https://preview.babylonjs.com/draco_decoder_gltf.js"
  71276. }
  71277. };
  71278. return DracoCompression;
  71279. }());
  71280. BABYLON.DracoCompression = DracoCompression;
  71281. })(BABYLON || (BABYLON = {}));
  71282. //# sourceMappingURL=babylon.dracoCompression.js.map
  71283. var BABYLON;
  71284. (function (BABYLON) {
  71285. // Sets the default audio engine to Babylon.js
  71286. BABYLON.Engine.AudioEngineFactory = function (hostElement) { return new AudioEngine(hostElement); };
  71287. /**
  71288. * This represents the default audio engine used in babylon.
  71289. * It is responsible to play, synchronize and analyse sounds throughout the application.
  71290. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  71291. */
  71292. var AudioEngine = /** @class */ (function () {
  71293. /**
  71294. * Instantiates a new audio engine.
  71295. *
  71296. * There should be only one per page as some browsers restrict the number
  71297. * of audio contexts you can create.
  71298. * @param hostElement defines the host element where to display the mute icon if necessary
  71299. */
  71300. function AudioEngine(hostElement) {
  71301. if (hostElement === void 0) { hostElement = null; }
  71302. var _this = this;
  71303. this._audioContext = null;
  71304. this._audioContextInitialized = false;
  71305. this._muteButton = null;
  71306. /**
  71307. * Gets whether the current host supports Web Audio and thus could create AudioContexts.
  71308. */
  71309. this.canUseWebAudio = false;
  71310. /**
  71311. * Defines if Babylon should emit a warning if WebAudio is not supported.
  71312. * @ignoreNaming
  71313. */
  71314. this.WarnedWebAudioUnsupported = false;
  71315. /**
  71316. * Gets whether or not mp3 are supported by your browser.
  71317. */
  71318. this.isMP3supported = false;
  71319. /**
  71320. * Gets whether or not ogg are supported by your browser.
  71321. */
  71322. this.isOGGsupported = false;
  71323. /**
  71324. * Gets whether audio has been unlocked on the device.
  71325. * Some Browsers have strong restrictions about Audio and won t autoplay unless
  71326. * a user interaction has happened.
  71327. */
  71328. this.unlocked = true;
  71329. /**
  71330. * Defines if the audio engine relies on a custom unlocked button.
  71331. * In this case, the embedded button will not be displayed.
  71332. */
  71333. this.useCustomUnlockedButton = false;
  71334. /**
  71335. * Event raised when audio has been unlocked on the browser.
  71336. */
  71337. this.onAudioUnlockedObservable = new BABYLON.Observable();
  71338. /**
  71339. * Event raised when audio has been locked on the browser.
  71340. */
  71341. this.onAudioLockedObservable = new BABYLON.Observable();
  71342. this._tryToRun = false;
  71343. this._onResize = function () {
  71344. _this._moveButtonToTopLeft();
  71345. };
  71346. if (typeof window.AudioContext !== 'undefined' || typeof window.webkitAudioContext !== 'undefined') {
  71347. window.AudioContext = window.AudioContext || window.webkitAudioContext;
  71348. this.canUseWebAudio = true;
  71349. }
  71350. var audioElem = document.createElement('audio');
  71351. this._hostElement = hostElement;
  71352. try {
  71353. if (audioElem && !!audioElem.canPlayType && audioElem.canPlayType('audio/mpeg; codecs="mp3"').replace(/^no$/, '')) {
  71354. this.isMP3supported = true;
  71355. }
  71356. }
  71357. catch (e) {
  71358. // protect error during capability check.
  71359. }
  71360. try {
  71361. if (audioElem && !!audioElem.canPlayType && audioElem.canPlayType('audio/ogg; codecs="vorbis"').replace(/^no$/, '')) {
  71362. this.isOGGsupported = true;
  71363. }
  71364. }
  71365. catch (e) {
  71366. // protect error during capability check.
  71367. }
  71368. }
  71369. Object.defineProperty(AudioEngine.prototype, "audioContext", {
  71370. /**
  71371. * Gets the current AudioContext if available.
  71372. */
  71373. get: function () {
  71374. if (!this._audioContextInitialized) {
  71375. this._initializeAudioContext();
  71376. }
  71377. else {
  71378. if (!this.unlocked && !this._muteButton) {
  71379. this._displayMuteButton();
  71380. }
  71381. }
  71382. return this._audioContext;
  71383. },
  71384. enumerable: true,
  71385. configurable: true
  71386. });
  71387. /**
  71388. * Flags the audio engine in Locked state.
  71389. * This happens due to new browser policies preventing audio to autoplay.
  71390. */
  71391. AudioEngine.prototype.lock = function () {
  71392. this._triggerSuspendedState();
  71393. };
  71394. /**
  71395. * Unlocks the audio engine once a user action has been done on the dom.
  71396. * This is helpful to resume play once browser policies have been satisfied.
  71397. */
  71398. AudioEngine.prototype.unlock = function () {
  71399. this._triggerRunningState();
  71400. };
  71401. AudioEngine.prototype._resumeAudioContext = function () {
  71402. var result;
  71403. if (this._audioContext.resume) {
  71404. result = this._audioContext.resume();
  71405. }
  71406. return result || Promise.resolve();
  71407. };
  71408. AudioEngine.prototype._initializeAudioContext = function () {
  71409. try {
  71410. if (this.canUseWebAudio) {
  71411. this._audioContext = new AudioContext();
  71412. // create a global volume gain node
  71413. this.masterGain = this._audioContext.createGain();
  71414. this.masterGain.gain.value = 1;
  71415. this.masterGain.connect(this._audioContext.destination);
  71416. this._audioContextInitialized = true;
  71417. if (this._audioContext.state === "running") {
  71418. // Do not wait for the promise to unlock.
  71419. this._triggerRunningState();
  71420. }
  71421. }
  71422. }
  71423. catch (e) {
  71424. this.canUseWebAudio = false;
  71425. BABYLON.Tools.Error("Web Audio: " + e.message);
  71426. }
  71427. };
  71428. AudioEngine.prototype._triggerRunningState = function () {
  71429. var _this = this;
  71430. if (this._tryToRun) {
  71431. return;
  71432. }
  71433. this._tryToRun = true;
  71434. this._resumeAudioContext()
  71435. .then(function () {
  71436. _this._tryToRun = false;
  71437. if (_this._muteButton) {
  71438. _this._hideMuteButton();
  71439. }
  71440. }).catch(function () {
  71441. _this._tryToRun = false;
  71442. _this.unlocked = false;
  71443. });
  71444. // Notify users that the audio stack is unlocked/unmuted
  71445. this.unlocked = true;
  71446. this.onAudioUnlockedObservable.notifyObservers(this);
  71447. };
  71448. AudioEngine.prototype._triggerSuspendedState = function () {
  71449. this.unlocked = false;
  71450. this.onAudioLockedObservable.notifyObservers(this);
  71451. this._displayMuteButton();
  71452. };
  71453. AudioEngine.prototype._displayMuteButton = function () {
  71454. var _this = this;
  71455. if (this.useCustomUnlockedButton) {
  71456. return;
  71457. }
  71458. this._muteButton = document.createElement("BUTTON");
  71459. this._muteButton.className = "babylonUnmuteIcon";
  71460. this._muteButton.id = "babylonUnmuteIconBtn";
  71461. this._muteButton.title = "Unmute";
  71462. var css = ".babylonUnmuteIcon { position: absolute; left: 20px; top: 20px; height: 40px; width: 60px; background-color: rgba(51,51,51,0.7); background-image: url(data:image/svg+xml;charset=UTF-8,%3Csvg%20version%3D%221.1%22%20xmlns%3D%22http%3A%2F%2Fwww.w3.org%2F2000%2Fsvg%22%20width%3D%2239%22%20height%3D%2232%22%20viewBox%3D%220%200%2039%2032%22%3E%3Cpath%20fill%3D%22white%22%20d%3D%22M9.625%2018.938l-0.031%200.016h-4.953q-0.016%200-0.031-0.016v-12.453q0-0.016%200.031-0.016h4.953q0.031%200%200.031%200.016v12.453zM12.125%207.688l8.719-8.703v27.453l-8.719-8.719-0.016-0.047v-9.938zM23.359%207.875l1.406-1.406%204.219%204.203%204.203-4.203%201.422%201.406-4.219%204.219%204.219%204.203-1.484%201.359-4.141-4.156-4.219%204.219-1.406-1.422%204.219-4.203z%22%3E%3C%2Fpath%3E%3C%2Fsvg%3E); background-size: 80%; background-repeat:no-repeat; background-position: center; background-position-y: 4px; border: none; outline: none; transition: transform 0.125s ease-out; cursor: pointer; z-index: 9999; } .babylonUnmuteIcon:hover { transform: scale(1.05) } .babylonUnmuteIcon:active { background-color: rgba(51,51,51,1) }";
  71463. var style = document.createElement('style');
  71464. style.appendChild(document.createTextNode(css));
  71465. document.getElementsByTagName('head')[0].appendChild(style);
  71466. document.body.appendChild(this._muteButton);
  71467. this._moveButtonToTopLeft();
  71468. this._muteButton.addEventListener('touchend', function () {
  71469. _this._triggerRunningState();
  71470. }, true);
  71471. this._muteButton.addEventListener('click', function () {
  71472. _this._triggerRunningState();
  71473. }, true);
  71474. window.addEventListener("resize", this._onResize);
  71475. };
  71476. AudioEngine.prototype._moveButtonToTopLeft = function () {
  71477. if (this._hostElement && this._muteButton) {
  71478. this._muteButton.style.top = this._hostElement.offsetTop + 20 + "px";
  71479. this._muteButton.style.left = this._hostElement.offsetLeft + 20 + "px";
  71480. }
  71481. };
  71482. AudioEngine.prototype._hideMuteButton = function () {
  71483. if (this._muteButton) {
  71484. document.body.removeChild(this._muteButton);
  71485. this._muteButton = null;
  71486. }
  71487. };
  71488. /**
  71489. * Destroy and release the resources associated with the audio ccontext.
  71490. */
  71491. AudioEngine.prototype.dispose = function () {
  71492. if (this.canUseWebAudio && this._audioContextInitialized) {
  71493. if (this._connectedAnalyser && this._audioContext) {
  71494. this._connectedAnalyser.stopDebugCanvas();
  71495. this._connectedAnalyser.dispose();
  71496. this.masterGain.disconnect();
  71497. this.masterGain.connect(this._audioContext.destination);
  71498. this._connectedAnalyser = null;
  71499. }
  71500. this.masterGain.gain.value = 1;
  71501. }
  71502. this.WarnedWebAudioUnsupported = false;
  71503. this._hideMuteButton();
  71504. window.removeEventListener("resize", this._onResize);
  71505. this.onAudioUnlockedObservable.clear();
  71506. this.onAudioLockedObservable.clear();
  71507. };
  71508. /**
  71509. * Gets the global volume sets on the master gain.
  71510. * @returns the global volume if set or -1 otherwise
  71511. */
  71512. AudioEngine.prototype.getGlobalVolume = function () {
  71513. if (this.canUseWebAudio && this._audioContextInitialized) {
  71514. return this.masterGain.gain.value;
  71515. }
  71516. else {
  71517. return -1;
  71518. }
  71519. };
  71520. /**
  71521. * Sets the global volume of your experience (sets on the master gain).
  71522. * @param newVolume Defines the new global volume of the application
  71523. */
  71524. AudioEngine.prototype.setGlobalVolume = function (newVolume) {
  71525. if (this.canUseWebAudio && this._audioContextInitialized) {
  71526. this.masterGain.gain.value = newVolume;
  71527. }
  71528. };
  71529. /**
  71530. * Connect the audio engine to an audio analyser allowing some amazing
  71531. * synchornization between the sounds/music and your visualization (VuMeter for instance).
  71532. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-the-analyser
  71533. * @param analyser The analyser to connect to the engine
  71534. */
  71535. AudioEngine.prototype.connectToAnalyser = function (analyser) {
  71536. if (this._connectedAnalyser) {
  71537. this._connectedAnalyser.stopDebugCanvas();
  71538. }
  71539. if (this.canUseWebAudio && this._audioContextInitialized && this._audioContext) {
  71540. this._connectedAnalyser = analyser;
  71541. this.masterGain.disconnect();
  71542. this._connectedAnalyser.connectAudioNodes(this.masterGain, this._audioContext.destination);
  71543. }
  71544. };
  71545. return AudioEngine;
  71546. }());
  71547. BABYLON.AudioEngine = AudioEngine;
  71548. })(BABYLON || (BABYLON = {}));
  71549. //# sourceMappingURL=babylon.audioEngine.js.map
  71550. var BABYLON;
  71551. (function (BABYLON) {
  71552. /**
  71553. * Defines a sound that can be played in the application.
  71554. * The sound can either be an ambient track or a simple sound played in reaction to a user action.
  71555. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  71556. */
  71557. var Sound = /** @class */ (function () {
  71558. /**
  71559. * Create a sound and attach it to a scene
  71560. * @param name Name of your sound
  71561. * @param urlOrArrayBuffer Url to the sound to load async or ArrayBuffer, it also works with MediaStreams
  71562. * @param readyToPlayCallback Provide a callback function if you'd like to load your code once the sound is ready to be played
  71563. * @param options Objects to provide with the current available options: autoplay, loop, volume, spatialSound, maxDistance, rolloffFactor, refDistance, distanceModel, panningModel, streaming
  71564. */
  71565. function Sound(name, urlOrArrayBuffer, scene, readyToPlayCallback, options) {
  71566. if (readyToPlayCallback === void 0) { readyToPlayCallback = null; }
  71567. var _this = this;
  71568. /**
  71569. * Does the sound autoplay once loaded.
  71570. */
  71571. this.autoplay = false;
  71572. /**
  71573. * Does the sound loop after it finishes playing once.
  71574. */
  71575. this.loop = false;
  71576. /**
  71577. * Does the sound use a custom attenuation curve to simulate the falloff
  71578. * happening when the source gets further away from the camera.
  71579. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-your-own-custom-attenuation-function
  71580. */
  71581. this.useCustomAttenuation = false;
  71582. /**
  71583. * Is this sound currently played.
  71584. */
  71585. this.isPlaying = false;
  71586. /**
  71587. * Is this sound currently paused.
  71588. */
  71589. this.isPaused = false;
  71590. /**
  71591. * Does this sound enables spatial sound.
  71592. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  71593. */
  71594. this.spatialSound = false;
  71595. /**
  71596. * Define the reference distance the sound should be heard perfectly.
  71597. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  71598. */
  71599. this.refDistance = 1;
  71600. /**
  71601. * Define the roll off factor of spatial sounds.
  71602. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  71603. */
  71604. this.rolloffFactor = 1;
  71605. /**
  71606. * Define the max distance the sound should be heard (intensity just became 0 at this point).
  71607. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  71608. */
  71609. this.maxDistance = 100;
  71610. /**
  71611. * Define the distance attenuation model the sound will follow.
  71612. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  71613. */
  71614. this.distanceModel = "linear";
  71615. /**
  71616. * Observable event when the current playing sound finishes.
  71617. */
  71618. this.onEndedObservable = new BABYLON.Observable();
  71619. this._panningModel = "equalpower";
  71620. this._playbackRate = 1;
  71621. this._streaming = false;
  71622. this._startTime = 0;
  71623. this._startOffset = 0;
  71624. this._position = BABYLON.Vector3.Zero();
  71625. /** @hidden */
  71626. this._positionInEmitterSpace = false;
  71627. this._localDirection = new BABYLON.Vector3(1, 0, 0);
  71628. this._volume = 1;
  71629. this._isReadyToPlay = false;
  71630. this._isDirectional = false;
  71631. // Used if you'd like to create a directional sound.
  71632. // If not set, the sound will be omnidirectional
  71633. this._coneInnerAngle = 360;
  71634. this._coneOuterAngle = 360;
  71635. this._coneOuterGain = 0;
  71636. this._isOutputConnected = false;
  71637. this._urlType = "Unknown";
  71638. this.name = name;
  71639. this._scene = scene;
  71640. var compo = scene._getComponent(BABYLON.SceneComponentConstants.NAME_AUDIO);
  71641. if (!compo) {
  71642. compo = new BABYLON.AudioSceneComponent(scene);
  71643. scene._addComponent(compo);
  71644. }
  71645. this._readyToPlayCallback = readyToPlayCallback;
  71646. // Default custom attenuation function is a linear attenuation
  71647. this._customAttenuationFunction = function (currentVolume, currentDistance, maxDistance, refDistance, rolloffFactor) {
  71648. if (currentDistance < maxDistance) {
  71649. return currentVolume * (1 - currentDistance / maxDistance);
  71650. }
  71651. else {
  71652. return 0;
  71653. }
  71654. };
  71655. if (options) {
  71656. this.autoplay = options.autoplay || false;
  71657. this.loop = options.loop || false;
  71658. // if volume === 0, we need another way to check this option
  71659. if (options.volume !== undefined) {
  71660. this._volume = options.volume;
  71661. }
  71662. this.spatialSound = options.spatialSound || false;
  71663. this.maxDistance = options.maxDistance || 100;
  71664. this.useCustomAttenuation = options.useCustomAttenuation || false;
  71665. this.rolloffFactor = options.rolloffFactor || 1;
  71666. this.refDistance = options.refDistance || 1;
  71667. this.distanceModel = options.distanceModel || "linear";
  71668. this._playbackRate = options.playbackRate || 1;
  71669. this._streaming = options.streaming || false;
  71670. }
  71671. if (BABYLON.Engine.audioEngine.canUseWebAudio && BABYLON.Engine.audioEngine.audioContext) {
  71672. this._soundGain = BABYLON.Engine.audioEngine.audioContext.createGain();
  71673. this._soundGain.gain.value = this._volume;
  71674. this._inputAudioNode = this._soundGain;
  71675. this._outputAudioNode = this._soundGain;
  71676. if (this.spatialSound) {
  71677. this._createSpatialParameters();
  71678. }
  71679. this._scene.mainSoundTrack.AddSound(this);
  71680. var validParameter = true;
  71681. // if no parameter is passed, you need to call setAudioBuffer yourself to prepare the sound
  71682. if (urlOrArrayBuffer) {
  71683. try {
  71684. if (typeof (urlOrArrayBuffer) === "string") {
  71685. this._urlType = "String";
  71686. }
  71687. else if (urlOrArrayBuffer instanceof ArrayBuffer) {
  71688. this._urlType = "ArrayBuffer";
  71689. }
  71690. else if (urlOrArrayBuffer instanceof MediaStream) {
  71691. this._urlType = "MediaStream";
  71692. }
  71693. else if (Array.isArray(urlOrArrayBuffer)) {
  71694. this._urlType = "Array";
  71695. }
  71696. var urls = [];
  71697. var codecSupportedFound = false;
  71698. switch (this._urlType) {
  71699. case "MediaStream":
  71700. this._streaming = true;
  71701. this._isReadyToPlay = true;
  71702. this._streamingSource = BABYLON.Engine.audioEngine.audioContext.createMediaElementSource(urlOrArrayBuffer);
  71703. if (this.autoplay) {
  71704. this.play();
  71705. }
  71706. if (this._readyToPlayCallback) {
  71707. this._readyToPlayCallback();
  71708. }
  71709. break;
  71710. case "ArrayBuffer":
  71711. if (urlOrArrayBuffer.byteLength > 0) {
  71712. codecSupportedFound = true;
  71713. this._soundLoaded(urlOrArrayBuffer);
  71714. }
  71715. break;
  71716. case "String":
  71717. urls.push(urlOrArrayBuffer);
  71718. case "Array":
  71719. if (urls.length === 0) {
  71720. urls = urlOrArrayBuffer;
  71721. }
  71722. // If we found a supported format, we load it immediately and stop the loop
  71723. for (var i = 0; i < urls.length; i++) {
  71724. var url = urls[i];
  71725. if (url.indexOf(".mp3", url.length - 4) !== -1 && BABYLON.Engine.audioEngine.isMP3supported) {
  71726. codecSupportedFound = true;
  71727. }
  71728. if (url.indexOf(".ogg", url.length - 4) !== -1 && BABYLON.Engine.audioEngine.isOGGsupported) {
  71729. codecSupportedFound = true;
  71730. }
  71731. if (url.indexOf(".wav", url.length - 4) !== -1) {
  71732. codecSupportedFound = true;
  71733. }
  71734. if (url.indexOf("blob:") !== -1) {
  71735. codecSupportedFound = true;
  71736. }
  71737. if (codecSupportedFound) {
  71738. // Loading sound using XHR2
  71739. if (!this._streaming) {
  71740. this._scene._loadFile(url, function (data) {
  71741. _this._soundLoaded(data);
  71742. }, undefined, true, true, function (exception) {
  71743. if (exception) {
  71744. BABYLON.Tools.Error("XHR " + exception.status + " error on: " + url + ".");
  71745. }
  71746. BABYLON.Tools.Error("Sound creation aborted.");
  71747. _this._scene.mainSoundTrack.RemoveSound(_this);
  71748. });
  71749. }
  71750. // Streaming sound using HTML5 Audio tag
  71751. else {
  71752. this._htmlAudioElement = new Audio(url);
  71753. this._htmlAudioElement.controls = false;
  71754. this._htmlAudioElement.loop = this.loop;
  71755. BABYLON.Tools.SetCorsBehavior(url, this._htmlAudioElement);
  71756. this._htmlAudioElement.preload = "auto";
  71757. this._htmlAudioElement.addEventListener("canplaythrough", function () {
  71758. _this._isReadyToPlay = true;
  71759. if (_this.autoplay) {
  71760. _this.play();
  71761. }
  71762. if (_this._readyToPlayCallback) {
  71763. _this._readyToPlayCallback();
  71764. }
  71765. });
  71766. document.body.appendChild(this._htmlAudioElement);
  71767. this._htmlAudioElement.load();
  71768. }
  71769. break;
  71770. }
  71771. }
  71772. break;
  71773. default:
  71774. validParameter = false;
  71775. break;
  71776. }
  71777. if (!validParameter) {
  71778. BABYLON.Tools.Error("Parameter must be a URL to the sound, an Array of URLs (.mp3 & .ogg) or an ArrayBuffer of the sound.");
  71779. }
  71780. else {
  71781. if (!codecSupportedFound) {
  71782. this._isReadyToPlay = true;
  71783. // Simulating a ready to play event to avoid breaking code path
  71784. if (this._readyToPlayCallback) {
  71785. window.setTimeout(function () {
  71786. if (_this._readyToPlayCallback) {
  71787. _this._readyToPlayCallback();
  71788. }
  71789. }, 1000);
  71790. }
  71791. }
  71792. }
  71793. }
  71794. catch (ex) {
  71795. BABYLON.Tools.Error("Unexpected error. Sound creation aborted.");
  71796. this._scene.mainSoundTrack.RemoveSound(this);
  71797. }
  71798. }
  71799. }
  71800. else {
  71801. // Adding an empty sound to avoid breaking audio calls for non Web Audio browsers
  71802. this._scene.mainSoundTrack.AddSound(this);
  71803. if (!BABYLON.Engine.audioEngine.WarnedWebAudioUnsupported) {
  71804. BABYLON.Tools.Error("Web Audio is not supported by your browser.");
  71805. BABYLON.Engine.audioEngine.WarnedWebAudioUnsupported = true;
  71806. }
  71807. // Simulating a ready to play event to avoid breaking code for non web audio browsers
  71808. if (this._readyToPlayCallback) {
  71809. window.setTimeout(function () {
  71810. if (_this._readyToPlayCallback) {
  71811. _this._readyToPlayCallback();
  71812. }
  71813. }, 1000);
  71814. }
  71815. }
  71816. }
  71817. /**
  71818. * Release the sound and its associated resources
  71819. */
  71820. Sound.prototype.dispose = function () {
  71821. if (BABYLON.Engine.audioEngine.canUseWebAudio) {
  71822. if (this.isPlaying) {
  71823. this.stop();
  71824. }
  71825. this._isReadyToPlay = false;
  71826. if (this.soundTrackId === -1) {
  71827. this._scene.mainSoundTrack.RemoveSound(this);
  71828. }
  71829. else if (this._scene.soundTracks) {
  71830. this._scene.soundTracks[this.soundTrackId].RemoveSound(this);
  71831. }
  71832. if (this._soundGain) {
  71833. this._soundGain.disconnect();
  71834. this._soundGain = null;
  71835. }
  71836. if (this._soundPanner) {
  71837. this._soundPanner.disconnect();
  71838. this._soundPanner = null;
  71839. }
  71840. if (this._soundSource) {
  71841. this._soundSource.disconnect();
  71842. this._soundSource = null;
  71843. }
  71844. this._audioBuffer = null;
  71845. if (this._htmlAudioElement) {
  71846. this._htmlAudioElement.pause();
  71847. this._htmlAudioElement.src = "";
  71848. document.body.removeChild(this._htmlAudioElement);
  71849. }
  71850. if (this._streamingSource) {
  71851. this._streamingSource.disconnect();
  71852. }
  71853. if (this._connectedTransformNode && this._registerFunc) {
  71854. this._connectedTransformNode.unregisterAfterWorldMatrixUpdate(this._registerFunc);
  71855. this._connectedTransformNode = null;
  71856. }
  71857. }
  71858. };
  71859. /**
  71860. * Gets if the sounds is ready to be played or not.
  71861. * @returns true if ready, otherwise false
  71862. */
  71863. Sound.prototype.isReady = function () {
  71864. return this._isReadyToPlay;
  71865. };
  71866. Sound.prototype._soundLoaded = function (audioData) {
  71867. var _this = this;
  71868. if (!BABYLON.Engine.audioEngine.audioContext) {
  71869. return;
  71870. }
  71871. BABYLON.Engine.audioEngine.audioContext.decodeAudioData(audioData, function (buffer) {
  71872. _this._audioBuffer = buffer;
  71873. _this._isReadyToPlay = true;
  71874. if (_this.autoplay) {
  71875. _this.play();
  71876. }
  71877. if (_this._readyToPlayCallback) {
  71878. _this._readyToPlayCallback();
  71879. }
  71880. }, function (err) { BABYLON.Tools.Error("Error while decoding audio data for: " + _this.name + " / Error: " + err); });
  71881. };
  71882. /**
  71883. * Sets the data of the sound from an audiobuffer
  71884. * @param audioBuffer The audioBuffer containing the data
  71885. */
  71886. Sound.prototype.setAudioBuffer = function (audioBuffer) {
  71887. if (BABYLON.Engine.audioEngine.canUseWebAudio) {
  71888. this._audioBuffer = audioBuffer;
  71889. this._isReadyToPlay = true;
  71890. }
  71891. };
  71892. /**
  71893. * Updates the current sounds options such as maxdistance, loop...
  71894. * @param options A JSON object containing values named as the object properties
  71895. */
  71896. Sound.prototype.updateOptions = function (options) {
  71897. if (options) {
  71898. this.loop = options.loop || this.loop;
  71899. this.maxDistance = options.maxDistance || this.maxDistance;
  71900. this.useCustomAttenuation = options.useCustomAttenuation || this.useCustomAttenuation;
  71901. this.rolloffFactor = options.rolloffFactor || this.rolloffFactor;
  71902. this.refDistance = options.refDistance || this.refDistance;
  71903. this.distanceModel = options.distanceModel || this.distanceModel;
  71904. this._playbackRate = options.playbackRate || this._playbackRate;
  71905. this._updateSpatialParameters();
  71906. if (this.isPlaying) {
  71907. if (this._streaming && this._htmlAudioElement) {
  71908. this._htmlAudioElement.playbackRate = this._playbackRate;
  71909. }
  71910. else {
  71911. if (this._soundSource) {
  71912. this._soundSource.playbackRate.value = this._playbackRate;
  71913. }
  71914. }
  71915. }
  71916. }
  71917. };
  71918. Sound.prototype._createSpatialParameters = function () {
  71919. if (BABYLON.Engine.audioEngine.canUseWebAudio && BABYLON.Engine.audioEngine.audioContext) {
  71920. if (this._scene.headphone) {
  71921. this._panningModel = "HRTF";
  71922. }
  71923. this._soundPanner = BABYLON.Engine.audioEngine.audioContext.createPanner();
  71924. this._updateSpatialParameters();
  71925. this._soundPanner.connect(this._outputAudioNode);
  71926. this._inputAudioNode = this._soundPanner;
  71927. }
  71928. };
  71929. Sound.prototype._updateSpatialParameters = function () {
  71930. if (this.spatialSound && this._soundPanner) {
  71931. if (this.useCustomAttenuation) {
  71932. // Tricks to disable in a way embedded Web Audio attenuation
  71933. this._soundPanner.distanceModel = "linear";
  71934. this._soundPanner.maxDistance = Number.MAX_VALUE;
  71935. this._soundPanner.refDistance = 1;
  71936. this._soundPanner.rolloffFactor = 1;
  71937. this._soundPanner.panningModel = this._panningModel;
  71938. }
  71939. else {
  71940. this._soundPanner.distanceModel = this.distanceModel;
  71941. this._soundPanner.maxDistance = this.maxDistance;
  71942. this._soundPanner.refDistance = this.refDistance;
  71943. this._soundPanner.rolloffFactor = this.rolloffFactor;
  71944. this._soundPanner.panningModel = this._panningModel;
  71945. }
  71946. }
  71947. };
  71948. /**
  71949. * Switch the panning model to HRTF:
  71950. * Renders a stereo output of higher quality than equalpower — it uses a convolution with measured impulse responses from human subjects.
  71951. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  71952. */
  71953. Sound.prototype.switchPanningModelToHRTF = function () {
  71954. this._panningModel = "HRTF";
  71955. this._switchPanningModel();
  71956. };
  71957. /**
  71958. * Switch the panning model to Equal Power:
  71959. * Represents the equal-power panning algorithm, generally regarded as simple and efficient. equalpower is the default value.
  71960. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  71961. */
  71962. Sound.prototype.switchPanningModelToEqualPower = function () {
  71963. this._panningModel = "equalpower";
  71964. this._switchPanningModel();
  71965. };
  71966. Sound.prototype._switchPanningModel = function () {
  71967. if (BABYLON.Engine.audioEngine.canUseWebAudio && this.spatialSound && this._soundPanner) {
  71968. this._soundPanner.panningModel = this._panningModel;
  71969. }
  71970. };
  71971. /**
  71972. * Connect this sound to a sound track audio node like gain...
  71973. * @param soundTrackAudioNode the sound track audio node to connect to
  71974. */
  71975. Sound.prototype.connectToSoundTrackAudioNode = function (soundTrackAudioNode) {
  71976. if (BABYLON.Engine.audioEngine.canUseWebAudio) {
  71977. if (this._isOutputConnected) {
  71978. this._outputAudioNode.disconnect();
  71979. }
  71980. this._outputAudioNode.connect(soundTrackAudioNode);
  71981. this._isOutputConnected = true;
  71982. }
  71983. };
  71984. /**
  71985. * Transform this sound into a directional source
  71986. * @param coneInnerAngle Size of the inner cone in degree
  71987. * @param coneOuterAngle Size of the outer cone in degree
  71988. * @param coneOuterGain Volume of the sound outside the outer cone (between 0.0 and 1.0)
  71989. */
  71990. Sound.prototype.setDirectionalCone = function (coneInnerAngle, coneOuterAngle, coneOuterGain) {
  71991. if (coneOuterAngle < coneInnerAngle) {
  71992. BABYLON.Tools.Error("setDirectionalCone(): outer angle of the cone must be superior or equal to the inner angle.");
  71993. return;
  71994. }
  71995. this._coneInnerAngle = coneInnerAngle;
  71996. this._coneOuterAngle = coneOuterAngle;
  71997. this._coneOuterGain = coneOuterGain;
  71998. this._isDirectional = true;
  71999. if (this.isPlaying && this.loop) {
  72000. this.stop();
  72001. this.play();
  72002. }
  72003. };
  72004. Object.defineProperty(Sound.prototype, "directionalConeInnerAngle", {
  72005. /**
  72006. * Gets or sets the inner angle for the directional cone.
  72007. */
  72008. get: function () {
  72009. return this._coneInnerAngle;
  72010. },
  72011. /**
  72012. * Gets or sets the inner angle for the directional cone.
  72013. */
  72014. set: function (value) {
  72015. if (value != this._coneInnerAngle) {
  72016. if (this._coneOuterAngle < value) {
  72017. BABYLON.Tools.Error("directionalConeInnerAngle: outer angle of the cone must be superior or equal to the inner angle.");
  72018. return;
  72019. }
  72020. this._coneInnerAngle = value;
  72021. if (BABYLON.Engine.audioEngine.canUseWebAudio && this.spatialSound && this._soundPanner) {
  72022. this._soundPanner.coneInnerAngle = this._coneInnerAngle;
  72023. }
  72024. }
  72025. },
  72026. enumerable: true,
  72027. configurable: true
  72028. });
  72029. Object.defineProperty(Sound.prototype, "directionalConeOuterAngle", {
  72030. /**
  72031. * Gets or sets the outer angle for the directional cone.
  72032. */
  72033. get: function () {
  72034. return this._coneOuterAngle;
  72035. },
  72036. /**
  72037. * Gets or sets the outer angle for the directional cone.
  72038. */
  72039. set: function (value) {
  72040. if (value != this._coneOuterAngle) {
  72041. if (value < this._coneInnerAngle) {
  72042. BABYLON.Tools.Error("directionalConeOuterAngle: outer angle of the cone must be superior or equal to the inner angle.");
  72043. return;
  72044. }
  72045. this._coneOuterAngle = value;
  72046. if (BABYLON.Engine.audioEngine.canUseWebAudio && this.spatialSound && this._soundPanner) {
  72047. this._soundPanner.coneOuterAngle = this._coneOuterAngle;
  72048. }
  72049. }
  72050. },
  72051. enumerable: true,
  72052. configurable: true
  72053. });
  72054. /**
  72055. * Sets the position of the emitter if spatial sound is enabled
  72056. * @param newPosition Defines the new posisiton
  72057. */
  72058. Sound.prototype.setPosition = function (newPosition) {
  72059. this._position = newPosition;
  72060. if (BABYLON.Engine.audioEngine.canUseWebAudio && this.spatialSound && this._soundPanner && !isNaN(this._position.x) && !isNaN(this._position.y) && !isNaN(this._position.z)) {
  72061. this._soundPanner.setPosition(this._position.x, this._position.y, this._position.z);
  72062. }
  72063. };
  72064. /**
  72065. * Sets the local direction of the emitter if spatial sound is enabled
  72066. * @param newLocalDirection Defines the new local direction
  72067. */
  72068. Sound.prototype.setLocalDirectionToMesh = function (newLocalDirection) {
  72069. this._localDirection = newLocalDirection;
  72070. if (BABYLON.Engine.audioEngine.canUseWebAudio && this._connectedTransformNode && this.isPlaying) {
  72071. this._updateDirection();
  72072. }
  72073. };
  72074. Sound.prototype._updateDirection = function () {
  72075. if (!this._connectedTransformNode || !this._soundPanner) {
  72076. return;
  72077. }
  72078. var mat = this._connectedTransformNode.getWorldMatrix();
  72079. var direction = BABYLON.Vector3.TransformNormal(this._localDirection, mat);
  72080. direction.normalize();
  72081. this._soundPanner.setOrientation(direction.x, direction.y, direction.z);
  72082. };
  72083. /** @hidden */
  72084. Sound.prototype.updateDistanceFromListener = function () {
  72085. if (BABYLON.Engine.audioEngine.canUseWebAudio && this._connectedTransformNode && this.useCustomAttenuation && this._soundGain && this._scene.activeCamera) {
  72086. var distance = this._connectedTransformNode.getDistanceToCamera(this._scene.activeCamera);
  72087. this._soundGain.gain.value = this._customAttenuationFunction(this._volume, distance, this.maxDistance, this.refDistance, this.rolloffFactor);
  72088. }
  72089. };
  72090. /**
  72091. * Sets a new custom attenuation function for the sound.
  72092. * @param callback Defines the function used for the attenuation
  72093. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-your-own-custom-attenuation-function
  72094. */
  72095. Sound.prototype.setAttenuationFunction = function (callback) {
  72096. this._customAttenuationFunction = callback;
  72097. };
  72098. /**
  72099. * Play the sound
  72100. * @param time (optional) Start the sound after X seconds. Start immediately (0) by default.
  72101. * @param offset (optional) Start the sound setting it at a specific time
  72102. */
  72103. Sound.prototype.play = function (time, offset) {
  72104. var _this = this;
  72105. if (this._isReadyToPlay && this._scene.audioEnabled && BABYLON.Engine.audioEngine.audioContext) {
  72106. try {
  72107. if (this._startOffset < 0) {
  72108. time = -this._startOffset;
  72109. this._startOffset = 0;
  72110. }
  72111. var startTime = time ? BABYLON.Engine.audioEngine.audioContext.currentTime + time : BABYLON.Engine.audioEngine.audioContext.currentTime;
  72112. if (!this._soundSource || !this._streamingSource) {
  72113. if (this.spatialSound && this._soundPanner) {
  72114. if (!isNaN(this._position.x) && !isNaN(this._position.y) && !isNaN(this._position.z)) {
  72115. this._soundPanner.setPosition(this._position.x, this._position.y, this._position.z);
  72116. }
  72117. if (this._isDirectional) {
  72118. this._soundPanner.coneInnerAngle = this._coneInnerAngle;
  72119. this._soundPanner.coneOuterAngle = this._coneOuterAngle;
  72120. this._soundPanner.coneOuterGain = this._coneOuterGain;
  72121. if (this._connectedTransformNode) {
  72122. this._updateDirection();
  72123. }
  72124. else {
  72125. this._soundPanner.setOrientation(this._localDirection.x, this._localDirection.y, this._localDirection.z);
  72126. }
  72127. }
  72128. }
  72129. }
  72130. if (this._streaming) {
  72131. if (!this._streamingSource) {
  72132. this._streamingSource = BABYLON.Engine.audioEngine.audioContext.createMediaElementSource(this._htmlAudioElement);
  72133. this._htmlAudioElement.onended = function () { _this._onended(); };
  72134. this._htmlAudioElement.playbackRate = this._playbackRate;
  72135. }
  72136. this._streamingSource.disconnect();
  72137. this._streamingSource.connect(this._inputAudioNode);
  72138. if (this._htmlAudioElement) {
  72139. // required to manage properly the new suspended default state of Chrome
  72140. // When the option 'streaming: true' is used, we need first to wait for
  72141. // the audio engine to be unlocked by a user gesture before trying to play
  72142. // an HTML Audio elememt
  72143. var tryToPlay = function () {
  72144. if (BABYLON.Engine.audioEngine.unlocked) {
  72145. var playPromise = _this._htmlAudioElement.play();
  72146. // In browsers that don’t yet support this functionality,
  72147. // playPromise won’t be defined.
  72148. if (playPromise !== undefined) {
  72149. playPromise.catch(function (error) {
  72150. // Automatic playback failed.
  72151. // Waiting for the audio engine to be unlocked by user click on unmute
  72152. BABYLON.Engine.audioEngine.lock();
  72153. BABYLON.Engine.audioEngine.onAudioUnlockedObservable.addOnce(function () { tryToPlay(); });
  72154. });
  72155. }
  72156. }
  72157. else {
  72158. BABYLON.Engine.audioEngine.onAudioUnlockedObservable.addOnce(function () { tryToPlay(); });
  72159. }
  72160. };
  72161. tryToPlay();
  72162. }
  72163. }
  72164. else {
  72165. this._soundSource = BABYLON.Engine.audioEngine.audioContext.createBufferSource();
  72166. this._soundSource.buffer = this._audioBuffer;
  72167. this._soundSource.connect(this._inputAudioNode);
  72168. this._soundSource.loop = this.loop;
  72169. this._soundSource.playbackRate.value = this._playbackRate;
  72170. this._soundSource.onended = function () { _this._onended(); };
  72171. if (this._soundSource.buffer) {
  72172. this._soundSource.start(startTime, this.isPaused ? this._startOffset % this._soundSource.buffer.duration : offset ? offset : 0);
  72173. }
  72174. }
  72175. this._startTime = startTime;
  72176. this.isPlaying = true;
  72177. this.isPaused = false;
  72178. }
  72179. catch (ex) {
  72180. BABYLON.Tools.Error("Error while trying to play audio: " + this.name + ", " + ex.message);
  72181. }
  72182. }
  72183. };
  72184. Sound.prototype._onended = function () {
  72185. this.isPlaying = false;
  72186. if (this.onended) {
  72187. this.onended();
  72188. }
  72189. this.onEndedObservable.notifyObservers(this);
  72190. };
  72191. /**
  72192. * Stop the sound
  72193. * @param time (optional) Stop the sound after X seconds. Stop immediately (0) by default.
  72194. */
  72195. Sound.prototype.stop = function (time) {
  72196. if (this.isPlaying) {
  72197. if (this._streaming) {
  72198. if (this._htmlAudioElement) {
  72199. this._htmlAudioElement.pause();
  72200. // Test needed for Firefox or it will generate an Invalid State Error
  72201. if (this._htmlAudioElement.currentTime > 0) {
  72202. this._htmlAudioElement.currentTime = 0;
  72203. }
  72204. }
  72205. else {
  72206. this._streamingSource.disconnect();
  72207. }
  72208. }
  72209. else if (BABYLON.Engine.audioEngine.audioContext && this._soundSource) {
  72210. var stopTime = time ? BABYLON.Engine.audioEngine.audioContext.currentTime + time : BABYLON.Engine.audioEngine.audioContext.currentTime;
  72211. this._soundSource.stop(stopTime);
  72212. this._soundSource.onended = function () { };
  72213. if (!this.isPaused) {
  72214. this._startOffset = 0;
  72215. }
  72216. }
  72217. this.isPlaying = false;
  72218. }
  72219. };
  72220. /**
  72221. * Put the sound in pause
  72222. */
  72223. Sound.prototype.pause = function () {
  72224. if (this.isPlaying) {
  72225. this.isPaused = true;
  72226. if (this._streaming) {
  72227. if (this._htmlAudioElement) {
  72228. this._htmlAudioElement.pause();
  72229. }
  72230. else {
  72231. this._streamingSource.disconnect();
  72232. }
  72233. }
  72234. else if (BABYLON.Engine.audioEngine.audioContext) {
  72235. this.stop(0);
  72236. this._startOffset += BABYLON.Engine.audioEngine.audioContext.currentTime - this._startTime;
  72237. }
  72238. }
  72239. };
  72240. /**
  72241. * Sets a dedicated volume for this sounds
  72242. * @param newVolume Define the new volume of the sound
  72243. * @param time Define in how long the sound should be at this value
  72244. */
  72245. Sound.prototype.setVolume = function (newVolume, time) {
  72246. if (BABYLON.Engine.audioEngine.canUseWebAudio && this._soundGain) {
  72247. if (time && BABYLON.Engine.audioEngine.audioContext) {
  72248. this._soundGain.gain.cancelScheduledValues(BABYLON.Engine.audioEngine.audioContext.currentTime);
  72249. this._soundGain.gain.setValueAtTime(this._soundGain.gain.value, BABYLON.Engine.audioEngine.audioContext.currentTime);
  72250. this._soundGain.gain.linearRampToValueAtTime(newVolume, BABYLON.Engine.audioEngine.audioContext.currentTime + time);
  72251. }
  72252. else {
  72253. this._soundGain.gain.value = newVolume;
  72254. }
  72255. }
  72256. this._volume = newVolume;
  72257. };
  72258. /**
  72259. * Set the sound play back rate
  72260. * @param newPlaybackRate Define the playback rate the sound should be played at
  72261. */
  72262. Sound.prototype.setPlaybackRate = function (newPlaybackRate) {
  72263. this._playbackRate = newPlaybackRate;
  72264. if (this.isPlaying) {
  72265. if (this._streaming && this._htmlAudioElement) {
  72266. this._htmlAudioElement.playbackRate = this._playbackRate;
  72267. }
  72268. else if (this._soundSource) {
  72269. this._soundSource.playbackRate.value = this._playbackRate;
  72270. }
  72271. }
  72272. };
  72273. /**
  72274. * Gets the volume of the sound.
  72275. * @returns the volume of the sound
  72276. */
  72277. Sound.prototype.getVolume = function () {
  72278. return this._volume;
  72279. };
  72280. /**
  72281. * Attach the sound to a dedicated mesh
  72282. * @param transformNode The transform node to connect the sound with
  72283. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#attaching-a-sound-to-a-mesh
  72284. */
  72285. Sound.prototype.attachToMesh = function (transformNode) {
  72286. var _this = this;
  72287. if (this._connectedTransformNode && this._registerFunc) {
  72288. this._connectedTransformNode.unregisterAfterWorldMatrixUpdate(this._registerFunc);
  72289. this._registerFunc = null;
  72290. }
  72291. this._connectedTransformNode = transformNode;
  72292. if (!this.spatialSound) {
  72293. this.spatialSound = true;
  72294. this._createSpatialParameters();
  72295. if (this.isPlaying && this.loop) {
  72296. this.stop();
  72297. this.play();
  72298. }
  72299. }
  72300. this._onRegisterAfterWorldMatrixUpdate(this._connectedTransformNode);
  72301. this._registerFunc = function (transformNode) { return _this._onRegisterAfterWorldMatrixUpdate(transformNode); };
  72302. this._connectedTransformNode.registerAfterWorldMatrixUpdate(this._registerFunc);
  72303. };
  72304. /**
  72305. * Detach the sound from the previously attached mesh
  72306. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#attaching-a-sound-to-a-mesh
  72307. */
  72308. Sound.prototype.detachFromMesh = function () {
  72309. if (this._connectedTransformNode && this._registerFunc) {
  72310. this._connectedTransformNode.unregisterAfterWorldMatrixUpdate(this._registerFunc);
  72311. this._registerFunc = null;
  72312. this._connectedTransformNode = null;
  72313. }
  72314. };
  72315. Sound.prototype._onRegisterAfterWorldMatrixUpdate = function (node) {
  72316. if (!node.getBoundingInfo) {
  72317. return;
  72318. }
  72319. var mesh = node;
  72320. if (this._positionInEmitterSpace) {
  72321. mesh.worldMatrixFromCache.invertToRef(BABYLON.Tmp.Matrix[0]);
  72322. this.setPosition(BABYLON.Tmp.Matrix[0].getTranslation());
  72323. }
  72324. else {
  72325. var boundingInfo = mesh.getBoundingInfo();
  72326. this.setPosition(boundingInfo.boundingSphere.centerWorld);
  72327. }
  72328. if (BABYLON.Engine.audioEngine.canUseWebAudio && this._isDirectional && this.isPlaying) {
  72329. this._updateDirection();
  72330. }
  72331. };
  72332. /**
  72333. * Clone the current sound in the scene.
  72334. * @returns the new sound clone
  72335. */
  72336. Sound.prototype.clone = function () {
  72337. var _this = this;
  72338. if (!this._streaming) {
  72339. var setBufferAndRun = function () {
  72340. if (_this._isReadyToPlay) {
  72341. clonedSound._audioBuffer = _this.getAudioBuffer();
  72342. clonedSound._isReadyToPlay = true;
  72343. if (clonedSound.autoplay) {
  72344. clonedSound.play();
  72345. }
  72346. }
  72347. else {
  72348. window.setTimeout(setBufferAndRun, 300);
  72349. }
  72350. };
  72351. var currentOptions = {
  72352. autoplay: this.autoplay, loop: this.loop,
  72353. volume: this._volume, spatialSound: this.spatialSound, maxDistance: this.maxDistance,
  72354. useCustomAttenuation: this.useCustomAttenuation, rolloffFactor: this.rolloffFactor,
  72355. refDistance: this.refDistance, distanceModel: this.distanceModel
  72356. };
  72357. var clonedSound = new Sound(this.name + "_cloned", new ArrayBuffer(0), this._scene, null, currentOptions);
  72358. if (this.useCustomAttenuation) {
  72359. clonedSound.setAttenuationFunction(this._customAttenuationFunction);
  72360. }
  72361. clonedSound.setPosition(this._position);
  72362. clonedSound.setPlaybackRate(this._playbackRate);
  72363. setBufferAndRun();
  72364. return clonedSound;
  72365. }
  72366. // Can't clone a streaming sound
  72367. else {
  72368. return null;
  72369. }
  72370. };
  72371. /**
  72372. * Gets the current underlying audio buffer containing the data
  72373. * @returns the audio buffer
  72374. */
  72375. Sound.prototype.getAudioBuffer = function () {
  72376. return this._audioBuffer;
  72377. };
  72378. /**
  72379. * Serializes the Sound in a JSON representation
  72380. * @returns the JSON representation of the sound
  72381. */
  72382. Sound.prototype.serialize = function () {
  72383. var serializationObject = {
  72384. name: this.name,
  72385. url: this.name,
  72386. autoplay: this.autoplay,
  72387. loop: this.loop,
  72388. volume: this._volume,
  72389. spatialSound: this.spatialSound,
  72390. maxDistance: this.maxDistance,
  72391. rolloffFactor: this.rolloffFactor,
  72392. refDistance: this.refDistance,
  72393. distanceModel: this.distanceModel,
  72394. playbackRate: this._playbackRate,
  72395. panningModel: this._panningModel,
  72396. soundTrackId: this.soundTrackId
  72397. };
  72398. if (this.spatialSound) {
  72399. if (this._connectedTransformNode) {
  72400. serializationObject.connectedMeshId = this._connectedTransformNode.id;
  72401. }
  72402. serializationObject.position = this._position.asArray();
  72403. serializationObject.refDistance = this.refDistance;
  72404. serializationObject.distanceModel = this.distanceModel;
  72405. serializationObject.isDirectional = this._isDirectional;
  72406. serializationObject.localDirectionToMesh = this._localDirection.asArray();
  72407. serializationObject.coneInnerAngle = this._coneInnerAngle;
  72408. serializationObject.coneOuterAngle = this._coneOuterAngle;
  72409. serializationObject.coneOuterGain = this._coneOuterGain;
  72410. }
  72411. return serializationObject;
  72412. };
  72413. /**
  72414. * Parse a JSON representation of a sound to innstantiate in a given scene
  72415. * @param parsedSound Define the JSON representation of the sound (usually coming from the serialize method)
  72416. * @param scene Define the scene the new parsed sound should be created in
  72417. * @param rootUrl Define the rooturl of the load in case we need to fetch relative dependencies
  72418. * @param sourceSound Define a cound place holder if do not need to instantiate a new one
  72419. * @returns the newly parsed sound
  72420. */
  72421. Sound.Parse = function (parsedSound, scene, rootUrl, sourceSound) {
  72422. var soundName = parsedSound.name;
  72423. var soundUrl;
  72424. if (parsedSound.url) {
  72425. soundUrl = rootUrl + parsedSound.url;
  72426. }
  72427. else {
  72428. soundUrl = rootUrl + soundName;
  72429. }
  72430. var options = {
  72431. autoplay: parsedSound.autoplay, loop: parsedSound.loop, volume: parsedSound.volume,
  72432. spatialSound: parsedSound.spatialSound, maxDistance: parsedSound.maxDistance,
  72433. rolloffFactor: parsedSound.rolloffFactor,
  72434. refDistance: parsedSound.refDistance,
  72435. distanceModel: parsedSound.distanceModel,
  72436. playbackRate: parsedSound.playbackRate
  72437. };
  72438. var newSound;
  72439. if (!sourceSound) {
  72440. newSound = new Sound(soundName, soundUrl, scene, function () { scene._removePendingData(newSound); }, options);
  72441. scene._addPendingData(newSound);
  72442. }
  72443. else {
  72444. var setBufferAndRun = function () {
  72445. if (sourceSound._isReadyToPlay) {
  72446. newSound._audioBuffer = sourceSound.getAudioBuffer();
  72447. newSound._isReadyToPlay = true;
  72448. if (newSound.autoplay) {
  72449. newSound.play();
  72450. }
  72451. }
  72452. else {
  72453. window.setTimeout(setBufferAndRun, 300);
  72454. }
  72455. };
  72456. newSound = new Sound(soundName, new ArrayBuffer(0), scene, null, options);
  72457. setBufferAndRun();
  72458. }
  72459. if (parsedSound.position) {
  72460. var soundPosition = BABYLON.Vector3.FromArray(parsedSound.position);
  72461. newSound.setPosition(soundPosition);
  72462. }
  72463. if (parsedSound.isDirectional) {
  72464. newSound.setDirectionalCone(parsedSound.coneInnerAngle || 360, parsedSound.coneOuterAngle || 360, parsedSound.coneOuterGain || 0);
  72465. if (parsedSound.localDirectionToMesh) {
  72466. var localDirectionToMesh = BABYLON.Vector3.FromArray(parsedSound.localDirectionToMesh);
  72467. newSound.setLocalDirectionToMesh(localDirectionToMesh);
  72468. }
  72469. }
  72470. if (parsedSound.connectedMeshId) {
  72471. var connectedMesh = scene.getMeshByID(parsedSound.connectedMeshId);
  72472. if (connectedMesh) {
  72473. newSound.attachToMesh(connectedMesh);
  72474. }
  72475. }
  72476. return newSound;
  72477. };
  72478. return Sound;
  72479. }());
  72480. BABYLON.Sound = Sound;
  72481. })(BABYLON || (BABYLON = {}));
  72482. //# sourceMappingURL=babylon.sound.js.map
  72483. var BABYLON;
  72484. (function (BABYLON) {
  72485. /**
  72486. * It could be useful to isolate your music & sounds on several tracks to better manage volume on a grouped instance of sounds.
  72487. * It will be also used in a future release to apply effects on a specific track.
  72488. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-sound-tracks
  72489. */
  72490. var SoundTrack = /** @class */ (function () {
  72491. /**
  72492. * Creates a new sound track.
  72493. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-sound-tracks
  72494. * @param scene Define the scene the sound track belongs to
  72495. * @param options
  72496. */
  72497. function SoundTrack(scene, options) {
  72498. if (options === void 0) { options = {}; }
  72499. /**
  72500. * The unique identifier of the sound track in the scene.
  72501. */
  72502. this.id = -1;
  72503. this._isMainTrack = false;
  72504. this._isInitialized = false;
  72505. this._scene = scene;
  72506. this.soundCollection = new Array();
  72507. this._options = options;
  72508. if (!this._isMainTrack && this._scene.soundTracks) {
  72509. this._scene.soundTracks.push(this);
  72510. this.id = this._scene.soundTracks.length - 1;
  72511. }
  72512. }
  72513. SoundTrack.prototype._initializeSoundTrackAudioGraph = function () {
  72514. if (BABYLON.Engine.audioEngine.canUseWebAudio && BABYLON.Engine.audioEngine.audioContext) {
  72515. this._outputAudioNode = BABYLON.Engine.audioEngine.audioContext.createGain();
  72516. this._outputAudioNode.connect(BABYLON.Engine.audioEngine.masterGain);
  72517. if (this._options) {
  72518. if (this._options.volume) {
  72519. this._outputAudioNode.gain.value = this._options.volume;
  72520. }
  72521. if (this._options.mainTrack) {
  72522. this._isMainTrack = this._options.mainTrack;
  72523. }
  72524. }
  72525. this._isInitialized = true;
  72526. }
  72527. };
  72528. /**
  72529. * Release the sound track and its associated resources
  72530. */
  72531. SoundTrack.prototype.dispose = function () {
  72532. if (BABYLON.Engine.audioEngine && BABYLON.Engine.audioEngine.canUseWebAudio) {
  72533. if (this._connectedAnalyser) {
  72534. this._connectedAnalyser.stopDebugCanvas();
  72535. }
  72536. while (this.soundCollection.length) {
  72537. this.soundCollection[0].dispose();
  72538. }
  72539. if (this._outputAudioNode) {
  72540. this._outputAudioNode.disconnect();
  72541. }
  72542. this._outputAudioNode = null;
  72543. }
  72544. };
  72545. /**
  72546. * Adds a sound to this sound track
  72547. * @param sound define the cound to add
  72548. * @ignoreNaming
  72549. */
  72550. SoundTrack.prototype.AddSound = function (sound) {
  72551. if (!this._isInitialized) {
  72552. this._initializeSoundTrackAudioGraph();
  72553. }
  72554. if (BABYLON.Engine.audioEngine.canUseWebAudio && this._outputAudioNode) {
  72555. sound.connectToSoundTrackAudioNode(this._outputAudioNode);
  72556. }
  72557. if (sound.soundTrackId) {
  72558. if (sound.soundTrackId === -1) {
  72559. this._scene.mainSoundTrack.RemoveSound(sound);
  72560. }
  72561. else if (this._scene.soundTracks) {
  72562. this._scene.soundTracks[sound.soundTrackId].RemoveSound(sound);
  72563. }
  72564. }
  72565. this.soundCollection.push(sound);
  72566. sound.soundTrackId = this.id;
  72567. };
  72568. /**
  72569. * Removes a sound to this sound track
  72570. * @param sound define the cound to remove
  72571. * @ignoreNaming
  72572. */
  72573. SoundTrack.prototype.RemoveSound = function (sound) {
  72574. var index = this.soundCollection.indexOf(sound);
  72575. if (index !== -1) {
  72576. this.soundCollection.splice(index, 1);
  72577. }
  72578. };
  72579. /**
  72580. * Set a global volume for the full sound track.
  72581. * @param newVolume Define the new volume of the sound track
  72582. */
  72583. SoundTrack.prototype.setVolume = function (newVolume) {
  72584. if (BABYLON.Engine.audioEngine.canUseWebAudio && this._outputAudioNode) {
  72585. this._outputAudioNode.gain.value = newVolume;
  72586. }
  72587. };
  72588. /**
  72589. * Switch the panning model to HRTF:
  72590. * Renders a stereo output of higher quality than equalpower — it uses a convolution with measured impulse responses from human subjects.
  72591. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  72592. */
  72593. SoundTrack.prototype.switchPanningModelToHRTF = function () {
  72594. if (BABYLON.Engine.audioEngine.canUseWebAudio) {
  72595. for (var i = 0; i < this.soundCollection.length; i++) {
  72596. this.soundCollection[i].switchPanningModelToHRTF();
  72597. }
  72598. }
  72599. };
  72600. /**
  72601. * Switch the panning model to Equal Power:
  72602. * Represents the equal-power panning algorithm, generally regarded as simple and efficient. equalpower is the default value.
  72603. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  72604. */
  72605. SoundTrack.prototype.switchPanningModelToEqualPower = function () {
  72606. if (BABYLON.Engine.audioEngine.canUseWebAudio) {
  72607. for (var i = 0; i < this.soundCollection.length; i++) {
  72608. this.soundCollection[i].switchPanningModelToEqualPower();
  72609. }
  72610. }
  72611. };
  72612. /**
  72613. * Connect the sound track to an audio analyser allowing some amazing
  72614. * synchornization between the sounds/music and your visualization (VuMeter for instance).
  72615. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-the-analyser
  72616. * @param analyser The analyser to connect to the engine
  72617. */
  72618. SoundTrack.prototype.connectToAnalyser = function (analyser) {
  72619. if (this._connectedAnalyser) {
  72620. this._connectedAnalyser.stopDebugCanvas();
  72621. }
  72622. this._connectedAnalyser = analyser;
  72623. if (BABYLON.Engine.audioEngine.canUseWebAudio && this._outputAudioNode) {
  72624. this._outputAudioNode.disconnect();
  72625. this._connectedAnalyser.connectAudioNodes(this._outputAudioNode, BABYLON.Engine.audioEngine.masterGain);
  72626. }
  72627. };
  72628. return SoundTrack;
  72629. }());
  72630. BABYLON.SoundTrack = SoundTrack;
  72631. })(BABYLON || (BABYLON = {}));
  72632. //# sourceMappingURL=babylon.soundtrack.js.map
  72633. var BABYLON;
  72634. (function (BABYLON) {
  72635. /**
  72636. * Class used to work with sound analyzer using fast fourier transform (FFT)
  72637. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  72638. */
  72639. var Analyser = /** @class */ (function () {
  72640. /**
  72641. * Creates a new analyser
  72642. * @param scene defines hosting scene
  72643. */
  72644. function Analyser(scene) {
  72645. /**
  72646. * Gets or sets the smoothing
  72647. * @ignorenaming
  72648. */
  72649. this.SMOOTHING = 0.75;
  72650. /**
  72651. * Gets or sets the FFT table size
  72652. * @ignorenaming
  72653. */
  72654. this.FFT_SIZE = 512;
  72655. /**
  72656. * Gets or sets the bar graph amplitude
  72657. * @ignorenaming
  72658. */
  72659. this.BARGRAPHAMPLITUDE = 256;
  72660. /**
  72661. * Gets or sets the position of the debug canvas
  72662. * @ignorenaming
  72663. */
  72664. this.DEBUGCANVASPOS = { x: 20, y: 20 };
  72665. /**
  72666. * Gets or sets the debug canvas size
  72667. * @ignorenaming
  72668. */
  72669. this.DEBUGCANVASSIZE = { width: 320, height: 200 };
  72670. this._scene = scene;
  72671. this._audioEngine = BABYLON.Engine.audioEngine;
  72672. if (this._audioEngine.canUseWebAudio && this._audioEngine.audioContext) {
  72673. this._webAudioAnalyser = this._audioEngine.audioContext.createAnalyser();
  72674. this._webAudioAnalyser.minDecibels = -140;
  72675. this._webAudioAnalyser.maxDecibels = 0;
  72676. this._byteFreqs = new Uint8Array(this._webAudioAnalyser.frequencyBinCount);
  72677. this._byteTime = new Uint8Array(this._webAudioAnalyser.frequencyBinCount);
  72678. this._floatFreqs = new Float32Array(this._webAudioAnalyser.frequencyBinCount);
  72679. }
  72680. }
  72681. /**
  72682. * Get the number of data values you will have to play with for the visualization
  72683. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/frequencyBinCount
  72684. * @returns a number
  72685. */
  72686. Analyser.prototype.getFrequencyBinCount = function () {
  72687. if (this._audioEngine.canUseWebAudio) {
  72688. return this._webAudioAnalyser.frequencyBinCount;
  72689. }
  72690. else {
  72691. return 0;
  72692. }
  72693. };
  72694. /**
  72695. * Gets the current frequency data as a byte array
  72696. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteFrequencyData
  72697. * @returns a Uint8Array
  72698. */
  72699. Analyser.prototype.getByteFrequencyData = function () {
  72700. if (this._audioEngine.canUseWebAudio) {
  72701. this._webAudioAnalyser.smoothingTimeConstant = this.SMOOTHING;
  72702. this._webAudioAnalyser.fftSize = this.FFT_SIZE;
  72703. this._webAudioAnalyser.getByteFrequencyData(this._byteFreqs);
  72704. }
  72705. return this._byteFreqs;
  72706. };
  72707. /**
  72708. * Gets the current waveform as a byte array
  72709. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteTimeDomainData
  72710. * @returns a Uint8Array
  72711. */
  72712. Analyser.prototype.getByteTimeDomainData = function () {
  72713. if (this._audioEngine.canUseWebAudio) {
  72714. this._webAudioAnalyser.smoothingTimeConstant = this.SMOOTHING;
  72715. this._webAudioAnalyser.fftSize = this.FFT_SIZE;
  72716. this._webAudioAnalyser.getByteTimeDomainData(this._byteTime);
  72717. }
  72718. return this._byteTime;
  72719. };
  72720. /**
  72721. * Gets the current frequency data as a float array
  72722. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteFrequencyData
  72723. * @returns a Float32Array
  72724. */
  72725. Analyser.prototype.getFloatFrequencyData = function () {
  72726. if (this._audioEngine.canUseWebAudio) {
  72727. this._webAudioAnalyser.smoothingTimeConstant = this.SMOOTHING;
  72728. this._webAudioAnalyser.fftSize = this.FFT_SIZE;
  72729. this._webAudioAnalyser.getFloatFrequencyData(this._floatFreqs);
  72730. }
  72731. return this._floatFreqs;
  72732. };
  72733. /**
  72734. * Renders the debug canvas
  72735. */
  72736. Analyser.prototype.drawDebugCanvas = function () {
  72737. var _this = this;
  72738. if (this._audioEngine.canUseWebAudio) {
  72739. if (!this._debugCanvas) {
  72740. this._debugCanvas = document.createElement("canvas");
  72741. this._debugCanvas.width = this.DEBUGCANVASSIZE.width;
  72742. this._debugCanvas.height = this.DEBUGCANVASSIZE.height;
  72743. this._debugCanvas.style.position = "absolute";
  72744. this._debugCanvas.style.top = this.DEBUGCANVASPOS.y + "px";
  72745. this._debugCanvas.style.left = this.DEBUGCANVASPOS.x + "px";
  72746. this._debugCanvasContext = this._debugCanvas.getContext("2d");
  72747. document.body.appendChild(this._debugCanvas);
  72748. this._registerFunc = function () {
  72749. _this.drawDebugCanvas();
  72750. };
  72751. this._scene.registerBeforeRender(this._registerFunc);
  72752. }
  72753. if (this._registerFunc && this._debugCanvasContext) {
  72754. var workingArray = this.getByteFrequencyData();
  72755. this._debugCanvasContext.fillStyle = 'rgb(0, 0, 0)';
  72756. this._debugCanvasContext.fillRect(0, 0, this.DEBUGCANVASSIZE.width, this.DEBUGCANVASSIZE.height);
  72757. // Draw the frequency domain chart.
  72758. for (var i = 0; i < this.getFrequencyBinCount(); i++) {
  72759. var value = workingArray[i];
  72760. var percent = value / this.BARGRAPHAMPLITUDE;
  72761. var height = this.DEBUGCANVASSIZE.height * percent;
  72762. var offset = this.DEBUGCANVASSIZE.height - height - 1;
  72763. var barWidth = this.DEBUGCANVASSIZE.width / this.getFrequencyBinCount();
  72764. var hue = i / this.getFrequencyBinCount() * 360;
  72765. this._debugCanvasContext.fillStyle = 'hsl(' + hue + ', 100%, 50%)';
  72766. this._debugCanvasContext.fillRect(i * barWidth, offset, barWidth, height);
  72767. }
  72768. }
  72769. }
  72770. };
  72771. /**
  72772. * Stops rendering the debug canvas and removes it
  72773. */
  72774. Analyser.prototype.stopDebugCanvas = function () {
  72775. if (this._debugCanvas) {
  72776. if (this._registerFunc) {
  72777. this._scene.unregisterBeforeRender(this._registerFunc);
  72778. this._registerFunc = null;
  72779. }
  72780. document.body.removeChild(this._debugCanvas);
  72781. this._debugCanvas = null;
  72782. this._debugCanvasContext = null;
  72783. }
  72784. };
  72785. /**
  72786. * Connects two audio nodes
  72787. * @param inputAudioNode defines first node to connect
  72788. * @param outputAudioNode defines second node to connect
  72789. */
  72790. Analyser.prototype.connectAudioNodes = function (inputAudioNode, outputAudioNode) {
  72791. if (this._audioEngine.canUseWebAudio) {
  72792. inputAudioNode.connect(this._webAudioAnalyser);
  72793. this._webAudioAnalyser.connect(outputAudioNode);
  72794. }
  72795. };
  72796. /**
  72797. * Releases all associated resources
  72798. */
  72799. Analyser.prototype.dispose = function () {
  72800. if (this._audioEngine.canUseWebAudio) {
  72801. this._webAudioAnalyser.disconnect();
  72802. }
  72803. };
  72804. return Analyser;
  72805. }());
  72806. BABYLON.Analyser = Analyser;
  72807. })(BABYLON || (BABYLON = {}));
  72808. //# sourceMappingURL=babylon.analyser.js.map
  72809. var BABYLON;
  72810. (function (BABYLON) {
  72811. /**
  72812. * Wraps one or more Sound objects and selects one with random weight for playback.
  72813. */
  72814. var WeightedSound = /** @class */ (function () {
  72815. /**
  72816. * Creates a new WeightedSound from the list of sounds given.
  72817. * @param loop When true a Sound will be selected and played when the current playing Sound completes.
  72818. * @param sounds Array of Sounds that will be selected from.
  72819. * @param weights Array of number values for selection weights; length must equal sounds, values will be normalized to 1
  72820. */
  72821. function WeightedSound(loop, sounds, weights) {
  72822. var _this = this;
  72823. /** When true a Sound will be selected and played when the current playing Sound completes. */
  72824. this.loop = false;
  72825. this._coneInnerAngle = 360;
  72826. this._coneOuterAngle = 360;
  72827. this._volume = 1;
  72828. /** A Sound is currently playing. */
  72829. this.isPlaying = false;
  72830. /** A Sound is currently paused. */
  72831. this.isPaused = false;
  72832. this._sounds = [];
  72833. this._weights = [];
  72834. if (sounds.length !== weights.length) {
  72835. throw new Error('Sounds length does not equal weights length');
  72836. }
  72837. this.loop = loop;
  72838. this._weights = weights;
  72839. // Normalize the weights
  72840. var weightSum = 0;
  72841. for (var _i = 0, weights_1 = weights; _i < weights_1.length; _i++) {
  72842. var weight = weights_1[_i];
  72843. weightSum += weight;
  72844. }
  72845. var invWeightSum = weightSum > 0 ? 1 / weightSum : 0;
  72846. for (var i = 0; i < this._weights.length; i++) {
  72847. this._weights[i] *= invWeightSum;
  72848. }
  72849. this._sounds = sounds;
  72850. for (var _a = 0, _b = this._sounds; _a < _b.length; _a++) {
  72851. var sound = _b[_a];
  72852. sound.onEndedObservable.add(function () { _this._onended(); });
  72853. }
  72854. }
  72855. Object.defineProperty(WeightedSound.prototype, "directionalConeInnerAngle", {
  72856. /**
  72857. * The size of cone in degrees for a directional sound in which there will be no attenuation.
  72858. */
  72859. get: function () {
  72860. return this._coneInnerAngle;
  72861. },
  72862. /**
  72863. * The size of cone in degress for a directional sound in which there will be no attenuation.
  72864. */
  72865. set: function (value) {
  72866. if (value !== this._coneInnerAngle) {
  72867. if (this._coneOuterAngle < value) {
  72868. BABYLON.Tools.Error("directionalConeInnerAngle: outer angle of the cone must be superior or equal to the inner angle.");
  72869. return;
  72870. }
  72871. this._coneInnerAngle = value;
  72872. for (var _i = 0, _a = this._sounds; _i < _a.length; _i++) {
  72873. var sound = _a[_i];
  72874. sound.directionalConeInnerAngle = value;
  72875. }
  72876. }
  72877. },
  72878. enumerable: true,
  72879. configurable: true
  72880. });
  72881. Object.defineProperty(WeightedSound.prototype, "directionalConeOuterAngle", {
  72882. /**
  72883. * Size of cone in degrees for a directional sound outside of which there will be no sound.
  72884. * Listener angles between innerAngle and outerAngle will falloff linearly.
  72885. */
  72886. get: function () {
  72887. return this._coneOuterAngle;
  72888. },
  72889. /**
  72890. * Size of cone in degrees for a directional sound outside of which there will be no sound.
  72891. * Listener angles between innerAngle and outerAngle will falloff linearly.
  72892. */
  72893. set: function (value) {
  72894. if (value !== this._coneOuterAngle) {
  72895. if (value < this._coneInnerAngle) {
  72896. BABYLON.Tools.Error("directionalConeOuterAngle: outer angle of the cone must be superior or equal to the inner angle.");
  72897. return;
  72898. }
  72899. this._coneOuterAngle = value;
  72900. for (var _i = 0, _a = this._sounds; _i < _a.length; _i++) {
  72901. var sound = _a[_i];
  72902. sound.directionalConeOuterAngle = value;
  72903. }
  72904. }
  72905. },
  72906. enumerable: true,
  72907. configurable: true
  72908. });
  72909. Object.defineProperty(WeightedSound.prototype, "volume", {
  72910. /**
  72911. * Playback volume.
  72912. */
  72913. get: function () {
  72914. return this._volume;
  72915. },
  72916. /**
  72917. * Playback volume.
  72918. */
  72919. set: function (value) {
  72920. if (value !== this._volume) {
  72921. for (var _i = 0, _a = this._sounds; _i < _a.length; _i++) {
  72922. var sound = _a[_i];
  72923. sound.setVolume(value);
  72924. }
  72925. }
  72926. },
  72927. enumerable: true,
  72928. configurable: true
  72929. });
  72930. WeightedSound.prototype._onended = function () {
  72931. if (this._currentIndex !== undefined) {
  72932. this._sounds[this._currentIndex].autoplay = false;
  72933. }
  72934. if (this.loop && this.isPlaying) {
  72935. this.play();
  72936. }
  72937. else {
  72938. this.isPlaying = false;
  72939. }
  72940. };
  72941. /**
  72942. * Suspend playback
  72943. */
  72944. WeightedSound.prototype.pause = function () {
  72945. this.isPaused = true;
  72946. if (this._currentIndex !== undefined) {
  72947. this._sounds[this._currentIndex].pause();
  72948. }
  72949. };
  72950. /**
  72951. * Stop playback
  72952. */
  72953. WeightedSound.prototype.stop = function () {
  72954. this.isPlaying = false;
  72955. if (this._currentIndex !== undefined) {
  72956. this._sounds[this._currentIndex].stop();
  72957. }
  72958. };
  72959. /**
  72960. * Start playback.
  72961. * @param startOffset Position the clip head at a specific time in seconds.
  72962. */
  72963. WeightedSound.prototype.play = function (startOffset) {
  72964. if (!this.isPaused) {
  72965. this.stop();
  72966. var randomValue = Math.random();
  72967. var total = 0;
  72968. for (var i = 0; i < this._weights.length; i++) {
  72969. total += this._weights[i];
  72970. if (randomValue <= total) {
  72971. this._currentIndex = i;
  72972. break;
  72973. }
  72974. }
  72975. }
  72976. var sound = this._sounds[this._currentIndex];
  72977. if (sound.isReady()) {
  72978. sound.play(0, this.isPaused ? undefined : startOffset);
  72979. }
  72980. else {
  72981. sound.autoplay = true;
  72982. }
  72983. this.isPlaying = true;
  72984. this.isPaused = false;
  72985. };
  72986. return WeightedSound;
  72987. }());
  72988. BABYLON.WeightedSound = WeightedSound;
  72989. })(BABYLON || (BABYLON = {}));
  72990. //# sourceMappingURL=babylon.weightedsound.js.map
  72991. var BABYLON;
  72992. (function (BABYLON) {
  72993. // Adds the parser to the scene parsers.
  72994. BABYLON.AbstractScene.AddParser(BABYLON.SceneComponentConstants.NAME_AUDIO, function (parsedData, scene, container, rootUrl) {
  72995. // TODO: add sound
  72996. var loadedSounds = [];
  72997. var loadedSound;
  72998. container.sounds = container.sounds || [];
  72999. if (parsedData.sounds !== undefined && parsedData.sounds !== null) {
  73000. for (var index = 0, cache = parsedData.sounds.length; index < cache; index++) {
  73001. var parsedSound = parsedData.sounds[index];
  73002. if (BABYLON.Engine.audioEngine.canUseWebAudio) {
  73003. if (!parsedSound.url) {
  73004. parsedSound.url = parsedSound.name;
  73005. }
  73006. if (!loadedSounds[parsedSound.url]) {
  73007. loadedSound = BABYLON.Sound.Parse(parsedSound, scene, rootUrl);
  73008. loadedSounds[parsedSound.url] = loadedSound;
  73009. container.sounds.push(loadedSound);
  73010. }
  73011. else {
  73012. container.sounds.push(BABYLON.Sound.Parse(parsedSound, scene, rootUrl, loadedSounds[parsedSound.url]));
  73013. }
  73014. }
  73015. else {
  73016. container.sounds.push(new BABYLON.Sound(parsedSound.name, null, scene));
  73017. }
  73018. }
  73019. }
  73020. loadedSounds = [];
  73021. });
  73022. Object.defineProperty(BABYLON.Scene.prototype, "mainSoundTrack", {
  73023. get: function () {
  73024. var compo = this._getComponent(BABYLON.SceneComponentConstants.NAME_AUDIO);
  73025. if (!compo) {
  73026. compo = new AudioSceneComponent(this);
  73027. this._addComponent(compo);
  73028. }
  73029. if (!this._mainSoundTrack) {
  73030. this._mainSoundTrack = new BABYLON.SoundTrack(this, { mainTrack: true });
  73031. }
  73032. return this._mainSoundTrack;
  73033. },
  73034. enumerable: true,
  73035. configurable: true
  73036. });
  73037. BABYLON.Scene.prototype.getSoundByName = function (name) {
  73038. var index;
  73039. for (index = 0; index < this.mainSoundTrack.soundCollection.length; index++) {
  73040. if (this.mainSoundTrack.soundCollection[index].name === name) {
  73041. return this.mainSoundTrack.soundCollection[index];
  73042. }
  73043. }
  73044. if (this.soundTracks) {
  73045. for (var sdIndex = 0; sdIndex < this.soundTracks.length; sdIndex++) {
  73046. for (index = 0; index < this.soundTracks[sdIndex].soundCollection.length; index++) {
  73047. if (this.soundTracks[sdIndex].soundCollection[index].name === name) {
  73048. return this.soundTracks[sdIndex].soundCollection[index];
  73049. }
  73050. }
  73051. }
  73052. }
  73053. return null;
  73054. };
  73055. Object.defineProperty(BABYLON.Scene.prototype, "audioEnabled", {
  73056. get: function () {
  73057. var compo = this._getComponent(BABYLON.SceneComponentConstants.NAME_AUDIO);
  73058. if (!compo) {
  73059. compo = new AudioSceneComponent(this);
  73060. this._addComponent(compo);
  73061. }
  73062. return compo.audioEnabled;
  73063. },
  73064. set: function (value) {
  73065. var compo = this._getComponent(BABYLON.SceneComponentConstants.NAME_AUDIO);
  73066. if (!compo) {
  73067. compo = new AudioSceneComponent(this);
  73068. this._addComponent(compo);
  73069. }
  73070. if (value) {
  73071. compo.enableAudio();
  73072. }
  73073. else {
  73074. compo.disableAudio();
  73075. }
  73076. },
  73077. enumerable: true,
  73078. configurable: true
  73079. });
  73080. Object.defineProperty(BABYLON.Scene.prototype, "headphone", {
  73081. get: function () {
  73082. var compo = this._getComponent(BABYLON.SceneComponentConstants.NAME_AUDIO);
  73083. if (!compo) {
  73084. compo = new AudioSceneComponent(this);
  73085. this._addComponent(compo);
  73086. }
  73087. return compo.headphone;
  73088. },
  73089. set: function (value) {
  73090. var compo = this._getComponent(BABYLON.SceneComponentConstants.NAME_AUDIO);
  73091. if (!compo) {
  73092. compo = new AudioSceneComponent(this);
  73093. this._addComponent(compo);
  73094. }
  73095. if (value) {
  73096. compo.switchAudioModeForHeadphones();
  73097. }
  73098. else {
  73099. compo.switchAudioModeForNormalSpeakers();
  73100. }
  73101. },
  73102. enumerable: true,
  73103. configurable: true
  73104. });
  73105. /**
  73106. * Defines the sound scene component responsible to manage any sounds
  73107. * in a given scene.
  73108. */
  73109. var AudioSceneComponent = /** @class */ (function () {
  73110. /**
  73111. * Creates a new instance of the component for the given scene
  73112. * @param scene Defines the scene to register the component in
  73113. */
  73114. function AudioSceneComponent(scene) {
  73115. /**
  73116. * The component name helpfull to identify the component in the list of scene components.
  73117. */
  73118. this.name = BABYLON.SceneComponentConstants.NAME_AUDIO;
  73119. this._audioEnabled = true;
  73120. this._headphone = false;
  73121. this.scene = scene;
  73122. scene.soundTracks = new Array();
  73123. scene.sounds = new Array();
  73124. }
  73125. Object.defineProperty(AudioSceneComponent.prototype, "audioEnabled", {
  73126. /**
  73127. * Gets whether audio is enabled or not.
  73128. * Please use related enable/disable method to switch state.
  73129. */
  73130. get: function () {
  73131. return this._audioEnabled;
  73132. },
  73133. enumerable: true,
  73134. configurable: true
  73135. });
  73136. Object.defineProperty(AudioSceneComponent.prototype, "headphone", {
  73137. /**
  73138. * Gets whether audio is outputing to headphone or not.
  73139. * Please use the according Switch methods to change output.
  73140. */
  73141. get: function () {
  73142. return this._headphone;
  73143. },
  73144. enumerable: true,
  73145. configurable: true
  73146. });
  73147. /**
  73148. * Registers the component in a given scene
  73149. */
  73150. AudioSceneComponent.prototype.register = function () {
  73151. this.scene._afterRenderStage.registerStep(BABYLON.SceneComponentConstants.STEP_AFTERRENDER_AUDIO, this, this._afterRender);
  73152. };
  73153. /**
  73154. * Rebuilds the elements related to this component in case of
  73155. * context lost for instance.
  73156. */
  73157. AudioSceneComponent.prototype.rebuild = function () {
  73158. // Nothing to do here. (Not rendering related)
  73159. };
  73160. /**
  73161. * Serializes the component data to the specified json object
  73162. * @param serializationObject The object to serialize to
  73163. */
  73164. AudioSceneComponent.prototype.serialize = function (serializationObject) {
  73165. serializationObject.sounds = [];
  73166. if (this.scene.soundTracks) {
  73167. for (var index = 0; index < this.scene.soundTracks.length; index++) {
  73168. var soundtrack = this.scene.soundTracks[index];
  73169. for (var soundId = 0; soundId < soundtrack.soundCollection.length; soundId++) {
  73170. serializationObject.sounds.push(soundtrack.soundCollection[soundId].serialize());
  73171. }
  73172. }
  73173. }
  73174. };
  73175. /**
  73176. * Adds all the element from the container to the scene
  73177. * @param container the container holding the elements
  73178. */
  73179. AudioSceneComponent.prototype.addFromContainer = function (container) {
  73180. var _this = this;
  73181. if (!container.sounds) {
  73182. return;
  73183. }
  73184. container.sounds.forEach(function (sound) {
  73185. sound.play();
  73186. sound.autoplay = true;
  73187. _this.scene.mainSoundTrack.AddSound(sound);
  73188. });
  73189. };
  73190. /**
  73191. * Removes all the elements in the container from the scene
  73192. * @param container contains the elements to remove
  73193. */
  73194. AudioSceneComponent.prototype.removeFromContainer = function (container) {
  73195. var _this = this;
  73196. if (!container.sounds) {
  73197. return;
  73198. }
  73199. container.sounds.forEach(function (sound) {
  73200. sound.stop();
  73201. sound.autoplay = false;
  73202. _this.scene.mainSoundTrack.RemoveSound(sound);
  73203. });
  73204. };
  73205. /**
  73206. * Disposes the component and the associated ressources.
  73207. */
  73208. AudioSceneComponent.prototype.dispose = function () {
  73209. var scene = this.scene;
  73210. if (scene._mainSoundTrack) {
  73211. scene.mainSoundTrack.dispose();
  73212. }
  73213. if (scene.soundTracks) {
  73214. for (var scIndex = 0; scIndex < scene.soundTracks.length; scIndex++) {
  73215. scene.soundTracks[scIndex].dispose();
  73216. }
  73217. }
  73218. };
  73219. /**
  73220. * Disables audio in the associated scene.
  73221. */
  73222. AudioSceneComponent.prototype.disableAudio = function () {
  73223. var scene = this.scene;
  73224. this._audioEnabled = false;
  73225. var i;
  73226. for (i = 0; i < scene.mainSoundTrack.soundCollection.length; i++) {
  73227. scene.mainSoundTrack.soundCollection[i].pause();
  73228. }
  73229. if (scene.soundTracks) {
  73230. for (i = 0; i < scene.soundTracks.length; i++) {
  73231. for (var j = 0; j < scene.soundTracks[i].soundCollection.length; j++) {
  73232. scene.soundTracks[i].soundCollection[j].pause();
  73233. }
  73234. }
  73235. }
  73236. };
  73237. /**
  73238. * Enables audio in the associated scene.
  73239. */
  73240. AudioSceneComponent.prototype.enableAudio = function () {
  73241. var scene = this.scene;
  73242. this._audioEnabled = true;
  73243. var i;
  73244. for (i = 0; i < scene.mainSoundTrack.soundCollection.length; i++) {
  73245. if (scene.mainSoundTrack.soundCollection[i].isPaused) {
  73246. scene.mainSoundTrack.soundCollection[i].play();
  73247. }
  73248. }
  73249. if (scene.soundTracks) {
  73250. for (i = 0; i < scene.soundTracks.length; i++) {
  73251. for (var j = 0; j < scene.soundTracks[i].soundCollection.length; j++) {
  73252. if (scene.soundTracks[i].soundCollection[j].isPaused) {
  73253. scene.soundTracks[i].soundCollection[j].play();
  73254. }
  73255. }
  73256. }
  73257. }
  73258. };
  73259. /**
  73260. * Switch audio to headphone output.
  73261. */
  73262. AudioSceneComponent.prototype.switchAudioModeForHeadphones = function () {
  73263. var scene = this.scene;
  73264. this._headphone = true;
  73265. scene.mainSoundTrack.switchPanningModelToHRTF();
  73266. if (scene.soundTracks) {
  73267. for (var i = 0; i < scene.soundTracks.length; i++) {
  73268. scene.soundTracks[i].switchPanningModelToHRTF();
  73269. }
  73270. }
  73271. };
  73272. /**
  73273. * Switch audio to normal speakers.
  73274. */
  73275. AudioSceneComponent.prototype.switchAudioModeForNormalSpeakers = function () {
  73276. var scene = this.scene;
  73277. this._headphone = false;
  73278. scene.mainSoundTrack.switchPanningModelToEqualPower();
  73279. if (scene.soundTracks) {
  73280. for (var i = 0; i < scene.soundTracks.length; i++) {
  73281. scene.soundTracks[i].switchPanningModelToEqualPower();
  73282. }
  73283. }
  73284. };
  73285. AudioSceneComponent.prototype._afterRender = function () {
  73286. var scene = this.scene;
  73287. if (!this._audioEnabled || !scene._mainSoundTrack || !scene.soundTracks || (scene._mainSoundTrack.soundCollection.length === 0 && scene.soundTracks.length === 1)) {
  73288. return;
  73289. }
  73290. var listeningCamera;
  73291. var audioEngine = BABYLON.Engine.audioEngine;
  73292. if (scene.activeCameras.length > 0) {
  73293. listeningCamera = scene.activeCameras[0];
  73294. }
  73295. else {
  73296. listeningCamera = scene.activeCamera;
  73297. }
  73298. if (listeningCamera && audioEngine.audioContext) {
  73299. audioEngine.audioContext.listener.setPosition(listeningCamera.position.x, listeningCamera.position.y, listeningCamera.position.z);
  73300. // for VR cameras
  73301. if (listeningCamera.rigCameras && listeningCamera.rigCameras.length > 0) {
  73302. listeningCamera = listeningCamera.rigCameras[0];
  73303. }
  73304. var mat = BABYLON.Matrix.Invert(listeningCamera.getViewMatrix());
  73305. var cameraDirection = BABYLON.Vector3.TransformNormal(new BABYLON.Vector3(0, 0, -1), mat);
  73306. cameraDirection.normalize();
  73307. // To avoid some errors on GearVR
  73308. if (!isNaN(cameraDirection.x) && !isNaN(cameraDirection.y) && !isNaN(cameraDirection.z)) {
  73309. audioEngine.audioContext.listener.setOrientation(cameraDirection.x, cameraDirection.y, cameraDirection.z, 0, 1, 0);
  73310. }
  73311. var i;
  73312. for (i = 0; i < scene.mainSoundTrack.soundCollection.length; i++) {
  73313. var sound = scene.mainSoundTrack.soundCollection[i];
  73314. if (sound.useCustomAttenuation) {
  73315. sound.updateDistanceFromListener();
  73316. }
  73317. }
  73318. if (scene.soundTracks) {
  73319. for (i = 0; i < scene.soundTracks.length; i++) {
  73320. for (var j = 0; j < scene.soundTracks[i].soundCollection.length; j++) {
  73321. sound = scene.soundTracks[i].soundCollection[j];
  73322. if (sound.useCustomAttenuation) {
  73323. sound.updateDistanceFromListener();
  73324. }
  73325. }
  73326. }
  73327. }
  73328. }
  73329. };
  73330. return AudioSceneComponent;
  73331. }());
  73332. BABYLON.AudioSceneComponent = AudioSceneComponent;
  73333. })(BABYLON || (BABYLON = {}));
  73334. //# sourceMappingURL=babylon.audioSceneComponent.js.map
  73335. var BABYLON;
  73336. (function (BABYLON) {
  73337. /**
  73338. * This defines an action helpful to play a defined sound on a triggered action.
  73339. */
  73340. var PlaySoundAction = /** @class */ (function (_super) {
  73341. __extends(PlaySoundAction, _super);
  73342. /**
  73343. * Instantiate the action
  73344. * @param triggerOptions defines the trigger options
  73345. * @param sound defines the sound to play
  73346. * @param condition defines the trigger related conditions
  73347. */
  73348. function PlaySoundAction(triggerOptions, sound, condition) {
  73349. var _this = _super.call(this, triggerOptions, condition) || this;
  73350. _this._sound = sound;
  73351. return _this;
  73352. }
  73353. /** @hidden */
  73354. PlaySoundAction.prototype._prepare = function () {
  73355. };
  73356. /**
  73357. * Execute the action and play the sound.
  73358. */
  73359. PlaySoundAction.prototype.execute = function () {
  73360. if (this._sound !== undefined) {
  73361. this._sound.play();
  73362. }
  73363. };
  73364. /**
  73365. * Serializes the actions and its related information.
  73366. * @param parent defines the object to serialize in
  73367. * @returns the serialized object
  73368. */
  73369. PlaySoundAction.prototype.serialize = function (parent) {
  73370. return _super.prototype._serialize.call(this, {
  73371. name: "PlaySoundAction",
  73372. properties: [{ name: "sound", value: this._sound.name }]
  73373. }, parent);
  73374. };
  73375. return PlaySoundAction;
  73376. }(BABYLON.Action));
  73377. BABYLON.PlaySoundAction = PlaySoundAction;
  73378. /**
  73379. * This defines an action helpful to stop a defined sound on a triggered action.
  73380. */
  73381. var StopSoundAction = /** @class */ (function (_super) {
  73382. __extends(StopSoundAction, _super);
  73383. /**
  73384. * Instantiate the action
  73385. * @param triggerOptions defines the trigger options
  73386. * @param sound defines the sound to stop
  73387. * @param condition defines the trigger related conditions
  73388. */
  73389. function StopSoundAction(triggerOptions, sound, condition) {
  73390. var _this = _super.call(this, triggerOptions, condition) || this;
  73391. _this._sound = sound;
  73392. return _this;
  73393. }
  73394. /** @hidden */
  73395. StopSoundAction.prototype._prepare = function () {
  73396. };
  73397. /**
  73398. * Execute the action and stop the sound.
  73399. */
  73400. StopSoundAction.prototype.execute = function () {
  73401. if (this._sound !== undefined) {
  73402. this._sound.stop();
  73403. }
  73404. };
  73405. /**
  73406. * Serializes the actions and its related information.
  73407. * @param parent defines the object to serialize in
  73408. * @returns the serialized object
  73409. */
  73410. StopSoundAction.prototype.serialize = function (parent) {
  73411. return _super.prototype._serialize.call(this, {
  73412. name: "StopSoundAction",
  73413. properties: [{ name: "sound", value: this._sound.name }]
  73414. }, parent);
  73415. };
  73416. return StopSoundAction;
  73417. }(BABYLON.Action));
  73418. BABYLON.StopSoundAction = StopSoundAction;
  73419. })(BABYLON || (BABYLON = {}));
  73420. //# sourceMappingURL=babylon.directAudioActions.js.map
  73421. var BABYLON;
  73422. (function (BABYLON) {
  73423. /**
  73424. * Class for creating a cube texture
  73425. */
  73426. var CubeTexture = /** @class */ (function (_super) {
  73427. __extends(CubeTexture, _super);
  73428. /**
  73429. * Creates a cube texture to use with reflection for instance. It can be based upon dds or six images as well
  73430. * as prefiltered data.
  73431. * @param rootUrl defines the url of the texture or the root name of the six images
  73432. * @param scene defines the scene the texture is attached to
  73433. * @param extensions defines the suffixes add to the picture name in case six images are in use like _px.jpg...
  73434. * @param noMipmap defines if mipmaps should be created or not
  73435. * @param files defines the six files to load for the different faces
  73436. * @param onLoad defines a callback triggered at the end of the file load if no errors occured
  73437. * @param onError defines a callback triggered in case of error during load
  73438. * @param format defines the internal format to use for the texture once loaded
  73439. * @param prefiltered defines whether or not the texture is created from prefiltered data
  73440. * @param forcedExtension defines the extensions to use (force a special type of file to load) in case it is different from the file name
  73441. * @param createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary
  73442. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  73443. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  73444. * @return the cube texture
  73445. */
  73446. function CubeTexture(rootUrl, scene, extensions, noMipmap, files, onLoad, onError, format, prefiltered, forcedExtension, createPolynomials, lodScale, lodOffset) {
  73447. if (extensions === void 0) { extensions = null; }
  73448. if (noMipmap === void 0) { noMipmap = false; }
  73449. if (files === void 0) { files = null; }
  73450. if (onLoad === void 0) { onLoad = null; }
  73451. if (onError === void 0) { onError = null; }
  73452. if (format === void 0) { format = BABYLON.Engine.TEXTUREFORMAT_RGBA; }
  73453. if (prefiltered === void 0) { prefiltered = false; }
  73454. if (forcedExtension === void 0) { forcedExtension = null; }
  73455. if (createPolynomials === void 0) { createPolynomials = false; }
  73456. if (lodScale === void 0) { lodScale = 0.8; }
  73457. if (lodOffset === void 0) { lodOffset = 0; }
  73458. var _this = _super.call(this, scene) || this;
  73459. /**
  73460. * Gets or sets the center of the bounding box associated with the cube texture.
  73461. * It must define where the camera used to render the texture was set
  73462. * @see http://doc.babylonjs.com/how_to/reflect#using-local-cubemap-mode
  73463. */
  73464. _this.boundingBoxPosition = BABYLON.Vector3.Zero();
  73465. _this._rotationY = 0;
  73466. /** @hidden */
  73467. _this._prefiltered = false;
  73468. _this.name = rootUrl;
  73469. _this.url = rootUrl;
  73470. _this._noMipmap = noMipmap;
  73471. _this.hasAlpha = false;
  73472. _this._format = format;
  73473. _this.isCube = true;
  73474. _this._textureMatrix = BABYLON.Matrix.Identity();
  73475. _this._createPolynomials = createPolynomials;
  73476. _this.coordinatesMode = BABYLON.Texture.CUBIC_MODE;
  73477. if (!rootUrl && !files) {
  73478. return _this;
  73479. }
  73480. var lastDot = rootUrl.lastIndexOf(".");
  73481. var extension = forcedExtension ? forcedExtension : (lastDot > -1 ? rootUrl.substring(lastDot).toLowerCase() : "");
  73482. var isDDS = (extension === ".dds");
  73483. var isEnv = (extension === ".env");
  73484. if (isEnv) {
  73485. _this.gammaSpace = false;
  73486. _this._prefiltered = false;
  73487. }
  73488. else {
  73489. _this._prefiltered = prefiltered;
  73490. if (prefiltered) {
  73491. _this.gammaSpace = false;
  73492. }
  73493. }
  73494. _this._texture = _this._getFromCache(rootUrl, noMipmap);
  73495. if (!files) {
  73496. if (!isEnv && !isDDS && !extensions) {
  73497. extensions = ["_px.jpg", "_py.jpg", "_pz.jpg", "_nx.jpg", "_ny.jpg", "_nz.jpg"];
  73498. }
  73499. files = [];
  73500. if (extensions) {
  73501. for (var index = 0; index < extensions.length; index++) {
  73502. files.push(rootUrl + extensions[index]);
  73503. }
  73504. }
  73505. }
  73506. _this._files = files;
  73507. if (!_this._texture) {
  73508. if (!scene.useDelayedTextureLoading) {
  73509. if (prefiltered) {
  73510. _this._texture = scene.getEngine().createPrefilteredCubeTexture(rootUrl, scene, lodScale, lodOffset, onLoad, onError, format, forcedExtension, _this._createPolynomials);
  73511. }
  73512. else {
  73513. _this._texture = scene.getEngine().createCubeTexture(rootUrl, scene, files, noMipmap, onLoad, onError, _this._format, forcedExtension, false, lodScale, lodOffset);
  73514. }
  73515. }
  73516. else {
  73517. _this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  73518. }
  73519. }
  73520. else if (onLoad) {
  73521. if (_this._texture.isReady) {
  73522. BABYLON.Tools.SetImmediate(function () { return onLoad(); });
  73523. }
  73524. else {
  73525. _this._texture.onLoadedObservable.add(onLoad);
  73526. }
  73527. }
  73528. return _this;
  73529. }
  73530. Object.defineProperty(CubeTexture.prototype, "boundingBoxSize", {
  73531. /**
  73532. * Returns the bounding box size
  73533. * @see http://doc.babylonjs.com/how_to/reflect#using-local-cubemap-mode
  73534. */
  73535. get: function () {
  73536. return this._boundingBoxSize;
  73537. },
  73538. /**
  73539. * Gets or sets the size of the bounding box associated with the cube texture
  73540. * When defined, the cubemap will switch to local mode
  73541. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  73542. * @example https://www.babylonjs-playground.com/#RNASML
  73543. */
  73544. set: function (value) {
  73545. if (this._boundingBoxSize && this._boundingBoxSize.equals(value)) {
  73546. return;
  73547. }
  73548. this._boundingBoxSize = value;
  73549. var scene = this.getScene();
  73550. if (scene) {
  73551. scene.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  73552. }
  73553. },
  73554. enumerable: true,
  73555. configurable: true
  73556. });
  73557. Object.defineProperty(CubeTexture.prototype, "rotationY", {
  73558. /**
  73559. * Gets texture matrix rotation angle around Y axis radians.
  73560. */
  73561. get: function () {
  73562. return this._rotationY;
  73563. },
  73564. /**
  73565. * Sets texture matrix rotation angle around Y axis in radians.
  73566. */
  73567. set: function (value) {
  73568. this._rotationY = value;
  73569. this.setReflectionTextureMatrix(BABYLON.Matrix.RotationY(this._rotationY));
  73570. },
  73571. enumerable: true,
  73572. configurable: true
  73573. });
  73574. Object.defineProperty(CubeTexture.prototype, "noMipmap", {
  73575. /**
  73576. * Are mip maps generated for this texture or not.
  73577. */
  73578. get: function () {
  73579. return this._noMipmap;
  73580. },
  73581. enumerable: true,
  73582. configurable: true
  73583. });
  73584. /**
  73585. * Creates a cube texture from an array of image urls
  73586. * @param files defines an array of image urls
  73587. * @param scene defines the hosting scene
  73588. * @param noMipmap specifies if mip maps are not used
  73589. * @returns a cube texture
  73590. */
  73591. CubeTexture.CreateFromImages = function (files, scene, noMipmap) {
  73592. var rootUrlKey = "";
  73593. files.forEach(function (url) { return rootUrlKey += url; });
  73594. return new CubeTexture(rootUrlKey, scene, null, noMipmap, files);
  73595. };
  73596. /**
  73597. * Creates and return a texture created from prefilterd data by tools like IBL Baker or Lys.
  73598. * @param url defines the url of the prefiltered texture
  73599. * @param scene defines the scene the texture is attached to
  73600. * @param forcedExtension defines the extension of the file if different from the url
  73601. * @param createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary
  73602. * @return the prefiltered texture
  73603. */
  73604. CubeTexture.CreateFromPrefilteredData = function (url, scene, forcedExtension, createPolynomials) {
  73605. if (forcedExtension === void 0) { forcedExtension = null; }
  73606. if (createPolynomials === void 0) { createPolynomials = true; }
  73607. return new CubeTexture(url, scene, null, false, null, null, null, undefined, true, forcedExtension, createPolynomials);
  73608. };
  73609. /**
  73610. * Get the current class name of the texture useful for serialization or dynamic coding.
  73611. * @returns "CubeTexture"
  73612. */
  73613. CubeTexture.prototype.getClassName = function () {
  73614. return "CubeTexture";
  73615. };
  73616. /**
  73617. * Update the url (and optional buffer) of this texture if url was null during construction.
  73618. * @param url the url of the texture
  73619. * @param forcedExtension defines the extension to use
  73620. * @param onLoad callback called when the texture is loaded (defaults to null)
  73621. */
  73622. CubeTexture.prototype.updateURL = function (url, forcedExtension, onLoad) {
  73623. if (this.url) {
  73624. this.releaseInternalTexture();
  73625. this.getScene().markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  73626. }
  73627. this.url = url;
  73628. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  73629. this._prefiltered = false;
  73630. if (onLoad) {
  73631. this._delayedOnLoad = onLoad;
  73632. }
  73633. this.delayLoad(forcedExtension);
  73634. };
  73635. /**
  73636. * Delays loading of the cube texture
  73637. * @param forcedExtension defines the extension to use
  73638. */
  73639. CubeTexture.prototype.delayLoad = function (forcedExtension) {
  73640. if (this.delayLoadState !== BABYLON.Engine.DELAYLOADSTATE_NOTLOADED) {
  73641. return;
  73642. }
  73643. var scene = this.getScene();
  73644. if (!scene) {
  73645. return;
  73646. }
  73647. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADED;
  73648. this._texture = this._getFromCache(this.url, this._noMipmap);
  73649. if (!this._texture) {
  73650. if (this._prefiltered) {
  73651. this._texture = scene.getEngine().createPrefilteredCubeTexture(this.url, scene, this.lodGenerationScale, this.lodGenerationOffset, this._delayedOnLoad, undefined, this._format, undefined, this._createPolynomials);
  73652. }
  73653. else {
  73654. this._texture = scene.getEngine().createCubeTexture(this.url, scene, this._files, this._noMipmap, this._delayedOnLoad, undefined, this._format, forcedExtension);
  73655. }
  73656. }
  73657. };
  73658. /**
  73659. * Returns the reflection texture matrix
  73660. * @returns the reflection texture matrix
  73661. */
  73662. CubeTexture.prototype.getReflectionTextureMatrix = function () {
  73663. return this._textureMatrix;
  73664. };
  73665. /**
  73666. * Sets the reflection texture matrix
  73667. * @param value Reflection texture matrix
  73668. */
  73669. CubeTexture.prototype.setReflectionTextureMatrix = function (value) {
  73670. var _this = this;
  73671. if (value.updateFlag === this._textureMatrix.updateFlag) {
  73672. return;
  73673. }
  73674. if (value.isIdentity() !== this._textureMatrix.isIdentity()) {
  73675. this.getScene().markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag, function (mat) { return mat.getActiveTextures().indexOf(_this) !== -1; });
  73676. }
  73677. this._textureMatrix = value;
  73678. };
  73679. /**
  73680. * Parses text to create a cube texture
  73681. * @param parsedTexture define the serialized text to read from
  73682. * @param scene defines the hosting scene
  73683. * @param rootUrl defines the root url of the cube texture
  73684. * @returns a cube texture
  73685. */
  73686. CubeTexture.Parse = function (parsedTexture, scene, rootUrl) {
  73687. var texture = BABYLON.SerializationHelper.Parse(function () {
  73688. var prefiltered = false;
  73689. if (parsedTexture.prefiltered) {
  73690. prefiltered = parsedTexture.prefiltered;
  73691. }
  73692. return new CubeTexture(rootUrl + parsedTexture.name, scene, parsedTexture.extensions, false, null, null, null, undefined, prefiltered);
  73693. }, parsedTexture, scene);
  73694. // Local Cubemaps
  73695. if (parsedTexture.boundingBoxPosition) {
  73696. texture.boundingBoxPosition = BABYLON.Vector3.FromArray(parsedTexture.boundingBoxPosition);
  73697. }
  73698. if (parsedTexture.boundingBoxSize) {
  73699. texture.boundingBoxSize = BABYLON.Vector3.FromArray(parsedTexture.boundingBoxSize);
  73700. }
  73701. // Animations
  73702. if (parsedTexture.animations) {
  73703. for (var animationIndex = 0; animationIndex < parsedTexture.animations.length; animationIndex++) {
  73704. var parsedAnimation = parsedTexture.animations[animationIndex];
  73705. texture.animations.push(BABYLON.Animation.Parse(parsedAnimation));
  73706. }
  73707. }
  73708. return texture;
  73709. };
  73710. /**
  73711. * Makes a clone, or deep copy, of the cube texture
  73712. * @returns a new cube texture
  73713. */
  73714. CubeTexture.prototype.clone = function () {
  73715. var _this = this;
  73716. var scene = this.getScene();
  73717. var uniqueId = 0;
  73718. var newCubeTexture = BABYLON.SerializationHelper.Clone(function () {
  73719. if (!scene) {
  73720. return _this;
  73721. }
  73722. var cubeTexture = new CubeTexture(_this.url, scene, _this._extensions, _this._noMipmap, _this._files);
  73723. uniqueId = cubeTexture.uniqueId;
  73724. return cubeTexture;
  73725. }, this);
  73726. newCubeTexture.uniqueId = uniqueId;
  73727. return newCubeTexture;
  73728. };
  73729. __decorate([
  73730. BABYLON.serialize("rotationY")
  73731. ], CubeTexture.prototype, "rotationY", null);
  73732. return CubeTexture;
  73733. }(BABYLON.BaseTexture));
  73734. BABYLON.CubeTexture = CubeTexture;
  73735. })(BABYLON || (BABYLON = {}));
  73736. //# sourceMappingURL=babylon.cubeTexture.js.map
  73737. var BABYLON;
  73738. (function (BABYLON) {
  73739. /**
  73740. * Raw cube texture where the raw buffers are passed in
  73741. */
  73742. var RawCubeTexture = /** @class */ (function (_super) {
  73743. __extends(RawCubeTexture, _super);
  73744. /**
  73745. * Creates a cube texture where the raw buffers are passed in.
  73746. * @param scene defines the scene the texture is attached to
  73747. * @param data defines the array of data to use to create each face
  73748. * @param size defines the size of the textures
  73749. * @param format defines the format of the data
  73750. * @param type defines the type of the data (like BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT)
  73751. * @param generateMipMaps defines if the engine should generate the mip levels
  73752. * @param invertY defines if data must be stored with Y axis inverted
  73753. * @param samplingMode defines the required sampling mode (like BABYLON.Texture.NEAREST_SAMPLINGMODE)
  73754. * @param compression defines the compression used (null by default)
  73755. */
  73756. function RawCubeTexture(scene, data, size, format, type, generateMipMaps, invertY, samplingMode, compression) {
  73757. if (format === void 0) { format = BABYLON.Engine.TEXTUREFORMAT_RGBA; }
  73758. if (type === void 0) { type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  73759. if (generateMipMaps === void 0) { generateMipMaps = false; }
  73760. if (invertY === void 0) { invertY = false; }
  73761. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  73762. if (compression === void 0) { compression = null; }
  73763. var _this = _super.call(this, "", scene) || this;
  73764. _this._texture = scene.getEngine().createRawCubeTexture(data, size, format, type, generateMipMaps, invertY, samplingMode, compression);
  73765. return _this;
  73766. }
  73767. /**
  73768. * Updates the raw cube texture.
  73769. * @param data defines the data to store
  73770. * @param format defines the data format
  73771. * @param type defines the type fo the data (BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT by default)
  73772. * @param invertY defines if data must be stored with Y axis inverted
  73773. * @param compression defines the compression used (null by default)
  73774. * @param level defines which level of the texture to update
  73775. */
  73776. RawCubeTexture.prototype.update = function (data, format, type, invertY, compression, level) {
  73777. if (compression === void 0) { compression = null; }
  73778. if (level === void 0) { level = 0; }
  73779. this._texture.getEngine().updateRawCubeTexture(this._texture, data, format, type, invertY, compression);
  73780. };
  73781. /**
  73782. * Updates a raw cube texture with RGBD encoded data.
  73783. * @param data defines the array of data [mipmap][face] to use to create each face
  73784. * @param sphericalPolynomial defines the spherical polynomial for irradiance
  73785. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  73786. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  73787. * @returns a promsie that resolves when the operation is complete
  73788. */
  73789. RawCubeTexture.prototype.updateRGBDAsync = function (data, sphericalPolynomial, lodScale, lodOffset) {
  73790. if (sphericalPolynomial === void 0) { sphericalPolynomial = null; }
  73791. if (lodScale === void 0) { lodScale = 0.8; }
  73792. if (lodOffset === void 0) { lodOffset = 0; }
  73793. return RawCubeTexture._UpdateRGBDAsync(this._texture, data, sphericalPolynomial, lodScale, lodOffset);
  73794. };
  73795. /**
  73796. * Clones the raw cube texture.
  73797. * @return a new cube texture
  73798. */
  73799. RawCubeTexture.prototype.clone = function () {
  73800. var _this = this;
  73801. return BABYLON.SerializationHelper.Clone(function () {
  73802. var scene = _this.getScene();
  73803. var internalTexture = _this._texture;
  73804. var texture = new RawCubeTexture(scene, internalTexture._bufferViewArray, internalTexture.width, internalTexture.format, internalTexture.type, internalTexture.generateMipMaps, internalTexture.invertY, internalTexture.samplingMode, internalTexture._compression);
  73805. if (internalTexture.dataSource === BABYLON.InternalTexture.DATASOURCE_CUBERAW_RGBD) {
  73806. texture.updateRGBDAsync(internalTexture._bufferViewArrayArray, internalTexture._sphericalPolynomial, internalTexture._lodGenerationScale, internalTexture._lodGenerationOffset);
  73807. }
  73808. return texture;
  73809. }, this);
  73810. };
  73811. /** @hidden */
  73812. RawCubeTexture._UpdateRGBDAsync = function (internalTexture, data, sphericalPolynomial, lodScale, lodOffset) {
  73813. internalTexture._dataSource = BABYLON.InternalTexture.DATASOURCE_CUBERAW_RGBD;
  73814. internalTexture._bufferViewArrayArray = data;
  73815. internalTexture._lodGenerationScale = lodScale;
  73816. internalTexture._lodGenerationOffset = lodOffset;
  73817. internalTexture._sphericalPolynomial = sphericalPolynomial;
  73818. return BABYLON.EnvironmentTextureTools.UploadLevelsAsync(internalTexture, data).then(function () {
  73819. internalTexture.isReady = true;
  73820. });
  73821. };
  73822. return RawCubeTexture;
  73823. }(BABYLON.CubeTexture));
  73824. BABYLON.RawCubeTexture = RawCubeTexture;
  73825. })(BABYLON || (BABYLON = {}));
  73826. //# sourceMappingURL=babylon.rawCubeTexture.js.map
  73827. var BABYLON;
  73828. (function (BABYLON) {
  73829. /**
  73830. * This Helps creating a texture that will be created from a camera in your scene.
  73831. * It is basically a dynamic texture that could be used to create special effects for instance.
  73832. * Actually, It is the base of lot of effects in the framework like post process, shadows, effect layers and rendering pipelines...
  73833. */
  73834. var RenderTargetTexture = /** @class */ (function (_super) {
  73835. __extends(RenderTargetTexture, _super);
  73836. /**
  73837. * Instantiate a render target texture. This is mainly used to render of screen the scene to for instance apply post processse
  73838. * or used a shadow, depth texture...
  73839. * @param name The friendly name of the texture
  73840. * @param size The size of the RTT (number if square, or {width: number, height:number} or {ratio:} to define a ratio from the main scene)
  73841. * @param scene The scene the RTT belongs to. The latest created scene will be used if not precised.
  73842. * @param generateMipMaps True if mip maps need to be generated after render.
  73843. * @param doNotChangeAspectRatio True to not change the aspect ratio of the scene in the RTT
  73844. * @param type The type of the buffer in the RTT (int, half float, float...)
  73845. * @param isCube True if a cube texture needs to be created
  73846. * @param samplingMode The sampling mode to be usedwith the render target (Linear, Nearest...)
  73847. * @param generateDepthBuffer True to generate a depth buffer
  73848. * @param generateStencilBuffer True to generate a stencil buffer
  73849. * @param isMulti True if multiple textures need to be created (Draw Buffers)
  73850. * @param format The internal format of the buffer in the RTT (RED, RG, RGB, RGBA, ALPHA...)
  73851. * @param delayAllocation if the texture allocation should be delayed (default: false)
  73852. */
  73853. function RenderTargetTexture(name, size, scene, generateMipMaps, doNotChangeAspectRatio, type, isCube, samplingMode, generateDepthBuffer, generateStencilBuffer, isMulti, format, delayAllocation) {
  73854. if (doNotChangeAspectRatio === void 0) { doNotChangeAspectRatio = true; }
  73855. if (type === void 0) { type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  73856. if (isCube === void 0) { isCube = false; }
  73857. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  73858. if (generateDepthBuffer === void 0) { generateDepthBuffer = true; }
  73859. if (generateStencilBuffer === void 0) { generateStencilBuffer = false; }
  73860. if (isMulti === void 0) { isMulti = false; }
  73861. if (format === void 0) { format = BABYLON.Engine.TEXTUREFORMAT_RGBA; }
  73862. if (delayAllocation === void 0) { delayAllocation = false; }
  73863. var _this = _super.call(this, null, scene, !generateMipMaps) || this;
  73864. _this.isCube = isCube;
  73865. /**
  73866. * Define if particles should be rendered in your texture.
  73867. */
  73868. _this.renderParticles = true;
  73869. /**
  73870. * Define if sprites should be rendered in your texture.
  73871. */
  73872. _this.renderSprites = false;
  73873. /**
  73874. * Override the default coordinates mode to projection for RTT as it is the most common case for rendered textures.
  73875. */
  73876. _this.coordinatesMode = BABYLON.Texture.PROJECTION_MODE;
  73877. /**
  73878. * Define if the camera viewport should be respected while rendering the texture or if the render should be done to the entire texture.
  73879. */
  73880. _this.ignoreCameraViewport = false;
  73881. /**
  73882. * An event triggered when the texture is unbind.
  73883. */
  73884. _this.onBeforeBindObservable = new BABYLON.Observable();
  73885. /**
  73886. * An event triggered when the texture is unbind.
  73887. */
  73888. _this.onAfterUnbindObservable = new BABYLON.Observable();
  73889. /**
  73890. * An event triggered before rendering the texture
  73891. */
  73892. _this.onBeforeRenderObservable = new BABYLON.Observable();
  73893. /**
  73894. * An event triggered after rendering the texture
  73895. */
  73896. _this.onAfterRenderObservable = new BABYLON.Observable();
  73897. /**
  73898. * An event triggered after the texture clear
  73899. */
  73900. _this.onClearObservable = new BABYLON.Observable();
  73901. _this._currentRefreshId = -1;
  73902. _this._refreshRate = 1;
  73903. _this._samples = 1;
  73904. /**
  73905. * Gets or sets the center of the bounding box associated with the texture (when in cube mode)
  73906. * It must define where the camera used to render the texture is set
  73907. */
  73908. _this.boundingBoxPosition = BABYLON.Vector3.Zero();
  73909. scene = _this.getScene();
  73910. if (!scene) {
  73911. return _this;
  73912. }
  73913. _this.renderList = new Array();
  73914. _this._engine = scene.getEngine();
  73915. _this.name = name;
  73916. _this.isRenderTarget = true;
  73917. _this._initialSizeParameter = size;
  73918. _this._processSizeParameter(size);
  73919. _this._resizeObserver = _this.getScene().getEngine().onResizeObservable.add(function () {
  73920. });
  73921. _this._generateMipMaps = generateMipMaps ? true : false;
  73922. _this._doNotChangeAspectRatio = doNotChangeAspectRatio;
  73923. // Rendering groups
  73924. _this._renderingManager = new BABYLON.RenderingManager(scene);
  73925. _this._renderingManager._useSceneAutoClearSetup = true;
  73926. if (isMulti) {
  73927. return _this;
  73928. }
  73929. _this._renderTargetOptions = {
  73930. generateMipMaps: generateMipMaps,
  73931. type: type,
  73932. format: format,
  73933. samplingMode: samplingMode,
  73934. generateDepthBuffer: generateDepthBuffer,
  73935. generateStencilBuffer: generateStencilBuffer
  73936. };
  73937. if (samplingMode === BABYLON.Texture.NEAREST_SAMPLINGMODE) {
  73938. _this.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  73939. _this.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  73940. }
  73941. if (!delayAllocation) {
  73942. if (isCube) {
  73943. _this._texture = scene.getEngine().createRenderTargetCubeTexture(_this.getRenderSize(), _this._renderTargetOptions);
  73944. _this.coordinatesMode = BABYLON.Texture.INVCUBIC_MODE;
  73945. _this._textureMatrix = BABYLON.Matrix.Identity();
  73946. }
  73947. else {
  73948. _this._texture = scene.getEngine().createRenderTargetTexture(_this._size, _this._renderTargetOptions);
  73949. }
  73950. }
  73951. return _this;
  73952. }
  73953. Object.defineProperty(RenderTargetTexture.prototype, "renderList", {
  73954. /**
  73955. * Use this list to define the list of mesh you want to render.
  73956. */
  73957. get: function () {
  73958. return this._renderList;
  73959. },
  73960. set: function (value) {
  73961. this._renderList = value;
  73962. if (this._renderList) {
  73963. this._hookArray(this._renderList);
  73964. }
  73965. },
  73966. enumerable: true,
  73967. configurable: true
  73968. });
  73969. RenderTargetTexture.prototype._hookArray = function (array) {
  73970. var _this = this;
  73971. var oldPush = array.push;
  73972. array.push = function () {
  73973. var items = [];
  73974. for (var _i = 0; _i < arguments.length; _i++) {
  73975. items[_i] = arguments[_i];
  73976. }
  73977. var wasEmpty = array.length === 0;
  73978. var result = oldPush.apply(array, items);
  73979. if (wasEmpty) {
  73980. _this.getScene().meshes.forEach(function (mesh) {
  73981. mesh._markSubMeshesAsLightDirty();
  73982. });
  73983. }
  73984. return result;
  73985. };
  73986. var oldSplice = array.splice;
  73987. array.splice = function (index, deleteCount) {
  73988. var deleted = oldSplice.apply(array, [index, deleteCount]);
  73989. if (array.length === 0) {
  73990. _this.getScene().meshes.forEach(function (mesh) {
  73991. mesh._markSubMeshesAsLightDirty();
  73992. });
  73993. }
  73994. return deleted;
  73995. };
  73996. };
  73997. Object.defineProperty(RenderTargetTexture.prototype, "onAfterUnbind", {
  73998. /**
  73999. * Set a after unbind callback in the texture.
  74000. * This has been kept for backward compatibility and use of onAfterUnbindObservable is recommended.
  74001. */
  74002. set: function (callback) {
  74003. if (this._onAfterUnbindObserver) {
  74004. this.onAfterUnbindObservable.remove(this._onAfterUnbindObserver);
  74005. }
  74006. this._onAfterUnbindObserver = this.onAfterUnbindObservable.add(callback);
  74007. },
  74008. enumerable: true,
  74009. configurable: true
  74010. });
  74011. Object.defineProperty(RenderTargetTexture.prototype, "onBeforeRender", {
  74012. /**
  74013. * Set a before render callback in the texture.
  74014. * This has been kept for backward compatibility and use of onBeforeRenderObservable is recommended.
  74015. */
  74016. set: function (callback) {
  74017. if (this._onBeforeRenderObserver) {
  74018. this.onBeforeRenderObservable.remove(this._onBeforeRenderObserver);
  74019. }
  74020. this._onBeforeRenderObserver = this.onBeforeRenderObservable.add(callback);
  74021. },
  74022. enumerable: true,
  74023. configurable: true
  74024. });
  74025. Object.defineProperty(RenderTargetTexture.prototype, "onAfterRender", {
  74026. /**
  74027. * Set a after render callback in the texture.
  74028. * This has been kept for backward compatibility and use of onAfterRenderObservable is recommended.
  74029. */
  74030. set: function (callback) {
  74031. if (this._onAfterRenderObserver) {
  74032. this.onAfterRenderObservable.remove(this._onAfterRenderObserver);
  74033. }
  74034. this._onAfterRenderObserver = this.onAfterRenderObservable.add(callback);
  74035. },
  74036. enumerable: true,
  74037. configurable: true
  74038. });
  74039. Object.defineProperty(RenderTargetTexture.prototype, "onClear", {
  74040. /**
  74041. * Set a clear callback in the texture.
  74042. * This has been kept for backward compatibility and use of onClearObservable is recommended.
  74043. */
  74044. set: function (callback) {
  74045. if (this._onClearObserver) {
  74046. this.onClearObservable.remove(this._onClearObserver);
  74047. }
  74048. this._onClearObserver = this.onClearObservable.add(callback);
  74049. },
  74050. enumerable: true,
  74051. configurable: true
  74052. });
  74053. Object.defineProperty(RenderTargetTexture.prototype, "renderTargetOptions", {
  74054. /**
  74055. * Gets render target creation options that were used.
  74056. */
  74057. get: function () {
  74058. return this._renderTargetOptions;
  74059. },
  74060. enumerable: true,
  74061. configurable: true
  74062. });
  74063. RenderTargetTexture.prototype._onRatioRescale = function () {
  74064. if (this._sizeRatio) {
  74065. this.resize(this._initialSizeParameter);
  74066. }
  74067. };
  74068. Object.defineProperty(RenderTargetTexture.prototype, "boundingBoxSize", {
  74069. get: function () {
  74070. return this._boundingBoxSize;
  74071. },
  74072. /**
  74073. * Gets or sets the size of the bounding box associated with the texture (when in cube mode)
  74074. * When defined, the cubemap will switch to local mode
  74075. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  74076. * @example https://www.babylonjs-playground.com/#RNASML
  74077. */
  74078. set: function (value) {
  74079. if (this._boundingBoxSize && this._boundingBoxSize.equals(value)) {
  74080. return;
  74081. }
  74082. this._boundingBoxSize = value;
  74083. var scene = this.getScene();
  74084. if (scene) {
  74085. scene.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  74086. }
  74087. },
  74088. enumerable: true,
  74089. configurable: true
  74090. });
  74091. /**
  74092. * Creates a depth stencil texture.
  74093. * This is only available in WebGL 2 or with the depth texture extension available.
  74094. * @param comparisonFunction Specifies the comparison function to set on the texture. If 0 or undefined, the texture is not in comparison mode
  74095. * @param bilinearFiltering Specifies whether or not bilinear filtering is enable on the texture
  74096. * @param generateStencil Specifies whether or not a stencil should be allocated in the texture
  74097. */
  74098. RenderTargetTexture.prototype.createDepthStencilTexture = function (comparisonFunction, bilinearFiltering, generateStencil) {
  74099. if (comparisonFunction === void 0) { comparisonFunction = 0; }
  74100. if (bilinearFiltering === void 0) { bilinearFiltering = true; }
  74101. if (generateStencil === void 0) { generateStencil = false; }
  74102. if (!this.getScene()) {
  74103. return;
  74104. }
  74105. var engine = this.getScene().getEngine();
  74106. this.depthStencilTexture = engine.createDepthStencilTexture(this._size, {
  74107. bilinearFiltering: bilinearFiltering,
  74108. comparisonFunction: comparisonFunction,
  74109. generateStencil: generateStencil,
  74110. isCube: this.isCube
  74111. });
  74112. engine.setFrameBufferDepthStencilTexture(this);
  74113. };
  74114. RenderTargetTexture.prototype._processSizeParameter = function (size) {
  74115. if (size.ratio) {
  74116. this._sizeRatio = size.ratio;
  74117. this._size = {
  74118. width: this._bestReflectionRenderTargetDimension(this._engine.getRenderWidth(), this._sizeRatio),
  74119. height: this._bestReflectionRenderTargetDimension(this._engine.getRenderHeight(), this._sizeRatio)
  74120. };
  74121. }
  74122. else {
  74123. this._size = size;
  74124. }
  74125. };
  74126. Object.defineProperty(RenderTargetTexture.prototype, "samples", {
  74127. /**
  74128. * Define the number of samples to use in case of MSAA.
  74129. * It defaults to one meaning no MSAA has been enabled.
  74130. */
  74131. get: function () {
  74132. return this._samples;
  74133. },
  74134. set: function (value) {
  74135. if (this._samples === value) {
  74136. return;
  74137. }
  74138. var scene = this.getScene();
  74139. if (!scene) {
  74140. return;
  74141. }
  74142. this._samples = scene.getEngine().updateRenderTargetTextureSampleCount(this._texture, value);
  74143. },
  74144. enumerable: true,
  74145. configurable: true
  74146. });
  74147. /**
  74148. * Resets the refresh counter of the texture and start bak from scratch.
  74149. * Could be useful to regenerate the texture if it is setup to render only once.
  74150. */
  74151. RenderTargetTexture.prototype.resetRefreshCounter = function () {
  74152. this._currentRefreshId = -1;
  74153. };
  74154. Object.defineProperty(RenderTargetTexture.prototype, "refreshRate", {
  74155. /**
  74156. * Define the refresh rate of the texture or the rendering frequency.
  74157. * Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  74158. */
  74159. get: function () {
  74160. return this._refreshRate;
  74161. },
  74162. set: function (value) {
  74163. this._refreshRate = value;
  74164. this.resetRefreshCounter();
  74165. },
  74166. enumerable: true,
  74167. configurable: true
  74168. });
  74169. /**
  74170. * Adds a post process to the render target rendering passes.
  74171. * @param postProcess define the post process to add
  74172. */
  74173. RenderTargetTexture.prototype.addPostProcess = function (postProcess) {
  74174. if (!this._postProcessManager) {
  74175. var scene = this.getScene();
  74176. if (!scene) {
  74177. return;
  74178. }
  74179. this._postProcessManager = new BABYLON.PostProcessManager(scene);
  74180. this._postProcesses = new Array();
  74181. }
  74182. this._postProcesses.push(postProcess);
  74183. this._postProcesses[0].autoClear = false;
  74184. };
  74185. /**
  74186. * Clear all the post processes attached to the render target
  74187. * @param dispose define if the cleared post processesshould also be disposed (false by default)
  74188. */
  74189. RenderTargetTexture.prototype.clearPostProcesses = function (dispose) {
  74190. if (dispose === void 0) { dispose = false; }
  74191. if (!this._postProcesses) {
  74192. return;
  74193. }
  74194. if (dispose) {
  74195. for (var _i = 0, _a = this._postProcesses; _i < _a.length; _i++) {
  74196. var postProcess = _a[_i];
  74197. postProcess.dispose();
  74198. }
  74199. }
  74200. this._postProcesses = [];
  74201. };
  74202. /**
  74203. * Remove one of the post process from the list of attached post processes to the texture
  74204. * @param postProcess define the post process to remove from the list
  74205. */
  74206. RenderTargetTexture.prototype.removePostProcess = function (postProcess) {
  74207. if (!this._postProcesses) {
  74208. return;
  74209. }
  74210. var index = this._postProcesses.indexOf(postProcess);
  74211. if (index === -1) {
  74212. return;
  74213. }
  74214. this._postProcesses.splice(index, 1);
  74215. if (this._postProcesses.length > 0) {
  74216. this._postProcesses[0].autoClear = false;
  74217. }
  74218. };
  74219. /** @hidden */
  74220. RenderTargetTexture.prototype._shouldRender = function () {
  74221. if (this._currentRefreshId === -1) { // At least render once
  74222. this._currentRefreshId = 1;
  74223. return true;
  74224. }
  74225. if (this.refreshRate === this._currentRefreshId) {
  74226. this._currentRefreshId = 1;
  74227. return true;
  74228. }
  74229. this._currentRefreshId++;
  74230. return false;
  74231. };
  74232. /**
  74233. * Gets the actual render size of the texture.
  74234. * @returns the width of the render size
  74235. */
  74236. RenderTargetTexture.prototype.getRenderSize = function () {
  74237. return this.getRenderWidth();
  74238. };
  74239. /**
  74240. * Gets the actual render width of the texture.
  74241. * @returns the width of the render size
  74242. */
  74243. RenderTargetTexture.prototype.getRenderWidth = function () {
  74244. if (this._size.width) {
  74245. return this._size.width;
  74246. }
  74247. return this._size;
  74248. };
  74249. /**
  74250. * Gets the actual render height of the texture.
  74251. * @returns the height of the render size
  74252. */
  74253. RenderTargetTexture.prototype.getRenderHeight = function () {
  74254. if (this._size.width) {
  74255. return this._size.height;
  74256. }
  74257. return this._size;
  74258. };
  74259. Object.defineProperty(RenderTargetTexture.prototype, "canRescale", {
  74260. /**
  74261. * Get if the texture can be rescaled or not.
  74262. */
  74263. get: function () {
  74264. return true;
  74265. },
  74266. enumerable: true,
  74267. configurable: true
  74268. });
  74269. /**
  74270. * Resize the texture using a ratio.
  74271. * @param ratio the ratio to apply to the texture size in order to compute the new target size
  74272. */
  74273. RenderTargetTexture.prototype.scale = function (ratio) {
  74274. var newSize = this.getRenderSize() * ratio;
  74275. this.resize(newSize);
  74276. };
  74277. /**
  74278. * Get the texture reflection matrix used to rotate/transform the reflection.
  74279. * @returns the reflection matrix
  74280. */
  74281. RenderTargetTexture.prototype.getReflectionTextureMatrix = function () {
  74282. if (this.isCube) {
  74283. return this._textureMatrix;
  74284. }
  74285. return _super.prototype.getReflectionTextureMatrix.call(this);
  74286. };
  74287. /**
  74288. * Resize the texture to a new desired size.
  74289. * Be carrefull as it will recreate all the data in the new texture.
  74290. * @param size Define the new size. It can be:
  74291. * - a number for squared texture,
  74292. * - an object containing { width: number, height: number }
  74293. * - or an object containing a ratio { ratio: number }
  74294. */
  74295. RenderTargetTexture.prototype.resize = function (size) {
  74296. this.releaseInternalTexture();
  74297. var scene = this.getScene();
  74298. if (!scene) {
  74299. return;
  74300. }
  74301. this._processSizeParameter(size);
  74302. if (this.isCube) {
  74303. this._texture = scene.getEngine().createRenderTargetCubeTexture(this.getRenderSize(), this._renderTargetOptions);
  74304. }
  74305. else {
  74306. this._texture = scene.getEngine().createRenderTargetTexture(this._size, this._renderTargetOptions);
  74307. }
  74308. };
  74309. /**
  74310. * Renders all the objects from the render list into the texture.
  74311. * @param useCameraPostProcess Define if camera post processes should be used during the rendering
  74312. * @param dumpForDebug Define if the rendering result should be dumped (copied) for debugging purpose
  74313. */
  74314. RenderTargetTexture.prototype.render = function (useCameraPostProcess, dumpForDebug) {
  74315. if (useCameraPostProcess === void 0) { useCameraPostProcess = false; }
  74316. if (dumpForDebug === void 0) { dumpForDebug = false; }
  74317. var scene = this.getScene();
  74318. if (!scene) {
  74319. return;
  74320. }
  74321. var engine = scene.getEngine();
  74322. if (this.useCameraPostProcesses !== undefined) {
  74323. useCameraPostProcess = this.useCameraPostProcesses;
  74324. }
  74325. if (this._waitingRenderList) {
  74326. this.renderList = [];
  74327. for (var index = 0; index < this._waitingRenderList.length; index++) {
  74328. var id = this._waitingRenderList[index];
  74329. var mesh_1 = scene.getMeshByID(id);
  74330. if (mesh_1) {
  74331. this.renderList.push(mesh_1);
  74332. }
  74333. }
  74334. delete this._waitingRenderList;
  74335. }
  74336. // Is predicate defined?
  74337. if (this.renderListPredicate) {
  74338. if (this.renderList) {
  74339. this.renderList.length = 0; // Clear previous renderList
  74340. }
  74341. else {
  74342. this.renderList = [];
  74343. }
  74344. var scene = this.getScene();
  74345. if (!scene) {
  74346. return;
  74347. }
  74348. var sceneMeshes = scene.meshes;
  74349. for (var index = 0; index < sceneMeshes.length; index++) {
  74350. var mesh = sceneMeshes[index];
  74351. if (this.renderListPredicate(mesh)) {
  74352. this.renderList.push(mesh);
  74353. }
  74354. }
  74355. }
  74356. this.onBeforeBindObservable.notifyObservers(this);
  74357. // Set custom projection.
  74358. // Needs to be before binding to prevent changing the aspect ratio.
  74359. var camera;
  74360. if (this.activeCamera) {
  74361. camera = this.activeCamera;
  74362. engine.setViewport(this.activeCamera.viewport, this.getRenderWidth(), this.getRenderHeight());
  74363. if (this.activeCamera !== scene.activeCamera) {
  74364. scene.setTransformMatrix(this.activeCamera.getViewMatrix(), this.activeCamera.getProjectionMatrix(true));
  74365. }
  74366. }
  74367. else {
  74368. camera = scene.activeCamera;
  74369. if (camera) {
  74370. engine.setViewport(camera.viewport, this.getRenderWidth(), this.getRenderHeight());
  74371. }
  74372. }
  74373. // Prepare renderingManager
  74374. this._renderingManager.reset();
  74375. var currentRenderList = this.renderList ? this.renderList : scene.getActiveMeshes().data;
  74376. var currentRenderListLength = this.renderList ? this.renderList.length : scene.getActiveMeshes().length;
  74377. var sceneRenderId = scene.getRenderId();
  74378. for (var meshIndex = 0; meshIndex < currentRenderListLength; meshIndex++) {
  74379. var mesh = currentRenderList[meshIndex];
  74380. if (mesh) {
  74381. if (!mesh.isReady(this.refreshRate === 0)) {
  74382. this.resetRefreshCounter();
  74383. continue;
  74384. }
  74385. mesh._preActivateForIntermediateRendering(sceneRenderId);
  74386. var isMasked = void 0;
  74387. if (!this.renderList && camera) {
  74388. isMasked = ((mesh.layerMask & camera.layerMask) === 0);
  74389. }
  74390. else {
  74391. isMasked = false;
  74392. }
  74393. if (mesh.isEnabled() && mesh.isVisible && mesh.subMeshes && !isMasked) {
  74394. mesh._activate(sceneRenderId);
  74395. for (var subIndex = 0; subIndex < mesh.subMeshes.length; subIndex++) {
  74396. var subMesh = mesh.subMeshes[subIndex];
  74397. scene._activeIndices.addCount(subMesh.indexCount, false);
  74398. this._renderingManager.dispatch(subMesh, mesh);
  74399. }
  74400. }
  74401. }
  74402. }
  74403. for (var particleIndex = 0; particleIndex < scene.particleSystems.length; particleIndex++) {
  74404. var particleSystem = scene.particleSystems[particleIndex];
  74405. var emitter = particleSystem.emitter;
  74406. if (!particleSystem.isStarted() || !emitter || !emitter.position || !emitter.isEnabled()) {
  74407. continue;
  74408. }
  74409. if (currentRenderList.indexOf(emitter) >= 0) {
  74410. this._renderingManager.dispatchParticles(particleSystem);
  74411. }
  74412. }
  74413. if (this.isCube) {
  74414. for (var face = 0; face < 6; face++) {
  74415. this.renderToTarget(face, currentRenderList, currentRenderListLength, useCameraPostProcess, dumpForDebug);
  74416. scene.incrementRenderId();
  74417. scene.resetCachedMaterial();
  74418. }
  74419. }
  74420. else {
  74421. this.renderToTarget(0, currentRenderList, currentRenderListLength, useCameraPostProcess, dumpForDebug);
  74422. }
  74423. this.onAfterUnbindObservable.notifyObservers(this);
  74424. if (scene.activeCamera) {
  74425. if (this.activeCamera && this.activeCamera !== scene.activeCamera) {
  74426. scene.setTransformMatrix(scene.activeCamera.getViewMatrix(), scene.activeCamera.getProjectionMatrix(true));
  74427. }
  74428. engine.setViewport(scene.activeCamera.viewport);
  74429. }
  74430. scene.resetCachedMaterial();
  74431. };
  74432. RenderTargetTexture.prototype._bestReflectionRenderTargetDimension = function (renderDimension, scale) {
  74433. var minimum = 128;
  74434. var x = renderDimension * scale;
  74435. var curved = BABYLON.Tools.NearestPOT(x + (minimum * minimum / (minimum + x)));
  74436. // Ensure we don't exceed the render dimension (while staying POT)
  74437. return Math.min(BABYLON.Tools.FloorPOT(renderDimension), curved);
  74438. };
  74439. RenderTargetTexture.prototype.unbindFrameBuffer = function (engine, faceIndex) {
  74440. var _this = this;
  74441. if (!this._texture) {
  74442. return;
  74443. }
  74444. engine.unBindFramebuffer(this._texture, this.isCube, function () {
  74445. _this.onAfterRenderObservable.notifyObservers(faceIndex);
  74446. });
  74447. };
  74448. RenderTargetTexture.prototype.renderToTarget = function (faceIndex, currentRenderList, currentRenderListLength, useCameraPostProcess, dumpForDebug) {
  74449. var scene = this.getScene();
  74450. if (!scene) {
  74451. return;
  74452. }
  74453. var engine = scene.getEngine();
  74454. if (!this._texture) {
  74455. return;
  74456. }
  74457. // Bind
  74458. if (this._postProcessManager) {
  74459. this._postProcessManager._prepareFrame(this._texture, this._postProcesses);
  74460. }
  74461. else if (!useCameraPostProcess || !scene.postProcessManager._prepareFrame(this._texture)) {
  74462. if (this._texture) {
  74463. engine.bindFramebuffer(this._texture, this.isCube ? faceIndex : undefined, undefined, undefined, this.ignoreCameraViewport, this.depthStencilTexture ? this.depthStencilTexture : undefined);
  74464. }
  74465. }
  74466. this.onBeforeRenderObservable.notifyObservers(faceIndex);
  74467. // Clear
  74468. if (this.onClearObservable.hasObservers()) {
  74469. this.onClearObservable.notifyObservers(engine);
  74470. }
  74471. else {
  74472. engine.clear(this.clearColor || scene.clearColor, true, true, true);
  74473. }
  74474. if (!this._doNotChangeAspectRatio) {
  74475. scene.updateTransformMatrix(true);
  74476. }
  74477. // Before Camera Draw
  74478. for (var _i = 0, _a = scene._beforeRenderTargetDrawStage; _i < _a.length; _i++) {
  74479. var step = _a[_i];
  74480. step.action(this);
  74481. }
  74482. // Render
  74483. this._renderingManager.render(this.customRenderFunction, currentRenderList, this.renderParticles, this.renderSprites);
  74484. // After Camera Draw
  74485. for (var _b = 0, _c = scene._afterRenderTargetDrawStage; _b < _c.length; _b++) {
  74486. var step = _c[_b];
  74487. step.action(this);
  74488. }
  74489. if (this._postProcessManager) {
  74490. this._postProcessManager._finalizeFrame(false, this._texture, faceIndex, this._postProcesses, this.ignoreCameraViewport);
  74491. }
  74492. else if (useCameraPostProcess) {
  74493. scene.postProcessManager._finalizeFrame(false, this._texture, faceIndex);
  74494. }
  74495. if (!this._doNotChangeAspectRatio) {
  74496. scene.updateTransformMatrix(true);
  74497. }
  74498. // Dump ?
  74499. if (dumpForDebug) {
  74500. BABYLON.Tools.DumpFramebuffer(this.getRenderWidth(), this.getRenderHeight(), engine);
  74501. }
  74502. // Unbind
  74503. if (!this.isCube || faceIndex === 5) {
  74504. if (this.isCube) {
  74505. if (faceIndex === 5) {
  74506. engine.generateMipMapsForCubemap(this._texture);
  74507. }
  74508. }
  74509. this.unbindFrameBuffer(engine, faceIndex);
  74510. }
  74511. else {
  74512. this.onAfterRenderObservable.notifyObservers(faceIndex);
  74513. }
  74514. };
  74515. /**
  74516. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  74517. * This allowed control for front to back rendering or reversly depending of the special needs.
  74518. *
  74519. * @param renderingGroupId The rendering group id corresponding to its index
  74520. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  74521. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  74522. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  74523. */
  74524. RenderTargetTexture.prototype.setRenderingOrder = function (renderingGroupId, opaqueSortCompareFn, alphaTestSortCompareFn, transparentSortCompareFn) {
  74525. if (opaqueSortCompareFn === void 0) { opaqueSortCompareFn = null; }
  74526. if (alphaTestSortCompareFn === void 0) { alphaTestSortCompareFn = null; }
  74527. if (transparentSortCompareFn === void 0) { transparentSortCompareFn = null; }
  74528. this._renderingManager.setRenderingOrder(renderingGroupId, opaqueSortCompareFn, alphaTestSortCompareFn, transparentSortCompareFn);
  74529. };
  74530. /**
  74531. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  74532. *
  74533. * @param renderingGroupId The rendering group id corresponding to its index
  74534. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  74535. */
  74536. RenderTargetTexture.prototype.setRenderingAutoClearDepthStencil = function (renderingGroupId, autoClearDepthStencil) {
  74537. this._renderingManager.setRenderingAutoClearDepthStencil(renderingGroupId, autoClearDepthStencil);
  74538. this._renderingManager._useSceneAutoClearSetup = false;
  74539. };
  74540. /**
  74541. * Clones the texture.
  74542. * @returns the cloned texture
  74543. */
  74544. RenderTargetTexture.prototype.clone = function () {
  74545. var textureSize = this.getSize();
  74546. var newTexture = new RenderTargetTexture(this.name, textureSize, this.getScene(), this._renderTargetOptions.generateMipMaps, this._doNotChangeAspectRatio, this._renderTargetOptions.type, this.isCube, this._renderTargetOptions.samplingMode, this._renderTargetOptions.generateDepthBuffer, this._renderTargetOptions.generateStencilBuffer);
  74547. // Base texture
  74548. newTexture.hasAlpha = this.hasAlpha;
  74549. newTexture.level = this.level;
  74550. // RenderTarget Texture
  74551. newTexture.coordinatesMode = this.coordinatesMode;
  74552. if (this.renderList) {
  74553. newTexture.renderList = this.renderList.slice(0);
  74554. }
  74555. return newTexture;
  74556. };
  74557. /**
  74558. * Serialize the texture to a JSON representation we can easily use in the resepective Parse function.
  74559. * @returns The JSON representation of the texture
  74560. */
  74561. RenderTargetTexture.prototype.serialize = function () {
  74562. if (!this.name) {
  74563. return null;
  74564. }
  74565. var serializationObject = _super.prototype.serialize.call(this);
  74566. serializationObject.renderTargetSize = this.getRenderSize();
  74567. serializationObject.renderList = [];
  74568. if (this.renderList) {
  74569. for (var index = 0; index < this.renderList.length; index++) {
  74570. serializationObject.renderList.push(this.renderList[index].id);
  74571. }
  74572. }
  74573. return serializationObject;
  74574. };
  74575. /**
  74576. * This will remove the attached framebuffer objects. The texture will not be able to be used as render target anymore
  74577. */
  74578. RenderTargetTexture.prototype.disposeFramebufferObjects = function () {
  74579. var objBuffer = this.getInternalTexture();
  74580. var scene = this.getScene();
  74581. if (objBuffer && scene) {
  74582. scene.getEngine()._releaseFramebufferObjects(objBuffer);
  74583. }
  74584. };
  74585. /**
  74586. * Dispose the texture and release its associated resources.
  74587. */
  74588. RenderTargetTexture.prototype.dispose = function () {
  74589. if (this._postProcessManager) {
  74590. this._postProcessManager.dispose();
  74591. this._postProcessManager = null;
  74592. }
  74593. this.clearPostProcesses(true);
  74594. if (this._resizeObserver) {
  74595. this.getScene().getEngine().onResizeObservable.remove(this._resizeObserver);
  74596. this._resizeObserver = null;
  74597. }
  74598. this.renderList = null;
  74599. // Remove from custom render targets
  74600. var scene = this.getScene();
  74601. if (!scene) {
  74602. return;
  74603. }
  74604. var index = scene.customRenderTargets.indexOf(this);
  74605. if (index >= 0) {
  74606. scene.customRenderTargets.splice(index, 1);
  74607. }
  74608. for (var _i = 0, _a = scene.cameras; _i < _a.length; _i++) {
  74609. var camera = _a[_i];
  74610. index = camera.customRenderTargets.indexOf(this);
  74611. if (index >= 0) {
  74612. camera.customRenderTargets.splice(index, 1);
  74613. }
  74614. }
  74615. _super.prototype.dispose.call(this);
  74616. };
  74617. /** @hidden */
  74618. RenderTargetTexture.prototype._rebuild = function () {
  74619. if (this.refreshRate === RenderTargetTexture.REFRESHRATE_RENDER_ONCE) {
  74620. this.refreshRate = RenderTargetTexture.REFRESHRATE_RENDER_ONCE;
  74621. }
  74622. if (this._postProcessManager) {
  74623. this._postProcessManager._rebuild();
  74624. }
  74625. };
  74626. /**
  74627. * Clear the info related to rendering groups preventing retention point in material dispose.
  74628. */
  74629. RenderTargetTexture.prototype.freeRenderingGroups = function () {
  74630. if (this._renderingManager) {
  74631. this._renderingManager.freeRenderingGroups();
  74632. }
  74633. };
  74634. /**
  74635. * The texture will only be rendered once which can be useful to improve performance if everything in your render is static for instance.
  74636. */
  74637. RenderTargetTexture.REFRESHRATE_RENDER_ONCE = 0;
  74638. /**
  74639. * The texture will only be rendered rendered every frame and is recomended for dynamic contents.
  74640. */
  74641. RenderTargetTexture.REFRESHRATE_RENDER_ONEVERYFRAME = 1;
  74642. /**
  74643. * The texture will be rendered every 2 frames which could be enough if your dynamic objects are not
  74644. * the central point of your effect and can save a lot of performances.
  74645. */
  74646. RenderTargetTexture.REFRESHRATE_RENDER_ONEVERYTWOFRAMES = 2;
  74647. return RenderTargetTexture;
  74648. }(BABYLON.Texture));
  74649. BABYLON.RenderTargetTexture = RenderTargetTexture;
  74650. })(BABYLON || (BABYLON = {}));
  74651. //# sourceMappingURL=babylon.renderTargetTexture.js.map
  74652. var BABYLON;
  74653. (function (BABYLON) {
  74654. /**
  74655. * A multi render target, like a render target provides the ability to render to a texture.
  74656. * Unlike the render target, it can render to several draw buffers in one draw.
  74657. * This is specially interesting in deferred rendering or for any effects requiring more than
  74658. * just one color from a single pass.
  74659. */
  74660. var MultiRenderTarget = /** @class */ (function (_super) {
  74661. __extends(MultiRenderTarget, _super);
  74662. /**
  74663. * Instantiate a new multi render target texture.
  74664. * A multi render target, like a render target provides the ability to render to a texture.
  74665. * Unlike the render target, it can render to several draw buffers in one draw.
  74666. * This is specially interesting in deferred rendering or for any effects requiring more than
  74667. * just one color from a single pass.
  74668. * @param name Define the name of the texture
  74669. * @param size Define the size of the buffers to render to
  74670. * @param count Define the number of target we are rendering into
  74671. * @param scene Define the scene the texture belongs to
  74672. * @param options Define the options used to create the multi render target
  74673. */
  74674. function MultiRenderTarget(name, size, count, scene, options) {
  74675. var _this = this;
  74676. var generateMipMaps = options && options.generateMipMaps ? options.generateMipMaps : false;
  74677. var generateDepthTexture = options && options.generateDepthTexture ? options.generateDepthTexture : false;
  74678. var doNotChangeAspectRatio = !options || options.doNotChangeAspectRatio === undefined ? true : options.doNotChangeAspectRatio;
  74679. _this = _super.call(this, name, size, scene, generateMipMaps, doNotChangeAspectRatio) || this;
  74680. _this._engine = scene.getEngine();
  74681. if (!_this.isSupported) {
  74682. _this.dispose();
  74683. return;
  74684. }
  74685. var types = [];
  74686. var samplingModes = [];
  74687. for (var i = 0; i < count; i++) {
  74688. if (options && options.types && options.types[i] !== undefined) {
  74689. types.push(options.types[i]);
  74690. }
  74691. else {
  74692. types.push(options && options.defaultType ? options.defaultType : BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT);
  74693. }
  74694. if (options && options.samplingModes && options.samplingModes[i] !== undefined) {
  74695. samplingModes.push(options.samplingModes[i]);
  74696. }
  74697. else {
  74698. samplingModes.push(BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  74699. }
  74700. }
  74701. var generateDepthBuffer = !options || options.generateDepthBuffer === undefined ? true : options.generateDepthBuffer;
  74702. var generateStencilBuffer = !options || options.generateStencilBuffer === undefined ? false : options.generateStencilBuffer;
  74703. _this._size = size;
  74704. _this._multiRenderTargetOptions = {
  74705. samplingModes: samplingModes,
  74706. generateMipMaps: generateMipMaps,
  74707. generateDepthBuffer: generateDepthBuffer,
  74708. generateStencilBuffer: generateStencilBuffer,
  74709. generateDepthTexture: generateDepthTexture,
  74710. types: types,
  74711. textureCount: count
  74712. };
  74713. _this._createInternalTextures();
  74714. _this._createTextures();
  74715. return _this;
  74716. }
  74717. Object.defineProperty(MultiRenderTarget.prototype, "isSupported", {
  74718. /**
  74719. * Get if draw buffers are currently supported by the used hardware and browser.
  74720. */
  74721. get: function () {
  74722. return this._engine.webGLVersion > 1 || this._engine.getCaps().drawBuffersExtension;
  74723. },
  74724. enumerable: true,
  74725. configurable: true
  74726. });
  74727. Object.defineProperty(MultiRenderTarget.prototype, "textures", {
  74728. /**
  74729. * Get the list of textures generated by the multi render target.
  74730. */
  74731. get: function () {
  74732. return this._textures;
  74733. },
  74734. enumerable: true,
  74735. configurable: true
  74736. });
  74737. Object.defineProperty(MultiRenderTarget.prototype, "depthTexture", {
  74738. /**
  74739. * Get the depth texture generated by the multi render target if options.generateDepthTexture has been set
  74740. */
  74741. get: function () {
  74742. return this._textures[this._textures.length - 1];
  74743. },
  74744. enumerable: true,
  74745. configurable: true
  74746. });
  74747. Object.defineProperty(MultiRenderTarget.prototype, "wrapU", {
  74748. /**
  74749. * Set the wrapping mode on U of all the textures we are rendering to.
  74750. * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)
  74751. */
  74752. set: function (wrap) {
  74753. if (this._textures) {
  74754. for (var i = 0; i < this._textures.length; i++) {
  74755. this._textures[i].wrapU = wrap;
  74756. }
  74757. }
  74758. },
  74759. enumerable: true,
  74760. configurable: true
  74761. });
  74762. Object.defineProperty(MultiRenderTarget.prototype, "wrapV", {
  74763. /**
  74764. * Set the wrapping mode on V of all the textures we are rendering to.
  74765. * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)
  74766. */
  74767. set: function (wrap) {
  74768. if (this._textures) {
  74769. for (var i = 0; i < this._textures.length; i++) {
  74770. this._textures[i].wrapV = wrap;
  74771. }
  74772. }
  74773. },
  74774. enumerable: true,
  74775. configurable: true
  74776. });
  74777. /** @hidden */
  74778. MultiRenderTarget.prototype._rebuild = function () {
  74779. this.releaseInternalTextures();
  74780. this._createInternalTextures();
  74781. for (var i = 0; i < this._internalTextures.length; i++) {
  74782. var texture = this._textures[i];
  74783. texture._texture = this._internalTextures[i];
  74784. }
  74785. // Keeps references to frame buffer and stencil/depth buffer
  74786. this._texture = this._internalTextures[0];
  74787. };
  74788. MultiRenderTarget.prototype._createInternalTextures = function () {
  74789. this._internalTextures = this._engine.createMultipleRenderTarget(this._size, this._multiRenderTargetOptions);
  74790. };
  74791. MultiRenderTarget.prototype._createTextures = function () {
  74792. this._textures = [];
  74793. for (var i = 0; i < this._internalTextures.length; i++) {
  74794. var texture = new BABYLON.Texture(null, this.getScene());
  74795. texture._texture = this._internalTextures[i];
  74796. this._textures.push(texture);
  74797. }
  74798. // Keeps references to frame buffer and stencil/depth buffer
  74799. this._texture = this._internalTextures[0];
  74800. };
  74801. Object.defineProperty(MultiRenderTarget.prototype, "samples", {
  74802. /**
  74803. * Define the number of samples used if MSAA is enabled.
  74804. */
  74805. get: function () {
  74806. return this._samples;
  74807. },
  74808. set: function (value) {
  74809. if (this._samples === value) {
  74810. return;
  74811. }
  74812. this._samples = this._engine.updateMultipleRenderTargetTextureSampleCount(this._internalTextures, value);
  74813. },
  74814. enumerable: true,
  74815. configurable: true
  74816. });
  74817. /**
  74818. * Resize all the textures in the multi render target.
  74819. * Be carrefull as it will recreate all the data in the new texture.
  74820. * @param size Define the new size
  74821. */
  74822. MultiRenderTarget.prototype.resize = function (size) {
  74823. this.releaseInternalTextures();
  74824. this._internalTextures = this._engine.createMultipleRenderTarget(size, this._multiRenderTargetOptions);
  74825. this._createInternalTextures();
  74826. };
  74827. MultiRenderTarget.prototype.unbindFrameBuffer = function (engine, faceIndex) {
  74828. var _this = this;
  74829. engine.unBindMultiColorAttachmentFramebuffer(this._internalTextures, this.isCube, function () {
  74830. _this.onAfterRenderObservable.notifyObservers(faceIndex);
  74831. });
  74832. };
  74833. /**
  74834. * Dispose the render targets and their associated resources
  74835. */
  74836. MultiRenderTarget.prototype.dispose = function () {
  74837. this.releaseInternalTextures();
  74838. _super.prototype.dispose.call(this);
  74839. };
  74840. /**
  74841. * Release all the underlying texture used as draw buffers.
  74842. */
  74843. MultiRenderTarget.prototype.releaseInternalTextures = function () {
  74844. if (!this._internalTextures) {
  74845. return;
  74846. }
  74847. for (var i = this._internalTextures.length - 1; i >= 0; i--) {
  74848. if (this._internalTextures[i] !== undefined) {
  74849. this._internalTextures[i].dispose();
  74850. this._internalTextures.splice(i, 1);
  74851. }
  74852. }
  74853. };
  74854. return MultiRenderTarget;
  74855. }(BABYLON.RenderTargetTexture));
  74856. BABYLON.MultiRenderTarget = MultiRenderTarget;
  74857. })(BABYLON || (BABYLON = {}));
  74858. //# sourceMappingURL=babylon.multiRenderTarget.js.map
  74859. var BABYLON;
  74860. (function (BABYLON) {
  74861. /**
  74862. * Mirror texture can be used to simulate the view from a mirror in a scene.
  74863. * It will dynamically be rendered every frame to adapt to the camera point of view.
  74864. * You can then easily use it as a reflectionTexture on a flat surface.
  74865. * In case the surface is not a plane, please consider relying on reflection probes.
  74866. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  74867. */
  74868. var MirrorTexture = /** @class */ (function (_super) {
  74869. __extends(MirrorTexture, _super);
  74870. /**
  74871. * Instantiates a Mirror Texture.
  74872. * Mirror texture can be used to simulate the view from a mirror in a scene.
  74873. * It will dynamically be rendered every frame to adapt to the camera point of view.
  74874. * You can then easily use it as a reflectionTexture on a flat surface.
  74875. * In case the surface is not a plane, please consider relying on reflection probes.
  74876. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  74877. * @param name
  74878. * @param size
  74879. * @param scene
  74880. * @param generateMipMaps
  74881. * @param type
  74882. * @param samplingMode
  74883. * @param generateDepthBuffer
  74884. */
  74885. function MirrorTexture(name, size, scene, generateMipMaps, type, samplingMode, generateDepthBuffer) {
  74886. if (type === void 0) { type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  74887. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.BILINEAR_SAMPLINGMODE; }
  74888. if (generateDepthBuffer === void 0) { generateDepthBuffer = true; }
  74889. var _this = _super.call(this, name, size, scene, generateMipMaps, true, type, false, samplingMode, generateDepthBuffer) || this;
  74890. _this.scene = scene;
  74891. /**
  74892. * Define the reflection plane we want to use. The mirrorPlane is usually set to the constructed reflector.
  74893. * It is possible to directly set the mirrorPlane by directly using a BABYLON.Plane(a, b, c, d) where a, b and c give the plane normal vector (a, b, c) and d is a scalar displacement from the mirrorPlane to the origin. However in all but the very simplest of situations it is more straight forward to set it to the reflector as stated in the doc.
  74894. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  74895. */
  74896. _this.mirrorPlane = new BABYLON.Plane(0, 1, 0, 1);
  74897. _this._transformMatrix = BABYLON.Matrix.Zero();
  74898. _this._mirrorMatrix = BABYLON.Matrix.Zero();
  74899. _this._adaptiveBlurKernel = 0;
  74900. _this._blurKernelX = 0;
  74901. _this._blurKernelY = 0;
  74902. _this._blurRatio = 1.0;
  74903. _this.ignoreCameraViewport = true;
  74904. _this._updateGammaSpace();
  74905. _this._imageProcessingConfigChangeObserver = scene.imageProcessingConfiguration.onUpdateParameters.add(function () {
  74906. _this._updateGammaSpace;
  74907. });
  74908. _this.onBeforeRenderObservable.add(function () {
  74909. BABYLON.Matrix.ReflectionToRef(_this.mirrorPlane, _this._mirrorMatrix);
  74910. _this._savedViewMatrix = scene.getViewMatrix();
  74911. _this._mirrorMatrix.multiplyToRef(_this._savedViewMatrix, _this._transformMatrix);
  74912. scene.setTransformMatrix(_this._transformMatrix, scene.getProjectionMatrix());
  74913. scene.clipPlane = _this.mirrorPlane;
  74914. scene.getEngine().cullBackFaces = false;
  74915. scene._mirroredCameraPosition = BABYLON.Vector3.TransformCoordinates(scene.activeCamera.globalPosition, _this._mirrorMatrix);
  74916. });
  74917. _this.onAfterRenderObservable.add(function () {
  74918. scene.setTransformMatrix(_this._savedViewMatrix, scene.getProjectionMatrix());
  74919. scene.getEngine().cullBackFaces = true;
  74920. scene._mirroredCameraPosition = null;
  74921. delete scene.clipPlane;
  74922. });
  74923. return _this;
  74924. }
  74925. Object.defineProperty(MirrorTexture.prototype, "blurRatio", {
  74926. get: function () {
  74927. return this._blurRatio;
  74928. },
  74929. /**
  74930. * Define the blur ratio used to blur the reflection if needed.
  74931. */
  74932. set: function (value) {
  74933. if (this._blurRatio === value) {
  74934. return;
  74935. }
  74936. this._blurRatio = value;
  74937. this._preparePostProcesses();
  74938. },
  74939. enumerable: true,
  74940. configurable: true
  74941. });
  74942. Object.defineProperty(MirrorTexture.prototype, "adaptiveBlurKernel", {
  74943. /**
  74944. * Define the adaptive blur kernel used to blur the reflection if needed.
  74945. * This will autocompute the closest best match for the `blurKernel`
  74946. */
  74947. set: function (value) {
  74948. this._adaptiveBlurKernel = value;
  74949. this._autoComputeBlurKernel();
  74950. },
  74951. enumerable: true,
  74952. configurable: true
  74953. });
  74954. Object.defineProperty(MirrorTexture.prototype, "blurKernel", {
  74955. /**
  74956. * Define the blur kernel used to blur the reflection if needed.
  74957. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  74958. */
  74959. set: function (value) {
  74960. this.blurKernelX = value;
  74961. this.blurKernelY = value;
  74962. },
  74963. enumerable: true,
  74964. configurable: true
  74965. });
  74966. Object.defineProperty(MirrorTexture.prototype, "blurKernelX", {
  74967. get: function () {
  74968. return this._blurKernelX;
  74969. },
  74970. /**
  74971. * Define the blur kernel on the X Axis used to blur the reflection if needed.
  74972. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  74973. */
  74974. set: function (value) {
  74975. if (this._blurKernelX === value) {
  74976. return;
  74977. }
  74978. this._blurKernelX = value;
  74979. this._preparePostProcesses();
  74980. },
  74981. enumerable: true,
  74982. configurable: true
  74983. });
  74984. Object.defineProperty(MirrorTexture.prototype, "blurKernelY", {
  74985. get: function () {
  74986. return this._blurKernelY;
  74987. },
  74988. /**
  74989. * Define the blur kernel on the Y Axis used to blur the reflection if needed.
  74990. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  74991. */
  74992. set: function (value) {
  74993. if (this._blurKernelY === value) {
  74994. return;
  74995. }
  74996. this._blurKernelY = value;
  74997. this._preparePostProcesses();
  74998. },
  74999. enumerable: true,
  75000. configurable: true
  75001. });
  75002. MirrorTexture.prototype._autoComputeBlurKernel = function () {
  75003. var engine = this.getScene().getEngine();
  75004. var dw = this.getRenderWidth() / engine.getRenderWidth();
  75005. var dh = this.getRenderHeight() / engine.getRenderHeight();
  75006. this.blurKernelX = this._adaptiveBlurKernel * dw;
  75007. this.blurKernelY = this._adaptiveBlurKernel * dh;
  75008. };
  75009. MirrorTexture.prototype._onRatioRescale = function () {
  75010. if (this._sizeRatio) {
  75011. this.resize(this._initialSizeParameter);
  75012. if (!this._adaptiveBlurKernel) {
  75013. this._preparePostProcesses();
  75014. }
  75015. }
  75016. if (this._adaptiveBlurKernel) {
  75017. this._autoComputeBlurKernel();
  75018. }
  75019. };
  75020. MirrorTexture.prototype._updateGammaSpace = function () {
  75021. this.gammaSpace = !this.scene.imageProcessingConfiguration.isEnabled || !this.scene.imageProcessingConfiguration.applyByPostProcess;
  75022. };
  75023. MirrorTexture.prototype._preparePostProcesses = function () {
  75024. this.clearPostProcesses(true);
  75025. if (this._blurKernelX && this._blurKernelY) {
  75026. var engine = this.getScene().getEngine();
  75027. var textureType = engine.getCaps().textureFloatRender ? BABYLON.Engine.TEXTURETYPE_FLOAT : BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  75028. this._blurX = new BABYLON.BlurPostProcess("horizontal blur", new BABYLON.Vector2(1.0, 0), this._blurKernelX, this._blurRatio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, engine, false, textureType);
  75029. this._blurX.autoClear = false;
  75030. if (this._blurRatio === 1 && this.samples < 2 && this._texture) {
  75031. this._blurX.inputTexture = this._texture;
  75032. }
  75033. else {
  75034. this._blurX.alwaysForcePOT = true;
  75035. }
  75036. this._blurY = new BABYLON.BlurPostProcess("vertical blur", new BABYLON.Vector2(0, 1.0), this._blurKernelY, this._blurRatio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, engine, false, textureType);
  75037. this._blurY.autoClear = false;
  75038. this._blurY.alwaysForcePOT = this._blurRatio !== 1;
  75039. this.addPostProcess(this._blurX);
  75040. this.addPostProcess(this._blurY);
  75041. }
  75042. else {
  75043. if (this._blurY) {
  75044. this.removePostProcess(this._blurY);
  75045. this._blurY.dispose();
  75046. this._blurY = null;
  75047. }
  75048. if (this._blurX) {
  75049. this.removePostProcess(this._blurX);
  75050. this._blurX.dispose();
  75051. this._blurX = null;
  75052. }
  75053. }
  75054. };
  75055. /**
  75056. * Clone the mirror texture.
  75057. * @returns the cloned texture
  75058. */
  75059. MirrorTexture.prototype.clone = function () {
  75060. var scene = this.getScene();
  75061. if (!scene) {
  75062. return this;
  75063. }
  75064. var textureSize = this.getSize();
  75065. var newTexture = new MirrorTexture(this.name, textureSize.width, scene, this._renderTargetOptions.generateMipMaps, this._renderTargetOptions.type, this._renderTargetOptions.samplingMode, this._renderTargetOptions.generateDepthBuffer);
  75066. // Base texture
  75067. newTexture.hasAlpha = this.hasAlpha;
  75068. newTexture.level = this.level;
  75069. // Mirror Texture
  75070. newTexture.mirrorPlane = this.mirrorPlane.clone();
  75071. if (this.renderList) {
  75072. newTexture.renderList = this.renderList.slice(0);
  75073. }
  75074. return newTexture;
  75075. };
  75076. /**
  75077. * Serialize the texture to a JSON representation you could use in Parse later on
  75078. * @returns the serialized JSON representation
  75079. */
  75080. MirrorTexture.prototype.serialize = function () {
  75081. if (!this.name) {
  75082. return null;
  75083. }
  75084. var serializationObject = _super.prototype.serialize.call(this);
  75085. serializationObject.mirrorPlane = this.mirrorPlane.asArray();
  75086. return serializationObject;
  75087. };
  75088. /**
  75089. * Dispose the texture and release its associated resources.
  75090. */
  75091. MirrorTexture.prototype.dispose = function () {
  75092. _super.prototype.dispose.call(this);
  75093. this.scene.imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingConfigChangeObserver);
  75094. };
  75095. return MirrorTexture;
  75096. }(BABYLON.RenderTargetTexture));
  75097. BABYLON.MirrorTexture = MirrorTexture;
  75098. })(BABYLON || (BABYLON = {}));
  75099. //# sourceMappingURL=babylon.mirrorTexture.js.map
  75100. var BABYLON;
  75101. (function (BABYLON) {
  75102. /**
  75103. * Creates a refraction texture used by refraction channel of the standard material.
  75104. * It is like a mirror but to see through a material.
  75105. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  75106. */
  75107. var RefractionTexture = /** @class */ (function (_super) {
  75108. __extends(RefractionTexture, _super);
  75109. /**
  75110. * Creates a refraction texture used by refraction channel of the standard material.
  75111. * It is like a mirror but to see through a material.
  75112. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  75113. * @param name Define the texture name
  75114. * @param size Define the size of the underlying texture
  75115. * @param scene Define the scene the refraction belongs to
  75116. * @param generateMipMaps Define if we need to generate mips level for the refraction
  75117. */
  75118. function RefractionTexture(name, size, scene, generateMipMaps) {
  75119. var _this = _super.call(this, name, size, scene, generateMipMaps, true) || this;
  75120. /**
  75121. * Define the reflection plane we want to use. The refractionPlane is usually set to the constructed refractor.
  75122. * It is possible to directly set the refractionPlane by directly using a BABYLON.Plane(a, b, c, d) where a, b and c give the plane normal vector (a, b, c) and d is a scalar displacement from the refractionPlane to the origin. However in all but the very simplest of situations it is more straight forward to set it to the refractor as stated in the doc.
  75123. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  75124. */
  75125. _this.refractionPlane = new BABYLON.Plane(0, 1, 0, 1);
  75126. /**
  75127. * Define how deep under the surface we should see.
  75128. */
  75129. _this.depth = 2.0;
  75130. _this.onBeforeRenderObservable.add(function () {
  75131. scene.clipPlane = _this.refractionPlane;
  75132. });
  75133. _this.onAfterRenderObservable.add(function () {
  75134. delete scene.clipPlane;
  75135. });
  75136. return _this;
  75137. }
  75138. /**
  75139. * Clone the refraction texture.
  75140. * @returns the cloned texture
  75141. */
  75142. RefractionTexture.prototype.clone = function () {
  75143. var scene = this.getScene();
  75144. if (!scene) {
  75145. return this;
  75146. }
  75147. var textureSize = this.getSize();
  75148. var newTexture = new RefractionTexture(this.name, textureSize.width, scene, this._generateMipMaps);
  75149. // Base texture
  75150. newTexture.hasAlpha = this.hasAlpha;
  75151. newTexture.level = this.level;
  75152. // Refraction Texture
  75153. newTexture.refractionPlane = this.refractionPlane.clone();
  75154. if (this.renderList) {
  75155. newTexture.renderList = this.renderList.slice(0);
  75156. }
  75157. newTexture.depth = this.depth;
  75158. return newTexture;
  75159. };
  75160. /**
  75161. * Serialize the texture to a JSON representation you could use in Parse later on
  75162. * @returns the serialized JSON representation
  75163. */
  75164. RefractionTexture.prototype.serialize = function () {
  75165. if (!this.name) {
  75166. return null;
  75167. }
  75168. var serializationObject = _super.prototype.serialize.call(this);
  75169. serializationObject.mirrorPlane = this.refractionPlane.asArray();
  75170. serializationObject.depth = this.depth;
  75171. return serializationObject;
  75172. };
  75173. return RefractionTexture;
  75174. }(BABYLON.RenderTargetTexture));
  75175. BABYLON.RefractionTexture = RefractionTexture;
  75176. })(BABYLON || (BABYLON = {}));
  75177. //# sourceMappingURL=babylon.refractionTexture.js.map
  75178. var BABYLON;
  75179. (function (BABYLON) {
  75180. /**
  75181. * A class extending Texture allowing drawing on a texture
  75182. * @see http://doc.babylonjs.com/how_to/dynamictexture
  75183. */
  75184. var DynamicTexture = /** @class */ (function (_super) {
  75185. __extends(DynamicTexture, _super);
  75186. /**
  75187. * Creates a DynamicTexture
  75188. * @param name defines the name of the texture
  75189. * @param options provides 3 alternatives for width and height of texture, a canvas, object with width and height properties, number for both width and height
  75190. * @param scene defines the scene where you want the texture
  75191. * @param generateMipMaps defines the use of MinMaps or not (default is false)
  75192. * @param samplingMode defines the sampling mode to use (default is BABYLON.Texture.TRILINEAR_SAMPLINGMODE)
  75193. * @param format defines the texture format to use (default is BABYLON.Engine.TEXTUREFORMAT_RGBA)
  75194. */
  75195. function DynamicTexture(name, options, scene, generateMipMaps, samplingMode, format) {
  75196. if (scene === void 0) { scene = null; }
  75197. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  75198. if (format === void 0) { format = BABYLON.Engine.TEXTUREFORMAT_RGBA; }
  75199. var _this = _super.call(this, null, scene, !generateMipMaps, undefined, samplingMode, undefined, undefined, undefined, undefined, format) || this;
  75200. _this.name = name;
  75201. _this._engine = _this.getScene().getEngine();
  75202. _this.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  75203. _this.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  75204. _this._generateMipMaps = generateMipMaps;
  75205. if (options.getContext) {
  75206. _this._canvas = options;
  75207. _this._texture = _this._engine.createDynamicTexture(options.width, options.height, generateMipMaps, samplingMode);
  75208. }
  75209. else {
  75210. _this._canvas = document.createElement("canvas");
  75211. if (options.width || options.width === 0) {
  75212. _this._texture = _this._engine.createDynamicTexture(options.width, options.height, generateMipMaps, samplingMode);
  75213. }
  75214. else {
  75215. _this._texture = _this._engine.createDynamicTexture(options, options, generateMipMaps, samplingMode);
  75216. }
  75217. }
  75218. var textureSize = _this.getSize();
  75219. _this._canvas.width = textureSize.width;
  75220. _this._canvas.height = textureSize.height;
  75221. _this._context = _this._canvas.getContext("2d");
  75222. return _this;
  75223. }
  75224. /**
  75225. * Get the current class name of the texture useful for serialization or dynamic coding.
  75226. * @returns "DynamicTexture"
  75227. */
  75228. DynamicTexture.prototype.getClassName = function () {
  75229. return "DynamicTexture";
  75230. };
  75231. Object.defineProperty(DynamicTexture.prototype, "canRescale", {
  75232. /**
  75233. * Gets the current state of canRescale
  75234. */
  75235. get: function () {
  75236. return true;
  75237. },
  75238. enumerable: true,
  75239. configurable: true
  75240. });
  75241. DynamicTexture.prototype._recreate = function (textureSize) {
  75242. this._canvas.width = textureSize.width;
  75243. this._canvas.height = textureSize.height;
  75244. this.releaseInternalTexture();
  75245. this._texture = this._engine.createDynamicTexture(textureSize.width, textureSize.height, this._generateMipMaps, this.samplingMode);
  75246. };
  75247. /**
  75248. * Scales the texture
  75249. * @param ratio the scale factor to apply to both width and height
  75250. */
  75251. DynamicTexture.prototype.scale = function (ratio) {
  75252. var textureSize = this.getSize();
  75253. textureSize.width *= ratio;
  75254. textureSize.height *= ratio;
  75255. this._recreate(textureSize);
  75256. };
  75257. /**
  75258. * Resizes the texture
  75259. * @param width the new width
  75260. * @param height the new height
  75261. */
  75262. DynamicTexture.prototype.scaleTo = function (width, height) {
  75263. var textureSize = this.getSize();
  75264. textureSize.width = width;
  75265. textureSize.height = height;
  75266. this._recreate(textureSize);
  75267. };
  75268. /**
  75269. * Gets the context of the canvas used by the texture
  75270. * @returns the canvas context of the dynamic texture
  75271. */
  75272. DynamicTexture.prototype.getContext = function () {
  75273. return this._context;
  75274. };
  75275. /**
  75276. * Clears the texture
  75277. */
  75278. DynamicTexture.prototype.clear = function () {
  75279. var size = this.getSize();
  75280. this._context.fillRect(0, 0, size.width, size.height);
  75281. };
  75282. /**
  75283. * Updates the texture
  75284. * @param invertY defines the direction for the Y axis (default is true - y increases downwards)
  75285. * @param premulAlpha defines if alpha is stored as premultiplied (default is false)
  75286. */
  75287. DynamicTexture.prototype.update = function (invertY, premulAlpha) {
  75288. if (premulAlpha === void 0) { premulAlpha = false; }
  75289. this._engine.updateDynamicTexture(this._texture, this._canvas, invertY === undefined ? true : invertY, premulAlpha, this._format || undefined);
  75290. };
  75291. /**
  75292. * Draws text onto the texture
  75293. * @param text defines the text to be drawn
  75294. * @param x defines the placement of the text from the left
  75295. * @param y defines the placement of the text from the top when invertY is true and from the bottom when false
  75296. * @param font defines the font to be used with font-style, font-size, font-name
  75297. * @param color defines the color used for the text
  75298. * @param clearColor defines the color for the canvas, use null to not overwrite canvas
  75299. * @param invertY defines the direction for the Y axis (default is true - y increases downwards)
  75300. * @param update defines whether texture is immediately update (default is true)
  75301. */
  75302. DynamicTexture.prototype.drawText = function (text, x, y, font, color, clearColor, invertY, update) {
  75303. if (update === void 0) { update = true; }
  75304. var size = this.getSize();
  75305. if (clearColor) {
  75306. this._context.fillStyle = clearColor;
  75307. this._context.fillRect(0, 0, size.width, size.height);
  75308. }
  75309. this._context.font = font;
  75310. if (x === null || x === undefined) {
  75311. var textSize = this._context.measureText(text);
  75312. x = (size.width - textSize.width) / 2;
  75313. }
  75314. if (y === null || y === undefined) {
  75315. var fontSize = parseInt((font.replace(/\D/g, '')));
  75316. y = (size.height / 2) + (fontSize / 3.65);
  75317. }
  75318. this._context.fillStyle = color;
  75319. this._context.fillText(text, x, y);
  75320. if (update) {
  75321. this.update(invertY);
  75322. }
  75323. };
  75324. /**
  75325. * Clones the texture
  75326. * @returns the clone of the texture.
  75327. */
  75328. DynamicTexture.prototype.clone = function () {
  75329. var scene = this.getScene();
  75330. if (!scene) {
  75331. return this;
  75332. }
  75333. var textureSize = this.getSize();
  75334. var newTexture = new DynamicTexture(this.name, textureSize, scene, this._generateMipMaps);
  75335. // Base texture
  75336. newTexture.hasAlpha = this.hasAlpha;
  75337. newTexture.level = this.level;
  75338. // Dynamic Texture
  75339. newTexture.wrapU = this.wrapU;
  75340. newTexture.wrapV = this.wrapV;
  75341. return newTexture;
  75342. };
  75343. /**
  75344. * Serializes the dynamic texture. The scene should be ready before the dynamic texture is serialized
  75345. * @returns a serialized dynamic texture object
  75346. */
  75347. DynamicTexture.prototype.serialize = function () {
  75348. var scene = this.getScene();
  75349. if (scene && !scene.isReady()) {
  75350. BABYLON.Tools.Warn("The scene must be ready before serializing the dynamic texture");
  75351. }
  75352. var serializationObject = _super.prototype.serialize.call(this);
  75353. serializationObject.base64String = this._canvas.toDataURL();
  75354. serializationObject.invertY = this._invertY;
  75355. serializationObject.samplingMode = this.samplingMode;
  75356. return serializationObject;
  75357. };
  75358. /** @hidden */
  75359. DynamicTexture.prototype._rebuild = function () {
  75360. this.update();
  75361. };
  75362. return DynamicTexture;
  75363. }(BABYLON.Texture));
  75364. BABYLON.DynamicTexture = DynamicTexture;
  75365. })(BABYLON || (BABYLON = {}));
  75366. //# sourceMappingURL=babylon.dynamicTexture.js.map
  75367. var BABYLON;
  75368. (function (BABYLON) {
  75369. /**
  75370. * If you want to display a video in your scene, this is the special texture for that.
  75371. * This special texture works similar to other textures, with the exception of a few parameters.
  75372. * @see https://doc.babylonjs.com/how_to/video_texture
  75373. */
  75374. var VideoTexture = /** @class */ (function (_super) {
  75375. __extends(VideoTexture, _super);
  75376. /**
  75377. * Creates a video texture.
  75378. * If you want to display a video in your scene, this is the special texture for that.
  75379. * This special texture works similar to other textures, with the exception of a few parameters.
  75380. * @see https://doc.babylonjs.com/how_to/video_texture
  75381. * @param name optional name, will detect from video source, if not defined
  75382. * @param src can be used to provide an url, array of urls or an already setup HTML video element.
  75383. * @param scene is obviously the current scene.
  75384. * @param generateMipMaps can be used to turn on mipmaps (Can be expensive for videoTextures because they are often updated).
  75385. * @param invertY is false by default but can be used to invert video on Y axis
  75386. * @param samplingMode controls the sampling method and is set to TRILINEAR_SAMPLINGMODE by default
  75387. * @param settings allows finer control over video usage
  75388. */
  75389. function VideoTexture(name, src, scene, generateMipMaps, invertY, samplingMode, settings) {
  75390. if (generateMipMaps === void 0) { generateMipMaps = false; }
  75391. if (invertY === void 0) { invertY = false; }
  75392. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  75393. if (settings === void 0) { settings = {
  75394. autoPlay: true,
  75395. loop: true,
  75396. autoUpdateTexture: true,
  75397. }; }
  75398. var _this = _super.call(this, null, scene, !generateMipMaps, invertY) || this;
  75399. _this._onUserActionRequestedObservable = null;
  75400. _this._stillImageCaptured = false;
  75401. _this._displayingPosterTexture = false;
  75402. _this._createInternalTexture = function () {
  75403. if (_this._texture != null) {
  75404. if (_this._displayingPosterTexture) {
  75405. _this._texture.dispose();
  75406. _this._displayingPosterTexture = false;
  75407. }
  75408. else {
  75409. return;
  75410. }
  75411. }
  75412. if (!_this._engine.needPOTTextures ||
  75413. (BABYLON.Tools.IsExponentOfTwo(_this.video.videoWidth) && BABYLON.Tools.IsExponentOfTwo(_this.video.videoHeight))) {
  75414. _this.wrapU = BABYLON.Texture.WRAP_ADDRESSMODE;
  75415. _this.wrapV = BABYLON.Texture.WRAP_ADDRESSMODE;
  75416. }
  75417. else {
  75418. _this.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  75419. _this.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  75420. _this._generateMipMaps = false;
  75421. }
  75422. _this._texture = _this._engine.createDynamicTexture(_this.video.videoWidth, _this.video.videoHeight, _this._generateMipMaps, _this.samplingMode);
  75423. if (!_this.video.autoplay && !_this._settings.poster) {
  75424. var oldHandler_1 = _this.video.onplaying;
  75425. var error_1 = false;
  75426. _this.video.onplaying = function () {
  75427. _this.video.onplaying = oldHandler_1;
  75428. _this._texture.isReady = true;
  75429. _this._updateInternalTexture();
  75430. if (!error_1) {
  75431. _this.video.pause();
  75432. }
  75433. if (_this.onLoadObservable.hasObservers()) {
  75434. _this.onLoadObservable.notifyObservers(_this);
  75435. }
  75436. };
  75437. var playing = _this.video.play();
  75438. if (playing) {
  75439. playing.then(function () {
  75440. // Everything is good.
  75441. })
  75442. .catch(function () {
  75443. error_1 = true;
  75444. // On Chrome for instance, new policies might prevent playing without user interaction.
  75445. if (_this._onUserActionRequestedObservable && _this._onUserActionRequestedObservable.hasObservers()) {
  75446. _this._onUserActionRequestedObservable.notifyObservers(_this);
  75447. }
  75448. });
  75449. }
  75450. else {
  75451. _this.video.onplaying = oldHandler_1;
  75452. _this._texture.isReady = true;
  75453. _this._updateInternalTexture();
  75454. if (_this.onLoadObservable.hasObservers()) {
  75455. _this.onLoadObservable.notifyObservers(_this);
  75456. }
  75457. }
  75458. }
  75459. else {
  75460. _this._texture.isReady = true;
  75461. _this._updateInternalTexture();
  75462. if (_this.onLoadObservable.hasObservers()) {
  75463. _this.onLoadObservable.notifyObservers(_this);
  75464. }
  75465. }
  75466. };
  75467. _this.reset = function () {
  75468. if (_this._texture == null) {
  75469. return;
  75470. }
  75471. if (!_this._displayingPosterTexture) {
  75472. _this._texture.dispose();
  75473. _this._texture = null;
  75474. }
  75475. };
  75476. _this._updateInternalTexture = function (e) {
  75477. if (_this._texture == null || !_this._texture.isReady) {
  75478. return;
  75479. }
  75480. if (_this.video.readyState < _this.video.HAVE_CURRENT_DATA) {
  75481. return;
  75482. }
  75483. if (_this._displayingPosterTexture) {
  75484. return;
  75485. }
  75486. _this._engine.updateVideoTexture(_this._texture, _this.video, _this._invertY);
  75487. };
  75488. _this._engine = _this.getScene().getEngine();
  75489. _this._generateMipMaps = generateMipMaps;
  75490. _this._initialSamplingMode = samplingMode;
  75491. _this.autoUpdateTexture = settings.autoUpdateTexture;
  75492. _this.name = name || _this._getName(src);
  75493. _this.video = _this._getVideo(src);
  75494. _this._settings = settings;
  75495. if (settings.poster) {
  75496. _this.video.poster = settings.poster;
  75497. }
  75498. if (settings.autoPlay !== undefined) {
  75499. _this.video.autoplay = settings.autoPlay;
  75500. }
  75501. if (settings.loop !== undefined) {
  75502. _this.video.loop = settings.loop;
  75503. }
  75504. _this.video.setAttribute("playsinline", "");
  75505. _this.video.addEventListener("paused", _this._updateInternalTexture);
  75506. _this.video.addEventListener("seeked", _this._updateInternalTexture);
  75507. _this.video.addEventListener("emptied", _this.reset);
  75508. _this._createInternalTextureOnEvent = (settings.poster && !settings.autoPlay) ? "play" : "canplay";
  75509. _this.video.addEventListener(_this._createInternalTextureOnEvent, _this._createInternalTexture);
  75510. var videoHasEnoughData = (_this.video.readyState >= _this.video.HAVE_CURRENT_DATA);
  75511. if (settings.poster &&
  75512. (!settings.autoPlay || !videoHasEnoughData)) {
  75513. _this._texture = _this._engine.createTexture(settings.poster, false, true, scene);
  75514. _this._displayingPosterTexture = true;
  75515. }
  75516. else if (videoHasEnoughData) {
  75517. _this._createInternalTexture();
  75518. }
  75519. return _this;
  75520. }
  75521. Object.defineProperty(VideoTexture.prototype, "onUserActionRequestedObservable", {
  75522. /**
  75523. * Event triggerd when a dom action is required by the user to play the video.
  75524. * This happens due to recent changes in browser policies preventing video to auto start.
  75525. */
  75526. get: function () {
  75527. if (!this._onUserActionRequestedObservable) {
  75528. this._onUserActionRequestedObservable = new BABYLON.Observable();
  75529. }
  75530. return this._onUserActionRequestedObservable;
  75531. },
  75532. enumerable: true,
  75533. configurable: true
  75534. });
  75535. VideoTexture.prototype._getName = function (src) {
  75536. if (src instanceof HTMLVideoElement) {
  75537. return src.currentSrc;
  75538. }
  75539. if (typeof src === "object") {
  75540. return src.toString();
  75541. }
  75542. return src;
  75543. };
  75544. VideoTexture.prototype._getVideo = function (src) {
  75545. if (src instanceof HTMLVideoElement) {
  75546. BABYLON.Tools.SetCorsBehavior(src.currentSrc, src);
  75547. return src;
  75548. }
  75549. var video = document.createElement("video");
  75550. if (typeof src === "string") {
  75551. BABYLON.Tools.SetCorsBehavior(src, video);
  75552. video.src = src;
  75553. }
  75554. else {
  75555. BABYLON.Tools.SetCorsBehavior(src[0], video);
  75556. src.forEach(function (url) {
  75557. var source = document.createElement("source");
  75558. source.src = url;
  75559. video.appendChild(source);
  75560. });
  75561. }
  75562. return video;
  75563. };
  75564. /**
  75565. * @hidden Internal method to initiate `update`.
  75566. */
  75567. VideoTexture.prototype._rebuild = function () {
  75568. this.update();
  75569. };
  75570. /**
  75571. * Update Texture in the `auto` mode. Does not do anything if `settings.autoUpdateTexture` is false.
  75572. */
  75573. VideoTexture.prototype.update = function () {
  75574. if (!this.autoUpdateTexture) {
  75575. // Expecting user to call `updateTexture` manually
  75576. return;
  75577. }
  75578. this.updateTexture(true);
  75579. };
  75580. /**
  75581. * Update Texture in `manual` mode. Does not do anything if not visible or paused.
  75582. * @param isVisible Visibility state, detected by user using `scene.getActiveMeshes()` or othervise.
  75583. */
  75584. VideoTexture.prototype.updateTexture = function (isVisible) {
  75585. if (!isVisible) {
  75586. return;
  75587. }
  75588. if (this.video.paused && this._stillImageCaptured) {
  75589. return;
  75590. }
  75591. this._stillImageCaptured = true;
  75592. this._updateInternalTexture();
  75593. };
  75594. /**
  75595. * Change video content. Changing video instance or setting multiple urls (as in constructor) is not supported.
  75596. * @param url New url.
  75597. */
  75598. VideoTexture.prototype.updateURL = function (url) {
  75599. this.video.src = url;
  75600. };
  75601. /**
  75602. * Dispose the texture and release its associated resources.
  75603. */
  75604. VideoTexture.prototype.dispose = function () {
  75605. _super.prototype.dispose.call(this);
  75606. if (this._onUserActionRequestedObservable) {
  75607. this._onUserActionRequestedObservable.clear();
  75608. this._onUserActionRequestedObservable = null;
  75609. }
  75610. this.video.removeEventListener(this._createInternalTextureOnEvent, this._createInternalTexture);
  75611. this.video.removeEventListener("paused", this._updateInternalTexture);
  75612. this.video.removeEventListener("seeked", this._updateInternalTexture);
  75613. this.video.removeEventListener("emptied", this.reset);
  75614. this.video.pause();
  75615. };
  75616. /**
  75617. * Creates a video texture straight from your WebCam video feed.
  75618. * @param scene Define the scene the texture should be created in
  75619. * @param onReady Define a callback to triggered once the texture will be ready
  75620. * @param constraints Define the constraints to use to create the web cam feed from WebRTC
  75621. */
  75622. VideoTexture.CreateFromWebCam = function (scene, onReady, constraints) {
  75623. var video = document.createElement("video");
  75624. video.setAttribute('autoplay', '');
  75625. video.setAttribute('muted', '');
  75626. video.setAttribute('playsinline', '');
  75627. var constraintsDeviceId;
  75628. if (constraints && constraints.deviceId) {
  75629. constraintsDeviceId = {
  75630. exact: constraints.deviceId,
  75631. };
  75632. }
  75633. window.URL = window.URL || window.webkitURL || window.mozURL || window.msURL;
  75634. if (navigator.mediaDevices) {
  75635. navigator.mediaDevices.getUserMedia({ video: constraints })
  75636. .then(function (stream) {
  75637. if (video.mozSrcObject !== undefined) {
  75638. // hack for Firefox < 19
  75639. video.mozSrcObject = stream;
  75640. }
  75641. else {
  75642. video.srcObject = stream;
  75643. }
  75644. var onPlaying = function () {
  75645. if (onReady) {
  75646. onReady(new VideoTexture("video", video, scene, true, true));
  75647. }
  75648. video.removeEventListener("playing", onPlaying);
  75649. };
  75650. video.addEventListener("playing", onPlaying);
  75651. video.play();
  75652. })
  75653. .catch(function (err) {
  75654. BABYLON.Tools.Error(err.name);
  75655. });
  75656. }
  75657. else {
  75658. navigator.getUserMedia =
  75659. navigator.getUserMedia ||
  75660. navigator.webkitGetUserMedia ||
  75661. navigator.mozGetUserMedia ||
  75662. navigator.msGetUserMedia;
  75663. if (navigator.getUserMedia) {
  75664. navigator.getUserMedia({
  75665. video: {
  75666. deviceId: constraintsDeviceId,
  75667. width: {
  75668. min: (constraints && constraints.minWidth) || 256,
  75669. max: (constraints && constraints.maxWidth) || 640,
  75670. },
  75671. height: {
  75672. min: (constraints && constraints.minHeight) || 256,
  75673. max: (constraints && constraints.maxHeight) || 480,
  75674. },
  75675. },
  75676. }, function (stream) {
  75677. if (video.mozSrcObject !== undefined) {
  75678. // hack for Firefox < 19
  75679. video.mozSrcObject = stream;
  75680. }
  75681. else {
  75682. video.src = (window.URL && window.URL.createObjectURL(stream)) || stream;
  75683. }
  75684. video.play();
  75685. if (onReady) {
  75686. onReady(new VideoTexture("video", video, scene, true, true));
  75687. }
  75688. }, function (e) {
  75689. BABYLON.Tools.Error(e.name);
  75690. });
  75691. }
  75692. }
  75693. };
  75694. return VideoTexture;
  75695. }(BABYLON.Texture));
  75696. BABYLON.VideoTexture = VideoTexture;
  75697. })(BABYLON || (BABYLON = {}));
  75698. //# sourceMappingURL=babylon.videoTexture.js.map
  75699. var BABYLON;
  75700. (function (BABYLON) {
  75701. /**
  75702. * Raw texture can help creating a texture directly from an array of data.
  75703. * This can be super useful if you either get the data from an uncompressed source or
  75704. * if you wish to create your texture pixel by pixel.
  75705. */
  75706. var RawTexture = /** @class */ (function (_super) {
  75707. __extends(RawTexture, _super);
  75708. /**
  75709. * Instantiates a new RawTexture.
  75710. * Raw texture can help creating a texture directly from an array of data.
  75711. * This can be super useful if you either get the data from an uncompressed source or
  75712. * if you wish to create your texture pixel by pixel.
  75713. * @param data define the array of data to use to create the texture
  75714. * @param width define the width of the texture
  75715. * @param height define the height of the texture
  75716. * @param format define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  75717. * @param scene define the scene the texture belongs to
  75718. * @param generateMipMaps define whether mip maps should be generated or not
  75719. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  75720. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  75721. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  75722. */
  75723. function RawTexture(data, width, height,
  75724. /**
  75725. * Define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  75726. */
  75727. format, scene, generateMipMaps, invertY, samplingMode, type) {
  75728. if (generateMipMaps === void 0) { generateMipMaps = true; }
  75729. if (invertY === void 0) { invertY = false; }
  75730. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  75731. if (type === void 0) { type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  75732. var _this = _super.call(this, null, scene, !generateMipMaps, invertY) || this;
  75733. _this.format = format;
  75734. _this._engine = scene.getEngine();
  75735. _this._texture = scene.getEngine().createRawTexture(data, width, height, format, generateMipMaps, invertY, samplingMode, null, type);
  75736. _this.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  75737. _this.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  75738. return _this;
  75739. }
  75740. /**
  75741. * Updates the texture underlying data.
  75742. * @param data Define the new data of the texture
  75743. */
  75744. RawTexture.prototype.update = function (data) {
  75745. this._engine.updateRawTexture(this._texture, data, this._texture.format, this._texture.invertY, undefined, this._texture.type);
  75746. };
  75747. /**
  75748. * Creates a luminance texture from some data.
  75749. * @param data Define the texture data
  75750. * @param width Define the width of the texture
  75751. * @param height Define the height of the texture
  75752. * @param scene Define the scene the texture belongs to
  75753. * @param generateMipMaps Define whether or not to create mip maps for the texture
  75754. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  75755. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  75756. * @returns the luminance texture
  75757. */
  75758. RawTexture.CreateLuminanceTexture = function (data, width, height, scene, generateMipMaps, invertY, samplingMode) {
  75759. if (generateMipMaps === void 0) { generateMipMaps = true; }
  75760. if (invertY === void 0) { invertY = false; }
  75761. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  75762. return new RawTexture(data, width, height, BABYLON.Engine.TEXTUREFORMAT_LUMINANCE, scene, generateMipMaps, invertY, samplingMode);
  75763. };
  75764. /**
  75765. * Creates a luminance alpha texture from some data.
  75766. * @param data Define the texture data
  75767. * @param width Define the width of the texture
  75768. * @param height Define the height of the texture
  75769. * @param scene Define the scene the texture belongs to
  75770. * @param generateMipMaps Define whether or not to create mip maps for the texture
  75771. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  75772. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  75773. * @returns the luminance alpha texture
  75774. */
  75775. RawTexture.CreateLuminanceAlphaTexture = function (data, width, height, scene, generateMipMaps, invertY, samplingMode) {
  75776. if (generateMipMaps === void 0) { generateMipMaps = true; }
  75777. if (invertY === void 0) { invertY = false; }
  75778. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  75779. return new RawTexture(data, width, height, BABYLON.Engine.TEXTUREFORMAT_LUMINANCE_ALPHA, scene, generateMipMaps, invertY, samplingMode);
  75780. };
  75781. /**
  75782. * Creates an alpha texture from some data.
  75783. * @param data Define the texture data
  75784. * @param width Define the width of the texture
  75785. * @param height Define the height of the texture
  75786. * @param scene Define the scene the texture belongs to
  75787. * @param generateMipMaps Define whether or not to create mip maps for the texture
  75788. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  75789. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  75790. * @returns the alpha texture
  75791. */
  75792. RawTexture.CreateAlphaTexture = function (data, width, height, scene, generateMipMaps, invertY, samplingMode) {
  75793. if (generateMipMaps === void 0) { generateMipMaps = true; }
  75794. if (invertY === void 0) { invertY = false; }
  75795. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  75796. return new RawTexture(data, width, height, BABYLON.Engine.TEXTUREFORMAT_ALPHA, scene, generateMipMaps, invertY, samplingMode);
  75797. };
  75798. /**
  75799. * Creates a RGB texture from some data.
  75800. * @param data Define the texture data
  75801. * @param width Define the width of the texture
  75802. * @param height Define the height of the texture
  75803. * @param scene Define the scene the texture belongs to
  75804. * @param generateMipMaps Define whether or not to create mip maps for the texture
  75805. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  75806. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  75807. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  75808. * @returns the RGB alpha texture
  75809. */
  75810. RawTexture.CreateRGBTexture = function (data, width, height, scene, generateMipMaps, invertY, samplingMode, type) {
  75811. if (generateMipMaps === void 0) { generateMipMaps = true; }
  75812. if (invertY === void 0) { invertY = false; }
  75813. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  75814. if (type === void 0) { type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  75815. return new RawTexture(data, width, height, BABYLON.Engine.TEXTUREFORMAT_RGB, scene, generateMipMaps, invertY, samplingMode, type);
  75816. };
  75817. /**
  75818. * Creates a RGBA texture from some data.
  75819. * @param data Define the texture data
  75820. * @param width Define the width of the texture
  75821. * @param height Define the height of the texture
  75822. * @param scene Define the scene the texture belongs to
  75823. * @param generateMipMaps Define whether or not to create mip maps for the texture
  75824. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  75825. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  75826. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  75827. * @returns the RGBA texture
  75828. */
  75829. RawTexture.CreateRGBATexture = function (data, width, height, scene, generateMipMaps, invertY, samplingMode, type) {
  75830. if (generateMipMaps === void 0) { generateMipMaps = true; }
  75831. if (invertY === void 0) { invertY = false; }
  75832. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  75833. if (type === void 0) { type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  75834. return new RawTexture(data, width, height, BABYLON.Engine.TEXTUREFORMAT_RGBA, scene, generateMipMaps, invertY, samplingMode, type);
  75835. };
  75836. /**
  75837. * Creates a R texture from some data.
  75838. * @param data Define the texture data
  75839. * @param width Define the width of the texture
  75840. * @param height Define the height of the texture
  75841. * @param scene Define the scene the texture belongs to
  75842. * @param generateMipMaps Define whether or not to create mip maps for the texture
  75843. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  75844. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  75845. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  75846. * @returns the R texture
  75847. */
  75848. RawTexture.CreateRTexture = function (data, width, height, scene, generateMipMaps, invertY, samplingMode, type) {
  75849. if (generateMipMaps === void 0) { generateMipMaps = true; }
  75850. if (invertY === void 0) { invertY = false; }
  75851. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  75852. if (type === void 0) { type = BABYLON.Engine.TEXTURETYPE_FLOAT; }
  75853. return new RawTexture(data, width, height, BABYLON.Engine.TEXTUREFORMAT_R, scene, generateMipMaps, invertY, samplingMode, type);
  75854. };
  75855. return RawTexture;
  75856. }(BABYLON.Texture));
  75857. BABYLON.RawTexture = RawTexture;
  75858. })(BABYLON || (BABYLON = {}));
  75859. //# sourceMappingURL=babylon.rawTexture.js.map
  75860. var BABYLON;
  75861. (function (BABYLON) {
  75862. /**
  75863. * Class used to store 3D textures containing user data
  75864. */
  75865. var RawTexture3D = /** @class */ (function (_super) {
  75866. __extends(RawTexture3D, _super);
  75867. /**
  75868. * Create a new RawTexture3D
  75869. * @param data defines the data of the texture
  75870. * @param width defines the width of the texture
  75871. * @param height defines the height of the texture
  75872. * @param depth defines the depth of the texture
  75873. * @param format defines the texture format to use
  75874. * @param scene defines the hosting scene
  75875. * @param generateMipMaps defines a boolean indicating if mip levels should be generated (true by default)
  75876. * @param invertY defines if texture must be stored with Y axis inverted
  75877. * @param samplingMode defines the sampling mode to use (BABYLON.Texture.TRILINEAR_SAMPLINGMODE by default)
  75878. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  75879. */
  75880. function RawTexture3D(data, width, height, depth,
  75881. /** Gets or sets the texture format to use */
  75882. format, scene, generateMipMaps, invertY, samplingMode, textureType) {
  75883. if (generateMipMaps === void 0) { generateMipMaps = true; }
  75884. if (invertY === void 0) { invertY = false; }
  75885. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  75886. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  75887. var _this = _super.call(this, null, scene, !generateMipMaps, invertY) || this;
  75888. _this.format = format;
  75889. _this._engine = scene.getEngine();
  75890. _this._texture = scene.getEngine().createRawTexture3D(data, width, height, depth, format, generateMipMaps, invertY, samplingMode, undefined, textureType);
  75891. _this.is3D = true;
  75892. return _this;
  75893. }
  75894. /**
  75895. * Update the texture with new data
  75896. * @param data defines the data to store in the texture
  75897. */
  75898. RawTexture3D.prototype.update = function (data) {
  75899. if (!this._texture) {
  75900. return;
  75901. }
  75902. this._engine.updateRawTexture3D(this._texture, data, this._texture.format, this._texture.invertY, undefined, this._texture.type);
  75903. };
  75904. return RawTexture3D;
  75905. }(BABYLON.Texture));
  75906. BABYLON.RawTexture3D = RawTexture3D;
  75907. })(BABYLON || (BABYLON = {}));
  75908. //# sourceMappingURL=babylon.rawTexture3D.js.map
  75909. var BABYLON;
  75910. (function (BABYLON) {
  75911. /**
  75912. * PostProcessManager is used to manage one or more post processes or post process pipelines
  75913. * See https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  75914. */
  75915. var PostProcessManager = /** @class */ (function () {
  75916. /**
  75917. * Creates a new instance PostProcess
  75918. * @param scene The scene that the post process is associated with.
  75919. */
  75920. function PostProcessManager(scene) {
  75921. this._vertexBuffers = {};
  75922. this._scene = scene;
  75923. }
  75924. PostProcessManager.prototype._prepareBuffers = function () {
  75925. if (this._vertexBuffers[BABYLON.VertexBuffer.PositionKind]) {
  75926. return;
  75927. }
  75928. // VBO
  75929. var vertices = [];
  75930. vertices.push(1, 1);
  75931. vertices.push(-1, 1);
  75932. vertices.push(-1, -1);
  75933. vertices.push(1, -1);
  75934. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = new BABYLON.VertexBuffer(this._scene.getEngine(), vertices, BABYLON.VertexBuffer.PositionKind, false, false, 2);
  75935. this._buildIndexBuffer();
  75936. };
  75937. PostProcessManager.prototype._buildIndexBuffer = function () {
  75938. // Indices
  75939. var indices = [];
  75940. indices.push(0);
  75941. indices.push(1);
  75942. indices.push(2);
  75943. indices.push(0);
  75944. indices.push(2);
  75945. indices.push(3);
  75946. this._indexBuffer = this._scene.getEngine().createIndexBuffer(indices);
  75947. };
  75948. /**
  75949. * Rebuilds the vertex buffers of the manager.
  75950. * @hidden
  75951. */
  75952. PostProcessManager.prototype._rebuild = function () {
  75953. var vb = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  75954. if (!vb) {
  75955. return;
  75956. }
  75957. vb._rebuild();
  75958. this._buildIndexBuffer();
  75959. };
  75960. // Methods
  75961. /**
  75962. * Prepares a frame to be run through a post process.
  75963. * @param sourceTexture The input texture to the post procesess. (default: null)
  75964. * @param postProcesses An array of post processes to be run. (default: null)
  75965. * @returns True if the post processes were able to be run.
  75966. * @hidden
  75967. */
  75968. PostProcessManager.prototype._prepareFrame = function (sourceTexture, postProcesses) {
  75969. if (sourceTexture === void 0) { sourceTexture = null; }
  75970. if (postProcesses === void 0) { postProcesses = null; }
  75971. var camera = this._scene.activeCamera;
  75972. if (!camera) {
  75973. return false;
  75974. }
  75975. var postProcesses = postProcesses || camera._postProcesses.filter(function (pp) { return pp != null; });
  75976. if (!postProcesses || postProcesses.length === 0 || !this._scene.postProcessesEnabled) {
  75977. return false;
  75978. }
  75979. postProcesses[0].activate(camera, sourceTexture, postProcesses !== null && postProcesses !== undefined);
  75980. return true;
  75981. };
  75982. /**
  75983. * Manually render a set of post processes to a texture.
  75984. * @param postProcesses An array of post processes to be run.
  75985. * @param targetTexture The target texture to render to.
  75986. * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight
  75987. * @param faceIndex defines the face to render to if a cubemap is defined as the target
  75988. * @param lodLevel defines which lod of the texture to render to
  75989. */
  75990. PostProcessManager.prototype.directRender = function (postProcesses, targetTexture, forceFullscreenViewport, faceIndex, lodLevel) {
  75991. if (targetTexture === void 0) { targetTexture = null; }
  75992. if (forceFullscreenViewport === void 0) { forceFullscreenViewport = false; }
  75993. if (faceIndex === void 0) { faceIndex = 0; }
  75994. if (lodLevel === void 0) { lodLevel = 0; }
  75995. var engine = this._scene.getEngine();
  75996. for (var index = 0; index < postProcesses.length; index++) {
  75997. if (index < postProcesses.length - 1) {
  75998. postProcesses[index + 1].activate(this._scene.activeCamera, targetTexture);
  75999. }
  76000. else {
  76001. if (targetTexture) {
  76002. engine.bindFramebuffer(targetTexture, faceIndex, undefined, undefined, forceFullscreenViewport, undefined, lodLevel);
  76003. }
  76004. else {
  76005. engine.restoreDefaultFramebuffer();
  76006. }
  76007. }
  76008. var pp = postProcesses[index];
  76009. var effect = pp.apply();
  76010. if (effect) {
  76011. pp.onBeforeRenderObservable.notifyObservers(effect);
  76012. // VBOs
  76013. this._prepareBuffers();
  76014. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, effect);
  76015. // Draw order
  76016. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  76017. pp.onAfterRenderObservable.notifyObservers(effect);
  76018. }
  76019. }
  76020. // Restore depth buffer
  76021. engine.setDepthBuffer(true);
  76022. engine.setDepthWrite(true);
  76023. };
  76024. /**
  76025. * Finalize the result of the output of the postprocesses.
  76026. * @param doNotPresent If true the result will not be displayed to the screen.
  76027. * @param targetTexture The target texture to render to.
  76028. * @param faceIndex The index of the face to bind the target texture to.
  76029. * @param postProcesses The array of post processes to render.
  76030. * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight (default: false)
  76031. * @hidden
  76032. */
  76033. PostProcessManager.prototype._finalizeFrame = function (doNotPresent, targetTexture, faceIndex, postProcesses, forceFullscreenViewport) {
  76034. if (forceFullscreenViewport === void 0) { forceFullscreenViewport = false; }
  76035. var camera = this._scene.activeCamera;
  76036. if (!camera) {
  76037. return;
  76038. }
  76039. postProcesses = postProcesses || camera._postProcesses.filter(function (pp) { return pp != null; });
  76040. if (postProcesses.length === 0 || !this._scene.postProcessesEnabled) {
  76041. return;
  76042. }
  76043. var engine = this._scene.getEngine();
  76044. for (var index = 0, len = postProcesses.length; index < len; index++) {
  76045. var pp = postProcesses[index];
  76046. if (index < len - 1) {
  76047. pp._outputTexture = postProcesses[index + 1].activate(camera, targetTexture);
  76048. }
  76049. else {
  76050. if (targetTexture) {
  76051. engine.bindFramebuffer(targetTexture, faceIndex, undefined, undefined, forceFullscreenViewport);
  76052. pp._outputTexture = targetTexture;
  76053. }
  76054. else {
  76055. engine.restoreDefaultFramebuffer();
  76056. pp._outputTexture = null;
  76057. }
  76058. }
  76059. if (doNotPresent) {
  76060. break;
  76061. }
  76062. var effect = pp.apply();
  76063. if (effect) {
  76064. pp.onBeforeRenderObservable.notifyObservers(effect);
  76065. // VBOs
  76066. this._prepareBuffers();
  76067. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, effect);
  76068. // Draw order
  76069. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  76070. pp.onAfterRenderObservable.notifyObservers(effect);
  76071. }
  76072. }
  76073. // Restore states
  76074. engine.setDepthBuffer(true);
  76075. engine.setDepthWrite(true);
  76076. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  76077. };
  76078. /**
  76079. * Disposes of the post process manager.
  76080. */
  76081. PostProcessManager.prototype.dispose = function () {
  76082. var buffer = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  76083. if (buffer) {
  76084. buffer.dispose();
  76085. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = null;
  76086. }
  76087. if (this._indexBuffer) {
  76088. this._scene.getEngine()._releaseBuffer(this._indexBuffer);
  76089. this._indexBuffer = null;
  76090. }
  76091. };
  76092. return PostProcessManager;
  76093. }());
  76094. BABYLON.PostProcessManager = PostProcessManager;
  76095. })(BABYLON || (BABYLON = {}));
  76096. //# sourceMappingURL=babylon.postProcessManager.js.map
  76097. var BABYLON;
  76098. (function (BABYLON) {
  76099. /**
  76100. * PostProcess can be used to apply a shader to a texture after it has been rendered
  76101. * See https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  76102. */
  76103. var PostProcess = /** @class */ (function () {
  76104. /**
  76105. * Creates a new instance PostProcess
  76106. * @param name The name of the PostProcess.
  76107. * @param fragmentUrl The url of the fragment shader to be used.
  76108. * @param parameters Array of the names of uniform non-sampler2D variables that will be passed to the shader.
  76109. * @param samplers Array of the names of uniform sampler2D variables that will be passed to the shader.
  76110. * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)
  76111. * @param camera The camera to apply the render pass to.
  76112. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  76113. * @param engine The engine which the post process will be applied. (default: current engine)
  76114. * @param reusable If the post process can be reused on the same frame. (default: false)
  76115. * @param defines String of defines that will be set when running the fragment shader. (default: null)
  76116. * @param textureType Type of textures used when performing the post process. (default: 0)
  76117. * @param vertexUrl The url of the vertex shader to be used. (default: "postprocess")
  76118. * @param indexParameters The index parameters to be used for babylons include syntax "#include<kernelBlurVaryingDeclaration>[0..varyingCount]". (default: undefined) See usage in babylon.blurPostProcess.ts and kernelBlur.vertex.fx
  76119. * @param blockCompilation If the shader should not be compiled imediatly. (default: false)
  76120. */
  76121. function PostProcess(
  76122. /** Name of the PostProcess. */
  76123. name, fragmentUrl, parameters, samplers, options, camera, samplingMode, engine, reusable, defines, textureType, vertexUrl, indexParameters, blockCompilation) {
  76124. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.NEAREST_SAMPLINGMODE; }
  76125. if (defines === void 0) { defines = null; }
  76126. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  76127. if (vertexUrl === void 0) { vertexUrl = "postprocess"; }
  76128. if (blockCompilation === void 0) { blockCompilation = false; }
  76129. this.name = name;
  76130. /**
  76131. * Width of the texture to apply the post process on
  76132. */
  76133. this.width = -1;
  76134. /**
  76135. * Height of the texture to apply the post process on
  76136. */
  76137. this.height = -1;
  76138. /**
  76139. * Internal, reference to the location where this postprocess was output to. (Typically the texture on the next postprocess in the chain)
  76140. * @hidden
  76141. */
  76142. this._outputTexture = null;
  76143. /**
  76144. * If the buffer needs to be cleared before applying the post process. (default: true)
  76145. * Should be set to false if shader will overwrite all previous pixels.
  76146. */
  76147. this.autoClear = true;
  76148. /**
  76149. * Type of alpha mode to use when performing the post process (default: Engine.ALPHA_DISABLE)
  76150. */
  76151. this.alphaMode = BABYLON.Engine.ALPHA_DISABLE;
  76152. /**
  76153. * Animations to be used for the post processing
  76154. */
  76155. this.animations = new Array();
  76156. /**
  76157. * Enable Pixel Perfect mode where texture is not scaled to be power of 2.
  76158. * Can only be used on a single postprocess or on the last one of a chain. (default: false)
  76159. */
  76160. this.enablePixelPerfectMode = false;
  76161. /**
  76162. * Force the postprocess to be applied without taking in account viewport
  76163. */
  76164. this.forceFullscreenViewport = true;
  76165. /**
  76166. * Scale mode for the post process (default: Engine.SCALEMODE_FLOOR)
  76167. *
  76168. * | Value | Type | Description |
  76169. * | ----- | ----------------------------------- | ----------- |
  76170. * | 1 | SCALEMODE_FLOOR | [engine.scalemode_floor](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_floor) |
  76171. * | 2 | SCALEMODE_NEAREST | [engine.scalemode_nearest](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_nearest) |
  76172. * | 3 | SCALEMODE_CEILING | [engine.scalemode_ceiling](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_ceiling) |
  76173. *
  76174. */
  76175. this.scaleMode = BABYLON.Engine.SCALEMODE_FLOOR;
  76176. /**
  76177. * Force textures to be a power of two (default: false)
  76178. */
  76179. this.alwaysForcePOT = false;
  76180. this._samples = 1;
  76181. /**
  76182. * Modify the scale of the post process to be the same as the viewport (default: false)
  76183. */
  76184. this.adaptScaleToCurrentViewport = false;
  76185. this._reusable = false;
  76186. /**
  76187. * Smart array of input and output textures for the post process.
  76188. * @hidden
  76189. */
  76190. this._textures = new BABYLON.SmartArray(2);
  76191. /**
  76192. * The index in _textures that corresponds to the output texture.
  76193. * @hidden
  76194. */
  76195. this._currentRenderTextureInd = 0;
  76196. this._scaleRatio = new BABYLON.Vector2(1, 1);
  76197. this._texelSize = BABYLON.Vector2.Zero();
  76198. // Events
  76199. /**
  76200. * An event triggered when the postprocess is activated.
  76201. */
  76202. this.onActivateObservable = new BABYLON.Observable();
  76203. /**
  76204. * An event triggered when the postprocess changes its size.
  76205. */
  76206. this.onSizeChangedObservable = new BABYLON.Observable();
  76207. /**
  76208. * An event triggered when the postprocess applies its effect.
  76209. */
  76210. this.onApplyObservable = new BABYLON.Observable();
  76211. /**
  76212. * An event triggered before rendering the postprocess
  76213. */
  76214. this.onBeforeRenderObservable = new BABYLON.Observable();
  76215. /**
  76216. * An event triggered after rendering the postprocess
  76217. */
  76218. this.onAfterRenderObservable = new BABYLON.Observable();
  76219. if (camera != null) {
  76220. this._camera = camera;
  76221. this._scene = camera.getScene();
  76222. camera.attachPostProcess(this);
  76223. this._engine = this._scene.getEngine();
  76224. this._scene.postProcesses.push(this);
  76225. }
  76226. else if (engine) {
  76227. this._engine = engine;
  76228. this._engine.postProcesses.push(this);
  76229. }
  76230. this._options = options;
  76231. this.renderTargetSamplingMode = samplingMode ? samplingMode : BABYLON.Texture.NEAREST_SAMPLINGMODE;
  76232. this._reusable = reusable || false;
  76233. this._textureType = textureType;
  76234. this._samplers = samplers || [];
  76235. this._samplers.push("textureSampler");
  76236. this._fragmentUrl = fragmentUrl;
  76237. this._vertexUrl = vertexUrl;
  76238. this._parameters = parameters || [];
  76239. this._parameters.push("scale");
  76240. this._indexParameters = indexParameters;
  76241. if (!blockCompilation) {
  76242. this.updateEffect(defines);
  76243. }
  76244. }
  76245. Object.defineProperty(PostProcess.prototype, "samples", {
  76246. /**
  76247. * Number of sample textures (default: 1)
  76248. */
  76249. get: function () {
  76250. return this._samples;
  76251. },
  76252. set: function (n) {
  76253. var _this = this;
  76254. this._samples = n;
  76255. this._textures.forEach(function (texture) {
  76256. if (texture.samples !== _this._samples) {
  76257. _this._engine.updateRenderTargetTextureSampleCount(texture, _this._samples);
  76258. }
  76259. });
  76260. },
  76261. enumerable: true,
  76262. configurable: true
  76263. });
  76264. Object.defineProperty(PostProcess.prototype, "onActivate", {
  76265. /**
  76266. * A function that is added to the onActivateObservable
  76267. */
  76268. set: function (callback) {
  76269. if (this._onActivateObserver) {
  76270. this.onActivateObservable.remove(this._onActivateObserver);
  76271. }
  76272. if (callback) {
  76273. this._onActivateObserver = this.onActivateObservable.add(callback);
  76274. }
  76275. },
  76276. enumerable: true,
  76277. configurable: true
  76278. });
  76279. Object.defineProperty(PostProcess.prototype, "onSizeChanged", {
  76280. /**
  76281. * A function that is added to the onSizeChangedObservable
  76282. */
  76283. set: function (callback) {
  76284. if (this._onSizeChangedObserver) {
  76285. this.onSizeChangedObservable.remove(this._onSizeChangedObserver);
  76286. }
  76287. this._onSizeChangedObserver = this.onSizeChangedObservable.add(callback);
  76288. },
  76289. enumerable: true,
  76290. configurable: true
  76291. });
  76292. Object.defineProperty(PostProcess.prototype, "onApply", {
  76293. /**
  76294. * A function that is added to the onApplyObservable
  76295. */
  76296. set: function (callback) {
  76297. if (this._onApplyObserver) {
  76298. this.onApplyObservable.remove(this._onApplyObserver);
  76299. }
  76300. this._onApplyObserver = this.onApplyObservable.add(callback);
  76301. },
  76302. enumerable: true,
  76303. configurable: true
  76304. });
  76305. Object.defineProperty(PostProcess.prototype, "onBeforeRender", {
  76306. /**
  76307. * A function that is added to the onBeforeRenderObservable
  76308. */
  76309. set: function (callback) {
  76310. if (this._onBeforeRenderObserver) {
  76311. this.onBeforeRenderObservable.remove(this._onBeforeRenderObserver);
  76312. }
  76313. this._onBeforeRenderObserver = this.onBeforeRenderObservable.add(callback);
  76314. },
  76315. enumerable: true,
  76316. configurable: true
  76317. });
  76318. Object.defineProperty(PostProcess.prototype, "onAfterRender", {
  76319. /**
  76320. * A function that is added to the onAfterRenderObservable
  76321. */
  76322. set: function (callback) {
  76323. if (this._onAfterRenderObserver) {
  76324. this.onAfterRenderObservable.remove(this._onAfterRenderObserver);
  76325. }
  76326. this._onAfterRenderObserver = this.onAfterRenderObservable.add(callback);
  76327. },
  76328. enumerable: true,
  76329. configurable: true
  76330. });
  76331. Object.defineProperty(PostProcess.prototype, "inputTexture", {
  76332. /**
  76333. * The input texture for this post process and the output texture of the previous post process. When added to a pipeline the previous post process will
  76334. * render it's output into this texture and this texture will be used as textureSampler in the fragment shader of this post process.
  76335. */
  76336. get: function () {
  76337. return this._textures.data[this._currentRenderTextureInd];
  76338. },
  76339. set: function (value) {
  76340. this._forcedOutputTexture = value;
  76341. },
  76342. enumerable: true,
  76343. configurable: true
  76344. });
  76345. /**
  76346. * Gets the camera which post process is applied to.
  76347. * @returns The camera the post process is applied to.
  76348. */
  76349. PostProcess.prototype.getCamera = function () {
  76350. return this._camera;
  76351. };
  76352. Object.defineProperty(PostProcess.prototype, "texelSize", {
  76353. /**
  76354. * Gets the texel size of the postprocess.
  76355. * See https://en.wikipedia.org/wiki/Texel_(graphics)
  76356. */
  76357. get: function () {
  76358. if (this._shareOutputWithPostProcess) {
  76359. return this._shareOutputWithPostProcess.texelSize;
  76360. }
  76361. if (this._forcedOutputTexture) {
  76362. this._texelSize.copyFromFloats(1.0 / this._forcedOutputTexture.width, 1.0 / this._forcedOutputTexture.height);
  76363. }
  76364. return this._texelSize;
  76365. },
  76366. enumerable: true,
  76367. configurable: true
  76368. });
  76369. /**
  76370. * Gets the engine which this post process belongs to.
  76371. * @returns The engine the post process was enabled with.
  76372. */
  76373. PostProcess.prototype.getEngine = function () {
  76374. return this._engine;
  76375. };
  76376. /**
  76377. * The effect that is created when initializing the post process.
  76378. * @returns The created effect corrisponding the the postprocess.
  76379. */
  76380. PostProcess.prototype.getEffect = function () {
  76381. return this._effect;
  76382. };
  76383. /**
  76384. * To avoid multiple redundant textures for multiple post process, the output the output texture for this post process can be shared with another.
  76385. * @param postProcess The post process to share the output with.
  76386. * @returns This post process.
  76387. */
  76388. PostProcess.prototype.shareOutputWith = function (postProcess) {
  76389. this._disposeTextures();
  76390. this._shareOutputWithPostProcess = postProcess;
  76391. return this;
  76392. };
  76393. /**
  76394. * Reverses the effect of calling shareOutputWith and returns the post process back to its original state.
  76395. * This should be called if the post process that shares output with this post process is disabled/disposed.
  76396. */
  76397. PostProcess.prototype.useOwnOutput = function () {
  76398. if (this._textures.length == 0) {
  76399. this._textures = new BABYLON.SmartArray(2);
  76400. }
  76401. this._shareOutputWithPostProcess = null;
  76402. };
  76403. /**
  76404. * Updates the effect with the current post process compile time values and recompiles the shader.
  76405. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  76406. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  76407. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  76408. * @param indexParameters The index parameters to be used for babylons include syntax "#include<kernelBlurVaryingDeclaration>[0..varyingCount]". (default: undefined) See usage in babylon.blurPostProcess.ts and kernelBlur.vertex.fx
  76409. * @param onCompiled Called when the shader has been compiled.
  76410. * @param onError Called if there is an error when compiling a shader.
  76411. */
  76412. PostProcess.prototype.updateEffect = function (defines, uniforms, samplers, indexParameters, onCompiled, onError) {
  76413. if (defines === void 0) { defines = null; }
  76414. if (uniforms === void 0) { uniforms = null; }
  76415. if (samplers === void 0) { samplers = null; }
  76416. this._effect = this._engine.createEffect({ vertex: this._vertexUrl, fragment: this._fragmentUrl }, ["position"], uniforms || this._parameters, samplers || this._samplers, defines !== null ? defines : "", undefined, onCompiled, onError, indexParameters || this._indexParameters);
  76417. };
  76418. /**
  76419. * The post process is reusable if it can be used multiple times within one frame.
  76420. * @returns If the post process is reusable
  76421. */
  76422. PostProcess.prototype.isReusable = function () {
  76423. return this._reusable;
  76424. };
  76425. /** invalidate frameBuffer to hint the postprocess to create a depth buffer */
  76426. PostProcess.prototype.markTextureDirty = function () {
  76427. this.width = -1;
  76428. };
  76429. /**
  76430. * Activates the post process by intializing the textures to be used when executed. Notifies onActivateObservable.
  76431. * When this post process is used in a pipeline, this is call will bind the input texture of this post process to the output of the previous.
  76432. * @param camera The camera that will be used in the post process. This camera will be used when calling onActivateObservable.
  76433. * @param sourceTexture The source texture to be inspected to get the width and height if not specified in the post process constructor. (default: null)
  76434. * @param forceDepthStencil If true, a depth and stencil buffer will be generated. (default: false)
  76435. * @returns The target texture that was bound to be written to.
  76436. */
  76437. PostProcess.prototype.activate = function (camera, sourceTexture, forceDepthStencil) {
  76438. var _this = this;
  76439. if (sourceTexture === void 0) { sourceTexture = null; }
  76440. camera = camera || this._camera;
  76441. var scene = camera.getScene();
  76442. var engine = scene.getEngine();
  76443. var maxSize = engine.getCaps().maxTextureSize;
  76444. var requiredWidth = ((sourceTexture ? sourceTexture.width : this._engine.getRenderWidth(true)) * this._options) | 0;
  76445. var requiredHeight = ((sourceTexture ? sourceTexture.height : this._engine.getRenderHeight(true)) * this._options) | 0;
  76446. // If rendering to a webvr camera's left or right eye only half the width should be used to avoid resize when rendered to screen
  76447. var webVRCamera = camera.parent;
  76448. if (webVRCamera && (webVRCamera.leftCamera == camera || webVRCamera.rightCamera == camera)) {
  76449. requiredWidth /= 2;
  76450. }
  76451. var desiredWidth = (this._options.width || requiredWidth);
  76452. var desiredHeight = this._options.height || requiredHeight;
  76453. if (!this._shareOutputWithPostProcess && !this._forcedOutputTexture) {
  76454. if (this.adaptScaleToCurrentViewport) {
  76455. var currentViewport = engine.currentViewport;
  76456. if (currentViewport) {
  76457. desiredWidth *= currentViewport.width;
  76458. desiredHeight *= currentViewport.height;
  76459. }
  76460. }
  76461. if (this.renderTargetSamplingMode === BABYLON.Texture.TRILINEAR_SAMPLINGMODE || this.alwaysForcePOT) {
  76462. if (!this._options.width) {
  76463. desiredWidth = engine.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(desiredWidth, maxSize, this.scaleMode) : desiredWidth;
  76464. }
  76465. if (!this._options.height) {
  76466. desiredHeight = engine.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(desiredHeight, maxSize, this.scaleMode) : desiredHeight;
  76467. }
  76468. }
  76469. if (this.width !== desiredWidth || this.height !== desiredHeight) {
  76470. if (this._textures.length > 0) {
  76471. for (var i = 0; i < this._textures.length; i++) {
  76472. this._engine._releaseTexture(this._textures.data[i]);
  76473. }
  76474. this._textures.reset();
  76475. }
  76476. this.width = desiredWidth;
  76477. this.height = desiredHeight;
  76478. var textureSize = { width: this.width, height: this.height };
  76479. var textureOptions = {
  76480. generateMipMaps: false,
  76481. generateDepthBuffer: forceDepthStencil || camera._postProcesses.indexOf(this) === 0,
  76482. generateStencilBuffer: (forceDepthStencil || camera._postProcesses.indexOf(this) === 0) && this._engine.isStencilEnable,
  76483. samplingMode: this.renderTargetSamplingMode,
  76484. type: this._textureType
  76485. };
  76486. this._textures.push(this._engine.createRenderTargetTexture(textureSize, textureOptions));
  76487. if (this._reusable) {
  76488. this._textures.push(this._engine.createRenderTargetTexture(textureSize, textureOptions));
  76489. }
  76490. this._texelSize.copyFromFloats(1.0 / this.width, 1.0 / this.height);
  76491. this.onSizeChangedObservable.notifyObservers(this);
  76492. }
  76493. this._textures.forEach(function (texture) {
  76494. if (texture.samples !== _this.samples) {
  76495. _this._engine.updateRenderTargetTextureSampleCount(texture, _this.samples);
  76496. }
  76497. });
  76498. }
  76499. var target;
  76500. if (this._shareOutputWithPostProcess) {
  76501. target = this._shareOutputWithPostProcess.inputTexture;
  76502. }
  76503. else if (this._forcedOutputTexture) {
  76504. target = this._forcedOutputTexture;
  76505. this.width = this._forcedOutputTexture.width;
  76506. this.height = this._forcedOutputTexture.height;
  76507. }
  76508. else {
  76509. target = this.inputTexture;
  76510. }
  76511. // Bind the input of this post process to be used as the output of the previous post process.
  76512. if (this.enablePixelPerfectMode) {
  76513. this._scaleRatio.copyFromFloats(requiredWidth / desiredWidth, requiredHeight / desiredHeight);
  76514. this._engine.bindFramebuffer(target, 0, requiredWidth, requiredHeight, this.forceFullscreenViewport);
  76515. }
  76516. else {
  76517. this._scaleRatio.copyFromFloats(1, 1);
  76518. this._engine.bindFramebuffer(target, 0, undefined, undefined, this.forceFullscreenViewport);
  76519. }
  76520. this.onActivateObservable.notifyObservers(camera);
  76521. // Clear
  76522. if (this.autoClear && this.alphaMode === BABYLON.Engine.ALPHA_DISABLE) {
  76523. this._engine.clear(this.clearColor ? this.clearColor : scene.clearColor, scene._allowPostProcessClearColor, true, true);
  76524. }
  76525. if (this._reusable) {
  76526. this._currentRenderTextureInd = (this._currentRenderTextureInd + 1) % 2;
  76527. }
  76528. return target;
  76529. };
  76530. Object.defineProperty(PostProcess.prototype, "isSupported", {
  76531. /**
  76532. * If the post process is supported.
  76533. */
  76534. get: function () {
  76535. return this._effect.isSupported;
  76536. },
  76537. enumerable: true,
  76538. configurable: true
  76539. });
  76540. Object.defineProperty(PostProcess.prototype, "aspectRatio", {
  76541. /**
  76542. * The aspect ratio of the output texture.
  76543. */
  76544. get: function () {
  76545. if (this._shareOutputWithPostProcess) {
  76546. return this._shareOutputWithPostProcess.aspectRatio;
  76547. }
  76548. if (this._forcedOutputTexture) {
  76549. return this._forcedOutputTexture.width / this._forcedOutputTexture.height;
  76550. }
  76551. return this.width / this.height;
  76552. },
  76553. enumerable: true,
  76554. configurable: true
  76555. });
  76556. /**
  76557. * Get a value indicating if the post-process is ready to be used
  76558. * @returns true if the post-process is ready (shader is compiled)
  76559. */
  76560. PostProcess.prototype.isReady = function () {
  76561. return this._effect && this._effect.isReady();
  76562. };
  76563. /**
  76564. * Binds all textures and uniforms to the shader, this will be run on every pass.
  76565. * @returns the effect corrisponding to this post process. Null if not compiled or not ready.
  76566. */
  76567. PostProcess.prototype.apply = function () {
  76568. // Check
  76569. if (!this._effect || !this._effect.isReady()) {
  76570. return null;
  76571. }
  76572. // States
  76573. this._engine.enableEffect(this._effect);
  76574. this._engine.setState(false);
  76575. this._engine.setDepthBuffer(false);
  76576. this._engine.setDepthWrite(false);
  76577. // Alpha
  76578. this._engine.setAlphaMode(this.alphaMode);
  76579. if (this.alphaConstants) {
  76580. this.getEngine().setAlphaConstants(this.alphaConstants.r, this.alphaConstants.g, this.alphaConstants.b, this.alphaConstants.a);
  76581. }
  76582. // Bind the output texture of the preivous post process as the input to this post process.
  76583. var source;
  76584. if (this._shareOutputWithPostProcess) {
  76585. source = this._shareOutputWithPostProcess.inputTexture;
  76586. }
  76587. else if (this._forcedOutputTexture) {
  76588. source = this._forcedOutputTexture;
  76589. }
  76590. else {
  76591. source = this.inputTexture;
  76592. }
  76593. this._effect._bindTexture("textureSampler", source);
  76594. // Parameters
  76595. this._effect.setVector2("scale", this._scaleRatio);
  76596. this.onApplyObservable.notifyObservers(this._effect);
  76597. return this._effect;
  76598. };
  76599. PostProcess.prototype._disposeTextures = function () {
  76600. if (this._shareOutputWithPostProcess || this._forcedOutputTexture) {
  76601. return;
  76602. }
  76603. if (this._textures.length > 0) {
  76604. for (var i = 0; i < this._textures.length; i++) {
  76605. this._engine._releaseTexture(this._textures.data[i]);
  76606. }
  76607. }
  76608. this._textures.dispose();
  76609. };
  76610. /**
  76611. * Disposes the post process.
  76612. * @param camera The camera to dispose the post process on.
  76613. */
  76614. PostProcess.prototype.dispose = function (camera) {
  76615. camera = camera || this._camera;
  76616. this._disposeTextures();
  76617. if (this._scene) {
  76618. var index_1 = this._scene.postProcesses.indexOf(this);
  76619. if (index_1 !== -1) {
  76620. this._scene.postProcesses.splice(index_1, 1);
  76621. }
  76622. }
  76623. else {
  76624. var index_2 = this._engine.postProcesses.indexOf(this);
  76625. if (index_2 !== -1) {
  76626. this._engine.postProcesses.splice(index_2, 1);
  76627. }
  76628. }
  76629. if (!camera) {
  76630. return;
  76631. }
  76632. camera.detachPostProcess(this);
  76633. var index = camera._postProcesses.indexOf(this);
  76634. if (index === 0 && camera._postProcesses.length > 0) {
  76635. var firstPostProcess = this._camera._getFirstPostProcess();
  76636. if (firstPostProcess) {
  76637. firstPostProcess.markTextureDirty();
  76638. }
  76639. }
  76640. this.onActivateObservable.clear();
  76641. this.onAfterRenderObservable.clear();
  76642. this.onApplyObservable.clear();
  76643. this.onBeforeRenderObservable.clear();
  76644. this.onSizeChangedObservable.clear();
  76645. };
  76646. return PostProcess;
  76647. }());
  76648. BABYLON.PostProcess = PostProcess;
  76649. })(BABYLON || (BABYLON = {}));
  76650. //# sourceMappingURL=babylon.postProcess.js.map
  76651. var BABYLON;
  76652. (function (BABYLON) {
  76653. /**
  76654. * PassPostProcess which produces an output the same as it's input
  76655. */
  76656. var PassPostProcess = /** @class */ (function (_super) {
  76657. __extends(PassPostProcess, _super);
  76658. /**
  76659. * Creates the PassPostProcess
  76660. * @param name The name of the effect.
  76661. * @param options The required width/height ratio to downsize to before computing the render pass.
  76662. * @param camera The camera to apply the render pass to.
  76663. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  76664. * @param engine The engine which the post process will be applied. (default: current engine)
  76665. * @param reusable If the post process can be reused on the same frame. (default: false)
  76666. * @param textureType The type of texture to be used when performing the post processing.
  76667. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  76668. */
  76669. function PassPostProcess(name, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  76670. if (camera === void 0) { camera = null; }
  76671. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  76672. if (blockCompilation === void 0) { blockCompilation = false; }
  76673. return _super.call(this, name, "pass", null, null, options, camera, samplingMode, engine, reusable, undefined, textureType, undefined, null, blockCompilation) || this;
  76674. }
  76675. return PassPostProcess;
  76676. }(BABYLON.PostProcess));
  76677. BABYLON.PassPostProcess = PassPostProcess;
  76678. /**
  76679. * PassCubePostProcess which produces an output the same as it's input (which must be a cube texture)
  76680. */
  76681. var PassCubePostProcess = /** @class */ (function (_super) {
  76682. __extends(PassCubePostProcess, _super);
  76683. /**
  76684. * Creates the PassCubePostProcess
  76685. * @param name The name of the effect.
  76686. * @param options The required width/height ratio to downsize to before computing the render pass.
  76687. * @param camera The camera to apply the render pass to.
  76688. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  76689. * @param engine The engine which the post process will be applied. (default: current engine)
  76690. * @param reusable If the post process can be reused on the same frame. (default: false)
  76691. * @param textureType The type of texture to be used when performing the post processing.
  76692. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  76693. */
  76694. function PassCubePostProcess(name, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  76695. if (camera === void 0) { camera = null; }
  76696. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  76697. if (blockCompilation === void 0) { blockCompilation = false; }
  76698. var _this = _super.call(this, name, "passCube", null, null, options, camera, samplingMode, engine, reusable, "#define POSITIVEX", textureType, undefined, null, blockCompilation) || this;
  76699. _this._face = 0;
  76700. return _this;
  76701. }
  76702. Object.defineProperty(PassCubePostProcess.prototype, "face", {
  76703. /**
  76704. * Gets or sets the cube face to display.
  76705. * * 0 is +X
  76706. * * 1 is -X
  76707. * * 2 is +Y
  76708. * * 3 is -Y
  76709. * * 4 is +Z
  76710. * * 5 is -Z
  76711. */
  76712. get: function () {
  76713. return this._face;
  76714. },
  76715. set: function (value) {
  76716. if (value < 0 || value > 5) {
  76717. return;
  76718. }
  76719. this._face = value;
  76720. switch (this._face) {
  76721. case 0:
  76722. this.updateEffect("#define POSITIVEX");
  76723. break;
  76724. case 1:
  76725. this.updateEffect("#define NEGATIVEX");
  76726. break;
  76727. case 2:
  76728. this.updateEffect("#define POSITIVEY");
  76729. break;
  76730. case 3:
  76731. this.updateEffect("#define NEGATIVEY");
  76732. break;
  76733. case 4:
  76734. this.updateEffect("#define POSITIVEZ");
  76735. break;
  76736. case 5:
  76737. this.updateEffect("#define NEGATIVEZ");
  76738. break;
  76739. }
  76740. },
  76741. enumerable: true,
  76742. configurable: true
  76743. });
  76744. return PassCubePostProcess;
  76745. }(BABYLON.PostProcess));
  76746. BABYLON.PassCubePostProcess = PassCubePostProcess;
  76747. })(BABYLON || (BABYLON = {}));
  76748. //# sourceMappingURL=babylon.passPostProcess.js.map
  76749. var __assign = (this && this.__assign) || function () {
  76750. __assign = Object.assign || function(t) {
  76751. for (var s, i = 1, n = arguments.length; i < n; i++) {
  76752. s = arguments[i];
  76753. for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p))
  76754. t[p] = s[p];
  76755. }
  76756. return t;
  76757. };
  76758. return __assign.apply(this, arguments);
  76759. };
  76760. var BABYLON;
  76761. (function (BABYLON) {
  76762. /**
  76763. * Default implementation IShadowGenerator.
  76764. * This is the main object responsible of generating shadows in the framework.
  76765. * Documentation: https://doc.babylonjs.com/babylon101/shadows
  76766. */
  76767. var ShadowGenerator = /** @class */ (function () {
  76768. /**
  76769. * Creates a ShadowGenerator object.
  76770. * A ShadowGenerator is the required tool to use the shadows.
  76771. * Each light casting shadows needs to use its own ShadowGenerator.
  76772. * Documentation : https://doc.babylonjs.com/babylon101/shadows
  76773. * @param mapSize The size of the texture what stores the shadows. Example : 1024.
  76774. * @param light The light object generating the shadows.
  76775. * @param usefulFloatFirst By default the generator will try to use half float textures but if you need precision (for self shadowing for instance), you can use this option to enforce full float texture.
  76776. */
  76777. function ShadowGenerator(mapSize, light, usefulFloatFirst) {
  76778. this._bias = 0.00005;
  76779. this._normalBias = 0;
  76780. this._blurBoxOffset = 1;
  76781. this._blurScale = 2;
  76782. this._blurKernel = 1;
  76783. this._useKernelBlur = false;
  76784. this._filter = ShadowGenerator.FILTER_NONE;
  76785. this._filteringQuality = ShadowGenerator.QUALITY_HIGH;
  76786. this._contactHardeningLightSizeUVRatio = 0.1;
  76787. this._darkness = 0;
  76788. this._transparencyShadow = false;
  76789. /**
  76790. * Controls the extent to which the shadows fade out at the edge of the frustum
  76791. * Used only by directionals and spots
  76792. */
  76793. this.frustumEdgeFalloff = 0;
  76794. /**
  76795. * If true the shadow map is generated by rendering the back face of the mesh instead of the front face.
  76796. * This can help with self-shadowing as the geometry making up the back of objects is slightly offset.
  76797. * It might on the other hand introduce peter panning.
  76798. */
  76799. this.forceBackFacesOnly = false;
  76800. this._lightDirection = BABYLON.Vector3.Zero();
  76801. this._viewMatrix = BABYLON.Matrix.Zero();
  76802. this._projectionMatrix = BABYLON.Matrix.Zero();
  76803. this._transformMatrix = BABYLON.Matrix.Zero();
  76804. this._cachedPosition = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  76805. this._cachedDirection = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  76806. this._currentFaceIndex = 0;
  76807. this._currentFaceIndexCache = 0;
  76808. this._defaultTextureMatrix = BABYLON.Matrix.Identity();
  76809. this._mapSize = mapSize;
  76810. this._light = light;
  76811. this._scene = light.getScene();
  76812. light._shadowGenerator = this;
  76813. var component = this._scene._getComponent(BABYLON.SceneComponentConstants.NAME_SHADOWGENERATOR);
  76814. if (!component) {
  76815. component = new BABYLON.ShadowGeneratorSceneComponent(this._scene);
  76816. this._scene._addComponent(component);
  76817. }
  76818. // Texture type fallback from float to int if not supported.
  76819. var caps = this._scene.getEngine().getCaps();
  76820. if (!usefulFloatFirst) {
  76821. if (caps.textureHalfFloatRender && caps.textureHalfFloatLinearFiltering) {
  76822. this._textureType = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  76823. }
  76824. else if (caps.textureFloatRender && caps.textureFloatLinearFiltering) {
  76825. this._textureType = BABYLON.Engine.TEXTURETYPE_FLOAT;
  76826. }
  76827. else {
  76828. this._textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  76829. }
  76830. }
  76831. else {
  76832. if (caps.textureFloatRender && caps.textureFloatLinearFiltering) {
  76833. this._textureType = BABYLON.Engine.TEXTURETYPE_FLOAT;
  76834. }
  76835. else if (caps.textureHalfFloatRender && caps.textureHalfFloatLinearFiltering) {
  76836. this._textureType = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  76837. }
  76838. else {
  76839. this._textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  76840. }
  76841. }
  76842. this._initializeGenerator();
  76843. this._applyFilterValues();
  76844. }
  76845. Object.defineProperty(ShadowGenerator.prototype, "bias", {
  76846. /**
  76847. * Gets the bias: offset applied on the depth preventing acnea (in light direction).
  76848. */
  76849. get: function () {
  76850. return this._bias;
  76851. },
  76852. /**
  76853. * Sets the bias: offset applied on the depth preventing acnea (in light direction).
  76854. */
  76855. set: function (bias) {
  76856. this._bias = bias;
  76857. },
  76858. enumerable: true,
  76859. configurable: true
  76860. });
  76861. Object.defineProperty(ShadowGenerator.prototype, "normalBias", {
  76862. /**
  76863. * Gets the normalBias: offset applied on the depth preventing acnea (along side the normal direction and proportinal to the light/normal angle).
  76864. */
  76865. get: function () {
  76866. return this._normalBias;
  76867. },
  76868. /**
  76869. * Sets the normalBias: offset applied on the depth preventing acnea (along side the normal direction and proportinal to the light/normal angle).
  76870. */
  76871. set: function (normalBias) {
  76872. this._normalBias = normalBias;
  76873. },
  76874. enumerable: true,
  76875. configurable: true
  76876. });
  76877. Object.defineProperty(ShadowGenerator.prototype, "blurBoxOffset", {
  76878. /**
  76879. * Gets the blur box offset: offset applied during the blur pass.
  76880. * Only useful if useKernelBlur = false
  76881. */
  76882. get: function () {
  76883. return this._blurBoxOffset;
  76884. },
  76885. /**
  76886. * Sets the blur box offset: offset applied during the blur pass.
  76887. * Only useful if useKernelBlur = false
  76888. */
  76889. set: function (value) {
  76890. if (this._blurBoxOffset === value) {
  76891. return;
  76892. }
  76893. this._blurBoxOffset = value;
  76894. this._disposeBlurPostProcesses();
  76895. },
  76896. enumerable: true,
  76897. configurable: true
  76898. });
  76899. Object.defineProperty(ShadowGenerator.prototype, "blurScale", {
  76900. /**
  76901. * Gets the blur scale: scale of the blurred texture compared to the main shadow map.
  76902. * 2 means half of the size.
  76903. */
  76904. get: function () {
  76905. return this._blurScale;
  76906. },
  76907. /**
  76908. * Sets the blur scale: scale of the blurred texture compared to the main shadow map.
  76909. * 2 means half of the size.
  76910. */
  76911. set: function (value) {
  76912. if (this._blurScale === value) {
  76913. return;
  76914. }
  76915. this._blurScale = value;
  76916. this._disposeBlurPostProcesses();
  76917. },
  76918. enumerable: true,
  76919. configurable: true
  76920. });
  76921. Object.defineProperty(ShadowGenerator.prototype, "blurKernel", {
  76922. /**
  76923. * Gets the blur kernel: kernel size of the blur pass.
  76924. * Only useful if useKernelBlur = true
  76925. */
  76926. get: function () {
  76927. return this._blurKernel;
  76928. },
  76929. /**
  76930. * Sets the blur kernel: kernel size of the blur pass.
  76931. * Only useful if useKernelBlur = true
  76932. */
  76933. set: function (value) {
  76934. if (this._blurKernel === value) {
  76935. return;
  76936. }
  76937. this._blurKernel = value;
  76938. this._disposeBlurPostProcesses();
  76939. },
  76940. enumerable: true,
  76941. configurable: true
  76942. });
  76943. Object.defineProperty(ShadowGenerator.prototype, "useKernelBlur", {
  76944. /**
  76945. * Gets whether the blur pass is a kernel blur (if true) or box blur.
  76946. * Only useful in filtered mode (useBlurExponentialShadowMap...)
  76947. */
  76948. get: function () {
  76949. return this._useKernelBlur;
  76950. },
  76951. /**
  76952. * Sets whether the blur pass is a kernel blur (if true) or box blur.
  76953. * Only useful in filtered mode (useBlurExponentialShadowMap...)
  76954. */
  76955. set: function (value) {
  76956. if (this._useKernelBlur === value) {
  76957. return;
  76958. }
  76959. this._useKernelBlur = value;
  76960. this._disposeBlurPostProcesses();
  76961. },
  76962. enumerable: true,
  76963. configurable: true
  76964. });
  76965. Object.defineProperty(ShadowGenerator.prototype, "depthScale", {
  76966. /**
  76967. * Gets the depth scale used in ESM mode.
  76968. */
  76969. get: function () {
  76970. return this._depthScale !== undefined ? this._depthScale : this._light.getDepthScale();
  76971. },
  76972. /**
  76973. * Sets the depth scale used in ESM mode.
  76974. * This can override the scale stored on the light.
  76975. */
  76976. set: function (value) {
  76977. this._depthScale = value;
  76978. },
  76979. enumerable: true,
  76980. configurable: true
  76981. });
  76982. Object.defineProperty(ShadowGenerator.prototype, "filter", {
  76983. /**
  76984. * Gets the current mode of the shadow generator (normal, PCF, ESM...).
  76985. * The returned value is a number equal to one of the available mode defined in ShadowMap.FILTER_x like _FILTER_NONE
  76986. */
  76987. get: function () {
  76988. return this._filter;
  76989. },
  76990. /**
  76991. * Sets the current mode of the shadow generator (normal, PCF, ESM...).
  76992. * The returned value is a number equal to one of the available mode defined in ShadowMap.FILTER_x like _FILTER_NONE
  76993. */
  76994. set: function (value) {
  76995. // Blurring the cubemap is going to be too expensive. Reverting to unblurred version
  76996. if (this._light.needCube()) {
  76997. if (value === ShadowGenerator.FILTER_BLUREXPONENTIALSHADOWMAP) {
  76998. this.useExponentialShadowMap = true;
  76999. return;
  77000. }
  77001. else if (value === ShadowGenerator.FILTER_BLURCLOSEEXPONENTIALSHADOWMAP) {
  77002. this.useCloseExponentialShadowMap = true;
  77003. return;
  77004. }
  77005. // PCF on cubemap would also be expensive
  77006. else if (value === ShadowGenerator.FILTER_PCF || value === ShadowGenerator.FILTER_PCSS) {
  77007. this.usePoissonSampling = true;
  77008. return;
  77009. }
  77010. }
  77011. // Weblg1 fallback for PCF.
  77012. if (value === ShadowGenerator.FILTER_PCF || value === ShadowGenerator.FILTER_PCSS) {
  77013. if (this._scene.getEngine().webGLVersion === 1) {
  77014. this.usePoissonSampling = true;
  77015. return;
  77016. }
  77017. }
  77018. if (this._filter === value) {
  77019. return;
  77020. }
  77021. this._filter = value;
  77022. this._disposeBlurPostProcesses();
  77023. this._applyFilterValues();
  77024. this._light._markMeshesAsLightDirty();
  77025. },
  77026. enumerable: true,
  77027. configurable: true
  77028. });
  77029. Object.defineProperty(ShadowGenerator.prototype, "usePoissonSampling", {
  77030. /**
  77031. * Gets if the current filter is set to Poisson Sampling.
  77032. */
  77033. get: function () {
  77034. return this.filter === ShadowGenerator.FILTER_POISSONSAMPLING;
  77035. },
  77036. /**
  77037. * Sets the current filter to Poisson Sampling.
  77038. */
  77039. set: function (value) {
  77040. if (!value && this.filter !== ShadowGenerator.FILTER_POISSONSAMPLING) {
  77041. return;
  77042. }
  77043. this.filter = (value ? ShadowGenerator.FILTER_POISSONSAMPLING : ShadowGenerator.FILTER_NONE);
  77044. },
  77045. enumerable: true,
  77046. configurable: true
  77047. });
  77048. Object.defineProperty(ShadowGenerator.prototype, "useExponentialShadowMap", {
  77049. /**
  77050. * Gets if the current filter is set to ESM.
  77051. */
  77052. get: function () {
  77053. return this.filter === ShadowGenerator.FILTER_EXPONENTIALSHADOWMAP;
  77054. },
  77055. /**
  77056. * Sets the current filter is to ESM.
  77057. */
  77058. set: function (value) {
  77059. if (!value && this.filter !== ShadowGenerator.FILTER_EXPONENTIALSHADOWMAP) {
  77060. return;
  77061. }
  77062. this.filter = (value ? ShadowGenerator.FILTER_EXPONENTIALSHADOWMAP : ShadowGenerator.FILTER_NONE);
  77063. },
  77064. enumerable: true,
  77065. configurable: true
  77066. });
  77067. Object.defineProperty(ShadowGenerator.prototype, "useBlurExponentialShadowMap", {
  77068. /**
  77069. * Gets if the current filter is set to filtered ESM.
  77070. */
  77071. get: function () {
  77072. return this.filter === ShadowGenerator.FILTER_BLUREXPONENTIALSHADOWMAP;
  77073. },
  77074. /**
  77075. * Gets if the current filter is set to filtered ESM.
  77076. */
  77077. set: function (value) {
  77078. if (!value && this.filter !== ShadowGenerator.FILTER_BLUREXPONENTIALSHADOWMAP) {
  77079. return;
  77080. }
  77081. this.filter = (value ? ShadowGenerator.FILTER_BLUREXPONENTIALSHADOWMAP : ShadowGenerator.FILTER_NONE);
  77082. },
  77083. enumerable: true,
  77084. configurable: true
  77085. });
  77086. Object.defineProperty(ShadowGenerator.prototype, "useCloseExponentialShadowMap", {
  77087. /**
  77088. * Gets if the current filter is set to "close ESM" (using the inverse of the
  77089. * exponential to prevent steep falloff artifacts).
  77090. */
  77091. get: function () {
  77092. return this.filter === ShadowGenerator.FILTER_CLOSEEXPONENTIALSHADOWMAP;
  77093. },
  77094. /**
  77095. * Sets the current filter to "close ESM" (using the inverse of the
  77096. * exponential to prevent steep falloff artifacts).
  77097. */
  77098. set: function (value) {
  77099. if (!value && this.filter !== ShadowGenerator.FILTER_CLOSEEXPONENTIALSHADOWMAP) {
  77100. return;
  77101. }
  77102. this.filter = (value ? ShadowGenerator.FILTER_CLOSEEXPONENTIALSHADOWMAP : ShadowGenerator.FILTER_NONE);
  77103. },
  77104. enumerable: true,
  77105. configurable: true
  77106. });
  77107. Object.defineProperty(ShadowGenerator.prototype, "useBlurCloseExponentialShadowMap", {
  77108. /**
  77109. * Gets if the current filter is set to filtered "close ESM" (using the inverse of the
  77110. * exponential to prevent steep falloff artifacts).
  77111. */
  77112. get: function () {
  77113. return this.filter === ShadowGenerator.FILTER_BLURCLOSEEXPONENTIALSHADOWMAP;
  77114. },
  77115. /**
  77116. * Sets the current filter to filtered "close ESM" (using the inverse of the
  77117. * exponential to prevent steep falloff artifacts).
  77118. */
  77119. set: function (value) {
  77120. if (!value && this.filter !== ShadowGenerator.FILTER_BLURCLOSEEXPONENTIALSHADOWMAP) {
  77121. return;
  77122. }
  77123. this.filter = (value ? ShadowGenerator.FILTER_BLURCLOSEEXPONENTIALSHADOWMAP : ShadowGenerator.FILTER_NONE);
  77124. },
  77125. enumerable: true,
  77126. configurable: true
  77127. });
  77128. Object.defineProperty(ShadowGenerator.prototype, "usePercentageCloserFiltering", {
  77129. /**
  77130. * Gets if the current filter is set to "PCF" (percentage closer filtering).
  77131. */
  77132. get: function () {
  77133. return this.filter === ShadowGenerator.FILTER_PCF;
  77134. },
  77135. /**
  77136. * Sets the current filter to "PCF" (percentage closer filtering).
  77137. */
  77138. set: function (value) {
  77139. if (!value && this.filter !== ShadowGenerator.FILTER_PCF) {
  77140. return;
  77141. }
  77142. this.filter = (value ? ShadowGenerator.FILTER_PCF : ShadowGenerator.FILTER_NONE);
  77143. },
  77144. enumerable: true,
  77145. configurable: true
  77146. });
  77147. Object.defineProperty(ShadowGenerator.prototype, "filteringQuality", {
  77148. /**
  77149. * Gets the PCF or PCSS Quality.
  77150. * Only valid if usePercentageCloserFiltering or usePercentageCloserFiltering is true.
  77151. */
  77152. get: function () {
  77153. return this._filteringQuality;
  77154. },
  77155. /**
  77156. * Sets the PCF or PCSS Quality.
  77157. * Only valid if usePercentageCloserFiltering or usePercentageCloserFiltering is true.
  77158. */
  77159. set: function (filteringQuality) {
  77160. this._filteringQuality = filteringQuality;
  77161. },
  77162. enumerable: true,
  77163. configurable: true
  77164. });
  77165. Object.defineProperty(ShadowGenerator.prototype, "useContactHardeningShadow", {
  77166. /**
  77167. * Gets if the current filter is set to "PCSS" (contact hardening).
  77168. */
  77169. get: function () {
  77170. return this.filter === ShadowGenerator.FILTER_PCSS;
  77171. },
  77172. /**
  77173. * Sets the current filter to "PCSS" (contact hardening).
  77174. */
  77175. set: function (value) {
  77176. if (!value && this.filter !== ShadowGenerator.FILTER_PCSS) {
  77177. return;
  77178. }
  77179. this.filter = (value ? ShadowGenerator.FILTER_PCSS : ShadowGenerator.FILTER_NONE);
  77180. },
  77181. enumerable: true,
  77182. configurable: true
  77183. });
  77184. Object.defineProperty(ShadowGenerator.prototype, "contactHardeningLightSizeUVRatio", {
  77185. /**
  77186. * Gets the Light Size (in shadow map uv unit) used in PCSS to determine the blocker search area and the penumbra size.
  77187. * Using a ratio helps keeping shape stability independently of the map size.
  77188. *
  77189. * It does not account for the light projection as it was having too much
  77190. * instability during the light setup or during light position changes.
  77191. *
  77192. * Only valid if useContactHardeningShadow is true.
  77193. */
  77194. get: function () {
  77195. return this._contactHardeningLightSizeUVRatio;
  77196. },
  77197. /**
  77198. * Sets the Light Size (in shadow map uv unit) used in PCSS to determine the blocker search area and the penumbra size.
  77199. * Using a ratio helps keeping shape stability independently of the map size.
  77200. *
  77201. * It does not account for the light projection as it was having too much
  77202. * instability during the light setup or during light position changes.
  77203. *
  77204. * Only valid if useContactHardeningShadow is true.
  77205. */
  77206. set: function (contactHardeningLightSizeUVRatio) {
  77207. this._contactHardeningLightSizeUVRatio = contactHardeningLightSizeUVRatio;
  77208. },
  77209. enumerable: true,
  77210. configurable: true
  77211. });
  77212. /**
  77213. * Returns the darkness value (float). This can only decrease the actual darkness of a shadow.
  77214. * 0 means strongest and 1 would means no shadow.
  77215. * @returns the darkness.
  77216. */
  77217. ShadowGenerator.prototype.getDarkness = function () {
  77218. return this._darkness;
  77219. };
  77220. /**
  77221. * Sets the darkness value (float). This can only decrease the actual darkness of a shadow.
  77222. * @param darkness The darkness value 0 means strongest and 1 would means no shadow.
  77223. * @returns the shadow generator allowing fluent coding.
  77224. */
  77225. ShadowGenerator.prototype.setDarkness = function (darkness) {
  77226. if (darkness >= 1.0) {
  77227. this._darkness = 1.0;
  77228. }
  77229. else if (darkness <= 0.0) {
  77230. this._darkness = 0.0;
  77231. }
  77232. else {
  77233. this._darkness = darkness;
  77234. }
  77235. return this;
  77236. };
  77237. /**
  77238. * Sets the ability to have transparent shadow (boolean).
  77239. * @param transparent True if transparent else False
  77240. * @returns the shadow generator allowing fluent coding
  77241. */
  77242. ShadowGenerator.prototype.setTransparencyShadow = function (transparent) {
  77243. this._transparencyShadow = transparent;
  77244. return this;
  77245. };
  77246. /**
  77247. * Gets the main RTT containing the shadow map (usually storing depth from the light point of view).
  77248. * @returns The render target texture if present otherwise, null
  77249. */
  77250. ShadowGenerator.prototype.getShadowMap = function () {
  77251. return this._shadowMap;
  77252. };
  77253. /**
  77254. * Gets the RTT used during rendering (can be a blurred version of the shadow map or the shadow map itself).
  77255. * @returns The render target texture if the shadow map is present otherwise, null
  77256. */
  77257. ShadowGenerator.prototype.getShadowMapForRendering = function () {
  77258. if (this._shadowMap2) {
  77259. return this._shadowMap2;
  77260. }
  77261. return this._shadowMap;
  77262. };
  77263. /**
  77264. * Helper function to add a mesh and its descendants to the list of shadow casters.
  77265. * @param mesh Mesh to add
  77266. * @param includeDescendants boolean indicating if the descendants should be added. Default to true
  77267. * @returns the Shadow Generator itself
  77268. */
  77269. ShadowGenerator.prototype.addShadowCaster = function (mesh, includeDescendants) {
  77270. if (includeDescendants === void 0) { includeDescendants = true; }
  77271. var _a;
  77272. if (!this._shadowMap) {
  77273. return this;
  77274. }
  77275. if (!this._shadowMap.renderList) {
  77276. this._shadowMap.renderList = [];
  77277. }
  77278. this._shadowMap.renderList.push(mesh);
  77279. if (includeDescendants) {
  77280. (_a = this._shadowMap.renderList).push.apply(_a, mesh.getChildMeshes());
  77281. }
  77282. return this;
  77283. };
  77284. /**
  77285. * Helper function to remove a mesh and its descendants from the list of shadow casters
  77286. * @param mesh Mesh to remove
  77287. * @param includeDescendants boolean indicating if the descendants should be removed. Default to true
  77288. * @returns the Shadow Generator itself
  77289. */
  77290. ShadowGenerator.prototype.removeShadowCaster = function (mesh, includeDescendants) {
  77291. if (includeDescendants === void 0) { includeDescendants = true; }
  77292. if (!this._shadowMap || !this._shadowMap.renderList) {
  77293. return this;
  77294. }
  77295. var index = this._shadowMap.renderList.indexOf(mesh);
  77296. if (index !== -1) {
  77297. this._shadowMap.renderList.splice(index, 1);
  77298. }
  77299. if (includeDescendants) {
  77300. for (var _i = 0, _a = mesh.getChildren(); _i < _a.length; _i++) {
  77301. var child = _a[_i];
  77302. this.removeShadowCaster(child);
  77303. }
  77304. }
  77305. return this;
  77306. };
  77307. /**
  77308. * Returns the associated light object.
  77309. * @returns the light generating the shadow
  77310. */
  77311. ShadowGenerator.prototype.getLight = function () {
  77312. return this._light;
  77313. };
  77314. ShadowGenerator.prototype._initializeGenerator = function () {
  77315. this._light._markMeshesAsLightDirty();
  77316. this._initializeShadowMap();
  77317. };
  77318. ShadowGenerator.prototype._initializeShadowMap = function () {
  77319. var _this = this;
  77320. // Render target
  77321. var engine = this._scene.getEngine();
  77322. if (engine.webGLVersion > 1) {
  77323. this._shadowMap = new BABYLON.RenderTargetTexture(this._light.name + "_shadowMap", this._mapSize, this._scene, false, true, this._textureType, this._light.needCube(), undefined, false, false);
  77324. this._shadowMap.createDepthStencilTexture(BABYLON.Engine.LESS, true);
  77325. }
  77326. else {
  77327. this._shadowMap = new BABYLON.RenderTargetTexture(this._light.name + "_shadowMap", this._mapSize, this._scene, false, true, this._textureType, this._light.needCube());
  77328. }
  77329. this._shadowMap.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  77330. this._shadowMap.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  77331. this._shadowMap.anisotropicFilteringLevel = 1;
  77332. this._shadowMap.updateSamplingMode(BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  77333. this._shadowMap.renderParticles = false;
  77334. this._shadowMap.ignoreCameraViewport = true;
  77335. // Record Face Index before render.
  77336. this._shadowMap.onBeforeRenderObservable.add(function (faceIndex) {
  77337. _this._currentFaceIndex = faceIndex;
  77338. if (_this._filter === ShadowGenerator.FILTER_PCF) {
  77339. engine.setColorWrite(false);
  77340. }
  77341. });
  77342. // Custom render function.
  77343. this._shadowMap.customRenderFunction = this._renderForShadowMap.bind(this);
  77344. // Blur if required afer render.
  77345. this._shadowMap.onAfterUnbindObservable.add(function () {
  77346. if (_this._filter === ShadowGenerator.FILTER_PCF) {
  77347. engine.setColorWrite(true);
  77348. }
  77349. if (!_this.useBlurExponentialShadowMap && !_this.useBlurCloseExponentialShadowMap) {
  77350. return;
  77351. }
  77352. var shadowMap = _this.getShadowMapForRendering();
  77353. if (shadowMap) {
  77354. _this._scene.postProcessManager.directRender(_this._blurPostProcesses, shadowMap.getInternalTexture(), true);
  77355. }
  77356. });
  77357. // Clear according to the chosen filter.
  77358. var clearZero = new BABYLON.Color4(0, 0, 0, 0);
  77359. var clearOne = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  77360. this._shadowMap.onClearObservable.add(function (engine) {
  77361. if (_this._filter === ShadowGenerator.FILTER_PCF) {
  77362. engine.clear(clearOne, false, true, false);
  77363. }
  77364. else if (_this.useExponentialShadowMap || _this.useBlurExponentialShadowMap) {
  77365. engine.clear(clearZero, true, true, false);
  77366. }
  77367. else {
  77368. engine.clear(clearOne, true, true, false);
  77369. }
  77370. });
  77371. };
  77372. ShadowGenerator.prototype._initializeBlurRTTAndPostProcesses = function () {
  77373. var _this = this;
  77374. var engine = this._scene.getEngine();
  77375. var targetSize = this._mapSize / this.blurScale;
  77376. if (!this.useKernelBlur || this.blurScale !== 1.0) {
  77377. this._shadowMap2 = new BABYLON.RenderTargetTexture(this._light.name + "_shadowMap2", targetSize, this._scene, false, true, this._textureType);
  77378. this._shadowMap2.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  77379. this._shadowMap2.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  77380. this._shadowMap2.updateSamplingMode(BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  77381. }
  77382. if (this.useKernelBlur) {
  77383. this._kernelBlurXPostprocess = new BABYLON.BlurPostProcess(this._light.name + "KernelBlurX", new BABYLON.Vector2(1, 0), this.blurKernel, 1.0, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, engine, false, this._textureType);
  77384. this._kernelBlurXPostprocess.width = targetSize;
  77385. this._kernelBlurXPostprocess.height = targetSize;
  77386. this._kernelBlurXPostprocess.onApplyObservable.add(function (effect) {
  77387. effect.setTexture("textureSampler", _this._shadowMap);
  77388. });
  77389. this._kernelBlurYPostprocess = new BABYLON.BlurPostProcess(this._light.name + "KernelBlurY", new BABYLON.Vector2(0, 1), this.blurKernel, 1.0, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, engine, false, this._textureType);
  77390. this._kernelBlurXPostprocess.autoClear = false;
  77391. this._kernelBlurYPostprocess.autoClear = false;
  77392. if (this._textureType === BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT) {
  77393. this._kernelBlurXPostprocess.packedFloat = true;
  77394. this._kernelBlurYPostprocess.packedFloat = true;
  77395. }
  77396. this._blurPostProcesses = [this._kernelBlurXPostprocess, this._kernelBlurYPostprocess];
  77397. }
  77398. else {
  77399. this._boxBlurPostprocess = new BABYLON.PostProcess(this._light.name + "DepthBoxBlur", "depthBoxBlur", ["screenSize", "boxOffset"], [], 1.0, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, engine, false, "#define OFFSET " + this._blurBoxOffset, this._textureType);
  77400. this._boxBlurPostprocess.onApplyObservable.add(function (effect) {
  77401. effect.setFloat2("screenSize", targetSize, targetSize);
  77402. effect.setTexture("textureSampler", _this._shadowMap);
  77403. });
  77404. this._boxBlurPostprocess.autoClear = false;
  77405. this._blurPostProcesses = [this._boxBlurPostprocess];
  77406. }
  77407. };
  77408. ShadowGenerator.prototype._renderForShadowMap = function (opaqueSubMeshes, alphaTestSubMeshes, transparentSubMeshes, depthOnlySubMeshes) {
  77409. var index;
  77410. var engine = this._scene.getEngine();
  77411. if (depthOnlySubMeshes.length) {
  77412. engine.setColorWrite(false);
  77413. for (index = 0; index < depthOnlySubMeshes.length; index++) {
  77414. this._renderSubMeshForShadowMap(depthOnlySubMeshes.data[index]);
  77415. }
  77416. engine.setColorWrite(true);
  77417. }
  77418. for (index = 0; index < opaqueSubMeshes.length; index++) {
  77419. this._renderSubMeshForShadowMap(opaqueSubMeshes.data[index]);
  77420. }
  77421. for (index = 0; index < alphaTestSubMeshes.length; index++) {
  77422. this._renderSubMeshForShadowMap(alphaTestSubMeshes.data[index]);
  77423. }
  77424. if (this._transparencyShadow) {
  77425. for (index = 0; index < transparentSubMeshes.length; index++) {
  77426. this._renderSubMeshForShadowMap(transparentSubMeshes.data[index]);
  77427. }
  77428. }
  77429. };
  77430. ShadowGenerator.prototype._renderSubMeshForShadowMap = function (subMesh) {
  77431. var _this = this;
  77432. var mesh = subMesh.getRenderingMesh();
  77433. var scene = this._scene;
  77434. var engine = scene.getEngine();
  77435. var material = subMesh.getMaterial();
  77436. if (!material || subMesh.verticesCount === 0) {
  77437. return;
  77438. }
  77439. // Culling
  77440. engine.setState(material.backFaceCulling);
  77441. // Managing instances
  77442. var batch = mesh._getInstancesRenderList(subMesh._id);
  77443. if (batch.mustReturn) {
  77444. return;
  77445. }
  77446. var hardwareInstancedRendering = (engine.getCaps().instancedArrays) && (batch.visibleInstances[subMesh._id] !== null) && (batch.visibleInstances[subMesh._id] !== undefined);
  77447. if (this.isReady(subMesh, hardwareInstancedRendering)) {
  77448. engine.enableEffect(this._effect);
  77449. mesh._bind(subMesh, this._effect, BABYLON.Material.TriangleFillMode);
  77450. this._effect.setFloat3("biasAndScale", this.bias, this.normalBias, this.depthScale);
  77451. this._effect.setMatrix("viewProjection", this.getTransformMatrix());
  77452. if (this.getLight().getTypeID() === BABYLON.Light.LIGHTTYPEID_DIRECTIONALLIGHT) {
  77453. this._effect.setVector3("lightData", this._cachedDirection);
  77454. }
  77455. else {
  77456. this._effect.setVector3("lightData", this._cachedPosition);
  77457. }
  77458. if (scene.activeCamera) {
  77459. this._effect.setFloat2("depthValues", this.getLight().getDepthMinZ(scene.activeCamera), this.getLight().getDepthMinZ(scene.activeCamera) + this.getLight().getDepthMaxZ(scene.activeCamera));
  77460. }
  77461. // Alpha test
  77462. if (material && material.needAlphaTesting()) {
  77463. var alphaTexture = material.getAlphaTestTexture();
  77464. if (alphaTexture) {
  77465. this._effect.setTexture("diffuseSampler", alphaTexture);
  77466. this._effect.setMatrix("diffuseMatrix", alphaTexture.getTextureMatrix() || this._defaultTextureMatrix);
  77467. }
  77468. }
  77469. // Bones
  77470. if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  77471. var skeleton = mesh.skeleton;
  77472. if (skeleton.isUsingTextureForMatrices) {
  77473. var boneTexture = skeleton.getTransformMatrixTexture();
  77474. if (!boneTexture) {
  77475. return;
  77476. }
  77477. this._effect.setTexture("boneSampler", boneTexture);
  77478. this._effect.setFloat("boneTextureWidth", 4.0 * (skeleton.bones.length + 1));
  77479. }
  77480. else {
  77481. this._effect.setMatrices("mBones", skeleton.getTransformMatrices((mesh)));
  77482. }
  77483. }
  77484. // Morph targets
  77485. BABYLON.MaterialHelper.BindMorphTargetParameters(mesh, this._effect);
  77486. if (this.forceBackFacesOnly) {
  77487. engine.setState(true, 0, false, true);
  77488. }
  77489. // Draw
  77490. mesh._processRendering(subMesh, this._effect, BABYLON.Material.TriangleFillMode, batch, hardwareInstancedRendering, function (isInstance, world) { return _this._effect.setMatrix("world", world); });
  77491. if (this.forceBackFacesOnly) {
  77492. engine.setState(true, 0, false, false);
  77493. }
  77494. }
  77495. else {
  77496. // Need to reset refresh rate of the shadowMap
  77497. if (this._shadowMap) {
  77498. this._shadowMap.resetRefreshCounter();
  77499. }
  77500. }
  77501. };
  77502. ShadowGenerator.prototype._applyFilterValues = function () {
  77503. if (!this._shadowMap) {
  77504. return;
  77505. }
  77506. if (this.filter === ShadowGenerator.FILTER_NONE || this.filter === ShadowGenerator.FILTER_PCSS) {
  77507. this._shadowMap.updateSamplingMode(BABYLON.Texture.NEAREST_SAMPLINGMODE);
  77508. }
  77509. else {
  77510. this._shadowMap.updateSamplingMode(BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  77511. }
  77512. };
  77513. /**
  77514. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  77515. * @param onCompiled Callback triggered at the and of the effects compilation
  77516. * @param options Sets of optional options forcing the compilation with different modes
  77517. */
  77518. ShadowGenerator.prototype.forceCompilation = function (onCompiled, options) {
  77519. var _this = this;
  77520. var localOptions = __assign({ useInstances: false }, options);
  77521. var shadowMap = this.getShadowMap();
  77522. if (!shadowMap) {
  77523. if (onCompiled) {
  77524. onCompiled(this);
  77525. }
  77526. return;
  77527. }
  77528. var renderList = shadowMap.renderList;
  77529. if (!renderList) {
  77530. if (onCompiled) {
  77531. onCompiled(this);
  77532. }
  77533. return;
  77534. }
  77535. var subMeshes = new Array();
  77536. for (var _i = 0, renderList_1 = renderList; _i < renderList_1.length; _i++) {
  77537. var mesh = renderList_1[_i];
  77538. subMeshes.push.apply(subMeshes, mesh.subMeshes);
  77539. }
  77540. if (subMeshes.length === 0) {
  77541. if (onCompiled) {
  77542. onCompiled(this);
  77543. }
  77544. return;
  77545. }
  77546. var currentIndex = 0;
  77547. var checkReady = function () {
  77548. if (!_this._scene || !_this._scene.getEngine()) {
  77549. return;
  77550. }
  77551. while (_this.isReady(subMeshes[currentIndex], localOptions.useInstances)) {
  77552. currentIndex++;
  77553. if (currentIndex >= subMeshes.length) {
  77554. if (onCompiled) {
  77555. onCompiled(_this);
  77556. }
  77557. return;
  77558. }
  77559. }
  77560. setTimeout(checkReady, 16);
  77561. };
  77562. checkReady();
  77563. };
  77564. /**
  77565. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  77566. * @param options Sets of optional options forcing the compilation with different modes
  77567. * @returns A promise that resolves when the compilation completes
  77568. */
  77569. ShadowGenerator.prototype.forceCompilationAsync = function (options) {
  77570. var _this = this;
  77571. return new Promise(function (resolve) {
  77572. _this.forceCompilation(function () {
  77573. resolve();
  77574. }, options);
  77575. });
  77576. };
  77577. /**
  77578. * Determine wheter the shadow generator is ready or not (mainly all effects and related post processes needs to be ready).
  77579. * @param subMesh The submesh we want to render in the shadow map
  77580. * @param useInstances Defines wether will draw in the map using instances
  77581. * @returns true if ready otherwise, false
  77582. */
  77583. ShadowGenerator.prototype.isReady = function (subMesh, useInstances) {
  77584. var defines = [];
  77585. if (this._textureType !== BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT) {
  77586. defines.push("#define FLOAT");
  77587. }
  77588. if (this.useExponentialShadowMap || this.useBlurExponentialShadowMap) {
  77589. defines.push("#define ESM");
  77590. }
  77591. else if (this.usePercentageCloserFiltering || this.useContactHardeningShadow) {
  77592. defines.push("#define DEPTHTEXTURE");
  77593. }
  77594. var attribs = [BABYLON.VertexBuffer.PositionKind];
  77595. var mesh = subMesh.getMesh();
  77596. var material = subMesh.getMaterial();
  77597. // Normal bias.
  77598. if (this.normalBias && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  77599. attribs.push(BABYLON.VertexBuffer.NormalKind);
  77600. defines.push("#define NORMAL");
  77601. if (mesh.nonUniformScaling) {
  77602. defines.push("#define NONUNIFORMSCALING");
  77603. }
  77604. if (this.getLight().getTypeID() === BABYLON.Light.LIGHTTYPEID_DIRECTIONALLIGHT) {
  77605. defines.push("#define DIRECTIONINLIGHTDATA");
  77606. }
  77607. }
  77608. // Alpha test
  77609. if (material && material.needAlphaTesting()) {
  77610. var alphaTexture = material.getAlphaTestTexture();
  77611. if (alphaTexture) {
  77612. defines.push("#define ALPHATEST");
  77613. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  77614. attribs.push(BABYLON.VertexBuffer.UVKind);
  77615. defines.push("#define UV1");
  77616. }
  77617. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  77618. if (alphaTexture.coordinatesIndex === 1) {
  77619. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  77620. defines.push("#define UV2");
  77621. }
  77622. }
  77623. }
  77624. }
  77625. // Bones
  77626. if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  77627. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  77628. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  77629. if (mesh.numBoneInfluencers > 4) {
  77630. attribs.push(BABYLON.VertexBuffer.MatricesIndicesExtraKind);
  77631. attribs.push(BABYLON.VertexBuffer.MatricesWeightsExtraKind);
  77632. }
  77633. var skeleton = mesh.skeleton;
  77634. defines.push("#define NUM_BONE_INFLUENCERS " + mesh.numBoneInfluencers);
  77635. if (skeleton.isUsingTextureForMatrices) {
  77636. defines.push("#define BONETEXTURE");
  77637. }
  77638. else {
  77639. defines.push("#define BonesPerMesh " + (skeleton.bones.length + 1));
  77640. }
  77641. }
  77642. else {
  77643. defines.push("#define NUM_BONE_INFLUENCERS 0");
  77644. }
  77645. // Morph targets
  77646. var manager = mesh.morphTargetManager;
  77647. var morphInfluencers = 0;
  77648. if (manager) {
  77649. if (manager.numInfluencers > 0) {
  77650. defines.push("#define MORPHTARGETS");
  77651. morphInfluencers = manager.numInfluencers;
  77652. defines.push("#define NUM_MORPH_INFLUENCERS " + morphInfluencers);
  77653. BABYLON.MaterialHelper.PrepareAttributesForMorphTargets(attribs, mesh, { "NUM_MORPH_INFLUENCERS": morphInfluencers });
  77654. }
  77655. }
  77656. // Instances
  77657. if (useInstances) {
  77658. defines.push("#define INSTANCES");
  77659. attribs.push("world0");
  77660. attribs.push("world1");
  77661. attribs.push("world2");
  77662. attribs.push("world3");
  77663. }
  77664. // Get correct effect
  77665. var join = defines.join("\n");
  77666. if (this._cachedDefines !== join) {
  77667. this._cachedDefines = join;
  77668. this._effect = this._scene.getEngine().createEffect("shadowMap", attribs, ["world", "mBones", "viewProjection", "diffuseMatrix", "lightData", "depthValues", "biasAndScale", "morphTargetInfluences", "boneTextureWidth"], ["diffuseSampler", "boneSampler"], join, undefined, undefined, undefined, { maxSimultaneousMorphTargets: morphInfluencers });
  77669. }
  77670. if (!this._effect.isReady()) {
  77671. return false;
  77672. }
  77673. if (this.useBlurExponentialShadowMap || this.useBlurCloseExponentialShadowMap) {
  77674. if (!this._blurPostProcesses || !this._blurPostProcesses.length) {
  77675. this._initializeBlurRTTAndPostProcesses();
  77676. }
  77677. }
  77678. if (this._kernelBlurXPostprocess && !this._kernelBlurXPostprocess.isReady()) {
  77679. return false;
  77680. }
  77681. if (this._kernelBlurYPostprocess && !this._kernelBlurYPostprocess.isReady()) {
  77682. return false;
  77683. }
  77684. if (this._boxBlurPostprocess && !this._boxBlurPostprocess.isReady()) {
  77685. return false;
  77686. }
  77687. return true;
  77688. };
  77689. /**
  77690. * Prepare all the defines in a material relying on a shadow map at the specified light index.
  77691. * @param defines Defines of the material we want to update
  77692. * @param lightIndex Index of the light in the enabled light list of the material
  77693. */
  77694. ShadowGenerator.prototype.prepareDefines = function (defines, lightIndex) {
  77695. var scene = this._scene;
  77696. var light = this._light;
  77697. if (!scene.shadowsEnabled || !light.shadowEnabled) {
  77698. return;
  77699. }
  77700. defines["SHADOW" + lightIndex] = true;
  77701. if (this.useContactHardeningShadow) {
  77702. defines["SHADOWPCSS" + lightIndex] = true;
  77703. if (this._filteringQuality === ShadowGenerator.QUALITY_LOW) {
  77704. defines["SHADOWLOWQUALITY" + lightIndex] = true;
  77705. }
  77706. else if (this._filteringQuality === ShadowGenerator.QUALITY_MEDIUM) {
  77707. defines["SHADOWMEDIUMQUALITY" + lightIndex] = true;
  77708. }
  77709. // else default to high.
  77710. }
  77711. if (this.usePercentageCloserFiltering) {
  77712. defines["SHADOWPCF" + lightIndex] = true;
  77713. if (this._filteringQuality === ShadowGenerator.QUALITY_LOW) {
  77714. defines["SHADOWLOWQUALITY" + lightIndex] = true;
  77715. }
  77716. else if (this._filteringQuality === ShadowGenerator.QUALITY_MEDIUM) {
  77717. defines["SHADOWMEDIUMQUALITY" + lightIndex] = true;
  77718. }
  77719. // else default to high.
  77720. }
  77721. else if (this.usePoissonSampling) {
  77722. defines["SHADOWPOISSON" + lightIndex] = true;
  77723. }
  77724. else if (this.useExponentialShadowMap || this.useBlurExponentialShadowMap) {
  77725. defines["SHADOWESM" + lightIndex] = true;
  77726. }
  77727. else if (this.useCloseExponentialShadowMap || this.useBlurCloseExponentialShadowMap) {
  77728. defines["SHADOWCLOSEESM" + lightIndex] = true;
  77729. }
  77730. if (light.needCube()) {
  77731. defines["SHADOWCUBE" + lightIndex] = true;
  77732. }
  77733. };
  77734. /**
  77735. * Binds the shadow related information inside of an effect (information like near, far, darkness...
  77736. * defined in the generator but impacting the effect).
  77737. * @param lightIndex Index of the light in the enabled light list of the material owning the effect
  77738. * @param effect The effect we are binfing the information for
  77739. */
  77740. ShadowGenerator.prototype.bindShadowLight = function (lightIndex, effect) {
  77741. var light = this._light;
  77742. var scene = this._scene;
  77743. if (!scene.shadowsEnabled || !light.shadowEnabled) {
  77744. return;
  77745. }
  77746. var camera = scene.activeCamera;
  77747. if (!camera) {
  77748. return;
  77749. }
  77750. var shadowMap = this.getShadowMap();
  77751. if (!shadowMap) {
  77752. return;
  77753. }
  77754. if (!light.needCube()) {
  77755. effect.setMatrix("lightMatrix" + lightIndex, this.getTransformMatrix());
  77756. }
  77757. // Only PCF uses depth stencil texture.
  77758. if (this._filter === ShadowGenerator.FILTER_PCF) {
  77759. effect.setDepthStencilTexture("shadowSampler" + lightIndex, this.getShadowMapForRendering());
  77760. light._uniformBuffer.updateFloat4("shadowsInfo", this.getDarkness(), shadowMap.getSize().width, 1 / shadowMap.getSize().width, this.frustumEdgeFalloff, lightIndex);
  77761. }
  77762. else if (this._filter === ShadowGenerator.FILTER_PCSS) {
  77763. effect.setDepthStencilTexture("shadowSampler" + lightIndex, this.getShadowMapForRendering());
  77764. effect.setTexture("depthSampler" + lightIndex, this.getShadowMapForRendering());
  77765. light._uniformBuffer.updateFloat4("shadowsInfo", this.getDarkness(), 1 / shadowMap.getSize().width, this._contactHardeningLightSizeUVRatio * shadowMap.getSize().width, this.frustumEdgeFalloff, lightIndex);
  77766. }
  77767. else {
  77768. effect.setTexture("shadowSampler" + lightIndex, this.getShadowMapForRendering());
  77769. light._uniformBuffer.updateFloat4("shadowsInfo", this.getDarkness(), this.blurScale / shadowMap.getSize().width, this.depthScale, this.frustumEdgeFalloff, lightIndex);
  77770. }
  77771. light._uniformBuffer.updateFloat2("depthValues", this.getLight().getDepthMinZ(camera), this.getLight().getDepthMinZ(camera) + this.getLight().getDepthMaxZ(camera), lightIndex);
  77772. };
  77773. /**
  77774. * Gets the transformation matrix used to project the meshes into the map from the light point of view.
  77775. * (eq to shadow prjection matrix * light transform matrix)
  77776. * @returns The transform matrix used to create the shadow map
  77777. */
  77778. ShadowGenerator.prototype.getTransformMatrix = function () {
  77779. var scene = this._scene;
  77780. if (this._currentRenderID === scene.getRenderId() && this._currentFaceIndexCache === this._currentFaceIndex) {
  77781. return this._transformMatrix;
  77782. }
  77783. this._currentRenderID = scene.getRenderId();
  77784. this._currentFaceIndexCache = this._currentFaceIndex;
  77785. var lightPosition = this._light.position;
  77786. if (this._light.computeTransformedInformation()) {
  77787. lightPosition = this._light.transformedPosition;
  77788. }
  77789. BABYLON.Vector3.NormalizeToRef(this._light.getShadowDirection(this._currentFaceIndex), this._lightDirection);
  77790. if (Math.abs(BABYLON.Vector3.Dot(this._lightDirection, BABYLON.Vector3.Up())) === 1.0) {
  77791. this._lightDirection.z = 0.0000000000001; // Required to avoid perfectly perpendicular light
  77792. }
  77793. if (this._light.needProjectionMatrixCompute() || !this._cachedPosition || !this._cachedDirection || !lightPosition.equals(this._cachedPosition) || !this._lightDirection.equals(this._cachedDirection)) {
  77794. this._cachedPosition.copyFrom(lightPosition);
  77795. this._cachedDirection.copyFrom(this._lightDirection);
  77796. BABYLON.Matrix.LookAtLHToRef(lightPosition, lightPosition.add(this._lightDirection), BABYLON.Vector3.Up(), this._viewMatrix);
  77797. var shadowMap = this.getShadowMap();
  77798. if (shadowMap) {
  77799. var renderList = shadowMap.renderList;
  77800. if (renderList) {
  77801. this._light.setShadowProjectionMatrix(this._projectionMatrix, this._viewMatrix, renderList);
  77802. }
  77803. }
  77804. this._viewMatrix.multiplyToRef(this._projectionMatrix, this._transformMatrix);
  77805. }
  77806. return this._transformMatrix;
  77807. };
  77808. /**
  77809. * Recreates the shadow map dependencies like RTT and post processes. This can be used during the switch between
  77810. * Cube and 2D textures for instance.
  77811. */
  77812. ShadowGenerator.prototype.recreateShadowMap = function () {
  77813. var shadowMap = this._shadowMap;
  77814. if (!shadowMap) {
  77815. return;
  77816. }
  77817. // Track render list.
  77818. var renderList = shadowMap.renderList;
  77819. // Clean up existing data.
  77820. this._disposeRTTandPostProcesses();
  77821. // Reinitializes.
  77822. this._initializeGenerator();
  77823. // Reaffect the filter to ensure a correct fallback if necessary.
  77824. this.filter = this.filter;
  77825. // Reaffect the filter.
  77826. this._applyFilterValues();
  77827. // Reaffect Render List.
  77828. this._shadowMap.renderList = renderList;
  77829. };
  77830. ShadowGenerator.prototype._disposeBlurPostProcesses = function () {
  77831. if (this._shadowMap2) {
  77832. this._shadowMap2.dispose();
  77833. this._shadowMap2 = null;
  77834. }
  77835. if (this._boxBlurPostprocess) {
  77836. this._boxBlurPostprocess.dispose();
  77837. this._boxBlurPostprocess = null;
  77838. }
  77839. if (this._kernelBlurXPostprocess) {
  77840. this._kernelBlurXPostprocess.dispose();
  77841. this._kernelBlurXPostprocess = null;
  77842. }
  77843. if (this._kernelBlurYPostprocess) {
  77844. this._kernelBlurYPostprocess.dispose();
  77845. this._kernelBlurYPostprocess = null;
  77846. }
  77847. this._blurPostProcesses = [];
  77848. };
  77849. ShadowGenerator.prototype._disposeRTTandPostProcesses = function () {
  77850. if (this._shadowMap) {
  77851. this._shadowMap.dispose();
  77852. this._shadowMap = null;
  77853. }
  77854. this._disposeBlurPostProcesses();
  77855. };
  77856. /**
  77857. * Disposes the ShadowGenerator.
  77858. * Returns nothing.
  77859. */
  77860. ShadowGenerator.prototype.dispose = function () {
  77861. this._disposeRTTandPostProcesses();
  77862. if (this._light) {
  77863. this._light._shadowGenerator = null;
  77864. this._light._markMeshesAsLightDirty();
  77865. }
  77866. };
  77867. /**
  77868. * Serializes the shadow generator setup to a json object.
  77869. * @returns The serialized JSON object
  77870. */
  77871. ShadowGenerator.prototype.serialize = function () {
  77872. var serializationObject = {};
  77873. var shadowMap = this.getShadowMap();
  77874. if (!shadowMap) {
  77875. return serializationObject;
  77876. }
  77877. serializationObject.lightId = this._light.id;
  77878. serializationObject.mapSize = shadowMap.getRenderSize();
  77879. serializationObject.useExponentialShadowMap = this.useExponentialShadowMap;
  77880. serializationObject.useBlurExponentialShadowMap = this.useBlurExponentialShadowMap;
  77881. serializationObject.useCloseExponentialShadowMap = this.useBlurExponentialShadowMap;
  77882. serializationObject.useBlurCloseExponentialShadowMap = this.useBlurExponentialShadowMap;
  77883. serializationObject.usePoissonSampling = this.usePoissonSampling;
  77884. serializationObject.forceBackFacesOnly = this.forceBackFacesOnly;
  77885. serializationObject.depthScale = this.depthScale;
  77886. serializationObject.darkness = this.getDarkness();
  77887. serializationObject.blurBoxOffset = this.blurBoxOffset;
  77888. serializationObject.blurKernel = this.blurKernel;
  77889. serializationObject.blurScale = this.blurScale;
  77890. serializationObject.useKernelBlur = this.useKernelBlur;
  77891. serializationObject.transparencyShadow = this._transparencyShadow;
  77892. serializationObject.frustumEdgeFalloff = this.frustumEdgeFalloff;
  77893. serializationObject.bias = this.bias;
  77894. serializationObject.normalBias = this.normalBias;
  77895. serializationObject.usePercentageCloserFiltering = this.usePercentageCloserFiltering;
  77896. serializationObject.useContactHardeningShadow = this.useContactHardeningShadow;
  77897. serializationObject.filteringQuality = this.filteringQuality;
  77898. serializationObject.contactHardeningLightSizeUVRatio = this.contactHardeningLightSizeUVRatio;
  77899. serializationObject.renderList = [];
  77900. if (shadowMap.renderList) {
  77901. for (var meshIndex = 0; meshIndex < shadowMap.renderList.length; meshIndex++) {
  77902. var mesh = shadowMap.renderList[meshIndex];
  77903. serializationObject.renderList.push(mesh.id);
  77904. }
  77905. }
  77906. return serializationObject;
  77907. };
  77908. /**
  77909. * Parses a serialized ShadowGenerator and returns a new ShadowGenerator.
  77910. * @param parsedShadowGenerator The JSON object to parse
  77911. * @param scene The scene to create the shadow map for
  77912. * @returns The parsed shadow generator
  77913. */
  77914. ShadowGenerator.Parse = function (parsedShadowGenerator, scene) {
  77915. var light = scene.getLightByID(parsedShadowGenerator.lightId);
  77916. var shadowGenerator = new ShadowGenerator(parsedShadowGenerator.mapSize, light);
  77917. var shadowMap = shadowGenerator.getShadowMap();
  77918. for (var meshIndex = 0; meshIndex < parsedShadowGenerator.renderList.length; meshIndex++) {
  77919. var meshes = scene.getMeshesByID(parsedShadowGenerator.renderList[meshIndex]);
  77920. meshes.forEach(function (mesh) {
  77921. if (!shadowMap) {
  77922. return;
  77923. }
  77924. if (!shadowMap.renderList) {
  77925. shadowMap.renderList = [];
  77926. }
  77927. shadowMap.renderList.push(mesh);
  77928. });
  77929. }
  77930. if (parsedShadowGenerator.usePoissonSampling) {
  77931. shadowGenerator.usePoissonSampling = true;
  77932. }
  77933. else if (parsedShadowGenerator.useExponentialShadowMap) {
  77934. shadowGenerator.useExponentialShadowMap = true;
  77935. }
  77936. else if (parsedShadowGenerator.useBlurExponentialShadowMap) {
  77937. shadowGenerator.useBlurExponentialShadowMap = true;
  77938. }
  77939. else if (parsedShadowGenerator.useCloseExponentialShadowMap) {
  77940. shadowGenerator.useCloseExponentialShadowMap = true;
  77941. }
  77942. else if (parsedShadowGenerator.useBlurCloseExponentialShadowMap) {
  77943. shadowGenerator.useBlurCloseExponentialShadowMap = true;
  77944. }
  77945. else if (parsedShadowGenerator.usePercentageCloserFiltering) {
  77946. shadowGenerator.usePercentageCloserFiltering = true;
  77947. }
  77948. else if (parsedShadowGenerator.useContactHardeningShadow) {
  77949. shadowGenerator.useContactHardeningShadow = true;
  77950. }
  77951. if (parsedShadowGenerator.filteringQuality) {
  77952. shadowGenerator.filteringQuality = parsedShadowGenerator.filteringQuality;
  77953. }
  77954. if (parsedShadowGenerator.contactHardeningLightSizeUVRatio) {
  77955. shadowGenerator.contactHardeningLightSizeUVRatio = parsedShadowGenerator.contactHardeningLightSizeUVRatio;
  77956. }
  77957. // Backward compat
  77958. else if (parsedShadowGenerator.useVarianceShadowMap) {
  77959. shadowGenerator.useExponentialShadowMap = true;
  77960. }
  77961. else if (parsedShadowGenerator.useBlurVarianceShadowMap) {
  77962. shadowGenerator.useBlurExponentialShadowMap = true;
  77963. }
  77964. if (parsedShadowGenerator.depthScale) {
  77965. shadowGenerator.depthScale = parsedShadowGenerator.depthScale;
  77966. }
  77967. if (parsedShadowGenerator.blurScale) {
  77968. shadowGenerator.blurScale = parsedShadowGenerator.blurScale;
  77969. }
  77970. if (parsedShadowGenerator.blurBoxOffset) {
  77971. shadowGenerator.blurBoxOffset = parsedShadowGenerator.blurBoxOffset;
  77972. }
  77973. if (parsedShadowGenerator.useKernelBlur) {
  77974. shadowGenerator.useKernelBlur = parsedShadowGenerator.useKernelBlur;
  77975. }
  77976. if (parsedShadowGenerator.blurKernel) {
  77977. shadowGenerator.blurKernel = parsedShadowGenerator.blurKernel;
  77978. }
  77979. if (parsedShadowGenerator.bias !== undefined) {
  77980. shadowGenerator.bias = parsedShadowGenerator.bias;
  77981. }
  77982. if (parsedShadowGenerator.normalBias !== undefined) {
  77983. shadowGenerator.normalBias = parsedShadowGenerator.normalBias;
  77984. }
  77985. if (parsedShadowGenerator.frustumEdgeFalloff !== undefined) {
  77986. shadowGenerator.frustumEdgeFalloff = parsedShadowGenerator.frustumEdgeFalloff;
  77987. }
  77988. if (parsedShadowGenerator.darkness) {
  77989. shadowGenerator.setDarkness(parsedShadowGenerator.darkness);
  77990. }
  77991. if (parsedShadowGenerator.transparencyShadow) {
  77992. shadowGenerator.setTransparencyShadow(true);
  77993. }
  77994. shadowGenerator.forceBackFacesOnly = parsedShadowGenerator.forceBackFacesOnly;
  77995. return shadowGenerator;
  77996. };
  77997. /**
  77998. * Shadow generator mode None: no filtering applied.
  77999. */
  78000. ShadowGenerator.FILTER_NONE = 0;
  78001. /**
  78002. * Shadow generator mode ESM: Exponential Shadow Mapping.
  78003. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  78004. */
  78005. ShadowGenerator.FILTER_EXPONENTIALSHADOWMAP = 1;
  78006. /**
  78007. * Shadow generator mode Poisson Sampling: Percentage Closer Filtering.
  78008. * (Multiple Tap around evenly distributed around the pixel are used to evaluate the shadow strength)
  78009. */
  78010. ShadowGenerator.FILTER_POISSONSAMPLING = 2;
  78011. /**
  78012. * Shadow generator mode ESM: Blurred Exponential Shadow Mapping.
  78013. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  78014. */
  78015. ShadowGenerator.FILTER_BLUREXPONENTIALSHADOWMAP = 3;
  78016. /**
  78017. * Shadow generator mode ESM: Exponential Shadow Mapping using the inverse of the exponential preventing
  78018. * edge artifacts on steep falloff.
  78019. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  78020. */
  78021. ShadowGenerator.FILTER_CLOSEEXPONENTIALSHADOWMAP = 4;
  78022. /**
  78023. * Shadow generator mode ESM: Blurred Exponential Shadow Mapping using the inverse of the exponential preventing
  78024. * edge artifacts on steep falloff.
  78025. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  78026. */
  78027. ShadowGenerator.FILTER_BLURCLOSEEXPONENTIALSHADOWMAP = 5;
  78028. /**
  78029. * Shadow generator mode PCF: Percentage Closer Filtering
  78030. * benefits from Webgl 2 shadow samplers. Fallback to Poisson Sampling in Webgl 1
  78031. * (https://developer.nvidia.com/gpugems/GPUGems/gpugems_ch11.html)
  78032. */
  78033. ShadowGenerator.FILTER_PCF = 6;
  78034. /**
  78035. * Shadow generator mode PCSS: Percentage Closering Soft Shadow.
  78036. * benefits from Webgl 2 shadow samplers. Fallback to Poisson Sampling in Webgl 1
  78037. * Contact Hardening
  78038. */
  78039. ShadowGenerator.FILTER_PCSS = 7;
  78040. /**
  78041. * Reserved for PCF and PCSS
  78042. * Highest Quality.
  78043. *
  78044. * Execute PCF on a 5*5 kernel improving a lot the shadow aliasing artifacts.
  78045. *
  78046. * Execute PCSS with 32 taps blocker search and 64 taps PCF.
  78047. */
  78048. ShadowGenerator.QUALITY_HIGH = 0;
  78049. /**
  78050. * Reserved for PCF and PCSS
  78051. * Good tradeoff for quality/perf cross devices
  78052. *
  78053. * Execute PCF on a 3*3 kernel.
  78054. *
  78055. * Execute PCSS with 16 taps blocker search and 32 taps PCF.
  78056. */
  78057. ShadowGenerator.QUALITY_MEDIUM = 1;
  78058. /**
  78059. * Reserved for PCF and PCSS
  78060. * The lowest quality but the fastest.
  78061. *
  78062. * Execute PCF on a 1*1 kernel.
  78063. *
  78064. * Execute PCSS with 16 taps blocker search and 16 taps PCF.
  78065. */
  78066. ShadowGenerator.QUALITY_LOW = 2;
  78067. return ShadowGenerator;
  78068. }());
  78069. BABYLON.ShadowGenerator = ShadowGenerator;
  78070. })(BABYLON || (BABYLON = {}));
  78071. //# sourceMappingURL=babylon.shadowGenerator.js.map
  78072. var BABYLON;
  78073. (function (BABYLON) {
  78074. // Adds the parser to the scene parsers.
  78075. BABYLON.AbstractScene.AddParser(BABYLON.SceneComponentConstants.NAME_SHADOWGENERATOR, function (parsedData, scene, container, rootUrl) {
  78076. // Shadows
  78077. if (parsedData.shadowGenerators !== undefined && parsedData.shadowGenerators !== null) {
  78078. for (var index = 0, cache = parsedData.shadowGenerators.length; index < cache; index++) {
  78079. var parsedShadowGenerator = parsedData.shadowGenerators[index];
  78080. BABYLON.ShadowGenerator.Parse(parsedShadowGenerator, scene);
  78081. // SG would be available on their associated lights
  78082. }
  78083. }
  78084. });
  78085. /**
  78086. * Defines the shadow generator component responsible to manage any shadow generators
  78087. * in a given scene.
  78088. */
  78089. var ShadowGeneratorSceneComponent = /** @class */ (function () {
  78090. /**
  78091. * Creates a new instance of the component for the given scene
  78092. * @param scene Defines the scene to register the component in
  78093. */
  78094. function ShadowGeneratorSceneComponent(scene) {
  78095. /**
  78096. * The component name helpfull to identify the component in the list of scene components.
  78097. */
  78098. this.name = BABYLON.SceneComponentConstants.NAME_SHADOWGENERATOR;
  78099. this.scene = scene;
  78100. }
  78101. /**
  78102. * Registers the component in a given scene
  78103. */
  78104. ShadowGeneratorSceneComponent.prototype.register = function () {
  78105. this.scene._gatherRenderTargetsStage.registerStep(BABYLON.SceneComponentConstants.STEP_GATHERRENDERTARGETS_SHADOWGENERATOR, this, this._gatherRenderTargets);
  78106. };
  78107. /**
  78108. * Rebuilds the elements related to this component in case of
  78109. * context lost for instance.
  78110. */
  78111. ShadowGeneratorSceneComponent.prototype.rebuild = function () {
  78112. // Nothing To Do Here.
  78113. };
  78114. /**
  78115. * Serializes the component data to the specified json object
  78116. * @param serializationObject The object to serialize to
  78117. */
  78118. ShadowGeneratorSceneComponent.prototype.serialize = function (serializationObject) {
  78119. // Shadows
  78120. serializationObject.shadowGenerators = [];
  78121. var lights = this.scene.lights;
  78122. for (var _i = 0, lights_1 = lights; _i < lights_1.length; _i++) {
  78123. var light = lights_1[_i];
  78124. var shadowGenerator = light.getShadowGenerator();
  78125. if (shadowGenerator) {
  78126. serializationObject.shadowGenerators.push(shadowGenerator.serialize());
  78127. }
  78128. }
  78129. };
  78130. /**
  78131. * Adds all the element from the container to the scene
  78132. * @param container the container holding the elements
  78133. */
  78134. ShadowGeneratorSceneComponent.prototype.addFromContainer = function (container) {
  78135. // Nothing To Do Here. (directly attached to a light)
  78136. };
  78137. /**
  78138. * Removes all the elements in the container from the scene
  78139. * @param container contains the elements to remove
  78140. */
  78141. ShadowGeneratorSceneComponent.prototype.removeFromContainer = function (container) {
  78142. // Nothing To Do Here. (directly attached to a light)
  78143. };
  78144. /**
  78145. * Rebuilds the elements related to this component in case of
  78146. * context lost for instance.
  78147. */
  78148. ShadowGeneratorSceneComponent.prototype.dispose = function () {
  78149. // Nothing To Do Here.
  78150. };
  78151. ShadowGeneratorSceneComponent.prototype._gatherRenderTargets = function (renderTargets) {
  78152. // Shadows
  78153. var scene = this.scene;
  78154. if (this.scene.shadowsEnabled) {
  78155. for (var lightIndex = 0; lightIndex < scene.lights.length; lightIndex++) {
  78156. var light = scene.lights[lightIndex];
  78157. var shadowGenerator = light.getShadowGenerator();
  78158. if (light.isEnabled() && light.shadowEnabled && shadowGenerator) {
  78159. var shadowMap = (shadowGenerator.getShadowMap());
  78160. if (scene.textures.indexOf(shadowMap) !== -1) {
  78161. renderTargets.push(shadowMap);
  78162. }
  78163. }
  78164. }
  78165. }
  78166. };
  78167. return ShadowGeneratorSceneComponent;
  78168. }());
  78169. BABYLON.ShadowGeneratorSceneComponent = ShadowGeneratorSceneComponent;
  78170. })(BABYLON || (BABYLON = {}));
  78171. //# sourceMappingURL=babylon.shadowGeneratorSceneComponent.js.map
  78172. var BABYLON;
  78173. (function (BABYLON) {
  78174. /**
  78175. * Class used for the default loading screen
  78176. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  78177. */
  78178. var DefaultLoadingScreen = /** @class */ (function () {
  78179. /**
  78180. * Creates a new default loading screen
  78181. * @param _renderingCanvas defines the canvas used to render the scene
  78182. * @param _loadingText defines the default text to display
  78183. * @param _loadingDivBackgroundColor defines the default background color
  78184. */
  78185. function DefaultLoadingScreen(_renderingCanvas, _loadingText, _loadingDivBackgroundColor) {
  78186. if (_loadingText === void 0) { _loadingText = ""; }
  78187. if (_loadingDivBackgroundColor === void 0) { _loadingDivBackgroundColor = "black"; }
  78188. var _this = this;
  78189. this._renderingCanvas = _renderingCanvas;
  78190. this._loadingText = _loadingText;
  78191. this._loadingDivBackgroundColor = _loadingDivBackgroundColor;
  78192. // Resize
  78193. this._resizeLoadingUI = function () {
  78194. var canvasRect = _this._renderingCanvas.getBoundingClientRect();
  78195. var canvasPositioning = window.getComputedStyle(_this._renderingCanvas).position;
  78196. if (!_this._loadingDiv) {
  78197. return;
  78198. }
  78199. _this._loadingDiv.style.position = (canvasPositioning === "fixed") ? "fixed" : "absolute";
  78200. _this._loadingDiv.style.left = canvasRect.left + "px";
  78201. _this._loadingDiv.style.top = canvasRect.top + "px";
  78202. _this._loadingDiv.style.width = canvasRect.width + "px";
  78203. _this._loadingDiv.style.height = canvasRect.height + "px";
  78204. };
  78205. }
  78206. /**
  78207. * Function called to display the loading screen
  78208. */
  78209. DefaultLoadingScreen.prototype.displayLoadingUI = function () {
  78210. if (this._loadingDiv) {
  78211. // Do not add a loading screen if there is already one
  78212. return;
  78213. }
  78214. this._loadingDiv = document.createElement("div");
  78215. this._loadingDiv.id = "babylonjsLoadingDiv";
  78216. this._loadingDiv.style.opacity = "0";
  78217. this._loadingDiv.style.transition = "opacity 1.5s ease";
  78218. this._loadingDiv.style.pointerEvents = "none";
  78219. // Loading text
  78220. this._loadingTextDiv = document.createElement("div");
  78221. this._loadingTextDiv.style.position = "absolute";
  78222. this._loadingTextDiv.style.left = "0";
  78223. this._loadingTextDiv.style.top = "50%";
  78224. this._loadingTextDiv.style.marginTop = "80px";
  78225. this._loadingTextDiv.style.width = "100%";
  78226. this._loadingTextDiv.style.height = "20px";
  78227. this._loadingTextDiv.style.fontFamily = "Arial";
  78228. this._loadingTextDiv.style.fontSize = "14px";
  78229. this._loadingTextDiv.style.color = "white";
  78230. this._loadingTextDiv.style.textAlign = "center";
  78231. this._loadingTextDiv.innerHTML = "Loading";
  78232. this._loadingDiv.appendChild(this._loadingTextDiv);
  78233. //set the predefined text
  78234. this._loadingTextDiv.innerHTML = this._loadingText;
  78235. // Generating keyframes
  78236. var style = document.createElement('style');
  78237. style.type = 'text/css';
  78238. var keyFrames = "@-webkit-keyframes spin1 { 0% { -webkit-transform: rotate(0deg);}\n 100% { -webkit-transform: rotate(360deg);}\n } @keyframes spin1 { 0% { transform: rotate(0deg);}\n 100% { transform: rotate(360deg);}\n }";
  78239. style.innerHTML = keyFrames;
  78240. document.getElementsByTagName('head')[0].appendChild(style);
  78241. // Loading img
  78242. var imgBack = new Image();
  78243. imgBack.src = "data:image/png;base64,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";
  78244. imgBack.style.position = "absolute";
  78245. imgBack.style.left = "50%";
  78246. imgBack.style.top = "50%";
  78247. imgBack.style.marginLeft = "-60px";
  78248. imgBack.style.marginTop = "-60px";
  78249. imgBack.style.animation = "spin1 2s infinite ease-in-out";
  78250. imgBack.style.webkitAnimation = "spin1 2s infinite ease-in-out";
  78251. imgBack.style.transformOrigin = "50% 50%";
  78252. imgBack.style.webkitTransformOrigin = "50% 50%";
  78253. this._loadingDiv.appendChild(imgBack);
  78254. this._resizeLoadingUI();
  78255. window.addEventListener("resize", this._resizeLoadingUI);
  78256. this._loadingDiv.style.backgroundColor = this._loadingDivBackgroundColor;
  78257. document.body.appendChild(this._loadingDiv);
  78258. this._loadingDiv.style.opacity = "1";
  78259. };
  78260. /**
  78261. * Function called to hide the loading screen
  78262. */
  78263. DefaultLoadingScreen.prototype.hideLoadingUI = function () {
  78264. var _this = this;
  78265. if (!this._loadingDiv) {
  78266. return;
  78267. }
  78268. var onTransitionEnd = function () {
  78269. if (!_this._loadingDiv) {
  78270. return;
  78271. }
  78272. if (_this._loadingDiv.parentElement) {
  78273. _this._loadingDiv.parentElement.removeChild(_this._loadingDiv);
  78274. }
  78275. window.removeEventListener("resize", _this._resizeLoadingUI);
  78276. _this._loadingDiv = null;
  78277. };
  78278. this._loadingDiv.style.opacity = "0";
  78279. this._loadingDiv.addEventListener("transitionend", onTransitionEnd);
  78280. };
  78281. Object.defineProperty(DefaultLoadingScreen.prototype, "loadingUIText", {
  78282. get: function () {
  78283. return this._loadingText;
  78284. },
  78285. /**
  78286. * Gets or sets the text to display while loading
  78287. */
  78288. set: function (text) {
  78289. this._loadingText = text;
  78290. if (this._loadingTextDiv) {
  78291. this._loadingTextDiv.innerHTML = this._loadingText;
  78292. }
  78293. },
  78294. enumerable: true,
  78295. configurable: true
  78296. });
  78297. Object.defineProperty(DefaultLoadingScreen.prototype, "loadingUIBackgroundColor", {
  78298. /**
  78299. * Gets or sets the color to use for the background
  78300. */
  78301. get: function () {
  78302. return this._loadingDivBackgroundColor;
  78303. },
  78304. set: function (color) {
  78305. this._loadingDivBackgroundColor = color;
  78306. if (!this._loadingDiv) {
  78307. return;
  78308. }
  78309. this._loadingDiv.style.backgroundColor = this._loadingDivBackgroundColor;
  78310. },
  78311. enumerable: true,
  78312. configurable: true
  78313. });
  78314. return DefaultLoadingScreen;
  78315. }());
  78316. BABYLON.DefaultLoadingScreen = DefaultLoadingScreen;
  78317. })(BABYLON || (BABYLON = {}));
  78318. //# sourceMappingURL=babylon.loadingScreen.js.map
  78319. var BABYLON;
  78320. (function (BABYLON) {
  78321. /**
  78322. * Class used to represent data loading progression
  78323. */
  78324. var SceneLoaderProgressEvent = /** @class */ (function () {
  78325. /**
  78326. * Create a new progress event
  78327. * @param lengthComputable defines if data length to load can be evaluated
  78328. * @param loaded defines the loaded data length
  78329. * @param total defines the data length to load
  78330. */
  78331. function SceneLoaderProgressEvent(
  78332. /** defines if data length to load can be evaluated */
  78333. lengthComputable,
  78334. /** defines the loaded data length */
  78335. loaded,
  78336. /** defines the data length to load */
  78337. total) {
  78338. this.lengthComputable = lengthComputable;
  78339. this.loaded = loaded;
  78340. this.total = total;
  78341. }
  78342. /**
  78343. * Creates a new SceneLoaderProgressEvent from a ProgressEvent
  78344. * @param event defines the source event
  78345. * @returns a new SceneLoaderProgressEvent
  78346. */
  78347. SceneLoaderProgressEvent.FromProgressEvent = function (event) {
  78348. return new SceneLoaderProgressEvent(event.lengthComputable, event.loaded, event.total);
  78349. };
  78350. return SceneLoaderProgressEvent;
  78351. }());
  78352. BABYLON.SceneLoaderProgressEvent = SceneLoaderProgressEvent;
  78353. /**
  78354. * Class used to load scene from various file formats using registered plugins
  78355. * @see http://doc.babylonjs.com/how_to/load_from_any_file_type
  78356. */
  78357. var SceneLoader = /** @class */ (function () {
  78358. function SceneLoader() {
  78359. }
  78360. Object.defineProperty(SceneLoader, "ForceFullSceneLoadingForIncremental", {
  78361. /**
  78362. * Gets or sets a boolean indicating if entire scene must be loaded even if scene contains incremental data
  78363. */
  78364. get: function () {
  78365. return SceneLoader._ForceFullSceneLoadingForIncremental;
  78366. },
  78367. set: function (value) {
  78368. SceneLoader._ForceFullSceneLoadingForIncremental = value;
  78369. },
  78370. enumerable: true,
  78371. configurable: true
  78372. });
  78373. Object.defineProperty(SceneLoader, "ShowLoadingScreen", {
  78374. /**
  78375. * Gets or sets a boolean indicating if loading screen must be displayed while loading a scene
  78376. */
  78377. get: function () {
  78378. return SceneLoader._ShowLoadingScreen;
  78379. },
  78380. set: function (value) {
  78381. SceneLoader._ShowLoadingScreen = value;
  78382. },
  78383. enumerable: true,
  78384. configurable: true
  78385. });
  78386. Object.defineProperty(SceneLoader, "loggingLevel", {
  78387. /**
  78388. * Defines the current logging level (while loading the scene)
  78389. * @ignorenaming
  78390. */
  78391. get: function () {
  78392. return SceneLoader._loggingLevel;
  78393. },
  78394. set: function (value) {
  78395. SceneLoader._loggingLevel = value;
  78396. },
  78397. enumerable: true,
  78398. configurable: true
  78399. });
  78400. Object.defineProperty(SceneLoader, "CleanBoneMatrixWeights", {
  78401. /**
  78402. * Gets or set a boolean indicating if matrix weights must be cleaned upon loading
  78403. */
  78404. get: function () {
  78405. return SceneLoader._CleanBoneMatrixWeights;
  78406. },
  78407. set: function (value) {
  78408. SceneLoader._CleanBoneMatrixWeights = value;
  78409. },
  78410. enumerable: true,
  78411. configurable: true
  78412. });
  78413. SceneLoader._getDefaultPlugin = function () {
  78414. return SceneLoader._registeredPlugins[".babylon"];
  78415. };
  78416. SceneLoader._getPluginForExtension = function (extension) {
  78417. var registeredPlugin = SceneLoader._registeredPlugins[extension];
  78418. if (registeredPlugin) {
  78419. return registeredPlugin;
  78420. }
  78421. BABYLON.Tools.Warn("Unable to find a plugin to load " + extension + " files. Trying to use .babylon default plugin. To load from a specific filetype (eg. gltf) see: http://doc.babylonjs.com/how_to/load_from_any_file_type");
  78422. return SceneLoader._getDefaultPlugin();
  78423. };
  78424. SceneLoader._getPluginForDirectLoad = function (data) {
  78425. for (var extension in SceneLoader._registeredPlugins) {
  78426. var plugin = SceneLoader._registeredPlugins[extension].plugin;
  78427. if (plugin.canDirectLoad && plugin.canDirectLoad(data)) {
  78428. return SceneLoader._registeredPlugins[extension];
  78429. }
  78430. }
  78431. return SceneLoader._getDefaultPlugin();
  78432. };
  78433. SceneLoader._getPluginForFilename = function (sceneFilename) {
  78434. var queryStringPosition = sceneFilename.indexOf("?");
  78435. if (queryStringPosition !== -1) {
  78436. sceneFilename = sceneFilename.substring(0, queryStringPosition);
  78437. }
  78438. var dotPosition = sceneFilename.lastIndexOf(".");
  78439. var extension = sceneFilename.substring(dotPosition, sceneFilename.length).toLowerCase();
  78440. return SceneLoader._getPluginForExtension(extension);
  78441. };
  78442. // use babylon file loader directly if sceneFilename is prefixed with "data:"
  78443. SceneLoader._getDirectLoad = function (sceneFilename) {
  78444. if (sceneFilename.substr(0, 5) === "data:") {
  78445. return sceneFilename.substr(5);
  78446. }
  78447. return null;
  78448. };
  78449. SceneLoader._loadData = function (fileInfo, scene, onSuccess, onProgress, onError, onDispose, pluginExtension) {
  78450. var directLoad = SceneLoader._getDirectLoad(fileInfo.name);
  78451. var registeredPlugin = pluginExtension ? SceneLoader._getPluginForExtension(pluginExtension) : (directLoad ? SceneLoader._getPluginForDirectLoad(fileInfo.name) : SceneLoader._getPluginForFilename(fileInfo.name));
  78452. var plugin;
  78453. if (registeredPlugin.plugin.createPlugin) {
  78454. plugin = registeredPlugin.plugin.createPlugin();
  78455. }
  78456. else {
  78457. plugin = registeredPlugin.plugin;
  78458. }
  78459. var useArrayBuffer = registeredPlugin.isBinary;
  78460. var offlineProvider;
  78461. SceneLoader.OnPluginActivatedObservable.notifyObservers(plugin);
  78462. var dataCallback = function (data, responseURL) {
  78463. if (scene.isDisposed) {
  78464. onError("Scene has been disposed");
  78465. return;
  78466. }
  78467. scene.offlineProvider = offlineProvider;
  78468. onSuccess(plugin, data, responseURL);
  78469. };
  78470. var request = null;
  78471. var pluginDisposed = false;
  78472. var onDisposeObservable = plugin.onDisposeObservable;
  78473. if (onDisposeObservable) {
  78474. onDisposeObservable.add(function () {
  78475. pluginDisposed = true;
  78476. if (request) {
  78477. request.abort();
  78478. request = null;
  78479. }
  78480. onDispose();
  78481. });
  78482. }
  78483. var manifestChecked = function () {
  78484. if (pluginDisposed) {
  78485. return;
  78486. }
  78487. request = BABYLON.Tools.LoadFile(fileInfo.url, dataCallback, onProgress ? function (event) {
  78488. onProgress(SceneLoaderProgressEvent.FromProgressEvent(event));
  78489. } : undefined, offlineProvider, useArrayBuffer, function (request, exception) {
  78490. onError("Failed to load scene." + (exception ? " " + exception.message : ""), exception);
  78491. });
  78492. };
  78493. if (directLoad) {
  78494. dataCallback(directLoad);
  78495. return plugin;
  78496. }
  78497. var file = fileInfo.file || BABYLON.FilesInput.FilesToLoad[fileInfo.name.toLowerCase()];
  78498. if (fileInfo.rootUrl.indexOf("file:") === -1 || (fileInfo.rootUrl.indexOf("file:") !== -1 && !file)) {
  78499. var engine = scene.getEngine();
  78500. var canUseOfflineSupport = engine.enableOfflineSupport;
  78501. if (canUseOfflineSupport) {
  78502. // Also check for exceptions
  78503. var exceptionFound = false;
  78504. for (var _i = 0, _a = scene.disableOfflineSupportExceptionRules; _i < _a.length; _i++) {
  78505. var regex = _a[_i];
  78506. if (regex.test(fileInfo.url)) {
  78507. exceptionFound = true;
  78508. break;
  78509. }
  78510. }
  78511. canUseOfflineSupport = !exceptionFound;
  78512. }
  78513. if (canUseOfflineSupport && BABYLON.Engine.OfflineProviderFactory) {
  78514. // Checking if a manifest file has been set for this scene and if offline mode has been requested
  78515. offlineProvider = BABYLON.Engine.OfflineProviderFactory(fileInfo.url, manifestChecked, engine.disableManifestCheck);
  78516. }
  78517. else {
  78518. manifestChecked();
  78519. }
  78520. }
  78521. // Loading file from disk via input file or drag'n'drop
  78522. else {
  78523. if (file) {
  78524. request = BABYLON.Tools.ReadFile(file, dataCallback, onProgress, useArrayBuffer);
  78525. }
  78526. else {
  78527. onError("Unable to find file named " + fileInfo.name);
  78528. }
  78529. }
  78530. return plugin;
  78531. };
  78532. SceneLoader._getFileInfo = function (rootUrl, sceneFilename) {
  78533. var url;
  78534. var name;
  78535. var file = null;
  78536. if (!sceneFilename) {
  78537. url = rootUrl;
  78538. name = BABYLON.Tools.GetFilename(rootUrl);
  78539. rootUrl = BABYLON.Tools.GetFolderPath(rootUrl);
  78540. }
  78541. else if (sceneFilename instanceof File) {
  78542. url = rootUrl + sceneFilename.name;
  78543. name = sceneFilename.name;
  78544. file = sceneFilename;
  78545. }
  78546. else {
  78547. if (sceneFilename.substr(0, 1) === "/") {
  78548. BABYLON.Tools.Error("Wrong sceneFilename parameter");
  78549. return null;
  78550. }
  78551. url = rootUrl + sceneFilename;
  78552. name = sceneFilename;
  78553. }
  78554. return {
  78555. url: url,
  78556. rootUrl: rootUrl,
  78557. name: name,
  78558. file: file
  78559. };
  78560. };
  78561. // Public functions
  78562. /**
  78563. * Gets a plugin that can load the given extension
  78564. * @param extension defines the extension to load
  78565. * @returns a plugin or null if none works
  78566. */
  78567. SceneLoader.GetPluginForExtension = function (extension) {
  78568. return SceneLoader._getPluginForExtension(extension).plugin;
  78569. };
  78570. /**
  78571. * Gets a boolean indicating that the given extension can be loaded
  78572. * @param extension defines the extension to load
  78573. * @returns true if the extension is supported
  78574. */
  78575. SceneLoader.IsPluginForExtensionAvailable = function (extension) {
  78576. return !!SceneLoader._registeredPlugins[extension];
  78577. };
  78578. /**
  78579. * Adds a new plugin to the list of registered plugins
  78580. * @param plugin defines the plugin to add
  78581. */
  78582. SceneLoader.RegisterPlugin = function (plugin) {
  78583. if (typeof plugin.extensions === "string") {
  78584. var extension = plugin.extensions;
  78585. SceneLoader._registeredPlugins[extension.toLowerCase()] = {
  78586. plugin: plugin,
  78587. isBinary: false
  78588. };
  78589. }
  78590. else {
  78591. var extensions = plugin.extensions;
  78592. Object.keys(extensions).forEach(function (extension) {
  78593. SceneLoader._registeredPlugins[extension.toLowerCase()] = {
  78594. plugin: plugin,
  78595. isBinary: extensions[extension].isBinary
  78596. };
  78597. });
  78598. }
  78599. };
  78600. /**
  78601. * Import meshes into a scene
  78602. * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  78603. * @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
  78604. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene or a File object (default: empty string)
  78605. * @param scene the instance of BABYLON.Scene to append to
  78606. * @param onSuccess a callback with a list of imported meshes, particleSystems, and skeletons when import succeeds
  78607. * @param onProgress a callback with a progress event for each file being loaded
  78608. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  78609. * @param pluginExtension the extension used to determine the plugin
  78610. * @returns The loaded plugin
  78611. */
  78612. SceneLoader.ImportMesh = function (meshNames, rootUrl, sceneFilename, scene, onSuccess, onProgress, onError, pluginExtension) {
  78613. if (sceneFilename === void 0) { sceneFilename = ""; }
  78614. if (scene === void 0) { scene = BABYLON.Engine.LastCreatedScene; }
  78615. if (onSuccess === void 0) { onSuccess = null; }
  78616. if (onProgress === void 0) { onProgress = null; }
  78617. if (onError === void 0) { onError = null; }
  78618. if (pluginExtension === void 0) { pluginExtension = null; }
  78619. if (!scene) {
  78620. BABYLON.Tools.Error("No scene available to import mesh to");
  78621. return null;
  78622. }
  78623. var fileInfo = SceneLoader._getFileInfo(rootUrl, sceneFilename);
  78624. if (!fileInfo) {
  78625. return null;
  78626. }
  78627. var loadingToken = {};
  78628. scene._addPendingData(loadingToken);
  78629. var disposeHandler = function () {
  78630. scene._removePendingData(loadingToken);
  78631. };
  78632. var errorHandler = function (message, exception) {
  78633. var errorMessage = "Unable to import meshes from " + fileInfo.url + ": " + message;
  78634. if (onError) {
  78635. onError(scene, errorMessage, exception);
  78636. }
  78637. else {
  78638. BABYLON.Tools.Error(errorMessage);
  78639. // should the exception be thrown?
  78640. }
  78641. disposeHandler();
  78642. };
  78643. var progressHandler = onProgress ? function (event) {
  78644. try {
  78645. onProgress(event);
  78646. }
  78647. catch (e) {
  78648. errorHandler("Error in onProgress callback", e);
  78649. }
  78650. } : undefined;
  78651. var successHandler = function (meshes, particleSystems, skeletons, animationGroups) {
  78652. scene.importedMeshesFiles.push(fileInfo.url);
  78653. if (onSuccess) {
  78654. try {
  78655. onSuccess(meshes, particleSystems, skeletons, animationGroups);
  78656. }
  78657. catch (e) {
  78658. errorHandler("Error in onSuccess callback", e);
  78659. }
  78660. }
  78661. scene._removePendingData(loadingToken);
  78662. };
  78663. return SceneLoader._loadData(fileInfo, scene, function (plugin, data, responseURL) {
  78664. if (plugin.rewriteRootURL) {
  78665. fileInfo.rootUrl = plugin.rewriteRootURL(fileInfo.rootUrl, responseURL);
  78666. }
  78667. if (plugin.importMesh) {
  78668. var syncedPlugin = plugin;
  78669. var meshes = new Array();
  78670. var particleSystems = new Array();
  78671. var skeletons = new Array();
  78672. if (!syncedPlugin.importMesh(meshNames, scene, data, fileInfo.rootUrl, meshes, particleSystems, skeletons, errorHandler)) {
  78673. return;
  78674. }
  78675. scene.loadingPluginName = plugin.name;
  78676. successHandler(meshes, particleSystems, skeletons, []);
  78677. }
  78678. else {
  78679. var asyncedPlugin = plugin;
  78680. asyncedPlugin.importMeshAsync(meshNames, scene, data, fileInfo.rootUrl, progressHandler, fileInfo.name).then(function (result) {
  78681. scene.loadingPluginName = plugin.name;
  78682. successHandler(result.meshes, result.particleSystems, result.skeletons, result.animationGroups);
  78683. }).catch(function (error) {
  78684. errorHandler(error.message, error);
  78685. });
  78686. }
  78687. }, progressHandler, errorHandler, disposeHandler, pluginExtension);
  78688. };
  78689. /**
  78690. * Import meshes into a scene
  78691. * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  78692. * @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
  78693. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene or a File object (default: empty string)
  78694. * @param scene the instance of BABYLON.Scene to append to
  78695. * @param onProgress a callback with a progress event for each file being loaded
  78696. * @param pluginExtension the extension used to determine the plugin
  78697. * @returns The loaded list of imported meshes, particle systems, skeletons, and animation groups
  78698. */
  78699. SceneLoader.ImportMeshAsync = function (meshNames, rootUrl, sceneFilename, scene, onProgress, pluginExtension) {
  78700. if (sceneFilename === void 0) { sceneFilename = ""; }
  78701. if (scene === void 0) { scene = BABYLON.Engine.LastCreatedScene; }
  78702. if (onProgress === void 0) { onProgress = null; }
  78703. if (pluginExtension === void 0) { pluginExtension = null; }
  78704. return new Promise(function (resolve, reject) {
  78705. SceneLoader.ImportMesh(meshNames, rootUrl, sceneFilename, scene, function (meshes, particleSystems, skeletons, animationGroups) {
  78706. resolve({
  78707. meshes: meshes,
  78708. particleSystems: particleSystems,
  78709. skeletons: skeletons,
  78710. animationGroups: animationGroups
  78711. });
  78712. }, onProgress, function (scene, message, exception) {
  78713. reject(exception || new Error(message));
  78714. }, pluginExtension);
  78715. });
  78716. };
  78717. /**
  78718. * Load a scene
  78719. * @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
  78720. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene or a File object (default: empty string)
  78721. * @param engine is the instance of BABYLON.Engine to use to create the scene
  78722. * @param onSuccess a callback with the scene when import succeeds
  78723. * @param onProgress a callback with a progress event for each file being loaded
  78724. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  78725. * @param pluginExtension the extension used to determine the plugin
  78726. * @returns The loaded plugin
  78727. */
  78728. SceneLoader.Load = function (rootUrl, sceneFilename, engine, onSuccess, onProgress, onError, pluginExtension) {
  78729. if (sceneFilename === void 0) { sceneFilename = ""; }
  78730. if (engine === void 0) { engine = BABYLON.Engine.LastCreatedEngine; }
  78731. if (onSuccess === void 0) { onSuccess = null; }
  78732. if (onProgress === void 0) { onProgress = null; }
  78733. if (onError === void 0) { onError = null; }
  78734. if (pluginExtension === void 0) { pluginExtension = null; }
  78735. if (!engine) {
  78736. BABYLON.Tools.Error("No engine available");
  78737. return null;
  78738. }
  78739. return SceneLoader.Append(rootUrl, sceneFilename, new BABYLON.Scene(engine), onSuccess, onProgress, onError, pluginExtension);
  78740. };
  78741. /**
  78742. * Load a scene
  78743. * @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
  78744. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene or a File object (default: empty string)
  78745. * @param engine is the instance of BABYLON.Engine to use to create the scene
  78746. * @param onProgress a callback with a progress event for each file being loaded
  78747. * @param pluginExtension the extension used to determine the plugin
  78748. * @returns The loaded scene
  78749. */
  78750. SceneLoader.LoadAsync = function (rootUrl, sceneFilename, engine, onProgress, pluginExtension) {
  78751. if (sceneFilename === void 0) { sceneFilename = ""; }
  78752. if (engine === void 0) { engine = BABYLON.Engine.LastCreatedEngine; }
  78753. if (onProgress === void 0) { onProgress = null; }
  78754. if (pluginExtension === void 0) { pluginExtension = null; }
  78755. return new Promise(function (resolve, reject) {
  78756. SceneLoader.Load(rootUrl, sceneFilename, engine, function (scene) {
  78757. resolve(scene);
  78758. }, onProgress, function (scene, message, exception) {
  78759. reject(exception || new Error(message));
  78760. }, pluginExtension);
  78761. });
  78762. };
  78763. /**
  78764. * Append a scene
  78765. * @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
  78766. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene or a File object (default: empty string)
  78767. * @param scene is the instance of BABYLON.Scene to append to
  78768. * @param onSuccess a callback with the scene when import succeeds
  78769. * @param onProgress a callback with a progress event for each file being loaded
  78770. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  78771. * @param pluginExtension the extension used to determine the plugin
  78772. * @returns The loaded plugin
  78773. */
  78774. SceneLoader.Append = function (rootUrl, sceneFilename, scene, onSuccess, onProgress, onError, pluginExtension) {
  78775. if (sceneFilename === void 0) { sceneFilename = ""; }
  78776. if (scene === void 0) { scene = BABYLON.Engine.LastCreatedScene; }
  78777. if (onSuccess === void 0) { onSuccess = null; }
  78778. if (onProgress === void 0) { onProgress = null; }
  78779. if (onError === void 0) { onError = null; }
  78780. if (pluginExtension === void 0) { pluginExtension = null; }
  78781. if (!scene) {
  78782. BABYLON.Tools.Error("No scene available to append to");
  78783. return null;
  78784. }
  78785. var fileInfo = SceneLoader._getFileInfo(rootUrl, sceneFilename);
  78786. if (!fileInfo) {
  78787. return null;
  78788. }
  78789. if (SceneLoader.ShowLoadingScreen) {
  78790. scene.getEngine().displayLoadingUI();
  78791. }
  78792. var loadingToken = {};
  78793. scene._addPendingData(loadingToken);
  78794. var disposeHandler = function () {
  78795. scene._removePendingData(loadingToken);
  78796. scene.getEngine().hideLoadingUI();
  78797. };
  78798. var errorHandler = function (message, exception) {
  78799. var errorMessage = "Unable to load from " + fileInfo.url + (message ? ": " + message : "");
  78800. if (onError) {
  78801. onError(scene, errorMessage, exception);
  78802. }
  78803. else {
  78804. BABYLON.Tools.Error(errorMessage);
  78805. // should the exception be thrown?
  78806. }
  78807. disposeHandler();
  78808. };
  78809. var progressHandler = onProgress ? function (event) {
  78810. try {
  78811. onProgress(event);
  78812. }
  78813. catch (e) {
  78814. errorHandler("Error in onProgress callback", e);
  78815. }
  78816. } : undefined;
  78817. var successHandler = function () {
  78818. if (onSuccess) {
  78819. try {
  78820. onSuccess(scene);
  78821. }
  78822. catch (e) {
  78823. errorHandler("Error in onSuccess callback", e);
  78824. }
  78825. }
  78826. scene._removePendingData(loadingToken);
  78827. };
  78828. return SceneLoader._loadData(fileInfo, scene, function (plugin, data, responseURL) {
  78829. if (plugin.load) {
  78830. var syncedPlugin = plugin;
  78831. if (!syncedPlugin.load(scene, data, fileInfo.rootUrl, errorHandler)) {
  78832. return;
  78833. }
  78834. scene.loadingPluginName = plugin.name;
  78835. successHandler();
  78836. }
  78837. else {
  78838. var asyncedPlugin = plugin;
  78839. asyncedPlugin.loadAsync(scene, data, fileInfo.rootUrl, progressHandler, fileInfo.name).then(function () {
  78840. scene.loadingPluginName = plugin.name;
  78841. successHandler();
  78842. }).catch(function (error) {
  78843. errorHandler(error.message, error);
  78844. });
  78845. }
  78846. if (SceneLoader.ShowLoadingScreen) {
  78847. scene.executeWhenReady(function () {
  78848. scene.getEngine().hideLoadingUI();
  78849. });
  78850. }
  78851. }, progressHandler, errorHandler, disposeHandler, pluginExtension);
  78852. };
  78853. /**
  78854. * Append a scene
  78855. * @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
  78856. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene or a File object (default: empty string)
  78857. * @param scene is the instance of BABYLON.Scene to append to
  78858. * @param onProgress a callback with a progress event for each file being loaded
  78859. * @param pluginExtension the extension used to determine the plugin
  78860. * @returns The given scene
  78861. */
  78862. SceneLoader.AppendAsync = function (rootUrl, sceneFilename, scene, onProgress, pluginExtension) {
  78863. if (sceneFilename === void 0) { sceneFilename = ""; }
  78864. if (scene === void 0) { scene = BABYLON.Engine.LastCreatedScene; }
  78865. if (onProgress === void 0) { onProgress = null; }
  78866. if (pluginExtension === void 0) { pluginExtension = null; }
  78867. return new Promise(function (resolve, reject) {
  78868. SceneLoader.Append(rootUrl, sceneFilename, scene, function (scene) {
  78869. resolve(scene);
  78870. }, onProgress, function (scene, message, exception) {
  78871. reject(exception || new Error(message));
  78872. }, pluginExtension);
  78873. });
  78874. };
  78875. /**
  78876. * Load a scene into an asset container
  78877. * @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
  78878. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene or a File object (default: empty string)
  78879. * @param scene is the instance of BABYLON.Scene to append to (default: last created scene)
  78880. * @param onSuccess a callback with the scene when import succeeds
  78881. * @param onProgress a callback with a progress event for each file being loaded
  78882. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  78883. * @param pluginExtension the extension used to determine the plugin
  78884. * @returns The loaded plugin
  78885. */
  78886. SceneLoader.LoadAssetContainer = function (rootUrl, sceneFilename, scene, onSuccess, onProgress, onError, pluginExtension) {
  78887. if (sceneFilename === void 0) { sceneFilename = ""; }
  78888. if (scene === void 0) { scene = BABYLON.Engine.LastCreatedScene; }
  78889. if (onSuccess === void 0) { onSuccess = null; }
  78890. if (onProgress === void 0) { onProgress = null; }
  78891. if (onError === void 0) { onError = null; }
  78892. if (pluginExtension === void 0) { pluginExtension = null; }
  78893. if (!scene) {
  78894. BABYLON.Tools.Error("No scene available to load asset container to");
  78895. return null;
  78896. }
  78897. var fileInfo = SceneLoader._getFileInfo(rootUrl, sceneFilename);
  78898. if (!fileInfo) {
  78899. return null;
  78900. }
  78901. var loadingToken = {};
  78902. scene._addPendingData(loadingToken);
  78903. var disposeHandler = function () {
  78904. scene._removePendingData(loadingToken);
  78905. };
  78906. var errorHandler = function (message, exception) {
  78907. var errorMessage = "Unable to load assets from " + fileInfo.url + (message ? ": " + message : "");
  78908. if (onError) {
  78909. onError(scene, errorMessage, exception);
  78910. }
  78911. else {
  78912. BABYLON.Tools.Error(errorMessage);
  78913. // should the exception be thrown?
  78914. }
  78915. disposeHandler();
  78916. };
  78917. var progressHandler = onProgress ? function (event) {
  78918. try {
  78919. onProgress(event);
  78920. }
  78921. catch (e) {
  78922. errorHandler("Error in onProgress callback", e);
  78923. }
  78924. } : undefined;
  78925. var successHandler = function (assets) {
  78926. if (onSuccess) {
  78927. try {
  78928. onSuccess(assets);
  78929. }
  78930. catch (e) {
  78931. errorHandler("Error in onSuccess callback", e);
  78932. }
  78933. }
  78934. scene._removePendingData(loadingToken);
  78935. };
  78936. return SceneLoader._loadData(fileInfo, scene, function (plugin, data, responseURL) {
  78937. if (plugin.loadAssetContainer) {
  78938. var syncedPlugin = plugin;
  78939. var assetContainer = syncedPlugin.loadAssetContainer(scene, data, fileInfo.rootUrl, errorHandler);
  78940. if (!assetContainer) {
  78941. return;
  78942. }
  78943. scene.loadingPluginName = plugin.name;
  78944. successHandler(assetContainer);
  78945. }
  78946. else if (plugin.loadAssetContainerAsync) {
  78947. var asyncedPlugin = plugin;
  78948. asyncedPlugin.loadAssetContainerAsync(scene, data, fileInfo.rootUrl, progressHandler, fileInfo.name).then(function (assetContainer) {
  78949. scene.loadingPluginName = plugin.name;
  78950. successHandler(assetContainer);
  78951. }).catch(function (error) {
  78952. errorHandler(error.message, error);
  78953. });
  78954. }
  78955. else {
  78956. errorHandler("LoadAssetContainer is not supported by this plugin. Plugin did not provide a loadAssetContainer or loadAssetContainerAsync method.");
  78957. }
  78958. if (SceneLoader.ShowLoadingScreen) {
  78959. scene.executeWhenReady(function () {
  78960. scene.getEngine().hideLoadingUI();
  78961. });
  78962. }
  78963. }, progressHandler, errorHandler, disposeHandler, pluginExtension);
  78964. };
  78965. /**
  78966. * Load a scene into an asset container
  78967. * @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
  78968. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene (default: empty string)
  78969. * @param scene is the instance of BABYLON.Scene to append to
  78970. * @param onProgress a callback with a progress event for each file being loaded
  78971. * @param pluginExtension the extension used to determine the plugin
  78972. * @returns The loaded asset container
  78973. */
  78974. SceneLoader.LoadAssetContainerAsync = function (rootUrl, sceneFilename, scene, onProgress, pluginExtension) {
  78975. if (sceneFilename === void 0) { sceneFilename = ""; }
  78976. if (scene === void 0) { scene = BABYLON.Engine.LastCreatedScene; }
  78977. if (onProgress === void 0) { onProgress = null; }
  78978. if (pluginExtension === void 0) { pluginExtension = null; }
  78979. return new Promise(function (resolve, reject) {
  78980. SceneLoader.LoadAssetContainer(rootUrl, sceneFilename, scene, function (assetContainer) {
  78981. resolve(assetContainer);
  78982. }, onProgress, function (scene, message, exception) {
  78983. reject(exception || new Error(message));
  78984. }, pluginExtension);
  78985. });
  78986. };
  78987. // Flags
  78988. SceneLoader._ForceFullSceneLoadingForIncremental = false;
  78989. SceneLoader._ShowLoadingScreen = true;
  78990. SceneLoader._CleanBoneMatrixWeights = false;
  78991. /**
  78992. * No logging while loading
  78993. */
  78994. SceneLoader.NO_LOGGING = 0;
  78995. /**
  78996. * Minimal logging while loading
  78997. */
  78998. SceneLoader.MINIMAL_LOGGING = 1;
  78999. /**
  79000. * Summary logging while loading
  79001. */
  79002. SceneLoader.SUMMARY_LOGGING = 2;
  79003. /**
  79004. * Detailled logging while loading
  79005. */
  79006. SceneLoader.DETAILED_LOGGING = 3;
  79007. SceneLoader._loggingLevel = SceneLoader.NO_LOGGING;
  79008. // Members
  79009. /**
  79010. * Event raised when a plugin is used to load a scene
  79011. */
  79012. SceneLoader.OnPluginActivatedObservable = new BABYLON.Observable();
  79013. SceneLoader._registeredPlugins = {};
  79014. return SceneLoader;
  79015. }());
  79016. BABYLON.SceneLoader = SceneLoader;
  79017. })(BABYLON || (BABYLON = {}));
  79018. //# sourceMappingURL=babylon.sceneLoader.js.map
  79019. var BABYLON;
  79020. (function (BABYLON) {
  79021. var parseMaterialById = function (id, parsedData, scene, rootUrl) {
  79022. for (var index = 0, cache = parsedData.materials.length; index < cache; index++) {
  79023. var parsedMaterial = parsedData.materials[index];
  79024. if (parsedMaterial.id === id) {
  79025. return BABYLON.Material.Parse(parsedMaterial, scene, rootUrl);
  79026. }
  79027. }
  79028. return null;
  79029. };
  79030. var isDescendantOf = function (mesh, names, hierarchyIds) {
  79031. for (var i in names) {
  79032. if (mesh.name === names[i]) {
  79033. hierarchyIds.push(mesh.id);
  79034. return true;
  79035. }
  79036. }
  79037. if (mesh.parentId && hierarchyIds.indexOf(mesh.parentId) !== -1) {
  79038. hierarchyIds.push(mesh.id);
  79039. return true;
  79040. }
  79041. return false;
  79042. };
  79043. var logOperation = function (operation, producer) {
  79044. return operation + " of " + (producer ? producer.file + " from " + producer.name + " version: " + producer.version + ", exporter version: " + producer.exporter_version : "unknown");
  79045. };
  79046. var loadAssetContainer = function (scene, data, rootUrl, onError, addToScene) {
  79047. if (addToScene === void 0) { addToScene = false; }
  79048. var container = new BABYLON.AssetContainer(scene);
  79049. // Entire method running in try block, so ALWAYS logs as far as it got, only actually writes details
  79050. // when SceneLoader.debugLogging = true (default), or exception encountered.
  79051. // Everything stored in var log instead of writing separate lines to support only writing in exception,
  79052. // and avoid problems with multiple concurrent .babylon loads.
  79053. var log = "importScene has failed JSON parse";
  79054. try {
  79055. var parsedData = JSON.parse(data);
  79056. log = "";
  79057. var fullDetails = BABYLON.SceneLoader.loggingLevel === BABYLON.SceneLoader.DETAILED_LOGGING;
  79058. var index;
  79059. var cache;
  79060. // Lights
  79061. if (parsedData.lights !== undefined && parsedData.lights !== null) {
  79062. for (index = 0, cache = parsedData.lights.length; index < cache; index++) {
  79063. var parsedLight = parsedData.lights[index];
  79064. var light = BABYLON.Light.Parse(parsedLight, scene);
  79065. if (light) {
  79066. container.lights.push(light);
  79067. log += (index === 0 ? "\n\tLights:" : "");
  79068. log += "\n\t\t" + light.toString(fullDetails);
  79069. }
  79070. }
  79071. }
  79072. // Reflection probes
  79073. if (parsedData.reflectionProbes !== undefined && parsedData.reflectionProbes !== null) {
  79074. for (index = 0, cache = parsedData.reflectionProbes.length; index < cache; index++) {
  79075. var parsedReflectionProbe = parsedData.reflectionProbes[index];
  79076. var reflectionProbe = BABYLON.ReflectionProbe.Parse(parsedReflectionProbe, scene, rootUrl);
  79077. if (reflectionProbe) {
  79078. container.reflectionProbes.push(reflectionProbe);
  79079. log += (index === 0 ? "\n\tReflection Probes:" : "");
  79080. log += "\n\t\t" + reflectionProbe.toString(fullDetails);
  79081. }
  79082. }
  79083. }
  79084. // Animations
  79085. if (parsedData.animations !== undefined && parsedData.animations !== null) {
  79086. for (index = 0, cache = parsedData.animations.length; index < cache; index++) {
  79087. var parsedAnimation = parsedData.animations[index];
  79088. var animation = BABYLON.Animation.Parse(parsedAnimation);
  79089. scene.animations.push(animation);
  79090. container.animations.push(animation);
  79091. log += (index === 0 ? "\n\tAnimations:" : "");
  79092. log += "\n\t\t" + animation.toString(fullDetails);
  79093. }
  79094. }
  79095. // Materials
  79096. if (parsedData.materials !== undefined && parsedData.materials !== null) {
  79097. for (index = 0, cache = parsedData.materials.length; index < cache; index++) {
  79098. var parsedMaterial = parsedData.materials[index];
  79099. var mat = BABYLON.Material.Parse(parsedMaterial, scene, rootUrl);
  79100. container.materials.push(mat);
  79101. log += (index === 0 ? "\n\tMaterials:" : "");
  79102. log += "\n\t\t" + mat.toString(fullDetails);
  79103. }
  79104. }
  79105. if (parsedData.multiMaterials !== undefined && parsedData.multiMaterials !== null) {
  79106. for (index = 0, cache = parsedData.multiMaterials.length; index < cache; index++) {
  79107. var parsedMultiMaterial = parsedData.multiMaterials[index];
  79108. var mmat = BABYLON.Material.ParseMultiMaterial(parsedMultiMaterial, scene);
  79109. container.multiMaterials.push(mmat);
  79110. log += (index === 0 ? "\n\tMultiMaterials:" : "");
  79111. log += "\n\t\t" + mmat.toString(fullDetails);
  79112. }
  79113. }
  79114. // Morph targets
  79115. if (parsedData.morphTargetManagers !== undefined && parsedData.morphTargetManagers !== null) {
  79116. for (var _i = 0, _a = parsedData.morphTargetManagers; _i < _a.length; _i++) {
  79117. var managerData = _a[_i];
  79118. container.morphTargetManagers.push(BABYLON.MorphTargetManager.Parse(managerData, scene));
  79119. }
  79120. }
  79121. // Skeletons
  79122. if (parsedData.skeletons !== undefined && parsedData.skeletons !== null) {
  79123. for (index = 0, cache = parsedData.skeletons.length; index < cache; index++) {
  79124. var parsedSkeleton = parsedData.skeletons[index];
  79125. var skeleton = BABYLON.Skeleton.Parse(parsedSkeleton, scene);
  79126. container.skeletons.push(skeleton);
  79127. log += (index === 0 ? "\n\tSkeletons:" : "");
  79128. log += "\n\t\t" + skeleton.toString(fullDetails);
  79129. }
  79130. }
  79131. // Geometries
  79132. var geometries = parsedData.geometries;
  79133. if (geometries !== undefined && geometries !== null) {
  79134. var addedGeometry = new Array();
  79135. // Boxes
  79136. var boxes = geometries.boxes;
  79137. if (boxes !== undefined && boxes !== null) {
  79138. for (index = 0, cache = boxes.length; index < cache; index++) {
  79139. var parsedBox = boxes[index];
  79140. addedGeometry.push(BABYLON.BoxGeometry.Parse(parsedBox, scene));
  79141. }
  79142. }
  79143. // Spheres
  79144. var spheres = geometries.spheres;
  79145. if (spheres !== undefined && spheres !== null) {
  79146. for (index = 0, cache = spheres.length; index < cache; index++) {
  79147. var parsedSphere = spheres[index];
  79148. addedGeometry.push(BABYLON.SphereGeometry.Parse(parsedSphere, scene));
  79149. }
  79150. }
  79151. // Cylinders
  79152. var cylinders = geometries.cylinders;
  79153. if (cylinders !== undefined && cylinders !== null) {
  79154. for (index = 0, cache = cylinders.length; index < cache; index++) {
  79155. var parsedCylinder = cylinders[index];
  79156. addedGeometry.push(BABYLON.CylinderGeometry.Parse(parsedCylinder, scene));
  79157. }
  79158. }
  79159. // Toruses
  79160. var toruses = geometries.toruses;
  79161. if (toruses !== undefined && toruses !== null) {
  79162. for (index = 0, cache = toruses.length; index < cache; index++) {
  79163. var parsedTorus = toruses[index];
  79164. addedGeometry.push(BABYLON.TorusGeometry.Parse(parsedTorus, scene));
  79165. }
  79166. }
  79167. // Grounds
  79168. var grounds = geometries.grounds;
  79169. if (grounds !== undefined && grounds !== null) {
  79170. for (index = 0, cache = grounds.length; index < cache; index++) {
  79171. var parsedGround = grounds[index];
  79172. addedGeometry.push(BABYLON.GroundGeometry.Parse(parsedGround, scene));
  79173. }
  79174. }
  79175. // Planes
  79176. var planes = geometries.planes;
  79177. if (planes !== undefined && planes !== null) {
  79178. for (index = 0, cache = planes.length; index < cache; index++) {
  79179. var parsedPlane = planes[index];
  79180. addedGeometry.push(BABYLON.PlaneGeometry.Parse(parsedPlane, scene));
  79181. }
  79182. }
  79183. // TorusKnots
  79184. var torusKnots = geometries.torusKnots;
  79185. if (torusKnots !== undefined && torusKnots !== null) {
  79186. for (index = 0, cache = torusKnots.length; index < cache; index++) {
  79187. var parsedTorusKnot = torusKnots[index];
  79188. addedGeometry.push(BABYLON.TorusKnotGeometry.Parse(parsedTorusKnot, scene));
  79189. }
  79190. }
  79191. // VertexData
  79192. var vertexData = geometries.vertexData;
  79193. if (vertexData !== undefined && vertexData !== null) {
  79194. for (index = 0, cache = vertexData.length; index < cache; index++) {
  79195. var parsedVertexData = vertexData[index];
  79196. addedGeometry.push(BABYLON.Geometry.Parse(parsedVertexData, scene, rootUrl));
  79197. }
  79198. }
  79199. addedGeometry.forEach(function (g) {
  79200. if (g) {
  79201. container.geometries.push(g);
  79202. }
  79203. });
  79204. }
  79205. // Transform nodes
  79206. if (parsedData.transformNodes !== undefined && parsedData.transformNodes !== null) {
  79207. for (index = 0, cache = parsedData.transformNodes.length; index < cache; index++) {
  79208. var parsedTransformNode = parsedData.transformNodes[index];
  79209. var node = BABYLON.TransformNode.Parse(parsedTransformNode, scene, rootUrl);
  79210. container.transformNodes.push(node);
  79211. }
  79212. }
  79213. // Meshes
  79214. if (parsedData.meshes !== undefined && parsedData.meshes !== null) {
  79215. for (index = 0, cache = parsedData.meshes.length; index < cache; index++) {
  79216. var parsedMesh = parsedData.meshes[index];
  79217. var mesh = BABYLON.Mesh.Parse(parsedMesh, scene, rootUrl);
  79218. container.meshes.push(mesh);
  79219. log += (index === 0 ? "\n\tMeshes:" : "");
  79220. log += "\n\t\t" + mesh.toString(fullDetails);
  79221. }
  79222. }
  79223. // Cameras
  79224. if (parsedData.cameras !== undefined && parsedData.cameras !== null) {
  79225. for (index = 0, cache = parsedData.cameras.length; index < cache; index++) {
  79226. var parsedCamera = parsedData.cameras[index];
  79227. var camera = BABYLON.Camera.Parse(parsedCamera, scene);
  79228. container.cameras.push(camera);
  79229. log += (index === 0 ? "\n\tCameras:" : "");
  79230. log += "\n\t\t" + camera.toString(fullDetails);
  79231. }
  79232. }
  79233. // Animation Groups
  79234. if (parsedData.animationGroups !== undefined && parsedData.animationGroups !== null) {
  79235. for (index = 0, cache = parsedData.animationGroups.length; index < cache; index++) {
  79236. var parsedAnimationGroup = parsedData.animationGroups[index];
  79237. var animationGroup = BABYLON.AnimationGroup.Parse(parsedAnimationGroup, scene);
  79238. container.animationGroups.push(animationGroup);
  79239. log += (index === 0 ? "\n\tAnimationGroups:" : "");
  79240. log += "\n\t\t" + animationGroup.toString(fullDetails);
  79241. }
  79242. }
  79243. // Browsing all the graph to connect the dots
  79244. for (index = 0, cache = scene.cameras.length; index < cache; index++) {
  79245. var camera = scene.cameras[index];
  79246. if (camera._waitingParentId) {
  79247. camera.parent = scene.getLastEntryByID(camera._waitingParentId);
  79248. camera._waitingParentId = null;
  79249. }
  79250. }
  79251. for (index = 0, cache = scene.lights.length; index < cache; index++) {
  79252. var light_1 = scene.lights[index];
  79253. if (light_1 && light_1._waitingParentId) {
  79254. light_1.parent = scene.getLastEntryByID(light_1._waitingParentId);
  79255. light_1._waitingParentId = null;
  79256. }
  79257. }
  79258. // Connect parents & children and parse actions
  79259. for (index = 0, cache = scene.transformNodes.length; index < cache; index++) {
  79260. var transformNode = scene.transformNodes[index];
  79261. if (transformNode._waitingParentId) {
  79262. transformNode.parent = scene.getLastEntryByID(transformNode._waitingParentId);
  79263. transformNode._waitingParentId = null;
  79264. }
  79265. }
  79266. for (index = 0, cache = scene.meshes.length; index < cache; index++) {
  79267. var mesh = scene.meshes[index];
  79268. if (mesh._waitingParentId) {
  79269. mesh.parent = scene.getLastEntryByID(mesh._waitingParentId);
  79270. mesh._waitingParentId = null;
  79271. }
  79272. }
  79273. // freeze world matrix application
  79274. for (index = 0, cache = scene.meshes.length; index < cache; index++) {
  79275. var currentMesh = scene.meshes[index];
  79276. if (currentMesh._waitingFreezeWorldMatrix) {
  79277. currentMesh.freezeWorldMatrix();
  79278. currentMesh._waitingFreezeWorldMatrix = null;
  79279. }
  79280. else {
  79281. currentMesh.computeWorldMatrix(true);
  79282. }
  79283. }
  79284. // Lights exclusions / inclusions
  79285. for (index = 0, cache = scene.lights.length; index < cache; index++) {
  79286. var light_2 = scene.lights[index];
  79287. // Excluded check
  79288. if (light_2._excludedMeshesIds.length > 0) {
  79289. for (var excludedIndex = 0; excludedIndex < light_2._excludedMeshesIds.length; excludedIndex++) {
  79290. var excludedMesh = scene.getMeshByID(light_2._excludedMeshesIds[excludedIndex]);
  79291. if (excludedMesh) {
  79292. light_2.excludedMeshes.push(excludedMesh);
  79293. }
  79294. }
  79295. light_2._excludedMeshesIds = [];
  79296. }
  79297. // Included check
  79298. if (light_2._includedOnlyMeshesIds.length > 0) {
  79299. for (var includedOnlyIndex = 0; includedOnlyIndex < light_2._includedOnlyMeshesIds.length; includedOnlyIndex++) {
  79300. var includedOnlyMesh = scene.getMeshByID(light_2._includedOnlyMeshesIds[includedOnlyIndex]);
  79301. if (includedOnlyMesh) {
  79302. light_2.includedOnlyMeshes.push(includedOnlyMesh);
  79303. }
  79304. }
  79305. light_2._includedOnlyMeshesIds = [];
  79306. }
  79307. }
  79308. BABYLON.AbstractScene.Parse(parsedData, scene, container, rootUrl);
  79309. // Actions (scene) Done last as it can access other objects.
  79310. for (index = 0, cache = scene.meshes.length; index < cache; index++) {
  79311. var mesh = scene.meshes[index];
  79312. if (mesh._waitingActions) {
  79313. BABYLON.ActionManager.Parse(mesh._waitingActions, mesh, scene);
  79314. mesh._waitingActions = null;
  79315. }
  79316. }
  79317. if (parsedData.actions !== undefined && parsedData.actions !== null) {
  79318. BABYLON.ActionManager.Parse(parsedData.actions, null, scene);
  79319. }
  79320. if (!addToScene) {
  79321. container.removeAllFromScene();
  79322. }
  79323. }
  79324. catch (err) {
  79325. var msg = logOperation("loadAssets", parsedData ? parsedData.producer : "Unknown") + log;
  79326. if (onError) {
  79327. onError(msg, err);
  79328. }
  79329. else {
  79330. BABYLON.Tools.Log(msg);
  79331. throw err;
  79332. }
  79333. }
  79334. finally {
  79335. if (log !== null && BABYLON.SceneLoader.loggingLevel !== BABYLON.SceneLoader.NO_LOGGING) {
  79336. BABYLON.Tools.Log(logOperation("loadAssets", parsedData ? parsedData.producer : "Unknown") + (BABYLON.SceneLoader.loggingLevel !== BABYLON.SceneLoader.MINIMAL_LOGGING ? log : ""));
  79337. }
  79338. }
  79339. return container;
  79340. };
  79341. BABYLON.SceneLoader.RegisterPlugin({
  79342. name: "babylon.js",
  79343. extensions: ".babylon",
  79344. canDirectLoad: function (data) {
  79345. if (data.indexOf("babylon") !== -1) { // We consider that the producer string is filled
  79346. return true;
  79347. }
  79348. return false;
  79349. },
  79350. importMesh: function (meshesNames, scene, data, rootUrl, meshes, particleSystems, skeletons, onError) {
  79351. // Entire method running in try block, so ALWAYS logs as far as it got, only actually writes details
  79352. // when SceneLoader.debugLogging = true (default), or exception encountered.
  79353. // Everything stored in var log instead of writing separate lines to support only writing in exception,
  79354. // and avoid problems with multiple concurrent .babylon loads.
  79355. var log = "importMesh has failed JSON parse";
  79356. try {
  79357. var parsedData = JSON.parse(data);
  79358. log = "";
  79359. var fullDetails = BABYLON.SceneLoader.loggingLevel === BABYLON.SceneLoader.DETAILED_LOGGING;
  79360. if (!meshesNames) {
  79361. meshesNames = null;
  79362. }
  79363. else if (!Array.isArray(meshesNames)) {
  79364. meshesNames = [meshesNames];
  79365. }
  79366. var hierarchyIds = new Array();
  79367. if (parsedData.meshes !== undefined && parsedData.meshes !== null) {
  79368. var loadedSkeletonsIds = [];
  79369. var loadedMaterialsIds = [];
  79370. var index;
  79371. var cache;
  79372. for (index = 0, cache = parsedData.meshes.length; index < cache; index++) {
  79373. var parsedMesh = parsedData.meshes[index];
  79374. if (meshesNames === null || isDescendantOf(parsedMesh, meshesNames, hierarchyIds)) {
  79375. if (meshesNames !== null) {
  79376. // Remove found mesh name from list.
  79377. delete meshesNames[meshesNames.indexOf(parsedMesh.name)];
  79378. }
  79379. //Geometry?
  79380. if (parsedMesh.geometryId !== undefined && parsedMesh.geometryId !== null) {
  79381. //does the file contain geometries?
  79382. if (parsedData.geometries !== undefined && parsedData.geometries !== null) {
  79383. //find the correct geometry and add it to the scene
  79384. var found = false;
  79385. ["boxes", "spheres", "cylinders", "toruses", "grounds", "planes", "torusKnots", "vertexData"].forEach(function (geometryType) {
  79386. if (found === true || !parsedData.geometries[geometryType] || !(Array.isArray(parsedData.geometries[geometryType]))) {
  79387. return;
  79388. }
  79389. else {
  79390. parsedData.geometries[geometryType].forEach(function (parsedGeometryData) {
  79391. if (parsedGeometryData.id === parsedMesh.geometryId) {
  79392. switch (geometryType) {
  79393. case "boxes":
  79394. BABYLON.BoxGeometry.Parse(parsedGeometryData, scene);
  79395. break;
  79396. case "spheres":
  79397. BABYLON.SphereGeometry.Parse(parsedGeometryData, scene);
  79398. break;
  79399. case "cylinders":
  79400. BABYLON.CylinderGeometry.Parse(parsedGeometryData, scene);
  79401. break;
  79402. case "toruses":
  79403. BABYLON.TorusGeometry.Parse(parsedGeometryData, scene);
  79404. break;
  79405. case "grounds":
  79406. BABYLON.GroundGeometry.Parse(parsedGeometryData, scene);
  79407. break;
  79408. case "planes":
  79409. BABYLON.PlaneGeometry.Parse(parsedGeometryData, scene);
  79410. break;
  79411. case "torusKnots":
  79412. BABYLON.TorusKnotGeometry.Parse(parsedGeometryData, scene);
  79413. break;
  79414. case "vertexData":
  79415. BABYLON.Geometry.Parse(parsedGeometryData, scene, rootUrl);
  79416. break;
  79417. }
  79418. found = true;
  79419. }
  79420. });
  79421. }
  79422. });
  79423. if (found === false) {
  79424. BABYLON.Tools.Warn("Geometry not found for mesh " + parsedMesh.id);
  79425. }
  79426. }
  79427. }
  79428. // Material ?
  79429. if (parsedMesh.materialId) {
  79430. var materialFound = (loadedMaterialsIds.indexOf(parsedMesh.materialId) !== -1);
  79431. if (materialFound === false && parsedData.multiMaterials !== undefined && parsedData.multiMaterials !== null) {
  79432. for (var multimatIndex = 0, multimatCache = parsedData.multiMaterials.length; multimatIndex < multimatCache; multimatIndex++) {
  79433. var parsedMultiMaterial = parsedData.multiMaterials[multimatIndex];
  79434. if (parsedMultiMaterial.id === parsedMesh.materialId) {
  79435. for (var matIndex = 0, matCache = parsedMultiMaterial.materials.length; matIndex < matCache; matIndex++) {
  79436. var subMatId = parsedMultiMaterial.materials[matIndex];
  79437. loadedMaterialsIds.push(subMatId);
  79438. var mat = parseMaterialById(subMatId, parsedData, scene, rootUrl);
  79439. if (mat) {
  79440. log += "\n\tMaterial " + mat.toString(fullDetails);
  79441. }
  79442. }
  79443. loadedMaterialsIds.push(parsedMultiMaterial.id);
  79444. var mmat = BABYLON.Material.ParseMultiMaterial(parsedMultiMaterial, scene);
  79445. if (mmat) {
  79446. materialFound = true;
  79447. log += "\n\tMulti-Material " + mmat.toString(fullDetails);
  79448. }
  79449. break;
  79450. }
  79451. }
  79452. }
  79453. if (materialFound === false) {
  79454. loadedMaterialsIds.push(parsedMesh.materialId);
  79455. var mat = parseMaterialById(parsedMesh.materialId, parsedData, scene, rootUrl);
  79456. if (!mat) {
  79457. BABYLON.Tools.Warn("Material not found for mesh " + parsedMesh.id);
  79458. }
  79459. else {
  79460. log += "\n\tMaterial " + mat.toString(fullDetails);
  79461. }
  79462. }
  79463. }
  79464. // Skeleton ?
  79465. if (parsedMesh.skeletonId > -1 && parsedData.skeletons !== undefined && parsedData.skeletons !== null) {
  79466. var skeletonAlreadyLoaded = (loadedSkeletonsIds.indexOf(parsedMesh.skeletonId) > -1);
  79467. if (skeletonAlreadyLoaded === false) {
  79468. for (var skeletonIndex = 0, skeletonCache = parsedData.skeletons.length; skeletonIndex < skeletonCache; skeletonIndex++) {
  79469. var parsedSkeleton = parsedData.skeletons[skeletonIndex];
  79470. if (parsedSkeleton.id === parsedMesh.skeletonId) {
  79471. var skeleton = BABYLON.Skeleton.Parse(parsedSkeleton, scene);
  79472. skeletons.push(skeleton);
  79473. loadedSkeletonsIds.push(parsedSkeleton.id);
  79474. log += "\n\tSkeleton " + skeleton.toString(fullDetails);
  79475. }
  79476. }
  79477. }
  79478. }
  79479. // Morph targets ?
  79480. if (parsedData.morphTargetManagers !== undefined && parsedData.morphTargetManagers !== null) {
  79481. for (var _i = 0, _a = parsedData.morphTargetManagers; _i < _a.length; _i++) {
  79482. var managerData = _a[_i];
  79483. BABYLON.MorphTargetManager.Parse(managerData, scene);
  79484. }
  79485. }
  79486. var mesh = BABYLON.Mesh.Parse(parsedMesh, scene, rootUrl);
  79487. meshes.push(mesh);
  79488. log += "\n\tMesh " + mesh.toString(fullDetails);
  79489. }
  79490. }
  79491. // Connecting parents
  79492. var currentMesh;
  79493. for (index = 0, cache = scene.meshes.length; index < cache; index++) {
  79494. currentMesh = scene.meshes[index];
  79495. if (currentMesh._waitingParentId) {
  79496. currentMesh.parent = scene.getLastEntryByID(currentMesh._waitingParentId);
  79497. currentMesh._waitingParentId = null;
  79498. }
  79499. }
  79500. // freeze and compute world matrix application
  79501. for (index = 0, cache = scene.meshes.length; index < cache; index++) {
  79502. currentMesh = scene.meshes[index];
  79503. if (currentMesh._waitingFreezeWorldMatrix) {
  79504. currentMesh.freezeWorldMatrix();
  79505. currentMesh._waitingFreezeWorldMatrix = null;
  79506. }
  79507. else {
  79508. currentMesh.computeWorldMatrix(true);
  79509. }
  79510. }
  79511. }
  79512. // Particles
  79513. if (parsedData.particleSystems !== undefined && parsedData.particleSystems !== null) {
  79514. var parser = BABYLON.AbstractScene.GetIndividualParser(BABYLON.SceneComponentConstants.NAME_PARTICLESYSTEM);
  79515. if (parser) {
  79516. for (index = 0, cache = parsedData.particleSystems.length; index < cache; index++) {
  79517. var parsedParticleSystem = parsedData.particleSystems[index];
  79518. if (hierarchyIds.indexOf(parsedParticleSystem.emitterId) !== -1) {
  79519. particleSystems.push(parser(parsedParticleSystem, scene, rootUrl));
  79520. }
  79521. }
  79522. }
  79523. }
  79524. return true;
  79525. }
  79526. catch (err) {
  79527. var msg = logOperation("importMesh", parsedData ? parsedData.producer : "Unknown") + log;
  79528. if (onError) {
  79529. onError(msg, err);
  79530. }
  79531. else {
  79532. BABYLON.Tools.Log(msg);
  79533. throw err;
  79534. }
  79535. }
  79536. finally {
  79537. if (log !== null && BABYLON.SceneLoader.loggingLevel !== BABYLON.SceneLoader.NO_LOGGING) {
  79538. BABYLON.Tools.Log(logOperation("importMesh", parsedData ? parsedData.producer : "Unknown") + (BABYLON.SceneLoader.loggingLevel !== BABYLON.SceneLoader.MINIMAL_LOGGING ? log : ""));
  79539. }
  79540. }
  79541. return false;
  79542. },
  79543. load: function (scene, data, rootUrl, onError) {
  79544. // Entire method running in try block, so ALWAYS logs as far as it got, only actually writes details
  79545. // when SceneLoader.debugLogging = true (default), or exception encountered.
  79546. // Everything stored in var log instead of writing separate lines to support only writing in exception,
  79547. // and avoid problems with multiple concurrent .babylon loads.
  79548. var log = "importScene has failed JSON parse";
  79549. try {
  79550. var parsedData = JSON.parse(data);
  79551. log = "";
  79552. // Scene
  79553. if (parsedData.useDelayedTextureLoading !== undefined && parsedData.useDelayedTextureLoading !== null) {
  79554. scene.useDelayedTextureLoading = parsedData.useDelayedTextureLoading && !BABYLON.SceneLoader.ForceFullSceneLoadingForIncremental;
  79555. }
  79556. if (parsedData.autoClear !== undefined && parsedData.autoClear !== null) {
  79557. scene.autoClear = parsedData.autoClear;
  79558. }
  79559. if (parsedData.clearColor !== undefined && parsedData.clearColor !== null) {
  79560. scene.clearColor = BABYLON.Color4.FromArray(parsedData.clearColor);
  79561. }
  79562. if (parsedData.ambientColor !== undefined && parsedData.ambientColor !== null) {
  79563. scene.ambientColor = BABYLON.Color3.FromArray(parsedData.ambientColor);
  79564. }
  79565. if (parsedData.gravity !== undefined && parsedData.gravity !== null) {
  79566. scene.gravity = BABYLON.Vector3.FromArray(parsedData.gravity);
  79567. }
  79568. // Fog
  79569. if (parsedData.fogMode && parsedData.fogMode !== 0) {
  79570. scene.fogMode = parsedData.fogMode;
  79571. scene.fogColor = BABYLON.Color3.FromArray(parsedData.fogColor);
  79572. scene.fogStart = parsedData.fogStart;
  79573. scene.fogEnd = parsedData.fogEnd;
  79574. scene.fogDensity = parsedData.fogDensity;
  79575. log += "\tFog mode for scene: ";
  79576. switch (scene.fogMode) {
  79577. // getters not compiling, so using hardcoded
  79578. case 1:
  79579. log += "exp\n";
  79580. break;
  79581. case 2:
  79582. log += "exp2\n";
  79583. break;
  79584. case 3:
  79585. log += "linear\n";
  79586. break;
  79587. }
  79588. }
  79589. //Physics
  79590. if (parsedData.physicsEnabled) {
  79591. var physicsPlugin;
  79592. if (parsedData.physicsEngine === "cannon") {
  79593. physicsPlugin = new BABYLON.CannonJSPlugin();
  79594. }
  79595. else if (parsedData.physicsEngine === "oimo") {
  79596. physicsPlugin = new BABYLON.OimoJSPlugin();
  79597. }
  79598. log = "\tPhysics engine " + (parsedData.physicsEngine ? parsedData.physicsEngine : "oimo") + " enabled\n";
  79599. //else - default engine, which is currently oimo
  79600. var physicsGravity = parsedData.physicsGravity ? BABYLON.Vector3.FromArray(parsedData.physicsGravity) : null;
  79601. scene.enablePhysics(physicsGravity, physicsPlugin);
  79602. }
  79603. // Metadata
  79604. if (parsedData.metadata !== undefined && parsedData.metadata !== null) {
  79605. scene.metadata = parsedData.metadata;
  79606. }
  79607. //collisions, if defined. otherwise, default is true
  79608. if (parsedData.collisionsEnabled !== undefined && parsedData.collisionsEnabled !== null) {
  79609. scene.collisionsEnabled = parsedData.collisionsEnabled;
  79610. }
  79611. scene.workerCollisions = !!parsedData.workerCollisions;
  79612. var container = loadAssetContainer(scene, data, rootUrl, onError, true);
  79613. if (!container) {
  79614. return false;
  79615. }
  79616. if (parsedData.autoAnimate) {
  79617. scene.beginAnimation(scene, parsedData.autoAnimateFrom, parsedData.autoAnimateTo, parsedData.autoAnimateLoop, parsedData.autoAnimateSpeed || 1.0);
  79618. }
  79619. if (parsedData.activeCameraID !== undefined && parsedData.activeCameraID !== null) {
  79620. scene.setActiveCameraByID(parsedData.activeCameraID);
  79621. }
  79622. // Environment texture
  79623. if (parsedData.environmentTexture !== undefined && parsedData.environmentTexture !== null) {
  79624. // PBR needed for both HDR texture (gamma space) & a sky box
  79625. var isPBR = parsedData.isPBR !== undefined ? parsedData.isPBR : true;
  79626. if (parsedData.environmentTextureType && parsedData.environmentTextureType === "BABYLON.HDRCubeTexture") {
  79627. var hdrSize = (parsedData.environmentTextureSize) ? parsedData.environmentTextureSize : 128;
  79628. var hdrTexture = new BABYLON.HDRCubeTexture(rootUrl + parsedData.environmentTexture, scene, hdrSize, true, !isPBR);
  79629. if (parsedData.environmentTextureRotationY) {
  79630. hdrTexture.rotationY = parsedData.environmentTextureRotationY;
  79631. }
  79632. scene.environmentTexture = hdrTexture;
  79633. }
  79634. else {
  79635. var cubeTexture = BABYLON.CubeTexture.CreateFromPrefilteredData(rootUrl + parsedData.environmentTexture, scene);
  79636. if (parsedData.environmentTextureRotationY) {
  79637. cubeTexture.rotationY = parsedData.environmentTextureRotationY;
  79638. }
  79639. scene.environmentTexture = cubeTexture;
  79640. }
  79641. if (parsedData.createDefaultSkybox === true) {
  79642. var skyboxScale = (scene.activeCamera !== undefined && scene.activeCamera !== null) ? (scene.activeCamera.maxZ - scene.activeCamera.minZ) / 2 : 1000;
  79643. var skyboxBlurLevel = parsedData.skyboxBlurLevel || 0;
  79644. scene.createDefaultSkybox(scene.environmentTexture, isPBR, skyboxScale, skyboxBlurLevel);
  79645. }
  79646. }
  79647. // Finish
  79648. return true;
  79649. }
  79650. catch (err) {
  79651. var msg = logOperation("importScene", parsedData ? parsedData.producer : "Unknown") + log;
  79652. if (onError) {
  79653. onError(msg, err);
  79654. }
  79655. else {
  79656. BABYLON.Tools.Log(msg);
  79657. throw err;
  79658. }
  79659. }
  79660. finally {
  79661. if (log !== null && BABYLON.SceneLoader.loggingLevel !== BABYLON.SceneLoader.NO_LOGGING) {
  79662. BABYLON.Tools.Log(logOperation("importScene", parsedData ? parsedData.producer : "Unknown") + (BABYLON.SceneLoader.loggingLevel !== BABYLON.SceneLoader.MINIMAL_LOGGING ? log : ""));
  79663. }
  79664. }
  79665. return false;
  79666. },
  79667. loadAssetContainer: function (scene, data, rootUrl, onError) {
  79668. var container = loadAssetContainer(scene, data, rootUrl, onError);
  79669. return container;
  79670. }
  79671. });
  79672. })(BABYLON || (BABYLON = {}));
  79673. //# sourceMappingURL=babylon.babylonFileLoader.js.map
  79674. var BABYLON;
  79675. (function (BABYLON) {
  79676. /**
  79677. * Class used to help managing file picking and drag'n'drop
  79678. */
  79679. var FilesInput = /** @class */ (function () {
  79680. /**
  79681. * Creates a new FilesInput
  79682. * @param engine defines the rendering engine
  79683. * @param scene defines the hosting scene
  79684. * @param sceneLoadedCallback callback called when scene is loaded
  79685. * @param progressCallback callback called to track progress
  79686. * @param additionalRenderLoopLogicCallback callback called to add user logic to the rendering loop
  79687. * @param textureLoadingCallback callback called when a texture is loading
  79688. * @param startingProcessingFilesCallback callback called when the system is about to process all files
  79689. * @param onReloadCallback callback called when a reload is requested
  79690. * @param errorCallback callback call if an error occurs
  79691. */
  79692. function FilesInput(engine, scene, sceneLoadedCallback, progressCallback, additionalRenderLoopLogicCallback, textureLoadingCallback, startingProcessingFilesCallback, onReloadCallback, errorCallback) {
  79693. /**
  79694. * Callback called when a file is processed
  79695. */
  79696. this.onProcessFileCallback = function () { return true; };
  79697. this._engine = engine;
  79698. this._currentScene = scene;
  79699. this._sceneLoadedCallback = sceneLoadedCallback;
  79700. this._progressCallback = progressCallback;
  79701. this._additionalRenderLoopLogicCallback = additionalRenderLoopLogicCallback;
  79702. this._textureLoadingCallback = textureLoadingCallback;
  79703. this._startingProcessingFilesCallback = startingProcessingFilesCallback;
  79704. this._onReloadCallback = onReloadCallback;
  79705. this._errorCallback = errorCallback;
  79706. }
  79707. /**
  79708. * Calls this function to listen to drag'n'drop events on a specific DOM element
  79709. * @param elementToMonitor defines the DOM element to track
  79710. */
  79711. FilesInput.prototype.monitorElementForDragNDrop = function (elementToMonitor) {
  79712. var _this = this;
  79713. if (elementToMonitor) {
  79714. this._elementToMonitor = elementToMonitor;
  79715. this._dragEnterHandler = function (e) { _this.drag(e); };
  79716. this._dragOverHandler = function (e) { _this.drag(e); };
  79717. this._dropHandler = function (e) { _this.drop(e); };
  79718. this._elementToMonitor.addEventListener("dragenter", this._dragEnterHandler, false);
  79719. this._elementToMonitor.addEventListener("dragover", this._dragOverHandler, false);
  79720. this._elementToMonitor.addEventListener("drop", this._dropHandler, false);
  79721. }
  79722. };
  79723. /**
  79724. * Release all associated resources
  79725. */
  79726. FilesInput.prototype.dispose = function () {
  79727. if (!this._elementToMonitor) {
  79728. return;
  79729. }
  79730. this._elementToMonitor.removeEventListener("dragenter", this._dragEnterHandler);
  79731. this._elementToMonitor.removeEventListener("dragover", this._dragOverHandler);
  79732. this._elementToMonitor.removeEventListener("drop", this._dropHandler);
  79733. };
  79734. FilesInput.prototype.renderFunction = function () {
  79735. if (this._additionalRenderLoopLogicCallback) {
  79736. this._additionalRenderLoopLogicCallback();
  79737. }
  79738. if (this._currentScene) {
  79739. if (this._textureLoadingCallback) {
  79740. var remaining = this._currentScene.getWaitingItemsCount();
  79741. if (remaining > 0) {
  79742. this._textureLoadingCallback(remaining);
  79743. }
  79744. }
  79745. this._currentScene.render();
  79746. }
  79747. };
  79748. FilesInput.prototype.drag = function (e) {
  79749. e.stopPropagation();
  79750. e.preventDefault();
  79751. };
  79752. FilesInput.prototype.drop = function (eventDrop) {
  79753. eventDrop.stopPropagation();
  79754. eventDrop.preventDefault();
  79755. this.loadFiles(eventDrop);
  79756. };
  79757. FilesInput.prototype._traverseFolder = function (folder, files, remaining, callback) {
  79758. var _this = this;
  79759. var reader = folder.createReader();
  79760. var relativePath = folder.fullPath.replace(/^\//, "").replace(/(.+?)\/?$/, "$1/");
  79761. reader.readEntries(function (entries) {
  79762. remaining.count += entries.length;
  79763. for (var _i = 0, entries_1 = entries; _i < entries_1.length; _i++) {
  79764. var entry = entries_1[_i];
  79765. if (entry.isFile) {
  79766. entry.file(function (file) {
  79767. file.correctName = relativePath + file.name;
  79768. files.push(file);
  79769. if (--remaining.count === 0) {
  79770. callback();
  79771. }
  79772. });
  79773. }
  79774. else if (entry.isDirectory) {
  79775. _this._traverseFolder(entry, files, remaining, callback);
  79776. }
  79777. }
  79778. if (--remaining.count) {
  79779. callback();
  79780. }
  79781. });
  79782. };
  79783. FilesInput.prototype._processFiles = function (files) {
  79784. for (var i = 0; i < files.length; i++) {
  79785. var name = files[i].correctName.toLowerCase();
  79786. var extension = name.split('.').pop();
  79787. if (!this.onProcessFileCallback(files[i], name, extension)) {
  79788. continue;
  79789. }
  79790. if ((extension === "babylon" || extension === "stl" || extension === "obj" || extension === "gltf" || extension === "glb")
  79791. && name.indexOf(".binary.babylon") === -1 && name.indexOf(".incremental.babylon") === -1) {
  79792. this._sceneFileToLoad = files[i];
  79793. }
  79794. FilesInput.FilesToLoad[name] = files[i];
  79795. }
  79796. };
  79797. /**
  79798. * Load files from a drop event
  79799. * @param event defines the drop event to use as source
  79800. */
  79801. FilesInput.prototype.loadFiles = function (event) {
  79802. var _this = this;
  79803. // Handling data transfer via drag'n'drop
  79804. if (event && event.dataTransfer && event.dataTransfer.files) {
  79805. this._filesToLoad = event.dataTransfer.files;
  79806. }
  79807. // Handling files from input files
  79808. if (event && event.target && event.target.files) {
  79809. this._filesToLoad = event.target.files;
  79810. }
  79811. if (!this._filesToLoad || this._filesToLoad.length === 0) {
  79812. return;
  79813. }
  79814. if (this._startingProcessingFilesCallback) {
  79815. this._startingProcessingFilesCallback(this._filesToLoad);
  79816. }
  79817. if (this._filesToLoad && this._filesToLoad.length > 0) {
  79818. var files_1 = new Array();
  79819. var folders = [];
  79820. var items = event.dataTransfer ? event.dataTransfer.items : null;
  79821. for (var i = 0; i < this._filesToLoad.length; i++) {
  79822. var fileToLoad = this._filesToLoad[i];
  79823. var name_1 = fileToLoad.name.toLowerCase();
  79824. var entry = void 0;
  79825. fileToLoad.correctName = name_1;
  79826. if (items) {
  79827. var item = items[i];
  79828. if (item.getAsEntry) {
  79829. entry = item.getAsEntry();
  79830. }
  79831. else if (item.webkitGetAsEntry) {
  79832. entry = item.webkitGetAsEntry();
  79833. }
  79834. }
  79835. if (!entry) {
  79836. files_1.push(fileToLoad);
  79837. }
  79838. else {
  79839. if (entry.isDirectory) {
  79840. folders.push(entry);
  79841. }
  79842. else {
  79843. files_1.push(fileToLoad);
  79844. }
  79845. }
  79846. }
  79847. if (folders.length === 0) {
  79848. this._processFiles(files_1);
  79849. this._processReload();
  79850. }
  79851. else {
  79852. var remaining = { count: folders.length };
  79853. for (var _i = 0, folders_1 = folders; _i < folders_1.length; _i++) {
  79854. var folder = folders_1[_i];
  79855. this._traverseFolder(folder, files_1, remaining, function () {
  79856. _this._processFiles(files_1);
  79857. if (remaining.count === 0) {
  79858. _this._processReload();
  79859. }
  79860. });
  79861. }
  79862. }
  79863. }
  79864. };
  79865. FilesInput.prototype._processReload = function () {
  79866. if (this._onReloadCallback) {
  79867. this._onReloadCallback(this._sceneFileToLoad);
  79868. }
  79869. else {
  79870. this.reload();
  79871. }
  79872. };
  79873. /**
  79874. * Reload the current scene from the loaded files
  79875. */
  79876. FilesInput.prototype.reload = function () {
  79877. var _this = this;
  79878. // If a scene file has been provided
  79879. if (this._sceneFileToLoad) {
  79880. if (this._currentScene) {
  79881. if (BABYLON.Tools.errorsCount > 0) {
  79882. BABYLON.Tools.ClearLogCache();
  79883. }
  79884. this._engine.stopRenderLoop();
  79885. }
  79886. BABYLON.SceneLoader.LoadAsync("file:", this._sceneFileToLoad, this._engine, function (progress) {
  79887. if (_this._progressCallback) {
  79888. _this._progressCallback(progress);
  79889. }
  79890. }).then(function (scene) {
  79891. if (_this._currentScene) {
  79892. _this._currentScene.dispose();
  79893. }
  79894. _this._currentScene = scene;
  79895. if (_this._sceneLoadedCallback) {
  79896. _this._sceneLoadedCallback(_this._sceneFileToLoad, _this._currentScene);
  79897. }
  79898. // Wait for textures and shaders to be ready
  79899. _this._currentScene.executeWhenReady(function () {
  79900. _this._engine.runRenderLoop(function () {
  79901. _this.renderFunction();
  79902. });
  79903. });
  79904. }).catch(function (error) {
  79905. if (_this._errorCallback) {
  79906. _this._errorCallback(_this._sceneFileToLoad, _this._currentScene, error.message);
  79907. }
  79908. });
  79909. }
  79910. else {
  79911. BABYLON.Tools.Error("Please provide a valid .babylon file.");
  79912. }
  79913. };
  79914. /**
  79915. * List of files ready to be loaded
  79916. */
  79917. FilesInput.FilesToLoad = {};
  79918. return FilesInput;
  79919. }());
  79920. BABYLON.FilesInput = FilesInput;
  79921. })(BABYLON || (BABYLON = {}));
  79922. //# sourceMappingURL=babylon.filesInput.js.map
  79923. var BABYLON;
  79924. (function (BABYLON) {
  79925. /**
  79926. * Class used to store custom tags
  79927. */
  79928. var Tags = /** @class */ (function () {
  79929. function Tags() {
  79930. }
  79931. /**
  79932. * Adds support for tags on the given object
  79933. * @param obj defines the object to use
  79934. */
  79935. Tags.EnableFor = function (obj) {
  79936. obj._tags = obj._tags || {};
  79937. obj.hasTags = function () {
  79938. return Tags.HasTags(obj);
  79939. };
  79940. obj.addTags = function (tagsString) {
  79941. return Tags.AddTagsTo(obj, tagsString);
  79942. };
  79943. obj.removeTags = function (tagsString) {
  79944. return Tags.RemoveTagsFrom(obj, tagsString);
  79945. };
  79946. obj.matchesTagsQuery = function (tagsQuery) {
  79947. return Tags.MatchesQuery(obj, tagsQuery);
  79948. };
  79949. };
  79950. /**
  79951. * Removes tags support
  79952. * @param obj defines the object to use
  79953. */
  79954. Tags.DisableFor = function (obj) {
  79955. delete obj._tags;
  79956. delete obj.hasTags;
  79957. delete obj.addTags;
  79958. delete obj.removeTags;
  79959. delete obj.matchesTagsQuery;
  79960. };
  79961. /**
  79962. * Gets a boolean indicating if the given object has tags
  79963. * @param obj defines the object to use
  79964. * @returns a boolean
  79965. */
  79966. Tags.HasTags = function (obj) {
  79967. if (!obj._tags) {
  79968. return false;
  79969. }
  79970. return !BABYLON.Tools.IsEmpty(obj._tags);
  79971. };
  79972. /**
  79973. * Gets the tags available on a given object
  79974. * @param obj defines the object to use
  79975. * @param asString defines if the tags must be returned as a string instead of an array of strings
  79976. * @returns the tags
  79977. */
  79978. Tags.GetTags = function (obj, asString) {
  79979. if (asString === void 0) { asString = true; }
  79980. if (!obj._tags) {
  79981. return null;
  79982. }
  79983. if (asString) {
  79984. var tagsArray = [];
  79985. for (var tag in obj._tags) {
  79986. if (obj._tags.hasOwnProperty(tag) && obj._tags[tag] === true) {
  79987. tagsArray.push(tag);
  79988. }
  79989. }
  79990. return tagsArray.join(" ");
  79991. }
  79992. else {
  79993. return obj._tags;
  79994. }
  79995. };
  79996. /**
  79997. * Adds tags to an object
  79998. * @param obj defines the object to use
  79999. * @param tagsString defines the tag string. The tags 'true' and 'false' are reserved and cannot be used as tags.
  80000. * A tag cannot start with '||', '&&', and '!'. It cannot contain whitespaces
  80001. */
  80002. Tags.AddTagsTo = function (obj, tagsString) {
  80003. if (!tagsString) {
  80004. return;
  80005. }
  80006. if (typeof tagsString !== "string") {
  80007. return;
  80008. }
  80009. var tags = tagsString.split(" ");
  80010. tags.forEach(function (tag, index, array) {
  80011. Tags._AddTagTo(obj, tag);
  80012. });
  80013. };
  80014. /**
  80015. * @hidden
  80016. */
  80017. Tags._AddTagTo = function (obj, tag) {
  80018. tag = tag.trim();
  80019. if (tag === "" || tag === "true" || tag === "false") {
  80020. return;
  80021. }
  80022. if (tag.match(/[\s]/) || tag.match(/^([!]|([|]|[&]){2})/)) {
  80023. return;
  80024. }
  80025. Tags.EnableFor(obj);
  80026. obj._tags[tag] = true;
  80027. };
  80028. /**
  80029. * Removes specific tags from a specific object
  80030. * @param obj defines the object to use
  80031. * @param tagsString defines the tags to remove
  80032. */
  80033. Tags.RemoveTagsFrom = function (obj, tagsString) {
  80034. if (!Tags.HasTags(obj)) {
  80035. return;
  80036. }
  80037. var tags = tagsString.split(" ");
  80038. for (var t in tags) {
  80039. Tags._RemoveTagFrom(obj, tags[t]);
  80040. }
  80041. };
  80042. /**
  80043. * @hidden
  80044. */
  80045. Tags._RemoveTagFrom = function (obj, tag) {
  80046. delete obj._tags[tag];
  80047. };
  80048. /**
  80049. * Defines if tags hosted on an object match a given query
  80050. * @param obj defines the object to use
  80051. * @param tagsQuery defines the tag query
  80052. * @returns a boolean
  80053. */
  80054. Tags.MatchesQuery = function (obj, tagsQuery) {
  80055. if (tagsQuery === undefined) {
  80056. return true;
  80057. }
  80058. if (tagsQuery === "") {
  80059. return Tags.HasTags(obj);
  80060. }
  80061. return BABYLON.AndOrNotEvaluator.Eval(tagsQuery, function (r) { return Tags.HasTags(obj) && obj._tags[r]; });
  80062. };
  80063. return Tags;
  80064. }());
  80065. BABYLON.Tags = Tags;
  80066. })(BABYLON || (BABYLON = {}));
  80067. //# sourceMappingURL=babylon.tags.js.map
  80068. var BABYLON;
  80069. (function (BABYLON) {
  80070. /**
  80071. * Class used to evalaute queries containing `and` and `or` operators
  80072. */
  80073. var AndOrNotEvaluator = /** @class */ (function () {
  80074. function AndOrNotEvaluator() {
  80075. }
  80076. /**
  80077. * Evaluate a query
  80078. * @param query defines the query to evaluate
  80079. * @param evaluateCallback defines the callback used to filter result
  80080. * @returns true if the query matches
  80081. */
  80082. AndOrNotEvaluator.Eval = function (query, evaluateCallback) {
  80083. if (!query.match(/\([^\(\)]*\)/g)) {
  80084. query = AndOrNotEvaluator._HandleParenthesisContent(query, evaluateCallback);
  80085. }
  80086. else {
  80087. query = query.replace(/\([^\(\)]*\)/g, function (r) {
  80088. // remove parenthesis
  80089. r = r.slice(1, r.length - 1);
  80090. return AndOrNotEvaluator._HandleParenthesisContent(r, evaluateCallback);
  80091. });
  80092. }
  80093. if (query === "true") {
  80094. return true;
  80095. }
  80096. if (query === "false") {
  80097. return false;
  80098. }
  80099. return AndOrNotEvaluator.Eval(query, evaluateCallback);
  80100. };
  80101. AndOrNotEvaluator._HandleParenthesisContent = function (parenthesisContent, evaluateCallback) {
  80102. evaluateCallback = evaluateCallback || (function (r) {
  80103. return r === "true" ? true : false;
  80104. });
  80105. var result;
  80106. var or = parenthesisContent.split("||");
  80107. for (var i in or) {
  80108. if (or.hasOwnProperty(i)) {
  80109. var ori = AndOrNotEvaluator._SimplifyNegation(or[i].trim());
  80110. var and = ori.split("&&");
  80111. if (and.length > 1) {
  80112. for (var j = 0; j < and.length; ++j) {
  80113. var andj = AndOrNotEvaluator._SimplifyNegation(and[j].trim());
  80114. if (andj !== "true" && andj !== "false") {
  80115. if (andj[0] === "!") {
  80116. result = !evaluateCallback(andj.substring(1));
  80117. }
  80118. else {
  80119. result = evaluateCallback(andj);
  80120. }
  80121. }
  80122. else {
  80123. result = andj === "true" ? true : false;
  80124. }
  80125. if (!result) { // no need to continue since 'false && ... && ...' will always return false
  80126. ori = "false";
  80127. break;
  80128. }
  80129. }
  80130. }
  80131. if (result || ori === "true") { // no need to continue since 'true || ... || ...' will always return true
  80132. result = true;
  80133. break;
  80134. }
  80135. // result equals false (or undefined)
  80136. if (ori !== "true" && ori !== "false") {
  80137. if (ori[0] === "!") {
  80138. result = !evaluateCallback(ori.substring(1));
  80139. }
  80140. else {
  80141. result = evaluateCallback(ori);
  80142. }
  80143. }
  80144. else {
  80145. result = ori === "true" ? true : false;
  80146. }
  80147. }
  80148. }
  80149. // the whole parenthesis scope is replaced by 'true' or 'false'
  80150. return result ? "true" : "false";
  80151. };
  80152. AndOrNotEvaluator._SimplifyNegation = function (booleanString) {
  80153. booleanString = booleanString.replace(/^[\s!]+/, function (r) {
  80154. // remove whitespaces
  80155. r = r.replace(/[\s]/g, function () { return ""; });
  80156. return r.length % 2 ? "!" : "";
  80157. });
  80158. booleanString = booleanString.trim();
  80159. if (booleanString === "!true") {
  80160. booleanString = "false";
  80161. }
  80162. else if (booleanString === "!false") {
  80163. booleanString = "true";
  80164. }
  80165. return booleanString;
  80166. };
  80167. return AndOrNotEvaluator;
  80168. }());
  80169. BABYLON.AndOrNotEvaluator = AndOrNotEvaluator;
  80170. })(BABYLON || (BABYLON = {}));
  80171. //# sourceMappingURL=babylon.andOrNotEvaluator.js.map
  80172. var BABYLON;
  80173. (function (BABYLON) {
  80174. // Sets the default offline provider to Babylon.js
  80175. BABYLON.Engine.OfflineProviderFactory = function (urlToScene, callbackManifestChecked, disableManifestCheck) {
  80176. if (disableManifestCheck === void 0) { disableManifestCheck = false; }
  80177. return new Database(urlToScene, callbackManifestChecked, disableManifestCheck);
  80178. };
  80179. /**
  80180. * Class used to enable access to IndexedDB
  80181. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  80182. */
  80183. var Database = /** @class */ (function () {
  80184. /**
  80185. * Creates a new Database
  80186. * @param urlToScene defines the url to load the scene
  80187. * @param callbackManifestChecked defines the callback to use when manifest is checked
  80188. * @param disableManifestCheck defines a boolean indicating that we want to skip the manifest validation (it will be considered validated and up to date)
  80189. */
  80190. function Database(urlToScene, callbackManifestChecked, disableManifestCheck) {
  80191. if (disableManifestCheck === void 0) { disableManifestCheck = false; }
  80192. var _this = this;
  80193. // Handling various flavors of prefixed version of IndexedDB
  80194. this._idbFactory = (window.indexedDB || window.mozIndexedDB || window.webkitIndexedDB || window.msIndexedDB);
  80195. this._callbackManifestChecked = callbackManifestChecked;
  80196. this._currentSceneUrl = Database._ReturnFullUrlLocation(urlToScene);
  80197. this._db = null;
  80198. this._enableSceneOffline = false;
  80199. this._enableTexturesOffline = false;
  80200. this._manifestVersionFound = 0;
  80201. this._mustUpdateRessources = false;
  80202. this._hasReachedQuota = false;
  80203. if (!Database.IDBStorageEnabled) {
  80204. this._callbackManifestChecked(true);
  80205. }
  80206. else {
  80207. if (disableManifestCheck) {
  80208. this._enableSceneOffline = true;
  80209. this._enableTexturesOffline = true;
  80210. this._manifestVersionFound = 1;
  80211. BABYLON.Tools.SetImmediate(function () {
  80212. _this._callbackManifestChecked(true);
  80213. });
  80214. }
  80215. else {
  80216. this._checkManifestFile();
  80217. }
  80218. }
  80219. }
  80220. Object.defineProperty(Database.prototype, "enableSceneOffline", {
  80221. /**
  80222. * Gets a boolean indicating if scene must be saved in the database
  80223. */
  80224. get: function () {
  80225. return this._enableSceneOffline;
  80226. },
  80227. enumerable: true,
  80228. configurable: true
  80229. });
  80230. Object.defineProperty(Database.prototype, "enableTexturesOffline", {
  80231. /**
  80232. * Gets a boolean indicating if textures must be saved in the database
  80233. */
  80234. get: function () {
  80235. return this._enableTexturesOffline;
  80236. },
  80237. enumerable: true,
  80238. configurable: true
  80239. });
  80240. Database.prototype._checkManifestFile = function () {
  80241. var _this = this;
  80242. var noManifestFile = function () {
  80243. _this._enableSceneOffline = false;
  80244. _this._enableTexturesOffline = false;
  80245. _this._callbackManifestChecked(false);
  80246. };
  80247. var timeStampUsed = false;
  80248. var manifestURL = this._currentSceneUrl + ".manifest";
  80249. var xhr = new XMLHttpRequest();
  80250. if (navigator.onLine) {
  80251. // Adding a timestamp to by-pass browsers' cache
  80252. timeStampUsed = true;
  80253. manifestURL = manifestURL + (manifestURL.match(/\?/) == null ? "?" : "&") + Date.now();
  80254. }
  80255. xhr.open("GET", manifestURL, true);
  80256. xhr.addEventListener("load", function () {
  80257. if (xhr.status === 200 || BABYLON.Tools.ValidateXHRData(xhr, 1)) {
  80258. try {
  80259. var manifestFile = JSON.parse(xhr.response);
  80260. _this._enableSceneOffline = manifestFile.enableSceneOffline;
  80261. _this._enableTexturesOffline = manifestFile.enableTexturesOffline && Database.IsUASupportingBlobStorage;
  80262. if (manifestFile.version && !isNaN(parseInt(manifestFile.version))) {
  80263. _this._manifestVersionFound = manifestFile.version;
  80264. }
  80265. if (_this._callbackManifestChecked) {
  80266. _this._callbackManifestChecked(true);
  80267. }
  80268. }
  80269. catch (ex) {
  80270. noManifestFile();
  80271. }
  80272. }
  80273. else {
  80274. noManifestFile();
  80275. }
  80276. }, false);
  80277. xhr.addEventListener("error", function (event) {
  80278. if (timeStampUsed) {
  80279. timeStampUsed = false;
  80280. // Let's retry without the timeStamp
  80281. // It could fail when coupled with HTML5 Offline API
  80282. var retryManifestURL = _this._currentSceneUrl + ".manifest";
  80283. xhr.open("GET", retryManifestURL, true);
  80284. if (BABYLON.Tools.UseCustomRequestHeaders) {
  80285. BABYLON.Tools.InjectCustomRequestHeaders(xhr);
  80286. }
  80287. xhr.send();
  80288. }
  80289. else {
  80290. noManifestFile();
  80291. }
  80292. }, false);
  80293. try {
  80294. if (BABYLON.Tools.UseCustomRequestHeaders) {
  80295. BABYLON.Tools.InjectCustomRequestHeaders(xhr);
  80296. }
  80297. xhr.send();
  80298. }
  80299. catch (ex) {
  80300. BABYLON.Tools.Error("Error on XHR send request.");
  80301. this._callbackManifestChecked(false);
  80302. }
  80303. };
  80304. /**
  80305. * Open the database and make it available
  80306. * @param successCallback defines the callback to call on success
  80307. * @param errorCallback defines the callback to call on error
  80308. */
  80309. Database.prototype.open = function (successCallback, errorCallback) {
  80310. var _this = this;
  80311. var handleError = function () {
  80312. _this._isSupported = false;
  80313. if (errorCallback) {
  80314. errorCallback();
  80315. }
  80316. };
  80317. if (!this._idbFactory || !(this._enableSceneOffline || this._enableTexturesOffline)) {
  80318. // Your browser doesn't support IndexedDB
  80319. this._isSupported = false;
  80320. if (errorCallback) {
  80321. errorCallback();
  80322. }
  80323. }
  80324. else {
  80325. // If the DB hasn't been opened or created yet
  80326. if (!this._db) {
  80327. this._hasReachedQuota = false;
  80328. this._isSupported = true;
  80329. var request = this._idbFactory.open("babylonjs", 1);
  80330. // Could occur if user is blocking the quota for the DB and/or doesn't grant access to IndexedDB
  80331. request.onerror = function (event) {
  80332. handleError();
  80333. };
  80334. // executes when a version change transaction cannot complete due to other active transactions
  80335. request.onblocked = function (event) {
  80336. BABYLON.Tools.Error("IDB request blocked. Please reload the page.");
  80337. handleError();
  80338. };
  80339. // DB has been opened successfully
  80340. request.onsuccess = function (event) {
  80341. _this._db = request.result;
  80342. successCallback();
  80343. };
  80344. // Initialization of the DB. Creating Scenes & Textures stores
  80345. request.onupgradeneeded = function (event) {
  80346. _this._db = (event.target).result;
  80347. if (_this._db) {
  80348. try {
  80349. _this._db.createObjectStore("scenes", { keyPath: "sceneUrl" });
  80350. _this._db.createObjectStore("versions", { keyPath: "sceneUrl" });
  80351. _this._db.createObjectStore("textures", { keyPath: "textureUrl" });
  80352. }
  80353. catch (ex) {
  80354. BABYLON.Tools.Error("Error while creating object stores. Exception: " + ex.message);
  80355. handleError();
  80356. }
  80357. }
  80358. };
  80359. }
  80360. // DB has already been created and opened
  80361. else {
  80362. if (successCallback) {
  80363. successCallback();
  80364. }
  80365. }
  80366. }
  80367. };
  80368. /**
  80369. * Loads an image from the database
  80370. * @param url defines the url to load from
  80371. * @param image defines the target DOM image
  80372. */
  80373. Database.prototype.loadImage = function (url, image) {
  80374. var _this = this;
  80375. var completeURL = Database._ReturnFullUrlLocation(url);
  80376. var saveAndLoadImage = function () {
  80377. if (!_this._hasReachedQuota && _this._db !== null) {
  80378. // the texture is not yet in the DB, let's try to save it
  80379. _this._saveImageIntoDBAsync(completeURL, image);
  80380. }
  80381. // If the texture is not in the DB and we've reached the DB quota limit
  80382. // let's load it directly from the web
  80383. else {
  80384. image.src = url;
  80385. }
  80386. };
  80387. if (!this._mustUpdateRessources) {
  80388. this._loadImageFromDBAsync(completeURL, image, saveAndLoadImage);
  80389. }
  80390. // First time we're download the images or update requested in the manifest file by a version change
  80391. else {
  80392. saveAndLoadImage();
  80393. }
  80394. };
  80395. Database.prototype._loadImageFromDBAsync = function (url, image, notInDBCallback) {
  80396. if (this._isSupported && this._db !== null) {
  80397. var texture;
  80398. var transaction = this._db.transaction(["textures"]);
  80399. transaction.onabort = function (event) {
  80400. image.src = url;
  80401. };
  80402. transaction.oncomplete = function (event) {
  80403. var blobTextureURL;
  80404. if (texture) {
  80405. var URL = window.URL || window.webkitURL;
  80406. blobTextureURL = URL.createObjectURL(texture.data);
  80407. image.onerror = function () {
  80408. BABYLON.Tools.Error("Error loading image from blob URL: " + blobTextureURL + " switching back to web url: " + url);
  80409. image.src = url;
  80410. };
  80411. image.src = blobTextureURL;
  80412. }
  80413. else {
  80414. notInDBCallback();
  80415. }
  80416. };
  80417. var getRequest = transaction.objectStore("textures").get(url);
  80418. getRequest.onsuccess = function (event) {
  80419. texture = (event.target).result;
  80420. };
  80421. getRequest.onerror = function (event) {
  80422. BABYLON.Tools.Error("Error loading texture " + url + " from DB.");
  80423. image.src = url;
  80424. };
  80425. }
  80426. else {
  80427. BABYLON.Tools.Error("Error: IndexedDB not supported by your browser or BabylonJS Database is not open.");
  80428. image.src = url;
  80429. }
  80430. };
  80431. Database.prototype._saveImageIntoDBAsync = function (url, image) {
  80432. var _this = this;
  80433. if (this._isSupported) {
  80434. // In case of error (type not supported or quota exceeded), we're at least sending back XHR data to allow texture loading later on
  80435. var generateBlobUrl = function () {
  80436. var blobTextureURL;
  80437. if (blob) {
  80438. var URL = window.URL || window.webkitURL;
  80439. try {
  80440. blobTextureURL = URL.createObjectURL(blob);
  80441. }
  80442. // Chrome is raising a type error if we're setting the oneTimeOnly parameter
  80443. catch (ex) {
  80444. blobTextureURL = URL.createObjectURL(blob);
  80445. }
  80446. }
  80447. if (blobTextureURL) {
  80448. image.src = blobTextureURL;
  80449. }
  80450. };
  80451. if (Database.IsUASupportingBlobStorage) { // Create XHR
  80452. var xhr = new XMLHttpRequest(), blob;
  80453. xhr.open("GET", url, true);
  80454. xhr.responseType = "blob";
  80455. xhr.addEventListener("load", function () {
  80456. if (xhr.status === 200 && _this._db) {
  80457. // Blob as response (XHR2)
  80458. blob = xhr.response;
  80459. var transaction = _this._db.transaction(["textures"], "readwrite");
  80460. // the transaction could abort because of a QuotaExceededError error
  80461. transaction.onabort = function (event) {
  80462. try {
  80463. //backwards compatibility with ts 1.0, srcElement doesn't have an "error" according to ts 1.3
  80464. var srcElement = (event.srcElement || event.target);
  80465. var error = srcElement.error;
  80466. if (error && error.name === "QuotaExceededError") {
  80467. _this._hasReachedQuota = true;
  80468. }
  80469. }
  80470. catch (ex) { }
  80471. generateBlobUrl();
  80472. };
  80473. transaction.oncomplete = function (event) {
  80474. generateBlobUrl();
  80475. };
  80476. var newTexture = { textureUrl: url, data: blob };
  80477. try {
  80478. // Put the blob into the dabase
  80479. var addRequest = transaction.objectStore("textures").put(newTexture);
  80480. addRequest.onsuccess = function (event) {
  80481. };
  80482. addRequest.onerror = function (event) {
  80483. generateBlobUrl();
  80484. };
  80485. }
  80486. catch (ex) {
  80487. // "DataCloneError" generated by Chrome when you try to inject blob into IndexedDB
  80488. if (ex.code === 25) {
  80489. Database.IsUASupportingBlobStorage = false;
  80490. _this._enableTexturesOffline = false;
  80491. }
  80492. image.src = url;
  80493. }
  80494. }
  80495. else {
  80496. image.src = url;
  80497. }
  80498. }, false);
  80499. xhr.addEventListener("error", function (event) {
  80500. BABYLON.Tools.Error("Error in XHR request in BABYLON.Database.");
  80501. image.src = url;
  80502. }, false);
  80503. if (BABYLON.Tools.CustomRequestHeaders) {
  80504. BABYLON.Tools.InjectCustomRequestHeaders(xhr);
  80505. }
  80506. xhr.send();
  80507. }
  80508. else {
  80509. image.src = url;
  80510. }
  80511. }
  80512. else {
  80513. BABYLON.Tools.Error("Error: IndexedDB not supported by your browser or BabylonJS Database is not open.");
  80514. image.src = url;
  80515. }
  80516. };
  80517. Database.prototype._checkVersionFromDB = function (url, versionLoaded) {
  80518. var _this = this;
  80519. var updateVersion = function () {
  80520. // the version is not yet in the DB or we need to update it
  80521. _this._saveVersionIntoDBAsync(url, versionLoaded);
  80522. };
  80523. this._loadVersionFromDBAsync(url, versionLoaded, updateVersion);
  80524. };
  80525. Database.prototype._loadVersionFromDBAsync = function (url, callback, updateInDBCallback) {
  80526. var _this = this;
  80527. if (this._isSupported && this._db) {
  80528. var version;
  80529. try {
  80530. var transaction = this._db.transaction(["versions"]);
  80531. transaction.oncomplete = function (event) {
  80532. if (version) {
  80533. // If the version in the JSON file is different from the version in DB
  80534. if (_this._manifestVersionFound !== version.data) {
  80535. _this._mustUpdateRessources = true;
  80536. updateInDBCallback();
  80537. }
  80538. else {
  80539. callback(version.data);
  80540. }
  80541. }
  80542. // version was not found in DB
  80543. else {
  80544. _this._mustUpdateRessources = true;
  80545. updateInDBCallback();
  80546. }
  80547. };
  80548. transaction.onabort = function (event) {
  80549. callback(-1);
  80550. };
  80551. var getRequest = transaction.objectStore("versions").get(url);
  80552. getRequest.onsuccess = function (event) {
  80553. version = (event.target).result;
  80554. };
  80555. getRequest.onerror = function (event) {
  80556. BABYLON.Tools.Error("Error loading version for scene " + url + " from DB.");
  80557. callback(-1);
  80558. };
  80559. }
  80560. catch (ex) {
  80561. BABYLON.Tools.Error("Error while accessing 'versions' object store (READ OP). Exception: " + ex.message);
  80562. callback(-1);
  80563. }
  80564. }
  80565. else {
  80566. BABYLON.Tools.Error("Error: IndexedDB not supported by your browser or BabylonJS Database is not open.");
  80567. callback(-1);
  80568. }
  80569. };
  80570. Database.prototype._saveVersionIntoDBAsync = function (url, callback) {
  80571. var _this = this;
  80572. if (this._isSupported && !this._hasReachedQuota && this._db) {
  80573. try {
  80574. // Open a transaction to the database
  80575. var transaction = this._db.transaction(["versions"], "readwrite");
  80576. // the transaction could abort because of a QuotaExceededError error
  80577. transaction.onabort = function (event) {
  80578. try { //backwards compatibility with ts 1.0, srcElement doesn't have an "error" according to ts 1.3
  80579. var error = event.srcElement['error'];
  80580. if (error && error.name === "QuotaExceededError") {
  80581. _this._hasReachedQuota = true;
  80582. }
  80583. }
  80584. catch (ex) { }
  80585. callback(-1);
  80586. };
  80587. transaction.oncomplete = function (event) {
  80588. callback(_this._manifestVersionFound);
  80589. };
  80590. var newVersion = { sceneUrl: url, data: this._manifestVersionFound };
  80591. // Put the scene into the database
  80592. var addRequest = transaction.objectStore("versions").put(newVersion);
  80593. addRequest.onsuccess = function (event) {
  80594. };
  80595. addRequest.onerror = function (event) {
  80596. BABYLON.Tools.Error("Error in DB add version request in BABYLON.Database.");
  80597. };
  80598. }
  80599. catch (ex) {
  80600. BABYLON.Tools.Error("Error while accessing 'versions' object store (WRITE OP). Exception: " + ex.message);
  80601. callback(-1);
  80602. }
  80603. }
  80604. else {
  80605. callback(-1);
  80606. }
  80607. };
  80608. /**
  80609. * Loads a file from database
  80610. * @param url defines the URL to load from
  80611. * @param sceneLoaded defines a callback to call on success
  80612. * @param progressCallBack defines a callback to call when progress changed
  80613. * @param errorCallback defines a callback to call on error
  80614. * @param useArrayBuffer defines a boolean to use array buffer instead of text string
  80615. */
  80616. Database.prototype.loadFile = function (url, sceneLoaded, progressCallBack, errorCallback, useArrayBuffer) {
  80617. var _this = this;
  80618. var completeUrl = Database._ReturnFullUrlLocation(url);
  80619. var saveAndLoadFile = function () {
  80620. // the scene is not yet in the DB, let's try to save it
  80621. _this._saveFileAsync(completeUrl, sceneLoaded, progressCallBack, useArrayBuffer, errorCallback);
  80622. };
  80623. this._checkVersionFromDB(completeUrl, function (version) {
  80624. if (version !== -1) {
  80625. if (!_this._mustUpdateRessources) {
  80626. _this._loadFileAsync(completeUrl, sceneLoaded, saveAndLoadFile, useArrayBuffer);
  80627. }
  80628. else {
  80629. _this._saveFileAsync(completeUrl, sceneLoaded, progressCallBack, useArrayBuffer, errorCallback);
  80630. }
  80631. }
  80632. else {
  80633. if (errorCallback) {
  80634. errorCallback();
  80635. }
  80636. }
  80637. });
  80638. };
  80639. Database.prototype._loadFileAsync = function (url, callback, notInDBCallback, useArrayBuffer) {
  80640. if (this._isSupported && this._db) {
  80641. var targetStore;
  80642. if (url.indexOf(".babylon") !== -1) {
  80643. targetStore = "scenes";
  80644. }
  80645. else {
  80646. targetStore = "textures";
  80647. }
  80648. var file;
  80649. var transaction = this._db.transaction([targetStore]);
  80650. transaction.oncomplete = function (event) {
  80651. if (file) {
  80652. callback(file.data);
  80653. }
  80654. // file was not found in DB
  80655. else {
  80656. notInDBCallback();
  80657. }
  80658. };
  80659. transaction.onabort = function (event) {
  80660. notInDBCallback();
  80661. };
  80662. var getRequest = transaction.objectStore(targetStore).get(url);
  80663. getRequest.onsuccess = function (event) {
  80664. file = (event.target).result;
  80665. };
  80666. getRequest.onerror = function (event) {
  80667. BABYLON.Tools.Error("Error loading file " + url + " from DB.");
  80668. notInDBCallback();
  80669. };
  80670. }
  80671. else {
  80672. BABYLON.Tools.Error("Error: IndexedDB not supported by your browser or BabylonJS Database is not open.");
  80673. callback();
  80674. }
  80675. };
  80676. Database.prototype._saveFileAsync = function (url, callback, progressCallback, useArrayBuffer, errorCallback) {
  80677. var _this = this;
  80678. if (this._isSupported) {
  80679. var targetStore;
  80680. if (url.indexOf(".babylon") !== -1) {
  80681. targetStore = "scenes";
  80682. }
  80683. else {
  80684. targetStore = "textures";
  80685. }
  80686. // Create XHR
  80687. var xhr = new XMLHttpRequest();
  80688. var fileData;
  80689. xhr.open("GET", url + "?" + Date.now(), true);
  80690. if (useArrayBuffer) {
  80691. xhr.responseType = "arraybuffer";
  80692. }
  80693. if (progressCallback) {
  80694. xhr.onprogress = progressCallback;
  80695. }
  80696. xhr.addEventListener("load", function () {
  80697. if (xhr.status === 200 || (xhr.status < 400 && BABYLON.Tools.ValidateXHRData(xhr, !useArrayBuffer ? 1 : 6))) {
  80698. // Blob as response (XHR2)
  80699. fileData = !useArrayBuffer ? xhr.responseText : xhr.response;
  80700. if (!_this._hasReachedQuota && _this._db) {
  80701. // Open a transaction to the database
  80702. var transaction = _this._db.transaction([targetStore], "readwrite");
  80703. // the transaction could abort because of a QuotaExceededError error
  80704. transaction.onabort = function (event) {
  80705. try {
  80706. //backwards compatibility with ts 1.0, srcElement doesn't have an "error" according to ts 1.3
  80707. var error = event.srcElement['error'];
  80708. if (error && error.name === "QuotaExceededError") {
  80709. _this._hasReachedQuota = true;
  80710. }
  80711. }
  80712. catch (ex) { }
  80713. callback(fileData);
  80714. };
  80715. transaction.oncomplete = function (event) {
  80716. callback(fileData);
  80717. };
  80718. var newFile;
  80719. if (targetStore === "scenes") {
  80720. newFile = { sceneUrl: url, data: fileData, version: _this._manifestVersionFound };
  80721. }
  80722. else {
  80723. newFile = { textureUrl: url, data: fileData };
  80724. }
  80725. try {
  80726. // Put the scene into the database
  80727. var addRequest = transaction.objectStore(targetStore).put(newFile);
  80728. addRequest.onsuccess = function (event) {
  80729. };
  80730. addRequest.onerror = function (event) {
  80731. BABYLON.Tools.Error("Error in DB add file request in BABYLON.Database.");
  80732. };
  80733. }
  80734. catch (ex) {
  80735. callback(fileData);
  80736. }
  80737. }
  80738. else {
  80739. callback(fileData);
  80740. }
  80741. }
  80742. else {
  80743. if (xhr.status >= 400 && errorCallback) {
  80744. errorCallback(xhr);
  80745. }
  80746. else {
  80747. callback();
  80748. }
  80749. }
  80750. }, false);
  80751. xhr.addEventListener("error", function (event) {
  80752. BABYLON.Tools.Error("error on XHR request.");
  80753. callback();
  80754. }, false);
  80755. if (BABYLON.Tools.UseCustomRequestHeaders) {
  80756. BABYLON.Tools.InjectCustomRequestHeaders(xhr);
  80757. }
  80758. xhr.send();
  80759. }
  80760. else {
  80761. BABYLON.Tools.Error("Error: IndexedDB not supported by your browser or Babylon.js Database is not open.");
  80762. callback();
  80763. }
  80764. };
  80765. /** Gets a boolean indicating if the user agent supports blob storage (this value will be updated after creating the first Database object) */
  80766. Database.IsUASupportingBlobStorage = true;
  80767. /**
  80768. * Gets a boolean indicating if Database storate is enabled (off by default)
  80769. */
  80770. Database.IDBStorageEnabled = false;
  80771. Database._ParseURL = function (url) {
  80772. var a = document.createElement('a');
  80773. a.href = url;
  80774. var urlWithoutHash = url.substring(0, url.lastIndexOf("#"));
  80775. var fileName = url.substring(urlWithoutHash.lastIndexOf("/") + 1, url.length);
  80776. var absLocation = url.substring(0, url.indexOf(fileName, 0));
  80777. return absLocation;
  80778. };
  80779. Database._ReturnFullUrlLocation = function (url) {
  80780. if (url.indexOf("http:/") === -1 && url.indexOf("https:/") === -1) {
  80781. return (Database._ParseURL(window.location.href) + url);
  80782. }
  80783. else {
  80784. return url;
  80785. }
  80786. };
  80787. return Database;
  80788. }());
  80789. BABYLON.Database = Database;
  80790. })(BABYLON || (BABYLON = {}));
  80791. //# sourceMappingURL=babylon.database.js.map
  80792. var BABYLON;
  80793. (function (BABYLON) {
  80794. /**
  80795. * This represents all the required information to add a fresnel effect on a material:
  80796. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  80797. */
  80798. var FresnelParameters = /** @class */ (function () {
  80799. function FresnelParameters() {
  80800. this._isEnabled = true;
  80801. /**
  80802. * Define the color used on edges (grazing angle)
  80803. */
  80804. this.leftColor = BABYLON.Color3.White();
  80805. /**
  80806. * Define the color used on center
  80807. */
  80808. this.rightColor = BABYLON.Color3.Black();
  80809. /**
  80810. * Define bias applied to computed fresnel term
  80811. */
  80812. this.bias = 0;
  80813. /**
  80814. * Defined the power exponent applied to fresnel term
  80815. */
  80816. this.power = 1;
  80817. }
  80818. Object.defineProperty(FresnelParameters.prototype, "isEnabled", {
  80819. /**
  80820. * Define if the fresnel effect is enable or not.
  80821. */
  80822. get: function () {
  80823. return this._isEnabled;
  80824. },
  80825. set: function (value) {
  80826. if (this._isEnabled === value) {
  80827. return;
  80828. }
  80829. this._isEnabled = value;
  80830. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.FresnelDirtyFlag | BABYLON.Material.MiscDirtyFlag);
  80831. },
  80832. enumerable: true,
  80833. configurable: true
  80834. });
  80835. /**
  80836. * Clones the current fresnel and its valuues
  80837. * @returns a clone fresnel configuration
  80838. */
  80839. FresnelParameters.prototype.clone = function () {
  80840. var newFresnelParameters = new FresnelParameters();
  80841. BABYLON.Tools.DeepCopy(this, newFresnelParameters);
  80842. return newFresnelParameters;
  80843. };
  80844. /**
  80845. * Serializes the current fresnel parameters to a JSON representation.
  80846. * @return the JSON serialization
  80847. */
  80848. FresnelParameters.prototype.serialize = function () {
  80849. var serializationObject = {};
  80850. serializationObject.isEnabled = this.isEnabled;
  80851. serializationObject.leftColor = this.leftColor.asArray();
  80852. serializationObject.rightColor = this.rightColor.asArray();
  80853. serializationObject.bias = this.bias;
  80854. serializationObject.power = this.power;
  80855. return serializationObject;
  80856. };
  80857. /**
  80858. * Parse a JSON object and deserialize it to a new Fresnel parameter object.
  80859. * @param parsedFresnelParameters Define the JSON representation
  80860. * @returns the parsed parameters
  80861. */
  80862. FresnelParameters.Parse = function (parsedFresnelParameters) {
  80863. var fresnelParameters = new FresnelParameters();
  80864. fresnelParameters.isEnabled = parsedFresnelParameters.isEnabled;
  80865. fresnelParameters.leftColor = BABYLON.Color3.FromArray(parsedFresnelParameters.leftColor);
  80866. fresnelParameters.rightColor = BABYLON.Color3.FromArray(parsedFresnelParameters.rightColor);
  80867. fresnelParameters.bias = parsedFresnelParameters.bias;
  80868. fresnelParameters.power = parsedFresnelParameters.power || 1.0;
  80869. return fresnelParameters;
  80870. };
  80871. return FresnelParameters;
  80872. }());
  80873. BABYLON.FresnelParameters = FresnelParameters;
  80874. })(BABYLON || (BABYLON = {}));
  80875. //# sourceMappingURL=babylon.fresnelParameters.js.map
  80876. var BABYLON;
  80877. (function (BABYLON) {
  80878. /**
  80879. * A multi-material is used to apply different materials to different parts of the same object without the need of
  80880. * separate meshes. This can be use to improve performances.
  80881. * @see http://doc.babylonjs.com/how_to/multi_materials
  80882. */
  80883. var MultiMaterial = /** @class */ (function (_super) {
  80884. __extends(MultiMaterial, _super);
  80885. /**
  80886. * Instantiates a new Multi Material
  80887. * A multi-material is used to apply different materials to different parts of the same object without the need of
  80888. * separate meshes. This can be use to improve performances.
  80889. * @see http://doc.babylonjs.com/how_to/multi_materials
  80890. * @param name Define the name in the scene
  80891. * @param scene Define the scene the material belongs to
  80892. */
  80893. function MultiMaterial(name, scene) {
  80894. var _this = _super.call(this, name, scene, true) || this;
  80895. scene.multiMaterials.push(_this);
  80896. _this.subMaterials = new Array();
  80897. _this._storeEffectOnSubMeshes = true; // multimaterial is considered like a push material
  80898. return _this;
  80899. }
  80900. Object.defineProperty(MultiMaterial.prototype, "subMaterials", {
  80901. /**
  80902. * Gets or Sets the list of Materials used within the multi material.
  80903. * They need to be ordered according to the submeshes order in the associated mesh
  80904. */
  80905. get: function () {
  80906. return this._subMaterials;
  80907. },
  80908. set: function (value) {
  80909. this._subMaterials = value;
  80910. this._hookArray(value);
  80911. },
  80912. enumerable: true,
  80913. configurable: true
  80914. });
  80915. /**
  80916. * Function used to align with Node.getChildren()
  80917. * @returns the list of Materials used within the multi material
  80918. */
  80919. MultiMaterial.prototype.getChildren = function () {
  80920. return this.subMaterials;
  80921. };
  80922. MultiMaterial.prototype._hookArray = function (array) {
  80923. var _this = this;
  80924. var oldPush = array.push;
  80925. array.push = function () {
  80926. var items = [];
  80927. for (var _i = 0; _i < arguments.length; _i++) {
  80928. items[_i] = arguments[_i];
  80929. }
  80930. var result = oldPush.apply(array, items);
  80931. _this._markAllSubMeshesAsTexturesDirty();
  80932. return result;
  80933. };
  80934. var oldSplice = array.splice;
  80935. array.splice = function (index, deleteCount) {
  80936. var deleted = oldSplice.apply(array, [index, deleteCount]);
  80937. _this._markAllSubMeshesAsTexturesDirty();
  80938. return deleted;
  80939. };
  80940. };
  80941. /**
  80942. * Get one of the submaterial by its index in the submaterials array
  80943. * @param index The index to look the sub material at
  80944. * @returns The Material if the index has been defined
  80945. */
  80946. MultiMaterial.prototype.getSubMaterial = function (index) {
  80947. if (index < 0 || index >= this.subMaterials.length) {
  80948. return this.getScene().defaultMaterial;
  80949. }
  80950. return this.subMaterials[index];
  80951. };
  80952. /**
  80953. * Get the list of active textures for the whole sub materials list.
  80954. * @returns All the textures that will be used during the rendering
  80955. */
  80956. MultiMaterial.prototype.getActiveTextures = function () {
  80957. var _a;
  80958. return (_a = _super.prototype.getActiveTextures.call(this)).concat.apply(_a, this.subMaterials.map(function (subMaterial) {
  80959. if (subMaterial) {
  80960. return subMaterial.getActiveTextures();
  80961. }
  80962. else {
  80963. return [];
  80964. }
  80965. }));
  80966. };
  80967. /**
  80968. * Gets the current class name of the material e.g. "MultiMaterial"
  80969. * Mainly use in serialization.
  80970. * @returns the class name
  80971. */
  80972. MultiMaterial.prototype.getClassName = function () {
  80973. return "MultiMaterial";
  80974. };
  80975. /**
  80976. * Checks if the material is ready to render the requested sub mesh
  80977. * @param mesh Define the mesh the submesh belongs to
  80978. * @param subMesh Define the sub mesh to look readyness for
  80979. * @param useInstances Define whether or not the material is used with instances
  80980. * @returns true if ready, otherwise false
  80981. */
  80982. MultiMaterial.prototype.isReadyForSubMesh = function (mesh, subMesh, useInstances) {
  80983. for (var index = 0; index < this.subMaterials.length; index++) {
  80984. var subMaterial = this.subMaterials[index];
  80985. if (subMaterial) {
  80986. if (subMaterial._storeEffectOnSubMeshes) {
  80987. if (!subMaterial.isReadyForSubMesh(mesh, subMesh, useInstances)) {
  80988. return false;
  80989. }
  80990. continue;
  80991. }
  80992. if (!subMaterial.isReady(mesh)) {
  80993. return false;
  80994. }
  80995. }
  80996. }
  80997. return true;
  80998. };
  80999. /**
  81000. * Clones the current material and its related sub materials
  81001. * @param name Define the name of the newly cloned material
  81002. * @param cloneChildren Define if submaterial will be cloned or shared with the parent instance
  81003. * @returns the cloned material
  81004. */
  81005. MultiMaterial.prototype.clone = function (name, cloneChildren) {
  81006. var newMultiMaterial = new MultiMaterial(name, this.getScene());
  81007. for (var index = 0; index < this.subMaterials.length; index++) {
  81008. var subMaterial = null;
  81009. var current = this.subMaterials[index];
  81010. if (cloneChildren && current) {
  81011. subMaterial = current.clone(name + "-" + current.name);
  81012. }
  81013. else {
  81014. subMaterial = this.subMaterials[index];
  81015. }
  81016. newMultiMaterial.subMaterials.push(subMaterial);
  81017. }
  81018. return newMultiMaterial;
  81019. };
  81020. /**
  81021. * Serializes the materials into a JSON representation.
  81022. * @returns the JSON representation
  81023. */
  81024. MultiMaterial.prototype.serialize = function () {
  81025. var serializationObject = {};
  81026. serializationObject.name = this.name;
  81027. serializationObject.id = this.id;
  81028. if (BABYLON.Tags) {
  81029. serializationObject.tags = BABYLON.Tags.GetTags(this);
  81030. }
  81031. serializationObject.materials = [];
  81032. for (var matIndex = 0; matIndex < this.subMaterials.length; matIndex++) {
  81033. var subMat = this.subMaterials[matIndex];
  81034. if (subMat) {
  81035. serializationObject.materials.push(subMat.id);
  81036. }
  81037. else {
  81038. serializationObject.materials.push(null);
  81039. }
  81040. }
  81041. return serializationObject;
  81042. };
  81043. /**
  81044. * Dispose the material and release its associated resources
  81045. * @param forceDisposeEffect Define if we want to force disposing the associated effect (if false the shader is not released and could be reuse later on)
  81046. * @param forceDisposeTextures Define if we want to force disposing the associated textures (if false, they will not be disposed and can still be use elsewhere in the app)
  81047. */
  81048. MultiMaterial.prototype.dispose = function (forceDisposeEffect, forceDisposeTextures) {
  81049. var scene = this.getScene();
  81050. if (!scene) {
  81051. return;
  81052. }
  81053. var index = scene.multiMaterials.indexOf(this);
  81054. if (index >= 0) {
  81055. scene.multiMaterials.splice(index, 1);
  81056. }
  81057. _super.prototype.dispose.call(this, forceDisposeEffect, forceDisposeTextures);
  81058. };
  81059. return MultiMaterial;
  81060. }(BABYLON.Material));
  81061. BABYLON.MultiMaterial = MultiMaterial;
  81062. })(BABYLON || (BABYLON = {}));
  81063. //# sourceMappingURL=babylon.multiMaterial.js.map
  81064. var BABYLON;
  81065. (function (BABYLON) {
  81066. /**
  81067. * Manage the touch inputs to control the movement of a free camera.
  81068. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  81069. */
  81070. var FreeCameraTouchInput = /** @class */ (function () {
  81071. function FreeCameraTouchInput() {
  81072. /**
  81073. * Defines the touch sensibility for rotation.
  81074. * The higher the faster.
  81075. */
  81076. this.touchAngularSensibility = 200000.0;
  81077. /**
  81078. * Defines the touch sensibility for move.
  81079. * The higher the faster.
  81080. */
  81081. this.touchMoveSensibility = 250.0;
  81082. this._offsetX = null;
  81083. this._offsetY = null;
  81084. this._pointerPressed = new Array();
  81085. }
  81086. /**
  81087. * Attach the input controls to a specific dom element to get the input from.
  81088. * @param element Defines the element the controls should be listened from
  81089. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  81090. */
  81091. FreeCameraTouchInput.prototype.attachControl = function (element, noPreventDefault) {
  81092. var _this = this;
  81093. var previousPosition = null;
  81094. if (this._pointerInput === undefined) {
  81095. this._onLostFocus = function (evt) {
  81096. _this._offsetX = null;
  81097. _this._offsetY = null;
  81098. };
  81099. this._pointerInput = function (p, s) {
  81100. var evt = p.event;
  81101. if (evt.pointerType === "mouse") {
  81102. return;
  81103. }
  81104. if (p.type === BABYLON.PointerEventTypes.POINTERDOWN) {
  81105. if (!noPreventDefault) {
  81106. evt.preventDefault();
  81107. }
  81108. _this._pointerPressed.push(evt.pointerId);
  81109. if (_this._pointerPressed.length !== 1) {
  81110. return;
  81111. }
  81112. previousPosition = {
  81113. x: evt.clientX,
  81114. y: evt.clientY
  81115. };
  81116. }
  81117. else if (p.type === BABYLON.PointerEventTypes.POINTERUP) {
  81118. if (!noPreventDefault) {
  81119. evt.preventDefault();
  81120. }
  81121. var index = _this._pointerPressed.indexOf(evt.pointerId);
  81122. if (index === -1) {
  81123. return;
  81124. }
  81125. _this._pointerPressed.splice(index, 1);
  81126. if (index != 0) {
  81127. return;
  81128. }
  81129. previousPosition = null;
  81130. _this._offsetX = null;
  81131. _this._offsetY = null;
  81132. }
  81133. else if (p.type === BABYLON.PointerEventTypes.POINTERMOVE) {
  81134. if (!noPreventDefault) {
  81135. evt.preventDefault();
  81136. }
  81137. if (!previousPosition) {
  81138. return;
  81139. }
  81140. var index = _this._pointerPressed.indexOf(evt.pointerId);
  81141. if (index != 0) {
  81142. return;
  81143. }
  81144. _this._offsetX = evt.clientX - previousPosition.x;
  81145. _this._offsetY = -(evt.clientY - previousPosition.y);
  81146. }
  81147. };
  81148. }
  81149. this._observer = this.camera.getScene().onPointerObservable.add(this._pointerInput, BABYLON.PointerEventTypes.POINTERDOWN | BABYLON.PointerEventTypes.POINTERUP | BABYLON.PointerEventTypes.POINTERMOVE);
  81150. if (this._onLostFocus) {
  81151. element.addEventListener("blur", this._onLostFocus);
  81152. }
  81153. };
  81154. /**
  81155. * Detach the current controls from the specified dom element.
  81156. * @param element Defines the element to stop listening the inputs from
  81157. */
  81158. FreeCameraTouchInput.prototype.detachControl = function (element) {
  81159. if (this._pointerInput && element) {
  81160. if (this._observer) {
  81161. this.camera.getScene().onPointerObservable.remove(this._observer);
  81162. this._observer = null;
  81163. }
  81164. if (this._onLostFocus) {
  81165. element.removeEventListener("blur", this._onLostFocus);
  81166. this._onLostFocus = null;
  81167. }
  81168. this._pointerPressed = [];
  81169. this._offsetX = null;
  81170. this._offsetY = null;
  81171. }
  81172. };
  81173. /**
  81174. * Update the current camera state depending on the inputs that have been used this frame.
  81175. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  81176. */
  81177. FreeCameraTouchInput.prototype.checkInputs = function () {
  81178. if (this._offsetX && this._offsetY) {
  81179. var camera = this.camera;
  81180. camera.cameraRotation.y += this._offsetX / this.touchAngularSensibility;
  81181. if (this._pointerPressed.length > 1) {
  81182. camera.cameraRotation.x += -this._offsetY / this.touchAngularSensibility;
  81183. }
  81184. else {
  81185. var speed = camera._computeLocalCameraSpeed();
  81186. var direction = new BABYLON.Vector3(0, 0, speed * this._offsetY / this.touchMoveSensibility);
  81187. BABYLON.Matrix.RotationYawPitchRollToRef(camera.rotation.y, camera.rotation.x, 0, camera._cameraRotationMatrix);
  81188. camera.cameraDirection.addInPlace(BABYLON.Vector3.TransformCoordinates(direction, camera._cameraRotationMatrix));
  81189. }
  81190. }
  81191. };
  81192. /**
  81193. * Gets the class name of the current intput.
  81194. * @returns the class name
  81195. */
  81196. FreeCameraTouchInput.prototype.getClassName = function () {
  81197. return "FreeCameraTouchInput";
  81198. };
  81199. /**
  81200. * Get the friendly name associated with the input class.
  81201. * @returns the input friendly name
  81202. */
  81203. FreeCameraTouchInput.prototype.getSimpleName = function () {
  81204. return "touch";
  81205. };
  81206. __decorate([
  81207. BABYLON.serialize()
  81208. ], FreeCameraTouchInput.prototype, "touchAngularSensibility", void 0);
  81209. __decorate([
  81210. BABYLON.serialize()
  81211. ], FreeCameraTouchInput.prototype, "touchMoveSensibility", void 0);
  81212. return FreeCameraTouchInput;
  81213. }());
  81214. BABYLON.FreeCameraTouchInput = FreeCameraTouchInput;
  81215. BABYLON.CameraInputTypes["FreeCameraTouchInput"] = FreeCameraTouchInput;
  81216. })(BABYLON || (BABYLON = {}));
  81217. //# sourceMappingURL=babylon.freeCameraTouchInput.js.map
  81218. var BABYLON;
  81219. (function (BABYLON) {
  81220. BABYLON.Node.AddNodeConstructor("TouchCamera", function (name, scene) {
  81221. return function () { return new TouchCamera(name, BABYLON.Vector3.Zero(), scene); };
  81222. });
  81223. /**
  81224. * This represents a FPS type of camera controlled by touch.
  81225. * This is like a universal camera minus the Gamepad controls.
  81226. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  81227. */
  81228. var TouchCamera = /** @class */ (function (_super) {
  81229. __extends(TouchCamera, _super);
  81230. /**
  81231. * Instantiates a new touch camera.
  81232. * This represents a FPS type of camera controlled by touch.
  81233. * This is like a universal camera minus the Gamepad controls.
  81234. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  81235. * @param name Define the name of the camera in the scene
  81236. * @param position Define the start position of the camera in the scene
  81237. * @param scene Define the scene the camera belongs to
  81238. */
  81239. function TouchCamera(name, position, scene) {
  81240. var _this = _super.call(this, name, position, scene) || this;
  81241. _this.inputs.addTouch();
  81242. _this._setupInputs();
  81243. return _this;
  81244. }
  81245. Object.defineProperty(TouchCamera.prototype, "touchAngularSensibility", {
  81246. /**
  81247. * Defines the touch sensibility for rotation.
  81248. * The higher the faster.
  81249. */
  81250. get: function () {
  81251. var touch = this.inputs.attached["touch"];
  81252. if (touch) {
  81253. return touch.touchAngularSensibility;
  81254. }
  81255. return 0;
  81256. },
  81257. set: function (value) {
  81258. var touch = this.inputs.attached["touch"];
  81259. if (touch) {
  81260. touch.touchAngularSensibility = value;
  81261. }
  81262. },
  81263. enumerable: true,
  81264. configurable: true
  81265. });
  81266. Object.defineProperty(TouchCamera.prototype, "touchMoveSensibility", {
  81267. /**
  81268. * Defines the touch sensibility for move.
  81269. * The higher the faster.
  81270. */
  81271. get: function () {
  81272. var touch = this.inputs.attached["touch"];
  81273. if (touch) {
  81274. return touch.touchMoveSensibility;
  81275. }
  81276. return 0;
  81277. },
  81278. set: function (value) {
  81279. var touch = this.inputs.attached["touch"];
  81280. if (touch) {
  81281. touch.touchMoveSensibility = value;
  81282. }
  81283. },
  81284. enumerable: true,
  81285. configurable: true
  81286. });
  81287. /**
  81288. * Gets the current object class name.
  81289. * @return the class name
  81290. */
  81291. TouchCamera.prototype.getClassName = function () {
  81292. return "TouchCamera";
  81293. };
  81294. /** @hidden */
  81295. TouchCamera.prototype._setupInputs = function () {
  81296. var mouse = this.inputs.attached["mouse"];
  81297. if (mouse) {
  81298. mouse.touchEnabled = false;
  81299. }
  81300. };
  81301. return TouchCamera;
  81302. }(BABYLON.FreeCamera));
  81303. BABYLON.TouchCamera = TouchCamera;
  81304. })(BABYLON || (BABYLON = {}));
  81305. //# sourceMappingURL=babylon.touchCamera.js.map
  81306. var BABYLON;
  81307. (function (BABYLON) {
  81308. /**
  81309. * Procedural texturing is a way to programmatically create a texture. There are 2 types of procedural textures: code-only, and code that references some classic 2D images, sometimes called 'refMaps' or 'sampler' images.
  81310. * This is the base class of any Procedural texture and contains most of the shareable code.
  81311. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  81312. */
  81313. var ProceduralTexture = /** @class */ (function (_super) {
  81314. __extends(ProceduralTexture, _super);
  81315. /**
  81316. * Instantiates a new procedural texture.
  81317. * Procedural texturing is a way to programmatically create a texture. There are 2 types of procedural textures: code-only, and code that references some classic 2D images, sometimes called 'refMaps' or 'sampler' images.
  81318. * This is the base class of any Procedural texture and contains most of the shareable code.
  81319. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  81320. * @param name Define the name of the texture
  81321. * @param size Define the size of the texture to create
  81322. * @param fragment Define the fragment shader to use to generate the texture or null if it is defined later
  81323. * @param scene Define the scene the texture belongs to
  81324. * @param fallbackTexture Define a fallback texture in case there were issues to create the custom texture
  81325. * @param generateMipMaps Define if the texture should creates mip maps or not
  81326. * @param isCube Define if the texture is a cube texture or not (this will render each faces of the cube)
  81327. */
  81328. function ProceduralTexture(name, size, fragment, scene, fallbackTexture, generateMipMaps, isCube) {
  81329. if (fallbackTexture === void 0) { fallbackTexture = null; }
  81330. if (generateMipMaps === void 0) { generateMipMaps = true; }
  81331. if (isCube === void 0) { isCube = false; }
  81332. var _this = _super.call(this, null, scene, !generateMipMaps) || this;
  81333. _this.isCube = isCube;
  81334. /**
  81335. * Define if the texture is enabled or not (disabled texture will not render)
  81336. */
  81337. _this.isEnabled = true;
  81338. /**
  81339. * Define if the texture must be cleared before rendering (default is true)
  81340. */
  81341. _this.autoClear = true;
  81342. /**
  81343. * Event raised when the texture is generated
  81344. */
  81345. _this.onGeneratedObservable = new BABYLON.Observable();
  81346. /** @hidden */
  81347. _this._textures = {};
  81348. _this._currentRefreshId = -1;
  81349. _this._refreshRate = 1;
  81350. _this._vertexBuffers = {};
  81351. _this._uniforms = new Array();
  81352. _this._samplers = new Array();
  81353. _this._floats = {};
  81354. _this._ints = {};
  81355. _this._floatsArrays = {};
  81356. _this._colors3 = {};
  81357. _this._colors4 = {};
  81358. _this._vectors2 = {};
  81359. _this._vectors3 = {};
  81360. _this._matrices = {};
  81361. _this._fallbackTextureUsed = false;
  81362. _this._cachedDefines = "";
  81363. _this._contentUpdateId = -1;
  81364. scene = _this.getScene();
  81365. var component = scene._getComponent(BABYLON.SceneComponentConstants.NAME_PROCEDURALTEXTURE);
  81366. if (!component) {
  81367. component = new BABYLON.ProceduralTextureSceneComponent(scene);
  81368. scene._addComponent(component);
  81369. }
  81370. scene.proceduralTextures.push(_this);
  81371. _this._engine = scene.getEngine();
  81372. _this.name = name;
  81373. _this.isRenderTarget = true;
  81374. _this._size = size;
  81375. _this._generateMipMaps = generateMipMaps;
  81376. _this.setFragment(fragment);
  81377. _this._fallbackTexture = fallbackTexture;
  81378. if (isCube) {
  81379. _this._texture = _this._engine.createRenderTargetCubeTexture(size, { generateMipMaps: generateMipMaps, generateDepthBuffer: false, generateStencilBuffer: false });
  81380. _this.setFloat("face", 0);
  81381. }
  81382. else {
  81383. _this._texture = _this._engine.createRenderTargetTexture(size, { generateMipMaps: generateMipMaps, generateDepthBuffer: false, generateStencilBuffer: false });
  81384. }
  81385. // VBO
  81386. var vertices = [];
  81387. vertices.push(1, 1);
  81388. vertices.push(-1, 1);
  81389. vertices.push(-1, -1);
  81390. vertices.push(1, -1);
  81391. _this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = new BABYLON.VertexBuffer(_this._engine, vertices, BABYLON.VertexBuffer.PositionKind, false, false, 2);
  81392. _this._createIndexBuffer();
  81393. return _this;
  81394. }
  81395. /**
  81396. * The effect that is created when initializing the post process.
  81397. * @returns The created effect corrisponding the the postprocess.
  81398. */
  81399. ProceduralTexture.prototype.getEffect = function () {
  81400. return this._effect;
  81401. };
  81402. /**
  81403. * Gets texture content (Use this function wisely as reading from a texture can be slow)
  81404. * @returns an ArrayBufferView (Uint8Array or Float32Array)
  81405. */
  81406. ProceduralTexture.prototype.getContent = function () {
  81407. if (this._contentData && this._currentRefreshId == this._contentUpdateId) {
  81408. return this._contentData;
  81409. }
  81410. this._contentData = this.readPixels(0, 0, this._contentData);
  81411. this._contentUpdateId = this._currentRefreshId;
  81412. return this._contentData;
  81413. };
  81414. ProceduralTexture.prototype._createIndexBuffer = function () {
  81415. var engine = this._engine;
  81416. // Indices
  81417. var indices = [];
  81418. indices.push(0);
  81419. indices.push(1);
  81420. indices.push(2);
  81421. indices.push(0);
  81422. indices.push(2);
  81423. indices.push(3);
  81424. this._indexBuffer = engine.createIndexBuffer(indices);
  81425. };
  81426. /** @hidden */
  81427. ProceduralTexture.prototype._rebuild = function () {
  81428. var vb = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  81429. if (vb) {
  81430. vb._rebuild();
  81431. }
  81432. this._createIndexBuffer();
  81433. if (this.refreshRate === BABYLON.RenderTargetTexture.REFRESHRATE_RENDER_ONCE) {
  81434. this.refreshRate = BABYLON.RenderTargetTexture.REFRESHRATE_RENDER_ONCE;
  81435. }
  81436. };
  81437. /**
  81438. * Resets the texture in order to recreate its associated resources.
  81439. * This can be called in case of context loss
  81440. */
  81441. ProceduralTexture.prototype.reset = function () {
  81442. if (this._effect === undefined) {
  81443. return;
  81444. }
  81445. var engine = this._engine;
  81446. engine._releaseEffect(this._effect);
  81447. };
  81448. ProceduralTexture.prototype._getDefines = function () {
  81449. return "";
  81450. };
  81451. /**
  81452. * Is the texture ready to be used ? (rendered at least once)
  81453. * @returns true if ready, otherwise, false.
  81454. */
  81455. ProceduralTexture.prototype.isReady = function () {
  81456. var _this = this;
  81457. var engine = this._engine;
  81458. var shaders;
  81459. if (!this._fragment) {
  81460. return false;
  81461. }
  81462. if (this._fallbackTextureUsed) {
  81463. return true;
  81464. }
  81465. var defines = this._getDefines();
  81466. if (this._effect && defines === this._cachedDefines && this._effect.isReady()) {
  81467. return true;
  81468. }
  81469. if (this._fragment.fragmentElement !== undefined) {
  81470. shaders = { vertex: "procedural", fragmentElement: this._fragment.fragmentElement };
  81471. }
  81472. else {
  81473. shaders = { vertex: "procedural", fragment: this._fragment };
  81474. }
  81475. this._cachedDefines = defines;
  81476. this._effect = engine.createEffect(shaders, [BABYLON.VertexBuffer.PositionKind], this._uniforms, this._samplers, defines, undefined, undefined, function () {
  81477. _this.releaseInternalTexture();
  81478. if (_this._fallbackTexture) {
  81479. _this._texture = _this._fallbackTexture._texture;
  81480. if (_this._texture) {
  81481. _this._texture.incrementReferences();
  81482. }
  81483. }
  81484. _this._fallbackTextureUsed = true;
  81485. });
  81486. return this._effect.isReady();
  81487. };
  81488. /**
  81489. * Resets the refresh counter of the texture and start bak from scratch.
  81490. * Could be useful to regenerate the texture if it is setup to render only once.
  81491. */
  81492. ProceduralTexture.prototype.resetRefreshCounter = function () {
  81493. this._currentRefreshId = -1;
  81494. };
  81495. /**
  81496. * Set the fragment shader to use in order to render the texture.
  81497. * @param fragment This can be set to a path (into the shader store) or to a json object containing a fragmentElement property.
  81498. */
  81499. ProceduralTexture.prototype.setFragment = function (fragment) {
  81500. this._fragment = fragment;
  81501. };
  81502. Object.defineProperty(ProceduralTexture.prototype, "refreshRate", {
  81503. /**
  81504. * Define the refresh rate of the texture or the rendering frequency.
  81505. * Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  81506. */
  81507. get: function () {
  81508. return this._refreshRate;
  81509. },
  81510. set: function (value) {
  81511. this._refreshRate = value;
  81512. this.resetRefreshCounter();
  81513. },
  81514. enumerable: true,
  81515. configurable: true
  81516. });
  81517. /** @hidden */
  81518. ProceduralTexture.prototype._shouldRender = function () {
  81519. if (!this.isEnabled || !this.isReady() || !this._texture) {
  81520. if (this._texture) {
  81521. this._texture.isReady = false;
  81522. }
  81523. return false;
  81524. }
  81525. if (this._fallbackTextureUsed) {
  81526. return false;
  81527. }
  81528. if (this._currentRefreshId === -1) { // At least render once
  81529. this._currentRefreshId = 1;
  81530. return true;
  81531. }
  81532. if (this.refreshRate === this._currentRefreshId) {
  81533. this._currentRefreshId = 1;
  81534. return true;
  81535. }
  81536. this._currentRefreshId++;
  81537. return false;
  81538. };
  81539. /**
  81540. * Get the size the texture is rendering at.
  81541. * @returns the size (texture is always squared)
  81542. */
  81543. ProceduralTexture.prototype.getRenderSize = function () {
  81544. return this._size;
  81545. };
  81546. /**
  81547. * Resize the texture to new value.
  81548. * @param size Define the new size the texture should have
  81549. * @param generateMipMaps Define whether the new texture should create mip maps
  81550. */
  81551. ProceduralTexture.prototype.resize = function (size, generateMipMaps) {
  81552. if (this._fallbackTextureUsed) {
  81553. return;
  81554. }
  81555. this.releaseInternalTexture();
  81556. this._texture = this._engine.createRenderTargetTexture(size, generateMipMaps);
  81557. // Update properties
  81558. this._size = size;
  81559. this._generateMipMaps = generateMipMaps;
  81560. };
  81561. ProceduralTexture.prototype._checkUniform = function (uniformName) {
  81562. if (this._uniforms.indexOf(uniformName) === -1) {
  81563. this._uniforms.push(uniformName);
  81564. }
  81565. };
  81566. /**
  81567. * Set a texture in the shader program used to render.
  81568. * @param name Define the name of the uniform samplers as defined in the shader
  81569. * @param texture Define the texture to bind to this sampler
  81570. * @return the texture itself allowing "fluent" like uniform updates
  81571. */
  81572. ProceduralTexture.prototype.setTexture = function (name, texture) {
  81573. if (this._samplers.indexOf(name) === -1) {
  81574. this._samplers.push(name);
  81575. }
  81576. this._textures[name] = texture;
  81577. return this;
  81578. };
  81579. /**
  81580. * Set a float in the shader.
  81581. * @param name Define the name of the uniform as defined in the shader
  81582. * @param value Define the value to give to the uniform
  81583. * @return the texture itself allowing "fluent" like uniform updates
  81584. */
  81585. ProceduralTexture.prototype.setFloat = function (name, value) {
  81586. this._checkUniform(name);
  81587. this._floats[name] = value;
  81588. return this;
  81589. };
  81590. /**
  81591. * Set a int in the shader.
  81592. * @param name Define the name of the uniform as defined in the shader
  81593. * @param value Define the value to give to the uniform
  81594. * @return the texture itself allowing "fluent" like uniform updates
  81595. */
  81596. ProceduralTexture.prototype.setInt = function (name, value) {
  81597. this._checkUniform(name);
  81598. this._ints[name] = value;
  81599. return this;
  81600. };
  81601. /**
  81602. * Set an array of floats in the shader.
  81603. * @param name Define the name of the uniform as defined in the shader
  81604. * @param value Define the value to give to the uniform
  81605. * @return the texture itself allowing "fluent" like uniform updates
  81606. */
  81607. ProceduralTexture.prototype.setFloats = function (name, value) {
  81608. this._checkUniform(name);
  81609. this._floatsArrays[name] = value;
  81610. return this;
  81611. };
  81612. /**
  81613. * Set a vec3 in the shader from a Color3.
  81614. * @param name Define the name of the uniform as defined in the shader
  81615. * @param value Define the value to give to the uniform
  81616. * @return the texture itself allowing "fluent" like uniform updates
  81617. */
  81618. ProceduralTexture.prototype.setColor3 = function (name, value) {
  81619. this._checkUniform(name);
  81620. this._colors3[name] = value;
  81621. return this;
  81622. };
  81623. /**
  81624. * Set a vec4 in the shader from a Color4.
  81625. * @param name Define the name of the uniform as defined in the shader
  81626. * @param value Define the value to give to the uniform
  81627. * @return the texture itself allowing "fluent" like uniform updates
  81628. */
  81629. ProceduralTexture.prototype.setColor4 = function (name, value) {
  81630. this._checkUniform(name);
  81631. this._colors4[name] = value;
  81632. return this;
  81633. };
  81634. /**
  81635. * Set a vec2 in the shader from a Vector2.
  81636. * @param name Define the name of the uniform as defined in the shader
  81637. * @param value Define the value to give to the uniform
  81638. * @return the texture itself allowing "fluent" like uniform updates
  81639. */
  81640. ProceduralTexture.prototype.setVector2 = function (name, value) {
  81641. this._checkUniform(name);
  81642. this._vectors2[name] = value;
  81643. return this;
  81644. };
  81645. /**
  81646. * Set a vec3 in the shader from a Vector3.
  81647. * @param name Define the name of the uniform as defined in the shader
  81648. * @param value Define the value to give to the uniform
  81649. * @return the texture itself allowing "fluent" like uniform updates
  81650. */
  81651. ProceduralTexture.prototype.setVector3 = function (name, value) {
  81652. this._checkUniform(name);
  81653. this._vectors3[name] = value;
  81654. return this;
  81655. };
  81656. /**
  81657. * Set a mat4 in the shader from a MAtrix.
  81658. * @param name Define the name of the uniform as defined in the shader
  81659. * @param value Define the value to give to the uniform
  81660. * @return the texture itself allowing "fluent" like uniform updates
  81661. */
  81662. ProceduralTexture.prototype.setMatrix = function (name, value) {
  81663. this._checkUniform(name);
  81664. this._matrices[name] = value;
  81665. return this;
  81666. };
  81667. /**
  81668. * Render the texture to its associated render target.
  81669. * @param useCameraPostProcess Define if camera post process should be applied to the texture
  81670. */
  81671. ProceduralTexture.prototype.render = function (useCameraPostProcess) {
  81672. var scene = this.getScene();
  81673. if (!scene) {
  81674. return;
  81675. }
  81676. var engine = this._engine;
  81677. // Render
  81678. engine.enableEffect(this._effect);
  81679. engine.setState(false);
  81680. // Texture
  81681. for (var name in this._textures) {
  81682. this._effect.setTexture(name, this._textures[name]);
  81683. }
  81684. // Float
  81685. for (name in this._ints) {
  81686. this._effect.setInt(name, this._ints[name]);
  81687. }
  81688. // Float
  81689. for (name in this._floats) {
  81690. this._effect.setFloat(name, this._floats[name]);
  81691. }
  81692. // Floats
  81693. for (name in this._floatsArrays) {
  81694. this._effect.setArray(name, this._floatsArrays[name]);
  81695. }
  81696. // Color3
  81697. for (name in this._colors3) {
  81698. this._effect.setColor3(name, this._colors3[name]);
  81699. }
  81700. // Color4
  81701. for (name in this._colors4) {
  81702. var color = this._colors4[name];
  81703. this._effect.setFloat4(name, color.r, color.g, color.b, color.a);
  81704. }
  81705. // Vector2
  81706. for (name in this._vectors2) {
  81707. this._effect.setVector2(name, this._vectors2[name]);
  81708. }
  81709. // Vector3
  81710. for (name in this._vectors3) {
  81711. this._effect.setVector3(name, this._vectors3[name]);
  81712. }
  81713. // Matrix
  81714. for (name in this._matrices) {
  81715. this._effect.setMatrix(name, this._matrices[name]);
  81716. }
  81717. if (!this._texture) {
  81718. return;
  81719. }
  81720. if (this.isCube) {
  81721. for (var face = 0; face < 6; face++) {
  81722. engine.bindFramebuffer(this._texture, face, undefined, undefined, true);
  81723. // VBOs
  81724. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, this._effect);
  81725. this._effect.setFloat("face", face);
  81726. // Clear
  81727. if (this.autoClear) {
  81728. engine.clear(scene.clearColor, true, false, false);
  81729. }
  81730. // Draw order
  81731. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  81732. // Mipmaps
  81733. if (face === 5) {
  81734. engine.generateMipMapsForCubemap(this._texture);
  81735. }
  81736. }
  81737. }
  81738. else {
  81739. engine.bindFramebuffer(this._texture, 0, undefined, undefined, true);
  81740. // VBOs
  81741. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, this._effect);
  81742. // Clear
  81743. if (this.autoClear) {
  81744. engine.clear(scene.clearColor, true, false, false);
  81745. }
  81746. // Draw order
  81747. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  81748. }
  81749. // Unbind
  81750. engine.unBindFramebuffer(this._texture, this.isCube);
  81751. if (this.onGenerated) {
  81752. this.onGenerated();
  81753. }
  81754. this.onGeneratedObservable.notifyObservers(this);
  81755. };
  81756. /**
  81757. * Clone the texture.
  81758. * @returns the cloned texture
  81759. */
  81760. ProceduralTexture.prototype.clone = function () {
  81761. var textureSize = this.getSize();
  81762. var newTexture = new ProceduralTexture(this.name, textureSize.width, this._fragment, this.getScene(), this._fallbackTexture, this._generateMipMaps);
  81763. // Base texture
  81764. newTexture.hasAlpha = this.hasAlpha;
  81765. newTexture.level = this.level;
  81766. // RenderTarget Texture
  81767. newTexture.coordinatesMode = this.coordinatesMode;
  81768. return newTexture;
  81769. };
  81770. /**
  81771. * Dispose the texture and release its asoociated resources.
  81772. */
  81773. ProceduralTexture.prototype.dispose = function () {
  81774. var scene = this.getScene();
  81775. if (!scene) {
  81776. return;
  81777. }
  81778. var index = scene.proceduralTextures.indexOf(this);
  81779. if (index >= 0) {
  81780. scene.proceduralTextures.splice(index, 1);
  81781. }
  81782. var vertexBuffer = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  81783. if (vertexBuffer) {
  81784. vertexBuffer.dispose();
  81785. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = null;
  81786. }
  81787. if (this._indexBuffer && this._engine._releaseBuffer(this._indexBuffer)) {
  81788. this._indexBuffer = null;
  81789. }
  81790. _super.prototype.dispose.call(this);
  81791. };
  81792. __decorate([
  81793. BABYLON.serialize()
  81794. ], ProceduralTexture.prototype, "isEnabled", void 0);
  81795. __decorate([
  81796. BABYLON.serialize()
  81797. ], ProceduralTexture.prototype, "autoClear", void 0);
  81798. __decorate([
  81799. BABYLON.serialize()
  81800. ], ProceduralTexture.prototype, "_generateMipMaps", void 0);
  81801. __decorate([
  81802. BABYLON.serialize()
  81803. ], ProceduralTexture.prototype, "_size", void 0);
  81804. __decorate([
  81805. BABYLON.serialize()
  81806. ], ProceduralTexture.prototype, "refreshRate", null);
  81807. return ProceduralTexture;
  81808. }(BABYLON.Texture));
  81809. BABYLON.ProceduralTexture = ProceduralTexture;
  81810. })(BABYLON || (BABYLON = {}));
  81811. //# sourceMappingURL=babylon.proceduralTexture.js.map
  81812. var BABYLON;
  81813. (function (BABYLON) {
  81814. /**
  81815. * Defines the Procedural Texture scene component responsible to manage any Procedural Texture
  81816. * in a given scene.
  81817. */
  81818. var ProceduralTextureSceneComponent = /** @class */ (function () {
  81819. /**
  81820. * Creates a new instance of the component for the given scene
  81821. * @param scene Defines the scene to register the component in
  81822. */
  81823. function ProceduralTextureSceneComponent(scene) {
  81824. /**
  81825. * The component name helpfull to identify the component in the list of scene components.
  81826. */
  81827. this.name = BABYLON.SceneComponentConstants.NAME_PROCEDURALTEXTURE;
  81828. this.scene = scene;
  81829. this.scene.proceduralTextures = new Array();
  81830. scene.layers = new Array();
  81831. }
  81832. /**
  81833. * Registers the component in a given scene
  81834. */
  81835. ProceduralTextureSceneComponent.prototype.register = function () {
  81836. this.scene._beforeClearStage.registerStep(BABYLON.SceneComponentConstants.STEP_BEFORECLEAR_PROCEDURALTEXTURE, this, this._beforeClear);
  81837. };
  81838. /**
  81839. * Rebuilds the elements related to this component in case of
  81840. * context lost for instance.
  81841. */
  81842. ProceduralTextureSceneComponent.prototype.rebuild = function () {
  81843. // Nothing to do here.
  81844. };
  81845. /**
  81846. * Disposes the component and the associated ressources.
  81847. */
  81848. ProceduralTextureSceneComponent.prototype.dispose = function () {
  81849. // Nothing to do here.
  81850. };
  81851. ProceduralTextureSceneComponent.prototype._beforeClear = function () {
  81852. if (this.scene.proceduralTexturesEnabled) {
  81853. BABYLON.Tools.StartPerformanceCounter("Procedural textures", this.scene.proceduralTextures.length > 0);
  81854. for (var proceduralIndex = 0; proceduralIndex < this.scene.proceduralTextures.length; proceduralIndex++) {
  81855. var proceduralTexture = this.scene.proceduralTextures[proceduralIndex];
  81856. if (proceduralTexture._shouldRender()) {
  81857. proceduralTexture.render();
  81858. }
  81859. }
  81860. BABYLON.Tools.EndPerformanceCounter("Procedural textures", this.scene.proceduralTextures.length > 0);
  81861. }
  81862. };
  81863. return ProceduralTextureSceneComponent;
  81864. }());
  81865. BABYLON.ProceduralTextureSceneComponent = ProceduralTextureSceneComponent;
  81866. })(BABYLON || (BABYLON = {}));
  81867. //# sourceMappingURL=babylon.proceduralTextureSceneComponent.js.map
  81868. var BABYLON;
  81869. (function (BABYLON) {
  81870. /**
  81871. * Procedural texturing is a way to programmatically create a texture. There are 2 types of procedural textures: code-only, and code that references some classic 2D images, sometimes called 'refMaps' or 'sampler' images.
  81872. * Custom Procedural textures are the easiest way to create your own procedural in your application.
  81873. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures#creating-custom-procedural-textures
  81874. */
  81875. var CustomProceduralTexture = /** @class */ (function (_super) {
  81876. __extends(CustomProceduralTexture, _super);
  81877. /**
  81878. * Instantiates a new Custom Procedural Texture.
  81879. * Procedural texturing is a way to programmatically create a texture. There are 2 types of procedural textures: code-only, and code that references some classic 2D images, sometimes called 'refMaps' or 'sampler' images.
  81880. * Custom Procedural textures are the easiest way to create your own procedural in your application.
  81881. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures#creating-custom-procedural-textures
  81882. * @param name Define the name of the texture
  81883. * @param texturePath Define the folder path containing all the cutom texture related files (config, shaders...)
  81884. * @param size Define the size of the texture to create
  81885. * @param scene Define the scene the texture belongs to
  81886. * @param fallbackTexture Define a fallback texture in case there were issues to create the custom texture
  81887. * @param generateMipMaps Define if the texture should creates mip maps or not
  81888. */
  81889. function CustomProceduralTexture(name, texturePath, size, scene, fallbackTexture, generateMipMaps) {
  81890. var _this = _super.call(this, name, size, null, scene, fallbackTexture, generateMipMaps) || this;
  81891. _this._animate = true;
  81892. _this._time = 0;
  81893. _this._texturePath = texturePath;
  81894. //Try to load json
  81895. _this._loadJson(texturePath);
  81896. _this.refreshRate = 1;
  81897. return _this;
  81898. }
  81899. CustomProceduralTexture.prototype._loadJson = function (jsonUrl) {
  81900. var _this = this;
  81901. var noConfigFile = function () {
  81902. BABYLON.Tools.Log("No config file found in " + jsonUrl + " trying to use ShadersStore or DOM element");
  81903. try {
  81904. _this.setFragment(_this._texturePath);
  81905. }
  81906. catch (ex) {
  81907. BABYLON.Tools.Error("No json or ShaderStore or DOM element found for CustomProceduralTexture");
  81908. }
  81909. };
  81910. var configFileUrl = jsonUrl + "/config.json";
  81911. var xhr = new XMLHttpRequest();
  81912. xhr.open("GET", configFileUrl, true);
  81913. xhr.addEventListener("load", function () {
  81914. if (xhr.status === 200 || BABYLON.Tools.ValidateXHRData(xhr, 1)) {
  81915. try {
  81916. _this._config = JSON.parse(xhr.response);
  81917. _this.updateShaderUniforms();
  81918. _this.updateTextures();
  81919. _this.setFragment(_this._texturePath + "/custom");
  81920. _this._animate = _this._config.animate;
  81921. _this.refreshRate = _this._config.refreshrate;
  81922. }
  81923. catch (ex) {
  81924. noConfigFile();
  81925. }
  81926. }
  81927. else {
  81928. noConfigFile();
  81929. }
  81930. }, false);
  81931. xhr.addEventListener("error", function () {
  81932. noConfigFile();
  81933. }, false);
  81934. try {
  81935. if (BABYLON.Tools.UseCustomRequestHeaders) {
  81936. BABYLON.Tools.InjectCustomRequestHeaders(xhr);
  81937. }
  81938. xhr.send();
  81939. }
  81940. catch (ex) {
  81941. BABYLON.Tools.Error("CustomProceduralTexture: Error on XHR send request.");
  81942. }
  81943. };
  81944. /**
  81945. * Is the texture ready to be used ? (rendered at least once)
  81946. * @returns true if ready, otherwise, false.
  81947. */
  81948. CustomProceduralTexture.prototype.isReady = function () {
  81949. if (!_super.prototype.isReady.call(this)) {
  81950. return false;
  81951. }
  81952. for (var name in this._textures) {
  81953. var texture = this._textures[name];
  81954. if (!texture.isReady()) {
  81955. return false;
  81956. }
  81957. }
  81958. return true;
  81959. };
  81960. /**
  81961. * Render the texture to its associated render target.
  81962. * @param useCameraPostProcess Define if camera post process should be applied to the texture
  81963. */
  81964. CustomProceduralTexture.prototype.render = function (useCameraPostProcess) {
  81965. var scene = this.getScene();
  81966. if (this._animate && scene) {
  81967. this._time += scene.getAnimationRatio() * 0.03;
  81968. this.updateShaderUniforms();
  81969. }
  81970. _super.prototype.render.call(this, useCameraPostProcess);
  81971. };
  81972. /**
  81973. * Update the list of dependant textures samplers in the shader.
  81974. */
  81975. CustomProceduralTexture.prototype.updateTextures = function () {
  81976. for (var i = 0; i < this._config.sampler2Ds.length; i++) {
  81977. this.setTexture(this._config.sampler2Ds[i].sample2Dname, new BABYLON.Texture(this._texturePath + "/" + this._config.sampler2Ds[i].textureRelativeUrl, this.getScene()));
  81978. }
  81979. };
  81980. /**
  81981. * Update the uniform values of the procedural texture in the shader.
  81982. */
  81983. CustomProceduralTexture.prototype.updateShaderUniforms = function () {
  81984. if (this._config) {
  81985. for (var j = 0; j < this._config.uniforms.length; j++) {
  81986. var uniform = this._config.uniforms[j];
  81987. switch (uniform.type) {
  81988. case "float":
  81989. this.setFloat(uniform.name, uniform.value);
  81990. break;
  81991. case "color3":
  81992. this.setColor3(uniform.name, new BABYLON.Color3(uniform.r, uniform.g, uniform.b));
  81993. break;
  81994. case "color4":
  81995. this.setColor4(uniform.name, new BABYLON.Color4(uniform.r, uniform.g, uniform.b, uniform.a));
  81996. break;
  81997. case "vector2":
  81998. this.setVector2(uniform.name, new BABYLON.Vector2(uniform.x, uniform.y));
  81999. break;
  82000. case "vector3":
  82001. this.setVector3(uniform.name, new BABYLON.Vector3(uniform.x, uniform.y, uniform.z));
  82002. break;
  82003. }
  82004. }
  82005. }
  82006. this.setFloat("time", this._time);
  82007. };
  82008. Object.defineProperty(CustomProceduralTexture.prototype, "animate", {
  82009. /**
  82010. * Define if the texture animates or not.
  82011. */
  82012. get: function () {
  82013. return this._animate;
  82014. },
  82015. set: function (value) {
  82016. this._animate = value;
  82017. },
  82018. enumerable: true,
  82019. configurable: true
  82020. });
  82021. return CustomProceduralTexture;
  82022. }(BABYLON.ProceduralTexture));
  82023. BABYLON.CustomProceduralTexture = CustomProceduralTexture;
  82024. })(BABYLON || (BABYLON = {}));
  82025. //# sourceMappingURL=babylon.customProceduralTexture.js.map
  82026. var BABYLON;
  82027. (function (BABYLON) {
  82028. /**
  82029. * Manage the gamepad inputs to control a free camera.
  82030. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  82031. */
  82032. var FreeCameraGamepadInput = /** @class */ (function () {
  82033. function FreeCameraGamepadInput() {
  82034. /**
  82035. * Defines the gamepad rotation sensiblity.
  82036. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  82037. */
  82038. this.gamepadAngularSensibility = 200;
  82039. /**
  82040. * Defines the gamepad move sensiblity.
  82041. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  82042. */
  82043. this.gamepadMoveSensibility = 40;
  82044. this._cameraTransform = BABYLON.Matrix.Identity();
  82045. this._deltaTransform = BABYLON.Vector3.Zero();
  82046. this._vector3 = BABYLON.Vector3.Zero();
  82047. this._vector2 = BABYLON.Vector2.Zero();
  82048. }
  82049. /**
  82050. * Attach the input controls to a specific dom element to get the input from.
  82051. * @param element Defines the element the controls should be listened from
  82052. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  82053. */
  82054. FreeCameraGamepadInput.prototype.attachControl = function (element, noPreventDefault) {
  82055. var _this = this;
  82056. var manager = this.camera.getScene().gamepadManager;
  82057. this._onGamepadConnectedObserver = manager.onGamepadConnectedObservable.add(function (gamepad) {
  82058. if (gamepad.type !== BABYLON.Gamepad.POSE_ENABLED) {
  82059. // prioritize XBOX gamepads.
  82060. if (!_this.gamepad || gamepad.type === BABYLON.Gamepad.XBOX) {
  82061. _this.gamepad = gamepad;
  82062. }
  82063. }
  82064. });
  82065. this._onGamepadDisconnectedObserver = manager.onGamepadDisconnectedObservable.add(function (gamepad) {
  82066. if (_this.gamepad === gamepad) {
  82067. _this.gamepad = null;
  82068. }
  82069. });
  82070. this.gamepad = manager.getGamepadByType(BABYLON.Gamepad.XBOX);
  82071. };
  82072. /**
  82073. * Detach the current controls from the specified dom element.
  82074. * @param element Defines the element to stop listening the inputs from
  82075. */
  82076. FreeCameraGamepadInput.prototype.detachControl = function (element) {
  82077. this.camera.getScene().gamepadManager.onGamepadConnectedObservable.remove(this._onGamepadConnectedObserver);
  82078. this.camera.getScene().gamepadManager.onGamepadDisconnectedObservable.remove(this._onGamepadDisconnectedObserver);
  82079. this.gamepad = null;
  82080. };
  82081. /**
  82082. * Update the current camera state depending on the inputs that have been used this frame.
  82083. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  82084. */
  82085. FreeCameraGamepadInput.prototype.checkInputs = function () {
  82086. if (this.gamepad && this.gamepad.leftStick) {
  82087. var camera = this.camera;
  82088. var LSValues = this.gamepad.leftStick;
  82089. var normalizedLX = LSValues.x / this.gamepadMoveSensibility;
  82090. var normalizedLY = LSValues.y / this.gamepadMoveSensibility;
  82091. LSValues.x = Math.abs(normalizedLX) > 0.005 ? 0 + normalizedLX : 0;
  82092. LSValues.y = Math.abs(normalizedLY) > 0.005 ? 0 + normalizedLY : 0;
  82093. var RSValues = this.gamepad.rightStick;
  82094. if (RSValues) {
  82095. var normalizedRX = RSValues.x / this.gamepadAngularSensibility;
  82096. var normalizedRY = RSValues.y / this.gamepadAngularSensibility;
  82097. RSValues.x = Math.abs(normalizedRX) > 0.001 ? 0 + normalizedRX : 0;
  82098. RSValues.y = Math.abs(normalizedRY) > 0.001 ? 0 + normalizedRY : 0;
  82099. }
  82100. else {
  82101. RSValues = { x: 0, y: 0 };
  82102. }
  82103. if (!camera.rotationQuaternion) {
  82104. BABYLON.Matrix.RotationYawPitchRollToRef(camera.rotation.y, camera.rotation.x, 0, this._cameraTransform);
  82105. }
  82106. else {
  82107. camera.rotationQuaternion.toRotationMatrix(this._cameraTransform);
  82108. }
  82109. var speed = camera._computeLocalCameraSpeed() * 50.0;
  82110. this._vector3.copyFromFloats(LSValues.x * speed, 0, -LSValues.y * speed);
  82111. BABYLON.Vector3.TransformCoordinatesToRef(this._vector3, this._cameraTransform, this._deltaTransform);
  82112. camera.cameraDirection.addInPlace(this._deltaTransform);
  82113. this._vector2.copyFromFloats(RSValues.y, RSValues.x);
  82114. camera.cameraRotation.addInPlace(this._vector2);
  82115. }
  82116. };
  82117. /**
  82118. * Gets the class name of the current intput.
  82119. * @returns the class name
  82120. */
  82121. FreeCameraGamepadInput.prototype.getClassName = function () {
  82122. return "FreeCameraGamepadInput";
  82123. };
  82124. /**
  82125. * Get the friendly name associated with the input class.
  82126. * @returns the input friendly name
  82127. */
  82128. FreeCameraGamepadInput.prototype.getSimpleName = function () {
  82129. return "gamepad";
  82130. };
  82131. __decorate([
  82132. BABYLON.serialize()
  82133. ], FreeCameraGamepadInput.prototype, "gamepadAngularSensibility", void 0);
  82134. __decorate([
  82135. BABYLON.serialize()
  82136. ], FreeCameraGamepadInput.prototype, "gamepadMoveSensibility", void 0);
  82137. return FreeCameraGamepadInput;
  82138. }());
  82139. BABYLON.FreeCameraGamepadInput = FreeCameraGamepadInput;
  82140. BABYLON.CameraInputTypes["FreeCameraGamepadInput"] = FreeCameraGamepadInput;
  82141. })(BABYLON || (BABYLON = {}));
  82142. //# sourceMappingURL=babylon.freeCameraGamepadInput.js.map
  82143. var BABYLON;
  82144. (function (BABYLON) {
  82145. /**
  82146. * Manage the gamepad inputs to control an arc rotate camera.
  82147. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  82148. */
  82149. var ArcRotateCameraGamepadInput = /** @class */ (function () {
  82150. function ArcRotateCameraGamepadInput() {
  82151. /**
  82152. * Defines the gamepad rotation sensiblity.
  82153. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  82154. */
  82155. this.gamepadRotationSensibility = 80;
  82156. /**
  82157. * Defines the gamepad move sensiblity.
  82158. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  82159. */
  82160. this.gamepadMoveSensibility = 40;
  82161. }
  82162. /**
  82163. * Attach the input controls to a specific dom element to get the input from.
  82164. * @param element Defines the element the controls should be listened from
  82165. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  82166. */
  82167. ArcRotateCameraGamepadInput.prototype.attachControl = function (element, noPreventDefault) {
  82168. var _this = this;
  82169. var manager = this.camera.getScene().gamepadManager;
  82170. this._onGamepadConnectedObserver = manager.onGamepadConnectedObservable.add(function (gamepad) {
  82171. if (gamepad.type !== BABYLON.Gamepad.POSE_ENABLED) {
  82172. // prioritize XBOX gamepads.
  82173. if (!_this.gamepad || gamepad.type === BABYLON.Gamepad.XBOX) {
  82174. _this.gamepad = gamepad;
  82175. }
  82176. }
  82177. });
  82178. this._onGamepadDisconnectedObserver = manager.onGamepadDisconnectedObservable.add(function (gamepad) {
  82179. if (_this.gamepad === gamepad) {
  82180. _this.gamepad = null;
  82181. }
  82182. });
  82183. this.gamepad = manager.getGamepadByType(BABYLON.Gamepad.XBOX);
  82184. };
  82185. /**
  82186. * Detach the current controls from the specified dom element.
  82187. * @param element Defines the element to stop listening the inputs from
  82188. */
  82189. ArcRotateCameraGamepadInput.prototype.detachControl = function (element) {
  82190. this.camera.getScene().gamepadManager.onGamepadConnectedObservable.remove(this._onGamepadConnectedObserver);
  82191. this.camera.getScene().gamepadManager.onGamepadDisconnectedObservable.remove(this._onGamepadDisconnectedObserver);
  82192. this.gamepad = null;
  82193. };
  82194. /**
  82195. * Update the current camera state depending on the inputs that have been used this frame.
  82196. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  82197. */
  82198. ArcRotateCameraGamepadInput.prototype.checkInputs = function () {
  82199. if (this.gamepad) {
  82200. var camera = this.camera;
  82201. var RSValues = this.gamepad.rightStick;
  82202. if (RSValues) {
  82203. if (RSValues.x != 0) {
  82204. var normalizedRX = RSValues.x / this.gamepadRotationSensibility;
  82205. if (normalizedRX != 0 && Math.abs(normalizedRX) > 0.005) {
  82206. camera.inertialAlphaOffset += normalizedRX;
  82207. }
  82208. }
  82209. if (RSValues.y != 0) {
  82210. var normalizedRY = RSValues.y / this.gamepadRotationSensibility;
  82211. if (normalizedRY != 0 && Math.abs(normalizedRY) > 0.005) {
  82212. camera.inertialBetaOffset += normalizedRY;
  82213. }
  82214. }
  82215. }
  82216. var LSValues = this.gamepad.leftStick;
  82217. if (LSValues && LSValues.y != 0) {
  82218. var normalizedLY = LSValues.y / this.gamepadMoveSensibility;
  82219. if (normalizedLY != 0 && Math.abs(normalizedLY) > 0.005) {
  82220. this.camera.inertialRadiusOffset -= normalizedLY;
  82221. }
  82222. }
  82223. }
  82224. };
  82225. /**
  82226. * Gets the class name of the current intput.
  82227. * @returns the class name
  82228. */
  82229. ArcRotateCameraGamepadInput.prototype.getClassName = function () {
  82230. return "ArcRotateCameraGamepadInput";
  82231. };
  82232. /**
  82233. * Get the friendly name associated with the input class.
  82234. * @returns the input friendly name
  82235. */
  82236. ArcRotateCameraGamepadInput.prototype.getSimpleName = function () {
  82237. return "gamepad";
  82238. };
  82239. __decorate([
  82240. BABYLON.serialize()
  82241. ], ArcRotateCameraGamepadInput.prototype, "gamepadRotationSensibility", void 0);
  82242. __decorate([
  82243. BABYLON.serialize()
  82244. ], ArcRotateCameraGamepadInput.prototype, "gamepadMoveSensibility", void 0);
  82245. return ArcRotateCameraGamepadInput;
  82246. }());
  82247. BABYLON.ArcRotateCameraGamepadInput = ArcRotateCameraGamepadInput;
  82248. BABYLON.CameraInputTypes["ArcRotateCameraGamepadInput"] = ArcRotateCameraGamepadInput;
  82249. })(BABYLON || (BABYLON = {}));
  82250. //# sourceMappingURL=babylon.arcRotateCameraGamepadInput.js.map
  82251. var BABYLON;
  82252. (function (BABYLON) {
  82253. /**
  82254. * Manager for handling gamepads
  82255. */
  82256. var GamepadManager = /** @class */ (function () {
  82257. /**
  82258. * Initializes the gamepad manager
  82259. * @param _scene BabylonJS scene
  82260. */
  82261. function GamepadManager(_scene) {
  82262. var _this = this;
  82263. this._scene = _scene;
  82264. this._babylonGamepads = [];
  82265. this._oneGamepadConnected = false;
  82266. /** @hidden */
  82267. this._isMonitoring = false;
  82268. /**
  82269. * observable to be triggered when the gamepad controller has been disconnected
  82270. */
  82271. this.onGamepadDisconnectedObservable = new BABYLON.Observable();
  82272. if (!BABYLON.Tools.IsWindowObjectExist()) {
  82273. this._gamepadEventSupported = false;
  82274. }
  82275. else {
  82276. this._gamepadEventSupported = 'GamepadEvent' in window;
  82277. this._gamepadSupport = (navigator.getGamepads ||
  82278. navigator.webkitGetGamepads || navigator.msGetGamepads || navigator.webkitGamepads);
  82279. }
  82280. this.onGamepadConnectedObservable = new BABYLON.Observable(function (observer) {
  82281. // This will be used to raise the onGamepadConnected for all gamepads ALREADY connected
  82282. for (var i in _this._babylonGamepads) {
  82283. var gamepad = _this._babylonGamepads[i];
  82284. if (gamepad && gamepad._isConnected) {
  82285. _this.onGamepadConnectedObservable.notifyObserver(observer, gamepad);
  82286. }
  82287. }
  82288. });
  82289. this._onGamepadConnectedEvent = function (evt) {
  82290. var gamepad = evt.gamepad;
  82291. if (gamepad.index in _this._babylonGamepads) {
  82292. if (_this._babylonGamepads[gamepad.index].isConnected) {
  82293. return;
  82294. }
  82295. }
  82296. var newGamepad;
  82297. if (_this._babylonGamepads[gamepad.index]) {
  82298. newGamepad = _this._babylonGamepads[gamepad.index];
  82299. newGamepad.browserGamepad = gamepad;
  82300. newGamepad._isConnected = true;
  82301. }
  82302. else {
  82303. newGamepad = _this._addNewGamepad(gamepad);
  82304. }
  82305. _this.onGamepadConnectedObservable.notifyObservers(newGamepad);
  82306. _this._startMonitoringGamepads();
  82307. };
  82308. this._onGamepadDisconnectedEvent = function (evt) {
  82309. var gamepad = evt.gamepad;
  82310. // Remove the gamepad from the list of gamepads to monitor.
  82311. for (var i in _this._babylonGamepads) {
  82312. if (_this._babylonGamepads[i].index === gamepad.index) {
  82313. var disconnectedGamepad = _this._babylonGamepads[i];
  82314. disconnectedGamepad._isConnected = false;
  82315. _this.onGamepadDisconnectedObservable.notifyObservers(disconnectedGamepad);
  82316. break;
  82317. }
  82318. }
  82319. };
  82320. if (this._gamepadSupport) {
  82321. //first add already-connected gamepads
  82322. this._updateGamepadObjects();
  82323. if (this._babylonGamepads.length) {
  82324. this._startMonitoringGamepads();
  82325. }
  82326. // Checking if the gamepad connected event is supported (like in Firefox)
  82327. if (this._gamepadEventSupported) {
  82328. window.addEventListener('gamepadconnected', this._onGamepadConnectedEvent, false);
  82329. window.addEventListener('gamepaddisconnected', this._onGamepadDisconnectedEvent, false);
  82330. }
  82331. else {
  82332. this._startMonitoringGamepads();
  82333. }
  82334. }
  82335. }
  82336. Object.defineProperty(GamepadManager.prototype, "gamepads", {
  82337. /**
  82338. * The gamepads in the game pad manager
  82339. */
  82340. get: function () {
  82341. return this._babylonGamepads;
  82342. },
  82343. enumerable: true,
  82344. configurable: true
  82345. });
  82346. /**
  82347. * Get the gamepad controllers based on type
  82348. * @param type The type of gamepad controller
  82349. * @returns Nullable gamepad
  82350. */
  82351. GamepadManager.prototype.getGamepadByType = function (type) {
  82352. if (type === void 0) { type = BABYLON.Gamepad.XBOX; }
  82353. for (var _i = 0, _a = this._babylonGamepads; _i < _a.length; _i++) {
  82354. var gamepad = _a[_i];
  82355. if (gamepad && gamepad.type === type) {
  82356. return gamepad;
  82357. }
  82358. }
  82359. return null;
  82360. };
  82361. /**
  82362. * Disposes the gamepad manager
  82363. */
  82364. GamepadManager.prototype.dispose = function () {
  82365. if (this._gamepadEventSupported) {
  82366. if (this._onGamepadConnectedEvent) {
  82367. window.removeEventListener('gamepadconnected', this._onGamepadConnectedEvent);
  82368. }
  82369. if (this._onGamepadDisconnectedEvent) {
  82370. window.removeEventListener('gamepaddisconnected', this._onGamepadDisconnectedEvent);
  82371. }
  82372. this._onGamepadConnectedEvent = null;
  82373. this._onGamepadDisconnectedEvent = null;
  82374. }
  82375. this._babylonGamepads.forEach(function (gamepad) {
  82376. gamepad.dispose();
  82377. });
  82378. this.onGamepadConnectedObservable.clear();
  82379. this.onGamepadDisconnectedObservable.clear();
  82380. this._oneGamepadConnected = false;
  82381. this._stopMonitoringGamepads();
  82382. this._babylonGamepads = [];
  82383. };
  82384. GamepadManager.prototype._addNewGamepad = function (gamepad) {
  82385. if (!this._oneGamepadConnected) {
  82386. this._oneGamepadConnected = true;
  82387. }
  82388. var newGamepad;
  82389. var xboxOne = (gamepad.id.search("Xbox One") !== -1);
  82390. if (xboxOne || gamepad.id.search("Xbox 360") !== -1 || gamepad.id.search("xinput") !== -1) {
  82391. newGamepad = new BABYLON.Xbox360Pad(gamepad.id, gamepad.index, gamepad, xboxOne);
  82392. }
  82393. // if pose is supported, use the (WebVR) pose enabled controller
  82394. else if (gamepad.pose) {
  82395. newGamepad = BABYLON.PoseEnabledControllerHelper.InitiateController(gamepad);
  82396. }
  82397. else {
  82398. newGamepad = new BABYLON.GenericPad(gamepad.id, gamepad.index, gamepad);
  82399. }
  82400. this._babylonGamepads[newGamepad.index] = newGamepad;
  82401. return newGamepad;
  82402. };
  82403. GamepadManager.prototype._startMonitoringGamepads = function () {
  82404. if (!this._isMonitoring) {
  82405. this._isMonitoring = true;
  82406. //back-comp
  82407. if (!this._scene) {
  82408. this._checkGamepadsStatus();
  82409. }
  82410. }
  82411. };
  82412. GamepadManager.prototype._stopMonitoringGamepads = function () {
  82413. this._isMonitoring = false;
  82414. };
  82415. /** @hidden */
  82416. GamepadManager.prototype._checkGamepadsStatus = function () {
  82417. var _this = this;
  82418. // Hack to be compatible Chrome
  82419. this._updateGamepadObjects();
  82420. for (var i in this._babylonGamepads) {
  82421. var gamepad = this._babylonGamepads[i];
  82422. if (!gamepad || !gamepad.isConnected) {
  82423. continue;
  82424. }
  82425. gamepad.update();
  82426. }
  82427. if (this._isMonitoring && !this._scene) {
  82428. BABYLON.Tools.QueueNewFrame(function () { _this._checkGamepadsStatus(); });
  82429. }
  82430. };
  82431. // This function is called only on Chrome, which does not properly support
  82432. // connection/disconnection events and forces you to recopy again the gamepad object
  82433. GamepadManager.prototype._updateGamepadObjects = function () {
  82434. var gamepads = navigator.getGamepads ? navigator.getGamepads() : (navigator.webkitGetGamepads ? navigator.webkitGetGamepads() : []);
  82435. for (var i = 0; i < gamepads.length; i++) {
  82436. var gamepad = gamepads[i];
  82437. if (gamepad) {
  82438. if (!this._babylonGamepads[gamepad.index]) {
  82439. var newGamepad = this._addNewGamepad(gamepad);
  82440. this.onGamepadConnectedObservable.notifyObservers(newGamepad);
  82441. }
  82442. else {
  82443. // Forced to copy again this object for Chrome for unknown reason
  82444. this._babylonGamepads[i].browserGamepad = gamepad;
  82445. if (!this._babylonGamepads[i].isConnected) {
  82446. this._babylonGamepads[i]._isConnected = true;
  82447. this.onGamepadConnectedObservable.notifyObservers(this._babylonGamepads[i]);
  82448. }
  82449. }
  82450. }
  82451. }
  82452. };
  82453. return GamepadManager;
  82454. }());
  82455. BABYLON.GamepadManager = GamepadManager;
  82456. })(BABYLON || (BABYLON = {}));
  82457. //# sourceMappingURL=babylon.gamepadManager.js.map
  82458. var BABYLON;
  82459. (function (BABYLON) {
  82460. /**
  82461. * Represents a gamepad control stick position
  82462. */
  82463. var StickValues = /** @class */ (function () {
  82464. /**
  82465. * Initializes the gamepad x and y control stick values
  82466. * @param x The x component of the gamepad control stick value
  82467. * @param y The y component of the gamepad control stick value
  82468. */
  82469. function StickValues(
  82470. /**
  82471. * The x component of the control stick
  82472. */
  82473. x,
  82474. /**
  82475. * The y component of the control stick
  82476. */
  82477. y) {
  82478. this.x = x;
  82479. this.y = y;
  82480. }
  82481. return StickValues;
  82482. }());
  82483. BABYLON.StickValues = StickValues;
  82484. /**
  82485. * Represents a gamepad
  82486. */
  82487. var Gamepad = /** @class */ (function () {
  82488. /**
  82489. * Initializes the gamepad
  82490. * @param id The id of the gamepad
  82491. * @param index The index of the gamepad
  82492. * @param browserGamepad The browser gamepad
  82493. * @param leftStickX The x component of the left joystick
  82494. * @param leftStickY The y component of the left joystick
  82495. * @param rightStickX The x component of the right joystick
  82496. * @param rightStickY The y component of the right joystick
  82497. */
  82498. function Gamepad(
  82499. /**
  82500. * The id of the gamepad
  82501. */
  82502. id,
  82503. /**
  82504. * The index of the gamepad
  82505. */
  82506. index,
  82507. /**
  82508. * The browser gamepad
  82509. */
  82510. browserGamepad, leftStickX, leftStickY, rightStickX, rightStickY) {
  82511. if (leftStickX === void 0) { leftStickX = 0; }
  82512. if (leftStickY === void 0) { leftStickY = 1; }
  82513. if (rightStickX === void 0) { rightStickX = 2; }
  82514. if (rightStickY === void 0) { rightStickY = 3; }
  82515. this.id = id;
  82516. this.index = index;
  82517. this.browserGamepad = browserGamepad;
  82518. this._leftStick = { x: 0, y: 0 };
  82519. this._rightStick = { x: 0, y: 0 };
  82520. /** @hidden */
  82521. this._isConnected = true;
  82522. /**
  82523. * Specifies whether the left control stick should be Y-inverted
  82524. */
  82525. this._invertLeftStickY = false;
  82526. this.type = Gamepad.GAMEPAD;
  82527. this._leftStickAxisX = leftStickX;
  82528. this._leftStickAxisY = leftStickY;
  82529. this._rightStickAxisX = rightStickX;
  82530. this._rightStickAxisY = rightStickY;
  82531. if (this.browserGamepad.axes.length >= 2) {
  82532. this._leftStick = { x: this.browserGamepad.axes[this._leftStickAxisX], y: this.browserGamepad.axes[this._leftStickAxisY] };
  82533. }
  82534. if (this.browserGamepad.axes.length >= 4) {
  82535. this._rightStick = { x: this.browserGamepad.axes[this._rightStickAxisX], y: this.browserGamepad.axes[this._rightStickAxisY] };
  82536. }
  82537. }
  82538. Object.defineProperty(Gamepad.prototype, "isConnected", {
  82539. /**
  82540. * Specifies if the gamepad has been connected
  82541. */
  82542. get: function () {
  82543. return this._isConnected;
  82544. },
  82545. enumerable: true,
  82546. configurable: true
  82547. });
  82548. /**
  82549. * Callback triggered when the left joystick has changed
  82550. * @param callback
  82551. */
  82552. Gamepad.prototype.onleftstickchanged = function (callback) {
  82553. this._onleftstickchanged = callback;
  82554. };
  82555. /**
  82556. * Callback triggered when the right joystick has changed
  82557. * @param callback
  82558. */
  82559. Gamepad.prototype.onrightstickchanged = function (callback) {
  82560. this._onrightstickchanged = callback;
  82561. };
  82562. Object.defineProperty(Gamepad.prototype, "leftStick", {
  82563. /**
  82564. * Gets the left joystick
  82565. */
  82566. get: function () {
  82567. return this._leftStick;
  82568. },
  82569. /**
  82570. * Sets the left joystick values
  82571. */
  82572. set: function (newValues) {
  82573. if (this._onleftstickchanged && (this._leftStick.x !== newValues.x || this._leftStick.y !== newValues.y)) {
  82574. this._onleftstickchanged(newValues);
  82575. }
  82576. this._leftStick = newValues;
  82577. },
  82578. enumerable: true,
  82579. configurable: true
  82580. });
  82581. Object.defineProperty(Gamepad.prototype, "rightStick", {
  82582. /**
  82583. * Gets the right joystick
  82584. */
  82585. get: function () {
  82586. return this._rightStick;
  82587. },
  82588. /**
  82589. * Sets the right joystick value
  82590. */
  82591. set: function (newValues) {
  82592. if (this._onrightstickchanged && (this._rightStick.x !== newValues.x || this._rightStick.y !== newValues.y)) {
  82593. this._onrightstickchanged(newValues);
  82594. }
  82595. this._rightStick = newValues;
  82596. },
  82597. enumerable: true,
  82598. configurable: true
  82599. });
  82600. /**
  82601. * Updates the gamepad joystick positions
  82602. */
  82603. Gamepad.prototype.update = function () {
  82604. if (this._leftStick) {
  82605. this.leftStick = { x: this.browserGamepad.axes[this._leftStickAxisX], y: this.browserGamepad.axes[this._leftStickAxisY] };
  82606. if (this._invertLeftStickY) {
  82607. this.leftStick.y *= -1;
  82608. }
  82609. }
  82610. if (this._rightStick) {
  82611. this.rightStick = { x: this.browserGamepad.axes[this._rightStickAxisX], y: this.browserGamepad.axes[this._rightStickAxisY] };
  82612. }
  82613. };
  82614. /**
  82615. * Disposes the gamepad
  82616. */
  82617. Gamepad.prototype.dispose = function () {
  82618. };
  82619. /**
  82620. * Represents a gamepad controller
  82621. */
  82622. Gamepad.GAMEPAD = 0;
  82623. /**
  82624. * Represents a generic controller
  82625. */
  82626. Gamepad.GENERIC = 1;
  82627. /**
  82628. * Represents an XBox controller
  82629. */
  82630. Gamepad.XBOX = 2;
  82631. /**
  82632. * Represents a pose-enabled controller
  82633. */
  82634. Gamepad.POSE_ENABLED = 3;
  82635. return Gamepad;
  82636. }());
  82637. BABYLON.Gamepad = Gamepad;
  82638. /**
  82639. * Represents a generic gamepad
  82640. */
  82641. var GenericPad = /** @class */ (function (_super) {
  82642. __extends(GenericPad, _super);
  82643. /**
  82644. * Initializes the generic gamepad
  82645. * @param id The id of the generic gamepad
  82646. * @param index The index of the generic gamepad
  82647. * @param browserGamepad The browser gamepad
  82648. */
  82649. function GenericPad(id, index, browserGamepad) {
  82650. var _this = _super.call(this, id, index, browserGamepad) || this;
  82651. /**
  82652. * Observable triggered when a button has been pressed
  82653. */
  82654. _this.onButtonDownObservable = new BABYLON.Observable();
  82655. /**
  82656. * Observable triggered when a button has been released
  82657. */
  82658. _this.onButtonUpObservable = new BABYLON.Observable();
  82659. _this.type = Gamepad.GENERIC;
  82660. _this._buttons = new Array(browserGamepad.buttons.length);
  82661. return _this;
  82662. }
  82663. /**
  82664. * Callback triggered when a button has been pressed
  82665. * @param callback Called when a button has been pressed
  82666. */
  82667. GenericPad.prototype.onbuttondown = function (callback) {
  82668. this._onbuttondown = callback;
  82669. };
  82670. /**
  82671. * Callback triggered when a button has been released
  82672. * @param callback Called when a button has been released
  82673. */
  82674. GenericPad.prototype.onbuttonup = function (callback) {
  82675. this._onbuttonup = callback;
  82676. };
  82677. GenericPad.prototype._setButtonValue = function (newValue, currentValue, buttonIndex) {
  82678. if (newValue !== currentValue) {
  82679. if (newValue === 1) {
  82680. if (this._onbuttondown) {
  82681. this._onbuttondown(buttonIndex);
  82682. }
  82683. this.onButtonDownObservable.notifyObservers(buttonIndex);
  82684. }
  82685. if (newValue === 0) {
  82686. if (this._onbuttonup) {
  82687. this._onbuttonup(buttonIndex);
  82688. }
  82689. this.onButtonUpObservable.notifyObservers(buttonIndex);
  82690. }
  82691. }
  82692. return newValue;
  82693. };
  82694. /**
  82695. * Updates the generic gamepad
  82696. */
  82697. GenericPad.prototype.update = function () {
  82698. _super.prototype.update.call(this);
  82699. for (var index = 0; index < this._buttons.length; index++) {
  82700. this._buttons[index] = this._setButtonValue(this.browserGamepad.buttons[index].value, this._buttons[index], index);
  82701. }
  82702. };
  82703. /**
  82704. * Disposes the generic gamepad
  82705. */
  82706. GenericPad.prototype.dispose = function () {
  82707. _super.prototype.dispose.call(this);
  82708. this.onButtonDownObservable.clear();
  82709. this.onButtonUpObservable.clear();
  82710. };
  82711. return GenericPad;
  82712. }(Gamepad));
  82713. BABYLON.GenericPad = GenericPad;
  82714. })(BABYLON || (BABYLON = {}));
  82715. //# sourceMappingURL=babylon.gamepad.js.map
  82716. var BABYLON;
  82717. (function (BABYLON) {
  82718. /**
  82719. * Defines supported buttons for XBox360 compatible gamepads
  82720. */
  82721. var Xbox360Button;
  82722. (function (Xbox360Button) {
  82723. /** A */
  82724. Xbox360Button[Xbox360Button["A"] = 0] = "A";
  82725. /** B */
  82726. Xbox360Button[Xbox360Button["B"] = 1] = "B";
  82727. /** X */
  82728. Xbox360Button[Xbox360Button["X"] = 2] = "X";
  82729. /** Y */
  82730. Xbox360Button[Xbox360Button["Y"] = 3] = "Y";
  82731. /** Start */
  82732. Xbox360Button[Xbox360Button["Start"] = 4] = "Start";
  82733. /** Back */
  82734. Xbox360Button[Xbox360Button["Back"] = 5] = "Back";
  82735. /** Left button */
  82736. Xbox360Button[Xbox360Button["LB"] = 6] = "LB";
  82737. /** Right button */
  82738. Xbox360Button[Xbox360Button["RB"] = 7] = "RB";
  82739. /** Left stick */
  82740. Xbox360Button[Xbox360Button["LeftStick"] = 8] = "LeftStick";
  82741. /** Right stick */
  82742. Xbox360Button[Xbox360Button["RightStick"] = 9] = "RightStick";
  82743. })(Xbox360Button = BABYLON.Xbox360Button || (BABYLON.Xbox360Button = {}));
  82744. /** Defines values for XBox360 DPad */
  82745. var Xbox360Dpad;
  82746. (function (Xbox360Dpad) {
  82747. /** Up */
  82748. Xbox360Dpad[Xbox360Dpad["Up"] = 0] = "Up";
  82749. /** Down */
  82750. Xbox360Dpad[Xbox360Dpad["Down"] = 1] = "Down";
  82751. /** Left */
  82752. Xbox360Dpad[Xbox360Dpad["Left"] = 2] = "Left";
  82753. /** Right */
  82754. Xbox360Dpad[Xbox360Dpad["Right"] = 3] = "Right";
  82755. })(Xbox360Dpad = BABYLON.Xbox360Dpad || (BABYLON.Xbox360Dpad = {}));
  82756. /**
  82757. * Defines a XBox360 gamepad
  82758. */
  82759. var Xbox360Pad = /** @class */ (function (_super) {
  82760. __extends(Xbox360Pad, _super);
  82761. /**
  82762. * Creates a new XBox360 gamepad object
  82763. * @param id defines the id of this gamepad
  82764. * @param index defines its index
  82765. * @param gamepad defines the internal HTML gamepad object
  82766. * @param xboxOne defines if it is a XBox One gamepad
  82767. */
  82768. function Xbox360Pad(id, index, gamepad, xboxOne) {
  82769. if (xboxOne === void 0) { xboxOne = false; }
  82770. var _this = _super.call(this, id, index, gamepad, 0, 1, 2, 3) || this;
  82771. _this._leftTrigger = 0;
  82772. _this._rightTrigger = 0;
  82773. /** Observable raised when a button is pressed */
  82774. _this.onButtonDownObservable = new BABYLON.Observable();
  82775. /** Observable raised when a button is released */
  82776. _this.onButtonUpObservable = new BABYLON.Observable();
  82777. /** Observable raised when a pad is pressed */
  82778. _this.onPadDownObservable = new BABYLON.Observable();
  82779. /** Observable raised when a pad is released */
  82780. _this.onPadUpObservable = new BABYLON.Observable();
  82781. _this._buttonA = 0;
  82782. _this._buttonB = 0;
  82783. _this._buttonX = 0;
  82784. _this._buttonY = 0;
  82785. _this._buttonBack = 0;
  82786. _this._buttonStart = 0;
  82787. _this._buttonLB = 0;
  82788. _this._buttonRB = 0;
  82789. _this._buttonLeftStick = 0;
  82790. _this._buttonRightStick = 0;
  82791. _this._dPadUp = 0;
  82792. _this._dPadDown = 0;
  82793. _this._dPadLeft = 0;
  82794. _this._dPadRight = 0;
  82795. _this._isXboxOnePad = false;
  82796. _this.type = BABYLON.Gamepad.XBOX;
  82797. _this._isXboxOnePad = xboxOne;
  82798. return _this;
  82799. }
  82800. /**
  82801. * Defines the callback to call when left trigger is pressed
  82802. * @param callback defines the callback to use
  82803. */
  82804. Xbox360Pad.prototype.onlefttriggerchanged = function (callback) {
  82805. this._onlefttriggerchanged = callback;
  82806. };
  82807. /**
  82808. * Defines the callback to call when right trigger is pressed
  82809. * @param callback defines the callback to use
  82810. */
  82811. Xbox360Pad.prototype.onrighttriggerchanged = function (callback) {
  82812. this._onrighttriggerchanged = callback;
  82813. };
  82814. Object.defineProperty(Xbox360Pad.prototype, "leftTrigger", {
  82815. /**
  82816. * Gets the left trigger value
  82817. */
  82818. get: function () {
  82819. return this._leftTrigger;
  82820. },
  82821. /**
  82822. * Sets the left trigger value
  82823. */
  82824. set: function (newValue) {
  82825. if (this._onlefttriggerchanged && this._leftTrigger !== newValue) {
  82826. this._onlefttriggerchanged(newValue);
  82827. }
  82828. this._leftTrigger = newValue;
  82829. },
  82830. enumerable: true,
  82831. configurable: true
  82832. });
  82833. Object.defineProperty(Xbox360Pad.prototype, "rightTrigger", {
  82834. /**
  82835. * Gets the right trigger value
  82836. */
  82837. get: function () {
  82838. return this._rightTrigger;
  82839. },
  82840. /**
  82841. * Sets the right trigger value
  82842. */
  82843. set: function (newValue) {
  82844. if (this._onrighttriggerchanged && this._rightTrigger !== newValue) {
  82845. this._onrighttriggerchanged(newValue);
  82846. }
  82847. this._rightTrigger = newValue;
  82848. },
  82849. enumerable: true,
  82850. configurable: true
  82851. });
  82852. /**
  82853. * Defines the callback to call when a button is pressed
  82854. * @param callback defines the callback to use
  82855. */
  82856. Xbox360Pad.prototype.onbuttondown = function (callback) {
  82857. this._onbuttondown = callback;
  82858. };
  82859. /**
  82860. * Defines the callback to call when a button is released
  82861. * @param callback defines the callback to use
  82862. */
  82863. Xbox360Pad.prototype.onbuttonup = function (callback) {
  82864. this._onbuttonup = callback;
  82865. };
  82866. /**
  82867. * Defines the callback to call when a pad is pressed
  82868. * @param callback defines the callback to use
  82869. */
  82870. Xbox360Pad.prototype.ondpaddown = function (callback) {
  82871. this._ondpaddown = callback;
  82872. };
  82873. /**
  82874. * Defines the callback to call when a pad is released
  82875. * @param callback defines the callback to use
  82876. */
  82877. Xbox360Pad.prototype.ondpadup = function (callback) {
  82878. this._ondpadup = callback;
  82879. };
  82880. Xbox360Pad.prototype._setButtonValue = function (newValue, currentValue, buttonType) {
  82881. if (newValue !== currentValue) {
  82882. if (newValue === 1) {
  82883. if (this._onbuttondown) {
  82884. this._onbuttondown(buttonType);
  82885. }
  82886. this.onButtonDownObservable.notifyObservers(buttonType);
  82887. }
  82888. if (newValue === 0) {
  82889. if (this._onbuttonup) {
  82890. this._onbuttonup(buttonType);
  82891. }
  82892. this.onButtonUpObservable.notifyObservers(buttonType);
  82893. }
  82894. }
  82895. return newValue;
  82896. };
  82897. Xbox360Pad.prototype._setDPadValue = function (newValue, currentValue, buttonType) {
  82898. if (newValue !== currentValue) {
  82899. if (newValue === 1) {
  82900. if (this._ondpaddown) {
  82901. this._ondpaddown(buttonType);
  82902. }
  82903. this.onPadDownObservable.notifyObservers(buttonType);
  82904. }
  82905. if (newValue === 0) {
  82906. if (this._ondpadup) {
  82907. this._ondpadup(buttonType);
  82908. }
  82909. this.onPadUpObservable.notifyObservers(buttonType);
  82910. }
  82911. }
  82912. return newValue;
  82913. };
  82914. Object.defineProperty(Xbox360Pad.prototype, "buttonA", {
  82915. /**
  82916. * Gets the value of the `A` button
  82917. */
  82918. get: function () {
  82919. return this._buttonA;
  82920. },
  82921. /**
  82922. * Sets the value of the `A` button
  82923. */
  82924. set: function (value) {
  82925. this._buttonA = this._setButtonValue(value, this._buttonA, Xbox360Button.A);
  82926. },
  82927. enumerable: true,
  82928. configurable: true
  82929. });
  82930. Object.defineProperty(Xbox360Pad.prototype, "buttonB", {
  82931. /**
  82932. * Gets the value of the `B` button
  82933. */
  82934. get: function () {
  82935. return this._buttonB;
  82936. },
  82937. /**
  82938. * Sets the value of the `B` button
  82939. */
  82940. set: function (value) {
  82941. this._buttonB = this._setButtonValue(value, this._buttonB, Xbox360Button.B);
  82942. },
  82943. enumerable: true,
  82944. configurable: true
  82945. });
  82946. Object.defineProperty(Xbox360Pad.prototype, "buttonX", {
  82947. /**
  82948. * Gets the value of the `X` button
  82949. */
  82950. get: function () {
  82951. return this._buttonX;
  82952. },
  82953. /**
  82954. * Sets the value of the `X` button
  82955. */
  82956. set: function (value) {
  82957. this._buttonX = this._setButtonValue(value, this._buttonX, Xbox360Button.X);
  82958. },
  82959. enumerable: true,
  82960. configurable: true
  82961. });
  82962. Object.defineProperty(Xbox360Pad.prototype, "buttonY", {
  82963. /**
  82964. * Gets the value of the `Y` button
  82965. */
  82966. get: function () {
  82967. return this._buttonY;
  82968. },
  82969. /**
  82970. * Sets the value of the `Y` button
  82971. */
  82972. set: function (value) {
  82973. this._buttonY = this._setButtonValue(value, this._buttonY, Xbox360Button.Y);
  82974. },
  82975. enumerable: true,
  82976. configurable: true
  82977. });
  82978. Object.defineProperty(Xbox360Pad.prototype, "buttonStart", {
  82979. /**
  82980. * Gets the value of the `Start` button
  82981. */
  82982. get: function () {
  82983. return this._buttonStart;
  82984. },
  82985. /**
  82986. * Sets the value of the `Start` button
  82987. */
  82988. set: function (value) {
  82989. this._buttonStart = this._setButtonValue(value, this._buttonStart, Xbox360Button.Start);
  82990. },
  82991. enumerable: true,
  82992. configurable: true
  82993. });
  82994. Object.defineProperty(Xbox360Pad.prototype, "buttonBack", {
  82995. /**
  82996. * Gets the value of the `Back` button
  82997. */
  82998. get: function () {
  82999. return this._buttonBack;
  83000. },
  83001. /**
  83002. * Sets the value of the `Back` button
  83003. */
  83004. set: function (value) {
  83005. this._buttonBack = this._setButtonValue(value, this._buttonBack, Xbox360Button.Back);
  83006. },
  83007. enumerable: true,
  83008. configurable: true
  83009. });
  83010. Object.defineProperty(Xbox360Pad.prototype, "buttonLB", {
  83011. /**
  83012. * Gets the value of the `Left` button
  83013. */
  83014. get: function () {
  83015. return this._buttonLB;
  83016. },
  83017. /**
  83018. * Sets the value of the `Left` button
  83019. */
  83020. set: function (value) {
  83021. this._buttonLB = this._setButtonValue(value, this._buttonLB, Xbox360Button.LB);
  83022. },
  83023. enumerable: true,
  83024. configurable: true
  83025. });
  83026. Object.defineProperty(Xbox360Pad.prototype, "buttonRB", {
  83027. /**
  83028. * Gets the value of the `Right` button
  83029. */
  83030. get: function () {
  83031. return this._buttonRB;
  83032. },
  83033. /**
  83034. * Sets the value of the `Right` button
  83035. */
  83036. set: function (value) {
  83037. this._buttonRB = this._setButtonValue(value, this._buttonRB, Xbox360Button.RB);
  83038. },
  83039. enumerable: true,
  83040. configurable: true
  83041. });
  83042. Object.defineProperty(Xbox360Pad.prototype, "buttonLeftStick", {
  83043. /**
  83044. * Gets the value of the Left joystick
  83045. */
  83046. get: function () {
  83047. return this._buttonLeftStick;
  83048. },
  83049. /**
  83050. * Sets the value of the Left joystick
  83051. */
  83052. set: function (value) {
  83053. this._buttonLeftStick = this._setButtonValue(value, this._buttonLeftStick, Xbox360Button.LeftStick);
  83054. },
  83055. enumerable: true,
  83056. configurable: true
  83057. });
  83058. Object.defineProperty(Xbox360Pad.prototype, "buttonRightStick", {
  83059. /**
  83060. * Gets the value of the Right joystick
  83061. */
  83062. get: function () {
  83063. return this._buttonRightStick;
  83064. },
  83065. /**
  83066. * Sets the value of the Right joystick
  83067. */
  83068. set: function (value) {
  83069. this._buttonRightStick = this._setButtonValue(value, this._buttonRightStick, Xbox360Button.RightStick);
  83070. },
  83071. enumerable: true,
  83072. configurable: true
  83073. });
  83074. Object.defineProperty(Xbox360Pad.prototype, "dPadUp", {
  83075. /**
  83076. * Gets the value of D-pad up
  83077. */
  83078. get: function () {
  83079. return this._dPadUp;
  83080. },
  83081. /**
  83082. * Sets the value of D-pad up
  83083. */
  83084. set: function (value) {
  83085. this._dPadUp = this._setDPadValue(value, this._dPadUp, Xbox360Dpad.Up);
  83086. },
  83087. enumerable: true,
  83088. configurable: true
  83089. });
  83090. Object.defineProperty(Xbox360Pad.prototype, "dPadDown", {
  83091. /**
  83092. * Gets the value of D-pad down
  83093. */
  83094. get: function () {
  83095. return this._dPadDown;
  83096. },
  83097. /**
  83098. * Sets the value of D-pad down
  83099. */
  83100. set: function (value) {
  83101. this._dPadDown = this._setDPadValue(value, this._dPadDown, Xbox360Dpad.Down);
  83102. },
  83103. enumerable: true,
  83104. configurable: true
  83105. });
  83106. Object.defineProperty(Xbox360Pad.prototype, "dPadLeft", {
  83107. /**
  83108. * Gets the value of D-pad left
  83109. */
  83110. get: function () {
  83111. return this._dPadLeft;
  83112. },
  83113. /**
  83114. * Sets the value of D-pad left
  83115. */
  83116. set: function (value) {
  83117. this._dPadLeft = this._setDPadValue(value, this._dPadLeft, Xbox360Dpad.Left);
  83118. },
  83119. enumerable: true,
  83120. configurable: true
  83121. });
  83122. Object.defineProperty(Xbox360Pad.prototype, "dPadRight", {
  83123. /**
  83124. * Gets the value of D-pad right
  83125. */
  83126. get: function () {
  83127. return this._dPadRight;
  83128. },
  83129. /**
  83130. * Sets the value of D-pad right
  83131. */
  83132. set: function (value) {
  83133. this._dPadRight = this._setDPadValue(value, this._dPadRight, Xbox360Dpad.Right);
  83134. },
  83135. enumerable: true,
  83136. configurable: true
  83137. });
  83138. /**
  83139. * Force the gamepad to synchronize with device values
  83140. */
  83141. Xbox360Pad.prototype.update = function () {
  83142. _super.prototype.update.call(this);
  83143. if (this._isXboxOnePad) {
  83144. this.buttonA = this.browserGamepad.buttons[0].value;
  83145. this.buttonB = this.browserGamepad.buttons[1].value;
  83146. this.buttonX = this.browserGamepad.buttons[2].value;
  83147. this.buttonY = this.browserGamepad.buttons[3].value;
  83148. this.buttonLB = this.browserGamepad.buttons[4].value;
  83149. this.buttonRB = this.browserGamepad.buttons[5].value;
  83150. this.leftTrigger = this.browserGamepad.axes[2];
  83151. this.rightTrigger = this.browserGamepad.axes[5];
  83152. this.buttonBack = this.browserGamepad.buttons[9].value;
  83153. this.buttonStart = this.browserGamepad.buttons[8].value;
  83154. this.buttonLeftStick = this.browserGamepad.buttons[6].value;
  83155. this.buttonRightStick = this.browserGamepad.buttons[7].value;
  83156. this.dPadUp = this.browserGamepad.buttons[11].value;
  83157. this.dPadDown = this.browserGamepad.buttons[12].value;
  83158. this.dPadLeft = this.browserGamepad.buttons[13].value;
  83159. this.dPadRight = this.browserGamepad.buttons[14].value;
  83160. }
  83161. else {
  83162. this.buttonA = this.browserGamepad.buttons[0].value;
  83163. this.buttonB = this.browserGamepad.buttons[1].value;
  83164. this.buttonX = this.browserGamepad.buttons[2].value;
  83165. this.buttonY = this.browserGamepad.buttons[3].value;
  83166. this.buttonLB = this.browserGamepad.buttons[4].value;
  83167. this.buttonRB = this.browserGamepad.buttons[5].value;
  83168. this.leftTrigger = this.browserGamepad.buttons[6].value;
  83169. this.rightTrigger = this.browserGamepad.buttons[7].value;
  83170. this.buttonBack = this.browserGamepad.buttons[8].value;
  83171. this.buttonStart = this.browserGamepad.buttons[9].value;
  83172. this.buttonLeftStick = this.browserGamepad.buttons[10].value;
  83173. this.buttonRightStick = this.browserGamepad.buttons[11].value;
  83174. this.dPadUp = this.browserGamepad.buttons[12].value;
  83175. this.dPadDown = this.browserGamepad.buttons[13].value;
  83176. this.dPadLeft = this.browserGamepad.buttons[14].value;
  83177. this.dPadRight = this.browserGamepad.buttons[15].value;
  83178. }
  83179. };
  83180. /**
  83181. * Disposes the gamepad
  83182. */
  83183. Xbox360Pad.prototype.dispose = function () {
  83184. _super.prototype.dispose.call(this);
  83185. this.onButtonDownObservable.clear();
  83186. this.onButtonUpObservable.clear();
  83187. this.onPadDownObservable.clear();
  83188. this.onPadUpObservable.clear();
  83189. };
  83190. return Xbox360Pad;
  83191. }(BABYLON.Gamepad));
  83192. BABYLON.Xbox360Pad = Xbox360Pad;
  83193. })(BABYLON || (BABYLON = {}));
  83194. //# sourceMappingURL=babylon.xboxGamepad.js.map
  83195. var BABYLON;
  83196. (function (BABYLON) {
  83197. /**
  83198. * Defines the types of pose enabled controllers that are supported
  83199. */
  83200. var PoseEnabledControllerType;
  83201. (function (PoseEnabledControllerType) {
  83202. /**
  83203. * HTC Vive
  83204. */
  83205. PoseEnabledControllerType[PoseEnabledControllerType["VIVE"] = 0] = "VIVE";
  83206. /**
  83207. * Oculus Rift
  83208. */
  83209. PoseEnabledControllerType[PoseEnabledControllerType["OCULUS"] = 1] = "OCULUS";
  83210. /**
  83211. * Windows mixed reality
  83212. */
  83213. PoseEnabledControllerType[PoseEnabledControllerType["WINDOWS"] = 2] = "WINDOWS";
  83214. /**
  83215. * Samsung gear VR
  83216. */
  83217. PoseEnabledControllerType[PoseEnabledControllerType["GEAR_VR"] = 3] = "GEAR_VR";
  83218. /**
  83219. * Google Daydream
  83220. */
  83221. PoseEnabledControllerType[PoseEnabledControllerType["DAYDREAM"] = 4] = "DAYDREAM";
  83222. /**
  83223. * Generic
  83224. */
  83225. PoseEnabledControllerType[PoseEnabledControllerType["GENERIC"] = 5] = "GENERIC";
  83226. })(PoseEnabledControllerType = BABYLON.PoseEnabledControllerType || (BABYLON.PoseEnabledControllerType = {}));
  83227. /**
  83228. * Defines the PoseEnabledControllerHelper object that is used initialize a gamepad as the controller type it is specified as (eg. windows mixed reality controller)
  83229. */
  83230. var PoseEnabledControllerHelper = /** @class */ (function () {
  83231. function PoseEnabledControllerHelper() {
  83232. }
  83233. /**
  83234. * Initializes a gamepad as the controller type it is specified as (eg. windows mixed reality controller)
  83235. * @param vrGamepad the gamepad to initialized
  83236. * @returns a vr controller of the type the gamepad identified as
  83237. */
  83238. PoseEnabledControllerHelper.InitiateController = function (vrGamepad) {
  83239. // Oculus Touch
  83240. if (vrGamepad.id.indexOf('Oculus Touch') !== -1) {
  83241. return new BABYLON.OculusTouchController(vrGamepad);
  83242. }
  83243. // Windows Mixed Reality controllers
  83244. else if (vrGamepad.id.indexOf(BABYLON.WindowsMotionController.GAMEPAD_ID_PREFIX) === 0) {
  83245. return new BABYLON.WindowsMotionController(vrGamepad);
  83246. }
  83247. // HTC Vive
  83248. else if (vrGamepad.id.toLowerCase().indexOf('openvr') !== -1) {
  83249. return new BABYLON.ViveController(vrGamepad);
  83250. }
  83251. // Samsung/Oculus Gear VR or Oculus Go
  83252. else if (vrGamepad.id.indexOf(BABYLON.GearVRController.GAMEPAD_ID_PREFIX) === 0 || vrGamepad.id.indexOf('Oculus Go') !== -1) {
  83253. return new BABYLON.GearVRController(vrGamepad);
  83254. }
  83255. // Google Daydream
  83256. else if (vrGamepad.id.indexOf(BABYLON.DaydreamController.GAMEPAD_ID_PREFIX) === 0) {
  83257. return new BABYLON.DaydreamController(vrGamepad);
  83258. }
  83259. // Generic
  83260. else {
  83261. return new BABYLON.GenericController(vrGamepad);
  83262. }
  83263. };
  83264. return PoseEnabledControllerHelper;
  83265. }());
  83266. BABYLON.PoseEnabledControllerHelper = PoseEnabledControllerHelper;
  83267. /**
  83268. * Defines the PoseEnabledController object that contains state of a vr capable controller
  83269. */
  83270. var PoseEnabledController = /** @class */ (function (_super) {
  83271. __extends(PoseEnabledController, _super);
  83272. /**
  83273. * Creates a new PoseEnabledController from a gamepad
  83274. * @param browserGamepad the gamepad that the PoseEnabledController should be created from
  83275. */
  83276. function PoseEnabledController(browserGamepad) {
  83277. var _this = _super.call(this, browserGamepad.id, browserGamepad.index, browserGamepad) || this;
  83278. // Represents device position and rotation in room space. Should only be used to help calculate babylon space values
  83279. _this._deviceRoomPosition = BABYLON.Vector3.Zero();
  83280. _this._deviceRoomRotationQuaternion = new BABYLON.Quaternion();
  83281. /**
  83282. * The device position in babylon space
  83283. */
  83284. _this.devicePosition = BABYLON.Vector3.Zero();
  83285. /**
  83286. * The device rotation in babylon space
  83287. */
  83288. _this.deviceRotationQuaternion = new BABYLON.Quaternion();
  83289. /**
  83290. * The scale factor of the device in babylon space
  83291. */
  83292. _this.deviceScaleFactor = 1;
  83293. // Used to convert 6dof controllers to 3dof
  83294. _this._trackPosition = true;
  83295. _this._maxRotationDistFromHeadset = Math.PI / 5;
  83296. _this._draggedRoomRotation = 0;
  83297. _this._leftHandSystemQuaternion = new BABYLON.Quaternion();
  83298. /**
  83299. * Internal, matrix used to convert room space to babylon space
  83300. * @hidden
  83301. */
  83302. _this._deviceToWorld = BABYLON.Matrix.Identity();
  83303. /**
  83304. * Node to be used when casting a ray from the controller
  83305. * @hidden
  83306. */
  83307. _this._pointingPoseNode = null;
  83308. _this._workingMatrix = BABYLON.Matrix.Identity();
  83309. /**
  83310. * @hidden
  83311. */
  83312. _this._meshAttachedObservable = new BABYLON.Observable();
  83313. _this.type = BABYLON.Gamepad.POSE_ENABLED;
  83314. _this.controllerType = PoseEnabledControllerType.GENERIC;
  83315. _this.position = BABYLON.Vector3.Zero();
  83316. _this.rotationQuaternion = new BABYLON.Quaternion();
  83317. _this._calculatedPosition = BABYLON.Vector3.Zero();
  83318. _this._calculatedRotation = new BABYLON.Quaternion();
  83319. BABYLON.Quaternion.RotationYawPitchRollToRef(Math.PI, 0, 0, _this._leftHandSystemQuaternion);
  83320. return _this;
  83321. }
  83322. /**
  83323. * @hidden
  83324. */
  83325. PoseEnabledController.prototype._disableTrackPosition = function (fixedPosition) {
  83326. if (this._trackPosition) {
  83327. this._calculatedPosition.copyFrom(fixedPosition);
  83328. this._trackPosition = false;
  83329. }
  83330. };
  83331. /**
  83332. * Updates the state of the pose enbaled controller and mesh based on the current position and rotation of the controller
  83333. */
  83334. PoseEnabledController.prototype.update = function () {
  83335. _super.prototype.update.call(this);
  83336. this._updatePoseAndMesh();
  83337. };
  83338. /**
  83339. * Updates only the pose device and mesh without doing any button event checking
  83340. */
  83341. PoseEnabledController.prototype._updatePoseAndMesh = function () {
  83342. var pose = this.browserGamepad.pose;
  83343. this.updateFromDevice(pose);
  83344. if (!this._trackPosition && BABYLON.Engine.LastCreatedScene && BABYLON.Engine.LastCreatedScene.activeCamera && BABYLON.Engine.LastCreatedScene.activeCamera.devicePosition) {
  83345. var camera = BABYLON.Engine.LastCreatedScene.activeCamera;
  83346. camera._computeDevicePosition();
  83347. this._deviceToWorld.setTranslation(camera.devicePosition);
  83348. if (camera.deviceRotationQuaternion) {
  83349. var camera = camera;
  83350. camera._deviceRoomRotationQuaternion.toEulerAnglesToRef(BABYLON.Tmp.Vector3[0]);
  83351. // Find the radian distance away that the headset is from the controllers rotation
  83352. var distanceAway = Math.atan2(Math.sin(BABYLON.Tmp.Vector3[0].y - this._draggedRoomRotation), Math.cos(BABYLON.Tmp.Vector3[0].y - this._draggedRoomRotation));
  83353. if (Math.abs(distanceAway) > this._maxRotationDistFromHeadset) {
  83354. // Only rotate enouph to be within the _maxRotationDistFromHeadset
  83355. var rotationAmount = distanceAway - (distanceAway < 0 ? -this._maxRotationDistFromHeadset : this._maxRotationDistFromHeadset);
  83356. this._draggedRoomRotation += rotationAmount;
  83357. // Rotate controller around headset
  83358. var sin = Math.sin(-rotationAmount);
  83359. var cos = Math.cos(-rotationAmount);
  83360. this._calculatedPosition.x = this._calculatedPosition.x * cos - this._calculatedPosition.z * sin;
  83361. this._calculatedPosition.z = this._calculatedPosition.x * sin + this._calculatedPosition.z * cos;
  83362. }
  83363. }
  83364. }
  83365. BABYLON.Vector3.TransformCoordinatesToRef(this._calculatedPosition, this._deviceToWorld, this.devicePosition);
  83366. this._deviceToWorld.getRotationMatrixToRef(this._workingMatrix);
  83367. BABYLON.Quaternion.FromRotationMatrixToRef(this._workingMatrix, this.deviceRotationQuaternion);
  83368. this.deviceRotationQuaternion.multiplyInPlace(this._calculatedRotation);
  83369. if (this._mesh) {
  83370. this._mesh.position.copyFrom(this.devicePosition);
  83371. if (this._mesh.rotationQuaternion) {
  83372. this._mesh.rotationQuaternion.copyFrom(this.deviceRotationQuaternion);
  83373. }
  83374. }
  83375. };
  83376. /**
  83377. * Updates the state of the pose enbaled controller based on the raw pose data from the device
  83378. * @param poseData raw pose fromthe device
  83379. */
  83380. PoseEnabledController.prototype.updateFromDevice = function (poseData) {
  83381. if (poseData) {
  83382. this.rawPose = poseData;
  83383. if (poseData.position) {
  83384. this._deviceRoomPosition.copyFromFloats(poseData.position[0], poseData.position[1], -poseData.position[2]);
  83385. if (this._mesh && this._mesh.getScene().useRightHandedSystem) {
  83386. this._deviceRoomPosition.z *= -1;
  83387. }
  83388. if (this._trackPosition) {
  83389. this._deviceRoomPosition.scaleToRef(this.deviceScaleFactor, this._calculatedPosition);
  83390. }
  83391. this._calculatedPosition.addInPlace(this.position);
  83392. }
  83393. var pose = this.rawPose;
  83394. if (poseData.orientation && pose.orientation) {
  83395. this._deviceRoomRotationQuaternion.copyFromFloats(pose.orientation[0], pose.orientation[1], -pose.orientation[2], -pose.orientation[3]);
  83396. if (this._mesh) {
  83397. if (this._mesh.getScene().useRightHandedSystem) {
  83398. this._deviceRoomRotationQuaternion.z *= -1;
  83399. this._deviceRoomRotationQuaternion.w *= -1;
  83400. }
  83401. else {
  83402. this._deviceRoomRotationQuaternion.multiplyToRef(this._leftHandSystemQuaternion, this._deviceRoomRotationQuaternion);
  83403. }
  83404. }
  83405. // if the camera is set, rotate to the camera's rotation
  83406. this._deviceRoomRotationQuaternion.multiplyToRef(this.rotationQuaternion, this._calculatedRotation);
  83407. }
  83408. }
  83409. };
  83410. /**
  83411. * Attaches a mesh to the controller
  83412. * @param mesh the mesh to be attached
  83413. */
  83414. PoseEnabledController.prototype.attachToMesh = function (mesh) {
  83415. if (this._mesh) {
  83416. this._mesh.parent = null;
  83417. }
  83418. this._mesh = mesh;
  83419. if (this._poseControlledCamera) {
  83420. this._mesh.parent = this._poseControlledCamera;
  83421. }
  83422. if (!this._mesh.rotationQuaternion) {
  83423. this._mesh.rotationQuaternion = new BABYLON.Quaternion();
  83424. }
  83425. // Sync controller mesh and pointing pose node's state with controller, this is done to avoid a frame where position is 0,0,0 when attaching mesh
  83426. this._updatePoseAndMesh();
  83427. if (this._pointingPoseNode) {
  83428. var parents = [];
  83429. var obj = this._pointingPoseNode;
  83430. while (obj.parent) {
  83431. parents.push(obj.parent);
  83432. obj = obj.parent;
  83433. }
  83434. parents.reverse().forEach(function (p) { p.computeWorldMatrix(true); });
  83435. }
  83436. this._meshAttachedObservable.notifyObservers(mesh);
  83437. };
  83438. /**
  83439. * Attaches the controllers mesh to a camera
  83440. * @param camera the camera the mesh should be attached to
  83441. */
  83442. PoseEnabledController.prototype.attachToPoseControlledCamera = function (camera) {
  83443. this._poseControlledCamera = camera;
  83444. if (this._mesh) {
  83445. this._mesh.parent = this._poseControlledCamera;
  83446. }
  83447. };
  83448. /**
  83449. * Disposes of the controller
  83450. */
  83451. PoseEnabledController.prototype.dispose = function () {
  83452. if (this._mesh) {
  83453. this._mesh.dispose();
  83454. }
  83455. this._mesh = null;
  83456. _super.prototype.dispose.call(this);
  83457. };
  83458. Object.defineProperty(PoseEnabledController.prototype, "mesh", {
  83459. /**
  83460. * The mesh that is attached to the controller
  83461. */
  83462. get: function () {
  83463. return this._mesh;
  83464. },
  83465. enumerable: true,
  83466. configurable: true
  83467. });
  83468. /**
  83469. * Gets the ray of the controller in the direction the controller is pointing
  83470. * @param length the length the resulting ray should be
  83471. * @returns a ray in the direction the controller is pointing
  83472. */
  83473. PoseEnabledController.prototype.getForwardRay = function (length) {
  83474. if (length === void 0) { length = 100; }
  83475. if (!this.mesh) {
  83476. return new BABYLON.Ray(BABYLON.Vector3.Zero(), new BABYLON.Vector3(0, 0, 1), length);
  83477. }
  83478. var m = this._pointingPoseNode ? this._pointingPoseNode.getWorldMatrix() : this.mesh.getWorldMatrix();
  83479. var origin = m.getTranslation();
  83480. var forward = new BABYLON.Vector3(0, 0, -1);
  83481. var forwardWorld = BABYLON.Vector3.TransformNormal(forward, m);
  83482. var direction = BABYLON.Vector3.Normalize(forwardWorld);
  83483. return new BABYLON.Ray(origin, direction, length);
  83484. };
  83485. /**
  83486. * Name of the child mesh that can be used to cast a ray from the controller
  83487. */
  83488. PoseEnabledController.POINTING_POSE = "POINTING_POSE";
  83489. return PoseEnabledController;
  83490. }(BABYLON.Gamepad));
  83491. BABYLON.PoseEnabledController = PoseEnabledController;
  83492. })(BABYLON || (BABYLON = {}));
  83493. //# sourceMappingURL=babylon.poseEnabledController.js.map
  83494. var BABYLON;
  83495. (function (BABYLON) {
  83496. /**
  83497. * Defines the WebVRController object that represents controllers tracked in 3D space
  83498. */
  83499. var WebVRController = /** @class */ (function (_super) {
  83500. __extends(WebVRController, _super);
  83501. /**
  83502. * Creates a new WebVRController from a gamepad
  83503. * @param vrGamepad the gamepad that the WebVRController should be created from
  83504. */
  83505. function WebVRController(vrGamepad) {
  83506. var _this = _super.call(this, vrGamepad) || this;
  83507. // Observables
  83508. /**
  83509. * Fired when the trigger state has changed
  83510. */
  83511. _this.onTriggerStateChangedObservable = new BABYLON.Observable();
  83512. /**
  83513. * Fired when the main button state has changed
  83514. */
  83515. _this.onMainButtonStateChangedObservable = new BABYLON.Observable();
  83516. /**
  83517. * Fired when the secondary button state has changed
  83518. */
  83519. _this.onSecondaryButtonStateChangedObservable = new BABYLON.Observable();
  83520. /**
  83521. * Fired when the pad state has changed
  83522. */
  83523. _this.onPadStateChangedObservable = new BABYLON.Observable();
  83524. /**
  83525. * Fired when controllers stick values have changed
  83526. */
  83527. _this.onPadValuesChangedObservable = new BABYLON.Observable();
  83528. /**
  83529. * X and Y axis corrisponding to the controllers joystick
  83530. */
  83531. _this.pad = { x: 0, y: 0 };
  83532. // avoid GC, store state in a tmp object
  83533. _this._changes = {
  83534. pressChanged: false,
  83535. touchChanged: false,
  83536. valueChanged: false,
  83537. changed: false
  83538. };
  83539. _this._buttons = new Array(vrGamepad.buttons.length);
  83540. _this.hand = vrGamepad.hand;
  83541. return _this;
  83542. }
  83543. /**
  83544. * Fired when a controller button's state has changed
  83545. * @param callback the callback containing the button that was modified
  83546. */
  83547. WebVRController.prototype.onButtonStateChange = function (callback) {
  83548. this._onButtonStateChange = callback;
  83549. };
  83550. Object.defineProperty(WebVRController.prototype, "defaultModel", {
  83551. /**
  83552. * The default controller model for the controller
  83553. */
  83554. get: function () {
  83555. return this._defaultModel;
  83556. },
  83557. enumerable: true,
  83558. configurable: true
  83559. });
  83560. /**
  83561. * Updates the state of the controller and mesh based on the current position and rotation of the controller
  83562. */
  83563. WebVRController.prototype.update = function () {
  83564. _super.prototype.update.call(this);
  83565. for (var index = 0; index < this._buttons.length; index++) {
  83566. this._setButtonValue(this.browserGamepad.buttons[index], this._buttons[index], index);
  83567. }
  83568. if (this.leftStick.x !== this.pad.x || this.leftStick.y !== this.pad.y) {
  83569. this.pad.x = this.leftStick.x;
  83570. this.pad.y = this.leftStick.y;
  83571. this.onPadValuesChangedObservable.notifyObservers(this.pad);
  83572. }
  83573. };
  83574. WebVRController.prototype._setButtonValue = function (newState, currentState, buttonIndex) {
  83575. if (!newState) {
  83576. newState = {
  83577. pressed: false,
  83578. touched: false,
  83579. value: 0
  83580. };
  83581. }
  83582. if (!currentState) {
  83583. this._buttons[buttonIndex] = {
  83584. pressed: newState.pressed,
  83585. touched: newState.touched,
  83586. value: newState.value
  83587. };
  83588. return;
  83589. }
  83590. this._checkChanges(newState, currentState);
  83591. if (this._changes.changed) {
  83592. this._onButtonStateChange && this._onButtonStateChange(this.index, buttonIndex, newState);
  83593. this._handleButtonChange(buttonIndex, newState, this._changes);
  83594. }
  83595. this._buttons[buttonIndex].pressed = newState.pressed;
  83596. this._buttons[buttonIndex].touched = newState.touched;
  83597. // oculus triggers are never 0, thou not touched.
  83598. this._buttons[buttonIndex].value = newState.value < 0.00000001 ? 0 : newState.value;
  83599. };
  83600. WebVRController.prototype._checkChanges = function (newState, currentState) {
  83601. this._changes.pressChanged = newState.pressed !== currentState.pressed;
  83602. this._changes.touchChanged = newState.touched !== currentState.touched;
  83603. this._changes.valueChanged = newState.value !== currentState.value;
  83604. this._changes.changed = this._changes.pressChanged || this._changes.touchChanged || this._changes.valueChanged;
  83605. return this._changes;
  83606. };
  83607. /**
  83608. * Disposes of th webVRCOntroller
  83609. */
  83610. WebVRController.prototype.dispose = function () {
  83611. _super.prototype.dispose.call(this);
  83612. this.onTriggerStateChangedObservable.clear();
  83613. this.onMainButtonStateChangedObservable.clear();
  83614. this.onSecondaryButtonStateChangedObservable.clear();
  83615. this.onPadStateChangedObservable.clear();
  83616. this.onPadValuesChangedObservable.clear();
  83617. };
  83618. return WebVRController;
  83619. }(BABYLON.PoseEnabledController));
  83620. BABYLON.WebVRController = WebVRController;
  83621. })(BABYLON || (BABYLON = {}));
  83622. //# sourceMappingURL=babylon.webVRController.js.map
  83623. var BABYLON;
  83624. (function (BABYLON) {
  83625. /**
  83626. * Oculus Touch Controller
  83627. */
  83628. var OculusTouchController = /** @class */ (function (_super) {
  83629. __extends(OculusTouchController, _super);
  83630. /**
  83631. * Creates a new OculusTouchController from a gamepad
  83632. * @param vrGamepad the gamepad that the controller should be created from
  83633. */
  83634. function OculusTouchController(vrGamepad) {
  83635. var _this = _super.call(this, vrGamepad) || this;
  83636. /**
  83637. * Fired when the secondary trigger on this controller is modified
  83638. */
  83639. _this.onSecondaryTriggerStateChangedObservable = new BABYLON.Observable();
  83640. /**
  83641. * Fired when the thumb rest on this controller is modified
  83642. */
  83643. _this.onThumbRestChangedObservable = new BABYLON.Observable();
  83644. _this.controllerType = BABYLON.PoseEnabledControllerType.OCULUS;
  83645. return _this;
  83646. }
  83647. /**
  83648. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  83649. * @param scene scene in which to add meshes
  83650. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  83651. */
  83652. OculusTouchController.prototype.initControllerMesh = function (scene, meshLoaded) {
  83653. var _this = this;
  83654. var meshName;
  83655. // Hand
  83656. if (this.hand === 'left') {
  83657. meshName = OculusTouchController.MODEL_LEFT_FILENAME;
  83658. }
  83659. else { // Right is the default if no hand is specified
  83660. meshName = OculusTouchController.MODEL_RIGHT_FILENAME;
  83661. }
  83662. BABYLON.SceneLoader.ImportMesh("", OculusTouchController.MODEL_BASE_URL, meshName, scene, function (newMeshes) {
  83663. /*
  83664. Parent Mesh name: oculus_touch_left
  83665. - body
  83666. - trigger
  83667. - thumbstick
  83668. - grip
  83669. - button_y
  83670. - button_x
  83671. - button_enter
  83672. */
  83673. _this._defaultModel = newMeshes[1];
  83674. _this.attachToMesh(_this._defaultModel);
  83675. if (meshLoaded) {
  83676. meshLoaded(_this._defaultModel);
  83677. }
  83678. });
  83679. };
  83680. Object.defineProperty(OculusTouchController.prototype, "onAButtonStateChangedObservable", {
  83681. /**
  83682. * Fired when the A button on this controller is modified
  83683. */
  83684. get: function () {
  83685. if (this.hand === 'right') {
  83686. return this.onMainButtonStateChangedObservable;
  83687. }
  83688. else {
  83689. throw new Error('No A button on left hand');
  83690. }
  83691. },
  83692. enumerable: true,
  83693. configurable: true
  83694. });
  83695. Object.defineProperty(OculusTouchController.prototype, "onBButtonStateChangedObservable", {
  83696. /**
  83697. * Fired when the B button on this controller is modified
  83698. */
  83699. get: function () {
  83700. if (this.hand === 'right') {
  83701. return this.onSecondaryButtonStateChangedObservable;
  83702. }
  83703. else {
  83704. throw new Error('No B button on left hand');
  83705. }
  83706. },
  83707. enumerable: true,
  83708. configurable: true
  83709. });
  83710. Object.defineProperty(OculusTouchController.prototype, "onXButtonStateChangedObservable", {
  83711. /**
  83712. * Fired when the X button on this controller is modified
  83713. */
  83714. get: function () {
  83715. if (this.hand === 'left') {
  83716. return this.onMainButtonStateChangedObservable;
  83717. }
  83718. else {
  83719. throw new Error('No X button on right hand');
  83720. }
  83721. },
  83722. enumerable: true,
  83723. configurable: true
  83724. });
  83725. Object.defineProperty(OculusTouchController.prototype, "onYButtonStateChangedObservable", {
  83726. /**
  83727. * Fired when the Y button on this controller is modified
  83728. */
  83729. get: function () {
  83730. if (this.hand === 'left') {
  83731. return this.onSecondaryButtonStateChangedObservable;
  83732. }
  83733. else {
  83734. throw new Error('No Y button on right hand');
  83735. }
  83736. },
  83737. enumerable: true,
  83738. configurable: true
  83739. });
  83740. /**
  83741. * Called once for each button that changed state since the last frame
  83742. * 0) thumb stick (touch, press, value = pressed (0,1)). value is in this.leftStick
  83743. * 1) index trigger (touch (?), press (only when value > 0.1), value 0 to 1)
  83744. * 2) secondary trigger (same)
  83745. * 3) A (right) X (left), touch, pressed = value
  83746. * 4) B / Y
  83747. * 5) thumb rest
  83748. * @param buttonIdx Which button index changed
  83749. * @param state New state of the button
  83750. * @param changes Which properties on the state changed since last frame
  83751. */
  83752. OculusTouchController.prototype._handleButtonChange = function (buttonIdx, state, changes) {
  83753. var notifyObject = state; //{ state: state, changes: changes };
  83754. var triggerDirection = this.hand === 'right' ? -1 : 1;
  83755. switch (buttonIdx) {
  83756. case 0:
  83757. this.onPadStateChangedObservable.notifyObservers(notifyObject);
  83758. return;
  83759. case 1: // index trigger
  83760. if (this._defaultModel) {
  83761. (this._defaultModel.getChildren()[3]).rotation.x = -notifyObject.value * 0.20;
  83762. (this._defaultModel.getChildren()[3]).position.y = -notifyObject.value * 0.005;
  83763. (this._defaultModel.getChildren()[3]).position.z = -notifyObject.value * 0.005;
  83764. }
  83765. this.onTriggerStateChangedObservable.notifyObservers(notifyObject);
  83766. return;
  83767. case 2: // secondary trigger
  83768. if (this._defaultModel) {
  83769. (this._defaultModel.getChildren()[4]).position.x = triggerDirection * notifyObject.value * 0.0035;
  83770. }
  83771. this.onSecondaryTriggerStateChangedObservable.notifyObservers(notifyObject);
  83772. return;
  83773. case 3:
  83774. if (this._defaultModel) {
  83775. if (notifyObject.pressed) {
  83776. (this._defaultModel.getChildren()[1]).position.y = -0.001;
  83777. }
  83778. else {
  83779. (this._defaultModel.getChildren()[1]).position.y = 0;
  83780. }
  83781. }
  83782. this.onMainButtonStateChangedObservable.notifyObservers(notifyObject);
  83783. return;
  83784. case 4:
  83785. if (this._defaultModel) {
  83786. if (notifyObject.pressed) {
  83787. (this._defaultModel.getChildren()[2]).position.y = -0.001;
  83788. }
  83789. else {
  83790. (this._defaultModel.getChildren()[2]).position.y = 0;
  83791. }
  83792. }
  83793. this.onSecondaryButtonStateChangedObservable.notifyObservers(notifyObject);
  83794. return;
  83795. case 5:
  83796. this.onThumbRestChangedObservable.notifyObservers(notifyObject);
  83797. return;
  83798. }
  83799. };
  83800. /**
  83801. * Base Url for the controller model.
  83802. */
  83803. OculusTouchController.MODEL_BASE_URL = 'https://controllers.babylonjs.com/oculus/';
  83804. /**
  83805. * File name for the left controller model.
  83806. */
  83807. OculusTouchController.MODEL_LEFT_FILENAME = 'left.babylon';
  83808. /**
  83809. * File name for the right controller model.
  83810. */
  83811. OculusTouchController.MODEL_RIGHT_FILENAME = 'right.babylon';
  83812. return OculusTouchController;
  83813. }(BABYLON.WebVRController));
  83814. BABYLON.OculusTouchController = OculusTouchController;
  83815. })(BABYLON || (BABYLON = {}));
  83816. //# sourceMappingURL=babylon.oculusTouchController.js.map
  83817. var BABYLON;
  83818. (function (BABYLON) {
  83819. /**
  83820. * Vive Controller
  83821. */
  83822. var ViveController = /** @class */ (function (_super) {
  83823. __extends(ViveController, _super);
  83824. /**
  83825. * Creates a new ViveController from a gamepad
  83826. * @param vrGamepad the gamepad that the controller should be created from
  83827. */
  83828. function ViveController(vrGamepad) {
  83829. var _this = _super.call(this, vrGamepad) || this;
  83830. _this.controllerType = BABYLON.PoseEnabledControllerType.VIVE;
  83831. _this._invertLeftStickY = true;
  83832. return _this;
  83833. }
  83834. /**
  83835. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  83836. * @param scene scene in which to add meshes
  83837. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  83838. */
  83839. ViveController.prototype.initControllerMesh = function (scene, meshLoaded) {
  83840. var _this = this;
  83841. BABYLON.SceneLoader.ImportMesh("", ViveController.MODEL_BASE_URL, ViveController.MODEL_FILENAME, scene, function (newMeshes) {
  83842. /*
  83843. Parent Mesh name: ViveWand
  83844. - body
  83845. - r_gripper
  83846. - l_gripper
  83847. - menu_button
  83848. - system_button
  83849. - trackpad
  83850. - trigger
  83851. - LED
  83852. */
  83853. _this._defaultModel = newMeshes[1];
  83854. _this.attachToMesh(_this._defaultModel);
  83855. if (meshLoaded) {
  83856. meshLoaded(_this._defaultModel);
  83857. }
  83858. });
  83859. };
  83860. Object.defineProperty(ViveController.prototype, "onLeftButtonStateChangedObservable", {
  83861. /**
  83862. * Fired when the left button on this controller is modified
  83863. */
  83864. get: function () {
  83865. return this.onMainButtonStateChangedObservable;
  83866. },
  83867. enumerable: true,
  83868. configurable: true
  83869. });
  83870. Object.defineProperty(ViveController.prototype, "onRightButtonStateChangedObservable", {
  83871. /**
  83872. * Fired when the right button on this controller is modified
  83873. */
  83874. get: function () {
  83875. return this.onMainButtonStateChangedObservable;
  83876. },
  83877. enumerable: true,
  83878. configurable: true
  83879. });
  83880. Object.defineProperty(ViveController.prototype, "onMenuButtonStateChangedObservable", {
  83881. /**
  83882. * Fired when the menu button on this controller is modified
  83883. */
  83884. get: function () {
  83885. return this.onSecondaryButtonStateChangedObservable;
  83886. },
  83887. enumerable: true,
  83888. configurable: true
  83889. });
  83890. /**
  83891. * Called once for each button that changed state since the last frame
  83892. * Vive mapping:
  83893. * 0: touchpad
  83894. * 1: trigger
  83895. * 2: left AND right buttons
  83896. * 3: menu button
  83897. * @param buttonIdx Which button index changed
  83898. * @param state New state of the button
  83899. * @param changes Which properties on the state changed since last frame
  83900. */
  83901. ViveController.prototype._handleButtonChange = function (buttonIdx, state, changes) {
  83902. var notifyObject = state; //{ state: state, changes: changes };
  83903. switch (buttonIdx) {
  83904. case 0:
  83905. this.onPadStateChangedObservable.notifyObservers(notifyObject);
  83906. return;
  83907. case 1: // index trigger
  83908. if (this._defaultModel) {
  83909. (this._defaultModel.getChildren()[6]).rotation.x = -notifyObject.value * 0.15;
  83910. }
  83911. this.onTriggerStateChangedObservable.notifyObservers(notifyObject);
  83912. return;
  83913. case 2: // left AND right button
  83914. this.onMainButtonStateChangedObservable.notifyObservers(notifyObject);
  83915. return;
  83916. case 3:
  83917. if (this._defaultModel) {
  83918. if (notifyObject.pressed) {
  83919. (this._defaultModel.getChildren()[2]).position.y = -0.001;
  83920. }
  83921. else {
  83922. (this._defaultModel.getChildren()[2]).position.y = 0;
  83923. }
  83924. }
  83925. this.onSecondaryButtonStateChangedObservable.notifyObservers(notifyObject);
  83926. return;
  83927. }
  83928. };
  83929. /**
  83930. * Base Url for the controller model.
  83931. */
  83932. ViveController.MODEL_BASE_URL = 'https://controllers.babylonjs.com/vive/';
  83933. /**
  83934. * File name for the controller model.
  83935. */
  83936. ViveController.MODEL_FILENAME = 'wand.babylon';
  83937. return ViveController;
  83938. }(BABYLON.WebVRController));
  83939. BABYLON.ViveController = ViveController;
  83940. })(BABYLON || (BABYLON = {}));
  83941. //# sourceMappingURL=babylon.viveController.js.map
  83942. var BABYLON;
  83943. (function (BABYLON) {
  83944. /**
  83945. * Generic Controller
  83946. */
  83947. var GenericController = /** @class */ (function (_super) {
  83948. __extends(GenericController, _super);
  83949. /**
  83950. * Creates a new GenericController from a gamepad
  83951. * @param vrGamepad the gamepad that the controller should be created from
  83952. */
  83953. function GenericController(vrGamepad) {
  83954. return _super.call(this, vrGamepad) || this;
  83955. }
  83956. /**
  83957. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  83958. * @param scene scene in which to add meshes
  83959. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  83960. */
  83961. GenericController.prototype.initControllerMesh = function (scene, meshLoaded) {
  83962. var _this = this;
  83963. BABYLON.SceneLoader.ImportMesh("", GenericController.MODEL_BASE_URL, GenericController.MODEL_FILENAME, scene, function (newMeshes) {
  83964. _this._defaultModel = newMeshes[1];
  83965. _this.attachToMesh(_this._defaultModel);
  83966. if (meshLoaded) {
  83967. meshLoaded(_this._defaultModel);
  83968. }
  83969. });
  83970. };
  83971. /**
  83972. * Called once for each button that changed state since the last frame
  83973. * @param buttonIdx Which button index changed
  83974. * @param state New state of the button
  83975. * @param changes Which properties on the state changed since last frame
  83976. */
  83977. GenericController.prototype._handleButtonChange = function (buttonIdx, state, changes) {
  83978. console.log("Button id: " + buttonIdx + "state: ");
  83979. console.dir(state);
  83980. };
  83981. /**
  83982. * Base Url for the controller model.
  83983. */
  83984. GenericController.MODEL_BASE_URL = 'https://controllers.babylonjs.com/generic/';
  83985. /**
  83986. * File name for the controller model.
  83987. */
  83988. GenericController.MODEL_FILENAME = 'generic.babylon';
  83989. return GenericController;
  83990. }(BABYLON.WebVRController));
  83991. BABYLON.GenericController = GenericController;
  83992. })(BABYLON || (BABYLON = {}));
  83993. //# sourceMappingURL=babylon.genericController.js.map
  83994. var BABYLON;
  83995. (function (BABYLON) {
  83996. /**
  83997. * Defines the LoadedMeshInfo object that describes information about the loaded webVR controller mesh
  83998. */
  83999. var LoadedMeshInfo = /** @class */ (function () {
  84000. function LoadedMeshInfo() {
  84001. /**
  84002. * Map of the button meshes contained in the controller
  84003. */
  84004. this.buttonMeshes = {};
  84005. /**
  84006. * Map of the axis meshes contained in the controller
  84007. */
  84008. this.axisMeshes = {};
  84009. }
  84010. return LoadedMeshInfo;
  84011. }());
  84012. /**
  84013. * Defines the WindowsMotionController object that the state of the windows motion controller
  84014. */
  84015. var WindowsMotionController = /** @class */ (function (_super) {
  84016. __extends(WindowsMotionController, _super);
  84017. /**
  84018. * Creates a new WindowsMotionController from a gamepad
  84019. * @param vrGamepad the gamepad that the controller should be created from
  84020. */
  84021. function WindowsMotionController(vrGamepad) {
  84022. var _this = _super.call(this, vrGamepad) || this;
  84023. _this._mapping = {
  84024. // Semantic button names
  84025. buttons: ['thumbstick', 'trigger', 'grip', 'menu', 'trackpad'],
  84026. // A mapping of the button name to glTF model node name
  84027. // that should be transformed by button value.
  84028. buttonMeshNames: {
  84029. 'trigger': 'SELECT',
  84030. 'menu': 'MENU',
  84031. 'grip': 'GRASP',
  84032. 'thumbstick': 'THUMBSTICK_PRESS',
  84033. 'trackpad': 'TOUCHPAD_PRESS'
  84034. },
  84035. // This mapping is used to translate from the Motion Controller to Babylon semantics
  84036. buttonObservableNames: {
  84037. 'trigger': 'onTriggerStateChangedObservable',
  84038. 'menu': 'onSecondaryButtonStateChangedObservable',
  84039. 'grip': 'onMainButtonStateChangedObservable',
  84040. 'thumbstick': 'onPadStateChangedObservable',
  84041. 'trackpad': 'onTrackpadChangedObservable'
  84042. },
  84043. // A mapping of the axis name to glTF model node name
  84044. // that should be transformed by axis value.
  84045. // This array mirrors the browserGamepad.axes array, such that
  84046. // the mesh corresponding to axis 0 is in this array index 0.
  84047. axisMeshNames: [
  84048. 'THUMBSTICK_X',
  84049. 'THUMBSTICK_Y',
  84050. 'TOUCHPAD_TOUCH_X',
  84051. 'TOUCHPAD_TOUCH_Y'
  84052. ],
  84053. pointingPoseMeshName: BABYLON.PoseEnabledController.POINTING_POSE
  84054. };
  84055. /**
  84056. * Fired when the trackpad on this controller is clicked
  84057. */
  84058. _this.onTrackpadChangedObservable = new BABYLON.Observable();
  84059. /**
  84060. * Fired when the trackpad on this controller is modified
  84061. */
  84062. _this.onTrackpadValuesChangedObservable = new BABYLON.Observable();
  84063. /**
  84064. * The current x and y values of this controller's trackpad
  84065. */
  84066. _this.trackpad = { x: 0, y: 0 };
  84067. _this.controllerType = BABYLON.PoseEnabledControllerType.WINDOWS;
  84068. _this._loadedMeshInfo = null;
  84069. return _this;
  84070. }
  84071. Object.defineProperty(WindowsMotionController.prototype, "onTriggerButtonStateChangedObservable", {
  84072. /**
  84073. * Fired when the trigger on this controller is modified
  84074. */
  84075. get: function () {
  84076. return this.onTriggerStateChangedObservable;
  84077. },
  84078. enumerable: true,
  84079. configurable: true
  84080. });
  84081. Object.defineProperty(WindowsMotionController.prototype, "onMenuButtonStateChangedObservable", {
  84082. /**
  84083. * Fired when the menu button on this controller is modified
  84084. */
  84085. get: function () {
  84086. return this.onSecondaryButtonStateChangedObservable;
  84087. },
  84088. enumerable: true,
  84089. configurable: true
  84090. });
  84091. Object.defineProperty(WindowsMotionController.prototype, "onGripButtonStateChangedObservable", {
  84092. /**
  84093. * Fired when the grip button on this controller is modified
  84094. */
  84095. get: function () {
  84096. return this.onMainButtonStateChangedObservable;
  84097. },
  84098. enumerable: true,
  84099. configurable: true
  84100. });
  84101. Object.defineProperty(WindowsMotionController.prototype, "onThumbstickButtonStateChangedObservable", {
  84102. /**
  84103. * Fired when the thumbstick button on this controller is modified
  84104. */
  84105. get: function () {
  84106. return this.onPadStateChangedObservable;
  84107. },
  84108. enumerable: true,
  84109. configurable: true
  84110. });
  84111. Object.defineProperty(WindowsMotionController.prototype, "onTouchpadButtonStateChangedObservable", {
  84112. /**
  84113. * Fired when the touchpad button on this controller is modified
  84114. */
  84115. get: function () {
  84116. return this.onTrackpadChangedObservable;
  84117. },
  84118. enumerable: true,
  84119. configurable: true
  84120. });
  84121. Object.defineProperty(WindowsMotionController.prototype, "onTouchpadValuesChangedObservable", {
  84122. /**
  84123. * Fired when the touchpad values on this controller are modified
  84124. */
  84125. get: function () {
  84126. return this.onTrackpadValuesChangedObservable;
  84127. },
  84128. enumerable: true,
  84129. configurable: true
  84130. });
  84131. WindowsMotionController.prototype._updateTrackpad = function () {
  84132. if (this.browserGamepad.axes && (this.browserGamepad.axes[2] != this.trackpad.x || this.browserGamepad.axes[3] != this.trackpad.y)) {
  84133. this.trackpad.x = this.browserGamepad["axes"][2];
  84134. this.trackpad.y = this.browserGamepad["axes"][3];
  84135. this.onTrackpadValuesChangedObservable.notifyObservers(this.trackpad);
  84136. }
  84137. };
  84138. /**
  84139. * Called once per frame by the engine.
  84140. */
  84141. WindowsMotionController.prototype.update = function () {
  84142. _super.prototype.update.call(this);
  84143. if (this.browserGamepad.axes) {
  84144. this._updateTrackpad();
  84145. // Only need to animate axes if there is a loaded mesh
  84146. if (this._loadedMeshInfo) {
  84147. for (var axis = 0; axis < this._mapping.axisMeshNames.length; axis++) {
  84148. this._lerpAxisTransform(axis, this.browserGamepad.axes[axis]);
  84149. }
  84150. }
  84151. }
  84152. };
  84153. /**
  84154. * Called once for each button that changed state since the last frame
  84155. * @param buttonIdx Which button index changed
  84156. * @param state New state of the button
  84157. * @param changes Which properties on the state changed since last frame
  84158. */
  84159. WindowsMotionController.prototype._handleButtonChange = function (buttonIdx, state, changes) {
  84160. var buttonName = this._mapping.buttons[buttonIdx];
  84161. if (!buttonName) {
  84162. return;
  84163. }
  84164. // Update the trackpad to ensure trackpad.x/y are accurate during button events between frames
  84165. this._updateTrackpad();
  84166. // Only emit events for buttons that we know how to map from index to name
  84167. var observable = this[(this._mapping.buttonObservableNames)[buttonName]];
  84168. if (observable) {
  84169. observable.notifyObservers(state);
  84170. }
  84171. this._lerpButtonTransform(buttonName, state.value);
  84172. };
  84173. /**
  84174. * Moves the buttons on the controller mesh based on their current state
  84175. * @param buttonName the name of the button to move
  84176. * @param buttonValue the value of the button which determines the buttons new position
  84177. */
  84178. WindowsMotionController.prototype._lerpButtonTransform = function (buttonName, buttonValue) {
  84179. // If there is no loaded mesh, there is nothing to transform.
  84180. if (!this._loadedMeshInfo) {
  84181. return;
  84182. }
  84183. var meshInfo = this._loadedMeshInfo.buttonMeshes[buttonName];
  84184. if (!meshInfo.unpressed.rotationQuaternion || !meshInfo.pressed.rotationQuaternion || !meshInfo.value.rotationQuaternion) {
  84185. return;
  84186. }
  84187. BABYLON.Quaternion.SlerpToRef(meshInfo.unpressed.rotationQuaternion, meshInfo.pressed.rotationQuaternion, buttonValue, meshInfo.value.rotationQuaternion);
  84188. BABYLON.Vector3.LerpToRef(meshInfo.unpressed.position, meshInfo.pressed.position, buttonValue, meshInfo.value.position);
  84189. };
  84190. /**
  84191. * Moves the axis on the controller mesh based on its current state
  84192. * @param axis the index of the axis
  84193. * @param axisValue the value of the axis which determines the meshes new position
  84194. * @hidden
  84195. */
  84196. WindowsMotionController.prototype._lerpAxisTransform = function (axis, axisValue) {
  84197. if (!this._loadedMeshInfo) {
  84198. return;
  84199. }
  84200. var meshInfo = this._loadedMeshInfo.axisMeshes[axis];
  84201. if (!meshInfo) {
  84202. return;
  84203. }
  84204. if (!meshInfo.min.rotationQuaternion || !meshInfo.max.rotationQuaternion || !meshInfo.value.rotationQuaternion) {
  84205. return;
  84206. }
  84207. // Convert from gamepad value range (-1 to +1) to lerp range (0 to 1)
  84208. var lerpValue = axisValue * 0.5 + 0.5;
  84209. BABYLON.Quaternion.SlerpToRef(meshInfo.min.rotationQuaternion, meshInfo.max.rotationQuaternion, lerpValue, meshInfo.value.rotationQuaternion);
  84210. BABYLON.Vector3.LerpToRef(meshInfo.min.position, meshInfo.max.position, lerpValue, meshInfo.value.position);
  84211. };
  84212. /**
  84213. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  84214. * @param scene scene in which to add meshes
  84215. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  84216. */
  84217. WindowsMotionController.prototype.initControllerMesh = function (scene, meshLoaded, forceDefault) {
  84218. var _this = this;
  84219. if (forceDefault === void 0) { forceDefault = false; }
  84220. var path;
  84221. var filename;
  84222. // Checking if GLB loader is present
  84223. if (BABYLON.SceneLoader.IsPluginForExtensionAvailable(".glb")) {
  84224. // Determine the device specific folder based on the ID suffix
  84225. var device = 'default';
  84226. if (this.id && !forceDefault) {
  84227. var match = this.id.match(WindowsMotionController.GAMEPAD_ID_PATTERN);
  84228. device = ((match && match[0]) || device);
  84229. }
  84230. // Hand
  84231. if (this.hand === 'left') {
  84232. filename = WindowsMotionController.MODEL_LEFT_FILENAME;
  84233. }
  84234. else { // Right is the default if no hand is specified
  84235. filename = WindowsMotionController.MODEL_RIGHT_FILENAME;
  84236. }
  84237. path = WindowsMotionController.MODEL_BASE_URL + device + '/';
  84238. }
  84239. else {
  84240. BABYLON.Tools.Warn("You need to reference GLTF loader to load Windows Motion Controllers model. Falling back to generic models");
  84241. path = BABYLON.GenericController.MODEL_BASE_URL;
  84242. filename = BABYLON.GenericController.MODEL_FILENAME;
  84243. }
  84244. BABYLON.SceneLoader.ImportMesh("", path, filename, scene, function (meshes) {
  84245. // glTF files successfully loaded from the remote server, now process them to ensure they are in the right format.
  84246. _this._loadedMeshInfo = _this.processModel(scene, meshes);
  84247. if (!_this._loadedMeshInfo) {
  84248. return;
  84249. }
  84250. _this._defaultModel = _this._loadedMeshInfo.rootNode;
  84251. _this.attachToMesh(_this._defaultModel);
  84252. if (meshLoaded) {
  84253. meshLoaded(_this._defaultModel);
  84254. }
  84255. }, null, function (scene, message) {
  84256. BABYLON.Tools.Log(message);
  84257. BABYLON.Tools.Warn('Failed to retrieve controller model from the remote server: ' + path + filename);
  84258. if (!forceDefault) {
  84259. _this.initControllerMesh(scene, meshLoaded, true);
  84260. }
  84261. });
  84262. };
  84263. /**
  84264. * Takes a list of meshes (as loaded from the glTF file) and finds the root node, as well as nodes that
  84265. * can be transformed by button presses and axes values, based on this._mapping.
  84266. *
  84267. * @param scene scene in which the meshes exist
  84268. * @param meshes list of meshes that make up the controller model to process
  84269. * @return structured view of the given meshes, with mapping of buttons and axes to meshes that can be transformed.
  84270. */
  84271. WindowsMotionController.prototype.processModel = function (scene, meshes) {
  84272. var loadedMeshInfo = null;
  84273. // Create a new mesh to contain the glTF hierarchy
  84274. var parentMesh = new BABYLON.Mesh(this.id + " " + this.hand, scene);
  84275. // Find the root node in the loaded glTF scene, and attach it as a child of 'parentMesh'
  84276. var childMesh = null;
  84277. for (var i = 0; i < meshes.length; i++) {
  84278. var mesh = meshes[i];
  84279. if (!mesh.parent) {
  84280. // Exclude controller meshes from picking results
  84281. mesh.isPickable = false;
  84282. // Handle root node, attach to the new parentMesh
  84283. childMesh = mesh;
  84284. break;
  84285. }
  84286. }
  84287. if (childMesh) {
  84288. childMesh.setParent(parentMesh);
  84289. // Create our mesh info. Note that this method will always return non-null.
  84290. loadedMeshInfo = this.createMeshInfo(parentMesh);
  84291. }
  84292. else {
  84293. BABYLON.Tools.Warn('Could not find root node in model file.');
  84294. }
  84295. return loadedMeshInfo;
  84296. };
  84297. WindowsMotionController.prototype.createMeshInfo = function (rootNode) {
  84298. var loadedMeshInfo = new LoadedMeshInfo();
  84299. var i;
  84300. loadedMeshInfo.rootNode = rootNode;
  84301. // Reset the caches
  84302. loadedMeshInfo.buttonMeshes = {};
  84303. loadedMeshInfo.axisMeshes = {};
  84304. // Button Meshes
  84305. for (i = 0; i < this._mapping.buttons.length; i++) {
  84306. var buttonMeshName = this._mapping.buttonMeshNames[this._mapping.buttons[i]];
  84307. if (!buttonMeshName) {
  84308. BABYLON.Tools.Log('Skipping unknown button at index: ' + i + ' with mapped name: ' + this._mapping.buttons[i]);
  84309. continue;
  84310. }
  84311. var buttonMesh = getChildByName(rootNode, buttonMeshName);
  84312. if (!buttonMesh) {
  84313. BABYLON.Tools.Warn('Missing button mesh with name: ' + buttonMeshName);
  84314. continue;
  84315. }
  84316. var buttonMeshInfo = {
  84317. index: i,
  84318. value: getImmediateChildByName(buttonMesh, 'VALUE'),
  84319. pressed: getImmediateChildByName(buttonMesh, 'PRESSED'),
  84320. unpressed: getImmediateChildByName(buttonMesh, 'UNPRESSED')
  84321. };
  84322. if (buttonMeshInfo.value && buttonMeshInfo.pressed && buttonMeshInfo.unpressed) {
  84323. loadedMeshInfo.buttonMeshes[this._mapping.buttons[i]] = buttonMeshInfo;
  84324. }
  84325. else {
  84326. // If we didn't find the mesh, it simply means this button won't have transforms applied as mapped button value changes.
  84327. BABYLON.Tools.Warn('Missing button submesh under mesh with name: ' + buttonMeshName +
  84328. '(VALUE: ' + !!buttonMeshInfo.value +
  84329. ', PRESSED: ' + !!buttonMeshInfo.pressed +
  84330. ', UNPRESSED:' + !!buttonMeshInfo.unpressed +
  84331. ')');
  84332. }
  84333. }
  84334. // Axis Meshes
  84335. for (i = 0; i < this._mapping.axisMeshNames.length; i++) {
  84336. var axisMeshName = this._mapping.axisMeshNames[i];
  84337. if (!axisMeshName) {
  84338. BABYLON.Tools.Log('Skipping unknown axis at index: ' + i);
  84339. continue;
  84340. }
  84341. var axisMesh = getChildByName(rootNode, axisMeshName);
  84342. if (!axisMesh) {
  84343. BABYLON.Tools.Warn('Missing axis mesh with name: ' + axisMeshName);
  84344. continue;
  84345. }
  84346. var axisMeshInfo = {
  84347. index: i,
  84348. value: getImmediateChildByName(axisMesh, 'VALUE'),
  84349. min: getImmediateChildByName(axisMesh, 'MIN'),
  84350. max: getImmediateChildByName(axisMesh, 'MAX')
  84351. };
  84352. if (axisMeshInfo.value && axisMeshInfo.min && axisMeshInfo.max) {
  84353. loadedMeshInfo.axisMeshes[i] = axisMeshInfo;
  84354. }
  84355. else {
  84356. // If we didn't find the mesh, it simply means thit axis won't have transforms applied as mapped axis values change.
  84357. BABYLON.Tools.Warn('Missing axis submesh under mesh with name: ' + axisMeshName +
  84358. '(VALUE: ' + !!axisMeshInfo.value +
  84359. ', MIN: ' + !!axisMeshInfo.min +
  84360. ', MAX:' + !!axisMeshInfo.max +
  84361. ')');
  84362. }
  84363. }
  84364. // Pointing Ray
  84365. loadedMeshInfo.pointingPoseNode = getChildByName(rootNode, this._mapping.pointingPoseMeshName);
  84366. if (!loadedMeshInfo.pointingPoseNode) {
  84367. BABYLON.Tools.Warn('Missing pointing pose mesh with name: ' + this._mapping.pointingPoseMeshName);
  84368. }
  84369. else {
  84370. this._pointingPoseNode = loadedMeshInfo.pointingPoseNode;
  84371. }
  84372. return loadedMeshInfo;
  84373. // Look through all children recursively. This will return null if no mesh exists with the given name.
  84374. function getChildByName(node, name) {
  84375. return node.getChildren(function (n) { return n.name === name; }, false)[0];
  84376. }
  84377. // Look through only immediate children. This will return null if no mesh exists with the given name.
  84378. function getImmediateChildByName(node, name) {
  84379. return node.getChildren(function (n) { return n.name == name; }, true)[0];
  84380. }
  84381. };
  84382. /**
  84383. * Gets the ray of the controller in the direction the controller is pointing
  84384. * @param length the length the resulting ray should be
  84385. * @returns a ray in the direction the controller is pointing
  84386. */
  84387. WindowsMotionController.prototype.getForwardRay = function (length) {
  84388. if (length === void 0) { length = 100; }
  84389. if (!(this._loadedMeshInfo && this._loadedMeshInfo.pointingPoseNode)) {
  84390. return _super.prototype.getForwardRay.call(this, length);
  84391. }
  84392. var m = this._loadedMeshInfo.pointingPoseNode.getWorldMatrix();
  84393. var origin = m.getTranslation();
  84394. var forward = new BABYLON.Vector3(0, 0, -1);
  84395. var forwardWorld = BABYLON.Vector3.TransformNormal(forward, m);
  84396. var direction = BABYLON.Vector3.Normalize(forwardWorld);
  84397. return new BABYLON.Ray(origin, direction, length);
  84398. };
  84399. /**
  84400. * Disposes of the controller
  84401. */
  84402. WindowsMotionController.prototype.dispose = function () {
  84403. _super.prototype.dispose.call(this);
  84404. this.onTrackpadChangedObservable.clear();
  84405. };
  84406. /**
  84407. * The base url used to load the left and right controller models
  84408. */
  84409. WindowsMotionController.MODEL_BASE_URL = 'https://controllers.babylonjs.com/microsoft/';
  84410. /**
  84411. * The name of the left controller model file
  84412. */
  84413. WindowsMotionController.MODEL_LEFT_FILENAME = 'left.glb';
  84414. /**
  84415. * The name of the right controller model file
  84416. */
  84417. WindowsMotionController.MODEL_RIGHT_FILENAME = 'right.glb';
  84418. /**
  84419. * The controller name prefix for this controller type
  84420. */
  84421. WindowsMotionController.GAMEPAD_ID_PREFIX = 'Spatial Controller (Spatial Interaction Source) ';
  84422. /**
  84423. * The controller id pattern for this controller type
  84424. */
  84425. WindowsMotionController.GAMEPAD_ID_PATTERN = /([0-9a-zA-Z]+-[0-9a-zA-Z]+)$/;
  84426. return WindowsMotionController;
  84427. }(BABYLON.WebVRController));
  84428. BABYLON.WindowsMotionController = WindowsMotionController;
  84429. })(BABYLON || (BABYLON = {}));
  84430. //# sourceMappingURL=babylon.windowsMotionController.js.map
  84431. var BABYLON;
  84432. (function (BABYLON) {
  84433. /**
  84434. * Gear VR Controller
  84435. */
  84436. var GearVRController = /** @class */ (function (_super) {
  84437. __extends(GearVRController, _super);
  84438. /**
  84439. * Creates a new GearVRController from a gamepad
  84440. * @param vrGamepad the gamepad that the controller should be created from
  84441. */
  84442. function GearVRController(vrGamepad) {
  84443. var _this = _super.call(this, vrGamepad) || this;
  84444. _this._buttonIndexToObservableNameMap = [
  84445. 'onTrackpadChangedObservable',
  84446. 'onTriggerStateChangedObservable' // Trigger
  84447. ];
  84448. _this.controllerType = BABYLON.PoseEnabledControllerType.GEAR_VR;
  84449. // Initial starting position defaults to where hand would be (incase of only 3dof controller)
  84450. _this._calculatedPosition = new BABYLON.Vector3(_this.hand == "left" ? -0.15 : 0.15, -0.5, 0.25);
  84451. _this._disableTrackPosition(_this._calculatedPosition);
  84452. return _this;
  84453. }
  84454. /**
  84455. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  84456. * @param scene scene in which to add meshes
  84457. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  84458. */
  84459. GearVRController.prototype.initControllerMesh = function (scene, meshLoaded) {
  84460. var _this = this;
  84461. BABYLON.SceneLoader.ImportMesh("", GearVRController.MODEL_BASE_URL, GearVRController.MODEL_FILENAME, scene, function (newMeshes) {
  84462. // Offset the controller so it will rotate around the users wrist
  84463. var mesh = new BABYLON.Mesh("", scene);
  84464. newMeshes[1].parent = mesh;
  84465. newMeshes[1].position.z = -0.15;
  84466. _this._defaultModel = mesh;
  84467. _this.attachToMesh(_this._defaultModel);
  84468. if (meshLoaded) {
  84469. meshLoaded(_this._defaultModel);
  84470. }
  84471. });
  84472. };
  84473. /**
  84474. * Called once for each button that changed state since the last frame
  84475. * @param buttonIdx Which button index changed
  84476. * @param state New state of the button
  84477. * @param changes Which properties on the state changed since last frame
  84478. */
  84479. GearVRController.prototype._handleButtonChange = function (buttonIdx, state, changes) {
  84480. if (buttonIdx < this._buttonIndexToObservableNameMap.length) {
  84481. var observableName = this._buttonIndexToObservableNameMap[buttonIdx];
  84482. // Only emit events for buttons that we know how to map from index to observable
  84483. var observable = this[observableName];
  84484. if (observable) {
  84485. observable.notifyObservers(state);
  84486. }
  84487. }
  84488. };
  84489. /**
  84490. * Base Url for the controller model.
  84491. */
  84492. GearVRController.MODEL_BASE_URL = 'https://controllers.babylonjs.com/generic/';
  84493. /**
  84494. * File name for the controller model.
  84495. */
  84496. GearVRController.MODEL_FILENAME = 'generic.babylon';
  84497. /**
  84498. * Gamepad Id prefix used to identify this controller.
  84499. */
  84500. GearVRController.GAMEPAD_ID_PREFIX = 'Gear VR'; // id is 'Gear VR Controller'
  84501. return GearVRController;
  84502. }(BABYLON.WebVRController));
  84503. BABYLON.GearVRController = GearVRController;
  84504. })(BABYLON || (BABYLON = {}));
  84505. //# sourceMappingURL=babylon.gearVRController.js.map
  84506. var BABYLON;
  84507. (function (BABYLON) {
  84508. /**
  84509. * Google Daydream controller
  84510. */
  84511. var DaydreamController = /** @class */ (function (_super) {
  84512. __extends(DaydreamController, _super);
  84513. /**
  84514. * Creates a new DaydreamController from a gamepad
  84515. * @param vrGamepad the gamepad that the controller should be created from
  84516. */
  84517. function DaydreamController(vrGamepad) {
  84518. var _this = _super.call(this, vrGamepad) || this;
  84519. _this.controllerType = BABYLON.PoseEnabledControllerType.DAYDREAM;
  84520. return _this;
  84521. }
  84522. /**
  84523. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  84524. * @param scene scene in which to add meshes
  84525. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  84526. */
  84527. DaydreamController.prototype.initControllerMesh = function (scene, meshLoaded) {
  84528. var _this = this;
  84529. BABYLON.SceneLoader.ImportMesh("", DaydreamController.MODEL_BASE_URL, DaydreamController.MODEL_FILENAME, scene, function (newMeshes) {
  84530. _this._defaultModel = newMeshes[1];
  84531. _this.attachToMesh(_this._defaultModel);
  84532. if (meshLoaded) {
  84533. meshLoaded(_this._defaultModel);
  84534. }
  84535. });
  84536. };
  84537. /**
  84538. * Called once for each button that changed state since the last frame
  84539. * @param buttonIdx Which button index changed
  84540. * @param state New state of the button
  84541. * @param changes Which properties on the state changed since last frame
  84542. */
  84543. DaydreamController.prototype._handleButtonChange = function (buttonIdx, state, changes) {
  84544. // Daydream controller only has 1 GamepadButton (on the trackpad).
  84545. if (buttonIdx === 0) {
  84546. var observable = this.onTriggerStateChangedObservable;
  84547. if (observable) {
  84548. observable.notifyObservers(state);
  84549. }
  84550. }
  84551. else {
  84552. // If the app or home buttons are ever made available
  84553. BABYLON.Tools.Warn("Unrecognized Daydream button index: " + buttonIdx);
  84554. }
  84555. };
  84556. /**
  84557. * Base Url for the controller model.
  84558. */
  84559. DaydreamController.MODEL_BASE_URL = 'https://controllers.babylonjs.com/generic/';
  84560. /**
  84561. * File name for the controller model.
  84562. */
  84563. DaydreamController.MODEL_FILENAME = 'generic.babylon';
  84564. /**
  84565. * Gamepad Id prefix used to identify Daydream Controller.
  84566. */
  84567. DaydreamController.GAMEPAD_ID_PREFIX = 'Daydream'; // id is 'Daydream Controller'
  84568. return DaydreamController;
  84569. }(BABYLON.WebVRController));
  84570. BABYLON.DaydreamController = DaydreamController;
  84571. })(BABYLON || (BABYLON = {}));
  84572. //# sourceMappingURL=babylon.daydreamController.js.map
  84573. var BABYLON;
  84574. (function (BABYLON) {
  84575. Object.defineProperty(BABYLON.Scene.prototype, "gamepadManager", {
  84576. get: function () {
  84577. if (!this._gamepadManager) {
  84578. this._gamepadManager = new BABYLON.GamepadManager(this);
  84579. var component = this._getComponent(BABYLON.SceneComponentConstants.NAME_GAMEPAD);
  84580. if (!component) {
  84581. component = new GamepadSystemSceneComponent(this);
  84582. this._addComponent(component);
  84583. }
  84584. }
  84585. return this._gamepadManager;
  84586. },
  84587. enumerable: true,
  84588. configurable: true
  84589. });
  84590. /**
  84591. * Adds a gamepad to the free camera inputs manager
  84592. */
  84593. BABYLON.FreeCameraInputsManager.prototype.addGamepad = function () {
  84594. this.add(new BABYLON.FreeCameraGamepadInput());
  84595. return this;
  84596. };
  84597. /**
  84598. * Adds a gamepad to the arc rotate camera inputs manager
  84599. */
  84600. BABYLON.ArcRotateCameraInputsManager.prototype.addGamepad = function () {
  84601. this.add(new BABYLON.ArcRotateCameraGamepadInput());
  84602. return this;
  84603. };
  84604. /**
  84605. * Defines the gamepad scene component responsible to manage gamepads in a given scene
  84606. */
  84607. var GamepadSystemSceneComponent = /** @class */ (function () {
  84608. /**
  84609. * Creates a new instance of the component for the given scene
  84610. * @param scene Defines the scene to register the component in
  84611. */
  84612. function GamepadSystemSceneComponent(scene) {
  84613. /**
  84614. * The component name helpfull to identify the component in the list of scene components.
  84615. */
  84616. this.name = BABYLON.SceneComponentConstants.NAME_GAMEPAD;
  84617. this.scene = scene;
  84618. }
  84619. /**
  84620. * Registers the component in a given scene
  84621. */
  84622. GamepadSystemSceneComponent.prototype.register = function () {
  84623. this.scene._beforeCameraUpdateStage.registerStep(BABYLON.SceneComponentConstants.STEP_BEFORECAMERAUPDATE_GAMEPAD, this, this._beforeCameraUpdate);
  84624. };
  84625. /**
  84626. * Rebuilds the elements related to this component in case of
  84627. * context lost for instance.
  84628. */
  84629. GamepadSystemSceneComponent.prototype.rebuild = function () {
  84630. // Nothing to do for gamepads
  84631. };
  84632. /**
  84633. * Disposes the component and the associated ressources
  84634. */
  84635. GamepadSystemSceneComponent.prototype.dispose = function () {
  84636. var gamepadManager = this.scene._gamepadManager;
  84637. if (gamepadManager) {
  84638. gamepadManager.dispose();
  84639. this.scene._gamepadManager = null;
  84640. }
  84641. };
  84642. GamepadSystemSceneComponent.prototype._beforeCameraUpdate = function () {
  84643. var gamepadManager = this.scene._gamepadManager;
  84644. if (gamepadManager && gamepadManager._isMonitoring) {
  84645. gamepadManager._checkGamepadsStatus();
  84646. }
  84647. };
  84648. return GamepadSystemSceneComponent;
  84649. }());
  84650. BABYLON.GamepadSystemSceneComponent = GamepadSystemSceneComponent;
  84651. })(BABYLON || (BABYLON = {}));
  84652. //# sourceMappingURL=babylon.gamepadSceneComponent.js.map
  84653. var BABYLON;
  84654. (function (BABYLON) {
  84655. BABYLON.Node.AddNodeConstructor("FollowCamera", function (name, scene) {
  84656. return function () { return new FollowCamera(name, BABYLON.Vector3.Zero(), scene); };
  84657. });
  84658. BABYLON.Node.AddNodeConstructor("ArcFollowCamera", function (name, scene) {
  84659. return function () { return new ArcFollowCamera(name, 0, 0, 1.0, null, scene); };
  84660. });
  84661. /**
  84662. * A follow camera takes a mesh as a target and follows it as it moves. Both a free camera version followCamera and
  84663. * an arc rotate version arcFollowCamera are available.
  84664. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  84665. */
  84666. var FollowCamera = /** @class */ (function (_super) {
  84667. __extends(FollowCamera, _super);
  84668. /**
  84669. * Instantiates the follow camera.
  84670. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  84671. * @param name Define the name of the camera in the scene
  84672. * @param position Define the position of the camera
  84673. * @param scene Define the scene the camera belong to
  84674. * @param lockedTarget Define the target of the camera
  84675. */
  84676. function FollowCamera(name, position, scene, lockedTarget) {
  84677. if (lockedTarget === void 0) { lockedTarget = null; }
  84678. var _this = _super.call(this, name, position, scene) || this;
  84679. /**
  84680. * Distance the follow camera should follow an object at
  84681. */
  84682. _this.radius = 12;
  84683. /**
  84684. * Define a rotation offset between the camera and the object it follows
  84685. */
  84686. _this.rotationOffset = 0;
  84687. /**
  84688. * Define a height offset between the camera and the object it follows.
  84689. * It can help following an object from the top (like a car chaing a plane)
  84690. */
  84691. _this.heightOffset = 4;
  84692. /**
  84693. * Define how fast the camera can accelerate to follow it s target.
  84694. */
  84695. _this.cameraAcceleration = 0.05;
  84696. /**
  84697. * Define the speed limit of the camera following an object.
  84698. */
  84699. _this.maxCameraSpeed = 20;
  84700. _this.lockedTarget = lockedTarget;
  84701. return _this;
  84702. }
  84703. FollowCamera.prototype._follow = function (cameraTarget) {
  84704. if (!cameraTarget) {
  84705. return;
  84706. }
  84707. var yRotation;
  84708. if (cameraTarget.rotationQuaternion) {
  84709. var rotMatrix = new BABYLON.Matrix();
  84710. cameraTarget.rotationQuaternion.toRotationMatrix(rotMatrix);
  84711. yRotation = Math.atan2(rotMatrix.m[8], rotMatrix.m[10]);
  84712. }
  84713. else {
  84714. yRotation = cameraTarget.rotation.y;
  84715. }
  84716. var radians = BABYLON.Tools.ToRadians(this.rotationOffset) + yRotation;
  84717. var targetPosition = cameraTarget.getAbsolutePosition();
  84718. var targetX = targetPosition.x + Math.sin(radians) * this.radius;
  84719. var targetZ = targetPosition.z + Math.cos(radians) * this.radius;
  84720. var dx = targetX - this.position.x;
  84721. var dy = (targetPosition.y + this.heightOffset) - this.position.y;
  84722. var dz = (targetZ) - this.position.z;
  84723. var vx = dx * this.cameraAcceleration * 2; //this is set to .05
  84724. var vy = dy * this.cameraAcceleration;
  84725. var vz = dz * this.cameraAcceleration * 2;
  84726. if (vx > this.maxCameraSpeed || vx < -this.maxCameraSpeed) {
  84727. vx = vx < 1 ? -this.maxCameraSpeed : this.maxCameraSpeed;
  84728. }
  84729. if (vy > this.maxCameraSpeed || vy < -this.maxCameraSpeed) {
  84730. vy = vy < 1 ? -this.maxCameraSpeed : this.maxCameraSpeed;
  84731. }
  84732. if (vz > this.maxCameraSpeed || vz < -this.maxCameraSpeed) {
  84733. vz = vz < 1 ? -this.maxCameraSpeed : this.maxCameraSpeed;
  84734. }
  84735. this.position = new BABYLON.Vector3(this.position.x + vx, this.position.y + vy, this.position.z + vz);
  84736. this.setTarget(targetPosition);
  84737. };
  84738. /** @hidden */
  84739. FollowCamera.prototype._checkInputs = function () {
  84740. _super.prototype._checkInputs.call(this);
  84741. if (this.lockedTarget) {
  84742. this._follow(this.lockedTarget);
  84743. }
  84744. };
  84745. /**
  84746. * Gets the camera class name.
  84747. * @returns the class name
  84748. */
  84749. FollowCamera.prototype.getClassName = function () {
  84750. return "FollowCamera";
  84751. };
  84752. __decorate([
  84753. BABYLON.serialize()
  84754. ], FollowCamera.prototype, "radius", void 0);
  84755. __decorate([
  84756. BABYLON.serialize()
  84757. ], FollowCamera.prototype, "rotationOffset", void 0);
  84758. __decorate([
  84759. BABYLON.serialize()
  84760. ], FollowCamera.prototype, "heightOffset", void 0);
  84761. __decorate([
  84762. BABYLON.serialize()
  84763. ], FollowCamera.prototype, "cameraAcceleration", void 0);
  84764. __decorate([
  84765. BABYLON.serialize()
  84766. ], FollowCamera.prototype, "maxCameraSpeed", void 0);
  84767. __decorate([
  84768. BABYLON.serializeAsMeshReference("lockedTargetId")
  84769. ], FollowCamera.prototype, "lockedTarget", void 0);
  84770. return FollowCamera;
  84771. }(BABYLON.TargetCamera));
  84772. BABYLON.FollowCamera = FollowCamera;
  84773. /**
  84774. * Arc Rotate version of the follow camera.
  84775. * It still follows a Defined mesh but in an Arc Rotate Camera fashion.
  84776. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  84777. */
  84778. var ArcFollowCamera = /** @class */ (function (_super) {
  84779. __extends(ArcFollowCamera, _super);
  84780. /**
  84781. * Instantiates a new ArcFollowCamera
  84782. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  84783. * @param name Define the name of the camera
  84784. * @param alpha Define the rotation angle of the camera around the logitudinal axis
  84785. * @param beta Define the rotation angle of the camera around the elevation axis
  84786. * @param radius Define the radius of the camera from its target point
  84787. * @param target Define the target of the camera
  84788. * @param scene Define the scene the camera belongs to
  84789. */
  84790. function ArcFollowCamera(name,
  84791. /** The longitudinal angle of the camera */
  84792. alpha,
  84793. /** The latitudinal angle of the camera */
  84794. beta,
  84795. /** The radius of the camera from its target */
  84796. radius,
  84797. /** Define the camera target (the messh it should follow) */
  84798. target, scene) {
  84799. var _this = _super.call(this, name, BABYLON.Vector3.Zero(), scene) || this;
  84800. _this.alpha = alpha;
  84801. _this.beta = beta;
  84802. _this.radius = radius;
  84803. _this.target = target;
  84804. _this._cartesianCoordinates = BABYLON.Vector3.Zero();
  84805. _this._follow();
  84806. return _this;
  84807. }
  84808. ArcFollowCamera.prototype._follow = function () {
  84809. if (!this.target) {
  84810. return;
  84811. }
  84812. this._cartesianCoordinates.x = this.radius * Math.cos(this.alpha) * Math.cos(this.beta);
  84813. this._cartesianCoordinates.y = this.radius * Math.sin(this.beta);
  84814. this._cartesianCoordinates.z = this.radius * Math.sin(this.alpha) * Math.cos(this.beta);
  84815. var targetPosition = this.target.getAbsolutePosition();
  84816. this.position = targetPosition.add(this._cartesianCoordinates);
  84817. this.setTarget(targetPosition);
  84818. };
  84819. /** @hidden */
  84820. ArcFollowCamera.prototype._checkInputs = function () {
  84821. _super.prototype._checkInputs.call(this);
  84822. this._follow();
  84823. };
  84824. /**
  84825. * Returns the class name of the object.
  84826. * It is mostly used internally for serialization purposes.
  84827. */
  84828. ArcFollowCamera.prototype.getClassName = function () {
  84829. return "ArcFollowCamera";
  84830. };
  84831. return ArcFollowCamera;
  84832. }(BABYLON.TargetCamera));
  84833. BABYLON.ArcFollowCamera = ArcFollowCamera;
  84834. })(BABYLON || (BABYLON = {}));
  84835. //# sourceMappingURL=babylon.followCamera.js.map
  84836. var BABYLON;
  84837. (function (BABYLON) {
  84838. /**
  84839. * The Universal Camera is the one to choose for first person shooter type games, and works with all the keyboard, mouse, touch and gamepads. This replaces the earlier Free Camera,
  84840. * which still works and will still be found in many Playgrounds.
  84841. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  84842. */
  84843. var UniversalCamera = /** @class */ (function (_super) {
  84844. __extends(UniversalCamera, _super);
  84845. /**
  84846. * The Universal Camera is the one to choose for first person shooter type games, and works with all the keyboard, mouse, touch and gamepads. This replaces the earlier Free Camera,
  84847. * which still works and will still be found in many Playgrounds.
  84848. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  84849. * @param name Define the name of the camera in the scene
  84850. * @param position Define the start position of the camera in the scene
  84851. * @param scene Define the scene the camera belongs to
  84852. */
  84853. function UniversalCamera(name, position, scene) {
  84854. var _this = _super.call(this, name, position, scene) || this;
  84855. _this.inputs.addGamepad();
  84856. return _this;
  84857. }
  84858. Object.defineProperty(UniversalCamera.prototype, "gamepadAngularSensibility", {
  84859. /**
  84860. * Defines the gamepad rotation sensiblity.
  84861. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  84862. */
  84863. get: function () {
  84864. var gamepad = this.inputs.attached["gamepad"];
  84865. if (gamepad) {
  84866. return gamepad.gamepadAngularSensibility;
  84867. }
  84868. return 0;
  84869. },
  84870. set: function (value) {
  84871. var gamepad = this.inputs.attached["gamepad"];
  84872. if (gamepad) {
  84873. gamepad.gamepadAngularSensibility = value;
  84874. }
  84875. },
  84876. enumerable: true,
  84877. configurable: true
  84878. });
  84879. Object.defineProperty(UniversalCamera.prototype, "gamepadMoveSensibility", {
  84880. /**
  84881. * Defines the gamepad move sensiblity.
  84882. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  84883. */
  84884. get: function () {
  84885. var gamepad = this.inputs.attached["gamepad"];
  84886. if (gamepad) {
  84887. return gamepad.gamepadMoveSensibility;
  84888. }
  84889. return 0;
  84890. },
  84891. set: function (value) {
  84892. var gamepad = this.inputs.attached["gamepad"];
  84893. if (gamepad) {
  84894. gamepad.gamepadMoveSensibility = value;
  84895. }
  84896. },
  84897. enumerable: true,
  84898. configurable: true
  84899. });
  84900. /**
  84901. * Gets the current object class name.
  84902. * @return the class name
  84903. */
  84904. UniversalCamera.prototype.getClassName = function () {
  84905. return "UniversalCamera";
  84906. };
  84907. return UniversalCamera;
  84908. }(BABYLON.TouchCamera));
  84909. BABYLON.UniversalCamera = UniversalCamera;
  84910. })(BABYLON || (BABYLON = {}));
  84911. //# sourceMappingURL=babylon.universalCamera.js.map
  84912. var BABYLON;
  84913. (function (BABYLON) {
  84914. BABYLON.Node.AddNodeConstructor("GamepadCamera", function (name, scene) {
  84915. return function () { return new GamepadCamera(name, BABYLON.Vector3.Zero(), scene); };
  84916. });
  84917. /**
  84918. * This represents a FPS type of camera. This is only here for back compat purpose.
  84919. * Please use the UniversalCamera instead as both are identical.
  84920. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  84921. */
  84922. var GamepadCamera = /** @class */ (function (_super) {
  84923. __extends(GamepadCamera, _super);
  84924. /**
  84925. * Instantiates a new Gamepad Camera
  84926. * This represents a FPS type of camera. This is only here for back compat purpose.
  84927. * Please use the UniversalCamera instead as both are identical.
  84928. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  84929. * @param name Define the name of the camera in the scene
  84930. * @param position Define the start position of the camera in the scene
  84931. * @param scene Define the scene the camera belongs to
  84932. */
  84933. function GamepadCamera(name, position, scene) {
  84934. return _super.call(this, name, position, scene) || this;
  84935. }
  84936. /**
  84937. * Gets the current object class name.
  84938. * @return the class name
  84939. */
  84940. GamepadCamera.prototype.getClassName = function () {
  84941. return "GamepadCamera";
  84942. };
  84943. return GamepadCamera;
  84944. }(BABYLON.UniversalCamera));
  84945. BABYLON.GamepadCamera = GamepadCamera;
  84946. })(BABYLON || (BABYLON = {}));
  84947. //# sourceMappingURL=babylon.gamepadCamera.js.map
  84948. var BABYLON;
  84949. (function (BABYLON) {
  84950. /**
  84951. * PostProcessRenderPipelineManager class
  84952. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  84953. */
  84954. var PostProcessRenderPipelineManager = /** @class */ (function () {
  84955. /**
  84956. * Initializes a PostProcessRenderPipelineManager
  84957. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  84958. */
  84959. function PostProcessRenderPipelineManager() {
  84960. this._renderPipelines = {};
  84961. }
  84962. /**
  84963. * Adds a pipeline to the manager
  84964. * @param renderPipeline The pipeline to add
  84965. */
  84966. PostProcessRenderPipelineManager.prototype.addPipeline = function (renderPipeline) {
  84967. this._renderPipelines[renderPipeline._name] = renderPipeline;
  84968. };
  84969. /**
  84970. * Attaches a camera to the pipeline
  84971. * @param renderPipelineName The name of the pipeline to attach to
  84972. * @param cameras the camera to attach
  84973. * @param unique if the camera can be attached multiple times to the pipeline
  84974. */
  84975. PostProcessRenderPipelineManager.prototype.attachCamerasToRenderPipeline = function (renderPipelineName, cameras, unique) {
  84976. if (unique === void 0) { unique = false; }
  84977. var renderPipeline = this._renderPipelines[renderPipelineName];
  84978. if (!renderPipeline) {
  84979. return;
  84980. }
  84981. renderPipeline._attachCameras(cameras, unique);
  84982. };
  84983. /**
  84984. * Detaches a camera from the pipeline
  84985. * @param renderPipelineName The name of the pipeline to detach from
  84986. * @param cameras the camera to detach
  84987. */
  84988. PostProcessRenderPipelineManager.prototype.detachCamerasFromRenderPipeline = function (renderPipelineName, cameras) {
  84989. var renderPipeline = this._renderPipelines[renderPipelineName];
  84990. if (!renderPipeline) {
  84991. return;
  84992. }
  84993. renderPipeline._detachCameras(cameras);
  84994. };
  84995. /**
  84996. * Enables an effect by name on a pipeline
  84997. * @param renderPipelineName the name of the pipeline to enable the effect in
  84998. * @param renderEffectName the name of the effect to enable
  84999. * @param cameras the cameras that the effect should be enabled on
  85000. */
  85001. PostProcessRenderPipelineManager.prototype.enableEffectInPipeline = function (renderPipelineName, renderEffectName, cameras) {
  85002. var renderPipeline = this._renderPipelines[renderPipelineName];
  85003. if (!renderPipeline) {
  85004. return;
  85005. }
  85006. renderPipeline._enableEffect(renderEffectName, cameras);
  85007. };
  85008. /**
  85009. * Disables an effect by name on a pipeline
  85010. * @param renderPipelineName the name of the pipeline to disable the effect in
  85011. * @param renderEffectName the name of the effect to disable
  85012. * @param cameras the cameras that the effect should be disabled on
  85013. */
  85014. PostProcessRenderPipelineManager.prototype.disableEffectInPipeline = function (renderPipelineName, renderEffectName, cameras) {
  85015. var renderPipeline = this._renderPipelines[renderPipelineName];
  85016. if (!renderPipeline) {
  85017. return;
  85018. }
  85019. renderPipeline._disableEffect(renderEffectName, cameras);
  85020. };
  85021. /**
  85022. * Updates the state of all contained render pipelines and disposes of any non supported pipelines
  85023. */
  85024. PostProcessRenderPipelineManager.prototype.update = function () {
  85025. for (var renderPipelineName in this._renderPipelines) {
  85026. if (this._renderPipelines.hasOwnProperty(renderPipelineName)) {
  85027. var pipeline = this._renderPipelines[renderPipelineName];
  85028. if (!pipeline.isSupported) {
  85029. pipeline.dispose();
  85030. delete this._renderPipelines[renderPipelineName];
  85031. }
  85032. else {
  85033. pipeline._update();
  85034. }
  85035. }
  85036. }
  85037. };
  85038. /** @hidden */
  85039. PostProcessRenderPipelineManager.prototype._rebuild = function () {
  85040. for (var renderPipelineName in this._renderPipelines) {
  85041. if (this._renderPipelines.hasOwnProperty(renderPipelineName)) {
  85042. var pipeline = this._renderPipelines[renderPipelineName];
  85043. pipeline._rebuild();
  85044. }
  85045. }
  85046. };
  85047. /**
  85048. * Disposes of the manager and pipelines
  85049. */
  85050. PostProcessRenderPipelineManager.prototype.dispose = function () {
  85051. for (var renderPipelineName in this._renderPipelines) {
  85052. if (this._renderPipelines.hasOwnProperty(renderPipelineName)) {
  85053. var pipeline = this._renderPipelines[renderPipelineName];
  85054. pipeline.dispose();
  85055. }
  85056. }
  85057. };
  85058. return PostProcessRenderPipelineManager;
  85059. }());
  85060. BABYLON.PostProcessRenderPipelineManager = PostProcessRenderPipelineManager;
  85061. })(BABYLON || (BABYLON = {}));
  85062. //# sourceMappingURL=babylon.postProcessRenderPipelineManager.js.map
  85063. var BABYLON;
  85064. (function (BABYLON) {
  85065. Object.defineProperty(BABYLON.Scene.prototype, "postProcessRenderPipelineManager", {
  85066. get: function () {
  85067. if (!this._postProcessRenderPipelineManager) {
  85068. // Register the G Buffer component to the scene.
  85069. var component = this._getComponent(BABYLON.SceneComponentConstants.NAME_POSTPROCESSRENDERPIPELINEMANAGER);
  85070. if (!component) {
  85071. component = new PostProcessRenderPipelineManagerSceneComponent(this);
  85072. this._addComponent(component);
  85073. }
  85074. this._postProcessRenderPipelineManager = new BABYLON.PostProcessRenderPipelineManager();
  85075. }
  85076. return this._postProcessRenderPipelineManager;
  85077. },
  85078. enumerable: true,
  85079. configurable: true
  85080. });
  85081. /**
  85082. * Defines the Render Pipeline scene component responsible to rendering pipelines
  85083. */
  85084. var PostProcessRenderPipelineManagerSceneComponent = /** @class */ (function () {
  85085. /**
  85086. * Creates a new instance of the component for the given scene
  85087. * @param scene Defines the scene to register the component in
  85088. */
  85089. function PostProcessRenderPipelineManagerSceneComponent(scene) {
  85090. /**
  85091. * The component name helpfull to identify the component in the list of scene components.
  85092. */
  85093. this.name = BABYLON.SceneComponentConstants.NAME_POSTPROCESSRENDERPIPELINEMANAGER;
  85094. this.scene = scene;
  85095. }
  85096. /**
  85097. * Registers the component in a given scene
  85098. */
  85099. PostProcessRenderPipelineManagerSceneComponent.prototype.register = function () {
  85100. this.scene._gatherRenderTargetsStage.registerStep(BABYLON.SceneComponentConstants.STEP_GATHERRENDERTARGETS_POSTPROCESSRENDERPIPELINEMANAGER, this, this._gatherRenderTargets);
  85101. };
  85102. /**
  85103. * Rebuilds the elements related to this component in case of
  85104. * context lost for instance.
  85105. */
  85106. PostProcessRenderPipelineManagerSceneComponent.prototype.rebuild = function () {
  85107. if (this.scene._postProcessRenderPipelineManager) {
  85108. this.scene._postProcessRenderPipelineManager._rebuild();
  85109. }
  85110. };
  85111. /**
  85112. * Disposes the component and the associated ressources
  85113. */
  85114. PostProcessRenderPipelineManagerSceneComponent.prototype.dispose = function () {
  85115. if (this.scene._postProcessRenderPipelineManager) {
  85116. this.scene._postProcessRenderPipelineManager.dispose();
  85117. }
  85118. };
  85119. PostProcessRenderPipelineManagerSceneComponent.prototype._gatherRenderTargets = function (renderTargets) {
  85120. if (this.scene._postProcessRenderPipelineManager) {
  85121. this.scene._postProcessRenderPipelineManager.update();
  85122. }
  85123. };
  85124. return PostProcessRenderPipelineManagerSceneComponent;
  85125. }());
  85126. BABYLON.PostProcessRenderPipelineManagerSceneComponent = PostProcessRenderPipelineManagerSceneComponent;
  85127. })(BABYLON || (BABYLON = {}));
  85128. //# sourceMappingURL=babylon.postProcessRenderPipelineManagerSceneComponent.js.map
  85129. var BABYLON;
  85130. (function (BABYLON) {
  85131. /**
  85132. * This represents a set of one or more post processes in Babylon.
  85133. * A post process can be used to apply a shader to a texture after it is rendered.
  85134. * @example https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  85135. */
  85136. var PostProcessRenderEffect = /** @class */ (function () {
  85137. /**
  85138. * Instantiates a post process render effect.
  85139. * A post process can be used to apply a shader to a texture after it is rendered.
  85140. * @param engine The engine the effect is tied to
  85141. * @param name The name of the effect
  85142. * @param getPostProcesses A function that returns a set of post processes which the effect will run in order to be run.
  85143. * @param singleInstance False if this post process can be run on multiple cameras. (default: true)
  85144. */
  85145. function PostProcessRenderEffect(engine, name, getPostProcesses, singleInstance) {
  85146. this._name = name;
  85147. this._singleInstance = singleInstance || true;
  85148. this._getPostProcesses = getPostProcesses;
  85149. this._cameras = {};
  85150. this._indicesForCamera = {};
  85151. this._postProcesses = {};
  85152. }
  85153. Object.defineProperty(PostProcessRenderEffect.prototype, "isSupported", {
  85154. /**
  85155. * Checks if all the post processes in the effect are supported.
  85156. */
  85157. get: function () {
  85158. for (var index in this._postProcesses) {
  85159. if (this._postProcesses.hasOwnProperty(index)) {
  85160. var pps = this._postProcesses[index];
  85161. for (var ppIndex = 0; ppIndex < pps.length; ppIndex++) {
  85162. if (!pps[ppIndex].isSupported) {
  85163. return false;
  85164. }
  85165. }
  85166. }
  85167. }
  85168. return true;
  85169. },
  85170. enumerable: true,
  85171. configurable: true
  85172. });
  85173. /**
  85174. * Updates the current state of the effect
  85175. * @hidden
  85176. */
  85177. PostProcessRenderEffect.prototype._update = function () {
  85178. };
  85179. /**
  85180. * Attaches the effect on cameras
  85181. * @param cameras The camera to attach to.
  85182. * @hidden
  85183. */
  85184. PostProcessRenderEffect.prototype._attachCameras = function (cameras) {
  85185. var _this = this;
  85186. var cameraKey;
  85187. var cams = BABYLON.Tools.MakeArray(cameras || this._cameras);
  85188. if (!cams) {
  85189. return;
  85190. }
  85191. for (var i = 0; i < cams.length; i++) {
  85192. var camera = cams[i];
  85193. var cameraName = camera.name;
  85194. if (this._singleInstance) {
  85195. cameraKey = 0;
  85196. }
  85197. else {
  85198. cameraKey = cameraName;
  85199. }
  85200. if (!this._postProcesses[cameraKey]) {
  85201. var postProcess = this._getPostProcesses();
  85202. if (postProcess) {
  85203. this._postProcesses[cameraKey] = Array.isArray(postProcess) ? postProcess : [postProcess];
  85204. }
  85205. }
  85206. if (!this._indicesForCamera[cameraName]) {
  85207. this._indicesForCamera[cameraName] = [];
  85208. }
  85209. this._postProcesses[cameraKey].forEach(function (postProcess) {
  85210. var index = camera.attachPostProcess(postProcess);
  85211. _this._indicesForCamera[cameraName].push(index);
  85212. });
  85213. if (!this._cameras[cameraName]) {
  85214. this._cameras[cameraName] = camera;
  85215. }
  85216. }
  85217. };
  85218. /**
  85219. * Detatches the effect on cameras
  85220. * @param cameras The camera to detatch from.
  85221. * @hidden
  85222. */
  85223. PostProcessRenderEffect.prototype._detachCameras = function (cameras) {
  85224. var cams = BABYLON.Tools.MakeArray(cameras || this._cameras);
  85225. if (!cams) {
  85226. return;
  85227. }
  85228. for (var i = 0; i < cams.length; i++) {
  85229. var camera = cams[i];
  85230. var cameraName = camera.name;
  85231. var postProcesses = this._postProcesses[this._singleInstance ? 0 : cameraName];
  85232. if (postProcesses) {
  85233. postProcesses.forEach(function (postProcess) {
  85234. camera.detachPostProcess(postProcess);
  85235. });
  85236. }
  85237. if (this._cameras[cameraName]) {
  85238. this._cameras[cameraName] = null;
  85239. }
  85240. }
  85241. };
  85242. /**
  85243. * Enables the effect on given cameras
  85244. * @param cameras The camera to enable.
  85245. * @hidden
  85246. */
  85247. PostProcessRenderEffect.prototype._enable = function (cameras) {
  85248. var _this = this;
  85249. var cams = BABYLON.Tools.MakeArray(cameras || this._cameras);
  85250. if (!cams) {
  85251. return;
  85252. }
  85253. for (var i = 0; i < cams.length; i++) {
  85254. var camera = cams[i];
  85255. var cameraName = camera.name;
  85256. for (var j = 0; j < this._indicesForCamera[cameraName].length; j++) {
  85257. if (camera._postProcesses[this._indicesForCamera[cameraName][j]] === undefined || camera._postProcesses[this._indicesForCamera[cameraName][j]] === null) {
  85258. this._postProcesses[this._singleInstance ? 0 : cameraName].forEach(function (postProcess) {
  85259. cams[i].attachPostProcess(postProcess, _this._indicesForCamera[cameraName][j]);
  85260. });
  85261. }
  85262. }
  85263. }
  85264. };
  85265. /**
  85266. * Disables the effect on the given cameras
  85267. * @param cameras The camera to disable.
  85268. * @hidden
  85269. */
  85270. PostProcessRenderEffect.prototype._disable = function (cameras) {
  85271. var cams = BABYLON.Tools.MakeArray(cameras || this._cameras);
  85272. if (!cams) {
  85273. return;
  85274. }
  85275. for (var i = 0; i < cams.length; i++) {
  85276. var camera = cams[i];
  85277. var cameraName = camera.name;
  85278. this._postProcesses[this._singleInstance ? 0 : cameraName].forEach(function (postProcess) {
  85279. camera.detachPostProcess(postProcess);
  85280. });
  85281. }
  85282. };
  85283. /**
  85284. * Gets a list of the post processes contained in the effect.
  85285. * @param camera The camera to get the post processes on.
  85286. * @returns The list of the post processes in the effect.
  85287. */
  85288. PostProcessRenderEffect.prototype.getPostProcesses = function (camera) {
  85289. if (this._singleInstance) {
  85290. return this._postProcesses[0];
  85291. }
  85292. else {
  85293. if (!camera) {
  85294. return null;
  85295. }
  85296. return this._postProcesses[camera.name];
  85297. }
  85298. };
  85299. return PostProcessRenderEffect;
  85300. }());
  85301. BABYLON.PostProcessRenderEffect = PostProcessRenderEffect;
  85302. })(BABYLON || (BABYLON = {}));
  85303. //# sourceMappingURL=babylon.postProcessRenderEffect.js.map
  85304. var BABYLON;
  85305. (function (BABYLON) {
  85306. /**
  85307. * PostProcessRenderPipeline
  85308. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  85309. */
  85310. var PostProcessRenderPipeline = /** @class */ (function () {
  85311. /**
  85312. * Initializes a PostProcessRenderPipeline
  85313. * @param engine engine to add the pipeline to
  85314. * @param name name of the pipeline
  85315. */
  85316. function PostProcessRenderPipeline(engine, name) {
  85317. this.engine = engine;
  85318. this._name = name;
  85319. this._renderEffects = {};
  85320. this._renderEffectsForIsolatedPass = new Array();
  85321. this._cameras = [];
  85322. }
  85323. /**
  85324. * "PostProcessRenderPipeline"
  85325. * @returns "PostProcessRenderPipeline"
  85326. */
  85327. PostProcessRenderPipeline.prototype.getClassName = function () {
  85328. return "PostProcessRenderPipeline";
  85329. };
  85330. Object.defineProperty(PostProcessRenderPipeline.prototype, "isSupported", {
  85331. /**
  85332. * If all the render effects in the pipeline are support
  85333. */
  85334. get: function () {
  85335. for (var renderEffectName in this._renderEffects) {
  85336. if (this._renderEffects.hasOwnProperty(renderEffectName)) {
  85337. if (!this._renderEffects[renderEffectName].isSupported) {
  85338. return false;
  85339. }
  85340. }
  85341. }
  85342. return true;
  85343. },
  85344. enumerable: true,
  85345. configurable: true
  85346. });
  85347. /**
  85348. * Adds an effect to the pipeline
  85349. * @param renderEffect the effect to add
  85350. */
  85351. PostProcessRenderPipeline.prototype.addEffect = function (renderEffect) {
  85352. this._renderEffects[renderEffect._name] = renderEffect;
  85353. };
  85354. // private
  85355. /** @hidden */
  85356. PostProcessRenderPipeline.prototype._rebuild = function () {
  85357. };
  85358. /** @hidden */
  85359. PostProcessRenderPipeline.prototype._enableEffect = function (renderEffectName, cameras) {
  85360. var renderEffects = this._renderEffects[renderEffectName];
  85361. if (!renderEffects) {
  85362. return;
  85363. }
  85364. renderEffects._enable(BABYLON.Tools.MakeArray(cameras || this._cameras));
  85365. };
  85366. /** @hidden */
  85367. PostProcessRenderPipeline.prototype._disableEffect = function (renderEffectName, cameras) {
  85368. var renderEffects = this._renderEffects[renderEffectName];
  85369. if (!renderEffects) {
  85370. return;
  85371. }
  85372. renderEffects._disable(BABYLON.Tools.MakeArray(cameras || this._cameras));
  85373. };
  85374. /** @hidden */
  85375. PostProcessRenderPipeline.prototype._attachCameras = function (cameras, unique) {
  85376. var cams = BABYLON.Tools.MakeArray(cameras || this._cameras);
  85377. if (!cams) {
  85378. return;
  85379. }
  85380. var indicesToDelete = [];
  85381. var i;
  85382. for (i = 0; i < cams.length; i++) {
  85383. var camera = cams[i];
  85384. var cameraName = camera.name;
  85385. if (this._cameras.indexOf(camera) === -1) {
  85386. this._cameras[cameraName] = camera;
  85387. }
  85388. else if (unique) {
  85389. indicesToDelete.push(i);
  85390. }
  85391. }
  85392. for (i = 0; i < indicesToDelete.length; i++) {
  85393. cameras.splice(indicesToDelete[i], 1);
  85394. }
  85395. for (var renderEffectName in this._renderEffects) {
  85396. if (this._renderEffects.hasOwnProperty(renderEffectName)) {
  85397. this._renderEffects[renderEffectName]._attachCameras(cams);
  85398. }
  85399. }
  85400. };
  85401. /** @hidden */
  85402. PostProcessRenderPipeline.prototype._detachCameras = function (cameras) {
  85403. var cams = BABYLON.Tools.MakeArray(cameras || this._cameras);
  85404. if (!cams) {
  85405. return;
  85406. }
  85407. for (var renderEffectName in this._renderEffects) {
  85408. if (this._renderEffects.hasOwnProperty(renderEffectName)) {
  85409. this._renderEffects[renderEffectName]._detachCameras(cams);
  85410. }
  85411. }
  85412. for (var i = 0; i < cams.length; i++) {
  85413. this._cameras.splice(this._cameras.indexOf(cams[i]), 1);
  85414. }
  85415. };
  85416. /** @hidden */
  85417. PostProcessRenderPipeline.prototype._update = function () {
  85418. for (var renderEffectName in this._renderEffects) {
  85419. if (this._renderEffects.hasOwnProperty(renderEffectName)) {
  85420. this._renderEffects[renderEffectName]._update();
  85421. }
  85422. }
  85423. for (var i = 0; i < this._cameras.length; i++) {
  85424. var cameraName = this._cameras[i].name;
  85425. if (this._renderEffectsForIsolatedPass[cameraName]) {
  85426. this._renderEffectsForIsolatedPass[cameraName]._update();
  85427. }
  85428. }
  85429. };
  85430. /** @hidden */
  85431. PostProcessRenderPipeline.prototype._reset = function () {
  85432. this._renderEffects = {};
  85433. this._renderEffectsForIsolatedPass = new Array();
  85434. };
  85435. PostProcessRenderPipeline.prototype._enableMSAAOnFirstPostProcess = function (sampleCount) {
  85436. // Set samples of the very first post process to 4 to enable native anti-aliasing in browsers that support webGL 2.0 (See: https://github.com/BabylonJS/Babylon.js/issues/3754)
  85437. var effectKeys = Object.keys(this._renderEffects);
  85438. if (this.engine.webGLVersion >= 2 && effectKeys.length > 0) {
  85439. var postProcesses = this._renderEffects[effectKeys[0]].getPostProcesses();
  85440. if (postProcesses) {
  85441. postProcesses[0].samples = sampleCount;
  85442. return true;
  85443. }
  85444. }
  85445. return false;
  85446. };
  85447. /**
  85448. * Disposes of the pipeline
  85449. */
  85450. PostProcessRenderPipeline.prototype.dispose = function () {
  85451. // Must be implemented by children
  85452. };
  85453. __decorate([
  85454. BABYLON.serialize()
  85455. ], PostProcessRenderPipeline.prototype, "_name", void 0);
  85456. return PostProcessRenderPipeline;
  85457. }());
  85458. BABYLON.PostProcessRenderPipeline = PostProcessRenderPipeline;
  85459. })(BABYLON || (BABYLON = {}));
  85460. //# sourceMappingURL=babylon.postProcessRenderPipeline.js.map
  85461. var BABYLON;
  85462. (function (BABYLON) {
  85463. /**
  85464. * This represents a depth renderer in Babylon.
  85465. * A depth renderer will render to it's depth map every frame which can be displayed or used in post processing
  85466. */
  85467. var DepthRenderer = /** @class */ (function () {
  85468. /**
  85469. * Instantiates a depth renderer
  85470. * @param scene The scene the renderer belongs to
  85471. * @param type The texture type of the depth map (default: Engine.TEXTURETYPE_FLOAT)
  85472. * @param camera The camera to be used to render the depth map (default: scene's active camera)
  85473. */
  85474. function DepthRenderer(scene, type, camera) {
  85475. if (type === void 0) { type = BABYLON.Engine.TEXTURETYPE_FLOAT; }
  85476. if (camera === void 0) { camera = null; }
  85477. var _this = this;
  85478. /**
  85479. * Specifiess that the depth renderer will only be used within
  85480. * the camera it is created for.
  85481. * This can help forcing its rendering during the camera processing.
  85482. */
  85483. this.useOnlyInActiveCamera = false;
  85484. this._scene = scene;
  85485. // Register the G Buffer component to the scene.
  85486. var component = scene._getComponent(BABYLON.SceneComponentConstants.NAME_DEPTHRENDERER);
  85487. if (!component) {
  85488. component = new BABYLON.DepthRendererSceneComponent(scene);
  85489. scene._addComponent(component);
  85490. }
  85491. this._camera = camera;
  85492. var engine = scene.getEngine();
  85493. // Render target
  85494. this._depthMap = new BABYLON.RenderTargetTexture("depthMap", { width: engine.getRenderWidth(), height: engine.getRenderHeight() }, this._scene, false, true, type);
  85495. this._depthMap.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  85496. this._depthMap.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  85497. this._depthMap.refreshRate = 1;
  85498. this._depthMap.renderParticles = false;
  85499. this._depthMap.renderList = null;
  85500. // Camera to get depth map from to support multiple concurrent cameras
  85501. this._depthMap.activeCamera = this._camera;
  85502. this._depthMap.ignoreCameraViewport = true;
  85503. this._depthMap.useCameraPostProcesses = false;
  85504. // set default depth value to 1.0 (far away)
  85505. this._depthMap.onClearObservable.add(function (engine) {
  85506. engine.clear(new BABYLON.Color4(1.0, 1.0, 1.0, 1.0), true, true, true);
  85507. });
  85508. // Custom render function
  85509. var renderSubMesh = function (subMesh) {
  85510. var mesh = subMesh.getRenderingMesh();
  85511. var scene = _this._scene;
  85512. var engine = scene.getEngine();
  85513. var material = subMesh.getMaterial();
  85514. if (!material) {
  85515. return;
  85516. }
  85517. // Culling and reverse (right handed system)
  85518. engine.setState(material.backFaceCulling, 0, false, scene.useRightHandedSystem);
  85519. // Managing instances
  85520. var batch = mesh._getInstancesRenderList(subMesh._id);
  85521. if (batch.mustReturn) {
  85522. return;
  85523. }
  85524. var hardwareInstancedRendering = (engine.getCaps().instancedArrays) && (batch.visibleInstances[subMesh._id] !== null);
  85525. var camera = _this._camera || scene.activeCamera;
  85526. if (_this.isReady(subMesh, hardwareInstancedRendering) && camera) {
  85527. engine.enableEffect(_this._effect);
  85528. mesh._bind(subMesh, _this._effect, BABYLON.Material.TriangleFillMode);
  85529. _this._effect.setMatrix("viewProjection", scene.getTransformMatrix());
  85530. _this._effect.setFloat2("depthValues", camera.minZ, camera.minZ + camera.maxZ);
  85531. // Alpha test
  85532. if (material && material.needAlphaTesting()) {
  85533. var alphaTexture = material.getAlphaTestTexture();
  85534. if (alphaTexture) {
  85535. _this._effect.setTexture("diffuseSampler", alphaTexture);
  85536. _this._effect.setMatrix("diffuseMatrix", alphaTexture.getTextureMatrix());
  85537. }
  85538. }
  85539. // Bones
  85540. if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  85541. _this._effect.setMatrices("mBones", mesh.skeleton.getTransformMatrices(mesh));
  85542. }
  85543. // Draw
  85544. mesh._processRendering(subMesh, _this._effect, BABYLON.Material.TriangleFillMode, batch, hardwareInstancedRendering, function (isInstance, world) { return _this._effect.setMatrix("world", world); });
  85545. }
  85546. };
  85547. this._depthMap.customRenderFunction = function (opaqueSubMeshes, alphaTestSubMeshes, transparentSubMeshes, depthOnlySubMeshes) {
  85548. var index;
  85549. if (depthOnlySubMeshes.length) {
  85550. engine.setColorWrite(false);
  85551. for (index = 0; index < depthOnlySubMeshes.length; index++) {
  85552. renderSubMesh(depthOnlySubMeshes.data[index]);
  85553. }
  85554. engine.setColorWrite(true);
  85555. }
  85556. for (index = 0; index < opaqueSubMeshes.length; index++) {
  85557. renderSubMesh(opaqueSubMeshes.data[index]);
  85558. }
  85559. for (index = 0; index < alphaTestSubMeshes.length; index++) {
  85560. renderSubMesh(alphaTestSubMeshes.data[index]);
  85561. }
  85562. };
  85563. }
  85564. /**
  85565. * Creates the depth rendering effect and checks if the effect is ready.
  85566. * @param subMesh The submesh to be used to render the depth map of
  85567. * @param useInstances If multiple world instances should be used
  85568. * @returns if the depth renderer is ready to render the depth map
  85569. */
  85570. DepthRenderer.prototype.isReady = function (subMesh, useInstances) {
  85571. var material = subMesh.getMaterial();
  85572. if (material.disableDepthWrite) {
  85573. return false;
  85574. }
  85575. var defines = [];
  85576. var attribs = [BABYLON.VertexBuffer.PositionKind];
  85577. var mesh = subMesh.getMesh();
  85578. // Alpha test
  85579. if (material && material.needAlphaTesting() && material.getAlphaTestTexture()) {
  85580. defines.push("#define ALPHATEST");
  85581. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  85582. attribs.push(BABYLON.VertexBuffer.UVKind);
  85583. defines.push("#define UV1");
  85584. }
  85585. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  85586. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  85587. defines.push("#define UV2");
  85588. }
  85589. }
  85590. // Bones
  85591. if (mesh.useBones && mesh.computeBonesUsingShaders) {
  85592. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  85593. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  85594. if (mesh.numBoneInfluencers > 4) {
  85595. attribs.push(BABYLON.VertexBuffer.MatricesIndicesExtraKind);
  85596. attribs.push(BABYLON.VertexBuffer.MatricesWeightsExtraKind);
  85597. }
  85598. defines.push("#define NUM_BONE_INFLUENCERS " + mesh.numBoneInfluencers);
  85599. defines.push("#define BonesPerMesh " + (mesh.skeleton ? mesh.skeleton.bones.length + 1 : 0));
  85600. }
  85601. else {
  85602. defines.push("#define NUM_BONE_INFLUENCERS 0");
  85603. }
  85604. // Instances
  85605. if (useInstances) {
  85606. defines.push("#define INSTANCES");
  85607. attribs.push("world0");
  85608. attribs.push("world1");
  85609. attribs.push("world2");
  85610. attribs.push("world3");
  85611. }
  85612. // Get correct effect
  85613. var join = defines.join("\n");
  85614. if (this._cachedDefines !== join) {
  85615. this._cachedDefines = join;
  85616. this._effect = this._scene.getEngine().createEffect("depth", attribs, ["world", "mBones", "viewProjection", "diffuseMatrix", "depthValues"], ["diffuseSampler"], join);
  85617. }
  85618. return this._effect.isReady();
  85619. };
  85620. /**
  85621. * Gets the texture which the depth map will be written to.
  85622. * @returns The depth map texture
  85623. */
  85624. DepthRenderer.prototype.getDepthMap = function () {
  85625. return this._depthMap;
  85626. };
  85627. /**
  85628. * Disposes of the depth renderer.
  85629. */
  85630. DepthRenderer.prototype.dispose = function () {
  85631. this._depthMap.dispose();
  85632. };
  85633. return DepthRenderer;
  85634. }());
  85635. BABYLON.DepthRenderer = DepthRenderer;
  85636. })(BABYLON || (BABYLON = {}));
  85637. //# sourceMappingURL=babylon.depthRenderer.js.map
  85638. var BABYLON;
  85639. (function (BABYLON) {
  85640. BABYLON.Scene.prototype.enableDepthRenderer = function (camera) {
  85641. camera = camera || this.activeCamera;
  85642. if (!camera) {
  85643. throw "No camera available to enable depth renderer";
  85644. }
  85645. if (!this._depthRenderer) {
  85646. this._depthRenderer = {};
  85647. }
  85648. if (!this._depthRenderer[camera.id]) {
  85649. var textureType = 0;
  85650. if (this.getEngine().getCaps().textureHalfFloatRender) {
  85651. textureType = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  85652. }
  85653. else if (this.getEngine().getCaps().textureFloatRender) {
  85654. textureType = BABYLON.Engine.TEXTURETYPE_FLOAT;
  85655. }
  85656. else {
  85657. throw "Depth renderer does not support int texture type";
  85658. }
  85659. this._depthRenderer[camera.id] = new BABYLON.DepthRenderer(this, textureType, camera);
  85660. }
  85661. return this._depthRenderer[camera.id];
  85662. };
  85663. BABYLON.Scene.prototype.disableDepthRenderer = function (camera) {
  85664. camera = camera || this.activeCamera;
  85665. if (!camera || !this._depthRenderer || !this._depthRenderer[camera.id]) {
  85666. return;
  85667. }
  85668. this._depthRenderer[camera.id].dispose();
  85669. delete this._depthRenderer[camera.id];
  85670. };
  85671. /**
  85672. * Defines the Depth Renderer scene component responsible to manage a depth buffer useful
  85673. * in several rendering techniques.
  85674. */
  85675. var DepthRendererSceneComponent = /** @class */ (function () {
  85676. /**
  85677. * Creates a new instance of the component for the given scene
  85678. * @param scene Defines the scene to register the component in
  85679. */
  85680. function DepthRendererSceneComponent(scene) {
  85681. /**
  85682. * The component name helpfull to identify the component in the list of scene components.
  85683. */
  85684. this.name = BABYLON.SceneComponentConstants.NAME_DEPTHRENDERER;
  85685. this.scene = scene;
  85686. }
  85687. /**
  85688. * Registers the component in a given scene
  85689. */
  85690. DepthRendererSceneComponent.prototype.register = function () {
  85691. this.scene._gatherRenderTargetsStage.registerStep(BABYLON.SceneComponentConstants.STEP_GATHERRENDERTARGETS_DEPTHRENDERER, this, this._gatherRenderTargets);
  85692. this.scene._gatherActiveCameraRenderTargetsStage.registerStep(BABYLON.SceneComponentConstants.STEP_GATHERACTIVECAMERARENDERTARGETS_DEPTHRENDERER, this, this._gatherActiveCameraRenderTargets);
  85693. };
  85694. /**
  85695. * Rebuilds the elements related to this component in case of
  85696. * context lost for instance.
  85697. */
  85698. DepthRendererSceneComponent.prototype.rebuild = function () {
  85699. // Nothing to do for this component
  85700. };
  85701. /**
  85702. * Disposes the component and the associated ressources
  85703. */
  85704. DepthRendererSceneComponent.prototype.dispose = function () {
  85705. for (var key in this.scene._depthRenderer) {
  85706. this.scene._depthRenderer[key].dispose();
  85707. }
  85708. };
  85709. DepthRendererSceneComponent.prototype._gatherRenderTargets = function (renderTargets) {
  85710. if (this.scene._depthRenderer) {
  85711. for (var key in this.scene._depthRenderer) {
  85712. var depthRenderer = this.scene._depthRenderer[key];
  85713. if (!depthRenderer.useOnlyInActiveCamera) {
  85714. renderTargets.push(depthRenderer.getDepthMap());
  85715. }
  85716. }
  85717. }
  85718. };
  85719. DepthRendererSceneComponent.prototype._gatherActiveCameraRenderTargets = function (renderTargets) {
  85720. if (this.scene._depthRenderer) {
  85721. for (var key in this.scene._depthRenderer) {
  85722. var depthRenderer = this.scene._depthRenderer[key];
  85723. if (depthRenderer.useOnlyInActiveCamera && this.scene.activeCamera.id === key) {
  85724. renderTargets.push(depthRenderer.getDepthMap());
  85725. }
  85726. }
  85727. }
  85728. };
  85729. return DepthRendererSceneComponent;
  85730. }());
  85731. BABYLON.DepthRendererSceneComponent = DepthRendererSceneComponent;
  85732. })(BABYLON || (BABYLON = {}));
  85733. //# sourceMappingURL=babylon.depthRendererSceneComponent.js.map
  85734. var BABYLON;
  85735. (function (BABYLON) {
  85736. /**
  85737. * This renderer is helpfull to fill one of the render target with a geometry buffer.
  85738. */
  85739. var GeometryBufferRenderer = /** @class */ (function () {
  85740. /**
  85741. * Creates a new G Buffer for the scene
  85742. * @param scene The scene the buffer belongs to
  85743. * @param ratio How big is the buffer related to the main canvas.
  85744. */
  85745. function GeometryBufferRenderer(scene, ratio) {
  85746. if (ratio === void 0) { ratio = 1; }
  85747. /**
  85748. * Dictionary used to store the previous transformation matrices of each rendered mesh
  85749. * in order to compute objects velocities when enableVelocity is set to "true"
  85750. * @hidden
  85751. */
  85752. this._previousTransformationMatrices = {};
  85753. this._enablePosition = false;
  85754. this._enableVelocity = false;
  85755. this._positionIndex = -1;
  85756. this._velocityIndex = -1;
  85757. this._scene = scene;
  85758. this._ratio = ratio;
  85759. // Register the G Buffer component to the scene.
  85760. var component = scene._getComponent(BABYLON.SceneComponentConstants.NAME_GEOMETRYBUFFERRENDERER);
  85761. if (!component) {
  85762. component = new BABYLON.GeometryBufferRendererSceneComponent(scene);
  85763. scene._addComponent(component);
  85764. }
  85765. // Render target
  85766. this._createRenderTargets();
  85767. }
  85768. Object.defineProperty(GeometryBufferRenderer.prototype, "renderList", {
  85769. /**
  85770. * Set the render list (meshes to be rendered) used in the G buffer.
  85771. */
  85772. set: function (meshes) {
  85773. this._multiRenderTarget.renderList = meshes;
  85774. },
  85775. enumerable: true,
  85776. configurable: true
  85777. });
  85778. Object.defineProperty(GeometryBufferRenderer.prototype, "isSupported", {
  85779. /**
  85780. * Gets wether or not G buffer are supported by the running hardware.
  85781. * This requires draw buffer supports
  85782. */
  85783. get: function () {
  85784. return this._multiRenderTarget.isSupported;
  85785. },
  85786. enumerable: true,
  85787. configurable: true
  85788. });
  85789. /**
  85790. * Returns the index of the given texture type in the G-Buffer textures array
  85791. * @param textureType The texture type constant. For example GeometryBufferRenderer.POSITION_TEXTURE_INDEX
  85792. * @returns the index of the given texture type in the G-Buffer textures array
  85793. */
  85794. GeometryBufferRenderer.prototype.getTextureIndex = function (textureType) {
  85795. switch (textureType) {
  85796. case GeometryBufferRenderer.POSITION_TEXTURE_TYPE: return this._positionIndex;
  85797. case GeometryBufferRenderer.VELOCITY_TEXTURE_TYPE: return this._velocityIndex;
  85798. default: return -1;
  85799. }
  85800. };
  85801. Object.defineProperty(GeometryBufferRenderer.prototype, "enablePosition", {
  85802. /**
  85803. * Gets a boolean indicating if objects positions are enabled for the G buffer.
  85804. */
  85805. get: function () {
  85806. return this._enablePosition;
  85807. },
  85808. /**
  85809. * Sets whether or not objects positions are enabled for the G buffer.
  85810. */
  85811. set: function (enable) {
  85812. this._enablePosition = enable;
  85813. this.dispose();
  85814. this._createRenderTargets();
  85815. },
  85816. enumerable: true,
  85817. configurable: true
  85818. });
  85819. Object.defineProperty(GeometryBufferRenderer.prototype, "enableVelocity", {
  85820. /**
  85821. * Gets a boolean indicating if objects velocities are enabled for the G buffer.
  85822. */
  85823. get: function () {
  85824. return this._enableVelocity;
  85825. },
  85826. /**
  85827. * Sets wether or not objects velocities are enabled for the G buffer.
  85828. */
  85829. set: function (enable) {
  85830. this._enableVelocity = enable;
  85831. this.dispose();
  85832. this._createRenderTargets();
  85833. },
  85834. enumerable: true,
  85835. configurable: true
  85836. });
  85837. Object.defineProperty(GeometryBufferRenderer.prototype, "scene", {
  85838. /**
  85839. * Gets the scene associated with the buffer.
  85840. */
  85841. get: function () {
  85842. return this._scene;
  85843. },
  85844. enumerable: true,
  85845. configurable: true
  85846. });
  85847. Object.defineProperty(GeometryBufferRenderer.prototype, "ratio", {
  85848. /**
  85849. * Gets the ratio used by the buffer during its creation.
  85850. * How big is the buffer related to the main canvas.
  85851. */
  85852. get: function () {
  85853. return this._ratio;
  85854. },
  85855. enumerable: true,
  85856. configurable: true
  85857. });
  85858. /**
  85859. * Checks wether everything is ready to render a submesh to the G buffer.
  85860. * @param subMesh the submesh to check readiness for
  85861. * @param useInstances is the mesh drawn using instance or not
  85862. * @returns true if ready otherwise false
  85863. */
  85864. GeometryBufferRenderer.prototype.isReady = function (subMesh, useInstances) {
  85865. var material = subMesh.getMaterial();
  85866. if (material && material.disableDepthWrite) {
  85867. return false;
  85868. }
  85869. var defines = [];
  85870. var attribs = [BABYLON.VertexBuffer.PositionKind, BABYLON.VertexBuffer.NormalKind];
  85871. var mesh = subMesh.getMesh();
  85872. // Alpha test
  85873. if (material && material.needAlphaTesting()) {
  85874. defines.push("#define ALPHATEST");
  85875. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  85876. attribs.push(BABYLON.VertexBuffer.UVKind);
  85877. defines.push("#define UV1");
  85878. }
  85879. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  85880. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  85881. defines.push("#define UV2");
  85882. }
  85883. }
  85884. // Buffers
  85885. if (this._enablePosition) {
  85886. defines.push("#define POSITION");
  85887. defines.push("#define POSITION_INDEX " + this._positionIndex);
  85888. }
  85889. if (this._enableVelocity) {
  85890. defines.push("#define VELOCITY");
  85891. defines.push("#define VELOCITY_INDEX " + this._velocityIndex);
  85892. }
  85893. // Bones
  85894. if (mesh.useBones && mesh.computeBonesUsingShaders) {
  85895. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  85896. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  85897. if (mesh.numBoneInfluencers > 4) {
  85898. attribs.push(BABYLON.VertexBuffer.MatricesIndicesExtraKind);
  85899. attribs.push(BABYLON.VertexBuffer.MatricesWeightsExtraKind);
  85900. }
  85901. defines.push("#define NUM_BONE_INFLUENCERS " + mesh.numBoneInfluencers);
  85902. defines.push("#define BonesPerMesh " + (mesh.skeleton ? mesh.skeleton.bones.length + 1 : 0));
  85903. }
  85904. else {
  85905. defines.push("#define NUM_BONE_INFLUENCERS 0");
  85906. }
  85907. // Instances
  85908. if (useInstances) {
  85909. defines.push("#define INSTANCES");
  85910. attribs.push("world0");
  85911. attribs.push("world1");
  85912. attribs.push("world2");
  85913. attribs.push("world3");
  85914. }
  85915. // Setup textures count
  85916. defines.push("#define RENDER_TARGET_COUNT " + this._multiRenderTarget.textures.length);
  85917. // Get correct effect
  85918. var join = defines.join("\n");
  85919. if (this._cachedDefines !== join) {
  85920. this._cachedDefines = join;
  85921. this._effect = this._scene.getEngine().createEffect("geometry", attribs, ["world", "mBones", "viewProjection", "diffuseMatrix", "view", "previousWorldViewProjection"], ["diffuseSampler"], join, undefined, undefined, undefined, { buffersCount: this._enablePosition ? 3 : 2 });
  85922. }
  85923. return this._effect.isReady();
  85924. };
  85925. /**
  85926. * Gets the current underlying G Buffer.
  85927. * @returns the buffer
  85928. */
  85929. GeometryBufferRenderer.prototype.getGBuffer = function () {
  85930. return this._multiRenderTarget;
  85931. };
  85932. Object.defineProperty(GeometryBufferRenderer.prototype, "samples", {
  85933. /**
  85934. * Gets the number of samples used to render the buffer (anti aliasing).
  85935. */
  85936. get: function () {
  85937. return this._multiRenderTarget.samples;
  85938. },
  85939. /**
  85940. * Sets the number of samples used to render the buffer (anti aliasing).
  85941. */
  85942. set: function (value) {
  85943. this._multiRenderTarget.samples = value;
  85944. },
  85945. enumerable: true,
  85946. configurable: true
  85947. });
  85948. /**
  85949. * Disposes the renderer and frees up associated resources.
  85950. */
  85951. GeometryBufferRenderer.prototype.dispose = function () {
  85952. this.getGBuffer().dispose();
  85953. };
  85954. GeometryBufferRenderer.prototype._createRenderTargets = function () {
  85955. var _this = this;
  85956. var engine = this._scene.getEngine();
  85957. var count = 2;
  85958. if (this._enablePosition) {
  85959. this._positionIndex = count;
  85960. count++;
  85961. }
  85962. if (this._enableVelocity) {
  85963. this._velocityIndex = count;
  85964. count++;
  85965. }
  85966. this._multiRenderTarget = new BABYLON.MultiRenderTarget("gBuffer", { width: engine.getRenderWidth() * this._ratio, height: engine.getRenderHeight() * this._ratio }, count, this._scene, { generateMipMaps: false, generateDepthTexture: true, defaultType: BABYLON.Engine.TEXTURETYPE_FLOAT });
  85967. if (!this.isSupported) {
  85968. return;
  85969. }
  85970. this._multiRenderTarget.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  85971. this._multiRenderTarget.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  85972. this._multiRenderTarget.refreshRate = 1;
  85973. this._multiRenderTarget.renderParticles = false;
  85974. this._multiRenderTarget.renderList = null;
  85975. // set default depth value to 1.0 (far away)
  85976. this._multiRenderTarget.onClearObservable.add(function (engine) {
  85977. engine.clear(new BABYLON.Color4(0.0, 0.0, 0.0, 1.0), true, true, true);
  85978. });
  85979. // Custom render function
  85980. var renderSubMesh = function (subMesh) {
  85981. var mesh = subMesh.getRenderingMesh();
  85982. var scene = _this._scene;
  85983. var engine = scene.getEngine();
  85984. var material = subMesh.getMaterial();
  85985. if (!material) {
  85986. return;
  85987. }
  85988. // Velocity
  85989. if (!_this._previousTransformationMatrices[mesh.uniqueId]) {
  85990. _this._previousTransformationMatrices[mesh.uniqueId] = BABYLON.Matrix.Identity();
  85991. }
  85992. // Culling
  85993. engine.setState(material.backFaceCulling, 0, false, scene.useRightHandedSystem);
  85994. // Managing instances
  85995. var batch = mesh._getInstancesRenderList(subMesh._id);
  85996. if (batch.mustReturn) {
  85997. return;
  85998. }
  85999. var hardwareInstancedRendering = (engine.getCaps().instancedArrays) && (batch.visibleInstances[subMesh._id] !== null);
  86000. if (_this.isReady(subMesh, hardwareInstancedRendering)) {
  86001. engine.enableEffect(_this._effect);
  86002. mesh._bind(subMesh, _this._effect, BABYLON.Material.TriangleFillMode);
  86003. _this._effect.setMatrix("viewProjection", scene.getTransformMatrix());
  86004. _this._effect.setMatrix("view", scene.getViewMatrix());
  86005. // Alpha test
  86006. if (material && material.needAlphaTesting()) {
  86007. var alphaTexture = material.getAlphaTestTexture();
  86008. if (alphaTexture) {
  86009. _this._effect.setTexture("diffuseSampler", alphaTexture);
  86010. _this._effect.setMatrix("diffuseMatrix", alphaTexture.getTextureMatrix());
  86011. }
  86012. }
  86013. // Bones
  86014. if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  86015. _this._effect.setMatrices("mBones", mesh.skeleton.getTransformMatrices(mesh));
  86016. }
  86017. // Velocity
  86018. _this._effect.setMatrix("previousWorldViewProjection", _this._previousTransformationMatrices[mesh.uniqueId]);
  86019. // Draw
  86020. mesh._processRendering(subMesh, _this._effect, BABYLON.Material.TriangleFillMode, batch, hardwareInstancedRendering, function (isInstance, world) { return _this._effect.setMatrix("world", world); });
  86021. }
  86022. // Velocity
  86023. _this._previousTransformationMatrices[mesh.uniqueId] = mesh.getWorldMatrix().multiply(_this._scene.getTransformMatrix());
  86024. };
  86025. this._multiRenderTarget.customRenderFunction = function (opaqueSubMeshes, alphaTestSubMeshes, transparentSubMeshes, depthOnlySubMeshes) {
  86026. var index;
  86027. if (depthOnlySubMeshes.length) {
  86028. engine.setColorWrite(false);
  86029. for (index = 0; index < depthOnlySubMeshes.length; index++) {
  86030. renderSubMesh(depthOnlySubMeshes.data[index]);
  86031. }
  86032. engine.setColorWrite(true);
  86033. }
  86034. for (index = 0; index < opaqueSubMeshes.length; index++) {
  86035. renderSubMesh(opaqueSubMeshes.data[index]);
  86036. }
  86037. for (index = 0; index < alphaTestSubMeshes.length; index++) {
  86038. renderSubMesh(alphaTestSubMeshes.data[index]);
  86039. }
  86040. };
  86041. };
  86042. /**
  86043. * Constant used to retrieve the position texture index in the G-Buffer textures array
  86044. * using getIndex(GeometryBufferRenderer.POSITION_TEXTURE_INDEX)
  86045. */
  86046. GeometryBufferRenderer.POSITION_TEXTURE_TYPE = 1;
  86047. /**
  86048. * Constant used to retrieve the velocity texture index in the G-Buffer textures array
  86049. * using getIndex(GeometryBufferRenderer.VELOCITY_TEXTURE_INDEX)
  86050. */
  86051. GeometryBufferRenderer.VELOCITY_TEXTURE_TYPE = 2;
  86052. return GeometryBufferRenderer;
  86053. }());
  86054. BABYLON.GeometryBufferRenderer = GeometryBufferRenderer;
  86055. })(BABYLON || (BABYLON = {}));
  86056. //# sourceMappingURL=babylon.geometryBufferRenderer.js.map
  86057. var BABYLON;
  86058. (function (BABYLON) {
  86059. Object.defineProperty(BABYLON.Scene.prototype, "geometryBufferRenderer", {
  86060. get: function () {
  86061. this._geometryBufferRenderer;
  86062. },
  86063. set: function (value) {
  86064. if (value && value.isSupported) {
  86065. this._geometryBufferRenderer = value;
  86066. }
  86067. },
  86068. enumerable: true,
  86069. configurable: true
  86070. });
  86071. BABYLON.Scene.prototype.enableGeometryBufferRenderer = function (ratio) {
  86072. if (ratio === void 0) { ratio = 1; }
  86073. if (this._geometryBufferRenderer) {
  86074. return this._geometryBufferRenderer;
  86075. }
  86076. this._geometryBufferRenderer = new BABYLON.GeometryBufferRenderer(this, ratio);
  86077. if (!this._geometryBufferRenderer.isSupported) {
  86078. this._geometryBufferRenderer = null;
  86079. }
  86080. return this._geometryBufferRenderer;
  86081. };
  86082. BABYLON.Scene.prototype.disableGeometryBufferRenderer = function () {
  86083. if (!this._geometryBufferRenderer) {
  86084. return;
  86085. }
  86086. this._geometryBufferRenderer.dispose();
  86087. this._geometryBufferRenderer = null;
  86088. };
  86089. /**
  86090. * Defines the Geometry Buffer scene component responsible to manage a G-Buffer useful
  86091. * in several rendering techniques.
  86092. */
  86093. var GeometryBufferRendererSceneComponent = /** @class */ (function () {
  86094. /**
  86095. * Creates a new instance of the component for the given scene
  86096. * @param scene Defines the scene to register the component in
  86097. */
  86098. function GeometryBufferRendererSceneComponent(scene) {
  86099. /**
  86100. * The component name helpful to identify the component in the list of scene components.
  86101. */
  86102. this.name = BABYLON.SceneComponentConstants.NAME_GEOMETRYBUFFERRENDERER;
  86103. this.scene = scene;
  86104. }
  86105. /**
  86106. * Registers the component in a given scene
  86107. */
  86108. GeometryBufferRendererSceneComponent.prototype.register = function () {
  86109. this.scene._gatherRenderTargetsStage.registerStep(BABYLON.SceneComponentConstants.STEP_GATHERRENDERTARGETS_GEOMETRYBUFFERRENDERER, this, this._gatherRenderTargets);
  86110. };
  86111. /**
  86112. * Rebuilds the elements related to this component in case of
  86113. * context lost for instance.
  86114. */
  86115. GeometryBufferRendererSceneComponent.prototype.rebuild = function () {
  86116. // Nothing to do for this component
  86117. };
  86118. /**
  86119. * Disposes the component and the associated ressources
  86120. */
  86121. GeometryBufferRendererSceneComponent.prototype.dispose = function () {
  86122. // Nothing to do for this component
  86123. };
  86124. GeometryBufferRendererSceneComponent.prototype._gatherRenderTargets = function (renderTargets) {
  86125. if (this.scene._geometryBufferRenderer) {
  86126. renderTargets.push(this.scene._geometryBufferRenderer.getGBuffer());
  86127. }
  86128. };
  86129. return GeometryBufferRendererSceneComponent;
  86130. }());
  86131. BABYLON.GeometryBufferRendererSceneComponent = GeometryBufferRendererSceneComponent;
  86132. })(BABYLON || (BABYLON = {}));
  86133. //# sourceMappingURL=babylon.geometryBufferRendererSceneComponent.js.map
  86134. var BABYLON;
  86135. (function (BABYLON) {
  86136. /**
  86137. * Render pipeline to produce ssao effect
  86138. */
  86139. var SSAORenderingPipeline = /** @class */ (function (_super) {
  86140. __extends(SSAORenderingPipeline, _super);
  86141. /**
  86142. * @constructor
  86143. * @param name - The rendering pipeline name
  86144. * @param scene - The scene linked to this pipeline
  86145. * @param ratio - The size of the postprocesses. Can be a number shared between passes or an object for more precision: { ssaoRatio: 0.5, combineRatio: 1.0 }
  86146. * @param cameras - The array of cameras that the rendering pipeline will be attached to
  86147. */
  86148. function SSAORenderingPipeline(name, scene, ratio, cameras) {
  86149. var _this = _super.call(this, scene.getEngine(), name) || this;
  86150. // Members
  86151. /**
  86152. * @ignore
  86153. * The PassPostProcess id in the pipeline that contains the original scene color
  86154. */
  86155. _this.SSAOOriginalSceneColorEffect = "SSAOOriginalSceneColorEffect";
  86156. /**
  86157. * @ignore
  86158. * The SSAO PostProcess id in the pipeline
  86159. */
  86160. _this.SSAORenderEffect = "SSAORenderEffect";
  86161. /**
  86162. * @ignore
  86163. * The horizontal blur PostProcess id in the pipeline
  86164. */
  86165. _this.SSAOBlurHRenderEffect = "SSAOBlurHRenderEffect";
  86166. /**
  86167. * @ignore
  86168. * The vertical blur PostProcess id in the pipeline
  86169. */
  86170. _this.SSAOBlurVRenderEffect = "SSAOBlurVRenderEffect";
  86171. /**
  86172. * @ignore
  86173. * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
  86174. */
  86175. _this.SSAOCombineRenderEffect = "SSAOCombineRenderEffect";
  86176. /**
  86177. * The output strength of the SSAO post-process. Default value is 1.0.
  86178. */
  86179. _this.totalStrength = 1.0;
  86180. /**
  86181. * The radius around the analyzed pixel used by the SSAO post-process. Default value is 0.0006
  86182. */
  86183. _this.radius = 0.0001;
  86184. /**
  86185. * Related to fallOff, used to interpolate SSAO samples (first interpolate function input) based on the occlusion difference of each pixel
  86186. * Must not be equal to fallOff and superior to fallOff.
  86187. * Default value is 0.975
  86188. */
  86189. _this.area = 0.0075;
  86190. /**
  86191. * Related to area, used to interpolate SSAO samples (second interpolate function input) based on the occlusion difference of each pixel
  86192. * Must not be equal to area and inferior to area.
  86193. * Default value is 0.0
  86194. */
  86195. _this.fallOff = 0.000001;
  86196. /**
  86197. * The base color of the SSAO post-process
  86198. * The final result is "base + ssao" between [0, 1]
  86199. */
  86200. _this.base = 0.5;
  86201. _this._firstUpdate = true;
  86202. _this._scene = scene;
  86203. // Set up assets
  86204. _this._createRandomTexture();
  86205. _this._depthTexture = scene.enableDepthRenderer().getDepthMap(); // Force depth renderer "on"
  86206. var ssaoRatio = ratio.ssaoRatio || ratio;
  86207. var combineRatio = ratio.combineRatio || ratio;
  86208. _this._originalColorPostProcess = new BABYLON.PassPostProcess("SSAOOriginalSceneColor", combineRatio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false);
  86209. _this._createSSAOPostProcess(ssaoRatio);
  86210. _this._createBlurPostProcess(ssaoRatio);
  86211. _this._createSSAOCombinePostProcess(combineRatio);
  86212. // Set up pipeline
  86213. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAOOriginalSceneColorEffect, function () { return _this._originalColorPostProcess; }, true));
  86214. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAORenderEffect, function () { return _this._ssaoPostProcess; }, true));
  86215. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAOBlurHRenderEffect, function () { return _this._blurHPostProcess; }, true));
  86216. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAOBlurVRenderEffect, function () { return _this._blurVPostProcess; }, true));
  86217. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAOCombineRenderEffect, function () { return _this._ssaoCombinePostProcess; }, true));
  86218. // Finish
  86219. scene.postProcessRenderPipelineManager.addPipeline(_this);
  86220. if (cameras) {
  86221. scene.postProcessRenderPipelineManager.attachCamerasToRenderPipeline(name, cameras);
  86222. }
  86223. return _this;
  86224. }
  86225. // Public Methods
  86226. /**
  86227. * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
  86228. */
  86229. SSAORenderingPipeline.prototype.dispose = function (disableDepthRender) {
  86230. if (disableDepthRender === void 0) { disableDepthRender = false; }
  86231. for (var i = 0; i < this._scene.cameras.length; i++) {
  86232. var camera = this._scene.cameras[i];
  86233. this._originalColorPostProcess.dispose(camera);
  86234. this._ssaoPostProcess.dispose(camera);
  86235. this._blurHPostProcess.dispose(camera);
  86236. this._blurVPostProcess.dispose(camera);
  86237. this._ssaoCombinePostProcess.dispose(camera);
  86238. }
  86239. this._randomTexture.dispose();
  86240. if (disableDepthRender) {
  86241. this._scene.disableDepthRenderer();
  86242. }
  86243. this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._scene.cameras);
  86244. _super.prototype.dispose.call(this);
  86245. };
  86246. // Private Methods
  86247. SSAORenderingPipeline.prototype._createBlurPostProcess = function (ratio) {
  86248. var _this = this;
  86249. var size = 16;
  86250. this._blurHPostProcess = new BABYLON.BlurPostProcess("BlurH", new BABYLON.Vector2(1, 0), size, ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT);
  86251. this._blurVPostProcess = new BABYLON.BlurPostProcess("BlurV", new BABYLON.Vector2(0, 1), size, ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT);
  86252. this._blurHPostProcess.onActivateObservable.add(function () {
  86253. var dw = _this._blurHPostProcess.width / _this._scene.getEngine().getRenderWidth();
  86254. _this._blurHPostProcess.kernel = size * dw;
  86255. });
  86256. this._blurVPostProcess.onActivateObservable.add(function () {
  86257. var dw = _this._blurVPostProcess.height / _this._scene.getEngine().getRenderHeight();
  86258. _this._blurVPostProcess.kernel = size * dw;
  86259. });
  86260. };
  86261. /** @hidden */
  86262. SSAORenderingPipeline.prototype._rebuild = function () {
  86263. this._firstUpdate = true;
  86264. _super.prototype._rebuild.call(this);
  86265. };
  86266. SSAORenderingPipeline.prototype._createSSAOPostProcess = function (ratio) {
  86267. var _this = this;
  86268. var numSamples = 16;
  86269. var sampleSphere = [
  86270. 0.5381, 0.1856, -0.4319,
  86271. 0.1379, 0.2486, 0.4430,
  86272. 0.3371, 0.5679, -0.0057,
  86273. -0.6999, -0.0451, -0.0019,
  86274. 0.0689, -0.1598, -0.8547,
  86275. 0.0560, 0.0069, -0.1843,
  86276. -0.0146, 0.1402, 0.0762,
  86277. 0.0100, -0.1924, -0.0344,
  86278. -0.3577, -0.5301, -0.4358,
  86279. -0.3169, 0.1063, 0.0158,
  86280. 0.0103, -0.5869, 0.0046,
  86281. -0.0897, -0.4940, 0.3287,
  86282. 0.7119, -0.0154, -0.0918,
  86283. -0.0533, 0.0596, -0.5411,
  86284. 0.0352, -0.0631, 0.5460,
  86285. -0.4776, 0.2847, -0.0271
  86286. ];
  86287. var samplesFactor = 1.0 / numSamples;
  86288. this._ssaoPostProcess = new BABYLON.PostProcess("ssao", "ssao", [
  86289. "sampleSphere", "samplesFactor", "randTextureTiles", "totalStrength", "radius",
  86290. "area", "fallOff", "base", "range", "viewport"
  86291. ], ["randomSampler"], ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, "#define SAMPLES " + numSamples + "\n#define SSAO");
  86292. this._ssaoPostProcess.onApply = function (effect) {
  86293. if (_this._firstUpdate) {
  86294. effect.setArray3("sampleSphere", sampleSphere);
  86295. effect.setFloat("samplesFactor", samplesFactor);
  86296. effect.setFloat("randTextureTiles", 4.0);
  86297. }
  86298. effect.setFloat("totalStrength", _this.totalStrength);
  86299. effect.setFloat("radius", _this.radius);
  86300. effect.setFloat("area", _this.area);
  86301. effect.setFloat("fallOff", _this.fallOff);
  86302. effect.setFloat("base", _this.base);
  86303. effect.setTexture("textureSampler", _this._depthTexture);
  86304. effect.setTexture("randomSampler", _this._randomTexture);
  86305. };
  86306. };
  86307. SSAORenderingPipeline.prototype._createSSAOCombinePostProcess = function (ratio) {
  86308. var _this = this;
  86309. this._ssaoCombinePostProcess = new BABYLON.PostProcess("ssaoCombine", "ssaoCombine", [], ["originalColor", "viewport"], ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false);
  86310. this._ssaoCombinePostProcess.onApply = function (effect) {
  86311. effect.setVector4("viewport", BABYLON.Tmp.Vector4[0].copyFromFloats(0, 0, 1.0, 1.0));
  86312. effect.setTextureFromPostProcess("originalColor", _this._originalColorPostProcess);
  86313. };
  86314. };
  86315. SSAORenderingPipeline.prototype._createRandomTexture = function () {
  86316. var size = 512;
  86317. this._randomTexture = new BABYLON.DynamicTexture("SSAORandomTexture", size, this._scene, false, BABYLON.Texture.TRILINEAR_SAMPLINGMODE);
  86318. this._randomTexture.wrapU = BABYLON.Texture.WRAP_ADDRESSMODE;
  86319. this._randomTexture.wrapV = BABYLON.Texture.WRAP_ADDRESSMODE;
  86320. var context = this._randomTexture.getContext();
  86321. var rand = function (min, max) {
  86322. return Math.random() * (max - min) + min;
  86323. };
  86324. var randVector = BABYLON.Vector3.Zero();
  86325. for (var x = 0; x < size; x++) {
  86326. for (var y = 0; y < size; y++) {
  86327. randVector.x = Math.floor(rand(-1.0, 1.0) * 255);
  86328. randVector.y = Math.floor(rand(-1.0, 1.0) * 255);
  86329. randVector.z = Math.floor(rand(-1.0, 1.0) * 255);
  86330. context.fillStyle = 'rgb(' + randVector.x + ', ' + randVector.y + ', ' + randVector.z + ')';
  86331. context.fillRect(x, y, 1, 1);
  86332. }
  86333. }
  86334. this._randomTexture.update(false);
  86335. };
  86336. __decorate([
  86337. BABYLON.serialize()
  86338. ], SSAORenderingPipeline.prototype, "totalStrength", void 0);
  86339. __decorate([
  86340. BABYLON.serialize()
  86341. ], SSAORenderingPipeline.prototype, "radius", void 0);
  86342. __decorate([
  86343. BABYLON.serialize()
  86344. ], SSAORenderingPipeline.prototype, "area", void 0);
  86345. __decorate([
  86346. BABYLON.serialize()
  86347. ], SSAORenderingPipeline.prototype, "fallOff", void 0);
  86348. __decorate([
  86349. BABYLON.serialize()
  86350. ], SSAORenderingPipeline.prototype, "base", void 0);
  86351. return SSAORenderingPipeline;
  86352. }(BABYLON.PostProcessRenderPipeline));
  86353. BABYLON.SSAORenderingPipeline = SSAORenderingPipeline;
  86354. })(BABYLON || (BABYLON = {}));
  86355. //# sourceMappingURL=babylon.ssaoRenderingPipeline.js.map
  86356. var BABYLON;
  86357. (function (BABYLON) {
  86358. /**
  86359. * Render pipeline to produce ssao effect
  86360. */
  86361. var SSAO2RenderingPipeline = /** @class */ (function (_super) {
  86362. __extends(SSAO2RenderingPipeline, _super);
  86363. /**
  86364. * @constructor
  86365. * @param name The rendering pipeline name
  86366. * @param scene The scene linked to this pipeline
  86367. * @param ratio The size of the postprocesses. Can be a number shared between passes or an object for more precision: { ssaoRatio: 0.5, blurRatio: 1.0 }
  86368. * @param cameras The array of cameras that the rendering pipeline will be attached to
  86369. */
  86370. function SSAO2RenderingPipeline(name, scene, ratio, cameras) {
  86371. var _this = _super.call(this, scene.getEngine(), name) || this;
  86372. // Members
  86373. /**
  86374. * @ignore
  86375. * The PassPostProcess id in the pipeline that contains the original scene color
  86376. */
  86377. _this.SSAOOriginalSceneColorEffect = "SSAOOriginalSceneColorEffect";
  86378. /**
  86379. * @ignore
  86380. * The SSAO PostProcess id in the pipeline
  86381. */
  86382. _this.SSAORenderEffect = "SSAORenderEffect";
  86383. /**
  86384. * @ignore
  86385. * The horizontal blur PostProcess id in the pipeline
  86386. */
  86387. _this.SSAOBlurHRenderEffect = "SSAOBlurHRenderEffect";
  86388. /**
  86389. * @ignore
  86390. * The vertical blur PostProcess id in the pipeline
  86391. */
  86392. _this.SSAOBlurVRenderEffect = "SSAOBlurVRenderEffect";
  86393. /**
  86394. * @ignore
  86395. * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
  86396. */
  86397. _this.SSAOCombineRenderEffect = "SSAOCombineRenderEffect";
  86398. /**
  86399. * The output strength of the SSAO post-process. Default value is 1.0.
  86400. */
  86401. _this.totalStrength = 1.0;
  86402. /**
  86403. * Maximum depth value to still render AO. A smooth falloff makes the dimming more natural, so there will be no abrupt shading change.
  86404. */
  86405. _this.maxZ = 100.0;
  86406. /**
  86407. * In order to save performances, SSAO radius is clamped on close geometry. This ratio changes by how much
  86408. */
  86409. _this.minZAspect = 0.2;
  86410. _this._samples = 8;
  86411. _this._textureSamples = 1;
  86412. _this._expensiveBlur = true;
  86413. /**
  86414. * The radius around the analyzed pixel used by the SSAO post-process. Default value is 2.0
  86415. */
  86416. _this.radius = 2.0;
  86417. /**
  86418. * The base color of the SSAO post-process
  86419. * The final result is "base + ssao" between [0, 1]
  86420. */
  86421. _this.base = 0;
  86422. _this._firstUpdate = true;
  86423. _this._bits = new Uint32Array(1);
  86424. _this._scene = scene;
  86425. _this._ratio = ratio;
  86426. if (!_this.isSupported) {
  86427. BABYLON.Tools.Error("SSAO 2 needs WebGL 2 support.");
  86428. return _this;
  86429. }
  86430. var ssaoRatio = _this._ratio.ssaoRatio || ratio;
  86431. var blurRatio = _this._ratio.blurRatio || ratio;
  86432. // Set up assets
  86433. var geometryBufferRenderer = scene.enableGeometryBufferRenderer();
  86434. _this._createRandomTexture();
  86435. _this._depthTexture = geometryBufferRenderer.getGBuffer().textures[0];
  86436. _this._normalTexture = geometryBufferRenderer.getGBuffer().textures[1];
  86437. _this._originalColorPostProcess = new BABYLON.PassPostProcess("SSAOOriginalSceneColor", 1.0, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false);
  86438. _this._originalColorPostProcess.samples = _this.textureSamples;
  86439. _this._createSSAOPostProcess(1.0);
  86440. _this._createBlurPostProcess(ssaoRatio, blurRatio);
  86441. _this._createSSAOCombinePostProcess(blurRatio);
  86442. // Set up pipeline
  86443. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAOOriginalSceneColorEffect, function () { return _this._originalColorPostProcess; }, true));
  86444. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAORenderEffect, function () { return _this._ssaoPostProcess; }, true));
  86445. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAOBlurHRenderEffect, function () { return _this._blurHPostProcess; }, true));
  86446. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAOBlurVRenderEffect, function () { return _this._blurVPostProcess; }, true));
  86447. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAOCombineRenderEffect, function () { return _this._ssaoCombinePostProcess; }, true));
  86448. // Finish
  86449. scene.postProcessRenderPipelineManager.addPipeline(_this);
  86450. if (cameras) {
  86451. scene.postProcessRenderPipelineManager.attachCamerasToRenderPipeline(name, cameras);
  86452. }
  86453. return _this;
  86454. }
  86455. Object.defineProperty(SSAO2RenderingPipeline.prototype, "samples", {
  86456. get: function () {
  86457. return this._samples;
  86458. },
  86459. /**
  86460. * Number of samples used for the SSAO calculations. Default value is 8
  86461. */
  86462. set: function (n) {
  86463. this._ssaoPostProcess.updateEffect("#define SAMPLES " + n + "\n#define SSAO");
  86464. this._samples = n;
  86465. this._sampleSphere = this._generateHemisphere();
  86466. this._firstUpdate = true;
  86467. },
  86468. enumerable: true,
  86469. configurable: true
  86470. });
  86471. Object.defineProperty(SSAO2RenderingPipeline.prototype, "textureSamples", {
  86472. get: function () {
  86473. return this._textureSamples;
  86474. },
  86475. /**
  86476. * Number of samples to use for antialiasing
  86477. */
  86478. set: function (n) {
  86479. this._textureSamples = n;
  86480. this._originalColorPostProcess.samples = n;
  86481. this._blurHPostProcess.samples = n;
  86482. this._blurVPostProcess.samples = n;
  86483. this._ssaoPostProcess.samples = n;
  86484. this._ssaoCombinePostProcess.samples = n;
  86485. },
  86486. enumerable: true,
  86487. configurable: true
  86488. });
  86489. Object.defineProperty(SSAO2RenderingPipeline.prototype, "expensiveBlur", {
  86490. get: function () {
  86491. return this._expensiveBlur;
  86492. },
  86493. /**
  86494. * If bilateral blur should be used
  86495. */
  86496. set: function (b) {
  86497. this._blurHPostProcess.updateEffect("#define BILATERAL_BLUR\n#define BILATERAL_BLUR_H\n#define SAMPLES 16\n#define EXPENSIVE " + (b ? "1" : "0") + "\n", null, ["textureSampler", "depthSampler"]);
  86498. this._blurVPostProcess.updateEffect("#define BILATERAL_BLUR\n#define SAMPLES 16\n#define EXPENSIVE " + (b ? "1" : "0") + "\n", null, ["textureSampler", "depthSampler"]);
  86499. this._expensiveBlur = b;
  86500. this._firstUpdate = true;
  86501. },
  86502. enumerable: true,
  86503. configurable: true
  86504. });
  86505. Object.defineProperty(SSAO2RenderingPipeline, "IsSupported", {
  86506. /**
  86507. * Support test.
  86508. */
  86509. get: function () {
  86510. var engine = BABYLON.Engine.LastCreatedEngine;
  86511. if (!engine) {
  86512. return false;
  86513. }
  86514. return engine.getCaps().drawBuffersExtension;
  86515. },
  86516. enumerable: true,
  86517. configurable: true
  86518. });
  86519. // Public Methods
  86520. /**
  86521. * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
  86522. */
  86523. SSAO2RenderingPipeline.prototype.dispose = function (disableGeometryBufferRenderer) {
  86524. if (disableGeometryBufferRenderer === void 0) { disableGeometryBufferRenderer = false; }
  86525. for (var i = 0; i < this._scene.cameras.length; i++) {
  86526. var camera = this._scene.cameras[i];
  86527. this._originalColorPostProcess.dispose(camera);
  86528. this._ssaoPostProcess.dispose(camera);
  86529. this._blurHPostProcess.dispose(camera);
  86530. this._blurVPostProcess.dispose(camera);
  86531. this._ssaoCombinePostProcess.dispose(camera);
  86532. }
  86533. this._randomTexture.dispose();
  86534. if (disableGeometryBufferRenderer) {
  86535. this._scene.disableGeometryBufferRenderer();
  86536. }
  86537. this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._scene.cameras);
  86538. _super.prototype.dispose.call(this);
  86539. };
  86540. // Private Methods
  86541. SSAO2RenderingPipeline.prototype._createBlurPostProcess = function (ssaoRatio, blurRatio) {
  86542. var _this = this;
  86543. this._samplerOffsets = [];
  86544. var expensive = this.expensiveBlur;
  86545. for (var i = -8; i < 8; i++) {
  86546. this._samplerOffsets.push(i * 2 + 0.5);
  86547. }
  86548. this._blurHPostProcess = new BABYLON.PostProcess("BlurH", "ssao2", ["outSize", "samplerOffsets", "near", "far", "radius"], ["depthSampler"], ssaoRatio, null, BABYLON.Texture.TRILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, "#define BILATERAL_BLUR\n#define BILATERAL_BLUR_H\n#define SAMPLES 16\n#define EXPENSIVE " + (expensive ? "1" : "0") + "\n");
  86549. this._blurHPostProcess.onApply = function (effect) {
  86550. if (!_this._scene.activeCamera) {
  86551. return;
  86552. }
  86553. effect.setFloat("outSize", _this._ssaoCombinePostProcess.width > 0 ? _this._ssaoCombinePostProcess.width : _this._originalColorPostProcess.width);
  86554. effect.setFloat("near", _this._scene.activeCamera.minZ);
  86555. effect.setFloat("far", _this._scene.activeCamera.maxZ);
  86556. effect.setFloat("radius", _this.radius);
  86557. effect.setTexture("depthSampler", _this._depthTexture);
  86558. if (_this._firstUpdate) {
  86559. effect.setArray("samplerOffsets", _this._samplerOffsets);
  86560. }
  86561. };
  86562. this._blurVPostProcess = new BABYLON.PostProcess("BlurV", "ssao2", ["outSize", "samplerOffsets", "near", "far", "radius"], ["depthSampler"], blurRatio, null, BABYLON.Texture.TRILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, "#define BILATERAL_BLUR\n#define BILATERAL_BLUR_V\n#define SAMPLES 16\n#define EXPENSIVE " + (expensive ? "1" : "0") + "\n");
  86563. this._blurVPostProcess.onApply = function (effect) {
  86564. if (!_this._scene.activeCamera) {
  86565. return;
  86566. }
  86567. effect.setFloat("outSize", _this._ssaoCombinePostProcess.height > 0 ? _this._ssaoCombinePostProcess.height : _this._originalColorPostProcess.height);
  86568. effect.setFloat("near", _this._scene.activeCamera.minZ);
  86569. effect.setFloat("far", _this._scene.activeCamera.maxZ);
  86570. effect.setFloat("radius", _this.radius);
  86571. effect.setTexture("depthSampler", _this._depthTexture);
  86572. if (_this._firstUpdate) {
  86573. effect.setArray("samplerOffsets", _this._samplerOffsets);
  86574. _this._firstUpdate = false;
  86575. }
  86576. };
  86577. this._blurHPostProcess.samples = this.textureSamples;
  86578. this._blurVPostProcess.samples = this.textureSamples;
  86579. };
  86580. /** @hidden */
  86581. SSAO2RenderingPipeline.prototype._rebuild = function () {
  86582. this._firstUpdate = true;
  86583. _super.prototype._rebuild.call(this);
  86584. };
  86585. //Van der Corput radical inverse
  86586. SSAO2RenderingPipeline.prototype._radicalInverse_VdC = function (i) {
  86587. this._bits[0] = i;
  86588. this._bits[0] = ((this._bits[0] << 16) | (this._bits[0] >> 16)) >>> 0;
  86589. this._bits[0] = ((this._bits[0] & 0x55555555) << 1) | ((this._bits[0] & 0xAAAAAAAA) >>> 1) >>> 0;
  86590. this._bits[0] = ((this._bits[0] & 0x33333333) << 2) | ((this._bits[0] & 0xCCCCCCCC) >>> 2) >>> 0;
  86591. this._bits[0] = ((this._bits[0] & 0x0F0F0F0F) << 4) | ((this._bits[0] & 0xF0F0F0F0) >>> 4) >>> 0;
  86592. this._bits[0] = ((this._bits[0] & 0x00FF00FF) << 8) | ((this._bits[0] & 0xFF00FF00) >>> 8) >>> 0;
  86593. return this._bits[0] * 2.3283064365386963e-10; // / 0x100000000 or / 4294967296
  86594. };
  86595. SSAO2RenderingPipeline.prototype._hammersley = function (i, n) {
  86596. return [i / n, this._radicalInverse_VdC(i)];
  86597. };
  86598. SSAO2RenderingPipeline.prototype._hemisphereSample_uniform = function (u, v) {
  86599. var phi = v * 2.0 * Math.PI;
  86600. // rejecting samples that are close to tangent plane to avoid z-fighting artifacts
  86601. var cosTheta = 1.0 - (u * 0.85 + 0.15);
  86602. var sinTheta = Math.sqrt(1.0 - cosTheta * cosTheta);
  86603. return new BABYLON.Vector3(Math.cos(phi) * sinTheta, Math.sin(phi) * sinTheta, cosTheta);
  86604. };
  86605. SSAO2RenderingPipeline.prototype._generateHemisphere = function () {
  86606. var numSamples = this.samples;
  86607. var result = [];
  86608. var vector;
  86609. var i = 0;
  86610. while (i < numSamples) {
  86611. if (numSamples < 16) {
  86612. vector = this._hemisphereSample_uniform(Math.random(), Math.random());
  86613. }
  86614. else {
  86615. var rand = this._hammersley(i, numSamples);
  86616. vector = this._hemisphereSample_uniform(rand[0], rand[1]);
  86617. }
  86618. result.push(vector.x, vector.y, vector.z);
  86619. i++;
  86620. }
  86621. return result;
  86622. };
  86623. SSAO2RenderingPipeline.prototype._createSSAOPostProcess = function (ratio) {
  86624. var _this = this;
  86625. var numSamples = this.samples;
  86626. this._sampleSphere = this._generateHemisphere();
  86627. this._ssaoPostProcess = new BABYLON.PostProcess("ssao2", "ssao2", [
  86628. "sampleSphere", "samplesFactor", "randTextureTiles", "totalStrength", "radius",
  86629. "base", "range", "projection", "near", "far", "texelSize",
  86630. "xViewport", "yViewport", "maxZ", "minZAspect"
  86631. ], ["randomSampler", "normalSampler"], ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, "#define SAMPLES " + numSamples + "\n#define SSAO");
  86632. this._ssaoPostProcess.onApply = function (effect) {
  86633. if (_this._firstUpdate) {
  86634. effect.setArray3("sampleSphere", _this._sampleSphere);
  86635. effect.setFloat("randTextureTiles", 32.0);
  86636. }
  86637. if (!_this._scene.activeCamera) {
  86638. return;
  86639. }
  86640. effect.setFloat("samplesFactor", 1 / _this.samples);
  86641. effect.setFloat("totalStrength", _this.totalStrength);
  86642. effect.setFloat2("texelSize", 1 / _this._ssaoPostProcess.width, 1 / _this._ssaoPostProcess.height);
  86643. effect.setFloat("radius", _this.radius);
  86644. effect.setFloat("maxZ", _this.maxZ);
  86645. effect.setFloat("minZAspect", _this.minZAspect);
  86646. effect.setFloat("base", _this.base);
  86647. effect.setFloat("near", _this._scene.activeCamera.minZ);
  86648. effect.setFloat("far", _this._scene.activeCamera.maxZ);
  86649. effect.setFloat("xViewport", Math.tan(_this._scene.activeCamera.fov / 2) * _this._scene.getEngine().getAspectRatio(_this._scene.activeCamera, true));
  86650. effect.setFloat("yViewport", Math.tan(_this._scene.activeCamera.fov / 2));
  86651. effect.setMatrix("projection", _this._scene.getProjectionMatrix());
  86652. effect.setTexture("textureSampler", _this._depthTexture);
  86653. effect.setTexture("normalSampler", _this._normalTexture);
  86654. effect.setTexture("randomSampler", _this._randomTexture);
  86655. };
  86656. this._ssaoPostProcess.samples = this.textureSamples;
  86657. };
  86658. SSAO2RenderingPipeline.prototype._createSSAOCombinePostProcess = function (ratio) {
  86659. var _this = this;
  86660. this._ssaoCombinePostProcess = new BABYLON.PostProcess("ssaoCombine", "ssaoCombine", [], ["originalColor", "viewport"], ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false);
  86661. this._ssaoCombinePostProcess.onApply = function (effect) {
  86662. var viewport = _this._scene.activeCamera.viewport;
  86663. effect.setVector4("viewport", BABYLON.Tmp.Vector4[0].copyFromFloats(viewport.x, viewport.y, viewport.width, viewport.height));
  86664. effect.setTextureFromPostProcess("originalColor", _this._originalColorPostProcess);
  86665. };
  86666. this._ssaoCombinePostProcess.samples = this.textureSamples;
  86667. };
  86668. SSAO2RenderingPipeline.prototype._createRandomTexture = function () {
  86669. var size = 128;
  86670. this._randomTexture = new BABYLON.DynamicTexture("SSAORandomTexture", size, this._scene, false, BABYLON.Texture.TRILINEAR_SAMPLINGMODE);
  86671. this._randomTexture.wrapU = BABYLON.Texture.WRAP_ADDRESSMODE;
  86672. this._randomTexture.wrapV = BABYLON.Texture.WRAP_ADDRESSMODE;
  86673. var context = this._randomTexture.getContext();
  86674. var rand = function (min, max) {
  86675. return Math.random() * (max - min) + min;
  86676. };
  86677. var randVector = BABYLON.Vector3.Zero();
  86678. for (var x = 0; x < size; x++) {
  86679. for (var y = 0; y < size; y++) {
  86680. randVector.x = rand(0.0, 1.0);
  86681. randVector.y = rand(0.0, 1.0);
  86682. randVector.z = 0.0;
  86683. randVector.normalize();
  86684. randVector.scaleInPlace(255);
  86685. randVector.x = Math.floor(randVector.x);
  86686. randVector.y = Math.floor(randVector.y);
  86687. context.fillStyle = 'rgb(' + randVector.x + ', ' + randVector.y + ', ' + randVector.z + ')';
  86688. context.fillRect(x, y, 1, 1);
  86689. }
  86690. }
  86691. this._randomTexture.update(false);
  86692. };
  86693. /**
  86694. * Serialize the rendering pipeline (Used when exporting)
  86695. * @returns the serialized object
  86696. */
  86697. SSAO2RenderingPipeline.prototype.serialize = function () {
  86698. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  86699. serializationObject.customType = "SSAO2RenderingPipeline";
  86700. return serializationObject;
  86701. };
  86702. /**
  86703. * Parse the serialized pipeline
  86704. * @param source Source pipeline.
  86705. * @param scene The scene to load the pipeline to.
  86706. * @param rootUrl The URL of the serialized pipeline.
  86707. * @returns An instantiated pipeline from the serialized object.
  86708. */
  86709. SSAO2RenderingPipeline.Parse = function (source, scene, rootUrl) {
  86710. return BABYLON.SerializationHelper.Parse(function () { return new SSAO2RenderingPipeline(source._name, scene, source._ratio); }, source, scene, rootUrl);
  86711. };
  86712. __decorate([
  86713. BABYLON.serialize()
  86714. ], SSAO2RenderingPipeline.prototype, "totalStrength", void 0);
  86715. __decorate([
  86716. BABYLON.serialize()
  86717. ], SSAO2RenderingPipeline.prototype, "maxZ", void 0);
  86718. __decorate([
  86719. BABYLON.serialize()
  86720. ], SSAO2RenderingPipeline.prototype, "minZAspect", void 0);
  86721. __decorate([
  86722. BABYLON.serialize("samples")
  86723. ], SSAO2RenderingPipeline.prototype, "_samples", void 0);
  86724. __decorate([
  86725. BABYLON.serialize("textureSamples")
  86726. ], SSAO2RenderingPipeline.prototype, "_textureSamples", void 0);
  86727. __decorate([
  86728. BABYLON.serialize()
  86729. ], SSAO2RenderingPipeline.prototype, "_ratio", void 0);
  86730. __decorate([
  86731. BABYLON.serialize("expensiveBlur")
  86732. ], SSAO2RenderingPipeline.prototype, "_expensiveBlur", void 0);
  86733. __decorate([
  86734. BABYLON.serialize()
  86735. ], SSAO2RenderingPipeline.prototype, "radius", void 0);
  86736. __decorate([
  86737. BABYLON.serialize()
  86738. ], SSAO2RenderingPipeline.prototype, "base", void 0);
  86739. return SSAO2RenderingPipeline;
  86740. }(BABYLON.PostProcessRenderPipeline));
  86741. BABYLON.SSAO2RenderingPipeline = SSAO2RenderingPipeline;
  86742. })(BABYLON || (BABYLON = {}));
  86743. //# sourceMappingURL=babylon.ssao2RenderingPipeline.js.map
  86744. var BABYLON;
  86745. (function (BABYLON) {
  86746. /**
  86747. * BABYLON.JS Chromatic Aberration GLSL Shader
  86748. * Author: Olivier Guyot
  86749. * Separates very slightly R, G and B colors on the edges of the screen
  86750. * Inspired by Francois Tarlier & Martins Upitis
  86751. */
  86752. var LensRenderingPipeline = /** @class */ (function (_super) {
  86753. __extends(LensRenderingPipeline, _super);
  86754. /**
  86755. * @constructor
  86756. *
  86757. * Effect parameters are as follow:
  86758. * {
  86759. * chromatic_aberration: number; // from 0 to x (1 for realism)
  86760. * edge_blur: number; // from 0 to x (1 for realism)
  86761. * distortion: number; // from 0 to x (1 for realism)
  86762. * grain_amount: number; // from 0 to 1
  86763. * grain_texture: BABYLON.Texture; // texture to use for grain effect; if unset, use random B&W noise
  86764. * dof_focus_distance: number; // depth-of-field: focus distance; unset to disable (disabled by default)
  86765. * dof_aperture: number; // depth-of-field: focus blur bias (default: 1)
  86766. * dof_darken: number; // depth-of-field: darken that which is out of focus (from 0 to 1, disabled by default)
  86767. * dof_pentagon: boolean; // depth-of-field: makes a pentagon-like "bokeh" effect
  86768. * dof_gain: number; // depth-of-field: highlights gain; unset to disable (disabled by default)
  86769. * dof_threshold: number; // depth-of-field: highlights threshold (default: 1)
  86770. * blur_noise: boolean; // add a little bit of noise to the blur (default: true)
  86771. * }
  86772. * Note: if an effect parameter is unset, effect is disabled
  86773. *
  86774. * @param name The rendering pipeline name
  86775. * @param parameters - An object containing all parameters (see above)
  86776. * @param scene The scene linked to this pipeline
  86777. * @param ratio The size of the postprocesses (0.5 means that your postprocess will have a width = canvas.width 0.5 and a height = canvas.height 0.5)
  86778. * @param cameras The array of cameras that the rendering pipeline will be attached to
  86779. */
  86780. function LensRenderingPipeline(name, parameters, scene, ratio, cameras) {
  86781. if (ratio === void 0) { ratio = 1.0; }
  86782. var _this = _super.call(this, scene.getEngine(), name) || this;
  86783. // Lens effects can be of the following:
  86784. // - chromatic aberration (slight shift of RGB colors)
  86785. // - blur on the edge of the lens
  86786. // - lens distortion
  86787. // - depth-of-field blur & highlights enhancing
  86788. // - depth-of-field 'bokeh' effect (shapes appearing in blurred areas)
  86789. // - grain effect (noise or custom texture)
  86790. // Two additional texture samplers are needed:
  86791. // - depth map (for depth-of-field)
  86792. // - grain texture
  86793. /**
  86794. * @ignore
  86795. * The chromatic aberration PostProcess id in the pipeline
  86796. */
  86797. _this.LensChromaticAberrationEffect = "LensChromaticAberrationEffect";
  86798. /**
  86799. * @ignore
  86800. * The highlights enhancing PostProcess id in the pipeline
  86801. */
  86802. _this.HighlightsEnhancingEffect = "HighlightsEnhancingEffect";
  86803. /**
  86804. * @ignore
  86805. * The depth-of-field PostProcess id in the pipeline
  86806. */
  86807. _this.LensDepthOfFieldEffect = "LensDepthOfFieldEffect";
  86808. _this._scene = scene;
  86809. // Fetch texture samplers
  86810. _this._depthTexture = scene.enableDepthRenderer().getDepthMap(); // Force depth renderer "on"
  86811. if (parameters.grain_texture) {
  86812. _this._grainTexture = parameters.grain_texture;
  86813. }
  86814. else {
  86815. _this._createGrainTexture();
  86816. }
  86817. // save parameters
  86818. _this._edgeBlur = parameters.edge_blur ? parameters.edge_blur : 0;
  86819. _this._grainAmount = parameters.grain_amount ? parameters.grain_amount : 0;
  86820. _this._chromaticAberration = parameters.chromatic_aberration ? parameters.chromatic_aberration : 0;
  86821. _this._distortion = parameters.distortion ? parameters.distortion : 0;
  86822. _this._highlightsGain = parameters.dof_gain !== undefined ? parameters.dof_gain : -1;
  86823. _this._highlightsThreshold = parameters.dof_threshold ? parameters.dof_threshold : 1;
  86824. _this._dofDistance = parameters.dof_focus_distance !== undefined ? parameters.dof_focus_distance : -1;
  86825. _this._dofAperture = parameters.dof_aperture ? parameters.dof_aperture : 1;
  86826. _this._dofDarken = parameters.dof_darken ? parameters.dof_darken : 0;
  86827. _this._dofPentagon = parameters.dof_pentagon !== undefined ? parameters.dof_pentagon : true;
  86828. _this._blurNoise = parameters.blur_noise !== undefined ? parameters.blur_noise : true;
  86829. // Create effects
  86830. _this._createChromaticAberrationPostProcess(ratio);
  86831. _this._createHighlightsPostProcess(ratio);
  86832. _this._createDepthOfFieldPostProcess(ratio / 4);
  86833. // Set up pipeline
  86834. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.LensChromaticAberrationEffect, function () { return _this._chromaticAberrationPostProcess; }, true));
  86835. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.HighlightsEnhancingEffect, function () { return _this._highlightsPostProcess; }, true));
  86836. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.LensDepthOfFieldEffect, function () { return _this._depthOfFieldPostProcess; }, true));
  86837. if (_this._highlightsGain === -1) {
  86838. _this._disableEffect(_this.HighlightsEnhancingEffect, null);
  86839. }
  86840. // Finish
  86841. scene.postProcessRenderPipelineManager.addPipeline(_this);
  86842. if (cameras) {
  86843. scene.postProcessRenderPipelineManager.attachCamerasToRenderPipeline(name, cameras);
  86844. }
  86845. return _this;
  86846. }
  86847. // public methods (self explanatory)
  86848. /**
  86849. * Sets the amount of blur at the edges
  86850. * @param amount blur amount
  86851. */
  86852. LensRenderingPipeline.prototype.setEdgeBlur = function (amount) { this._edgeBlur = amount; };
  86853. /**
  86854. * Sets edge blur to 0
  86855. */
  86856. LensRenderingPipeline.prototype.disableEdgeBlur = function () { this._edgeBlur = 0; };
  86857. /**
  86858. * Sets the amout of grain
  86859. * @param amount Amount of grain
  86860. */
  86861. LensRenderingPipeline.prototype.setGrainAmount = function (amount) { this._grainAmount = amount; };
  86862. /**
  86863. * Set grain amount to 0
  86864. */
  86865. LensRenderingPipeline.prototype.disableGrain = function () { this._grainAmount = 0; };
  86866. /**
  86867. * Sets the chromatic aberration amount
  86868. * @param amount amount of chromatic aberration
  86869. */
  86870. LensRenderingPipeline.prototype.setChromaticAberration = function (amount) { this._chromaticAberration = amount; };
  86871. /**
  86872. * Sets chromatic aberration amount to 0
  86873. */
  86874. LensRenderingPipeline.prototype.disableChromaticAberration = function () { this._chromaticAberration = 0; };
  86875. /**
  86876. * Sets the EdgeDistortion amount
  86877. * @param amount amount of EdgeDistortion
  86878. */
  86879. LensRenderingPipeline.prototype.setEdgeDistortion = function (amount) { this._distortion = amount; };
  86880. /**
  86881. * Sets edge distortion to 0
  86882. */
  86883. LensRenderingPipeline.prototype.disableEdgeDistortion = function () { this._distortion = 0; };
  86884. /**
  86885. * Sets the FocusDistance amount
  86886. * @param amount amount of FocusDistance
  86887. */
  86888. LensRenderingPipeline.prototype.setFocusDistance = function (amount) { this._dofDistance = amount; };
  86889. /**
  86890. * Disables depth of field
  86891. */
  86892. LensRenderingPipeline.prototype.disableDepthOfField = function () { this._dofDistance = -1; };
  86893. /**
  86894. * Sets the Aperture amount
  86895. * @param amount amount of Aperture
  86896. */
  86897. LensRenderingPipeline.prototype.setAperture = function (amount) { this._dofAperture = amount; };
  86898. /**
  86899. * Sets the DarkenOutOfFocus amount
  86900. * @param amount amount of DarkenOutOfFocus
  86901. */
  86902. LensRenderingPipeline.prototype.setDarkenOutOfFocus = function (amount) { this._dofDarken = amount; };
  86903. /**
  86904. * Creates a pentagon bokeh effect
  86905. */
  86906. LensRenderingPipeline.prototype.enablePentagonBokeh = function () {
  86907. this._highlightsPostProcess.updateEffect("#define PENTAGON\n");
  86908. };
  86909. /**
  86910. * Disables the pentagon bokeh effect
  86911. */
  86912. LensRenderingPipeline.prototype.disablePentagonBokeh = function () {
  86913. this._highlightsPostProcess.updateEffect();
  86914. };
  86915. /**
  86916. * Enables noise blur
  86917. */
  86918. LensRenderingPipeline.prototype.enableNoiseBlur = function () { this._blurNoise = true; };
  86919. /**
  86920. * Disables noise blur
  86921. */
  86922. LensRenderingPipeline.prototype.disableNoiseBlur = function () { this._blurNoise = false; };
  86923. /**
  86924. * Sets the HighlightsGain amount
  86925. * @param amount amount of HighlightsGain
  86926. */
  86927. LensRenderingPipeline.prototype.setHighlightsGain = function (amount) {
  86928. this._highlightsGain = amount;
  86929. };
  86930. /**
  86931. * Sets the HighlightsThreshold amount
  86932. * @param amount amount of HighlightsThreshold
  86933. */
  86934. LensRenderingPipeline.prototype.setHighlightsThreshold = function (amount) {
  86935. if (this._highlightsGain === -1) {
  86936. this._highlightsGain = 1.0;
  86937. }
  86938. this._highlightsThreshold = amount;
  86939. };
  86940. /**
  86941. * Disables highlights
  86942. */
  86943. LensRenderingPipeline.prototype.disableHighlights = function () {
  86944. this._highlightsGain = -1;
  86945. };
  86946. /**
  86947. * Removes the internal pipeline assets and detaches the pipeline from the scene cameras
  86948. * @param disableDepthRender If the scens depth rendering should be disabled (default: false)
  86949. */
  86950. LensRenderingPipeline.prototype.dispose = function (disableDepthRender) {
  86951. if (disableDepthRender === void 0) { disableDepthRender = false; }
  86952. this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._scene.cameras);
  86953. this._chromaticAberrationPostProcess = null;
  86954. this._highlightsPostProcess = null;
  86955. this._depthOfFieldPostProcess = null;
  86956. this._grainTexture.dispose();
  86957. if (disableDepthRender) {
  86958. this._scene.disableDepthRenderer();
  86959. }
  86960. };
  86961. // colors shifting and distortion
  86962. LensRenderingPipeline.prototype._createChromaticAberrationPostProcess = function (ratio) {
  86963. var _this = this;
  86964. this._chromaticAberrationPostProcess = new BABYLON.PostProcess("LensChromaticAberration", "chromaticAberration", ["chromatic_aberration", "screen_width", "screen_height", "direction", "radialIntensity", "centerPosition"], // uniforms
  86965. [], // samplers
  86966. ratio, null, BABYLON.Texture.TRILINEAR_SAMPLINGMODE, this._scene.getEngine(), false);
  86967. this._chromaticAberrationPostProcess.onApply = function (effect) {
  86968. effect.setFloat('chromatic_aberration', _this._chromaticAberration);
  86969. effect.setFloat('screen_width', _this._scene.getEngine().getRenderWidth());
  86970. effect.setFloat('screen_height', _this._scene.getEngine().getRenderHeight());
  86971. effect.setFloat('radialIntensity', 1);
  86972. effect.setFloat2('direction', 17, 17);
  86973. effect.setFloat2('centerPosition', 0.5, 0.5);
  86974. };
  86975. };
  86976. // highlights enhancing
  86977. LensRenderingPipeline.prototype._createHighlightsPostProcess = function (ratio) {
  86978. var _this = this;
  86979. this._highlightsPostProcess = new BABYLON.PostProcess("LensHighlights", "lensHighlights", ["gain", "threshold", "screen_width", "screen_height"], // uniforms
  86980. [], // samplers
  86981. ratio, null, BABYLON.Texture.TRILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, this._dofPentagon ? "#define PENTAGON\n" : "");
  86982. this._highlightsPostProcess.onApply = function (effect) {
  86983. effect.setFloat('gain', _this._highlightsGain);
  86984. effect.setFloat('threshold', _this._highlightsThreshold);
  86985. effect.setTextureFromPostProcess("textureSampler", _this._chromaticAberrationPostProcess);
  86986. effect.setFloat('screen_width', _this._scene.getEngine().getRenderWidth());
  86987. effect.setFloat('screen_height', _this._scene.getEngine().getRenderHeight());
  86988. };
  86989. };
  86990. // colors shifting and distortion
  86991. LensRenderingPipeline.prototype._createDepthOfFieldPostProcess = function (ratio) {
  86992. var _this = this;
  86993. this._depthOfFieldPostProcess = new BABYLON.PostProcess("LensDepthOfField", "depthOfField", [
  86994. "grain_amount", "blur_noise", "screen_width", "screen_height", "distortion", "dof_enabled",
  86995. "screen_distance", "aperture", "darken", "edge_blur", "highlights", "near", "far"
  86996. ], ["depthSampler", "grainSampler", "highlightsSampler"], ratio, null, BABYLON.Texture.TRILINEAR_SAMPLINGMODE, this._scene.getEngine(), false);
  86997. this._depthOfFieldPostProcess.onApply = function (effect) {
  86998. effect.setTexture("depthSampler", _this._depthTexture);
  86999. effect.setTexture("grainSampler", _this._grainTexture);
  87000. effect.setTextureFromPostProcess("textureSampler", _this._highlightsPostProcess);
  87001. effect.setTextureFromPostProcess("highlightsSampler", _this._depthOfFieldPostProcess);
  87002. effect.setFloat('grain_amount', _this._grainAmount);
  87003. effect.setBool('blur_noise', _this._blurNoise);
  87004. effect.setFloat('screen_width', _this._scene.getEngine().getRenderWidth());
  87005. effect.setFloat('screen_height', _this._scene.getEngine().getRenderHeight());
  87006. effect.setFloat('distortion', _this._distortion);
  87007. effect.setBool('dof_enabled', (_this._dofDistance !== -1));
  87008. effect.setFloat('screen_distance', 1.0 / (0.1 - 1.0 / _this._dofDistance));
  87009. effect.setFloat('aperture', _this._dofAperture);
  87010. effect.setFloat('darken', _this._dofDarken);
  87011. effect.setFloat('edge_blur', _this._edgeBlur);
  87012. effect.setBool('highlights', (_this._highlightsGain !== -1));
  87013. if (_this._scene.activeCamera) {
  87014. effect.setFloat('near', _this._scene.activeCamera.minZ);
  87015. effect.setFloat('far', _this._scene.activeCamera.maxZ);
  87016. }
  87017. };
  87018. };
  87019. // creates a black and white random noise texture, 512x512
  87020. LensRenderingPipeline.prototype._createGrainTexture = function () {
  87021. var size = 512;
  87022. this._grainTexture = new BABYLON.DynamicTexture("LensNoiseTexture", size, this._scene, false, BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  87023. this._grainTexture.wrapU = BABYLON.Texture.WRAP_ADDRESSMODE;
  87024. this._grainTexture.wrapV = BABYLON.Texture.WRAP_ADDRESSMODE;
  87025. var context = this._grainTexture.getContext();
  87026. var rand = function (min, max) {
  87027. return Math.random() * (max - min) + min;
  87028. };
  87029. var value;
  87030. for (var x = 0; x < size; x++) {
  87031. for (var y = 0; y < size; y++) {
  87032. value = Math.floor(rand(0.42, 0.58) * 255);
  87033. context.fillStyle = 'rgb(' + value + ', ' + value + ', ' + value + ')';
  87034. context.fillRect(x, y, 1, 1);
  87035. }
  87036. }
  87037. this._grainTexture.update(false);
  87038. };
  87039. return LensRenderingPipeline;
  87040. }(BABYLON.PostProcessRenderPipeline));
  87041. BABYLON.LensRenderingPipeline = LensRenderingPipeline;
  87042. })(BABYLON || (BABYLON = {}));
  87043. //# sourceMappingURL=babylon.lensRenderingPipeline.js.map
  87044. var BABYLON;
  87045. (function (BABYLON) {
  87046. /**
  87047. * Standard rendering pipeline
  87048. * Default pipeline should be used going forward but the standard pipeline will be kept for backwards compatibility.
  87049. * @see https://doc.babylonjs.com/how_to/using_standard_rendering_pipeline
  87050. */
  87051. var StandardRenderingPipeline = /** @class */ (function (_super) {
  87052. __extends(StandardRenderingPipeline, _super);
  87053. /**
  87054. * Default pipeline should be used going forward but the standard pipeline will be kept for backwards compatibility.
  87055. * @constructor
  87056. * @param name The rendering pipeline name
  87057. * @param scene The scene linked to this pipeline
  87058. * @param ratio The size of the postprocesses (0.5 means that your postprocess will have a width = canvas.width 0.5 and a height = canvas.height 0.5)
  87059. * @param originalPostProcess the custom original color post-process. Must be "reusable". Can be null.
  87060. * @param cameras The array of cameras that the rendering pipeline will be attached to
  87061. */
  87062. function StandardRenderingPipeline(name, scene, ratio, originalPostProcess, cameras) {
  87063. if (originalPostProcess === void 0) { originalPostProcess = null; }
  87064. var _this = _super.call(this, scene.getEngine(), name) || this;
  87065. /**
  87066. * Post-process used to down scale an image x4
  87067. */
  87068. _this.downSampleX4PostProcess = null;
  87069. /**
  87070. * Post-process used to calculate the illuminated surfaces controlled by a threshold
  87071. */
  87072. _this.brightPassPostProcess = null;
  87073. /**
  87074. * Post-process array storing all the horizontal blur post-processes used by the pipeline
  87075. */
  87076. _this.blurHPostProcesses = [];
  87077. /**
  87078. * Post-process array storing all the vertical blur post-processes used by the pipeline
  87079. */
  87080. _this.blurVPostProcesses = [];
  87081. /**
  87082. * Post-process used to add colors of 2 textures (typically brightness + real scene color)
  87083. */
  87084. _this.textureAdderPostProcess = null;
  87085. /**
  87086. * Post-process used to create volumetric lighting effect
  87087. */
  87088. _this.volumetricLightPostProcess = null;
  87089. /**
  87090. * Post-process used to smooth the previous volumetric light post-process on the X axis
  87091. */
  87092. _this.volumetricLightSmoothXPostProcess = null;
  87093. /**
  87094. * Post-process used to smooth the previous volumetric light post-process on the Y axis
  87095. */
  87096. _this.volumetricLightSmoothYPostProcess = null;
  87097. /**
  87098. * Post-process used to merge the volumetric light effect and the real scene color
  87099. */
  87100. _this.volumetricLightMergePostProces = null;
  87101. /**
  87102. * Post-process used to store the final volumetric light post-process (attach/detach for debug purpose)
  87103. */
  87104. _this.volumetricLightFinalPostProcess = null;
  87105. /**
  87106. * Base post-process used to calculate the average luminance of the final image for HDR
  87107. */
  87108. _this.luminancePostProcess = null;
  87109. /**
  87110. * Post-processes used to create down sample post-processes in order to get
  87111. * the average luminance of the final image for HDR
  87112. * Array of length "StandardRenderingPipeline.LuminanceSteps"
  87113. */
  87114. _this.luminanceDownSamplePostProcesses = [];
  87115. /**
  87116. * Post-process used to create a HDR effect (light adaptation)
  87117. */
  87118. _this.hdrPostProcess = null;
  87119. /**
  87120. * Post-process used to store the final texture adder post-process (attach/detach for debug purpose)
  87121. */
  87122. _this.textureAdderFinalPostProcess = null;
  87123. /**
  87124. * Post-process used to store the final lens flare post-process (attach/detach for debug purpose)
  87125. */
  87126. _this.lensFlareFinalPostProcess = null;
  87127. /**
  87128. * Post-process used to merge the final HDR post-process and the real scene color
  87129. */
  87130. _this.hdrFinalPostProcess = null;
  87131. /**
  87132. * Post-process used to create a lens flare effect
  87133. */
  87134. _this.lensFlarePostProcess = null;
  87135. /**
  87136. * Post-process that merges the result of the lens flare post-process and the real scene color
  87137. */
  87138. _this.lensFlareComposePostProcess = null;
  87139. /**
  87140. * Post-process used to create a motion blur effect
  87141. */
  87142. _this.motionBlurPostProcess = null;
  87143. /**
  87144. * Post-process used to create a depth of field effect
  87145. */
  87146. _this.depthOfFieldPostProcess = null;
  87147. /**
  87148. * The Fast Approximate Anti-Aliasing post process which attemps to remove aliasing from an image.
  87149. */
  87150. _this.fxaaPostProcess = null;
  87151. // Values
  87152. /**
  87153. * Represents the brightness threshold in order to configure the illuminated surfaces
  87154. */
  87155. _this.brightThreshold = 1.0;
  87156. /**
  87157. * Configures the blur intensity used for surexposed surfaces are highlighted surfaces (light halo)
  87158. */
  87159. _this.blurWidth = 512.0;
  87160. /**
  87161. * Sets if the blur for highlighted surfaces must be only horizontal
  87162. */
  87163. _this.horizontalBlur = false;
  87164. /**
  87165. * Sets the overall exposure used by the pipeline
  87166. */
  87167. _this.exposure = 1.0;
  87168. /**
  87169. * Texture used typically to simulate "dirty" on camera lens
  87170. */
  87171. _this.lensTexture = null;
  87172. /**
  87173. * Represents the offset coefficient based on Rayleigh principle. Typically in interval [-0.2, 0.2]
  87174. */
  87175. _this.volumetricLightCoefficient = 0.2;
  87176. /**
  87177. * The overall power of volumetric lights, typically in interval [0, 10] maximum
  87178. */
  87179. _this.volumetricLightPower = 4.0;
  87180. /**
  87181. * Used the set the blur intensity to smooth the volumetric lights
  87182. */
  87183. _this.volumetricLightBlurScale = 64.0;
  87184. /**
  87185. * Light (spot or directional) used to generate the volumetric lights rays
  87186. * The source light must have a shadow generate so the pipeline can get its
  87187. * depth map
  87188. */
  87189. _this.sourceLight = null;
  87190. /**
  87191. * For eye adaptation, represents the minimum luminance the eye can see
  87192. */
  87193. _this.hdrMinimumLuminance = 1.0;
  87194. /**
  87195. * For eye adaptation, represents the decrease luminance speed
  87196. */
  87197. _this.hdrDecreaseRate = 0.5;
  87198. /**
  87199. * For eye adaptation, represents the increase luminance speed
  87200. */
  87201. _this.hdrIncreaseRate = 0.5;
  87202. /**
  87203. * Lens color texture used by the lens flare effect. Mandatory if lens flare effect enabled
  87204. */
  87205. _this.lensColorTexture = null;
  87206. /**
  87207. * The overall strengh for the lens flare effect
  87208. */
  87209. _this.lensFlareStrength = 20.0;
  87210. /**
  87211. * Dispersion coefficient for lens flare ghosts
  87212. */
  87213. _this.lensFlareGhostDispersal = 1.4;
  87214. /**
  87215. * Main lens flare halo width
  87216. */
  87217. _this.lensFlareHaloWidth = 0.7;
  87218. /**
  87219. * Based on the lens distortion effect, defines how much the lens flare result
  87220. * is distorted
  87221. */
  87222. _this.lensFlareDistortionStrength = 16.0;
  87223. /**
  87224. * Lens star texture must be used to simulate rays on the flares and is available
  87225. * in the documentation
  87226. */
  87227. _this.lensStarTexture = null;
  87228. /**
  87229. * As the "lensTexture" (can be the same texture or different), it is used to apply the lens
  87230. * flare effect by taking account of the dirt texture
  87231. */
  87232. _this.lensFlareDirtTexture = null;
  87233. /**
  87234. * Represents the focal length for the depth of field effect
  87235. */
  87236. _this.depthOfFieldDistance = 10.0;
  87237. /**
  87238. * Represents the blur intensity for the blurred part of the depth of field effect
  87239. */
  87240. _this.depthOfFieldBlurWidth = 64.0;
  87241. /**
  87242. * For motion blur, defines how much the image is blurred by the movement
  87243. */
  87244. _this.motionStrength = 1.0;
  87245. /**
  87246. * List of animations for the pipeline (IAnimatable implementation)
  87247. */
  87248. _this.animations = [];
  87249. _this._currentDepthOfFieldSource = null;
  87250. _this._hdrCurrentLuminance = 1.0;
  87251. // Getters and setters
  87252. _this._bloomEnabled = false;
  87253. _this._depthOfFieldEnabled = false;
  87254. _this._vlsEnabled = false;
  87255. _this._lensFlareEnabled = false;
  87256. _this._hdrEnabled = false;
  87257. _this._motionBlurEnabled = false;
  87258. _this._fxaaEnabled = false;
  87259. _this._motionBlurSamples = 64.0;
  87260. _this._volumetricLightStepsCount = 50.0;
  87261. _this._samples = 1;
  87262. _this._cameras = cameras || [];
  87263. // Initialize
  87264. _this._scene = scene;
  87265. _this._basePostProcess = originalPostProcess;
  87266. _this._ratio = ratio;
  87267. // Misc
  87268. _this._floatTextureType = scene.getEngine().getCaps().textureFloatRender ? BABYLON.Engine.TEXTURETYPE_FLOAT : BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  87269. // Finish
  87270. scene.postProcessRenderPipelineManager.addPipeline(_this);
  87271. _this._buildPipeline();
  87272. return _this;
  87273. }
  87274. Object.defineProperty(StandardRenderingPipeline.prototype, "BloomEnabled", {
  87275. /**
  87276. * @ignore
  87277. * Specifies if the bloom pipeline is enabled
  87278. */
  87279. get: function () {
  87280. return this._bloomEnabled;
  87281. },
  87282. set: function (enabled) {
  87283. if (this._bloomEnabled === enabled) {
  87284. return;
  87285. }
  87286. this._bloomEnabled = enabled;
  87287. this._buildPipeline();
  87288. },
  87289. enumerable: true,
  87290. configurable: true
  87291. });
  87292. Object.defineProperty(StandardRenderingPipeline.prototype, "DepthOfFieldEnabled", {
  87293. /**
  87294. * @ignore
  87295. * Specifies if the depth of field pipeline is enabed
  87296. */
  87297. get: function () {
  87298. return this._depthOfFieldEnabled;
  87299. },
  87300. set: function (enabled) {
  87301. if (this._depthOfFieldEnabled === enabled) {
  87302. return;
  87303. }
  87304. this._depthOfFieldEnabled = enabled;
  87305. this._buildPipeline();
  87306. },
  87307. enumerable: true,
  87308. configurable: true
  87309. });
  87310. Object.defineProperty(StandardRenderingPipeline.prototype, "LensFlareEnabled", {
  87311. /**
  87312. * @ignore
  87313. * Specifies if the lens flare pipeline is enabed
  87314. */
  87315. get: function () {
  87316. return this._lensFlareEnabled;
  87317. },
  87318. set: function (enabled) {
  87319. if (this._lensFlareEnabled === enabled) {
  87320. return;
  87321. }
  87322. this._lensFlareEnabled = enabled;
  87323. this._buildPipeline();
  87324. },
  87325. enumerable: true,
  87326. configurable: true
  87327. });
  87328. Object.defineProperty(StandardRenderingPipeline.prototype, "HDREnabled", {
  87329. /**
  87330. * @ignore
  87331. * Specifies if the HDR pipeline is enabled
  87332. */
  87333. get: function () {
  87334. return this._hdrEnabled;
  87335. },
  87336. set: function (enabled) {
  87337. if (this._hdrEnabled === enabled) {
  87338. return;
  87339. }
  87340. this._hdrEnabled = enabled;
  87341. this._buildPipeline();
  87342. },
  87343. enumerable: true,
  87344. configurable: true
  87345. });
  87346. Object.defineProperty(StandardRenderingPipeline.prototype, "VLSEnabled", {
  87347. /**
  87348. * @ignore
  87349. * Specifies if the volumetric lights scattering effect is enabled
  87350. */
  87351. get: function () {
  87352. return this._vlsEnabled;
  87353. },
  87354. set: function (enabled) {
  87355. if (this._vlsEnabled === enabled) {
  87356. return;
  87357. }
  87358. if (enabled) {
  87359. var geometry = this._scene.enableGeometryBufferRenderer();
  87360. if (!geometry) {
  87361. BABYLON.Tools.Warn("Geometry renderer is not supported, cannot create volumetric lights in Standard Rendering Pipeline");
  87362. return;
  87363. }
  87364. }
  87365. this._vlsEnabled = enabled;
  87366. this._buildPipeline();
  87367. },
  87368. enumerable: true,
  87369. configurable: true
  87370. });
  87371. Object.defineProperty(StandardRenderingPipeline.prototype, "MotionBlurEnabled", {
  87372. /**
  87373. * @ignore
  87374. * Specifies if the motion blur effect is enabled
  87375. */
  87376. get: function () {
  87377. return this._motionBlurEnabled;
  87378. },
  87379. set: function (enabled) {
  87380. if (this._motionBlurEnabled === enabled) {
  87381. return;
  87382. }
  87383. this._motionBlurEnabled = enabled;
  87384. this._buildPipeline();
  87385. },
  87386. enumerable: true,
  87387. configurable: true
  87388. });
  87389. Object.defineProperty(StandardRenderingPipeline.prototype, "fxaaEnabled", {
  87390. /**
  87391. * Specifies if anti-aliasing is enabled
  87392. */
  87393. get: function () {
  87394. return this._fxaaEnabled;
  87395. },
  87396. set: function (enabled) {
  87397. if (this._fxaaEnabled === enabled) {
  87398. return;
  87399. }
  87400. this._fxaaEnabled = enabled;
  87401. this._buildPipeline();
  87402. },
  87403. enumerable: true,
  87404. configurable: true
  87405. });
  87406. Object.defineProperty(StandardRenderingPipeline.prototype, "volumetricLightStepsCount", {
  87407. /**
  87408. * Specifies the number of steps used to calculate the volumetric lights
  87409. * Typically in interval [50, 200]
  87410. */
  87411. get: function () {
  87412. return this._volumetricLightStepsCount;
  87413. },
  87414. set: function (count) {
  87415. if (this.volumetricLightPostProcess) {
  87416. this.volumetricLightPostProcess.updateEffect("#define VLS\n#define NB_STEPS " + count.toFixed(1));
  87417. }
  87418. this._volumetricLightStepsCount = count;
  87419. },
  87420. enumerable: true,
  87421. configurable: true
  87422. });
  87423. Object.defineProperty(StandardRenderingPipeline.prototype, "motionBlurSamples", {
  87424. /**
  87425. * Specifies the number of samples used for the motion blur effect
  87426. * Typically in interval [16, 64]
  87427. */
  87428. get: function () {
  87429. return this._motionBlurSamples;
  87430. },
  87431. set: function (samples) {
  87432. if (this.motionBlurPostProcess) {
  87433. this.motionBlurPostProcess.updateEffect("#define MOTION_BLUR\n#define MAX_MOTION_SAMPLES " + samples.toFixed(1));
  87434. }
  87435. this._motionBlurSamples = samples;
  87436. },
  87437. enumerable: true,
  87438. configurable: true
  87439. });
  87440. Object.defineProperty(StandardRenderingPipeline.prototype, "samples", {
  87441. /**
  87442. * Specifies MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)
  87443. */
  87444. get: function () {
  87445. return this._samples;
  87446. },
  87447. set: function (sampleCount) {
  87448. if (this._samples === sampleCount) {
  87449. return;
  87450. }
  87451. this._samples = sampleCount;
  87452. this._buildPipeline();
  87453. },
  87454. enumerable: true,
  87455. configurable: true
  87456. });
  87457. StandardRenderingPipeline.prototype._buildPipeline = function () {
  87458. var _this = this;
  87459. var ratio = this._ratio;
  87460. var scene = this._scene;
  87461. this._disposePostProcesses();
  87462. this._reset();
  87463. // Create pass post-process
  87464. if (!this._basePostProcess) {
  87465. this.originalPostProcess = new BABYLON.PostProcess("HDRPass", "standard", [], [], ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, "#define PASS_POST_PROCESS", this._floatTextureType);
  87466. this.originalPostProcess.onApply = function (effect) {
  87467. _this._currentDepthOfFieldSource = _this.originalPostProcess;
  87468. };
  87469. }
  87470. else {
  87471. this.originalPostProcess = this._basePostProcess;
  87472. }
  87473. if (this._bloomEnabled || this._vlsEnabled || this._lensFlareEnabled || this._depthOfFieldEnabled || this._motionBlurEnabled) {
  87474. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRPassPostProcess", function () { return _this.originalPostProcess; }, true));
  87475. }
  87476. this._currentDepthOfFieldSource = this.originalPostProcess;
  87477. if (this._bloomEnabled) {
  87478. // Create down sample X4 post-process
  87479. this._createDownSampleX4PostProcess(scene, ratio / 2);
  87480. // Create bright pass post-process
  87481. this._createBrightPassPostProcess(scene, ratio / 2);
  87482. // Create gaussian blur post-processes (down sampling blurs)
  87483. this._createBlurPostProcesses(scene, ratio / 4, 1);
  87484. // Create texture adder post-process
  87485. this._createTextureAdderPostProcess(scene, ratio);
  87486. // Create depth-of-field source post-process
  87487. this.textureAdderFinalPostProcess = new BABYLON.PostProcess("HDRDepthOfFieldSource", "standard", [], [], ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, "#define PASS_POST_PROCESS", BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT);
  87488. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRBaseDepthOfFieldSource", function () { return _this.textureAdderFinalPostProcess; }, true));
  87489. }
  87490. if (this._vlsEnabled) {
  87491. // Create volumetric light
  87492. this._createVolumetricLightPostProcess(scene, ratio);
  87493. // Create volumetric light final post-process
  87494. this.volumetricLightFinalPostProcess = new BABYLON.PostProcess("HDRVLSFinal", "standard", [], [], ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, "#define PASS_POST_PROCESS", BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT);
  87495. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRVLSFinal", function () { return _this.volumetricLightFinalPostProcess; }, true));
  87496. }
  87497. if (this._lensFlareEnabled) {
  87498. // Create lens flare post-process
  87499. this._createLensFlarePostProcess(scene, ratio);
  87500. // Create depth-of-field source post-process post lens-flare and disable it now
  87501. this.lensFlareFinalPostProcess = new BABYLON.PostProcess("HDRPostLensFlareDepthOfFieldSource", "standard", [], [], ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, "#define PASS_POST_PROCESS", BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT);
  87502. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRPostLensFlareDepthOfFieldSource", function () { return _this.lensFlareFinalPostProcess; }, true));
  87503. }
  87504. if (this._hdrEnabled) {
  87505. // Create luminance
  87506. this._createLuminancePostProcesses(scene, this._floatTextureType);
  87507. // Create HDR
  87508. this._createHdrPostProcess(scene, ratio);
  87509. // Create depth-of-field source post-process post hdr and disable it now
  87510. this.hdrFinalPostProcess = new BABYLON.PostProcess("HDRPostHDReDepthOfFieldSource", "standard", [], [], ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, "#define PASS_POST_PROCESS", BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT);
  87511. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRPostHDReDepthOfFieldSource", function () { return _this.hdrFinalPostProcess; }, true));
  87512. }
  87513. if (this._depthOfFieldEnabled) {
  87514. // Create gaussian blur used by depth-of-field
  87515. this._createBlurPostProcesses(scene, ratio / 2, 3, "depthOfFieldBlurWidth");
  87516. // Create depth-of-field post-process
  87517. this._createDepthOfFieldPostProcess(scene, ratio);
  87518. }
  87519. if (this._motionBlurEnabled) {
  87520. // Create motion blur post-process
  87521. this._createMotionBlurPostProcess(scene, ratio);
  87522. }
  87523. if (this._fxaaEnabled) {
  87524. // Create fxaa post-process
  87525. this.fxaaPostProcess = new BABYLON.FxaaPostProcess("fxaa", 1.0, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT);
  87526. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRFxaa", function () { return _this.fxaaPostProcess; }, true));
  87527. }
  87528. if (this._cameras !== null) {
  87529. this._scene.postProcessRenderPipelineManager.attachCamerasToRenderPipeline(this._name, this._cameras);
  87530. }
  87531. if (!this._enableMSAAOnFirstPostProcess(this._samples) && this._samples > 1) {
  87532. BABYLON.Tools.Warn("MSAA failed to enable, MSAA is only supported in browsers that support webGL >= 2.0");
  87533. }
  87534. };
  87535. // Down Sample X4 Post-Processs
  87536. StandardRenderingPipeline.prototype._createDownSampleX4PostProcess = function (scene, ratio) {
  87537. var _this = this;
  87538. var downSampleX4Offsets = new Array(32);
  87539. this.downSampleX4PostProcess = new BABYLON.PostProcess("HDRDownSampleX4", "standard", ["dsOffsets"], [], ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, "#define DOWN_SAMPLE_X4", BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT);
  87540. this.downSampleX4PostProcess.onApply = function (effect) {
  87541. var id = 0;
  87542. var width = _this.downSampleX4PostProcess.width;
  87543. var height = _this.downSampleX4PostProcess.height;
  87544. for (var i = -2; i < 2; i++) {
  87545. for (var j = -2; j < 2; j++) {
  87546. downSampleX4Offsets[id] = (i + 0.5) * (1.0 / width);
  87547. downSampleX4Offsets[id + 1] = (j + 0.5) * (1.0 / height);
  87548. id += 2;
  87549. }
  87550. }
  87551. effect.setArray2("dsOffsets", downSampleX4Offsets);
  87552. };
  87553. // Add to pipeline
  87554. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRDownSampleX4", function () { return _this.downSampleX4PostProcess; }, true));
  87555. };
  87556. // Brightpass Post-Process
  87557. StandardRenderingPipeline.prototype._createBrightPassPostProcess = function (scene, ratio) {
  87558. var _this = this;
  87559. var brightOffsets = new Array(8);
  87560. this.brightPassPostProcess = new BABYLON.PostProcess("HDRBrightPass", "standard", ["dsOffsets", "brightThreshold"], [], ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, "#define BRIGHT_PASS", BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT);
  87561. this.brightPassPostProcess.onApply = function (effect) {
  87562. var sU = (1.0 / _this.brightPassPostProcess.width);
  87563. var sV = (1.0 / _this.brightPassPostProcess.height);
  87564. brightOffsets[0] = -0.5 * sU;
  87565. brightOffsets[1] = 0.5 * sV;
  87566. brightOffsets[2] = 0.5 * sU;
  87567. brightOffsets[3] = 0.5 * sV;
  87568. brightOffsets[4] = -0.5 * sU;
  87569. brightOffsets[5] = -0.5 * sV;
  87570. brightOffsets[6] = 0.5 * sU;
  87571. brightOffsets[7] = -0.5 * sV;
  87572. effect.setArray2("dsOffsets", brightOffsets);
  87573. effect.setFloat("brightThreshold", _this.brightThreshold);
  87574. };
  87575. // Add to pipeline
  87576. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRBrightPass", function () { return _this.brightPassPostProcess; }, true));
  87577. };
  87578. // Create blur H&V post-processes
  87579. StandardRenderingPipeline.prototype._createBlurPostProcesses = function (scene, ratio, indice, blurWidthKey) {
  87580. var _this = this;
  87581. if (blurWidthKey === void 0) { blurWidthKey = "blurWidth"; }
  87582. var engine = scene.getEngine();
  87583. var blurX = new BABYLON.BlurPostProcess("HDRBlurH" + "_" + indice, new BABYLON.Vector2(1, 0), this[blurWidthKey], ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT);
  87584. var blurY = new BABYLON.BlurPostProcess("HDRBlurV" + "_" + indice, new BABYLON.Vector2(0, 1), this[blurWidthKey], ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT);
  87585. blurX.onActivateObservable.add(function () {
  87586. var dw = blurX.width / engine.getRenderWidth();
  87587. blurX.kernel = _this[blurWidthKey] * dw;
  87588. });
  87589. blurY.onActivateObservable.add(function () {
  87590. var dw = blurY.height / engine.getRenderHeight();
  87591. blurY.kernel = _this.horizontalBlur ? 64 * dw : _this[blurWidthKey] * dw;
  87592. });
  87593. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRBlurH" + indice, function () { return blurX; }, true));
  87594. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRBlurV" + indice, function () { return blurY; }, true));
  87595. this.blurHPostProcesses.push(blurX);
  87596. this.blurVPostProcesses.push(blurY);
  87597. };
  87598. // Create texture adder post-process
  87599. StandardRenderingPipeline.prototype._createTextureAdderPostProcess = function (scene, ratio) {
  87600. var _this = this;
  87601. this.textureAdderPostProcess = new BABYLON.PostProcess("HDRTextureAdder", "standard", ["exposure"], ["otherSampler", "lensSampler"], ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, "#define TEXTURE_ADDER", BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT);
  87602. this.textureAdderPostProcess.onApply = function (effect) {
  87603. effect.setTextureFromPostProcess("otherSampler", _this._vlsEnabled ? _this._currentDepthOfFieldSource : _this.originalPostProcess);
  87604. effect.setTexture("lensSampler", _this.lensTexture);
  87605. effect.setFloat("exposure", _this.exposure);
  87606. _this._currentDepthOfFieldSource = _this.textureAdderFinalPostProcess;
  87607. };
  87608. // Add to pipeline
  87609. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRTextureAdder", function () { return _this.textureAdderPostProcess; }, true));
  87610. };
  87611. StandardRenderingPipeline.prototype._createVolumetricLightPostProcess = function (scene, ratio) {
  87612. var _this = this;
  87613. var geometryRenderer = scene.enableGeometryBufferRenderer();
  87614. geometryRenderer.enablePosition = true;
  87615. var geometry = geometryRenderer.getGBuffer();
  87616. // Base post-process
  87617. this.volumetricLightPostProcess = new BABYLON.PostProcess("HDRVLS", "standard", ["shadowViewProjection", "cameraPosition", "sunDirection", "sunColor", "scatteringCoefficient", "scatteringPower", "depthValues"], ["shadowMapSampler", "positionSampler"], ratio / 8, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, "#define VLS\n#define NB_STEPS " + this._volumetricLightStepsCount.toFixed(1));
  87618. var depthValues = BABYLON.Vector2.Zero();
  87619. this.volumetricLightPostProcess.onApply = function (effect) {
  87620. if (_this.sourceLight && _this.sourceLight.getShadowGenerator() && _this._scene.activeCamera) {
  87621. var generator = _this.sourceLight.getShadowGenerator();
  87622. effect.setTexture("shadowMapSampler", generator.getShadowMap());
  87623. effect.setTexture("positionSampler", geometry.textures[2]);
  87624. effect.setColor3("sunColor", _this.sourceLight.diffuse);
  87625. effect.setVector3("sunDirection", _this.sourceLight.getShadowDirection());
  87626. effect.setVector3("cameraPosition", _this._scene.activeCamera.globalPosition);
  87627. effect.setMatrix("shadowViewProjection", generator.getTransformMatrix());
  87628. effect.setFloat("scatteringCoefficient", _this.volumetricLightCoefficient);
  87629. effect.setFloat("scatteringPower", _this.volumetricLightPower);
  87630. depthValues.x = _this.sourceLight.getDepthMinZ(_this._scene.activeCamera);
  87631. depthValues.y = _this.sourceLight.getDepthMaxZ(_this._scene.activeCamera);
  87632. effect.setVector2("depthValues", depthValues);
  87633. }
  87634. };
  87635. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRVLS", function () { return _this.volumetricLightPostProcess; }, true));
  87636. // Smooth
  87637. this._createBlurPostProcesses(scene, ratio / 4, 0, "volumetricLightBlurScale");
  87638. // Merge
  87639. this.volumetricLightMergePostProces = new BABYLON.PostProcess("HDRVLSMerge", "standard", [], ["originalSampler"], ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, "#define VLSMERGE");
  87640. this.volumetricLightMergePostProces.onApply = function (effect) {
  87641. effect.setTextureFromPostProcess("originalSampler", _this._bloomEnabled ? _this.textureAdderFinalPostProcess : _this.originalPostProcess);
  87642. _this._currentDepthOfFieldSource = _this.volumetricLightFinalPostProcess;
  87643. };
  87644. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRVLSMerge", function () { return _this.volumetricLightMergePostProces; }, true));
  87645. };
  87646. // Create luminance
  87647. StandardRenderingPipeline.prototype._createLuminancePostProcesses = function (scene, textureType) {
  87648. var _this = this;
  87649. // Create luminance
  87650. var size = Math.pow(3, StandardRenderingPipeline.LuminanceSteps);
  87651. this.luminancePostProcess = new BABYLON.PostProcess("HDRLuminance", "standard", ["lumOffsets"], [], { width: size, height: size }, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, "#define LUMINANCE", textureType);
  87652. var offsets = [];
  87653. this.luminancePostProcess.onApply = function (effect) {
  87654. var sU = (1.0 / _this.luminancePostProcess.width);
  87655. var sV = (1.0 / _this.luminancePostProcess.height);
  87656. offsets[0] = -0.5 * sU;
  87657. offsets[1] = 0.5 * sV;
  87658. offsets[2] = 0.5 * sU;
  87659. offsets[3] = 0.5 * sV;
  87660. offsets[4] = -0.5 * sU;
  87661. offsets[5] = -0.5 * sV;
  87662. offsets[6] = 0.5 * sU;
  87663. offsets[7] = -0.5 * sV;
  87664. effect.setArray2("lumOffsets", offsets);
  87665. };
  87666. // Add to pipeline
  87667. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRLuminance", function () { return _this.luminancePostProcess; }, true));
  87668. // Create down sample luminance
  87669. for (var i = StandardRenderingPipeline.LuminanceSteps - 1; i >= 0; i--) {
  87670. var size = Math.pow(3, i);
  87671. var defines = "#define LUMINANCE_DOWN_SAMPLE\n";
  87672. if (i === 0) {
  87673. defines += "#define FINAL_DOWN_SAMPLER";
  87674. }
  87675. var postProcess = new BABYLON.PostProcess("HDRLuminanceDownSample" + i, "standard", ["dsOffsets", "halfDestPixelSize"], [], { width: size, height: size }, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, defines, textureType);
  87676. this.luminanceDownSamplePostProcesses.push(postProcess);
  87677. }
  87678. // Create callbacks and add effects
  87679. var lastLuminance = this.luminancePostProcess;
  87680. this.luminanceDownSamplePostProcesses.forEach(function (pp, index) {
  87681. var downSampleOffsets = new Array(18);
  87682. pp.onApply = function (effect) {
  87683. if (!lastLuminance) {
  87684. return;
  87685. }
  87686. var id = 0;
  87687. for (var x = -1; x < 2; x++) {
  87688. for (var y = -1; y < 2; y++) {
  87689. downSampleOffsets[id] = x / lastLuminance.width;
  87690. downSampleOffsets[id + 1] = y / lastLuminance.height;
  87691. id += 2;
  87692. }
  87693. }
  87694. effect.setArray2("dsOffsets", downSampleOffsets);
  87695. effect.setFloat("halfDestPixelSize", 0.5 / lastLuminance.width);
  87696. if (index === _this.luminanceDownSamplePostProcesses.length - 1) {
  87697. lastLuminance = _this.luminancePostProcess;
  87698. }
  87699. else {
  87700. lastLuminance = pp;
  87701. }
  87702. };
  87703. if (index === _this.luminanceDownSamplePostProcesses.length - 1) {
  87704. pp.onAfterRender = function (effect) {
  87705. var pixel = scene.getEngine().readPixels(0, 0, 1, 1);
  87706. var bit_shift = new BABYLON.Vector4(1.0 / (255.0 * 255.0 * 255.0), 1.0 / (255.0 * 255.0), 1.0 / 255.0, 1.0);
  87707. _this._hdrCurrentLuminance = (pixel[0] * bit_shift.x + pixel[1] * bit_shift.y + pixel[2] * bit_shift.z + pixel[3] * bit_shift.w) / 100.0;
  87708. };
  87709. }
  87710. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRLuminanceDownSample" + index, function () { return pp; }, true));
  87711. });
  87712. };
  87713. // Create HDR post-process
  87714. StandardRenderingPipeline.prototype._createHdrPostProcess = function (scene, ratio) {
  87715. var _this = this;
  87716. this.hdrPostProcess = new BABYLON.PostProcess("HDR", "standard", ["averageLuminance"], ["textureAdderSampler"], ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, "#define HDR", BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT);
  87717. var outputLiminance = 1;
  87718. var time = 0;
  87719. var lastTime = 0;
  87720. this.hdrPostProcess.onApply = function (effect) {
  87721. effect.setTextureFromPostProcess("textureAdderSampler", _this._currentDepthOfFieldSource);
  87722. time += scene.getEngine().getDeltaTime();
  87723. if (outputLiminance < 0) {
  87724. outputLiminance = _this._hdrCurrentLuminance;
  87725. }
  87726. else {
  87727. var dt = (lastTime - time) / 1000.0;
  87728. if (_this._hdrCurrentLuminance < outputLiminance + _this.hdrDecreaseRate * dt) {
  87729. outputLiminance += _this.hdrDecreaseRate * dt;
  87730. }
  87731. else if (_this._hdrCurrentLuminance > outputLiminance - _this.hdrIncreaseRate * dt) {
  87732. outputLiminance -= _this.hdrIncreaseRate * dt;
  87733. }
  87734. else {
  87735. outputLiminance = _this._hdrCurrentLuminance;
  87736. }
  87737. }
  87738. outputLiminance = BABYLON.Scalar.Clamp(outputLiminance, _this.hdrMinimumLuminance, 1e20);
  87739. effect.setFloat("averageLuminance", outputLiminance);
  87740. lastTime = time;
  87741. _this._currentDepthOfFieldSource = _this.hdrFinalPostProcess;
  87742. };
  87743. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDR", function () { return _this.hdrPostProcess; }, true));
  87744. };
  87745. // Create lens flare post-process
  87746. StandardRenderingPipeline.prototype._createLensFlarePostProcess = function (scene, ratio) {
  87747. var _this = this;
  87748. this.lensFlarePostProcess = new BABYLON.PostProcess("HDRLensFlare", "standard", ["strength", "ghostDispersal", "haloWidth", "resolution", "distortionStrength"], ["lensColorSampler"], ratio / 2, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, "#define LENS_FLARE", BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT);
  87749. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRLensFlare", function () { return _this.lensFlarePostProcess; }, true));
  87750. this._createBlurPostProcesses(scene, ratio / 4, 2);
  87751. this.lensFlareComposePostProcess = new BABYLON.PostProcess("HDRLensFlareCompose", "standard", ["lensStarMatrix"], ["otherSampler", "lensDirtSampler", "lensStarSampler"], ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, "#define LENS_FLARE_COMPOSE", BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT);
  87752. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRLensFlareCompose", function () { return _this.lensFlareComposePostProcess; }, true));
  87753. var resolution = new BABYLON.Vector2(0, 0);
  87754. // Lens flare
  87755. this.lensFlarePostProcess.onApply = function (effect) {
  87756. effect.setTextureFromPostProcess("textureSampler", _this._bloomEnabled ? _this.blurHPostProcesses[0] : _this.originalPostProcess);
  87757. effect.setTexture("lensColorSampler", _this.lensColorTexture);
  87758. effect.setFloat("strength", _this.lensFlareStrength);
  87759. effect.setFloat("ghostDispersal", _this.lensFlareGhostDispersal);
  87760. effect.setFloat("haloWidth", _this.lensFlareHaloWidth);
  87761. // Shift
  87762. resolution.x = _this.lensFlarePostProcess.width;
  87763. resolution.y = _this.lensFlarePostProcess.height;
  87764. effect.setVector2("resolution", resolution);
  87765. effect.setFloat("distortionStrength", _this.lensFlareDistortionStrength);
  87766. };
  87767. // Compose
  87768. var scaleBias1 = BABYLON.Matrix.FromValues(2.0, 0.0, -1.0, 0.0, 0.0, 2.0, -1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0);
  87769. var scaleBias2 = BABYLON.Matrix.FromValues(0.5, 0.0, 0.5, 0.0, 0.0, 0.5, 0.5, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0);
  87770. this.lensFlareComposePostProcess.onApply = function (effect) {
  87771. if (!_this._scene.activeCamera) {
  87772. return;
  87773. }
  87774. effect.setTextureFromPostProcess("otherSampler", _this._currentDepthOfFieldSource);
  87775. effect.setTexture("lensDirtSampler", _this.lensFlareDirtTexture);
  87776. effect.setTexture("lensStarSampler", _this.lensStarTexture);
  87777. // Lens start rotation matrix
  87778. var camerax = _this._scene.activeCamera.getViewMatrix().getRow(0);
  87779. var cameraz = _this._scene.activeCamera.getViewMatrix().getRow(2);
  87780. var camRot = BABYLON.Vector3.Dot(camerax.toVector3(), new BABYLON.Vector3(1.0, 0.0, 0.0)) + BABYLON.Vector3.Dot(cameraz.toVector3(), new BABYLON.Vector3(0.0, 0.0, 1.0));
  87781. camRot *= 4.0;
  87782. var starRotation = BABYLON.Matrix.FromValues(Math.cos(camRot) * 0.5, -Math.sin(camRot), 0.0, 0.0, Math.sin(camRot), Math.cos(camRot) * 0.5, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0);
  87783. var lensStarMatrix = scaleBias2.multiply(starRotation).multiply(scaleBias1);
  87784. effect.setMatrix("lensStarMatrix", lensStarMatrix);
  87785. _this._currentDepthOfFieldSource = _this.lensFlareFinalPostProcess;
  87786. };
  87787. };
  87788. // Create depth-of-field post-process
  87789. StandardRenderingPipeline.prototype._createDepthOfFieldPostProcess = function (scene, ratio) {
  87790. var _this = this;
  87791. this.depthOfFieldPostProcess = new BABYLON.PostProcess("HDRDepthOfField", "standard", ["distance"], ["otherSampler", "depthSampler"], ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, "#define DEPTH_OF_FIELD", BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT);
  87792. this.depthOfFieldPostProcess.onApply = function (effect) {
  87793. effect.setTextureFromPostProcess("otherSampler", _this._currentDepthOfFieldSource);
  87794. effect.setTexture("depthSampler", _this._getDepthTexture());
  87795. effect.setFloat("distance", _this.depthOfFieldDistance);
  87796. };
  87797. // Add to pipeline
  87798. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRDepthOfField", function () { return _this.depthOfFieldPostProcess; }, true));
  87799. };
  87800. // Create motion blur post-process
  87801. StandardRenderingPipeline.prototype._createMotionBlurPostProcess = function (scene, ratio) {
  87802. var _this = this;
  87803. this.motionBlurPostProcess = new BABYLON.PostProcess("HDRMotionBlur", "standard", ["inverseViewProjection", "prevViewProjection", "screenSize", "motionScale", "motionStrength"], ["depthSampler"], ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, "#define MOTION_BLUR\n#define MAX_MOTION_SAMPLES " + this.motionBlurSamples.toFixed(1), BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT);
  87804. var motionScale = 0;
  87805. var prevViewProjection = BABYLON.Matrix.Identity();
  87806. var invViewProjection = BABYLON.Matrix.Identity();
  87807. var viewProjection = BABYLON.Matrix.Identity();
  87808. var screenSize = BABYLON.Vector2.Zero();
  87809. this.motionBlurPostProcess.onApply = function (effect) {
  87810. viewProjection = scene.getProjectionMatrix().multiply(scene.getViewMatrix());
  87811. viewProjection.invertToRef(invViewProjection);
  87812. effect.setMatrix("inverseViewProjection", invViewProjection);
  87813. effect.setMatrix("prevViewProjection", prevViewProjection);
  87814. prevViewProjection = viewProjection;
  87815. screenSize.x = _this.motionBlurPostProcess.width;
  87816. screenSize.y = _this.motionBlurPostProcess.height;
  87817. effect.setVector2("screenSize", screenSize);
  87818. motionScale = scene.getEngine().getFps() / 60.0;
  87819. effect.setFloat("motionScale", motionScale);
  87820. effect.setFloat("motionStrength", _this.motionStrength);
  87821. effect.setTexture("depthSampler", _this._getDepthTexture());
  87822. };
  87823. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRMotionBlur", function () { return _this.motionBlurPostProcess; }, true));
  87824. };
  87825. StandardRenderingPipeline.prototype._getDepthTexture = function () {
  87826. if (this._scene.getEngine().getCaps().drawBuffersExtension) {
  87827. var renderer = this._scene.enableGeometryBufferRenderer();
  87828. return renderer.getGBuffer().textures[0];
  87829. }
  87830. return this._scene.enableDepthRenderer().getDepthMap();
  87831. };
  87832. StandardRenderingPipeline.prototype._disposePostProcesses = function () {
  87833. for (var i = 0; i < this._cameras.length; i++) {
  87834. var camera = this._cameras[i];
  87835. if (this.originalPostProcess) {
  87836. this.originalPostProcess.dispose(camera);
  87837. }
  87838. if (this.downSampleX4PostProcess) {
  87839. this.downSampleX4PostProcess.dispose(camera);
  87840. }
  87841. if (this.brightPassPostProcess) {
  87842. this.brightPassPostProcess.dispose(camera);
  87843. }
  87844. if (this.textureAdderPostProcess) {
  87845. this.textureAdderPostProcess.dispose(camera);
  87846. }
  87847. if (this.textureAdderFinalPostProcess) {
  87848. this.textureAdderFinalPostProcess.dispose(camera);
  87849. }
  87850. if (this.volumetricLightPostProcess) {
  87851. this.volumetricLightPostProcess.dispose(camera);
  87852. }
  87853. if (this.volumetricLightSmoothXPostProcess) {
  87854. this.volumetricLightSmoothXPostProcess.dispose(camera);
  87855. }
  87856. if (this.volumetricLightSmoothYPostProcess) {
  87857. this.volumetricLightSmoothYPostProcess.dispose(camera);
  87858. }
  87859. if (this.volumetricLightMergePostProces) {
  87860. this.volumetricLightMergePostProces.dispose(camera);
  87861. }
  87862. if (this.volumetricLightFinalPostProcess) {
  87863. this.volumetricLightFinalPostProcess.dispose(camera);
  87864. }
  87865. if (this.lensFlarePostProcess) {
  87866. this.lensFlarePostProcess.dispose(camera);
  87867. }
  87868. if (this.lensFlareComposePostProcess) {
  87869. this.lensFlareComposePostProcess.dispose(camera);
  87870. }
  87871. for (var j = 0; j < this.luminanceDownSamplePostProcesses.length; j++) {
  87872. this.luminanceDownSamplePostProcesses[j].dispose(camera);
  87873. }
  87874. if (this.luminancePostProcess) {
  87875. this.luminancePostProcess.dispose(camera);
  87876. }
  87877. if (this.hdrPostProcess) {
  87878. this.hdrPostProcess.dispose(camera);
  87879. }
  87880. if (this.hdrFinalPostProcess) {
  87881. this.hdrFinalPostProcess.dispose(camera);
  87882. }
  87883. if (this.depthOfFieldPostProcess) {
  87884. this.depthOfFieldPostProcess.dispose(camera);
  87885. }
  87886. if (this.motionBlurPostProcess) {
  87887. this.motionBlurPostProcess.dispose(camera);
  87888. }
  87889. if (this.fxaaPostProcess) {
  87890. this.fxaaPostProcess.dispose(camera);
  87891. }
  87892. for (var j = 0; j < this.blurHPostProcesses.length; j++) {
  87893. this.blurHPostProcesses[j].dispose(camera);
  87894. }
  87895. for (var j = 0; j < this.blurVPostProcesses.length; j++) {
  87896. this.blurVPostProcesses[j].dispose(camera);
  87897. }
  87898. }
  87899. this.originalPostProcess = null;
  87900. this.downSampleX4PostProcess = null;
  87901. this.brightPassPostProcess = null;
  87902. this.textureAdderPostProcess = null;
  87903. this.textureAdderFinalPostProcess = null;
  87904. this.volumetricLightPostProcess = null;
  87905. this.volumetricLightSmoothXPostProcess = null;
  87906. this.volumetricLightSmoothYPostProcess = null;
  87907. this.volumetricLightMergePostProces = null;
  87908. this.volumetricLightFinalPostProcess = null;
  87909. this.lensFlarePostProcess = null;
  87910. this.lensFlareComposePostProcess = null;
  87911. this.luminancePostProcess = null;
  87912. this.hdrPostProcess = null;
  87913. this.hdrFinalPostProcess = null;
  87914. this.depthOfFieldPostProcess = null;
  87915. this.motionBlurPostProcess = null;
  87916. this.fxaaPostProcess = null;
  87917. this.luminanceDownSamplePostProcesses = [];
  87918. this.blurHPostProcesses = [];
  87919. this.blurVPostProcesses = [];
  87920. };
  87921. /**
  87922. * Dispose of the pipeline and stop all post processes
  87923. */
  87924. StandardRenderingPipeline.prototype.dispose = function () {
  87925. this._disposePostProcesses();
  87926. this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._cameras);
  87927. _super.prototype.dispose.call(this);
  87928. };
  87929. /**
  87930. * Serialize the rendering pipeline (Used when exporting)
  87931. * @returns the serialized object
  87932. */
  87933. StandardRenderingPipeline.prototype.serialize = function () {
  87934. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  87935. if (this.sourceLight) {
  87936. serializationObject.sourceLightId = this.sourceLight.id;
  87937. }
  87938. serializationObject.customType = "StandardRenderingPipeline";
  87939. return serializationObject;
  87940. };
  87941. /**
  87942. * Parse the serialized pipeline
  87943. * @param source Source pipeline.
  87944. * @param scene The scene to load the pipeline to.
  87945. * @param rootUrl The URL of the serialized pipeline.
  87946. * @returns An instantiated pipeline from the serialized object.
  87947. */
  87948. StandardRenderingPipeline.Parse = function (source, scene, rootUrl) {
  87949. var p = BABYLON.SerializationHelper.Parse(function () { return new StandardRenderingPipeline(source._name, scene, source._ratio); }, source, scene, rootUrl);
  87950. if (source.sourceLightId) {
  87951. p.sourceLight = scene.getLightByID(source.sourceLightId);
  87952. }
  87953. return p;
  87954. };
  87955. /**
  87956. * Luminance steps
  87957. */
  87958. StandardRenderingPipeline.LuminanceSteps = 6;
  87959. __decorate([
  87960. BABYLON.serialize()
  87961. ], StandardRenderingPipeline.prototype, "brightThreshold", void 0);
  87962. __decorate([
  87963. BABYLON.serialize()
  87964. ], StandardRenderingPipeline.prototype, "blurWidth", void 0);
  87965. __decorate([
  87966. BABYLON.serialize()
  87967. ], StandardRenderingPipeline.prototype, "horizontalBlur", void 0);
  87968. __decorate([
  87969. BABYLON.serialize()
  87970. ], StandardRenderingPipeline.prototype, "exposure", void 0);
  87971. __decorate([
  87972. BABYLON.serializeAsTexture("lensTexture")
  87973. ], StandardRenderingPipeline.prototype, "lensTexture", void 0);
  87974. __decorate([
  87975. BABYLON.serialize()
  87976. ], StandardRenderingPipeline.prototype, "volumetricLightCoefficient", void 0);
  87977. __decorate([
  87978. BABYLON.serialize()
  87979. ], StandardRenderingPipeline.prototype, "volumetricLightPower", void 0);
  87980. __decorate([
  87981. BABYLON.serialize()
  87982. ], StandardRenderingPipeline.prototype, "volumetricLightBlurScale", void 0);
  87983. __decorate([
  87984. BABYLON.serialize()
  87985. ], StandardRenderingPipeline.prototype, "hdrMinimumLuminance", void 0);
  87986. __decorate([
  87987. BABYLON.serialize()
  87988. ], StandardRenderingPipeline.prototype, "hdrDecreaseRate", void 0);
  87989. __decorate([
  87990. BABYLON.serialize()
  87991. ], StandardRenderingPipeline.prototype, "hdrIncreaseRate", void 0);
  87992. __decorate([
  87993. BABYLON.serializeAsTexture("lensColorTexture")
  87994. ], StandardRenderingPipeline.prototype, "lensColorTexture", void 0);
  87995. __decorate([
  87996. BABYLON.serialize()
  87997. ], StandardRenderingPipeline.prototype, "lensFlareStrength", void 0);
  87998. __decorate([
  87999. BABYLON.serialize()
  88000. ], StandardRenderingPipeline.prototype, "lensFlareGhostDispersal", void 0);
  88001. __decorate([
  88002. BABYLON.serialize()
  88003. ], StandardRenderingPipeline.prototype, "lensFlareHaloWidth", void 0);
  88004. __decorate([
  88005. BABYLON.serialize()
  88006. ], StandardRenderingPipeline.prototype, "lensFlareDistortionStrength", void 0);
  88007. __decorate([
  88008. BABYLON.serializeAsTexture("lensStarTexture")
  88009. ], StandardRenderingPipeline.prototype, "lensStarTexture", void 0);
  88010. __decorate([
  88011. BABYLON.serializeAsTexture("lensFlareDirtTexture")
  88012. ], StandardRenderingPipeline.prototype, "lensFlareDirtTexture", void 0);
  88013. __decorate([
  88014. BABYLON.serialize()
  88015. ], StandardRenderingPipeline.prototype, "depthOfFieldDistance", void 0);
  88016. __decorate([
  88017. BABYLON.serialize()
  88018. ], StandardRenderingPipeline.prototype, "depthOfFieldBlurWidth", void 0);
  88019. __decorate([
  88020. BABYLON.serialize()
  88021. ], StandardRenderingPipeline.prototype, "motionStrength", void 0);
  88022. __decorate([
  88023. BABYLON.serialize()
  88024. ], StandardRenderingPipeline.prototype, "_ratio", void 0);
  88025. __decorate([
  88026. BABYLON.serialize()
  88027. ], StandardRenderingPipeline.prototype, "BloomEnabled", null);
  88028. __decorate([
  88029. BABYLON.serialize()
  88030. ], StandardRenderingPipeline.prototype, "DepthOfFieldEnabled", null);
  88031. __decorate([
  88032. BABYLON.serialize()
  88033. ], StandardRenderingPipeline.prototype, "LensFlareEnabled", null);
  88034. __decorate([
  88035. BABYLON.serialize()
  88036. ], StandardRenderingPipeline.prototype, "HDREnabled", null);
  88037. __decorate([
  88038. BABYLON.serialize()
  88039. ], StandardRenderingPipeline.prototype, "VLSEnabled", null);
  88040. __decorate([
  88041. BABYLON.serialize()
  88042. ], StandardRenderingPipeline.prototype, "MotionBlurEnabled", null);
  88043. __decorate([
  88044. BABYLON.serialize()
  88045. ], StandardRenderingPipeline.prototype, "fxaaEnabled", null);
  88046. __decorate([
  88047. BABYLON.serialize()
  88048. ], StandardRenderingPipeline.prototype, "volumetricLightStepsCount", null);
  88049. __decorate([
  88050. BABYLON.serialize()
  88051. ], StandardRenderingPipeline.prototype, "motionBlurSamples", null);
  88052. __decorate([
  88053. BABYLON.serialize()
  88054. ], StandardRenderingPipeline.prototype, "samples", null);
  88055. return StandardRenderingPipeline;
  88056. }(BABYLON.PostProcessRenderPipeline));
  88057. BABYLON.StandardRenderingPipeline = StandardRenderingPipeline;
  88058. })(BABYLON || (BABYLON = {}));
  88059. //# sourceMappingURL=babylon.standardRenderingPipeline.js.map
  88060. var BABYLON;
  88061. (function (BABYLON) {
  88062. /**
  88063. * Fxaa post process
  88064. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#fxaa
  88065. */
  88066. var FxaaPostProcess = /** @class */ (function (_super) {
  88067. __extends(FxaaPostProcess, _super);
  88068. function FxaaPostProcess(name, options, camera, samplingMode, engine, reusable, textureType) {
  88069. if (camera === void 0) { camera = null; }
  88070. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  88071. var _this = _super.call(this, name, "fxaa", ["texelSize"], null, options, camera, samplingMode || BABYLON.Texture.BILINEAR_SAMPLINGMODE, engine, reusable, null, textureType, "fxaa", undefined, true) || this;
  88072. var defines = _this._getDefines();
  88073. _this.updateEffect(defines);
  88074. _this.onApplyObservable.add(function (effect) {
  88075. var texelSize = _this.texelSize;
  88076. effect.setFloat2("texelSize", texelSize.x, texelSize.y);
  88077. });
  88078. return _this;
  88079. }
  88080. FxaaPostProcess.prototype._getDefines = function () {
  88081. var engine = this.getEngine();
  88082. if (!engine) {
  88083. return null;
  88084. }
  88085. var glInfo = engine.getGlInfo();
  88086. if (glInfo && glInfo.renderer && glInfo.renderer.toLowerCase().indexOf("mali") > -1) {
  88087. return "#define MALI 1\n";
  88088. }
  88089. return null;
  88090. };
  88091. return FxaaPostProcess;
  88092. }(BABYLON.PostProcess));
  88093. BABYLON.FxaaPostProcess = FxaaPostProcess;
  88094. })(BABYLON || (BABYLON = {}));
  88095. //# sourceMappingURL=babylon.fxaaPostProcess.js.map
  88096. var BABYLON;
  88097. (function (BABYLON) {
  88098. /**
  88099. * The ChromaticAberrationPostProcess separates the rgb channels in an image to produce chromatic distortion around the edges of the screen
  88100. */
  88101. var ChromaticAberrationPostProcess = /** @class */ (function (_super) {
  88102. __extends(ChromaticAberrationPostProcess, _super);
  88103. /**
  88104. * Creates a new instance ChromaticAberrationPostProcess
  88105. * @param name The name of the effect.
  88106. * @param screenWidth The width of the screen to apply the effect on.
  88107. * @param screenHeight The height of the screen to apply the effect on.
  88108. * @param options The required width/height ratio to downsize to before computing the render pass.
  88109. * @param camera The camera to apply the render pass to.
  88110. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  88111. * @param engine The engine which the post process will be applied. (default: current engine)
  88112. * @param reusable If the post process can be reused on the same frame. (default: false)
  88113. * @param textureType Type of textures used when performing the post process. (default: 0)
  88114. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  88115. */
  88116. function ChromaticAberrationPostProcess(name, screenWidth, screenHeight, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  88117. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  88118. if (blockCompilation === void 0) { blockCompilation = false; }
  88119. var _this = _super.call(this, name, "chromaticAberration", ["chromatic_aberration", "screen_width", "screen_height", "direction", "radialIntensity", "centerPosition"], [], options, camera, samplingMode, engine, reusable, null, textureType, undefined, null, blockCompilation) || this;
  88120. /**
  88121. * The amount of seperation of rgb channels (default: 30)
  88122. */
  88123. _this.aberrationAmount = 30;
  88124. /**
  88125. * The amount the effect will increase for pixels closer to the edge of the screen. (default: 0)
  88126. */
  88127. _this.radialIntensity = 0;
  88128. /**
  88129. * The normilized direction in which the rgb channels should be seperated. If set to 0,0 radial direction will be used. (default: Vector2(0.707,0.707))
  88130. */
  88131. _this.direction = new BABYLON.Vector2(0.707, 0.707);
  88132. /**
  88133. * The center position where the radialIntensity should be around. [0.5,0.5 is center of screen, 1,1 is top right corder] (default: Vector2(0.5 ,0.5))
  88134. */
  88135. _this.centerPosition = new BABYLON.Vector2(0.5, 0.5);
  88136. _this.onApplyObservable.add(function (effect) {
  88137. effect.setFloat('chromatic_aberration', _this.aberrationAmount);
  88138. effect.setFloat('screen_width', screenWidth);
  88139. effect.setFloat('screen_height', screenHeight);
  88140. effect.setFloat('radialIntensity', _this.radialIntensity);
  88141. effect.setFloat2('direction', _this.direction.x, _this.direction.y);
  88142. effect.setFloat2('centerPosition', _this.centerPosition.x, _this.centerPosition.y);
  88143. });
  88144. return _this;
  88145. }
  88146. return ChromaticAberrationPostProcess;
  88147. }(BABYLON.PostProcess));
  88148. BABYLON.ChromaticAberrationPostProcess = ChromaticAberrationPostProcess;
  88149. })(BABYLON || (BABYLON = {}));
  88150. //# sourceMappingURL=babylon.chromaticAberrationPostProcess.js.map
  88151. var BABYLON;
  88152. (function (BABYLON) {
  88153. /**
  88154. * The GrainPostProcess adds noise to the image at mid luminance levels
  88155. */
  88156. var GrainPostProcess = /** @class */ (function (_super) {
  88157. __extends(GrainPostProcess, _super);
  88158. /**
  88159. * Creates a new instance of @see GrainPostProcess
  88160. * @param name The name of the effect.
  88161. * @param options The required width/height ratio to downsize to before computing the render pass.
  88162. * @param camera The camera to apply the render pass to.
  88163. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  88164. * @param engine The engine which the post process will be applied. (default: current engine)
  88165. * @param reusable If the post process can be reused on the same frame. (default: false)
  88166. * @param textureType Type of textures used when performing the post process. (default: 0)
  88167. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  88168. */
  88169. function GrainPostProcess(name, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  88170. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  88171. if (blockCompilation === void 0) { blockCompilation = false; }
  88172. var _this = _super.call(this, name, "grain", ["intensity", "animatedSeed"], [], options, camera, samplingMode, engine, reusable, null, textureType, undefined, null, blockCompilation) || this;
  88173. /**
  88174. * The intensity of the grain added (default: 30)
  88175. */
  88176. _this.intensity = 30;
  88177. /**
  88178. * If the grain should be randomized on every frame
  88179. */
  88180. _this.animated = false;
  88181. _this.onApplyObservable.add(function (effect) {
  88182. effect.setFloat('intensity', _this.intensity);
  88183. effect.setFloat('animatedSeed', _this.animated ? Math.random() + 1 : 1);
  88184. });
  88185. return _this;
  88186. }
  88187. return GrainPostProcess;
  88188. }(BABYLON.PostProcess));
  88189. BABYLON.GrainPostProcess = GrainPostProcess;
  88190. })(BABYLON || (BABYLON = {}));
  88191. //# sourceMappingURL=babylon.grainPostProcess.js.map
  88192. var BABYLON;
  88193. (function (BABYLON) {
  88194. /**
  88195. * The SharpenPostProcess applies a sharpen kernel to every pixel
  88196. * See http://en.wikipedia.org/wiki/Kernel_(image_processing)
  88197. */
  88198. var SharpenPostProcess = /** @class */ (function (_super) {
  88199. __extends(SharpenPostProcess, _super);
  88200. /**
  88201. * Creates a new instance ConvolutionPostProcess
  88202. * @param name The name of the effect.
  88203. * @param options The required width/height ratio to downsize to before computing the render pass.
  88204. * @param camera The camera to apply the render pass to.
  88205. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  88206. * @param engine The engine which the post process will be applied. (default: current engine)
  88207. * @param reusable If the post process can be reused on the same frame. (default: false)
  88208. * @param textureType Type of textures used when performing the post process. (default: 0)
  88209. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  88210. */
  88211. function SharpenPostProcess(name, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  88212. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  88213. if (blockCompilation === void 0) { blockCompilation = false; }
  88214. var _this = _super.call(this, name, "sharpen", ["sharpnessAmounts", "screenSize"], null, options, camera, samplingMode, engine, reusable, null, textureType, undefined, null, blockCompilation) || this;
  88215. /**
  88216. * How much of the original color should be applied. Setting this to 0 will display edge detection. (default: 1)
  88217. */
  88218. _this.colorAmount = 1.0;
  88219. /**
  88220. * How much sharpness should be applied (default: 0.3)
  88221. */
  88222. _this.edgeAmount = 0.3;
  88223. _this.onApply = function (effect) {
  88224. effect.setFloat2("screenSize", _this.width, _this.height);
  88225. effect.setFloat2("sharpnessAmounts", _this.edgeAmount, _this.colorAmount);
  88226. };
  88227. return _this;
  88228. }
  88229. return SharpenPostProcess;
  88230. }(BABYLON.PostProcess));
  88231. BABYLON.SharpenPostProcess = SharpenPostProcess;
  88232. })(BABYLON || (BABYLON = {}));
  88233. //# sourceMappingURL=babylon.sharpenPostProcess.js.map
  88234. var BABYLON;
  88235. (function (BABYLON) {
  88236. /**
  88237. * The Blur Post Process which blurs an image based on a kernel and direction.
  88238. * Can be used twice in x and y directions to perform a guassian blur in two passes.
  88239. */
  88240. var BlurPostProcess = /** @class */ (function (_super) {
  88241. __extends(BlurPostProcess, _super);
  88242. /**
  88243. * Creates a new instance BlurPostProcess
  88244. * @param name The name of the effect.
  88245. * @param direction The direction in which to blur the image.
  88246. * @param kernel The size of the kernel to be used when computing the blur. eg. Size of 3 will blur the center pixel by 2 pixels surrounding it.
  88247. * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)
  88248. * @param camera The camera to apply the render pass to.
  88249. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  88250. * @param engine The engine which the post process will be applied. (default: current engine)
  88251. * @param reusable If the post process can be reused on the same frame. (default: false)
  88252. * @param textureType Type of textures used when performing the post process. (default: 0)
  88253. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  88254. */
  88255. function BlurPostProcess(name,
  88256. /** The direction in which to blur the image. */
  88257. direction, kernel, options, camera, samplingMode, engine, reusable, textureType, defines, blockCompilation) {
  88258. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.BILINEAR_SAMPLINGMODE; }
  88259. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  88260. if (defines === void 0) { defines = ""; }
  88261. if (blockCompilation === void 0) { blockCompilation = false; }
  88262. var _this = _super.call(this, name, "kernelBlur", ["delta", "direction", "cameraMinMaxZ"], ["circleOfConfusionSampler"], options, camera, samplingMode, engine, reusable, null, textureType, "kernelBlur", { varyingCount: 0, depCount: 0 }, true) || this;
  88263. _this.direction = direction;
  88264. _this.blockCompilation = blockCompilation;
  88265. _this._packedFloat = false;
  88266. _this._staticDefines = "";
  88267. _this._staticDefines = defines;
  88268. _this.onApplyObservable.add(function (effect) {
  88269. if (_this._outputTexture) {
  88270. effect.setFloat2('delta', (1 / _this._outputTexture.width) * _this.direction.x, (1 / _this._outputTexture.height) * _this.direction.y);
  88271. }
  88272. else {
  88273. effect.setFloat2('delta', (1 / _this.width) * _this.direction.x, (1 / _this.height) * _this.direction.y);
  88274. }
  88275. });
  88276. _this.kernel = kernel;
  88277. return _this;
  88278. }
  88279. Object.defineProperty(BlurPostProcess.prototype, "kernel", {
  88280. /**
  88281. * Gets the length in pixels of the blur sample region
  88282. */
  88283. get: function () {
  88284. return this._idealKernel;
  88285. },
  88286. /**
  88287. * Sets the length in pixels of the blur sample region
  88288. */
  88289. set: function (v) {
  88290. if (this._idealKernel === v) {
  88291. return;
  88292. }
  88293. v = Math.max(v, 1);
  88294. this._idealKernel = v;
  88295. this._kernel = this._nearestBestKernel(v);
  88296. if (!this.blockCompilation) {
  88297. this._updateParameters();
  88298. }
  88299. },
  88300. enumerable: true,
  88301. configurable: true
  88302. });
  88303. Object.defineProperty(BlurPostProcess.prototype, "packedFloat", {
  88304. /**
  88305. * Gets wether or not the blur is unpacking/repacking floats
  88306. */
  88307. get: function () {
  88308. return this._packedFloat;
  88309. },
  88310. /**
  88311. * Sets wether or not the blur needs to unpack/repack floats
  88312. */
  88313. set: function (v) {
  88314. if (this._packedFloat === v) {
  88315. return;
  88316. }
  88317. this._packedFloat = v;
  88318. if (!this.blockCompilation) {
  88319. this._updateParameters();
  88320. }
  88321. },
  88322. enumerable: true,
  88323. configurable: true
  88324. });
  88325. /**
  88326. * Updates the effect with the current post process compile time values and recompiles the shader.
  88327. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  88328. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  88329. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  88330. * @param indexParameters The index parameters to be used for babylons include syntax "#include<kernelBlurVaryingDeclaration>[0..varyingCount]". (default: undefined) See usage in babylon.blurPostProcess.ts and kernelBlur.vertex.fx
  88331. * @param onCompiled Called when the shader has been compiled.
  88332. * @param onError Called if there is an error when compiling a shader.
  88333. */
  88334. BlurPostProcess.prototype.updateEffect = function (defines, uniforms, samplers, indexParameters, onCompiled, onError) {
  88335. if (defines === void 0) { defines = null; }
  88336. if (uniforms === void 0) { uniforms = null; }
  88337. if (samplers === void 0) { samplers = null; }
  88338. this._updateParameters(onCompiled, onError);
  88339. };
  88340. BlurPostProcess.prototype._updateParameters = function (onCompiled, onError) {
  88341. // Generate sampling offsets and weights
  88342. var N = this._kernel;
  88343. var centerIndex = (N - 1) / 2;
  88344. // Generate Gaussian sampling weights over kernel
  88345. var offsets = [];
  88346. var weights = [];
  88347. var totalWeight = 0;
  88348. for (var i = 0; i < N; i++) {
  88349. var u = i / (N - 1);
  88350. var w = this._gaussianWeight(u * 2.0 - 1);
  88351. offsets[i] = (i - centerIndex);
  88352. weights[i] = w;
  88353. totalWeight += w;
  88354. }
  88355. // Normalize weights
  88356. for (var i = 0; i < weights.length; i++) {
  88357. weights[i] /= totalWeight;
  88358. }
  88359. // Optimize: combine samples to take advantage of hardware linear sampling
  88360. // Walk from left to center, combining pairs (symmetrically)
  88361. var linearSamplingWeights = [];
  88362. var linearSamplingOffsets = [];
  88363. var linearSamplingMap = [];
  88364. for (var i = 0; i <= centerIndex; i += 2) {
  88365. var j = Math.min(i + 1, Math.floor(centerIndex));
  88366. var singleCenterSample = i === j;
  88367. if (singleCenterSample) {
  88368. linearSamplingMap.push({ o: offsets[i], w: weights[i] });
  88369. }
  88370. else {
  88371. var sharedCell = j === centerIndex;
  88372. var weightLinear = (weights[i] + weights[j] * (sharedCell ? .5 : 1.));
  88373. var offsetLinear = offsets[i] + 1 / (1 + weights[i] / weights[j]);
  88374. if (offsetLinear === 0) {
  88375. linearSamplingMap.push({ o: offsets[i], w: weights[i] });
  88376. linearSamplingMap.push({ o: offsets[i + 1], w: weights[i + 1] });
  88377. }
  88378. else {
  88379. linearSamplingMap.push({ o: offsetLinear, w: weightLinear });
  88380. linearSamplingMap.push({ o: -offsetLinear, w: weightLinear });
  88381. }
  88382. }
  88383. }
  88384. for (var i = 0; i < linearSamplingMap.length; i++) {
  88385. linearSamplingOffsets[i] = linearSamplingMap[i].o;
  88386. linearSamplingWeights[i] = linearSamplingMap[i].w;
  88387. }
  88388. // Replace with optimized
  88389. offsets = linearSamplingOffsets;
  88390. weights = linearSamplingWeights;
  88391. // Generate shaders
  88392. var maxVaryingRows = this.getEngine().getCaps().maxVaryingVectors;
  88393. var freeVaryingVec2 = Math.max(maxVaryingRows, 0.) - 1; // Because of sampleCenter
  88394. var varyingCount = Math.min(offsets.length, freeVaryingVec2);
  88395. var defines = "";
  88396. defines += this._staticDefines;
  88397. // The DOF fragment should ignore the center pixel when looping as it is handled manualy in the fragment shader.
  88398. if (this._staticDefines.indexOf("DOF") != -1) {
  88399. defines += "#define CENTER_WEIGHT " + this._glslFloat(weights[varyingCount - 1]) + "\r\n";
  88400. varyingCount--;
  88401. }
  88402. for (var i = 0; i < varyingCount; i++) {
  88403. defines += "#define KERNEL_OFFSET" + i + " " + this._glslFloat(offsets[i]) + "\r\n";
  88404. defines += "#define KERNEL_WEIGHT" + i + " " + this._glslFloat(weights[i]) + "\r\n";
  88405. }
  88406. var depCount = 0;
  88407. for (var i = freeVaryingVec2; i < offsets.length; i++) {
  88408. defines += "#define KERNEL_DEP_OFFSET" + depCount + " " + this._glslFloat(offsets[i]) + "\r\n";
  88409. defines += "#define KERNEL_DEP_WEIGHT" + depCount + " " + this._glslFloat(weights[i]) + "\r\n";
  88410. depCount++;
  88411. }
  88412. if (this.packedFloat) {
  88413. defines += "#define PACKEDFLOAT 1";
  88414. }
  88415. this.blockCompilation = false;
  88416. _super.prototype.updateEffect.call(this, defines, null, null, {
  88417. varyingCount: varyingCount,
  88418. depCount: depCount
  88419. }, onCompiled, onError);
  88420. };
  88421. /**
  88422. * Best kernels are odd numbers that when divided by 2, their integer part is even, so 5, 9 or 13.
  88423. * Other odd kernels optimize correctly but require proportionally more samples, even kernels are
  88424. * possible but will produce minor visual artifacts. Since each new kernel requires a new shader we
  88425. * want to minimize kernel changes, having gaps between physical kernels is helpful in that regard.
  88426. * The gaps between physical kernels are compensated for in the weighting of the samples
  88427. * @param idealKernel Ideal blur kernel.
  88428. * @return Nearest best kernel.
  88429. */
  88430. BlurPostProcess.prototype._nearestBestKernel = function (idealKernel) {
  88431. var v = Math.round(idealKernel);
  88432. for (var _i = 0, _a = [v, v - 1, v + 1, v - 2, v + 2]; _i < _a.length; _i++) {
  88433. var k = _a[_i];
  88434. if (((k % 2) !== 0) && ((Math.floor(k / 2) % 2) === 0) && k > 0) {
  88435. return Math.max(k, 3);
  88436. }
  88437. }
  88438. return Math.max(v, 3);
  88439. };
  88440. /**
  88441. * Calculates the value of a Gaussian distribution with sigma 3 at a given point.
  88442. * @param x The point on the Gaussian distribution to sample.
  88443. * @return the value of the Gaussian function at x.
  88444. */
  88445. BlurPostProcess.prototype._gaussianWeight = function (x) {
  88446. //reference: Engine/ImageProcessingBlur.cpp #dcc760
  88447. // We are evaluating the Gaussian (normal) distribution over a kernel parameter space of [-1,1],
  88448. // so we truncate at three standard deviations by setting stddev (sigma) to 1/3.
  88449. // The choice of 3-sigma truncation is common but arbitrary, and means that the signal is
  88450. // truncated at around 1.3% of peak strength.
  88451. //the distribution is scaled to account for the difference between the actual kernel size and the requested kernel size
  88452. var sigma = (1 / 3);
  88453. var denominator = Math.sqrt(2.0 * Math.PI) * sigma;
  88454. var exponent = -((x * x) / (2.0 * sigma * sigma));
  88455. var weight = (1.0 / denominator) * Math.exp(exponent);
  88456. return weight;
  88457. };
  88458. /**
  88459. * Generates a string that can be used as a floating point number in GLSL.
  88460. * @param x Value to print.
  88461. * @param decimalFigures Number of decimal places to print the number to (excluding trailing 0s).
  88462. * @return GLSL float string.
  88463. */
  88464. BlurPostProcess.prototype._glslFloat = function (x, decimalFigures) {
  88465. if (decimalFigures === void 0) { decimalFigures = 8; }
  88466. return x.toFixed(decimalFigures).replace(/0+$/, '');
  88467. };
  88468. return BlurPostProcess;
  88469. }(BABYLON.PostProcess));
  88470. BABYLON.BlurPostProcess = BlurPostProcess;
  88471. })(BABYLON || (BABYLON = {}));
  88472. //# sourceMappingURL=babylon.blurPostProcess.js.map
  88473. var BABYLON;
  88474. (function (BABYLON) {
  88475. /**
  88476. * The DepthOfFieldBlurPostProcess applied a blur in a give direction.
  88477. * This blur differs from the standard BlurPostProcess as it attempts to avoid blurring pixels
  88478. * based on samples that have a large difference in distance than the center pixel.
  88479. * See section 2.6.2 http://fileadmin.cs.lth.se/cs/education/edan35/lectures/12dof.pdf
  88480. */
  88481. var DepthOfFieldBlurPostProcess = /** @class */ (function (_super) {
  88482. __extends(DepthOfFieldBlurPostProcess, _super);
  88483. /**
  88484. * Creates a new instance CircleOfConfusionPostProcess
  88485. * @param name The name of the effect.
  88486. * @param scene The scene the effect belongs to.
  88487. * @param direction The direction the blur should be applied.
  88488. * @param kernel The size of the kernel used to blur.
  88489. * @param options The required width/height ratio to downsize to before computing the render pass.
  88490. * @param camera The camera to apply the render pass to.
  88491. * @param circleOfConfusion The circle of confusion + depth map to be used to avoid blurring accross edges
  88492. * @param imageToBlur The image to apply the blur to (default: Current rendered frame)
  88493. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  88494. * @param engine The engine which the post process will be applied. (default: current engine)
  88495. * @param reusable If the post process can be reused on the same frame. (default: false)
  88496. * @param textureType Type of textures used when performing the post process. (default: 0)
  88497. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  88498. */
  88499. function DepthOfFieldBlurPostProcess(name, scene, direction, kernel, options, camera, circleOfConfusion, imageToBlur, samplingMode, engine, reusable, textureType, blockCompilation) {
  88500. if (imageToBlur === void 0) { imageToBlur = null; }
  88501. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.BILINEAR_SAMPLINGMODE; }
  88502. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  88503. if (blockCompilation === void 0) { blockCompilation = false; }
  88504. var _this = _super.call(this, name, direction, kernel, options, camera, samplingMode = BABYLON.Texture.BILINEAR_SAMPLINGMODE, engine, reusable, textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT, "#define DOF 1\r\n", blockCompilation) || this;
  88505. _this.direction = direction;
  88506. _this.onApplyObservable.add(function (effect) {
  88507. if (imageToBlur != null) {
  88508. effect.setTextureFromPostProcess("textureSampler", imageToBlur);
  88509. }
  88510. effect.setTextureFromPostProcessOutput("circleOfConfusionSampler", circleOfConfusion);
  88511. if (scene.activeCamera) {
  88512. effect.setFloat2('cameraMinMaxZ', scene.activeCamera.minZ, scene.activeCamera.maxZ);
  88513. }
  88514. });
  88515. return _this;
  88516. }
  88517. return DepthOfFieldBlurPostProcess;
  88518. }(BABYLON.BlurPostProcess));
  88519. BABYLON.DepthOfFieldBlurPostProcess = DepthOfFieldBlurPostProcess;
  88520. })(BABYLON || (BABYLON = {}));
  88521. //# sourceMappingURL=babylon.depthOfFieldBlurPostProcess.js.map
  88522. var BABYLON;
  88523. (function (BABYLON) {
  88524. /**
  88525. * Options to be set when merging outputs from the default pipeline.
  88526. */
  88527. var DepthOfFieldMergePostProcessOptions = /** @class */ (function () {
  88528. function DepthOfFieldMergePostProcessOptions() {
  88529. }
  88530. return DepthOfFieldMergePostProcessOptions;
  88531. }());
  88532. BABYLON.DepthOfFieldMergePostProcessOptions = DepthOfFieldMergePostProcessOptions;
  88533. /**
  88534. * The DepthOfFieldMergePostProcess merges blurred images with the original based on the values of the circle of confusion.
  88535. */
  88536. var DepthOfFieldMergePostProcess = /** @class */ (function (_super) {
  88537. __extends(DepthOfFieldMergePostProcess, _super);
  88538. /**
  88539. * Creates a new instance of DepthOfFieldMergePostProcess
  88540. * @param name The name of the effect.
  88541. * @param originalFromInput Post process which's input will be used for the merge.
  88542. * @param circleOfConfusion Circle of confusion post process which's output will be used to blur each pixel.
  88543. * @param blurSteps Blur post processes from low to high which will be mixed with the original image.
  88544. * @param options The required width/height ratio to downsize to before computing the render pass.
  88545. * @param camera The camera to apply the render pass to.
  88546. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  88547. * @param engine The engine which the post process will be applied. (default: current engine)
  88548. * @param reusable If the post process can be reused on the same frame. (default: false)
  88549. * @param textureType Type of textures used when performing the post process. (default: 0)
  88550. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  88551. */
  88552. function DepthOfFieldMergePostProcess(name, originalFromInput, circleOfConfusion, blurSteps, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  88553. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  88554. if (blockCompilation === void 0) { blockCompilation = false; }
  88555. var _this = _super.call(this, name, "depthOfFieldMerge", [], ["circleOfConfusionSampler", "blurStep0", "blurStep1", "blurStep2"], options, camera, samplingMode, engine, reusable, null, textureType, undefined, null, true) || this;
  88556. _this.blurSteps = blurSteps;
  88557. _this.onApplyObservable.add(function (effect) {
  88558. effect.setTextureFromPostProcess("textureSampler", originalFromInput);
  88559. effect.setTextureFromPostProcessOutput("circleOfConfusionSampler", circleOfConfusion);
  88560. blurSteps.forEach(function (step, index) {
  88561. effect.setTextureFromPostProcessOutput("blurStep" + (blurSteps.length - index - 1), step);
  88562. });
  88563. });
  88564. if (!blockCompilation) {
  88565. _this.updateEffect();
  88566. }
  88567. return _this;
  88568. }
  88569. /**
  88570. * Updates the effect with the current post process compile time values and recompiles the shader.
  88571. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  88572. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  88573. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  88574. * @param indexParameters The index parameters to be used for babylons include syntax "#include<kernelBlurVaryingDeclaration>[0..varyingCount]". (default: undefined) See usage in babylon.blurPostProcess.ts and kernelBlur.vertex.fx
  88575. * @param onCompiled Called when the shader has been compiled.
  88576. * @param onError Called if there is an error when compiling a shader.
  88577. */
  88578. DepthOfFieldMergePostProcess.prototype.updateEffect = function (defines, uniforms, samplers, indexParameters, onCompiled, onError) {
  88579. if (defines === void 0) { defines = null; }
  88580. if (uniforms === void 0) { uniforms = null; }
  88581. if (samplers === void 0) { samplers = null; }
  88582. if (!defines) {
  88583. defines = "";
  88584. defines += "#define BLUR_LEVEL " + (this.blurSteps.length - 1) + "\n";
  88585. }
  88586. _super.prototype.updateEffect.call(this, defines, uniforms, samplers, indexParameters, onCompiled, onError);
  88587. };
  88588. return DepthOfFieldMergePostProcess;
  88589. }(BABYLON.PostProcess));
  88590. BABYLON.DepthOfFieldMergePostProcess = DepthOfFieldMergePostProcess;
  88591. })(BABYLON || (BABYLON = {}));
  88592. //# sourceMappingURL=babylon.depthOfFieldMergePostProcess.js.map
  88593. var BABYLON;
  88594. (function (BABYLON) {
  88595. /**
  88596. * The CircleOfConfusionPostProcess computes the circle of confusion value for each pixel given required lens parameters. See https://en.wikipedia.org/wiki/Circle_of_confusion
  88597. */
  88598. var CircleOfConfusionPostProcess = /** @class */ (function (_super) {
  88599. __extends(CircleOfConfusionPostProcess, _super);
  88600. /**
  88601. * Creates a new instance CircleOfConfusionPostProcess
  88602. * @param name The name of the effect.
  88603. * @param depthTexture The depth texture of the scene to compute the circle of confusion. This must be set in order for this to function but may be set after initialization if needed.
  88604. * @param options The required width/height ratio to downsize to before computing the render pass.
  88605. * @param camera The camera to apply the render pass to.
  88606. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  88607. * @param engine The engine which the post process will be applied. (default: current engine)
  88608. * @param reusable If the post process can be reused on the same frame. (default: false)
  88609. * @param textureType Type of textures used when performing the post process. (default: 0)
  88610. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  88611. */
  88612. function CircleOfConfusionPostProcess(name, depthTexture, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  88613. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  88614. if (blockCompilation === void 0) { blockCompilation = false; }
  88615. var _this = _super.call(this, name, "circleOfConfusion", ["cameraMinMaxZ", "focusDistance", "cocPrecalculation"], ["depthSampler"], options, camera, samplingMode, engine, reusable, null, textureType, undefined, null, blockCompilation) || this;
  88616. /**
  88617. * Max lens size in scene units/1000 (eg. millimeter). Standard cameras are 50mm. (default: 50) The diamater of the resulting aperture can be computed by lensSize/fStop.
  88618. */
  88619. _this.lensSize = 50;
  88620. /**
  88621. * F-Stop of the effect's camera. The diamater of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)
  88622. */
  88623. _this.fStop = 1.4;
  88624. /**
  88625. * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)
  88626. */
  88627. _this.focusDistance = 2000;
  88628. /**
  88629. * Focal length of the effect's camera in scene units/1000 (eg. millimeter). (default: 50)
  88630. */
  88631. _this.focalLength = 50;
  88632. _this._depthTexture = null;
  88633. _this._depthTexture = depthTexture;
  88634. _this.onApplyObservable.add(function (effect) {
  88635. if (!_this._depthTexture) {
  88636. BABYLON.Tools.Warn("No depth texture set on CircleOfConfusionPostProcess");
  88637. return;
  88638. }
  88639. effect.setTexture("depthSampler", _this._depthTexture);
  88640. // Circle of confusion calculation, See https://developer.nvidia.com/gpugems/GPUGems/gpugems_ch23.html
  88641. var aperture = _this.lensSize / _this.fStop;
  88642. var cocPrecalculation = ((aperture * _this.focalLength) / ((_this.focusDistance - _this.focalLength))); // * ((this.focusDistance - pixelDistance)/pixelDistance) [This part is done in shader]
  88643. effect.setFloat('focusDistance', _this.focusDistance);
  88644. effect.setFloat('cocPrecalculation', cocPrecalculation);
  88645. effect.setFloat2('cameraMinMaxZ', _this._depthTexture.activeCamera.minZ, _this._depthTexture.activeCamera.maxZ);
  88646. });
  88647. return _this;
  88648. }
  88649. Object.defineProperty(CircleOfConfusionPostProcess.prototype, "depthTexture", {
  88650. /**
  88651. * Depth texture to be used to compute the circle of confusion. This must be set here or in the constructor in order for the post process to function.
  88652. */
  88653. set: function (value) {
  88654. this._depthTexture = value;
  88655. },
  88656. enumerable: true,
  88657. configurable: true
  88658. });
  88659. return CircleOfConfusionPostProcess;
  88660. }(BABYLON.PostProcess));
  88661. BABYLON.CircleOfConfusionPostProcess = CircleOfConfusionPostProcess;
  88662. })(BABYLON || (BABYLON = {}));
  88663. //# sourceMappingURL=babylon.circleOfConfusionPostProcess.js.map
  88664. var BABYLON;
  88665. (function (BABYLON) {
  88666. /**
  88667. * Specifies the level of max blur that should be applied when using the depth of field effect
  88668. */
  88669. var DepthOfFieldEffectBlurLevel;
  88670. (function (DepthOfFieldEffectBlurLevel) {
  88671. /**
  88672. * Subtle blur
  88673. */
  88674. DepthOfFieldEffectBlurLevel[DepthOfFieldEffectBlurLevel["Low"] = 0] = "Low";
  88675. /**
  88676. * Medium blur
  88677. */
  88678. DepthOfFieldEffectBlurLevel[DepthOfFieldEffectBlurLevel["Medium"] = 1] = "Medium";
  88679. /**
  88680. * Large blur
  88681. */
  88682. DepthOfFieldEffectBlurLevel[DepthOfFieldEffectBlurLevel["High"] = 2] = "High";
  88683. })(DepthOfFieldEffectBlurLevel = BABYLON.DepthOfFieldEffectBlurLevel || (BABYLON.DepthOfFieldEffectBlurLevel = {}));
  88684. /**
  88685. * The depth of field effect applies a blur to objects that are closer or further from where the camera is focusing.
  88686. */
  88687. var DepthOfFieldEffect = /** @class */ (function (_super) {
  88688. __extends(DepthOfFieldEffect, _super);
  88689. /**
  88690. * Creates a new instance DepthOfFieldEffect
  88691. * @param scene The scene the effect belongs to.
  88692. * @param depthTexture The depth texture of the scene to compute the circle of confusion.This must be set in order for this to function but may be set after initialization if needed.
  88693. * @param pipelineTextureType The type of texture to be used when performing the post processing.
  88694. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  88695. */
  88696. function DepthOfFieldEffect(scene, depthTexture, blurLevel, pipelineTextureType, blockCompilation) {
  88697. if (blurLevel === void 0) { blurLevel = DepthOfFieldEffectBlurLevel.Low; }
  88698. if (pipelineTextureType === void 0) { pipelineTextureType = 0; }
  88699. if (blockCompilation === void 0) { blockCompilation = false; }
  88700. var _this = _super.call(this, scene.getEngine(), "depth of field", function () {
  88701. return _this._effects;
  88702. }, true) || this;
  88703. /**
  88704. * @hidden Internal post processes in depth of field effect
  88705. */
  88706. _this._effects = [];
  88707. // Circle of confusion value for each pixel is used to determine how much to blur that pixel
  88708. _this._circleOfConfusion = new BABYLON.CircleOfConfusionPostProcess("circleOfConfusion", depthTexture, 1, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, pipelineTextureType, blockCompilation);
  88709. // Create a pyramid of blurred images (eg. fullSize 1/4 blur, half size 1/2 blur, quarter size 3/4 blur, eith size 4/4 blur)
  88710. // Blur the image but do not blur on sharp far to near distance changes to avoid bleeding artifacts
  88711. // See section 2.6.2 http://fileadmin.cs.lth.se/cs/education/edan35/lectures/12dof.pdf
  88712. _this._depthOfFieldBlurY = [];
  88713. _this._depthOfFieldBlurX = [];
  88714. var blurCount = 1;
  88715. var kernelSize = 15;
  88716. switch (blurLevel) {
  88717. case DepthOfFieldEffectBlurLevel.High: {
  88718. blurCount = 3;
  88719. kernelSize = 51;
  88720. break;
  88721. }
  88722. case DepthOfFieldEffectBlurLevel.Medium: {
  88723. blurCount = 2;
  88724. kernelSize = 31;
  88725. break;
  88726. }
  88727. default: {
  88728. kernelSize = 15;
  88729. blurCount = 1;
  88730. break;
  88731. }
  88732. }
  88733. var adjustedKernelSize = kernelSize / Math.pow(2, blurCount - 1);
  88734. var ratio = 1.0;
  88735. for (var i = 0; i < blurCount; i++) {
  88736. var blurY = new BABYLON.DepthOfFieldBlurPostProcess("verticle blur", scene, new BABYLON.Vector2(0, 1.0), adjustedKernelSize, ratio, null, _this._circleOfConfusion, i == 0 ? _this._circleOfConfusion : null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, pipelineTextureType, blockCompilation);
  88737. blurY.autoClear = false;
  88738. ratio = 0.75 / Math.pow(2, i);
  88739. var blurX = new BABYLON.DepthOfFieldBlurPostProcess("horizontal blur", scene, new BABYLON.Vector2(1.0, 0), adjustedKernelSize, ratio, null, _this._circleOfConfusion, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, pipelineTextureType, blockCompilation);
  88740. blurX.autoClear = false;
  88741. _this._depthOfFieldBlurY.push(blurY);
  88742. _this._depthOfFieldBlurX.push(blurX);
  88743. }
  88744. // Set all post processes on the effect.
  88745. _this._effects = [_this._circleOfConfusion];
  88746. for (var i = 0; i < _this._depthOfFieldBlurX.length; i++) {
  88747. _this._effects.push(_this._depthOfFieldBlurY[i]);
  88748. _this._effects.push(_this._depthOfFieldBlurX[i]);
  88749. }
  88750. // Merge blurred images with original image based on circleOfConfusion
  88751. _this._dofMerge = new BABYLON.DepthOfFieldMergePostProcess("dofMerge", _this._circleOfConfusion, _this._circleOfConfusion, _this._depthOfFieldBlurX, ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, pipelineTextureType, blockCompilation);
  88752. _this._dofMerge.autoClear = false;
  88753. _this._effects.push(_this._dofMerge);
  88754. return _this;
  88755. }
  88756. Object.defineProperty(DepthOfFieldEffect.prototype, "focalLength", {
  88757. get: function () {
  88758. return this._circleOfConfusion.focalLength;
  88759. },
  88760. /**
  88761. * The focal the length of the camera used in the effect in scene units/1000 (eg. millimeter)
  88762. */
  88763. set: function (value) {
  88764. this._circleOfConfusion.focalLength = value;
  88765. },
  88766. enumerable: true,
  88767. configurable: true
  88768. });
  88769. Object.defineProperty(DepthOfFieldEffect.prototype, "fStop", {
  88770. get: function () {
  88771. return this._circleOfConfusion.fStop;
  88772. },
  88773. /**
  88774. * F-Stop of the effect's camera. The diamater of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)
  88775. */
  88776. set: function (value) {
  88777. this._circleOfConfusion.fStop = value;
  88778. },
  88779. enumerable: true,
  88780. configurable: true
  88781. });
  88782. Object.defineProperty(DepthOfFieldEffect.prototype, "focusDistance", {
  88783. get: function () {
  88784. return this._circleOfConfusion.focusDistance;
  88785. },
  88786. /**
  88787. * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)
  88788. */
  88789. set: function (value) {
  88790. this._circleOfConfusion.focusDistance = value;
  88791. },
  88792. enumerable: true,
  88793. configurable: true
  88794. });
  88795. Object.defineProperty(DepthOfFieldEffect.prototype, "lensSize", {
  88796. get: function () {
  88797. return this._circleOfConfusion.lensSize;
  88798. },
  88799. /**
  88800. * Max lens size in scene units/1000 (eg. millimeter). Standard cameras are 50mm. (default: 50) The diamater of the resulting aperture can be computed by lensSize/fStop.
  88801. */
  88802. set: function (value) {
  88803. this._circleOfConfusion.lensSize = value;
  88804. },
  88805. enumerable: true,
  88806. configurable: true
  88807. });
  88808. Object.defineProperty(DepthOfFieldEffect.prototype, "depthTexture", {
  88809. /**
  88810. * Depth texture to be used to compute the circle of confusion. This must be set here or in the constructor in order for the post process to function.
  88811. */
  88812. set: function (value) {
  88813. this._circleOfConfusion.depthTexture = value;
  88814. },
  88815. enumerable: true,
  88816. configurable: true
  88817. });
  88818. /**
  88819. * Disposes each of the internal effects for a given camera.
  88820. * @param camera The camera to dispose the effect on.
  88821. */
  88822. DepthOfFieldEffect.prototype.disposeEffects = function (camera) {
  88823. for (var effectIndex = 0; effectIndex < this._effects.length; effectIndex++) {
  88824. this._effects[effectIndex].dispose(camera);
  88825. }
  88826. };
  88827. /**
  88828. * @hidden Internal
  88829. */
  88830. DepthOfFieldEffect.prototype._updateEffects = function () {
  88831. for (var effectIndex = 0; effectIndex < this._effects.length; effectIndex++) {
  88832. this._effects[effectIndex].updateEffect();
  88833. }
  88834. };
  88835. /**
  88836. * Internal
  88837. * @returns if all the contained post processes are ready.
  88838. * @hidden
  88839. */
  88840. DepthOfFieldEffect.prototype._isReady = function () {
  88841. for (var effectIndex = 0; effectIndex < this._effects.length; effectIndex++) {
  88842. if (!this._effects[effectIndex].isReady()) {
  88843. return false;
  88844. }
  88845. }
  88846. return true;
  88847. };
  88848. return DepthOfFieldEffect;
  88849. }(BABYLON.PostProcessRenderEffect));
  88850. BABYLON.DepthOfFieldEffect = DepthOfFieldEffect;
  88851. })(BABYLON || (BABYLON = {}));
  88852. //# sourceMappingURL=babylon.depthOfFieldEffect.js.map
  88853. var BABYLON;
  88854. (function (BABYLON) {
  88855. /**
  88856. * The BloomMergePostProcess merges blurred images with the original based on the values of the circle of confusion.
  88857. */
  88858. var BloomMergePostProcess = /** @class */ (function (_super) {
  88859. __extends(BloomMergePostProcess, _super);
  88860. /**
  88861. * Creates a new instance of @see BloomMergePostProcess
  88862. * @param name The name of the effect.
  88863. * @param originalFromInput Post process which's input will be used for the merge.
  88864. * @param blurred Blurred highlights post process which's output will be used.
  88865. * @param weight Weight of the bloom to be added to the original input.
  88866. * @param options The required width/height ratio to downsize to before computing the render pass.
  88867. * @param camera The camera to apply the render pass to.
  88868. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  88869. * @param engine The engine which the post process will be applied. (default: current engine)
  88870. * @param reusable If the post process can be reused on the same frame. (default: false)
  88871. * @param textureType Type of textures used when performing the post process. (default: 0)
  88872. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  88873. */
  88874. function BloomMergePostProcess(name, originalFromInput, blurred,
  88875. /** Weight of the bloom to be added to the original input. */
  88876. weight, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  88877. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  88878. if (blockCompilation === void 0) { blockCompilation = false; }
  88879. var _this = _super.call(this, name, "bloomMerge", ["bloomWeight"], ["circleOfConfusionSampler", "blurStep0", "blurStep1", "blurStep2", "bloomBlur"], options, camera, samplingMode, engine, reusable, null, textureType, undefined, null, true) || this;
  88880. _this.weight = weight;
  88881. _this.onApplyObservable.add(function (effect) {
  88882. effect.setTextureFromPostProcess("textureSampler", originalFromInput);
  88883. effect.setTextureFromPostProcessOutput("bloomBlur", blurred);
  88884. effect.setFloat("bloomWeight", _this.weight);
  88885. });
  88886. if (!blockCompilation) {
  88887. _this.updateEffect();
  88888. }
  88889. return _this;
  88890. }
  88891. return BloomMergePostProcess;
  88892. }(BABYLON.PostProcess));
  88893. BABYLON.BloomMergePostProcess = BloomMergePostProcess;
  88894. })(BABYLON || (BABYLON = {}));
  88895. //# sourceMappingURL=babylon.bloomMergePostProcess.js.map
  88896. var BABYLON;
  88897. (function (BABYLON) {
  88898. /**
  88899. * The extract highlights post process sets all pixels to black except pixels above the specified luminance threshold. Used as the first step for a bloom effect.
  88900. */
  88901. var ExtractHighlightsPostProcess = /** @class */ (function (_super) {
  88902. __extends(ExtractHighlightsPostProcess, _super);
  88903. function ExtractHighlightsPostProcess(name, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  88904. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  88905. if (blockCompilation === void 0) { blockCompilation = false; }
  88906. var _this = _super.call(this, name, "extractHighlights", ["threshold", "exposure"], null, options, camera, samplingMode, engine, reusable, null, textureType, undefined, null, blockCompilation) || this;
  88907. /**
  88908. * The luminance threshold, pixels below this value will be set to black.
  88909. */
  88910. _this.threshold = 0.9;
  88911. /** @hidden */
  88912. _this._exposure = 1;
  88913. /**
  88914. * Post process which has the input texture to be used when performing highlight extraction
  88915. * @hidden
  88916. */
  88917. _this._inputPostProcess = null;
  88918. _this.onApplyObservable.add(function (effect) {
  88919. if (_this._inputPostProcess) {
  88920. effect.setTextureFromPostProcess("textureSampler", _this._inputPostProcess);
  88921. }
  88922. effect.setFloat('threshold', Math.pow(_this.threshold, BABYLON.ToGammaSpace));
  88923. effect.setFloat('exposure', _this._exposure);
  88924. });
  88925. return _this;
  88926. }
  88927. return ExtractHighlightsPostProcess;
  88928. }(BABYLON.PostProcess));
  88929. BABYLON.ExtractHighlightsPostProcess = ExtractHighlightsPostProcess;
  88930. })(BABYLON || (BABYLON = {}));
  88931. //# sourceMappingURL=babylon.extractHighlightsPostProcess.js.map
  88932. var BABYLON;
  88933. (function (BABYLON) {
  88934. /**
  88935. * The bloom effect spreads bright areas of an image to simulate artifacts seen in cameras
  88936. */
  88937. var BloomEffect = /** @class */ (function (_super) {
  88938. __extends(BloomEffect, _super);
  88939. /**
  88940. * Creates a new instance of @see BloomEffect
  88941. * @param scene The scene the effect belongs to.
  88942. * @param bloomScale The ratio of the blur texture to the input texture that should be used to compute the bloom.
  88943. * @param bloomKernel The size of the kernel to be used when applying the blur.
  88944. * @param bloomWeight The the strength of bloom.
  88945. * @param pipelineTextureType The type of texture to be used when performing the post processing.
  88946. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  88947. */
  88948. function BloomEffect(scene, bloomScale, bloomWeight, bloomKernel, pipelineTextureType, blockCompilation) {
  88949. if (pipelineTextureType === void 0) { pipelineTextureType = 0; }
  88950. if (blockCompilation === void 0) { blockCompilation = false; }
  88951. var _this = _super.call(this, scene.getEngine(), "bloom", function () {
  88952. return _this._effects;
  88953. }, true) || this;
  88954. _this.bloomScale = bloomScale;
  88955. /**
  88956. * @hidden Internal
  88957. */
  88958. _this._effects = [];
  88959. _this._downscale = new BABYLON.ExtractHighlightsPostProcess("highlights", 1.0, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, pipelineTextureType, blockCompilation);
  88960. _this._blurX = new BABYLON.BlurPostProcess("horizontal blur", new BABYLON.Vector2(1.0, 0), 10.0, bloomScale, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, pipelineTextureType, undefined, blockCompilation);
  88961. _this._blurX.alwaysForcePOT = true;
  88962. _this._blurX.autoClear = false;
  88963. _this._blurY = new BABYLON.BlurPostProcess("vertical blur", new BABYLON.Vector2(0, 1.0), 10.0, bloomScale, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, pipelineTextureType, undefined, blockCompilation);
  88964. _this._blurY.alwaysForcePOT = true;
  88965. _this._blurY.autoClear = false;
  88966. _this.kernel = bloomKernel;
  88967. _this._effects = [_this._downscale, _this._blurX, _this._blurY];
  88968. _this._merge = new BABYLON.BloomMergePostProcess("bloomMerge", _this._downscale, _this._blurY, bloomWeight, bloomScale, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, pipelineTextureType, blockCompilation);
  88969. _this._merge.autoClear = false;
  88970. _this._effects.push(_this._merge);
  88971. return _this;
  88972. }
  88973. Object.defineProperty(BloomEffect.prototype, "threshold", {
  88974. /**
  88975. * The luminance threshold to find bright areas of the image to bloom.
  88976. */
  88977. get: function () {
  88978. return this._downscale.threshold;
  88979. },
  88980. set: function (value) {
  88981. this._downscale.threshold = value;
  88982. },
  88983. enumerable: true,
  88984. configurable: true
  88985. });
  88986. Object.defineProperty(BloomEffect.prototype, "weight", {
  88987. /**
  88988. * The strength of the bloom.
  88989. */
  88990. get: function () {
  88991. return this._merge.weight;
  88992. },
  88993. set: function (value) {
  88994. this._merge.weight = value;
  88995. },
  88996. enumerable: true,
  88997. configurable: true
  88998. });
  88999. Object.defineProperty(BloomEffect.prototype, "kernel", {
  89000. /**
  89001. * Specifies the size of the bloom blur kernel, relative to the final output size
  89002. */
  89003. get: function () {
  89004. return this._blurX.kernel / this.bloomScale;
  89005. },
  89006. set: function (value) {
  89007. this._blurX.kernel = value * this.bloomScale;
  89008. this._blurY.kernel = value * this.bloomScale;
  89009. },
  89010. enumerable: true,
  89011. configurable: true
  89012. });
  89013. /**
  89014. * Disposes each of the internal effects for a given camera.
  89015. * @param camera The camera to dispose the effect on.
  89016. */
  89017. BloomEffect.prototype.disposeEffects = function (camera) {
  89018. for (var effectIndex = 0; effectIndex < this._effects.length; effectIndex++) {
  89019. this._effects[effectIndex].dispose(camera);
  89020. }
  89021. };
  89022. /**
  89023. * @hidden Internal
  89024. */
  89025. BloomEffect.prototype._updateEffects = function () {
  89026. for (var effectIndex = 0; effectIndex < this._effects.length; effectIndex++) {
  89027. this._effects[effectIndex].updateEffect();
  89028. }
  89029. };
  89030. /**
  89031. * Internal
  89032. * @returns if all the contained post processes are ready.
  89033. * @hidden
  89034. */
  89035. BloomEffect.prototype._isReady = function () {
  89036. for (var effectIndex = 0; effectIndex < this._effects.length; effectIndex++) {
  89037. if (!this._effects[effectIndex].isReady()) {
  89038. return false;
  89039. }
  89040. }
  89041. return true;
  89042. };
  89043. return BloomEffect;
  89044. }(BABYLON.PostProcessRenderEffect));
  89045. BABYLON.BloomEffect = BloomEffect;
  89046. })(BABYLON || (BABYLON = {}));
  89047. //# sourceMappingURL=babylon.bloomEffect.js.map
  89048. var BABYLON;
  89049. (function (BABYLON) {
  89050. /**
  89051. * The default rendering pipeline can be added to a scene to apply common post processing effects such as anti-aliasing or depth of field.
  89052. * See https://doc.babylonjs.com/how_to/using_default_rendering_pipeline
  89053. */
  89054. var DefaultRenderingPipeline = /** @class */ (function (_super) {
  89055. __extends(DefaultRenderingPipeline, _super);
  89056. /**
  89057. * @constructor
  89058. * @param name - The rendering pipeline name (default: "")
  89059. * @param hdr - If high dynamic range textures should be used (default: true)
  89060. * @param scene - The scene linked to this pipeline (default: the last created scene)
  89061. * @param cameras - The array of cameras that the rendering pipeline will be attached to (default: scene.cameras)
  89062. * @param automaticBuild - if false, you will have to manually call prepare() to update the pipeline (default: true)
  89063. */
  89064. function DefaultRenderingPipeline(name, hdr, scene, cameras, automaticBuild) {
  89065. if (name === void 0) { name = ""; }
  89066. if (hdr === void 0) { hdr = true; }
  89067. if (scene === void 0) { scene = BABYLON.Engine.LastCreatedScene; }
  89068. if (automaticBuild === void 0) { automaticBuild = true; }
  89069. var _this = _super.call(this, scene.getEngine(), name) || this;
  89070. _this._camerasToBeAttached = [];
  89071. /**
  89072. * ID of the sharpen post process,
  89073. */
  89074. _this.SharpenPostProcessId = "SharpenPostProcessEffect";
  89075. /**
  89076. * @ignore
  89077. * ID of the image processing post process;
  89078. */
  89079. _this.ImageProcessingPostProcessId = "ImageProcessingPostProcessEffect";
  89080. /**
  89081. * @ignore
  89082. * ID of the Fast Approximate Anti-Aliasing post process;
  89083. */
  89084. _this.FxaaPostProcessId = "FxaaPostProcessEffect";
  89085. /**
  89086. * ID of the chromatic aberration post process,
  89087. */
  89088. _this.ChromaticAberrationPostProcessId = "ChromaticAberrationPostProcessEffect";
  89089. /**
  89090. * ID of the grain post process
  89091. */
  89092. _this.GrainPostProcessId = "GrainPostProcessEffect";
  89093. /**
  89094. * Glow post process which adds a glow to emmisive areas of the image
  89095. */
  89096. _this._glowLayer = null;
  89097. /**
  89098. * Animations which can be used to tweak settings over a period of time
  89099. */
  89100. _this.animations = [];
  89101. _this._imageProcessingConfigurationObserver = null;
  89102. // Values
  89103. _this._sharpenEnabled = false;
  89104. _this._bloomEnabled = false;
  89105. _this._depthOfFieldEnabled = false;
  89106. _this._depthOfFieldBlurLevel = BABYLON.DepthOfFieldEffectBlurLevel.Low;
  89107. _this._fxaaEnabled = false;
  89108. _this._imageProcessingEnabled = true;
  89109. _this._bloomScale = 0.5;
  89110. _this._chromaticAberrationEnabled = false;
  89111. _this._grainEnabled = false;
  89112. _this._buildAllowed = true;
  89113. _this._resizeObserver = null;
  89114. _this._hardwareScaleLevel = 1.0;
  89115. _this._bloomKernel = 64;
  89116. /**
  89117. * Specifies the weight of the bloom in the final rendering
  89118. */
  89119. _this._bloomWeight = 0.15;
  89120. /**
  89121. * Specifies the luma threshold for the area that will be blurred by the bloom
  89122. */
  89123. _this._bloomThreshold = 0.9;
  89124. _this._samples = 1;
  89125. _this._hasCleared = false;
  89126. _this._prevPostProcess = null;
  89127. _this._prevPrevPostProcess = null;
  89128. _this._depthOfFieldSceneObserver = null;
  89129. _this._cameras = cameras || scene.cameras;
  89130. _this._cameras = _this._cameras.slice();
  89131. _this._camerasToBeAttached = _this._cameras.slice();
  89132. _this._buildAllowed = automaticBuild;
  89133. // Initialize
  89134. _this._scene = scene;
  89135. var caps = _this._scene.getEngine().getCaps();
  89136. _this._hdr = hdr && (caps.textureHalfFloatRender || caps.textureFloatRender);
  89137. // Misc
  89138. if (_this._hdr) {
  89139. if (caps.textureHalfFloatRender) {
  89140. _this._defaultPipelineTextureType = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  89141. }
  89142. else if (caps.textureFloatRender) {
  89143. _this._defaultPipelineTextureType = BABYLON.Engine.TEXTURETYPE_FLOAT;
  89144. }
  89145. }
  89146. else {
  89147. _this._defaultPipelineTextureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  89148. }
  89149. // Attach
  89150. scene.postProcessRenderPipelineManager.addPipeline(_this);
  89151. var engine = _this._scene.getEngine();
  89152. // Create post processes before hand so they can be modified before enabled.
  89153. // Block compilation flag is set to true to avoid compilation prior to use, these will be updated on first use in build pipeline.
  89154. _this.sharpen = new BABYLON.SharpenPostProcess("sharpen", 1.0, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, engine, false, _this._defaultPipelineTextureType, true);
  89155. _this._sharpenEffect = new BABYLON.PostProcessRenderEffect(engine, _this.SharpenPostProcessId, function () { return _this.sharpen; }, true);
  89156. _this.depthOfField = new BABYLON.DepthOfFieldEffect(_this._scene, null, _this._depthOfFieldBlurLevel, _this._defaultPipelineTextureType, true);
  89157. _this.bloom = new BABYLON.BloomEffect(_this._scene, _this._bloomScale, _this._bloomWeight, _this.bloomKernel, _this._defaultPipelineTextureType, true);
  89158. _this.chromaticAberration = new BABYLON.ChromaticAberrationPostProcess("ChromaticAberration", engine.getRenderWidth(), engine.getRenderHeight(), 1.0, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, engine, false, _this._defaultPipelineTextureType, true);
  89159. _this._chromaticAberrationEffect = new BABYLON.PostProcessRenderEffect(engine, _this.ChromaticAberrationPostProcessId, function () { return _this.chromaticAberration; }, true);
  89160. _this.grain = new BABYLON.GrainPostProcess("Grain", 1.0, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, engine, false, _this._defaultPipelineTextureType, true);
  89161. _this._grainEffect = new BABYLON.PostProcessRenderEffect(engine, _this.GrainPostProcessId, function () { return _this.grain; }, true);
  89162. _this._resizeObserver = engine.onResizeObservable.add(function () {
  89163. _this._hardwareScaleLevel = engine.getHardwareScalingLevel();
  89164. _this.bloomKernel = _this.bloomKernel;
  89165. });
  89166. _this._imageProcessingConfigurationObserver = _this._scene.imageProcessingConfiguration.onUpdateParameters.add(function () {
  89167. _this.bloom._downscale._exposure = _this._scene.imageProcessingConfiguration.exposure;
  89168. });
  89169. _this._buildPipeline();
  89170. return _this;
  89171. }
  89172. Object.defineProperty(DefaultRenderingPipeline.prototype, "sharpenEnabled", {
  89173. get: function () {
  89174. return this._sharpenEnabled;
  89175. },
  89176. /**
  89177. * Enable or disable the sharpen process from the pipeline
  89178. */
  89179. set: function (enabled) {
  89180. if (this._sharpenEnabled === enabled) {
  89181. return;
  89182. }
  89183. this._sharpenEnabled = enabled;
  89184. this._buildPipeline();
  89185. },
  89186. enumerable: true,
  89187. configurable: true
  89188. });
  89189. Object.defineProperty(DefaultRenderingPipeline.prototype, "bloomKernel", {
  89190. /**
  89191. * Specifies the size of the bloom blur kernel, relative to the final output size
  89192. */
  89193. get: function () {
  89194. return this._bloomKernel;
  89195. },
  89196. set: function (value) {
  89197. this._bloomKernel = value;
  89198. this.bloom.kernel = value / this._hardwareScaleLevel;
  89199. },
  89200. enumerable: true,
  89201. configurable: true
  89202. });
  89203. Object.defineProperty(DefaultRenderingPipeline.prototype, "bloomWeight", {
  89204. get: function () {
  89205. return this._bloomWeight;
  89206. },
  89207. /**
  89208. * The strength of the bloom.
  89209. */
  89210. set: function (value) {
  89211. if (this._bloomWeight === value) {
  89212. return;
  89213. }
  89214. this.bloom.weight = value;
  89215. this._bloomWeight = value;
  89216. },
  89217. enumerable: true,
  89218. configurable: true
  89219. });
  89220. Object.defineProperty(DefaultRenderingPipeline.prototype, "bloomThreshold", {
  89221. get: function () {
  89222. return this._bloomThreshold;
  89223. },
  89224. /**
  89225. * The strength of the bloom.
  89226. */
  89227. set: function (value) {
  89228. if (this._bloomThreshold === value) {
  89229. return;
  89230. }
  89231. this.bloom.threshold = value;
  89232. this._bloomThreshold = value;
  89233. },
  89234. enumerable: true,
  89235. configurable: true
  89236. });
  89237. Object.defineProperty(DefaultRenderingPipeline.prototype, "bloomScale", {
  89238. get: function () {
  89239. return this._bloomScale;
  89240. },
  89241. /**
  89242. * The scale of the bloom, lower value will provide better performance.
  89243. */
  89244. set: function (value) {
  89245. if (this._bloomScale === value) {
  89246. return;
  89247. }
  89248. this._bloomScale = value;
  89249. // recreate bloom and dispose old as this setting is not dynamic
  89250. this._rebuildBloom();
  89251. this._buildPipeline();
  89252. },
  89253. enumerable: true,
  89254. configurable: true
  89255. });
  89256. Object.defineProperty(DefaultRenderingPipeline.prototype, "bloomEnabled", {
  89257. get: function () {
  89258. return this._bloomEnabled;
  89259. },
  89260. /**
  89261. * Enable or disable the bloom from the pipeline
  89262. */
  89263. set: function (enabled) {
  89264. if (this._bloomEnabled === enabled) {
  89265. return;
  89266. }
  89267. this._bloomEnabled = enabled;
  89268. this._buildPipeline();
  89269. },
  89270. enumerable: true,
  89271. configurable: true
  89272. });
  89273. DefaultRenderingPipeline.prototype._rebuildBloom = function () {
  89274. // recreate bloom and dispose old as this setting is not dynamic
  89275. var oldBloom = this.bloom;
  89276. this.bloom = new BABYLON.BloomEffect(this._scene, this.bloomScale, this._bloomWeight, this.bloomKernel, this._defaultPipelineTextureType, false);
  89277. this.bloom.threshold = oldBloom.threshold;
  89278. for (var i = 0; i < this._cameras.length; i++) {
  89279. oldBloom.disposeEffects(this._cameras[i]);
  89280. }
  89281. };
  89282. Object.defineProperty(DefaultRenderingPipeline.prototype, "depthOfFieldEnabled", {
  89283. /**
  89284. * If the depth of field is enabled.
  89285. */
  89286. get: function () {
  89287. return this._depthOfFieldEnabled;
  89288. },
  89289. set: function (enabled) {
  89290. if (this._depthOfFieldEnabled === enabled) {
  89291. return;
  89292. }
  89293. this._depthOfFieldEnabled = enabled;
  89294. this._buildPipeline();
  89295. },
  89296. enumerable: true,
  89297. configurable: true
  89298. });
  89299. Object.defineProperty(DefaultRenderingPipeline.prototype, "depthOfFieldBlurLevel", {
  89300. /**
  89301. * Blur level of the depth of field effect. (Higher blur will effect performance)
  89302. */
  89303. get: function () {
  89304. return this._depthOfFieldBlurLevel;
  89305. },
  89306. set: function (value) {
  89307. if (this._depthOfFieldBlurLevel === value) {
  89308. return;
  89309. }
  89310. this._depthOfFieldBlurLevel = value;
  89311. // recreate dof and dispose old as this setting is not dynamic
  89312. var oldDof = this.depthOfField;
  89313. this.depthOfField = new BABYLON.DepthOfFieldEffect(this._scene, null, this._depthOfFieldBlurLevel, this._defaultPipelineTextureType, false);
  89314. this.depthOfField.focalLength = oldDof.focalLength;
  89315. this.depthOfField.focusDistance = oldDof.focusDistance;
  89316. this.depthOfField.fStop = oldDof.fStop;
  89317. this.depthOfField.lensSize = oldDof.lensSize;
  89318. for (var i = 0; i < this._cameras.length; i++) {
  89319. oldDof.disposeEffects(this._cameras[i]);
  89320. }
  89321. this._buildPipeline();
  89322. },
  89323. enumerable: true,
  89324. configurable: true
  89325. });
  89326. Object.defineProperty(DefaultRenderingPipeline.prototype, "fxaaEnabled", {
  89327. get: function () {
  89328. return this._fxaaEnabled;
  89329. },
  89330. /**
  89331. * If the anti aliasing is enabled.
  89332. */
  89333. set: function (enabled) {
  89334. if (this._fxaaEnabled === enabled) {
  89335. return;
  89336. }
  89337. this._fxaaEnabled = enabled;
  89338. this._buildPipeline();
  89339. },
  89340. enumerable: true,
  89341. configurable: true
  89342. });
  89343. Object.defineProperty(DefaultRenderingPipeline.prototype, "samples", {
  89344. get: function () {
  89345. return this._samples;
  89346. },
  89347. /**
  89348. * MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)
  89349. */
  89350. set: function (sampleCount) {
  89351. if (this._samples === sampleCount) {
  89352. return;
  89353. }
  89354. this._samples = sampleCount;
  89355. this._buildPipeline();
  89356. },
  89357. enumerable: true,
  89358. configurable: true
  89359. });
  89360. Object.defineProperty(DefaultRenderingPipeline.prototype, "imageProcessingEnabled", {
  89361. get: function () {
  89362. return this._imageProcessingEnabled;
  89363. },
  89364. /**
  89365. * If image processing is enabled.
  89366. */
  89367. set: function (enabled) {
  89368. if (this._imageProcessingEnabled === enabled) {
  89369. return;
  89370. }
  89371. this._imageProcessingEnabled = enabled;
  89372. this._buildPipeline();
  89373. },
  89374. enumerable: true,
  89375. configurable: true
  89376. });
  89377. Object.defineProperty(DefaultRenderingPipeline.prototype, "glowLayerEnabled", {
  89378. get: function () {
  89379. return this._glowLayer == null;
  89380. },
  89381. /**
  89382. * If glow layer is enabled. (Adds a glow effect to emmissive materials)
  89383. */
  89384. set: function (enabled) {
  89385. if (enabled && !this._glowLayer) {
  89386. this._glowLayer = new BABYLON.GlowLayer("", this._scene);
  89387. }
  89388. else if (!enabled && this._glowLayer) {
  89389. this._glowLayer.dispose();
  89390. this._glowLayer = null;
  89391. }
  89392. },
  89393. enumerable: true,
  89394. configurable: true
  89395. });
  89396. Object.defineProperty(DefaultRenderingPipeline.prototype, "chromaticAberrationEnabled", {
  89397. get: function () {
  89398. return this._chromaticAberrationEnabled;
  89399. },
  89400. /**
  89401. * Enable or disable the chromaticAberration process from the pipeline
  89402. */
  89403. set: function (enabled) {
  89404. if (this._chromaticAberrationEnabled === enabled) {
  89405. return;
  89406. }
  89407. this._chromaticAberrationEnabled = enabled;
  89408. this._buildPipeline();
  89409. },
  89410. enumerable: true,
  89411. configurable: true
  89412. });
  89413. Object.defineProperty(DefaultRenderingPipeline.prototype, "grainEnabled", {
  89414. get: function () {
  89415. return this._grainEnabled;
  89416. },
  89417. /**
  89418. * Enable or disable the grain process from the pipeline
  89419. */
  89420. set: function (enabled) {
  89421. if (this._grainEnabled === enabled) {
  89422. return;
  89423. }
  89424. this._grainEnabled = enabled;
  89425. this._buildPipeline();
  89426. },
  89427. enumerable: true,
  89428. configurable: true
  89429. });
  89430. /**
  89431. * Force the compilation of the entire pipeline.
  89432. */
  89433. DefaultRenderingPipeline.prototype.prepare = function () {
  89434. var previousState = this._buildAllowed;
  89435. this._buildAllowed = true;
  89436. this._buildPipeline();
  89437. this._buildAllowed = previousState;
  89438. };
  89439. DefaultRenderingPipeline.prototype._setAutoClearAndTextureSharing = function (postProcess, skipTextureSharing) {
  89440. if (skipTextureSharing === void 0) { skipTextureSharing = false; }
  89441. if (this._hasCleared) {
  89442. postProcess.autoClear = false;
  89443. }
  89444. else {
  89445. postProcess.autoClear = true;
  89446. this._scene.autoClear = false;
  89447. this._hasCleared = true;
  89448. }
  89449. if (!skipTextureSharing) {
  89450. if (this._prevPrevPostProcess) {
  89451. postProcess.shareOutputWith(this._prevPrevPostProcess);
  89452. }
  89453. else {
  89454. postProcess.useOwnOutput();
  89455. }
  89456. if (this._prevPostProcess) {
  89457. this._prevPrevPostProcess = this._prevPostProcess;
  89458. }
  89459. this._prevPostProcess = postProcess;
  89460. }
  89461. };
  89462. DefaultRenderingPipeline.prototype._buildPipeline = function () {
  89463. var _this = this;
  89464. if (!this._buildAllowed) {
  89465. return;
  89466. }
  89467. this._scene.autoClear = true;
  89468. var engine = this._scene.getEngine();
  89469. this._disposePostProcesses();
  89470. if (this._cameras !== null) {
  89471. this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._cameras);
  89472. // get back cameras to be used to reattach pipeline
  89473. this._cameras = this._camerasToBeAttached.slice();
  89474. }
  89475. this._reset();
  89476. this._prevPostProcess = null;
  89477. this._prevPrevPostProcess = null;
  89478. this._hasCleared = false;
  89479. if (this.depthOfFieldEnabled) {
  89480. // Multi camera suport
  89481. if (this._cameras.length > 1) {
  89482. for (var _i = 0, _a = this._cameras; _i < _a.length; _i++) {
  89483. var camera = _a[_i];
  89484. var depthRenderer = this._scene.enableDepthRenderer(camera);
  89485. depthRenderer.useOnlyInActiveCamera = true;
  89486. }
  89487. this._depthOfFieldSceneObserver = this._scene.onAfterRenderTargetsRenderObservable.add(function (scene) {
  89488. if (_this._cameras.indexOf(scene.activeCamera) > -1) {
  89489. _this.depthOfField.depthTexture = scene.enableDepthRenderer(scene.activeCamera).getDepthMap();
  89490. }
  89491. });
  89492. }
  89493. else {
  89494. this._scene.onAfterRenderTargetsRenderObservable.remove(this._depthOfFieldSceneObserver);
  89495. var depthRenderer = this._scene.enableDepthRenderer(this._cameras[0]);
  89496. this.depthOfField.depthTexture = depthRenderer.getDepthMap();
  89497. }
  89498. if (!this.depthOfField._isReady()) {
  89499. this.depthOfField._updateEffects();
  89500. }
  89501. this.addEffect(this.depthOfField);
  89502. this._setAutoClearAndTextureSharing(this.depthOfField._effects[0], true);
  89503. }
  89504. else {
  89505. this._scene.onAfterRenderTargetsRenderObservable.remove(this._depthOfFieldSceneObserver);
  89506. }
  89507. if (this.bloomEnabled) {
  89508. if (!this.bloom._isReady()) {
  89509. this.bloom._updateEffects();
  89510. }
  89511. this.addEffect(this.bloom);
  89512. this._setAutoClearAndTextureSharing(this.bloom._effects[0], true);
  89513. }
  89514. if (this._imageProcessingEnabled) {
  89515. this.imageProcessing = new BABYLON.ImageProcessingPostProcess("imageProcessing", 1.0, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, engine, false, this._defaultPipelineTextureType);
  89516. if (this._hdr) {
  89517. this.addEffect(new BABYLON.PostProcessRenderEffect(engine, this.ImageProcessingPostProcessId, function () { return _this.imageProcessing; }, true));
  89518. this._setAutoClearAndTextureSharing(this.imageProcessing);
  89519. }
  89520. else {
  89521. this._scene.imageProcessingConfiguration.applyByPostProcess = false;
  89522. }
  89523. }
  89524. if (this.sharpenEnabled) {
  89525. if (!this.sharpen.isReady()) {
  89526. this.sharpen.updateEffect();
  89527. }
  89528. this.addEffect(this._sharpenEffect);
  89529. this._setAutoClearAndTextureSharing(this.sharpen);
  89530. }
  89531. if (this.grainEnabled) {
  89532. if (!this.grain.isReady()) {
  89533. this.grain.updateEffect();
  89534. }
  89535. this.addEffect(this._grainEffect);
  89536. this._setAutoClearAndTextureSharing(this.grain);
  89537. }
  89538. if (this.chromaticAberrationEnabled) {
  89539. if (!this.chromaticAberration.isReady()) {
  89540. this.chromaticAberration.updateEffect();
  89541. }
  89542. this.addEffect(this._chromaticAberrationEffect);
  89543. this._setAutoClearAndTextureSharing(this.chromaticAberration);
  89544. }
  89545. if (this.fxaaEnabled) {
  89546. this.fxaa = new BABYLON.FxaaPostProcess("fxaa", 1.0, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, engine, false, this._defaultPipelineTextureType);
  89547. this.addEffect(new BABYLON.PostProcessRenderEffect(engine, this.FxaaPostProcessId, function () { return _this.fxaa; }, true));
  89548. this._setAutoClearAndTextureSharing(this.fxaa, true);
  89549. }
  89550. if (this._cameras !== null) {
  89551. this._scene.postProcessRenderPipelineManager.attachCamerasToRenderPipeline(this._name, this._cameras);
  89552. }
  89553. if (!this._enableMSAAOnFirstPostProcess(this.samples) && this.samples > 1) {
  89554. BABYLON.Tools.Warn("MSAA failed to enable, MSAA is only supported in browsers that support webGL >= 2.0");
  89555. }
  89556. };
  89557. DefaultRenderingPipeline.prototype._disposePostProcesses = function (disposeNonRecreated) {
  89558. if (disposeNonRecreated === void 0) { disposeNonRecreated = false; }
  89559. for (var i = 0; i < this._cameras.length; i++) {
  89560. var camera = this._cameras[i];
  89561. if (this.imageProcessing) {
  89562. this.imageProcessing.dispose(camera);
  89563. }
  89564. if (this.fxaa) {
  89565. this.fxaa.dispose(camera);
  89566. }
  89567. // These are created in the constructor and should not be disposed on every pipeline change
  89568. if (disposeNonRecreated) {
  89569. if (this.sharpen) {
  89570. this.sharpen.dispose(camera);
  89571. }
  89572. if (this.depthOfField) {
  89573. this._scene.onAfterRenderTargetsRenderObservable.remove(this._depthOfFieldSceneObserver);
  89574. this.depthOfField.disposeEffects(camera);
  89575. }
  89576. if (this.bloom) {
  89577. this.bloom.disposeEffects(camera);
  89578. }
  89579. if (this.chromaticAberration) {
  89580. this.chromaticAberration.dispose(camera);
  89581. }
  89582. if (this.grain) {
  89583. this.grain.dispose(camera);
  89584. }
  89585. if (this._glowLayer) {
  89586. this._glowLayer.dispose();
  89587. }
  89588. }
  89589. }
  89590. this.imageProcessing = null;
  89591. this.fxaa = null;
  89592. if (disposeNonRecreated) {
  89593. this.sharpen = null;
  89594. this._sharpenEffect = null;
  89595. this.depthOfField = null;
  89596. this.bloom = null;
  89597. this.chromaticAberration = null;
  89598. this._chromaticAberrationEffect = null;
  89599. this.grain = null;
  89600. this._grainEffect = null;
  89601. this._glowLayer = null;
  89602. }
  89603. };
  89604. /**
  89605. * Adds a camera to the pipeline
  89606. * @param camera the camera to be added
  89607. */
  89608. DefaultRenderingPipeline.prototype.addCamera = function (camera) {
  89609. this._camerasToBeAttached.push(camera);
  89610. this._buildPipeline();
  89611. };
  89612. /**
  89613. * Removes a camera from the pipeline
  89614. * @param camera the camera to remove
  89615. */
  89616. DefaultRenderingPipeline.prototype.removeCamera = function (camera) {
  89617. var index = this._camerasToBeAttached.indexOf(camera);
  89618. this._camerasToBeAttached.splice(index, 1);
  89619. this._buildPipeline();
  89620. };
  89621. /**
  89622. * Dispose of the pipeline and stop all post processes
  89623. */
  89624. DefaultRenderingPipeline.prototype.dispose = function () {
  89625. this._disposePostProcesses(true);
  89626. this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._cameras);
  89627. this._scene.autoClear = true;
  89628. if (this._resizeObserver) {
  89629. this._scene.getEngine().onResizeObservable.remove(this._resizeObserver);
  89630. this._resizeObserver = null;
  89631. }
  89632. this._scene.imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingConfigurationObserver);
  89633. _super.prototype.dispose.call(this);
  89634. };
  89635. /**
  89636. * Serialize the rendering pipeline (Used when exporting)
  89637. * @returns the serialized object
  89638. */
  89639. DefaultRenderingPipeline.prototype.serialize = function () {
  89640. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  89641. serializationObject.customType = "DefaultRenderingPipeline";
  89642. return serializationObject;
  89643. };
  89644. /**
  89645. * Parse the serialized pipeline
  89646. * @param source Source pipeline.
  89647. * @param scene The scene to load the pipeline to.
  89648. * @param rootUrl The URL of the serialized pipeline.
  89649. * @returns An instantiated pipeline from the serialized object.
  89650. */
  89651. DefaultRenderingPipeline.Parse = function (source, scene, rootUrl) {
  89652. return BABYLON.SerializationHelper.Parse(function () { return new DefaultRenderingPipeline(source._name, source._name._hdr, scene); }, source, scene, rootUrl);
  89653. };
  89654. __decorate([
  89655. BABYLON.serialize()
  89656. ], DefaultRenderingPipeline.prototype, "sharpenEnabled", null);
  89657. __decorate([
  89658. BABYLON.serialize()
  89659. ], DefaultRenderingPipeline.prototype, "bloomKernel", null);
  89660. __decorate([
  89661. BABYLON.serialize()
  89662. ], DefaultRenderingPipeline.prototype, "_bloomWeight", void 0);
  89663. __decorate([
  89664. BABYLON.serialize()
  89665. ], DefaultRenderingPipeline.prototype, "_bloomThreshold", void 0);
  89666. __decorate([
  89667. BABYLON.serialize()
  89668. ], DefaultRenderingPipeline.prototype, "_hdr", void 0);
  89669. __decorate([
  89670. BABYLON.serialize()
  89671. ], DefaultRenderingPipeline.prototype, "bloomWeight", null);
  89672. __decorate([
  89673. BABYLON.serialize()
  89674. ], DefaultRenderingPipeline.prototype, "bloomThreshold", null);
  89675. __decorate([
  89676. BABYLON.serialize()
  89677. ], DefaultRenderingPipeline.prototype, "bloomScale", null);
  89678. __decorate([
  89679. BABYLON.serialize()
  89680. ], DefaultRenderingPipeline.prototype, "bloomEnabled", null);
  89681. __decorate([
  89682. BABYLON.serialize()
  89683. ], DefaultRenderingPipeline.prototype, "depthOfFieldEnabled", null);
  89684. __decorate([
  89685. BABYLON.serialize()
  89686. ], DefaultRenderingPipeline.prototype, "depthOfFieldBlurLevel", null);
  89687. __decorate([
  89688. BABYLON.serialize()
  89689. ], DefaultRenderingPipeline.prototype, "fxaaEnabled", null);
  89690. __decorate([
  89691. BABYLON.serialize()
  89692. ], DefaultRenderingPipeline.prototype, "samples", null);
  89693. __decorate([
  89694. BABYLON.serialize()
  89695. ], DefaultRenderingPipeline.prototype, "imageProcessingEnabled", null);
  89696. __decorate([
  89697. BABYLON.serialize()
  89698. ], DefaultRenderingPipeline.prototype, "glowLayerEnabled", null);
  89699. __decorate([
  89700. BABYLON.serialize()
  89701. ], DefaultRenderingPipeline.prototype, "chromaticAberrationEnabled", null);
  89702. __decorate([
  89703. BABYLON.serialize()
  89704. ], DefaultRenderingPipeline.prototype, "grainEnabled", null);
  89705. return DefaultRenderingPipeline;
  89706. }(BABYLON.PostProcessRenderPipeline));
  89707. BABYLON.DefaultRenderingPipeline = DefaultRenderingPipeline;
  89708. })(BABYLON || (BABYLON = {}));
  89709. //# sourceMappingURL=babylon.defaultRenderingPipeline.js.map
  89710. var BABYLON;
  89711. (function (BABYLON) {
  89712. /**
  89713. * @hidden
  89714. */
  89715. var ImageProcessingConfigurationDefines = /** @class */ (function (_super) {
  89716. __extends(ImageProcessingConfigurationDefines, _super);
  89717. function ImageProcessingConfigurationDefines() {
  89718. var _this = _super.call(this) || this;
  89719. _this.IMAGEPROCESSING = false;
  89720. _this.VIGNETTE = false;
  89721. _this.VIGNETTEBLENDMODEMULTIPLY = false;
  89722. _this.VIGNETTEBLENDMODEOPAQUE = false;
  89723. _this.TONEMAPPING = false;
  89724. _this.TONEMAPPING_ACES = false;
  89725. _this.CONTRAST = false;
  89726. _this.COLORCURVES = false;
  89727. _this.COLORGRADING = false;
  89728. _this.COLORGRADING3D = false;
  89729. _this.SAMPLER3DGREENDEPTH = false;
  89730. _this.SAMPLER3DBGRMAP = false;
  89731. _this.IMAGEPROCESSINGPOSTPROCESS = false;
  89732. _this.EXPOSURE = false;
  89733. _this.rebuild();
  89734. return _this;
  89735. }
  89736. return ImageProcessingConfigurationDefines;
  89737. }(BABYLON.MaterialDefines));
  89738. BABYLON.ImageProcessingConfigurationDefines = ImageProcessingConfigurationDefines;
  89739. /**
  89740. * This groups together the common properties used for image processing either in direct forward pass
  89741. * or through post processing effect depending on the use of the image processing pipeline in your scene
  89742. * or not.
  89743. */
  89744. var ImageProcessingConfiguration = /** @class */ (function () {
  89745. function ImageProcessingConfiguration() {
  89746. /**
  89747. * Color curves setup used in the effect if colorCurvesEnabled is set to true
  89748. */
  89749. this.colorCurves = new BABYLON.ColorCurves();
  89750. this._colorCurvesEnabled = false;
  89751. this._colorGradingEnabled = false;
  89752. this._colorGradingWithGreenDepth = true;
  89753. this._colorGradingBGR = true;
  89754. /** @hidden */
  89755. this._exposure = 1.0;
  89756. this._toneMappingEnabled = false;
  89757. this._toneMappingType = ImageProcessingConfiguration.TONEMAPPING_STANDARD;
  89758. this._contrast = 1.0;
  89759. /**
  89760. * Vignette stretch size.
  89761. */
  89762. this.vignetteStretch = 0;
  89763. /**
  89764. * Vignette centre X Offset.
  89765. */
  89766. this.vignetteCentreX = 0;
  89767. /**
  89768. * Vignette centre Y Offset.
  89769. */
  89770. this.vignetteCentreY = 0;
  89771. /**
  89772. * Vignette weight or intensity of the vignette effect.
  89773. */
  89774. this.vignetteWeight = 1.5;
  89775. /**
  89776. * Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  89777. * if vignetteEnabled is set to true.
  89778. */
  89779. this.vignetteColor = new BABYLON.Color4(0, 0, 0, 0);
  89780. /**
  89781. * Camera field of view used by the Vignette effect.
  89782. */
  89783. this.vignetteCameraFov = 0.5;
  89784. this._vignetteBlendMode = ImageProcessingConfiguration.VIGNETTEMODE_MULTIPLY;
  89785. this._vignetteEnabled = false;
  89786. this._applyByPostProcess = false;
  89787. this._isEnabled = true;
  89788. /**
  89789. * An event triggered when the configuration changes and requires Shader to Update some parameters.
  89790. */
  89791. this.onUpdateParameters = new BABYLON.Observable();
  89792. }
  89793. Object.defineProperty(ImageProcessingConfiguration.prototype, "colorCurvesEnabled", {
  89794. /**
  89795. * Gets wether the color curves effect is enabled.
  89796. */
  89797. get: function () {
  89798. return this._colorCurvesEnabled;
  89799. },
  89800. /**
  89801. * Sets wether the color curves effect is enabled.
  89802. */
  89803. set: function (value) {
  89804. if (this._colorCurvesEnabled === value) {
  89805. return;
  89806. }
  89807. this._colorCurvesEnabled = value;
  89808. this._updateParameters();
  89809. },
  89810. enumerable: true,
  89811. configurable: true
  89812. });
  89813. Object.defineProperty(ImageProcessingConfiguration.prototype, "colorGradingTexture", {
  89814. /**
  89815. * Color grading LUT texture used in the effect if colorGradingEnabled is set to true
  89816. */
  89817. get: function () {
  89818. return this._colorGradingTexture;
  89819. },
  89820. /**
  89821. * Color grading LUT texture used in the effect if colorGradingEnabled is set to true
  89822. */
  89823. set: function (value) {
  89824. if (this._colorGradingTexture === value) {
  89825. return;
  89826. }
  89827. this._colorGradingTexture = value;
  89828. this._updateParameters();
  89829. },
  89830. enumerable: true,
  89831. configurable: true
  89832. });
  89833. Object.defineProperty(ImageProcessingConfiguration.prototype, "colorGradingEnabled", {
  89834. /**
  89835. * Gets wether the color grading effect is enabled.
  89836. */
  89837. get: function () {
  89838. return this._colorGradingEnabled;
  89839. },
  89840. /**
  89841. * Sets wether the color grading effect is enabled.
  89842. */
  89843. set: function (value) {
  89844. if (this._colorGradingEnabled === value) {
  89845. return;
  89846. }
  89847. this._colorGradingEnabled = value;
  89848. this._updateParameters();
  89849. },
  89850. enumerable: true,
  89851. configurable: true
  89852. });
  89853. Object.defineProperty(ImageProcessingConfiguration.prototype, "colorGradingWithGreenDepth", {
  89854. /**
  89855. * Gets wether the color grading effect is using a green depth for the 3d Texture.
  89856. */
  89857. get: function () {
  89858. return this._colorGradingWithGreenDepth;
  89859. },
  89860. /**
  89861. * Sets wether the color grading effect is using a green depth for the 3d Texture.
  89862. */
  89863. set: function (value) {
  89864. if (this._colorGradingWithGreenDepth === value) {
  89865. return;
  89866. }
  89867. this._colorGradingWithGreenDepth = value;
  89868. this._updateParameters();
  89869. },
  89870. enumerable: true,
  89871. configurable: true
  89872. });
  89873. Object.defineProperty(ImageProcessingConfiguration.prototype, "colorGradingBGR", {
  89874. /**
  89875. * Gets wether the color grading texture contains BGR values.
  89876. */
  89877. get: function () {
  89878. return this._colorGradingBGR;
  89879. },
  89880. /**
  89881. * Sets wether the color grading texture contains BGR values.
  89882. */
  89883. set: function (value) {
  89884. if (this._colorGradingBGR === value) {
  89885. return;
  89886. }
  89887. this._colorGradingBGR = value;
  89888. this._updateParameters();
  89889. },
  89890. enumerable: true,
  89891. configurable: true
  89892. });
  89893. Object.defineProperty(ImageProcessingConfiguration.prototype, "exposure", {
  89894. /**
  89895. * Gets the Exposure used in the effect.
  89896. */
  89897. get: function () {
  89898. return this._exposure;
  89899. },
  89900. /**
  89901. * Sets the Exposure used in the effect.
  89902. */
  89903. set: function (value) {
  89904. if (this._exposure === value) {
  89905. return;
  89906. }
  89907. this._exposure = value;
  89908. this._updateParameters();
  89909. },
  89910. enumerable: true,
  89911. configurable: true
  89912. });
  89913. Object.defineProperty(ImageProcessingConfiguration.prototype, "toneMappingEnabled", {
  89914. /**
  89915. * Gets wether the tone mapping effect is enabled.
  89916. */
  89917. get: function () {
  89918. return this._toneMappingEnabled;
  89919. },
  89920. /**
  89921. * Sets wether the tone mapping effect is enabled.
  89922. */
  89923. set: function (value) {
  89924. if (this._toneMappingEnabled === value) {
  89925. return;
  89926. }
  89927. this._toneMappingEnabled = value;
  89928. this._updateParameters();
  89929. },
  89930. enumerable: true,
  89931. configurable: true
  89932. });
  89933. Object.defineProperty(ImageProcessingConfiguration.prototype, "toneMappingType", {
  89934. /**
  89935. * Gets the type of tone mapping effect.
  89936. */
  89937. get: function () {
  89938. return this._toneMappingType;
  89939. },
  89940. /**
  89941. * Sets the type of tone mapping effect used in BabylonJS.
  89942. */
  89943. set: function (value) {
  89944. if (this._toneMappingType === value) {
  89945. return;
  89946. }
  89947. this._toneMappingType = value;
  89948. this._updateParameters();
  89949. },
  89950. enumerable: true,
  89951. configurable: true
  89952. });
  89953. Object.defineProperty(ImageProcessingConfiguration.prototype, "contrast", {
  89954. /**
  89955. * Gets the contrast used in the effect.
  89956. */
  89957. get: function () {
  89958. return this._contrast;
  89959. },
  89960. /**
  89961. * Sets the contrast used in the effect.
  89962. */
  89963. set: function (value) {
  89964. if (this._contrast === value) {
  89965. return;
  89966. }
  89967. this._contrast = value;
  89968. this._updateParameters();
  89969. },
  89970. enumerable: true,
  89971. configurable: true
  89972. });
  89973. Object.defineProperty(ImageProcessingConfiguration.prototype, "vignetteBlendMode", {
  89974. /**
  89975. * Gets the vignette blend mode allowing different kind of effect.
  89976. */
  89977. get: function () {
  89978. return this._vignetteBlendMode;
  89979. },
  89980. /**
  89981. * Sets the vignette blend mode allowing different kind of effect.
  89982. */
  89983. set: function (value) {
  89984. if (this._vignetteBlendMode === value) {
  89985. return;
  89986. }
  89987. this._vignetteBlendMode = value;
  89988. this._updateParameters();
  89989. },
  89990. enumerable: true,
  89991. configurable: true
  89992. });
  89993. Object.defineProperty(ImageProcessingConfiguration.prototype, "vignetteEnabled", {
  89994. /**
  89995. * Gets wether the vignette effect is enabled.
  89996. */
  89997. get: function () {
  89998. return this._vignetteEnabled;
  89999. },
  90000. /**
  90001. * Sets wether the vignette effect is enabled.
  90002. */
  90003. set: function (value) {
  90004. if (this._vignetteEnabled === value) {
  90005. return;
  90006. }
  90007. this._vignetteEnabled = value;
  90008. this._updateParameters();
  90009. },
  90010. enumerable: true,
  90011. configurable: true
  90012. });
  90013. Object.defineProperty(ImageProcessingConfiguration.prototype, "applyByPostProcess", {
  90014. /**
  90015. * Gets wether the image processing is applied through a post process or not.
  90016. */
  90017. get: function () {
  90018. return this._applyByPostProcess;
  90019. },
  90020. /**
  90021. * Sets wether the image processing is applied through a post process or not.
  90022. */
  90023. set: function (value) {
  90024. if (this._applyByPostProcess === value) {
  90025. return;
  90026. }
  90027. this._applyByPostProcess = value;
  90028. this._updateParameters();
  90029. },
  90030. enumerable: true,
  90031. configurable: true
  90032. });
  90033. Object.defineProperty(ImageProcessingConfiguration.prototype, "isEnabled", {
  90034. /**
  90035. * Gets wether the image processing is enabled or not.
  90036. */
  90037. get: function () {
  90038. return this._isEnabled;
  90039. },
  90040. /**
  90041. * Sets wether the image processing is enabled or not.
  90042. */
  90043. set: function (value) {
  90044. if (this._isEnabled === value) {
  90045. return;
  90046. }
  90047. this._isEnabled = value;
  90048. this._updateParameters();
  90049. },
  90050. enumerable: true,
  90051. configurable: true
  90052. });
  90053. /**
  90054. * Method called each time the image processing information changes requires to recompile the effect.
  90055. */
  90056. ImageProcessingConfiguration.prototype._updateParameters = function () {
  90057. this.onUpdateParameters.notifyObservers(this);
  90058. };
  90059. /**
  90060. * Gets the current class name.
  90061. * @return "ImageProcessingConfiguration"
  90062. */
  90063. ImageProcessingConfiguration.prototype.getClassName = function () {
  90064. return "ImageProcessingConfiguration";
  90065. };
  90066. /**
  90067. * Prepare the list of uniforms associated with the Image Processing effects.
  90068. * @param uniforms The list of uniforms used in the effect
  90069. * @param defines the list of defines currently in use
  90070. */
  90071. ImageProcessingConfiguration.PrepareUniforms = function (uniforms, defines) {
  90072. if (defines.EXPOSURE) {
  90073. uniforms.push("exposureLinear");
  90074. }
  90075. if (defines.CONTRAST) {
  90076. uniforms.push("contrast");
  90077. }
  90078. if (defines.COLORGRADING) {
  90079. uniforms.push("colorTransformSettings");
  90080. }
  90081. if (defines.VIGNETTE) {
  90082. uniforms.push("vInverseScreenSize");
  90083. uniforms.push("vignetteSettings1");
  90084. uniforms.push("vignetteSettings2");
  90085. }
  90086. if (defines.COLORCURVES) {
  90087. BABYLON.ColorCurves.PrepareUniforms(uniforms);
  90088. }
  90089. };
  90090. /**
  90091. * Prepare the list of samplers associated with the Image Processing effects.
  90092. * @param samplersList The list of uniforms used in the effect
  90093. * @param defines the list of defines currently in use
  90094. */
  90095. ImageProcessingConfiguration.PrepareSamplers = function (samplersList, defines) {
  90096. if (defines.COLORGRADING) {
  90097. samplersList.push("txColorTransform");
  90098. }
  90099. };
  90100. /**
  90101. * Prepare the list of defines associated to the shader.
  90102. * @param defines the list of defines to complete
  90103. * @param forPostProcess Define if we are currently in post process mode or not
  90104. */
  90105. ImageProcessingConfiguration.prototype.prepareDefines = function (defines, forPostProcess) {
  90106. if (forPostProcess === void 0) { forPostProcess = false; }
  90107. if (forPostProcess !== this.applyByPostProcess || !this._isEnabled) {
  90108. defines.VIGNETTE = false;
  90109. defines.TONEMAPPING = false;
  90110. defines.TONEMAPPING_ACES = false;
  90111. defines.CONTRAST = false;
  90112. defines.EXPOSURE = false;
  90113. defines.COLORCURVES = false;
  90114. defines.COLORGRADING = false;
  90115. defines.COLORGRADING3D = false;
  90116. defines.IMAGEPROCESSING = false;
  90117. defines.IMAGEPROCESSINGPOSTPROCESS = this.applyByPostProcess && this._isEnabled;
  90118. return;
  90119. }
  90120. defines.VIGNETTE = this.vignetteEnabled;
  90121. defines.VIGNETTEBLENDMODEMULTIPLY = (this.vignetteBlendMode === ImageProcessingConfiguration._VIGNETTEMODE_MULTIPLY);
  90122. defines.VIGNETTEBLENDMODEOPAQUE = !defines.VIGNETTEBLENDMODEMULTIPLY;
  90123. defines.TONEMAPPING = this.toneMappingEnabled;
  90124. switch (this._toneMappingType) {
  90125. case ImageProcessingConfiguration.TONEMAPPING_ACES:
  90126. defines.TONEMAPPING_ACES = true;
  90127. break;
  90128. default:
  90129. defines.TONEMAPPING_ACES = false;
  90130. break;
  90131. }
  90132. defines.CONTRAST = (this.contrast !== 1.0);
  90133. defines.EXPOSURE = (this.exposure !== 1.0);
  90134. defines.COLORCURVES = (this.colorCurvesEnabled && !!this.colorCurves);
  90135. defines.COLORGRADING = (this.colorGradingEnabled && !!this.colorGradingTexture);
  90136. if (defines.COLORGRADING) {
  90137. defines.COLORGRADING3D = this.colorGradingTexture.is3D;
  90138. }
  90139. else {
  90140. defines.COLORGRADING3D = false;
  90141. }
  90142. defines.SAMPLER3DGREENDEPTH = this.colorGradingWithGreenDepth;
  90143. defines.SAMPLER3DBGRMAP = this.colorGradingBGR;
  90144. defines.IMAGEPROCESSINGPOSTPROCESS = this.applyByPostProcess;
  90145. defines.IMAGEPROCESSING = defines.VIGNETTE || defines.TONEMAPPING || defines.CONTRAST || defines.EXPOSURE || defines.COLORCURVES || defines.COLORGRADING;
  90146. };
  90147. /**
  90148. * Returns true if all the image processing information are ready.
  90149. * @returns True if ready, otherwise, false
  90150. */
  90151. ImageProcessingConfiguration.prototype.isReady = function () {
  90152. // Color Grading texure can not be none blocking.
  90153. return !this.colorGradingEnabled || !this.colorGradingTexture || this.colorGradingTexture.isReady();
  90154. };
  90155. /**
  90156. * Binds the image processing to the shader.
  90157. * @param effect The effect to bind to
  90158. * @param aspectRatio Define the current aspect ratio of the effect
  90159. */
  90160. ImageProcessingConfiguration.prototype.bind = function (effect, aspectRatio) {
  90161. if (aspectRatio === void 0) { aspectRatio = 1; }
  90162. // Color Curves
  90163. if (this._colorCurvesEnabled && this.colorCurves) {
  90164. BABYLON.ColorCurves.Bind(this.colorCurves, effect);
  90165. }
  90166. // Vignette
  90167. if (this._vignetteEnabled) {
  90168. var inverseWidth = 1 / effect.getEngine().getRenderWidth();
  90169. var inverseHeight = 1 / effect.getEngine().getRenderHeight();
  90170. effect.setFloat2("vInverseScreenSize", inverseWidth, inverseHeight);
  90171. var vignetteScaleY = Math.tan(this.vignetteCameraFov * 0.5);
  90172. var vignetteScaleX = vignetteScaleY * aspectRatio;
  90173. var vignetteScaleGeometricMean = Math.sqrt(vignetteScaleX * vignetteScaleY);
  90174. vignetteScaleX = BABYLON.Tools.Mix(vignetteScaleX, vignetteScaleGeometricMean, this.vignetteStretch);
  90175. vignetteScaleY = BABYLON.Tools.Mix(vignetteScaleY, vignetteScaleGeometricMean, this.vignetteStretch);
  90176. effect.setFloat4("vignetteSettings1", vignetteScaleX, vignetteScaleY, -vignetteScaleX * this.vignetteCentreX, -vignetteScaleY * this.vignetteCentreY);
  90177. var vignettePower = -2.0 * this.vignetteWeight;
  90178. effect.setFloat4("vignetteSettings2", this.vignetteColor.r, this.vignetteColor.g, this.vignetteColor.b, vignettePower);
  90179. }
  90180. // Exposure
  90181. effect.setFloat("exposureLinear", this.exposure);
  90182. // Contrast
  90183. effect.setFloat("contrast", this.contrast);
  90184. // Color transform settings
  90185. if (this.colorGradingTexture) {
  90186. effect.setTexture("txColorTransform", this.colorGradingTexture);
  90187. var textureSize = this.colorGradingTexture.getSize().height;
  90188. effect.setFloat4("colorTransformSettings", (textureSize - 1) / textureSize, // textureScale
  90189. 0.5 / textureSize, // textureOffset
  90190. textureSize, // textureSize
  90191. this.colorGradingTexture.level // weight
  90192. );
  90193. }
  90194. };
  90195. /**
  90196. * Clones the current image processing instance.
  90197. * @return The cloned image processing
  90198. */
  90199. ImageProcessingConfiguration.prototype.clone = function () {
  90200. return BABYLON.SerializationHelper.Clone(function () { return new ImageProcessingConfiguration(); }, this);
  90201. };
  90202. /**
  90203. * Serializes the current image processing instance to a json representation.
  90204. * @return a JSON representation
  90205. */
  90206. ImageProcessingConfiguration.prototype.serialize = function () {
  90207. return BABYLON.SerializationHelper.Serialize(this);
  90208. };
  90209. /**
  90210. * Parses the image processing from a json representation.
  90211. * @param source the JSON source to parse
  90212. * @return The parsed image processing
  90213. */
  90214. ImageProcessingConfiguration.Parse = function (source) {
  90215. return BABYLON.SerializationHelper.Parse(function () { return new ImageProcessingConfiguration(); }, source, null, null);
  90216. };
  90217. Object.defineProperty(ImageProcessingConfiguration, "VIGNETTEMODE_MULTIPLY", {
  90218. /**
  90219. * Used to apply the vignette as a mix with the pixel color.
  90220. */
  90221. get: function () {
  90222. return this._VIGNETTEMODE_MULTIPLY;
  90223. },
  90224. enumerable: true,
  90225. configurable: true
  90226. });
  90227. Object.defineProperty(ImageProcessingConfiguration, "VIGNETTEMODE_OPAQUE", {
  90228. /**
  90229. * Used to apply the vignette as a replacement of the pixel color.
  90230. */
  90231. get: function () {
  90232. return this._VIGNETTEMODE_OPAQUE;
  90233. },
  90234. enumerable: true,
  90235. configurable: true
  90236. });
  90237. /**
  90238. * Default tone mapping applied in BabylonJS.
  90239. */
  90240. ImageProcessingConfiguration.TONEMAPPING_STANDARD = 0;
  90241. /**
  90242. * ACES Tone mapping (used by default in unreal and unity). This can help getting closer
  90243. * to other engines rendering to increase portability.
  90244. */
  90245. ImageProcessingConfiguration.TONEMAPPING_ACES = 1;
  90246. // Static constants associated to the image processing.
  90247. ImageProcessingConfiguration._VIGNETTEMODE_MULTIPLY = 0;
  90248. ImageProcessingConfiguration._VIGNETTEMODE_OPAQUE = 1;
  90249. __decorate([
  90250. BABYLON.serializeAsColorCurves()
  90251. ], ImageProcessingConfiguration.prototype, "colorCurves", void 0);
  90252. __decorate([
  90253. BABYLON.serialize()
  90254. ], ImageProcessingConfiguration.prototype, "_colorCurvesEnabled", void 0);
  90255. __decorate([
  90256. BABYLON.serializeAsTexture("colorGradingTexture")
  90257. ], ImageProcessingConfiguration.prototype, "_colorGradingTexture", void 0);
  90258. __decorate([
  90259. BABYLON.serialize()
  90260. ], ImageProcessingConfiguration.prototype, "_colorGradingEnabled", void 0);
  90261. __decorate([
  90262. BABYLON.serialize()
  90263. ], ImageProcessingConfiguration.prototype, "_colorGradingWithGreenDepth", void 0);
  90264. __decorate([
  90265. BABYLON.serialize()
  90266. ], ImageProcessingConfiguration.prototype, "_colorGradingBGR", void 0);
  90267. __decorate([
  90268. BABYLON.serialize()
  90269. ], ImageProcessingConfiguration.prototype, "_exposure", void 0);
  90270. __decorate([
  90271. BABYLON.serialize()
  90272. ], ImageProcessingConfiguration.prototype, "_toneMappingEnabled", void 0);
  90273. __decorate([
  90274. BABYLON.serialize()
  90275. ], ImageProcessingConfiguration.prototype, "_toneMappingType", void 0);
  90276. __decorate([
  90277. BABYLON.serialize()
  90278. ], ImageProcessingConfiguration.prototype, "_contrast", void 0);
  90279. __decorate([
  90280. BABYLON.serialize()
  90281. ], ImageProcessingConfiguration.prototype, "vignetteStretch", void 0);
  90282. __decorate([
  90283. BABYLON.serialize()
  90284. ], ImageProcessingConfiguration.prototype, "vignetteCentreX", void 0);
  90285. __decorate([
  90286. BABYLON.serialize()
  90287. ], ImageProcessingConfiguration.prototype, "vignetteCentreY", void 0);
  90288. __decorate([
  90289. BABYLON.serialize()
  90290. ], ImageProcessingConfiguration.prototype, "vignetteWeight", void 0);
  90291. __decorate([
  90292. BABYLON.serializeAsColor4()
  90293. ], ImageProcessingConfiguration.prototype, "vignetteColor", void 0);
  90294. __decorate([
  90295. BABYLON.serialize()
  90296. ], ImageProcessingConfiguration.prototype, "vignetteCameraFov", void 0);
  90297. __decorate([
  90298. BABYLON.serialize()
  90299. ], ImageProcessingConfiguration.prototype, "_vignetteBlendMode", void 0);
  90300. __decorate([
  90301. BABYLON.serialize()
  90302. ], ImageProcessingConfiguration.prototype, "_vignetteEnabled", void 0);
  90303. __decorate([
  90304. BABYLON.serialize()
  90305. ], ImageProcessingConfiguration.prototype, "_applyByPostProcess", void 0);
  90306. __decorate([
  90307. BABYLON.serialize()
  90308. ], ImageProcessingConfiguration.prototype, "_isEnabled", void 0);
  90309. return ImageProcessingConfiguration;
  90310. }());
  90311. BABYLON.ImageProcessingConfiguration = ImageProcessingConfiguration;
  90312. })(BABYLON || (BABYLON = {}));
  90313. //# sourceMappingURL=babylon.imageProcessingConfiguration.js.map
  90314. var BABYLON;
  90315. (function (BABYLON) {
  90316. /**
  90317. * This represents a color grading texture. This acts as a lookup table LUT, useful during post process
  90318. * It can help converting any input color in a desired output one. This can then be used to create effects
  90319. * from sepia, black and white to sixties or futuristic rendering...
  90320. *
  90321. * The only supported format is currently 3dl.
  90322. * More information on LUT: https://en.wikipedia.org/wiki/3D_lookup_table
  90323. */
  90324. var ColorGradingTexture = /** @class */ (function (_super) {
  90325. __extends(ColorGradingTexture, _super);
  90326. /**
  90327. * Instantiates a ColorGradingTexture from the following parameters.
  90328. *
  90329. * @param url The location of the color gradind data (currently only supporting 3dl)
  90330. * @param scene The scene the texture will be used in
  90331. */
  90332. function ColorGradingTexture(url, scene) {
  90333. var _this = _super.call(this, scene) || this;
  90334. if (!url) {
  90335. return _this;
  90336. }
  90337. _this._engine = scene.getEngine();
  90338. _this._textureMatrix = BABYLON.Matrix.Identity();
  90339. _this.name = url;
  90340. _this.url = url;
  90341. _this.hasAlpha = false;
  90342. _this.isCube = false;
  90343. _this.is3D = _this._engine.webGLVersion > 1;
  90344. _this.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  90345. _this.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  90346. _this.wrapR = BABYLON.Texture.CLAMP_ADDRESSMODE;
  90347. _this.anisotropicFilteringLevel = 1;
  90348. _this._texture = _this._getFromCache(url, true);
  90349. if (!_this._texture) {
  90350. if (!scene.useDelayedTextureLoading) {
  90351. _this.loadTexture();
  90352. }
  90353. else {
  90354. _this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  90355. }
  90356. }
  90357. return _this;
  90358. }
  90359. /**
  90360. * Returns the texture matrix used in most of the material.
  90361. * This is not used in color grading but keep for troubleshooting purpose (easily swap diffuse by colorgrading to look in).
  90362. */
  90363. ColorGradingTexture.prototype.getTextureMatrix = function () {
  90364. return this._textureMatrix;
  90365. };
  90366. /**
  90367. * Occurs when the file being loaded is a .3dl LUT file.
  90368. */
  90369. ColorGradingTexture.prototype.load3dlTexture = function () {
  90370. var engine = this._engine;
  90371. var texture;
  90372. if (engine.webGLVersion === 1) {
  90373. texture = engine.createRawTexture(null, 1, 1, BABYLON.Engine.TEXTUREFORMAT_RGBA, false, false, BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  90374. }
  90375. else {
  90376. texture = engine.createRawTexture3D(null, 1, 1, 1, BABYLON.Engine.TEXTUREFORMAT_RGBA, false, false, BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  90377. }
  90378. this._texture = texture;
  90379. var callback = function (text) {
  90380. if (typeof text !== "string") {
  90381. return;
  90382. }
  90383. var data = null;
  90384. var tempData = null;
  90385. var line;
  90386. var lines = text.split('\n');
  90387. var size = 0, pixelIndexW = 0, pixelIndexH = 0, pixelIndexSlice = 0;
  90388. var maxColor = 0;
  90389. for (var i = 0; i < lines.length; i++) {
  90390. line = lines[i];
  90391. if (!ColorGradingTexture._noneEmptyLineRegex.test(line)) {
  90392. continue;
  90393. }
  90394. if (line.indexOf('#') === 0) {
  90395. continue;
  90396. }
  90397. var words = line.split(" ");
  90398. if (size === 0) {
  90399. // Number of space + one
  90400. size = words.length;
  90401. data = new Uint8Array(size * size * size * 4); // volume texture of side size and rgb 8
  90402. tempData = new Float32Array(size * size * size * 4);
  90403. continue;
  90404. }
  90405. if (size != 0) {
  90406. var r = Math.max(parseInt(words[0]), 0);
  90407. var g = Math.max(parseInt(words[1]), 0);
  90408. var b = Math.max(parseInt(words[2]), 0);
  90409. maxColor = Math.max(r, maxColor);
  90410. maxColor = Math.max(g, maxColor);
  90411. maxColor = Math.max(b, maxColor);
  90412. var pixelStorageIndex = (pixelIndexW + pixelIndexSlice * size + pixelIndexH * size * size) * 4;
  90413. if (tempData) {
  90414. tempData[pixelStorageIndex + 0] = r;
  90415. tempData[pixelStorageIndex + 1] = g;
  90416. tempData[pixelStorageIndex + 2] = b;
  90417. }
  90418. // Keep for reference in case of back compat problems.
  90419. // pixelIndexSlice++;
  90420. // if (pixelIndexSlice % size == 0) {
  90421. // pixelIndexH++;
  90422. // pixelIndexSlice = 0;
  90423. // if (pixelIndexH % size == 0) {
  90424. // pixelIndexW++;
  90425. // pixelIndexH = 0;
  90426. // }
  90427. // }
  90428. pixelIndexH++;
  90429. if (pixelIndexH % size == 0) {
  90430. pixelIndexSlice++;
  90431. pixelIndexH = 0;
  90432. if (pixelIndexSlice % size == 0) {
  90433. pixelIndexW++;
  90434. pixelIndexSlice = 0;
  90435. }
  90436. }
  90437. }
  90438. }
  90439. if (tempData && data) {
  90440. for (var i = 0; i < tempData.length; i++) {
  90441. if (i > 0 && (i + 1) % 4 === 0) {
  90442. data[i] = 255;
  90443. }
  90444. else {
  90445. var value = tempData[i];
  90446. data[i] = (value / maxColor * 255);
  90447. }
  90448. }
  90449. }
  90450. if (texture.is3D) {
  90451. texture.updateSize(size, size, size);
  90452. engine.updateRawTexture3D(texture, data, BABYLON.Engine.TEXTUREFORMAT_RGBA, false);
  90453. }
  90454. else {
  90455. texture.updateSize(size * size, size);
  90456. engine.updateRawTexture(texture, data, BABYLON.Engine.TEXTUREFORMAT_RGBA, false);
  90457. }
  90458. };
  90459. var scene = this.getScene();
  90460. if (scene) {
  90461. scene._loadFile(this.url, callback);
  90462. }
  90463. else {
  90464. this._engine._loadFile(this.url, callback);
  90465. }
  90466. return this._texture;
  90467. };
  90468. /**
  90469. * Starts the loading process of the texture.
  90470. */
  90471. ColorGradingTexture.prototype.loadTexture = function () {
  90472. if (this.url && this.url.toLocaleLowerCase().indexOf(".3dl") == (this.url.length - 4)) {
  90473. this.load3dlTexture();
  90474. }
  90475. };
  90476. /**
  90477. * Clones the color gradind texture.
  90478. */
  90479. ColorGradingTexture.prototype.clone = function () {
  90480. var newTexture = new ColorGradingTexture(this.url, this.getScene());
  90481. // Base texture
  90482. newTexture.level = this.level;
  90483. return newTexture;
  90484. };
  90485. /**
  90486. * Called during delayed load for textures.
  90487. */
  90488. ColorGradingTexture.prototype.delayLoad = function () {
  90489. if (this.delayLoadState !== BABYLON.Engine.DELAYLOADSTATE_NOTLOADED) {
  90490. return;
  90491. }
  90492. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADED;
  90493. this._texture = this._getFromCache(this.url, true);
  90494. if (!this._texture) {
  90495. this.loadTexture();
  90496. }
  90497. };
  90498. /**
  90499. * Parses a color grading texture serialized by Babylon.
  90500. * @param parsedTexture The texture information being parsedTexture
  90501. * @param scene The scene to load the texture in
  90502. * @param rootUrl The root url of the data assets to load
  90503. * @return A color gradind texture
  90504. */
  90505. ColorGradingTexture.Parse = function (parsedTexture, scene, rootUrl) {
  90506. var texture = null;
  90507. if (parsedTexture.name && !parsedTexture.isRenderTarget) {
  90508. texture = new ColorGradingTexture(parsedTexture.name, scene);
  90509. texture.name = parsedTexture.name;
  90510. texture.level = parsedTexture.level;
  90511. }
  90512. return texture;
  90513. };
  90514. /**
  90515. * Serializes the LUT texture to json format.
  90516. */
  90517. ColorGradingTexture.prototype.serialize = function () {
  90518. if (!this.name) {
  90519. return null;
  90520. }
  90521. var serializationObject = {};
  90522. serializationObject.name = this.name;
  90523. serializationObject.level = this.level;
  90524. serializationObject.customType = "BABYLON.ColorGradingTexture";
  90525. return serializationObject;
  90526. };
  90527. /**
  90528. * Empty line regex stored for GC.
  90529. */
  90530. ColorGradingTexture._noneEmptyLineRegex = /\S+/;
  90531. return ColorGradingTexture;
  90532. }(BABYLON.BaseTexture));
  90533. BABYLON.ColorGradingTexture = ColorGradingTexture;
  90534. })(BABYLON || (BABYLON = {}));
  90535. //# sourceMappingURL=babylon.colorGradingTexture.js.map
  90536. var BABYLON;
  90537. (function (BABYLON) {
  90538. /**
  90539. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  90540. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  90541. * These are similar to controls found in many professional imaging or colorist software. The global controls are applied to the entire image. For advanced tuning, extra controls are provided to adjust the shadow, midtone and highlight areas of the image;
  90542. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  90543. */
  90544. var ColorCurves = /** @class */ (function () {
  90545. function ColorCurves() {
  90546. this._dirty = true;
  90547. this._tempColor = new BABYLON.Color4(0, 0, 0, 0);
  90548. this._globalCurve = new BABYLON.Color4(0, 0, 0, 0);
  90549. this._highlightsCurve = new BABYLON.Color4(0, 0, 0, 0);
  90550. this._midtonesCurve = new BABYLON.Color4(0, 0, 0, 0);
  90551. this._shadowsCurve = new BABYLON.Color4(0, 0, 0, 0);
  90552. this._positiveCurve = new BABYLON.Color4(0, 0, 0, 0);
  90553. this._negativeCurve = new BABYLON.Color4(0, 0, 0, 0);
  90554. this._globalHue = 30;
  90555. this._globalDensity = 0;
  90556. this._globalSaturation = 0;
  90557. this._globalExposure = 0;
  90558. this._highlightsHue = 30;
  90559. this._highlightsDensity = 0;
  90560. this._highlightsSaturation = 0;
  90561. this._highlightsExposure = 0;
  90562. this._midtonesHue = 30;
  90563. this._midtonesDensity = 0;
  90564. this._midtonesSaturation = 0;
  90565. this._midtonesExposure = 0;
  90566. this._shadowsHue = 30;
  90567. this._shadowsDensity = 0;
  90568. this._shadowsSaturation = 0;
  90569. this._shadowsExposure = 0;
  90570. }
  90571. Object.defineProperty(ColorCurves.prototype, "globalHue", {
  90572. /**
  90573. * Gets the global Hue value.
  90574. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  90575. */
  90576. get: function () {
  90577. return this._globalHue;
  90578. },
  90579. /**
  90580. * Sets the global Hue value.
  90581. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  90582. */
  90583. set: function (value) {
  90584. this._globalHue = value;
  90585. this._dirty = true;
  90586. },
  90587. enumerable: true,
  90588. configurable: true
  90589. });
  90590. Object.defineProperty(ColorCurves.prototype, "globalDensity", {
  90591. /**
  90592. * Gets the global Density value.
  90593. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  90594. * Values less than zero provide a filter of opposite hue.
  90595. */
  90596. get: function () {
  90597. return this._globalDensity;
  90598. },
  90599. /**
  90600. * Sets the global Density value.
  90601. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  90602. * Values less than zero provide a filter of opposite hue.
  90603. */
  90604. set: function (value) {
  90605. this._globalDensity = value;
  90606. this._dirty = true;
  90607. },
  90608. enumerable: true,
  90609. configurable: true
  90610. });
  90611. Object.defineProperty(ColorCurves.prototype, "globalSaturation", {
  90612. /**
  90613. * Gets the global Saturation value.
  90614. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  90615. */
  90616. get: function () {
  90617. return this._globalSaturation;
  90618. },
  90619. /**
  90620. * Sets the global Saturation value.
  90621. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  90622. */
  90623. set: function (value) {
  90624. this._globalSaturation = value;
  90625. this._dirty = true;
  90626. },
  90627. enumerable: true,
  90628. configurable: true
  90629. });
  90630. Object.defineProperty(ColorCurves.prototype, "globalExposure", {
  90631. /**
  90632. * Gets the global Exposure value.
  90633. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  90634. */
  90635. get: function () {
  90636. return this._globalExposure;
  90637. },
  90638. /**
  90639. * Sets the global Exposure value.
  90640. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  90641. */
  90642. set: function (value) {
  90643. this._globalExposure = value;
  90644. this._dirty = true;
  90645. },
  90646. enumerable: true,
  90647. configurable: true
  90648. });
  90649. Object.defineProperty(ColorCurves.prototype, "highlightsHue", {
  90650. /**
  90651. * Gets the highlights Hue value.
  90652. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  90653. */
  90654. get: function () {
  90655. return this._highlightsHue;
  90656. },
  90657. /**
  90658. * Sets the highlights Hue value.
  90659. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  90660. */
  90661. set: function (value) {
  90662. this._highlightsHue = value;
  90663. this._dirty = true;
  90664. },
  90665. enumerable: true,
  90666. configurable: true
  90667. });
  90668. Object.defineProperty(ColorCurves.prototype, "highlightsDensity", {
  90669. /**
  90670. * Gets the highlights Density value.
  90671. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  90672. * Values less than zero provide a filter of opposite hue.
  90673. */
  90674. get: function () {
  90675. return this._highlightsDensity;
  90676. },
  90677. /**
  90678. * Sets the highlights Density value.
  90679. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  90680. * Values less than zero provide a filter of opposite hue.
  90681. */
  90682. set: function (value) {
  90683. this._highlightsDensity = value;
  90684. this._dirty = true;
  90685. },
  90686. enumerable: true,
  90687. configurable: true
  90688. });
  90689. Object.defineProperty(ColorCurves.prototype, "highlightsSaturation", {
  90690. /**
  90691. * Gets the highlights Saturation value.
  90692. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  90693. */
  90694. get: function () {
  90695. return this._highlightsSaturation;
  90696. },
  90697. /**
  90698. * Sets the highlights Saturation value.
  90699. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  90700. */
  90701. set: function (value) {
  90702. this._highlightsSaturation = value;
  90703. this._dirty = true;
  90704. },
  90705. enumerable: true,
  90706. configurable: true
  90707. });
  90708. Object.defineProperty(ColorCurves.prototype, "highlightsExposure", {
  90709. /**
  90710. * Gets the highlights Exposure value.
  90711. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  90712. */
  90713. get: function () {
  90714. return this._highlightsExposure;
  90715. },
  90716. /**
  90717. * Sets the highlights Exposure value.
  90718. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  90719. */
  90720. set: function (value) {
  90721. this._highlightsExposure = value;
  90722. this._dirty = true;
  90723. },
  90724. enumerable: true,
  90725. configurable: true
  90726. });
  90727. Object.defineProperty(ColorCurves.prototype, "midtonesHue", {
  90728. /**
  90729. * Gets the midtones Hue value.
  90730. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  90731. */
  90732. get: function () {
  90733. return this._midtonesHue;
  90734. },
  90735. /**
  90736. * Sets the midtones Hue value.
  90737. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  90738. */
  90739. set: function (value) {
  90740. this._midtonesHue = value;
  90741. this._dirty = true;
  90742. },
  90743. enumerable: true,
  90744. configurable: true
  90745. });
  90746. Object.defineProperty(ColorCurves.prototype, "midtonesDensity", {
  90747. /**
  90748. * Gets the midtones Density value.
  90749. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  90750. * Values less than zero provide a filter of opposite hue.
  90751. */
  90752. get: function () {
  90753. return this._midtonesDensity;
  90754. },
  90755. /**
  90756. * Sets the midtones Density value.
  90757. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  90758. * Values less than zero provide a filter of opposite hue.
  90759. */
  90760. set: function (value) {
  90761. this._midtonesDensity = value;
  90762. this._dirty = true;
  90763. },
  90764. enumerable: true,
  90765. configurable: true
  90766. });
  90767. Object.defineProperty(ColorCurves.prototype, "midtonesSaturation", {
  90768. /**
  90769. * Gets the midtones Saturation value.
  90770. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  90771. */
  90772. get: function () {
  90773. return this._midtonesSaturation;
  90774. },
  90775. /**
  90776. * Sets the midtones Saturation value.
  90777. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  90778. */
  90779. set: function (value) {
  90780. this._midtonesSaturation = value;
  90781. this._dirty = true;
  90782. },
  90783. enumerable: true,
  90784. configurable: true
  90785. });
  90786. Object.defineProperty(ColorCurves.prototype, "midtonesExposure", {
  90787. /**
  90788. * Gets the midtones Exposure value.
  90789. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  90790. */
  90791. get: function () {
  90792. return this._midtonesExposure;
  90793. },
  90794. /**
  90795. * Sets the midtones Exposure value.
  90796. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  90797. */
  90798. set: function (value) {
  90799. this._midtonesExposure = value;
  90800. this._dirty = true;
  90801. },
  90802. enumerable: true,
  90803. configurable: true
  90804. });
  90805. Object.defineProperty(ColorCurves.prototype, "shadowsHue", {
  90806. /**
  90807. * Gets the shadows Hue value.
  90808. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  90809. */
  90810. get: function () {
  90811. return this._shadowsHue;
  90812. },
  90813. /**
  90814. * Sets the shadows Hue value.
  90815. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  90816. */
  90817. set: function (value) {
  90818. this._shadowsHue = value;
  90819. this._dirty = true;
  90820. },
  90821. enumerable: true,
  90822. configurable: true
  90823. });
  90824. Object.defineProperty(ColorCurves.prototype, "shadowsDensity", {
  90825. /**
  90826. * Gets the shadows Density value.
  90827. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  90828. * Values less than zero provide a filter of opposite hue.
  90829. */
  90830. get: function () {
  90831. return this._shadowsDensity;
  90832. },
  90833. /**
  90834. * Sets the shadows Density value.
  90835. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  90836. * Values less than zero provide a filter of opposite hue.
  90837. */
  90838. set: function (value) {
  90839. this._shadowsDensity = value;
  90840. this._dirty = true;
  90841. },
  90842. enumerable: true,
  90843. configurable: true
  90844. });
  90845. Object.defineProperty(ColorCurves.prototype, "shadowsSaturation", {
  90846. /**
  90847. * Gets the shadows Saturation value.
  90848. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  90849. */
  90850. get: function () {
  90851. return this._shadowsSaturation;
  90852. },
  90853. /**
  90854. * Sets the shadows Saturation value.
  90855. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  90856. */
  90857. set: function (value) {
  90858. this._shadowsSaturation = value;
  90859. this._dirty = true;
  90860. },
  90861. enumerable: true,
  90862. configurable: true
  90863. });
  90864. Object.defineProperty(ColorCurves.prototype, "shadowsExposure", {
  90865. /**
  90866. * Gets the shadows Exposure value.
  90867. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  90868. */
  90869. get: function () {
  90870. return this._shadowsExposure;
  90871. },
  90872. /**
  90873. * Sets the shadows Exposure value.
  90874. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  90875. */
  90876. set: function (value) {
  90877. this._shadowsExposure = value;
  90878. this._dirty = true;
  90879. },
  90880. enumerable: true,
  90881. configurable: true
  90882. });
  90883. /**
  90884. * Returns the class name
  90885. * @returns The class name
  90886. */
  90887. ColorCurves.prototype.getClassName = function () {
  90888. return "ColorCurves";
  90889. };
  90890. /**
  90891. * Binds the color curves to the shader.
  90892. * @param colorCurves The color curve to bind
  90893. * @param effect The effect to bind to
  90894. * @param positiveUniform The positive uniform shader parameter
  90895. * @param neutralUniform The neutral uniform shader parameter
  90896. * @param negativeUniform The negative uniform shader parameter
  90897. */
  90898. ColorCurves.Bind = function (colorCurves, effect, positiveUniform, neutralUniform, negativeUniform) {
  90899. if (positiveUniform === void 0) { positiveUniform = "vCameraColorCurvePositive"; }
  90900. if (neutralUniform === void 0) { neutralUniform = "vCameraColorCurveNeutral"; }
  90901. if (negativeUniform === void 0) { negativeUniform = "vCameraColorCurveNegative"; }
  90902. if (colorCurves._dirty) {
  90903. colorCurves._dirty = false;
  90904. // Fill in global info.
  90905. colorCurves.getColorGradingDataToRef(colorCurves._globalHue, colorCurves._globalDensity, colorCurves._globalSaturation, colorCurves._globalExposure, colorCurves._globalCurve);
  90906. // Compute highlights info.
  90907. colorCurves.getColorGradingDataToRef(colorCurves._highlightsHue, colorCurves._highlightsDensity, colorCurves._highlightsSaturation, colorCurves._highlightsExposure, colorCurves._tempColor);
  90908. colorCurves._tempColor.multiplyToRef(colorCurves._globalCurve, colorCurves._highlightsCurve);
  90909. // Compute midtones info.
  90910. colorCurves.getColorGradingDataToRef(colorCurves._midtonesHue, colorCurves._midtonesDensity, colorCurves._midtonesSaturation, colorCurves._midtonesExposure, colorCurves._tempColor);
  90911. colorCurves._tempColor.multiplyToRef(colorCurves._globalCurve, colorCurves._midtonesCurve);
  90912. // Compute shadows info.
  90913. colorCurves.getColorGradingDataToRef(colorCurves._shadowsHue, colorCurves._shadowsDensity, colorCurves._shadowsSaturation, colorCurves._shadowsExposure, colorCurves._tempColor);
  90914. colorCurves._tempColor.multiplyToRef(colorCurves._globalCurve, colorCurves._shadowsCurve);
  90915. // Compute deltas (neutral is midtones).
  90916. colorCurves._highlightsCurve.subtractToRef(colorCurves._midtonesCurve, colorCurves._positiveCurve);
  90917. colorCurves._midtonesCurve.subtractToRef(colorCurves._shadowsCurve, colorCurves._negativeCurve);
  90918. }
  90919. if (effect) {
  90920. effect.setFloat4(positiveUniform, colorCurves._positiveCurve.r, colorCurves._positiveCurve.g, colorCurves._positiveCurve.b, colorCurves._positiveCurve.a);
  90921. effect.setFloat4(neutralUniform, colorCurves._midtonesCurve.r, colorCurves._midtonesCurve.g, colorCurves._midtonesCurve.b, colorCurves._midtonesCurve.a);
  90922. effect.setFloat4(negativeUniform, colorCurves._negativeCurve.r, colorCurves._negativeCurve.g, colorCurves._negativeCurve.b, colorCurves._negativeCurve.a);
  90923. }
  90924. };
  90925. /**
  90926. * Prepare the list of uniforms associated with the ColorCurves effects.
  90927. * @param uniformsList The list of uniforms used in the effect
  90928. */
  90929. ColorCurves.PrepareUniforms = function (uniformsList) {
  90930. uniformsList.push("vCameraColorCurveNeutral", "vCameraColorCurvePositive", "vCameraColorCurveNegative");
  90931. };
  90932. /**
  90933. * Returns color grading data based on a hue, density, saturation and exposure value.
  90934. * @param filterHue The hue of the color filter.
  90935. * @param filterDensity The density of the color filter.
  90936. * @param saturation The saturation.
  90937. * @param exposure The exposure.
  90938. * @param result The result data container.
  90939. */
  90940. ColorCurves.prototype.getColorGradingDataToRef = function (hue, density, saturation, exposure, result) {
  90941. if (hue == null) {
  90942. return;
  90943. }
  90944. hue = ColorCurves.clamp(hue, 0, 360);
  90945. density = ColorCurves.clamp(density, -100, 100);
  90946. saturation = ColorCurves.clamp(saturation, -100, 100);
  90947. exposure = ColorCurves.clamp(exposure, -100, 100);
  90948. // Remap the slider/config filter density with non-linear mapping and also scale by half
  90949. // so that the maximum filter density is only 50% control. This provides fine control
  90950. // for small values and reasonable range.
  90951. density = ColorCurves.applyColorGradingSliderNonlinear(density);
  90952. density *= 0.5;
  90953. exposure = ColorCurves.applyColorGradingSliderNonlinear(exposure);
  90954. if (density < 0) {
  90955. density *= -1;
  90956. hue = (hue + 180) % 360;
  90957. }
  90958. ColorCurves.fromHSBToRef(hue, density, 50 + 0.25 * exposure, result);
  90959. result.scaleToRef(2, result);
  90960. result.a = 1 + 0.01 * saturation;
  90961. };
  90962. /**
  90963. * Takes an input slider value and returns an adjusted value that provides extra control near the centre.
  90964. * @param value The input slider value in range [-100,100].
  90965. * @returns Adjusted value.
  90966. */
  90967. ColorCurves.applyColorGradingSliderNonlinear = function (value) {
  90968. value /= 100;
  90969. var x = Math.abs(value);
  90970. x = Math.pow(x, 2);
  90971. if (value < 0) {
  90972. x *= -1;
  90973. }
  90974. x *= 100;
  90975. return x;
  90976. };
  90977. /**
  90978. * Returns an RGBA Color4 based on Hue, Saturation and Brightness (also referred to as value, HSV).
  90979. * @param hue The hue (H) input.
  90980. * @param saturation The saturation (S) input.
  90981. * @param brightness The brightness (B) input.
  90982. * @result An RGBA color represented as Vector4.
  90983. */
  90984. ColorCurves.fromHSBToRef = function (hue, saturation, brightness, result) {
  90985. var h = ColorCurves.clamp(hue, 0, 360);
  90986. var s = ColorCurves.clamp(saturation / 100, 0, 1);
  90987. var v = ColorCurves.clamp(brightness / 100, 0, 1);
  90988. if (s === 0) {
  90989. result.r = v;
  90990. result.g = v;
  90991. result.b = v;
  90992. }
  90993. else {
  90994. // sector 0 to 5
  90995. h /= 60;
  90996. var i = Math.floor(h);
  90997. // fractional part of h
  90998. var f = h - i;
  90999. var p = v * (1 - s);
  91000. var q = v * (1 - s * f);
  91001. var t = v * (1 - s * (1 - f));
  91002. switch (i) {
  91003. case 0:
  91004. result.r = v;
  91005. result.g = t;
  91006. result.b = p;
  91007. break;
  91008. case 1:
  91009. result.r = q;
  91010. result.g = v;
  91011. result.b = p;
  91012. break;
  91013. case 2:
  91014. result.r = p;
  91015. result.g = v;
  91016. result.b = t;
  91017. break;
  91018. case 3:
  91019. result.r = p;
  91020. result.g = q;
  91021. result.b = v;
  91022. break;
  91023. case 4:
  91024. result.r = t;
  91025. result.g = p;
  91026. result.b = v;
  91027. break;
  91028. default: // case 5:
  91029. result.r = v;
  91030. result.g = p;
  91031. result.b = q;
  91032. break;
  91033. }
  91034. }
  91035. result.a = 1;
  91036. };
  91037. /**
  91038. * Returns a value clamped between min and max
  91039. * @param value The value to clamp
  91040. * @param min The minimum of value
  91041. * @param max The maximum of value
  91042. * @returns The clamped value.
  91043. */
  91044. ColorCurves.clamp = function (value, min, max) {
  91045. return Math.min(Math.max(value, min), max);
  91046. };
  91047. /**
  91048. * Clones the current color curve instance.
  91049. * @return The cloned curves
  91050. */
  91051. ColorCurves.prototype.clone = function () {
  91052. return BABYLON.SerializationHelper.Clone(function () { return new ColorCurves(); }, this);
  91053. };
  91054. /**
  91055. * Serializes the current color curve instance to a json representation.
  91056. * @return a JSON representation
  91057. */
  91058. ColorCurves.prototype.serialize = function () {
  91059. return BABYLON.SerializationHelper.Serialize(this);
  91060. };
  91061. /**
  91062. * Parses the color curve from a json representation.
  91063. * @param source the JSON source to parse
  91064. * @return The parsed curves
  91065. */
  91066. ColorCurves.Parse = function (source) {
  91067. return BABYLON.SerializationHelper.Parse(function () { return new ColorCurves(); }, source, null, null);
  91068. };
  91069. __decorate([
  91070. BABYLON.serialize()
  91071. ], ColorCurves.prototype, "_globalHue", void 0);
  91072. __decorate([
  91073. BABYLON.serialize()
  91074. ], ColorCurves.prototype, "_globalDensity", void 0);
  91075. __decorate([
  91076. BABYLON.serialize()
  91077. ], ColorCurves.prototype, "_globalSaturation", void 0);
  91078. __decorate([
  91079. BABYLON.serialize()
  91080. ], ColorCurves.prototype, "_globalExposure", void 0);
  91081. __decorate([
  91082. BABYLON.serialize()
  91083. ], ColorCurves.prototype, "_highlightsHue", void 0);
  91084. __decorate([
  91085. BABYLON.serialize()
  91086. ], ColorCurves.prototype, "_highlightsDensity", void 0);
  91087. __decorate([
  91088. BABYLON.serialize()
  91089. ], ColorCurves.prototype, "_highlightsSaturation", void 0);
  91090. __decorate([
  91091. BABYLON.serialize()
  91092. ], ColorCurves.prototype, "_highlightsExposure", void 0);
  91093. __decorate([
  91094. BABYLON.serialize()
  91095. ], ColorCurves.prototype, "_midtonesHue", void 0);
  91096. __decorate([
  91097. BABYLON.serialize()
  91098. ], ColorCurves.prototype, "_midtonesDensity", void 0);
  91099. __decorate([
  91100. BABYLON.serialize()
  91101. ], ColorCurves.prototype, "_midtonesSaturation", void 0);
  91102. __decorate([
  91103. BABYLON.serialize()
  91104. ], ColorCurves.prototype, "_midtonesExposure", void 0);
  91105. return ColorCurves;
  91106. }());
  91107. BABYLON.ColorCurves = ColorCurves;
  91108. })(BABYLON || (BABYLON = {}));
  91109. //# sourceMappingURL=babylon.colorCurves.js.map
  91110. var BABYLON;
  91111. (function (BABYLON) {
  91112. /**
  91113. * Post process which applies a refractin texture
  91114. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#refraction
  91115. */
  91116. var RefractionPostProcess = /** @class */ (function (_super) {
  91117. __extends(RefractionPostProcess, _super);
  91118. /**
  91119. * Initializes the RefractionPostProcess
  91120. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#refraction
  91121. * @param name The name of the effect.
  91122. * @param refractionTextureUrl Url of the refraction texture to use
  91123. * @param color the base color of the refraction (used to taint the rendering)
  91124. * @param depth simulated refraction depth
  91125. * @param colorLevel the coefficient of the base color (0 to remove base color tainting)
  91126. * @param camera The camera to apply the render pass to.
  91127. * @param options The required width/height ratio to downsize to before computing the render pass.
  91128. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  91129. * @param engine The engine which the post process will be applied. (default: current engine)
  91130. * @param reusable If the post process can be reused on the same frame. (default: false)
  91131. */
  91132. function RefractionPostProcess(name, refractionTextureUrl,
  91133. /** the base color of the refraction (used to taint the rendering) */
  91134. color,
  91135. /** simulated refraction depth */
  91136. depth,
  91137. /** the coefficient of the base color (0 to remove base color tainting) */
  91138. colorLevel, options, camera, samplingMode, engine, reusable) {
  91139. var _this = _super.call(this, name, "refraction", ["baseColor", "depth", "colorLevel"], ["refractionSampler"], options, camera, samplingMode, engine, reusable) || this;
  91140. _this.color = color;
  91141. _this.depth = depth;
  91142. _this.colorLevel = colorLevel;
  91143. _this._ownRefractionTexture = true;
  91144. _this.onActivateObservable.add(function (cam) {
  91145. _this._refTexture = _this._refTexture || new BABYLON.Texture(refractionTextureUrl, cam.getScene());
  91146. });
  91147. _this.onApplyObservable.add(function (effect) {
  91148. effect.setColor3("baseColor", _this.color);
  91149. effect.setFloat("depth", _this.depth);
  91150. effect.setFloat("colorLevel", _this.colorLevel);
  91151. effect.setTexture("refractionSampler", _this._refTexture);
  91152. });
  91153. return _this;
  91154. }
  91155. Object.defineProperty(RefractionPostProcess.prototype, "refractionTexture", {
  91156. /**
  91157. * Gets or sets the refraction texture
  91158. * Please note that you are responsible for disposing the texture if you set it manually
  91159. */
  91160. get: function () {
  91161. return this._refTexture;
  91162. },
  91163. set: function (value) {
  91164. if (this._refTexture && this._ownRefractionTexture) {
  91165. this._refTexture.dispose();
  91166. }
  91167. this._refTexture = value;
  91168. this._ownRefractionTexture = false;
  91169. },
  91170. enumerable: true,
  91171. configurable: true
  91172. });
  91173. // Methods
  91174. /**
  91175. * Disposes of the post process
  91176. * @param camera Camera to dispose post process on
  91177. */
  91178. RefractionPostProcess.prototype.dispose = function (camera) {
  91179. if (this._refTexture && this._ownRefractionTexture) {
  91180. this._refTexture.dispose();
  91181. this._refTexture = null;
  91182. }
  91183. _super.prototype.dispose.call(this, camera);
  91184. };
  91185. return RefractionPostProcess;
  91186. }(BABYLON.PostProcess));
  91187. BABYLON.RefractionPostProcess = RefractionPostProcess;
  91188. })(BABYLON || (BABYLON = {}));
  91189. //# sourceMappingURL=babylon.refractionPostProcess.js.map
  91190. var BABYLON;
  91191. (function (BABYLON) {
  91192. /**
  91193. * Post process used to render in black and white
  91194. */
  91195. var BlackAndWhitePostProcess = /** @class */ (function (_super) {
  91196. __extends(BlackAndWhitePostProcess, _super);
  91197. /**
  91198. * Creates a black and white post process
  91199. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#black-and-white
  91200. * @param name The name of the effect.
  91201. * @param options The required width/height ratio to downsize to before computing the render pass.
  91202. * @param camera The camera to apply the render pass to.
  91203. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  91204. * @param engine The engine which the post process will be applied. (default: current engine)
  91205. * @param reusable If the post process can be reused on the same frame. (default: false)
  91206. */
  91207. function BlackAndWhitePostProcess(name, options, camera, samplingMode, engine, reusable) {
  91208. var _this = _super.call(this, name, "blackAndWhite", ["degree"], null, options, camera, samplingMode, engine, reusable) || this;
  91209. /**
  91210. * Linear about to convert he result to black and white (default: 1)
  91211. */
  91212. _this.degree = 1;
  91213. _this.onApplyObservable.add(function (effect) {
  91214. effect.setFloat("degree", _this.degree);
  91215. });
  91216. return _this;
  91217. }
  91218. return BlackAndWhitePostProcess;
  91219. }(BABYLON.PostProcess));
  91220. BABYLON.BlackAndWhitePostProcess = BlackAndWhitePostProcess;
  91221. })(BABYLON || (BABYLON = {}));
  91222. //# sourceMappingURL=babylon.blackAndWhitePostProcess.js.map
  91223. var BABYLON;
  91224. (function (BABYLON) {
  91225. /**
  91226. * The ConvolutionPostProcess applies a 3x3 kernel to every pixel of the
  91227. * input texture to perform effects such as edge detection or sharpening
  91228. * See http://en.wikipedia.org/wiki/Kernel_(image_processing)
  91229. */
  91230. var ConvolutionPostProcess = /** @class */ (function (_super) {
  91231. __extends(ConvolutionPostProcess, _super);
  91232. /**
  91233. * Creates a new instance ConvolutionPostProcess
  91234. * @param name The name of the effect.
  91235. * @param kernel Array of 9 values corrisponding to the 3x3 kernel to be applied
  91236. * @param options The required width/height ratio to downsize to before computing the render pass.
  91237. * @param camera The camera to apply the render pass to.
  91238. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  91239. * @param engine The engine which the post process will be applied. (default: current engine)
  91240. * @param reusable If the post process can be reused on the same frame. (default: false)
  91241. * @param textureType Type of textures used when performing the post process. (default: 0)
  91242. */
  91243. function ConvolutionPostProcess(name,
  91244. /** Array of 9 values corrisponding to the 3x3 kernel to be applied */
  91245. kernel, options, camera, samplingMode, engine, reusable, textureType) {
  91246. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  91247. var _this = _super.call(this, name, "convolution", ["kernel", "screenSize"], null, options, camera, samplingMode, engine, reusable, null, textureType) || this;
  91248. _this.kernel = kernel;
  91249. _this.onApply = function (effect) {
  91250. effect.setFloat2("screenSize", _this.width, _this.height);
  91251. effect.setArray("kernel", _this.kernel);
  91252. };
  91253. return _this;
  91254. }
  91255. // Statics
  91256. /**
  91257. * Edge detection 0 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  91258. */
  91259. ConvolutionPostProcess.EdgeDetect0Kernel = [1, 0, -1, 0, 0, 0, -1, 0, 1];
  91260. /**
  91261. * Edge detection 1 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  91262. */
  91263. ConvolutionPostProcess.EdgeDetect1Kernel = [0, 1, 0, 1, -4, 1, 0, 1, 0];
  91264. /**
  91265. * Edge detection 2 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  91266. */
  91267. ConvolutionPostProcess.EdgeDetect2Kernel = [-1, -1, -1, -1, 8, -1, -1, -1, -1];
  91268. /**
  91269. * Kernel to sharpen an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  91270. */
  91271. ConvolutionPostProcess.SharpenKernel = [0, -1, 0, -1, 5, -1, 0, -1, 0];
  91272. /**
  91273. * Kernel to emboss an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  91274. */
  91275. ConvolutionPostProcess.EmbossKernel = [-2, -1, 0, -1, 1, 1, 0, 1, 2];
  91276. /**
  91277. * Kernel to blur an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  91278. */
  91279. ConvolutionPostProcess.GaussianKernel = [0, 1, 0, 1, 1, 1, 0, 1, 0];
  91280. return ConvolutionPostProcess;
  91281. }(BABYLON.PostProcess));
  91282. BABYLON.ConvolutionPostProcess = ConvolutionPostProcess;
  91283. })(BABYLON || (BABYLON = {}));
  91284. //# sourceMappingURL=babylon.convolutionPostProcess.js.map
  91285. var BABYLON;
  91286. (function (BABYLON) {
  91287. /**
  91288. * Applies a kernel filter to the image
  91289. */
  91290. var FilterPostProcess = /** @class */ (function (_super) {
  91291. __extends(FilterPostProcess, _super);
  91292. /**
  91293. *
  91294. * @param name The name of the effect.
  91295. * @param kernelMatrix The matrix to be applied to the image
  91296. * @param options The required width/height ratio to downsize to before computing the render pass.
  91297. * @param camera The camera to apply the render pass to.
  91298. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  91299. * @param engine The engine which the post process will be applied. (default: current engine)
  91300. * @param reusable If the post process can be reused on the same frame. (default: false)
  91301. */
  91302. function FilterPostProcess(name,
  91303. /** The matrix to be applied to the image */
  91304. kernelMatrix, options, camera, samplingMode, engine, reusable) {
  91305. var _this = _super.call(this, name, "filter", ["kernelMatrix"], null, options, camera, samplingMode, engine, reusable) || this;
  91306. _this.kernelMatrix = kernelMatrix;
  91307. _this.onApply = function (effect) {
  91308. effect.setMatrix("kernelMatrix", _this.kernelMatrix);
  91309. };
  91310. return _this;
  91311. }
  91312. return FilterPostProcess;
  91313. }(BABYLON.PostProcess));
  91314. BABYLON.FilterPostProcess = FilterPostProcess;
  91315. })(BABYLON || (BABYLON = {}));
  91316. //# sourceMappingURL=babylon.filterPostProcess.js.map
  91317. var BABYLON;
  91318. (function (BABYLON) {
  91319. /**
  91320. * Inspired by http://http.developer.nvidia.com/GPUGems3/gpugems3_ch13.html
  91321. */
  91322. var VolumetricLightScatteringPostProcess = /** @class */ (function (_super) {
  91323. __extends(VolumetricLightScatteringPostProcess, _super);
  91324. /**
  91325. * @constructor
  91326. * @param name The post-process name
  91327. * @param ratio The size of the post-process and/or internal pass (0.5 means that your postprocess will have a width = canvas.width 0.5 and a height = canvas.height 0.5)
  91328. * @param camera The camera that the post-process will be attached to
  91329. * @param mesh The mesh used to create the light scattering
  91330. * @param samples The post-process quality, default 100
  91331. * @param samplingModeThe post-process filtering mode
  91332. * @param engine The babylon engine
  91333. * @param reusable If the post-process is reusable
  91334. * @param scene The constructor needs a scene reference to initialize internal components. If "camera" is null a "scene" must be provided
  91335. */
  91336. function VolumetricLightScatteringPostProcess(name, ratio, camera, mesh, samples, samplingMode, engine, reusable, scene) {
  91337. if (samples === void 0) { samples = 100; }
  91338. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.BILINEAR_SAMPLINGMODE; }
  91339. var _this = _super.call(this, name, "volumetricLightScattering", ["decay", "exposure", "weight", "meshPositionOnScreen", "density"], ["lightScatteringSampler"], ratio.postProcessRatio || ratio, camera, samplingMode, engine, reusable, "#define NUM_SAMPLES " + samples) || this;
  91340. _this._screenCoordinates = BABYLON.Vector2.Zero();
  91341. /**
  91342. * Custom position of the mesh. Used if "useCustomMeshPosition" is set to "true"
  91343. */
  91344. _this.customMeshPosition = BABYLON.Vector3.Zero();
  91345. /**
  91346. * Set if the post-process should use a custom position for the light source (true) or the internal mesh position (false)
  91347. */
  91348. _this.useCustomMeshPosition = false;
  91349. /**
  91350. * If the post-process should inverse the light scattering direction
  91351. */
  91352. _this.invert = true;
  91353. /**
  91354. * Array containing the excluded meshes not rendered in the internal pass
  91355. */
  91356. _this.excludedMeshes = new Array();
  91357. /**
  91358. * Controls the overall intensity of the post-process
  91359. */
  91360. _this.exposure = 0.3;
  91361. /**
  91362. * Dissipates each sample's contribution in range [0, 1]
  91363. */
  91364. _this.decay = 0.96815;
  91365. /**
  91366. * Controls the overall intensity of each sample
  91367. */
  91368. _this.weight = 0.58767;
  91369. /**
  91370. * Controls the density of each sample
  91371. */
  91372. _this.density = 0.926;
  91373. scene = ((camera === null) ? scene : camera.getScene()); // parameter "scene" can be null.
  91374. engine = scene.getEngine();
  91375. _this._viewPort = new BABYLON.Viewport(0, 0, 1, 1).toGlobal(engine.getRenderWidth(), engine.getRenderHeight());
  91376. // Configure mesh
  91377. _this.mesh = ((mesh !== null) ? mesh : VolumetricLightScatteringPostProcess.CreateDefaultMesh("VolumetricLightScatteringMesh", scene));
  91378. // Configure
  91379. _this._createPass(scene, ratio.passRatio || ratio);
  91380. _this.onActivate = function (camera) {
  91381. if (!_this.isSupported) {
  91382. _this.dispose(camera);
  91383. }
  91384. _this.onActivate = null;
  91385. };
  91386. _this.onApplyObservable.add(function (effect) {
  91387. _this._updateMeshScreenCoordinates(scene);
  91388. effect.setTexture("lightScatteringSampler", _this._volumetricLightScatteringRTT);
  91389. effect.setFloat("exposure", _this.exposure);
  91390. effect.setFloat("decay", _this.decay);
  91391. effect.setFloat("weight", _this.weight);
  91392. effect.setFloat("density", _this.density);
  91393. effect.setVector2("meshPositionOnScreen", _this._screenCoordinates);
  91394. });
  91395. return _this;
  91396. }
  91397. Object.defineProperty(VolumetricLightScatteringPostProcess.prototype, "useDiffuseColor", {
  91398. /**
  91399. * @hidden
  91400. * VolumetricLightScatteringPostProcess.useDiffuseColor is no longer used, use the mesh material directly instead
  91401. */
  91402. get: function () {
  91403. BABYLON.Tools.Warn("VolumetricLightScatteringPostProcess.useDiffuseColor is no longer used, use the mesh material directly instead");
  91404. return false;
  91405. },
  91406. set: function (useDiffuseColor) {
  91407. BABYLON.Tools.Warn("VolumetricLightScatteringPostProcess.useDiffuseColor is no longer used, use the mesh material directly instead");
  91408. },
  91409. enumerable: true,
  91410. configurable: true
  91411. });
  91412. /**
  91413. * Returns the string "VolumetricLightScatteringPostProcess"
  91414. * @returns "VolumetricLightScatteringPostProcess"
  91415. */
  91416. VolumetricLightScatteringPostProcess.prototype.getClassName = function () {
  91417. return "VolumetricLightScatteringPostProcess";
  91418. };
  91419. VolumetricLightScatteringPostProcess.prototype._isReady = function (subMesh, useInstances) {
  91420. var mesh = subMesh.getMesh();
  91421. // Render this.mesh as default
  91422. if (mesh === this.mesh && mesh.material) {
  91423. return mesh.material.isReady(mesh);
  91424. }
  91425. var defines = [];
  91426. var attribs = [BABYLON.VertexBuffer.PositionKind];
  91427. var material = subMesh.getMaterial();
  91428. // Alpha test
  91429. if (material) {
  91430. if (material.needAlphaTesting()) {
  91431. defines.push("#define ALPHATEST");
  91432. }
  91433. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  91434. attribs.push(BABYLON.VertexBuffer.UVKind);
  91435. defines.push("#define UV1");
  91436. }
  91437. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  91438. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  91439. defines.push("#define UV2");
  91440. }
  91441. }
  91442. // Bones
  91443. if (mesh.useBones && mesh.computeBonesUsingShaders) {
  91444. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  91445. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  91446. defines.push("#define NUM_BONE_INFLUENCERS " + mesh.numBoneInfluencers);
  91447. defines.push("#define BonesPerMesh " + (mesh.skeleton ? (mesh.skeleton.bones.length + 1) : 0));
  91448. }
  91449. else {
  91450. defines.push("#define NUM_BONE_INFLUENCERS 0");
  91451. }
  91452. // Instances
  91453. if (useInstances) {
  91454. defines.push("#define INSTANCES");
  91455. attribs.push("world0");
  91456. attribs.push("world1");
  91457. attribs.push("world2");
  91458. attribs.push("world3");
  91459. }
  91460. // Get correct effect
  91461. var join = defines.join("\n");
  91462. if (this._cachedDefines !== join) {
  91463. this._cachedDefines = join;
  91464. this._volumetricLightScatteringPass = mesh.getScene().getEngine().createEffect({ vertexElement: "depth", fragmentElement: "volumetricLightScatteringPass" }, attribs, ["world", "mBones", "viewProjection", "diffuseMatrix"], ["diffuseSampler"], join);
  91465. }
  91466. return this._volumetricLightScatteringPass.isReady();
  91467. };
  91468. /**
  91469. * Sets the new light position for light scattering effect
  91470. * @param position The new custom light position
  91471. */
  91472. VolumetricLightScatteringPostProcess.prototype.setCustomMeshPosition = function (position) {
  91473. this.customMeshPosition = position;
  91474. };
  91475. /**
  91476. * Returns the light position for light scattering effect
  91477. * @return Vector3 The custom light position
  91478. */
  91479. VolumetricLightScatteringPostProcess.prototype.getCustomMeshPosition = function () {
  91480. return this.customMeshPosition;
  91481. };
  91482. /**
  91483. * Disposes the internal assets and detaches the post-process from the camera
  91484. */
  91485. VolumetricLightScatteringPostProcess.prototype.dispose = function (camera) {
  91486. var rttIndex = camera.getScene().customRenderTargets.indexOf(this._volumetricLightScatteringRTT);
  91487. if (rttIndex !== -1) {
  91488. camera.getScene().customRenderTargets.splice(rttIndex, 1);
  91489. }
  91490. this._volumetricLightScatteringRTT.dispose();
  91491. _super.prototype.dispose.call(this, camera);
  91492. };
  91493. /**
  91494. * Returns the render target texture used by the post-process
  91495. * @return the render target texture used by the post-process
  91496. */
  91497. VolumetricLightScatteringPostProcess.prototype.getPass = function () {
  91498. return this._volumetricLightScatteringRTT;
  91499. };
  91500. // Private methods
  91501. VolumetricLightScatteringPostProcess.prototype._meshExcluded = function (mesh) {
  91502. if (this.excludedMeshes.length > 0 && this.excludedMeshes.indexOf(mesh) !== -1) {
  91503. return true;
  91504. }
  91505. return false;
  91506. };
  91507. VolumetricLightScatteringPostProcess.prototype._createPass = function (scene, ratio) {
  91508. var _this = this;
  91509. var engine = scene.getEngine();
  91510. this._volumetricLightScatteringRTT = new BABYLON.RenderTargetTexture("volumetricLightScatteringMap", { width: engine.getRenderWidth() * ratio, height: engine.getRenderHeight() * ratio }, scene, false, true, BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT);
  91511. this._volumetricLightScatteringRTT.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  91512. this._volumetricLightScatteringRTT.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  91513. this._volumetricLightScatteringRTT.renderList = null;
  91514. this._volumetricLightScatteringRTT.renderParticles = false;
  91515. this._volumetricLightScatteringRTT.ignoreCameraViewport = true;
  91516. var camera = this.getCamera();
  91517. if (camera) {
  91518. camera.customRenderTargets.push(this._volumetricLightScatteringRTT);
  91519. }
  91520. else {
  91521. scene.customRenderTargets.push(this._volumetricLightScatteringRTT);
  91522. }
  91523. // Custom render function for submeshes
  91524. var renderSubMesh = function (subMesh) {
  91525. var mesh = subMesh.getRenderingMesh();
  91526. if (_this._meshExcluded(mesh)) {
  91527. return;
  91528. }
  91529. var material = subMesh.getMaterial();
  91530. if (!material) {
  91531. return;
  91532. }
  91533. var scene = mesh.getScene();
  91534. var engine = scene.getEngine();
  91535. // Culling
  91536. engine.setState(material.backFaceCulling);
  91537. // Managing instances
  91538. var batch = mesh._getInstancesRenderList(subMesh._id);
  91539. if (batch.mustReturn) {
  91540. return;
  91541. }
  91542. var hardwareInstancedRendering = (engine.getCaps().instancedArrays) && (batch.visibleInstances[subMesh._id] !== null);
  91543. if (_this._isReady(subMesh, hardwareInstancedRendering)) {
  91544. var effect = _this._volumetricLightScatteringPass;
  91545. if (mesh === _this.mesh) {
  91546. if (subMesh.effect) {
  91547. effect = subMesh.effect;
  91548. }
  91549. else {
  91550. effect = material.getEffect();
  91551. }
  91552. }
  91553. engine.enableEffect(effect);
  91554. mesh._bind(subMesh, effect, BABYLON.Material.TriangleFillMode);
  91555. if (mesh === _this.mesh) {
  91556. material.bind(mesh.getWorldMatrix(), mesh);
  91557. }
  91558. else {
  91559. _this._volumetricLightScatteringPass.setMatrix("viewProjection", scene.getTransformMatrix());
  91560. // Alpha test
  91561. if (material && material.needAlphaTesting()) {
  91562. var alphaTexture = material.getAlphaTestTexture();
  91563. _this._volumetricLightScatteringPass.setTexture("diffuseSampler", alphaTexture);
  91564. if (alphaTexture) {
  91565. _this._volumetricLightScatteringPass.setMatrix("diffuseMatrix", alphaTexture.getTextureMatrix());
  91566. }
  91567. }
  91568. // Bones
  91569. if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  91570. _this._volumetricLightScatteringPass.setMatrices("mBones", mesh.skeleton.getTransformMatrices(mesh));
  91571. }
  91572. }
  91573. // Draw
  91574. mesh._processRendering(subMesh, _this._volumetricLightScatteringPass, BABYLON.Material.TriangleFillMode, batch, hardwareInstancedRendering, function (isInstance, world) { return effect.setMatrix("world", world); });
  91575. }
  91576. };
  91577. // Render target texture callbacks
  91578. var savedSceneClearColor;
  91579. var sceneClearColor = new BABYLON.Color4(0.0, 0.0, 0.0, 1.0);
  91580. this._volumetricLightScatteringRTT.onBeforeRenderObservable.add(function () {
  91581. savedSceneClearColor = scene.clearColor;
  91582. scene.clearColor = sceneClearColor;
  91583. });
  91584. this._volumetricLightScatteringRTT.onAfterRenderObservable.add(function () {
  91585. scene.clearColor = savedSceneClearColor;
  91586. });
  91587. this._volumetricLightScatteringRTT.customRenderFunction = function (opaqueSubMeshes, alphaTestSubMeshes, transparentSubMeshes, depthOnlySubMeshes) {
  91588. var engine = scene.getEngine();
  91589. var index;
  91590. if (depthOnlySubMeshes.length) {
  91591. engine.setColorWrite(false);
  91592. for (index = 0; index < depthOnlySubMeshes.length; index++) {
  91593. renderSubMesh(depthOnlySubMeshes.data[index]);
  91594. }
  91595. engine.setColorWrite(true);
  91596. }
  91597. for (index = 0; index < opaqueSubMeshes.length; index++) {
  91598. renderSubMesh(opaqueSubMeshes.data[index]);
  91599. }
  91600. for (index = 0; index < alphaTestSubMeshes.length; index++) {
  91601. renderSubMesh(alphaTestSubMeshes.data[index]);
  91602. }
  91603. if (transparentSubMeshes.length) {
  91604. // Sort sub meshes
  91605. for (index = 0; index < transparentSubMeshes.length; index++) {
  91606. var submesh = transparentSubMeshes.data[index];
  91607. var boundingInfo = submesh.getBoundingInfo();
  91608. if (boundingInfo && scene.activeCamera) {
  91609. submesh._alphaIndex = submesh.getMesh().alphaIndex;
  91610. submesh._distanceToCamera = boundingInfo.boundingSphere.centerWorld.subtract(scene.activeCamera.position).length();
  91611. }
  91612. }
  91613. var sortedArray = transparentSubMeshes.data.slice(0, transparentSubMeshes.length);
  91614. sortedArray.sort(function (a, b) {
  91615. // Alpha index first
  91616. if (a._alphaIndex > b._alphaIndex) {
  91617. return 1;
  91618. }
  91619. if (a._alphaIndex < b._alphaIndex) {
  91620. return -1;
  91621. }
  91622. // Then distance to camera
  91623. if (a._distanceToCamera < b._distanceToCamera) {
  91624. return 1;
  91625. }
  91626. if (a._distanceToCamera > b._distanceToCamera) {
  91627. return -1;
  91628. }
  91629. return 0;
  91630. });
  91631. // Render sub meshes
  91632. engine.setAlphaMode(BABYLON.Engine.ALPHA_COMBINE);
  91633. for (index = 0; index < sortedArray.length; index++) {
  91634. renderSubMesh(sortedArray[index]);
  91635. }
  91636. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  91637. }
  91638. };
  91639. };
  91640. VolumetricLightScatteringPostProcess.prototype._updateMeshScreenCoordinates = function (scene) {
  91641. var transform = scene.getTransformMatrix();
  91642. var meshPosition;
  91643. if (this.useCustomMeshPosition) {
  91644. meshPosition = this.customMeshPosition;
  91645. }
  91646. else if (this.attachedNode) {
  91647. meshPosition = this.attachedNode.position;
  91648. }
  91649. else {
  91650. meshPosition = this.mesh.parent ? this.mesh.getAbsolutePosition() : this.mesh.position;
  91651. }
  91652. var pos = BABYLON.Vector3.Project(meshPosition, BABYLON.Matrix.Identity(), transform, this._viewPort);
  91653. this._screenCoordinates.x = pos.x / this._viewPort.width;
  91654. this._screenCoordinates.y = pos.y / this._viewPort.height;
  91655. if (this.invert) {
  91656. this._screenCoordinates.y = 1.0 - this._screenCoordinates.y;
  91657. }
  91658. };
  91659. // Static methods
  91660. /**
  91661. * Creates a default mesh for the Volumeric Light Scattering post-process
  91662. * @param name The mesh name
  91663. * @param scene The scene where to create the mesh
  91664. * @return the default mesh
  91665. */
  91666. VolumetricLightScatteringPostProcess.CreateDefaultMesh = function (name, scene) {
  91667. var mesh = BABYLON.Mesh.CreatePlane(name, 1, scene);
  91668. mesh.billboardMode = BABYLON.AbstractMesh.BILLBOARDMODE_ALL;
  91669. var material = new BABYLON.StandardMaterial(name + "Material", scene);
  91670. material.emissiveColor = new BABYLON.Color3(1, 1, 1);
  91671. mesh.material = material;
  91672. return mesh;
  91673. };
  91674. __decorate([
  91675. BABYLON.serializeAsVector3()
  91676. ], VolumetricLightScatteringPostProcess.prototype, "customMeshPosition", void 0);
  91677. __decorate([
  91678. BABYLON.serialize()
  91679. ], VolumetricLightScatteringPostProcess.prototype, "useCustomMeshPosition", void 0);
  91680. __decorate([
  91681. BABYLON.serialize()
  91682. ], VolumetricLightScatteringPostProcess.prototype, "invert", void 0);
  91683. __decorate([
  91684. BABYLON.serializeAsMeshReference()
  91685. ], VolumetricLightScatteringPostProcess.prototype, "mesh", void 0);
  91686. __decorate([
  91687. BABYLON.serialize()
  91688. ], VolumetricLightScatteringPostProcess.prototype, "excludedMeshes", void 0);
  91689. __decorate([
  91690. BABYLON.serialize()
  91691. ], VolumetricLightScatteringPostProcess.prototype, "exposure", void 0);
  91692. __decorate([
  91693. BABYLON.serialize()
  91694. ], VolumetricLightScatteringPostProcess.prototype, "decay", void 0);
  91695. __decorate([
  91696. BABYLON.serialize()
  91697. ], VolumetricLightScatteringPostProcess.prototype, "weight", void 0);
  91698. __decorate([
  91699. BABYLON.serialize()
  91700. ], VolumetricLightScatteringPostProcess.prototype, "density", void 0);
  91701. return VolumetricLightScatteringPostProcess;
  91702. }(BABYLON.PostProcess));
  91703. BABYLON.VolumetricLightScatteringPostProcess = VolumetricLightScatteringPostProcess;
  91704. })(BABYLON || (BABYLON = {}));
  91705. //# sourceMappingURL=babylon.volumetricLightScatteringPostProcess.js.map
  91706. var BABYLON;
  91707. (function (BABYLON) {
  91708. /**
  91709. *
  91710. * This post-process allows the modification of rendered colors by using
  91711. * a 'look-up table' (LUT). This effect is also called Color Grading.
  91712. *
  91713. * The object needs to be provided an url to a texture containing the color
  91714. * look-up table: the texture must be 256 pixels wide and 16 pixels high.
  91715. * Use an image editing software to tweak the LUT to match your needs.
  91716. *
  91717. * For an example of a color LUT, see here:
  91718. * @see http://udn.epicgames.com/Three/rsrc/Three/ColorGrading/RGBTable16x1.png
  91719. * For explanations on color grading, see here:
  91720. * @see http://udn.epicgames.com/Three/ColorGrading.html
  91721. *
  91722. */
  91723. var ColorCorrectionPostProcess = /** @class */ (function (_super) {
  91724. __extends(ColorCorrectionPostProcess, _super);
  91725. function ColorCorrectionPostProcess(name, colorTableUrl, options, camera, samplingMode, engine, reusable) {
  91726. var _this = _super.call(this, name, 'colorCorrection', null, ['colorTable'], options, camera, samplingMode, engine, reusable) || this;
  91727. _this._colorTableTexture = new BABYLON.Texture(colorTableUrl, camera.getScene(), true, false, BABYLON.Texture.TRILINEAR_SAMPLINGMODE);
  91728. _this._colorTableTexture.anisotropicFilteringLevel = 1;
  91729. _this._colorTableTexture.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  91730. _this._colorTableTexture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  91731. _this.onApply = function (effect) {
  91732. effect.setTexture("colorTable", _this._colorTableTexture);
  91733. };
  91734. return _this;
  91735. }
  91736. return ColorCorrectionPostProcess;
  91737. }(BABYLON.PostProcess));
  91738. BABYLON.ColorCorrectionPostProcess = ColorCorrectionPostProcess;
  91739. })(BABYLON || (BABYLON = {}));
  91740. //# sourceMappingURL=babylon.colorCorrectionPostProcess.js.map
  91741. var BABYLON;
  91742. (function (BABYLON) {
  91743. /** Defines operator used for tonemapping */
  91744. var TonemappingOperator;
  91745. (function (TonemappingOperator) {
  91746. /** Hable */
  91747. TonemappingOperator[TonemappingOperator["Hable"] = 0] = "Hable";
  91748. /** Reinhard */
  91749. TonemappingOperator[TonemappingOperator["Reinhard"] = 1] = "Reinhard";
  91750. /** HejiDawson */
  91751. TonemappingOperator[TonemappingOperator["HejiDawson"] = 2] = "HejiDawson";
  91752. /** Photographic */
  91753. TonemappingOperator[TonemappingOperator["Photographic"] = 3] = "Photographic";
  91754. })(TonemappingOperator = BABYLON.TonemappingOperator || (BABYLON.TonemappingOperator = {}));
  91755. /**
  91756. * Defines a post process to apply tone mapping
  91757. */
  91758. var TonemapPostProcess = /** @class */ (function (_super) {
  91759. __extends(TonemapPostProcess, _super);
  91760. /**
  91761. * Creates a new TonemapPostProcess
  91762. * @param name defines the name of the postprocess
  91763. * @param _operator defines the operator to use
  91764. * @param exposureAdjustment defines the required exposure adjustement
  91765. * @param camera defines the camera to use (can be null)
  91766. * @param samplingMode defines the required sampling mode (BABYLON.Texture.BILINEAR_SAMPLINGMODE by default)
  91767. * @param engine defines the hosting engine (can be ignore if camera is set)
  91768. * @param textureFormat defines the texture format to use (BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT by default)
  91769. */
  91770. function TonemapPostProcess(name, _operator,
  91771. /** Defines the required exposure adjustement */
  91772. exposureAdjustment, camera, samplingMode, engine, textureFormat) {
  91773. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.BILINEAR_SAMPLINGMODE; }
  91774. if (textureFormat === void 0) { textureFormat = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  91775. var _this = _super.call(this, name, "tonemap", ["_ExposureAdjustment"], null, 1.0, camera, samplingMode, engine, true, null, textureFormat) || this;
  91776. _this._operator = _operator;
  91777. _this.exposureAdjustment = exposureAdjustment;
  91778. var defines = "#define ";
  91779. if (_this._operator === TonemappingOperator.Hable) {
  91780. defines += "HABLE_TONEMAPPING";
  91781. }
  91782. else if (_this._operator === TonemappingOperator.Reinhard) {
  91783. defines += "REINHARD_TONEMAPPING";
  91784. }
  91785. else if (_this._operator === TonemappingOperator.HejiDawson) {
  91786. defines += "OPTIMIZED_HEJIDAWSON_TONEMAPPING";
  91787. }
  91788. else if (_this._operator === TonemappingOperator.Photographic) {
  91789. defines += "PHOTOGRAPHIC_TONEMAPPING";
  91790. }
  91791. //sadly a second call to create the effect.
  91792. _this.updateEffect(defines);
  91793. _this.onApply = function (effect) {
  91794. effect.setFloat("_ExposureAdjustment", _this.exposureAdjustment);
  91795. };
  91796. return _this;
  91797. }
  91798. return TonemapPostProcess;
  91799. }(BABYLON.PostProcess));
  91800. BABYLON.TonemapPostProcess = TonemapPostProcess;
  91801. })(BABYLON || (BABYLON = {}));
  91802. //# sourceMappingURL=babylon.tonemapPostProcess.js.map
  91803. var BABYLON;
  91804. (function (BABYLON) {
  91805. /**
  91806. * DisplayPassPostProcess which produces an output the same as it's input
  91807. */
  91808. var DisplayPassPostProcess = /** @class */ (function (_super) {
  91809. __extends(DisplayPassPostProcess, _super);
  91810. /**
  91811. * Creates the DisplayPassPostProcess
  91812. * @param name The name of the effect.
  91813. * @param options The required width/height ratio to downsize to before computing the render pass.
  91814. * @param camera The camera to apply the render pass to.
  91815. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  91816. * @param engine The engine which the post process will be applied. (default: current engine)
  91817. * @param reusable If the post process can be reused on the same frame. (default: false)
  91818. */
  91819. function DisplayPassPostProcess(name, options, camera, samplingMode, engine, reusable) {
  91820. return _super.call(this, name, "displayPass", ["passSampler"], ["passSampler"], options, camera, samplingMode, engine, reusable) || this;
  91821. }
  91822. return DisplayPassPostProcess;
  91823. }(BABYLON.PostProcess));
  91824. BABYLON.DisplayPassPostProcess = DisplayPassPostProcess;
  91825. })(BABYLON || (BABYLON = {}));
  91826. //# sourceMappingURL=babylon.displayPassPostProcess.js.map
  91827. var BABYLON;
  91828. (function (BABYLON) {
  91829. /**
  91830. * Extracts highlights from the image
  91831. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  91832. */
  91833. var HighlightsPostProcess = /** @class */ (function (_super) {
  91834. __extends(HighlightsPostProcess, _super);
  91835. /**
  91836. * Extracts highlights from the image
  91837. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  91838. * @param name The name of the effect.
  91839. * @param options The required width/height ratio to downsize to before computing the render pass.
  91840. * @param camera The camera to apply the render pass to.
  91841. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  91842. * @param engine The engine which the post process will be applied. (default: current engine)
  91843. * @param reusable If the post process can be reused on the same frame. (default: false)
  91844. * @param textureType Type of texture for the post process (default: Engine.TEXTURETYPE_UNSIGNED_INT)
  91845. */
  91846. function HighlightsPostProcess(name, options, camera, samplingMode, engine, reusable, textureType) {
  91847. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  91848. return _super.call(this, name, "highlights", null, null, options, camera, samplingMode, engine, reusable, null, textureType) || this;
  91849. }
  91850. return HighlightsPostProcess;
  91851. }(BABYLON.PostProcess));
  91852. BABYLON.HighlightsPostProcess = HighlightsPostProcess;
  91853. })(BABYLON || (BABYLON = {}));
  91854. //# sourceMappingURL=babylon.highlightsPostProcess.js.map
  91855. var BABYLON;
  91856. (function (BABYLON) {
  91857. /**
  91858. * ImageProcessingPostProcess
  91859. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#imageprocessing
  91860. */
  91861. var ImageProcessingPostProcess = /** @class */ (function (_super) {
  91862. __extends(ImageProcessingPostProcess, _super);
  91863. function ImageProcessingPostProcess(name, options, camera, samplingMode, engine, reusable, textureType, imageProcessingConfiguration) {
  91864. if (camera === void 0) { camera = null; }
  91865. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  91866. var _this = _super.call(this, name, "imageProcessing", [], [], options, camera, samplingMode, engine, reusable, null, textureType, "postprocess", null, true) || this;
  91867. _this._fromLinearSpace = true;
  91868. /**
  91869. * Defines cache preventing GC.
  91870. */
  91871. _this._defines = {
  91872. IMAGEPROCESSING: false,
  91873. VIGNETTE: false,
  91874. VIGNETTEBLENDMODEMULTIPLY: false,
  91875. VIGNETTEBLENDMODEOPAQUE: false,
  91876. TONEMAPPING: false,
  91877. TONEMAPPING_ACES: false,
  91878. CONTRAST: false,
  91879. COLORCURVES: false,
  91880. COLORGRADING: false,
  91881. COLORGRADING3D: false,
  91882. FROMLINEARSPACE: false,
  91883. SAMPLER3DGREENDEPTH: false,
  91884. SAMPLER3DBGRMAP: false,
  91885. IMAGEPROCESSINGPOSTPROCESS: false,
  91886. EXPOSURE: false,
  91887. };
  91888. // Setup the configuration as forced by the constructor. This would then not force the
  91889. // scene materials output in linear space and let untouched the default forward pass.
  91890. if (imageProcessingConfiguration) {
  91891. imageProcessingConfiguration.applyByPostProcess = true;
  91892. _this._attachImageProcessingConfiguration(imageProcessingConfiguration, true);
  91893. // This will cause the shader to be compiled
  91894. _this.fromLinearSpace = false;
  91895. }
  91896. // Setup the default processing configuration to the scene.
  91897. else {
  91898. _this._attachImageProcessingConfiguration(null, true);
  91899. _this.imageProcessingConfiguration.applyByPostProcess = true;
  91900. }
  91901. _this.onApply = function (effect) {
  91902. _this.imageProcessingConfiguration.bind(effect, _this.aspectRatio);
  91903. };
  91904. return _this;
  91905. }
  91906. Object.defineProperty(ImageProcessingPostProcess.prototype, "imageProcessingConfiguration", {
  91907. /**
  91908. * Gets the image processing configuration used either in this material.
  91909. */
  91910. get: function () {
  91911. return this._imageProcessingConfiguration;
  91912. },
  91913. /**
  91914. * Sets the Default image processing configuration used either in the this material.
  91915. *
  91916. * If sets to null, the scene one is in use.
  91917. */
  91918. set: function (value) {
  91919. this._attachImageProcessingConfiguration(value);
  91920. },
  91921. enumerable: true,
  91922. configurable: true
  91923. });
  91924. /**
  91925. * Attaches a new image processing configuration to the PBR Material.
  91926. * @param configuration
  91927. */
  91928. ImageProcessingPostProcess.prototype._attachImageProcessingConfiguration = function (configuration, doNotBuild) {
  91929. var _this = this;
  91930. if (doNotBuild === void 0) { doNotBuild = false; }
  91931. if (configuration === this._imageProcessingConfiguration) {
  91932. return;
  91933. }
  91934. // Detaches observer.
  91935. if (this._imageProcessingConfiguration && this._imageProcessingObserver) {
  91936. this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);
  91937. }
  91938. // Pick the scene configuration if needed.
  91939. if (!configuration) {
  91940. var scene = null;
  91941. var engine = this.getEngine();
  91942. var camera = this.getCamera();
  91943. if (camera) {
  91944. scene = camera.getScene();
  91945. }
  91946. else if (engine && engine.scenes) {
  91947. var scenes = engine.scenes;
  91948. scene = scenes[scenes.length - 1];
  91949. }
  91950. else {
  91951. scene = BABYLON.Engine.LastCreatedScene;
  91952. }
  91953. this._imageProcessingConfiguration = scene.imageProcessingConfiguration;
  91954. }
  91955. else {
  91956. this._imageProcessingConfiguration = configuration;
  91957. }
  91958. // Attaches observer.
  91959. if (this._imageProcessingConfiguration) {
  91960. this._imageProcessingObserver = this._imageProcessingConfiguration.onUpdateParameters.add(function (conf) {
  91961. _this._updateParameters();
  91962. });
  91963. }
  91964. // Ensure the effect will be rebuilt.
  91965. if (!doNotBuild) {
  91966. this._updateParameters();
  91967. }
  91968. };
  91969. Object.defineProperty(ImageProcessingPostProcess.prototype, "colorCurves", {
  91970. /**
  91971. * Gets Color curves setup used in the effect if colorCurvesEnabled is set to true .
  91972. */
  91973. get: function () {
  91974. return this.imageProcessingConfiguration.colorCurves;
  91975. },
  91976. /**
  91977. * Sets Color curves setup used in the effect if colorCurvesEnabled is set to true .
  91978. */
  91979. set: function (value) {
  91980. this.imageProcessingConfiguration.colorCurves = value;
  91981. },
  91982. enumerable: true,
  91983. configurable: true
  91984. });
  91985. Object.defineProperty(ImageProcessingPostProcess.prototype, "colorCurvesEnabled", {
  91986. /**
  91987. * Gets wether the color curves effect is enabled.
  91988. */
  91989. get: function () {
  91990. return this.imageProcessingConfiguration.colorCurvesEnabled;
  91991. },
  91992. /**
  91993. * Sets wether the color curves effect is enabled.
  91994. */
  91995. set: function (value) {
  91996. this.imageProcessingConfiguration.colorCurvesEnabled = value;
  91997. },
  91998. enumerable: true,
  91999. configurable: true
  92000. });
  92001. Object.defineProperty(ImageProcessingPostProcess.prototype, "colorGradingTexture", {
  92002. /**
  92003. * Gets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.
  92004. */
  92005. get: function () {
  92006. return this.imageProcessingConfiguration.colorGradingTexture;
  92007. },
  92008. /**
  92009. * Sets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.
  92010. */
  92011. set: function (value) {
  92012. this.imageProcessingConfiguration.colorGradingTexture = value;
  92013. },
  92014. enumerable: true,
  92015. configurable: true
  92016. });
  92017. Object.defineProperty(ImageProcessingPostProcess.prototype, "colorGradingEnabled", {
  92018. /**
  92019. * Gets wether the color grading effect is enabled.
  92020. */
  92021. get: function () {
  92022. return this.imageProcessingConfiguration.colorGradingEnabled;
  92023. },
  92024. /**
  92025. * Gets wether the color grading effect is enabled.
  92026. */
  92027. set: function (value) {
  92028. this.imageProcessingConfiguration.colorGradingEnabled = value;
  92029. },
  92030. enumerable: true,
  92031. configurable: true
  92032. });
  92033. Object.defineProperty(ImageProcessingPostProcess.prototype, "exposure", {
  92034. /**
  92035. * Gets exposure used in the effect.
  92036. */
  92037. get: function () {
  92038. return this.imageProcessingConfiguration.exposure;
  92039. },
  92040. /**
  92041. * Sets exposure used in the effect.
  92042. */
  92043. set: function (value) {
  92044. this.imageProcessingConfiguration.exposure = value;
  92045. },
  92046. enumerable: true,
  92047. configurable: true
  92048. });
  92049. Object.defineProperty(ImageProcessingPostProcess.prototype, "toneMappingEnabled", {
  92050. /**
  92051. * Gets wether tonemapping is enabled or not.
  92052. */
  92053. get: function () {
  92054. return this._imageProcessingConfiguration.toneMappingEnabled;
  92055. },
  92056. /**
  92057. * Sets wether tonemapping is enabled or not
  92058. */
  92059. set: function (value) {
  92060. this._imageProcessingConfiguration.toneMappingEnabled = value;
  92061. },
  92062. enumerable: true,
  92063. configurable: true
  92064. });
  92065. Object.defineProperty(ImageProcessingPostProcess.prototype, "contrast", {
  92066. /**
  92067. * Gets contrast used in the effect.
  92068. */
  92069. get: function () {
  92070. return this.imageProcessingConfiguration.contrast;
  92071. },
  92072. /**
  92073. * Sets contrast used in the effect.
  92074. */
  92075. set: function (value) {
  92076. this.imageProcessingConfiguration.contrast = value;
  92077. },
  92078. enumerable: true,
  92079. configurable: true
  92080. });
  92081. Object.defineProperty(ImageProcessingPostProcess.prototype, "vignetteStretch", {
  92082. /**
  92083. * Gets Vignette stretch size.
  92084. */
  92085. get: function () {
  92086. return this.imageProcessingConfiguration.vignetteStretch;
  92087. },
  92088. /**
  92089. * Sets Vignette stretch size.
  92090. */
  92091. set: function (value) {
  92092. this.imageProcessingConfiguration.vignetteStretch = value;
  92093. },
  92094. enumerable: true,
  92095. configurable: true
  92096. });
  92097. Object.defineProperty(ImageProcessingPostProcess.prototype, "vignetteCentreX", {
  92098. /**
  92099. * Gets Vignette centre X Offset.
  92100. */
  92101. get: function () {
  92102. return this.imageProcessingConfiguration.vignetteCentreX;
  92103. },
  92104. /**
  92105. * Sets Vignette centre X Offset.
  92106. */
  92107. set: function (value) {
  92108. this.imageProcessingConfiguration.vignetteCentreX = value;
  92109. },
  92110. enumerable: true,
  92111. configurable: true
  92112. });
  92113. Object.defineProperty(ImageProcessingPostProcess.prototype, "vignetteCentreY", {
  92114. /**
  92115. * Gets Vignette centre Y Offset.
  92116. */
  92117. get: function () {
  92118. return this.imageProcessingConfiguration.vignetteCentreY;
  92119. },
  92120. /**
  92121. * Sets Vignette centre Y Offset.
  92122. */
  92123. set: function (value) {
  92124. this.imageProcessingConfiguration.vignetteCentreY = value;
  92125. },
  92126. enumerable: true,
  92127. configurable: true
  92128. });
  92129. Object.defineProperty(ImageProcessingPostProcess.prototype, "vignetteWeight", {
  92130. /**
  92131. * Gets Vignette weight or intensity of the vignette effect.
  92132. */
  92133. get: function () {
  92134. return this.imageProcessingConfiguration.vignetteWeight;
  92135. },
  92136. /**
  92137. * Sets Vignette weight or intensity of the vignette effect.
  92138. */
  92139. set: function (value) {
  92140. this.imageProcessingConfiguration.vignetteWeight = value;
  92141. },
  92142. enumerable: true,
  92143. configurable: true
  92144. });
  92145. Object.defineProperty(ImageProcessingPostProcess.prototype, "vignetteColor", {
  92146. /**
  92147. * Gets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  92148. * if vignetteEnabled is set to true.
  92149. */
  92150. get: function () {
  92151. return this.imageProcessingConfiguration.vignetteColor;
  92152. },
  92153. /**
  92154. * Sets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  92155. * if vignetteEnabled is set to true.
  92156. */
  92157. set: function (value) {
  92158. this.imageProcessingConfiguration.vignetteColor = value;
  92159. },
  92160. enumerable: true,
  92161. configurable: true
  92162. });
  92163. Object.defineProperty(ImageProcessingPostProcess.prototype, "vignetteCameraFov", {
  92164. /**
  92165. * Gets Camera field of view used by the Vignette effect.
  92166. */
  92167. get: function () {
  92168. return this.imageProcessingConfiguration.vignetteCameraFov;
  92169. },
  92170. /**
  92171. * Sets Camera field of view used by the Vignette effect.
  92172. */
  92173. set: function (value) {
  92174. this.imageProcessingConfiguration.vignetteCameraFov = value;
  92175. },
  92176. enumerable: true,
  92177. configurable: true
  92178. });
  92179. Object.defineProperty(ImageProcessingPostProcess.prototype, "vignetteBlendMode", {
  92180. /**
  92181. * Gets the vignette blend mode allowing different kind of effect.
  92182. */
  92183. get: function () {
  92184. return this.imageProcessingConfiguration.vignetteBlendMode;
  92185. },
  92186. /**
  92187. * Sets the vignette blend mode allowing different kind of effect.
  92188. */
  92189. set: function (value) {
  92190. this.imageProcessingConfiguration.vignetteBlendMode = value;
  92191. },
  92192. enumerable: true,
  92193. configurable: true
  92194. });
  92195. Object.defineProperty(ImageProcessingPostProcess.prototype, "vignetteEnabled", {
  92196. /**
  92197. * Gets wether the vignette effect is enabled.
  92198. */
  92199. get: function () {
  92200. return this.imageProcessingConfiguration.vignetteEnabled;
  92201. },
  92202. /**
  92203. * Sets wether the vignette effect is enabled.
  92204. */
  92205. set: function (value) {
  92206. this.imageProcessingConfiguration.vignetteEnabled = value;
  92207. },
  92208. enumerable: true,
  92209. configurable: true
  92210. });
  92211. Object.defineProperty(ImageProcessingPostProcess.prototype, "fromLinearSpace", {
  92212. /**
  92213. * Gets wether the input of the processing is in Gamma or Linear Space.
  92214. */
  92215. get: function () {
  92216. return this._fromLinearSpace;
  92217. },
  92218. /**
  92219. * Sets wether the input of the processing is in Gamma or Linear Space.
  92220. */
  92221. set: function (value) {
  92222. if (this._fromLinearSpace === value) {
  92223. return;
  92224. }
  92225. this._fromLinearSpace = value;
  92226. this._updateParameters();
  92227. },
  92228. enumerable: true,
  92229. configurable: true
  92230. });
  92231. /**
  92232. * "ImageProcessingPostProcess"
  92233. * @returns "ImageProcessingPostProcess"
  92234. */
  92235. ImageProcessingPostProcess.prototype.getClassName = function () {
  92236. return "ImageProcessingPostProcess";
  92237. };
  92238. ImageProcessingPostProcess.prototype._updateParameters = function () {
  92239. this._defines.FROMLINEARSPACE = this._fromLinearSpace;
  92240. this.imageProcessingConfiguration.prepareDefines(this._defines, true);
  92241. var defines = "";
  92242. for (var define in this._defines) {
  92243. if (this._defines[define]) {
  92244. defines += "#define " + define + ";\r\n";
  92245. }
  92246. }
  92247. var samplers = ["textureSampler"];
  92248. var uniforms = ["scale"];
  92249. if (BABYLON.ImageProcessingConfiguration) {
  92250. BABYLON.ImageProcessingConfiguration.PrepareSamplers(samplers, this._defines);
  92251. BABYLON.ImageProcessingConfiguration.PrepareUniforms(uniforms, this._defines);
  92252. }
  92253. this.updateEffect(defines, uniforms, samplers);
  92254. };
  92255. ImageProcessingPostProcess.prototype.dispose = function (camera) {
  92256. _super.prototype.dispose.call(this, camera);
  92257. if (this._imageProcessingConfiguration && this._imageProcessingObserver) {
  92258. this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);
  92259. }
  92260. if (this._imageProcessingConfiguration) {
  92261. this.imageProcessingConfiguration.applyByPostProcess = false;
  92262. }
  92263. };
  92264. __decorate([
  92265. BABYLON.serialize()
  92266. ], ImageProcessingPostProcess.prototype, "_fromLinearSpace", void 0);
  92267. return ImageProcessingPostProcess;
  92268. }(BABYLON.PostProcess));
  92269. BABYLON.ImageProcessingPostProcess = ImageProcessingPostProcess;
  92270. })(BABYLON || (BABYLON = {}));
  92271. //# sourceMappingURL=babylon.imageProcessingPostProcess.js.map
  92272. var BABYLON;
  92273. (function (BABYLON) {
  92274. /**
  92275. * The Motion Blur Post Process which blurs an image based on the objects velocity in scene.
  92276. * Velocity can be affected by each object's rotation, position and scale depending on the transformation speed.
  92277. * As an example, all you have to do is to create the post-process:
  92278. * var mb = new BABYLON.MotionBlurPostProcess(
  92279. * 'mb', // The name of the effect.
  92280. * scene, // The scene containing the objects to blur according to their velocity.
  92281. * 1.0, // The required width/height ratio to downsize to before computing the render pass.
  92282. * camera // The camera to apply the render pass to.
  92283. * );
  92284. * Then, all objects moving, rotating and/or scaling will be blurred depending on the transformation speed.
  92285. */
  92286. var MotionBlurPostProcess = /** @class */ (function (_super) {
  92287. __extends(MotionBlurPostProcess, _super);
  92288. /**
  92289. * Creates a new instance MotionBlurPostProcess
  92290. * @param name The name of the effect.
  92291. * @param scene The scene containing the objects to blur according to their velocity.
  92292. * @param options The required width/height ratio to downsize to before computing the render pass.
  92293. * @param camera The camera to apply the render pass to.
  92294. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  92295. * @param engine The engine which the post process will be applied. (default: current engine)
  92296. * @param reusable If the post process can be reused on the same frame. (default: false)
  92297. * @param textureType Type of textures used when performing the post process. (default: 0)
  92298. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  92299. */
  92300. function MotionBlurPostProcess(name, scene, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  92301. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  92302. if (blockCompilation === void 0) { blockCompilation = false; }
  92303. var _this = _super.call(this, name, "motionBlur", ["motionStrength", "motionScale", "screenSize"], ["velocitySampler"], options, camera, samplingMode, engine, reusable, "#define GEOMETRY_SUPPORTED\n#define SAMPLES 64.0", textureType, undefined, null, blockCompilation) || this;
  92304. /**
  92305. * Defines how much the image is blurred by the movement. Default value is equal to 1
  92306. */
  92307. _this.motionStrength = 1;
  92308. _this._motionBlurSamples = 32;
  92309. _this._geometryBufferRenderer = scene.enableGeometryBufferRenderer();
  92310. if (!_this._geometryBufferRenderer) {
  92311. // Geometry buffer renderer is not supported. So, work as a passthrough.
  92312. BABYLON.Tools.Warn("Multiple Render Target support needed to compute object based motion blur");
  92313. _this.updateEffect();
  92314. }
  92315. else {
  92316. // Geometry buffer renderer is supported.
  92317. _this._geometryBufferRenderer.enableVelocity = true;
  92318. _this.onApply = function (effect) {
  92319. effect.setVector2("screenSize", new BABYLON.Vector2(_this.width, _this.height));
  92320. effect.setFloat("motionScale", scene.getAnimationRatio());
  92321. effect.setFloat("motionStrength", _this.motionStrength);
  92322. if (_this._geometryBufferRenderer) {
  92323. var velocityIndex = _this._geometryBufferRenderer.getTextureIndex(BABYLON.GeometryBufferRenderer.VELOCITY_TEXTURE_TYPE);
  92324. effect.setTexture("velocitySampler", _this._geometryBufferRenderer.getGBuffer().textures[velocityIndex]);
  92325. }
  92326. };
  92327. }
  92328. return _this;
  92329. }
  92330. Object.defineProperty(MotionBlurPostProcess.prototype, "motionBlurSamples", {
  92331. /**
  92332. * Gets the number of iterations are used for motion blur quality. Default value is equal to 32
  92333. */
  92334. get: function () {
  92335. return this._motionBlurSamples;
  92336. },
  92337. /**
  92338. * Sets the number of iterations to be used for motion blur quality
  92339. */
  92340. set: function (samples) {
  92341. this._motionBlurSamples = samples;
  92342. if (this._geometryBufferRenderer) {
  92343. this.updateEffect("#define GEOMETRY_SUPPORTED\n#define SAMPLES " + samples.toFixed(1));
  92344. }
  92345. },
  92346. enumerable: true,
  92347. configurable: true
  92348. });
  92349. /**
  92350. * Disposes the post process.
  92351. * @param camera The camera to dispose the post process on.
  92352. */
  92353. MotionBlurPostProcess.prototype.dispose = function (camera) {
  92354. if (this._geometryBufferRenderer) {
  92355. // Clear previous transformation matrices dictionary used to compute objects velocities
  92356. this._geometryBufferRenderer._previousTransformationMatrices = {};
  92357. }
  92358. _super.prototype.dispose.call(this, camera);
  92359. };
  92360. return MotionBlurPostProcess;
  92361. }(BABYLON.PostProcess));
  92362. BABYLON.MotionBlurPostProcess = MotionBlurPostProcess;
  92363. })(BABYLON || (BABYLON = {}));
  92364. //# sourceMappingURL=babylon.motionBlurPostProcess.js.map
  92365. var BABYLON;
  92366. (function (BABYLON) {
  92367. /**
  92368. * Class used to store bone information
  92369. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  92370. */
  92371. var Bone = /** @class */ (function (_super) {
  92372. __extends(Bone, _super);
  92373. /**
  92374. * Create a new bone
  92375. * @param name defines the bone name
  92376. * @param skeleton defines the parent skeleton
  92377. * @param parentBone defines the parent (can be null if the bone is the root)
  92378. * @param localMatrix defines the local matrix
  92379. * @param restPose defines the rest pose matrix
  92380. * @param baseMatrix defines the base matrix
  92381. * @param index defines index of the bone in the hiearchy
  92382. */
  92383. function Bone(
  92384. /**
  92385. * defines the bone name
  92386. */
  92387. name, skeleton, parentBone, localMatrix, restPose, baseMatrix, index) {
  92388. if (parentBone === void 0) { parentBone = null; }
  92389. if (localMatrix === void 0) { localMatrix = null; }
  92390. if (restPose === void 0) { restPose = null; }
  92391. if (baseMatrix === void 0) { baseMatrix = null; }
  92392. if (index === void 0) { index = null; }
  92393. var _this = _super.call(this, name, skeleton.getScene(), false) || this;
  92394. _this.name = name;
  92395. /**
  92396. * Gets the list of child bones
  92397. */
  92398. _this.children = new Array();
  92399. /** Gets the animations associated with this bone */
  92400. _this.animations = new Array();
  92401. /**
  92402. * @hidden Internal only
  92403. * Set this value to map this bone to a different index in the transform matrices
  92404. * Set this value to -1 to exclude the bone from the transform matrices
  92405. */
  92406. _this._index = null;
  92407. _this._absoluteTransform = new BABYLON.Matrix();
  92408. _this._invertedAbsoluteTransform = new BABYLON.Matrix();
  92409. _this._scalingDeterminant = 1;
  92410. _this._worldTransform = new BABYLON.Matrix();
  92411. _this._needToDecompose = true;
  92412. _this._needToCompose = false;
  92413. /** @hidden */
  92414. _this._linkedTransformNode = null;
  92415. _this._skeleton = skeleton;
  92416. _this._localMatrix = localMatrix ? localMatrix.clone() : BABYLON.Matrix.Identity();
  92417. _this._restPose = restPose ? restPose : _this._localMatrix.clone();
  92418. _this._baseMatrix = baseMatrix ? baseMatrix : _this._localMatrix.clone();
  92419. _this._index = index;
  92420. skeleton.bones.push(_this);
  92421. _this.setParent(parentBone, false);
  92422. if (baseMatrix || localMatrix) {
  92423. _this._updateDifferenceMatrix();
  92424. }
  92425. return _this;
  92426. }
  92427. Object.defineProperty(Bone.prototype, "_matrix", {
  92428. /** @hidden */
  92429. get: function () {
  92430. this._compose();
  92431. return this._localMatrix;
  92432. },
  92433. /** @hidden */
  92434. set: function (value) {
  92435. this._localMatrix.copyFrom(value);
  92436. this._needToDecompose = true;
  92437. },
  92438. enumerable: true,
  92439. configurable: true
  92440. });
  92441. // Members
  92442. /**
  92443. * Gets the parent skeleton
  92444. * @returns a skeleton
  92445. */
  92446. Bone.prototype.getSkeleton = function () {
  92447. return this._skeleton;
  92448. };
  92449. /**
  92450. * Gets parent bone
  92451. * @returns a bone or null if the bone is the root of the bone hierarchy
  92452. */
  92453. Bone.prototype.getParent = function () {
  92454. return this._parent;
  92455. };
  92456. /**
  92457. * Sets the parent bone
  92458. * @param parent defines the parent (can be null if the bone is the root)
  92459. * @param updateDifferenceMatrix defines if the difference matrix must be updated
  92460. */
  92461. Bone.prototype.setParent = function (parent, updateDifferenceMatrix) {
  92462. if (updateDifferenceMatrix === void 0) { updateDifferenceMatrix = true; }
  92463. if (this._parent === parent) {
  92464. return;
  92465. }
  92466. if (this._parent) {
  92467. var index = this._parent.children.indexOf(this);
  92468. if (index !== -1) {
  92469. this._parent.children.splice(index, 1);
  92470. }
  92471. }
  92472. this._parent = parent;
  92473. if (this._parent) {
  92474. this._parent.children.push(this);
  92475. }
  92476. if (updateDifferenceMatrix) {
  92477. this._updateDifferenceMatrix();
  92478. }
  92479. this.markAsDirty();
  92480. };
  92481. /**
  92482. * Gets the local matrix
  92483. * @returns a matrix
  92484. */
  92485. Bone.prototype.getLocalMatrix = function () {
  92486. this._compose();
  92487. return this._localMatrix;
  92488. };
  92489. /**
  92490. * Gets the base matrix (initial matrix which remains unchanged)
  92491. * @returns a matrix
  92492. */
  92493. Bone.prototype.getBaseMatrix = function () {
  92494. return this._baseMatrix;
  92495. };
  92496. /**
  92497. * Gets the rest pose matrix
  92498. * @returns a matrix
  92499. */
  92500. Bone.prototype.getRestPose = function () {
  92501. return this._restPose;
  92502. };
  92503. /**
  92504. * Gets a matrix used to store world matrix (ie. the matrix sent to shaders)
  92505. */
  92506. Bone.prototype.getWorldMatrix = function () {
  92507. return this._worldTransform;
  92508. };
  92509. /**
  92510. * Sets the local matrix to rest pose matrix
  92511. */
  92512. Bone.prototype.returnToRest = function () {
  92513. this.updateMatrix(this._restPose.clone());
  92514. };
  92515. /**
  92516. * Gets the inverse of the absolute transform matrix.
  92517. * This matrix will be multiplied by local matrix to get the difference matrix (ie. the difference between original state and current state)
  92518. * @returns a matrix
  92519. */
  92520. Bone.prototype.getInvertedAbsoluteTransform = function () {
  92521. return this._invertedAbsoluteTransform;
  92522. };
  92523. /**
  92524. * Gets the absolute transform matrix (ie base matrix * parent world matrix)
  92525. * @returns a matrix
  92526. */
  92527. Bone.prototype.getAbsoluteTransform = function () {
  92528. return this._absoluteTransform;
  92529. };
  92530. /**
  92531. * Links with the given transform node.
  92532. * The local matrix of this bone is copied from the transform node every frame.
  92533. * @param transformNode defines the transform node to link to
  92534. */
  92535. Bone.prototype.linkTransformNode = function (transformNode) {
  92536. if (this._linkedTransformNode) {
  92537. this._skeleton._numBonesWithLinkedTransformNode--;
  92538. }
  92539. this._linkedTransformNode = transformNode;
  92540. if (this._linkedTransformNode) {
  92541. this._skeleton._numBonesWithLinkedTransformNode++;
  92542. }
  92543. };
  92544. Object.defineProperty(Bone.prototype, "position", {
  92545. // Properties (matches AbstractMesh properties)
  92546. /** Gets or sets current position (in local space) */
  92547. get: function () {
  92548. this._decompose();
  92549. return this._localPosition;
  92550. },
  92551. set: function (newPosition) {
  92552. this._decompose();
  92553. this._localPosition.copyFrom(newPosition);
  92554. this._markAsDirtyAndCompose();
  92555. },
  92556. enumerable: true,
  92557. configurable: true
  92558. });
  92559. Object.defineProperty(Bone.prototype, "rotation", {
  92560. /** Gets or sets current rotation (in local space) */
  92561. get: function () {
  92562. return this.getRotation();
  92563. },
  92564. set: function (newRotation) {
  92565. this.setRotation(newRotation);
  92566. },
  92567. enumerable: true,
  92568. configurable: true
  92569. });
  92570. Object.defineProperty(Bone.prototype, "rotationQuaternion", {
  92571. /** Gets or sets current rotation quaternion (in local space) */
  92572. get: function () {
  92573. this._decompose();
  92574. return this._localRotation;
  92575. },
  92576. set: function (newRotation) {
  92577. this.setRotationQuaternion(newRotation);
  92578. },
  92579. enumerable: true,
  92580. configurable: true
  92581. });
  92582. Object.defineProperty(Bone.prototype, "scaling", {
  92583. /** Gets or sets current scaling (in local space) */
  92584. get: function () {
  92585. return this.getScale();
  92586. },
  92587. set: function (newScaling) {
  92588. this.setScale(newScaling);
  92589. },
  92590. enumerable: true,
  92591. configurable: true
  92592. });
  92593. Object.defineProperty(Bone.prototype, "animationPropertiesOverride", {
  92594. /**
  92595. * Gets the animation properties override
  92596. */
  92597. get: function () {
  92598. return this._skeleton.animationPropertiesOverride;
  92599. },
  92600. enumerable: true,
  92601. configurable: true
  92602. });
  92603. // Methods
  92604. Bone.prototype._decompose = function () {
  92605. if (!this._needToDecompose) {
  92606. return;
  92607. }
  92608. this._needToDecompose = false;
  92609. if (!this._localScaling) {
  92610. this._localScaling = BABYLON.Vector3.Zero();
  92611. this._localRotation = BABYLON.Quaternion.Zero();
  92612. this._localPosition = BABYLON.Vector3.Zero();
  92613. }
  92614. this._localMatrix.decompose(this._localScaling, this._localRotation, this._localPosition);
  92615. };
  92616. Bone.prototype._compose = function () {
  92617. if (!this._needToCompose) {
  92618. return;
  92619. }
  92620. this._needToCompose = false;
  92621. BABYLON.Matrix.ComposeToRef(this._localScaling, this._localRotation, this._localPosition, this._localMatrix);
  92622. };
  92623. /**
  92624. * Update the base and local matrices
  92625. * @param matrix defines the new base or local matrix
  92626. * @param updateDifferenceMatrix defines if the difference matrix must be updated
  92627. * @param updateLocalMatrix defines if the local matrix should be updated
  92628. */
  92629. Bone.prototype.updateMatrix = function (matrix, updateDifferenceMatrix, updateLocalMatrix) {
  92630. if (updateDifferenceMatrix === void 0) { updateDifferenceMatrix = true; }
  92631. if (updateLocalMatrix === void 0) { updateLocalMatrix = true; }
  92632. this._baseMatrix.copyFrom(matrix);
  92633. if (updateDifferenceMatrix) {
  92634. this._updateDifferenceMatrix();
  92635. }
  92636. if (updateLocalMatrix) {
  92637. this._localMatrix.copyFrom(matrix);
  92638. this._markAsDirtyAndDecompose();
  92639. }
  92640. else {
  92641. this.markAsDirty();
  92642. }
  92643. };
  92644. /** @hidden */
  92645. Bone.prototype._updateDifferenceMatrix = function (rootMatrix, updateChildren) {
  92646. if (updateChildren === void 0) { updateChildren = true; }
  92647. if (!rootMatrix) {
  92648. rootMatrix = this._baseMatrix;
  92649. }
  92650. if (this._parent) {
  92651. rootMatrix.multiplyToRef(this._parent._absoluteTransform, this._absoluteTransform);
  92652. }
  92653. else {
  92654. this._absoluteTransform.copyFrom(rootMatrix);
  92655. }
  92656. this._absoluteTransform.invertToRef(this._invertedAbsoluteTransform);
  92657. if (updateChildren) {
  92658. for (var index = 0; index < this.children.length; index++) {
  92659. this.children[index]._updateDifferenceMatrix();
  92660. }
  92661. }
  92662. this._scalingDeterminant = (this._absoluteTransform.determinant() < 0 ? -1 : 1);
  92663. };
  92664. /**
  92665. * Flag the bone as dirty (Forcing it to update everything)
  92666. */
  92667. Bone.prototype.markAsDirty = function () {
  92668. this._currentRenderId++;
  92669. this._childRenderId++;
  92670. this._skeleton._markAsDirty();
  92671. };
  92672. Bone.prototype._markAsDirtyAndCompose = function () {
  92673. this.markAsDirty();
  92674. this._needToCompose = true;
  92675. };
  92676. Bone.prototype._markAsDirtyAndDecompose = function () {
  92677. this.markAsDirty();
  92678. this._needToDecompose = true;
  92679. };
  92680. /**
  92681. * Copy an animation range from another bone
  92682. * @param source defines the source bone
  92683. * @param rangeName defines the range name to copy
  92684. * @param frameOffset defines the frame offset
  92685. * @param rescaleAsRequired defines if rescaling must be applied if required
  92686. * @param skelDimensionsRatio defines the scaling ratio
  92687. * @returns true if operation was successful
  92688. */
  92689. Bone.prototype.copyAnimationRange = function (source, rangeName, frameOffset, rescaleAsRequired, skelDimensionsRatio) {
  92690. if (rescaleAsRequired === void 0) { rescaleAsRequired = false; }
  92691. if (skelDimensionsRatio === void 0) { skelDimensionsRatio = null; }
  92692. // all animation may be coming from a library skeleton, so may need to create animation
  92693. if (this.animations.length === 0) {
  92694. this.animations.push(new BABYLON.Animation(this.name, "_matrix", source.animations[0].framePerSecond, BABYLON.Animation.ANIMATIONTYPE_MATRIX, 0));
  92695. this.animations[0].setKeys([]);
  92696. }
  92697. // get animation info / verify there is such a range from the source bone
  92698. var sourceRange = source.animations[0].getRange(rangeName);
  92699. if (!sourceRange) {
  92700. return false;
  92701. }
  92702. var from = sourceRange.from;
  92703. var to = sourceRange.to;
  92704. var sourceKeys = source.animations[0].getKeys();
  92705. // rescaling prep
  92706. var sourceBoneLength = source.length;
  92707. var sourceParent = source.getParent();
  92708. var parent = this.getParent();
  92709. var parentScalingReqd = rescaleAsRequired && sourceParent && sourceBoneLength && this.length && sourceBoneLength !== this.length;
  92710. var parentRatio = parentScalingReqd && parent && sourceParent ? parent.length / sourceParent.length : 1;
  92711. var dimensionsScalingReqd = rescaleAsRequired && !parent && skelDimensionsRatio && (skelDimensionsRatio.x !== 1 || skelDimensionsRatio.y !== 1 || skelDimensionsRatio.z !== 1);
  92712. var destKeys = this.animations[0].getKeys();
  92713. // loop vars declaration
  92714. var orig;
  92715. var origTranslation;
  92716. var mat;
  92717. for (var key = 0, nKeys = sourceKeys.length; key < nKeys; key++) {
  92718. orig = sourceKeys[key];
  92719. if (orig.frame >= from && orig.frame <= to) {
  92720. if (rescaleAsRequired) {
  92721. mat = orig.value.clone();
  92722. // scale based on parent ratio, when bone has parent
  92723. if (parentScalingReqd) {
  92724. origTranslation = mat.getTranslation();
  92725. mat.setTranslation(origTranslation.scaleInPlace(parentRatio));
  92726. // scale based on skeleton dimension ratio when root bone, and value is passed
  92727. }
  92728. else if (dimensionsScalingReqd && skelDimensionsRatio) {
  92729. origTranslation = mat.getTranslation();
  92730. mat.setTranslation(origTranslation.multiplyInPlace(skelDimensionsRatio));
  92731. // use original when root bone, and no data for skelDimensionsRatio
  92732. }
  92733. else {
  92734. mat = orig.value;
  92735. }
  92736. }
  92737. else {
  92738. mat = orig.value;
  92739. }
  92740. destKeys.push({ frame: orig.frame + frameOffset, value: mat });
  92741. }
  92742. }
  92743. this.animations[0].createRange(rangeName, from + frameOffset, to + frameOffset);
  92744. return true;
  92745. };
  92746. /**
  92747. * Translate the bone in local or world space
  92748. * @param vec The amount to translate the bone
  92749. * @param space The space that the translation is in
  92750. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92751. */
  92752. Bone.prototype.translate = function (vec, space, mesh) {
  92753. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92754. var lm = this.getLocalMatrix();
  92755. if (space == BABYLON.Space.LOCAL) {
  92756. lm.addAtIndex(12, vec.x);
  92757. lm.addAtIndex(13, vec.y);
  92758. lm.addAtIndex(14, vec.z);
  92759. }
  92760. else {
  92761. var wm = null;
  92762. //mesh.getWorldMatrix() needs to be called before skeleton.computeAbsoluteTransforms()
  92763. if (mesh) {
  92764. wm = mesh.getWorldMatrix();
  92765. }
  92766. this._skeleton.computeAbsoluteTransforms();
  92767. var tmat = Bone._tmpMats[0];
  92768. var tvec = Bone._tmpVecs[0];
  92769. if (this._parent) {
  92770. if (mesh && wm) {
  92771. tmat.copyFrom(this._parent.getAbsoluteTransform());
  92772. tmat.multiplyToRef(wm, tmat);
  92773. }
  92774. else {
  92775. tmat.copyFrom(this._parent.getAbsoluteTransform());
  92776. }
  92777. }
  92778. tmat.setTranslationFromFloats(0, 0, 0);
  92779. tmat.invert();
  92780. BABYLON.Vector3.TransformCoordinatesToRef(vec, tmat, tvec);
  92781. lm.addAtIndex(12, tvec.x);
  92782. lm.addAtIndex(13, tvec.y);
  92783. lm.addAtIndex(14, tvec.z);
  92784. }
  92785. this._markAsDirtyAndDecompose();
  92786. };
  92787. /**
  92788. * Set the postion of the bone in local or world space
  92789. * @param position The position to set the bone
  92790. * @param space The space that the position is in
  92791. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92792. */
  92793. Bone.prototype.setPosition = function (position, space, mesh) {
  92794. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92795. var lm = this.getLocalMatrix();
  92796. if (space == BABYLON.Space.LOCAL) {
  92797. lm.setTranslationFromFloats(position.x, position.y, position.z);
  92798. }
  92799. else {
  92800. var wm = null;
  92801. //mesh.getWorldMatrix() needs to be called before skeleton.computeAbsoluteTransforms()
  92802. if (mesh) {
  92803. wm = mesh.getWorldMatrix();
  92804. }
  92805. this._skeleton.computeAbsoluteTransforms();
  92806. var tmat = Bone._tmpMats[0];
  92807. var vec = Bone._tmpVecs[0];
  92808. if (this._parent) {
  92809. if (mesh && wm) {
  92810. tmat.copyFrom(this._parent.getAbsoluteTransform());
  92811. tmat.multiplyToRef(wm, tmat);
  92812. }
  92813. else {
  92814. tmat.copyFrom(this._parent.getAbsoluteTransform());
  92815. }
  92816. }
  92817. tmat.invert();
  92818. BABYLON.Vector3.TransformCoordinatesToRef(position, tmat, vec);
  92819. lm.setTranslationFromFloats(vec.x, vec.y, vec.z);
  92820. }
  92821. this._markAsDirtyAndDecompose();
  92822. };
  92823. /**
  92824. * Set the absolute position of the bone (world space)
  92825. * @param position The position to set the bone
  92826. * @param mesh The mesh that this bone is attached to
  92827. */
  92828. Bone.prototype.setAbsolutePosition = function (position, mesh) {
  92829. this.setPosition(position, BABYLON.Space.WORLD, mesh);
  92830. };
  92831. /**
  92832. * Scale the bone on the x, y and z axes (in local space)
  92833. * @param x The amount to scale the bone on the x axis
  92834. * @param y The amount to scale the bone on the y axis
  92835. * @param z The amount to scale the bone on the z axis
  92836. * @param scaleChildren sets this to true if children of the bone should be scaled as well (false by default)
  92837. */
  92838. Bone.prototype.scale = function (x, y, z, scaleChildren) {
  92839. if (scaleChildren === void 0) { scaleChildren = false; }
  92840. var locMat = this.getLocalMatrix();
  92841. // Apply new scaling on top of current local matrix
  92842. var scaleMat = Bone._tmpMats[0];
  92843. BABYLON.Matrix.ScalingToRef(x, y, z, scaleMat);
  92844. scaleMat.multiplyToRef(locMat, locMat);
  92845. // Invert scaling matrix and apply the inverse to all children
  92846. scaleMat.invert();
  92847. for (var _i = 0, _a = this.children; _i < _a.length; _i++) {
  92848. var child = _a[_i];
  92849. var cm = child.getLocalMatrix();
  92850. cm.multiplyToRef(scaleMat, cm);
  92851. cm.multiplyAtIndex(12, x);
  92852. cm.multiplyAtIndex(13, y);
  92853. cm.multiplyAtIndex(14, z);
  92854. child._markAsDirtyAndDecompose();
  92855. }
  92856. this._markAsDirtyAndDecompose();
  92857. if (scaleChildren) {
  92858. for (var _b = 0, _c = this.children; _b < _c.length; _b++) {
  92859. var child = _c[_b];
  92860. child.scale(x, y, z, scaleChildren);
  92861. }
  92862. }
  92863. };
  92864. /**
  92865. * Set the bone scaling in local space
  92866. * @param scale defines the scaling vector
  92867. */
  92868. Bone.prototype.setScale = function (scale) {
  92869. this._decompose();
  92870. this._localScaling.copyFrom(scale);
  92871. this._markAsDirtyAndCompose();
  92872. };
  92873. /**
  92874. * Gets the current scaling in local space
  92875. * @returns the current scaling vector
  92876. */
  92877. Bone.prototype.getScale = function () {
  92878. this._decompose();
  92879. return this._localScaling;
  92880. };
  92881. /**
  92882. * Gets the current scaling in local space and stores it in a target vector
  92883. * @param result defines the target vector
  92884. */
  92885. Bone.prototype.getScaleToRef = function (result) {
  92886. this._decompose();
  92887. result.copyFrom(this._localScaling);
  92888. };
  92889. /**
  92890. * Set the yaw, pitch, and roll of the bone in local or world space
  92891. * @param yaw The rotation of the bone on the y axis
  92892. * @param pitch The rotation of the bone on the x axis
  92893. * @param roll The rotation of the bone on the z axis
  92894. * @param space The space that the axes of rotation are in
  92895. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92896. */
  92897. Bone.prototype.setYawPitchRoll = function (yaw, pitch, roll, space, mesh) {
  92898. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92899. if (space === BABYLON.Space.LOCAL) {
  92900. var quat = Bone._tmpQuat;
  92901. BABYLON.Quaternion.RotationYawPitchRollToRef(yaw, pitch, roll, quat);
  92902. this.setRotationQuaternion(quat, space, mesh);
  92903. return;
  92904. }
  92905. var rotMatInv = Bone._tmpMats[0];
  92906. if (!this._getNegativeRotationToRef(rotMatInv, mesh)) {
  92907. return;
  92908. }
  92909. var rotMat = Bone._tmpMats[1];
  92910. BABYLON.Matrix.RotationYawPitchRollToRef(yaw, pitch, roll, rotMat);
  92911. rotMatInv.multiplyToRef(rotMat, rotMat);
  92912. this._rotateWithMatrix(rotMat, space, mesh);
  92913. };
  92914. /**
  92915. * Add a rotation to the bone on an axis in local or world space
  92916. * @param axis The axis to rotate the bone on
  92917. * @param amount The amount to rotate the bone
  92918. * @param space The space that the axis is in
  92919. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92920. */
  92921. Bone.prototype.rotate = function (axis, amount, space, mesh) {
  92922. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92923. var rmat = Bone._tmpMats[0];
  92924. rmat.setTranslationFromFloats(0, 0, 0);
  92925. BABYLON.Matrix.RotationAxisToRef(axis, amount, rmat);
  92926. this._rotateWithMatrix(rmat, space, mesh);
  92927. };
  92928. /**
  92929. * Set the rotation of the bone to a particular axis angle in local or world space
  92930. * @param axis The axis to rotate the bone on
  92931. * @param angle The angle that the bone should be rotated to
  92932. * @param space The space that the axis is in
  92933. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92934. */
  92935. Bone.prototype.setAxisAngle = function (axis, angle, space, mesh) {
  92936. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92937. if (space === BABYLON.Space.LOCAL) {
  92938. var quat = Bone._tmpQuat;
  92939. BABYLON.Quaternion.RotationAxisToRef(axis, angle, quat);
  92940. this.setRotationQuaternion(quat, space, mesh);
  92941. return;
  92942. }
  92943. var rotMatInv = Bone._tmpMats[0];
  92944. if (!this._getNegativeRotationToRef(rotMatInv, mesh)) {
  92945. return;
  92946. }
  92947. var rotMat = Bone._tmpMats[1];
  92948. BABYLON.Matrix.RotationAxisToRef(axis, angle, rotMat);
  92949. rotMatInv.multiplyToRef(rotMat, rotMat);
  92950. this._rotateWithMatrix(rotMat, space, mesh);
  92951. };
  92952. /**
  92953. * Set the euler rotation of the bone in local of world space
  92954. * @param rotation The euler rotation that the bone should be set to
  92955. * @param space The space that the rotation is in
  92956. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92957. */
  92958. Bone.prototype.setRotation = function (rotation, space, mesh) {
  92959. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92960. this.setYawPitchRoll(rotation.y, rotation.x, rotation.z, space, mesh);
  92961. };
  92962. /**
  92963. * Set the quaternion rotation of the bone in local of world space
  92964. * @param quat The quaternion rotation that the bone should be set to
  92965. * @param space The space that the rotation is in
  92966. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92967. */
  92968. Bone.prototype.setRotationQuaternion = function (quat, space, mesh) {
  92969. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92970. if (space === BABYLON.Space.LOCAL) {
  92971. this._decompose();
  92972. this._localRotation.copyFrom(quat);
  92973. this._markAsDirtyAndCompose();
  92974. return;
  92975. }
  92976. var rotMatInv = Bone._tmpMats[0];
  92977. if (!this._getNegativeRotationToRef(rotMatInv, mesh)) {
  92978. return;
  92979. }
  92980. var rotMat = Bone._tmpMats[1];
  92981. BABYLON.Matrix.FromQuaternionToRef(quat, rotMat);
  92982. rotMatInv.multiplyToRef(rotMat, rotMat);
  92983. this._rotateWithMatrix(rotMat, space, mesh);
  92984. };
  92985. /**
  92986. * Set the rotation matrix of the bone in local of world space
  92987. * @param rotMat The rotation matrix that the bone should be set to
  92988. * @param space The space that the rotation is in
  92989. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92990. */
  92991. Bone.prototype.setRotationMatrix = function (rotMat, space, mesh) {
  92992. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92993. if (space === BABYLON.Space.LOCAL) {
  92994. var quat = Bone._tmpQuat;
  92995. BABYLON.Quaternion.FromRotationMatrixToRef(rotMat, quat);
  92996. this.setRotationQuaternion(quat, space, mesh);
  92997. return;
  92998. }
  92999. var rotMatInv = Bone._tmpMats[0];
  93000. if (!this._getNegativeRotationToRef(rotMatInv, mesh)) {
  93001. return;
  93002. }
  93003. var rotMat2 = Bone._tmpMats[1];
  93004. rotMat2.copyFrom(rotMat);
  93005. rotMatInv.multiplyToRef(rotMat, rotMat2);
  93006. this._rotateWithMatrix(rotMat2, space, mesh);
  93007. };
  93008. Bone.prototype._rotateWithMatrix = function (rmat, space, mesh) {
  93009. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  93010. var lmat = this.getLocalMatrix();
  93011. var lx = lmat.m[12];
  93012. var ly = lmat.m[13];
  93013. var lz = lmat.m[14];
  93014. var parent = this.getParent();
  93015. var parentScale = Bone._tmpMats[3];
  93016. var parentScaleInv = Bone._tmpMats[4];
  93017. if (parent && space == BABYLON.Space.WORLD) {
  93018. if (mesh) {
  93019. parentScale.copyFrom(mesh.getWorldMatrix());
  93020. parent.getAbsoluteTransform().multiplyToRef(parentScale, parentScale);
  93021. }
  93022. else {
  93023. parentScale.copyFrom(parent.getAbsoluteTransform());
  93024. }
  93025. parentScaleInv.copyFrom(parentScale);
  93026. parentScaleInv.invert();
  93027. lmat.multiplyToRef(parentScale, lmat);
  93028. lmat.multiplyToRef(rmat, lmat);
  93029. lmat.multiplyToRef(parentScaleInv, lmat);
  93030. }
  93031. else {
  93032. if (space == BABYLON.Space.WORLD && mesh) {
  93033. parentScale.copyFrom(mesh.getWorldMatrix());
  93034. parentScaleInv.copyFrom(parentScale);
  93035. parentScaleInv.invert();
  93036. lmat.multiplyToRef(parentScale, lmat);
  93037. lmat.multiplyToRef(rmat, lmat);
  93038. lmat.multiplyToRef(parentScaleInv, lmat);
  93039. }
  93040. else {
  93041. lmat.multiplyToRef(rmat, lmat);
  93042. }
  93043. }
  93044. lmat.setTranslationFromFloats(lx, ly, lz);
  93045. this.computeAbsoluteTransforms();
  93046. this._markAsDirtyAndDecompose();
  93047. };
  93048. Bone.prototype._getNegativeRotationToRef = function (rotMatInv, mesh) {
  93049. var scaleMatrix = Bone._tmpMats[2];
  93050. rotMatInv.copyFrom(this.getAbsoluteTransform());
  93051. if (mesh) {
  93052. rotMatInv.multiplyToRef(mesh.getWorldMatrix(), rotMatInv);
  93053. BABYLON.Matrix.ScalingToRef(mesh.scaling.x, mesh.scaling.y, mesh.scaling.z, scaleMatrix);
  93054. }
  93055. rotMatInv.invert();
  93056. if (isNaN(rotMatInv.m[0])) {
  93057. // Matrix failed to invert.
  93058. // This can happen if scale is zero for example.
  93059. return false;
  93060. }
  93061. scaleMatrix.multiplyAtIndex(0, this._scalingDeterminant);
  93062. rotMatInv.multiplyToRef(scaleMatrix, rotMatInv);
  93063. return true;
  93064. };
  93065. /**
  93066. * Get the position of the bone in local or world space
  93067. * @param space The space that the returned position is in
  93068. * @param mesh The mesh that this bone is attached to. This is only used in world space
  93069. * @returns The position of the bone
  93070. */
  93071. Bone.prototype.getPosition = function (space, mesh) {
  93072. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  93073. if (mesh === void 0) { mesh = null; }
  93074. var pos = BABYLON.Vector3.Zero();
  93075. this.getPositionToRef(space, mesh, pos);
  93076. return pos;
  93077. };
  93078. /**
  93079. * Copy the position of the bone to a vector3 in local or world space
  93080. * @param space The space that the returned position is in
  93081. * @param mesh The mesh that this bone is attached to. This is only used in world space
  93082. * @param result The vector3 to copy the position to
  93083. */
  93084. Bone.prototype.getPositionToRef = function (space, mesh, result) {
  93085. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  93086. if (space == BABYLON.Space.LOCAL) {
  93087. var lm = this.getLocalMatrix();
  93088. result.x = lm.m[12];
  93089. result.y = lm.m[13];
  93090. result.z = lm.m[14];
  93091. }
  93092. else {
  93093. var wm = null;
  93094. //mesh.getWorldMatrix() needs to be called before skeleton.computeAbsoluteTransforms()
  93095. if (mesh) {
  93096. wm = mesh.getWorldMatrix();
  93097. }
  93098. this._skeleton.computeAbsoluteTransforms();
  93099. var tmat = Bone._tmpMats[0];
  93100. if (mesh && wm) {
  93101. tmat.copyFrom(this.getAbsoluteTransform());
  93102. tmat.multiplyToRef(wm, tmat);
  93103. }
  93104. else {
  93105. tmat = this.getAbsoluteTransform();
  93106. }
  93107. result.x = tmat.m[12];
  93108. result.y = tmat.m[13];
  93109. result.z = tmat.m[14];
  93110. }
  93111. };
  93112. /**
  93113. * Get the absolute position of the bone (world space)
  93114. * @param mesh The mesh that this bone is attached to
  93115. * @returns The absolute position of the bone
  93116. */
  93117. Bone.prototype.getAbsolutePosition = function (mesh) {
  93118. if (mesh === void 0) { mesh = null; }
  93119. var pos = BABYLON.Vector3.Zero();
  93120. this.getPositionToRef(BABYLON.Space.WORLD, mesh, pos);
  93121. return pos;
  93122. };
  93123. /**
  93124. * Copy the absolute position of the bone (world space) to the result param
  93125. * @param mesh The mesh that this bone is attached to
  93126. * @param result The vector3 to copy the absolute position to
  93127. */
  93128. Bone.prototype.getAbsolutePositionToRef = function (mesh, result) {
  93129. this.getPositionToRef(BABYLON.Space.WORLD, mesh, result);
  93130. };
  93131. /**
  93132. * Compute the absolute transforms of this bone and its children
  93133. */
  93134. Bone.prototype.computeAbsoluteTransforms = function () {
  93135. this._compose();
  93136. if (this._parent) {
  93137. this._localMatrix.multiplyToRef(this._parent._absoluteTransform, this._absoluteTransform);
  93138. }
  93139. else {
  93140. this._absoluteTransform.copyFrom(this._localMatrix);
  93141. var poseMatrix = this._skeleton.getPoseMatrix();
  93142. if (poseMatrix) {
  93143. this._absoluteTransform.multiplyToRef(poseMatrix, this._absoluteTransform);
  93144. }
  93145. }
  93146. var children = this.children;
  93147. var len = children.length;
  93148. for (var i = 0; i < len; i++) {
  93149. children[i].computeAbsoluteTransforms();
  93150. }
  93151. };
  93152. /**
  93153. * Get the world direction from an axis that is in the local space of the bone
  93154. * @param localAxis The local direction that is used to compute the world direction
  93155. * @param mesh The mesh that this bone is attached to
  93156. * @returns The world direction
  93157. */
  93158. Bone.prototype.getDirection = function (localAxis, mesh) {
  93159. if (mesh === void 0) { mesh = null; }
  93160. var result = BABYLON.Vector3.Zero();
  93161. this.getDirectionToRef(localAxis, mesh, result);
  93162. return result;
  93163. };
  93164. /**
  93165. * Copy the world direction to a vector3 from an axis that is in the local space of the bone
  93166. * @param localAxis The local direction that is used to compute the world direction
  93167. * @param mesh The mesh that this bone is attached to
  93168. * @param result The vector3 that the world direction will be copied to
  93169. */
  93170. Bone.prototype.getDirectionToRef = function (localAxis, mesh, result) {
  93171. if (mesh === void 0) { mesh = null; }
  93172. var wm = null;
  93173. //mesh.getWorldMatrix() needs to be called before skeleton.computeAbsoluteTransforms()
  93174. if (mesh) {
  93175. wm = mesh.getWorldMatrix();
  93176. }
  93177. this._skeleton.computeAbsoluteTransforms();
  93178. var mat = Bone._tmpMats[0];
  93179. mat.copyFrom(this.getAbsoluteTransform());
  93180. if (mesh && wm) {
  93181. mat.multiplyToRef(wm, mat);
  93182. }
  93183. BABYLON.Vector3.TransformNormalToRef(localAxis, mat, result);
  93184. result.normalize();
  93185. };
  93186. /**
  93187. * Get the euler rotation of the bone in local or world space
  93188. * @param space The space that the rotation should be in
  93189. * @param mesh The mesh that this bone is attached to. This is only used in world space
  93190. * @returns The euler rotation
  93191. */
  93192. Bone.prototype.getRotation = function (space, mesh) {
  93193. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  93194. if (mesh === void 0) { mesh = null; }
  93195. var result = BABYLON.Vector3.Zero();
  93196. this.getRotationToRef(space, mesh, result);
  93197. return result;
  93198. };
  93199. /**
  93200. * Copy the euler rotation of the bone to a vector3. The rotation can be in either local or world space
  93201. * @param space The space that the rotation should be in
  93202. * @param mesh The mesh that this bone is attached to. This is only used in world space
  93203. * @param result The vector3 that the rotation should be copied to
  93204. */
  93205. Bone.prototype.getRotationToRef = function (space, mesh, result) {
  93206. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  93207. if (mesh === void 0) { mesh = null; }
  93208. var quat = Bone._tmpQuat;
  93209. this.getRotationQuaternionToRef(space, mesh, quat);
  93210. quat.toEulerAnglesToRef(result);
  93211. };
  93212. /**
  93213. * Get the quaternion rotation of the bone in either local or world space
  93214. * @param space The space that the rotation should be in
  93215. * @param mesh The mesh that this bone is attached to. This is only used in world space
  93216. * @returns The quaternion rotation
  93217. */
  93218. Bone.prototype.getRotationQuaternion = function (space, mesh) {
  93219. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  93220. if (mesh === void 0) { mesh = null; }
  93221. var result = BABYLON.Quaternion.Identity();
  93222. this.getRotationQuaternionToRef(space, mesh, result);
  93223. return result;
  93224. };
  93225. /**
  93226. * Copy the quaternion rotation of the bone to a quaternion. The rotation can be in either local or world space
  93227. * @param space The space that the rotation should be in
  93228. * @param mesh The mesh that this bone is attached to. This is only used in world space
  93229. * @param result The quaternion that the rotation should be copied to
  93230. */
  93231. Bone.prototype.getRotationQuaternionToRef = function (space, mesh, result) {
  93232. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  93233. if (mesh === void 0) { mesh = null; }
  93234. if (space == BABYLON.Space.LOCAL) {
  93235. this._decompose();
  93236. result.copyFrom(this._localRotation);
  93237. }
  93238. else {
  93239. var mat = Bone._tmpMats[0];
  93240. var amat = this.getAbsoluteTransform();
  93241. if (mesh) {
  93242. amat.multiplyToRef(mesh.getWorldMatrix(), mat);
  93243. }
  93244. else {
  93245. mat.copyFrom(amat);
  93246. }
  93247. mat.multiplyAtIndex(0, this._scalingDeterminant);
  93248. mat.multiplyAtIndex(1, this._scalingDeterminant);
  93249. mat.multiplyAtIndex(2, this._scalingDeterminant);
  93250. mat.decompose(undefined, result, undefined);
  93251. }
  93252. };
  93253. /**
  93254. * Get the rotation matrix of the bone in local or world space
  93255. * @param space The space that the rotation should be in
  93256. * @param mesh The mesh that this bone is attached to. This is only used in world space
  93257. * @returns The rotation matrix
  93258. */
  93259. Bone.prototype.getRotationMatrix = function (space, mesh) {
  93260. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  93261. var result = BABYLON.Matrix.Identity();
  93262. this.getRotationMatrixToRef(space, mesh, result);
  93263. return result;
  93264. };
  93265. /**
  93266. * Copy the rotation matrix of the bone to a matrix. The rotation can be in either local or world space
  93267. * @param space The space that the rotation should be in
  93268. * @param mesh The mesh that this bone is attached to. This is only used in world space
  93269. * @param result The quaternion that the rotation should be copied to
  93270. */
  93271. Bone.prototype.getRotationMatrixToRef = function (space, mesh, result) {
  93272. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  93273. if (space == BABYLON.Space.LOCAL) {
  93274. this.getLocalMatrix().getRotationMatrixToRef(result);
  93275. }
  93276. else {
  93277. var mat = Bone._tmpMats[0];
  93278. var amat = this.getAbsoluteTransform();
  93279. if (mesh) {
  93280. amat.multiplyToRef(mesh.getWorldMatrix(), mat);
  93281. }
  93282. else {
  93283. mat.copyFrom(amat);
  93284. }
  93285. mat.multiplyAtIndex(0, this._scalingDeterminant);
  93286. mat.multiplyAtIndex(1, this._scalingDeterminant);
  93287. mat.multiplyAtIndex(2, this._scalingDeterminant);
  93288. mat.getRotationMatrixToRef(result);
  93289. }
  93290. };
  93291. /**
  93292. * Get the world position of a point that is in the local space of the bone
  93293. * @param position The local position
  93294. * @param mesh The mesh that this bone is attached to
  93295. * @returns The world position
  93296. */
  93297. Bone.prototype.getAbsolutePositionFromLocal = function (position, mesh) {
  93298. if (mesh === void 0) { mesh = null; }
  93299. var result = BABYLON.Vector3.Zero();
  93300. this.getAbsolutePositionFromLocalToRef(position, mesh, result);
  93301. return result;
  93302. };
  93303. /**
  93304. * Get the world position of a point that is in the local space of the bone and copy it to the result param
  93305. * @param position The local position
  93306. * @param mesh The mesh that this bone is attached to
  93307. * @param result The vector3 that the world position should be copied to
  93308. */
  93309. Bone.prototype.getAbsolutePositionFromLocalToRef = function (position, mesh, result) {
  93310. if (mesh === void 0) { mesh = null; }
  93311. var wm = null;
  93312. //mesh.getWorldMatrix() needs to be called before skeleton.computeAbsoluteTransforms()
  93313. if (mesh) {
  93314. wm = mesh.getWorldMatrix();
  93315. }
  93316. this._skeleton.computeAbsoluteTransforms();
  93317. var tmat = Bone._tmpMats[0];
  93318. if (mesh && wm) {
  93319. tmat.copyFrom(this.getAbsoluteTransform());
  93320. tmat.multiplyToRef(wm, tmat);
  93321. }
  93322. else {
  93323. tmat = this.getAbsoluteTransform();
  93324. }
  93325. BABYLON.Vector3.TransformCoordinatesToRef(position, tmat, result);
  93326. };
  93327. /**
  93328. * Get the local position of a point that is in world space
  93329. * @param position The world position
  93330. * @param mesh The mesh that this bone is attached to
  93331. * @returns The local position
  93332. */
  93333. Bone.prototype.getLocalPositionFromAbsolute = function (position, mesh) {
  93334. if (mesh === void 0) { mesh = null; }
  93335. var result = BABYLON.Vector3.Zero();
  93336. this.getLocalPositionFromAbsoluteToRef(position, mesh, result);
  93337. return result;
  93338. };
  93339. /**
  93340. * Get the local position of a point that is in world space and copy it to the result param
  93341. * @param position The world position
  93342. * @param mesh The mesh that this bone is attached to
  93343. * @param result The vector3 that the local position should be copied to
  93344. */
  93345. Bone.prototype.getLocalPositionFromAbsoluteToRef = function (position, mesh, result) {
  93346. if (mesh === void 0) { mesh = null; }
  93347. var wm = null;
  93348. //mesh.getWorldMatrix() needs to be called before skeleton.computeAbsoluteTransforms()
  93349. if (mesh) {
  93350. wm = mesh.getWorldMatrix();
  93351. }
  93352. this._skeleton.computeAbsoluteTransforms();
  93353. var tmat = Bone._tmpMats[0];
  93354. tmat.copyFrom(this.getAbsoluteTransform());
  93355. if (mesh && wm) {
  93356. tmat.multiplyToRef(wm, tmat);
  93357. }
  93358. tmat.invert();
  93359. BABYLON.Vector3.TransformCoordinatesToRef(position, tmat, result);
  93360. };
  93361. Bone._tmpVecs = BABYLON.Tools.BuildArray(2, BABYLON.Vector3.Zero);
  93362. Bone._tmpQuat = BABYLON.Quaternion.Identity();
  93363. Bone._tmpMats = BABYLON.Tools.BuildArray(5, BABYLON.Matrix.Identity);
  93364. return Bone;
  93365. }(BABYLON.Node));
  93366. BABYLON.Bone = Bone;
  93367. })(BABYLON || (BABYLON = {}));
  93368. //# sourceMappingURL=babylon.bone.js.map
  93369. var BABYLON;
  93370. (function (BABYLON) {
  93371. /**
  93372. * Class used to apply inverse kinematics to bones
  93373. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons#boneikcontroller
  93374. */
  93375. var BoneIKController = /** @class */ (function () {
  93376. /**
  93377. * Creates a new BoneIKController
  93378. * @param mesh defines the mesh to control
  93379. * @param bone defines the bone to control
  93380. * @param options defines options to set up the controller
  93381. */
  93382. function BoneIKController(mesh, bone, options) {
  93383. /**
  93384. * Gets or sets the target position
  93385. */
  93386. this.targetPosition = BABYLON.Vector3.Zero();
  93387. /**
  93388. * Gets or sets the pole target position
  93389. */
  93390. this.poleTargetPosition = BABYLON.Vector3.Zero();
  93391. /**
  93392. * Gets or sets the pole target local offset
  93393. */
  93394. this.poleTargetLocalOffset = BABYLON.Vector3.Zero();
  93395. /**
  93396. * Gets or sets the pole angle
  93397. */
  93398. this.poleAngle = 0;
  93399. /**
  93400. * The amount to slerp (spherical linear interpolation) to the target. Set this to a value between 0 and 1 (a value of 1 disables slerp)
  93401. */
  93402. this.slerpAmount = 1;
  93403. this._bone1Quat = BABYLON.Quaternion.Identity();
  93404. this._bone1Mat = BABYLON.Matrix.Identity();
  93405. this._bone2Ang = Math.PI;
  93406. this._maxAngle = Math.PI;
  93407. this._rightHandedSystem = false;
  93408. this._bendAxis = BABYLON.Vector3.Right();
  93409. this._slerping = false;
  93410. this._adjustRoll = 0;
  93411. this._bone2 = bone;
  93412. this._bone1 = bone.getParent();
  93413. if (!this._bone1) {
  93414. return;
  93415. }
  93416. this.mesh = mesh;
  93417. var bonePos = bone.getPosition();
  93418. if (bone.getAbsoluteTransform().determinant() > 0) {
  93419. this._rightHandedSystem = true;
  93420. this._bendAxis.x = 0;
  93421. this._bendAxis.y = 0;
  93422. this._bendAxis.z = -1;
  93423. if (bonePos.x > bonePos.y && bonePos.x > bonePos.z) {
  93424. this._adjustRoll = Math.PI * .5;
  93425. this._bendAxis.z = 1;
  93426. }
  93427. }
  93428. if (this._bone1.length) {
  93429. var boneScale1 = this._bone1.getScale();
  93430. var boneScale2 = this._bone2.getScale();
  93431. this._bone1Length = this._bone1.length * boneScale1.y * this.mesh.scaling.y;
  93432. this._bone2Length = this._bone2.length * boneScale2.y * this.mesh.scaling.y;
  93433. }
  93434. else if (this._bone1.children[0]) {
  93435. mesh.computeWorldMatrix(true);
  93436. var pos1 = this._bone2.children[0].getAbsolutePosition(mesh);
  93437. var pos2 = this._bone2.getAbsolutePosition(mesh);
  93438. var pos3 = this._bone1.getAbsolutePosition(mesh);
  93439. this._bone1Length = BABYLON.Vector3.Distance(pos1, pos2);
  93440. this._bone2Length = BABYLON.Vector3.Distance(pos2, pos3);
  93441. }
  93442. this._bone1.getRotationMatrixToRef(BABYLON.Space.WORLD, mesh, this._bone1Mat);
  93443. this.maxAngle = Math.PI;
  93444. if (options) {
  93445. if (options.targetMesh) {
  93446. this.targetMesh = options.targetMesh;
  93447. this.targetMesh.computeWorldMatrix(true);
  93448. }
  93449. if (options.poleTargetMesh) {
  93450. this.poleTargetMesh = options.poleTargetMesh;
  93451. this.poleTargetMesh.computeWorldMatrix(true);
  93452. }
  93453. else if (options.poleTargetBone) {
  93454. this.poleTargetBone = options.poleTargetBone;
  93455. }
  93456. else if (this._bone1.getParent()) {
  93457. this.poleTargetBone = this._bone1.getParent();
  93458. }
  93459. if (options.poleTargetLocalOffset) {
  93460. this.poleTargetLocalOffset.copyFrom(options.poleTargetLocalOffset);
  93461. }
  93462. if (options.poleAngle) {
  93463. this.poleAngle = options.poleAngle;
  93464. }
  93465. if (options.bendAxis) {
  93466. this._bendAxis.copyFrom(options.bendAxis);
  93467. }
  93468. if (options.maxAngle) {
  93469. this.maxAngle = options.maxAngle;
  93470. }
  93471. if (options.slerpAmount) {
  93472. this.slerpAmount = options.slerpAmount;
  93473. }
  93474. }
  93475. }
  93476. Object.defineProperty(BoneIKController.prototype, "maxAngle", {
  93477. /**
  93478. * Gets or sets maximum allowed angle
  93479. */
  93480. get: function () {
  93481. return this._maxAngle;
  93482. },
  93483. set: function (value) {
  93484. this._setMaxAngle(value);
  93485. },
  93486. enumerable: true,
  93487. configurable: true
  93488. });
  93489. BoneIKController.prototype._setMaxAngle = function (ang) {
  93490. if (ang < 0) {
  93491. ang = 0;
  93492. }
  93493. if (ang > Math.PI || ang == undefined) {
  93494. ang = Math.PI;
  93495. }
  93496. this._maxAngle = ang;
  93497. var a = this._bone1Length;
  93498. var b = this._bone2Length;
  93499. this._maxReach = Math.sqrt(a * a + b * b - 2 * a * b * Math.cos(ang));
  93500. };
  93501. /**
  93502. * Force the controller to update the bones
  93503. */
  93504. BoneIKController.prototype.update = function () {
  93505. var bone1 = this._bone1;
  93506. if (!bone1) {
  93507. return;
  93508. }
  93509. var target = this.targetPosition;
  93510. var poleTarget = this.poleTargetPosition;
  93511. var mat1 = BoneIKController._tmpMats[0];
  93512. var mat2 = BoneIKController._tmpMats[1];
  93513. if (this.targetMesh) {
  93514. target.copyFrom(this.targetMesh.getAbsolutePosition());
  93515. }
  93516. if (this.poleTargetBone) {
  93517. this.poleTargetBone.getAbsolutePositionFromLocalToRef(this.poleTargetLocalOffset, this.mesh, poleTarget);
  93518. }
  93519. else if (this.poleTargetMesh) {
  93520. BABYLON.Vector3.TransformCoordinatesToRef(this.poleTargetLocalOffset, this.poleTargetMesh.getWorldMatrix(), poleTarget);
  93521. }
  93522. var bonePos = BoneIKController._tmpVecs[0];
  93523. var zaxis = BoneIKController._tmpVecs[1];
  93524. var xaxis = BoneIKController._tmpVecs[2];
  93525. var yaxis = BoneIKController._tmpVecs[3];
  93526. var upAxis = BoneIKController._tmpVecs[4];
  93527. var _tmpQuat = BoneIKController._tmpQuat;
  93528. bone1.getAbsolutePositionToRef(this.mesh, bonePos);
  93529. poleTarget.subtractToRef(bonePos, upAxis);
  93530. if (upAxis.x == 0 && upAxis.y == 0 && upAxis.z == 0) {
  93531. upAxis.y = 1;
  93532. }
  93533. else {
  93534. upAxis.normalize();
  93535. }
  93536. target.subtractToRef(bonePos, yaxis);
  93537. yaxis.normalize();
  93538. BABYLON.Vector3.CrossToRef(yaxis, upAxis, zaxis);
  93539. zaxis.normalize();
  93540. BABYLON.Vector3.CrossToRef(yaxis, zaxis, xaxis);
  93541. xaxis.normalize();
  93542. BABYLON.Matrix.FromXYZAxesToRef(xaxis, yaxis, zaxis, mat1);
  93543. var a = this._bone1Length;
  93544. var b = this._bone2Length;
  93545. var c = BABYLON.Vector3.Distance(bonePos, target);
  93546. if (this._maxReach > 0) {
  93547. c = Math.min(this._maxReach, c);
  93548. }
  93549. var acosa = (b * b + c * c - a * a) / (2 * b * c);
  93550. var acosb = (c * c + a * a - b * b) / (2 * c * a);
  93551. if (acosa > 1) {
  93552. acosa = 1;
  93553. }
  93554. if (acosb > 1) {
  93555. acosb = 1;
  93556. }
  93557. if (acosa < -1) {
  93558. acosa = -1;
  93559. }
  93560. if (acosb < -1) {
  93561. acosb = -1;
  93562. }
  93563. var angA = Math.acos(acosa);
  93564. var angB = Math.acos(acosb);
  93565. var angC = -angA - angB;
  93566. if (this._rightHandedSystem) {
  93567. BABYLON.Matrix.RotationYawPitchRollToRef(0, 0, this._adjustRoll, mat2);
  93568. mat2.multiplyToRef(mat1, mat1);
  93569. BABYLON.Matrix.RotationAxisToRef(this._bendAxis, angB, mat2);
  93570. mat2.multiplyToRef(mat1, mat1);
  93571. }
  93572. else {
  93573. var _tmpVec = BoneIKController._tmpVecs[5];
  93574. _tmpVec.copyFrom(this._bendAxis);
  93575. _tmpVec.x *= -1;
  93576. BABYLON.Matrix.RotationAxisToRef(_tmpVec, -angB, mat2);
  93577. mat2.multiplyToRef(mat1, mat1);
  93578. }
  93579. if (this.poleAngle) {
  93580. BABYLON.Matrix.RotationAxisToRef(yaxis, this.poleAngle, mat2);
  93581. mat1.multiplyToRef(mat2, mat1);
  93582. }
  93583. if (this._bone1) {
  93584. if (this.slerpAmount < 1) {
  93585. if (!this._slerping) {
  93586. BABYLON.Quaternion.FromRotationMatrixToRef(this._bone1Mat, this._bone1Quat);
  93587. }
  93588. BABYLON.Quaternion.FromRotationMatrixToRef(mat1, _tmpQuat);
  93589. BABYLON.Quaternion.SlerpToRef(this._bone1Quat, _tmpQuat, this.slerpAmount, this._bone1Quat);
  93590. angC = this._bone2Ang * (1.0 - this.slerpAmount) + angC * this.slerpAmount;
  93591. this._bone1.setRotationQuaternion(this._bone1Quat, BABYLON.Space.WORLD, this.mesh);
  93592. this._slerping = true;
  93593. }
  93594. else {
  93595. this._bone1.setRotationMatrix(mat1, BABYLON.Space.WORLD, this.mesh);
  93596. this._bone1Mat.copyFrom(mat1);
  93597. this._slerping = false;
  93598. }
  93599. }
  93600. this._bone2.setAxisAngle(this._bendAxis, angC, BABYLON.Space.LOCAL);
  93601. this._bone2Ang = angC;
  93602. };
  93603. BoneIKController._tmpVecs = [BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero()];
  93604. BoneIKController._tmpQuat = BABYLON.Quaternion.Identity();
  93605. BoneIKController._tmpMats = [BABYLON.Matrix.Identity(), BABYLON.Matrix.Identity()];
  93606. return BoneIKController;
  93607. }());
  93608. BABYLON.BoneIKController = BoneIKController;
  93609. })(BABYLON || (BABYLON = {}));
  93610. //# sourceMappingURL=babylon.boneIKController.js.map
  93611. var BABYLON;
  93612. (function (BABYLON) {
  93613. /**
  93614. * Class used to make a bone look toward a point in space
  93615. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons#bonelookcontroller
  93616. */
  93617. var BoneLookController = /** @class */ (function () {
  93618. /**
  93619. * Create a BoneLookController
  93620. * @param mesh the mesh that the bone belongs to
  93621. * @param bone the bone that will be looking to the target
  93622. * @param target the target Vector3 to look at
  93623. * @param settings optional settings:
  93624. * * maxYaw: the maximum angle the bone will yaw to
  93625. * * minYaw: the minimum angle the bone will yaw to
  93626. * * maxPitch: the maximum angle the bone will pitch to
  93627. * * minPitch: the minimum angle the bone will yaw to
  93628. * * slerpAmount: set the between 0 and 1 to make the bone slerp to the target.
  93629. * * upAxis: the up axis of the coordinate system
  93630. * * upAxisSpace: the space that the up axis is in - BABYLON.Space.BONE, BABYLON.Space.LOCAL (default), or BABYLON.Space.WORLD.
  93631. * * yawAxis: set yawAxis if the bone does not yaw on the y axis
  93632. * * pitchAxis: set pitchAxis if the bone does not pitch on the x axis
  93633. * * adjustYaw: used to make an adjustment to the yaw of the bone
  93634. * * adjustPitch: used to make an adjustment to the pitch of the bone
  93635. * * adjustRoll: used to make an adjustment to the roll of the bone
  93636. **/
  93637. function BoneLookController(mesh, bone, target, options) {
  93638. /**
  93639. * The up axis of the coordinate system that is used when the bone is rotated
  93640. */
  93641. this.upAxis = BABYLON.Vector3.Up();
  93642. /**
  93643. * The space that the up axis is in - BABYLON.Space.BONE, BABYLON.Space.LOCAL (default), or BABYLON.Space.WORLD
  93644. */
  93645. this.upAxisSpace = BABYLON.Space.LOCAL;
  93646. /**
  93647. * Used to make an adjustment to the yaw of the bone
  93648. */
  93649. this.adjustYaw = 0;
  93650. /**
  93651. * Used to make an adjustment to the pitch of the bone
  93652. */
  93653. this.adjustPitch = 0;
  93654. /**
  93655. * Used to make an adjustment to the roll of the bone
  93656. */
  93657. this.adjustRoll = 0;
  93658. /**
  93659. * The amount to slerp (spherical linear interpolation) to the target. Set this to a value between 0 and 1 (a value of 1 disables slerp)
  93660. */
  93661. this.slerpAmount = 1;
  93662. this._boneQuat = BABYLON.Quaternion.Identity();
  93663. this._slerping = false;
  93664. this._firstFrameSkipped = false;
  93665. this._fowardAxis = BABYLON.Vector3.Forward();
  93666. this.mesh = mesh;
  93667. this.bone = bone;
  93668. this.target = target;
  93669. if (options) {
  93670. if (options.adjustYaw) {
  93671. this.adjustYaw = options.adjustYaw;
  93672. }
  93673. if (options.adjustPitch) {
  93674. this.adjustPitch = options.adjustPitch;
  93675. }
  93676. if (options.adjustRoll) {
  93677. this.adjustRoll = options.adjustRoll;
  93678. }
  93679. if (options.maxYaw != null) {
  93680. this.maxYaw = options.maxYaw;
  93681. }
  93682. else {
  93683. this.maxYaw = Math.PI;
  93684. }
  93685. if (options.minYaw != null) {
  93686. this.minYaw = options.minYaw;
  93687. }
  93688. else {
  93689. this.minYaw = -Math.PI;
  93690. }
  93691. if (options.maxPitch != null) {
  93692. this.maxPitch = options.maxPitch;
  93693. }
  93694. else {
  93695. this.maxPitch = Math.PI;
  93696. }
  93697. if (options.minPitch != null) {
  93698. this.minPitch = options.minPitch;
  93699. }
  93700. else {
  93701. this.minPitch = -Math.PI;
  93702. }
  93703. if (options.slerpAmount != null) {
  93704. this.slerpAmount = options.slerpAmount;
  93705. }
  93706. if (options.upAxis != null) {
  93707. this.upAxis = options.upAxis;
  93708. }
  93709. if (options.upAxisSpace != null) {
  93710. this.upAxisSpace = options.upAxisSpace;
  93711. }
  93712. if (options.yawAxis != null || options.pitchAxis != null) {
  93713. var newYawAxis = BABYLON.Axis.Y;
  93714. var newPitchAxis = BABYLON.Axis.X;
  93715. if (options.yawAxis != null) {
  93716. newYawAxis = options.yawAxis.clone();
  93717. newYawAxis.normalize();
  93718. }
  93719. if (options.pitchAxis != null) {
  93720. newPitchAxis = options.pitchAxis.clone();
  93721. newPitchAxis.normalize();
  93722. }
  93723. var newRollAxis = BABYLON.Vector3.Cross(newPitchAxis, newYawAxis);
  93724. this._transformYawPitch = BABYLON.Matrix.Identity();
  93725. BABYLON.Matrix.FromXYZAxesToRef(newPitchAxis, newYawAxis, newRollAxis, this._transformYawPitch);
  93726. this._transformYawPitchInv = this._transformYawPitch.clone();
  93727. this._transformYawPitch.invert();
  93728. }
  93729. }
  93730. if (!bone.getParent() && this.upAxisSpace == BABYLON.Space.BONE) {
  93731. this.upAxisSpace = BABYLON.Space.LOCAL;
  93732. }
  93733. }
  93734. Object.defineProperty(BoneLookController.prototype, "minYaw", {
  93735. /**
  93736. * Gets or sets the minimum yaw angle that the bone can look to
  93737. */
  93738. get: function () {
  93739. return this._minYaw;
  93740. },
  93741. set: function (value) {
  93742. this._minYaw = value;
  93743. this._minYawSin = Math.sin(value);
  93744. this._minYawCos = Math.cos(value);
  93745. if (this._maxYaw != null) {
  93746. this._midYawConstraint = this._getAngleDiff(this._minYaw, this._maxYaw) * .5 + this._minYaw;
  93747. this._yawRange = this._maxYaw - this._minYaw;
  93748. }
  93749. },
  93750. enumerable: true,
  93751. configurable: true
  93752. });
  93753. Object.defineProperty(BoneLookController.prototype, "maxYaw", {
  93754. /**
  93755. * Gets or sets the maximum yaw angle that the bone can look to
  93756. */
  93757. get: function () {
  93758. return this._maxYaw;
  93759. },
  93760. set: function (value) {
  93761. this._maxYaw = value;
  93762. this._maxYawSin = Math.sin(value);
  93763. this._maxYawCos = Math.cos(value);
  93764. if (this._minYaw != null) {
  93765. this._midYawConstraint = this._getAngleDiff(this._minYaw, this._maxYaw) * .5 + this._minYaw;
  93766. this._yawRange = this._maxYaw - this._minYaw;
  93767. }
  93768. },
  93769. enumerable: true,
  93770. configurable: true
  93771. });
  93772. Object.defineProperty(BoneLookController.prototype, "minPitch", {
  93773. /**
  93774. * Gets or sets the minimum pitch angle that the bone can look to
  93775. */
  93776. get: function () {
  93777. return this._minPitch;
  93778. },
  93779. set: function (value) {
  93780. this._minPitch = value;
  93781. this._minPitchTan = Math.tan(value);
  93782. },
  93783. enumerable: true,
  93784. configurable: true
  93785. });
  93786. Object.defineProperty(BoneLookController.prototype, "maxPitch", {
  93787. /**
  93788. * Gets or sets the maximum pitch angle that the bone can look to
  93789. */
  93790. get: function () {
  93791. return this._maxPitch;
  93792. },
  93793. set: function (value) {
  93794. this._maxPitch = value;
  93795. this._maxPitchTan = Math.tan(value);
  93796. },
  93797. enumerable: true,
  93798. configurable: true
  93799. });
  93800. /**
  93801. * Update the bone to look at the target. This should be called before the scene is rendered (use scene.registerBeforeRender())
  93802. */
  93803. BoneLookController.prototype.update = function () {
  93804. //skip the first frame when slerping so that the mesh rotation is correct
  93805. if (this.slerpAmount < 1 && !this._firstFrameSkipped) {
  93806. this._firstFrameSkipped = true;
  93807. return;
  93808. }
  93809. var bone = this.bone;
  93810. var bonePos = BoneLookController._tmpVecs[0];
  93811. bone.getAbsolutePositionToRef(this.mesh, bonePos);
  93812. var target = this.target;
  93813. var _tmpMat1 = BoneLookController._tmpMats[0];
  93814. var _tmpMat2 = BoneLookController._tmpMats[1];
  93815. var mesh = this.mesh;
  93816. var parentBone = bone.getParent();
  93817. var upAxis = BoneLookController._tmpVecs[1];
  93818. upAxis.copyFrom(this.upAxis);
  93819. if (this.upAxisSpace == BABYLON.Space.BONE && parentBone) {
  93820. if (this._transformYawPitch) {
  93821. BABYLON.Vector3.TransformCoordinatesToRef(upAxis, this._transformYawPitchInv, upAxis);
  93822. }
  93823. parentBone.getDirectionToRef(upAxis, this.mesh, upAxis);
  93824. }
  93825. else if (this.upAxisSpace == BABYLON.Space.LOCAL) {
  93826. mesh.getDirectionToRef(upAxis, upAxis);
  93827. if (mesh.scaling.x != 1 || mesh.scaling.y != 1 || mesh.scaling.z != 1) {
  93828. upAxis.normalize();
  93829. }
  93830. }
  93831. var checkYaw = false;
  93832. var checkPitch = false;
  93833. if (this._maxYaw != Math.PI || this._minYaw != -Math.PI) {
  93834. checkYaw = true;
  93835. }
  93836. if (this._maxPitch != Math.PI || this._minPitch != -Math.PI) {
  93837. checkPitch = true;
  93838. }
  93839. if (checkYaw || checkPitch) {
  93840. var spaceMat = BoneLookController._tmpMats[2];
  93841. var spaceMatInv = BoneLookController._tmpMats[3];
  93842. if (this.upAxisSpace == BABYLON.Space.BONE && upAxis.y == 1 && parentBone) {
  93843. parentBone.getRotationMatrixToRef(BABYLON.Space.WORLD, this.mesh, spaceMat);
  93844. }
  93845. else if (this.upAxisSpace == BABYLON.Space.LOCAL && upAxis.y == 1 && !parentBone) {
  93846. spaceMat.copyFrom(mesh.getWorldMatrix());
  93847. }
  93848. else {
  93849. var forwardAxis = BoneLookController._tmpVecs[2];
  93850. forwardAxis.copyFrom(this._fowardAxis);
  93851. if (this._transformYawPitch) {
  93852. BABYLON.Vector3.TransformCoordinatesToRef(forwardAxis, this._transformYawPitchInv, forwardAxis);
  93853. }
  93854. if (parentBone) {
  93855. parentBone.getDirectionToRef(forwardAxis, this.mesh, forwardAxis);
  93856. }
  93857. else {
  93858. mesh.getDirectionToRef(forwardAxis, forwardAxis);
  93859. }
  93860. var rightAxis = BABYLON.Vector3.Cross(upAxis, forwardAxis);
  93861. rightAxis.normalize();
  93862. var forwardAxis = BABYLON.Vector3.Cross(rightAxis, upAxis);
  93863. BABYLON.Matrix.FromXYZAxesToRef(rightAxis, upAxis, forwardAxis, spaceMat);
  93864. }
  93865. spaceMat.invertToRef(spaceMatInv);
  93866. var xzlen = null;
  93867. if (checkPitch) {
  93868. var localTarget = BoneLookController._tmpVecs[3];
  93869. target.subtractToRef(bonePos, localTarget);
  93870. BABYLON.Vector3.TransformCoordinatesToRef(localTarget, spaceMatInv, localTarget);
  93871. xzlen = Math.sqrt(localTarget.x * localTarget.x + localTarget.z * localTarget.z);
  93872. var pitch = Math.atan2(localTarget.y, xzlen);
  93873. var newPitch = pitch;
  93874. if (pitch > this._maxPitch) {
  93875. localTarget.y = this._maxPitchTan * xzlen;
  93876. newPitch = this._maxPitch;
  93877. }
  93878. else if (pitch < this._minPitch) {
  93879. localTarget.y = this._minPitchTan * xzlen;
  93880. newPitch = this._minPitch;
  93881. }
  93882. if (pitch != newPitch) {
  93883. BABYLON.Vector3.TransformCoordinatesToRef(localTarget, spaceMat, localTarget);
  93884. localTarget.addInPlace(bonePos);
  93885. target = localTarget;
  93886. }
  93887. }
  93888. if (checkYaw) {
  93889. var localTarget = BoneLookController._tmpVecs[4];
  93890. target.subtractToRef(bonePos, localTarget);
  93891. BABYLON.Vector3.TransformCoordinatesToRef(localTarget, spaceMatInv, localTarget);
  93892. var yaw = Math.atan2(localTarget.x, localTarget.z);
  93893. var newYaw = yaw;
  93894. if (yaw > this._maxYaw || yaw < this._minYaw) {
  93895. if (xzlen == null) {
  93896. xzlen = Math.sqrt(localTarget.x * localTarget.x + localTarget.z * localTarget.z);
  93897. }
  93898. if (this._yawRange > Math.PI) {
  93899. if (this._isAngleBetween(yaw, this._maxYaw, this._midYawConstraint)) {
  93900. localTarget.z = this._maxYawCos * xzlen;
  93901. localTarget.x = this._maxYawSin * xzlen;
  93902. newYaw = this._maxYaw;
  93903. }
  93904. else if (this._isAngleBetween(yaw, this._midYawConstraint, this._minYaw)) {
  93905. localTarget.z = this._minYawCos * xzlen;
  93906. localTarget.x = this._minYawSin * xzlen;
  93907. newYaw = this._minYaw;
  93908. }
  93909. }
  93910. else {
  93911. if (yaw > this._maxYaw) {
  93912. localTarget.z = this._maxYawCos * xzlen;
  93913. localTarget.x = this._maxYawSin * xzlen;
  93914. newYaw = this._maxYaw;
  93915. }
  93916. else if (yaw < this._minYaw) {
  93917. localTarget.z = this._minYawCos * xzlen;
  93918. localTarget.x = this._minYawSin * xzlen;
  93919. newYaw = this._minYaw;
  93920. }
  93921. }
  93922. }
  93923. if (this._slerping && this._yawRange > Math.PI) {
  93924. //are we going to be crossing into the min/max region?
  93925. var boneFwd = BoneLookController._tmpVecs[8];
  93926. boneFwd.copyFrom(BABYLON.Axis.Z);
  93927. if (this._transformYawPitch) {
  93928. BABYLON.Vector3.TransformCoordinatesToRef(boneFwd, this._transformYawPitchInv, boneFwd);
  93929. }
  93930. var boneRotMat = BoneLookController._tmpMats[4];
  93931. this._boneQuat.toRotationMatrix(boneRotMat);
  93932. this.mesh.getWorldMatrix().multiplyToRef(boneRotMat, boneRotMat);
  93933. BABYLON.Vector3.TransformCoordinatesToRef(boneFwd, boneRotMat, boneFwd);
  93934. BABYLON.Vector3.TransformCoordinatesToRef(boneFwd, spaceMatInv, boneFwd);
  93935. var boneYaw = Math.atan2(boneFwd.x, boneFwd.z);
  93936. var angBtwTar = this._getAngleBetween(boneYaw, yaw);
  93937. var angBtwMidYaw = this._getAngleBetween(boneYaw, this._midYawConstraint);
  93938. if (angBtwTar > angBtwMidYaw) {
  93939. if (xzlen == null) {
  93940. xzlen = Math.sqrt(localTarget.x * localTarget.x + localTarget.z * localTarget.z);
  93941. }
  93942. var angBtwMax = this._getAngleBetween(boneYaw, this._maxYaw);
  93943. var angBtwMin = this._getAngleBetween(boneYaw, this._minYaw);
  93944. if (angBtwMin < angBtwMax) {
  93945. newYaw = boneYaw + Math.PI * .75;
  93946. localTarget.z = Math.cos(newYaw) * xzlen;
  93947. localTarget.x = Math.sin(newYaw) * xzlen;
  93948. }
  93949. else {
  93950. newYaw = boneYaw - Math.PI * .75;
  93951. localTarget.z = Math.cos(newYaw) * xzlen;
  93952. localTarget.x = Math.sin(newYaw) * xzlen;
  93953. }
  93954. }
  93955. }
  93956. if (yaw != newYaw) {
  93957. BABYLON.Vector3.TransformCoordinatesToRef(localTarget, spaceMat, localTarget);
  93958. localTarget.addInPlace(bonePos);
  93959. target = localTarget;
  93960. }
  93961. }
  93962. }
  93963. var zaxis = BoneLookController._tmpVecs[5];
  93964. var xaxis = BoneLookController._tmpVecs[6];
  93965. var yaxis = BoneLookController._tmpVecs[7];
  93966. var _tmpQuat = BoneLookController._tmpQuat;
  93967. target.subtractToRef(bonePos, zaxis);
  93968. zaxis.normalize();
  93969. BABYLON.Vector3.CrossToRef(upAxis, zaxis, xaxis);
  93970. xaxis.normalize();
  93971. BABYLON.Vector3.CrossToRef(zaxis, xaxis, yaxis);
  93972. yaxis.normalize();
  93973. BABYLON.Matrix.FromXYZAxesToRef(xaxis, yaxis, zaxis, _tmpMat1);
  93974. if (xaxis.x === 0 && xaxis.y === 0 && xaxis.z === 0) {
  93975. return;
  93976. }
  93977. if (yaxis.x === 0 && yaxis.y === 0 && yaxis.z === 0) {
  93978. return;
  93979. }
  93980. if (zaxis.x === 0 && zaxis.y === 0 && zaxis.z === 0) {
  93981. return;
  93982. }
  93983. if (this.adjustYaw || this.adjustPitch || this.adjustRoll) {
  93984. BABYLON.Matrix.RotationYawPitchRollToRef(this.adjustYaw, this.adjustPitch, this.adjustRoll, _tmpMat2);
  93985. _tmpMat2.multiplyToRef(_tmpMat1, _tmpMat1);
  93986. }
  93987. if (this.slerpAmount < 1) {
  93988. if (!this._slerping) {
  93989. this.bone.getRotationQuaternionToRef(BABYLON.Space.WORLD, this.mesh, this._boneQuat);
  93990. }
  93991. if (this._transformYawPitch) {
  93992. this._transformYawPitch.multiplyToRef(_tmpMat1, _tmpMat1);
  93993. }
  93994. BABYLON.Quaternion.FromRotationMatrixToRef(_tmpMat1, _tmpQuat);
  93995. BABYLON.Quaternion.SlerpToRef(this._boneQuat, _tmpQuat, this.slerpAmount, this._boneQuat);
  93996. this.bone.setRotationQuaternion(this._boneQuat, BABYLON.Space.WORLD, this.mesh);
  93997. this._slerping = true;
  93998. }
  93999. else {
  94000. if (this._transformYawPitch) {
  94001. this._transformYawPitch.multiplyToRef(_tmpMat1, _tmpMat1);
  94002. }
  94003. this.bone.setRotationMatrix(_tmpMat1, BABYLON.Space.WORLD, this.mesh);
  94004. this._slerping = false;
  94005. }
  94006. };
  94007. BoneLookController.prototype._getAngleDiff = function (ang1, ang2) {
  94008. var angDiff = ang2 - ang1;
  94009. angDiff %= Math.PI * 2;
  94010. if (angDiff > Math.PI) {
  94011. angDiff -= Math.PI * 2;
  94012. }
  94013. else if (angDiff < -Math.PI) {
  94014. angDiff += Math.PI * 2;
  94015. }
  94016. return angDiff;
  94017. };
  94018. BoneLookController.prototype._getAngleBetween = function (ang1, ang2) {
  94019. ang1 %= (2 * Math.PI);
  94020. ang1 = (ang1 < 0) ? ang1 + (2 * Math.PI) : ang1;
  94021. ang2 %= (2 * Math.PI);
  94022. ang2 = (ang2 < 0) ? ang2 + (2 * Math.PI) : ang2;
  94023. var ab = 0;
  94024. if (ang1 < ang2) {
  94025. ab = ang2 - ang1;
  94026. }
  94027. else {
  94028. ab = ang1 - ang2;
  94029. }
  94030. if (ab > Math.PI) {
  94031. ab = Math.PI * 2 - ab;
  94032. }
  94033. return ab;
  94034. };
  94035. BoneLookController.prototype._isAngleBetween = function (ang, ang1, ang2) {
  94036. ang %= (2 * Math.PI);
  94037. ang = (ang < 0) ? ang + (2 * Math.PI) : ang;
  94038. ang1 %= (2 * Math.PI);
  94039. ang1 = (ang1 < 0) ? ang1 + (2 * Math.PI) : ang1;
  94040. ang2 %= (2 * Math.PI);
  94041. ang2 = (ang2 < 0) ? ang2 + (2 * Math.PI) : ang2;
  94042. if (ang1 < ang2) {
  94043. if (ang > ang1 && ang < ang2) {
  94044. return true;
  94045. }
  94046. }
  94047. else {
  94048. if (ang > ang2 && ang < ang1) {
  94049. return true;
  94050. }
  94051. }
  94052. return false;
  94053. };
  94054. BoneLookController._tmpVecs = BABYLON.Tools.BuildArray(10, BABYLON.Vector3.Zero);
  94055. BoneLookController._tmpQuat = BABYLON.Quaternion.Identity();
  94056. BoneLookController._tmpMats = BABYLON.Tools.BuildArray(5, BABYLON.Matrix.Identity);
  94057. return BoneLookController;
  94058. }());
  94059. BABYLON.BoneLookController = BoneLookController;
  94060. })(BABYLON || (BABYLON = {}));
  94061. //# sourceMappingURL=babylon.boneLookController.js.map
  94062. var BABYLON;
  94063. (function (BABYLON) {
  94064. /**
  94065. * Class used to handle skinning animations
  94066. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  94067. */
  94068. var Skeleton = /** @class */ (function () {
  94069. /**
  94070. * Creates a new skeleton
  94071. * @param name defines the skeleton name
  94072. * @param id defines the skeleton Id
  94073. * @param scene defines the hosting scene
  94074. */
  94075. function Skeleton(
  94076. /** defines the skeleton name */
  94077. name,
  94078. /** defines the skeleton Id */
  94079. id, scene) {
  94080. this.name = name;
  94081. this.id = id;
  94082. /**
  94083. * Defines the list of child bones
  94084. */
  94085. this.bones = new Array();
  94086. /**
  94087. * Defines a boolean indicating if the root matrix is provided by meshes or by the current skeleton (this is the default value)
  94088. */
  94089. this.needInitialSkinMatrix = false;
  94090. /**
  94091. * Defines a mesh that override the matrix used to get the world matrix (null by default).
  94092. */
  94093. this.overrideMesh = null;
  94094. this._isDirty = true;
  94095. this._meshesWithPoseMatrix = new Array();
  94096. this._identity = BABYLON.Matrix.Identity();
  94097. this._ranges = {};
  94098. this._lastAbsoluteTransformsUpdateId = -1;
  94099. this._canUseTextureForBones = false;
  94100. /** @hidden */
  94101. this._numBonesWithLinkedTransformNode = 0;
  94102. /**
  94103. * Specifies if the skeleton should be serialized
  94104. */
  94105. this.doNotSerialize = false;
  94106. /**
  94107. * Gets or sets a boolean indicating that bone matrices should be stored as a texture instead of using shader uniforms (default is true).
  94108. * Please note that this option is not available when needInitialSkinMatrix === true or if the hardware does not support it
  94109. */
  94110. this.useTextureToStoreBoneMatrices = true;
  94111. this._animationPropertiesOverride = null;
  94112. // Events
  94113. /**
  94114. * An observable triggered before computing the skeleton's matrices
  94115. */
  94116. this.onBeforeComputeObservable = new BABYLON.Observable();
  94117. this.bones = [];
  94118. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  94119. this._scene.skeletons.push(this);
  94120. //make sure it will recalculate the matrix next time prepare is called.
  94121. this._isDirty = true;
  94122. var engineCaps = this._scene.getEngine().getCaps();
  94123. this._canUseTextureForBones = engineCaps.textureFloat && engineCaps.maxVertexTextureImageUnits > 0;
  94124. }
  94125. Object.defineProperty(Skeleton.prototype, "animationPropertiesOverride", {
  94126. /**
  94127. * Gets or sets the animation properties override
  94128. */
  94129. get: function () {
  94130. if (!this._animationPropertiesOverride) {
  94131. return this._scene.animationPropertiesOverride;
  94132. }
  94133. return this._animationPropertiesOverride;
  94134. },
  94135. set: function (value) {
  94136. this._animationPropertiesOverride = value;
  94137. },
  94138. enumerable: true,
  94139. configurable: true
  94140. });
  94141. Object.defineProperty(Skeleton.prototype, "isUsingTextureForMatrices", {
  94142. /**
  94143. * Gets a boolean indicating that the skeleton effectively stores matrices into a texture
  94144. */
  94145. get: function () {
  94146. return this.useTextureToStoreBoneMatrices && this._canUseTextureForBones && !this.needInitialSkinMatrix;
  94147. },
  94148. enumerable: true,
  94149. configurable: true
  94150. });
  94151. // Members
  94152. /**
  94153. * Gets the list of transform matrices to send to shaders (one matrix per bone)
  94154. * @param mesh defines the mesh to use to get the root matrix (if needInitialSkinMatrix === true)
  94155. * @returns a Float32Array containing matrices data
  94156. */
  94157. Skeleton.prototype.getTransformMatrices = function (mesh) {
  94158. if (this.needInitialSkinMatrix && mesh._bonesTransformMatrices) {
  94159. return mesh._bonesTransformMatrices;
  94160. }
  94161. if (!this._transformMatrices) {
  94162. this.prepare();
  94163. }
  94164. return this._transformMatrices;
  94165. };
  94166. /**
  94167. * Gets the list of transform matrices to send to shaders inside a texture (one matrix per bone)
  94168. * @returns a raw texture containing the data
  94169. */
  94170. Skeleton.prototype.getTransformMatrixTexture = function () {
  94171. return this._transformMatrixTexture;
  94172. };
  94173. /**
  94174. * Gets the current hosting scene
  94175. * @returns a scene object
  94176. */
  94177. Skeleton.prototype.getScene = function () {
  94178. return this._scene;
  94179. };
  94180. // Methods
  94181. /**
  94182. * Gets a string representing the current skeleton data
  94183. * @param fullDetails defines a boolean indicating if we want a verbose version
  94184. * @returns a string representing the current skeleton data
  94185. */
  94186. Skeleton.prototype.toString = function (fullDetails) {
  94187. var ret = "Name: " + this.name + ", nBones: " + this.bones.length;
  94188. ret += ", nAnimationRanges: " + (this._ranges ? Object.keys(this._ranges).length : "none");
  94189. if (fullDetails) {
  94190. ret += ", Ranges: {";
  94191. var first = true;
  94192. for (var name_1 in this._ranges) {
  94193. if (first) {
  94194. ret += ", ";
  94195. first = false;
  94196. }
  94197. ret += name_1;
  94198. }
  94199. ret += "}";
  94200. }
  94201. return ret;
  94202. };
  94203. /**
  94204. * Get bone's index searching by name
  94205. * @param name defines bone's name to search for
  94206. * @return the indice of the bone. Returns -1 if not found
  94207. */
  94208. Skeleton.prototype.getBoneIndexByName = function (name) {
  94209. for (var boneIndex = 0, cache = this.bones.length; boneIndex < cache; boneIndex++) {
  94210. if (this.bones[boneIndex].name === name) {
  94211. return boneIndex;
  94212. }
  94213. }
  94214. return -1;
  94215. };
  94216. /**
  94217. * Creater a new animation range
  94218. * @param name defines the name of the range
  94219. * @param from defines the start key
  94220. * @param to defines the end key
  94221. */
  94222. Skeleton.prototype.createAnimationRange = function (name, from, to) {
  94223. // check name not already in use
  94224. if (!this._ranges[name]) {
  94225. this._ranges[name] = new BABYLON.AnimationRange(name, from, to);
  94226. for (var i = 0, nBones = this.bones.length; i < nBones; i++) {
  94227. if (this.bones[i].animations[0]) {
  94228. this.bones[i].animations[0].createRange(name, from, to);
  94229. }
  94230. }
  94231. }
  94232. };
  94233. /**
  94234. * Delete a specific animation range
  94235. * @param name defines the name of the range
  94236. * @param deleteFrames defines if frames must be removed as well
  94237. */
  94238. Skeleton.prototype.deleteAnimationRange = function (name, deleteFrames) {
  94239. if (deleteFrames === void 0) { deleteFrames = true; }
  94240. for (var i = 0, nBones = this.bones.length; i < nBones; i++) {
  94241. if (this.bones[i].animations[0]) {
  94242. this.bones[i].animations[0].deleteRange(name, deleteFrames);
  94243. }
  94244. }
  94245. this._ranges[name] = null; // said much faster than 'delete this._range[name]'
  94246. };
  94247. /**
  94248. * Gets a specific animation range
  94249. * @param name defines the name of the range to look for
  94250. * @returns the requested animation range or null if not found
  94251. */
  94252. Skeleton.prototype.getAnimationRange = function (name) {
  94253. return this._ranges[name];
  94254. };
  94255. /**
  94256. * Gets the list of all animation ranges defined on this skeleton
  94257. * @returns an array
  94258. */
  94259. Skeleton.prototype.getAnimationRanges = function () {
  94260. var animationRanges = [];
  94261. var name;
  94262. var i = 0;
  94263. for (name in this._ranges) {
  94264. animationRanges[i] = this._ranges[name];
  94265. i++;
  94266. }
  94267. return animationRanges;
  94268. };
  94269. /**
  94270. * Copy animation range from a source skeleton.
  94271. * This is not for a complete retargeting, only between very similar skeleton's with only possible bone length differences
  94272. * @param source defines the source skeleton
  94273. * @param name defines the name of the range to copy
  94274. * @param rescaleAsRequired defines if rescaling must be applied if required
  94275. * @returns true if operation was successful
  94276. */
  94277. Skeleton.prototype.copyAnimationRange = function (source, name, rescaleAsRequired) {
  94278. if (rescaleAsRequired === void 0) { rescaleAsRequired = false; }
  94279. if (this._ranges[name] || !source.getAnimationRange(name)) {
  94280. return false;
  94281. }
  94282. var ret = true;
  94283. var frameOffset = this._getHighestAnimationFrame() + 1;
  94284. // make a dictionary of source skeleton's bones, so exact same order or doublely nested loop is not required
  94285. var boneDict = {};
  94286. var sourceBones = source.bones;
  94287. var nBones;
  94288. var i;
  94289. for (i = 0, nBones = sourceBones.length; i < nBones; i++) {
  94290. boneDict[sourceBones[i].name] = sourceBones[i];
  94291. }
  94292. if (this.bones.length !== sourceBones.length) {
  94293. BABYLON.Tools.Warn("copyAnimationRange: this rig has " + this.bones.length + " bones, while source as " + sourceBones.length);
  94294. ret = false;
  94295. }
  94296. var skelDimensionsRatio = (rescaleAsRequired && this.dimensionsAtRest && source.dimensionsAtRest) ? this.dimensionsAtRest.divide(source.dimensionsAtRest) : null;
  94297. for (i = 0, nBones = this.bones.length; i < nBones; i++) {
  94298. var boneName = this.bones[i].name;
  94299. var sourceBone = boneDict[boneName];
  94300. if (sourceBone) {
  94301. ret = ret && this.bones[i].copyAnimationRange(sourceBone, name, frameOffset, rescaleAsRequired, skelDimensionsRatio);
  94302. }
  94303. else {
  94304. BABYLON.Tools.Warn("copyAnimationRange: not same rig, missing source bone " + boneName);
  94305. ret = false;
  94306. }
  94307. }
  94308. // do not call createAnimationRange(), since it also is done to bones, which was already done
  94309. var range = source.getAnimationRange(name);
  94310. if (range) {
  94311. this._ranges[name] = new BABYLON.AnimationRange(name, range.from + frameOffset, range.to + frameOffset);
  94312. }
  94313. return ret;
  94314. };
  94315. /**
  94316. * Forces the skeleton to go to rest pose
  94317. */
  94318. Skeleton.prototype.returnToRest = function () {
  94319. for (var index = 0; index < this.bones.length; index++) {
  94320. this.bones[index].returnToRest();
  94321. }
  94322. };
  94323. Skeleton.prototype._getHighestAnimationFrame = function () {
  94324. var ret = 0;
  94325. for (var i = 0, nBones = this.bones.length; i < nBones; i++) {
  94326. if (this.bones[i].animations[0]) {
  94327. var highest = this.bones[i].animations[0].getHighestFrame();
  94328. if (ret < highest) {
  94329. ret = highest;
  94330. }
  94331. }
  94332. }
  94333. return ret;
  94334. };
  94335. /**
  94336. * Begin a specific animation range
  94337. * @param name defines the name of the range to start
  94338. * @param loop defines if looping must be turned on (false by default)
  94339. * @param speedRatio defines the speed ratio to apply (1 by default)
  94340. * @param onAnimationEnd defines a callback which will be called when animation will end
  94341. * @returns a new animatable
  94342. */
  94343. Skeleton.prototype.beginAnimation = function (name, loop, speedRatio, onAnimationEnd) {
  94344. var range = this.getAnimationRange(name);
  94345. if (!range) {
  94346. return null;
  94347. }
  94348. return this._scene.beginAnimation(this, range.from, range.to, loop, speedRatio, onAnimationEnd);
  94349. };
  94350. /** @hidden */
  94351. Skeleton.prototype._markAsDirty = function () {
  94352. this._isDirty = true;
  94353. };
  94354. /** @hidden */
  94355. Skeleton.prototype._registerMeshWithPoseMatrix = function (mesh) {
  94356. this._meshesWithPoseMatrix.push(mesh);
  94357. };
  94358. /** @hidden */
  94359. Skeleton.prototype._unregisterMeshWithPoseMatrix = function (mesh) {
  94360. var index = this._meshesWithPoseMatrix.indexOf(mesh);
  94361. if (index > -1) {
  94362. this._meshesWithPoseMatrix.splice(index, 1);
  94363. }
  94364. };
  94365. Skeleton.prototype._computeTransformMatrices = function (targetMatrix, initialSkinMatrix) {
  94366. this.onBeforeComputeObservable.notifyObservers(this);
  94367. for (var index = 0; index < this.bones.length; index++) {
  94368. var bone = this.bones[index];
  94369. var parentBone = bone.getParent();
  94370. if (parentBone) {
  94371. bone.getLocalMatrix().multiplyToRef(parentBone.getWorldMatrix(), bone.getWorldMatrix());
  94372. }
  94373. else {
  94374. if (initialSkinMatrix) {
  94375. bone.getLocalMatrix().multiplyToRef(initialSkinMatrix, bone.getWorldMatrix());
  94376. }
  94377. else {
  94378. bone.getWorldMatrix().copyFrom(bone.getLocalMatrix());
  94379. }
  94380. }
  94381. if (bone._index !== -1) {
  94382. var mappedIndex = bone._index === null ? index : bone._index;
  94383. bone.getInvertedAbsoluteTransform().multiplyToArray(bone.getWorldMatrix(), targetMatrix, mappedIndex * 16);
  94384. }
  94385. }
  94386. this._identity.copyToArray(targetMatrix, this.bones.length * 16);
  94387. };
  94388. /**
  94389. * Build all resources required to render a skeleton
  94390. */
  94391. Skeleton.prototype.prepare = function () {
  94392. // Update the local matrix of bones with linked transform nodes.
  94393. if (this._numBonesWithLinkedTransformNode > 0) {
  94394. for (var _i = 0, _a = this.bones; _i < _a.length; _i++) {
  94395. var bone_1 = _a[_i];
  94396. if (bone_1._linkedTransformNode) {
  94397. // Computing the world matrix also computes the local matrix.
  94398. bone_1._linkedTransformNode.computeWorldMatrix();
  94399. bone_1._matrix = bone_1._linkedTransformNode._localMatrix;
  94400. bone_1.markAsDirty();
  94401. }
  94402. }
  94403. }
  94404. if (!this._isDirty) {
  94405. return;
  94406. }
  94407. if (this.needInitialSkinMatrix) {
  94408. for (var index = 0; index < this._meshesWithPoseMatrix.length; index++) {
  94409. var mesh = this._meshesWithPoseMatrix[index];
  94410. var poseMatrix = mesh.getPoseMatrix();
  94411. if (!mesh._bonesTransformMatrices || mesh._bonesTransformMatrices.length !== 16 * (this.bones.length + 1)) {
  94412. mesh._bonesTransformMatrices = new Float32Array(16 * (this.bones.length + 1));
  94413. }
  94414. if (this._synchronizedWithMesh !== mesh) {
  94415. this._synchronizedWithMesh = mesh;
  94416. // Prepare bones
  94417. for (var boneIndex = 0; boneIndex < this.bones.length; boneIndex++) {
  94418. var bone = this.bones[boneIndex];
  94419. if (!bone.getParent()) {
  94420. var matrix = bone.getBaseMatrix();
  94421. matrix.multiplyToRef(poseMatrix, BABYLON.Tmp.Matrix[1]);
  94422. bone._updateDifferenceMatrix(BABYLON.Tmp.Matrix[1]);
  94423. }
  94424. }
  94425. }
  94426. this._computeTransformMatrices(mesh._bonesTransformMatrices, poseMatrix);
  94427. }
  94428. }
  94429. else {
  94430. if (!this._transformMatrices || this._transformMatrices.length !== 16 * (this.bones.length + 1)) {
  94431. this._transformMatrices = new Float32Array(16 * (this.bones.length + 1));
  94432. if (this.isUsingTextureForMatrices) {
  94433. if (this._transformMatrixTexture) {
  94434. this._transformMatrixTexture.dispose();
  94435. }
  94436. this._transformMatrixTexture = BABYLON.RawTexture.CreateRGBATexture(this._transformMatrices, (this.bones.length + 1) * 4, 1, this._scene, false, false, BABYLON.Engine.TEXTURE_NEAREST_SAMPLINGMODE, BABYLON.Engine.TEXTURETYPE_FLOAT);
  94437. }
  94438. }
  94439. this._computeTransformMatrices(this._transformMatrices, null);
  94440. if (this.isUsingTextureForMatrices && this._transformMatrixTexture) {
  94441. this._transformMatrixTexture.update(this._transformMatrices);
  94442. }
  94443. }
  94444. this._isDirty = false;
  94445. this._scene._activeBones.addCount(this.bones.length, false);
  94446. };
  94447. /**
  94448. * Gets the list of animatables currently running for this skeleton
  94449. * @returns an array of animatables
  94450. */
  94451. Skeleton.prototype.getAnimatables = function () {
  94452. if (!this._animatables || this._animatables.length !== this.bones.length) {
  94453. this._animatables = [];
  94454. for (var index = 0; index < this.bones.length; index++) {
  94455. this._animatables.push(this.bones[index]);
  94456. }
  94457. }
  94458. return this._animatables;
  94459. };
  94460. /**
  94461. * Clone the current skeleton
  94462. * @param name defines the name of the new skeleton
  94463. * @param id defines the id of the enw skeleton
  94464. * @returns the new skeleton
  94465. */
  94466. Skeleton.prototype.clone = function (name, id) {
  94467. var result = new Skeleton(name, id || name, this._scene);
  94468. result.needInitialSkinMatrix = this.needInitialSkinMatrix;
  94469. for (var index = 0; index < this.bones.length; index++) {
  94470. var source = this.bones[index];
  94471. var parentBone = null;
  94472. var parent_1 = source.getParent();
  94473. if (parent_1) {
  94474. var parentIndex = this.bones.indexOf(parent_1);
  94475. parentBone = result.bones[parentIndex];
  94476. }
  94477. var bone = new BABYLON.Bone(source.name, result, parentBone, source.getBaseMatrix().clone(), source.getRestPose().clone());
  94478. BABYLON.Tools.DeepCopy(source.animations, bone.animations);
  94479. }
  94480. if (this._ranges) {
  94481. result._ranges = {};
  94482. for (var rangeName in this._ranges) {
  94483. var range = this._ranges[rangeName];
  94484. if (range) {
  94485. result._ranges[rangeName] = range.clone();
  94486. }
  94487. }
  94488. }
  94489. this._isDirty = true;
  94490. return result;
  94491. };
  94492. /**
  94493. * Enable animation blending for this skeleton
  94494. * @param blendingSpeed defines the blending speed to apply
  94495. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  94496. */
  94497. Skeleton.prototype.enableBlending = function (blendingSpeed) {
  94498. if (blendingSpeed === void 0) { blendingSpeed = 0.01; }
  94499. this.bones.forEach(function (bone) {
  94500. bone.animations.forEach(function (animation) {
  94501. animation.enableBlending = true;
  94502. animation.blendingSpeed = blendingSpeed;
  94503. });
  94504. });
  94505. };
  94506. /**
  94507. * Releases all resources associated with the current skeleton
  94508. */
  94509. Skeleton.prototype.dispose = function () {
  94510. this._meshesWithPoseMatrix = [];
  94511. // Animations
  94512. this.getScene().stopAnimation(this);
  94513. // Remove from scene
  94514. this.getScene().removeSkeleton(this);
  94515. if (this._transformMatrixTexture) {
  94516. this._transformMatrixTexture.dispose();
  94517. this._transformMatrixTexture = null;
  94518. }
  94519. };
  94520. /**
  94521. * Serialize the skeleton in a JSON object
  94522. * @returns a JSON object
  94523. */
  94524. Skeleton.prototype.serialize = function () {
  94525. var serializationObject = {};
  94526. serializationObject.name = this.name;
  94527. serializationObject.id = this.id;
  94528. if (this.dimensionsAtRest) {
  94529. serializationObject.dimensionsAtRest = this.dimensionsAtRest.asArray();
  94530. }
  94531. serializationObject.bones = [];
  94532. serializationObject.needInitialSkinMatrix = this.needInitialSkinMatrix;
  94533. for (var index = 0; index < this.bones.length; index++) {
  94534. var bone = this.bones[index];
  94535. var parent_2 = bone.getParent();
  94536. var serializedBone = {
  94537. parentBoneIndex: parent_2 ? this.bones.indexOf(parent_2) : -1,
  94538. name: bone.name,
  94539. matrix: bone.getBaseMatrix().toArray(),
  94540. rest: bone.getRestPose().toArray()
  94541. };
  94542. serializationObject.bones.push(serializedBone);
  94543. if (bone.length) {
  94544. serializedBone.length = bone.length;
  94545. }
  94546. if (bone.metadata) {
  94547. serializedBone.metadata = bone.metadata;
  94548. }
  94549. if (bone.animations && bone.animations.length > 0) {
  94550. serializedBone.animation = bone.animations[0].serialize();
  94551. }
  94552. serializationObject.ranges = [];
  94553. for (var name in this._ranges) {
  94554. var source = this._ranges[name];
  94555. if (!source) {
  94556. continue;
  94557. }
  94558. var range = {};
  94559. range.name = name;
  94560. range.from = source.from;
  94561. range.to = source.to;
  94562. serializationObject.ranges.push(range);
  94563. }
  94564. }
  94565. return serializationObject;
  94566. };
  94567. /**
  94568. * Creates a new skeleton from serialized data
  94569. * @param parsedSkeleton defines the serialized data
  94570. * @param scene defines the hosting scene
  94571. * @returns a new skeleton
  94572. */
  94573. Skeleton.Parse = function (parsedSkeleton, scene) {
  94574. var skeleton = new Skeleton(parsedSkeleton.name, parsedSkeleton.id, scene);
  94575. if (parsedSkeleton.dimensionsAtRest) {
  94576. skeleton.dimensionsAtRest = BABYLON.Vector3.FromArray(parsedSkeleton.dimensionsAtRest);
  94577. }
  94578. skeleton.needInitialSkinMatrix = parsedSkeleton.needInitialSkinMatrix;
  94579. var index;
  94580. for (index = 0; index < parsedSkeleton.bones.length; index++) {
  94581. var parsedBone = parsedSkeleton.bones[index];
  94582. var parentBone = null;
  94583. if (parsedBone.parentBoneIndex > -1) {
  94584. parentBone = skeleton.bones[parsedBone.parentBoneIndex];
  94585. }
  94586. var rest = parsedBone.rest ? BABYLON.Matrix.FromArray(parsedBone.rest) : null;
  94587. var bone = new BABYLON.Bone(parsedBone.name, skeleton, parentBone, BABYLON.Matrix.FromArray(parsedBone.matrix), rest);
  94588. if (parsedBone.id !== undefined && parsedBone.id !== null) {
  94589. bone.id = parsedBone.id;
  94590. }
  94591. if (parsedBone.length) {
  94592. bone.length = parsedBone.length;
  94593. }
  94594. if (parsedBone.metadata) {
  94595. bone.metadata = parsedBone.metadata;
  94596. }
  94597. if (parsedBone.animation) {
  94598. bone.animations.push(BABYLON.Animation.Parse(parsedBone.animation));
  94599. }
  94600. }
  94601. // placed after bones, so createAnimationRange can cascade down
  94602. if (parsedSkeleton.ranges) {
  94603. for (index = 0; index < parsedSkeleton.ranges.length; index++) {
  94604. var data = parsedSkeleton.ranges[index];
  94605. skeleton.createAnimationRange(data.name, data.from, data.to);
  94606. }
  94607. }
  94608. return skeleton;
  94609. };
  94610. /**
  94611. * Compute all node absolute transforms
  94612. * @param forceUpdate defines if computation must be done even if cache is up to date
  94613. */
  94614. Skeleton.prototype.computeAbsoluteTransforms = function (forceUpdate) {
  94615. if (forceUpdate === void 0) { forceUpdate = false; }
  94616. var renderId = this._scene.getRenderId();
  94617. if (this._lastAbsoluteTransformsUpdateId != renderId || forceUpdate) {
  94618. this.bones[0].computeAbsoluteTransforms();
  94619. this._lastAbsoluteTransformsUpdateId = renderId;
  94620. }
  94621. };
  94622. /**
  94623. * Gets the root pose matrix
  94624. * @returns a matrix
  94625. */
  94626. Skeleton.prototype.getPoseMatrix = function () {
  94627. var poseMatrix = null;
  94628. if (this._meshesWithPoseMatrix.length > 0) {
  94629. poseMatrix = this._meshesWithPoseMatrix[0].getPoseMatrix();
  94630. }
  94631. return poseMatrix;
  94632. };
  94633. /**
  94634. * Sorts bones per internal index
  94635. */
  94636. Skeleton.prototype.sortBones = function () {
  94637. var bones = new Array();
  94638. var visited = new Array(this.bones.length);
  94639. for (var index = 0; index < this.bones.length; index++) {
  94640. this._sortBones(index, bones, visited);
  94641. }
  94642. this.bones = bones;
  94643. };
  94644. Skeleton.prototype._sortBones = function (index, bones, visited) {
  94645. if (visited[index]) {
  94646. return;
  94647. }
  94648. visited[index] = true;
  94649. var bone = this.bones[index];
  94650. if (bone._index === undefined) {
  94651. bone._index = index;
  94652. }
  94653. var parentBone = bone.getParent();
  94654. if (parentBone) {
  94655. this._sortBones(this.bones.indexOf(parentBone), bones, visited);
  94656. }
  94657. bones.push(bone);
  94658. };
  94659. return Skeleton;
  94660. }());
  94661. BABYLON.Skeleton = Skeleton;
  94662. })(BABYLON || (BABYLON = {}));
  94663. //# sourceMappingURL=babylon.skeleton.js.map
  94664. var BABYLON;
  94665. (function (BABYLON) {
  94666. /**
  94667. * This groups tools to convert HDR texture to native colors array.
  94668. */
  94669. var HDRTools = /** @class */ (function () {
  94670. function HDRTools() {
  94671. }
  94672. HDRTools.Ldexp = function (mantissa, exponent) {
  94673. if (exponent > 1023) {
  94674. return mantissa * Math.pow(2, 1023) * Math.pow(2, exponent - 1023);
  94675. }
  94676. if (exponent < -1074) {
  94677. return mantissa * Math.pow(2, -1074) * Math.pow(2, exponent + 1074);
  94678. }
  94679. return mantissa * Math.pow(2, exponent);
  94680. };
  94681. HDRTools.Rgbe2float = function (float32array, red, green, blue, exponent, index) {
  94682. if (exponent > 0) { /*nonzero pixel*/
  94683. exponent = this.Ldexp(1.0, exponent - (128 + 8));
  94684. float32array[index + 0] = red * exponent;
  94685. float32array[index + 1] = green * exponent;
  94686. float32array[index + 2] = blue * exponent;
  94687. }
  94688. else {
  94689. float32array[index + 0] = 0;
  94690. float32array[index + 1] = 0;
  94691. float32array[index + 2] = 0;
  94692. }
  94693. };
  94694. HDRTools.readStringLine = function (uint8array, startIndex) {
  94695. var line = "";
  94696. var character = "";
  94697. for (var i = startIndex; i < uint8array.length - startIndex; i++) {
  94698. character = String.fromCharCode(uint8array[i]);
  94699. if (character == "\n") {
  94700. break;
  94701. }
  94702. line += character;
  94703. }
  94704. return line;
  94705. };
  94706. /**
  94707. * Reads header information from an RGBE texture stored in a native array.
  94708. * More information on this format are available here:
  94709. * https://en.wikipedia.org/wiki/RGBE_image_format
  94710. *
  94711. * @param uint8array The binary file stored in native array.
  94712. * @return The header information.
  94713. */
  94714. HDRTools.RGBE_ReadHeader = function (uint8array) {
  94715. var height = 0;
  94716. var width = 0;
  94717. var line = this.readStringLine(uint8array, 0);
  94718. if (line[0] != '#' || line[1] != '?') {
  94719. throw "Bad HDR Format.";
  94720. }
  94721. var endOfHeader = false;
  94722. var findFormat = false;
  94723. var lineIndex = 0;
  94724. do {
  94725. lineIndex += (line.length + 1);
  94726. line = this.readStringLine(uint8array, lineIndex);
  94727. if (line == "FORMAT=32-bit_rle_rgbe") {
  94728. findFormat = true;
  94729. }
  94730. else if (line.length == 0) {
  94731. endOfHeader = true;
  94732. }
  94733. } while (!endOfHeader);
  94734. if (!findFormat) {
  94735. throw "HDR Bad header format, unsupported FORMAT";
  94736. }
  94737. lineIndex += (line.length + 1);
  94738. line = this.readStringLine(uint8array, lineIndex);
  94739. var sizeRegexp = /^\-Y (.*) \+X (.*)$/g;
  94740. var match = sizeRegexp.exec(line);
  94741. // TODO. Support +Y and -X if needed.
  94742. if (!match || match.length < 3) {
  94743. throw "HDR Bad header format, no size";
  94744. }
  94745. width = parseInt(match[2]);
  94746. height = parseInt(match[1]);
  94747. if (width < 8 || width > 0x7fff) {
  94748. throw "HDR Bad header format, unsupported size";
  94749. }
  94750. lineIndex += (line.length + 1);
  94751. return {
  94752. height: height,
  94753. width: width,
  94754. dataPosition: lineIndex
  94755. };
  94756. };
  94757. /**
  94758. * Returns the cubemap information (each faces texture data) extracted from an RGBE texture.
  94759. * This RGBE texture needs to store the information as a panorama.
  94760. *
  94761. * More information on this format are available here:
  94762. * https://en.wikipedia.org/wiki/RGBE_image_format
  94763. *
  94764. * @param buffer The binary file stored in an array buffer.
  94765. * @param size The expected size of the extracted cubemap.
  94766. * @return The Cube Map information.
  94767. */
  94768. HDRTools.GetCubeMapTextureData = function (buffer, size) {
  94769. var uint8array = new Uint8Array(buffer);
  94770. var hdrInfo = this.RGBE_ReadHeader(uint8array);
  94771. var data = this.RGBE_ReadPixels_RLE(uint8array, hdrInfo);
  94772. var cubeMapData = BABYLON.PanoramaToCubeMapTools.ConvertPanoramaToCubemap(data, hdrInfo.width, hdrInfo.height, size);
  94773. return cubeMapData;
  94774. };
  94775. /**
  94776. * Returns the pixels data extracted from an RGBE texture.
  94777. * This pixels will be stored left to right up to down in the R G B order in one array.
  94778. *
  94779. * More information on this format are available here:
  94780. * https://en.wikipedia.org/wiki/RGBE_image_format
  94781. *
  94782. * @param uint8array The binary file stored in an array buffer.
  94783. * @param hdrInfo The header information of the file.
  94784. * @return The pixels data in RGB right to left up to down order.
  94785. */
  94786. HDRTools.RGBE_ReadPixels = function (uint8array, hdrInfo) {
  94787. // Keep for multi format supports.
  94788. return this.RGBE_ReadPixels_RLE(uint8array, hdrInfo);
  94789. };
  94790. HDRTools.RGBE_ReadPixels_RLE = function (uint8array, hdrInfo) {
  94791. var num_scanlines = hdrInfo.height;
  94792. var scanline_width = hdrInfo.width;
  94793. var a, b, c, d, count;
  94794. var dataIndex = hdrInfo.dataPosition;
  94795. var index = 0, endIndex = 0, i = 0;
  94796. var scanLineArrayBuffer = new ArrayBuffer(scanline_width * 4); // four channel R G B E
  94797. var scanLineArray = new Uint8Array(scanLineArrayBuffer);
  94798. // 3 channels of 4 bytes per pixel in float.
  94799. var resultBuffer = new ArrayBuffer(hdrInfo.width * hdrInfo.height * 4 * 3);
  94800. var resultArray = new Float32Array(resultBuffer);
  94801. // read in each successive scanline
  94802. while (num_scanlines > 0) {
  94803. a = uint8array[dataIndex++];
  94804. b = uint8array[dataIndex++];
  94805. c = uint8array[dataIndex++];
  94806. d = uint8array[dataIndex++];
  94807. if (a != 2 || b != 2 || (c & 0x80)) {
  94808. // this file is not run length encoded
  94809. throw "HDR Bad header format, not RLE";
  94810. }
  94811. if (((c << 8) | d) != scanline_width) {
  94812. throw "HDR Bad header format, wrong scan line width";
  94813. }
  94814. index = 0;
  94815. // read each of the four channels for the scanline into the buffer
  94816. for (i = 0; i < 4; i++) {
  94817. endIndex = (i + 1) * scanline_width;
  94818. while (index < endIndex) {
  94819. a = uint8array[dataIndex++];
  94820. b = uint8array[dataIndex++];
  94821. if (a > 128) {
  94822. // a run of the same value
  94823. count = a - 128;
  94824. if ((count == 0) || (count > endIndex - index)) {
  94825. throw "HDR Bad Format, bad scanline data (run)";
  94826. }
  94827. while (count-- > 0) {
  94828. scanLineArray[index++] = b;
  94829. }
  94830. }
  94831. else {
  94832. // a non-run
  94833. count = a;
  94834. if ((count == 0) || (count > endIndex - index)) {
  94835. throw "HDR Bad Format, bad scanline data (non-run)";
  94836. }
  94837. scanLineArray[index++] = b;
  94838. if (--count > 0) {
  94839. for (var j = 0; j < count; j++) {
  94840. scanLineArray[index++] = uint8array[dataIndex++];
  94841. }
  94842. }
  94843. }
  94844. }
  94845. }
  94846. // now convert data from buffer into floats
  94847. for (i = 0; i < scanline_width; i++) {
  94848. a = scanLineArray[i];
  94849. b = scanLineArray[i + scanline_width];
  94850. c = scanLineArray[i + 2 * scanline_width];
  94851. d = scanLineArray[i + 3 * scanline_width];
  94852. this.Rgbe2float(resultArray, a, b, c, d, (hdrInfo.height - num_scanlines) * scanline_width * 3 + i * 3);
  94853. }
  94854. num_scanlines--;
  94855. }
  94856. return resultArray;
  94857. };
  94858. return HDRTools;
  94859. }());
  94860. BABYLON.HDRTools = HDRTools;
  94861. })(BABYLON || (BABYLON = {}));
  94862. //# sourceMappingURL=babylon.hdr.js.map
  94863. var BABYLON;
  94864. (function (BABYLON) {
  94865. /**
  94866. * This represents a texture coming from an HDR input.
  94867. *
  94868. * The only supported format is currently panorama picture stored in RGBE format.
  94869. * Example of such files can be found on HDRLib: http://hdrlib.com/
  94870. */
  94871. var HDRCubeTexture = /** @class */ (function (_super) {
  94872. __extends(HDRCubeTexture, _super);
  94873. /**
  94874. * Instantiates an HDRTexture from the following parameters.
  94875. *
  94876. * @param url The location of the HDR raw data (Panorama stored in RGBE format)
  94877. * @param scene The scene the texture will be used in
  94878. * @param size The cubemap desired size (the more it increases the longer the generation will be)
  94879. * @param noMipmap Forces to not generate the mipmap if true
  94880. * @param generateHarmonics Specifies whether you want to extract the polynomial harmonics during the generation process
  94881. * @param gammaSpace Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space, but the standard material would require them in Gamma space)
  94882. * @param reserved Reserved flag for internal use.
  94883. */
  94884. function HDRCubeTexture(url, scene, size, noMipmap, generateHarmonics, gammaSpace, reserved, onLoad, onError) {
  94885. if (noMipmap === void 0) { noMipmap = false; }
  94886. if (generateHarmonics === void 0) { generateHarmonics = true; }
  94887. if (gammaSpace === void 0) { gammaSpace = false; }
  94888. if (reserved === void 0) { reserved = false; }
  94889. if (onLoad === void 0) { onLoad = null; }
  94890. if (onError === void 0) { onError = null; }
  94891. var _this = _super.call(this, scene) || this;
  94892. _this._generateHarmonics = true;
  94893. _this._onLoad = null;
  94894. _this._onError = null;
  94895. /**
  94896. * The texture coordinates mode. As this texture is stored in a cube format, please modify carefully.
  94897. */
  94898. _this.coordinatesMode = BABYLON.Texture.CUBIC_MODE;
  94899. _this._isBlocking = true;
  94900. _this._rotationY = 0;
  94901. /**
  94902. * Gets or sets the center of the bounding box associated with the cube texture
  94903. * It must define where the camera used to render the texture was set
  94904. */
  94905. _this.boundingBoxPosition = BABYLON.Vector3.Zero();
  94906. if (!url) {
  94907. return _this;
  94908. }
  94909. _this.name = url;
  94910. _this.url = url;
  94911. _this.hasAlpha = false;
  94912. _this.isCube = true;
  94913. _this._textureMatrix = BABYLON.Matrix.Identity();
  94914. _this._onLoad = onLoad;
  94915. _this._onError = onError;
  94916. _this.gammaSpace = gammaSpace;
  94917. _this._noMipmap = noMipmap;
  94918. _this._size = size;
  94919. _this._texture = _this._getFromCache(url, _this._noMipmap);
  94920. if (!_this._texture) {
  94921. if (!scene.useDelayedTextureLoading) {
  94922. _this.loadTexture();
  94923. }
  94924. else {
  94925. _this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  94926. }
  94927. }
  94928. return _this;
  94929. }
  94930. Object.defineProperty(HDRCubeTexture.prototype, "isBlocking", {
  94931. /**
  94932. * Gets wether or not the texture is blocking during loading.
  94933. */
  94934. get: function () {
  94935. return this._isBlocking;
  94936. },
  94937. /**
  94938. * Sets wether or not the texture is blocking during loading.
  94939. */
  94940. set: function (value) {
  94941. this._isBlocking = value;
  94942. },
  94943. enumerable: true,
  94944. configurable: true
  94945. });
  94946. Object.defineProperty(HDRCubeTexture.prototype, "rotationY", {
  94947. /**
  94948. * Gets texture matrix rotation angle around Y axis radians.
  94949. */
  94950. get: function () {
  94951. return this._rotationY;
  94952. },
  94953. /**
  94954. * Sets texture matrix rotation angle around Y axis in radians.
  94955. */
  94956. set: function (value) {
  94957. this._rotationY = value;
  94958. this.setReflectionTextureMatrix(BABYLON.Matrix.RotationY(this._rotationY));
  94959. },
  94960. enumerable: true,
  94961. configurable: true
  94962. });
  94963. Object.defineProperty(HDRCubeTexture.prototype, "boundingBoxSize", {
  94964. get: function () {
  94965. return this._boundingBoxSize;
  94966. },
  94967. /**
  94968. * Gets or sets the size of the bounding box associated with the cube texture
  94969. * When defined, the cubemap will switch to local mode
  94970. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  94971. * @example https://www.babylonjs-playground.com/#RNASML
  94972. */
  94973. set: function (value) {
  94974. if (this._boundingBoxSize && this._boundingBoxSize.equals(value)) {
  94975. return;
  94976. }
  94977. this._boundingBoxSize = value;
  94978. var scene = this.getScene();
  94979. if (scene) {
  94980. scene.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  94981. }
  94982. },
  94983. enumerable: true,
  94984. configurable: true
  94985. });
  94986. /**
  94987. * Get the current class name of the texture useful for serialization or dynamic coding.
  94988. * @returns "HDRCubeTexture"
  94989. */
  94990. HDRCubeTexture.prototype.getClassName = function () {
  94991. return "HDRCubeTexture";
  94992. };
  94993. /**
  94994. * Occurs when the file is raw .hdr file.
  94995. */
  94996. HDRCubeTexture.prototype.loadTexture = function () {
  94997. var _this = this;
  94998. var callback = function (buffer) {
  94999. _this.lodGenerationOffset = 0.0;
  95000. _this.lodGenerationScale = 0.8;
  95001. var scene = _this.getScene();
  95002. if (!scene) {
  95003. return null;
  95004. }
  95005. // Extract the raw linear data.
  95006. var data = BABYLON.HDRTools.GetCubeMapTextureData(buffer, _this._size);
  95007. // Generate harmonics if needed.
  95008. if (_this._generateHarmonics) {
  95009. var sphericalPolynomial = BABYLON.CubeMapToSphericalPolynomialTools.ConvertCubeMapToSphericalPolynomial(data);
  95010. _this.sphericalPolynomial = sphericalPolynomial;
  95011. }
  95012. var results = [];
  95013. var byteArray = null;
  95014. // Push each faces.
  95015. for (var j = 0; j < 6; j++) {
  95016. // Create uintarray fallback.
  95017. if (!scene.getEngine().getCaps().textureFloat) {
  95018. // 3 channels of 1 bytes per pixel in bytes.
  95019. var byteBuffer = new ArrayBuffer(_this._size * _this._size * 3);
  95020. byteArray = new Uint8Array(byteBuffer);
  95021. }
  95022. var dataFace = (data[HDRCubeTexture._facesMapping[j]]);
  95023. // If special cases.
  95024. if (_this.gammaSpace || byteArray) {
  95025. for (var i = 0; i < _this._size * _this._size; i++) {
  95026. // Put in gamma space if requested.
  95027. if (_this.gammaSpace) {
  95028. dataFace[(i * 3) + 0] = Math.pow(dataFace[(i * 3) + 0], BABYLON.ToGammaSpace);
  95029. dataFace[(i * 3) + 1] = Math.pow(dataFace[(i * 3) + 1], BABYLON.ToGammaSpace);
  95030. dataFace[(i * 3) + 2] = Math.pow(dataFace[(i * 3) + 2], BABYLON.ToGammaSpace);
  95031. }
  95032. // Convert to int texture for fallback.
  95033. if (byteArray) {
  95034. var r = Math.max(dataFace[(i * 3) + 0] * 255, 0);
  95035. var g = Math.max(dataFace[(i * 3) + 1] * 255, 0);
  95036. var b = Math.max(dataFace[(i * 3) + 2] * 255, 0);
  95037. // May use luminance instead if the result is not accurate.
  95038. var max = Math.max(Math.max(r, g), b);
  95039. if (max > 255) {
  95040. var scale = 255 / max;
  95041. r *= scale;
  95042. g *= scale;
  95043. b *= scale;
  95044. }
  95045. byteArray[(i * 3) + 0] = r;
  95046. byteArray[(i * 3) + 1] = g;
  95047. byteArray[(i * 3) + 2] = b;
  95048. }
  95049. }
  95050. }
  95051. if (byteArray) {
  95052. results.push(byteArray);
  95053. }
  95054. else {
  95055. results.push(dataFace);
  95056. }
  95057. }
  95058. return results;
  95059. };
  95060. var scene = this.getScene();
  95061. if (scene) {
  95062. this._texture = scene.getEngine().createRawCubeTextureFromUrl(this.url, scene, this._size, BABYLON.Engine.TEXTUREFORMAT_RGB, scene.getEngine().getCaps().textureFloat ? BABYLON.Engine.TEXTURETYPE_FLOAT : BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT, this._noMipmap, callback, null, this._onLoad, this._onError);
  95063. }
  95064. };
  95065. HDRCubeTexture.prototype.clone = function () {
  95066. var scene = this.getScene();
  95067. if (!scene) {
  95068. return this;
  95069. }
  95070. var newTexture = new HDRCubeTexture(this.url, scene, this._size, this._noMipmap, this._generateHarmonics, this.gammaSpace);
  95071. // Base texture
  95072. newTexture.level = this.level;
  95073. newTexture.wrapU = this.wrapU;
  95074. newTexture.wrapV = this.wrapV;
  95075. newTexture.coordinatesIndex = this.coordinatesIndex;
  95076. newTexture.coordinatesMode = this.coordinatesMode;
  95077. return newTexture;
  95078. };
  95079. // Methods
  95080. HDRCubeTexture.prototype.delayLoad = function () {
  95081. if (this.delayLoadState !== BABYLON.Engine.DELAYLOADSTATE_NOTLOADED) {
  95082. return;
  95083. }
  95084. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADED;
  95085. this._texture = this._getFromCache(this.url, this._noMipmap);
  95086. if (!this._texture) {
  95087. this.loadTexture();
  95088. }
  95089. };
  95090. /**
  95091. * Get the texture reflection matrix used to rotate/transform the reflection.
  95092. * @returns the reflection matrix
  95093. */
  95094. HDRCubeTexture.prototype.getReflectionTextureMatrix = function () {
  95095. return this._textureMatrix;
  95096. };
  95097. /**
  95098. * Set the texture reflection matrix used to rotate/transform the reflection.
  95099. * @param value Define the reflection matrix to set
  95100. */
  95101. HDRCubeTexture.prototype.setReflectionTextureMatrix = function (value) {
  95102. var _this = this;
  95103. this._textureMatrix = value;
  95104. if (value.updateFlag === this._textureMatrix.updateFlag) {
  95105. return;
  95106. }
  95107. if (value.isIdentity() !== this._textureMatrix.isIdentity()) {
  95108. this.getScene().markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag, function (mat) { return mat.getActiveTextures().indexOf(_this) !== -1; });
  95109. }
  95110. };
  95111. /**
  95112. * Parses a JSON representation of an HDR Texture in order to create the texture
  95113. * @param parsedTexture Define the JSON representation
  95114. * @param scene Define the scene the texture should be created in
  95115. * @param rootUrl Define the root url in case we need to load relative dependencies
  95116. * @returns the newly created texture after parsing
  95117. */
  95118. HDRCubeTexture.Parse = function (parsedTexture, scene, rootUrl) {
  95119. var texture = null;
  95120. if (parsedTexture.name && !parsedTexture.isRenderTarget) {
  95121. texture = new HDRCubeTexture(rootUrl + parsedTexture.name, scene, parsedTexture.size, parsedTexture.noMipmap, parsedTexture.generateHarmonics, parsedTexture.useInGammaSpace);
  95122. texture.name = parsedTexture.name;
  95123. texture.hasAlpha = parsedTexture.hasAlpha;
  95124. texture.level = parsedTexture.level;
  95125. texture.coordinatesMode = parsedTexture.coordinatesMode;
  95126. texture.isBlocking = parsedTexture.isBlocking;
  95127. }
  95128. if (texture) {
  95129. if (parsedTexture.boundingBoxPosition) {
  95130. texture.boundingBoxPosition = BABYLON.Vector3.FromArray(parsedTexture.boundingBoxPosition);
  95131. }
  95132. if (parsedTexture.boundingBoxSize) {
  95133. texture.boundingBoxSize = BABYLON.Vector3.FromArray(parsedTexture.boundingBoxSize);
  95134. }
  95135. if (parsedTexture.rotationY) {
  95136. texture.rotationY = parsedTexture.rotationY;
  95137. }
  95138. }
  95139. return texture;
  95140. };
  95141. HDRCubeTexture.prototype.serialize = function () {
  95142. if (!this.name) {
  95143. return null;
  95144. }
  95145. var serializationObject = {};
  95146. serializationObject.name = this.name;
  95147. serializationObject.hasAlpha = this.hasAlpha;
  95148. serializationObject.isCube = true;
  95149. serializationObject.level = this.level;
  95150. serializationObject.size = this._size;
  95151. serializationObject.coordinatesMode = this.coordinatesMode;
  95152. serializationObject.useInGammaSpace = this.gammaSpace;
  95153. serializationObject.generateHarmonics = this._generateHarmonics;
  95154. serializationObject.customType = "BABYLON.HDRCubeTexture";
  95155. serializationObject.noMipmap = this._noMipmap;
  95156. serializationObject.isBlocking = this._isBlocking;
  95157. serializationObject.rotationY = this._rotationY;
  95158. return serializationObject;
  95159. };
  95160. HDRCubeTexture._facesMapping = [
  95161. "right",
  95162. "left",
  95163. "up",
  95164. "down",
  95165. "front",
  95166. "back"
  95167. ];
  95168. return HDRCubeTexture;
  95169. }(BABYLON.BaseTexture));
  95170. BABYLON.HDRCubeTexture = HDRCubeTexture;
  95171. })(BABYLON || (BABYLON = {}));
  95172. //# sourceMappingURL=babylon.hdrCubeTexture.js.map
  95173. var BABYLON;
  95174. (function (BABYLON) {
  95175. /**
  95176. * Helper class useful to convert panorama picture to their cubemap representation in 6 faces.
  95177. */
  95178. var PanoramaToCubeMapTools = /** @class */ (function () {
  95179. function PanoramaToCubeMapTools() {
  95180. }
  95181. /**
  95182. * Converts a panorma stored in RGB right to left up to down format into a cubemap (6 faces).
  95183. *
  95184. * @param float32Array The source data.
  95185. * @param inputWidth The width of the input panorama.
  95186. * @param inputHeight The height of the input panorama.
  95187. * @param size The willing size of the generated cubemap (each faces will be size * size pixels)
  95188. * @return The cubemap data
  95189. */
  95190. PanoramaToCubeMapTools.ConvertPanoramaToCubemap = function (float32Array, inputWidth, inputHeight, size) {
  95191. if (!float32Array) {
  95192. throw "ConvertPanoramaToCubemap: input cannot be null";
  95193. }
  95194. if (float32Array.length != inputWidth * inputHeight * 3) {
  95195. throw "ConvertPanoramaToCubemap: input size is wrong";
  95196. }
  95197. var textureFront = this.CreateCubemapTexture(size, this.FACE_FRONT, float32Array, inputWidth, inputHeight);
  95198. var textureBack = this.CreateCubemapTexture(size, this.FACE_BACK, float32Array, inputWidth, inputHeight);
  95199. var textureLeft = this.CreateCubemapTexture(size, this.FACE_LEFT, float32Array, inputWidth, inputHeight);
  95200. var textureRight = this.CreateCubemapTexture(size, this.FACE_RIGHT, float32Array, inputWidth, inputHeight);
  95201. var textureUp = this.CreateCubemapTexture(size, this.FACE_UP, float32Array, inputWidth, inputHeight);
  95202. var textureDown = this.CreateCubemapTexture(size, this.FACE_DOWN, float32Array, inputWidth, inputHeight);
  95203. return {
  95204. front: textureFront,
  95205. back: textureBack,
  95206. left: textureLeft,
  95207. right: textureRight,
  95208. up: textureUp,
  95209. down: textureDown,
  95210. size: size,
  95211. type: BABYLON.Engine.TEXTURETYPE_FLOAT,
  95212. format: BABYLON.Engine.TEXTUREFORMAT_RGB,
  95213. gammaSpace: false,
  95214. };
  95215. };
  95216. PanoramaToCubeMapTools.CreateCubemapTexture = function (texSize, faceData, float32Array, inputWidth, inputHeight) {
  95217. var buffer = new ArrayBuffer(texSize * texSize * 4 * 3);
  95218. var textureArray = new Float32Array(buffer);
  95219. var rotDX1 = faceData[1].subtract(faceData[0]).scale(1 / texSize);
  95220. var rotDX2 = faceData[3].subtract(faceData[2]).scale(1 / texSize);
  95221. var dy = 1 / texSize;
  95222. var fy = 0;
  95223. for (var y = 0; y < texSize; y++) {
  95224. var xv1 = faceData[0];
  95225. var xv2 = faceData[2];
  95226. for (var x = 0; x < texSize; x++) {
  95227. var v = xv2.subtract(xv1).scale(fy).add(xv1);
  95228. v.normalize();
  95229. var color = this.CalcProjectionSpherical(v, float32Array, inputWidth, inputHeight);
  95230. // 3 channels per pixels
  95231. textureArray[y * texSize * 3 + (x * 3) + 0] = color.r;
  95232. textureArray[y * texSize * 3 + (x * 3) + 1] = color.g;
  95233. textureArray[y * texSize * 3 + (x * 3) + 2] = color.b;
  95234. xv1 = xv1.add(rotDX1);
  95235. xv2 = xv2.add(rotDX2);
  95236. }
  95237. fy += dy;
  95238. }
  95239. return textureArray;
  95240. };
  95241. PanoramaToCubeMapTools.CalcProjectionSpherical = function (vDir, float32Array, inputWidth, inputHeight) {
  95242. var theta = Math.atan2(vDir.z, vDir.x);
  95243. var phi = Math.acos(vDir.y);
  95244. while (theta < -Math.PI) {
  95245. theta += 2 * Math.PI;
  95246. }
  95247. while (theta > Math.PI) {
  95248. theta -= 2 * Math.PI;
  95249. }
  95250. var dx = theta / Math.PI;
  95251. var dy = phi / Math.PI;
  95252. // recenter.
  95253. dx = dx * 0.5 + 0.5;
  95254. var px = Math.round(dx * inputWidth);
  95255. if (px < 0) {
  95256. px = 0;
  95257. }
  95258. else if (px >= inputWidth) {
  95259. px = inputWidth - 1;
  95260. }
  95261. var py = Math.round(dy * inputHeight);
  95262. if (py < 0) {
  95263. py = 0;
  95264. }
  95265. else if (py >= inputHeight) {
  95266. py = inputHeight - 1;
  95267. }
  95268. var inputY = (inputHeight - py - 1);
  95269. var r = float32Array[inputY * inputWidth * 3 + (px * 3) + 0];
  95270. var g = float32Array[inputY * inputWidth * 3 + (px * 3) + 1];
  95271. var b = float32Array[inputY * inputWidth * 3 + (px * 3) + 2];
  95272. return {
  95273. r: r,
  95274. g: g,
  95275. b: b
  95276. };
  95277. };
  95278. PanoramaToCubeMapTools.FACE_FRONT = [
  95279. new BABYLON.Vector3(-1.0, -1.0, -1.0),
  95280. new BABYLON.Vector3(1.0, -1.0, -1.0),
  95281. new BABYLON.Vector3(-1.0, 1.0, -1.0),
  95282. new BABYLON.Vector3(1.0, 1.0, -1.0)
  95283. ];
  95284. PanoramaToCubeMapTools.FACE_BACK = [
  95285. new BABYLON.Vector3(1.0, -1.0, 1.0),
  95286. new BABYLON.Vector3(-1.0, -1.0, 1.0),
  95287. new BABYLON.Vector3(1.0, 1.0, 1.0),
  95288. new BABYLON.Vector3(-1.0, 1.0, 1.0)
  95289. ];
  95290. PanoramaToCubeMapTools.FACE_RIGHT = [
  95291. new BABYLON.Vector3(1.0, -1.0, -1.0),
  95292. new BABYLON.Vector3(1.0, -1.0, 1.0),
  95293. new BABYLON.Vector3(1.0, 1.0, -1.0),
  95294. new BABYLON.Vector3(1.0, 1.0, 1.0)
  95295. ];
  95296. PanoramaToCubeMapTools.FACE_LEFT = [
  95297. new BABYLON.Vector3(-1.0, -1.0, 1.0),
  95298. new BABYLON.Vector3(-1.0, -1.0, -1.0),
  95299. new BABYLON.Vector3(-1.0, 1.0, 1.0),
  95300. new BABYLON.Vector3(-1.0, 1.0, -1.0)
  95301. ];
  95302. PanoramaToCubeMapTools.FACE_DOWN = [
  95303. new BABYLON.Vector3(-1.0, 1.0, -1.0),
  95304. new BABYLON.Vector3(1.0, 1.0, -1.0),
  95305. new BABYLON.Vector3(-1.0, 1.0, 1.0),
  95306. new BABYLON.Vector3(1.0, 1.0, 1.0)
  95307. ];
  95308. PanoramaToCubeMapTools.FACE_UP = [
  95309. new BABYLON.Vector3(-1.0, -1.0, 1.0),
  95310. new BABYLON.Vector3(1.0, -1.0, 1.0),
  95311. new BABYLON.Vector3(-1.0, -1.0, -1.0),
  95312. new BABYLON.Vector3(1.0, -1.0, -1.0)
  95313. ];
  95314. return PanoramaToCubeMapTools;
  95315. }());
  95316. BABYLON.PanoramaToCubeMapTools = PanoramaToCubeMapTools;
  95317. })(BABYLON || (BABYLON = {}));
  95318. //# sourceMappingURL=babylon.panoramaToCubemap.js.map
  95319. var BABYLON;
  95320. (function (BABYLON) {
  95321. /**
  95322. * Vector2 wth index property
  95323. */
  95324. var IndexedVector2 = /** @class */ (function (_super) {
  95325. __extends(IndexedVector2, _super);
  95326. function IndexedVector2(original,
  95327. /** Index of the vector2 */
  95328. index) {
  95329. var _this = _super.call(this, original.x, original.y) || this;
  95330. _this.index = index;
  95331. return _this;
  95332. }
  95333. return IndexedVector2;
  95334. }(BABYLON.Vector2));
  95335. /**
  95336. * Defines points to create a polygon
  95337. */
  95338. var PolygonPoints = /** @class */ (function () {
  95339. function PolygonPoints() {
  95340. this.elements = new Array();
  95341. }
  95342. PolygonPoints.prototype.add = function (originalPoints) {
  95343. var _this = this;
  95344. var result = new Array();
  95345. originalPoints.forEach(function (point) {
  95346. if (result.length === 0 || !point.equalsWithEpsilon(result[0])) {
  95347. var newPoint = new IndexedVector2(point, _this.elements.length);
  95348. result.push(newPoint);
  95349. _this.elements.push(newPoint);
  95350. }
  95351. });
  95352. return result;
  95353. };
  95354. PolygonPoints.prototype.computeBounds = function () {
  95355. var lmin = new BABYLON.Vector2(this.elements[0].x, this.elements[0].y);
  95356. var lmax = new BABYLON.Vector2(this.elements[0].x, this.elements[0].y);
  95357. this.elements.forEach(function (point) {
  95358. // x
  95359. if (point.x < lmin.x) {
  95360. lmin.x = point.x;
  95361. }
  95362. else if (point.x > lmax.x) {
  95363. lmax.x = point.x;
  95364. }
  95365. // y
  95366. if (point.y < lmin.y) {
  95367. lmin.y = point.y;
  95368. }
  95369. else if (point.y > lmax.y) {
  95370. lmax.y = point.y;
  95371. }
  95372. });
  95373. return {
  95374. min: lmin,
  95375. max: lmax,
  95376. width: lmax.x - lmin.x,
  95377. height: lmax.y - lmin.y
  95378. };
  95379. };
  95380. return PolygonPoints;
  95381. }());
  95382. /**
  95383. * Polygon
  95384. * @see https://doc.babylonjs.com/how_to/parametric_shapes#non-regular-polygon
  95385. */
  95386. var Polygon = /** @class */ (function () {
  95387. function Polygon() {
  95388. }
  95389. /**
  95390. * Creates a rectangle
  95391. * @param xmin bottom X coord
  95392. * @param ymin bottom Y coord
  95393. * @param xmax top X coord
  95394. * @param ymax top Y coord
  95395. * @returns points that make the resulting rectation
  95396. */
  95397. Polygon.Rectangle = function (xmin, ymin, xmax, ymax) {
  95398. return [
  95399. new BABYLON.Vector2(xmin, ymin),
  95400. new BABYLON.Vector2(xmax, ymin),
  95401. new BABYLON.Vector2(xmax, ymax),
  95402. new BABYLON.Vector2(xmin, ymax)
  95403. ];
  95404. };
  95405. /**
  95406. * Creates a circle
  95407. * @param radius radius of circle
  95408. * @param cx scale in x
  95409. * @param cy scale in y
  95410. * @param numberOfSides number of sides that make up the circle
  95411. * @returns points that make the resulting circle
  95412. */
  95413. Polygon.Circle = function (radius, cx, cy, numberOfSides) {
  95414. if (cx === void 0) { cx = 0; }
  95415. if (cy === void 0) { cy = 0; }
  95416. if (numberOfSides === void 0) { numberOfSides = 32; }
  95417. var result = new Array();
  95418. var angle = 0;
  95419. var increment = (Math.PI * 2) / numberOfSides;
  95420. for (var i = 0; i < numberOfSides; i++) {
  95421. result.push(new BABYLON.Vector2(cx + Math.cos(angle) * radius, cy + Math.sin(angle) * radius));
  95422. angle -= increment;
  95423. }
  95424. return result;
  95425. };
  95426. /**
  95427. * Creates a polygon from input string
  95428. * @param input Input polygon data
  95429. * @returns the parsed points
  95430. */
  95431. Polygon.Parse = function (input) {
  95432. var floats = input.split(/[^-+eE\.\d]+/).map(parseFloat).filter(function (val) { return (!isNaN(val)); });
  95433. var i, result = [];
  95434. for (i = 0; i < (floats.length & 0x7FFFFFFE); i += 2) {
  95435. result.push(new BABYLON.Vector2(floats[i], floats[i + 1]));
  95436. }
  95437. return result;
  95438. };
  95439. /**
  95440. * Starts building a polygon from x and y coordinates
  95441. * @param x x coordinate
  95442. * @param y y coordinate
  95443. * @returns the started path2
  95444. */
  95445. Polygon.StartingAt = function (x, y) {
  95446. return BABYLON.Path2.StartingAt(x, y);
  95447. };
  95448. return Polygon;
  95449. }());
  95450. BABYLON.Polygon = Polygon;
  95451. /**
  95452. * Builds a polygon
  95453. * @see https://doc.babylonjs.com/how_to/polygonmeshbuilder
  95454. */
  95455. var PolygonMeshBuilder = /** @class */ (function () {
  95456. /**
  95457. * Creates a PolygonMeshBuilder
  95458. * @param name name of the builder
  95459. * @param contours Path of the polygon
  95460. * @param scene scene to add to
  95461. */
  95462. function PolygonMeshBuilder(name, contours, scene) {
  95463. this._points = new PolygonPoints();
  95464. this._outlinepoints = new PolygonPoints();
  95465. this._holes = new Array();
  95466. this._epoints = new Array();
  95467. this._eholes = new Array();
  95468. this._name = name;
  95469. this._scene = scene;
  95470. var points;
  95471. if (contours instanceof BABYLON.Path2) {
  95472. points = contours.getPoints();
  95473. }
  95474. else {
  95475. points = contours;
  95476. }
  95477. this._addToepoint(points);
  95478. this._points.add(points);
  95479. this._outlinepoints.add(points);
  95480. if (typeof earcut === 'undefined') {
  95481. BABYLON.Tools.Warn("Earcut was not found, the polygon will not be built.");
  95482. }
  95483. }
  95484. PolygonMeshBuilder.prototype._addToepoint = function (points) {
  95485. for (var _i = 0, points_1 = points; _i < points_1.length; _i++) {
  95486. var p = points_1[_i];
  95487. this._epoints.push(p.x, p.y);
  95488. }
  95489. };
  95490. /**
  95491. * Adds a whole within the polygon
  95492. * @param hole Array of points defining the hole
  95493. * @returns this
  95494. */
  95495. PolygonMeshBuilder.prototype.addHole = function (hole) {
  95496. this._points.add(hole);
  95497. var holepoints = new PolygonPoints();
  95498. holepoints.add(hole);
  95499. this._holes.push(holepoints);
  95500. this._eholes.push(this._epoints.length / 2);
  95501. this._addToepoint(hole);
  95502. return this;
  95503. };
  95504. /**
  95505. * Creates the polygon
  95506. * @param updatable If the mesh should be updatable
  95507. * @param depth The depth of the mesh created
  95508. * @returns the created mesh
  95509. */
  95510. PolygonMeshBuilder.prototype.build = function (updatable, depth) {
  95511. var _this = this;
  95512. if (updatable === void 0) { updatable = false; }
  95513. if (depth === void 0) { depth = 0; }
  95514. var result = new BABYLON.Mesh(this._name, this._scene);
  95515. var normals = new Array();
  95516. var positions = new Array();
  95517. var uvs = new Array();
  95518. var bounds = this._points.computeBounds();
  95519. this._points.elements.forEach(function (p) {
  95520. normals.push(0, 1.0, 0);
  95521. positions.push(p.x, 0, p.y);
  95522. uvs.push((p.x - bounds.min.x) / bounds.width, (p.y - bounds.min.y) / bounds.height);
  95523. });
  95524. var indices = new Array();
  95525. var res = earcut(this._epoints, this._eholes, 2);
  95526. for (var i = 0; i < res.length; i++) {
  95527. indices.push(res[i]);
  95528. }
  95529. if (depth > 0) {
  95530. var positionscount = (positions.length / 3); //get the current pointcount
  95531. this._points.elements.forEach(function (p) {
  95532. normals.push(0, -1.0, 0);
  95533. positions.push(p.x, -depth, p.y);
  95534. uvs.push(1 - (p.x - bounds.min.x) / bounds.width, 1 - (p.y - bounds.min.y) / bounds.height);
  95535. });
  95536. var totalCount = indices.length;
  95537. for (var i = 0; i < totalCount; i += 3) {
  95538. var i0 = indices[i + 0];
  95539. var i1 = indices[i + 1];
  95540. var i2 = indices[i + 2];
  95541. indices.push(i2 + positionscount);
  95542. indices.push(i1 + positionscount);
  95543. indices.push(i0 + positionscount);
  95544. }
  95545. //Add the sides
  95546. this.addSide(positions, normals, uvs, indices, bounds, this._outlinepoints, depth, false);
  95547. this._holes.forEach(function (hole) {
  95548. _this.addSide(positions, normals, uvs, indices, bounds, hole, depth, true);
  95549. });
  95550. }
  95551. result.setVerticesData(BABYLON.VertexBuffer.PositionKind, positions, updatable);
  95552. result.setVerticesData(BABYLON.VertexBuffer.NormalKind, normals, updatable);
  95553. result.setVerticesData(BABYLON.VertexBuffer.UVKind, uvs, updatable);
  95554. result.setIndices(indices);
  95555. return result;
  95556. };
  95557. /**
  95558. * Adds a side to the polygon
  95559. * @param positions points that make the polygon
  95560. * @param normals normals of the polygon
  95561. * @param uvs uvs of the polygon
  95562. * @param indices indices of the polygon
  95563. * @param bounds bounds of the polygon
  95564. * @param points points of the polygon
  95565. * @param depth depth of the polygon
  95566. * @param flip flip of the polygon
  95567. */
  95568. PolygonMeshBuilder.prototype.addSide = function (positions, normals, uvs, indices, bounds, points, depth, flip) {
  95569. var StartIndex = positions.length / 3;
  95570. var ulength = 0;
  95571. for (var i = 0; i < points.elements.length; i++) {
  95572. var p = points.elements[i];
  95573. var p1;
  95574. if ((i + 1) > points.elements.length - 1) {
  95575. p1 = points.elements[0];
  95576. }
  95577. else {
  95578. p1 = points.elements[i + 1];
  95579. }
  95580. positions.push(p.x, 0, p.y);
  95581. positions.push(p.x, -depth, p.y);
  95582. positions.push(p1.x, 0, p1.y);
  95583. positions.push(p1.x, -depth, p1.y);
  95584. var v1 = new BABYLON.Vector3(p.x, 0, p.y);
  95585. var v2 = new BABYLON.Vector3(p1.x, 0, p1.y);
  95586. var v3 = v2.subtract(v1);
  95587. var v4 = new BABYLON.Vector3(0, 1, 0);
  95588. var vn = BABYLON.Vector3.Cross(v3, v4);
  95589. vn = vn.normalize();
  95590. uvs.push(ulength / bounds.width, 0);
  95591. uvs.push(ulength / bounds.width, 1);
  95592. ulength += v3.length();
  95593. uvs.push((ulength / bounds.width), 0);
  95594. uvs.push((ulength / bounds.width), 1);
  95595. if (!flip) {
  95596. normals.push(-vn.x, -vn.y, -vn.z);
  95597. normals.push(-vn.x, -vn.y, -vn.z);
  95598. normals.push(-vn.x, -vn.y, -vn.z);
  95599. normals.push(-vn.x, -vn.y, -vn.z);
  95600. indices.push(StartIndex);
  95601. indices.push(StartIndex + 1);
  95602. indices.push(StartIndex + 2);
  95603. indices.push(StartIndex + 1);
  95604. indices.push(StartIndex + 3);
  95605. indices.push(StartIndex + 2);
  95606. }
  95607. else {
  95608. normals.push(vn.x, vn.y, vn.z);
  95609. normals.push(vn.x, vn.y, vn.z);
  95610. normals.push(vn.x, vn.y, vn.z);
  95611. normals.push(vn.x, vn.y, vn.z);
  95612. indices.push(StartIndex);
  95613. indices.push(StartIndex + 2);
  95614. indices.push(StartIndex + 1);
  95615. indices.push(StartIndex + 1);
  95616. indices.push(StartIndex + 2);
  95617. indices.push(StartIndex + 3);
  95618. }
  95619. StartIndex += 4;
  95620. }
  95621. };
  95622. return PolygonMeshBuilder;
  95623. }());
  95624. BABYLON.PolygonMeshBuilder = PolygonMeshBuilder;
  95625. })(BABYLON || (BABYLON = {}));
  95626. //# sourceMappingURL=babylon.polygonMesh.js.map
  95627. var BABYLON;
  95628. (function (BABYLON) {
  95629. /**
  95630. * Unique ID when we import meshes from Babylon to CSG
  95631. */
  95632. var currentCSGMeshId = 0;
  95633. /**
  95634. * Represents a vertex of a polygon. Use your own vertex class instead of this
  95635. * one to provide additional features like texture coordinates and vertex
  95636. * colors. Custom vertex classes need to provide a `pos` property and `clone()`,
  95637. * `flip()`, and `interpolate()` methods that behave analogous to the ones
  95638. * defined by `BABYLON.CSG.Vertex`. This class provides `normal` so convenience
  95639. * functions like `BABYLON.CSG.sphere()` can return a smooth vertex normal, but `normal`
  95640. * is not used anywhere else.
  95641. * Same goes for uv, it allows to keep the original vertex uv coordinates of the 2 meshes
  95642. */
  95643. var Vertex = /** @class */ (function () {
  95644. /**
  95645. * Initializes the vertex
  95646. * @param pos The position of the vertex
  95647. * @param normal The normal of the vertex
  95648. * @param uv The texture coordinate of the vertex
  95649. */
  95650. function Vertex(
  95651. /**
  95652. * The position of the vertex
  95653. */
  95654. pos,
  95655. /**
  95656. * The normal of the vertex
  95657. */
  95658. normal,
  95659. /**
  95660. * The texture coordinate of the vertex
  95661. */
  95662. uv) {
  95663. this.pos = pos;
  95664. this.normal = normal;
  95665. this.uv = uv;
  95666. }
  95667. /**
  95668. * Make a clone, or deep copy, of the vertex
  95669. * @returns A new Vertex
  95670. */
  95671. Vertex.prototype.clone = function () {
  95672. return new Vertex(this.pos.clone(), this.normal.clone(), this.uv.clone());
  95673. };
  95674. /**
  95675. * Invert all orientation-specific data (e.g. vertex normal). Called when the
  95676. * orientation of a polygon is flipped.
  95677. */
  95678. Vertex.prototype.flip = function () {
  95679. this.normal = this.normal.scale(-1);
  95680. };
  95681. /**
  95682. * Create a new vertex between this vertex and `other` by linearly
  95683. * interpolating all properties using a parameter of `t`. Subclasses should
  95684. * override this to interpolate additional properties.
  95685. * @param other the vertex to interpolate against
  95686. * @param t The factor used to linearly interpolate between the vertices
  95687. */
  95688. Vertex.prototype.interpolate = function (other, t) {
  95689. return new Vertex(BABYLON.Vector3.Lerp(this.pos, other.pos, t), BABYLON.Vector3.Lerp(this.normal, other.normal, t), BABYLON.Vector2.Lerp(this.uv, other.uv, t));
  95690. };
  95691. return Vertex;
  95692. }());
  95693. /**
  95694. * Represents a plane in 3D space.
  95695. */
  95696. var Plane = /** @class */ (function () {
  95697. /**
  95698. * Initializes the plane
  95699. * @param normal The normal for the plane
  95700. * @param w
  95701. */
  95702. function Plane(normal, w) {
  95703. this.normal = normal;
  95704. this.w = w;
  95705. }
  95706. /**
  95707. * Construct a plane from three points
  95708. * @param a Point a
  95709. * @param b Point b
  95710. * @param c Point c
  95711. */
  95712. Plane.FromPoints = function (a, b, c) {
  95713. var v0 = c.subtract(a);
  95714. var v1 = b.subtract(a);
  95715. if (v0.lengthSquared() === 0 || v1.lengthSquared() === 0) {
  95716. return null;
  95717. }
  95718. var n = BABYLON.Vector3.Normalize(BABYLON.Vector3.Cross(v0, v1));
  95719. return new Plane(n, BABYLON.Vector3.Dot(n, a));
  95720. };
  95721. /**
  95722. * Clone, or make a deep copy of the plane
  95723. * @returns a new Plane
  95724. */
  95725. Plane.prototype.clone = function () {
  95726. return new Plane(this.normal.clone(), this.w);
  95727. };
  95728. /**
  95729. * Flip the face of the plane
  95730. */
  95731. Plane.prototype.flip = function () {
  95732. this.normal.scaleInPlace(-1);
  95733. this.w = -this.w;
  95734. };
  95735. /**
  95736. * Split `polygon` by this plane if needed, then put the polygon or polygon
  95737. * fragments in the appropriate lists. Coplanar polygons go into either
  95738. `* coplanarFront` or `coplanarBack` depending on their orientation with
  95739. * respect to this plane. Polygons in front or in back of this plane go into
  95740. * either `front` or `back`
  95741. * @param polygon The polygon to be split
  95742. * @param coplanarFront Will contain polygons coplanar with the plane that are oriented to the front of the plane
  95743. * @param coplanarBack Will contain polygons coplanar with the plane that are oriented to the back of the plane
  95744. * @param front Will contain the polygons in front of the plane
  95745. * @param back Will contain the polygons begind the plane
  95746. */
  95747. Plane.prototype.splitPolygon = function (polygon, coplanarFront, coplanarBack, front, back) {
  95748. var COPLANAR = 0;
  95749. var FRONT = 1;
  95750. var BACK = 2;
  95751. var SPANNING = 3;
  95752. // Classify each point as well as the entire polygon into one of the above
  95753. // four classes.
  95754. var polygonType = 0;
  95755. var types = [];
  95756. var i;
  95757. var t;
  95758. for (i = 0; i < polygon.vertices.length; i++) {
  95759. t = BABYLON.Vector3.Dot(this.normal, polygon.vertices[i].pos) - this.w;
  95760. var type = (t < -Plane.EPSILON) ? BACK : (t > Plane.EPSILON) ? FRONT : COPLANAR;
  95761. polygonType |= type;
  95762. types.push(type);
  95763. }
  95764. // Put the polygon in the correct list, splitting it when necessary
  95765. switch (polygonType) {
  95766. case COPLANAR:
  95767. (BABYLON.Vector3.Dot(this.normal, polygon.plane.normal) > 0 ? coplanarFront : coplanarBack).push(polygon);
  95768. break;
  95769. case FRONT:
  95770. front.push(polygon);
  95771. break;
  95772. case BACK:
  95773. back.push(polygon);
  95774. break;
  95775. case SPANNING:
  95776. var f = [], b = [];
  95777. for (i = 0; i < polygon.vertices.length; i++) {
  95778. var j = (i + 1) % polygon.vertices.length;
  95779. var ti = types[i], tj = types[j];
  95780. var vi = polygon.vertices[i], vj = polygon.vertices[j];
  95781. if (ti !== BACK) {
  95782. f.push(vi);
  95783. }
  95784. if (ti !== FRONT) {
  95785. b.push(ti !== BACK ? vi.clone() : vi);
  95786. }
  95787. if ((ti | tj) === SPANNING) {
  95788. t = (this.w - BABYLON.Vector3.Dot(this.normal, vi.pos)) / BABYLON.Vector3.Dot(this.normal, vj.pos.subtract(vi.pos));
  95789. var v = vi.interpolate(vj, t);
  95790. f.push(v);
  95791. b.push(v.clone());
  95792. }
  95793. }
  95794. var poly;
  95795. if (f.length >= 3) {
  95796. poly = new Polygon(f, polygon.shared);
  95797. if (poly.plane) {
  95798. front.push(poly);
  95799. }
  95800. }
  95801. if (b.length >= 3) {
  95802. poly = new Polygon(b, polygon.shared);
  95803. if (poly.plane) {
  95804. back.push(poly);
  95805. }
  95806. }
  95807. break;
  95808. }
  95809. };
  95810. /**
  95811. * `BABYLON.CSG.Plane.EPSILON` is the tolerance used by `splitPolygon()` to decide if a
  95812. * point is on the plane
  95813. */
  95814. Plane.EPSILON = 1e-5;
  95815. return Plane;
  95816. }());
  95817. /**
  95818. * Represents a convex polygon. The vertices used to initialize a polygon must
  95819. * be coplanar and form a convex loop.
  95820. *
  95821. * Each convex polygon has a `shared` property, which is shared between all
  95822. * polygons that are clones of each other or were split from the same polygon.
  95823. * This can be used to define per-polygon properties (such as surface color)
  95824. */
  95825. var Polygon = /** @class */ (function () {
  95826. /**
  95827. * Initializes the polygon
  95828. * @param vertices The vertices of the polygon
  95829. * @param shared The properties shared across all polygons
  95830. */
  95831. function Polygon(vertices, shared) {
  95832. this.vertices = vertices;
  95833. this.shared = shared;
  95834. this.plane = Plane.FromPoints(vertices[0].pos, vertices[1].pos, vertices[2].pos);
  95835. }
  95836. /**
  95837. * Clones, or makes a deep copy, or the polygon
  95838. */
  95839. Polygon.prototype.clone = function () {
  95840. var vertices = this.vertices.map(function (v) { return v.clone(); });
  95841. return new Polygon(vertices, this.shared);
  95842. };
  95843. /**
  95844. * Flips the faces of the polygon
  95845. */
  95846. Polygon.prototype.flip = function () {
  95847. this.vertices.reverse().map(function (v) { v.flip(); });
  95848. this.plane.flip();
  95849. };
  95850. return Polygon;
  95851. }());
  95852. /**
  95853. * Holds a node in a BSP tree. A BSP tree is built from a collection of polygons
  95854. * by picking a polygon to split along. That polygon (and all other coplanar
  95855. * polygons) are added directly to that node and the other polygons are added to
  95856. * the front and/or back subtrees. This is not a leafy BSP tree since there is
  95857. * no distinction between internal and leaf nodes
  95858. */
  95859. var Node = /** @class */ (function () {
  95860. /**
  95861. * Initializes the node
  95862. * @param polygons A collection of polygons held in the node
  95863. */
  95864. function Node(polygons) {
  95865. this.plane = null;
  95866. this.front = null;
  95867. this.back = null;
  95868. this.polygons = new Array();
  95869. if (polygons) {
  95870. this.build(polygons);
  95871. }
  95872. }
  95873. /**
  95874. * Clones, or makes a deep copy, of the node
  95875. * @returns The cloned node
  95876. */
  95877. Node.prototype.clone = function () {
  95878. var node = new Node();
  95879. node.plane = this.plane && this.plane.clone();
  95880. node.front = this.front && this.front.clone();
  95881. node.back = this.back && this.back.clone();
  95882. node.polygons = this.polygons.map(function (p) { return p.clone(); });
  95883. return node;
  95884. };
  95885. /**
  95886. * Convert solid space to empty space and empty space to solid space
  95887. */
  95888. Node.prototype.invert = function () {
  95889. for (var i = 0; i < this.polygons.length; i++) {
  95890. this.polygons[i].flip();
  95891. }
  95892. if (this.plane) {
  95893. this.plane.flip();
  95894. }
  95895. if (this.front) {
  95896. this.front.invert();
  95897. }
  95898. if (this.back) {
  95899. this.back.invert();
  95900. }
  95901. var temp = this.front;
  95902. this.front = this.back;
  95903. this.back = temp;
  95904. };
  95905. /**
  95906. * Recursively remove all polygons in `polygons` that are inside this BSP
  95907. * tree.
  95908. * @param polygons Polygons to remove from the BSP
  95909. * @returns Polygons clipped from the BSP
  95910. */
  95911. Node.prototype.clipPolygons = function (polygons) {
  95912. if (!this.plane) {
  95913. return polygons.slice();
  95914. }
  95915. var front = new Array(), back = new Array();
  95916. for (var i = 0; i < polygons.length; i++) {
  95917. this.plane.splitPolygon(polygons[i], front, back, front, back);
  95918. }
  95919. if (this.front) {
  95920. front = this.front.clipPolygons(front);
  95921. }
  95922. if (this.back) {
  95923. back = this.back.clipPolygons(back);
  95924. }
  95925. else {
  95926. back = [];
  95927. }
  95928. return front.concat(back);
  95929. };
  95930. /**
  95931. * Remove all polygons in this BSP tree that are inside the other BSP tree
  95932. * `bsp`.
  95933. * @param bsp BSP containing polygons to remove from this BSP
  95934. */
  95935. Node.prototype.clipTo = function (bsp) {
  95936. this.polygons = bsp.clipPolygons(this.polygons);
  95937. if (this.front) {
  95938. this.front.clipTo(bsp);
  95939. }
  95940. if (this.back) {
  95941. this.back.clipTo(bsp);
  95942. }
  95943. };
  95944. /**
  95945. * Return a list of all polygons in this BSP tree
  95946. * @returns List of all polygons in this BSP tree
  95947. */
  95948. Node.prototype.allPolygons = function () {
  95949. var polygons = this.polygons.slice();
  95950. if (this.front) {
  95951. polygons = polygons.concat(this.front.allPolygons());
  95952. }
  95953. if (this.back) {
  95954. polygons = polygons.concat(this.back.allPolygons());
  95955. }
  95956. return polygons;
  95957. };
  95958. /**
  95959. * Build a BSP tree out of `polygons`. When called on an existing tree, the
  95960. * new polygons are filtered down to the bottom of the tree and become new
  95961. * nodes there. Each set of polygons is partitioned using the first polygon
  95962. * (no heuristic is used to pick a good split)
  95963. * @param polygons Polygons used to construct the BSP tree
  95964. */
  95965. Node.prototype.build = function (polygons) {
  95966. if (!polygons.length) {
  95967. return;
  95968. }
  95969. if (!this.plane) {
  95970. this.plane = polygons[0].plane.clone();
  95971. }
  95972. var front = new Array(), back = new Array();
  95973. for (var i = 0; i < polygons.length; i++) {
  95974. this.plane.splitPolygon(polygons[i], this.polygons, this.polygons, front, back);
  95975. }
  95976. if (front.length) {
  95977. if (!this.front) {
  95978. this.front = new Node();
  95979. }
  95980. this.front.build(front);
  95981. }
  95982. if (back.length) {
  95983. if (!this.back) {
  95984. this.back = new Node();
  95985. }
  95986. this.back.build(back);
  95987. }
  95988. };
  95989. return Node;
  95990. }());
  95991. /**
  95992. * Class for building Constructive Solid Geometry
  95993. */
  95994. var CSG = /** @class */ (function () {
  95995. function CSG() {
  95996. this.polygons = new Array();
  95997. }
  95998. /**
  95999. * Convert the BABYLON.Mesh to BABYLON.CSG
  96000. * @param mesh The BABYLON.Mesh to convert to BABYLON.CSG
  96001. * @returns A new BABYLON.CSG from the BABYLON.Mesh
  96002. */
  96003. CSG.FromMesh = function (mesh) {
  96004. var vertex, normal, uv, position, polygon, polygons = new Array(), vertices;
  96005. var matrix, meshPosition, meshRotation, meshRotationQuaternion = null, meshScaling;
  96006. if (mesh instanceof BABYLON.Mesh) {
  96007. mesh.computeWorldMatrix(true);
  96008. matrix = mesh.getWorldMatrix();
  96009. meshPosition = mesh.position.clone();
  96010. meshRotation = mesh.rotation.clone();
  96011. if (mesh.rotationQuaternion) {
  96012. meshRotationQuaternion = mesh.rotationQuaternion.clone();
  96013. }
  96014. meshScaling = mesh.scaling.clone();
  96015. }
  96016. else {
  96017. throw 'BABYLON.CSG: Wrong Mesh type, must be BABYLON.Mesh';
  96018. }
  96019. var indices = mesh.getIndices(), positions = mesh.getVerticesData(BABYLON.VertexBuffer.PositionKind), normals = mesh.getVerticesData(BABYLON.VertexBuffer.NormalKind), uvs = mesh.getVerticesData(BABYLON.VertexBuffer.UVKind);
  96020. var subMeshes = mesh.subMeshes;
  96021. for (var sm = 0, sml = subMeshes.length; sm < sml; sm++) {
  96022. for (var i = subMeshes[sm].indexStart, il = subMeshes[sm].indexCount + subMeshes[sm].indexStart; i < il; i += 3) {
  96023. vertices = [];
  96024. for (var j = 0; j < 3; j++) {
  96025. var sourceNormal = new BABYLON.Vector3(normals[indices[i + j] * 3], normals[indices[i + j] * 3 + 1], normals[indices[i + j] * 3 + 2]);
  96026. uv = new BABYLON.Vector2(uvs[indices[i + j] * 2], uvs[indices[i + j] * 2 + 1]);
  96027. var sourcePosition = new BABYLON.Vector3(positions[indices[i + j] * 3], positions[indices[i + j] * 3 + 1], positions[indices[i + j] * 3 + 2]);
  96028. position = BABYLON.Vector3.TransformCoordinates(sourcePosition, matrix);
  96029. normal = BABYLON.Vector3.TransformNormal(sourceNormal, matrix);
  96030. vertex = new Vertex(position, normal, uv);
  96031. vertices.push(vertex);
  96032. }
  96033. polygon = new Polygon(vertices, { subMeshId: sm, meshId: currentCSGMeshId, materialIndex: subMeshes[sm].materialIndex });
  96034. // To handle the case of degenerated triangle
  96035. // polygon.plane == null <=> the polygon does not represent 1 single plane <=> the triangle is degenerated
  96036. if (polygon.plane) {
  96037. polygons.push(polygon);
  96038. }
  96039. }
  96040. }
  96041. var csg = CSG.FromPolygons(polygons);
  96042. csg.matrix = matrix;
  96043. csg.position = meshPosition;
  96044. csg.rotation = meshRotation;
  96045. csg.scaling = meshScaling;
  96046. csg.rotationQuaternion = meshRotationQuaternion;
  96047. currentCSGMeshId++;
  96048. return csg;
  96049. };
  96050. /**
  96051. * Construct a BABYLON.CSG solid from a list of `BABYLON.CSG.Polygon` instances.
  96052. * @param polygons Polygons used to construct a BABYLON.CSG solid
  96053. */
  96054. CSG.FromPolygons = function (polygons) {
  96055. var csg = new CSG();
  96056. csg.polygons = polygons;
  96057. return csg;
  96058. };
  96059. /**
  96060. * Clones, or makes a deep copy, of the BABYLON.CSG
  96061. * @returns A new BABYLON.CSG
  96062. */
  96063. CSG.prototype.clone = function () {
  96064. var csg = new CSG();
  96065. csg.polygons = this.polygons.map(function (p) { return p.clone(); });
  96066. csg.copyTransformAttributes(this);
  96067. return csg;
  96068. };
  96069. /**
  96070. * Unions this CSG with another CSG
  96071. * @param csg The CSG to union against this CSG
  96072. * @returns The unioned CSG
  96073. */
  96074. CSG.prototype.union = function (csg) {
  96075. var a = new Node(this.clone().polygons);
  96076. var b = new Node(csg.clone().polygons);
  96077. a.clipTo(b);
  96078. b.clipTo(a);
  96079. b.invert();
  96080. b.clipTo(a);
  96081. b.invert();
  96082. a.build(b.allPolygons());
  96083. return CSG.FromPolygons(a.allPolygons()).copyTransformAttributes(this);
  96084. };
  96085. /**
  96086. * Unions this CSG with another CSG in place
  96087. * @param csg The CSG to union against this CSG
  96088. */
  96089. CSG.prototype.unionInPlace = function (csg) {
  96090. var a = new Node(this.polygons);
  96091. var b = new Node(csg.polygons);
  96092. a.clipTo(b);
  96093. b.clipTo(a);
  96094. b.invert();
  96095. b.clipTo(a);
  96096. b.invert();
  96097. a.build(b.allPolygons());
  96098. this.polygons = a.allPolygons();
  96099. };
  96100. /**
  96101. * Subtracts this CSG with another CSG
  96102. * @param csg The CSG to subtract against this CSG
  96103. * @returns A new BABYLON.CSG
  96104. */
  96105. CSG.prototype.subtract = function (csg) {
  96106. var a = new Node(this.clone().polygons);
  96107. var b = new Node(csg.clone().polygons);
  96108. a.invert();
  96109. a.clipTo(b);
  96110. b.clipTo(a);
  96111. b.invert();
  96112. b.clipTo(a);
  96113. b.invert();
  96114. a.build(b.allPolygons());
  96115. a.invert();
  96116. return CSG.FromPolygons(a.allPolygons()).copyTransformAttributes(this);
  96117. };
  96118. /**
  96119. * Subtracts this CSG with another CSG in place
  96120. * @param csg The CSG to subtact against this CSG
  96121. */
  96122. CSG.prototype.subtractInPlace = function (csg) {
  96123. var a = new Node(this.polygons);
  96124. var b = new Node(csg.polygons);
  96125. a.invert();
  96126. a.clipTo(b);
  96127. b.clipTo(a);
  96128. b.invert();
  96129. b.clipTo(a);
  96130. b.invert();
  96131. a.build(b.allPolygons());
  96132. a.invert();
  96133. this.polygons = a.allPolygons();
  96134. };
  96135. /**
  96136. * Intersect this CSG with another CSG
  96137. * @param csg The CSG to intersect against this CSG
  96138. * @returns A new BABYLON.CSG
  96139. */
  96140. CSG.prototype.intersect = function (csg) {
  96141. var a = new Node(this.clone().polygons);
  96142. var b = new Node(csg.clone().polygons);
  96143. a.invert();
  96144. b.clipTo(a);
  96145. b.invert();
  96146. a.clipTo(b);
  96147. b.clipTo(a);
  96148. a.build(b.allPolygons());
  96149. a.invert();
  96150. return CSG.FromPolygons(a.allPolygons()).copyTransformAttributes(this);
  96151. };
  96152. /**
  96153. * Intersects this CSG with another CSG in place
  96154. * @param csg The CSG to intersect against this CSG
  96155. */
  96156. CSG.prototype.intersectInPlace = function (csg) {
  96157. var a = new Node(this.polygons);
  96158. var b = new Node(csg.polygons);
  96159. a.invert();
  96160. b.clipTo(a);
  96161. b.invert();
  96162. a.clipTo(b);
  96163. b.clipTo(a);
  96164. a.build(b.allPolygons());
  96165. a.invert();
  96166. this.polygons = a.allPolygons();
  96167. };
  96168. /**
  96169. * Return a new BABYLON.CSG solid with solid and empty space switched. This solid is
  96170. * not modified.
  96171. * @returns A new BABYLON.CSG solid with solid and empty space switched
  96172. */
  96173. CSG.prototype.inverse = function () {
  96174. var csg = this.clone();
  96175. csg.inverseInPlace();
  96176. return csg;
  96177. };
  96178. /**
  96179. * Inverses the BABYLON.CSG in place
  96180. */
  96181. CSG.prototype.inverseInPlace = function () {
  96182. this.polygons.map(function (p) { p.flip(); });
  96183. };
  96184. /**
  96185. * This is used to keep meshes transformations so they can be restored
  96186. * when we build back a Babylon Mesh
  96187. * NB : All CSG operations are performed in world coordinates
  96188. * @param csg The BABYLON.CSG to copy the transform attributes from
  96189. * @returns This BABYLON.CSG
  96190. */
  96191. CSG.prototype.copyTransformAttributes = function (csg) {
  96192. this.matrix = csg.matrix;
  96193. this.position = csg.position;
  96194. this.rotation = csg.rotation;
  96195. this.scaling = csg.scaling;
  96196. this.rotationQuaternion = csg.rotationQuaternion;
  96197. return this;
  96198. };
  96199. /**
  96200. * Build Raw mesh from CSG
  96201. * Coordinates here are in world space
  96202. * @param name The name of the mesh geometry
  96203. * @param scene The BABYLON.Scene
  96204. * @param keepSubMeshes Specifies if the submeshes should be kept
  96205. * @returns A new BABYLON.Mesh
  96206. */
  96207. CSG.prototype.buildMeshGeometry = function (name, scene, keepSubMeshes) {
  96208. var matrix = this.matrix.clone();
  96209. matrix.invert();
  96210. var mesh = new BABYLON.Mesh(name, scene), vertices = [], indices = [], normals = [], uvs = [], vertex = BABYLON.Vector3.Zero(), normal = BABYLON.Vector3.Zero(), uv = BABYLON.Vector2.Zero(), polygons = this.polygons, polygonIndices = [0, 0, 0], polygon, vertice_dict = {}, vertex_idx, currentIndex = 0, subMesh_dict = {}, subMesh_obj;
  96211. if (keepSubMeshes) {
  96212. // Sort Polygons, since subMeshes are indices range
  96213. polygons.sort(function (a, b) {
  96214. if (a.shared.meshId === b.shared.meshId) {
  96215. return a.shared.subMeshId - b.shared.subMeshId;
  96216. }
  96217. else {
  96218. return a.shared.meshId - b.shared.meshId;
  96219. }
  96220. });
  96221. }
  96222. for (var i = 0, il = polygons.length; i < il; i++) {
  96223. polygon = polygons[i];
  96224. // Building SubMeshes
  96225. if (!subMesh_dict[polygon.shared.meshId]) {
  96226. subMesh_dict[polygon.shared.meshId] = {};
  96227. }
  96228. if (!subMesh_dict[polygon.shared.meshId][polygon.shared.subMeshId]) {
  96229. subMesh_dict[polygon.shared.meshId][polygon.shared.subMeshId] = {
  96230. indexStart: +Infinity,
  96231. indexEnd: -Infinity,
  96232. materialIndex: polygon.shared.materialIndex
  96233. };
  96234. }
  96235. subMesh_obj = subMesh_dict[polygon.shared.meshId][polygon.shared.subMeshId];
  96236. for (var j = 2, jl = polygon.vertices.length; j < jl; j++) {
  96237. polygonIndices[0] = 0;
  96238. polygonIndices[1] = j - 1;
  96239. polygonIndices[2] = j;
  96240. for (var k = 0; k < 3; k++) {
  96241. vertex.copyFrom(polygon.vertices[polygonIndices[k]].pos);
  96242. normal.copyFrom(polygon.vertices[polygonIndices[k]].normal);
  96243. uv.copyFrom(polygon.vertices[polygonIndices[k]].uv);
  96244. var localVertex = BABYLON.Vector3.TransformCoordinates(vertex, matrix);
  96245. var localNormal = BABYLON.Vector3.TransformNormal(normal, matrix);
  96246. vertex_idx = vertice_dict[localVertex.x + ',' + localVertex.y + ',' + localVertex.z];
  96247. // Check if 2 points can be merged
  96248. if (!(typeof vertex_idx !== 'undefined' &&
  96249. normals[vertex_idx * 3] === localNormal.x &&
  96250. normals[vertex_idx * 3 + 1] === localNormal.y &&
  96251. normals[vertex_idx * 3 + 2] === localNormal.z &&
  96252. uvs[vertex_idx * 2] === uv.x &&
  96253. uvs[vertex_idx * 2 + 1] === uv.y)) {
  96254. vertices.push(localVertex.x, localVertex.y, localVertex.z);
  96255. uvs.push(uv.x, uv.y);
  96256. normals.push(normal.x, normal.y, normal.z);
  96257. vertex_idx = vertice_dict[localVertex.x + ',' + localVertex.y + ',' + localVertex.z] = (vertices.length / 3) - 1;
  96258. }
  96259. indices.push(vertex_idx);
  96260. subMesh_obj.indexStart = Math.min(currentIndex, subMesh_obj.indexStart);
  96261. subMesh_obj.indexEnd = Math.max(currentIndex, subMesh_obj.indexEnd);
  96262. currentIndex++;
  96263. }
  96264. }
  96265. }
  96266. mesh.setVerticesData(BABYLON.VertexBuffer.PositionKind, vertices);
  96267. mesh.setVerticesData(BABYLON.VertexBuffer.NormalKind, normals);
  96268. mesh.setVerticesData(BABYLON.VertexBuffer.UVKind, uvs);
  96269. mesh.setIndices(indices, null);
  96270. if (keepSubMeshes) {
  96271. // We offset the materialIndex by the previous number of materials in the CSG mixed meshes
  96272. var materialIndexOffset = 0, materialMaxIndex;
  96273. mesh.subMeshes = new Array();
  96274. for (var m in subMesh_dict) {
  96275. materialMaxIndex = -1;
  96276. for (var sm in subMesh_dict[m]) {
  96277. subMesh_obj = subMesh_dict[m][sm];
  96278. BABYLON.SubMesh.CreateFromIndices(subMesh_obj.materialIndex + materialIndexOffset, subMesh_obj.indexStart, subMesh_obj.indexEnd - subMesh_obj.indexStart + 1, mesh);
  96279. materialMaxIndex = Math.max(subMesh_obj.materialIndex, materialMaxIndex);
  96280. }
  96281. materialIndexOffset += ++materialMaxIndex;
  96282. }
  96283. }
  96284. return mesh;
  96285. };
  96286. /**
  96287. * Build Mesh from CSG taking material and transforms into account
  96288. * @param name The name of the BABYLON.Mesh
  96289. * @param material The material of the BABYLON.Mesh
  96290. * @param scene The BABYLON.Scene
  96291. * @param keepSubMeshes Specifies if submeshes should be kept
  96292. * @returns The new BABYLON.Mesh
  96293. */
  96294. CSG.prototype.toMesh = function (name, material, scene, keepSubMeshes) {
  96295. var mesh = this.buildMeshGeometry(name, scene, keepSubMeshes);
  96296. mesh.material = material;
  96297. mesh.position.copyFrom(this.position);
  96298. mesh.rotation.copyFrom(this.rotation);
  96299. if (this.rotationQuaternion) {
  96300. mesh.rotationQuaternion = this.rotationQuaternion.clone();
  96301. }
  96302. mesh.scaling.copyFrom(this.scaling);
  96303. mesh.computeWorldMatrix(true);
  96304. return mesh;
  96305. };
  96306. return CSG;
  96307. }());
  96308. BABYLON.CSG = CSG;
  96309. })(BABYLON || (BABYLON = {}));
  96310. //# sourceMappingURL=babylon.csg.js.map
  96311. var BABYLON;
  96312. (function (BABYLON) {
  96313. /**
  96314. * This represents one of the lens effect in a `BABYLON.lensFlareSystem`.
  96315. * It controls one of the indiviual texture used in the effect.
  96316. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  96317. */
  96318. var LensFlare = /** @class */ (function () {
  96319. /**
  96320. * Instantiates a new Lens Flare.
  96321. * This represents one of the lens effect in a `BABYLON.lensFlareSystem`.
  96322. * It controls one of the indiviual texture used in the effect.
  96323. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  96324. * @param size Define the size of the lens flare in the system (a floating value between 0 and 1)
  96325. * @param position Define the position of the lens flare in the system. (a floating value between -1 and 1). A value of 0 is located on the emitter. A value greater than 0 is beyond the emitter and a value lesser than 0 is behind.
  96326. * @param color Define the lens color
  96327. * @param imgUrl Define the lens texture url
  96328. * @param system Define the `lensFlareSystem` this flare is part of
  96329. */
  96330. function LensFlare(
  96331. /**
  96332. * Define the size of the lens flare in the system (a floating value between 0 and 1)
  96333. */
  96334. size,
  96335. /**
  96336. * Define the position of the lens flare in the system. (a floating value between -1 and 1). A value of 0 is located on the emitter. A value greater than 0 is beyond the emitter and a value lesser than 0 is behind.
  96337. */
  96338. position, color, imgUrl, system) {
  96339. this.size = size;
  96340. this.position = position;
  96341. /**
  96342. * Define the alpha mode to render this particular lens.
  96343. */
  96344. this.alphaMode = BABYLON.Engine.ALPHA_ONEONE;
  96345. this.color = color || new BABYLON.Color3(1, 1, 1);
  96346. this.texture = imgUrl ? new BABYLON.Texture(imgUrl, system.getScene(), true) : null;
  96347. this._system = system;
  96348. system.lensFlares.push(this);
  96349. }
  96350. /**
  96351. * Creates a new Lens Flare.
  96352. * This represents one of the lens effect in a `BABYLON.lensFlareSystem`.
  96353. * It controls one of the indiviual texture used in the effect.
  96354. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  96355. * @param size Define the size of the lens flare (a floating value between 0 and 1)
  96356. * @param position Define the position of the lens flare in the system. (a floating value between -1 and 1). A value of 0 is located on the emitter. A value greater than 0 is beyond the emitter and a value lesser than 0 is behind.
  96357. * @param color Define the lens color
  96358. * @param imgUrl Define the lens texture url
  96359. * @param system Define the `lensFlareSystem` this flare is part of
  96360. * @returns The newly created Lens Flare
  96361. */
  96362. LensFlare.AddFlare = function (size, position, color, imgUrl, system) {
  96363. return new LensFlare(size, position, color, imgUrl, system);
  96364. };
  96365. /**
  96366. * Dispose and release the lens flare with its associated resources.
  96367. */
  96368. LensFlare.prototype.dispose = function () {
  96369. if (this.texture) {
  96370. this.texture.dispose();
  96371. }
  96372. // Remove from scene
  96373. var index = this._system.lensFlares.indexOf(this);
  96374. this._system.lensFlares.splice(index, 1);
  96375. };
  96376. return LensFlare;
  96377. }());
  96378. BABYLON.LensFlare = LensFlare;
  96379. })(BABYLON || (BABYLON = {}));
  96380. //# sourceMappingURL=babylon.lensFlare.js.map
  96381. var BABYLON;
  96382. (function (BABYLON) {
  96383. // Adds the parser to the scene parsers.
  96384. BABYLON.AbstractScene.AddParser(BABYLON.SceneComponentConstants.NAME_LENSFLARESYSTEM, function (parsedData, scene, container, rootUrl) {
  96385. // Lens flares
  96386. if (parsedData.lensFlareSystems !== undefined && parsedData.lensFlareSystems !== null) {
  96387. if (!container.lensFlareSystems) {
  96388. container.lensFlareSystems = new Array();
  96389. }
  96390. for (var index = 0, cache = parsedData.lensFlareSystems.length; index < cache; index++) {
  96391. var parsedLensFlareSystem = parsedData.lensFlareSystems[index];
  96392. var lf = BABYLON.LensFlareSystem.Parse(parsedLensFlareSystem, scene, rootUrl);
  96393. container.lensFlareSystems.push(lf);
  96394. }
  96395. }
  96396. });
  96397. BABYLON.AbstractScene.prototype.getLensFlareSystemByName = function (name) {
  96398. for (var index = 0; index < this.lensFlareSystems.length; index++) {
  96399. if (this.lensFlareSystems[index].name === name) {
  96400. return this.lensFlareSystems[index];
  96401. }
  96402. }
  96403. return null;
  96404. };
  96405. BABYLON.AbstractScene.prototype.getLensFlareSystemByID = function (id) {
  96406. for (var index = 0; index < this.lensFlareSystems.length; index++) {
  96407. if (this.lensFlareSystems[index].id === id) {
  96408. return this.lensFlareSystems[index];
  96409. }
  96410. }
  96411. return null;
  96412. };
  96413. BABYLON.AbstractScene.prototype.removeLensFlareSystem = function (toRemove) {
  96414. var index = this.lensFlareSystems.indexOf(toRemove);
  96415. if (index !== -1) {
  96416. this.lensFlareSystems.splice(index, 1);
  96417. }
  96418. return index;
  96419. };
  96420. BABYLON.AbstractScene.prototype.addLensFlareSystem = function (newLensFlareSystem) {
  96421. this.lensFlareSystems.push(newLensFlareSystem);
  96422. };
  96423. /**
  96424. * Defines the lens flare scene component responsible to manage any lens flares
  96425. * in a given scene.
  96426. */
  96427. var LensFlareSystemSceneComponent = /** @class */ (function () {
  96428. /**
  96429. * Creates a new instance of the component for the given scene
  96430. * @param scene Defines the scene to register the component in
  96431. */
  96432. function LensFlareSystemSceneComponent(scene) {
  96433. /**
  96434. * The component name helpfull to identify the component in the list of scene components.
  96435. */
  96436. this.name = BABYLON.SceneComponentConstants.NAME_LENSFLARESYSTEM;
  96437. this.scene = scene;
  96438. scene.lensFlareSystems = new Array();
  96439. }
  96440. /**
  96441. * Registers the component in a given scene
  96442. */
  96443. LensFlareSystemSceneComponent.prototype.register = function () {
  96444. this.scene._afterCameraDrawStage.registerStep(BABYLON.SceneComponentConstants.STEP_AFTERCAMERADRAW_LENSFLARESYSTEM, this, this._draw);
  96445. };
  96446. /**
  96447. * Rebuilds the elements related to this component in case of
  96448. * context lost for instance.
  96449. */
  96450. LensFlareSystemSceneComponent.prototype.rebuild = function () {
  96451. // Nothing to do for lens flare
  96452. };
  96453. /**
  96454. * Adds all the element from the container to the scene
  96455. * @param container the container holding the elements
  96456. */
  96457. LensFlareSystemSceneComponent.prototype.addFromContainer = function (container) {
  96458. var _this = this;
  96459. if (!container.lensFlareSystems) {
  96460. return;
  96461. }
  96462. container.lensFlareSystems.forEach(function (o) {
  96463. _this.scene.addLensFlareSystem(o);
  96464. });
  96465. };
  96466. /**
  96467. * Removes all the elements in the container from the scene
  96468. * @param container contains the elements to remove
  96469. */
  96470. LensFlareSystemSceneComponent.prototype.removeFromContainer = function (container) {
  96471. var _this = this;
  96472. if (!container.lensFlareSystems) {
  96473. return;
  96474. }
  96475. container.lensFlareSystems.forEach(function (o) {
  96476. _this.scene.removeLensFlareSystem(o);
  96477. });
  96478. };
  96479. /**
  96480. * Serializes the component data to the specified json object
  96481. * @param serializationObject The object to serialize to
  96482. */
  96483. LensFlareSystemSceneComponent.prototype.serialize = function (serializationObject) {
  96484. // Lens flares
  96485. serializationObject.lensFlareSystems = [];
  96486. var lensFlareSystems = this.scene.lensFlareSystems;
  96487. for (var _i = 0, lensFlareSystems_1 = lensFlareSystems; _i < lensFlareSystems_1.length; _i++) {
  96488. var lensFlareSystem = lensFlareSystems_1[_i];
  96489. serializationObject.lensFlareSystems.push(lensFlareSystem.serialize());
  96490. }
  96491. };
  96492. /**
  96493. * Disposes the component and the associated ressources.
  96494. */
  96495. LensFlareSystemSceneComponent.prototype.dispose = function () {
  96496. var lensFlareSystems = this.scene.lensFlareSystems;
  96497. while (lensFlareSystems.length) {
  96498. lensFlareSystems[0].dispose();
  96499. }
  96500. };
  96501. LensFlareSystemSceneComponent.prototype._draw = function (camera) {
  96502. // Lens flares
  96503. if (this.scene.lensFlaresEnabled) {
  96504. var lensFlareSystems = this.scene.lensFlareSystems;
  96505. BABYLON.Tools.StartPerformanceCounter("Lens flares", lensFlareSystems.length > 0);
  96506. for (var _i = 0, lensFlareSystems_2 = lensFlareSystems; _i < lensFlareSystems_2.length; _i++) {
  96507. var lensFlareSystem = lensFlareSystems_2[_i];
  96508. if ((camera.layerMask & lensFlareSystem.layerMask) !== 0) {
  96509. lensFlareSystem.render();
  96510. }
  96511. }
  96512. BABYLON.Tools.EndPerformanceCounter("Lens flares", lensFlareSystems.length > 0);
  96513. }
  96514. };
  96515. return LensFlareSystemSceneComponent;
  96516. }());
  96517. BABYLON.LensFlareSystemSceneComponent = LensFlareSystemSceneComponent;
  96518. })(BABYLON || (BABYLON = {}));
  96519. //# sourceMappingURL=babylon.lensFlareSystemSceneComponent.js.map
  96520. var BABYLON;
  96521. (function (BABYLON) {
  96522. /**
  96523. * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.
  96524. * It is usually composed of several `BABYLON.lensFlare`.
  96525. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  96526. */
  96527. var LensFlareSystem = /** @class */ (function () {
  96528. /**
  96529. * Instantiates a lens flare system.
  96530. * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.
  96531. * It is usually composed of several `BABYLON.lensFlare`.
  96532. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  96533. * @param name Define the name of the lens flare system in the scene
  96534. * @param emitter Define the source (the emitter) of the lens flares (it can be a camera, a light or a mesh).
  96535. * @param scene Define the scene the lens flare system belongs to
  96536. */
  96537. function LensFlareSystem(
  96538. /**
  96539. * Define the name of the lens flare system
  96540. */
  96541. name, emitter, scene) {
  96542. this.name = name;
  96543. /**
  96544. * List of lens flares used in this system.
  96545. */
  96546. this.lensFlares = new Array();
  96547. /**
  96548. * Define a limit from the border the lens flare can be visible.
  96549. */
  96550. this.borderLimit = 300;
  96551. /**
  96552. * Define a viewport border we do not want to see the lens flare in.
  96553. */
  96554. this.viewportBorder = 0;
  96555. /**
  96556. * Restricts the rendering of the effect to only the camera rendering this layer mask.
  96557. */
  96558. this.layerMask = 0x0FFFFFFF;
  96559. this._vertexBuffers = {};
  96560. this._isEnabled = true;
  96561. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  96562. var component = this._scene._getComponent(BABYLON.SceneComponentConstants.NAME_LENSFLARESYSTEM);
  96563. if (!component) {
  96564. component = new BABYLON.LensFlareSystemSceneComponent(this._scene);
  96565. scene._addComponent(component);
  96566. }
  96567. this._emitter = emitter;
  96568. this.id = name;
  96569. scene.lensFlareSystems.push(this);
  96570. this.meshesSelectionPredicate = function (m) { return (scene.activeCamera && m.material && m.isVisible && m.isEnabled() && m.isBlocker && ((m.layerMask & scene.activeCamera.layerMask) != 0)); };
  96571. var engine = scene.getEngine();
  96572. // VBO
  96573. var vertices = [];
  96574. vertices.push(1, 1);
  96575. vertices.push(-1, 1);
  96576. vertices.push(-1, -1);
  96577. vertices.push(1, -1);
  96578. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = new BABYLON.VertexBuffer(engine, vertices, BABYLON.VertexBuffer.PositionKind, false, false, 2);
  96579. // Indices
  96580. var indices = [];
  96581. indices.push(0);
  96582. indices.push(1);
  96583. indices.push(2);
  96584. indices.push(0);
  96585. indices.push(2);
  96586. indices.push(3);
  96587. this._indexBuffer = engine.createIndexBuffer(indices);
  96588. // Effects
  96589. this._effect = engine.createEffect("lensFlare", [BABYLON.VertexBuffer.PositionKind], ["color", "viewportMatrix"], ["textureSampler"], "");
  96590. }
  96591. Object.defineProperty(LensFlareSystem.prototype, "isEnabled", {
  96592. /**
  96593. * Define if the lens flare system is enabled.
  96594. */
  96595. get: function () {
  96596. return this._isEnabled;
  96597. },
  96598. set: function (value) {
  96599. this._isEnabled = value;
  96600. },
  96601. enumerable: true,
  96602. configurable: true
  96603. });
  96604. /**
  96605. * Get the scene the effects belongs to.
  96606. * @returns the scene holding the lens flare system
  96607. */
  96608. LensFlareSystem.prototype.getScene = function () {
  96609. return this._scene;
  96610. };
  96611. /**
  96612. * Get the emitter of the lens flare system.
  96613. * It defines the source of the lens flares (it can be a camera, a light or a mesh).
  96614. * @returns the emitter of the lens flare system
  96615. */
  96616. LensFlareSystem.prototype.getEmitter = function () {
  96617. return this._emitter;
  96618. };
  96619. /**
  96620. * Set the emitter of the lens flare system.
  96621. * It defines the source of the lens flares (it can be a camera, a light or a mesh).
  96622. * @param newEmitter Define the new emitter of the system
  96623. */
  96624. LensFlareSystem.prototype.setEmitter = function (newEmitter) {
  96625. this._emitter = newEmitter;
  96626. };
  96627. /**
  96628. * Get the lens flare system emitter position.
  96629. * The emitter defines the source of the lens flares (it can be a camera, a light or a mesh).
  96630. * @returns the position
  96631. */
  96632. LensFlareSystem.prototype.getEmitterPosition = function () {
  96633. return this._emitter.getAbsolutePosition ? this._emitter.getAbsolutePosition() : this._emitter.position;
  96634. };
  96635. /**
  96636. * @hidden
  96637. */
  96638. LensFlareSystem.prototype.computeEffectivePosition = function (globalViewport) {
  96639. var position = this.getEmitterPosition();
  96640. position = BABYLON.Vector3.Project(position, BABYLON.Matrix.Identity(), this._scene.getTransformMatrix(), globalViewport);
  96641. this._positionX = position.x;
  96642. this._positionY = position.y;
  96643. position = BABYLON.Vector3.TransformCoordinates(this.getEmitterPosition(), this._scene.getViewMatrix());
  96644. if (this.viewportBorder > 0) {
  96645. globalViewport.x -= this.viewportBorder;
  96646. globalViewport.y -= this.viewportBorder;
  96647. globalViewport.width += this.viewportBorder * 2;
  96648. globalViewport.height += this.viewportBorder * 2;
  96649. position.x += this.viewportBorder;
  96650. position.y += this.viewportBorder;
  96651. this._positionX += this.viewportBorder;
  96652. this._positionY += this.viewportBorder;
  96653. }
  96654. if (position.z > 0) {
  96655. if ((this._positionX > globalViewport.x) && (this._positionX < globalViewport.x + globalViewport.width)) {
  96656. if ((this._positionY > globalViewport.y) && (this._positionY < globalViewport.y + globalViewport.height)) {
  96657. return true;
  96658. }
  96659. }
  96660. return true;
  96661. }
  96662. return false;
  96663. };
  96664. /** @hidden */
  96665. LensFlareSystem.prototype._isVisible = function () {
  96666. if (!this._isEnabled || !this._scene.activeCamera) {
  96667. return false;
  96668. }
  96669. var emitterPosition = this.getEmitterPosition();
  96670. var direction = emitterPosition.subtract(this._scene.activeCamera.globalPosition);
  96671. var distance = direction.length();
  96672. direction.normalize();
  96673. var ray = new BABYLON.Ray(this._scene.activeCamera.globalPosition, direction);
  96674. var pickInfo = this._scene.pickWithRay(ray, this.meshesSelectionPredicate, true);
  96675. return !pickInfo || !pickInfo.hit || pickInfo.distance > distance;
  96676. };
  96677. /**
  96678. * @hidden
  96679. */
  96680. LensFlareSystem.prototype.render = function () {
  96681. if (!this._effect.isReady() || !this._scene.activeCamera) {
  96682. return false;
  96683. }
  96684. var engine = this._scene.getEngine();
  96685. var viewport = this._scene.activeCamera.viewport;
  96686. var globalViewport = viewport.toGlobal(engine.getRenderWidth(true), engine.getRenderHeight(true));
  96687. // Position
  96688. if (!this.computeEffectivePosition(globalViewport)) {
  96689. return false;
  96690. }
  96691. // Visibility
  96692. if (!this._isVisible()) {
  96693. return false;
  96694. }
  96695. // Intensity
  96696. var awayX;
  96697. var awayY;
  96698. if (this._positionX < this.borderLimit + globalViewport.x) {
  96699. awayX = this.borderLimit + globalViewport.x - this._positionX;
  96700. }
  96701. else if (this._positionX > globalViewport.x + globalViewport.width - this.borderLimit) {
  96702. awayX = this._positionX - globalViewport.x - globalViewport.width + this.borderLimit;
  96703. }
  96704. else {
  96705. awayX = 0;
  96706. }
  96707. if (this._positionY < this.borderLimit + globalViewport.y) {
  96708. awayY = this.borderLimit + globalViewport.y - this._positionY;
  96709. }
  96710. else if (this._positionY > globalViewport.y + globalViewport.height - this.borderLimit) {
  96711. awayY = this._positionY - globalViewport.y - globalViewport.height + this.borderLimit;
  96712. }
  96713. else {
  96714. awayY = 0;
  96715. }
  96716. var away = (awayX > awayY) ? awayX : awayY;
  96717. away -= this.viewportBorder;
  96718. if (away > this.borderLimit) {
  96719. away = this.borderLimit;
  96720. }
  96721. var intensity = 1.0 - BABYLON.Scalar.Clamp(away / this.borderLimit, 0, 1);
  96722. if (intensity < 0) {
  96723. return false;
  96724. }
  96725. if (intensity > 1.0) {
  96726. intensity = 1.0;
  96727. }
  96728. if (this.viewportBorder > 0) {
  96729. globalViewport.x += this.viewportBorder;
  96730. globalViewport.y += this.viewportBorder;
  96731. globalViewport.width -= this.viewportBorder * 2;
  96732. globalViewport.height -= this.viewportBorder * 2;
  96733. this._positionX -= this.viewportBorder;
  96734. this._positionY -= this.viewportBorder;
  96735. }
  96736. // Position
  96737. var centerX = globalViewport.x + globalViewport.width / 2;
  96738. var centerY = globalViewport.y + globalViewport.height / 2;
  96739. var distX = centerX - this._positionX;
  96740. var distY = centerY - this._positionY;
  96741. // Effects
  96742. engine.enableEffect(this._effect);
  96743. engine.setState(false);
  96744. engine.setDepthBuffer(false);
  96745. // VBOs
  96746. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, this._effect);
  96747. // Flares
  96748. for (var index = 0; index < this.lensFlares.length; index++) {
  96749. var flare = this.lensFlares[index];
  96750. engine.setAlphaMode(flare.alphaMode);
  96751. var x = centerX - (distX * flare.position);
  96752. var y = centerY - (distY * flare.position);
  96753. var cw = flare.size;
  96754. var ch = flare.size * engine.getAspectRatio(this._scene.activeCamera, true);
  96755. var cx = 2 * (x / (globalViewport.width + globalViewport.x * 2)) - 1.0;
  96756. var cy = 1.0 - 2 * (y / (globalViewport.height + globalViewport.y * 2));
  96757. var viewportMatrix = BABYLON.Matrix.FromValues(cw / 2, 0, 0, 0, 0, ch / 2, 0, 0, 0, 0, 1, 0, cx, cy, 0, 1);
  96758. this._effect.setMatrix("viewportMatrix", viewportMatrix);
  96759. // Texture
  96760. this._effect.setTexture("textureSampler", flare.texture);
  96761. // Color
  96762. this._effect.setFloat4("color", flare.color.r * intensity, flare.color.g * intensity, flare.color.b * intensity, 1.0);
  96763. // Draw order
  96764. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  96765. }
  96766. engine.setDepthBuffer(true);
  96767. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  96768. return true;
  96769. };
  96770. /**
  96771. * Dispose and release the lens flare with its associated resources.
  96772. */
  96773. LensFlareSystem.prototype.dispose = function () {
  96774. var vertexBuffer = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  96775. if (vertexBuffer) {
  96776. vertexBuffer.dispose();
  96777. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = null;
  96778. }
  96779. if (this._indexBuffer) {
  96780. this._scene.getEngine()._releaseBuffer(this._indexBuffer);
  96781. this._indexBuffer = null;
  96782. }
  96783. while (this.lensFlares.length) {
  96784. this.lensFlares[0].dispose();
  96785. }
  96786. // Remove from scene
  96787. var index = this._scene.lensFlareSystems.indexOf(this);
  96788. this._scene.lensFlareSystems.splice(index, 1);
  96789. };
  96790. /**
  96791. * Parse a lens flare system from a JSON repressentation
  96792. * @param parsedLensFlareSystem Define the JSON to parse
  96793. * @param scene Define the scene the parsed system should be instantiated in
  96794. * @param rootUrl Define the rootUrl of the load sequence to easily find a load relative dependencies such as textures
  96795. * @returns the parsed system
  96796. */
  96797. LensFlareSystem.Parse = function (parsedLensFlareSystem, scene, rootUrl) {
  96798. var emitter = scene.getLastEntryByID(parsedLensFlareSystem.emitterId);
  96799. var name = parsedLensFlareSystem.name || "lensFlareSystem#" + parsedLensFlareSystem.emitterId;
  96800. var lensFlareSystem = new LensFlareSystem(name, emitter, scene);
  96801. lensFlareSystem.id = parsedLensFlareSystem.id || name;
  96802. lensFlareSystem.borderLimit = parsedLensFlareSystem.borderLimit;
  96803. for (var index = 0; index < parsedLensFlareSystem.flares.length; index++) {
  96804. var parsedFlare = parsedLensFlareSystem.flares[index];
  96805. BABYLON.LensFlare.AddFlare(parsedFlare.size, parsedFlare.position, BABYLON.Color3.FromArray(parsedFlare.color), parsedFlare.textureName ? rootUrl + parsedFlare.textureName : "", lensFlareSystem);
  96806. }
  96807. return lensFlareSystem;
  96808. };
  96809. /**
  96810. * Serialize the current Lens Flare System into a JSON representation.
  96811. * @returns the serialized JSON
  96812. */
  96813. LensFlareSystem.prototype.serialize = function () {
  96814. var serializationObject = {};
  96815. serializationObject.id = this.id;
  96816. serializationObject.name = this.name;
  96817. serializationObject.emitterId = this.getEmitter().id;
  96818. serializationObject.borderLimit = this.borderLimit;
  96819. serializationObject.flares = [];
  96820. for (var index = 0; index < this.lensFlares.length; index++) {
  96821. var flare = this.lensFlares[index];
  96822. serializationObject.flares.push({
  96823. size: flare.size,
  96824. position: flare.position,
  96825. color: flare.color.asArray(),
  96826. textureName: BABYLON.Tools.GetFilename(flare.texture ? flare.texture.name : "")
  96827. });
  96828. }
  96829. return serializationObject;
  96830. };
  96831. return LensFlareSystem;
  96832. }());
  96833. BABYLON.LensFlareSystem = LensFlareSystem;
  96834. })(BABYLON || (BABYLON = {}));
  96835. //# sourceMappingURL=babylon.lensFlareSystem.js.map
  96836. var BABYLON;
  96837. (function (BABYLON) {
  96838. /**
  96839. * This is a holder class for the physics joint created by the physics plugin
  96840. * It holds a set of functions to control the underlying joint
  96841. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  96842. */
  96843. var PhysicsJoint = /** @class */ (function () {
  96844. /**
  96845. * Initializes the physics joint
  96846. * @param type The type of the physics joint
  96847. * @param jointData The data for the physics joint
  96848. */
  96849. function PhysicsJoint(
  96850. /**
  96851. * The type of the physics joint
  96852. */
  96853. type,
  96854. /**
  96855. * The data for the physics joint
  96856. */
  96857. jointData) {
  96858. this.type = type;
  96859. this.jointData = jointData;
  96860. jointData.nativeParams = jointData.nativeParams || {};
  96861. }
  96862. Object.defineProperty(PhysicsJoint.prototype, "physicsJoint", {
  96863. /**
  96864. * Gets the physics joint
  96865. */
  96866. get: function () {
  96867. return this._physicsJoint;
  96868. },
  96869. /**
  96870. * Sets the physics joint
  96871. */
  96872. set: function (newJoint) {
  96873. if (this._physicsJoint) {
  96874. //remove from the wolrd
  96875. }
  96876. this._physicsJoint = newJoint;
  96877. },
  96878. enumerable: true,
  96879. configurable: true
  96880. });
  96881. Object.defineProperty(PhysicsJoint.prototype, "physicsPlugin", {
  96882. /**
  96883. * Sets the physics plugin
  96884. */
  96885. set: function (physicsPlugin) {
  96886. this._physicsPlugin = physicsPlugin;
  96887. },
  96888. enumerable: true,
  96889. configurable: true
  96890. });
  96891. /**
  96892. * Execute a function that is physics-plugin specific.
  96893. * @param {Function} func the function that will be executed.
  96894. * It accepts two parameters: the physics world and the physics joint
  96895. */
  96896. PhysicsJoint.prototype.executeNativeFunction = function (func) {
  96897. func(this._physicsPlugin.world, this._physicsJoint);
  96898. };
  96899. //TODO check if the native joints are the same
  96900. //Joint Types
  96901. /**
  96902. * Distance-Joint type
  96903. */
  96904. PhysicsJoint.DistanceJoint = 0;
  96905. /**
  96906. * Hinge-Joint type
  96907. */
  96908. PhysicsJoint.HingeJoint = 1;
  96909. /**
  96910. * Ball-and-Socket joint type
  96911. */
  96912. PhysicsJoint.BallAndSocketJoint = 2;
  96913. /**
  96914. * Wheel-Joint type
  96915. */
  96916. PhysicsJoint.WheelJoint = 3;
  96917. /**
  96918. * Slider-Joint type
  96919. */
  96920. PhysicsJoint.SliderJoint = 4;
  96921. //OIMO
  96922. /**
  96923. * Prismatic-Joint type
  96924. */
  96925. PhysicsJoint.PrismaticJoint = 5;
  96926. //
  96927. /**
  96928. * Universal-Joint type
  96929. * ENERGY FTW! (compare with this - @see http://ode-wiki.org/wiki/index.php?title=Manual:_Joint_Types_and_Functions)
  96930. */
  96931. PhysicsJoint.UniversalJoint = 6;
  96932. /**
  96933. * Hinge-Joint 2 type
  96934. */
  96935. PhysicsJoint.Hinge2Joint = PhysicsJoint.WheelJoint;
  96936. //Cannon
  96937. /**
  96938. * Point to Point Joint type. Similar to a Ball-Joint. Different in parameters
  96939. */
  96940. PhysicsJoint.PointToPointJoint = 8;
  96941. //Cannon only at the moment
  96942. /**
  96943. * Spring-Joint type
  96944. */
  96945. PhysicsJoint.SpringJoint = 9;
  96946. /**
  96947. * Lock-Joint type
  96948. */
  96949. PhysicsJoint.LockJoint = 10;
  96950. return PhysicsJoint;
  96951. }());
  96952. BABYLON.PhysicsJoint = PhysicsJoint;
  96953. /**
  96954. * A class representing a physics distance joint
  96955. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  96956. */
  96957. var DistanceJoint = /** @class */ (function (_super) {
  96958. __extends(DistanceJoint, _super);
  96959. /**
  96960. *
  96961. * @param jointData The data for the Distance-Joint
  96962. */
  96963. function DistanceJoint(jointData) {
  96964. return _super.call(this, PhysicsJoint.DistanceJoint, jointData) || this;
  96965. }
  96966. /**
  96967. * Update the predefined distance.
  96968. * @param maxDistance The maximum preferred distance
  96969. * @param minDistance The minimum preferred distance
  96970. */
  96971. DistanceJoint.prototype.updateDistance = function (maxDistance, minDistance) {
  96972. this._physicsPlugin.updateDistanceJoint(this, maxDistance, minDistance);
  96973. };
  96974. return DistanceJoint;
  96975. }(PhysicsJoint));
  96976. BABYLON.DistanceJoint = DistanceJoint;
  96977. /**
  96978. * Represents a Motor-Enabled Joint
  96979. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  96980. */
  96981. var MotorEnabledJoint = /** @class */ (function (_super) {
  96982. __extends(MotorEnabledJoint, _super);
  96983. /**
  96984. * Initializes the Motor-Enabled Joint
  96985. * @param type The type of the joint
  96986. * @param jointData The physica joint data for the joint
  96987. */
  96988. function MotorEnabledJoint(type, jointData) {
  96989. return _super.call(this, type, jointData) || this;
  96990. }
  96991. /**
  96992. * Set the motor values.
  96993. * Attention, this function is plugin specific. Engines won't react 100% the same.
  96994. * @param force the force to apply
  96995. * @param maxForce max force for this motor.
  96996. */
  96997. MotorEnabledJoint.prototype.setMotor = function (force, maxForce) {
  96998. this._physicsPlugin.setMotor(this, force || 0, maxForce);
  96999. };
  97000. /**
  97001. * Set the motor's limits.
  97002. * Attention, this function is plugin specific. Engines won't react 100% the same.
  97003. * @param upperLimit The upper limit of the motor
  97004. * @param lowerLimit The lower limit of the motor
  97005. */
  97006. MotorEnabledJoint.prototype.setLimit = function (upperLimit, lowerLimit) {
  97007. this._physicsPlugin.setLimit(this, upperLimit, lowerLimit);
  97008. };
  97009. return MotorEnabledJoint;
  97010. }(PhysicsJoint));
  97011. BABYLON.MotorEnabledJoint = MotorEnabledJoint;
  97012. /**
  97013. * This class represents a single physics Hinge-Joint
  97014. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  97015. */
  97016. var HingeJoint = /** @class */ (function (_super) {
  97017. __extends(HingeJoint, _super);
  97018. /**
  97019. * Initializes the Hinge-Joint
  97020. * @param jointData The joint data for the Hinge-Joint
  97021. */
  97022. function HingeJoint(jointData) {
  97023. return _super.call(this, PhysicsJoint.HingeJoint, jointData) || this;
  97024. }
  97025. /**
  97026. * Set the motor values.
  97027. * Attention, this function is plugin specific. Engines won't react 100% the same.
  97028. * @param {number} force the force to apply
  97029. * @param {number} maxForce max force for this motor.
  97030. */
  97031. HingeJoint.prototype.setMotor = function (force, maxForce) {
  97032. this._physicsPlugin.setMotor(this, force || 0, maxForce);
  97033. };
  97034. /**
  97035. * Set the motor's limits.
  97036. * Attention, this function is plugin specific. Engines won't react 100% the same.
  97037. * @param upperLimit The upper limit of the motor
  97038. * @param lowerLimit The lower limit of the motor
  97039. */
  97040. HingeJoint.prototype.setLimit = function (upperLimit, lowerLimit) {
  97041. this._physicsPlugin.setLimit(this, upperLimit, lowerLimit);
  97042. };
  97043. return HingeJoint;
  97044. }(MotorEnabledJoint));
  97045. BABYLON.HingeJoint = HingeJoint;
  97046. /**
  97047. * This class represents a dual hinge physics joint (same as wheel joint)
  97048. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  97049. */
  97050. var Hinge2Joint = /** @class */ (function (_super) {
  97051. __extends(Hinge2Joint, _super);
  97052. /**
  97053. * Initializes the Hinge2-Joint
  97054. * @param jointData The joint data for the Hinge2-Joint
  97055. */
  97056. function Hinge2Joint(jointData) {
  97057. return _super.call(this, PhysicsJoint.Hinge2Joint, jointData) || this;
  97058. }
  97059. /**
  97060. * Set the motor values.
  97061. * Attention, this function is plugin specific. Engines won't react 100% the same.
  97062. * @param {number} force the force to apply
  97063. * @param {number} maxForce max force for this motor.
  97064. * @param {motorIndex} the motor's index, 0 or 1.
  97065. */
  97066. Hinge2Joint.prototype.setMotor = function (force, maxForce, motorIndex) {
  97067. if (motorIndex === void 0) { motorIndex = 0; }
  97068. this._physicsPlugin.setMotor(this, force || 0, maxForce, motorIndex);
  97069. };
  97070. /**
  97071. * Set the motor limits.
  97072. * Attention, this function is plugin specific. Engines won't react 100% the same.
  97073. * @param {number} upperLimit the upper limit
  97074. * @param {number} lowerLimit lower limit
  97075. * @param {motorIndex} the motor's index, 0 or 1.
  97076. */
  97077. Hinge2Joint.prototype.setLimit = function (upperLimit, lowerLimit, motorIndex) {
  97078. if (motorIndex === void 0) { motorIndex = 0; }
  97079. this._physicsPlugin.setLimit(this, upperLimit, lowerLimit, motorIndex);
  97080. };
  97081. return Hinge2Joint;
  97082. }(MotorEnabledJoint));
  97083. BABYLON.Hinge2Joint = Hinge2Joint;
  97084. })(BABYLON || (BABYLON = {}));
  97085. //# sourceMappingURL=babylon.physicsJoint.js.map
  97086. var BABYLON;
  97087. (function (BABYLON) {
  97088. /**
  97089. * Represents a physics imposter
  97090. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  97091. */
  97092. var PhysicsImpostor = /** @class */ (function () {
  97093. /**
  97094. * Initializes the physics imposter
  97095. * @param object The physics-enabled object used as the physics imposter
  97096. * @param type The type of the physics imposter
  97097. * @param _options The options for the physics imposter
  97098. * @param _scene The Babylon scene
  97099. */
  97100. function PhysicsImpostor(
  97101. /**
  97102. * The physics-enabled object used as the physics imposter
  97103. */
  97104. object,
  97105. /**
  97106. * The type of the physics imposter
  97107. */
  97108. type, _options, _scene) {
  97109. if (_options === void 0) { _options = { mass: 0 }; }
  97110. var _this = this;
  97111. this.object = object;
  97112. this.type = type;
  97113. this._options = _options;
  97114. this._scene = _scene;
  97115. this._bodyUpdateRequired = false;
  97116. this._onBeforePhysicsStepCallbacks = new Array();
  97117. this._onAfterPhysicsStepCallbacks = new Array();
  97118. /** @hidden */
  97119. this._onPhysicsCollideCallbacks = [];
  97120. this._deltaPosition = BABYLON.Vector3.Zero();
  97121. this._isDisposed = false;
  97122. //temp variables for parent rotation calculations
  97123. //private _mats: Array<Matrix> = [new Matrix(), new Matrix()];
  97124. this._tmpQuat = new BABYLON.Quaternion();
  97125. this._tmpQuat2 = new BABYLON.Quaternion();
  97126. /**
  97127. * this function is executed by the physics engine.
  97128. */
  97129. this.beforeStep = function () {
  97130. if (!_this._physicsEngine) {
  97131. return;
  97132. }
  97133. _this.object.translate(_this._deltaPosition, -1);
  97134. _this._deltaRotationConjugated && _this.object.rotationQuaternion && _this.object.rotationQuaternion.multiplyToRef(_this._deltaRotationConjugated, _this.object.rotationQuaternion);
  97135. _this.object.computeWorldMatrix(false);
  97136. if (_this.object.parent && _this.object.rotationQuaternion) {
  97137. _this.getParentsRotation();
  97138. _this._tmpQuat.multiplyToRef(_this.object.rotationQuaternion, _this._tmpQuat);
  97139. }
  97140. else {
  97141. _this._tmpQuat.copyFrom(_this.object.rotationQuaternion || new BABYLON.Quaternion());
  97142. }
  97143. if (!_this._options.disableBidirectionalTransformation) {
  97144. _this.object.rotationQuaternion && _this._physicsEngine.getPhysicsPlugin().setPhysicsBodyTransformation(_this, /*bInfo.boundingBox.centerWorld*/ _this.object.getAbsolutePosition(), _this._tmpQuat);
  97145. }
  97146. _this._onBeforePhysicsStepCallbacks.forEach(function (func) {
  97147. func(_this);
  97148. });
  97149. };
  97150. /**
  97151. * this function is executed by the physics engine
  97152. */
  97153. this.afterStep = function () {
  97154. if (!_this._physicsEngine) {
  97155. return;
  97156. }
  97157. _this._onAfterPhysicsStepCallbacks.forEach(function (func) {
  97158. func(_this);
  97159. });
  97160. _this._physicsEngine.getPhysicsPlugin().setTransformationFromPhysicsBody(_this);
  97161. // object has now its world rotation. needs to be converted to local.
  97162. if (_this.object.parent && _this.object.rotationQuaternion) {
  97163. _this.getParentsRotation();
  97164. _this._tmpQuat.conjugateInPlace();
  97165. _this._tmpQuat.multiplyToRef(_this.object.rotationQuaternion, _this.object.rotationQuaternion);
  97166. }
  97167. // take the position set and make it the absolute position of this object.
  97168. _this.object.setAbsolutePosition(_this.object.position);
  97169. _this._deltaRotation && _this.object.rotationQuaternion && _this.object.rotationQuaternion.multiplyToRef(_this._deltaRotation, _this.object.rotationQuaternion);
  97170. _this.object.translate(_this._deltaPosition, 1);
  97171. };
  97172. /**
  97173. * Legacy collision detection event support
  97174. */
  97175. this.onCollideEvent = null;
  97176. /**
  97177. * event and body object due to cannon's event-based architecture.
  97178. */
  97179. this.onCollide = function (e) {
  97180. if (!_this._onPhysicsCollideCallbacks.length && !_this.onCollideEvent) {
  97181. return;
  97182. }
  97183. if (!_this._physicsEngine) {
  97184. return;
  97185. }
  97186. var otherImpostor = _this._physicsEngine.getImpostorWithPhysicsBody(e.body);
  97187. if (otherImpostor) {
  97188. // Legacy collision detection event support
  97189. if (_this.onCollideEvent) {
  97190. _this.onCollideEvent(_this, otherImpostor);
  97191. }
  97192. _this._onPhysicsCollideCallbacks.filter(function (obj) {
  97193. return obj.otherImpostors.indexOf(otherImpostor) !== -1;
  97194. }).forEach(function (obj) {
  97195. obj.callback(_this, otherImpostor);
  97196. });
  97197. }
  97198. };
  97199. //sanity check!
  97200. if (!this.object) {
  97201. BABYLON.Tools.Error("No object was provided. A physics object is obligatory");
  97202. return;
  97203. }
  97204. // Legacy support for old syntax.
  97205. if (!this._scene && object.getScene) {
  97206. this._scene = object.getScene();
  97207. }
  97208. if (!this._scene) {
  97209. return;
  97210. }
  97211. this._physicsEngine = this._scene.getPhysicsEngine();
  97212. if (!this._physicsEngine) {
  97213. BABYLON.Tools.Error("Physics not enabled. Please use scene.enablePhysics(...) before creating impostors.");
  97214. }
  97215. else {
  97216. //set the object's quaternion, if not set
  97217. if (!this.object.rotationQuaternion) {
  97218. if (this.object.rotation) {
  97219. this.object.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(this.object.rotation.y, this.object.rotation.x, this.object.rotation.z);
  97220. }
  97221. else {
  97222. this.object.rotationQuaternion = new BABYLON.Quaternion();
  97223. }
  97224. }
  97225. //default options params
  97226. this._options.mass = (_options.mass === void 0) ? 0 : _options.mass;
  97227. this._options.friction = (_options.friction === void 0) ? 0.2 : _options.friction;
  97228. this._options.restitution = (_options.restitution === void 0) ? 0.2 : _options.restitution;
  97229. this._joints = [];
  97230. //If the mesh has a parent, don't initialize the physicsBody. Instead wait for the parent to do that.
  97231. if (!this.object.parent || this._options.ignoreParent) {
  97232. this._init();
  97233. }
  97234. else if (this.object.parent.physicsImpostor) {
  97235. BABYLON.Tools.Warn("You must affect impostors to children before affecting impostor to parent.");
  97236. }
  97237. }
  97238. }
  97239. Object.defineProperty(PhysicsImpostor.prototype, "isDisposed", {
  97240. /**
  97241. * Specifies if the physics imposter is disposed
  97242. */
  97243. get: function () {
  97244. return this._isDisposed;
  97245. },
  97246. enumerable: true,
  97247. configurable: true
  97248. });
  97249. Object.defineProperty(PhysicsImpostor.prototype, "mass", {
  97250. /**
  97251. * Gets the mass of the physics imposter
  97252. */
  97253. get: function () {
  97254. return this._physicsEngine ? this._physicsEngine.getPhysicsPlugin().getBodyMass(this) : 0;
  97255. },
  97256. set: function (value) {
  97257. this.setMass(value);
  97258. },
  97259. enumerable: true,
  97260. configurable: true
  97261. });
  97262. Object.defineProperty(PhysicsImpostor.prototype, "friction", {
  97263. /**
  97264. * Gets the coefficient of friction
  97265. */
  97266. get: function () {
  97267. return this._physicsEngine ? this._physicsEngine.getPhysicsPlugin().getBodyFriction(this) : 0;
  97268. },
  97269. /**
  97270. * Sets the coefficient of friction
  97271. */
  97272. set: function (value) {
  97273. if (!this._physicsEngine) {
  97274. return;
  97275. }
  97276. this._physicsEngine.getPhysicsPlugin().setBodyFriction(this, value);
  97277. },
  97278. enumerable: true,
  97279. configurable: true
  97280. });
  97281. Object.defineProperty(PhysicsImpostor.prototype, "restitution", {
  97282. /**
  97283. * Gets the coefficient of restitution
  97284. */
  97285. get: function () {
  97286. return this._physicsEngine ? this._physicsEngine.getPhysicsPlugin().getBodyRestitution(this) : 0;
  97287. },
  97288. /**
  97289. * Sets the coefficient of restitution
  97290. */
  97291. set: function (value) {
  97292. if (!this._physicsEngine) {
  97293. return;
  97294. }
  97295. this._physicsEngine.getPhysicsPlugin().setBodyRestitution(this, value);
  97296. },
  97297. enumerable: true,
  97298. configurable: true
  97299. });
  97300. /**
  97301. * This function will completly initialize this impostor.
  97302. * It will create a new body - but only if this mesh has no parent.
  97303. * If it has, this impostor will not be used other than to define the impostor
  97304. * of the child mesh.
  97305. * @hidden
  97306. */
  97307. PhysicsImpostor.prototype._init = function () {
  97308. if (!this._physicsEngine) {
  97309. return;
  97310. }
  97311. this._physicsEngine.removeImpostor(this);
  97312. this.physicsBody = null;
  97313. this._parent = this._parent || this._getPhysicsParent();
  97314. if (!this._isDisposed && (!this.parent || this._options.ignoreParent)) {
  97315. this._physicsEngine.addImpostor(this);
  97316. }
  97317. };
  97318. PhysicsImpostor.prototype._getPhysicsParent = function () {
  97319. if (this.object.parent instanceof BABYLON.AbstractMesh) {
  97320. var parentMesh = this.object.parent;
  97321. return parentMesh.physicsImpostor;
  97322. }
  97323. return null;
  97324. };
  97325. /**
  97326. * Should a new body be generated.
  97327. * @returns boolean specifying if body initialization is required
  97328. */
  97329. PhysicsImpostor.prototype.isBodyInitRequired = function () {
  97330. return this._bodyUpdateRequired || (!this._physicsBody && !this._parent);
  97331. };
  97332. /**
  97333. * Sets the updated scaling
  97334. * @param updated Specifies if the scaling is updated
  97335. */
  97336. PhysicsImpostor.prototype.setScalingUpdated = function (updated) {
  97337. this.forceUpdate();
  97338. };
  97339. /**
  97340. * Force a regeneration of this or the parent's impostor's body.
  97341. * Use under cautious - This will remove all joints already implemented.
  97342. */
  97343. PhysicsImpostor.prototype.forceUpdate = function () {
  97344. this._init();
  97345. if (this.parent && !this._options.ignoreParent) {
  97346. this.parent.forceUpdate();
  97347. }
  97348. };
  97349. Object.defineProperty(PhysicsImpostor.prototype, "physicsBody", {
  97350. /*public get mesh(): AbstractMesh {
  97351. return this._mesh;
  97352. }*/
  97353. /**
  97354. * Gets the body that holds this impostor. Either its own, or its parent.
  97355. */
  97356. get: function () {
  97357. return (this._parent && !this._options.ignoreParent) ? this._parent.physicsBody : this._physicsBody;
  97358. },
  97359. /**
  97360. * Set the physics body. Used mainly by the physics engine/plugin
  97361. */
  97362. set: function (physicsBody) {
  97363. if (this._physicsBody && this._physicsEngine) {
  97364. this._physicsEngine.getPhysicsPlugin().removePhysicsBody(this);
  97365. }
  97366. this._physicsBody = physicsBody;
  97367. this.resetUpdateFlags();
  97368. },
  97369. enumerable: true,
  97370. configurable: true
  97371. });
  97372. Object.defineProperty(PhysicsImpostor.prototype, "parent", {
  97373. /**
  97374. * Get the parent of the physics imposter
  97375. * @returns Physics imposter or null
  97376. */
  97377. get: function () {
  97378. return !this._options.ignoreParent && this._parent ? this._parent : null;
  97379. },
  97380. /**
  97381. * Sets the parent of the physics imposter
  97382. */
  97383. set: function (value) {
  97384. this._parent = value;
  97385. },
  97386. enumerable: true,
  97387. configurable: true
  97388. });
  97389. /**
  97390. * Resets the update flags
  97391. */
  97392. PhysicsImpostor.prototype.resetUpdateFlags = function () {
  97393. this._bodyUpdateRequired = false;
  97394. };
  97395. /**
  97396. * Gets the object extend size
  97397. * @returns the object extend size
  97398. */
  97399. PhysicsImpostor.prototype.getObjectExtendSize = function () {
  97400. if (this.object.getBoundingInfo) {
  97401. var q = this.object.rotationQuaternion;
  97402. //reset rotation
  97403. this.object.rotationQuaternion = PhysicsImpostor.IDENTITY_QUATERNION;
  97404. //calculate the world matrix with no rotation
  97405. this.object.computeWorldMatrix && this.object.computeWorldMatrix(true);
  97406. var boundingInfo = this.object.getBoundingInfo();
  97407. var size = boundingInfo.boundingBox.extendSizeWorld.scale(2);
  97408. //bring back the rotation
  97409. this.object.rotationQuaternion = q;
  97410. //calculate the world matrix with the new rotation
  97411. this.object.computeWorldMatrix && this.object.computeWorldMatrix(true);
  97412. return size;
  97413. }
  97414. else {
  97415. return PhysicsImpostor.DEFAULT_OBJECT_SIZE;
  97416. }
  97417. };
  97418. /**
  97419. * Gets the object center
  97420. * @returns The object center
  97421. */
  97422. PhysicsImpostor.prototype.getObjectCenter = function () {
  97423. if (this.object.getBoundingInfo) {
  97424. var boundingInfo = this.object.getBoundingInfo();
  97425. return boundingInfo.boundingBox.centerWorld;
  97426. }
  97427. else {
  97428. return this.object.position;
  97429. }
  97430. };
  97431. /**
  97432. * Get a specific parametes from the options parameter
  97433. * @param paramName The object parameter name
  97434. * @returns The object parameter
  97435. */
  97436. PhysicsImpostor.prototype.getParam = function (paramName) {
  97437. return this._options[paramName];
  97438. };
  97439. /**
  97440. * Sets a specific parameter in the options given to the physics plugin
  97441. * @param paramName The parameter name
  97442. * @param value The value of the parameter
  97443. */
  97444. PhysicsImpostor.prototype.setParam = function (paramName, value) {
  97445. this._options[paramName] = value;
  97446. this._bodyUpdateRequired = true;
  97447. };
  97448. /**
  97449. * Specifically change the body's mass option. Won't recreate the physics body object
  97450. * @param mass The mass of the physics imposter
  97451. */
  97452. PhysicsImpostor.prototype.setMass = function (mass) {
  97453. if (this.getParam("mass") !== mass) {
  97454. this.setParam("mass", mass);
  97455. }
  97456. if (this._physicsEngine) {
  97457. this._physicsEngine.getPhysicsPlugin().setBodyMass(this, mass);
  97458. }
  97459. };
  97460. /**
  97461. * Gets the linear velocity
  97462. * @returns linear velocity or null
  97463. */
  97464. PhysicsImpostor.prototype.getLinearVelocity = function () {
  97465. return this._physicsEngine ? this._physicsEngine.getPhysicsPlugin().getLinearVelocity(this) : BABYLON.Vector3.Zero();
  97466. };
  97467. /**
  97468. * Sets the linear velocity
  97469. * @param velocity linear velocity or null
  97470. */
  97471. PhysicsImpostor.prototype.setLinearVelocity = function (velocity) {
  97472. if (this._physicsEngine) {
  97473. this._physicsEngine.getPhysicsPlugin().setLinearVelocity(this, velocity);
  97474. }
  97475. };
  97476. /**
  97477. * Gets the angular velocity
  97478. * @returns angular velocity or null
  97479. */
  97480. PhysicsImpostor.prototype.getAngularVelocity = function () {
  97481. return this._physicsEngine ? this._physicsEngine.getPhysicsPlugin().getAngularVelocity(this) : BABYLON.Vector3.Zero();
  97482. };
  97483. /**
  97484. * Sets the angular velocity
  97485. * @param velocity The velocity or null
  97486. */
  97487. PhysicsImpostor.prototype.setAngularVelocity = function (velocity) {
  97488. if (this._physicsEngine) {
  97489. this._physicsEngine.getPhysicsPlugin().setAngularVelocity(this, velocity);
  97490. }
  97491. };
  97492. /**
  97493. * Execute a function with the physics plugin native code
  97494. * Provide a function the will have two variables - the world object and the physics body object
  97495. * @param func The function to execute with the physics plugin native code
  97496. */
  97497. PhysicsImpostor.prototype.executeNativeFunction = function (func) {
  97498. if (this._physicsEngine) {
  97499. func(this._physicsEngine.getPhysicsPlugin().world, this.physicsBody);
  97500. }
  97501. };
  97502. /**
  97503. * Register a function that will be executed before the physics world is stepping forward
  97504. * @param func The function to execute before the physics world is stepped forward
  97505. */
  97506. PhysicsImpostor.prototype.registerBeforePhysicsStep = function (func) {
  97507. this._onBeforePhysicsStepCallbacks.push(func);
  97508. };
  97509. /**
  97510. * Unregister a function that will be executed before the physics world is stepping forward
  97511. * @param func The function to execute before the physics world is stepped forward
  97512. */
  97513. PhysicsImpostor.prototype.unregisterBeforePhysicsStep = function (func) {
  97514. var index = this._onBeforePhysicsStepCallbacks.indexOf(func);
  97515. if (index > -1) {
  97516. this._onBeforePhysicsStepCallbacks.splice(index, 1);
  97517. }
  97518. else {
  97519. BABYLON.Tools.Warn("Function to remove was not found");
  97520. }
  97521. };
  97522. /**
  97523. * Register a function that will be executed after the physics step
  97524. * @param func The function to execute after physics step
  97525. */
  97526. PhysicsImpostor.prototype.registerAfterPhysicsStep = function (func) {
  97527. this._onAfterPhysicsStepCallbacks.push(func);
  97528. };
  97529. /**
  97530. * Unregisters a function that will be executed after the physics step
  97531. * @param func The function to execute after physics step
  97532. */
  97533. PhysicsImpostor.prototype.unregisterAfterPhysicsStep = function (func) {
  97534. var index = this._onAfterPhysicsStepCallbacks.indexOf(func);
  97535. if (index > -1) {
  97536. this._onAfterPhysicsStepCallbacks.splice(index, 1);
  97537. }
  97538. else {
  97539. BABYLON.Tools.Warn("Function to remove was not found");
  97540. }
  97541. };
  97542. /**
  97543. * register a function that will be executed when this impostor collides against a different body
  97544. * @param collideAgainst Physics imposter, or array of physics imposters to collide against
  97545. * @param func Callback that is executed on collision
  97546. */
  97547. PhysicsImpostor.prototype.registerOnPhysicsCollide = function (collideAgainst, func) {
  97548. var collidedAgainstList = collideAgainst instanceof Array ? collideAgainst : [collideAgainst];
  97549. this._onPhysicsCollideCallbacks.push({ callback: func, otherImpostors: collidedAgainstList });
  97550. };
  97551. /**
  97552. * Unregisters the physics imposter on contact
  97553. * @param collideAgainst The physics object to collide against
  97554. * @param func Callback to execute on collision
  97555. */
  97556. PhysicsImpostor.prototype.unregisterOnPhysicsCollide = function (collideAgainst, func) {
  97557. var collidedAgainstList = collideAgainst instanceof Array ? collideAgainst : [collideAgainst];
  97558. var index = -1;
  97559. var found = this._onPhysicsCollideCallbacks.some(function (cbDef, idx) {
  97560. if (cbDef.callback === func && cbDef.otherImpostors.length === collidedAgainstList.length) {
  97561. // chcek the arrays match
  97562. var sameList = cbDef.otherImpostors.every(function (impostor) {
  97563. return collidedAgainstList.indexOf(impostor) > -1;
  97564. });
  97565. if (sameList) {
  97566. index = idx;
  97567. }
  97568. return sameList;
  97569. }
  97570. return false;
  97571. });
  97572. if (found) {
  97573. this._onPhysicsCollideCallbacks.splice(index, 1);
  97574. }
  97575. else {
  97576. BABYLON.Tools.Warn("Function to remove was not found");
  97577. }
  97578. };
  97579. /**
  97580. * Get the parent rotation
  97581. * @returns The parent rotation
  97582. */
  97583. PhysicsImpostor.prototype.getParentsRotation = function () {
  97584. var parent = this.object.parent;
  97585. this._tmpQuat.copyFromFloats(0, 0, 0, 1);
  97586. while (parent) {
  97587. if (parent.rotationQuaternion) {
  97588. this._tmpQuat2.copyFrom(parent.rotationQuaternion);
  97589. }
  97590. else {
  97591. BABYLON.Quaternion.RotationYawPitchRollToRef(parent.rotation.y, parent.rotation.x, parent.rotation.z, this._tmpQuat2);
  97592. }
  97593. this._tmpQuat.multiplyToRef(this._tmpQuat2, this._tmpQuat);
  97594. parent = parent.parent;
  97595. }
  97596. return this._tmpQuat;
  97597. };
  97598. /**
  97599. * Apply a force
  97600. * @param force The force to apply
  97601. * @param contactPoint The contact point for the force
  97602. * @returns The physics imposter
  97603. */
  97604. PhysicsImpostor.prototype.applyForce = function (force, contactPoint) {
  97605. if (this._physicsEngine) {
  97606. this._physicsEngine.getPhysicsPlugin().applyForce(this, force, contactPoint);
  97607. }
  97608. return this;
  97609. };
  97610. /**
  97611. * Apply an impulse
  97612. * @param force The impulse force
  97613. * @param contactPoint The contact point for the impulse force
  97614. * @returns The physics imposter
  97615. */
  97616. PhysicsImpostor.prototype.applyImpulse = function (force, contactPoint) {
  97617. if (this._physicsEngine) {
  97618. this._physicsEngine.getPhysicsPlugin().applyImpulse(this, force, contactPoint);
  97619. }
  97620. return this;
  97621. };
  97622. /**
  97623. * A help function to create a joint
  97624. * @param otherImpostor A physics imposter used to create a joint
  97625. * @param jointType The type of joint
  97626. * @param jointData The data for the joint
  97627. * @returns The physics imposter
  97628. */
  97629. PhysicsImpostor.prototype.createJoint = function (otherImpostor, jointType, jointData) {
  97630. var joint = new BABYLON.PhysicsJoint(jointType, jointData);
  97631. this.addJoint(otherImpostor, joint);
  97632. return this;
  97633. };
  97634. /**
  97635. * Add a joint to this impostor with a different impostor
  97636. * @param otherImpostor A physics imposter used to add a joint
  97637. * @param joint The joint to add
  97638. * @returns The physics imposter
  97639. */
  97640. PhysicsImpostor.prototype.addJoint = function (otherImpostor, joint) {
  97641. this._joints.push({
  97642. otherImpostor: otherImpostor,
  97643. joint: joint
  97644. });
  97645. if (this._physicsEngine) {
  97646. this._physicsEngine.addJoint(this, otherImpostor, joint);
  97647. }
  97648. return this;
  97649. };
  97650. /**
  97651. * Will keep this body still, in a sleep mode.
  97652. * @returns the physics imposter
  97653. */
  97654. PhysicsImpostor.prototype.sleep = function () {
  97655. if (this._physicsEngine) {
  97656. this._physicsEngine.getPhysicsPlugin().sleepBody(this);
  97657. }
  97658. return this;
  97659. };
  97660. /**
  97661. * Wake the body up.
  97662. * @returns The physics imposter
  97663. */
  97664. PhysicsImpostor.prototype.wakeUp = function () {
  97665. if (this._physicsEngine) {
  97666. this._physicsEngine.getPhysicsPlugin().wakeUpBody(this);
  97667. }
  97668. return this;
  97669. };
  97670. /**
  97671. * Clones the physics imposter
  97672. * @param newObject The physics imposter clones to this physics-enabled object
  97673. * @returns A nullable physics imposter
  97674. */
  97675. PhysicsImpostor.prototype.clone = function (newObject) {
  97676. if (!newObject) {
  97677. return null;
  97678. }
  97679. return new PhysicsImpostor(newObject, this.type, this._options, this._scene);
  97680. };
  97681. /**
  97682. * Disposes the physics imposter
  97683. */
  97684. PhysicsImpostor.prototype.dispose = function ( /*disposeChildren: boolean = true*/) {
  97685. var _this = this;
  97686. //no dispose if no physics engine is available.
  97687. if (!this._physicsEngine) {
  97688. return;
  97689. }
  97690. this._joints.forEach(function (j) {
  97691. if (_this._physicsEngine) {
  97692. _this._physicsEngine.removeJoint(_this, j.otherImpostor, j.joint);
  97693. }
  97694. });
  97695. //dispose the physics body
  97696. this._physicsEngine.removeImpostor(this);
  97697. if (this.parent) {
  97698. this.parent.forceUpdate();
  97699. }
  97700. else {
  97701. /*this._object.getChildMeshes().forEach(function(mesh) {
  97702. if (mesh.physicsImpostor) {
  97703. if (disposeChildren) {
  97704. mesh.physicsImpostor.dispose();
  97705. mesh.physicsImpostor = null;
  97706. }
  97707. }
  97708. })*/
  97709. }
  97710. this._isDisposed = true;
  97711. };
  97712. /**
  97713. * Sets the delta position
  97714. * @param position The delta position amount
  97715. */
  97716. PhysicsImpostor.prototype.setDeltaPosition = function (position) {
  97717. this._deltaPosition.copyFrom(position);
  97718. };
  97719. /**
  97720. * Sets the delta rotation
  97721. * @param rotation The delta rotation amount
  97722. */
  97723. PhysicsImpostor.prototype.setDeltaRotation = function (rotation) {
  97724. if (!this._deltaRotation) {
  97725. this._deltaRotation = new BABYLON.Quaternion();
  97726. }
  97727. this._deltaRotation.copyFrom(rotation);
  97728. this._deltaRotationConjugated = this._deltaRotation.conjugate();
  97729. };
  97730. /**
  97731. * Gets the box size of the physics imposter and stores the result in the input parameter
  97732. * @param result Stores the box size
  97733. * @returns The physics imposter
  97734. */
  97735. PhysicsImpostor.prototype.getBoxSizeToRef = function (result) {
  97736. if (this._physicsEngine) {
  97737. this._physicsEngine.getPhysicsPlugin().getBoxSizeToRef(this, result);
  97738. }
  97739. return this;
  97740. };
  97741. /**
  97742. * Gets the radius of the physics imposter
  97743. * @returns Radius of the physics imposter
  97744. */
  97745. PhysicsImpostor.prototype.getRadius = function () {
  97746. return this._physicsEngine ? this._physicsEngine.getPhysicsPlugin().getRadius(this) : 0;
  97747. };
  97748. /**
  97749. * Sync a bone with this impostor
  97750. * @param bone The bone to sync to the impostor.
  97751. * @param boneMesh The mesh that the bone is influencing.
  97752. * @param jointPivot The pivot of the joint / bone in local space.
  97753. * @param distToJoint Optional distance from the impostor to the joint.
  97754. * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.
  97755. */
  97756. PhysicsImpostor.prototype.syncBoneWithImpostor = function (bone, boneMesh, jointPivot, distToJoint, adjustRotation) {
  97757. var tempVec = PhysicsImpostor._tmpVecs[0];
  97758. var mesh = this.object;
  97759. if (mesh.rotationQuaternion) {
  97760. if (adjustRotation) {
  97761. var tempQuat = PhysicsImpostor._tmpQuat;
  97762. mesh.rotationQuaternion.multiplyToRef(adjustRotation, tempQuat);
  97763. bone.setRotationQuaternion(tempQuat, BABYLON.Space.WORLD, boneMesh);
  97764. }
  97765. else {
  97766. bone.setRotationQuaternion(mesh.rotationQuaternion, BABYLON.Space.WORLD, boneMesh);
  97767. }
  97768. }
  97769. tempVec.x = 0;
  97770. tempVec.y = 0;
  97771. tempVec.z = 0;
  97772. if (jointPivot) {
  97773. tempVec.x = jointPivot.x;
  97774. tempVec.y = jointPivot.y;
  97775. tempVec.z = jointPivot.z;
  97776. bone.getDirectionToRef(tempVec, boneMesh, tempVec);
  97777. if (distToJoint === undefined || distToJoint === null) {
  97778. distToJoint = jointPivot.length();
  97779. }
  97780. tempVec.x *= distToJoint;
  97781. tempVec.y *= distToJoint;
  97782. tempVec.z *= distToJoint;
  97783. }
  97784. if (bone.getParent()) {
  97785. tempVec.addInPlace(mesh.getAbsolutePosition());
  97786. bone.setAbsolutePosition(tempVec, boneMesh);
  97787. }
  97788. else {
  97789. boneMesh.setAbsolutePosition(mesh.getAbsolutePosition());
  97790. boneMesh.position.x -= tempVec.x;
  97791. boneMesh.position.y -= tempVec.y;
  97792. boneMesh.position.z -= tempVec.z;
  97793. }
  97794. };
  97795. /**
  97796. * Sync impostor to a bone
  97797. * @param bone The bone that the impostor will be synced to.
  97798. * @param boneMesh The mesh that the bone is influencing.
  97799. * @param jointPivot The pivot of the joint / bone in local space.
  97800. * @param distToJoint Optional distance from the impostor to the joint.
  97801. * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.
  97802. * @param boneAxis Optional vector3 axis the bone is aligned with
  97803. */
  97804. PhysicsImpostor.prototype.syncImpostorWithBone = function (bone, boneMesh, jointPivot, distToJoint, adjustRotation, boneAxis) {
  97805. var mesh = this.object;
  97806. if (mesh.rotationQuaternion) {
  97807. if (adjustRotation) {
  97808. var tempQuat = PhysicsImpostor._tmpQuat;
  97809. bone.getRotationQuaternionToRef(BABYLON.Space.WORLD, boneMesh, tempQuat);
  97810. tempQuat.multiplyToRef(adjustRotation, mesh.rotationQuaternion);
  97811. }
  97812. else {
  97813. bone.getRotationQuaternionToRef(BABYLON.Space.WORLD, boneMesh, mesh.rotationQuaternion);
  97814. }
  97815. }
  97816. var pos = PhysicsImpostor._tmpVecs[0];
  97817. var boneDir = PhysicsImpostor._tmpVecs[1];
  97818. if (!boneAxis) {
  97819. boneAxis = PhysicsImpostor._tmpVecs[2];
  97820. boneAxis.x = 0;
  97821. boneAxis.y = 1;
  97822. boneAxis.z = 0;
  97823. }
  97824. bone.getDirectionToRef(boneAxis, boneMesh, boneDir);
  97825. bone.getAbsolutePositionToRef(boneMesh, pos);
  97826. if ((distToJoint === undefined || distToJoint === null) && jointPivot) {
  97827. distToJoint = jointPivot.length();
  97828. }
  97829. if (distToJoint !== undefined && distToJoint !== null) {
  97830. pos.x += boneDir.x * distToJoint;
  97831. pos.y += boneDir.y * distToJoint;
  97832. pos.z += boneDir.z * distToJoint;
  97833. }
  97834. mesh.setAbsolutePosition(pos);
  97835. };
  97836. /**
  97837. * The default object size of the imposter
  97838. */
  97839. PhysicsImpostor.DEFAULT_OBJECT_SIZE = new BABYLON.Vector3(1, 1, 1);
  97840. /**
  97841. * The identity quaternion of the imposter
  97842. */
  97843. PhysicsImpostor.IDENTITY_QUATERNION = BABYLON.Quaternion.Identity();
  97844. PhysicsImpostor._tmpVecs = BABYLON.Tools.BuildArray(3, BABYLON.Vector3.Zero);
  97845. PhysicsImpostor._tmpQuat = BABYLON.Quaternion.Identity();
  97846. //Impostor types
  97847. /**
  97848. * No-Imposter type
  97849. */
  97850. PhysicsImpostor.NoImpostor = 0;
  97851. /**
  97852. * Sphere-Imposter type
  97853. */
  97854. PhysicsImpostor.SphereImpostor = 1;
  97855. /**
  97856. * Box-Imposter type
  97857. */
  97858. PhysicsImpostor.BoxImpostor = 2;
  97859. /**
  97860. * Plane-Imposter type
  97861. */
  97862. PhysicsImpostor.PlaneImpostor = 3;
  97863. /**
  97864. * Mesh-imposter type
  97865. */
  97866. PhysicsImpostor.MeshImpostor = 4;
  97867. /**
  97868. * Cylinder-Imposter type
  97869. */
  97870. PhysicsImpostor.CylinderImpostor = 7;
  97871. /**
  97872. * Particle-Imposter type
  97873. */
  97874. PhysicsImpostor.ParticleImpostor = 8;
  97875. /**
  97876. * Heightmap-Imposter type
  97877. */
  97878. PhysicsImpostor.HeightmapImpostor = 9;
  97879. return PhysicsImpostor;
  97880. }());
  97881. BABYLON.PhysicsImpostor = PhysicsImpostor;
  97882. })(BABYLON || (BABYLON = {}));
  97883. //# sourceMappingURL=babylon.physicsImpostor.js.map
  97884. var BABYLON;
  97885. (function (BABYLON) {
  97886. /**
  97887. * Class used to control physics engine
  97888. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  97889. */
  97890. var PhysicsEngine = /** @class */ (function () {
  97891. /**
  97892. * Creates a new Physics Engine
  97893. * @param gravity defines the gravity vector used by the simulation
  97894. * @param _physicsPlugin defines the plugin to use (CannonJS by default)
  97895. */
  97896. function PhysicsEngine(gravity, _physicsPlugin) {
  97897. if (_physicsPlugin === void 0) { _physicsPlugin = new BABYLON.CannonJSPlugin(); }
  97898. this._physicsPlugin = _physicsPlugin;
  97899. this._impostors = [];
  97900. this._joints = [];
  97901. if (!this._physicsPlugin.isSupported()) {
  97902. throw new Error("Physics Engine " + this._physicsPlugin.name + " cannot be found. "
  97903. + "Please make sure it is included.");
  97904. }
  97905. gravity = gravity || new BABYLON.Vector3(0, -9.807, 0);
  97906. this.setGravity(gravity);
  97907. this.setTimeStep();
  97908. }
  97909. /**
  97910. * Sets the gravity vector used by the simulation
  97911. * @param gravity defines the gravity vector to use
  97912. */
  97913. PhysicsEngine.prototype.setGravity = function (gravity) {
  97914. this.gravity = gravity;
  97915. this._physicsPlugin.setGravity(this.gravity);
  97916. };
  97917. /**
  97918. * Set the time step of the physics engine.
  97919. * Default is 1/60.
  97920. * To slow it down, enter 1/600 for example.
  97921. * To speed it up, 1/30
  97922. * @param newTimeStep defines the new timestep to apply to this world.
  97923. */
  97924. PhysicsEngine.prototype.setTimeStep = function (newTimeStep) {
  97925. if (newTimeStep === void 0) { newTimeStep = 1 / 60; }
  97926. this._physicsPlugin.setTimeStep(newTimeStep);
  97927. };
  97928. /**
  97929. * Get the time step of the physics engine.
  97930. * @returns the current time step
  97931. */
  97932. PhysicsEngine.prototype.getTimeStep = function () {
  97933. return this._physicsPlugin.getTimeStep();
  97934. };
  97935. /**
  97936. * Release all resources
  97937. */
  97938. PhysicsEngine.prototype.dispose = function () {
  97939. this._impostors.forEach(function (impostor) {
  97940. impostor.dispose();
  97941. });
  97942. this._physicsPlugin.dispose();
  97943. };
  97944. /**
  97945. * Gets the name of the current physics plugin
  97946. * @returns the name of the plugin
  97947. */
  97948. PhysicsEngine.prototype.getPhysicsPluginName = function () {
  97949. return this._physicsPlugin.name;
  97950. };
  97951. /**
  97952. * Adding a new impostor for the impostor tracking.
  97953. * This will be done by the impostor itself.
  97954. * @param impostor the impostor to add
  97955. */
  97956. PhysicsEngine.prototype.addImpostor = function (impostor) {
  97957. impostor.uniqueId = this._impostors.push(impostor);
  97958. //if no parent, generate the body
  97959. if (!impostor.parent) {
  97960. this._physicsPlugin.generatePhysicsBody(impostor);
  97961. }
  97962. };
  97963. /**
  97964. * Remove an impostor from the engine.
  97965. * This impostor and its mesh will not longer be updated by the physics engine.
  97966. * @param impostor the impostor to remove
  97967. */
  97968. PhysicsEngine.prototype.removeImpostor = function (impostor) {
  97969. var index = this._impostors.indexOf(impostor);
  97970. if (index > -1) {
  97971. var removed = this._impostors.splice(index, 1);
  97972. //Is it needed?
  97973. if (removed.length) {
  97974. //this will also remove it from the world.
  97975. removed[0].physicsBody = null;
  97976. }
  97977. }
  97978. };
  97979. /**
  97980. * Add a joint to the physics engine
  97981. * @param mainImpostor defines the main impostor to which the joint is added.
  97982. * @param connectedImpostor defines the impostor that is connected to the main impostor using this joint
  97983. * @param joint defines the joint that will connect both impostors.
  97984. */
  97985. PhysicsEngine.prototype.addJoint = function (mainImpostor, connectedImpostor, joint) {
  97986. var impostorJoint = {
  97987. mainImpostor: mainImpostor,
  97988. connectedImpostor: connectedImpostor,
  97989. joint: joint
  97990. };
  97991. joint.physicsPlugin = this._physicsPlugin;
  97992. this._joints.push(impostorJoint);
  97993. this._physicsPlugin.generateJoint(impostorJoint);
  97994. };
  97995. /**
  97996. * Removes a joint from the simulation
  97997. * @param mainImpostor defines the impostor used with the joint
  97998. * @param connectedImpostor defines the other impostor connected to the main one by the joint
  97999. * @param joint defines the joint to remove
  98000. */
  98001. PhysicsEngine.prototype.removeJoint = function (mainImpostor, connectedImpostor, joint) {
  98002. var matchingJoints = this._joints.filter(function (impostorJoint) {
  98003. return (impostorJoint.connectedImpostor === connectedImpostor
  98004. && impostorJoint.joint === joint
  98005. && impostorJoint.mainImpostor === mainImpostor);
  98006. });
  98007. if (matchingJoints.length) {
  98008. this._physicsPlugin.removeJoint(matchingJoints[0]);
  98009. //TODO remove it from the list as well
  98010. }
  98011. };
  98012. /**
  98013. * Called by the scene. No need to call it.
  98014. * @param delta defines the timespam between frames
  98015. */
  98016. PhysicsEngine.prototype._step = function (delta) {
  98017. var _this = this;
  98018. //check if any mesh has no body / requires an update
  98019. this._impostors.forEach(function (impostor) {
  98020. if (impostor.isBodyInitRequired()) {
  98021. _this._physicsPlugin.generatePhysicsBody(impostor);
  98022. }
  98023. });
  98024. if (delta > 0.1) {
  98025. delta = 0.1;
  98026. }
  98027. else if (delta <= 0) {
  98028. delta = 1.0 / 60.0;
  98029. }
  98030. this._physicsPlugin.executeStep(delta, this._impostors);
  98031. };
  98032. /**
  98033. * Gets the current plugin used to run the simulation
  98034. * @returns current plugin
  98035. */
  98036. PhysicsEngine.prototype.getPhysicsPlugin = function () {
  98037. return this._physicsPlugin;
  98038. };
  98039. /**
  98040. * Gets the list of physic impostors
  98041. * @returns an array of PhysicsImpostor
  98042. */
  98043. PhysicsEngine.prototype.getImpostors = function () {
  98044. return this._impostors;
  98045. };
  98046. /**
  98047. * Gets the impostor for a physics enabled object
  98048. * @param object defines the object impersonated by the impostor
  98049. * @returns the PhysicsImpostor or null if not found
  98050. */
  98051. PhysicsEngine.prototype.getImpostorForPhysicsObject = function (object) {
  98052. for (var i = 0; i < this._impostors.length; ++i) {
  98053. if (this._impostors[i].object === object) {
  98054. return this._impostors[i];
  98055. }
  98056. }
  98057. return null;
  98058. };
  98059. /**
  98060. * Gets the impostor for a physics body object
  98061. * @param body defines physics body used by the impostor
  98062. * @returns the PhysicsImpostor or null if not found
  98063. */
  98064. PhysicsEngine.prototype.getImpostorWithPhysicsBody = function (body) {
  98065. for (var i = 0; i < this._impostors.length; ++i) {
  98066. if (this._impostors[i].physicsBody === body) {
  98067. return this._impostors[i];
  98068. }
  98069. }
  98070. return null;
  98071. };
  98072. /**
  98073. * Global value used to control the smallest number supported by the simulation
  98074. */
  98075. PhysicsEngine.Epsilon = 0.001;
  98076. return PhysicsEngine;
  98077. }());
  98078. BABYLON.PhysicsEngine = PhysicsEngine;
  98079. })(BABYLON || (BABYLON = {}));
  98080. //# sourceMappingURL=babylon.physicsEngine.js.map
  98081. var BABYLON;
  98082. (function (BABYLON) {
  98083. /**
  98084. * A helper for physics simulations
  98085. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  98086. */
  98087. var PhysicsHelper = /** @class */ (function () {
  98088. /**
  98089. * Initializes the Physics helper
  98090. * @param scene Babylon.js scene
  98091. */
  98092. function PhysicsHelper(scene) {
  98093. this._scene = scene;
  98094. this._physicsEngine = this._scene.getPhysicsEngine();
  98095. if (!this._physicsEngine) {
  98096. BABYLON.Tools.Warn('Physics engine not enabled. Please enable the physics before you can use the methods.');
  98097. }
  98098. }
  98099. /**
  98100. * Applies a radial explosion impulse
  98101. * @param origin the origin of the explosion
  98102. * @param radius the explosion radius
  98103. * @param strength the explosion strength
  98104. * @param falloff possible options: Constant & Linear. Defaults to Constant
  98105. * @returns A physics radial explosion event, or null
  98106. */
  98107. PhysicsHelper.prototype.applyRadialExplosionImpulse = function (origin, radius, strength, falloff) {
  98108. if (falloff === void 0) { falloff = PhysicsRadialImpulseFalloff.Constant; }
  98109. if (!this._physicsEngine) {
  98110. BABYLON.Tools.Warn('Physics engine not enabled. Please enable the physics before you call this method.');
  98111. return null;
  98112. }
  98113. var impostors = this._physicsEngine.getImpostors();
  98114. if (impostors.length === 0) {
  98115. return null;
  98116. }
  98117. var event = new PhysicsRadialExplosionEvent(this._scene);
  98118. impostors.forEach(function (impostor) {
  98119. var impostorForceAndContactPoint = event.getImpostorForceAndContactPoint(impostor, origin, radius, strength, falloff);
  98120. if (!impostorForceAndContactPoint) {
  98121. return;
  98122. }
  98123. impostor.applyImpulse(impostorForceAndContactPoint.force, impostorForceAndContactPoint.contactPoint);
  98124. });
  98125. event.dispose(false);
  98126. return event;
  98127. };
  98128. /**
  98129. * Applies a radial explosion force
  98130. * @param origin the origin of the explosion
  98131. * @param radius the explosion radius
  98132. * @param strength the explosion strength
  98133. * @param falloff possible options: Constant & Linear. Defaults to Constant
  98134. * @returns A physics radial explosion event, or null
  98135. */
  98136. PhysicsHelper.prototype.applyRadialExplosionForce = function (origin, radius, strength, falloff) {
  98137. if (falloff === void 0) { falloff = PhysicsRadialImpulseFalloff.Constant; }
  98138. if (!this._physicsEngine) {
  98139. BABYLON.Tools.Warn('Physics engine not enabled. Please enable the physics before you call the PhysicsHelper.');
  98140. return null;
  98141. }
  98142. var impostors = this._physicsEngine.getImpostors();
  98143. if (impostors.length === 0) {
  98144. return null;
  98145. }
  98146. var event = new PhysicsRadialExplosionEvent(this._scene);
  98147. impostors.forEach(function (impostor) {
  98148. var impostorForceAndContactPoint = event.getImpostorForceAndContactPoint(impostor, origin, radius, strength, falloff);
  98149. if (!impostorForceAndContactPoint) {
  98150. return;
  98151. }
  98152. impostor.applyForce(impostorForceAndContactPoint.force, impostorForceAndContactPoint.contactPoint);
  98153. });
  98154. event.dispose(false);
  98155. return event;
  98156. };
  98157. /**
  98158. * Creates a gravitational field
  98159. * @param origin the origin of the explosion
  98160. * @param radius the explosion radius
  98161. * @param strength the explosion strength
  98162. * @param falloff possible options: Constant & Linear. Defaults to Constant
  98163. * @returns A physics gravitational field event, or null
  98164. */
  98165. PhysicsHelper.prototype.gravitationalField = function (origin, radius, strength, falloff) {
  98166. if (falloff === void 0) { falloff = PhysicsRadialImpulseFalloff.Constant; }
  98167. if (!this._physicsEngine) {
  98168. BABYLON.Tools.Warn('Physics engine not enabled. Please enable the physics before you call the PhysicsHelper.');
  98169. return null;
  98170. }
  98171. var impostors = this._physicsEngine.getImpostors();
  98172. if (impostors.length === 0) {
  98173. return null;
  98174. }
  98175. var event = new PhysicsGravitationalFieldEvent(this, this._scene, origin, radius, strength, falloff);
  98176. event.dispose(false);
  98177. return event;
  98178. };
  98179. /**
  98180. * Creates a physics updraft event
  98181. * @param origin the origin of the updraft
  98182. * @param radius the radius of the updraft
  98183. * @param strength the strength of the updraft
  98184. * @param height the height of the updraft
  98185. * @param updraftMode possible options: Center & Perpendicular. Defaults to Center
  98186. * @returns A physics updraft event, or null
  98187. */
  98188. PhysicsHelper.prototype.updraft = function (origin, radius, strength, height, updraftMode) {
  98189. if (updraftMode === void 0) { updraftMode = PhysicsUpdraftMode.Center; }
  98190. if (!this._physicsEngine) {
  98191. BABYLON.Tools.Warn('Physics engine not enabled. Please enable the physics before you call the PhysicsHelper.');
  98192. return null;
  98193. }
  98194. if (this._physicsEngine.getImpostors().length === 0) {
  98195. return null;
  98196. }
  98197. var event = new PhysicsUpdraftEvent(this._scene, origin, radius, strength, height, updraftMode);
  98198. event.dispose(false);
  98199. return event;
  98200. };
  98201. /**
  98202. * Creates a physics vortex event
  98203. * @param origin the of the vortex
  98204. * @param radius the radius of the vortex
  98205. * @param strength the strength of the vortex
  98206. * @param height the height of the vortex
  98207. * @returns a Physics vortex event, or null
  98208. * A physics vortex event or null
  98209. */
  98210. PhysicsHelper.prototype.vortex = function (origin, radius, strength, height) {
  98211. if (!this._physicsEngine) {
  98212. BABYLON.Tools.Warn('Physics engine not enabled. Please enable the physics before you call the PhysicsHelper.');
  98213. return null;
  98214. }
  98215. if (this._physicsEngine.getImpostors().length === 0) {
  98216. return null;
  98217. }
  98218. var event = new PhysicsVortexEvent(this._scene, origin, radius, strength, height);
  98219. event.dispose(false);
  98220. return event;
  98221. };
  98222. return PhysicsHelper;
  98223. }());
  98224. BABYLON.PhysicsHelper = PhysicsHelper;
  98225. /**
  98226. * Represents a physics radial explosion event
  98227. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  98228. */
  98229. var PhysicsRadialExplosionEvent = /** @class */ (function () {
  98230. /**
  98231. * Initializes a radial explosioin event
  98232. * @param scene BabylonJS scene
  98233. */
  98234. function PhysicsRadialExplosionEvent(scene) {
  98235. this._sphereOptions = { segments: 32, diameter: 1 }; // TODO: make configurable
  98236. this._rays = [];
  98237. this._dataFetched = false; // check if the data has been fetched. If not, do cleanup
  98238. this._scene = scene;
  98239. }
  98240. /**
  98241. * Returns the data related to the radial explosion event (sphere & rays).
  98242. * @returns The radial explosion event data
  98243. */
  98244. PhysicsRadialExplosionEvent.prototype.getData = function () {
  98245. this._dataFetched = true;
  98246. return {
  98247. sphere: this._sphere,
  98248. rays: this._rays,
  98249. };
  98250. };
  98251. /**
  98252. * Returns the force and contact point of the impostor or false, if the impostor is not affected by the force/impulse.
  98253. * @param impostor A physics imposter
  98254. * @param origin the origin of the explosion
  98255. * @param radius the explosion radius
  98256. * @param strength the explosion strength
  98257. * @param falloff possible options: Constant & Linear
  98258. * @returns {Nullable<PhysicsForceAndContactPoint>} A physics force and contact point, or null
  98259. */
  98260. PhysicsRadialExplosionEvent.prototype.getImpostorForceAndContactPoint = function (impostor, origin, radius, strength, falloff) {
  98261. if (impostor.mass === 0) {
  98262. return null;
  98263. }
  98264. if (!this._intersectsWithSphere(impostor, origin, radius)) {
  98265. return null;
  98266. }
  98267. if (impostor.object.getClassName() !== 'Mesh' && impostor.object.getClassName() !== 'InstancedMesh') {
  98268. return null;
  98269. }
  98270. var impostorObjectCenter = impostor.getObjectCenter();
  98271. var direction = impostorObjectCenter.subtract(origin);
  98272. var ray = new BABYLON.Ray(origin, direction, radius);
  98273. this._rays.push(ray);
  98274. var hit = ray.intersectsMesh(impostor.object);
  98275. var contactPoint = hit.pickedPoint;
  98276. if (!contactPoint) {
  98277. return null;
  98278. }
  98279. var distanceFromOrigin = BABYLON.Vector3.Distance(origin, contactPoint);
  98280. if (distanceFromOrigin > radius) {
  98281. return null;
  98282. }
  98283. var multiplier = falloff === PhysicsRadialImpulseFalloff.Constant
  98284. ? strength
  98285. : strength * (1 - (distanceFromOrigin / radius));
  98286. var force = direction.multiplyByFloats(multiplier, multiplier, multiplier);
  98287. return { force: force, contactPoint: contactPoint };
  98288. };
  98289. /**
  98290. * Disposes the sphere.
  98291. * @param force Specifies if the sphere should be disposed by force
  98292. */
  98293. PhysicsRadialExplosionEvent.prototype.dispose = function (force) {
  98294. var _this = this;
  98295. if (force === void 0) { force = true; }
  98296. if (force) {
  98297. this._sphere.dispose();
  98298. }
  98299. else {
  98300. setTimeout(function () {
  98301. if (!_this._dataFetched) {
  98302. _this._sphere.dispose();
  98303. }
  98304. }, 0);
  98305. }
  98306. };
  98307. /*** Helpers ***/
  98308. PhysicsRadialExplosionEvent.prototype._prepareSphere = function () {
  98309. if (!this._sphere) {
  98310. this._sphere = BABYLON.MeshBuilder.CreateSphere("radialExplosionEventSphere", this._sphereOptions, this._scene);
  98311. this._sphere.isVisible = false;
  98312. }
  98313. };
  98314. PhysicsRadialExplosionEvent.prototype._intersectsWithSphere = function (impostor, origin, radius) {
  98315. var impostorObject = impostor.object;
  98316. this._prepareSphere();
  98317. this._sphere.position = origin;
  98318. this._sphere.scaling = new BABYLON.Vector3(radius * 2, radius * 2, radius * 2);
  98319. this._sphere._updateBoundingInfo();
  98320. this._sphere.computeWorldMatrix(true);
  98321. return this._sphere.intersectsMesh(impostorObject, true);
  98322. };
  98323. return PhysicsRadialExplosionEvent;
  98324. }());
  98325. BABYLON.PhysicsRadialExplosionEvent = PhysicsRadialExplosionEvent;
  98326. /**
  98327. * Represents a gravitational field event
  98328. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  98329. */
  98330. var PhysicsGravitationalFieldEvent = /** @class */ (function () {
  98331. /**
  98332. * Initializes the physics gravitational field event
  98333. * @param physicsHelper A physics helper
  98334. * @param scene BabylonJS scene
  98335. * @param origin The origin position of the gravitational field event
  98336. * @param radius The radius of the gravitational field event
  98337. * @param strength The strength of the gravitational field event
  98338. * @param falloff The falloff for the gravitational field event
  98339. */
  98340. function PhysicsGravitationalFieldEvent(physicsHelper, scene, origin, radius, strength, falloff) {
  98341. if (falloff === void 0) { falloff = PhysicsRadialImpulseFalloff.Constant; }
  98342. this._dataFetched = false; // check if the has been fetched the data. If not, do cleanup
  98343. this._physicsHelper = physicsHelper;
  98344. this._scene = scene;
  98345. this._origin = origin;
  98346. this._radius = radius;
  98347. this._strength = strength;
  98348. this._falloff = falloff;
  98349. this._tickCallback = this._tick.bind(this);
  98350. }
  98351. /**
  98352. * Returns the data related to the gravitational field event (sphere).
  98353. * @returns A gravitational field event
  98354. */
  98355. PhysicsGravitationalFieldEvent.prototype.getData = function () {
  98356. this._dataFetched = true;
  98357. return {
  98358. sphere: this._sphere,
  98359. };
  98360. };
  98361. /**
  98362. * Enables the gravitational field.
  98363. */
  98364. PhysicsGravitationalFieldEvent.prototype.enable = function () {
  98365. this._tickCallback.call(this);
  98366. this._scene.registerBeforeRender(this._tickCallback);
  98367. };
  98368. /**
  98369. * Disables the gravitational field.
  98370. */
  98371. PhysicsGravitationalFieldEvent.prototype.disable = function () {
  98372. this._scene.unregisterBeforeRender(this._tickCallback);
  98373. };
  98374. /**
  98375. * Disposes the sphere.
  98376. * @param force The force to dispose from the gravitational field event
  98377. */
  98378. PhysicsGravitationalFieldEvent.prototype.dispose = function (force) {
  98379. var _this = this;
  98380. if (force === void 0) { force = true; }
  98381. if (force) {
  98382. this._sphere.dispose();
  98383. }
  98384. else {
  98385. setTimeout(function () {
  98386. if (!_this._dataFetched) {
  98387. _this._sphere.dispose();
  98388. }
  98389. }, 0);
  98390. }
  98391. };
  98392. PhysicsGravitationalFieldEvent.prototype._tick = function () {
  98393. // Since the params won't change, we fetch the event only once
  98394. if (this._sphere) {
  98395. this._physicsHelper.applyRadialExplosionForce(this._origin, this._radius, this._strength * -1, this._falloff);
  98396. }
  98397. else {
  98398. var radialExplosionEvent = this._physicsHelper.applyRadialExplosionForce(this._origin, this._radius, this._strength * -1, this._falloff);
  98399. if (radialExplosionEvent) {
  98400. this._sphere = radialExplosionEvent.getData().sphere.clone('radialExplosionEventSphereClone');
  98401. }
  98402. }
  98403. };
  98404. return PhysicsGravitationalFieldEvent;
  98405. }());
  98406. BABYLON.PhysicsGravitationalFieldEvent = PhysicsGravitationalFieldEvent;
  98407. /**
  98408. * Represents a physics updraft event
  98409. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  98410. */
  98411. var PhysicsUpdraftEvent = /** @class */ (function () {
  98412. /**
  98413. * Initializes the physics updraft event
  98414. * @param _scene BabylonJS scene
  98415. * @param _origin The origin position of the updraft
  98416. * @param _radius The radius of the updraft
  98417. * @param _strength The strength of the updraft
  98418. * @param _height The height of the updraft
  98419. * @param _updraftMode The mode of the updraft
  98420. */
  98421. function PhysicsUpdraftEvent(_scene, _origin, _radius, _strength, _height, _updraftMode) {
  98422. this._scene = _scene;
  98423. this._origin = _origin;
  98424. this._radius = _radius;
  98425. this._strength = _strength;
  98426. this._height = _height;
  98427. this._updraftMode = _updraftMode;
  98428. this._originTop = BABYLON.Vector3.Zero(); // the most upper part of the cylinder
  98429. this._originDirection = BABYLON.Vector3.Zero(); // used if the updraftMode is perpendicular
  98430. this._cylinderPosition = BABYLON.Vector3.Zero(); // to keep the cylinders position, because normally the origin is in the center and not on the bottom
  98431. this._dataFetched = false; // check if the has been fetched the data. If not, do cleanup
  98432. this._physicsEngine = this._scene.getPhysicsEngine();
  98433. this._origin.addToRef(new BABYLON.Vector3(0, this._height / 2, 0), this._cylinderPosition);
  98434. this._origin.addToRef(new BABYLON.Vector3(0, this._height, 0), this._originTop);
  98435. if (this._updraftMode === PhysicsUpdraftMode.Perpendicular) {
  98436. this._originDirection = this._origin.subtract(this._originTop).normalize();
  98437. }
  98438. this._tickCallback = this._tick.bind(this);
  98439. this._prepareCylinder();
  98440. }
  98441. /**
  98442. * Returns the data related to the updraft event (cylinder).
  98443. * @returns A physics updraft event
  98444. */
  98445. PhysicsUpdraftEvent.prototype.getData = function () {
  98446. this._dataFetched = true;
  98447. return {
  98448. cylinder: this._cylinder,
  98449. };
  98450. };
  98451. /**
  98452. * Enables the updraft.
  98453. */
  98454. PhysicsUpdraftEvent.prototype.enable = function () {
  98455. this._tickCallback.call(this);
  98456. this._scene.registerBeforeRender(this._tickCallback);
  98457. };
  98458. /**
  98459. * Disables the cortex.
  98460. */
  98461. PhysicsUpdraftEvent.prototype.disable = function () {
  98462. this._scene.unregisterBeforeRender(this._tickCallback);
  98463. };
  98464. /**
  98465. * Disposes the sphere.
  98466. * @param force Specifies if the updraft should be disposed by force
  98467. */
  98468. PhysicsUpdraftEvent.prototype.dispose = function (force) {
  98469. var _this = this;
  98470. if (force === void 0) { force = true; }
  98471. if (!this._cylinder) {
  98472. return;
  98473. }
  98474. if (force) {
  98475. this._cylinder.dispose();
  98476. }
  98477. else {
  98478. setTimeout(function () {
  98479. if (!_this._dataFetched) {
  98480. _this._cylinder.dispose();
  98481. }
  98482. }, 0);
  98483. }
  98484. };
  98485. PhysicsUpdraftEvent.prototype.getImpostorForceAndContactPoint = function (impostor) {
  98486. if (impostor.mass === 0) {
  98487. return null;
  98488. }
  98489. if (!this._intersectsWithCylinder(impostor)) {
  98490. return null;
  98491. }
  98492. var impostorObjectCenter = impostor.getObjectCenter();
  98493. if (this._updraftMode === PhysicsUpdraftMode.Perpendicular) {
  98494. var direction = this._originDirection;
  98495. }
  98496. else {
  98497. var direction = impostorObjectCenter.subtract(this._originTop);
  98498. }
  98499. var multiplier = this._strength * -1;
  98500. var force = direction.multiplyByFloats(multiplier, multiplier, multiplier);
  98501. return { force: force, contactPoint: impostorObjectCenter };
  98502. };
  98503. PhysicsUpdraftEvent.prototype._tick = function () {
  98504. var _this = this;
  98505. this._physicsEngine.getImpostors().forEach(function (impostor) {
  98506. var impostorForceAndContactPoint = _this.getImpostorForceAndContactPoint(impostor);
  98507. if (!impostorForceAndContactPoint) {
  98508. return;
  98509. }
  98510. impostor.applyForce(impostorForceAndContactPoint.force, impostorForceAndContactPoint.contactPoint);
  98511. });
  98512. };
  98513. /*** Helpers ***/
  98514. PhysicsUpdraftEvent.prototype._prepareCylinder = function () {
  98515. if (!this._cylinder) {
  98516. this._cylinder = BABYLON.MeshBuilder.CreateCylinder("updraftEventCylinder", {
  98517. height: this._height,
  98518. diameter: this._radius * 2,
  98519. }, this._scene);
  98520. this._cylinder.isVisible = false;
  98521. }
  98522. };
  98523. PhysicsUpdraftEvent.prototype._intersectsWithCylinder = function (impostor) {
  98524. var impostorObject = impostor.object;
  98525. this._cylinder.position = this._cylinderPosition;
  98526. return this._cylinder.intersectsMesh(impostorObject, true);
  98527. };
  98528. return PhysicsUpdraftEvent;
  98529. }());
  98530. BABYLON.PhysicsUpdraftEvent = PhysicsUpdraftEvent;
  98531. /**
  98532. * Represents a physics vortex event
  98533. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  98534. */
  98535. var PhysicsVortexEvent = /** @class */ (function () {
  98536. /**
  98537. * Initializes the physics vortex event
  98538. * @param _scene The BabylonJS scene
  98539. * @param _origin The origin position of the vortex
  98540. * @param _radius The radius of the vortex
  98541. * @param _strength The strength of the vortex
  98542. * @param _height The height of the vortex
  98543. */
  98544. function PhysicsVortexEvent(_scene, _origin, _radius, _strength, _height) {
  98545. this._scene = _scene;
  98546. this._origin = _origin;
  98547. this._radius = _radius;
  98548. this._strength = _strength;
  98549. this._height = _height;
  98550. this._originTop = BABYLON.Vector3.Zero(); // the most upper part of the cylinder
  98551. this._centripetalForceThreshold = 0.7; // at which distance, relative to the radius the centripetal forces should kick in
  98552. this._updraftMultiplier = 0.02;
  98553. this._cylinderPosition = BABYLON.Vector3.Zero(); // to keep the cylinders position, because normally the origin is in the center and not on the bottom
  98554. this._dataFetched = false; // check if the has been fetched the data. If not, do cleanup
  98555. this._physicsEngine = this._scene.getPhysicsEngine();
  98556. this._origin.addToRef(new BABYLON.Vector3(0, this._height / 2, 0), this._cylinderPosition);
  98557. this._origin.addToRef(new BABYLON.Vector3(0, this._height, 0), this._originTop);
  98558. this._tickCallback = this._tick.bind(this);
  98559. this._prepareCylinder();
  98560. }
  98561. /**
  98562. * Returns the data related to the vortex event (cylinder).
  98563. * @returns The physics vortex event data
  98564. */
  98565. PhysicsVortexEvent.prototype.getData = function () {
  98566. this._dataFetched = true;
  98567. return {
  98568. cylinder: this._cylinder,
  98569. };
  98570. };
  98571. /**
  98572. * Enables the vortex.
  98573. */
  98574. PhysicsVortexEvent.prototype.enable = function () {
  98575. this._tickCallback.call(this);
  98576. this._scene.registerBeforeRender(this._tickCallback);
  98577. };
  98578. /**
  98579. * Disables the cortex.
  98580. */
  98581. PhysicsVortexEvent.prototype.disable = function () {
  98582. this._scene.unregisterBeforeRender(this._tickCallback);
  98583. };
  98584. /**
  98585. * Disposes the sphere.
  98586. * @param force
  98587. */
  98588. PhysicsVortexEvent.prototype.dispose = function (force) {
  98589. var _this = this;
  98590. if (force === void 0) { force = true; }
  98591. if (force) {
  98592. this._cylinder.dispose();
  98593. }
  98594. else {
  98595. setTimeout(function () {
  98596. if (!_this._dataFetched) {
  98597. _this._cylinder.dispose();
  98598. }
  98599. }, 0);
  98600. }
  98601. };
  98602. PhysicsVortexEvent.prototype.getImpostorForceAndContactPoint = function (impostor) {
  98603. if (impostor.mass === 0) {
  98604. return null;
  98605. }
  98606. if (!this._intersectsWithCylinder(impostor)) {
  98607. return null;
  98608. }
  98609. if (impostor.object.getClassName() !== 'Mesh' && impostor.object.getClassName() !== 'InstancedMesh') {
  98610. return null;
  98611. }
  98612. var impostorObjectCenter = impostor.getObjectCenter();
  98613. var originOnPlane = new BABYLON.Vector3(this._origin.x, impostorObjectCenter.y, this._origin.z); // the distance to the origin as if both objects were on a plane (Y-axis)
  98614. var originToImpostorDirection = impostorObjectCenter.subtract(originOnPlane);
  98615. var ray = new BABYLON.Ray(originOnPlane, originToImpostorDirection, this._radius);
  98616. var hit = ray.intersectsMesh(impostor.object);
  98617. var contactPoint = hit.pickedPoint;
  98618. if (!contactPoint) {
  98619. return null;
  98620. }
  98621. var absoluteDistanceFromOrigin = hit.distance / this._radius;
  98622. var perpendicularDirection = BABYLON.Vector3.Cross(originOnPlane, impostorObjectCenter).normalize();
  98623. var directionToOrigin = contactPoint.normalize();
  98624. if (absoluteDistanceFromOrigin > this._centripetalForceThreshold) {
  98625. directionToOrigin = directionToOrigin.negate();
  98626. }
  98627. // TODO: find a more physically based solution
  98628. if (absoluteDistanceFromOrigin > this._centripetalForceThreshold) {
  98629. var forceX = directionToOrigin.x * this._strength / 8;
  98630. var forceY = directionToOrigin.y * this._updraftMultiplier;
  98631. var forceZ = directionToOrigin.z * this._strength / 8;
  98632. }
  98633. else {
  98634. var forceX = (perpendicularDirection.x + directionToOrigin.x) / 2;
  98635. var forceY = this._originTop.y * this._updraftMultiplier;
  98636. var forceZ = (perpendicularDirection.z + directionToOrigin.z) / 2;
  98637. }
  98638. var force = new BABYLON.Vector3(forceX, forceY, forceZ);
  98639. force = force.multiplyByFloats(this._strength, this._strength, this._strength);
  98640. return { force: force, contactPoint: impostorObjectCenter };
  98641. };
  98642. PhysicsVortexEvent.prototype._tick = function () {
  98643. var _this = this;
  98644. this._physicsEngine.getImpostors().forEach(function (impostor) {
  98645. var impostorForceAndContactPoint = _this.getImpostorForceAndContactPoint(impostor);
  98646. if (!impostorForceAndContactPoint) {
  98647. return;
  98648. }
  98649. impostor.applyForce(impostorForceAndContactPoint.force, impostorForceAndContactPoint.contactPoint);
  98650. });
  98651. };
  98652. /*** Helpers ***/
  98653. PhysicsVortexEvent.prototype._prepareCylinder = function () {
  98654. if (!this._cylinder) {
  98655. this._cylinder = BABYLON.MeshBuilder.CreateCylinder("vortexEventCylinder", {
  98656. height: this._height,
  98657. diameter: this._radius * 2,
  98658. }, this._scene);
  98659. this._cylinder.isVisible = false;
  98660. }
  98661. };
  98662. PhysicsVortexEvent.prototype._intersectsWithCylinder = function (impostor) {
  98663. var impostorObject = impostor.object;
  98664. this._cylinder.position = this._cylinderPosition;
  98665. return this._cylinder.intersectsMesh(impostorObject, true);
  98666. };
  98667. return PhysicsVortexEvent;
  98668. }());
  98669. BABYLON.PhysicsVortexEvent = PhysicsVortexEvent;
  98670. /**
  98671. * The strenght of the force in correspondence to the distance of the affected object
  98672. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  98673. */
  98674. var PhysicsRadialImpulseFalloff;
  98675. (function (PhysicsRadialImpulseFalloff) {
  98676. /** Defines that impulse is constant in strength across it's whole radius */
  98677. PhysicsRadialImpulseFalloff[PhysicsRadialImpulseFalloff["Constant"] = 0] = "Constant";
  98678. /** DEfines that impulse gets weaker if it's further from the origin */
  98679. PhysicsRadialImpulseFalloff[PhysicsRadialImpulseFalloff["Linear"] = 1] = "Linear";
  98680. })(PhysicsRadialImpulseFalloff = BABYLON.PhysicsRadialImpulseFalloff || (BABYLON.PhysicsRadialImpulseFalloff = {}));
  98681. /**
  98682. * The strength of the force in correspondence to the distance of the affected object
  98683. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  98684. */
  98685. var PhysicsUpdraftMode;
  98686. (function (PhysicsUpdraftMode) {
  98687. /** Defines that the upstream forces will pull towards the top center of the cylinder */
  98688. PhysicsUpdraftMode[PhysicsUpdraftMode["Center"] = 0] = "Center";
  98689. /** Defines that once a impostor is inside the cylinder, it will shoot out perpendicular from the ground of the cylinder */
  98690. PhysicsUpdraftMode[PhysicsUpdraftMode["Perpendicular"] = 1] = "Perpendicular";
  98691. })(PhysicsUpdraftMode = BABYLON.PhysicsUpdraftMode || (BABYLON.PhysicsUpdraftMode = {}));
  98692. })(BABYLON || (BABYLON = {}));
  98693. //# sourceMappingURL=babylon.physicsHelper.js.map
  98694. var BABYLON;
  98695. (function (BABYLON) {
  98696. /** @hidden */
  98697. var CannonJSPlugin = /** @class */ (function () {
  98698. function CannonJSPlugin(_useDeltaForWorldStep, iterations) {
  98699. if (_useDeltaForWorldStep === void 0) { _useDeltaForWorldStep = true; }
  98700. if (iterations === void 0) { iterations = 10; }
  98701. this._useDeltaForWorldStep = _useDeltaForWorldStep;
  98702. this.name = "CannonJSPlugin";
  98703. this._physicsMaterials = new Array();
  98704. this._fixedTimeStep = 1 / 60;
  98705. //See https://github.com/schteppe/CANNON.js/blob/gh-pages/demos/collisionFilter.html
  98706. this.BJSCANNON = CANNON;
  98707. this._minus90X = new BABYLON.Quaternion(-0.7071067811865475, 0, 0, 0.7071067811865475);
  98708. this._plus90X = new BABYLON.Quaternion(0.7071067811865475, 0, 0, 0.7071067811865475);
  98709. this._tmpPosition = BABYLON.Vector3.Zero();
  98710. this._tmpDeltaPosition = BABYLON.Vector3.Zero();
  98711. this._tmpUnityRotation = new BABYLON.Quaternion();
  98712. if (!this.isSupported()) {
  98713. BABYLON.Tools.Error("CannonJS is not available. Please make sure you included the js file.");
  98714. return;
  98715. }
  98716. this._extendNamespace();
  98717. this.world = new this.BJSCANNON.World();
  98718. this.world.broadphase = new this.BJSCANNON.NaiveBroadphase();
  98719. this.world.solver.iterations = iterations;
  98720. }
  98721. CannonJSPlugin.prototype.setGravity = function (gravity) {
  98722. this.world.gravity.copy(gravity);
  98723. };
  98724. CannonJSPlugin.prototype.setTimeStep = function (timeStep) {
  98725. this._fixedTimeStep = timeStep;
  98726. };
  98727. CannonJSPlugin.prototype.getTimeStep = function () {
  98728. return this._fixedTimeStep;
  98729. };
  98730. CannonJSPlugin.prototype.executeStep = function (delta, impostors) {
  98731. this.world.step(this._fixedTimeStep, this._useDeltaForWorldStep ? delta : 0, 3);
  98732. };
  98733. CannonJSPlugin.prototype.applyImpulse = function (impostor, force, contactPoint) {
  98734. var worldPoint = new this.BJSCANNON.Vec3(contactPoint.x, contactPoint.y, contactPoint.z);
  98735. var impulse = new this.BJSCANNON.Vec3(force.x, force.y, force.z);
  98736. impostor.physicsBody.applyImpulse(impulse, worldPoint);
  98737. };
  98738. CannonJSPlugin.prototype.applyForce = function (impostor, force, contactPoint) {
  98739. var worldPoint = new this.BJSCANNON.Vec3(contactPoint.x, contactPoint.y, contactPoint.z);
  98740. var impulse = new this.BJSCANNON.Vec3(force.x, force.y, force.z);
  98741. impostor.physicsBody.applyForce(impulse, worldPoint);
  98742. };
  98743. CannonJSPlugin.prototype.generatePhysicsBody = function (impostor) {
  98744. //parent-child relationship. Does this impostor has a parent impostor?
  98745. if (impostor.parent) {
  98746. if (impostor.physicsBody) {
  98747. this.removePhysicsBody(impostor);
  98748. //TODO is that needed?
  98749. impostor.forceUpdate();
  98750. }
  98751. return;
  98752. }
  98753. //should a new body be created for this impostor?
  98754. if (impostor.isBodyInitRequired()) {
  98755. var shape = this._createShape(impostor);
  98756. //unregister events, if body is being changed
  98757. var oldBody = impostor.physicsBody;
  98758. if (oldBody) {
  98759. this.removePhysicsBody(impostor);
  98760. }
  98761. //create the body and material
  98762. var material = this._addMaterial("mat-" + impostor.uniqueId, impostor.getParam("friction"), impostor.getParam("restitution"));
  98763. var bodyCreationObject = {
  98764. mass: impostor.getParam("mass"),
  98765. material: material
  98766. };
  98767. // A simple extend, in case native options were used.
  98768. var nativeOptions = impostor.getParam("nativeOptions");
  98769. for (var key in nativeOptions) {
  98770. if (nativeOptions.hasOwnProperty(key)) {
  98771. bodyCreationObject[key] = nativeOptions[key];
  98772. }
  98773. }
  98774. impostor.physicsBody = new this.BJSCANNON.Body(bodyCreationObject);
  98775. impostor.physicsBody.addEventListener("collide", impostor.onCollide);
  98776. this.world.addEventListener("preStep", impostor.beforeStep);
  98777. this.world.addEventListener("postStep", impostor.afterStep);
  98778. impostor.physicsBody.addShape(shape);
  98779. this.world.add(impostor.physicsBody);
  98780. //try to keep the body moving in the right direction by taking old properties.
  98781. //Should be tested!
  98782. if (oldBody) {
  98783. ['force', 'torque', 'velocity', 'angularVelocity'].forEach(function (param) {
  98784. impostor.physicsBody[param].copy(oldBody[param]);
  98785. });
  98786. }
  98787. this._processChildMeshes(impostor);
  98788. }
  98789. //now update the body's transformation
  98790. this._updatePhysicsBodyTransformation(impostor);
  98791. };
  98792. CannonJSPlugin.prototype._processChildMeshes = function (mainImpostor) {
  98793. var _this = this;
  98794. var meshChildren = mainImpostor.object.getChildMeshes ? mainImpostor.object.getChildMeshes(true) : [];
  98795. var currentRotation = mainImpostor.object.rotationQuaternion;
  98796. if (meshChildren.length) {
  98797. var processMesh = function (localPosition, mesh) {
  98798. if (!currentRotation || !mesh.rotationQuaternion) {
  98799. return;
  98800. }
  98801. var childImpostor = mesh.getPhysicsImpostor();
  98802. if (childImpostor) {
  98803. var parent = childImpostor.parent;
  98804. if (parent !== mainImpostor) {
  98805. var pPosition = mesh.getAbsolutePosition().subtract(mainImpostor.object.getAbsolutePosition());
  98806. var localRotation = mesh.rotationQuaternion.multiply(BABYLON.Quaternion.Inverse(currentRotation));
  98807. if (childImpostor.physicsBody) {
  98808. _this.removePhysicsBody(childImpostor);
  98809. childImpostor.physicsBody = null;
  98810. }
  98811. childImpostor.parent = mainImpostor;
  98812. childImpostor.resetUpdateFlags();
  98813. mainImpostor.physicsBody.addShape(_this._createShape(childImpostor), new _this.BJSCANNON.Vec3(pPosition.x, pPosition.y, pPosition.z), new _this.BJSCANNON.Quaternion(localRotation.x, localRotation.y, localRotation.z, localRotation.w));
  98814. //Add the mass of the children.
  98815. mainImpostor.physicsBody.mass += childImpostor.getParam("mass");
  98816. }
  98817. }
  98818. currentRotation.multiplyInPlace(mesh.rotationQuaternion);
  98819. mesh.getChildMeshes(true).filter(function (m) { return !!m.physicsImpostor; }).forEach(processMesh.bind(_this, mesh.getAbsolutePosition()));
  98820. };
  98821. meshChildren.filter(function (m) { return !!m.physicsImpostor; }).forEach(processMesh.bind(this, mainImpostor.object.getAbsolutePosition()));
  98822. }
  98823. };
  98824. CannonJSPlugin.prototype.removePhysicsBody = function (impostor) {
  98825. impostor.physicsBody.removeEventListener("collide", impostor.onCollide);
  98826. this.world.removeEventListener("preStep", impostor.beforeStep);
  98827. this.world.removeEventListener("postStep", impostor.afterStep);
  98828. this.world.remove(impostor.physicsBody);
  98829. };
  98830. CannonJSPlugin.prototype.generateJoint = function (impostorJoint) {
  98831. var mainBody = impostorJoint.mainImpostor.physicsBody;
  98832. var connectedBody = impostorJoint.connectedImpostor.physicsBody;
  98833. if (!mainBody || !connectedBody) {
  98834. return;
  98835. }
  98836. var constraint;
  98837. var jointData = impostorJoint.joint.jointData;
  98838. //TODO - https://github.com/schteppe/this.BJSCANNON.js/blob/gh-pages/demos/collisionFilter.html
  98839. var constraintData = {
  98840. pivotA: jointData.mainPivot ? new this.BJSCANNON.Vec3().copy(jointData.mainPivot) : null,
  98841. pivotB: jointData.connectedPivot ? new this.BJSCANNON.Vec3().copy(jointData.connectedPivot) : null,
  98842. axisA: jointData.mainAxis ? new this.BJSCANNON.Vec3().copy(jointData.mainAxis) : null,
  98843. axisB: jointData.connectedAxis ? new this.BJSCANNON.Vec3().copy(jointData.connectedAxis) : null,
  98844. maxForce: jointData.nativeParams.maxForce,
  98845. collideConnected: !!jointData.collision
  98846. };
  98847. switch (impostorJoint.joint.type) {
  98848. case BABYLON.PhysicsJoint.HingeJoint:
  98849. case BABYLON.PhysicsJoint.Hinge2Joint:
  98850. constraint = new this.BJSCANNON.HingeConstraint(mainBody, connectedBody, constraintData);
  98851. break;
  98852. case BABYLON.PhysicsJoint.DistanceJoint:
  98853. constraint = new this.BJSCANNON.DistanceConstraint(mainBody, connectedBody, jointData.maxDistance || 2);
  98854. break;
  98855. case BABYLON.PhysicsJoint.SpringJoint:
  98856. var springData = jointData;
  98857. constraint = new this.BJSCANNON.Spring(mainBody, connectedBody, {
  98858. restLength: springData.length,
  98859. stiffness: springData.stiffness,
  98860. damping: springData.damping,
  98861. localAnchorA: constraintData.pivotA,
  98862. localAnchorB: constraintData.pivotB
  98863. });
  98864. break;
  98865. case BABYLON.PhysicsJoint.LockJoint:
  98866. constraint = new this.BJSCANNON.LockConstraint(mainBody, connectedBody, constraintData);
  98867. break;
  98868. case BABYLON.PhysicsJoint.PointToPointJoint:
  98869. case BABYLON.PhysicsJoint.BallAndSocketJoint:
  98870. default:
  98871. constraint = new this.BJSCANNON.PointToPointConstraint(mainBody, constraintData.pivotA, connectedBody, constraintData.pivotA, constraintData.maxForce);
  98872. break;
  98873. }
  98874. //set the collideConnected flag after the creation, since DistanceJoint ignores it.
  98875. constraint.collideConnected = !!jointData.collision;
  98876. impostorJoint.joint.physicsJoint = constraint;
  98877. //don't add spring as constraint, as it is not one.
  98878. if (impostorJoint.joint.type !== BABYLON.PhysicsJoint.SpringJoint) {
  98879. this.world.addConstraint(constraint);
  98880. }
  98881. else {
  98882. impostorJoint.joint.jointData.forceApplicationCallback = impostorJoint.joint.jointData.forceApplicationCallback || function () {
  98883. constraint.applyForce();
  98884. };
  98885. impostorJoint.mainImpostor.registerAfterPhysicsStep(impostorJoint.joint.jointData.forceApplicationCallback);
  98886. }
  98887. };
  98888. CannonJSPlugin.prototype.removeJoint = function (impostorJoint) {
  98889. if (impostorJoint.joint.type !== BABYLON.PhysicsJoint.SpringJoint) {
  98890. this.world.removeConstraint(impostorJoint.joint.physicsJoint);
  98891. }
  98892. else {
  98893. impostorJoint.mainImpostor.unregisterAfterPhysicsStep(impostorJoint.joint.jointData.forceApplicationCallback);
  98894. }
  98895. };
  98896. CannonJSPlugin.prototype._addMaterial = function (name, friction, restitution) {
  98897. var index;
  98898. var mat;
  98899. for (index = 0; index < this._physicsMaterials.length; index++) {
  98900. mat = this._physicsMaterials[index];
  98901. if (mat.friction === friction && mat.restitution === restitution) {
  98902. return mat;
  98903. }
  98904. }
  98905. var currentMat = new this.BJSCANNON.Material(name);
  98906. currentMat.friction = friction;
  98907. currentMat.restitution = restitution;
  98908. this._physicsMaterials.push(currentMat);
  98909. return currentMat;
  98910. };
  98911. CannonJSPlugin.prototype._checkWithEpsilon = function (value) {
  98912. return value < BABYLON.PhysicsEngine.Epsilon ? BABYLON.PhysicsEngine.Epsilon : value;
  98913. };
  98914. CannonJSPlugin.prototype._createShape = function (impostor) {
  98915. var object = impostor.object;
  98916. var returnValue;
  98917. var extendSize = impostor.getObjectExtendSize();
  98918. switch (impostor.type) {
  98919. case BABYLON.PhysicsImpostor.SphereImpostor:
  98920. var radiusX = extendSize.x;
  98921. var radiusY = extendSize.y;
  98922. var radiusZ = extendSize.z;
  98923. returnValue = new this.BJSCANNON.Sphere(Math.max(this._checkWithEpsilon(radiusX), this._checkWithEpsilon(radiusY), this._checkWithEpsilon(radiusZ)) / 2);
  98924. break;
  98925. //TMP also for cylinder - TODO Cannon supports cylinder natively.
  98926. case BABYLON.PhysicsImpostor.CylinderImpostor:
  98927. returnValue = new this.BJSCANNON.Cylinder(this._checkWithEpsilon(extendSize.x) / 2, this._checkWithEpsilon(extendSize.x) / 2, this._checkWithEpsilon(extendSize.y), 16);
  98928. break;
  98929. case BABYLON.PhysicsImpostor.BoxImpostor:
  98930. var box = extendSize.scale(0.5);
  98931. returnValue = new this.BJSCANNON.Box(new this.BJSCANNON.Vec3(this._checkWithEpsilon(box.x), this._checkWithEpsilon(box.y), this._checkWithEpsilon(box.z)));
  98932. break;
  98933. case BABYLON.PhysicsImpostor.PlaneImpostor:
  98934. BABYLON.Tools.Warn("Attention, PlaneImposter might not behave as you expect. Consider using BoxImposter instead");
  98935. returnValue = new this.BJSCANNON.Plane();
  98936. break;
  98937. case BABYLON.PhysicsImpostor.MeshImpostor:
  98938. // should transform the vertex data to world coordinates!!
  98939. var rawVerts = object.getVerticesData ? object.getVerticesData(BABYLON.VertexBuffer.PositionKind) : [];
  98940. var rawFaces = object.getIndices ? object.getIndices() : [];
  98941. if (!rawVerts) {
  98942. return;
  98943. }
  98944. // get only scale! so the object could transform correctly.
  98945. var oldPosition = object.position.clone();
  98946. var oldRotation = object.rotation && object.rotation.clone();
  98947. var oldQuaternion = object.rotationQuaternion && object.rotationQuaternion.clone();
  98948. object.position.copyFromFloats(0, 0, 0);
  98949. object.rotation && object.rotation.copyFromFloats(0, 0, 0);
  98950. object.rotationQuaternion && object.rotationQuaternion.copyFrom(impostor.getParentsRotation());
  98951. object.rotationQuaternion && object.parent && object.rotationQuaternion.conjugateInPlace();
  98952. var transform = object.computeWorldMatrix(true);
  98953. // convert rawVerts to object space
  98954. var temp = new Array();
  98955. var index;
  98956. for (index = 0; index < rawVerts.length; index += 3) {
  98957. BABYLON.Vector3.TransformCoordinates(BABYLON.Vector3.FromArray(rawVerts, index), transform).toArray(temp, index);
  98958. }
  98959. BABYLON.Tools.Warn("MeshImpostor only collides against spheres.");
  98960. returnValue = new this.BJSCANNON.Trimesh(temp, rawFaces);
  98961. //now set back the transformation!
  98962. object.position.copyFrom(oldPosition);
  98963. oldRotation && object.rotation && object.rotation.copyFrom(oldRotation);
  98964. oldQuaternion && object.rotationQuaternion && object.rotationQuaternion.copyFrom(oldQuaternion);
  98965. break;
  98966. case BABYLON.PhysicsImpostor.HeightmapImpostor:
  98967. var oldPosition2 = object.position.clone();
  98968. var oldRotation2 = object.rotation && object.rotation.clone();
  98969. var oldQuaternion2 = object.rotationQuaternion && object.rotationQuaternion.clone();
  98970. object.position.copyFromFloats(0, 0, 0);
  98971. object.rotation && object.rotation.copyFromFloats(0, 0, 0);
  98972. object.rotationQuaternion && object.rotationQuaternion.copyFrom(impostor.getParentsRotation());
  98973. object.rotationQuaternion && object.parent && object.rotationQuaternion.conjugateInPlace();
  98974. object.rotationQuaternion && object.rotationQuaternion.multiplyInPlace(this._minus90X);
  98975. returnValue = this._createHeightmap(object);
  98976. object.position.copyFrom(oldPosition2);
  98977. oldRotation2 && object.rotation && object.rotation.copyFrom(oldRotation2);
  98978. oldQuaternion2 && object.rotationQuaternion && object.rotationQuaternion.copyFrom(oldQuaternion2);
  98979. object.computeWorldMatrix(true);
  98980. break;
  98981. case BABYLON.PhysicsImpostor.ParticleImpostor:
  98982. returnValue = new this.BJSCANNON.Particle();
  98983. break;
  98984. }
  98985. return returnValue;
  98986. };
  98987. CannonJSPlugin.prototype._createHeightmap = function (object, pointDepth) {
  98988. var pos = (object.getVerticesData(BABYLON.VertexBuffer.PositionKind));
  98989. var transform = object.computeWorldMatrix(true);
  98990. // convert rawVerts to object space
  98991. var temp = new Array();
  98992. var index;
  98993. for (index = 0; index < pos.length; index += 3) {
  98994. BABYLON.Vector3.TransformCoordinates(BABYLON.Vector3.FromArray(pos, index), transform).toArray(temp, index);
  98995. }
  98996. pos = temp;
  98997. var matrix = new Array();
  98998. //For now pointDepth will not be used and will be automatically calculated.
  98999. //Future reference - try and find the best place to add a reference to the pointDepth variable.
  99000. var arraySize = pointDepth || ~~(Math.sqrt(pos.length / 3) - 1);
  99001. var boundingInfo = object.getBoundingInfo();
  99002. var dim = Math.min(boundingInfo.boundingBox.extendSizeWorld.x, boundingInfo.boundingBox.extendSizeWorld.y);
  99003. var minY = boundingInfo.boundingBox.extendSizeWorld.z;
  99004. var elementSize = dim * 2 / arraySize;
  99005. for (var i = 0; i < pos.length; i = i + 3) {
  99006. var x = Math.round((pos[i + 0]) / elementSize + arraySize / 2);
  99007. var z = Math.round(((pos[i + 1]) / elementSize - arraySize / 2) * -1);
  99008. var y = -pos[i + 2] + minY;
  99009. if (!matrix[x]) {
  99010. matrix[x] = [];
  99011. }
  99012. if (!matrix[x][z]) {
  99013. matrix[x][z] = y;
  99014. }
  99015. matrix[x][z] = Math.max(y, matrix[x][z]);
  99016. }
  99017. for (var x = 0; x <= arraySize; ++x) {
  99018. if (!matrix[x]) {
  99019. var loc = 1;
  99020. while (!matrix[(x + loc) % arraySize]) {
  99021. loc++;
  99022. }
  99023. matrix[x] = matrix[(x + loc) % arraySize].slice();
  99024. //console.log("missing x", x);
  99025. }
  99026. for (var z = 0; z <= arraySize; ++z) {
  99027. if (!matrix[x][z]) {
  99028. var loc = 1;
  99029. var newValue;
  99030. while (newValue === undefined) {
  99031. newValue = matrix[x][(z + loc++) % arraySize];
  99032. }
  99033. matrix[x][z] = newValue;
  99034. }
  99035. }
  99036. }
  99037. var shape = new this.BJSCANNON.Heightfield(matrix, {
  99038. elementSize: elementSize
  99039. });
  99040. //For future reference, needed for body transformation
  99041. shape.minY = minY;
  99042. return shape;
  99043. };
  99044. CannonJSPlugin.prototype._updatePhysicsBodyTransformation = function (impostor) {
  99045. var object = impostor.object;
  99046. //make sure it is updated...
  99047. object.computeWorldMatrix && object.computeWorldMatrix(true);
  99048. // The delta between the mesh position and the mesh bounding box center
  99049. var bInfo = object.getBoundingInfo();
  99050. if (!bInfo) {
  99051. return;
  99052. }
  99053. var center = impostor.getObjectCenter();
  99054. //m.getAbsolutePosition().subtract(m.getBoundingInfo().boundingBox.centerWorld)
  99055. this._tmpDeltaPosition.copyFrom(object.getAbsolutePivotPoint().subtract(center));
  99056. this._tmpDeltaPosition.divideInPlace(impostor.object.scaling);
  99057. this._tmpPosition.copyFrom(center);
  99058. var quaternion = object.rotationQuaternion;
  99059. if (!quaternion) {
  99060. return;
  99061. }
  99062. //is shape is a plane or a heightmap, it must be rotated 90 degs in the X axis.
  99063. if (impostor.type === BABYLON.PhysicsImpostor.PlaneImpostor || impostor.type === BABYLON.PhysicsImpostor.HeightmapImpostor || impostor.type === BABYLON.PhysicsImpostor.CylinderImpostor) {
  99064. //-90 DEG in X, precalculated
  99065. quaternion = quaternion.multiply(this._minus90X);
  99066. //Invert! (Precalculated, 90 deg in X)
  99067. //No need to clone. this will never change.
  99068. impostor.setDeltaRotation(this._plus90X);
  99069. }
  99070. //If it is a heightfield, if should be centered.
  99071. if (impostor.type === BABYLON.PhysicsImpostor.HeightmapImpostor) {
  99072. var mesh = object;
  99073. var boundingInfo = mesh.getBoundingInfo();
  99074. //calculate the correct body position:
  99075. var rotationQuaternion = mesh.rotationQuaternion;
  99076. mesh.rotationQuaternion = this._tmpUnityRotation;
  99077. mesh.computeWorldMatrix(true);
  99078. //get original center with no rotation
  99079. var c = center.clone();
  99080. var oldPivot = mesh.getPivotMatrix();
  99081. if (oldPivot) {
  99082. // create a copy the pivot Matrix as it is modified in place
  99083. oldPivot = oldPivot.clone();
  99084. }
  99085. else {
  99086. oldPivot = BABYLON.Matrix.Identity();
  99087. }
  99088. //calculate the new center using a pivot (since this.BJSCANNON.js doesn't center height maps)
  99089. var p = BABYLON.Matrix.Translation(boundingInfo.boundingBox.extendSizeWorld.x, 0, -boundingInfo.boundingBox.extendSizeWorld.z);
  99090. mesh.setPreTransformMatrix(p);
  99091. mesh.computeWorldMatrix(true);
  99092. //calculate the translation
  99093. var translation = boundingInfo.boundingBox.centerWorld.subtract(center).subtract(mesh.position).negate();
  99094. this._tmpPosition.copyFromFloats(translation.x, translation.y - boundingInfo.boundingBox.extendSizeWorld.y, translation.z);
  99095. //add it inverted to the delta
  99096. this._tmpDeltaPosition.copyFrom(boundingInfo.boundingBox.centerWorld.subtract(c));
  99097. this._tmpDeltaPosition.y += boundingInfo.boundingBox.extendSizeWorld.y;
  99098. //rotation is back
  99099. mesh.rotationQuaternion = rotationQuaternion;
  99100. mesh.setPreTransformMatrix(oldPivot);
  99101. mesh.computeWorldMatrix(true);
  99102. }
  99103. else if (impostor.type === BABYLON.PhysicsImpostor.MeshImpostor) {
  99104. this._tmpDeltaPosition.copyFromFloats(0, 0, 0);
  99105. //this._tmpPosition.copyFrom(object.position);
  99106. }
  99107. impostor.setDeltaPosition(this._tmpDeltaPosition);
  99108. //Now update the impostor object
  99109. impostor.physicsBody.position.copy(this._tmpPosition);
  99110. impostor.physicsBody.quaternion.copy(quaternion);
  99111. };
  99112. CannonJSPlugin.prototype.setTransformationFromPhysicsBody = function (impostor) {
  99113. impostor.object.position.copyFrom(impostor.physicsBody.position);
  99114. if (impostor.object.rotationQuaternion) {
  99115. impostor.object.rotationQuaternion.copyFrom(impostor.physicsBody.quaternion);
  99116. }
  99117. };
  99118. CannonJSPlugin.prototype.setPhysicsBodyTransformation = function (impostor, newPosition, newRotation) {
  99119. impostor.physicsBody.position.copy(newPosition);
  99120. impostor.physicsBody.quaternion.copy(newRotation);
  99121. };
  99122. CannonJSPlugin.prototype.isSupported = function () {
  99123. return this.BJSCANNON !== undefined;
  99124. };
  99125. CannonJSPlugin.prototype.setLinearVelocity = function (impostor, velocity) {
  99126. impostor.physicsBody.velocity.copy(velocity);
  99127. };
  99128. CannonJSPlugin.prototype.setAngularVelocity = function (impostor, velocity) {
  99129. impostor.physicsBody.angularVelocity.copy(velocity);
  99130. };
  99131. CannonJSPlugin.prototype.getLinearVelocity = function (impostor) {
  99132. var v = impostor.physicsBody.velocity;
  99133. if (!v) {
  99134. return null;
  99135. }
  99136. return new BABYLON.Vector3(v.x, v.y, v.z);
  99137. };
  99138. CannonJSPlugin.prototype.getAngularVelocity = function (impostor) {
  99139. var v = impostor.physicsBody.angularVelocity;
  99140. if (!v) {
  99141. return null;
  99142. }
  99143. return new BABYLON.Vector3(v.x, v.y, v.z);
  99144. };
  99145. CannonJSPlugin.prototype.setBodyMass = function (impostor, mass) {
  99146. impostor.physicsBody.mass = mass;
  99147. impostor.physicsBody.updateMassProperties();
  99148. };
  99149. CannonJSPlugin.prototype.getBodyMass = function (impostor) {
  99150. return impostor.physicsBody.mass;
  99151. };
  99152. CannonJSPlugin.prototype.getBodyFriction = function (impostor) {
  99153. return impostor.physicsBody.material.friction;
  99154. };
  99155. CannonJSPlugin.prototype.setBodyFriction = function (impostor, friction) {
  99156. impostor.physicsBody.material.friction = friction;
  99157. };
  99158. CannonJSPlugin.prototype.getBodyRestitution = function (impostor) {
  99159. return impostor.physicsBody.material.restitution;
  99160. };
  99161. CannonJSPlugin.prototype.setBodyRestitution = function (impostor, restitution) {
  99162. impostor.physicsBody.material.restitution = restitution;
  99163. };
  99164. CannonJSPlugin.prototype.sleepBody = function (impostor) {
  99165. impostor.physicsBody.sleep();
  99166. };
  99167. CannonJSPlugin.prototype.wakeUpBody = function (impostor) {
  99168. impostor.physicsBody.wakeUp();
  99169. };
  99170. CannonJSPlugin.prototype.updateDistanceJoint = function (joint, maxDistance, minDistance) {
  99171. joint.physicsJoint.distance = maxDistance;
  99172. };
  99173. // private enableMotor(joint: IMotorEnabledJoint, motorIndex?: number) {
  99174. // if (!motorIndex) {
  99175. // joint.physicsJoint.enableMotor();
  99176. // }
  99177. // }
  99178. // private disableMotor(joint: IMotorEnabledJoint, motorIndex?: number) {
  99179. // if (!motorIndex) {
  99180. // joint.physicsJoint.disableMotor();
  99181. // }
  99182. // }
  99183. CannonJSPlugin.prototype.setMotor = function (joint, speed, maxForce, motorIndex) {
  99184. if (!motorIndex) {
  99185. joint.physicsJoint.enableMotor();
  99186. joint.physicsJoint.setMotorSpeed(speed);
  99187. if (maxForce) {
  99188. this.setLimit(joint, maxForce);
  99189. }
  99190. }
  99191. };
  99192. CannonJSPlugin.prototype.setLimit = function (joint, upperLimit, lowerLimit) {
  99193. joint.physicsJoint.motorEquation.maxForce = upperLimit;
  99194. joint.physicsJoint.motorEquation.minForce = lowerLimit === void 0 ? -upperLimit : lowerLimit;
  99195. };
  99196. CannonJSPlugin.prototype.syncMeshWithImpostor = function (mesh, impostor) {
  99197. var body = impostor.physicsBody;
  99198. mesh.position.x = body.position.x;
  99199. mesh.position.y = body.position.y;
  99200. mesh.position.z = body.position.z;
  99201. if (mesh.rotationQuaternion) {
  99202. mesh.rotationQuaternion.x = body.quaternion.x;
  99203. mesh.rotationQuaternion.y = body.quaternion.y;
  99204. mesh.rotationQuaternion.z = body.quaternion.z;
  99205. mesh.rotationQuaternion.w = body.quaternion.w;
  99206. }
  99207. };
  99208. CannonJSPlugin.prototype.getRadius = function (impostor) {
  99209. var shape = impostor.physicsBody.shapes[0];
  99210. return shape.boundingSphereRadius;
  99211. };
  99212. CannonJSPlugin.prototype.getBoxSizeToRef = function (impostor, result) {
  99213. var shape = impostor.physicsBody.shapes[0];
  99214. result.x = shape.halfExtents.x * 2;
  99215. result.y = shape.halfExtents.y * 2;
  99216. result.z = shape.halfExtents.z * 2;
  99217. };
  99218. CannonJSPlugin.prototype.dispose = function () {
  99219. };
  99220. CannonJSPlugin.prototype._extendNamespace = function () {
  99221. //this will force cannon to execute at least one step when using interpolation
  99222. var step_tmp1 = new this.BJSCANNON.Vec3();
  99223. var Engine = this.BJSCANNON;
  99224. this.BJSCANNON.World.prototype.step = function (dt, timeSinceLastCalled, maxSubSteps) {
  99225. maxSubSteps = maxSubSteps || 10;
  99226. timeSinceLastCalled = timeSinceLastCalled || 0;
  99227. if (timeSinceLastCalled === 0) {
  99228. this.internalStep(dt);
  99229. this.time += dt;
  99230. }
  99231. else {
  99232. var internalSteps = Math.floor((this.time + timeSinceLastCalled) / dt) - Math.floor(this.time / dt);
  99233. internalSteps = Math.min(internalSteps, maxSubSteps) || 1;
  99234. var t0 = performance.now();
  99235. for (var i = 0; i !== internalSteps; i++) {
  99236. this.internalStep(dt);
  99237. if (performance.now() - t0 > dt * 1000) {
  99238. break;
  99239. }
  99240. }
  99241. this.time += timeSinceLastCalled;
  99242. var h = this.time % dt;
  99243. var h_div_dt = h / dt;
  99244. var interpvelo = step_tmp1;
  99245. var bodies = this.bodies;
  99246. for (var j = 0; j !== bodies.length; j++) {
  99247. var b = bodies[j];
  99248. if (b.type !== Engine.Body.STATIC && b.sleepState !== Engine.Body.SLEEPING) {
  99249. b.position.vsub(b.previousPosition, interpvelo);
  99250. interpvelo.scale(h_div_dt, interpvelo);
  99251. b.position.vadd(interpvelo, b.interpolatedPosition);
  99252. }
  99253. else {
  99254. b.interpolatedPosition.copy(b.position);
  99255. b.interpolatedQuaternion.copy(b.quaternion);
  99256. }
  99257. }
  99258. }
  99259. };
  99260. };
  99261. return CannonJSPlugin;
  99262. }());
  99263. BABYLON.CannonJSPlugin = CannonJSPlugin;
  99264. })(BABYLON || (BABYLON = {}));
  99265. //# sourceMappingURL=babylon.cannonJSPlugin.js.map
  99266. var BABYLON;
  99267. (function (BABYLON) {
  99268. /**
  99269. * AmmoJS Physics plugin
  99270. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  99271. * @see https://github.com/kripken/ammo.js/
  99272. */
  99273. var AmmoJSPlugin = /** @class */ (function () {
  99274. /**
  99275. * Initializes the ammoJS plugin
  99276. * @param _useDeltaForWorldStep if the time between frames should be used when calculating physics steps (Default: true)
  99277. */
  99278. function AmmoJSPlugin(_useDeltaForWorldStep) {
  99279. if (_useDeltaForWorldStep === void 0) { _useDeltaForWorldStep = true; }
  99280. var _this = this;
  99281. this._useDeltaForWorldStep = _useDeltaForWorldStep;
  99282. /**
  99283. * Name of the plugin
  99284. */
  99285. this.name = "AmmoJSPlugin";
  99286. this._timeStep = 1 / 60;
  99287. this._fixedTimeStep = 1 / 60;
  99288. this._maxSteps = 5;
  99289. this._tmpQuaternion = new BABYLON.Quaternion();
  99290. this._tmpContactCallbackResult = false;
  99291. if (typeof Ammo === "function") {
  99292. Ammo();
  99293. }
  99294. this.bjsAMMO = Ammo;
  99295. if (!this.isSupported()) {
  99296. BABYLON.Tools.Error("AmmoJS is not available. Please make sure you included the js file.");
  99297. return;
  99298. }
  99299. // Initialize the physics world
  99300. this._collisionConfiguration = new this.bjsAMMO.btDefaultCollisionConfiguration();
  99301. this._dispatcher = new this.bjsAMMO.btCollisionDispatcher(this._collisionConfiguration);
  99302. this._overlappingPairCache = new this.bjsAMMO.btDbvtBroadphase();
  99303. this._solver = new this.bjsAMMO.btSequentialImpulseConstraintSolver();
  99304. this.world = new this.bjsAMMO.btDiscreteDynamicsWorld(this._dispatcher, this._overlappingPairCache, this._solver, this._collisionConfiguration);
  99305. this._tmpAmmoConcreteContactResultCallback = new this.bjsAMMO.ConcreteContactResultCallback();
  99306. this._tmpAmmoConcreteContactResultCallback.addSingleResult = function () { _this._tmpContactCallbackResult = true; };
  99307. // Create temp ammo variables
  99308. this._tmpAmmoTransform = new this.bjsAMMO.btTransform();
  99309. this._tmpAmmoTransform.setIdentity();
  99310. this._tmpAmmoQuaternion = new this.bjsAMMO.btQuaternion(0, 0, 0, 1);
  99311. this._tmpAmmoVectorA = new this.bjsAMMO.btVector3(0, 0, 0);
  99312. this._tmpAmmoVectorB = new this.bjsAMMO.btVector3(0, 0, 0);
  99313. this._tmpAmmoVectorC = new this.bjsAMMO.btVector3(0, 0, 0);
  99314. }
  99315. /**
  99316. * Sets the gravity of the physics world (m/(s^2))
  99317. * @param gravity Gravity to set
  99318. */
  99319. AmmoJSPlugin.prototype.setGravity = function (gravity) {
  99320. this._tmpAmmoVectorA.setValue(gravity.x, gravity.y, gravity.z);
  99321. this.world.setGravity(this._tmpAmmoVectorA);
  99322. };
  99323. /**
  99324. * Amount of time to step forward on each frame (only used if useDeltaForWorldStep is false in the constructor)
  99325. * @param timeStep timestep to use in seconds
  99326. */
  99327. AmmoJSPlugin.prototype.setTimeStep = function (timeStep) {
  99328. this._timeStep = timeStep;
  99329. };
  99330. /**
  99331. * Increment to step forward in the physics engine (If timeStep is set to 1/60 and fixedTimeStep is set to 1/120 the physics engine should run 2 steps per frame) (Default: 1/60)
  99332. * @param fixedTimeStep fixedTimeStep to use in seconds
  99333. */
  99334. AmmoJSPlugin.prototype.setFixedTimeStep = function (fixedTimeStep) {
  99335. this._fixedTimeStep = fixedTimeStep;
  99336. };
  99337. /**
  99338. * Sets the maximum number of steps by the physics engine per frame (Default: 5)
  99339. * @param maxSteps the maximum number of steps by the physics engine per frame
  99340. */
  99341. AmmoJSPlugin.prototype.setMaxSteps = function (maxSteps) {
  99342. this._maxSteps = maxSteps;
  99343. };
  99344. /**
  99345. * Gets the current timestep (only used if useDeltaForWorldStep is false in the constructor)
  99346. * @returns the current timestep in seconds
  99347. */
  99348. AmmoJSPlugin.prototype.getTimeStep = function () {
  99349. return this._timeStep;
  99350. };
  99351. // Ammo's contactTest and contactPairTest take a callback that runs synchronously, wrap them so that they are easier to consume
  99352. AmmoJSPlugin.prototype._isImpostorInContact = function (impostor) {
  99353. this._tmpContactCallbackResult = false;
  99354. this.world.contactTest(impostor.physicsBody, this._tmpAmmoConcreteContactResultCallback);
  99355. return this._tmpContactCallbackResult;
  99356. };
  99357. // Ammo's collision events have some weird quirks
  99358. // contactPairTest fires too many events as it fires events even when objects are close together but contactTest does not
  99359. // so only fire event if both contactTest and contactPairTest have a hit
  99360. AmmoJSPlugin.prototype._isImpostorPairInContact = function (impostorA, impostorB) {
  99361. this._tmpContactCallbackResult = false;
  99362. this.world.contactPairTest(impostorA.physicsBody, impostorB.physicsBody, this._tmpAmmoConcreteContactResultCallback);
  99363. return this._tmpContactCallbackResult;
  99364. };
  99365. // Ammo's behavior when maxSteps > 0 does not behave as described in docs
  99366. // @see http://www.bulletphysics.org/mediawiki-1.5.8/index.php/Stepping_The_World
  99367. //
  99368. // When maxSteps is 0 do the entire simulation in one step
  99369. // When maxSteps is > 0, run up to maxStep times, if on the last step the (remaining step - fixedTimeStep) is < fixedTimeStep, the remainder will be used for the step. (eg. if remainder is 1.001 and fixedTimeStep is 1 the last step will be 1.001, if instead it did 2 steps (1, 0.001) issues occuered when having a tiny step in ammo)
  99370. // Note: To get deterministic physics, timeStep would always need to be divisible by fixedTimeStep
  99371. AmmoJSPlugin.prototype._stepSimulation = function (timeStep, maxSteps, fixedTimeStep) {
  99372. if (timeStep === void 0) { timeStep = 1 / 60; }
  99373. if (maxSteps === void 0) { maxSteps = 10; }
  99374. if (fixedTimeStep === void 0) { fixedTimeStep = 1 / 60; }
  99375. if (maxSteps == 0) {
  99376. this.world.stepSimulation(timeStep, 0);
  99377. }
  99378. else {
  99379. while (maxSteps > 0 && timeStep > 0) {
  99380. if (timeStep - fixedTimeStep < fixedTimeStep) {
  99381. this.world.stepSimulation(timeStep, 0);
  99382. timeStep = 0;
  99383. }
  99384. else {
  99385. timeStep -= fixedTimeStep;
  99386. this.world.stepSimulation(fixedTimeStep, 0);
  99387. }
  99388. maxSteps--;
  99389. }
  99390. }
  99391. };
  99392. /**
  99393. * Moves the physics simulation forward delta seconds and updates the given physics imposters
  99394. * Prior to the step the imposters physics location is set to the position of the babylon meshes
  99395. * After the step the babylon meshes are set to the position of the physics imposters
  99396. * @param delta amount of time to step forward
  99397. * @param impostors array of imposters to update before/after the step
  99398. */
  99399. AmmoJSPlugin.prototype.executeStep = function (delta, impostors) {
  99400. for (var _i = 0, impostors_1 = impostors; _i < impostors_1.length; _i++) {
  99401. var impostor = impostors_1[_i];
  99402. // Update physics world objects to match babylon world
  99403. impostor.beforeStep();
  99404. }
  99405. this._stepSimulation(this._useDeltaForWorldStep ? delta : this._timeStep, this._maxSteps, this._fixedTimeStep);
  99406. for (var _a = 0, impostors_2 = impostors; _a < impostors_2.length; _a++) {
  99407. var mainImpostor = impostors_2[_a];
  99408. // After physics update make babylon world objects match physics world objects
  99409. mainImpostor.afterStep();
  99410. // Handle collision event
  99411. if (mainImpostor._onPhysicsCollideCallbacks.length > 0) {
  99412. if (this._isImpostorInContact(mainImpostor)) {
  99413. for (var _b = 0, _c = mainImpostor._onPhysicsCollideCallbacks; _b < _c.length; _b++) {
  99414. var collideCallback = _c[_b];
  99415. for (var _d = 0, _e = collideCallback.otherImpostors; _d < _e.length; _d++) {
  99416. var otherImpostor = _e[_d];
  99417. if (mainImpostor.physicsBody.isActive() || otherImpostor.physicsBody.isActive()) {
  99418. if (this._isImpostorPairInContact(mainImpostor, otherImpostor)) {
  99419. mainImpostor.onCollide({ body: otherImpostor.physicsBody });
  99420. otherImpostor.onCollide({ body: mainImpostor.physicsBody });
  99421. }
  99422. }
  99423. }
  99424. }
  99425. }
  99426. }
  99427. }
  99428. };
  99429. /**
  99430. * Applies an implulse on the imposter
  99431. * @param impostor imposter to apply impulse
  99432. * @param force amount of force to be applied to the imposter
  99433. * @param contactPoint the location to apply the impulse on the imposter
  99434. */
  99435. AmmoJSPlugin.prototype.applyImpulse = function (impostor, force, contactPoint) {
  99436. var worldPoint = this._tmpAmmoVectorA;
  99437. var impulse = this._tmpAmmoVectorB;
  99438. worldPoint.setValue(contactPoint.x, contactPoint.y, contactPoint.z);
  99439. impulse.setValue(force.x, force.y, force.z);
  99440. impostor.physicsBody.applyImpulse(impulse, worldPoint);
  99441. };
  99442. /**
  99443. * Applies a force on the imposter
  99444. * @param impostor imposter to apply force
  99445. * @param force amount of force to be applied to the imposter
  99446. * @param contactPoint the location to apply the force on the imposter
  99447. */
  99448. AmmoJSPlugin.prototype.applyForce = function (impostor, force, contactPoint) {
  99449. var worldPoint = this._tmpAmmoVectorA;
  99450. var impulse = this._tmpAmmoVectorB;
  99451. worldPoint.setValue(contactPoint.x, contactPoint.y, contactPoint.z);
  99452. impulse.setValue(force.x, force.y, force.z);
  99453. impostor.physicsBody.applyForce(impulse, worldPoint);
  99454. };
  99455. /**
  99456. * Creates a physics body using the plugin
  99457. * @param impostor the imposter to create the physics body on
  99458. */
  99459. AmmoJSPlugin.prototype.generatePhysicsBody = function (impostor) {
  99460. impostor._pluginData = { toDispose: [] };
  99461. //parent-child relationship
  99462. if (impostor.parent) {
  99463. if (impostor.physicsBody) {
  99464. this.removePhysicsBody(impostor);
  99465. impostor.forceUpdate();
  99466. }
  99467. return;
  99468. }
  99469. if (impostor.isBodyInitRequired()) {
  99470. var colShape = this._createShape(impostor);
  99471. var mass = impostor.getParam("mass");
  99472. impostor._pluginData.mass = mass;
  99473. var localInertia = new Ammo.btVector3(0, 0, 0);
  99474. var startTransform = new Ammo.btTransform();
  99475. startTransform.setIdentity();
  99476. if (mass !== 0) {
  99477. colShape.calculateLocalInertia(mass, localInertia);
  99478. }
  99479. this._tmpAmmoVectorA.setValue(impostor.object.position.x, impostor.object.position.y, impostor.object.position.z);
  99480. this._tmpAmmoQuaternion.setValue(impostor.object.rotationQuaternion.x, impostor.object.rotationQuaternion.y, impostor.object.rotationQuaternion.z, impostor.object.rotationQuaternion.w);
  99481. startTransform.setOrigin(this._tmpAmmoVectorA);
  99482. startTransform.setRotation(this._tmpAmmoQuaternion);
  99483. var myMotionState = new Ammo.btDefaultMotionState(startTransform);
  99484. var rbInfo = new Ammo.btRigidBodyConstructionInfo(mass, myMotionState, colShape, localInertia);
  99485. var body = new Ammo.btRigidBody(rbInfo);
  99486. // Make objects kinematic if it's mass is 0
  99487. if (mass === 0) {
  99488. body.setCollisionFlags(body.getCollisionFlags() | AmmoJSPlugin.KINEMATIC_FLAG);
  99489. body.setActivationState(AmmoJSPlugin.DISABLE_DEACTIVATION_FLAG);
  99490. }
  99491. // Disable collision if NoImpostor, but keep collision if shape is btCompoundShape
  99492. if (impostor.type == BABYLON.PhysicsImpostor.NoImpostor && !colShape.getChildShape) {
  99493. body.setCollisionFlags(body.getCollisionFlags() | AmmoJSPlugin.DISABLE_COLLISION_FLAG);
  99494. }
  99495. body.setRestitution(impostor.getParam("restitution"));
  99496. this.world.addRigidBody(body);
  99497. impostor.physicsBody = body;
  99498. impostor._pluginData.toDispose.concat([body, rbInfo, myMotionState, startTransform, localInertia, colShape]);
  99499. }
  99500. };
  99501. /**
  99502. * Removes the physics body from the imposter and disposes of the body's memory
  99503. * @param impostor imposter to remove the physics body from
  99504. */
  99505. AmmoJSPlugin.prototype.removePhysicsBody = function (impostor) {
  99506. var _this = this;
  99507. if (this.world) {
  99508. this.world.removeRigidBody(impostor.physicsBody);
  99509. impostor._pluginData.toDispose.forEach(function (d) {
  99510. _this.bjsAMMO.destroy(d);
  99511. });
  99512. }
  99513. };
  99514. /**
  99515. * Generates a joint
  99516. * @param impostorJoint the imposter joint to create the joint with
  99517. */
  99518. AmmoJSPlugin.prototype.generateJoint = function (impostorJoint) {
  99519. var mainBody = impostorJoint.mainImpostor.physicsBody;
  99520. var connectedBody = impostorJoint.connectedImpostor.physicsBody;
  99521. if (!mainBody || !connectedBody) {
  99522. return;
  99523. }
  99524. var jointData = impostorJoint.joint.jointData;
  99525. if (!jointData.mainPivot) {
  99526. jointData.mainPivot = new BABYLON.Vector3(0, 0, 0);
  99527. }
  99528. if (!jointData.connectedPivot) {
  99529. jointData.connectedPivot = new BABYLON.Vector3(0, 0, 0);
  99530. }
  99531. var joint;
  99532. switch (impostorJoint.joint.type) {
  99533. case BABYLON.PhysicsJoint.DistanceJoint:
  99534. var distance = jointData.maxDistance;
  99535. if (distance) {
  99536. jointData.mainPivot = new BABYLON.Vector3(0, -distance / 2, 0);
  99537. jointData.connectedPivot = new BABYLON.Vector3(0, distance / 2, 0);
  99538. }
  99539. joint = new Ammo.btPoint2PointConstraint(mainBody, connectedBody, new Ammo.btVector3(jointData.mainPivot.x, jointData.mainPivot.y, jointData.mainPivot.z), new Ammo.btVector3(jointData.connectedPivot.x, jointData.connectedPivot.y, jointData.connectedPivot.z));
  99540. break;
  99541. case BABYLON.PhysicsJoint.HingeJoint:
  99542. if (!jointData.mainAxis) {
  99543. jointData.mainAxis = new BABYLON.Vector3(0, 0, 0);
  99544. }
  99545. if (!jointData.connectedAxis) {
  99546. jointData.connectedAxis = new BABYLON.Vector3(0, 0, 0);
  99547. }
  99548. var mainAxis = new Ammo.btVector3(jointData.mainAxis.x, jointData.mainAxis.y, jointData.mainAxis.z);
  99549. var connectedAxis = new Ammo.btVector3(jointData.connectedAxis.x, jointData.connectedAxis.y, jointData.connectedAxis.z);
  99550. joint = new Ammo.btHingeConstraint(mainBody, connectedBody, new Ammo.btVector3(jointData.mainPivot.x, jointData.mainPivot.y, jointData.mainPivot.z), new Ammo.btVector3(jointData.connectedPivot.x, jointData.connectedPivot.y, jointData.connectedPivot.z), mainAxis, connectedAxis);
  99551. break;
  99552. case BABYLON.PhysicsJoint.BallAndSocketJoint:
  99553. joint = new Ammo.btPoint2PointConstraint(mainBody, connectedBody, new Ammo.btVector3(jointData.mainPivot.x, jointData.mainPivot.y, jointData.mainPivot.z), new Ammo.btVector3(jointData.connectedPivot.x, jointData.connectedPivot.y, jointData.connectedPivot.z));
  99554. break;
  99555. default:
  99556. BABYLON.Tools.Warn("JointType not currently supported by the Ammo plugin, falling back to PhysicsJoint.BallAndSocketJoint");
  99557. joint = new Ammo.btPoint2PointConstraint(mainBody, connectedBody, new Ammo.btVector3(jointData.mainPivot.x, jointData.mainPivot.y, jointData.mainPivot.z), new Ammo.btVector3(jointData.connectedPivot.x, jointData.connectedPivot.y, jointData.connectedPivot.z));
  99558. break;
  99559. }
  99560. this.world.addConstraint(joint, true);
  99561. impostorJoint.joint.physicsJoint = joint;
  99562. };
  99563. /**
  99564. * Removes a joint
  99565. * @param impostorJoint the imposter joint to remove the joint from
  99566. */
  99567. AmmoJSPlugin.prototype.removeJoint = function (impostorJoint) {
  99568. if (this.world) {
  99569. this.world.removeConstraint(impostorJoint.joint.physicsJoint);
  99570. }
  99571. };
  99572. // adds all verticies (including child verticies) to the triangle mesh
  99573. AmmoJSPlugin.prototype._addMeshVerts = function (btTriangleMesh, topLevelObject, object) {
  99574. var _this = this;
  99575. var triangleCount = 0;
  99576. if (object && object.getIndices && object.getWorldMatrix && object.getChildMeshes) {
  99577. var indices = object.getIndices();
  99578. if (!indices) {
  99579. indices = [];
  99580. }
  99581. var vertexPositions = object.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  99582. if (!vertexPositions) {
  99583. vertexPositions = [];
  99584. }
  99585. object.computeWorldMatrix(false);
  99586. var faceCount = indices.length / 3;
  99587. for (var i = 0; i < faceCount; i++) {
  99588. var triPoints = [];
  99589. for (var point = 0; point < 3; point++) {
  99590. var v = new BABYLON.Vector3(vertexPositions[(indices[(i * 3) + point] * 3) + 0], vertexPositions[(indices[(i * 3) + point] * 3) + 1], vertexPositions[(indices[(i * 3) + point] * 3) + 2]);
  99591. v = BABYLON.Vector3.TransformCoordinates(v, object.getWorldMatrix());
  99592. v.subtractInPlace(topLevelObject.position);
  99593. var vec;
  99594. if (point == 0) {
  99595. vec = this._tmpAmmoVectorA;
  99596. }
  99597. else if (point == 1) {
  99598. vec = this._tmpAmmoVectorB;
  99599. }
  99600. else {
  99601. vec = this._tmpAmmoVectorC;
  99602. }
  99603. vec.setValue(v.x, v.y, v.z);
  99604. triPoints.push(vec);
  99605. }
  99606. btTriangleMesh.addTriangle(triPoints[0], triPoints[1], triPoints[2]);
  99607. triangleCount++;
  99608. }
  99609. object.getChildMeshes().forEach(function (m) {
  99610. triangleCount += _this._addMeshVerts(btTriangleMesh, topLevelObject, m);
  99611. });
  99612. }
  99613. return triangleCount;
  99614. };
  99615. AmmoJSPlugin.prototype._createShape = function (impostor, ignoreChildren) {
  99616. var _this = this;
  99617. if (ignoreChildren === void 0) { ignoreChildren = false; }
  99618. var object = impostor.object;
  99619. var returnValue;
  99620. var extendSize = impostor.getObjectExtendSize();
  99621. if (!ignoreChildren) {
  99622. var meshChildren = impostor.object.getChildMeshes ? impostor.object.getChildMeshes(true) : [];
  99623. returnValue = new Ammo.btCompoundShape();
  99624. // Add shape of all children to the compound shape
  99625. var childrenAdded = 0;
  99626. meshChildren.forEach(function (childMesh) {
  99627. var childImpostor = childMesh.getPhysicsImpostor();
  99628. if (childImpostor) {
  99629. var shape = _this._createShape(childImpostor);
  99630. // Position needs to be scaled based on parent's scaling
  99631. var parentMat = childMesh.parent.getWorldMatrix().clone();
  99632. var s = new BABYLON.Vector3();
  99633. parentMat.decompose(s);
  99634. _this._tmpAmmoTransform.getOrigin().setValue(childMesh.position.x * s.x, childMesh.position.y * s.y, childMesh.position.z * s.z);
  99635. _this._tmpAmmoQuaternion.setValue(childMesh.rotationQuaternion.x, childMesh.rotationQuaternion.y, childMesh.rotationQuaternion.z, childMesh.rotationQuaternion.w);
  99636. _this._tmpAmmoTransform.setRotation(_this._tmpAmmoQuaternion);
  99637. returnValue.addChildShape(_this._tmpAmmoTransform, shape);
  99638. childImpostor.dispose();
  99639. childrenAdded++;
  99640. }
  99641. });
  99642. if (childrenAdded > 0) {
  99643. // Add parents shape as a child if present
  99644. if (impostor.type != BABYLON.PhysicsImpostor.NoImpostor) {
  99645. var shape = this._createShape(impostor, true);
  99646. if (shape) {
  99647. this._tmpAmmoTransform.getOrigin().setValue(0, 0, 0);
  99648. this._tmpAmmoQuaternion.setValue(0, 0, 0, 1);
  99649. this._tmpAmmoTransform.setRotation(this._tmpAmmoQuaternion);
  99650. returnValue.addChildShape(this._tmpAmmoTransform, shape);
  99651. }
  99652. }
  99653. return returnValue;
  99654. }
  99655. else {
  99656. // If no children with impostors create the actual shape below instead
  99657. Ammo.destroy(returnValue);
  99658. returnValue = null;
  99659. }
  99660. }
  99661. switch (impostor.type) {
  99662. case BABYLON.PhysicsImpostor.SphereImpostor:
  99663. returnValue = new Ammo.btSphereShape(extendSize.x / 2);
  99664. break;
  99665. case BABYLON.PhysicsImpostor.CylinderImpostor:
  99666. this._tmpAmmoVectorA.setValue(extendSize.x / 2, extendSize.y / 2, extendSize.z / 2);
  99667. returnValue = new Ammo.btCylinderShape(this._tmpAmmoVectorA);
  99668. break;
  99669. case BABYLON.PhysicsImpostor.PlaneImpostor:
  99670. case BABYLON.PhysicsImpostor.BoxImpostor:
  99671. this._tmpAmmoVectorA.setValue(extendSize.x / 2, extendSize.y / 2, extendSize.z / 2);
  99672. returnValue = new Ammo.btBoxShape(this._tmpAmmoVectorA);
  99673. break;
  99674. case BABYLON.PhysicsImpostor.MeshImpostor:
  99675. var tetraMesh = new Ammo.btTriangleMesh();
  99676. impostor._pluginData.toDispose.concat([tetraMesh]);
  99677. var triangeCount = this._addMeshVerts(tetraMesh, object, object);
  99678. if (triangeCount == 0) {
  99679. returnValue = new Ammo.btCompoundShape();
  99680. }
  99681. else {
  99682. returnValue = new Ammo.btBvhTriangleMeshShape(tetraMesh);
  99683. }
  99684. break;
  99685. case BABYLON.PhysicsImpostor.NoImpostor:
  99686. // Fill with sphere but collision is disabled on the rigid body in generatePhysicsBody, using an empty shape caused unexpected movement with joints
  99687. returnValue = new Ammo.btSphereShape(extendSize.x / 2);
  99688. break;
  99689. default:
  99690. BABYLON.Tools.Warn("The impostor type is not currently supported by the ammo plugin.");
  99691. break;
  99692. }
  99693. return returnValue;
  99694. };
  99695. /**
  99696. * Sets the physics body position/rotation from the babylon mesh's position/rotation
  99697. * @param impostor imposter containing the physics body and babylon object
  99698. */
  99699. AmmoJSPlugin.prototype.setTransformationFromPhysicsBody = function (impostor) {
  99700. impostor.physicsBody.getMotionState().getWorldTransform(this._tmpAmmoTransform);
  99701. impostor.object.position.set(this._tmpAmmoTransform.getOrigin().x(), this._tmpAmmoTransform.getOrigin().y(), this._tmpAmmoTransform.getOrigin().z());
  99702. if (!impostor.object.rotationQuaternion) {
  99703. if (impostor.object.rotation) {
  99704. this._tmpQuaternion.set(this._tmpAmmoTransform.getRotation().x(), this._tmpAmmoTransform.getRotation().y(), this._tmpAmmoTransform.getRotation().z(), this._tmpAmmoTransform.getRotation().w());
  99705. this._tmpQuaternion.toEulerAnglesToRef(impostor.object.rotation);
  99706. }
  99707. }
  99708. else {
  99709. impostor.object.rotationQuaternion.set(this._tmpAmmoTransform.getRotation().x(), this._tmpAmmoTransform.getRotation().y(), this._tmpAmmoTransform.getRotation().z(), this._tmpAmmoTransform.getRotation().w());
  99710. }
  99711. };
  99712. /**
  99713. * Sets the babylon object's position/rotation from the physics body's position/rotation
  99714. * @param impostor imposter containing the physics body and babylon object
  99715. * @param newPosition new position
  99716. * @param newRotation new rotation
  99717. */
  99718. AmmoJSPlugin.prototype.setPhysicsBodyTransformation = function (impostor, newPosition, newRotation) {
  99719. var trans = impostor.physicsBody.getWorldTransform();
  99720. // If rotation/position has changed update and activate riged body
  99721. if (trans.getOrigin().x() != newPosition.x ||
  99722. trans.getOrigin().y() != newPosition.y ||
  99723. trans.getOrigin().z() != newPosition.z ||
  99724. trans.getRotation().x() != newRotation.x ||
  99725. trans.getRotation().y() != newRotation.y ||
  99726. trans.getRotation().z() != newRotation.z ||
  99727. trans.getRotation().w() != newRotation.w) {
  99728. this._tmpAmmoVectorA.setValue(newPosition.x, newPosition.y, newPosition.z);
  99729. trans.setOrigin(this._tmpAmmoVectorA);
  99730. this._tmpAmmoQuaternion.setValue(newRotation.x, newRotation.y, newRotation.z, newRotation.w);
  99731. trans.setRotation(this._tmpAmmoQuaternion);
  99732. impostor.physicsBody.setWorldTransform(trans);
  99733. if (impostor.mass == 0) {
  99734. // Kinematic objects must be updated using motion state
  99735. var motionState = impostor.physicsBody.getMotionState();
  99736. if (motionState) {
  99737. motionState.setWorldTransform(trans);
  99738. }
  99739. }
  99740. else {
  99741. impostor.physicsBody.activate();
  99742. }
  99743. }
  99744. };
  99745. /**
  99746. * If this plugin is supported
  99747. * @returns true if its supported
  99748. */
  99749. AmmoJSPlugin.prototype.isSupported = function () {
  99750. return this.bjsAMMO !== undefined;
  99751. };
  99752. /**
  99753. * Sets the linear velocity of the physics body
  99754. * @param impostor imposter to set the velocity on
  99755. * @param velocity velocity to set
  99756. */
  99757. AmmoJSPlugin.prototype.setLinearVelocity = function (impostor, velocity) {
  99758. this._tmpAmmoVectorA.setValue(velocity.x, velocity.y, velocity.z);
  99759. impostor.physicsBody.setLinearVelocity(this._tmpAmmoVectorA);
  99760. };
  99761. /**
  99762. * Sets the angular velocity of the physics body
  99763. * @param impostor imposter to set the velocity on
  99764. * @param velocity velocity to set
  99765. */
  99766. AmmoJSPlugin.prototype.setAngularVelocity = function (impostor, velocity) {
  99767. this._tmpAmmoVectorA.setValue(velocity.x, velocity.y, velocity.z);
  99768. impostor.physicsBody.setAngularVelocity(this._tmpAmmoVectorA);
  99769. };
  99770. /**
  99771. * gets the linear velocity
  99772. * @param impostor imposter to get linear velocity from
  99773. * @returns linear velocity
  99774. */
  99775. AmmoJSPlugin.prototype.getLinearVelocity = function (impostor) {
  99776. var v = impostor.physicsBody.getLinearVelocity();
  99777. if (!v) {
  99778. return null;
  99779. }
  99780. return new BABYLON.Vector3(v.x(), v.y(), v.z());
  99781. };
  99782. /**
  99783. * gets the angular velocity
  99784. * @param impostor imposter to get angular velocity from
  99785. * @returns angular velocity
  99786. */
  99787. AmmoJSPlugin.prototype.getAngularVelocity = function (impostor) {
  99788. var v = impostor.physicsBody.getAngularVelocity();
  99789. if (!v) {
  99790. return null;
  99791. }
  99792. return new BABYLON.Vector3(v.x(), v.y(), v.z());
  99793. };
  99794. /**
  99795. * Sets the mass of physics body
  99796. * @param impostor imposter to set the mass on
  99797. * @param mass mass to set
  99798. */
  99799. AmmoJSPlugin.prototype.setBodyMass = function (impostor, mass) {
  99800. impostor.physicsBody.setMassProps(mass);
  99801. impostor._pluginData.mass = mass;
  99802. };
  99803. /**
  99804. * Gets the mass of the physics body
  99805. * @param impostor imposter to get the mass from
  99806. * @returns mass
  99807. */
  99808. AmmoJSPlugin.prototype.getBodyMass = function (impostor) {
  99809. return impostor._pluginData.mass;
  99810. };
  99811. /**
  99812. * Gets friction of the impostor
  99813. * @param impostor impostor to get friction from
  99814. * @returns friction value
  99815. */
  99816. AmmoJSPlugin.prototype.getBodyFriction = function (impostor) {
  99817. return impostor.physicsBody.getFriction();
  99818. };
  99819. /**
  99820. * Sets friction of the impostor
  99821. * @param impostor impostor to set friction on
  99822. * @param friction friction value
  99823. */
  99824. AmmoJSPlugin.prototype.setBodyFriction = function (impostor, friction) {
  99825. impostor.physicsBody.setFriction(friction);
  99826. };
  99827. /**
  99828. * Gets restitution of the impostor
  99829. * @param impostor impostor to get restitution from
  99830. * @returns restitution value
  99831. */
  99832. AmmoJSPlugin.prototype.getBodyRestitution = function (impostor) {
  99833. return impostor.physicsBody.getRestitution();
  99834. };
  99835. /**
  99836. * Sets resitution of the impostor
  99837. * @param impostor impostor to set resitution on
  99838. * @param restitution resitution value
  99839. */
  99840. AmmoJSPlugin.prototype.setBodyRestitution = function (impostor, restitution) {
  99841. impostor.physicsBody.setRestitution(restitution);
  99842. };
  99843. /**
  99844. * Sleeps the physics body and stops it from being active
  99845. * @param impostor impostor to sleep
  99846. */
  99847. AmmoJSPlugin.prototype.sleepBody = function (impostor) {
  99848. BABYLON.Tools.Warn("sleepBody is not currently supported by the Ammo physics plugin");
  99849. };
  99850. /**
  99851. * Activates the physics body
  99852. * @param impostor impostor to activate
  99853. */
  99854. AmmoJSPlugin.prototype.wakeUpBody = function (impostor) {
  99855. impostor.physicsBody.activate();
  99856. };
  99857. /**
  99858. * Updates the distance parameters of the joint
  99859. * @param joint joint to update
  99860. * @param maxDistance maximum distance of the joint
  99861. * @param minDistance minimum distance of the joint
  99862. */
  99863. AmmoJSPlugin.prototype.updateDistanceJoint = function (joint, maxDistance, minDistance) {
  99864. BABYLON.Tools.Warn("updateDistanceJoint is not currently supported by the Ammo physics plugin");
  99865. };
  99866. /**
  99867. * Sets a motor on the joint
  99868. * @param joint joint to set motor on
  99869. * @param speed speed of the motor
  99870. * @param maxForce maximum force of the motor
  99871. * @param motorIndex index of the motor
  99872. */
  99873. AmmoJSPlugin.prototype.setMotor = function (joint, speed, maxForce, motorIndex) {
  99874. joint.physicsJoint.enableAngularMotor(true, speed, maxForce);
  99875. };
  99876. /**
  99877. * Sets the motors limit
  99878. * @param joint joint to set limit on
  99879. * @param upperLimit upper limit
  99880. * @param lowerLimit lower limit
  99881. */
  99882. AmmoJSPlugin.prototype.setLimit = function (joint, upperLimit, lowerLimit) {
  99883. BABYLON.Tools.Warn("setLimit is not currently supported by the Ammo physics plugin");
  99884. };
  99885. /**
  99886. * Syncs the position and rotation of a mesh with the impostor
  99887. * @param mesh mesh to sync
  99888. * @param impostor impostor to update the mesh with
  99889. */
  99890. AmmoJSPlugin.prototype.syncMeshWithImpostor = function (mesh, impostor) {
  99891. var body = impostor.physicsBody;
  99892. body.getMotionState().getWorldTransform(this._tmpAmmoTransform);
  99893. mesh.position.x = this._tmpAmmoTransform.getOrigin().x();
  99894. mesh.position.y = this._tmpAmmoTransform.getOrigin().y();
  99895. mesh.position.z = this._tmpAmmoTransform.getOrigin().z();
  99896. if (mesh.rotationQuaternion) {
  99897. mesh.rotationQuaternion.x = this._tmpAmmoTransform.getRotation().x();
  99898. mesh.rotationQuaternion.y = this._tmpAmmoTransform.getRotation().y();
  99899. mesh.rotationQuaternion.z = this._tmpAmmoTransform.getRotation().z();
  99900. mesh.rotationQuaternion.w = this._tmpAmmoTransform.getRotation().w();
  99901. }
  99902. };
  99903. /**
  99904. * Gets the radius of the impostor
  99905. * @param impostor impostor to get radius from
  99906. * @returns the radius
  99907. */
  99908. AmmoJSPlugin.prototype.getRadius = function (impostor) {
  99909. var exntend = impostor.getObjectExtendSize();
  99910. return exntend.x / 2;
  99911. };
  99912. /**
  99913. * Gets the box size of the impostor
  99914. * @param impostor impostor to get box size from
  99915. * @param result the resulting box size
  99916. */
  99917. AmmoJSPlugin.prototype.getBoxSizeToRef = function (impostor, result) {
  99918. var exntend = impostor.getObjectExtendSize();
  99919. result.x = exntend.x;
  99920. result.y = exntend.y;
  99921. result.z = exntend.z;
  99922. };
  99923. /**
  99924. * Disposes of the impostor
  99925. */
  99926. AmmoJSPlugin.prototype.dispose = function () {
  99927. // Dispose of world
  99928. Ammo.destroy(this.world);
  99929. Ammo.destroy(this._solver);
  99930. Ammo.destroy(this._overlappingPairCache);
  99931. Ammo.destroy(this._dispatcher);
  99932. Ammo.destroy(this._collisionConfiguration);
  99933. // Dispose of tmp variables
  99934. Ammo.destroy(this._tmpAmmoVectorA);
  99935. Ammo.destroy(this._tmpAmmoVectorB);
  99936. Ammo.destroy(this._tmpAmmoVectorC);
  99937. Ammo.destroy(this._tmpAmmoTransform);
  99938. Ammo.destroy(this._tmpAmmoQuaternion);
  99939. Ammo.destroy(this._tmpAmmoConcreteContactResultCallback);
  99940. this.world = null;
  99941. };
  99942. AmmoJSPlugin.DISABLE_COLLISION_FLAG = 4;
  99943. AmmoJSPlugin.KINEMATIC_FLAG = 2;
  99944. AmmoJSPlugin.DISABLE_DEACTIVATION_FLAG = 4;
  99945. return AmmoJSPlugin;
  99946. }());
  99947. BABYLON.AmmoJSPlugin = AmmoJSPlugin;
  99948. })(BABYLON || (BABYLON = {}));
  99949. //# sourceMappingURL=babylon.ammoJSPlugin.js.map
  99950. var BABYLON;
  99951. (function (BABYLON) {
  99952. /** @hidden */
  99953. var OimoJSPlugin = /** @class */ (function () {
  99954. function OimoJSPlugin(iterations) {
  99955. this.name = "OimoJSPlugin";
  99956. this._tmpImpostorsArray = [];
  99957. this._tmpPositionVector = BABYLON.Vector3.Zero();
  99958. this.BJSOIMO = OIMO;
  99959. this.world = new this.BJSOIMO.World({
  99960. iterations: iterations
  99961. });
  99962. this.world.clear();
  99963. }
  99964. OimoJSPlugin.prototype.setGravity = function (gravity) {
  99965. this.world.gravity.copy(gravity);
  99966. };
  99967. OimoJSPlugin.prototype.setTimeStep = function (timeStep) {
  99968. this.world.timeStep = timeStep;
  99969. };
  99970. OimoJSPlugin.prototype.getTimeStep = function () {
  99971. return this.world.timeStep;
  99972. };
  99973. OimoJSPlugin.prototype.executeStep = function (delta, impostors) {
  99974. var _this = this;
  99975. impostors.forEach(function (impostor) {
  99976. impostor.beforeStep();
  99977. });
  99978. this.world.step();
  99979. impostors.forEach(function (impostor) {
  99980. impostor.afterStep();
  99981. //update the ordered impostors array
  99982. _this._tmpImpostorsArray[impostor.uniqueId] = impostor;
  99983. });
  99984. //check for collisions
  99985. var contact = this.world.contacts;
  99986. while (contact !== null) {
  99987. if (contact.touching && !contact.body1.sleeping && !contact.body2.sleeping) {
  99988. contact = contact.next;
  99989. continue;
  99990. }
  99991. //is this body colliding with any other? get the impostor
  99992. var mainImpostor = this._tmpImpostorsArray[+contact.body1.name];
  99993. var collidingImpostor = this._tmpImpostorsArray[+contact.body2.name];
  99994. if (!mainImpostor || !collidingImpostor) {
  99995. contact = contact.next;
  99996. continue;
  99997. }
  99998. mainImpostor.onCollide({ body: collidingImpostor.physicsBody });
  99999. collidingImpostor.onCollide({ body: mainImpostor.physicsBody });
  100000. contact = contact.next;
  100001. }
  100002. };
  100003. OimoJSPlugin.prototype.applyImpulse = function (impostor, force, contactPoint) {
  100004. var mass = impostor.physicsBody.mass;
  100005. impostor.physicsBody.applyImpulse(contactPoint.scale(this.world.invScale), force.scale(this.world.invScale * mass));
  100006. };
  100007. OimoJSPlugin.prototype.applyForce = function (impostor, force, contactPoint) {
  100008. BABYLON.Tools.Warn("Oimo doesn't support applying force. Using impule instead.");
  100009. this.applyImpulse(impostor, force, contactPoint);
  100010. };
  100011. OimoJSPlugin.prototype.generatePhysicsBody = function (impostor) {
  100012. var _this = this;
  100013. //parent-child relationship. Does this impostor has a parent impostor?
  100014. if (impostor.parent) {
  100015. if (impostor.physicsBody) {
  100016. this.removePhysicsBody(impostor);
  100017. //TODO is that needed?
  100018. impostor.forceUpdate();
  100019. }
  100020. return;
  100021. }
  100022. if (impostor.isBodyInitRequired()) {
  100023. var bodyConfig = {
  100024. name: impostor.uniqueId,
  100025. //Oimo must have mass, also for static objects.
  100026. config: [impostor.getParam("mass") || 1, impostor.getParam("friction"), impostor.getParam("restitution")],
  100027. size: [],
  100028. type: [],
  100029. pos: [],
  100030. posShape: [],
  100031. rot: [],
  100032. rotShape: [],
  100033. move: impostor.getParam("mass") !== 0,
  100034. density: impostor.getParam("mass"),
  100035. friction: impostor.getParam("friction"),
  100036. restitution: impostor.getParam("restitution"),
  100037. //Supporting older versions of Oimo
  100038. world: this.world
  100039. };
  100040. var impostors = [impostor];
  100041. var addToArray = function (parent) {
  100042. if (!parent.getChildMeshes) {
  100043. return;
  100044. }
  100045. parent.getChildMeshes().forEach(function (m) {
  100046. if (m.physicsImpostor) {
  100047. impostors.push(m.physicsImpostor);
  100048. //m.physicsImpostor._init();
  100049. }
  100050. });
  100051. };
  100052. addToArray(impostor.object);
  100053. var checkWithEpsilon_1 = function (value) {
  100054. return Math.max(value, BABYLON.PhysicsEngine.Epsilon);
  100055. };
  100056. var globalQuaternion_1 = new BABYLON.Quaternion();
  100057. impostors.forEach(function (i) {
  100058. if (!i.object.rotationQuaternion) {
  100059. return;
  100060. }
  100061. //get the correct bounding box
  100062. var oldQuaternion = i.object.rotationQuaternion;
  100063. globalQuaternion_1 = oldQuaternion.clone();
  100064. var rot = oldQuaternion.toEulerAngles();
  100065. var extendSize = i.getObjectExtendSize();
  100066. var radToDeg = 57.295779513082320876;
  100067. if (i === impostor) {
  100068. var center = impostor.getObjectCenter();
  100069. impostor.object.getAbsolutePivotPoint().subtractToRef(center, _this._tmpPositionVector);
  100070. _this._tmpPositionVector.divideInPlace(impostor.object.scaling);
  100071. //Can also use Array.prototype.push.apply
  100072. bodyConfig.pos.push(center.x);
  100073. bodyConfig.pos.push(center.y);
  100074. bodyConfig.pos.push(center.z);
  100075. bodyConfig.posShape.push(0, 0, 0);
  100076. bodyConfig.rotShape.push(0, 0, 0);
  100077. }
  100078. else {
  100079. var localPosition = i.object.getAbsolutePosition().subtract(impostor.object.getAbsolutePosition());
  100080. bodyConfig.posShape.push(localPosition.x);
  100081. bodyConfig.posShape.push(localPosition.y);
  100082. bodyConfig.posShape.push(localPosition.z);
  100083. bodyConfig.pos.push(0, 0, 0);
  100084. bodyConfig.rotShape.push(rot.x * radToDeg);
  100085. bodyConfig.rotShape.push(rot.y * radToDeg);
  100086. bodyConfig.rotShape.push(rot.z * radToDeg);
  100087. }
  100088. // register mesh
  100089. switch (i.type) {
  100090. case BABYLON.PhysicsImpostor.ParticleImpostor:
  100091. BABYLON.Tools.Warn("No Particle support in OIMO.js. using SphereImpostor instead");
  100092. case BABYLON.PhysicsImpostor.SphereImpostor:
  100093. var radiusX = extendSize.x;
  100094. var radiusY = extendSize.y;
  100095. var radiusZ = extendSize.z;
  100096. var size = Math.max(checkWithEpsilon_1(radiusX), checkWithEpsilon_1(radiusY), checkWithEpsilon_1(radiusZ)) / 2;
  100097. bodyConfig.type.push('sphere');
  100098. //due to the way oimo works with compounds, add 3 times
  100099. bodyConfig.size.push(size);
  100100. bodyConfig.size.push(size);
  100101. bodyConfig.size.push(size);
  100102. break;
  100103. case BABYLON.PhysicsImpostor.CylinderImpostor:
  100104. var sizeX = checkWithEpsilon_1(extendSize.x) / 2;
  100105. var sizeY = checkWithEpsilon_1(extendSize.y);
  100106. bodyConfig.type.push('cylinder');
  100107. bodyConfig.size.push(sizeX);
  100108. bodyConfig.size.push(sizeY);
  100109. //due to the way oimo works with compounds, add one more value.
  100110. bodyConfig.size.push(sizeY);
  100111. break;
  100112. case BABYLON.PhysicsImpostor.PlaneImpostor:
  100113. case BABYLON.PhysicsImpostor.BoxImpostor:
  100114. default:
  100115. var sizeX = checkWithEpsilon_1(extendSize.x);
  100116. var sizeY = checkWithEpsilon_1(extendSize.y);
  100117. var sizeZ = checkWithEpsilon_1(extendSize.z);
  100118. bodyConfig.type.push('box');
  100119. //if (i === impostor) {
  100120. bodyConfig.size.push(sizeX);
  100121. bodyConfig.size.push(sizeY);
  100122. bodyConfig.size.push(sizeZ);
  100123. //} else {
  100124. // bodyConfig.size.push(0,0,0);
  100125. //}
  100126. break;
  100127. }
  100128. //actually not needed, but hey...
  100129. i.object.rotationQuaternion = oldQuaternion;
  100130. });
  100131. impostor.physicsBody = this.world.add(bodyConfig);
  100132. // set the quaternion, ignoring the previously defined (euler) rotation
  100133. impostor.physicsBody.resetQuaternion(globalQuaternion_1);
  100134. // update with delta 0, so the body will reveive the new rotation.
  100135. impostor.physicsBody.updatePosition(0);
  100136. }
  100137. else {
  100138. this._tmpPositionVector.copyFromFloats(0, 0, 0);
  100139. }
  100140. impostor.setDeltaPosition(this._tmpPositionVector);
  100141. //this._tmpPositionVector.addInPlace(impostor.mesh.getBoundingInfo().boundingBox.center);
  100142. //this.setPhysicsBodyTransformation(impostor, this._tmpPositionVector, impostor.mesh.rotationQuaternion);
  100143. };
  100144. OimoJSPlugin.prototype.removePhysicsBody = function (impostor) {
  100145. //impostor.physicsBody.dispose();
  100146. //Same as : (older oimo versions)
  100147. this.world.removeRigidBody(impostor.physicsBody);
  100148. };
  100149. OimoJSPlugin.prototype.generateJoint = function (impostorJoint) {
  100150. var mainBody = impostorJoint.mainImpostor.physicsBody;
  100151. var connectedBody = impostorJoint.connectedImpostor.physicsBody;
  100152. if (!mainBody || !connectedBody) {
  100153. return;
  100154. }
  100155. var jointData = impostorJoint.joint.jointData;
  100156. var options = jointData.nativeParams || {};
  100157. var type;
  100158. var nativeJointData = {
  100159. body1: mainBody,
  100160. body2: connectedBody,
  100161. axe1: options.axe1 || (jointData.mainAxis ? jointData.mainAxis.asArray() : null),
  100162. axe2: options.axe2 || (jointData.connectedAxis ? jointData.connectedAxis.asArray() : null),
  100163. pos1: options.pos1 || (jointData.mainPivot ? jointData.mainPivot.asArray() : null),
  100164. pos2: options.pos2 || (jointData.connectedPivot ? jointData.connectedPivot.asArray() : null),
  100165. min: options.min,
  100166. max: options.max,
  100167. collision: options.collision || jointData.collision,
  100168. spring: options.spring,
  100169. //supporting older version of Oimo
  100170. world: this.world
  100171. };
  100172. switch (impostorJoint.joint.type) {
  100173. case BABYLON.PhysicsJoint.BallAndSocketJoint:
  100174. type = "jointBall";
  100175. break;
  100176. case BABYLON.PhysicsJoint.SpringJoint:
  100177. BABYLON.Tools.Warn("OIMO.js doesn't support Spring Constraint. Simulating using DistanceJoint instead");
  100178. var springData = jointData;
  100179. nativeJointData.min = springData.length || nativeJointData.min;
  100180. //Max should also be set, just make sure it is at least min
  100181. nativeJointData.max = Math.max(nativeJointData.min, nativeJointData.max);
  100182. case BABYLON.PhysicsJoint.DistanceJoint:
  100183. type = "jointDistance";
  100184. nativeJointData.max = jointData.maxDistance;
  100185. break;
  100186. case BABYLON.PhysicsJoint.PrismaticJoint:
  100187. type = "jointPrisme";
  100188. break;
  100189. case BABYLON.PhysicsJoint.SliderJoint:
  100190. type = "jointSlide";
  100191. break;
  100192. case BABYLON.PhysicsJoint.WheelJoint:
  100193. type = "jointWheel";
  100194. break;
  100195. case BABYLON.PhysicsJoint.HingeJoint:
  100196. default:
  100197. type = "jointHinge";
  100198. break;
  100199. }
  100200. nativeJointData.type = type;
  100201. impostorJoint.joint.physicsJoint = this.world.add(nativeJointData);
  100202. };
  100203. OimoJSPlugin.prototype.removeJoint = function (impostorJoint) {
  100204. //Bug in Oimo prevents us from disposing a joint in the playground
  100205. //joint.joint.physicsJoint.dispose();
  100206. //So we will bruteforce it!
  100207. try {
  100208. this.world.removeJoint(impostorJoint.joint.physicsJoint);
  100209. }
  100210. catch (e) {
  100211. BABYLON.Tools.Warn(e);
  100212. }
  100213. };
  100214. OimoJSPlugin.prototype.isSupported = function () {
  100215. return this.BJSOIMO !== undefined;
  100216. };
  100217. OimoJSPlugin.prototype.setTransformationFromPhysicsBody = function (impostor) {
  100218. if (!impostor.physicsBody.sleeping) {
  100219. //TODO check that
  100220. /*if (impostor.physicsBody.shapes.next) {
  100221. var parentShape = this._getLastShape(impostor.physicsBody);
  100222. impostor.object.position.copyFrom(parentShape.position);
  100223. console.log(parentShape.position);
  100224. } else {*/
  100225. impostor.object.position.copyFrom(impostor.physicsBody.getPosition());
  100226. //}
  100227. if (impostor.object.rotationQuaternion) {
  100228. impostor.object.rotationQuaternion.copyFrom(impostor.physicsBody.getQuaternion());
  100229. }
  100230. }
  100231. };
  100232. OimoJSPlugin.prototype.setPhysicsBodyTransformation = function (impostor, newPosition, newRotation) {
  100233. var body = impostor.physicsBody;
  100234. body.position.copy(newPosition);
  100235. body.orientation.copy(newRotation);
  100236. body.syncShapes();
  100237. body.awake();
  100238. };
  100239. /*private _getLastShape(body: any): any {
  100240. var lastShape = body.shapes;
  100241. while (lastShape.next) {
  100242. lastShape = lastShape.next;
  100243. }
  100244. return lastShape;
  100245. }*/
  100246. OimoJSPlugin.prototype.setLinearVelocity = function (impostor, velocity) {
  100247. impostor.physicsBody.linearVelocity.copy(velocity);
  100248. };
  100249. OimoJSPlugin.prototype.setAngularVelocity = function (impostor, velocity) {
  100250. impostor.physicsBody.angularVelocity.copy(velocity);
  100251. };
  100252. OimoJSPlugin.prototype.getLinearVelocity = function (impostor) {
  100253. var v = impostor.physicsBody.linearVelocity;
  100254. if (!v) {
  100255. return null;
  100256. }
  100257. return new BABYLON.Vector3(v.x, v.y, v.z);
  100258. };
  100259. OimoJSPlugin.prototype.getAngularVelocity = function (impostor) {
  100260. var v = impostor.physicsBody.angularVelocity;
  100261. if (!v) {
  100262. return null;
  100263. }
  100264. return new BABYLON.Vector3(v.x, v.y, v.z);
  100265. };
  100266. OimoJSPlugin.prototype.setBodyMass = function (impostor, mass) {
  100267. var staticBody = mass === 0;
  100268. //this will actually set the body's density and not its mass.
  100269. //But this is how oimo treats the mass variable.
  100270. impostor.physicsBody.shapes.density = staticBody ? 1 : mass;
  100271. impostor.physicsBody.setupMass(staticBody ? 0x2 : 0x1);
  100272. };
  100273. OimoJSPlugin.prototype.getBodyMass = function (impostor) {
  100274. return impostor.physicsBody.shapes.density;
  100275. };
  100276. OimoJSPlugin.prototype.getBodyFriction = function (impostor) {
  100277. return impostor.physicsBody.shapes.friction;
  100278. };
  100279. OimoJSPlugin.prototype.setBodyFriction = function (impostor, friction) {
  100280. impostor.physicsBody.shapes.friction = friction;
  100281. };
  100282. OimoJSPlugin.prototype.getBodyRestitution = function (impostor) {
  100283. return impostor.physicsBody.shapes.restitution;
  100284. };
  100285. OimoJSPlugin.prototype.setBodyRestitution = function (impostor, restitution) {
  100286. impostor.physicsBody.shapes.restitution = restitution;
  100287. };
  100288. OimoJSPlugin.prototype.sleepBody = function (impostor) {
  100289. impostor.physicsBody.sleep();
  100290. };
  100291. OimoJSPlugin.prototype.wakeUpBody = function (impostor) {
  100292. impostor.physicsBody.awake();
  100293. };
  100294. OimoJSPlugin.prototype.updateDistanceJoint = function (joint, maxDistance, minDistance) {
  100295. joint.physicsJoint.limitMotor.upperLimit = maxDistance;
  100296. if (minDistance !== void 0) {
  100297. joint.physicsJoint.limitMotor.lowerLimit = minDistance;
  100298. }
  100299. };
  100300. OimoJSPlugin.prototype.setMotor = function (joint, speed, maxForce, motorIndex) {
  100301. //TODO separate rotational and transational motors.
  100302. var motor = motorIndex ? joint.physicsJoint.rotationalLimitMotor2 : joint.physicsJoint.rotationalLimitMotor1 || joint.physicsJoint.rotationalLimitMotor || joint.physicsJoint.limitMotor;
  100303. if (motor) {
  100304. motor.setMotor(speed, maxForce);
  100305. }
  100306. };
  100307. OimoJSPlugin.prototype.setLimit = function (joint, upperLimit, lowerLimit, motorIndex) {
  100308. //TODO separate rotational and transational motors.
  100309. var motor = motorIndex ? joint.physicsJoint.rotationalLimitMotor2 : joint.physicsJoint.rotationalLimitMotor1 || joint.physicsJoint.rotationalLimitMotor || joint.physicsJoint.limitMotor;
  100310. if (motor) {
  100311. motor.setLimit(upperLimit, lowerLimit === void 0 ? -upperLimit : lowerLimit);
  100312. }
  100313. };
  100314. OimoJSPlugin.prototype.syncMeshWithImpostor = function (mesh, impostor) {
  100315. var body = impostor.physicsBody;
  100316. mesh.position.x = body.position.x;
  100317. mesh.position.y = body.position.y;
  100318. mesh.position.z = body.position.z;
  100319. if (mesh.rotationQuaternion) {
  100320. mesh.rotationQuaternion.x = body.orientation.x;
  100321. mesh.rotationQuaternion.y = body.orientation.y;
  100322. mesh.rotationQuaternion.z = body.orientation.z;
  100323. mesh.rotationQuaternion.w = body.orientation.s;
  100324. }
  100325. };
  100326. OimoJSPlugin.prototype.getRadius = function (impostor) {
  100327. return impostor.physicsBody.shapes.radius;
  100328. };
  100329. OimoJSPlugin.prototype.getBoxSizeToRef = function (impostor, result) {
  100330. var shape = impostor.physicsBody.shapes;
  100331. result.x = shape.halfWidth * 2;
  100332. result.y = shape.halfHeight * 2;
  100333. result.z = shape.halfDepth * 2;
  100334. };
  100335. OimoJSPlugin.prototype.dispose = function () {
  100336. this.world.clear();
  100337. };
  100338. return OimoJSPlugin;
  100339. }());
  100340. BABYLON.OimoJSPlugin = OimoJSPlugin;
  100341. })(BABYLON || (BABYLON = {}));
  100342. //# sourceMappingURL=babylon.oimoJSPlugin.js.map
  100343. var BABYLON;
  100344. (function (BABYLON) {
  100345. /**
  100346. * Gets the current physics engine
  100347. * @returns a IPhysicsEngine or null if none attached
  100348. */
  100349. BABYLON.Scene.prototype.getPhysicsEngine = function () {
  100350. return this._physicsEngine;
  100351. };
  100352. /**
  100353. * Enables physics to the current scene
  100354. * @param gravity defines the scene's gravity for the physics engine
  100355. * @param plugin defines the physics engine to be used. defaults to OimoJS.
  100356. * @return a boolean indicating if the physics engine was initialized
  100357. */
  100358. BABYLON.Scene.prototype.enablePhysics = function (gravity, plugin) {
  100359. if (gravity === void 0) { gravity = null; }
  100360. if (this._physicsEngine) {
  100361. return true;
  100362. }
  100363. // Register the component to the scene
  100364. var component = this._getComponent(BABYLON.SceneComponentConstants.NAME_PHYSICSENGINE);
  100365. if (!component) {
  100366. component = new PhysicsEngineSceneComponent(this);
  100367. this._addComponent(component);
  100368. }
  100369. try {
  100370. this._physicsEngine = new BABYLON.PhysicsEngine(gravity, plugin);
  100371. return true;
  100372. }
  100373. catch (e) {
  100374. BABYLON.Tools.Error(e.message);
  100375. return false;
  100376. }
  100377. };
  100378. /**
  100379. * Disables and disposes the physics engine associated with the scene
  100380. */
  100381. BABYLON.Scene.prototype.disablePhysicsEngine = function () {
  100382. if (!this._physicsEngine) {
  100383. return;
  100384. }
  100385. this._physicsEngine.dispose();
  100386. this._physicsEngine = null;
  100387. };
  100388. /**
  100389. * Gets a boolean indicating if there is an active physics engine
  100390. * @returns a boolean indicating if there is an active physics engine
  100391. */
  100392. BABYLON.Scene.prototype.isPhysicsEnabled = function () {
  100393. return this._physicsEngine !== undefined;
  100394. };
  100395. /**
  100396. * Deletes a physics compound impostor
  100397. * @param compound defines the compound to delete
  100398. */
  100399. BABYLON.Scene.prototype.deleteCompoundImpostor = function (compound) {
  100400. var mesh = compound.parts[0].mesh;
  100401. if (mesh.physicsImpostor) {
  100402. mesh.physicsImpostor.dispose( /*true*/);
  100403. mesh.physicsImpostor = null;
  100404. }
  100405. };
  100406. /** @hidden */
  100407. BABYLON.Scene.prototype._advancePhysicsEngineStep = function (step) {
  100408. if (this._physicsEngine) {
  100409. this.onBeforePhysicsObservable.notifyObservers(this);
  100410. this._physicsEngine._step(step / 1000);
  100411. this.onAfterPhysicsObservable.notifyObservers(this);
  100412. }
  100413. };
  100414. Object.defineProperty(BABYLON.AbstractMesh.prototype, "physicsImpostor", {
  100415. get: function () {
  100416. return this._physicsImpostor;
  100417. },
  100418. set: function (value) {
  100419. var _this = this;
  100420. if (this._physicsImpostor === value) {
  100421. return;
  100422. }
  100423. if (this._disposePhysicsObserver) {
  100424. this.onDisposeObservable.remove(this._disposePhysicsObserver);
  100425. }
  100426. this._physicsImpostor = value;
  100427. if (value) {
  100428. this._disposePhysicsObserver = this.onDisposeObservable.add(function () {
  100429. // Physics
  100430. if (_this.physicsImpostor) {
  100431. _this.physicsImpostor.dispose( /*!doNotRecurse*/);
  100432. _this.physicsImpostor = null;
  100433. }
  100434. });
  100435. }
  100436. },
  100437. enumerable: true,
  100438. configurable: true
  100439. });
  100440. /**
  100441. * Gets the current physics impostor
  100442. * @see http://doc.babylonjs.com/features/physics_engine
  100443. * @returns a physics impostor or null
  100444. */
  100445. BABYLON.AbstractMesh.prototype.getPhysicsImpostor = function () {
  100446. return this.physicsImpostor;
  100447. };
  100448. /**
  100449. * Apply a physic impulse to the mesh
  100450. * @param force defines the force to apply
  100451. * @param contactPoint defines where to apply the force
  100452. * @returns the current mesh
  100453. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  100454. */
  100455. BABYLON.AbstractMesh.prototype.applyImpulse = function (force, contactPoint) {
  100456. if (!this.physicsImpostor) {
  100457. return this;
  100458. }
  100459. this.physicsImpostor.applyImpulse(force, contactPoint);
  100460. return this;
  100461. };
  100462. /**
  100463. * Creates a physic joint between two meshes
  100464. * @param otherMesh defines the other mesh to use
  100465. * @param pivot1 defines the pivot to use on this mesh
  100466. * @param pivot2 defines the pivot to use on the other mesh
  100467. * @param options defines additional options (can be plugin dependent)
  100468. * @returns the current mesh
  100469. * @see https://www.babylonjs-playground.com/#0BS5U0#0
  100470. */
  100471. BABYLON.AbstractMesh.prototype.setPhysicsLinkWith = function (otherMesh, pivot1, pivot2, options) {
  100472. if (!this.physicsImpostor || !otherMesh.physicsImpostor) {
  100473. return this;
  100474. }
  100475. this.physicsImpostor.createJoint(otherMesh.physicsImpostor, BABYLON.PhysicsJoint.HingeJoint, {
  100476. mainPivot: pivot1,
  100477. connectedPivot: pivot2,
  100478. nativeParams: options
  100479. });
  100480. return this;
  100481. };
  100482. /**
  100483. * Defines the physics engine scene component responsible to manage a physics engine
  100484. */
  100485. var PhysicsEngineSceneComponent = /** @class */ (function () {
  100486. /**
  100487. * Creates a new instance of the component for the given scene
  100488. * @param scene Defines the scene to register the component in
  100489. */
  100490. function PhysicsEngineSceneComponent(scene) {
  100491. var _this = this;
  100492. /**
  100493. * The component name helpful to identify the component in the list of scene components.
  100494. */
  100495. this.name = BABYLON.SceneComponentConstants.NAME_PHYSICSENGINE;
  100496. this.scene = scene;
  100497. this.scene.onBeforePhysicsObservable = new BABYLON.Observable();
  100498. this.scene.onAfterPhysicsObservable = new BABYLON.Observable();
  100499. // Replace the function used to get the deterministic frame time
  100500. this.scene.getDeterministicFrameTime = function () {
  100501. if (_this.scene._physicsEngine) {
  100502. return _this.scene._physicsEngine.getTimeStep() * 1000;
  100503. }
  100504. return 1000.0 / 60.0;
  100505. };
  100506. }
  100507. /**
  100508. * Registers the component in a given scene
  100509. */
  100510. PhysicsEngineSceneComponent.prototype.register = function () {
  100511. };
  100512. /**
  100513. * Rebuilds the elements related to this component in case of
  100514. * context lost for instance.
  100515. */
  100516. PhysicsEngineSceneComponent.prototype.rebuild = function () {
  100517. // Nothing to do for this component
  100518. };
  100519. /**
  100520. * Disposes the component and the associated ressources
  100521. */
  100522. PhysicsEngineSceneComponent.prototype.dispose = function () {
  100523. this.scene.onBeforePhysicsObservable.clear();
  100524. this.scene.onAfterPhysicsObservable.clear();
  100525. if (this.scene._physicsEngine) {
  100526. this.scene.disablePhysicsEngine();
  100527. }
  100528. };
  100529. return PhysicsEngineSceneComponent;
  100530. }());
  100531. BABYLON.PhysicsEngineSceneComponent = PhysicsEngineSceneComponent;
  100532. })(BABYLON || (BABYLON = {}));
  100533. //# sourceMappingURL=babylon.physicsEngineComponent.js.map
  100534. var BABYLON;
  100535. (function (BABYLON) {
  100536. // Based on demo done by Brandon Jones - http://media.tojicode.com/webgl-samples/dds.html
  100537. // All values and structures referenced from:
  100538. // http://msdn.microsoft.com/en-us/library/bb943991.aspx/
  100539. var DDS_MAGIC = 0x20534444;
  100540. var
  100541. //DDSD_CAPS = 0x1,
  100542. //DDSD_HEIGHT = 0x2,
  100543. //DDSD_WIDTH = 0x4,
  100544. //DDSD_PITCH = 0x8,
  100545. //DDSD_PIXELFORMAT = 0x1000,
  100546. DDSD_MIPMAPCOUNT = 0x20000;
  100547. //DDSD_LINEARSIZE = 0x80000,
  100548. //DDSD_DEPTH = 0x800000;
  100549. // var DDSCAPS_COMPLEX = 0x8,
  100550. // DDSCAPS_MIPMAP = 0x400000,
  100551. // DDSCAPS_TEXTURE = 0x1000;
  100552. var DDSCAPS2_CUBEMAP = 0x200;
  100553. // DDSCAPS2_CUBEMAP_POSITIVEX = 0x400,
  100554. // DDSCAPS2_CUBEMAP_NEGATIVEX = 0x800,
  100555. // DDSCAPS2_CUBEMAP_POSITIVEY = 0x1000,
  100556. // DDSCAPS2_CUBEMAP_NEGATIVEY = 0x2000,
  100557. // DDSCAPS2_CUBEMAP_POSITIVEZ = 0x4000,
  100558. // DDSCAPS2_CUBEMAP_NEGATIVEZ = 0x8000,
  100559. // DDSCAPS2_VOLUME = 0x200000;
  100560. var
  100561. //DDPF_ALPHAPIXELS = 0x1,
  100562. //DDPF_ALPHA = 0x2,
  100563. DDPF_FOURCC = 0x4, DDPF_RGB = 0x40,
  100564. //DDPF_YUV = 0x200,
  100565. DDPF_LUMINANCE = 0x20000;
  100566. function FourCCToInt32(value) {
  100567. return value.charCodeAt(0) +
  100568. (value.charCodeAt(1) << 8) +
  100569. (value.charCodeAt(2) << 16) +
  100570. (value.charCodeAt(3) << 24);
  100571. }
  100572. function Int32ToFourCC(value) {
  100573. return String.fromCharCode(value & 0xff, (value >> 8) & 0xff, (value >> 16) & 0xff, (value >> 24) & 0xff);
  100574. }
  100575. var FOURCC_DXT1 = FourCCToInt32("DXT1");
  100576. var FOURCC_DXT3 = FourCCToInt32("DXT3");
  100577. var FOURCC_DXT5 = FourCCToInt32("DXT5");
  100578. var FOURCC_DX10 = FourCCToInt32("DX10");
  100579. var FOURCC_D3DFMT_R16G16B16A16F = 113;
  100580. var FOURCC_D3DFMT_R32G32B32A32F = 116;
  100581. var DXGI_FORMAT_R16G16B16A16_FLOAT = 10;
  100582. var DXGI_FORMAT_B8G8R8X8_UNORM = 88;
  100583. var headerLengthInt = 31; // The header length in 32 bit ints
  100584. // Offsets into the header array
  100585. var off_magic = 0;
  100586. var off_size = 1;
  100587. var off_flags = 2;
  100588. var off_height = 3;
  100589. var off_width = 4;
  100590. var off_mipmapCount = 7;
  100591. var off_pfFlags = 20;
  100592. var off_pfFourCC = 21;
  100593. var off_RGBbpp = 22;
  100594. var off_RMask = 23;
  100595. var off_GMask = 24;
  100596. var off_BMask = 25;
  100597. var off_AMask = 26;
  100598. // var off_caps1 = 27;
  100599. var off_caps2 = 28;
  100600. // var off_caps3 = 29;
  100601. // var off_caps4 = 30;
  100602. var off_dxgiFormat = 32;
  100603. /**
  100604. * Class used to provide DDS decompression tools
  100605. */
  100606. var DDSTools = /** @class */ (function () {
  100607. function DDSTools() {
  100608. }
  100609. /**
  100610. * Gets DDS information from an array buffer
  100611. * @param arrayBuffer defines the array buffer to read data from
  100612. * @returns the DDS information
  100613. */
  100614. DDSTools.GetDDSInfo = function (arrayBuffer) {
  100615. var header = new Int32Array(arrayBuffer, 0, headerLengthInt);
  100616. var extendedHeader = new Int32Array(arrayBuffer, 0, headerLengthInt + 4);
  100617. var mipmapCount = 1;
  100618. if (header[off_flags] & DDSD_MIPMAPCOUNT) {
  100619. mipmapCount = Math.max(1, header[off_mipmapCount]);
  100620. }
  100621. var fourCC = header[off_pfFourCC];
  100622. var dxgiFormat = (fourCC === FOURCC_DX10) ? extendedHeader[off_dxgiFormat] : 0;
  100623. var textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  100624. switch (fourCC) {
  100625. case FOURCC_D3DFMT_R16G16B16A16F:
  100626. textureType = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  100627. break;
  100628. case FOURCC_D3DFMT_R32G32B32A32F:
  100629. textureType = BABYLON.Engine.TEXTURETYPE_FLOAT;
  100630. break;
  100631. case FOURCC_DX10:
  100632. if (dxgiFormat === DXGI_FORMAT_R16G16B16A16_FLOAT) {
  100633. textureType = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  100634. break;
  100635. }
  100636. }
  100637. return {
  100638. width: header[off_width],
  100639. height: header[off_height],
  100640. mipmapCount: mipmapCount,
  100641. isFourCC: (header[off_pfFlags] & DDPF_FOURCC) === DDPF_FOURCC,
  100642. isRGB: (header[off_pfFlags] & DDPF_RGB) === DDPF_RGB,
  100643. isLuminance: (header[off_pfFlags] & DDPF_LUMINANCE) === DDPF_LUMINANCE,
  100644. isCube: (header[off_caps2] & DDSCAPS2_CUBEMAP) === DDSCAPS2_CUBEMAP,
  100645. isCompressed: (fourCC === FOURCC_DXT1 || fourCC === FOURCC_DXT3 || fourCC === FOURCC_DXT5),
  100646. dxgiFormat: dxgiFormat,
  100647. textureType: textureType
  100648. };
  100649. };
  100650. DDSTools._ToHalfFloat = function (value) {
  100651. if (!DDSTools._FloatView) {
  100652. DDSTools._FloatView = new Float32Array(1);
  100653. DDSTools._Int32View = new Int32Array(DDSTools._FloatView.buffer);
  100654. }
  100655. DDSTools._FloatView[0] = value;
  100656. var x = DDSTools._Int32View[0];
  100657. var bits = (x >> 16) & 0x8000; /* Get the sign */
  100658. var m = (x >> 12) & 0x07ff; /* Keep one extra bit for rounding */
  100659. var e = (x >> 23) & 0xff; /* Using int is faster here */
  100660. /* If zero, or denormal, or exponent underflows too much for a denormal
  100661. * half, return signed zero. */
  100662. if (e < 103) {
  100663. return bits;
  100664. }
  100665. /* If NaN, return NaN. If Inf or exponent overflow, return Inf. */
  100666. if (e > 142) {
  100667. bits |= 0x7c00;
  100668. /* If exponent was 0xff and one mantissa bit was set, it means NaN,
  100669. * not Inf, so make sure we set one mantissa bit too. */
  100670. bits |= ((e == 255) ? 0 : 1) && (x & 0x007fffff);
  100671. return bits;
  100672. }
  100673. /* If exponent underflows but not too much, return a denormal */
  100674. if (e < 113) {
  100675. m |= 0x0800;
  100676. /* Extra rounding may overflow and set mantissa to 0 and exponent
  100677. * to 1, which is OK. */
  100678. bits |= (m >> (114 - e)) + ((m >> (113 - e)) & 1);
  100679. return bits;
  100680. }
  100681. bits |= ((e - 112) << 10) | (m >> 1);
  100682. bits += m & 1;
  100683. return bits;
  100684. };
  100685. DDSTools._FromHalfFloat = function (value) {
  100686. var s = (value & 0x8000) >> 15;
  100687. var e = (value & 0x7C00) >> 10;
  100688. var f = value & 0x03FF;
  100689. if (e === 0) {
  100690. return (s ? -1 : 1) * Math.pow(2, -14) * (f / Math.pow(2, 10));
  100691. }
  100692. else if (e == 0x1F) {
  100693. return f ? NaN : ((s ? -1 : 1) * Infinity);
  100694. }
  100695. return (s ? -1 : 1) * Math.pow(2, e - 15) * (1 + (f / Math.pow(2, 10)));
  100696. };
  100697. DDSTools._GetHalfFloatAsFloatRGBAArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer, lod) {
  100698. var destArray = new Float32Array(dataLength);
  100699. var srcData = new Uint16Array(arrayBuffer, dataOffset);
  100700. var index = 0;
  100701. for (var y = 0; y < height; y++) {
  100702. for (var x = 0; x < width; x++) {
  100703. var srcPos = (x + y * width) * 4;
  100704. destArray[index] = DDSTools._FromHalfFloat(srcData[srcPos]);
  100705. destArray[index + 1] = DDSTools._FromHalfFloat(srcData[srcPos + 1]);
  100706. destArray[index + 2] = DDSTools._FromHalfFloat(srcData[srcPos + 2]);
  100707. if (DDSTools.StoreLODInAlphaChannel) {
  100708. destArray[index + 3] = lod;
  100709. }
  100710. else {
  100711. destArray[index + 3] = DDSTools._FromHalfFloat(srcData[srcPos + 3]);
  100712. }
  100713. index += 4;
  100714. }
  100715. }
  100716. return destArray;
  100717. };
  100718. DDSTools._GetHalfFloatRGBAArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer, lod) {
  100719. if (DDSTools.StoreLODInAlphaChannel) {
  100720. var destArray = new Uint16Array(dataLength);
  100721. var srcData = new Uint16Array(arrayBuffer, dataOffset);
  100722. var index = 0;
  100723. for (var y = 0; y < height; y++) {
  100724. for (var x = 0; x < width; x++) {
  100725. var srcPos = (x + y * width) * 4;
  100726. destArray[index] = srcData[srcPos];
  100727. destArray[index + 1] = srcData[srcPos + 1];
  100728. destArray[index + 2] = srcData[srcPos + 2];
  100729. destArray[index + 3] = DDSTools._ToHalfFloat(lod);
  100730. index += 4;
  100731. }
  100732. }
  100733. return destArray;
  100734. }
  100735. return new Uint16Array(arrayBuffer, dataOffset, dataLength);
  100736. };
  100737. DDSTools._GetFloatRGBAArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer, lod) {
  100738. if (DDSTools.StoreLODInAlphaChannel) {
  100739. var destArray = new Float32Array(dataLength);
  100740. var srcData = new Float32Array(arrayBuffer, dataOffset);
  100741. var index = 0;
  100742. for (var y = 0; y < height; y++) {
  100743. for (var x = 0; x < width; x++) {
  100744. var srcPos = (x + y * width) * 4;
  100745. destArray[index] = srcData[srcPos];
  100746. destArray[index + 1] = srcData[srcPos + 1];
  100747. destArray[index + 2] = srcData[srcPos + 2];
  100748. destArray[index + 3] = lod;
  100749. index += 4;
  100750. }
  100751. }
  100752. return destArray;
  100753. }
  100754. return new Float32Array(arrayBuffer, dataOffset, dataLength);
  100755. };
  100756. DDSTools._GetFloatAsUIntRGBAArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer, lod) {
  100757. var destArray = new Uint8Array(dataLength);
  100758. var srcData = new Float32Array(arrayBuffer, dataOffset);
  100759. var index = 0;
  100760. for (var y = 0; y < height; y++) {
  100761. for (var x = 0; x < width; x++) {
  100762. var srcPos = (x + y * width) * 4;
  100763. destArray[index] = BABYLON.Scalar.Clamp(srcData[srcPos]) * 255;
  100764. destArray[index + 1] = BABYLON.Scalar.Clamp(srcData[srcPos + 1]) * 255;
  100765. destArray[index + 2] = BABYLON.Scalar.Clamp(srcData[srcPos + 2]) * 255;
  100766. if (DDSTools.StoreLODInAlphaChannel) {
  100767. destArray[index + 3] = lod;
  100768. }
  100769. else {
  100770. destArray[index + 3] = BABYLON.Scalar.Clamp(srcData[srcPos + 3]) * 255;
  100771. }
  100772. index += 4;
  100773. }
  100774. }
  100775. return destArray;
  100776. };
  100777. DDSTools._GetHalfFloatAsUIntRGBAArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer, lod) {
  100778. var destArray = new Uint8Array(dataLength);
  100779. var srcData = new Uint16Array(arrayBuffer, dataOffset);
  100780. var index = 0;
  100781. for (var y = 0; y < height; y++) {
  100782. for (var x = 0; x < width; x++) {
  100783. var srcPos = (x + y * width) * 4;
  100784. destArray[index] = BABYLON.Scalar.Clamp(DDSTools._FromHalfFloat(srcData[srcPos])) * 255;
  100785. destArray[index + 1] = BABYLON.Scalar.Clamp(DDSTools._FromHalfFloat(srcData[srcPos + 1])) * 255;
  100786. destArray[index + 2] = BABYLON.Scalar.Clamp(DDSTools._FromHalfFloat(srcData[srcPos + 2])) * 255;
  100787. if (DDSTools.StoreLODInAlphaChannel) {
  100788. destArray[index + 3] = lod;
  100789. }
  100790. else {
  100791. destArray[index + 3] = BABYLON.Scalar.Clamp(DDSTools._FromHalfFloat(srcData[srcPos + 3])) * 255;
  100792. }
  100793. index += 4;
  100794. }
  100795. }
  100796. return destArray;
  100797. };
  100798. DDSTools._GetRGBAArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer, rOffset, gOffset, bOffset, aOffset) {
  100799. var byteArray = new Uint8Array(dataLength);
  100800. var srcData = new Uint8Array(arrayBuffer, dataOffset);
  100801. var index = 0;
  100802. for (var y = 0; y < height; y++) {
  100803. for (var x = 0; x < width; x++) {
  100804. var srcPos = (x + y * width) * 4;
  100805. byteArray[index] = srcData[srcPos + rOffset];
  100806. byteArray[index + 1] = srcData[srcPos + gOffset];
  100807. byteArray[index + 2] = srcData[srcPos + bOffset];
  100808. byteArray[index + 3] = srcData[srcPos + aOffset];
  100809. index += 4;
  100810. }
  100811. }
  100812. return byteArray;
  100813. };
  100814. DDSTools._ExtractLongWordOrder = function (value) {
  100815. if (value === 0 || value === 255 || value === -16777216) {
  100816. return 0;
  100817. }
  100818. return 1 + DDSTools._ExtractLongWordOrder(value >> 8);
  100819. };
  100820. DDSTools._GetRGBArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer, rOffset, gOffset, bOffset) {
  100821. var byteArray = new Uint8Array(dataLength);
  100822. var srcData = new Uint8Array(arrayBuffer, dataOffset);
  100823. var index = 0;
  100824. for (var y = 0; y < height; y++) {
  100825. for (var x = 0; x < width; x++) {
  100826. var srcPos = (x + y * width) * 3;
  100827. byteArray[index] = srcData[srcPos + rOffset];
  100828. byteArray[index + 1] = srcData[srcPos + gOffset];
  100829. byteArray[index + 2] = srcData[srcPos + bOffset];
  100830. index += 3;
  100831. }
  100832. }
  100833. return byteArray;
  100834. };
  100835. DDSTools._GetLuminanceArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer) {
  100836. var byteArray = new Uint8Array(dataLength);
  100837. var srcData = new Uint8Array(arrayBuffer, dataOffset);
  100838. var index = 0;
  100839. for (var y = 0; y < height; y++) {
  100840. for (var x = 0; x < width; x++) {
  100841. var srcPos = (x + y * width);
  100842. byteArray[index] = srcData[srcPos];
  100843. index++;
  100844. }
  100845. }
  100846. return byteArray;
  100847. };
  100848. /**
  100849. * Uploads DDS Levels to a Babylon Texture
  100850. * @hidden
  100851. */
  100852. DDSTools.UploadDDSLevels = function (engine, texture, arrayBuffer, info, loadMipmaps, faces, lodIndex, currentFace) {
  100853. if (lodIndex === void 0) { lodIndex = -1; }
  100854. var sphericalPolynomialFaces = null;
  100855. if (info.sphericalPolynomial) {
  100856. sphericalPolynomialFaces = new Array();
  100857. }
  100858. var ext = engine.getCaps().s3tc;
  100859. var header = new Int32Array(arrayBuffer, 0, headerLengthInt);
  100860. var fourCC, width, height, dataLength = 0, dataOffset;
  100861. var byteArray, mipmapCount, mip;
  100862. var internalCompressedFormat = 0;
  100863. var blockBytes = 1;
  100864. if (header[off_magic] !== DDS_MAGIC) {
  100865. BABYLON.Tools.Error("Invalid magic number in DDS header");
  100866. return;
  100867. }
  100868. if (!info.isFourCC && !info.isRGB && !info.isLuminance) {
  100869. BABYLON.Tools.Error("Unsupported format, must contain a FourCC, RGB or LUMINANCE code");
  100870. return;
  100871. }
  100872. if (info.isCompressed && !ext) {
  100873. BABYLON.Tools.Error("Compressed textures are not supported on this platform.");
  100874. return;
  100875. }
  100876. var bpp = header[off_RGBbpp];
  100877. dataOffset = header[off_size] + 4;
  100878. var computeFormats = false;
  100879. if (info.isFourCC) {
  100880. fourCC = header[off_pfFourCC];
  100881. switch (fourCC) {
  100882. case FOURCC_DXT1:
  100883. blockBytes = 8;
  100884. internalCompressedFormat = ext.COMPRESSED_RGBA_S3TC_DXT1_EXT;
  100885. break;
  100886. case FOURCC_DXT3:
  100887. blockBytes = 16;
  100888. internalCompressedFormat = ext.COMPRESSED_RGBA_S3TC_DXT3_EXT;
  100889. break;
  100890. case FOURCC_DXT5:
  100891. blockBytes = 16;
  100892. internalCompressedFormat = ext.COMPRESSED_RGBA_S3TC_DXT5_EXT;
  100893. break;
  100894. case FOURCC_D3DFMT_R16G16B16A16F:
  100895. computeFormats = true;
  100896. break;
  100897. case FOURCC_D3DFMT_R32G32B32A32F:
  100898. computeFormats = true;
  100899. break;
  100900. case FOURCC_DX10:
  100901. // There is an additionnal header so dataOffset need to be changed
  100902. dataOffset += 5 * 4; // 5 uints
  100903. var supported = false;
  100904. switch (info.dxgiFormat) {
  100905. case DXGI_FORMAT_R16G16B16A16_FLOAT:
  100906. computeFormats = true;
  100907. supported = true;
  100908. break;
  100909. case DXGI_FORMAT_B8G8R8X8_UNORM:
  100910. info.isRGB = true;
  100911. info.isFourCC = false;
  100912. bpp = 32;
  100913. supported = true;
  100914. break;
  100915. }
  100916. if (supported) {
  100917. break;
  100918. }
  100919. default:
  100920. console.error("Unsupported FourCC code:", Int32ToFourCC(fourCC));
  100921. return;
  100922. }
  100923. }
  100924. var rOffset = DDSTools._ExtractLongWordOrder(header[off_RMask]);
  100925. var gOffset = DDSTools._ExtractLongWordOrder(header[off_GMask]);
  100926. var bOffset = DDSTools._ExtractLongWordOrder(header[off_BMask]);
  100927. var aOffset = DDSTools._ExtractLongWordOrder(header[off_AMask]);
  100928. if (computeFormats) {
  100929. internalCompressedFormat = engine._getRGBABufferInternalSizedFormat(info.textureType);
  100930. }
  100931. mipmapCount = 1;
  100932. if (header[off_flags] & DDSD_MIPMAPCOUNT && loadMipmaps !== false) {
  100933. mipmapCount = Math.max(1, header[off_mipmapCount]);
  100934. }
  100935. for (var face = 0; face < faces; face++) {
  100936. width = header[off_width];
  100937. height = header[off_height];
  100938. for (mip = 0; mip < mipmapCount; ++mip) {
  100939. if (lodIndex === -1 || lodIndex === mip) {
  100940. // In case of fixed LOD, if the lod has just been uploaded, early exit.
  100941. var i = (lodIndex === -1) ? mip : 0;
  100942. if (!info.isCompressed && info.isFourCC) {
  100943. texture.format = BABYLON.Engine.TEXTUREFORMAT_RGBA;
  100944. dataLength = width * height * 4;
  100945. var floatArray = null;
  100946. if (engine._badOS || engine._badDesktopOS || (!engine.getCaps().textureHalfFloat && !engine.getCaps().textureFloat)) { // Required because iOS has many issues with float and half float generation
  100947. if (bpp === 128) {
  100948. floatArray = DDSTools._GetFloatAsUIntRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, i);
  100949. if (sphericalPolynomialFaces && i == 0) {
  100950. sphericalPolynomialFaces.push(DDSTools._GetFloatRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, i));
  100951. }
  100952. }
  100953. else if (bpp === 64) {
  100954. floatArray = DDSTools._GetHalfFloatAsUIntRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, i);
  100955. if (sphericalPolynomialFaces && i == 0) {
  100956. sphericalPolynomialFaces.push(DDSTools._GetHalfFloatAsFloatRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, i));
  100957. }
  100958. }
  100959. texture.type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  100960. }
  100961. else {
  100962. if (bpp === 128) {
  100963. texture.type = BABYLON.Engine.TEXTURETYPE_FLOAT;
  100964. floatArray = DDSTools._GetFloatRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, i);
  100965. if (sphericalPolynomialFaces && i == 0) {
  100966. sphericalPolynomialFaces.push(floatArray);
  100967. }
  100968. }
  100969. else if (bpp === 64 && !engine.getCaps().textureHalfFloat) {
  100970. texture.type = BABYLON.Engine.TEXTURETYPE_FLOAT;
  100971. floatArray = DDSTools._GetHalfFloatAsFloatRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, i);
  100972. if (sphericalPolynomialFaces && i == 0) {
  100973. sphericalPolynomialFaces.push(floatArray);
  100974. }
  100975. }
  100976. else { // 64
  100977. texture.type = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  100978. floatArray = DDSTools._GetHalfFloatRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, i);
  100979. if (sphericalPolynomialFaces && i == 0) {
  100980. sphericalPolynomialFaces.push(DDSTools._GetHalfFloatAsFloatRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, i));
  100981. }
  100982. }
  100983. }
  100984. if (floatArray) {
  100985. engine._uploadDataToTextureDirectly(texture, floatArray, face, i);
  100986. }
  100987. }
  100988. else if (info.isRGB) {
  100989. texture.type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  100990. if (bpp === 24) {
  100991. texture.format = BABYLON.Engine.TEXTUREFORMAT_RGB;
  100992. dataLength = width * height * 3;
  100993. byteArray = DDSTools._GetRGBArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, rOffset, gOffset, bOffset);
  100994. engine._uploadDataToTextureDirectly(texture, byteArray, face, i);
  100995. }
  100996. else { // 32
  100997. texture.format = BABYLON.Engine.TEXTUREFORMAT_RGBA;
  100998. dataLength = width * height * 4;
  100999. byteArray = DDSTools._GetRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, rOffset, gOffset, bOffset, aOffset);
  101000. engine._uploadDataToTextureDirectly(texture, byteArray, face, i);
  101001. }
  101002. }
  101003. else if (info.isLuminance) {
  101004. var unpackAlignment = engine._getUnpackAlignement();
  101005. var unpaddedRowSize = width;
  101006. var paddedRowSize = Math.floor((width + unpackAlignment - 1) / unpackAlignment) * unpackAlignment;
  101007. dataLength = paddedRowSize * (height - 1) + unpaddedRowSize;
  101008. byteArray = DDSTools._GetLuminanceArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer);
  101009. texture.format = BABYLON.Engine.TEXTUREFORMAT_LUMINANCE;
  101010. texture.type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  101011. engine._uploadDataToTextureDirectly(texture, byteArray, face, i);
  101012. }
  101013. else {
  101014. dataLength = Math.max(4, width) / 4 * Math.max(4, height) / 4 * blockBytes;
  101015. byteArray = new Uint8Array(arrayBuffer, dataOffset, dataLength);
  101016. texture.type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  101017. engine._uploadCompressedDataToTextureDirectly(texture, internalCompressedFormat, width, height, byteArray, face, i);
  101018. }
  101019. }
  101020. dataOffset += bpp ? (width * height * (bpp / 8)) : dataLength;
  101021. width *= 0.5;
  101022. height *= 0.5;
  101023. width = Math.max(1.0, width);
  101024. height = Math.max(1.0, height);
  101025. }
  101026. if (currentFace !== undefined) {
  101027. // Loading a single face
  101028. break;
  101029. }
  101030. }
  101031. if (sphericalPolynomialFaces && sphericalPolynomialFaces.length > 0) {
  101032. info.sphericalPolynomial = BABYLON.CubeMapToSphericalPolynomialTools.ConvertCubeMapToSphericalPolynomial({
  101033. size: header[off_width],
  101034. right: sphericalPolynomialFaces[0],
  101035. left: sphericalPolynomialFaces[1],
  101036. up: sphericalPolynomialFaces[2],
  101037. down: sphericalPolynomialFaces[3],
  101038. front: sphericalPolynomialFaces[4],
  101039. back: sphericalPolynomialFaces[5],
  101040. format: BABYLON.Engine.TEXTUREFORMAT_RGBA,
  101041. type: BABYLON.Engine.TEXTURETYPE_FLOAT,
  101042. gammaSpace: false,
  101043. });
  101044. }
  101045. else {
  101046. info.sphericalPolynomial = undefined;
  101047. }
  101048. };
  101049. /**
  101050. * Gets or sets a boolean indicating that LOD info is stored in alpha channel (false by default)
  101051. */
  101052. DDSTools.StoreLODInAlphaChannel = false;
  101053. return DDSTools;
  101054. }());
  101055. BABYLON.DDSTools = DDSTools;
  101056. })(BABYLON || (BABYLON = {}));
  101057. //# sourceMappingURL=babylon.dds.js.map
  101058. var BABYLON;
  101059. (function (BABYLON) {
  101060. /**
  101061. * Implementation of the DDS Texture Loader.
  101062. */
  101063. var DDSTextureLoader = /** @class */ (function () {
  101064. function DDSTextureLoader() {
  101065. /**
  101066. * Defines wether the loader supports cascade loading the different faces.
  101067. */
  101068. this.supportCascades = true;
  101069. }
  101070. /**
  101071. * This returns if the loader support the current file information.
  101072. * @param extension defines the file extension of the file being loaded
  101073. * @param textureFormatInUse defines the current compressed format in use iun the engine
  101074. * @param fallback defines the fallback internal texture if any
  101075. * @param isBase64 defines whether the texture is encoded as a base64
  101076. * @param isBuffer defines whether the texture data are stored as a buffer
  101077. * @returns true if the loader can load the specified file
  101078. */
  101079. DDSTextureLoader.prototype.canLoad = function (extension, textureFormatInUse, fallback, isBase64, isBuffer) {
  101080. return extension.indexOf(".dds") === 0;
  101081. };
  101082. /**
  101083. * Transform the url before loading if required.
  101084. * @param rootUrl the url of the texture
  101085. * @param textureFormatInUse defines the current compressed format in use iun the engine
  101086. * @returns the transformed texture
  101087. */
  101088. DDSTextureLoader.prototype.transformUrl = function (rootUrl, textureFormatInUse) {
  101089. return rootUrl;
  101090. };
  101091. /**
  101092. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  101093. * @param rootUrl the url of the texture
  101094. * @param textureFormatInUse defines the current compressed format in use iun the engine
  101095. * @returns the fallback texture
  101096. */
  101097. DDSTextureLoader.prototype.getFallbackTextureUrl = function (rootUrl, textureFormatInUse) {
  101098. return null;
  101099. };
  101100. /**
  101101. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  101102. * @param data contains the texture data
  101103. * @param texture defines the BabylonJS internal texture
  101104. * @param createPolynomials will be true if polynomials have been requested
  101105. * @param onLoad defines the callback to trigger once the texture is ready
  101106. * @param onError defines the callback to trigger in case of error
  101107. */
  101108. DDSTextureLoader.prototype.loadCubeData = function (imgs, texture, createPolynomials, onLoad, onError) {
  101109. var engine = texture.getEngine();
  101110. var info;
  101111. var loadMipmap = false;
  101112. if (Array.isArray(imgs)) {
  101113. for (var index = 0; index < imgs.length; index++) {
  101114. var data_1 = imgs[index];
  101115. info = BABYLON.DDSTools.GetDDSInfo(data_1);
  101116. texture.width = info.width;
  101117. texture.height = info.height;
  101118. loadMipmap = (info.isRGB || info.isLuminance || info.mipmapCount > 1) && texture.generateMipMaps;
  101119. engine._unpackFlipY(info.isCompressed);
  101120. BABYLON.DDSTools.UploadDDSLevels(engine, texture, data_1, info, loadMipmap, 6, -1, index);
  101121. if (!info.isFourCC && info.mipmapCount === 1) {
  101122. engine.generateMipMapsForCubemap(texture);
  101123. }
  101124. }
  101125. }
  101126. else {
  101127. var data = imgs;
  101128. info = BABYLON.DDSTools.GetDDSInfo(data);
  101129. texture.width = info.width;
  101130. texture.height = info.height;
  101131. if (createPolynomials) {
  101132. info.sphericalPolynomial = new BABYLON.SphericalPolynomial();
  101133. }
  101134. loadMipmap = (info.isRGB || info.isLuminance || info.mipmapCount > 1) && texture.generateMipMaps;
  101135. engine._unpackFlipY(info.isCompressed);
  101136. BABYLON.DDSTools.UploadDDSLevels(engine, texture, data, info, loadMipmap, 6);
  101137. if (!info.isFourCC && info.mipmapCount === 1) {
  101138. engine.generateMipMapsForCubemap(texture);
  101139. }
  101140. }
  101141. engine._setCubeMapTextureParams(loadMipmap);
  101142. texture.isReady = true;
  101143. if (onLoad) {
  101144. onLoad({ isDDS: true, width: texture.width, info: info, data: imgs, texture: texture });
  101145. }
  101146. };
  101147. /**
  101148. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  101149. * @param data contains the texture data
  101150. * @param texture defines the BabylonJS internal texture
  101151. * @param callback defines the method to call once ready to upload
  101152. */
  101153. DDSTextureLoader.prototype.loadData = function (data, texture, callback) {
  101154. var info = BABYLON.DDSTools.GetDDSInfo(data);
  101155. var loadMipmap = (info.isRGB || info.isLuminance || info.mipmapCount > 1) && texture.generateMipMaps && ((info.width >> (info.mipmapCount - 1)) === 1);
  101156. callback(info.width, info.height, loadMipmap, info.isFourCC, function () {
  101157. BABYLON.DDSTools.UploadDDSLevels(texture.getEngine(), texture, data, info, loadMipmap, 1);
  101158. });
  101159. };
  101160. return DDSTextureLoader;
  101161. }());
  101162. // Register the loader.
  101163. BABYLON.Engine._TextureLoaders.push(new DDSTextureLoader());
  101164. })(BABYLON || (BABYLON = {}));
  101165. //# sourceMappingURL=babylon.ddsTextureLoader.js.map
  101166. var BABYLON;
  101167. (function (BABYLON) {
  101168. /**
  101169. * Based on jsTGALoader - Javascript loader for TGA file
  101170. * By Vincent Thibault
  101171. * @see http://blog.robrowser.com/javascript-tga-loader.html
  101172. */
  101173. var TGATools = /** @class */ (function () {
  101174. function TGATools() {
  101175. }
  101176. /**
  101177. * Gets the header of a TGA file
  101178. * @param data defines the TGA data
  101179. * @returns the header
  101180. */
  101181. TGATools.GetTGAHeader = function (data) {
  101182. var offset = 0;
  101183. var header = {
  101184. id_length: data[offset++],
  101185. colormap_type: data[offset++],
  101186. image_type: data[offset++],
  101187. colormap_index: data[offset++] | data[offset++] << 8,
  101188. colormap_length: data[offset++] | data[offset++] << 8,
  101189. colormap_size: data[offset++],
  101190. origin: [
  101191. data[offset++] | data[offset++] << 8,
  101192. data[offset++] | data[offset++] << 8
  101193. ],
  101194. width: data[offset++] | data[offset++] << 8,
  101195. height: data[offset++] | data[offset++] << 8,
  101196. pixel_size: data[offset++],
  101197. flags: data[offset++]
  101198. };
  101199. return header;
  101200. };
  101201. /**
  101202. * Uploads TGA content to a Babylon Texture
  101203. * @hidden
  101204. */
  101205. TGATools.UploadContent = function (texture, data) {
  101206. // Not enough data to contain header ?
  101207. if (data.length < 19) {
  101208. BABYLON.Tools.Error("Unable to load TGA file - Not enough data to contain header");
  101209. return;
  101210. }
  101211. // Read Header
  101212. var offset = 18;
  101213. var header = TGATools.GetTGAHeader(data);
  101214. // Assume it's a valid Targa file.
  101215. if (header.id_length + offset > data.length) {
  101216. BABYLON.Tools.Error("Unable to load TGA file - Not enough data");
  101217. return;
  101218. }
  101219. // Skip not needed data
  101220. offset += header.id_length;
  101221. var use_rle = false;
  101222. var use_pal = false;
  101223. var use_grey = false;
  101224. // Get some informations.
  101225. switch (header.image_type) {
  101226. case TGATools._TYPE_RLE_INDEXED:
  101227. use_rle = true;
  101228. case TGATools._TYPE_INDEXED:
  101229. use_pal = true;
  101230. break;
  101231. case TGATools._TYPE_RLE_RGB:
  101232. use_rle = true;
  101233. case TGATools._TYPE_RGB:
  101234. // use_rgb = true;
  101235. break;
  101236. case TGATools._TYPE_RLE_GREY:
  101237. use_rle = true;
  101238. case TGATools._TYPE_GREY:
  101239. use_grey = true;
  101240. break;
  101241. }
  101242. var pixel_data;
  101243. // var numAlphaBits = header.flags & 0xf;
  101244. var pixel_size = header.pixel_size >> 3;
  101245. var pixel_total = header.width * header.height * pixel_size;
  101246. // Read palettes
  101247. var palettes;
  101248. if (use_pal) {
  101249. palettes = data.subarray(offset, offset += header.colormap_length * (header.colormap_size >> 3));
  101250. }
  101251. // Read LRE
  101252. if (use_rle) {
  101253. pixel_data = new Uint8Array(pixel_total);
  101254. var c, count, i;
  101255. var localOffset = 0;
  101256. var pixels = new Uint8Array(pixel_size);
  101257. while (offset < pixel_total && localOffset < pixel_total) {
  101258. c = data[offset++];
  101259. count = (c & 0x7f) + 1;
  101260. // RLE pixels
  101261. if (c & 0x80) {
  101262. // Bind pixel tmp array
  101263. for (i = 0; i < pixel_size; ++i) {
  101264. pixels[i] = data[offset++];
  101265. }
  101266. // Copy pixel array
  101267. for (i = 0; i < count; ++i) {
  101268. pixel_data.set(pixels, localOffset + i * pixel_size);
  101269. }
  101270. localOffset += pixel_size * count;
  101271. }
  101272. // Raw pixels
  101273. else {
  101274. count *= pixel_size;
  101275. for (i = 0; i < count; ++i) {
  101276. pixel_data[localOffset + i] = data[offset++];
  101277. }
  101278. localOffset += count;
  101279. }
  101280. }
  101281. }
  101282. // RAW Pixels
  101283. else {
  101284. pixel_data = data.subarray(offset, offset += (use_pal ? header.width * header.height : pixel_total));
  101285. }
  101286. // Load to texture
  101287. var x_start, y_start, x_step, y_step, y_end, x_end;
  101288. switch ((header.flags & TGATools._ORIGIN_MASK) >> TGATools._ORIGIN_SHIFT) {
  101289. default:
  101290. case TGATools._ORIGIN_UL:
  101291. x_start = 0;
  101292. x_step = 1;
  101293. x_end = header.width;
  101294. y_start = 0;
  101295. y_step = 1;
  101296. y_end = header.height;
  101297. break;
  101298. case TGATools._ORIGIN_BL:
  101299. x_start = 0;
  101300. x_step = 1;
  101301. x_end = header.width;
  101302. y_start = header.height - 1;
  101303. y_step = -1;
  101304. y_end = -1;
  101305. break;
  101306. case TGATools._ORIGIN_UR:
  101307. x_start = header.width - 1;
  101308. x_step = -1;
  101309. x_end = -1;
  101310. y_start = 0;
  101311. y_step = 1;
  101312. y_end = header.height;
  101313. break;
  101314. case TGATools._ORIGIN_BR:
  101315. x_start = header.width - 1;
  101316. x_step = -1;
  101317. x_end = -1;
  101318. y_start = header.height - 1;
  101319. y_step = -1;
  101320. y_end = -1;
  101321. break;
  101322. }
  101323. // Load the specify method
  101324. var func = '_getImageData' + (use_grey ? 'Grey' : '') + (header.pixel_size) + 'bits';
  101325. var imageData = TGATools[func](header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end);
  101326. var engine = texture.getEngine();
  101327. engine._uploadDataToTextureDirectly(texture, imageData);
  101328. };
  101329. /** @hidden */
  101330. TGATools._getImageData8bits = function (header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) {
  101331. var image = pixel_data, colormap = palettes;
  101332. var width = header.width, height = header.height;
  101333. var color, i = 0, x, y;
  101334. var imageData = new Uint8Array(width * height * 4);
  101335. for (y = y_start; y !== y_end; y += y_step) {
  101336. for (x = x_start; x !== x_end; x += x_step, i++) {
  101337. color = image[i];
  101338. imageData[(x + width * y) * 4 + 3] = 255;
  101339. imageData[(x + width * y) * 4 + 2] = colormap[(color * 3) + 0];
  101340. imageData[(x + width * y) * 4 + 1] = colormap[(color * 3) + 1];
  101341. imageData[(x + width * y) * 4 + 0] = colormap[(color * 3) + 2];
  101342. }
  101343. }
  101344. return imageData;
  101345. };
  101346. /** @hidden */
  101347. TGATools._getImageData16bits = function (header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) {
  101348. var image = pixel_data;
  101349. var width = header.width, height = header.height;
  101350. var color, i = 0, x, y;
  101351. var imageData = new Uint8Array(width * height * 4);
  101352. for (y = y_start; y !== y_end; y += y_step) {
  101353. for (x = x_start; x !== x_end; x += x_step, i += 2) {
  101354. color = image[i + 0] + (image[i + 1] << 8); // Inversed ?
  101355. var r = (((color & 0x7C00) >> 10) * 255) / 0x1F | 0;
  101356. var g = (((color & 0x03E0) >> 5) * 255) / 0x1F | 0;
  101357. var b = ((color & 0x001F) * 255) / 0x1F | 0;
  101358. imageData[(x + width * y) * 4 + 0] = r;
  101359. imageData[(x + width * y) * 4 + 1] = g;
  101360. imageData[(x + width * y) * 4 + 2] = b;
  101361. imageData[(x + width * y) * 4 + 3] = (color & 0x8000) ? 0 : 255;
  101362. }
  101363. }
  101364. return imageData;
  101365. };
  101366. /** @hidden */
  101367. TGATools._getImageData24bits = function (header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) {
  101368. var image = pixel_data;
  101369. var width = header.width, height = header.height;
  101370. var i = 0, x, y;
  101371. var imageData = new Uint8Array(width * height * 4);
  101372. for (y = y_start; y !== y_end; y += y_step) {
  101373. for (x = x_start; x !== x_end; x += x_step, i += 3) {
  101374. imageData[(x + width * y) * 4 + 3] = 255;
  101375. imageData[(x + width * y) * 4 + 2] = image[i + 0];
  101376. imageData[(x + width * y) * 4 + 1] = image[i + 1];
  101377. imageData[(x + width * y) * 4 + 0] = image[i + 2];
  101378. }
  101379. }
  101380. return imageData;
  101381. };
  101382. /** @hidden */
  101383. TGATools._getImageData32bits = function (header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) {
  101384. var image = pixel_data;
  101385. var width = header.width, height = header.height;
  101386. var i = 0, x, y;
  101387. var imageData = new Uint8Array(width * height * 4);
  101388. for (y = y_start; y !== y_end; y += y_step) {
  101389. for (x = x_start; x !== x_end; x += x_step, i += 4) {
  101390. imageData[(x + width * y) * 4 + 2] = image[i + 0];
  101391. imageData[(x + width * y) * 4 + 1] = image[i + 1];
  101392. imageData[(x + width * y) * 4 + 0] = image[i + 2];
  101393. imageData[(x + width * y) * 4 + 3] = image[i + 3];
  101394. }
  101395. }
  101396. return imageData;
  101397. };
  101398. /** @hidden */
  101399. TGATools._getImageDataGrey8bits = function (header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) {
  101400. var image = pixel_data;
  101401. var width = header.width, height = header.height;
  101402. var color, i = 0, x, y;
  101403. var imageData = new Uint8Array(width * height * 4);
  101404. for (y = y_start; y !== y_end; y += y_step) {
  101405. for (x = x_start; x !== x_end; x += x_step, i++) {
  101406. color = image[i];
  101407. imageData[(x + width * y) * 4 + 0] = color;
  101408. imageData[(x + width * y) * 4 + 1] = color;
  101409. imageData[(x + width * y) * 4 + 2] = color;
  101410. imageData[(x + width * y) * 4 + 3] = 255;
  101411. }
  101412. }
  101413. return imageData;
  101414. };
  101415. /** @hidden */
  101416. TGATools._getImageDataGrey16bits = function (header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) {
  101417. var image = pixel_data;
  101418. var width = header.width, height = header.height;
  101419. var i = 0, x, y;
  101420. var imageData = new Uint8Array(width * height * 4);
  101421. for (y = y_start; y !== y_end; y += y_step) {
  101422. for (x = x_start; x !== x_end; x += x_step, i += 2) {
  101423. imageData[(x + width * y) * 4 + 0] = image[i + 0];
  101424. imageData[(x + width * y) * 4 + 1] = image[i + 0];
  101425. imageData[(x + width * y) * 4 + 2] = image[i + 0];
  101426. imageData[(x + width * y) * 4 + 3] = image[i + 1];
  101427. }
  101428. }
  101429. return imageData;
  101430. };
  101431. //private static _TYPE_NO_DATA = 0;
  101432. TGATools._TYPE_INDEXED = 1;
  101433. TGATools._TYPE_RGB = 2;
  101434. TGATools._TYPE_GREY = 3;
  101435. TGATools._TYPE_RLE_INDEXED = 9;
  101436. TGATools._TYPE_RLE_RGB = 10;
  101437. TGATools._TYPE_RLE_GREY = 11;
  101438. TGATools._ORIGIN_MASK = 0x30;
  101439. TGATools._ORIGIN_SHIFT = 0x04;
  101440. TGATools._ORIGIN_BL = 0x00;
  101441. TGATools._ORIGIN_BR = 0x01;
  101442. TGATools._ORIGIN_UL = 0x02;
  101443. TGATools._ORIGIN_UR = 0x03;
  101444. return TGATools;
  101445. }());
  101446. BABYLON.TGATools = TGATools;
  101447. })(BABYLON || (BABYLON = {}));
  101448. //# sourceMappingURL=babylon.tga.js.map
  101449. var BABYLON;
  101450. (function (BABYLON) {
  101451. /**
  101452. * Implementation of the TGA Texture Loader.
  101453. */
  101454. var TGATextureLoader = /** @class */ (function () {
  101455. function TGATextureLoader() {
  101456. /**
  101457. * Defines wether the loader supports cascade loading the different faces.
  101458. */
  101459. this.supportCascades = false;
  101460. }
  101461. /**
  101462. * This returns if the loader support the current file information.
  101463. * @param extension defines the file extension of the file being loaded
  101464. * @param textureFormatInUse defines the current compressed format in use iun the engine
  101465. * @param fallback defines the fallback internal texture if any
  101466. * @param isBase64 defines whether the texture is encoded as a base64
  101467. * @param isBuffer defines whether the texture data are stored as a buffer
  101468. * @returns true if the loader can load the specified file
  101469. */
  101470. TGATextureLoader.prototype.canLoad = function (extension, textureFormatInUse, fallback, isBase64, isBuffer) {
  101471. return extension.indexOf(".tga") === 0;
  101472. };
  101473. /**
  101474. * Transform the url before loading if required.
  101475. * @param rootUrl the url of the texture
  101476. * @param textureFormatInUse defines the current compressed format in use iun the engine
  101477. * @returns the transformed texture
  101478. */
  101479. TGATextureLoader.prototype.transformUrl = function (rootUrl, textureFormatInUse) {
  101480. return rootUrl;
  101481. };
  101482. /**
  101483. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  101484. * @param rootUrl the url of the texture
  101485. * @param textureFormatInUse defines the current compressed format in use iun the engine
  101486. * @returns the fallback texture
  101487. */
  101488. TGATextureLoader.prototype.getFallbackTextureUrl = function (rootUrl, textureFormatInUse) {
  101489. return null;
  101490. };
  101491. /**
  101492. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  101493. * @param data contains the texture data
  101494. * @param texture defines the BabylonJS internal texture
  101495. * @param createPolynomials will be true if polynomials have been requested
  101496. * @param onLoad defines the callback to trigger once the texture is ready
  101497. * @param onError defines the callback to trigger in case of error
  101498. */
  101499. TGATextureLoader.prototype.loadCubeData = function (data, texture, createPolynomials, onLoad, onError) {
  101500. throw ".env not supported in Cube.";
  101501. };
  101502. /**
  101503. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  101504. * @param data contains the texture data
  101505. * @param texture defines the BabylonJS internal texture
  101506. * @param callback defines the method to call once ready to upload
  101507. */
  101508. TGATextureLoader.prototype.loadData = function (data, texture, callback) {
  101509. var uintData = new Uint8Array(data);
  101510. var header = BABYLON.TGATools.GetTGAHeader(uintData);
  101511. callback(header.width, header.height, texture.generateMipMaps, false, function () {
  101512. BABYLON.TGATools.UploadContent(texture, uintData);
  101513. });
  101514. };
  101515. return TGATextureLoader;
  101516. }());
  101517. // Register the loader.
  101518. BABYLON.Engine._TextureLoaders.push(new TGATextureLoader());
  101519. })(BABYLON || (BABYLON = {}));
  101520. //# sourceMappingURL=babylon.tgaTextureLoader.js.map
  101521. var BABYLON;
  101522. (function (BABYLON) {
  101523. /**
  101524. * for description see https://www.khronos.org/opengles/sdk/tools/KTX/
  101525. * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/
  101526. */
  101527. var KhronosTextureContainer = /** @class */ (function () {
  101528. /**
  101529. * Creates a new KhronosTextureContainer
  101530. * @param arrayBuffer contents of the KTX container file
  101531. * @param facesExpected should be either 1 or 6, based whether a cube texture or or
  101532. * @param threeDExpected provision for indicating that data should be a 3D texture, not implemented
  101533. * @param textureArrayExpected provision for indicating that data should be a texture array, not implemented
  101534. */
  101535. function KhronosTextureContainer(
  101536. /** contents of the KTX container file */
  101537. arrayBuffer, facesExpected, threeDExpected, textureArrayExpected) {
  101538. this.arrayBuffer = arrayBuffer;
  101539. /**
  101540. * If the container has been made invalid (eg. constructor failed to correctly load array buffer)
  101541. */
  101542. this.isInvalid = false;
  101543. // Test that it is a ktx formatted file, based on the first 12 bytes, character representation is:
  101544. // '�', 'K', 'T', 'X', ' ', '1', '1', '�', '\r', '\n', '\x1A', '\n'
  101545. // 0xAB, 0x4B, 0x54, 0x58, 0x20, 0x31, 0x31, 0xBB, 0x0D, 0x0A, 0x1A, 0x0A
  101546. var identifier = new Uint8Array(this.arrayBuffer, 0, 12);
  101547. if (identifier[0] !== 0xAB || identifier[1] !== 0x4B || identifier[2] !== 0x54 || identifier[3] !== 0x58 || identifier[4] !== 0x20 || identifier[5] !== 0x31 ||
  101548. identifier[6] !== 0x31 || identifier[7] !== 0xBB || identifier[8] !== 0x0D || identifier[9] !== 0x0A || identifier[10] !== 0x1A || identifier[11] !== 0x0A) {
  101549. this.isInvalid = true;
  101550. BABYLON.Tools.Error("texture missing KTX identifier");
  101551. return;
  101552. }
  101553. // load the reset of the header in native 32 bit int
  101554. var header = new Int32Array(this.arrayBuffer, 12, 13);
  101555. // determine of the remaining header values are recorded in the opposite endianness & require conversion
  101556. var oppositeEndianess = header[0] === 0x01020304;
  101557. // read all the header elements in order they exist in the file, without modification (sans endainness)
  101558. this.glType = oppositeEndianess ? this.switchEndianness(header[1]) : header[1]; // must be 0 for compressed textures
  101559. this.glTypeSize = oppositeEndianess ? this.switchEndianness(header[2]) : header[2]; // must be 1 for compressed textures
  101560. this.glFormat = oppositeEndianess ? this.switchEndianness(header[3]) : header[3]; // must be 0 for compressed textures
  101561. this.glInternalFormat = oppositeEndianess ? this.switchEndianness(header[4]) : header[4]; // the value of arg passed to gl.compressedTexImage2D(,,x,,,,)
  101562. this.glBaseInternalFormat = oppositeEndianess ? this.switchEndianness(header[5]) : header[5]; // specify GL_RGB, GL_RGBA, GL_ALPHA, etc (un-compressed only)
  101563. this.pixelWidth = oppositeEndianess ? this.switchEndianness(header[6]) : header[6]; // level 0 value of arg passed to gl.compressedTexImage2D(,,,x,,,)
  101564. this.pixelHeight = oppositeEndianess ? this.switchEndianness(header[7]) : header[7]; // level 0 value of arg passed to gl.compressedTexImage2D(,,,,x,,)
  101565. this.pixelDepth = oppositeEndianess ? this.switchEndianness(header[8]) : header[8]; // level 0 value of arg passed to gl.compressedTexImage3D(,,,,,x,,)
  101566. this.numberOfArrayElements = oppositeEndianess ? this.switchEndianness(header[9]) : header[9]; // used for texture arrays
  101567. this.numberOfFaces = oppositeEndianess ? this.switchEndianness(header[10]) : header[10]; // used for cubemap textures, should either be 1 or 6
  101568. this.numberOfMipmapLevels = oppositeEndianess ? this.switchEndianness(header[11]) : header[11]; // number of levels; disregard possibility of 0 for compressed textures
  101569. this.bytesOfKeyValueData = oppositeEndianess ? this.switchEndianness(header[12]) : header[12]; // the amount of space after the header for meta-data
  101570. // Make sure we have a compressed type. Not only reduces work, but probably better to let dev know they are not compressing.
  101571. if (this.glType !== 0) {
  101572. BABYLON.Tools.Error("only compressed formats currently supported");
  101573. return;
  101574. }
  101575. else {
  101576. // value of zero is an indication to generate mipmaps @ runtime. Not usually allowed for compressed, so disregard.
  101577. this.numberOfMipmapLevels = Math.max(1, this.numberOfMipmapLevels);
  101578. }
  101579. if (this.pixelHeight === 0 || this.pixelDepth !== 0) {
  101580. BABYLON.Tools.Error("only 2D textures currently supported");
  101581. return;
  101582. }
  101583. if (this.numberOfArrayElements !== 0) {
  101584. BABYLON.Tools.Error("texture arrays not currently supported");
  101585. return;
  101586. }
  101587. if (this.numberOfFaces !== facesExpected) {
  101588. BABYLON.Tools.Error("number of faces expected" + facesExpected + ", but found " + this.numberOfFaces);
  101589. return;
  101590. }
  101591. // we now have a completely validated file, so could use existence of loadType as success
  101592. // would need to make this more elaborate & adjust checks above to support more than one load type
  101593. this.loadType = KhronosTextureContainer.COMPRESSED_2D;
  101594. }
  101595. //
  101596. /**
  101597. * Revert the endianness of a value.
  101598. * Not as fast hardware based, but will probably never need to use
  101599. * @param val defines the value to convert
  101600. * @returns the new value
  101601. */
  101602. KhronosTextureContainer.prototype.switchEndianness = function (val) {
  101603. return ((val & 0xFF) << 24)
  101604. | ((val & 0xFF00) << 8)
  101605. | ((val >> 8) & 0xFF00)
  101606. | ((val >> 24) & 0xFF);
  101607. };
  101608. /**
  101609. * Uploads KTX content to a Babylon Texture.
  101610. * It is assumed that the texture has already been created & is currently bound
  101611. * @hidden
  101612. */
  101613. KhronosTextureContainer.prototype.uploadLevels = function (texture, loadMipmaps) {
  101614. switch (this.loadType) {
  101615. case KhronosTextureContainer.COMPRESSED_2D:
  101616. this._upload2DCompressedLevels(texture, loadMipmaps);
  101617. break;
  101618. case KhronosTextureContainer.TEX_2D:
  101619. case KhronosTextureContainer.COMPRESSED_3D:
  101620. case KhronosTextureContainer.TEX_3D:
  101621. }
  101622. };
  101623. KhronosTextureContainer.prototype._upload2DCompressedLevels = function (texture, loadMipmaps) {
  101624. // initialize width & height for level 1
  101625. var dataOffset = KhronosTextureContainer.HEADER_LEN + this.bytesOfKeyValueData;
  101626. var width = this.pixelWidth;
  101627. var height = this.pixelHeight;
  101628. var mipmapCount = loadMipmaps ? this.numberOfMipmapLevels : 1;
  101629. for (var level = 0; level < mipmapCount; level++) {
  101630. var imageSize = new Int32Array(this.arrayBuffer, dataOffset, 1)[0]; // size per face, since not supporting array cubemaps
  101631. dataOffset += 4; //image data starts from next multiple of 4 offset. Each face refers to same imagesize field above.
  101632. for (var face = 0; face < this.numberOfFaces; face++) {
  101633. var byteArray = new Uint8Array(this.arrayBuffer, dataOffset, imageSize);
  101634. var engine = texture.getEngine();
  101635. engine._uploadCompressedDataToTextureDirectly(texture, this.glInternalFormat, width, height, byteArray, face, level);
  101636. dataOffset += imageSize; // add size of the image for the next face/mipmap
  101637. dataOffset += 3 - ((imageSize + 3) % 4); // add padding for odd sized image
  101638. }
  101639. width = Math.max(1.0, width * 0.5);
  101640. height = Math.max(1.0, height * 0.5);
  101641. }
  101642. };
  101643. KhronosTextureContainer.HEADER_LEN = 12 + (13 * 4); // identifier + header elements (not including key value meta-data pairs)
  101644. // load types
  101645. KhronosTextureContainer.COMPRESSED_2D = 0; // uses a gl.compressedTexImage2D()
  101646. KhronosTextureContainer.COMPRESSED_3D = 1; // uses a gl.compressedTexImage3D()
  101647. KhronosTextureContainer.TEX_2D = 2; // uses a gl.texImage2D()
  101648. KhronosTextureContainer.TEX_3D = 3; // uses a gl.texImage3D()
  101649. return KhronosTextureContainer;
  101650. }());
  101651. BABYLON.KhronosTextureContainer = KhronosTextureContainer;
  101652. })(BABYLON || (BABYLON = {}));
  101653. //# sourceMappingURL=babylon.khronosTextureContainer.js.map
  101654. var BABYLON;
  101655. (function (BABYLON) {
  101656. /**
  101657. * Implementation of the KTX Texture Loader.
  101658. */
  101659. var KTXTextureLoader = /** @class */ (function () {
  101660. function KTXTextureLoader() {
  101661. /**
  101662. * Defines wether the loader supports cascade loading the different faces.
  101663. */
  101664. this.supportCascades = false;
  101665. }
  101666. /**
  101667. * This returns if the loader support the current file information.
  101668. * @param extension defines the file extension of the file being loaded
  101669. * @param textureFormatInUse defines the current compressed format in use iun the engine
  101670. * @param fallback defines the fallback internal texture if any
  101671. * @param isBase64 defines whether the texture is encoded as a base64
  101672. * @param isBuffer defines whether the texture data are stored as a buffer
  101673. * @returns true if the loader can load the specified file
  101674. */
  101675. KTXTextureLoader.prototype.canLoad = function (extension, textureFormatInUse, fallback, isBase64, isBuffer) {
  101676. if (textureFormatInUse && !isBase64 && !fallback && !isBuffer) {
  101677. return true;
  101678. }
  101679. return false;
  101680. };
  101681. /**
  101682. * Transform the url before loading if required.
  101683. * @param rootUrl the url of the texture
  101684. * @param textureFormatInUse defines the current compressed format in use iun the engine
  101685. * @returns the transformed texture
  101686. */
  101687. KTXTextureLoader.prototype.transformUrl = function (rootUrl, textureFormatInUse) {
  101688. var lastDot = rootUrl.lastIndexOf('.');
  101689. if (lastDot != -1 && rootUrl.substring(lastDot + 1) == "ktx") {
  101690. // Already transformed
  101691. return rootUrl;
  101692. }
  101693. return (lastDot > -1 ? rootUrl.substring(0, lastDot) : rootUrl) + textureFormatInUse;
  101694. };
  101695. /**
  101696. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  101697. * @param rootUrl the url of the texture
  101698. * @param textureFormatInUse defines the current compressed format in use iun the engine
  101699. * @returns the fallback texture
  101700. */
  101701. KTXTextureLoader.prototype.getFallbackTextureUrl = function (rootUrl, textureFormatInUse) {
  101702. // remove the format appended to the rootUrl in the original createCubeTexture call.
  101703. var exp = new RegExp("" + textureFormatInUse + "$");
  101704. return rootUrl.replace(exp, "");
  101705. };
  101706. /**
  101707. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  101708. * @param data contains the texture data
  101709. * @param texture defines the BabylonJS internal texture
  101710. * @param createPolynomials will be true if polynomials have been requested
  101711. * @param onLoad defines the callback to trigger once the texture is ready
  101712. * @param onError defines the callback to trigger in case of error
  101713. */
  101714. KTXTextureLoader.prototype.loadCubeData = function (data, texture, createPolynomials, onLoad, onError) {
  101715. if (Array.isArray(data)) {
  101716. return;
  101717. }
  101718. // Need to invert vScale as invertY via UNPACK_FLIP_Y_WEBGL is not supported by compressed texture
  101719. texture._invertVScale = !texture.invertY;
  101720. var engine = texture.getEngine();
  101721. var ktx = new BABYLON.KhronosTextureContainer(data, 6);
  101722. var loadMipmap = ktx.numberOfMipmapLevels > 1 && texture.generateMipMaps;
  101723. engine._unpackFlipY(true);
  101724. ktx.uploadLevels(texture, texture.generateMipMaps);
  101725. texture.width = ktx.pixelWidth;
  101726. texture.height = ktx.pixelHeight;
  101727. engine._setCubeMapTextureParams(loadMipmap);
  101728. texture.isReady = true;
  101729. };
  101730. /**
  101731. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  101732. * @param data contains the texture data
  101733. * @param texture defines the BabylonJS internal texture
  101734. * @param callback defines the method to call once ready to upload
  101735. */
  101736. KTXTextureLoader.prototype.loadData = function (data, texture, callback) {
  101737. // Need to invert vScale as invertY via UNPACK_FLIP_Y_WEBGL is not supported by compressed texture
  101738. texture._invertVScale = !texture.invertY;
  101739. var ktx = new BABYLON.KhronosTextureContainer(data, 1);
  101740. callback(ktx.pixelWidth, ktx.pixelHeight, false, true, function () {
  101741. ktx.uploadLevels(texture, texture.generateMipMaps);
  101742. }, ktx.isInvalid);
  101743. };
  101744. return KTXTextureLoader;
  101745. }());
  101746. // Register the loader.
  101747. BABYLON.Engine._TextureLoaders.unshift(new KTXTextureLoader());
  101748. })(BABYLON || (BABYLON = {}));
  101749. //# sourceMappingURL=babylon.ktxTextureLoader.js.map
  101750. var BABYLON;
  101751. (function (BABYLON) {
  101752. /**
  101753. * Sets of helpers addressing the serialization and deserialization of environment texture
  101754. * stored in a BabylonJS env file.
  101755. * Those files are usually stored as .env files.
  101756. */
  101757. var EnvironmentTextureTools = /** @class */ (function () {
  101758. function EnvironmentTextureTools() {
  101759. }
  101760. /**
  101761. * Gets the environment info from an env file.
  101762. * @param data The array buffer containing the .env bytes.
  101763. * @returns the environment file info (the json header) if successfully parsed.
  101764. */
  101765. EnvironmentTextureTools.GetEnvInfo = function (data) {
  101766. var dataView = new DataView(data);
  101767. var pos = 0;
  101768. for (var i = 0; i < EnvironmentTextureTools._MagicBytes.length; i++) {
  101769. if (dataView.getUint8(pos++) !== EnvironmentTextureTools._MagicBytes[i]) {
  101770. BABYLON.Tools.Error('Not a babylon environment map');
  101771. return null;
  101772. }
  101773. }
  101774. // Read json manifest - collect characters up to null terminator
  101775. var manifestString = '';
  101776. var charCode = 0x00;
  101777. while ((charCode = dataView.getUint8(pos++))) {
  101778. manifestString += String.fromCharCode(charCode);
  101779. }
  101780. var manifest = JSON.parse(manifestString);
  101781. if (manifest.specular) {
  101782. // Extend the header with the position of the payload.
  101783. manifest.specular.specularDataPosition = pos;
  101784. // Fallback to 0.8 exactly if lodGenerationScale is not defined for backward compatibility.
  101785. manifest.specular.lodGenerationScale = manifest.specular.lodGenerationScale || 0.8;
  101786. }
  101787. return manifest;
  101788. };
  101789. /**
  101790. * Creates an environment texture from a loaded cube texture.
  101791. * @param texture defines the cube texture to convert in env file
  101792. * @return a promise containing the environment data if succesfull.
  101793. */
  101794. EnvironmentTextureTools.CreateEnvTextureAsync = function (texture) {
  101795. var _this = this;
  101796. var internalTexture = texture.getInternalTexture();
  101797. if (!internalTexture) {
  101798. return Promise.reject("The cube texture is invalid.");
  101799. }
  101800. if (!texture._prefiltered) {
  101801. return Promise.reject("The cube texture is invalid (not prefiltered).");
  101802. }
  101803. var engine = internalTexture.getEngine();
  101804. if (engine && engine.premultipliedAlpha) {
  101805. return Promise.reject("Env texture can only be created when the engine is created with the premultipliedAlpha option set to false.");
  101806. }
  101807. if (texture.textureType === BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT) {
  101808. return Promise.reject("The cube texture should allow HDR (Full Float or Half Float).");
  101809. }
  101810. var canvas = engine.getRenderingCanvas();
  101811. if (!canvas) {
  101812. return Promise.reject("Env texture can only be created when the engine is associated to a canvas.");
  101813. }
  101814. var textureType = BABYLON.Engine.TEXTURETYPE_FLOAT;
  101815. if (!engine.getCaps().textureFloatRender) {
  101816. textureType = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  101817. if (!engine.getCaps().textureHalfFloatRender) {
  101818. return Promise.reject("Env texture can only be created when the browser supports half float or full float rendering.");
  101819. }
  101820. }
  101821. var cubeWidth = internalTexture.width;
  101822. var hostingScene = new BABYLON.Scene(engine);
  101823. var specularTextures = {};
  101824. var promises = [];
  101825. // Read and collect all mipmaps data from the cube.
  101826. var mipmapsCount = BABYLON.Scalar.Log2(internalTexture.width);
  101827. mipmapsCount = Math.round(mipmapsCount);
  101828. var _loop_1 = function (i) {
  101829. var faceWidth = Math.pow(2, mipmapsCount - i);
  101830. var _loop_2 = function (face) {
  101831. var data = texture.readPixels(face, i);
  101832. // Creates a temp texture with the face data.
  101833. var tempTexture = engine.createRawTexture(data, faceWidth, faceWidth, BABYLON.Engine.TEXTUREFORMAT_RGBA, false, false, BABYLON.Texture.NEAREST_SAMPLINGMODE, null, textureType);
  101834. // And rgbdEncode them.
  101835. var promise = new Promise(function (resolve, reject) {
  101836. var rgbdPostProcess = new BABYLON.PostProcess("rgbdEncode", "rgbdEncode", null, null, 1, null, BABYLON.Texture.NEAREST_SAMPLINGMODE, engine, false, undefined, BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT, undefined, null, false);
  101837. rgbdPostProcess.getEffect().executeWhenCompiled(function () {
  101838. rgbdPostProcess.onApply = function (effect) {
  101839. effect._bindTexture("textureSampler", tempTexture);
  101840. };
  101841. // As the process needs to happen on the main canvas, keep track of the current size
  101842. var currentW = engine.getRenderWidth();
  101843. var currentH = engine.getRenderHeight();
  101844. // Set the desired size for the texture
  101845. engine.setSize(faceWidth, faceWidth);
  101846. hostingScene.postProcessManager.directRender([rgbdPostProcess], null);
  101847. // Reading datas from WebGL
  101848. BABYLON.Tools.ToBlob(canvas, function (blob) {
  101849. var fileReader = new FileReader();
  101850. fileReader.onload = function (event) {
  101851. var arrayBuffer = event.target.result;
  101852. specularTextures[i * 6 + face] = arrayBuffer;
  101853. resolve();
  101854. };
  101855. fileReader.readAsArrayBuffer(blob);
  101856. });
  101857. // Reapply the previous canvas size
  101858. engine.setSize(currentW, currentH);
  101859. });
  101860. });
  101861. promises.push(promise);
  101862. };
  101863. // All faces of the cube.
  101864. for (var face = 0; face < 6; face++) {
  101865. _loop_2(face);
  101866. }
  101867. };
  101868. for (var i = 0; i <= mipmapsCount; i++) {
  101869. _loop_1(i);
  101870. }
  101871. // Once all the textures haves been collected as RGBD stored in PNGs
  101872. return Promise.all(promises).then(function () {
  101873. // We can delete the hosting scene keeping track of all the creation objects
  101874. hostingScene.dispose();
  101875. // Creates the json header for the env texture
  101876. var info = {
  101877. version: 1,
  101878. width: cubeWidth,
  101879. irradiance: _this._CreateEnvTextureIrradiance(texture),
  101880. specular: {
  101881. mipmaps: [],
  101882. lodGenerationScale: texture.lodGenerationScale
  101883. }
  101884. };
  101885. // Sets the specular image data information
  101886. var position = 0;
  101887. for (var i = 0; i <= mipmapsCount; i++) {
  101888. for (var face = 0; face < 6; face++) {
  101889. var byteLength = specularTextures[i * 6 + face].byteLength;
  101890. info.specular.mipmaps.push({
  101891. length: byteLength,
  101892. position: position
  101893. });
  101894. position += byteLength;
  101895. }
  101896. }
  101897. // Encode the JSON as an array buffer
  101898. var infoString = JSON.stringify(info);
  101899. var infoBuffer = new ArrayBuffer(infoString.length + 1);
  101900. var infoView = new Uint8Array(infoBuffer); // Limited to ascii subset matching unicode.
  101901. for (var i = 0, strLen = infoString.length; i < strLen; i++) {
  101902. infoView[i] = infoString.charCodeAt(i);
  101903. }
  101904. // Ends up with a null terminator for easier parsing
  101905. infoView[infoString.length] = 0x00;
  101906. // Computes the final required size and creates the storage
  101907. var totalSize = EnvironmentTextureTools._MagicBytes.length + position + infoBuffer.byteLength;
  101908. var finalBuffer = new ArrayBuffer(totalSize);
  101909. var finalBufferView = new Uint8Array(finalBuffer);
  101910. var dataView = new DataView(finalBuffer);
  101911. // Copy the magic bytes identifying the file in
  101912. var pos = 0;
  101913. for (var i = 0; i < EnvironmentTextureTools._MagicBytes.length; i++) {
  101914. dataView.setUint8(pos++, EnvironmentTextureTools._MagicBytes[i]);
  101915. }
  101916. // Add the json info
  101917. finalBufferView.set(new Uint8Array(infoBuffer), pos);
  101918. pos += infoBuffer.byteLength;
  101919. // Finally inserts the texture data
  101920. for (var i = 0; i <= mipmapsCount; i++) {
  101921. for (var face = 0; face < 6; face++) {
  101922. var dataBuffer = specularTextures[i * 6 + face];
  101923. finalBufferView.set(new Uint8Array(dataBuffer), pos);
  101924. pos += dataBuffer.byteLength;
  101925. }
  101926. }
  101927. // Voila
  101928. return finalBuffer;
  101929. });
  101930. };
  101931. /**
  101932. * Creates a JSON representation of the spherical data.
  101933. * @param texture defines the texture containing the polynomials
  101934. * @return the JSON representation of the spherical info
  101935. */
  101936. EnvironmentTextureTools._CreateEnvTextureIrradiance = function (texture) {
  101937. var polynmials = texture.sphericalPolynomial;
  101938. if (polynmials == null) {
  101939. return null;
  101940. }
  101941. return {
  101942. x: [polynmials.x.x, polynmials.x.y, polynmials.x.z],
  101943. y: [polynmials.y.x, polynmials.y.y, polynmials.y.z],
  101944. z: [polynmials.z.x, polynmials.z.y, polynmials.z.z],
  101945. xx: [polynmials.xx.x, polynmials.xx.y, polynmials.xx.z],
  101946. yy: [polynmials.yy.x, polynmials.yy.y, polynmials.yy.z],
  101947. zz: [polynmials.zz.x, polynmials.zz.y, polynmials.zz.z],
  101948. yz: [polynmials.yz.x, polynmials.yz.y, polynmials.yz.z],
  101949. zx: [polynmials.zx.x, polynmials.zx.y, polynmials.zx.z],
  101950. xy: [polynmials.xy.x, polynmials.xy.y, polynmials.xy.z]
  101951. };
  101952. };
  101953. /**
  101954. * Uploads the texture info contained in the env file to the GPU.
  101955. * @param texture defines the internal texture to upload to
  101956. * @param arrayBuffer defines the buffer cotaining the data to load
  101957. * @param info defines the texture info retrieved through the GetEnvInfo method
  101958. * @returns a promise
  101959. */
  101960. EnvironmentTextureTools.UploadEnvLevelsAsync = function (texture, arrayBuffer, info) {
  101961. if (info.version !== 1) {
  101962. throw new Error("Unsupported babylon environment map version \"" + info.version + "\"");
  101963. }
  101964. var specularInfo = info.specular;
  101965. if (!specularInfo) {
  101966. // Nothing else parsed so far
  101967. return Promise.resolve();
  101968. }
  101969. // Double checks the enclosed info
  101970. var mipmapsCount = BABYLON.Scalar.Log2(info.width);
  101971. mipmapsCount = Math.round(mipmapsCount) + 1;
  101972. if (specularInfo.mipmaps.length !== 6 * mipmapsCount) {
  101973. throw new Error("Unsupported specular mipmaps number \"" + specularInfo.mipmaps.length + "\"");
  101974. }
  101975. texture._lodGenerationScale = specularInfo.lodGenerationScale;
  101976. var imageData = new Array(mipmapsCount);
  101977. for (var i = 0; i < mipmapsCount; i++) {
  101978. imageData[i] = new Array(6);
  101979. for (var face = 0; face < 6; face++) {
  101980. var imageInfo = specularInfo.mipmaps[i * 6 + face];
  101981. imageData[i][face] = new Uint8Array(arrayBuffer, specularInfo.specularDataPosition + imageInfo.position, imageInfo.length);
  101982. }
  101983. }
  101984. return EnvironmentTextureTools.UploadLevelsAsync(texture, imageData);
  101985. };
  101986. /**
  101987. * Uploads the levels of image data to the GPU.
  101988. * @param texture defines the internal texture to upload to
  101989. * @param imageData defines the array buffer views of image data [mipmap][face]
  101990. * @returns a promise
  101991. */
  101992. EnvironmentTextureTools.UploadLevelsAsync = function (texture, imageData) {
  101993. if (!BABYLON.Tools.IsExponentOfTwo(texture.width)) {
  101994. throw new Error("Texture size must be a power of two");
  101995. }
  101996. var mipmapsCount = Math.round(BABYLON.Scalar.Log2(texture.width)) + 1;
  101997. // Gets everything ready.
  101998. var engine = texture.getEngine();
  101999. var expandTexture = false;
  102000. var generateNonLODTextures = false;
  102001. var rgbdPostProcess = null;
  102002. var cubeRtt = null;
  102003. var lodTextures = null;
  102004. var caps = engine.getCaps();
  102005. texture.format = BABYLON.Engine.TEXTUREFORMAT_RGBA;
  102006. texture.type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  102007. texture.generateMipMaps = true;
  102008. engine.updateTextureSamplingMode(BABYLON.Texture.TRILINEAR_SAMPLINGMODE, texture);
  102009. // Add extra process if texture lod is not supported
  102010. if (!caps.textureLOD) {
  102011. expandTexture = false;
  102012. generateNonLODTextures = true;
  102013. lodTextures = {};
  102014. }
  102015. // in webgl 1 there are no ways to either render or copy lod level information for float textures.
  102016. else if (engine.webGLVersion < 2) {
  102017. expandTexture = false;
  102018. }
  102019. // If half float available we can uncompress the texture
  102020. else if (caps.textureHalfFloatRender && caps.textureHalfFloatLinearFiltering) {
  102021. expandTexture = true;
  102022. texture.type = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  102023. }
  102024. // If full float available we can uncompress the texture
  102025. else if (caps.textureFloatRender && caps.textureFloatLinearFiltering) {
  102026. expandTexture = true;
  102027. texture.type = BABYLON.Engine.TEXTURETYPE_FLOAT;
  102028. }
  102029. // Expand the texture if possible
  102030. if (expandTexture) {
  102031. // Simply run through the decode PP
  102032. rgbdPostProcess = new BABYLON.PostProcess("rgbdDecode", "rgbdDecode", null, null, 1, null, BABYLON.Texture.TRILINEAR_SAMPLINGMODE, engine, false, undefined, texture.type, undefined, null, false);
  102033. texture._isRGBD = false;
  102034. texture.invertY = false;
  102035. cubeRtt = engine.createRenderTargetCubeTexture(texture.width, {
  102036. generateDepthBuffer: false,
  102037. generateMipMaps: true,
  102038. generateStencilBuffer: false,
  102039. samplingMode: BABYLON.Texture.TRILINEAR_SAMPLINGMODE,
  102040. type: texture.type,
  102041. format: BABYLON.Engine.TEXTUREFORMAT_RGBA
  102042. });
  102043. }
  102044. else {
  102045. texture._isRGBD = true;
  102046. texture.invertY = true;
  102047. // In case of missing support, applies the same patch than DDS files.
  102048. if (generateNonLODTextures) {
  102049. var mipSlices = 3;
  102050. var scale = texture._lodGenerationScale;
  102051. var offset = texture._lodGenerationOffset;
  102052. for (var i = 0; i < mipSlices; i++) {
  102053. //compute LOD from even spacing in smoothness (matching shader calculation)
  102054. var smoothness = i / (mipSlices - 1);
  102055. var roughness = 1 - smoothness;
  102056. var minLODIndex = offset; // roughness = 0
  102057. var maxLODIndex = (mipmapsCount - 1) * scale + offset; // roughness = 1 (mipmaps start from 0)
  102058. var lodIndex = minLODIndex + (maxLODIndex - minLODIndex) * roughness;
  102059. var mipmapIndex = Math.round(Math.min(Math.max(lodIndex, 0), maxLODIndex));
  102060. var glTextureFromLod = new BABYLON.InternalTexture(engine, BABYLON.InternalTexture.DATASOURCE_TEMP);
  102061. glTextureFromLod.isCube = true;
  102062. glTextureFromLod.invertY = true;
  102063. glTextureFromLod.generateMipMaps = false;
  102064. engine.updateTextureSamplingMode(BABYLON.Texture.LINEAR_LINEAR, glTextureFromLod);
  102065. // Wrap in a base texture for easy binding.
  102066. var lodTexture = new BABYLON.BaseTexture(null);
  102067. lodTexture.isCube = true;
  102068. lodTexture._texture = glTextureFromLod;
  102069. lodTextures[mipmapIndex] = lodTexture;
  102070. switch (i) {
  102071. case 0:
  102072. texture._lodTextureLow = lodTexture;
  102073. break;
  102074. case 1:
  102075. texture._lodTextureMid = lodTexture;
  102076. break;
  102077. case 2:
  102078. texture._lodTextureHigh = lodTexture;
  102079. break;
  102080. }
  102081. }
  102082. }
  102083. }
  102084. var promises = [];
  102085. var _loop_3 = function (i) {
  102086. var _loop_4 = function (face) {
  102087. // Constructs an image element from image data
  102088. var bytes = imageData[i][face];
  102089. var blob = new Blob([bytes], { type: 'image/png' });
  102090. var url = URL.createObjectURL(blob);
  102091. var image = new Image();
  102092. image.src = url;
  102093. // Enqueue promise to upload to the texture.
  102094. var promise = new Promise(function (resolve, reject) {
  102095. image.onload = function () {
  102096. if (expandTexture) {
  102097. var tempTexture_1 = engine.createTexture(null, true, true, null, BABYLON.Texture.NEAREST_SAMPLINGMODE, null, function (message) {
  102098. reject(message);
  102099. }, image);
  102100. rgbdPostProcess.getEffect().executeWhenCompiled(function () {
  102101. // Uncompress the data to a RTT
  102102. rgbdPostProcess.onApply = function (effect) {
  102103. effect._bindTexture("textureSampler", tempTexture_1);
  102104. effect.setFloat2("scale", 1, 1);
  102105. };
  102106. engine.scenes[0].postProcessManager.directRender([rgbdPostProcess], cubeRtt, true, face, i);
  102107. // Cleanup
  102108. engine.restoreDefaultFramebuffer();
  102109. tempTexture_1.dispose();
  102110. window.URL.revokeObjectURL(url);
  102111. resolve();
  102112. });
  102113. }
  102114. else {
  102115. engine._uploadImageToTexture(texture, image, face, i);
  102116. // Upload the face to the non lod texture support
  102117. if (generateNonLODTextures) {
  102118. var lodTexture = lodTextures[i];
  102119. if (lodTexture) {
  102120. engine._uploadImageToTexture(lodTexture._texture, image, face, 0);
  102121. }
  102122. }
  102123. resolve();
  102124. }
  102125. };
  102126. image.onerror = function (error) {
  102127. reject(error);
  102128. };
  102129. });
  102130. promises.push(promise);
  102131. };
  102132. // All faces
  102133. for (var face = 0; face < 6; face++) {
  102134. _loop_4(face);
  102135. }
  102136. };
  102137. // All mipmaps up to provided number of images
  102138. for (var i = 0; i < imageData.length; i++) {
  102139. _loop_3(i);
  102140. }
  102141. // Fill remaining mipmaps with black textures.
  102142. if (imageData.length < mipmapsCount) {
  102143. var data = void 0;
  102144. var size = Math.pow(2, mipmapsCount - 1 - imageData.length);
  102145. var dataLength = size * size * 4;
  102146. switch (texture.type) {
  102147. case BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT: {
  102148. data = new Uint8Array(dataLength);
  102149. break;
  102150. }
  102151. case BABYLON.Engine.TEXTURETYPE_HALF_FLOAT: {
  102152. data = new Uint16Array(dataLength);
  102153. break;
  102154. }
  102155. case BABYLON.Engine.TEXTURETYPE_FLOAT: {
  102156. data = new Float32Array(dataLength);
  102157. break;
  102158. }
  102159. }
  102160. for (var i = imageData.length; i < mipmapsCount; i++) {
  102161. for (var face = 0; face < 6; face++) {
  102162. engine._uploadArrayBufferViewToTexture(texture, data, face, i);
  102163. }
  102164. }
  102165. }
  102166. // Once all done, finishes the cleanup and return
  102167. return Promise.all(promises).then(function () {
  102168. // Release temp RTT.
  102169. if (cubeRtt) {
  102170. engine._releaseFramebufferObjects(cubeRtt);
  102171. cubeRtt._swapAndDie(texture);
  102172. }
  102173. // Release temp Post Process.
  102174. if (rgbdPostProcess) {
  102175. rgbdPostProcess.dispose();
  102176. }
  102177. // Flag internal texture as ready in case they are in use.
  102178. if (generateNonLODTextures) {
  102179. if (texture._lodTextureHigh && texture._lodTextureHigh._texture) {
  102180. texture._lodTextureHigh._texture.isReady = true;
  102181. }
  102182. if (texture._lodTextureMid && texture._lodTextureMid._texture) {
  102183. texture._lodTextureMid._texture.isReady = true;
  102184. }
  102185. if (texture._lodTextureLow && texture._lodTextureLow._texture) {
  102186. texture._lodTextureLow._texture.isReady = true;
  102187. }
  102188. }
  102189. });
  102190. };
  102191. /**
  102192. * Uploads spherical polynomials information to the texture.
  102193. * @param texture defines the texture we are trying to upload the information to
  102194. * @param info defines the environment texture info retrieved through the GetEnvInfo method
  102195. */
  102196. EnvironmentTextureTools.UploadEnvSpherical = function (texture, info) {
  102197. if (info.version !== 1) {
  102198. BABYLON.Tools.Warn('Unsupported babylon environment map version "' + info.version + '"');
  102199. }
  102200. var irradianceInfo = info.irradiance;
  102201. if (!irradianceInfo) {
  102202. return;
  102203. }
  102204. var sp = new BABYLON.SphericalPolynomial();
  102205. BABYLON.Vector3.FromArrayToRef(irradianceInfo.x, 0, sp.x);
  102206. BABYLON.Vector3.FromArrayToRef(irradianceInfo.y, 0, sp.y);
  102207. BABYLON.Vector3.FromArrayToRef(irradianceInfo.z, 0, sp.z);
  102208. BABYLON.Vector3.FromArrayToRef(irradianceInfo.xx, 0, sp.xx);
  102209. BABYLON.Vector3.FromArrayToRef(irradianceInfo.yy, 0, sp.yy);
  102210. BABYLON.Vector3.FromArrayToRef(irradianceInfo.zz, 0, sp.zz);
  102211. BABYLON.Vector3.FromArrayToRef(irradianceInfo.yz, 0, sp.yz);
  102212. BABYLON.Vector3.FromArrayToRef(irradianceInfo.zx, 0, sp.zx);
  102213. BABYLON.Vector3.FromArrayToRef(irradianceInfo.xy, 0, sp.xy);
  102214. texture._sphericalPolynomial = sp;
  102215. };
  102216. /**
  102217. * Magic number identifying the env file.
  102218. */
  102219. EnvironmentTextureTools._MagicBytes = [0x86, 0x16, 0x87, 0x96, 0xf6, 0xd6, 0x96, 0x36];
  102220. return EnvironmentTextureTools;
  102221. }());
  102222. BABYLON.EnvironmentTextureTools = EnvironmentTextureTools;
  102223. })(BABYLON || (BABYLON = {}));
  102224. //# sourceMappingURL=babylon.environmentTextureTools.js.map
  102225. var BABYLON;
  102226. (function (BABYLON) {
  102227. /**
  102228. * Implementation of the ENV Texture Loader.
  102229. */
  102230. var ENVTextureLoader = /** @class */ (function () {
  102231. function ENVTextureLoader() {
  102232. /**
  102233. * Defines wether the loader supports cascade loading the different faces.
  102234. */
  102235. this.supportCascades = false;
  102236. }
  102237. /**
  102238. * This returns if the loader support the current file information.
  102239. * @param extension defines the file extension of the file being loaded
  102240. * @param textureFormatInUse defines the current compressed format in use iun the engine
  102241. * @param fallback defines the fallback internal texture if any
  102242. * @param isBase64 defines whether the texture is encoded as a base64
  102243. * @param isBuffer defines whether the texture data are stored as a buffer
  102244. * @returns true if the loader can load the specified file
  102245. */
  102246. ENVTextureLoader.prototype.canLoad = function (extension, textureFormatInUse, fallback, isBase64, isBuffer) {
  102247. return extension.indexOf(".env") === 0;
  102248. };
  102249. /**
  102250. * Transform the url before loading if required.
  102251. * @param rootUrl the url of the texture
  102252. * @param textureFormatInUse defines the current compressed format in use iun the engine
  102253. * @returns the transformed texture
  102254. */
  102255. ENVTextureLoader.prototype.transformUrl = function (rootUrl, textureFormatInUse) {
  102256. return rootUrl;
  102257. };
  102258. /**
  102259. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  102260. * @param rootUrl the url of the texture
  102261. * @param textureFormatInUse defines the current compressed format in use iun the engine
  102262. * @returns the fallback texture
  102263. */
  102264. ENVTextureLoader.prototype.getFallbackTextureUrl = function (rootUrl, textureFormatInUse) {
  102265. return null;
  102266. };
  102267. /**
  102268. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  102269. * @param data contains the texture data
  102270. * @param texture defines the BabylonJS internal texture
  102271. * @param createPolynomials will be true if polynomials have been requested
  102272. * @param onLoad defines the callback to trigger once the texture is ready
  102273. * @param onError defines the callback to trigger in case of error
  102274. */
  102275. ENVTextureLoader.prototype.loadCubeData = function (data, texture, createPolynomials, onLoad, onError) {
  102276. if (Array.isArray(data)) {
  102277. return;
  102278. }
  102279. data = data;
  102280. var info = BABYLON.EnvironmentTextureTools.GetEnvInfo(data);
  102281. if (info) {
  102282. texture.width = info.width;
  102283. texture.height = info.width;
  102284. BABYLON.EnvironmentTextureTools.UploadEnvSpherical(texture, info);
  102285. BABYLON.EnvironmentTextureTools.UploadEnvLevelsAsync(texture, data, info).then(function () {
  102286. texture.isReady = true;
  102287. if (onLoad) {
  102288. onLoad();
  102289. }
  102290. });
  102291. }
  102292. else if (onError) {
  102293. onError("Can not parse the environment file", null);
  102294. }
  102295. };
  102296. /**
  102297. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  102298. * @param data contains the texture data
  102299. * @param texture defines the BabylonJS internal texture
  102300. * @param callback defines the method to call once ready to upload
  102301. */
  102302. ENVTextureLoader.prototype.loadData = function (data, texture, callback) {
  102303. throw ".env not supported in 2d.";
  102304. };
  102305. return ENVTextureLoader;
  102306. }());
  102307. // Register the loader.
  102308. BABYLON.Engine._TextureLoaders.push(new ENVTextureLoader());
  102309. })(BABYLON || (BABYLON = {}));
  102310. //# sourceMappingURL=babylon.envTextureLoader.js.map
  102311. var BABYLON;
  102312. (function (BABYLON) {
  102313. /**
  102314. * Renders a layer on top of an existing scene
  102315. */
  102316. var UtilityLayerRenderer = /** @class */ (function () {
  102317. /**
  102318. * Instantiates a UtilityLayerRenderer
  102319. * @param originalScene the original scene that will be rendered on top of
  102320. * @param handleEvents boolean indicating if the utility layer should handle events
  102321. */
  102322. function UtilityLayerRenderer(
  102323. /** the original scene that will be rendered on top of */
  102324. originalScene, handleEvents) {
  102325. if (handleEvents === void 0) { handleEvents = true; }
  102326. var _this = this;
  102327. this.originalScene = originalScene;
  102328. this._pointerCaptures = {};
  102329. this._lastPointerEvents = {};
  102330. /**
  102331. * If the picking should be done on the utility layer prior to the actual scene (Default: true)
  102332. */
  102333. this.pickUtilitySceneFirst = true;
  102334. /**
  102335. * If the utility layer should automatically be rendered on top of existing scene
  102336. */
  102337. this.shouldRender = true;
  102338. /**
  102339. * If set to true, only pointer down onPointerObservable events will be blocked when picking is occluded by original scene
  102340. */
  102341. this.onlyCheckPointerDownEvents = true;
  102342. /**
  102343. * If set to false, only pointerUp, pointerDown and pointerMove will be sent to the utilityLayerScene (false by default)
  102344. */
  102345. this.processAllEvents = false;
  102346. /**
  102347. * Observable raised when the pointer move from the utility layer scene to the main scene
  102348. */
  102349. this.onPointerOutObservable = new BABYLON.Observable();
  102350. // Create scene which will be rendered in the foreground and remove it from being referenced by engine to avoid interfering with existing app
  102351. this.utilityLayerScene = new BABYLON.Scene(originalScene.getEngine());
  102352. this.utilityLayerScene.useRightHandedSystem = originalScene.useRightHandedSystem;
  102353. this.utilityLayerScene._allowPostProcessClearColor = false;
  102354. originalScene.getEngine().scenes.pop();
  102355. // Detach controls on utility scene, events will be fired by logic below to handle picking priority
  102356. this.utilityLayerScene.detachControl();
  102357. if (handleEvents) {
  102358. this._originalPointerObserver = originalScene.onPrePointerObservable.add(function (prePointerInfo, eventState) {
  102359. if (!_this.utilityLayerScene.activeCamera) {
  102360. return;
  102361. }
  102362. if (!_this.processAllEvents) {
  102363. if (prePointerInfo.type !== BABYLON.PointerEventTypes.POINTERMOVE
  102364. && prePointerInfo.type !== BABYLON.PointerEventTypes.POINTERUP
  102365. && prePointerInfo.type !== BABYLON.PointerEventTypes.POINTERDOWN) {
  102366. return;
  102367. }
  102368. }
  102369. var pointerEvent = (prePointerInfo.event);
  102370. if (originalScene.isPointerCaptured(pointerEvent.pointerId)) {
  102371. _this._pointerCaptures[pointerEvent.pointerId] = false;
  102372. return;
  102373. }
  102374. var utilityScenePick = prePointerInfo.ray ? _this.utilityLayerScene.pickWithRay(prePointerInfo.ray) : _this.utilityLayerScene.pick(originalScene.pointerX, originalScene.pointerY);
  102375. if (!prePointerInfo.ray && utilityScenePick) {
  102376. prePointerInfo.ray = utilityScenePick.ray;
  102377. }
  102378. // always fire the prepointer oversvable
  102379. _this.utilityLayerScene.onPrePointerObservable.notifyObservers(prePointerInfo);
  102380. // allow every non pointer down event to flow to the utility layer
  102381. if (_this.onlyCheckPointerDownEvents && prePointerInfo.type != BABYLON.PointerEventTypes.POINTERDOWN) {
  102382. if (!prePointerInfo.skipOnPointerObservable) {
  102383. _this.utilityLayerScene.onPointerObservable.notifyObservers(new BABYLON.PointerInfo(prePointerInfo.type, prePointerInfo.event, utilityScenePick));
  102384. }
  102385. if (prePointerInfo.type === BABYLON.PointerEventTypes.POINTERUP && _this._pointerCaptures[pointerEvent.pointerId]) {
  102386. _this._pointerCaptures[pointerEvent.pointerId] = false;
  102387. }
  102388. return;
  102389. }
  102390. if (_this.utilityLayerScene.autoClearDepthAndStencil || _this.pickUtilitySceneFirst) {
  102391. // If this layer is an overlay, check if this layer was hit and if so, skip pointer events for the main scene
  102392. if (utilityScenePick && utilityScenePick.hit) {
  102393. if (!prePointerInfo.skipOnPointerObservable) {
  102394. _this.utilityLayerScene.onPointerObservable.notifyObservers(new BABYLON.PointerInfo(prePointerInfo.type, prePointerInfo.event, utilityScenePick));
  102395. }
  102396. prePointerInfo.skipOnPointerObservable = true;
  102397. }
  102398. }
  102399. else {
  102400. var originalScenePick = prePointerInfo.ray ? originalScene.pickWithRay(prePointerInfo.ray) : originalScene.pick(originalScene.pointerX, originalScene.pointerY);
  102401. var pointerEvent_1 = (prePointerInfo.event);
  102402. // If the layer can be occluded by the original scene, only fire pointer events to the first layer that hit they ray
  102403. if (originalScenePick && utilityScenePick) {
  102404. // No pick in utility scene
  102405. if (utilityScenePick.distance === 0 && originalScenePick.pickedMesh) {
  102406. if (_this.mainSceneTrackerPredicate && _this.mainSceneTrackerPredicate(originalScenePick.pickedMesh)) {
  102407. // We touched an utility mesh present in the main scene
  102408. _this._notifyObservers(prePointerInfo, originalScenePick, pointerEvent_1);
  102409. prePointerInfo.skipOnPointerObservable = true;
  102410. }
  102411. else if (prePointerInfo.type === BABYLON.PointerEventTypes.POINTERDOWN) {
  102412. _this._pointerCaptures[pointerEvent_1.pointerId] = true;
  102413. }
  102414. else if (_this._lastPointerEvents[pointerEvent_1.pointerId]) {
  102415. // We need to send a last pointerup to the utilityLayerScene to make sure animations can complete
  102416. _this.onPointerOutObservable.notifyObservers(pointerEvent_1.pointerId);
  102417. delete _this._lastPointerEvents[pointerEvent_1.pointerId];
  102418. }
  102419. }
  102420. else if (!_this._pointerCaptures[pointerEvent_1.pointerId] && (utilityScenePick.distance < originalScenePick.distance || originalScenePick.distance === 0)) {
  102421. // We pick something in utility scene or the pick in utility is closer than the one in main scene
  102422. _this._notifyObservers(prePointerInfo, utilityScenePick, pointerEvent_1);
  102423. // If a previous utility layer set this, do not unset this
  102424. if (!prePointerInfo.skipOnPointerObservable) {
  102425. prePointerInfo.skipOnPointerObservable = utilityScenePick.distance > 0;
  102426. }
  102427. }
  102428. else if (!_this._pointerCaptures[pointerEvent_1.pointerId] && (utilityScenePick.distance > originalScenePick.distance)) {
  102429. // We have a pick in both scenes but main is closer than utility
  102430. // We touched an utility mesh present in the main scene
  102431. if (_this.mainSceneTrackerPredicate && _this.mainSceneTrackerPredicate(originalScenePick.pickedMesh)) {
  102432. _this._notifyObservers(prePointerInfo, originalScenePick, pointerEvent_1);
  102433. prePointerInfo.skipOnPointerObservable = true;
  102434. }
  102435. else if (_this._lastPointerEvents[pointerEvent_1.pointerId]) {
  102436. // We need to send a last pointerup to the utilityLayerScene to make sure animations can complete
  102437. _this.onPointerOutObservable.notifyObservers(pointerEvent_1.pointerId);
  102438. delete _this._lastPointerEvents[pointerEvent_1.pointerId];
  102439. }
  102440. }
  102441. if (prePointerInfo.type === BABYLON.PointerEventTypes.POINTERUP && _this._pointerCaptures[pointerEvent_1.pointerId]) {
  102442. _this._pointerCaptures[pointerEvent_1.pointerId] = false;
  102443. }
  102444. }
  102445. }
  102446. });
  102447. }
  102448. // Render directly on top of existing scene without clearing
  102449. this.utilityLayerScene.autoClear = false;
  102450. this._afterRenderObserver = this.originalScene.onAfterRenderObservable.add(function () {
  102451. if (_this.shouldRender) {
  102452. _this.render();
  102453. }
  102454. });
  102455. this._sceneDisposeObserver = this.originalScene.onDisposeObservable.add(function () {
  102456. _this.dispose();
  102457. });
  102458. this._updateCamera();
  102459. }
  102460. Object.defineProperty(UtilityLayerRenderer, "DefaultUtilityLayer", {
  102461. /**
  102462. * A shared utility layer that can be used to overlay objects into a scene (Depth map of the previous scene is cleared before drawing on top of it)
  102463. */
  102464. get: function () {
  102465. if (UtilityLayerRenderer._DefaultUtilityLayer == null) {
  102466. UtilityLayerRenderer._DefaultUtilityLayer = new UtilityLayerRenderer(BABYLON.Engine.LastCreatedScene);
  102467. UtilityLayerRenderer._DefaultUtilityLayer.originalScene.onDisposeObservable.addOnce(function () {
  102468. UtilityLayerRenderer._DefaultUtilityLayer = null;
  102469. });
  102470. }
  102471. return UtilityLayerRenderer._DefaultUtilityLayer;
  102472. },
  102473. enumerable: true,
  102474. configurable: true
  102475. });
  102476. Object.defineProperty(UtilityLayerRenderer, "DefaultKeepDepthUtilityLayer", {
  102477. /**
  102478. * A shared utility layer that can be used to embed objects into a scene (Depth map of the previous scene is not cleared before drawing on top of it)
  102479. */
  102480. get: function () {
  102481. if (UtilityLayerRenderer._DefaultKeepDepthUtilityLayer == null) {
  102482. UtilityLayerRenderer._DefaultKeepDepthUtilityLayer = new UtilityLayerRenderer(BABYLON.Engine.LastCreatedScene);
  102483. UtilityLayerRenderer._DefaultKeepDepthUtilityLayer.utilityLayerScene.autoClearDepthAndStencil = false;
  102484. UtilityLayerRenderer._DefaultKeepDepthUtilityLayer.originalScene.onDisposeObservable.addOnce(function () {
  102485. UtilityLayerRenderer._DefaultKeepDepthUtilityLayer = null;
  102486. });
  102487. }
  102488. return UtilityLayerRenderer._DefaultKeepDepthUtilityLayer;
  102489. },
  102490. enumerable: true,
  102491. configurable: true
  102492. });
  102493. UtilityLayerRenderer.prototype._notifyObservers = function (prePointerInfo, pickInfo, pointerEvent) {
  102494. if (!prePointerInfo.skipOnPointerObservable) {
  102495. this.utilityLayerScene.onPointerObservable.notifyObservers(new BABYLON.PointerInfo(prePointerInfo.type, prePointerInfo.event, pickInfo));
  102496. this._lastPointerEvents[pointerEvent.pointerId] = true;
  102497. }
  102498. };
  102499. /**
  102500. * Renders the utility layers scene on top of the original scene
  102501. */
  102502. UtilityLayerRenderer.prototype.render = function () {
  102503. this._updateCamera();
  102504. if (this.utilityLayerScene.activeCamera) {
  102505. // Set the camera's scene to utility layers scene
  102506. var oldScene = this.utilityLayerScene.activeCamera.getScene();
  102507. var camera = this.utilityLayerScene.activeCamera;
  102508. camera._scene = this.utilityLayerScene;
  102509. if (camera.leftCamera) {
  102510. camera.leftCamera._scene = this.utilityLayerScene;
  102511. }
  102512. if (camera.rightCamera) {
  102513. camera.rightCamera._scene = this.utilityLayerScene;
  102514. }
  102515. this.utilityLayerScene.render(false);
  102516. // Reset camera's scene back to original
  102517. camera._scene = oldScene;
  102518. if (camera.leftCamera) {
  102519. camera.leftCamera._scene = oldScene;
  102520. }
  102521. if (camera.rightCamera) {
  102522. camera.rightCamera._scene = oldScene;
  102523. }
  102524. }
  102525. };
  102526. /**
  102527. * Disposes of the renderer
  102528. */
  102529. UtilityLayerRenderer.prototype.dispose = function () {
  102530. this.onPointerOutObservable.clear();
  102531. if (this._afterRenderObserver) {
  102532. this.originalScene.onAfterRenderObservable.remove(this._afterRenderObserver);
  102533. }
  102534. if (this._sceneDisposeObserver) {
  102535. this.originalScene.onDisposeObservable.remove(this._sceneDisposeObserver);
  102536. }
  102537. if (this._originalPointerObserver) {
  102538. this.originalScene.onPrePointerObservable.remove(this._originalPointerObserver);
  102539. }
  102540. this.utilityLayerScene.dispose();
  102541. };
  102542. UtilityLayerRenderer.prototype._updateCamera = function () {
  102543. if (this.originalScene.activeCameras.length > 1) {
  102544. this.utilityLayerScene.activeCamera = this.originalScene.activeCameras[0];
  102545. }
  102546. else {
  102547. this.utilityLayerScene.activeCamera = this.originalScene.activeCamera;
  102548. }
  102549. };
  102550. UtilityLayerRenderer._DefaultUtilityLayer = null;
  102551. UtilityLayerRenderer._DefaultKeepDepthUtilityLayer = null;
  102552. return UtilityLayerRenderer;
  102553. }());
  102554. BABYLON.UtilityLayerRenderer = UtilityLayerRenderer;
  102555. })(BABYLON || (BABYLON = {}));
  102556. //# sourceMappingURL=babylon.utilityLayerRenderer.js.map
  102557. //# sourceMappingURL=babylon.behavior.js.map
  102558. var BABYLON;
  102559. (function (BABYLON) {
  102560. /**
  102561. * A behavior that when attached to a mesh will allow the mesh to be dragged around the screen based on pointer events
  102562. */
  102563. var PointerDragBehavior = /** @class */ (function () {
  102564. /**
  102565. * Creates a pointer drag behavior that can be attached to a mesh
  102566. * @param options The drag axis or normal of the plane that will be dragged across. If no options are specified the drag plane will always face the ray's origin (eg. camera)
  102567. */
  102568. function PointerDragBehavior(options) {
  102569. /**
  102570. * The maximum tolerated angle between the drag plane and dragging pointer rays to trigger pointer events. Set to 0 to allow any angle (default: 0)
  102571. */
  102572. this.maxDragAngle = 0;
  102573. /**
  102574. * @hidden
  102575. */
  102576. this._useAlternatePickedPointAboveMaxDragAngle = false;
  102577. /**
  102578. * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)
  102579. */
  102580. this.currentDraggingPointerID = -1;
  102581. /**
  102582. * If the behavior is currently in a dragging state
  102583. */
  102584. this.dragging = false;
  102585. /**
  102586. * The distance towards the target drag position to move each frame. This can be useful to avoid jitter. Set this to 1 for no delay. (Default: 0.2)
  102587. */
  102588. this.dragDeltaRatio = 0.2;
  102589. /**
  102590. * If the drag plane orientation should be updated during the dragging (Default: true)
  102591. */
  102592. this.updateDragPlane = true;
  102593. // Debug mode will display drag planes to help visualize behavior
  102594. this._debugMode = false;
  102595. this._moving = false;
  102596. /**
  102597. * Fires each time the attached mesh is dragged with the pointer
  102598. * * delta between last drag position and current drag position in world space
  102599. * * dragDistance along the drag axis
  102600. * * dragPlaneNormal normal of the current drag plane used during the drag
  102601. * * dragPlanePoint in world space where the drag intersects the drag plane
  102602. */
  102603. this.onDragObservable = new BABYLON.Observable();
  102604. /**
  102605. * Fires each time a drag begins (eg. mouse down on mesh)
  102606. */
  102607. this.onDragStartObservable = new BABYLON.Observable();
  102608. /**
  102609. * Fires each time a drag ends (eg. mouse release after drag)
  102610. */
  102611. this.onDragEndObservable = new BABYLON.Observable();
  102612. /**
  102613. * If the attached mesh should be moved when dragged
  102614. */
  102615. this.moveAttached = true;
  102616. /**
  102617. * If the drag behavior will react to drag events (Default: true)
  102618. */
  102619. this.enabled = true;
  102620. /**
  102621. * If camera controls should be detached during the drag
  102622. */
  102623. this.detachCameraControls = true;
  102624. /**
  102625. * If set, the drag plane/axis will be rotated based on the attached mesh's world rotation (Default: true)
  102626. */
  102627. this.useObjectOrienationForDragging = true;
  102628. this._tmpVector = new BABYLON.Vector3(0, 0, 0);
  102629. this._alternatePickedPoint = new BABYLON.Vector3(0, 0, 0);
  102630. this._worldDragAxis = new BABYLON.Vector3(0, 0, 0);
  102631. this._targetPosition = new BABYLON.Vector3(0, 0, 0);
  102632. this._attachedElement = null;
  102633. this._startDragRay = new BABYLON.Ray(new BABYLON.Vector3(), new BABYLON.Vector3());
  102634. this._lastPointerRay = {};
  102635. this._dragDelta = new BABYLON.Vector3();
  102636. // Variables to avoid instantiation in the below method
  102637. this._pointA = new BABYLON.Vector3(0, 0, 0);
  102638. this._pointB = new BABYLON.Vector3(0, 0, 0);
  102639. this._pointC = new BABYLON.Vector3(0, 0, 0);
  102640. this._lineA = new BABYLON.Vector3(0, 0, 0);
  102641. this._lineB = new BABYLON.Vector3(0, 0, 0);
  102642. this._localAxis = new BABYLON.Vector3(0, 0, 0);
  102643. this._lookAt = new BABYLON.Vector3(0, 0, 0);
  102644. this._options = options ? options : {};
  102645. var optionCount = 0;
  102646. if (this._options.dragAxis) {
  102647. optionCount++;
  102648. }
  102649. if (this._options.dragPlaneNormal) {
  102650. optionCount++;
  102651. }
  102652. if (optionCount > 1) {
  102653. throw "Multiple drag modes specified in dragBehavior options. Only one expected";
  102654. }
  102655. }
  102656. Object.defineProperty(PointerDragBehavior.prototype, "name", {
  102657. /**
  102658. * The name of the behavior
  102659. */
  102660. get: function () {
  102661. return "PointerDrag";
  102662. },
  102663. enumerable: true,
  102664. configurable: true
  102665. });
  102666. /**
  102667. * Initializes the behavior
  102668. */
  102669. PointerDragBehavior.prototype.init = function () { };
  102670. /**
  102671. * Attaches the drag behavior the passed in mesh
  102672. * @param ownerNode The mesh that will be dragged around once attached
  102673. */
  102674. PointerDragBehavior.prototype.attach = function (ownerNode) {
  102675. var _this = this;
  102676. this._scene = ownerNode.getScene();
  102677. this._attachedNode = ownerNode;
  102678. // Initialize drag plane to not interfere with existing scene
  102679. if (!PointerDragBehavior._planeScene) {
  102680. if (this._debugMode) {
  102681. PointerDragBehavior._planeScene = this._scene;
  102682. }
  102683. else {
  102684. PointerDragBehavior._planeScene = new BABYLON.Scene(this._scene.getEngine());
  102685. PointerDragBehavior._planeScene.detachControl();
  102686. this._scene.getEngine().scenes.pop();
  102687. this._scene.onDisposeObservable.addOnce(function () {
  102688. PointerDragBehavior._planeScene.dispose();
  102689. PointerDragBehavior._planeScene = null;
  102690. });
  102691. }
  102692. }
  102693. this._dragPlane = BABYLON.Mesh.CreatePlane("pointerDragPlane", this._debugMode ? 1 : 10000, PointerDragBehavior._planeScene, false, BABYLON.Mesh.DOUBLESIDE);
  102694. // State of the drag
  102695. this.lastDragPosition = new BABYLON.Vector3(0, 0, 0);
  102696. var pickPredicate = function (m) {
  102697. return _this._attachedNode == m || m.isDescendantOf(_this._attachedNode);
  102698. };
  102699. this._pointerObserver = this._scene.onPointerObservable.add(function (pointerInfo, eventState) {
  102700. if (!_this.enabled) {
  102701. return;
  102702. }
  102703. if (pointerInfo.type == BABYLON.PointerEventTypes.POINTERDOWN) {
  102704. if (!_this.dragging && pointerInfo.pickInfo && pointerInfo.pickInfo.hit && pointerInfo.pickInfo.pickedMesh && pointerInfo.pickInfo.pickedPoint && pointerInfo.pickInfo.ray && pickPredicate(pointerInfo.pickInfo.pickedMesh)) {
  102705. _this._startDrag(pointerInfo.event.pointerId, pointerInfo.pickInfo.ray, pointerInfo.pickInfo.pickedPoint);
  102706. }
  102707. }
  102708. else if (pointerInfo.type == BABYLON.PointerEventTypes.POINTERUP) {
  102709. if (_this.currentDraggingPointerID == pointerInfo.event.pointerId) {
  102710. _this.releaseDrag();
  102711. }
  102712. }
  102713. else if (pointerInfo.type == BABYLON.PointerEventTypes.POINTERMOVE) {
  102714. var pointerId = pointerInfo.event.pointerId;
  102715. // If drag was started with anyMouseID specified, set pointerID to the next mouse that moved
  102716. if (_this.currentDraggingPointerID === PointerDragBehavior._AnyMouseID && pointerId !== PointerDragBehavior._AnyMouseID && pointerInfo.event.pointerType == "mouse") {
  102717. if (_this._lastPointerRay[_this.currentDraggingPointerID]) {
  102718. _this._lastPointerRay[pointerId] = _this._lastPointerRay[_this.currentDraggingPointerID];
  102719. delete _this._lastPointerRay[_this.currentDraggingPointerID];
  102720. }
  102721. _this.currentDraggingPointerID = pointerId;
  102722. }
  102723. // Keep track of last pointer ray, this is used simulating the start of a drag in startDrag()
  102724. if (!_this._lastPointerRay[pointerId]) {
  102725. _this._lastPointerRay[pointerId] = new BABYLON.Ray(new BABYLON.Vector3(), new BABYLON.Vector3());
  102726. }
  102727. if (pointerInfo.pickInfo && pointerInfo.pickInfo.ray) {
  102728. _this._lastPointerRay[pointerId].origin.copyFrom(pointerInfo.pickInfo.ray.origin);
  102729. _this._lastPointerRay[pointerId].direction.copyFrom(pointerInfo.pickInfo.ray.direction);
  102730. if (_this.currentDraggingPointerID == pointerId && _this.dragging) {
  102731. _this._moveDrag(pointerInfo.pickInfo.ray);
  102732. }
  102733. }
  102734. }
  102735. });
  102736. this._beforeRenderObserver = this._scene.onBeforeRenderObservable.add(function () {
  102737. if (_this._moving && _this.moveAttached) {
  102738. BABYLON.BoundingBoxGizmo._RemoveAndStorePivotPoint(_this._attachedNode);
  102739. // Slowly move mesh to avoid jitter
  102740. _this._targetPosition.subtractToRef((_this._attachedNode).absolutePosition, _this._tmpVector);
  102741. _this._tmpVector.scaleInPlace(_this.dragDeltaRatio);
  102742. (_this._attachedNode).getAbsolutePosition().addToRef(_this._tmpVector, _this._tmpVector);
  102743. (_this._attachedNode).setAbsolutePosition(_this._tmpVector);
  102744. BABYLON.BoundingBoxGizmo._RestorePivotPoint(_this._attachedNode);
  102745. }
  102746. });
  102747. };
  102748. /**
  102749. * Force relase the drag action by code.
  102750. */
  102751. PointerDragBehavior.prototype.releaseDrag = function () {
  102752. this.dragging = false;
  102753. this.onDragEndObservable.notifyObservers({ dragPlanePoint: this.lastDragPosition, pointerId: this.currentDraggingPointerID });
  102754. this.currentDraggingPointerID = -1;
  102755. this._moving = false;
  102756. // Reattach camera controls
  102757. if (this.detachCameraControls && this._attachedElement && this._scene.activeCamera && !this._scene.activeCamera.leftCamera) {
  102758. this._scene.activeCamera.attachControl(this._attachedElement, true);
  102759. }
  102760. };
  102761. /**
  102762. * Simulates the start of a pointer drag event on the behavior
  102763. * @param pointerId pointerID of the pointer that should be simulated (Default: Any mouse pointer ID)
  102764. * @param fromRay initial ray of the pointer to be simulated (Default: Ray from camera to attached mesh)
  102765. * @param startPickedPoint picked point of the pointer to be simulated (Default: attached mesh position)
  102766. */
  102767. PointerDragBehavior.prototype.startDrag = function (pointerId, fromRay, startPickedPoint) {
  102768. if (pointerId === void 0) { pointerId = PointerDragBehavior._AnyMouseID; }
  102769. this._startDrag(pointerId, fromRay, startPickedPoint);
  102770. var lastRay = this._lastPointerRay[pointerId];
  102771. if (pointerId === PointerDragBehavior._AnyMouseID) {
  102772. lastRay = this._lastPointerRay[Object.keys(this._lastPointerRay)[0]];
  102773. }
  102774. if (lastRay) {
  102775. // if there was a last pointer ray drag the object there
  102776. this._moveDrag(lastRay);
  102777. }
  102778. };
  102779. PointerDragBehavior.prototype._startDrag = function (pointerId, fromRay, startPickedPoint) {
  102780. if (!this._scene.activeCamera || this.dragging || !this._attachedNode) {
  102781. return;
  102782. }
  102783. BABYLON.BoundingBoxGizmo._RemoveAndStorePivotPoint(this._attachedNode);
  102784. // Create start ray from the camera to the object
  102785. if (fromRay) {
  102786. this._startDragRay.direction.copyFrom(fromRay.direction);
  102787. this._startDragRay.origin.copyFrom(fromRay.origin);
  102788. }
  102789. else {
  102790. this._startDragRay.origin.copyFrom(this._scene.activeCamera.position);
  102791. this._attachedNode.getWorldMatrix().getTranslationToRef(this._tmpVector);
  102792. this._tmpVector.subtractToRef(this._scene.activeCamera.position, this._startDragRay.direction);
  102793. }
  102794. this._updateDragPlanePosition(this._startDragRay, startPickedPoint ? startPickedPoint : this._tmpVector);
  102795. var pickedPoint = this._pickWithRayOnDragPlane(this._startDragRay);
  102796. if (pickedPoint) {
  102797. this.dragging = true;
  102798. this.currentDraggingPointerID = pointerId;
  102799. this.lastDragPosition.copyFrom(pickedPoint);
  102800. this.onDragStartObservable.notifyObservers({ dragPlanePoint: pickedPoint, pointerId: this.currentDraggingPointerID });
  102801. this._targetPosition.copyFrom((this._attachedNode).absolutePosition);
  102802. // Detatch camera controls
  102803. if (this.detachCameraControls && this._scene.activeCamera && !this._scene.activeCamera.leftCamera) {
  102804. if (this._scene.activeCamera.inputs.attachedElement) {
  102805. this._attachedElement = this._scene.activeCamera.inputs.attachedElement;
  102806. this._scene.activeCamera.detachControl(this._scene.activeCamera.inputs.attachedElement);
  102807. }
  102808. else {
  102809. this._attachedElement = null;
  102810. }
  102811. }
  102812. }
  102813. BABYLON.BoundingBoxGizmo._RestorePivotPoint(this._attachedNode);
  102814. };
  102815. PointerDragBehavior.prototype._moveDrag = function (ray) {
  102816. this._moving = true;
  102817. var pickedPoint = this._pickWithRayOnDragPlane(ray);
  102818. if (pickedPoint) {
  102819. if (this.updateDragPlane) {
  102820. this._updateDragPlanePosition(ray, pickedPoint);
  102821. }
  102822. var dragLength = 0;
  102823. // depending on the drag mode option drag accordingly
  102824. if (this._options.dragAxis) {
  102825. // Convert local drag axis to world
  102826. BABYLON.Vector3.TransformCoordinatesToRef(this._options.dragAxis, this._attachedNode.getWorldMatrix().getRotationMatrix(), this._worldDragAxis);
  102827. // Project delta drag from the drag plane onto the drag axis
  102828. pickedPoint.subtractToRef(this.lastDragPosition, this._tmpVector);
  102829. dragLength = BABYLON.Vector3.Dot(this._tmpVector, this._worldDragAxis);
  102830. this._worldDragAxis.scaleToRef(dragLength, this._dragDelta);
  102831. }
  102832. else {
  102833. dragLength = this._dragDelta.length();
  102834. pickedPoint.subtractToRef(this.lastDragPosition, this._dragDelta);
  102835. }
  102836. this._targetPosition.addInPlace(this._dragDelta);
  102837. this.onDragObservable.notifyObservers({ dragDistance: dragLength, delta: this._dragDelta, dragPlanePoint: pickedPoint, dragPlaneNormal: this._dragPlane.forward, pointerId: this.currentDraggingPointerID });
  102838. this.lastDragPosition.copyFrom(pickedPoint);
  102839. }
  102840. };
  102841. PointerDragBehavior.prototype._pickWithRayOnDragPlane = function (ray) {
  102842. var _this = this;
  102843. if (!ray) {
  102844. return null;
  102845. }
  102846. // Calculate angle between plane normal and ray
  102847. var angle = Math.acos(BABYLON.Vector3.Dot(this._dragPlane.forward, ray.direction));
  102848. // Correct if ray is casted from oposite side
  102849. if (angle > Math.PI / 2) {
  102850. angle = Math.PI - angle;
  102851. }
  102852. // If the angle is too perpendicular to the plane pick another point on the plane where it is looking
  102853. if (this.maxDragAngle > 0 && angle > this.maxDragAngle) {
  102854. if (this._useAlternatePickedPointAboveMaxDragAngle) {
  102855. // Invert ray direction along the towards object axis
  102856. this._tmpVector.copyFrom(ray.direction);
  102857. (this._attachedNode).absolutePosition.subtractToRef(ray.origin, this._alternatePickedPoint);
  102858. this._alternatePickedPoint.normalize();
  102859. this._alternatePickedPoint.scaleInPlace(-2 * BABYLON.Vector3.Dot(this._alternatePickedPoint, this._tmpVector));
  102860. this._tmpVector.addInPlace(this._alternatePickedPoint);
  102861. // Project resulting vector onto the drag plane and add it to the attached nodes absolute position to get a picked point
  102862. var dot = BABYLON.Vector3.Dot(this._dragPlane.forward, this._tmpVector);
  102863. this._dragPlane.forward.scaleToRef(-dot, this._alternatePickedPoint);
  102864. this._alternatePickedPoint.addInPlace(this._tmpVector);
  102865. this._alternatePickedPoint.addInPlace((this._attachedNode).absolutePosition);
  102866. return this._alternatePickedPoint;
  102867. }
  102868. else {
  102869. return null;
  102870. }
  102871. }
  102872. var pickResult = PointerDragBehavior._planeScene.pickWithRay(ray, function (m) { return m == _this._dragPlane; });
  102873. if (pickResult && pickResult.hit && pickResult.pickedMesh && pickResult.pickedPoint) {
  102874. return pickResult.pickedPoint;
  102875. }
  102876. else {
  102877. return null;
  102878. }
  102879. };
  102880. // Position the drag plane based on the attached mesh position, for single axis rotate the plane along the axis to face the camera
  102881. PointerDragBehavior.prototype._updateDragPlanePosition = function (ray, dragPlanePosition) {
  102882. this._pointA.copyFrom(dragPlanePosition);
  102883. if (this._options.dragAxis) {
  102884. this.useObjectOrienationForDragging ? BABYLON.Vector3.TransformCoordinatesToRef(this._options.dragAxis, this._attachedNode.getWorldMatrix().getRotationMatrix(), this._localAxis) : this._localAxis.copyFrom(this._options.dragAxis);
  102885. // Calculate plane normal in direction of camera but perpendicular to drag axis
  102886. this._pointA.addToRef(this._localAxis, this._pointB); // towards drag axis
  102887. ray.origin.subtractToRef(this._pointA, this._pointC);
  102888. this._pointA.addToRef(this._pointC.normalize(), this._pointC); // towards camera
  102889. // Get perpendicular line from direction to camera and drag axis
  102890. this._pointB.subtractToRef(this._pointA, this._lineA);
  102891. this._pointC.subtractToRef(this._pointA, this._lineB);
  102892. BABYLON.Vector3.CrossToRef(this._lineA, this._lineB, this._lookAt);
  102893. // Get perpendicular line from previous result and drag axis to adjust lineB to be perpendiculat to camera
  102894. BABYLON.Vector3.CrossToRef(this._lineA, this._lookAt, this._lookAt);
  102895. this._lookAt.normalize();
  102896. this._dragPlane.position.copyFrom(this._pointA);
  102897. this._pointA.addToRef(this._lookAt, this._lookAt);
  102898. this._dragPlane.lookAt(this._lookAt);
  102899. }
  102900. else if (this._options.dragPlaneNormal) {
  102901. this.useObjectOrienationForDragging ? BABYLON.Vector3.TransformCoordinatesToRef(this._options.dragPlaneNormal, this._attachedNode.getWorldMatrix().getRotationMatrix(), this._localAxis) : this._localAxis.copyFrom(this._options.dragPlaneNormal);
  102902. this._dragPlane.position.copyFrom(this._pointA);
  102903. this._pointA.addToRef(this._localAxis, this._lookAt);
  102904. this._dragPlane.lookAt(this._lookAt);
  102905. }
  102906. else {
  102907. this._dragPlane.position.copyFrom(this._pointA);
  102908. this._dragPlane.lookAt(ray.origin);
  102909. }
  102910. this._dragPlane.computeWorldMatrix(true);
  102911. };
  102912. /**
  102913. * Detaches the behavior from the mesh
  102914. */
  102915. PointerDragBehavior.prototype.detach = function () {
  102916. if (this._pointerObserver) {
  102917. this._scene.onPointerObservable.remove(this._pointerObserver);
  102918. }
  102919. if (this._beforeRenderObserver) {
  102920. this._scene.onBeforeRenderObservable.remove(this._beforeRenderObserver);
  102921. }
  102922. };
  102923. PointerDragBehavior._AnyMouseID = -2;
  102924. return PointerDragBehavior;
  102925. }());
  102926. BABYLON.PointerDragBehavior = PointerDragBehavior;
  102927. })(BABYLON || (BABYLON = {}));
  102928. //# sourceMappingURL=babylon.pointerDragBehavior.js.map
  102929. var BABYLON;
  102930. (function (BABYLON) {
  102931. /**
  102932. * A behavior that when attached to a mesh will allow the mesh to be scaled
  102933. */
  102934. var MultiPointerScaleBehavior = /** @class */ (function () {
  102935. /**
  102936. * Instantiate a new behavior that when attached to a mesh will allow the mesh to be scaled
  102937. */
  102938. function MultiPointerScaleBehavior() {
  102939. this._startDistance = 0;
  102940. this._initialScale = new BABYLON.Vector3(0, 0, 0);
  102941. this._targetScale = new BABYLON.Vector3(0, 0, 0);
  102942. this._sceneRenderObserver = null;
  102943. this._dragBehaviorA = new BABYLON.PointerDragBehavior({});
  102944. this._dragBehaviorA.moveAttached = false;
  102945. this._dragBehaviorB = new BABYLON.PointerDragBehavior({});
  102946. this._dragBehaviorB.moveAttached = false;
  102947. }
  102948. Object.defineProperty(MultiPointerScaleBehavior.prototype, "name", {
  102949. /**
  102950. * The name of the behavior
  102951. */
  102952. get: function () {
  102953. return "MultiPointerScale";
  102954. },
  102955. enumerable: true,
  102956. configurable: true
  102957. });
  102958. /**
  102959. * Initializes the behavior
  102960. */
  102961. MultiPointerScaleBehavior.prototype.init = function () { };
  102962. MultiPointerScaleBehavior.prototype._getCurrentDistance = function () {
  102963. return this._dragBehaviorA.lastDragPosition.subtract(this._dragBehaviorB.lastDragPosition).length();
  102964. };
  102965. /**
  102966. * Attaches the scale behavior the passed in mesh
  102967. * @param ownerNode The mesh that will be scaled around once attached
  102968. */
  102969. MultiPointerScaleBehavior.prototype.attach = function (ownerNode) {
  102970. var _this = this;
  102971. this._ownerNode = ownerNode;
  102972. // Create 2 drag behaviors such that each will only be triggered by a separate pointer
  102973. this._dragBehaviorA.onDragStartObservable.add(function (e) {
  102974. if (_this._dragBehaviorA.dragging && _this._dragBehaviorB.dragging) {
  102975. if (_this._dragBehaviorA.currentDraggingPointerID == _this._dragBehaviorB.currentDraggingPointerID) {
  102976. _this._dragBehaviorA.releaseDrag();
  102977. }
  102978. else {
  102979. _this._initialScale.copyFrom(ownerNode.scaling);
  102980. _this._startDistance = _this._getCurrentDistance();
  102981. }
  102982. }
  102983. });
  102984. this._dragBehaviorB.onDragStartObservable.add(function (e) {
  102985. if (_this._dragBehaviorA.dragging && _this._dragBehaviorB.dragging) {
  102986. if (_this._dragBehaviorA.currentDraggingPointerID == _this._dragBehaviorB.currentDraggingPointerID) {
  102987. _this._dragBehaviorB.releaseDrag();
  102988. }
  102989. else {
  102990. _this._initialScale.copyFrom(ownerNode.scaling);
  102991. _this._startDistance = _this._getCurrentDistance();
  102992. }
  102993. }
  102994. });
  102995. // Once both drag behaviors are active scale based on the distance between the two pointers
  102996. [this._dragBehaviorA, this._dragBehaviorB].forEach(function (behavior) {
  102997. behavior.onDragObservable.add(function () {
  102998. if (_this._dragBehaviorA.dragging && _this._dragBehaviorB.dragging) {
  102999. var ratio = _this._getCurrentDistance() / _this._startDistance;
  103000. _this._initialScale.scaleToRef(ratio, _this._targetScale);
  103001. }
  103002. });
  103003. });
  103004. ownerNode.addBehavior(this._dragBehaviorA);
  103005. ownerNode.addBehavior(this._dragBehaviorB);
  103006. // On every frame move towards target scaling to avoid jitter caused by vr controllers
  103007. this._sceneRenderObserver = ownerNode.getScene().onBeforeRenderObservable.add(function () {
  103008. if (_this._dragBehaviorA.dragging && _this._dragBehaviorB.dragging) {
  103009. var change = _this._targetScale.subtract(ownerNode.scaling).scaleInPlace(0.1);
  103010. if (change.length() > 0.01) {
  103011. ownerNode.scaling.addInPlace(change);
  103012. }
  103013. }
  103014. });
  103015. };
  103016. /**
  103017. * Detaches the behavior from the mesh
  103018. */
  103019. MultiPointerScaleBehavior.prototype.detach = function () {
  103020. var _this = this;
  103021. this._ownerNode.getScene().onBeforeRenderObservable.remove(this._sceneRenderObserver);
  103022. [this._dragBehaviorA, this._dragBehaviorB].forEach(function (behavior) {
  103023. behavior.onDragStartObservable.clear();
  103024. behavior.onDragObservable.clear();
  103025. _this._ownerNode.removeBehavior(behavior);
  103026. });
  103027. };
  103028. return MultiPointerScaleBehavior;
  103029. }());
  103030. BABYLON.MultiPointerScaleBehavior = MultiPointerScaleBehavior;
  103031. })(BABYLON || (BABYLON = {}));
  103032. //# sourceMappingURL=babylon.multiPointerScaleBehavior.js.map
  103033. var BABYLON;
  103034. (function (BABYLON) {
  103035. /**
  103036. * A behavior that when attached to a mesh will allow the mesh to be dragged around based on directions and origin of the pointer's ray
  103037. */
  103038. var SixDofDragBehavior = /** @class */ (function () {
  103039. /**
  103040. * Instantiates a behavior that when attached to a mesh will allow the mesh to be dragged around based on directions and origin of the pointer's ray
  103041. */
  103042. function SixDofDragBehavior() {
  103043. this._sceneRenderObserver = null;
  103044. this._targetPosition = new BABYLON.Vector3(0, 0, 0);
  103045. this._moving = false;
  103046. this._startingOrientation = new BABYLON.Quaternion();
  103047. /**
  103048. * How much faster the object should move when the controller is moving towards it. This is useful to bring objects that are far away from the user to them faster. Set this to 0 to avoid any speed increase. (Default: 3)
  103049. */
  103050. this.zDragFactor = 3;
  103051. /**
  103052. * If the object should rotate to face the drag origin
  103053. */
  103054. this.rotateDraggedObject = true;
  103055. /**
  103056. * If the behavior is currently in a dragging state
  103057. */
  103058. this.dragging = false;
  103059. /**
  103060. * The distance towards the target drag position to move each frame. This can be useful to avoid jitter. Set this to 1 for no delay. (Default: 0.2)
  103061. */
  103062. this.dragDeltaRatio = 0.2;
  103063. /**
  103064. * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)
  103065. */
  103066. this.currentDraggingPointerID = -1;
  103067. /**
  103068. * If camera controls should be detached during the drag
  103069. */
  103070. this.detachCameraControls = true;
  103071. /**
  103072. * Fires each time a drag starts
  103073. */
  103074. this.onDragStartObservable = new BABYLON.Observable();
  103075. /**
  103076. * Fires each time a drag ends (eg. mouse release after drag)
  103077. */
  103078. this.onDragEndObservable = new BABYLON.Observable();
  103079. }
  103080. Object.defineProperty(SixDofDragBehavior.prototype, "name", {
  103081. /**
  103082. * The name of the behavior
  103083. */
  103084. get: function () {
  103085. return "SixDofDrag";
  103086. },
  103087. enumerable: true,
  103088. configurable: true
  103089. });
  103090. /**
  103091. * Initializes the behavior
  103092. */
  103093. SixDofDragBehavior.prototype.init = function () { };
  103094. /**
  103095. * Attaches the scale behavior the passed in mesh
  103096. * @param ownerNode The mesh that will be scaled around once attached
  103097. */
  103098. SixDofDragBehavior.prototype.attach = function (ownerNode) {
  103099. var _this = this;
  103100. this._ownerNode = ownerNode;
  103101. this._scene = this._ownerNode.getScene();
  103102. if (!SixDofDragBehavior._virtualScene) {
  103103. SixDofDragBehavior._virtualScene = new BABYLON.Scene(this._scene.getEngine());
  103104. SixDofDragBehavior._virtualScene.detachControl();
  103105. this._scene.getEngine().scenes.pop();
  103106. }
  103107. var pickedMesh = null;
  103108. var lastSixDofOriginPosition = new BABYLON.Vector3(0, 0, 0);
  103109. // Setup virtual meshes to be used for dragging without dirtying the existing scene
  103110. this._virtualOriginMesh = new BABYLON.AbstractMesh("", SixDofDragBehavior._virtualScene);
  103111. this._virtualOriginMesh.rotationQuaternion = new BABYLON.Quaternion();
  103112. this._virtualDragMesh = new BABYLON.AbstractMesh("", SixDofDragBehavior._virtualScene);
  103113. this._virtualDragMesh.rotationQuaternion = new BABYLON.Quaternion();
  103114. var pickPredicate = function (m) {
  103115. return _this._ownerNode == m || m.isDescendantOf(_this._ownerNode);
  103116. };
  103117. var attachedElement = null;
  103118. this._pointerObserver = this._scene.onPointerObservable.add(function (pointerInfo, eventState) {
  103119. if (pointerInfo.type == BABYLON.PointerEventTypes.POINTERDOWN) {
  103120. if (!_this.dragging && pointerInfo.pickInfo && pointerInfo.pickInfo.hit && pointerInfo.pickInfo.pickedMesh && pointerInfo.pickInfo.ray && pickPredicate(pointerInfo.pickInfo.pickedMesh)) {
  103121. if (_this._scene.activeCamera && _this._scene.activeCamera.cameraRigMode == BABYLON.Camera.RIG_MODE_NONE) {
  103122. pointerInfo.pickInfo.ray.origin.copyFrom(_this._scene.activeCamera.globalPosition);
  103123. }
  103124. pickedMesh = _this._ownerNode;
  103125. BABYLON.BoundingBoxGizmo._RemoveAndStorePivotPoint(pickedMesh);
  103126. lastSixDofOriginPosition.copyFrom(pointerInfo.pickInfo.ray.origin);
  103127. // Set position and orientation of the controller
  103128. _this._virtualOriginMesh.position.copyFrom(pointerInfo.pickInfo.ray.origin);
  103129. _this._virtualOriginMesh.lookAt(pointerInfo.pickInfo.ray.origin.add(pointerInfo.pickInfo.ray.direction));
  103130. // Attach the virtual drag mesh to the virtual origin mesh so it can be dragged
  103131. _this._virtualOriginMesh.removeChild(_this._virtualDragMesh);
  103132. pickedMesh.computeWorldMatrix();
  103133. _this._virtualDragMesh.position.copyFrom(pickedMesh.absolutePosition);
  103134. if (!pickedMesh.rotationQuaternion) {
  103135. pickedMesh.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(pickedMesh.rotation.y, pickedMesh.rotation.x, pickedMesh.rotation.z);
  103136. }
  103137. var oldParent = pickedMesh.parent;
  103138. pickedMesh.setParent(null);
  103139. _this._virtualDragMesh.rotationQuaternion.copyFrom(pickedMesh.rotationQuaternion);
  103140. pickedMesh.setParent(oldParent);
  103141. _this._virtualOriginMesh.addChild(_this._virtualDragMesh);
  103142. // Update state
  103143. _this._targetPosition.copyFrom(_this._virtualDragMesh.absolutePosition);
  103144. _this.dragging = true;
  103145. _this.currentDraggingPointerID = pointerInfo.event.pointerId;
  103146. // Detatch camera controls
  103147. if (_this.detachCameraControls && _this._scene.activeCamera && !_this._scene.activeCamera.leftCamera) {
  103148. if (_this._scene.activeCamera.inputs.attachedElement) {
  103149. attachedElement = _this._scene.activeCamera.inputs.attachedElement;
  103150. _this._scene.activeCamera.detachControl(_this._scene.activeCamera.inputs.attachedElement);
  103151. }
  103152. else {
  103153. attachedElement = null;
  103154. }
  103155. }
  103156. BABYLON.BoundingBoxGizmo._RestorePivotPoint(pickedMesh);
  103157. _this.onDragStartObservable.notifyObservers({});
  103158. }
  103159. }
  103160. else if (pointerInfo.type == BABYLON.PointerEventTypes.POINTERUP) {
  103161. if (_this.currentDraggingPointerID == pointerInfo.event.pointerId) {
  103162. _this.dragging = false;
  103163. _this._moving = false;
  103164. _this.currentDraggingPointerID = -1;
  103165. pickedMesh = null;
  103166. _this._virtualOriginMesh.removeChild(_this._virtualDragMesh);
  103167. // Reattach camera controls
  103168. if (_this.detachCameraControls && attachedElement && _this._scene.activeCamera && !_this._scene.activeCamera.leftCamera) {
  103169. _this._scene.activeCamera.attachControl(attachedElement, true);
  103170. }
  103171. _this.onDragEndObservable.notifyObservers({});
  103172. }
  103173. }
  103174. else if (pointerInfo.type == BABYLON.PointerEventTypes.POINTERMOVE) {
  103175. if (_this.currentDraggingPointerID == pointerInfo.event.pointerId && _this.dragging && pointerInfo.pickInfo && pointerInfo.pickInfo.ray && pickedMesh) {
  103176. var zDragFactor = _this.zDragFactor;
  103177. if (_this._scene.activeCamera && _this._scene.activeCamera.cameraRigMode == BABYLON.Camera.RIG_MODE_NONE) {
  103178. pointerInfo.pickInfo.ray.origin.copyFrom(_this._scene.activeCamera.globalPosition);
  103179. zDragFactor = 0;
  103180. }
  103181. // Calculate controller drag distance in controller space
  103182. var originDragDifference = pointerInfo.pickInfo.ray.origin.subtract(lastSixDofOriginPosition);
  103183. lastSixDofOriginPosition.copyFrom(pointerInfo.pickInfo.ray.origin);
  103184. var localOriginDragDifference = -BABYLON.Vector3.Dot(originDragDifference, pointerInfo.pickInfo.ray.direction);
  103185. _this._virtualOriginMesh.addChild(_this._virtualDragMesh);
  103186. // Determine how much the controller moved to/away towards the dragged object and use this to move the object further when its further away
  103187. _this._virtualDragMesh.position.z -= _this._virtualDragMesh.position.z < 1 ? localOriginDragDifference * _this.zDragFactor : localOriginDragDifference * zDragFactor * _this._virtualDragMesh.position.z;
  103188. if (_this._virtualDragMesh.position.z < 0) {
  103189. _this._virtualDragMesh.position.z = 0;
  103190. }
  103191. // Update the controller position
  103192. _this._virtualOriginMesh.position.copyFrom(pointerInfo.pickInfo.ray.origin);
  103193. _this._virtualOriginMesh.lookAt(pointerInfo.pickInfo.ray.origin.add(pointerInfo.pickInfo.ray.direction));
  103194. _this._virtualOriginMesh.removeChild(_this._virtualDragMesh);
  103195. // Move the virtualObjectsPosition into the picked mesh's space if needed
  103196. _this._targetPosition.copyFrom(_this._virtualDragMesh.absolutePosition);
  103197. if (pickedMesh.parent) {
  103198. BABYLON.Vector3.TransformCoordinatesToRef(_this._targetPosition, BABYLON.Matrix.Invert(pickedMesh.parent.getWorldMatrix()), _this._targetPosition);
  103199. }
  103200. if (!_this._moving) {
  103201. _this._startingOrientation.copyFrom(_this._virtualDragMesh.rotationQuaternion);
  103202. }
  103203. _this._moving = true;
  103204. }
  103205. }
  103206. });
  103207. var tmpQuaternion = new BABYLON.Quaternion();
  103208. // On every frame move towards target scaling to avoid jitter caused by vr controllers
  103209. this._sceneRenderObserver = ownerNode.getScene().onBeforeRenderObservable.add(function () {
  103210. if (_this.dragging && _this._moving && pickedMesh) {
  103211. BABYLON.BoundingBoxGizmo._RemoveAndStorePivotPoint(pickedMesh);
  103212. // Slowly move mesh to avoid jitter
  103213. pickedMesh.position.addInPlace(_this._targetPosition.subtract(pickedMesh.position).scale(_this.dragDeltaRatio));
  103214. if (_this.rotateDraggedObject) {
  103215. // Get change in rotation
  103216. tmpQuaternion.copyFrom(_this._startingOrientation);
  103217. tmpQuaternion.x = -tmpQuaternion.x;
  103218. tmpQuaternion.y = -tmpQuaternion.y;
  103219. tmpQuaternion.z = -tmpQuaternion.z;
  103220. _this._virtualDragMesh.rotationQuaternion.multiplyToRef(tmpQuaternion, tmpQuaternion);
  103221. // Convert change in rotation to only y axis rotation
  103222. BABYLON.Quaternion.RotationYawPitchRollToRef(tmpQuaternion.toEulerAngles("xyz").y, 0, 0, tmpQuaternion);
  103223. tmpQuaternion.multiplyToRef(_this._startingOrientation, tmpQuaternion);
  103224. // Slowly move mesh to avoid jitter
  103225. var oldParent = pickedMesh.parent;
  103226. pickedMesh.setParent(null);
  103227. BABYLON.Quaternion.SlerpToRef(pickedMesh.rotationQuaternion, tmpQuaternion, _this.dragDeltaRatio, pickedMesh.rotationQuaternion);
  103228. pickedMesh.setParent(oldParent);
  103229. BABYLON.BoundingBoxGizmo._RestorePivotPoint(pickedMesh);
  103230. }
  103231. }
  103232. });
  103233. };
  103234. /**
  103235. * Detaches the behavior from the mesh
  103236. */
  103237. SixDofDragBehavior.prototype.detach = function () {
  103238. if (this._scene) {
  103239. this._scene.onPointerObservable.remove(this._pointerObserver);
  103240. }
  103241. if (this._ownerNode) {
  103242. this._ownerNode.getScene().onBeforeRenderObservable.remove(this._sceneRenderObserver);
  103243. }
  103244. if (this._virtualOriginMesh) {
  103245. this._virtualOriginMesh.dispose();
  103246. }
  103247. if (this._virtualDragMesh) {
  103248. this._virtualDragMesh.dispose();
  103249. }
  103250. this.onDragEndObservable.clear();
  103251. this.onDragStartObservable.clear();
  103252. };
  103253. return SixDofDragBehavior;
  103254. }());
  103255. BABYLON.SixDofDragBehavior = SixDofDragBehavior;
  103256. })(BABYLON || (BABYLON = {}));
  103257. //# sourceMappingURL=babylon.sixDofDragBehavior.js.map
  103258. var BABYLON;
  103259. (function (BABYLON) {
  103260. /**
  103261. * @hidden
  103262. */
  103263. var FaceDirectionInfo = /** @class */ (function () {
  103264. function FaceDirectionInfo(direction, rotatedDirection, diff, ignore) {
  103265. if (rotatedDirection === void 0) { rotatedDirection = new BABYLON.Vector3(); }
  103266. if (diff === void 0) { diff = 0; }
  103267. if (ignore === void 0) { ignore = false; }
  103268. this.direction = direction;
  103269. this.rotatedDirection = rotatedDirection;
  103270. this.diff = diff;
  103271. this.ignore = ignore;
  103272. }
  103273. return FaceDirectionInfo;
  103274. }());
  103275. /**
  103276. * A behavior that when attached to a mesh will will place a specified node on the meshes face pointing towards the camera
  103277. */
  103278. var AttachToBoxBehavior = /** @class */ (function () {
  103279. /**
  103280. * Creates the AttachToBoxBehavior, used to attach UI to the closest face of the box to a camera
  103281. * @param ui The transform node that should be attched to the mesh
  103282. */
  103283. function AttachToBoxBehavior(ui) {
  103284. this.ui = ui;
  103285. /**
  103286. * The name of the behavior
  103287. */
  103288. this.name = "AttachToBoxBehavior";
  103289. /**
  103290. * The distance away from the face of the mesh that the UI should be attached to (default: 0.15)
  103291. */
  103292. this.distanceAwayFromFace = 0.15;
  103293. /**
  103294. * The distance from the bottom of the face that the UI should be attached to (default: 0.15)
  103295. */
  103296. this.distanceAwayFromBottomOfFace = 0.15;
  103297. this._faceVectors = [new FaceDirectionInfo(BABYLON.Vector3.Up()), new FaceDirectionInfo(BABYLON.Vector3.Down()), new FaceDirectionInfo(BABYLON.Vector3.Left()), new FaceDirectionInfo(BABYLON.Vector3.Right()), new FaceDirectionInfo(BABYLON.Vector3.Forward()), new FaceDirectionInfo(BABYLON.Vector3.Forward().scaleInPlace(-1))];
  103298. this._tmpMatrix = new BABYLON.Matrix();
  103299. this._tmpVector = new BABYLON.Vector3();
  103300. this._zeroVector = BABYLON.Vector3.Zero();
  103301. this._lookAtTmpMatrix = new BABYLON.Matrix();
  103302. /* Does nothing */
  103303. }
  103304. /**
  103305. * Initializes the behavior
  103306. */
  103307. AttachToBoxBehavior.prototype.init = function () {
  103308. /* Does nothing */
  103309. };
  103310. AttachToBoxBehavior.prototype._closestFace = function (targetDirection) {
  103311. var _this = this;
  103312. // Go over each face and calculate the angle between the face's normal and targetDirection
  103313. this._faceVectors.forEach(function (v) {
  103314. if (!_this._target.rotationQuaternion) {
  103315. _this._target.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(_this._target.rotation.y, _this._target.rotation.x, _this._target.rotation.z);
  103316. }
  103317. _this._target.rotationQuaternion.toRotationMatrix(_this._tmpMatrix);
  103318. BABYLON.Vector3.TransformCoordinatesToRef(v.direction, _this._tmpMatrix, v.rotatedDirection);
  103319. v.diff = BABYLON.Vector3.GetAngleBetweenVectors(v.rotatedDirection, targetDirection, BABYLON.Vector3.Cross(v.rotatedDirection, targetDirection));
  103320. });
  103321. // Return the face information of the one with the normal closeset to target direction
  103322. return this._faceVectors.reduce(function (min, p) {
  103323. if (min.ignore) {
  103324. return p;
  103325. }
  103326. else if (p.ignore) {
  103327. return min;
  103328. }
  103329. else {
  103330. return min.diff < p.diff ? min : p;
  103331. }
  103332. }, this._faceVectors[0]);
  103333. };
  103334. AttachToBoxBehavior.prototype._lookAtToRef = function (pos, up, ref) {
  103335. if (up === void 0) { up = new BABYLON.Vector3(0, 1, 0); }
  103336. BABYLON.Matrix.LookAtLHToRef(this._zeroVector, pos, up, this._lookAtTmpMatrix);
  103337. this._lookAtTmpMatrix.invert();
  103338. BABYLON.Quaternion.FromRotationMatrixToRef(this._lookAtTmpMatrix, ref);
  103339. };
  103340. /**
  103341. * Attaches the AttachToBoxBehavior to the passed in mesh
  103342. * @param target The mesh that the specified node will be attached to
  103343. */
  103344. AttachToBoxBehavior.prototype.attach = function (target) {
  103345. var _this = this;
  103346. this._target = target;
  103347. this._scene = this._target.getScene();
  103348. // Every frame, update the app bars position
  103349. this._onRenderObserver = this._scene.onBeforeRenderObservable.add(function () {
  103350. if (!_this._scene.activeCamera) {
  103351. return;
  103352. }
  103353. // Find the face closest to the cameras position
  103354. var cameraPos = _this._scene.activeCamera.position;
  103355. if (_this._scene.activeCamera.devicePosition) {
  103356. cameraPos = _this._scene.activeCamera.devicePosition;
  103357. }
  103358. var facing = _this._closestFace(cameraPos.subtract(target.position));
  103359. if (_this._scene.activeCamera.leftCamera) {
  103360. _this._scene.activeCamera.leftCamera.computeWorldMatrix().getRotationMatrixToRef(_this._tmpMatrix);
  103361. }
  103362. else {
  103363. _this._scene.activeCamera.computeWorldMatrix().getRotationMatrixToRef(_this._tmpMatrix);
  103364. }
  103365. // Get camera up direction
  103366. BABYLON.Vector3.TransformCoordinatesToRef(BABYLON.Vector3.Up(), _this._tmpMatrix, _this._tmpVector);
  103367. // Ignore faces to not select a parrelel face for the up vector of the UI
  103368. _this._faceVectors.forEach(function (v) {
  103369. if (facing.direction.x && v.direction.x) {
  103370. v.ignore = true;
  103371. }
  103372. if (facing.direction.y && v.direction.y) {
  103373. v.ignore = true;
  103374. }
  103375. if (facing.direction.z && v.direction.z) {
  103376. v.ignore = true;
  103377. }
  103378. });
  103379. var facingUp = _this._closestFace(_this._tmpVector);
  103380. // Unignore faces
  103381. _this._faceVectors.forEach(function (v) {
  103382. v.ignore = false;
  103383. });
  103384. // Position the app bar on that face
  103385. _this.ui.position.copyFrom(target.position);
  103386. if (facing.direction.x) {
  103387. facing.rotatedDirection.scaleToRef((target.scaling.x / 2) + _this.distanceAwayFromFace, _this._tmpVector);
  103388. _this.ui.position.addInPlace(_this._tmpVector);
  103389. }
  103390. if (facing.direction.y) {
  103391. facing.rotatedDirection.scaleToRef((target.scaling.y / 2) + _this.distanceAwayFromFace, _this._tmpVector);
  103392. _this.ui.position.addInPlace(_this._tmpVector);
  103393. }
  103394. if (facing.direction.z) {
  103395. facing.rotatedDirection.scaleToRef((target.scaling.z / 2) + _this.distanceAwayFromFace, _this._tmpVector);
  103396. _this.ui.position.addInPlace(_this._tmpVector);
  103397. }
  103398. // Rotate to be oriented properly to the camera
  103399. if (!_this.ui.rotationQuaternion) {
  103400. _this.ui.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(_this.ui.rotation.y, _this.ui.rotation.x, _this.ui.rotation.z);
  103401. }
  103402. facing.rotatedDirection.scaleToRef(-1, _this._tmpVector);
  103403. _this._lookAtToRef(_this._tmpVector, facingUp.rotatedDirection, _this.ui.rotationQuaternion);
  103404. // Place ui the correct distance from the bottom of the mesh
  103405. if (facingUp.direction.x) {
  103406. _this.ui.up.scaleToRef(_this.distanceAwayFromBottomOfFace - target.scaling.x / 2, _this._tmpVector);
  103407. }
  103408. if (facingUp.direction.y) {
  103409. _this.ui.up.scaleToRef(_this.distanceAwayFromBottomOfFace - target.scaling.y / 2, _this._tmpVector);
  103410. }
  103411. if (facingUp.direction.z) {
  103412. _this.ui.up.scaleToRef(_this.distanceAwayFromBottomOfFace - target.scaling.z / 2, _this._tmpVector);
  103413. }
  103414. _this.ui.position.addInPlace(_this._tmpVector);
  103415. });
  103416. };
  103417. /**
  103418. * Detaches the behavior from the mesh
  103419. */
  103420. AttachToBoxBehavior.prototype.detach = function () {
  103421. this._scene.onBeforeRenderObservable.remove(this._onRenderObserver);
  103422. };
  103423. return AttachToBoxBehavior;
  103424. }());
  103425. BABYLON.AttachToBoxBehavior = AttachToBoxBehavior;
  103426. })(BABYLON || (BABYLON = {}));
  103427. //# sourceMappingURL=babylon.attachToBoxBehavior.js.map
  103428. var BABYLON;
  103429. (function (BABYLON) {
  103430. /**
  103431. * A behavior that when attached to a mesh will allow the mesh to fade in and out
  103432. */
  103433. var FadeInOutBehavior = /** @class */ (function () {
  103434. /**
  103435. * Instatiates the FadeInOutBehavior
  103436. */
  103437. function FadeInOutBehavior() {
  103438. var _this = this;
  103439. /**
  103440. * Time in milliseconds to delay before fading in (Default: 0)
  103441. */
  103442. this.delay = 0;
  103443. /**
  103444. * Time in milliseconds for the mesh to fade in (Default: 300)
  103445. */
  103446. this.fadeInTime = 300;
  103447. this._millisecondsPerFrame = 1000 / 60;
  103448. this._hovered = false;
  103449. this._hoverValue = 0;
  103450. this._ownerNode = null;
  103451. this._update = function () {
  103452. if (_this._ownerNode) {
  103453. _this._hoverValue += _this._hovered ? _this._millisecondsPerFrame : -_this._millisecondsPerFrame;
  103454. _this._setAllVisibility(_this._ownerNode, (_this._hoverValue - _this.delay) / _this.fadeInTime);
  103455. if (_this._ownerNode.visibility > 1) {
  103456. _this._setAllVisibility(_this._ownerNode, 1);
  103457. _this._hoverValue = _this.fadeInTime + _this.delay;
  103458. return;
  103459. }
  103460. else if (_this._ownerNode.visibility < 0) {
  103461. _this._setAllVisibility(_this._ownerNode, 0);
  103462. if (_this._hoverValue < 0) {
  103463. _this._hoverValue = 0;
  103464. return;
  103465. }
  103466. }
  103467. setTimeout(_this._update, _this._millisecondsPerFrame);
  103468. }
  103469. };
  103470. }
  103471. Object.defineProperty(FadeInOutBehavior.prototype, "name", {
  103472. /**
  103473. * The name of the behavior
  103474. */
  103475. get: function () {
  103476. return "FadeInOut";
  103477. },
  103478. enumerable: true,
  103479. configurable: true
  103480. });
  103481. /**
  103482. * Initializes the behavior
  103483. */
  103484. FadeInOutBehavior.prototype.init = function () {
  103485. };
  103486. /**
  103487. * Attaches the fade behavior on the passed in mesh
  103488. * @param ownerNode The mesh that will be faded in/out once attached
  103489. */
  103490. FadeInOutBehavior.prototype.attach = function (ownerNode) {
  103491. this._ownerNode = ownerNode;
  103492. this._setAllVisibility(this._ownerNode, 0);
  103493. };
  103494. /**
  103495. * Detaches the behavior from the mesh
  103496. */
  103497. FadeInOutBehavior.prototype.detach = function () {
  103498. this._ownerNode = null;
  103499. };
  103500. /**
  103501. * Triggers the mesh to begin fading in or out
  103502. * @param value if the object should fade in or out (true to fade in)
  103503. */
  103504. FadeInOutBehavior.prototype.fadeIn = function (value) {
  103505. this._hovered = value;
  103506. this._update();
  103507. };
  103508. FadeInOutBehavior.prototype._setAllVisibility = function (mesh, value) {
  103509. var _this = this;
  103510. mesh.visibility = value;
  103511. mesh.getChildMeshes().forEach(function (c) {
  103512. _this._setAllVisibility(c, value);
  103513. });
  103514. };
  103515. return FadeInOutBehavior;
  103516. }());
  103517. BABYLON.FadeInOutBehavior = FadeInOutBehavior;
  103518. })(BABYLON || (BABYLON = {}));
  103519. //# sourceMappingURL=babylon.fadeInOutBehavior.js.map
  103520. var BABYLON;
  103521. (function (BABYLON) {
  103522. /**
  103523. * Renders gizmos on top of an existing scene which provide controls for position, rotation, etc.
  103524. */
  103525. var Gizmo = /** @class */ (function () {
  103526. /**
  103527. * Creates a gizmo
  103528. * @param gizmoLayer The utility layer the gizmo will be added to
  103529. */
  103530. function Gizmo(
  103531. /** The utility layer the gizmo will be added to */
  103532. gizmoLayer) {
  103533. if (gizmoLayer === void 0) { gizmoLayer = BABYLON.UtilityLayerRenderer.DefaultUtilityLayer; }
  103534. var _this = this;
  103535. this.gizmoLayer = gizmoLayer;
  103536. /**
  103537. * Ratio for the scale of the gizmo (Default: 1)
  103538. */
  103539. this.scaleRatio = 1;
  103540. this._tmpMatrix = new BABYLON.Matrix();
  103541. /**
  103542. * If a custom mesh has been set (Default: false)
  103543. */
  103544. this._customMeshSet = false;
  103545. /**
  103546. * If set the gizmo's rotation will be updated to match the attached mesh each frame (Default: true)
  103547. */
  103548. this.updateGizmoRotationToMatchAttachedMesh = true;
  103549. /**
  103550. * If set the gizmo's position will be updated to match the attached mesh each frame (Default: true)
  103551. */
  103552. this.updateGizmoPositionToMatchAttachedMesh = true;
  103553. /**
  103554. * When set, the gizmo will always appear the same size no matter where the camera is (default: false)
  103555. */
  103556. this._updateScale = true;
  103557. this._interactionsEnabled = true;
  103558. this._tempVector = new BABYLON.Vector3();
  103559. this._rootMesh = new BABYLON.Mesh("gizmoRootNode", gizmoLayer.utilityLayerScene);
  103560. this._beforeRenderObserver = this.gizmoLayer.utilityLayerScene.onBeforeRenderObservable.add(function () {
  103561. _this._update();
  103562. });
  103563. this.attachedMesh = null;
  103564. }
  103565. Object.defineProperty(Gizmo.prototype, "attachedMesh", {
  103566. /**
  103567. * Mesh that the gizmo will be attached to. (eg. on a drag gizmo the mesh that will be dragged)
  103568. * * When set, interactions will be enabled
  103569. */
  103570. get: function () {
  103571. return this._attachedMesh;
  103572. },
  103573. set: function (value) {
  103574. this._attachedMesh = value;
  103575. this._rootMesh.setEnabled(value ? true : false);
  103576. this._attachedMeshChanged(value);
  103577. },
  103578. enumerable: true,
  103579. configurable: true
  103580. });
  103581. /**
  103582. * Disposes and replaces the current meshes in the gizmo with the specified mesh
  103583. * @param mesh The mesh to replace the default mesh of the gizmo
  103584. */
  103585. Gizmo.prototype.setCustomMesh = function (mesh) {
  103586. if (mesh.getScene() != this.gizmoLayer.utilityLayerScene) {
  103587. throw "When setting a custom mesh on a gizmo, the custom meshes scene must be the same as the gizmos (eg. gizmo.gizmoLayer.utilityLayerScene)";
  103588. }
  103589. this._rootMesh.getChildMeshes().forEach(function (c) {
  103590. c.dispose();
  103591. });
  103592. mesh.parent = this._rootMesh;
  103593. this._customMeshSet = true;
  103594. };
  103595. Gizmo.prototype._attachedMeshChanged = function (value) {
  103596. };
  103597. /**
  103598. * @hidden
  103599. * Updates the gizmo to match the attached mesh's position/rotation
  103600. */
  103601. Gizmo.prototype._update = function () {
  103602. if (this.attachedMesh) {
  103603. if (this.updateGizmoRotationToMatchAttachedMesh) {
  103604. if (!this._rootMesh.rotationQuaternion) {
  103605. this._rootMesh.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(this._rootMesh.rotation.y, this._rootMesh.rotation.x, this._rootMesh.rotation.z);
  103606. }
  103607. // Remove scaling before getting rotation matrix to get rotation matrix unmodified by scale
  103608. this._tempVector.copyFrom(this.attachedMesh.scaling);
  103609. if (this.attachedMesh.scaling.x < 0) {
  103610. this.attachedMesh.scaling.x *= -1;
  103611. }
  103612. if (this.attachedMesh.scaling.y < 0) {
  103613. this.attachedMesh.scaling.y *= -1;
  103614. }
  103615. if (this.attachedMesh.scaling.z < 0) {
  103616. this.attachedMesh.scaling.z *= -1;
  103617. }
  103618. this.attachedMesh.computeWorldMatrix().getRotationMatrixToRef(this._tmpMatrix);
  103619. this.attachedMesh.scaling.copyFrom(this._tempVector);
  103620. this.attachedMesh.computeWorldMatrix();
  103621. BABYLON.Quaternion.FromRotationMatrixToRef(this._tmpMatrix, this._rootMesh.rotationQuaternion);
  103622. }
  103623. else if (this._rootMesh.rotationQuaternion) {
  103624. this._rootMesh.rotationQuaternion.set(0, 0, 0, 1);
  103625. }
  103626. if (this.updateGizmoPositionToMatchAttachedMesh) {
  103627. this._rootMesh.position.copyFrom(this.attachedMesh.absolutePosition);
  103628. }
  103629. if (this._updateScale && this.gizmoLayer.utilityLayerScene.activeCamera && this.attachedMesh) {
  103630. var cameraPosition = this.gizmoLayer.utilityLayerScene.activeCamera.globalPosition;
  103631. if (this.gizmoLayer.utilityLayerScene.activeCamera.devicePosition) {
  103632. cameraPosition = this.gizmoLayer.utilityLayerScene.activeCamera.devicePosition;
  103633. }
  103634. this._rootMesh.position.subtractToRef(cameraPosition, this._tempVector);
  103635. var dist = this._tempVector.length() * this.scaleRatio;
  103636. this._rootMesh.scaling.set(dist, dist, dist);
  103637. }
  103638. }
  103639. };
  103640. /**
  103641. * Disposes of the gizmo
  103642. */
  103643. Gizmo.prototype.dispose = function () {
  103644. this._rootMesh.dispose();
  103645. if (this._beforeRenderObserver) {
  103646. this.gizmoLayer.utilityLayerScene.onBeforeRenderObservable.remove(this._beforeRenderObserver);
  103647. }
  103648. };
  103649. return Gizmo;
  103650. }());
  103651. BABYLON.Gizmo = Gizmo;
  103652. })(BABYLON || (BABYLON = {}));
  103653. //# sourceMappingURL=babylon.gizmo.js.map
  103654. var BABYLON;
  103655. (function (BABYLON) {
  103656. /**
  103657. * Single axis drag gizmo
  103658. */
  103659. var AxisDragGizmo = /** @class */ (function (_super) {
  103660. __extends(AxisDragGizmo, _super);
  103661. /**
  103662. * Creates an AxisDragGizmo
  103663. * @param gizmoLayer The utility layer the gizmo will be added to
  103664. * @param dragAxis The axis which the gizmo will be able to drag on
  103665. * @param color The color of the gizmo
  103666. */
  103667. function AxisDragGizmo(dragAxis, color, gizmoLayer) {
  103668. if (color === void 0) { color = BABYLON.Color3.Gray(); }
  103669. if (gizmoLayer === void 0) { gizmoLayer = BABYLON.UtilityLayerRenderer.DefaultUtilityLayer; }
  103670. var _this = _super.call(this, gizmoLayer) || this;
  103671. _this._pointerObserver = null;
  103672. /**
  103673. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  103674. */
  103675. _this.snapDistance = 0;
  103676. /**
  103677. * Event that fires each time the gizmo snaps to a new location.
  103678. * * snapDistance is the the change in distance
  103679. */
  103680. _this.onSnapObservable = new BABYLON.Observable();
  103681. // Create Material
  103682. var coloredMaterial = new BABYLON.StandardMaterial("", gizmoLayer.utilityLayerScene);
  103683. coloredMaterial.disableLighting = true;
  103684. coloredMaterial.emissiveColor = color;
  103685. var hoverMaterial = new BABYLON.StandardMaterial("", gizmoLayer.utilityLayerScene);
  103686. hoverMaterial.disableLighting = true;
  103687. hoverMaterial.emissiveColor = color.add(new BABYLON.Color3(0.3, 0.3, 0.3));
  103688. // Build mesh on root node
  103689. var arrow = AxisDragGizmo._CreateArrow(gizmoLayer.utilityLayerScene, coloredMaterial);
  103690. arrow.lookAt(_this._rootMesh.position.add(dragAxis));
  103691. arrow.scaling.scaleInPlace(1 / 3);
  103692. arrow.parent = _this._rootMesh;
  103693. var currentSnapDragDistance = 0;
  103694. var tmpVector = new BABYLON.Vector3();
  103695. var tmpSnapEvent = { snapDistance: 0 };
  103696. // Add drag behavior to handle events when the gizmo is dragged
  103697. _this.dragBehavior = new BABYLON.PointerDragBehavior({ dragAxis: dragAxis });
  103698. _this.dragBehavior.moveAttached = false;
  103699. _this._rootMesh.addBehavior(_this.dragBehavior);
  103700. var localDelta = new BABYLON.Vector3();
  103701. var tmpMatrix = new BABYLON.Matrix();
  103702. _this.dragBehavior.onDragObservable.add(function (event) {
  103703. if (_this.attachedMesh) {
  103704. // Convert delta to local translation if it has a parent
  103705. if (_this.attachedMesh.parent) {
  103706. _this.attachedMesh.parent.computeWorldMatrix().invertToRef(tmpMatrix);
  103707. tmpMatrix.setTranslationFromFloats(0, 0, 0);
  103708. BABYLON.Vector3.TransformCoordinatesToRef(event.delta, tmpMatrix, localDelta);
  103709. }
  103710. else {
  103711. localDelta.copyFrom(event.delta);
  103712. }
  103713. // Snapping logic
  103714. if (_this.snapDistance == 0) {
  103715. _this.attachedMesh.position.addInPlace(localDelta);
  103716. }
  103717. else {
  103718. currentSnapDragDistance += event.dragDistance;
  103719. if (Math.abs(currentSnapDragDistance) > _this.snapDistance) {
  103720. var dragSteps = Math.floor(Math.abs(currentSnapDragDistance) / _this.snapDistance);
  103721. currentSnapDragDistance = currentSnapDragDistance % _this.snapDistance;
  103722. localDelta.normalizeToRef(tmpVector);
  103723. tmpVector.scaleInPlace(_this.snapDistance * dragSteps);
  103724. _this.attachedMesh.position.addInPlace(tmpVector);
  103725. tmpSnapEvent.snapDistance = _this.snapDistance * dragSteps;
  103726. _this.onSnapObservable.notifyObservers(tmpSnapEvent);
  103727. }
  103728. }
  103729. }
  103730. });
  103731. _this._pointerObserver = gizmoLayer.utilityLayerScene.onPointerObservable.add(function (pointerInfo, eventState) {
  103732. if (_this._customMeshSet) {
  103733. return;
  103734. }
  103735. var isHovered = pointerInfo.pickInfo && (_this._rootMesh.getChildMeshes().indexOf(pointerInfo.pickInfo.pickedMesh) != -1);
  103736. var material = isHovered ? hoverMaterial : coloredMaterial;
  103737. _this._rootMesh.getChildMeshes().forEach(function (m) {
  103738. m.material = material;
  103739. if (m.color) {
  103740. m.color = material.emissiveColor;
  103741. }
  103742. });
  103743. });
  103744. return _this;
  103745. }
  103746. /** @hidden */
  103747. AxisDragGizmo._CreateArrow = function (scene, material) {
  103748. var arrow = new BABYLON.TransformNode("arrow", scene);
  103749. var cylinder = BABYLON.MeshBuilder.CreateCylinder("cylinder", { diameterTop: 0, height: 1.5, diameterBottom: 0.75, tessellation: 96 }, scene);
  103750. var line = BABYLON.MeshBuilder.CreateLines("line", { points: [new BABYLON.Vector3(0, 0, 0), new BABYLON.Vector3(0, 1.1, 0)] }, scene);
  103751. line.color = material.emissiveColor;
  103752. cylinder.parent = arrow;
  103753. line.parent = arrow;
  103754. // Position arrow pointing in its drag axis
  103755. cylinder.scaling.scaleInPlace(0.05);
  103756. cylinder.material = material;
  103757. cylinder.rotation.x = Math.PI / 2;
  103758. cylinder.position.z += 0.3;
  103759. line.scaling.scaleInPlace(0.26);
  103760. line.rotation.x = Math.PI / 2;
  103761. line.material = material;
  103762. return arrow;
  103763. };
  103764. /** @hidden */
  103765. AxisDragGizmo._CreateArrowInstance = function (scene, arrow) {
  103766. var instance = new BABYLON.TransformNode("arrow", scene);
  103767. for (var _i = 0, _a = arrow.getChildMeshes(); _i < _a.length; _i++) {
  103768. var mesh = _a[_i];
  103769. var childInstance = mesh.createInstance(mesh.name);
  103770. childInstance.parent = instance;
  103771. }
  103772. return instance;
  103773. };
  103774. AxisDragGizmo.prototype._attachedMeshChanged = function (value) {
  103775. if (this.dragBehavior) {
  103776. this.dragBehavior.enabled = value ? true : false;
  103777. }
  103778. };
  103779. /**
  103780. * Disposes of the gizmo
  103781. */
  103782. AxisDragGizmo.prototype.dispose = function () {
  103783. this.onSnapObservable.clear();
  103784. this.gizmoLayer.utilityLayerScene.onPointerObservable.remove(this._pointerObserver);
  103785. this.dragBehavior.detach();
  103786. _super.prototype.dispose.call(this);
  103787. };
  103788. return AxisDragGizmo;
  103789. }(BABYLON.Gizmo));
  103790. BABYLON.AxisDragGizmo = AxisDragGizmo;
  103791. })(BABYLON || (BABYLON = {}));
  103792. //# sourceMappingURL=babylon.axisDragGizmo.js.map
  103793. var BABYLON;
  103794. (function (BABYLON) {
  103795. /**
  103796. * Single axis scale gizmo
  103797. */
  103798. var AxisScaleGizmo = /** @class */ (function (_super) {
  103799. __extends(AxisScaleGizmo, _super);
  103800. /**
  103801. * Creates an AxisScaleGizmo
  103802. * @param gizmoLayer The utility layer the gizmo will be added to
  103803. * @param dragAxis The axis which the gizmo will be able to scale on
  103804. * @param color The color of the gizmo
  103805. */
  103806. function AxisScaleGizmo(dragAxis, color, gizmoLayer) {
  103807. if (color === void 0) { color = BABYLON.Color3.Gray(); }
  103808. if (gizmoLayer === void 0) { gizmoLayer = BABYLON.UtilityLayerRenderer.DefaultUtilityLayer; }
  103809. var _this = _super.call(this, gizmoLayer) || this;
  103810. _this._pointerObserver = null;
  103811. /**
  103812. * Scale distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  103813. */
  103814. _this.snapDistance = 0;
  103815. /**
  103816. * Event that fires each time the gizmo snaps to a new location.
  103817. * * snapDistance is the the change in distance
  103818. */
  103819. _this.onSnapObservable = new BABYLON.Observable();
  103820. /**
  103821. * If the scaling operation should be done on all axis (default: false)
  103822. */
  103823. _this.uniformScaling = false;
  103824. // Create Material
  103825. _this._coloredMaterial = new BABYLON.StandardMaterial("", gizmoLayer.utilityLayerScene);
  103826. _this._coloredMaterial.disableLighting = true;
  103827. _this._coloredMaterial.emissiveColor = color;
  103828. var hoverMaterial = new BABYLON.StandardMaterial("", gizmoLayer.utilityLayerScene);
  103829. hoverMaterial.disableLighting = true;
  103830. hoverMaterial.emissiveColor = color.add(new BABYLON.Color3(0.3, 0.3, 0.3));
  103831. // Build mesh on root node
  103832. var arrow = new BABYLON.AbstractMesh("", gizmoLayer.utilityLayerScene);
  103833. var arrowMesh = BABYLON.MeshBuilder.CreateBox("yPosMesh", { size: 0.4 }, gizmoLayer.utilityLayerScene);
  103834. var arrowTail = BABYLON.MeshBuilder.CreateLines("yPosMesh", { points: [new BABYLON.Vector3(0, 0, 0), new BABYLON.Vector3(0, 1.1, 0)] }, gizmoLayer.utilityLayerScene);
  103835. arrowTail.color = _this._coloredMaterial.emissiveColor;
  103836. arrow.addChild(arrowMesh);
  103837. arrow.addChild(arrowTail);
  103838. // Position arrow pointing in its drag axis
  103839. arrowMesh.scaling.scaleInPlace(0.1);
  103840. arrowMesh.material = _this._coloredMaterial;
  103841. arrowMesh.rotation.x = Math.PI / 2;
  103842. arrowMesh.position.z += 0.3;
  103843. arrowTail.scaling.scaleInPlace(0.26);
  103844. arrowTail.rotation.x = Math.PI / 2;
  103845. arrowTail.material = _this._coloredMaterial;
  103846. arrow.lookAt(_this._rootMesh.position.add(dragAxis));
  103847. _this._rootMesh.addChild(arrow);
  103848. arrow.scaling.scaleInPlace(1 / 3);
  103849. // Add drag behavior to handle events when the gizmo is dragged
  103850. _this.dragBehavior = new BABYLON.PointerDragBehavior({ dragAxis: dragAxis });
  103851. _this.dragBehavior.moveAttached = false;
  103852. _this._rootMesh.addBehavior(_this.dragBehavior);
  103853. var currentSnapDragDistance = 0;
  103854. var tmpVector = new BABYLON.Vector3();
  103855. var tmpSnapEvent = { snapDistance: 0 };
  103856. _this.dragBehavior.onDragObservable.add(function (event) {
  103857. if (_this.attachedMesh) {
  103858. // Snapping logic
  103859. var snapped = false;
  103860. var dragSteps = 0;
  103861. if (_this.uniformScaling) {
  103862. _this.attachedMesh.scaling.normalizeToRef(tmpVector);
  103863. if (tmpVector.y < 0) {
  103864. tmpVector.scaleInPlace(-1);
  103865. }
  103866. }
  103867. else {
  103868. tmpVector.copyFrom(dragAxis);
  103869. }
  103870. if (_this.snapDistance == 0) {
  103871. tmpVector.scaleToRef(event.dragDistance, tmpVector);
  103872. }
  103873. else {
  103874. currentSnapDragDistance += event.dragDistance;
  103875. if (Math.abs(currentSnapDragDistance) > _this.snapDistance) {
  103876. dragSteps = Math.floor(currentSnapDragDistance / _this.snapDistance);
  103877. currentSnapDragDistance = currentSnapDragDistance % _this.snapDistance;
  103878. tmpVector.scaleToRef(_this.snapDistance * dragSteps, tmpVector);
  103879. snapped = true;
  103880. }
  103881. else {
  103882. tmpVector.scaleInPlace(0);
  103883. }
  103884. }
  103885. _this.attachedMesh.scaling.addInPlace(tmpVector);
  103886. if (snapped) {
  103887. tmpSnapEvent.snapDistance = _this.snapDistance * dragSteps;
  103888. _this.onSnapObservable.notifyObservers(tmpSnapEvent);
  103889. }
  103890. }
  103891. });
  103892. _this._pointerObserver = gizmoLayer.utilityLayerScene.onPointerObservable.add(function (pointerInfo, eventState) {
  103893. if (_this._customMeshSet) {
  103894. return;
  103895. }
  103896. var isHovered = pointerInfo.pickInfo && (_this._rootMesh.getChildMeshes().indexOf(pointerInfo.pickInfo.pickedMesh) != -1);
  103897. var material = isHovered ? hoverMaterial : _this._coloredMaterial;
  103898. _this._rootMesh.getChildMeshes().forEach(function (m) {
  103899. m.material = material;
  103900. if (m.color) {
  103901. m.color = material.emissiveColor;
  103902. }
  103903. });
  103904. });
  103905. return _this;
  103906. }
  103907. AxisScaleGizmo.prototype._attachedMeshChanged = function (value) {
  103908. if (this.dragBehavior) {
  103909. this.dragBehavior.enabled = value ? true : false;
  103910. }
  103911. };
  103912. /**
  103913. * Disposes of the gizmo
  103914. */
  103915. AxisScaleGizmo.prototype.dispose = function () {
  103916. this.onSnapObservable.clear();
  103917. this.gizmoLayer.utilityLayerScene.onPointerObservable.remove(this._pointerObserver);
  103918. this.dragBehavior.detach();
  103919. _super.prototype.dispose.call(this);
  103920. };
  103921. /**
  103922. * Disposes and replaces the current meshes in the gizmo with the specified mesh
  103923. * @param mesh The mesh to replace the default mesh of the gizmo
  103924. * @param useGizmoMaterial If the gizmo's default material should be used (default: false)
  103925. */
  103926. AxisScaleGizmo.prototype.setCustomMesh = function (mesh, useGizmoMaterial) {
  103927. var _this = this;
  103928. if (useGizmoMaterial === void 0) { useGizmoMaterial = false; }
  103929. _super.prototype.setCustomMesh.call(this, mesh);
  103930. if (useGizmoMaterial) {
  103931. this._rootMesh.getChildMeshes().forEach(function (m) {
  103932. m.material = _this._coloredMaterial;
  103933. if (m.color) {
  103934. m.color = _this._coloredMaterial.emissiveColor;
  103935. }
  103936. });
  103937. this._customMeshSet = false;
  103938. }
  103939. };
  103940. return AxisScaleGizmo;
  103941. }(BABYLON.Gizmo));
  103942. BABYLON.AxisScaleGizmo = AxisScaleGizmo;
  103943. })(BABYLON || (BABYLON = {}));
  103944. //# sourceMappingURL=babylon.axisScaleGizmo.js.map
  103945. var BABYLON;
  103946. (function (BABYLON) {
  103947. /**
  103948. * Single plane rotation gizmo
  103949. */
  103950. var PlaneRotationGizmo = /** @class */ (function (_super) {
  103951. __extends(PlaneRotationGizmo, _super);
  103952. /**
  103953. * Creates a PlaneRotationGizmo
  103954. * @param gizmoLayer The utility layer the gizmo will be added to
  103955. * @param planeNormal The normal of the plane which the gizmo will be able to rotate on
  103956. * @param color The color of the gizmo
  103957. * @param tessellation Amount of tessellation to be used when creating rotation circles
  103958. */
  103959. function PlaneRotationGizmo(planeNormal, color, gizmoLayer, tessellation) {
  103960. if (color === void 0) { color = BABYLON.Color3.Gray(); }
  103961. if (gizmoLayer === void 0) { gizmoLayer = BABYLON.UtilityLayerRenderer.DefaultUtilityLayer; }
  103962. if (tessellation === void 0) { tessellation = 32; }
  103963. var _this = _super.call(this, gizmoLayer) || this;
  103964. _this._pointerObserver = null;
  103965. /**
  103966. * Rotation distance in radians that the gizmo will snap to (Default: 0)
  103967. */
  103968. _this.snapDistance = 0;
  103969. /**
  103970. * Event that fires each time the gizmo snaps to a new location.
  103971. * * snapDistance is the the change in distance
  103972. */
  103973. _this.onSnapObservable = new BABYLON.Observable();
  103974. // Create Material
  103975. var coloredMaterial = new BABYLON.StandardMaterial("", gizmoLayer.utilityLayerScene);
  103976. coloredMaterial.disableLighting = true;
  103977. coloredMaterial.emissiveColor = color;
  103978. var hoverMaterial = new BABYLON.StandardMaterial("", gizmoLayer.utilityLayerScene);
  103979. hoverMaterial.disableLighting = true;
  103980. hoverMaterial.emissiveColor = color.add(new BABYLON.Color3(0.3, 0.3, 0.3));
  103981. // Build mesh on root node
  103982. var parentMesh = new BABYLON.AbstractMesh("", gizmoLayer.utilityLayerScene);
  103983. // Create circle out of lines
  103984. var radius = 0.8;
  103985. var points = new Array();
  103986. for (var i = 0; i < tessellation; i++) {
  103987. var radian = (2 * Math.PI) * (i / (tessellation - 1));
  103988. points.push(new BABYLON.Vector3(radius * Math.sin(radian), 0, radius * Math.cos(radian)));
  103989. }
  103990. var rotationMesh = BABYLON.Mesh.CreateLines("", points, gizmoLayer.utilityLayerScene);
  103991. rotationMesh.color = coloredMaterial.emissiveColor;
  103992. // Position arrow pointing in its drag axis
  103993. rotationMesh.scaling.scaleInPlace(0.26);
  103994. rotationMesh.material = coloredMaterial;
  103995. rotationMesh.rotation.x = Math.PI / 2;
  103996. parentMesh.addChild(rotationMesh);
  103997. parentMesh.lookAt(_this._rootMesh.position.add(planeNormal));
  103998. _this._rootMesh.addChild(parentMesh);
  103999. parentMesh.scaling.scaleInPlace(1 / 3);
  104000. // Add drag behavior to handle events when the gizmo is dragged
  104001. _this.dragBehavior = new BABYLON.PointerDragBehavior({ dragPlaneNormal: planeNormal });
  104002. _this.dragBehavior.moveAttached = false;
  104003. _this.dragBehavior.maxDragAngle = Math.PI * 9 / 20;
  104004. _this.dragBehavior._useAlternatePickedPointAboveMaxDragAngle = true;
  104005. _this._rootMesh.addBehavior(_this.dragBehavior);
  104006. var lastDragPosition = new BABYLON.Vector3();
  104007. _this.dragBehavior.onDragStartObservable.add(function (e) {
  104008. if (_this.attachedMesh) {
  104009. lastDragPosition.copyFrom(e.dragPlanePoint);
  104010. }
  104011. });
  104012. var rotationMatrix = new BABYLON.Matrix();
  104013. var planeNormalTowardsCamera = new BABYLON.Vector3();
  104014. var localPlaneNormalTowardsCamera = new BABYLON.Vector3();
  104015. var tmpSnapEvent = { snapDistance: 0 };
  104016. var currentSnapDragDistance = 0;
  104017. var tmpMatrix = new BABYLON.Matrix();
  104018. var tmpVector = new BABYLON.Vector3();
  104019. var amountToRotate = new BABYLON.Quaternion();
  104020. _this.dragBehavior.onDragObservable.add(function (event) {
  104021. if (_this.attachedMesh) {
  104022. if (!_this.attachedMesh.rotationQuaternion) {
  104023. _this.attachedMesh.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(_this.attachedMesh.rotation.y, _this.attachedMesh.rotation.x, _this.attachedMesh.rotation.z);
  104024. }
  104025. // Calc angle over full 360 degree (https://stackoverflow.com/questions/43493711/the-angle-between-two-3d-vectors-with-a-result-range-0-360)
  104026. var newVector = event.dragPlanePoint.subtract(_this.attachedMesh.absolutePosition).normalize();
  104027. var originalVector = lastDragPosition.subtract(_this.attachedMesh.absolutePosition).normalize();
  104028. var cross = BABYLON.Vector3.Cross(newVector, originalVector);
  104029. var dot = BABYLON.Vector3.Dot(newVector, originalVector);
  104030. var angle = Math.atan2(cross.length(), dot);
  104031. planeNormalTowardsCamera.copyFrom(planeNormal);
  104032. localPlaneNormalTowardsCamera.copyFrom(planeNormal);
  104033. if (_this.updateGizmoRotationToMatchAttachedMesh) {
  104034. _this.attachedMesh.rotationQuaternion.toRotationMatrix(rotationMatrix);
  104035. localPlaneNormalTowardsCamera = BABYLON.Vector3.TransformCoordinates(planeNormalTowardsCamera, rotationMatrix);
  104036. }
  104037. // Flip up vector depending on which side the camera is on
  104038. if (gizmoLayer.utilityLayerScene.activeCamera) {
  104039. var camVec = gizmoLayer.utilityLayerScene.activeCamera.position.subtract(_this.attachedMesh.position);
  104040. if (BABYLON.Vector3.Dot(camVec, localPlaneNormalTowardsCamera) > 0) {
  104041. planeNormalTowardsCamera.scaleInPlace(-1);
  104042. localPlaneNormalTowardsCamera.scaleInPlace(-1);
  104043. }
  104044. }
  104045. var halfCircleSide = BABYLON.Vector3.Dot(localPlaneNormalTowardsCamera, cross) > 0.0;
  104046. if (halfCircleSide) {
  104047. angle = -angle;
  104048. }
  104049. // Snapping logic
  104050. var snapped = false;
  104051. if (_this.snapDistance != 0) {
  104052. currentSnapDragDistance += angle;
  104053. if (Math.abs(currentSnapDragDistance) > _this.snapDistance) {
  104054. var dragSteps = Math.floor(currentSnapDragDistance / _this.snapDistance);
  104055. currentSnapDragDistance = currentSnapDragDistance % _this.snapDistance;
  104056. angle = _this.snapDistance * dragSteps;
  104057. snapped = true;
  104058. }
  104059. else {
  104060. angle = 0;
  104061. }
  104062. }
  104063. // If the mesh has a parent, convert needed world rotation to local rotation
  104064. tmpMatrix.reset();
  104065. if (_this.attachedMesh.parent) {
  104066. _this.attachedMesh.parent.computeWorldMatrix().invertToRef(tmpMatrix);
  104067. tmpMatrix.getRotationMatrixToRef(tmpMatrix);
  104068. BABYLON.Vector3.TransformCoordinatesToRef(planeNormalTowardsCamera, tmpMatrix, planeNormalTowardsCamera);
  104069. }
  104070. // Convert angle and axis to quaternion (http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm)
  104071. var quaternionCoefficient = Math.sin(angle / 2);
  104072. amountToRotate.set(planeNormalTowardsCamera.x * quaternionCoefficient, planeNormalTowardsCamera.y * quaternionCoefficient, planeNormalTowardsCamera.z * quaternionCoefficient, Math.cos(angle / 2));
  104073. // If the meshes local scale is inverted (eg. loaded gltf file parent with z scale of -1) the rotation needs to be inverted on the y axis
  104074. if (tmpMatrix.determinant() > 0) {
  104075. amountToRotate.toEulerAnglesToRef(tmpVector);
  104076. BABYLON.Quaternion.RotationYawPitchRollToRef(tmpVector.y, -tmpVector.x, -tmpVector.z, amountToRotate);
  104077. }
  104078. if (_this.updateGizmoRotationToMatchAttachedMesh) {
  104079. // Rotate selected mesh quaternion over fixed axis
  104080. _this.attachedMesh.rotationQuaternion.multiplyToRef(amountToRotate, _this.attachedMesh.rotationQuaternion);
  104081. }
  104082. else {
  104083. // Rotate selected mesh quaternion over rotated axis
  104084. amountToRotate.multiplyToRef(_this.attachedMesh.rotationQuaternion, _this.attachedMesh.rotationQuaternion);
  104085. }
  104086. lastDragPosition.copyFrom(event.dragPlanePoint);
  104087. if (snapped) {
  104088. tmpSnapEvent.snapDistance = angle;
  104089. _this.onSnapObservable.notifyObservers(tmpSnapEvent);
  104090. }
  104091. }
  104092. });
  104093. _this._pointerObserver = gizmoLayer.utilityLayerScene.onPointerObservable.add(function (pointerInfo, eventState) {
  104094. if (_this._customMeshSet) {
  104095. return;
  104096. }
  104097. var isHovered = pointerInfo.pickInfo && (_this._rootMesh.getChildMeshes().indexOf(pointerInfo.pickInfo.pickedMesh) != -1);
  104098. var material = isHovered ? hoverMaterial : coloredMaterial;
  104099. _this._rootMesh.getChildMeshes().forEach(function (m) {
  104100. m.material = material;
  104101. if (m.color) {
  104102. m.color = material.emissiveColor;
  104103. }
  104104. });
  104105. });
  104106. return _this;
  104107. }
  104108. PlaneRotationGizmo.prototype._attachedMeshChanged = function (value) {
  104109. if (this.dragBehavior) {
  104110. this.dragBehavior.enabled = value ? true : false;
  104111. }
  104112. };
  104113. /**
  104114. * Disposes of the gizmo
  104115. */
  104116. PlaneRotationGizmo.prototype.dispose = function () {
  104117. this.onSnapObservable.clear();
  104118. this.gizmoLayer.utilityLayerScene.onPointerObservable.remove(this._pointerObserver);
  104119. this.dragBehavior.detach();
  104120. _super.prototype.dispose.call(this);
  104121. };
  104122. return PlaneRotationGizmo;
  104123. }(BABYLON.Gizmo));
  104124. BABYLON.PlaneRotationGizmo = PlaneRotationGizmo;
  104125. })(BABYLON || (BABYLON = {}));
  104126. //# sourceMappingURL=babylon.planeRotationGizmo.js.map
  104127. var BABYLON;
  104128. (function (BABYLON) {
  104129. /**
  104130. * Gizmo that enables dragging a mesh along 3 axis
  104131. */
  104132. var PositionGizmo = /** @class */ (function (_super) {
  104133. __extends(PositionGizmo, _super);
  104134. /**
  104135. * Creates a PositionGizmo
  104136. * @param gizmoLayer The utility layer the gizmo will be added to
  104137. */
  104138. function PositionGizmo(gizmoLayer) {
  104139. if (gizmoLayer === void 0) { gizmoLayer = BABYLON.UtilityLayerRenderer.DefaultUtilityLayer; }
  104140. var _this = _super.call(this, gizmoLayer) || this;
  104141. /** Fires an event when any of it's sub gizmos are dragged */
  104142. _this.onDragStartObservable = new BABYLON.Observable();
  104143. /** Fires an event when any of it's sub gizmos are released from dragging */
  104144. _this.onDragEndObservable = new BABYLON.Observable();
  104145. _this.xGizmo = new BABYLON.AxisDragGizmo(new BABYLON.Vector3(1, 0, 0), BABYLON.Color3.Red().scale(0.5), gizmoLayer);
  104146. _this.yGizmo = new BABYLON.AxisDragGizmo(new BABYLON.Vector3(0, 1, 0), BABYLON.Color3.Green().scale(0.5), gizmoLayer);
  104147. _this.zGizmo = new BABYLON.AxisDragGizmo(new BABYLON.Vector3(0, 0, 1), BABYLON.Color3.Blue().scale(0.5), gizmoLayer);
  104148. // Relay drag events
  104149. [_this.xGizmo, _this.yGizmo, _this.zGizmo].forEach(function (gizmo) {
  104150. gizmo.dragBehavior.onDragStartObservable.add(function () {
  104151. _this.onDragStartObservable.notifyObservers({});
  104152. });
  104153. gizmo.dragBehavior.onDragEndObservable.add(function () {
  104154. _this.onDragEndObservable.notifyObservers({});
  104155. });
  104156. });
  104157. _this.attachedMesh = null;
  104158. return _this;
  104159. }
  104160. Object.defineProperty(PositionGizmo.prototype, "attachedMesh", {
  104161. set: function (mesh) {
  104162. if (this.xGizmo) {
  104163. this.xGizmo.attachedMesh = mesh;
  104164. this.yGizmo.attachedMesh = mesh;
  104165. this.zGizmo.attachedMesh = mesh;
  104166. }
  104167. },
  104168. enumerable: true,
  104169. configurable: true
  104170. });
  104171. Object.defineProperty(PositionGizmo.prototype, "updateGizmoRotationToMatchAttachedMesh", {
  104172. get: function () {
  104173. return this.xGizmo.updateGizmoRotationToMatchAttachedMesh;
  104174. },
  104175. set: function (value) {
  104176. if (this.xGizmo) {
  104177. this.xGizmo.updateGizmoRotationToMatchAttachedMesh = value;
  104178. this.yGizmo.updateGizmoRotationToMatchAttachedMesh = value;
  104179. this.zGizmo.updateGizmoRotationToMatchAttachedMesh = value;
  104180. }
  104181. },
  104182. enumerable: true,
  104183. configurable: true
  104184. });
  104185. Object.defineProperty(PositionGizmo.prototype, "snapDistance", {
  104186. get: function () {
  104187. return this.xGizmo.snapDistance;
  104188. },
  104189. /**
  104190. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  104191. */
  104192. set: function (value) {
  104193. if (this.xGizmo) {
  104194. this.xGizmo.snapDistance = value;
  104195. this.yGizmo.snapDistance = value;
  104196. this.zGizmo.snapDistance = value;
  104197. }
  104198. },
  104199. enumerable: true,
  104200. configurable: true
  104201. });
  104202. Object.defineProperty(PositionGizmo.prototype, "scaleRatio", {
  104203. get: function () {
  104204. return this.xGizmo.scaleRatio;
  104205. },
  104206. /**
  104207. * Ratio for the scale of the gizmo (Default: 1)
  104208. */
  104209. set: function (value) {
  104210. if (this.xGizmo) {
  104211. this.xGizmo.scaleRatio = value;
  104212. this.yGizmo.scaleRatio = value;
  104213. this.zGizmo.scaleRatio = value;
  104214. }
  104215. },
  104216. enumerable: true,
  104217. configurable: true
  104218. });
  104219. /**
  104220. * Disposes of the gizmo
  104221. */
  104222. PositionGizmo.prototype.dispose = function () {
  104223. this.xGizmo.dispose();
  104224. this.yGizmo.dispose();
  104225. this.zGizmo.dispose();
  104226. this.onDragStartObservable.clear();
  104227. this.onDragEndObservable.clear();
  104228. };
  104229. /**
  104230. * CustomMeshes are not supported by this gizmo
  104231. * @param mesh The mesh to replace the default mesh of the gizmo
  104232. */
  104233. PositionGizmo.prototype.setCustomMesh = function (mesh) {
  104234. BABYLON.Tools.Error("Custom meshes are not supported on this gizmo, please set the custom meshes on the gizmos contained within this one (gizmo.xGizmo, gizmo.yGizmo, gizmo.zGizmo)");
  104235. };
  104236. return PositionGizmo;
  104237. }(BABYLON.Gizmo));
  104238. BABYLON.PositionGizmo = PositionGizmo;
  104239. })(BABYLON || (BABYLON = {}));
  104240. //# sourceMappingURL=babylon.positionGizmo.js.map
  104241. var BABYLON;
  104242. (function (BABYLON) {
  104243. /**
  104244. * Gizmo that enables rotating a mesh along 3 axis
  104245. */
  104246. var RotationGizmo = /** @class */ (function (_super) {
  104247. __extends(RotationGizmo, _super);
  104248. /**
  104249. * Creates a RotationGizmo
  104250. * @param gizmoLayer The utility layer the gizmo will be added to
  104251. * @param tessellation Amount of tessellation to be used when creating rotation circles
  104252. */
  104253. function RotationGizmo(gizmoLayer, tessellation) {
  104254. if (gizmoLayer === void 0) { gizmoLayer = BABYLON.UtilityLayerRenderer.DefaultUtilityLayer; }
  104255. if (tessellation === void 0) { tessellation = 32; }
  104256. var _this = _super.call(this, gizmoLayer) || this;
  104257. /** Fires an event when any of it's sub gizmos are dragged */
  104258. _this.onDragStartObservable = new BABYLON.Observable();
  104259. /** Fires an event when any of it's sub gizmos are released from dragging */
  104260. _this.onDragEndObservable = new BABYLON.Observable();
  104261. _this.xGizmo = new BABYLON.PlaneRotationGizmo(new BABYLON.Vector3(1, 0, 0), BABYLON.Color3.Red().scale(0.5), gizmoLayer, tessellation);
  104262. _this.yGizmo = new BABYLON.PlaneRotationGizmo(new BABYLON.Vector3(0, 1, 0), BABYLON.Color3.Green().scale(0.5), gizmoLayer, tessellation);
  104263. _this.zGizmo = new BABYLON.PlaneRotationGizmo(new BABYLON.Vector3(0, 0, 1), BABYLON.Color3.Blue().scale(0.5), gizmoLayer, tessellation);
  104264. // Relay drag events
  104265. [_this.xGizmo, _this.yGizmo, _this.zGizmo].forEach(function (gizmo) {
  104266. gizmo.dragBehavior.onDragStartObservable.add(function () {
  104267. _this.onDragStartObservable.notifyObservers({});
  104268. });
  104269. gizmo.dragBehavior.onDragEndObservable.add(function () {
  104270. _this.onDragEndObservable.notifyObservers({});
  104271. });
  104272. });
  104273. _this.attachedMesh = null;
  104274. return _this;
  104275. }
  104276. Object.defineProperty(RotationGizmo.prototype, "attachedMesh", {
  104277. set: function (mesh) {
  104278. if (this.xGizmo) {
  104279. this.xGizmo.attachedMesh = mesh;
  104280. this.yGizmo.attachedMesh = mesh;
  104281. this.zGizmo.attachedMesh = mesh;
  104282. }
  104283. },
  104284. enumerable: true,
  104285. configurable: true
  104286. });
  104287. Object.defineProperty(RotationGizmo.prototype, "updateGizmoRotationToMatchAttachedMesh", {
  104288. get: function () {
  104289. return this.xGizmo.updateGizmoRotationToMatchAttachedMesh;
  104290. },
  104291. set: function (value) {
  104292. if (this.xGizmo) {
  104293. this.xGizmo.updateGizmoRotationToMatchAttachedMesh = value;
  104294. this.yGizmo.updateGizmoRotationToMatchAttachedMesh = value;
  104295. this.zGizmo.updateGizmoRotationToMatchAttachedMesh = value;
  104296. }
  104297. },
  104298. enumerable: true,
  104299. configurable: true
  104300. });
  104301. Object.defineProperty(RotationGizmo.prototype, "snapDistance", {
  104302. get: function () {
  104303. return this.xGizmo.snapDistance;
  104304. },
  104305. /**
  104306. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  104307. */
  104308. set: function (value) {
  104309. if (this.xGizmo) {
  104310. this.xGizmo.snapDistance = value;
  104311. this.yGizmo.snapDistance = value;
  104312. this.zGizmo.snapDistance = value;
  104313. }
  104314. },
  104315. enumerable: true,
  104316. configurable: true
  104317. });
  104318. Object.defineProperty(RotationGizmo.prototype, "scaleRatio", {
  104319. get: function () {
  104320. return this.xGizmo.scaleRatio;
  104321. },
  104322. /**
  104323. * Ratio for the scale of the gizmo (Default: 1)
  104324. */
  104325. set: function (value) {
  104326. if (this.xGizmo) {
  104327. this.xGizmo.scaleRatio = value;
  104328. this.yGizmo.scaleRatio = value;
  104329. this.zGizmo.scaleRatio = value;
  104330. }
  104331. },
  104332. enumerable: true,
  104333. configurable: true
  104334. });
  104335. /**
  104336. * Disposes of the gizmo
  104337. */
  104338. RotationGizmo.prototype.dispose = function () {
  104339. this.xGizmo.dispose();
  104340. this.yGizmo.dispose();
  104341. this.zGizmo.dispose();
  104342. this.onDragStartObservable.clear();
  104343. this.onDragEndObservable.clear();
  104344. };
  104345. /**
  104346. * CustomMeshes are not supported by this gizmo
  104347. * @param mesh The mesh to replace the default mesh of the gizmo
  104348. */
  104349. RotationGizmo.prototype.setCustomMesh = function (mesh) {
  104350. BABYLON.Tools.Error("Custom meshes are not supported on this gizmo, please set the custom meshes on the gizmos contained within this one (gizmo.xGizmo, gizmo.yGizmo, gizmo.zGizmo)");
  104351. };
  104352. return RotationGizmo;
  104353. }(BABYLON.Gizmo));
  104354. BABYLON.RotationGizmo = RotationGizmo;
  104355. })(BABYLON || (BABYLON = {}));
  104356. //# sourceMappingURL=babylon.rotationGizmo.js.map
  104357. var BABYLON;
  104358. (function (BABYLON) {
  104359. /**
  104360. * Gizmo that enables scaling a mesh along 3 axis
  104361. */
  104362. var ScaleGizmo = /** @class */ (function (_super) {
  104363. __extends(ScaleGizmo, _super);
  104364. /**
  104365. * Creates a ScaleGizmo
  104366. * @param gizmoLayer The utility layer the gizmo will be added to
  104367. */
  104368. function ScaleGizmo(gizmoLayer) {
  104369. if (gizmoLayer === void 0) { gizmoLayer = BABYLON.UtilityLayerRenderer.DefaultUtilityLayer; }
  104370. var _this = _super.call(this, gizmoLayer) || this;
  104371. /** Fires an event when any of it's sub gizmos are dragged */
  104372. _this.onDragStartObservable = new BABYLON.Observable();
  104373. /** Fires an event when any of it's sub gizmos are released from dragging */
  104374. _this.onDragEndObservable = new BABYLON.Observable();
  104375. _this.xGizmo = new BABYLON.AxisScaleGizmo(new BABYLON.Vector3(1, 0, 0), BABYLON.Color3.Red().scale(0.5), gizmoLayer);
  104376. _this.yGizmo = new BABYLON.AxisScaleGizmo(new BABYLON.Vector3(0, 1, 0), BABYLON.Color3.Green().scale(0.5), gizmoLayer);
  104377. _this.zGizmo = new BABYLON.AxisScaleGizmo(new BABYLON.Vector3(0, 0, 1), BABYLON.Color3.Blue().scale(0.5), gizmoLayer);
  104378. // Create uniform scale gizmo
  104379. _this.uniformScaleGizmo = new BABYLON.AxisScaleGizmo(new BABYLON.Vector3(0, 1, 0), BABYLON.Color3.Yellow().scale(0.5), gizmoLayer);
  104380. _this.uniformScaleGizmo.updateGizmoRotationToMatchAttachedMesh = false;
  104381. _this.uniformScaleGizmo.uniformScaling = true;
  104382. var uniformScalingMesh = BABYLON.Mesh.CreatePolyhedron("", { type: 1 }, _this.uniformScaleGizmo.gizmoLayer.utilityLayerScene);
  104383. uniformScalingMesh.scaling.scaleInPlace(0.02);
  104384. uniformScalingMesh.visibility = 0;
  104385. var octahedron = BABYLON.Mesh.CreatePolyhedron("", { type: 1 }, _this.uniformScaleGizmo.gizmoLayer.utilityLayerScene);
  104386. octahedron.scaling.scaleInPlace(0.007);
  104387. uniformScalingMesh.addChild(octahedron);
  104388. _this.uniformScaleGizmo.setCustomMesh(uniformScalingMesh, true);
  104389. // Relay drag events
  104390. [_this.xGizmo, _this.yGizmo, _this.zGizmo, _this.uniformScaleGizmo].forEach(function (gizmo) {
  104391. gizmo.dragBehavior.onDragStartObservable.add(function () {
  104392. _this.onDragStartObservable.notifyObservers({});
  104393. });
  104394. gizmo.dragBehavior.onDragEndObservable.add(function () {
  104395. _this.onDragEndObservable.notifyObservers({});
  104396. });
  104397. });
  104398. _this.attachedMesh = null;
  104399. return _this;
  104400. }
  104401. Object.defineProperty(ScaleGizmo.prototype, "attachedMesh", {
  104402. set: function (mesh) {
  104403. if (this.xGizmo) {
  104404. this.xGizmo.attachedMesh = mesh;
  104405. this.yGizmo.attachedMesh = mesh;
  104406. this.zGizmo.attachedMesh = mesh;
  104407. this.uniformScaleGizmo.attachedMesh = mesh;
  104408. }
  104409. },
  104410. enumerable: true,
  104411. configurable: true
  104412. });
  104413. Object.defineProperty(ScaleGizmo.prototype, "updateGizmoRotationToMatchAttachedMesh", {
  104414. get: function () {
  104415. return this.xGizmo.updateGizmoRotationToMatchAttachedMesh;
  104416. },
  104417. set: function (value) {
  104418. if (!value) {
  104419. BABYLON.Tools.Warn("Setting updateGizmoRotationToMatchAttachedMesh = false on scaling gizmo is not supported.");
  104420. }
  104421. if (this.xGizmo) {
  104422. this.xGizmo.updateGizmoRotationToMatchAttachedMesh = value;
  104423. this.yGizmo.updateGizmoRotationToMatchAttachedMesh = value;
  104424. this.zGizmo.updateGizmoRotationToMatchAttachedMesh = value;
  104425. }
  104426. },
  104427. enumerable: true,
  104428. configurable: true
  104429. });
  104430. Object.defineProperty(ScaleGizmo.prototype, "snapDistance", {
  104431. get: function () {
  104432. return this.xGizmo.snapDistance;
  104433. },
  104434. /**
  104435. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  104436. */
  104437. set: function (value) {
  104438. if (this.xGizmo) {
  104439. this.xGizmo.snapDistance = value;
  104440. this.yGizmo.snapDistance = value;
  104441. this.zGizmo.snapDistance = value;
  104442. this.uniformScaleGizmo.snapDistance = value;
  104443. }
  104444. },
  104445. enumerable: true,
  104446. configurable: true
  104447. });
  104448. Object.defineProperty(ScaleGizmo.prototype, "scaleRatio", {
  104449. get: function () {
  104450. return this.xGizmo.scaleRatio;
  104451. },
  104452. /**
  104453. * Ratio for the scale of the gizmo (Default: 1)
  104454. */
  104455. set: function (value) {
  104456. if (this.xGizmo) {
  104457. this.xGizmo.scaleRatio = value;
  104458. this.yGizmo.scaleRatio = value;
  104459. this.zGizmo.scaleRatio = value;
  104460. this.uniformScaleGizmo.scaleRatio = value;
  104461. }
  104462. },
  104463. enumerable: true,
  104464. configurable: true
  104465. });
  104466. /**
  104467. * Disposes of the gizmo
  104468. */
  104469. ScaleGizmo.prototype.dispose = function () {
  104470. this.xGizmo.dispose();
  104471. this.yGizmo.dispose();
  104472. this.zGizmo.dispose();
  104473. this.uniformScaleGizmo.dispose();
  104474. this.onDragStartObservable.clear();
  104475. this.onDragEndObservable.clear();
  104476. };
  104477. return ScaleGizmo;
  104478. }(BABYLON.Gizmo));
  104479. BABYLON.ScaleGizmo = ScaleGizmo;
  104480. })(BABYLON || (BABYLON = {}));
  104481. //# sourceMappingURL=babylon.scaleGizmo.js.map
  104482. var BABYLON;
  104483. (function (BABYLON) {
  104484. /**
  104485. * Bounding box gizmo
  104486. */
  104487. var BoundingBoxGizmo = /** @class */ (function (_super) {
  104488. __extends(BoundingBoxGizmo, _super);
  104489. /**
  104490. * Creates an BoundingBoxGizmo
  104491. * @param gizmoLayer The utility layer the gizmo will be added to
  104492. * @param color The color of the gizmo
  104493. */
  104494. function BoundingBoxGizmo(color, gizmoLayer) {
  104495. if (color === void 0) { color = BABYLON.Color3.Gray(); }
  104496. if (gizmoLayer === void 0) { gizmoLayer = BABYLON.UtilityLayerRenderer.DefaultKeepDepthUtilityLayer; }
  104497. var _this = _super.call(this, gizmoLayer) || this;
  104498. _this._boundingDimensions = new BABYLON.Vector3(1, 1, 1);
  104499. _this._renderObserver = null;
  104500. _this._pointerObserver = null;
  104501. _this._scaleDragSpeed = 0.2;
  104502. _this._tmpQuaternion = new BABYLON.Quaternion();
  104503. _this._tmpVector = new BABYLON.Vector3(0, 0, 0);
  104504. _this._tmpRotationMatrix = new BABYLON.Matrix();
  104505. /**
  104506. * If child meshes should be ignored when calculating the boudning box. This should be set to true to avoid perf hits with heavily nested meshes (Default: false)
  104507. */
  104508. _this.ignoreChildren = false;
  104509. /**
  104510. * Returns true if a descendant should be included when computing the bounding box. When null, all descendants are included. If ignoreChildren is set this will be ignored. (Default: null)
  104511. */
  104512. _this.includeChildPredicate = null;
  104513. /**
  104514. * The size of the rotation spheres attached to the bounding box (Default: 0.1)
  104515. */
  104516. _this.rotationSphereSize = 0.1;
  104517. /**
  104518. * The size of the scale boxes attached to the bounding box (Default: 0.1)
  104519. */
  104520. _this.scaleBoxSize = 0.1;
  104521. /**
  104522. * If set, the rotation spheres and scale boxes will increase in size based on the distance away from the camera to have a consistent screen size (Default: false)
  104523. */
  104524. _this.fixedDragMeshScreenSize = false;
  104525. /**
  104526. * The distance away from the object which the draggable meshes should appear world sized when fixedDragMeshScreenSize is set to true (default: 10)
  104527. */
  104528. _this.fixedDragMeshScreenSizeDistanceFactor = 10;
  104529. /**
  104530. * Fired when a rotation sphere or scale box is dragged
  104531. */
  104532. _this.onDragStartObservable = new BABYLON.Observable();
  104533. /**
  104534. * Fired when a scale box is dragged
  104535. */
  104536. _this.onScaleBoxDragObservable = new BABYLON.Observable();
  104537. /**
  104538. * Fired when a scale box drag is ended
  104539. */
  104540. _this.onScaleBoxDragEndObservable = new BABYLON.Observable();
  104541. /**
  104542. * Fired when a rotation sphere is dragged
  104543. */
  104544. _this.onRotationSphereDragObservable = new BABYLON.Observable();
  104545. /**
  104546. * Fired when a rotation sphere drag is ended
  104547. */
  104548. _this.onRotationSphereDragEndObservable = new BABYLON.Observable();
  104549. /**
  104550. * Relative bounding box pivot used when scaling the attached mesh. When null object with scale from the opposite corner. 0.5,0.5,0.5 for center and 0.5,0,0.5 for bottom (Default: null)
  104551. */
  104552. _this.scalePivot = null;
  104553. _this._existingMeshScale = new BABYLON.Vector3();
  104554. // Dragging
  104555. _this._dragMesh = null;
  104556. _this.pointerDragBehavior = new BABYLON.PointerDragBehavior();
  104557. // Do not update the gizmo's scale so it has a fixed size to the object its attached to
  104558. _this._updateScale = false;
  104559. _this._anchorMesh = new BABYLON.AbstractMesh("anchor", gizmoLayer.utilityLayerScene);
  104560. // Create Materials
  104561. var coloredMaterial = new BABYLON.StandardMaterial("", gizmoLayer.utilityLayerScene);
  104562. coloredMaterial.disableLighting = true;
  104563. coloredMaterial.emissiveColor = color;
  104564. var hoverColoredMaterial = new BABYLON.StandardMaterial("", gizmoLayer.utilityLayerScene);
  104565. hoverColoredMaterial.disableLighting = true;
  104566. hoverColoredMaterial.emissiveColor = color.clone().add(new BABYLON.Color3(0.3, 0.3, 0.3));
  104567. // Build bounding box out of lines
  104568. _this._lineBoundingBox = new BABYLON.AbstractMesh("", gizmoLayer.utilityLayerScene);
  104569. _this._lineBoundingBox.rotationQuaternion = new BABYLON.Quaternion();
  104570. var lines = [];
  104571. lines.push(BABYLON.MeshBuilder.CreateLines("lines", { points: [new BABYLON.Vector3(0, 0, 0), new BABYLON.Vector3(_this._boundingDimensions.x, 0, 0)] }, gizmoLayer.utilityLayerScene));
  104572. lines.push(BABYLON.MeshBuilder.CreateLines("lines", { points: [new BABYLON.Vector3(0, 0, 0), new BABYLON.Vector3(0, _this._boundingDimensions.y, 0)] }, gizmoLayer.utilityLayerScene));
  104573. lines.push(BABYLON.MeshBuilder.CreateLines("lines", { points: [new BABYLON.Vector3(0, 0, 0), new BABYLON.Vector3(0, 0, _this._boundingDimensions.z)] }, gizmoLayer.utilityLayerScene));
  104574. lines.push(BABYLON.MeshBuilder.CreateLines("lines", { points: [new BABYLON.Vector3(_this._boundingDimensions.x, 0, 0), new BABYLON.Vector3(_this._boundingDimensions.x, _this._boundingDimensions.y, 0)] }, gizmoLayer.utilityLayerScene));
  104575. lines.push(BABYLON.MeshBuilder.CreateLines("lines", { points: [new BABYLON.Vector3(_this._boundingDimensions.x, 0, 0), new BABYLON.Vector3(_this._boundingDimensions.x, 0, _this._boundingDimensions.z)] }, gizmoLayer.utilityLayerScene));
  104576. lines.push(BABYLON.MeshBuilder.CreateLines("lines", { points: [new BABYLON.Vector3(0, _this._boundingDimensions.y, 0), new BABYLON.Vector3(_this._boundingDimensions.x, _this._boundingDimensions.y, 0)] }, gizmoLayer.utilityLayerScene));
  104577. lines.push(BABYLON.MeshBuilder.CreateLines("lines", { points: [new BABYLON.Vector3(0, _this._boundingDimensions.y, 0), new BABYLON.Vector3(0, _this._boundingDimensions.y, _this._boundingDimensions.z)] }, gizmoLayer.utilityLayerScene));
  104578. lines.push(BABYLON.MeshBuilder.CreateLines("lines", { points: [new BABYLON.Vector3(0, 0, _this._boundingDimensions.z), new BABYLON.Vector3(_this._boundingDimensions.x, 0, _this._boundingDimensions.z)] }, gizmoLayer.utilityLayerScene));
  104579. lines.push(BABYLON.MeshBuilder.CreateLines("lines", { points: [new BABYLON.Vector3(0, 0, _this._boundingDimensions.z), new BABYLON.Vector3(0, _this._boundingDimensions.y, _this._boundingDimensions.z)] }, gizmoLayer.utilityLayerScene));
  104580. lines.push(BABYLON.MeshBuilder.CreateLines("lines", { points: [new BABYLON.Vector3(_this._boundingDimensions.x, _this._boundingDimensions.y, _this._boundingDimensions.z), new BABYLON.Vector3(0, _this._boundingDimensions.y, _this._boundingDimensions.z)] }, gizmoLayer.utilityLayerScene));
  104581. lines.push(BABYLON.MeshBuilder.CreateLines("lines", { points: [new BABYLON.Vector3(_this._boundingDimensions.x, _this._boundingDimensions.y, _this._boundingDimensions.z), new BABYLON.Vector3(_this._boundingDimensions.x, 0, _this._boundingDimensions.z)] }, gizmoLayer.utilityLayerScene));
  104582. lines.push(BABYLON.MeshBuilder.CreateLines("lines", { points: [new BABYLON.Vector3(_this._boundingDimensions.x, _this._boundingDimensions.y, _this._boundingDimensions.z), new BABYLON.Vector3(_this._boundingDimensions.x, _this._boundingDimensions.y, 0)] }, gizmoLayer.utilityLayerScene));
  104583. lines.forEach(function (l) {
  104584. l.color = color;
  104585. l.position.addInPlace(new BABYLON.Vector3(-_this._boundingDimensions.x / 2, -_this._boundingDimensions.y / 2, -_this._boundingDimensions.z / 2));
  104586. l.isPickable = false;
  104587. _this._lineBoundingBox.addChild(l);
  104588. });
  104589. _this._rootMesh.addChild(_this._lineBoundingBox);
  104590. // Create rotation spheres
  104591. _this._rotateSpheresParent = new BABYLON.AbstractMesh("", gizmoLayer.utilityLayerScene);
  104592. _this._rotateSpheresParent.rotationQuaternion = new BABYLON.Quaternion();
  104593. var _loop_1 = function (i_1) {
  104594. var sphere = BABYLON.MeshBuilder.CreateSphere("", { diameter: 1 }, gizmoLayer.utilityLayerScene);
  104595. sphere.rotationQuaternion = new BABYLON.Quaternion();
  104596. sphere.material = coloredMaterial;
  104597. // Drag behavior
  104598. _dragBehavior = new BABYLON.PointerDragBehavior({});
  104599. _dragBehavior.moveAttached = false;
  104600. _dragBehavior.updateDragPlane = false;
  104601. sphere.addBehavior(_dragBehavior);
  104602. var startingTurnDirection = new BABYLON.Vector3(1, 0, 0);
  104603. var totalTurnAmountOfDrag = 0;
  104604. _dragBehavior.onDragStartObservable.add(function (event) {
  104605. startingTurnDirection.copyFrom(sphere.forward);
  104606. totalTurnAmountOfDrag = 0;
  104607. });
  104608. _dragBehavior.onDragObservable.add(function (event) {
  104609. _this.onRotationSphereDragObservable.notifyObservers({});
  104610. if (_this.attachedMesh) {
  104611. BoundingBoxGizmo._RemoveAndStorePivotPoint(_this.attachedMesh);
  104612. var worldDragDirection = startingTurnDirection;
  104613. // Project the world right on to the drag plane
  104614. var toSub = event.dragPlaneNormal.scale(BABYLON.Vector3.Dot(event.dragPlaneNormal, worldDragDirection));
  104615. var dragAxis = worldDragDirection.subtract(toSub).normalizeToNew();
  104616. // project drag delta on to the resulting drag axis and rotate based on that
  104617. var projectDist = BABYLON.Vector3.Dot(dragAxis, event.delta) < 0 ? Math.abs(event.delta.length()) : -Math.abs(event.delta.length());
  104618. // Make rotation relative to size of mesh.
  104619. projectDist = (projectDist / _this._boundingDimensions.length()) * _this._anchorMesh.scaling.length();
  104620. // Rotate based on axis
  104621. if (!_this.attachedMesh.rotationQuaternion) {
  104622. _this.attachedMesh.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(_this.attachedMesh.rotation.y, _this.attachedMesh.rotation.x, _this.attachedMesh.rotation.z);
  104623. }
  104624. if (!_this._anchorMesh.rotationQuaternion) {
  104625. _this._anchorMesh.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(_this._anchorMesh.rotation.y, _this._anchorMesh.rotation.x, _this._anchorMesh.rotation.z);
  104626. }
  104627. // Do not allow the object to turn more than a full circle
  104628. totalTurnAmountOfDrag += projectDist;
  104629. if (Math.abs(totalTurnAmountOfDrag) <= 2 * Math.PI) {
  104630. if (i_1 >= 8) {
  104631. BABYLON.Quaternion.RotationYawPitchRollToRef(0, 0, projectDist, _this._tmpQuaternion);
  104632. }
  104633. else if (i_1 >= 4) {
  104634. BABYLON.Quaternion.RotationYawPitchRollToRef(projectDist, 0, 0, _this._tmpQuaternion);
  104635. }
  104636. else {
  104637. BABYLON.Quaternion.RotationYawPitchRollToRef(0, projectDist, 0, _this._tmpQuaternion);
  104638. }
  104639. // Rotate around center of bounding box
  104640. _this._anchorMesh.addChild(_this.attachedMesh);
  104641. _this._anchorMesh.rotationQuaternion.multiplyToRef(_this._tmpQuaternion, _this._anchorMesh.rotationQuaternion);
  104642. _this._anchorMesh.removeChild(_this.attachedMesh);
  104643. }
  104644. _this.updateBoundingBox();
  104645. BoundingBoxGizmo._RestorePivotPoint(_this.attachedMesh);
  104646. }
  104647. _this._updateDummy();
  104648. });
  104649. // Selection/deselection
  104650. _dragBehavior.onDragStartObservable.add(function () {
  104651. _this.onDragStartObservable.notifyObservers({});
  104652. _this._selectNode(sphere);
  104653. });
  104654. _dragBehavior.onDragEndObservable.add(function () {
  104655. _this.onRotationSphereDragEndObservable.notifyObservers({});
  104656. _this._selectNode(null);
  104657. _this._updateDummy();
  104658. });
  104659. this_1._rotateSpheresParent.addChild(sphere);
  104660. };
  104661. var this_1 = this, _dragBehavior;
  104662. for (var i_1 = 0; i_1 < 12; i_1++) {
  104663. _loop_1(i_1);
  104664. }
  104665. _this._rootMesh.addChild(_this._rotateSpheresParent);
  104666. // Create scale cubes
  104667. _this._scaleBoxesParent = new BABYLON.AbstractMesh("", gizmoLayer.utilityLayerScene);
  104668. _this._scaleBoxesParent.rotationQuaternion = new BABYLON.Quaternion();
  104669. for (var i = 0; i < 2; i++) {
  104670. for (var j = 0; j < 2; j++) {
  104671. var _loop_2 = function () {
  104672. var box = BABYLON.MeshBuilder.CreateBox("", { size: 1 }, gizmoLayer.utilityLayerScene);
  104673. box.material = coloredMaterial;
  104674. // Dragging logic
  104675. var dragAxis = new BABYLON.Vector3(i == 0 ? -1 : 1, j == 0 ? -1 : 1, k == 0 ? -1 : 1);
  104676. _dragBehavior = new BABYLON.PointerDragBehavior({ dragAxis: dragAxis });
  104677. _dragBehavior.moveAttached = false;
  104678. box.addBehavior(_dragBehavior);
  104679. _dragBehavior.onDragObservable.add(function (event) {
  104680. _this.onScaleBoxDragObservable.notifyObservers({});
  104681. if (_this.attachedMesh) {
  104682. BoundingBoxGizmo._RemoveAndStorePivotPoint(_this.attachedMesh);
  104683. var relativeDragDistance = (event.dragDistance / _this._boundingDimensions.length()) * _this._anchorMesh.scaling.length();
  104684. var deltaScale = new BABYLON.Vector3(relativeDragDistance, relativeDragDistance, relativeDragDistance);
  104685. deltaScale.scaleInPlace(_this._scaleDragSpeed);
  104686. _this.updateBoundingBox();
  104687. if (_this.scalePivot) {
  104688. _this.attachedMesh.getWorldMatrix().getRotationMatrixToRef(_this._tmpRotationMatrix);
  104689. // Move anchor to desired pivot point (Bottom left corner + dimension/2)
  104690. _this._boundingDimensions.scaleToRef(0.5, _this._tmpVector);
  104691. BABYLON.Vector3.TransformCoordinatesToRef(_this._tmpVector, _this._tmpRotationMatrix, _this._tmpVector);
  104692. _this._anchorMesh.position.subtractInPlace(_this._tmpVector);
  104693. _this._boundingDimensions.multiplyToRef(_this.scalePivot, _this._tmpVector);
  104694. BABYLON.Vector3.TransformCoordinatesToRef(_this._tmpVector, _this._tmpRotationMatrix, _this._tmpVector);
  104695. _this._anchorMesh.position.addInPlace(_this._tmpVector);
  104696. }
  104697. else {
  104698. // Scale from the position of the opposite corner
  104699. box.absolutePosition.subtractToRef(_this._anchorMesh.position, _this._tmpVector);
  104700. _this._anchorMesh.position.subtractInPlace(_this._tmpVector);
  104701. }
  104702. _this._anchorMesh.addChild(_this.attachedMesh);
  104703. _this._anchorMesh.scaling.addInPlace(deltaScale);
  104704. if (_this._anchorMesh.scaling.x < 0 || _this._anchorMesh.scaling.y < 0 || _this._anchorMesh.scaling.z < 0) {
  104705. _this._anchorMesh.scaling.subtractInPlace(deltaScale);
  104706. }
  104707. _this._anchorMesh.removeChild(_this.attachedMesh);
  104708. BoundingBoxGizmo._RestorePivotPoint(_this.attachedMesh);
  104709. }
  104710. _this._updateDummy();
  104711. });
  104712. // Selection/deselection
  104713. _dragBehavior.onDragStartObservable.add(function () {
  104714. _this.onDragStartObservable.notifyObservers({});
  104715. _this._selectNode(box);
  104716. });
  104717. _dragBehavior.onDragEndObservable.add(function () {
  104718. _this.onScaleBoxDragEndObservable.notifyObservers({});
  104719. _this._selectNode(null);
  104720. _this._updateDummy();
  104721. });
  104722. this_2._scaleBoxesParent.addChild(box);
  104723. };
  104724. var this_2 = this, _dragBehavior;
  104725. for (var k = 0; k < 2; k++) {
  104726. _loop_2();
  104727. }
  104728. }
  104729. }
  104730. _this._rootMesh.addChild(_this._scaleBoxesParent);
  104731. // Hover color change
  104732. var pointerIds = new Array();
  104733. _this._pointerObserver = gizmoLayer.utilityLayerScene.onPointerObservable.add(function (pointerInfo, eventState) {
  104734. if (!pointerIds[pointerInfo.event.pointerId]) {
  104735. _this._rotateSpheresParent.getChildMeshes().concat(_this._scaleBoxesParent.getChildMeshes()).forEach(function (mesh) {
  104736. if (pointerInfo.pickInfo && pointerInfo.pickInfo.pickedMesh == mesh) {
  104737. pointerIds[pointerInfo.event.pointerId] = mesh;
  104738. mesh.material = hoverColoredMaterial;
  104739. }
  104740. });
  104741. }
  104742. else {
  104743. if (pointerInfo.pickInfo && pointerInfo.pickInfo.pickedMesh != pointerIds[pointerInfo.event.pointerId]) {
  104744. pointerIds[pointerInfo.event.pointerId].material = coloredMaterial;
  104745. delete pointerIds[pointerInfo.event.pointerId];
  104746. }
  104747. }
  104748. });
  104749. // Update bounding box positions
  104750. _this._renderObserver = _this.gizmoLayer.originalScene.onBeforeRenderObservable.add(function () {
  104751. // Only update the bouding box if scaling has changed
  104752. if (_this.attachedMesh && !_this._existingMeshScale.equals(_this.attachedMesh.scaling)) {
  104753. _this.updateBoundingBox();
  104754. }
  104755. else if (_this.fixedDragMeshScreenSize) {
  104756. _this._updateRotationSpheres();
  104757. _this._updateScaleBoxes();
  104758. }
  104759. // If dragg mesh is enabled and dragging, update the attached mesh pose to match the drag mesh
  104760. if (_this._dragMesh && _this.attachedMesh && _this.pointerDragBehavior.dragging) {
  104761. _this._lineBoundingBox.position.rotateByQuaternionToRef(_this._rootMesh.rotationQuaternion, _this._tmpVector);
  104762. _this.attachedMesh.setAbsolutePosition(_this._dragMesh.position.add(_this._tmpVector.scale(-1)));
  104763. }
  104764. });
  104765. _this.updateBoundingBox();
  104766. return _this;
  104767. }
  104768. /** @hidden */
  104769. BoundingBoxGizmo._RemoveAndStorePivotPoint = function (mesh) {
  104770. if (mesh && BoundingBoxGizmo._PivotCached === 0) {
  104771. // Save old pivot and set pivot to 0,0,0
  104772. mesh.getPivotPointToRef(BoundingBoxGizmo._OldPivotPoint);
  104773. if (!BoundingBoxGizmo._OldPivotPoint.equalsToFloats(0, 0, 0)) {
  104774. mesh.setPivotMatrix(BABYLON.Matrix.IdentityReadOnly);
  104775. BoundingBoxGizmo._OldPivotPoint.subtractToRef(mesh.getPivotPoint(), BoundingBoxGizmo._PivotTranslation);
  104776. BoundingBoxGizmo._PivotTmpVector.copyFromFloats(1, 1, 1);
  104777. BoundingBoxGizmo._PivotTmpVector.subtractInPlace(mesh.scaling);
  104778. BoundingBoxGizmo._PivotTmpVector.multiplyInPlace(BoundingBoxGizmo._PivotTranslation);
  104779. mesh.position.addInPlace(BoundingBoxGizmo._PivotTmpVector);
  104780. }
  104781. }
  104782. BoundingBoxGizmo._PivotCached++;
  104783. };
  104784. /** @hidden */
  104785. BoundingBoxGizmo._RestorePivotPoint = function (mesh) {
  104786. if (mesh && !BoundingBoxGizmo._OldPivotPoint.equalsToFloats(0, 0, 0) && BoundingBoxGizmo._PivotCached === 1) {
  104787. mesh.setPivotPoint(BoundingBoxGizmo._OldPivotPoint);
  104788. BoundingBoxGizmo._PivotTmpVector.copyFromFloats(1, 1, 1);
  104789. BoundingBoxGizmo._PivotTmpVector.subtractInPlace(mesh.scaling);
  104790. BoundingBoxGizmo._PivotTmpVector.multiplyInPlace(BoundingBoxGizmo._PivotTranslation);
  104791. mesh.position.subtractInPlace(BoundingBoxGizmo._PivotTmpVector);
  104792. }
  104793. this._PivotCached--;
  104794. };
  104795. BoundingBoxGizmo.prototype._attachedMeshChanged = function (value) {
  104796. var _this = this;
  104797. if (value) {
  104798. // Reset anchor mesh to match attached mesh's scale
  104799. // This is needed to avoid invalid box/sphere position on first drag
  104800. BoundingBoxGizmo._RemoveAndStorePivotPoint(value);
  104801. this._anchorMesh.addChild(value);
  104802. this._anchorMesh.removeChild(value);
  104803. BoundingBoxGizmo._RestorePivotPoint(value);
  104804. this.updateBoundingBox();
  104805. this.gizmoLayer.utilityLayerScene.onAfterRenderObservable.addOnce(function () {
  104806. _this._updateDummy();
  104807. });
  104808. }
  104809. };
  104810. BoundingBoxGizmo.prototype._selectNode = function (selectedMesh) {
  104811. this._rotateSpheresParent.getChildMeshes()
  104812. .concat(this._scaleBoxesParent.getChildMeshes()).forEach(function (m, i) {
  104813. m.isVisible = (!selectedMesh || m == selectedMesh);
  104814. });
  104815. };
  104816. /**
  104817. * Updates the bounding box information for the Gizmo
  104818. */
  104819. BoundingBoxGizmo.prototype.updateBoundingBox = function () {
  104820. if (this.attachedMesh) {
  104821. BoundingBoxGizmo._RemoveAndStorePivotPoint(this.attachedMesh);
  104822. this._update();
  104823. // Rotate based on axis
  104824. if (!this.attachedMesh.rotationQuaternion) {
  104825. this.attachedMesh.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(this.attachedMesh.rotation.y, this.attachedMesh.rotation.x, this.attachedMesh.rotation.z);
  104826. }
  104827. if (!this._anchorMesh.rotationQuaternion) {
  104828. this._anchorMesh.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(this._anchorMesh.rotation.y, this._anchorMesh.rotation.x, this._anchorMesh.rotation.z);
  104829. }
  104830. this._anchorMesh.rotationQuaternion.copyFrom(this.attachedMesh.rotationQuaternion);
  104831. // Store original position and reset mesh to origin before computing the bounding box
  104832. this._tmpQuaternion.copyFrom(this.attachedMesh.rotationQuaternion);
  104833. this._tmpVector.copyFrom(this.attachedMesh.position);
  104834. this.attachedMesh.rotationQuaternion.set(0, 0, 0, 1);
  104835. this.attachedMesh.position.set(0, 0, 0);
  104836. // Update bounding dimensions/positions
  104837. var boundingMinMax = this.attachedMesh.getHierarchyBoundingVectors(!this.ignoreChildren, this.includeChildPredicate);
  104838. boundingMinMax.max.subtractToRef(boundingMinMax.min, this._boundingDimensions);
  104839. // Update gizmo to match bounding box scaling and rotation
  104840. this._lineBoundingBox.scaling.copyFrom(this._boundingDimensions);
  104841. this._lineBoundingBox.position.set((boundingMinMax.max.x + boundingMinMax.min.x) / 2, (boundingMinMax.max.y + boundingMinMax.min.y) / 2, (boundingMinMax.max.z + boundingMinMax.min.z) / 2);
  104842. this._rotateSpheresParent.position.copyFrom(this._lineBoundingBox.position);
  104843. this._scaleBoxesParent.position.copyFrom(this._lineBoundingBox.position);
  104844. this._lineBoundingBox.computeWorldMatrix();
  104845. this._anchorMesh.position.copyFrom(this._lineBoundingBox.absolutePosition);
  104846. // restore position/rotation values
  104847. this.attachedMesh.rotationQuaternion.copyFrom(this._tmpQuaternion);
  104848. this.attachedMesh.position.copyFrom(this._tmpVector);
  104849. }
  104850. this._updateRotationSpheres();
  104851. this._updateScaleBoxes();
  104852. if (this.attachedMesh) {
  104853. this._existingMeshScale.copyFrom(this.attachedMesh.scaling);
  104854. BoundingBoxGizmo._RestorePivotPoint(this.attachedMesh);
  104855. }
  104856. };
  104857. BoundingBoxGizmo.prototype._updateRotationSpheres = function () {
  104858. var rotateSpheres = this._rotateSpheresParent.getChildMeshes();
  104859. for (var i = 0; i < 3; i++) {
  104860. for (var j = 0; j < 2; j++) {
  104861. for (var k = 0; k < 2; k++) {
  104862. var index = ((i * 4) + (j * 2)) + k;
  104863. if (i == 0) {
  104864. rotateSpheres[index].position.set(this._boundingDimensions.x / 2, this._boundingDimensions.y * j, this._boundingDimensions.z * k);
  104865. rotateSpheres[index].position.addInPlace(new BABYLON.Vector3(-this._boundingDimensions.x / 2, -this._boundingDimensions.y / 2, -this._boundingDimensions.z / 2));
  104866. rotateSpheres[index].lookAt(BABYLON.Vector3.Cross(rotateSpheres[index].position.normalizeToNew(), BABYLON.Vector3.Right()).normalizeToNew().add(rotateSpheres[index].position));
  104867. }
  104868. if (i == 1) {
  104869. rotateSpheres[index].position.set(this._boundingDimensions.x * j, this._boundingDimensions.y / 2, this._boundingDimensions.z * k);
  104870. rotateSpheres[index].position.addInPlace(new BABYLON.Vector3(-this._boundingDimensions.x / 2, -this._boundingDimensions.y / 2, -this._boundingDimensions.z / 2));
  104871. rotateSpheres[index].lookAt(BABYLON.Vector3.Cross(rotateSpheres[index].position.normalizeToNew(), BABYLON.Vector3.Up()).normalizeToNew().add(rotateSpheres[index].position));
  104872. }
  104873. if (i == 2) {
  104874. rotateSpheres[index].position.set(this._boundingDimensions.x * j, this._boundingDimensions.y * k, this._boundingDimensions.z / 2);
  104875. rotateSpheres[index].position.addInPlace(new BABYLON.Vector3(-this._boundingDimensions.x / 2, -this._boundingDimensions.y / 2, -this._boundingDimensions.z / 2));
  104876. rotateSpheres[index].lookAt(BABYLON.Vector3.Cross(rotateSpheres[index].position.normalizeToNew(), BABYLON.Vector3.Forward()).normalizeToNew().add(rotateSpheres[index].position));
  104877. }
  104878. if (this.fixedDragMeshScreenSize && this.gizmoLayer.utilityLayerScene.activeCamera) {
  104879. rotateSpheres[index].absolutePosition.subtractToRef(this.gizmoLayer.utilityLayerScene.activeCamera.position, this._tmpVector);
  104880. var distanceFromCamera = this.rotationSphereSize * this._tmpVector.length() / this.fixedDragMeshScreenSizeDistanceFactor;
  104881. rotateSpheres[index].scaling.set(distanceFromCamera, distanceFromCamera, distanceFromCamera);
  104882. }
  104883. else {
  104884. rotateSpheres[index].scaling.set(this.rotationSphereSize, this.rotationSphereSize, this.rotationSphereSize);
  104885. }
  104886. }
  104887. }
  104888. }
  104889. };
  104890. BoundingBoxGizmo.prototype._updateScaleBoxes = function () {
  104891. var scaleBoxes = this._scaleBoxesParent.getChildMeshes();
  104892. for (var i = 0; i < 2; i++) {
  104893. for (var j = 0; j < 2; j++) {
  104894. for (var k = 0; k < 2; k++) {
  104895. var index = ((i * 4) + (j * 2)) + k;
  104896. if (scaleBoxes[index]) {
  104897. scaleBoxes[index].position.set(this._boundingDimensions.x * i, this._boundingDimensions.y * j, this._boundingDimensions.z * k);
  104898. scaleBoxes[index].position.addInPlace(new BABYLON.Vector3(-this._boundingDimensions.x / 2, -this._boundingDimensions.y / 2, -this._boundingDimensions.z / 2));
  104899. if (this.fixedDragMeshScreenSize && this.gizmoLayer.utilityLayerScene.activeCamera) {
  104900. scaleBoxes[index].absolutePosition.subtractToRef(this.gizmoLayer.utilityLayerScene.activeCamera.position, this._tmpVector);
  104901. var distanceFromCamera = this.scaleBoxSize * this._tmpVector.length() / this.fixedDragMeshScreenSizeDistanceFactor;
  104902. scaleBoxes[index].scaling.set(distanceFromCamera, distanceFromCamera, distanceFromCamera);
  104903. }
  104904. else {
  104905. scaleBoxes[index].scaling.set(this.scaleBoxSize, this.scaleBoxSize, this.scaleBoxSize);
  104906. }
  104907. }
  104908. }
  104909. }
  104910. }
  104911. };
  104912. /**
  104913. * Enables rotation on the specified axis and disables rotation on the others
  104914. * @param axis The list of axis that should be enabled (eg. "xy" or "xyz")
  104915. */
  104916. BoundingBoxGizmo.prototype.setEnabledRotationAxis = function (axis) {
  104917. this._rotateSpheresParent.getChildMeshes().forEach(function (m, i) {
  104918. if (i < 4) {
  104919. m.setEnabled(axis.indexOf("x") != -1);
  104920. }
  104921. else if (i < 8) {
  104922. m.setEnabled(axis.indexOf("y") != -1);
  104923. }
  104924. else {
  104925. m.setEnabled(axis.indexOf("z") != -1);
  104926. }
  104927. });
  104928. };
  104929. BoundingBoxGizmo.prototype._updateDummy = function () {
  104930. if (this._dragMesh) {
  104931. this._dragMesh.position.copyFrom(this._lineBoundingBox.getAbsolutePosition());
  104932. this._dragMesh.scaling.copyFrom(this._lineBoundingBox.scaling);
  104933. this._dragMesh.rotationQuaternion.copyFrom(this._rootMesh.rotationQuaternion);
  104934. }
  104935. };
  104936. /**
  104937. * Enables a pointer drag behavior on the bounding box of the gizmo
  104938. */
  104939. BoundingBoxGizmo.prototype.enableDragBehavior = function () {
  104940. this._dragMesh = BABYLON.Mesh.CreateBox("dummy", 1, this.gizmoLayer.utilityLayerScene);
  104941. this._dragMesh.visibility = 0;
  104942. this._dragMesh.rotationQuaternion = new BABYLON.Quaternion();
  104943. this.pointerDragBehavior.useObjectOrienationForDragging = false;
  104944. this._dragMesh.addBehavior(this.pointerDragBehavior);
  104945. };
  104946. /**
  104947. * Disposes of the gizmo
  104948. */
  104949. BoundingBoxGizmo.prototype.dispose = function () {
  104950. this.gizmoLayer.utilityLayerScene.onPointerObservable.remove(this._pointerObserver);
  104951. this.gizmoLayer.originalScene.onBeforeRenderObservable.remove(this._renderObserver);
  104952. this._lineBoundingBox.dispose();
  104953. this._rotateSpheresParent.dispose();
  104954. this._scaleBoxesParent.dispose();
  104955. if (this._dragMesh) {
  104956. this._dragMesh.dispose();
  104957. }
  104958. _super.prototype.dispose.call(this);
  104959. };
  104960. /**
  104961. * Makes a mesh not pickable and wraps the mesh inside of a bounding box mesh that is pickable. (This is useful to avoid picking within complex geometry)
  104962. * @param mesh the mesh to wrap in the bounding box mesh and make not pickable
  104963. * @returns the bounding box mesh with the passed in mesh as a child
  104964. */
  104965. BoundingBoxGizmo.MakeNotPickableAndWrapInBoundingBox = function (mesh) {
  104966. var makeNotPickable = function (root) {
  104967. root.isPickable = false;
  104968. root.getChildMeshes().forEach(function (c) {
  104969. makeNotPickable(c);
  104970. });
  104971. };
  104972. makeNotPickable(mesh);
  104973. // Reset position to get boudning box from origin with no rotation
  104974. if (!mesh.rotationQuaternion) {
  104975. mesh.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(mesh.rotation.y, mesh.rotation.x, mesh.rotation.z);
  104976. }
  104977. var oldPos = mesh.position.clone();
  104978. var oldRot = mesh.rotationQuaternion.clone();
  104979. mesh.rotationQuaternion.set(0, 0, 0, 1);
  104980. mesh.position.set(0, 0, 0);
  104981. // Update bounding dimensions/positions
  104982. var box = BABYLON.MeshBuilder.CreateBox("box", { size: 1 }, mesh.getScene());
  104983. var boundingMinMax = mesh.getHierarchyBoundingVectors();
  104984. boundingMinMax.max.subtractToRef(boundingMinMax.min, box.scaling);
  104985. // Adjust scale to avoid undefined behavior when adding child
  104986. if (box.scaling.y === 0) {
  104987. box.scaling.y = BABYLON.Epsilon;
  104988. }
  104989. if (box.scaling.x === 0) {
  104990. box.scaling.x = BABYLON.Epsilon;
  104991. }
  104992. if (box.scaling.z === 0) {
  104993. box.scaling.z = BABYLON.Epsilon;
  104994. }
  104995. box.position.set((boundingMinMax.max.x + boundingMinMax.min.x) / 2, (boundingMinMax.max.y + boundingMinMax.min.y) / 2, (boundingMinMax.max.z + boundingMinMax.min.z) / 2);
  104996. // Restore original positions
  104997. mesh.addChild(box);
  104998. mesh.rotationQuaternion.copyFrom(oldRot);
  104999. mesh.position.copyFrom(oldPos);
  105000. // Reverse parenting
  105001. mesh.removeChild(box);
  105002. box.addChild(mesh);
  105003. box.visibility = 0;
  105004. return box;
  105005. };
  105006. /**
  105007. * CustomMeshes are not supported by this gizmo
  105008. * @param mesh The mesh to replace the default mesh of the gizmo
  105009. */
  105010. BoundingBoxGizmo.prototype.setCustomMesh = function (mesh) {
  105011. BABYLON.Tools.Error("Custom meshes are not supported on this gizmo");
  105012. };
  105013. // Stores the state of the pivot cache (_oldPivotPoint, _pivotTranslation)
  105014. // store/remove pivot point should only be applied during their outermost calls
  105015. BoundingBoxGizmo._PivotCached = 0;
  105016. BoundingBoxGizmo._OldPivotPoint = new BABYLON.Vector3();
  105017. BoundingBoxGizmo._PivotTranslation = new BABYLON.Vector3();
  105018. BoundingBoxGizmo._PivotTmpVector = new BABYLON.Vector3();
  105019. return BoundingBoxGizmo;
  105020. }(BABYLON.Gizmo));
  105021. BABYLON.BoundingBoxGizmo = BoundingBoxGizmo;
  105022. })(BABYLON || (BABYLON = {}));
  105023. //# sourceMappingURL=babylon.boundingBoxGizmo.js.map
  105024. var BABYLON;
  105025. (function (BABYLON) {
  105026. /**
  105027. * Helps setup gizmo's in the scene to rotate/scale/position meshes
  105028. */
  105029. var GizmoManager = /** @class */ (function () {
  105030. /**
  105031. * Instatiates a gizmo manager
  105032. * @param scene the scene to overlay the gizmos on top of
  105033. */
  105034. function GizmoManager(scene) {
  105035. var _this = this;
  105036. this.scene = scene;
  105037. /** When true, the gizmo will be detached from the current object when a pointer down occurs with an empty picked mesh */
  105038. this.clearGizmoOnEmptyPointerEvent = false;
  105039. /** Fires an event when the manager is attached to a mesh */
  105040. this.onAttachedToMeshObservable = new BABYLON.Observable();
  105041. this._gizmosEnabled = { positionGizmo: false, rotationGizmo: false, scaleGizmo: false, boundingBoxGizmo: false };
  105042. this._pointerObserver = null;
  105043. this._attachedMesh = null;
  105044. this._boundingBoxColor = BABYLON.Color3.FromHexString("#0984e3");
  105045. /**
  105046. * When bounding box gizmo is enabled, this can be used to track drag/end events
  105047. */
  105048. this.boundingBoxDragBehavior = new BABYLON.SixDofDragBehavior();
  105049. /**
  105050. * Array of meshes which will have the gizmo attached when a pointer selected them. If null, all meshes are attachable. (Default: null)
  105051. */
  105052. this.attachableMeshes = null;
  105053. /**
  105054. * If pointer events should perform attaching/detaching a gizmo, if false this can be done manually via attachToMesh. (Default: true)
  105055. */
  105056. this.usePointerToAttachGizmos = true;
  105057. this._defaultKeepDepthUtilityLayer = new BABYLON.UtilityLayerRenderer(scene);
  105058. this._defaultKeepDepthUtilityLayer.utilityLayerScene.autoClearDepthAndStencil = false;
  105059. this._defaultUtilityLayer = new BABYLON.UtilityLayerRenderer(scene);
  105060. this.gizmos = { positionGizmo: null, rotationGizmo: null, scaleGizmo: null, boundingBoxGizmo: null };
  105061. // Instatiate/dispose gizmos based on pointer actions
  105062. this._pointerObserver = scene.onPointerObservable.add(function (pointerInfo, state) {
  105063. if (!_this.usePointerToAttachGizmos) {
  105064. return;
  105065. }
  105066. if (pointerInfo.type == BABYLON.PointerEventTypes.POINTERDOWN) {
  105067. if (pointerInfo.pickInfo && pointerInfo.pickInfo.pickedMesh) {
  105068. var node = pointerInfo.pickInfo.pickedMesh;
  105069. if (_this.attachableMeshes == null) {
  105070. // Attach to the most parent node
  105071. while (node && node.parent != null) {
  105072. node = node.parent;
  105073. }
  105074. }
  105075. else {
  105076. // Attach to the parent node that is an attachableMesh
  105077. var found = false;
  105078. _this.attachableMeshes.forEach(function (mesh) {
  105079. if (node && (node == mesh || node.isDescendantOf(mesh))) {
  105080. node = mesh;
  105081. found = true;
  105082. }
  105083. });
  105084. if (!found) {
  105085. node = null;
  105086. }
  105087. }
  105088. if (node instanceof BABYLON.AbstractMesh) {
  105089. if (_this._attachedMesh != node) {
  105090. _this.attachToMesh(node);
  105091. }
  105092. }
  105093. else {
  105094. if (_this.clearGizmoOnEmptyPointerEvent) {
  105095. _this.attachToMesh(null);
  105096. }
  105097. }
  105098. }
  105099. else {
  105100. if (_this.clearGizmoOnEmptyPointerEvent) {
  105101. _this.attachToMesh(null);
  105102. }
  105103. }
  105104. }
  105105. });
  105106. }
  105107. /**
  105108. * Attaches a set of gizmos to the specified mesh
  105109. * @param mesh The mesh the gizmo's should be attached to
  105110. */
  105111. GizmoManager.prototype.attachToMesh = function (mesh) {
  105112. if (this._attachedMesh) {
  105113. this._attachedMesh.removeBehavior(this.boundingBoxDragBehavior);
  105114. }
  105115. this._attachedMesh = mesh;
  105116. for (var key in this.gizmos) {
  105117. var gizmo = (this.gizmos[key]);
  105118. if (gizmo && this._gizmosEnabled[key]) {
  105119. gizmo.attachedMesh = mesh;
  105120. }
  105121. }
  105122. if (this.boundingBoxGizmoEnabled && this._attachedMesh) {
  105123. this._attachedMesh.addBehavior(this.boundingBoxDragBehavior);
  105124. }
  105125. this.onAttachedToMeshObservable.notifyObservers(mesh);
  105126. };
  105127. Object.defineProperty(GizmoManager.prototype, "positionGizmoEnabled", {
  105128. get: function () {
  105129. return this._gizmosEnabled.positionGizmo;
  105130. },
  105131. /**
  105132. * If the position gizmo is enabled
  105133. */
  105134. set: function (value) {
  105135. if (value) {
  105136. if (!this.gizmos.positionGizmo) {
  105137. this.gizmos.positionGizmo = new BABYLON.PositionGizmo(this._defaultUtilityLayer);
  105138. }
  105139. this.gizmos.positionGizmo.attachedMesh = this._attachedMesh;
  105140. }
  105141. else if (this.gizmos.positionGizmo) {
  105142. this.gizmos.positionGizmo.attachedMesh = null;
  105143. }
  105144. this._gizmosEnabled.positionGizmo = value;
  105145. },
  105146. enumerable: true,
  105147. configurable: true
  105148. });
  105149. Object.defineProperty(GizmoManager.prototype, "rotationGizmoEnabled", {
  105150. get: function () {
  105151. return this._gizmosEnabled.rotationGizmo;
  105152. },
  105153. /**
  105154. * If the rotation gizmo is enabled
  105155. */
  105156. set: function (value) {
  105157. if (value) {
  105158. if (!this.gizmos.rotationGizmo) {
  105159. this.gizmos.rotationGizmo = new BABYLON.RotationGizmo(this._defaultUtilityLayer);
  105160. }
  105161. this.gizmos.rotationGizmo.attachedMesh = this._attachedMesh;
  105162. }
  105163. else if (this.gizmos.rotationGizmo) {
  105164. this.gizmos.rotationGizmo.attachedMesh = null;
  105165. }
  105166. this._gizmosEnabled.rotationGizmo = value;
  105167. },
  105168. enumerable: true,
  105169. configurable: true
  105170. });
  105171. Object.defineProperty(GizmoManager.prototype, "scaleGizmoEnabled", {
  105172. get: function () {
  105173. return this._gizmosEnabled.scaleGizmo;
  105174. },
  105175. /**
  105176. * If the scale gizmo is enabled
  105177. */
  105178. set: function (value) {
  105179. if (value) {
  105180. this.gizmos.scaleGizmo = this.gizmos.scaleGizmo || new BABYLON.ScaleGizmo(this._defaultUtilityLayer);
  105181. this.gizmos.scaleGizmo.attachedMesh = this._attachedMesh;
  105182. }
  105183. else if (this.gizmos.scaleGizmo) {
  105184. this.gizmos.scaleGizmo.attachedMesh = null;
  105185. }
  105186. this._gizmosEnabled.scaleGizmo = value;
  105187. },
  105188. enumerable: true,
  105189. configurable: true
  105190. });
  105191. Object.defineProperty(GizmoManager.prototype, "boundingBoxGizmoEnabled", {
  105192. get: function () {
  105193. return this._gizmosEnabled.boundingBoxGizmo;
  105194. },
  105195. /**
  105196. * If the boundingBox gizmo is enabled
  105197. */
  105198. set: function (value) {
  105199. if (value) {
  105200. this.gizmos.boundingBoxGizmo = this.gizmos.boundingBoxGizmo || new BABYLON.BoundingBoxGizmo(this._boundingBoxColor, this._defaultKeepDepthUtilityLayer);
  105201. this.gizmos.boundingBoxGizmo.attachedMesh = this._attachedMesh;
  105202. if (this._attachedMesh) {
  105203. this._attachedMesh.removeBehavior(this.boundingBoxDragBehavior);
  105204. this._attachedMesh.addBehavior(this.boundingBoxDragBehavior);
  105205. }
  105206. }
  105207. else if (this.gizmos.boundingBoxGizmo) {
  105208. this.gizmos.boundingBoxGizmo.attachedMesh = null;
  105209. }
  105210. this._gizmosEnabled.boundingBoxGizmo = value;
  105211. },
  105212. enumerable: true,
  105213. configurable: true
  105214. });
  105215. /**
  105216. * Disposes of the gizmo manager
  105217. */
  105218. GizmoManager.prototype.dispose = function () {
  105219. this.scene.onPointerObservable.remove(this._pointerObserver);
  105220. for (var key in this.gizmos) {
  105221. var gizmo = (this.gizmos[key]);
  105222. if (gizmo) {
  105223. gizmo.dispose();
  105224. }
  105225. }
  105226. this._defaultKeepDepthUtilityLayer.dispose();
  105227. this._defaultUtilityLayer.dispose();
  105228. this.boundingBoxDragBehavior.detach();
  105229. this.onAttachedToMeshObservable.clear();
  105230. };
  105231. return GizmoManager;
  105232. }());
  105233. BABYLON.GizmoManager = GizmoManager;
  105234. })(BABYLON || (BABYLON = {}));
  105235. //# sourceMappingURL=babylon.gizmoManager.js.map
  105236. var BABYLON;
  105237. (function (BABYLON) {
  105238. /**
  105239. * Defines a target to use with MorphTargetManager
  105240. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  105241. */
  105242. var MorphTarget = /** @class */ (function () {
  105243. /**
  105244. * Creates a new MorphTarget
  105245. * @param name defines the name of the target
  105246. * @param influence defines the influence to use
  105247. */
  105248. function MorphTarget(
  105249. /** defines the name of the target */
  105250. name, influence, scene) {
  105251. if (influence === void 0) { influence = 0; }
  105252. if (scene === void 0) { scene = null; }
  105253. this.name = name;
  105254. /**
  105255. * Gets or sets the list of animations
  105256. */
  105257. this.animations = new Array();
  105258. this._positions = null;
  105259. this._normals = null;
  105260. this._tangents = null;
  105261. /**
  105262. * Observable raised when the influence changes
  105263. */
  105264. this.onInfluenceChanged = new BABYLON.Observable();
  105265. /** @hidden */
  105266. this._onDataLayoutChanged = new BABYLON.Observable();
  105267. this._animationPropertiesOverride = null;
  105268. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  105269. this.influence = influence;
  105270. }
  105271. Object.defineProperty(MorphTarget.prototype, "influence", {
  105272. /**
  105273. * Gets or sets the influence of this target (ie. its weight in the overall morphing)
  105274. */
  105275. get: function () {
  105276. return this._influence;
  105277. },
  105278. set: function (influence) {
  105279. if (this._influence === influence) {
  105280. return;
  105281. }
  105282. var previous = this._influence;
  105283. this._influence = influence;
  105284. if (this.onInfluenceChanged.hasObservers) {
  105285. this.onInfluenceChanged.notifyObservers(previous === 0 || influence === 0);
  105286. }
  105287. },
  105288. enumerable: true,
  105289. configurable: true
  105290. });
  105291. Object.defineProperty(MorphTarget.prototype, "animationPropertiesOverride", {
  105292. /**
  105293. * Gets or sets the animation properties override
  105294. */
  105295. get: function () {
  105296. if (!this._animationPropertiesOverride && this._scene) {
  105297. return this._scene.animationPropertiesOverride;
  105298. }
  105299. return this._animationPropertiesOverride;
  105300. },
  105301. set: function (value) {
  105302. this._animationPropertiesOverride = value;
  105303. },
  105304. enumerable: true,
  105305. configurable: true
  105306. });
  105307. Object.defineProperty(MorphTarget.prototype, "hasPositions", {
  105308. /**
  105309. * Gets a boolean defining if the target contains position data
  105310. */
  105311. get: function () {
  105312. return !!this._positions;
  105313. },
  105314. enumerable: true,
  105315. configurable: true
  105316. });
  105317. Object.defineProperty(MorphTarget.prototype, "hasNormals", {
  105318. /**
  105319. * Gets a boolean defining if the target contains normal data
  105320. */
  105321. get: function () {
  105322. return !!this._normals;
  105323. },
  105324. enumerable: true,
  105325. configurable: true
  105326. });
  105327. Object.defineProperty(MorphTarget.prototype, "hasTangents", {
  105328. /**
  105329. * Gets a boolean defining if the target contains tangent data
  105330. */
  105331. get: function () {
  105332. return !!this._tangents;
  105333. },
  105334. enumerable: true,
  105335. configurable: true
  105336. });
  105337. /**
  105338. * Affects position data to this target
  105339. * @param data defines the position data to use
  105340. */
  105341. MorphTarget.prototype.setPositions = function (data) {
  105342. var hadPositions = this.hasPositions;
  105343. this._positions = data;
  105344. if (hadPositions !== this.hasPositions) {
  105345. this._onDataLayoutChanged.notifyObservers(undefined);
  105346. }
  105347. };
  105348. /**
  105349. * Gets the position data stored in this target
  105350. * @returns a FloatArray containing the position data (or null if not present)
  105351. */
  105352. MorphTarget.prototype.getPositions = function () {
  105353. return this._positions;
  105354. };
  105355. /**
  105356. * Affects normal data to this target
  105357. * @param data defines the normal data to use
  105358. */
  105359. MorphTarget.prototype.setNormals = function (data) {
  105360. var hadNormals = this.hasNormals;
  105361. this._normals = data;
  105362. if (hadNormals !== this.hasNormals) {
  105363. this._onDataLayoutChanged.notifyObservers(undefined);
  105364. }
  105365. };
  105366. /**
  105367. * Gets the normal data stored in this target
  105368. * @returns a FloatArray containing the normal data (or null if not present)
  105369. */
  105370. MorphTarget.prototype.getNormals = function () {
  105371. return this._normals;
  105372. };
  105373. /**
  105374. * Affects tangent data to this target
  105375. * @param data defines the tangent data to use
  105376. */
  105377. MorphTarget.prototype.setTangents = function (data) {
  105378. var hadTangents = this.hasTangents;
  105379. this._tangents = data;
  105380. if (hadTangents !== this.hasTangents) {
  105381. this._onDataLayoutChanged.notifyObservers(undefined);
  105382. }
  105383. };
  105384. /**
  105385. * Gets the tangent data stored in this target
  105386. * @returns a FloatArray containing the tangent data (or null if not present)
  105387. */
  105388. MorphTarget.prototype.getTangents = function () {
  105389. return this._tangents;
  105390. };
  105391. /**
  105392. * Serializes the current target into a Serialization object
  105393. * @returns the serialized object
  105394. */
  105395. MorphTarget.prototype.serialize = function () {
  105396. var serializationObject = {};
  105397. serializationObject.name = this.name;
  105398. serializationObject.influence = this.influence;
  105399. serializationObject.positions = Array.prototype.slice.call(this.getPositions());
  105400. if (this.id != null) {
  105401. serializationObject.id = this.id;
  105402. }
  105403. if (this.hasNormals) {
  105404. serializationObject.normals = Array.prototype.slice.call(this.getNormals());
  105405. }
  105406. if (this.hasTangents) {
  105407. serializationObject.tangents = Array.prototype.slice.call(this.getTangents());
  105408. }
  105409. // Animations
  105410. BABYLON.Animation.AppendSerializedAnimations(this, serializationObject);
  105411. return serializationObject;
  105412. };
  105413. /**
  105414. * Returns the string "MorphTarget"
  105415. * @returns "MorphTarget"
  105416. */
  105417. MorphTarget.prototype.getClassName = function () {
  105418. return "MorphTarget";
  105419. };
  105420. // Statics
  105421. /**
  105422. * Creates a new target from serialized data
  105423. * @param serializationObject defines the serialized data to use
  105424. * @returns a new MorphTarget
  105425. */
  105426. MorphTarget.Parse = function (serializationObject) {
  105427. var result = new MorphTarget(serializationObject.name, serializationObject.influence);
  105428. result.setPositions(serializationObject.positions);
  105429. if (serializationObject.id != null) {
  105430. result.id = serializationObject.id;
  105431. }
  105432. if (serializationObject.normals) {
  105433. result.setNormals(serializationObject.normals);
  105434. }
  105435. if (serializationObject.tangents) {
  105436. result.setTangents(serializationObject.tangents);
  105437. }
  105438. // Animations
  105439. if (serializationObject.animations) {
  105440. for (var animationIndex = 0; animationIndex < serializationObject.animations.length; animationIndex++) {
  105441. var parsedAnimation = serializationObject.animations[animationIndex];
  105442. result.animations.push(BABYLON.Animation.Parse(parsedAnimation));
  105443. }
  105444. }
  105445. return result;
  105446. };
  105447. /**
  105448. * Creates a MorphTarget from mesh data
  105449. * @param mesh defines the source mesh
  105450. * @param name defines the name to use for the new target
  105451. * @param influence defines the influence to attach to the target
  105452. * @returns a new MorphTarget
  105453. */
  105454. MorphTarget.FromMesh = function (mesh, name, influence) {
  105455. if (!name) {
  105456. name = mesh.name;
  105457. }
  105458. var result = new MorphTarget(name, influence, mesh.getScene());
  105459. result.setPositions(mesh.getVerticesData(BABYLON.VertexBuffer.PositionKind));
  105460. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  105461. result.setNormals(mesh.getVerticesData(BABYLON.VertexBuffer.NormalKind));
  105462. }
  105463. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.TangentKind)) {
  105464. result.setTangents(mesh.getVerticesData(BABYLON.VertexBuffer.TangentKind));
  105465. }
  105466. return result;
  105467. };
  105468. __decorate([
  105469. BABYLON.serialize()
  105470. ], MorphTarget.prototype, "id", void 0);
  105471. return MorphTarget;
  105472. }());
  105473. BABYLON.MorphTarget = MorphTarget;
  105474. })(BABYLON || (BABYLON = {}));
  105475. //# sourceMappingURL=babylon.morphTarget.js.map
  105476. var BABYLON;
  105477. (function (BABYLON) {
  105478. /**
  105479. * This class is used to deform meshes using morphing between different targets
  105480. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  105481. */
  105482. var MorphTargetManager = /** @class */ (function () {
  105483. /**
  105484. * Creates a new MorphTargetManager
  105485. * @param scene defines the current scene
  105486. */
  105487. function MorphTargetManager(scene) {
  105488. if (scene === void 0) { scene = null; }
  105489. this._targets = new Array();
  105490. this._targetInfluenceChangedObservers = new Array();
  105491. this._targetDataLayoutChangedObservers = new Array();
  105492. this._activeTargets = new BABYLON.SmartArray(16);
  105493. this._supportsNormals = false;
  105494. this._supportsTangents = false;
  105495. this._vertexCount = 0;
  105496. this._uniqueId = 0;
  105497. this._tempInfluences = new Array();
  105498. if (!scene) {
  105499. scene = BABYLON.Engine.LastCreatedScene;
  105500. }
  105501. this._scene = scene;
  105502. if (this._scene) {
  105503. this._scene.morphTargetManagers.push(this);
  105504. this._uniqueId = this._scene.getUniqueId();
  105505. }
  105506. }
  105507. Object.defineProperty(MorphTargetManager.prototype, "uniqueId", {
  105508. /**
  105509. * Gets the unique ID of this manager
  105510. */
  105511. get: function () {
  105512. return this._uniqueId;
  105513. },
  105514. enumerable: true,
  105515. configurable: true
  105516. });
  105517. Object.defineProperty(MorphTargetManager.prototype, "vertexCount", {
  105518. /**
  105519. * Gets the number of vertices handled by this manager
  105520. */
  105521. get: function () {
  105522. return this._vertexCount;
  105523. },
  105524. enumerable: true,
  105525. configurable: true
  105526. });
  105527. Object.defineProperty(MorphTargetManager.prototype, "supportsNormals", {
  105528. /**
  105529. * Gets a boolean indicating if this manager supports morphing of normals
  105530. */
  105531. get: function () {
  105532. return this._supportsNormals;
  105533. },
  105534. enumerable: true,
  105535. configurable: true
  105536. });
  105537. Object.defineProperty(MorphTargetManager.prototype, "supportsTangents", {
  105538. /**
  105539. * Gets a boolean indicating if this manager supports morphing of tangents
  105540. */
  105541. get: function () {
  105542. return this._supportsTangents;
  105543. },
  105544. enumerable: true,
  105545. configurable: true
  105546. });
  105547. Object.defineProperty(MorphTargetManager.prototype, "numTargets", {
  105548. /**
  105549. * Gets the number of targets stored in this manager
  105550. */
  105551. get: function () {
  105552. return this._targets.length;
  105553. },
  105554. enumerable: true,
  105555. configurable: true
  105556. });
  105557. Object.defineProperty(MorphTargetManager.prototype, "numInfluencers", {
  105558. /**
  105559. * Gets the number of influencers (ie. the number of targets with influences > 0)
  105560. */
  105561. get: function () {
  105562. return this._activeTargets.length;
  105563. },
  105564. enumerable: true,
  105565. configurable: true
  105566. });
  105567. Object.defineProperty(MorphTargetManager.prototype, "influences", {
  105568. /**
  105569. * Gets the list of influences (one per target)
  105570. */
  105571. get: function () {
  105572. return this._influences;
  105573. },
  105574. enumerable: true,
  105575. configurable: true
  105576. });
  105577. /**
  105578. * Gets the active target at specified index. An active target is a target with an influence > 0
  105579. * @param index defines the index to check
  105580. * @returns the requested target
  105581. */
  105582. MorphTargetManager.prototype.getActiveTarget = function (index) {
  105583. return this._activeTargets.data[index];
  105584. };
  105585. /**
  105586. * Gets the target at specified index
  105587. * @param index defines the index to check
  105588. * @returns the requested target
  105589. */
  105590. MorphTargetManager.prototype.getTarget = function (index) {
  105591. return this._targets[index];
  105592. };
  105593. /**
  105594. * Add a new target to this manager
  105595. * @param target defines the target to add
  105596. */
  105597. MorphTargetManager.prototype.addTarget = function (target) {
  105598. var _this = this;
  105599. this._targets.push(target);
  105600. this._targetInfluenceChangedObservers.push(target.onInfluenceChanged.add(function (needUpdate) {
  105601. _this._syncActiveTargets(needUpdate);
  105602. }));
  105603. this._targetDataLayoutChangedObservers.push(target._onDataLayoutChanged.add(function () {
  105604. _this._syncActiveTargets(true);
  105605. }));
  105606. this._syncActiveTargets(true);
  105607. };
  105608. /**
  105609. * Removes a target from the manager
  105610. * @param target defines the target to remove
  105611. */
  105612. MorphTargetManager.prototype.removeTarget = function (target) {
  105613. var index = this._targets.indexOf(target);
  105614. if (index >= 0) {
  105615. this._targets.splice(index, 1);
  105616. target.onInfluenceChanged.remove(this._targetInfluenceChangedObservers.splice(index, 1)[0]);
  105617. target._onDataLayoutChanged.remove(this._targetDataLayoutChangedObservers.splice(index, 1)[0]);
  105618. this._syncActiveTargets(true);
  105619. }
  105620. };
  105621. /**
  105622. * Serializes the current manager into a Serialization object
  105623. * @returns the serialized object
  105624. */
  105625. MorphTargetManager.prototype.serialize = function () {
  105626. var serializationObject = {};
  105627. serializationObject.id = this.uniqueId;
  105628. serializationObject.targets = [];
  105629. for (var _i = 0, _a = this._targets; _i < _a.length; _i++) {
  105630. var target = _a[_i];
  105631. serializationObject.targets.push(target.serialize());
  105632. }
  105633. return serializationObject;
  105634. };
  105635. MorphTargetManager.prototype._syncActiveTargets = function (needUpdate) {
  105636. var influenceCount = 0;
  105637. this._activeTargets.reset();
  105638. this._supportsNormals = true;
  105639. this._supportsTangents = true;
  105640. this._vertexCount = 0;
  105641. for (var _i = 0, _a = this._targets; _i < _a.length; _i++) {
  105642. var target = _a[_i];
  105643. if (target.influence === 0) {
  105644. continue;
  105645. }
  105646. this._activeTargets.push(target);
  105647. this._tempInfluences[influenceCount++] = target.influence;
  105648. this._supportsNormals = this._supportsNormals && target.hasNormals;
  105649. this._supportsTangents = this._supportsTangents && target.hasTangents;
  105650. var positions = target.getPositions();
  105651. if (positions) {
  105652. var vertexCount = positions.length / 3;
  105653. if (this._vertexCount === 0) {
  105654. this._vertexCount = vertexCount;
  105655. }
  105656. else if (this._vertexCount !== vertexCount) {
  105657. BABYLON.Tools.Error("Incompatible target. Targets must all have the same vertices count.");
  105658. return;
  105659. }
  105660. }
  105661. }
  105662. if (!this._influences || this._influences.length !== influenceCount) {
  105663. this._influences = new Float32Array(influenceCount);
  105664. }
  105665. for (var index = 0; index < influenceCount; index++) {
  105666. this._influences[index] = this._tempInfluences[index];
  105667. }
  105668. if (needUpdate) {
  105669. this.synchronize();
  105670. }
  105671. };
  105672. /**
  105673. * Syncrhonize the targets with all the meshes using this morph target manager
  105674. */
  105675. MorphTargetManager.prototype.synchronize = function () {
  105676. if (!this._scene) {
  105677. return;
  105678. }
  105679. // Flag meshes as dirty to resync with the active targets
  105680. for (var _i = 0, _a = this._scene.meshes; _i < _a.length; _i++) {
  105681. var mesh = _a[_i];
  105682. if (mesh.morphTargetManager === this) {
  105683. mesh._syncGeometryWithMorphTargetManager();
  105684. }
  105685. }
  105686. };
  105687. // Statics
  105688. /**
  105689. * Creates a new MorphTargetManager from serialized data
  105690. * @param serializationObject defines the serialized data
  105691. * @param scene defines the hosting scene
  105692. * @returns the new MorphTargetManager
  105693. */
  105694. MorphTargetManager.Parse = function (serializationObject, scene) {
  105695. var result = new MorphTargetManager(scene);
  105696. result._uniqueId = serializationObject.id;
  105697. for (var _i = 0, _a = serializationObject.targets; _i < _a.length; _i++) {
  105698. var targetData = _a[_i];
  105699. result.addTarget(BABYLON.MorphTarget.Parse(targetData));
  105700. }
  105701. return result;
  105702. };
  105703. return MorphTargetManager;
  105704. }());
  105705. BABYLON.MorphTargetManager = MorphTargetManager;
  105706. })(BABYLON || (BABYLON = {}));
  105707. //# sourceMappingURL=babylon.morphTargetManager.js.map
  105708. var BABYLON;
  105709. (function (BABYLON) {
  105710. /**
  105711. * Octrees are a really powerful data structure that can quickly select entities based on space coordinates.
  105712. * @see https://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  105713. */
  105714. var Octree = /** @class */ (function () {
  105715. /**
  105716. * Creates a octree
  105717. * @see https://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  105718. * @param creationFunc function to be used to instatiate the octree
  105719. * @param maxBlockCapacity defines the maximum number of meshes you want on your octree's leaves (default: 64)
  105720. * @param maxDepth defines the maximum depth (sub-levels) for your octree. Default value is 2, which means 8 8 8 = 512 blocks :) (This parameter takes precedence over capacity.)
  105721. */
  105722. function Octree(creationFunc, maxBlockCapacity,
  105723. /** Defines the maximum depth (sub-levels) for your octree. Default value is 2, which means 8 8 8 = 512 blocks :) (This parameter takes precedence over capacity.) */
  105724. maxDepth) {
  105725. if (maxDepth === void 0) { maxDepth = 2; }
  105726. this.maxDepth = maxDepth;
  105727. /**
  105728. * Content stored in the octree
  105729. */
  105730. this.dynamicContent = new Array();
  105731. this._maxBlockCapacity = maxBlockCapacity || 64;
  105732. this._selectionContent = new BABYLON.SmartArrayNoDuplicate(1024);
  105733. this._creationFunc = creationFunc;
  105734. }
  105735. // Methods
  105736. /**
  105737. * Updates the octree by adding blocks for the passed in meshes within the min and max world parameters
  105738. * @param worldMin worldMin for the octree blocks var blockSize = new Vector3((worldMax.x - worldMin.x) / 2, (worldMax.y - worldMin.y) / 2, (worldMax.z - worldMin.z) / 2);
  105739. * @param worldMax worldMax for the octree blocks var blockSize = new Vector3((worldMax.x - worldMin.x) / 2, (worldMax.y - worldMin.y) / 2, (worldMax.z - worldMin.z) / 2);
  105740. * @param entries meshes to be added to the octree blocks
  105741. */
  105742. Octree.prototype.update = function (worldMin, worldMax, entries) {
  105743. Octree._CreateBlocks(worldMin, worldMax, entries, this._maxBlockCapacity, 0, this.maxDepth, this, this._creationFunc);
  105744. };
  105745. /**
  105746. * Adds a mesh to the octree
  105747. * @param entry Mesh to add to the octree
  105748. */
  105749. Octree.prototype.addMesh = function (entry) {
  105750. for (var index = 0; index < this.blocks.length; index++) {
  105751. var block = this.blocks[index];
  105752. block.addEntry(entry);
  105753. }
  105754. };
  105755. /**
  105756. * Selects an array of meshes within the frustum
  105757. * @param frustumPlanes The frustum planes to use which will select all meshes within it
  105758. * @param allowDuplicate If duplicate objects are allowed in the resulting object array
  105759. * @returns array of meshes within the frustum
  105760. */
  105761. Octree.prototype.select = function (frustumPlanes, allowDuplicate) {
  105762. this._selectionContent.reset();
  105763. for (var index = 0; index < this.blocks.length; index++) {
  105764. var block = this.blocks[index];
  105765. block.select(frustumPlanes, this._selectionContent, allowDuplicate);
  105766. }
  105767. if (allowDuplicate) {
  105768. this._selectionContent.concat(this.dynamicContent);
  105769. }
  105770. else {
  105771. this._selectionContent.concatWithNoDuplicate(this.dynamicContent);
  105772. }
  105773. return this._selectionContent;
  105774. };
  105775. /**
  105776. * Test if the octree intersect with the given bounding sphere and if yes, then add its content to the selection array
  105777. * @param sphereCenter defines the bounding sphere center
  105778. * @param sphereRadius defines the bounding sphere radius
  105779. * @param allowDuplicate defines if the selection array can contains duplicated entries
  105780. * @returns an array of objects that intersect the sphere
  105781. */
  105782. Octree.prototype.intersects = function (sphereCenter, sphereRadius, allowDuplicate) {
  105783. this._selectionContent.reset();
  105784. for (var index = 0; index < this.blocks.length; index++) {
  105785. var block = this.blocks[index];
  105786. block.intersects(sphereCenter, sphereRadius, this._selectionContent, allowDuplicate);
  105787. }
  105788. if (allowDuplicate) {
  105789. this._selectionContent.concat(this.dynamicContent);
  105790. }
  105791. else {
  105792. this._selectionContent.concatWithNoDuplicate(this.dynamicContent);
  105793. }
  105794. return this._selectionContent;
  105795. };
  105796. /**
  105797. * Test if the octree intersect with the given ray and if yes, then add its content to resulting array
  105798. * @param ray defines the ray to test with
  105799. * @returns array of intersected objects
  105800. */
  105801. Octree.prototype.intersectsRay = function (ray) {
  105802. this._selectionContent.reset();
  105803. for (var index = 0; index < this.blocks.length; index++) {
  105804. var block = this.blocks[index];
  105805. block.intersectsRay(ray, this._selectionContent);
  105806. }
  105807. this._selectionContent.concatWithNoDuplicate(this.dynamicContent);
  105808. return this._selectionContent;
  105809. };
  105810. /**
  105811. * @hidden
  105812. */
  105813. Octree._CreateBlocks = function (worldMin, worldMax, entries, maxBlockCapacity, currentDepth, maxDepth, target, creationFunc) {
  105814. target.blocks = new Array();
  105815. var blockSize = new BABYLON.Vector3((worldMax.x - worldMin.x) / 2, (worldMax.y - worldMin.y) / 2, (worldMax.z - worldMin.z) / 2);
  105816. // Segmenting space
  105817. for (var x = 0; x < 2; x++) {
  105818. for (var y = 0; y < 2; y++) {
  105819. for (var z = 0; z < 2; z++) {
  105820. var localMin = worldMin.add(blockSize.multiplyByFloats(x, y, z));
  105821. var localMax = worldMin.add(blockSize.multiplyByFloats(x + 1, y + 1, z + 1));
  105822. var block = new BABYLON.OctreeBlock(localMin, localMax, maxBlockCapacity, currentDepth + 1, maxDepth, creationFunc);
  105823. block.addEntries(entries);
  105824. target.blocks.push(block);
  105825. }
  105826. }
  105827. }
  105828. };
  105829. /**
  105830. * Adds a mesh into the octree block if it intersects the block
  105831. */
  105832. Octree.CreationFuncForMeshes = function (entry, block) {
  105833. var boundingInfo = entry.getBoundingInfo();
  105834. if (!entry.isBlocked && boundingInfo.boundingBox.intersectsMinMax(block.minPoint, block.maxPoint)) {
  105835. block.entries.push(entry);
  105836. }
  105837. };
  105838. /**
  105839. * Adds a submesh into the octree block if it intersects the block
  105840. */
  105841. Octree.CreationFuncForSubMeshes = function (entry, block) {
  105842. var boundingInfo = entry.getBoundingInfo();
  105843. if (boundingInfo.boundingBox.intersectsMinMax(block.minPoint, block.maxPoint)) {
  105844. block.entries.push(entry);
  105845. }
  105846. };
  105847. return Octree;
  105848. }());
  105849. BABYLON.Octree = Octree;
  105850. })(BABYLON || (BABYLON = {}));
  105851. //# sourceMappingURL=babylon.octree.js.map
  105852. var BABYLON;
  105853. (function (BABYLON) {
  105854. /**
  105855. * Class used to store a cell in an octree
  105856. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  105857. */
  105858. var OctreeBlock = /** @class */ (function () {
  105859. /**
  105860. * Creates a new block
  105861. * @param minPoint defines the minimum vector (in world space) of the block's bounding box
  105862. * @param maxPoint defines the maximum vector (in world space) of the block's bounding box
  105863. * @param capacity defines the maximum capacity of this block (if capacity is reached the block will be split into sub blocks)
  105864. * @param depth defines the current depth of this block in the octree
  105865. * @param maxDepth defines the maximal depth allowed (beyond this value, the capacity is ignored)
  105866. * @param creationFunc defines a callback to call when an element is added to the block
  105867. */
  105868. function OctreeBlock(minPoint, maxPoint, capacity, depth, maxDepth, creationFunc) {
  105869. /**
  105870. * Gets the content of the current block
  105871. */
  105872. this.entries = new Array();
  105873. this._boundingVectors = new Array();
  105874. this._capacity = capacity;
  105875. this._depth = depth;
  105876. this._maxDepth = maxDepth;
  105877. this._creationFunc = creationFunc;
  105878. this._minPoint = minPoint;
  105879. this._maxPoint = maxPoint;
  105880. this._boundingVectors.push(minPoint.clone());
  105881. this._boundingVectors.push(maxPoint.clone());
  105882. this._boundingVectors.push(minPoint.clone());
  105883. this._boundingVectors[2].x = maxPoint.x;
  105884. this._boundingVectors.push(minPoint.clone());
  105885. this._boundingVectors[3].y = maxPoint.y;
  105886. this._boundingVectors.push(minPoint.clone());
  105887. this._boundingVectors[4].z = maxPoint.z;
  105888. this._boundingVectors.push(maxPoint.clone());
  105889. this._boundingVectors[5].z = minPoint.z;
  105890. this._boundingVectors.push(maxPoint.clone());
  105891. this._boundingVectors[6].x = minPoint.x;
  105892. this._boundingVectors.push(maxPoint.clone());
  105893. this._boundingVectors[7].y = minPoint.y;
  105894. }
  105895. Object.defineProperty(OctreeBlock.prototype, "capacity", {
  105896. // Property
  105897. /**
  105898. * Gets the maximum capacity of this block (if capacity is reached the block will be split into sub blocks)
  105899. */
  105900. get: function () {
  105901. return this._capacity;
  105902. },
  105903. enumerable: true,
  105904. configurable: true
  105905. });
  105906. Object.defineProperty(OctreeBlock.prototype, "minPoint", {
  105907. /**
  105908. * Gets the minimum vector (in world space) of the block's bounding box
  105909. */
  105910. get: function () {
  105911. return this._minPoint;
  105912. },
  105913. enumerable: true,
  105914. configurable: true
  105915. });
  105916. Object.defineProperty(OctreeBlock.prototype, "maxPoint", {
  105917. /**
  105918. * Gets the maximum vector (in world space) of the block's bounding box
  105919. */
  105920. get: function () {
  105921. return this._maxPoint;
  105922. },
  105923. enumerable: true,
  105924. configurable: true
  105925. });
  105926. // Methods
  105927. /**
  105928. * Add a new element to this block
  105929. * @param entry defines the element to add
  105930. */
  105931. OctreeBlock.prototype.addEntry = function (entry) {
  105932. if (this.blocks) {
  105933. for (var index = 0; index < this.blocks.length; index++) {
  105934. var block = this.blocks[index];
  105935. block.addEntry(entry);
  105936. }
  105937. return;
  105938. }
  105939. this._creationFunc(entry, this);
  105940. if (this.entries.length > this.capacity && this._depth < this._maxDepth) {
  105941. this.createInnerBlocks();
  105942. }
  105943. };
  105944. /**
  105945. * Add an array of elements to this block
  105946. * @param entries defines the array of elements to add
  105947. */
  105948. OctreeBlock.prototype.addEntries = function (entries) {
  105949. for (var index = 0; index < entries.length; index++) {
  105950. var mesh = entries[index];
  105951. this.addEntry(mesh);
  105952. }
  105953. };
  105954. /**
  105955. * Test if the current block intersects the furstum planes and if yes, then add its content to the selection array
  105956. * @param frustumPlanes defines the frustum planes to test
  105957. * @param selection defines the array to store current content if selection is positive
  105958. * @param allowDuplicate defines if the selection array can contains duplicated entries
  105959. */
  105960. OctreeBlock.prototype.select = function (frustumPlanes, selection, allowDuplicate) {
  105961. if (BABYLON.BoundingBox.IsInFrustum(this._boundingVectors, frustumPlanes)) {
  105962. if (this.blocks) {
  105963. for (var index = 0; index < this.blocks.length; index++) {
  105964. var block = this.blocks[index];
  105965. block.select(frustumPlanes, selection, allowDuplicate);
  105966. }
  105967. return;
  105968. }
  105969. if (allowDuplicate) {
  105970. selection.concat(this.entries);
  105971. }
  105972. else {
  105973. selection.concatWithNoDuplicate(this.entries);
  105974. }
  105975. }
  105976. };
  105977. /**
  105978. * Test if the current block intersect with the given bounding sphere and if yes, then add its content to the selection array
  105979. * @param sphereCenter defines the bounding sphere center
  105980. * @param sphereRadius defines the bounding sphere radius
  105981. * @param selection defines the array to store current content if selection is positive
  105982. * @param allowDuplicate defines if the selection array can contains duplicated entries
  105983. */
  105984. OctreeBlock.prototype.intersects = function (sphereCenter, sphereRadius, selection, allowDuplicate) {
  105985. if (BABYLON.BoundingBox.IntersectsSphere(this._minPoint, this._maxPoint, sphereCenter, sphereRadius)) {
  105986. if (this.blocks) {
  105987. for (var index = 0; index < this.blocks.length; index++) {
  105988. var block = this.blocks[index];
  105989. block.intersects(sphereCenter, sphereRadius, selection, allowDuplicate);
  105990. }
  105991. return;
  105992. }
  105993. if (allowDuplicate) {
  105994. selection.concat(this.entries);
  105995. }
  105996. else {
  105997. selection.concatWithNoDuplicate(this.entries);
  105998. }
  105999. }
  106000. };
  106001. /**
  106002. * Test if the current block intersect with the given ray and if yes, then add its content to the selection array
  106003. * @param ray defines the ray to test with
  106004. * @param selection defines the array to store current content if selection is positive
  106005. */
  106006. OctreeBlock.prototype.intersectsRay = function (ray, selection) {
  106007. if (ray.intersectsBoxMinMax(this._minPoint, this._maxPoint)) {
  106008. if (this.blocks) {
  106009. for (var index = 0; index < this.blocks.length; index++) {
  106010. var block = this.blocks[index];
  106011. block.intersectsRay(ray, selection);
  106012. }
  106013. return;
  106014. }
  106015. selection.concatWithNoDuplicate(this.entries);
  106016. }
  106017. };
  106018. /**
  106019. * Subdivide the content into child blocks (this block will then be empty)
  106020. */
  106021. OctreeBlock.prototype.createInnerBlocks = function () {
  106022. BABYLON.Octree._CreateBlocks(this._minPoint, this._maxPoint, this.entries, this._capacity, this._depth, this._maxDepth, this, this._creationFunc);
  106023. };
  106024. return OctreeBlock;
  106025. }());
  106026. BABYLON.OctreeBlock = OctreeBlock;
  106027. })(BABYLON || (BABYLON = {}));
  106028. //# sourceMappingURL=babylon.octreeBlock.js.map
  106029. var BABYLON;
  106030. (function (BABYLON) {
  106031. BABYLON.Scene.prototype.createOrUpdateSelectionOctree = function (maxCapacity, maxDepth) {
  106032. if (maxCapacity === void 0) { maxCapacity = 64; }
  106033. if (maxDepth === void 0) { maxDepth = 2; }
  106034. var component = this._getComponent(BABYLON.SceneComponentConstants.NAME_OCTREE);
  106035. if (!component) {
  106036. component = new OctreeSceneComponent(this);
  106037. this._addComponent(component);
  106038. }
  106039. if (!this._selectionOctree) {
  106040. this._selectionOctree = new BABYLON.Octree(BABYLON.Octree.CreationFuncForMeshes, maxCapacity, maxDepth);
  106041. }
  106042. var worldExtends = this.getWorldExtends();
  106043. // Update octree
  106044. this._selectionOctree.update(worldExtends.min, worldExtends.max, this.meshes);
  106045. return this._selectionOctree;
  106046. };
  106047. Object.defineProperty(BABYLON.Scene.prototype, "selectionOctree", {
  106048. get: function () {
  106049. return this._selectionOctree;
  106050. },
  106051. enumerable: true,
  106052. configurable: true
  106053. });
  106054. /**
  106055. * This function will create an octree to help to select the right submeshes for rendering, picking and collision computations.
  106056. * Please note that you must have a decent number of submeshes to get performance improvements when using an octree
  106057. * @param maxCapacity defines the maximum size of each block (64 by default)
  106058. * @param maxDepth defines the maximum depth to use (no more than 2 levels by default)
  106059. * @returns the new octree
  106060. * @see https://www.babylonjs-playground.com/#NA4OQ#12
  106061. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  106062. */
  106063. BABYLON.AbstractMesh.prototype.createOrUpdateSubmeshesOctree = function (maxCapacity, maxDepth) {
  106064. if (maxCapacity === void 0) { maxCapacity = 64; }
  106065. if (maxDepth === void 0) { maxDepth = 2; }
  106066. var scene = this.getScene();
  106067. var component = scene._getComponent(BABYLON.SceneComponentConstants.NAME_OCTREE);
  106068. if (!component) {
  106069. component = new OctreeSceneComponent(scene);
  106070. scene._addComponent(component);
  106071. }
  106072. if (!this._submeshesOctree) {
  106073. this._submeshesOctree = new BABYLON.Octree(BABYLON.Octree.CreationFuncForSubMeshes, maxCapacity, maxDepth);
  106074. }
  106075. this.computeWorldMatrix(true);
  106076. var boundingInfo = this.getBoundingInfo();
  106077. // Update octree
  106078. var bbox = boundingInfo.boundingBox;
  106079. this._submeshesOctree.update(bbox.minimumWorld, bbox.maximumWorld, this.subMeshes);
  106080. return this._submeshesOctree;
  106081. };
  106082. /**
  106083. * Defines the octree scene component responsible to manage any octrees
  106084. * in a given scene.
  106085. */
  106086. var OctreeSceneComponent = /** @class */ (function () {
  106087. /**
  106088. * Creates a new instance of the component for the given scene
  106089. * @param scene Defines the scene to register the component in
  106090. */
  106091. function OctreeSceneComponent(scene) {
  106092. /**
  106093. * The component name helpfull to identify the component in the list of scene components.
  106094. */
  106095. this.name = BABYLON.SceneComponentConstants.NAME_OCTREE;
  106096. /**
  106097. * Indicates if the meshes have been checked to make sure they are isEnabled()
  106098. */
  106099. this.checksIsEnabled = true;
  106100. this._tempRay = new BABYLON.Ray(BABYLON.Vector3.Zero(), new BABYLON.Vector3(1, 1, 1));
  106101. this.scene = scene;
  106102. this.scene.getActiveMeshCandidates = this.getActiveMeshCandidates.bind(this);
  106103. this.scene.getActiveSubMeshCandidates = this.getActiveSubMeshCandidates.bind(this);
  106104. this.scene.getCollidingSubMeshCandidates = this.getCollidingSubMeshCandidates.bind(this);
  106105. this.scene.getIntersectingSubMeshCandidates = this.getIntersectingSubMeshCandidates.bind(this);
  106106. }
  106107. /**
  106108. * Registers the component in a given scene
  106109. */
  106110. OctreeSceneComponent.prototype.register = function () {
  106111. var _this = this;
  106112. this.scene.onMeshRemovedObservable.add(function (mesh) {
  106113. var sceneOctree = _this.scene.selectionOctree;
  106114. if (sceneOctree !== undefined && sceneOctree !== null) {
  106115. var index = sceneOctree.dynamicContent.indexOf(mesh);
  106116. if (index !== -1) {
  106117. sceneOctree.dynamicContent.splice(index, 1);
  106118. }
  106119. }
  106120. });
  106121. this.scene.onMeshImportedObservable.add(function (mesh) {
  106122. var sceneOctree = _this.scene.selectionOctree;
  106123. if (sceneOctree !== undefined && sceneOctree !== null) {
  106124. sceneOctree.addMesh(mesh);
  106125. }
  106126. });
  106127. };
  106128. /**
  106129. * Return the list of active meshes
  106130. * @returns the list of active meshes
  106131. */
  106132. OctreeSceneComponent.prototype.getActiveMeshCandidates = function () {
  106133. if (this.scene._selectionOctree) {
  106134. var selection = this.scene._selectionOctree.select(this.scene.frustumPlanes);
  106135. return selection;
  106136. }
  106137. return this.scene._getDefaultMeshCandidates();
  106138. };
  106139. /**
  106140. * Return the list of active sub meshes
  106141. * @param mesh The mesh to get the candidates sub meshes from
  106142. * @returns the list of active sub meshes
  106143. */
  106144. OctreeSceneComponent.prototype.getActiveSubMeshCandidates = function (mesh) {
  106145. if (mesh._submeshesOctree && mesh.useOctreeForRenderingSelection) {
  106146. var intersections = mesh._submeshesOctree.select(this.scene.frustumPlanes);
  106147. return intersections;
  106148. }
  106149. return this.scene._getDefaultSubMeshCandidates(mesh);
  106150. };
  106151. /**
  106152. * Return the list of sub meshes intersecting with a given local ray
  106153. * @param mesh defines the mesh to find the submesh for
  106154. * @param localRay defines the ray in local space
  106155. * @returns the list of intersecting sub meshes
  106156. */
  106157. OctreeSceneComponent.prototype.getIntersectingSubMeshCandidates = function (mesh, localRay) {
  106158. if (mesh._submeshesOctree && mesh.useOctreeForPicking) {
  106159. BABYLON.Ray.TransformToRef(localRay, mesh.getWorldMatrix(), this._tempRay);
  106160. var intersections = mesh._submeshesOctree.intersectsRay(this._tempRay);
  106161. return intersections;
  106162. }
  106163. return this.scene._getDefaultSubMeshCandidates(mesh);
  106164. };
  106165. /**
  106166. * Return the list of sub meshes colliding with a collider
  106167. * @param mesh defines the mesh to find the submesh for
  106168. * @param collider defines the collider to evaluate the collision against
  106169. * @returns the list of colliding sub meshes
  106170. */
  106171. OctreeSceneComponent.prototype.getCollidingSubMeshCandidates = function (mesh, collider) {
  106172. if (mesh._submeshesOctree && mesh.useOctreeForCollisions) {
  106173. var radius = collider._velocityWorldLength + Math.max(collider._radius.x, collider._radius.y, collider._radius.z);
  106174. var intersections = mesh._submeshesOctree.intersects(collider._basePointWorld, radius);
  106175. return intersections;
  106176. }
  106177. return this.scene._getDefaultSubMeshCandidates(mesh);
  106178. };
  106179. /**
  106180. * Rebuilds the elements related to this component in case of
  106181. * context lost for instance.
  106182. */
  106183. OctreeSceneComponent.prototype.rebuild = function () {
  106184. // Nothing to do here.
  106185. };
  106186. /**
  106187. * Disposes the component and the associated ressources.
  106188. */
  106189. OctreeSceneComponent.prototype.dispose = function () {
  106190. // Nothing to do here.
  106191. };
  106192. return OctreeSceneComponent;
  106193. }());
  106194. BABYLON.OctreeSceneComponent = OctreeSceneComponent;
  106195. })(BABYLON || (BABYLON = {}));
  106196. //# sourceMappingURL=babylon.octreeSceneComponent.js.map
  106197. var BABYLON;
  106198. (function (BABYLON) {
  106199. /**
  106200. * Postprocess used to generate anaglyphic rendering
  106201. */
  106202. var AnaglyphPostProcess = /** @class */ (function (_super) {
  106203. __extends(AnaglyphPostProcess, _super);
  106204. /**
  106205. * Creates a new AnaglyphPostProcess
  106206. * @param name defines postprocess name
  106207. * @param options defines creation options or target ratio scale
  106208. * @param rigCameras defines cameras using this postprocess
  106209. * @param samplingMode defines required sampling mode (BABYLON.Texture.NEAREST_SAMPLINGMODE by default)
  106210. * @param engine defines hosting engine
  106211. * @param reusable defines if the postprocess will be reused multiple times per frame
  106212. */
  106213. function AnaglyphPostProcess(name, options, rigCameras, samplingMode, engine, reusable) {
  106214. var _this = _super.call(this, name, "anaglyph", null, ["leftSampler"], options, rigCameras[1], samplingMode, engine, reusable) || this;
  106215. _this._passedProcess = rigCameras[0]._rigPostProcess;
  106216. _this.onApplyObservable.add(function (effect) {
  106217. effect.setTextureFromPostProcess("leftSampler", _this._passedProcess);
  106218. });
  106219. return _this;
  106220. }
  106221. return AnaglyphPostProcess;
  106222. }(BABYLON.PostProcess));
  106223. BABYLON.AnaglyphPostProcess = AnaglyphPostProcess;
  106224. })(BABYLON || (BABYLON = {}));
  106225. //# sourceMappingURL=babylon.anaglyphPostProcess.js.map
  106226. var BABYLON;
  106227. (function (BABYLON) {
  106228. BABYLON.Node.AddNodeConstructor("AnaglyphArcRotateCamera", function (name, scene, options) {
  106229. return function () { return new AnaglyphArcRotateCamera(name, 0, 0, 1.0, BABYLON.Vector3.Zero(), options.interaxial_distance, scene); };
  106230. });
  106231. /**
  106232. * Camera used to simulate anaglyphic rendering (based on ArcRotateCamera)
  106233. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  106234. */
  106235. var AnaglyphArcRotateCamera = /** @class */ (function (_super) {
  106236. __extends(AnaglyphArcRotateCamera, _super);
  106237. /**
  106238. * Creates a new AnaglyphArcRotateCamera
  106239. * @param name defines camera name
  106240. * @param alpha defines alpha angle (in radians)
  106241. * @param beta defines beta angle (in radians)
  106242. * @param radius defines radius
  106243. * @param target defines camera target
  106244. * @param interaxialDistance defines distance between each color axis
  106245. * @param scene defines the hosting scene
  106246. */
  106247. function AnaglyphArcRotateCamera(name, alpha, beta, radius, target, interaxialDistance, scene) {
  106248. var _this = _super.call(this, name, alpha, beta, radius, target, scene) || this;
  106249. _this.interaxialDistance = interaxialDistance;
  106250. _this.setCameraRigMode(BABYLON.Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH, { interaxialDistance: interaxialDistance });
  106251. return _this;
  106252. }
  106253. /**
  106254. * Gets camera class name
  106255. * @returns AnaglyphArcRotateCamera
  106256. */
  106257. AnaglyphArcRotateCamera.prototype.getClassName = function () {
  106258. return "AnaglyphArcRotateCamera";
  106259. };
  106260. return AnaglyphArcRotateCamera;
  106261. }(BABYLON.ArcRotateCamera));
  106262. BABYLON.AnaglyphArcRotateCamera = AnaglyphArcRotateCamera;
  106263. })(BABYLON || (BABYLON = {}));
  106264. //# sourceMappingURL=babylon.anaglyphArcRotateCamera.js.map
  106265. var BABYLON;
  106266. (function (BABYLON) {
  106267. BABYLON.Node.AddNodeConstructor("AnaglyphFreeCamera", function (name, scene, options) {
  106268. return function () { return new AnaglyphFreeCamera(name, BABYLON.Vector3.Zero(), options.interaxial_distance, scene); };
  106269. });
  106270. /**
  106271. * Camera used to simulate anaglyphic rendering (based on FreeCamera)
  106272. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  106273. */
  106274. var AnaglyphFreeCamera = /** @class */ (function (_super) {
  106275. __extends(AnaglyphFreeCamera, _super);
  106276. /**
  106277. * Creates a new AnaglyphFreeCamera
  106278. * @param name defines camera name
  106279. * @param position defines initial position
  106280. * @param interaxialDistance defines distance between each color axis
  106281. * @param scene defines the hosting scene
  106282. */
  106283. function AnaglyphFreeCamera(name, position, interaxialDistance, scene) {
  106284. var _this = _super.call(this, name, position, scene) || this;
  106285. _this.interaxialDistance = interaxialDistance;
  106286. _this.setCameraRigMode(BABYLON.Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH, { interaxialDistance: interaxialDistance });
  106287. return _this;
  106288. }
  106289. /**
  106290. * Gets camera class name
  106291. * @returns AnaglyphFreeCamera
  106292. */
  106293. AnaglyphFreeCamera.prototype.getClassName = function () {
  106294. return "AnaglyphFreeCamera";
  106295. };
  106296. return AnaglyphFreeCamera;
  106297. }(BABYLON.FreeCamera));
  106298. BABYLON.AnaglyphFreeCamera = AnaglyphFreeCamera;
  106299. })(BABYLON || (BABYLON = {}));
  106300. //# sourceMappingURL=babylon.anaglyphFreeCamera.js.map
  106301. var BABYLON;
  106302. (function (BABYLON) {
  106303. BABYLON.Node.AddNodeConstructor("AnaglyphGamepadCamera", function (name, scene, options) {
  106304. return function () { return new AnaglyphGamepadCamera(name, BABYLON.Vector3.Zero(), options.interaxial_distance, scene); };
  106305. });
  106306. /**
  106307. * Camera used to simulate anaglyphic rendering (based on GamepadCamera)
  106308. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  106309. */
  106310. var AnaglyphGamepadCamera = /** @class */ (function (_super) {
  106311. __extends(AnaglyphGamepadCamera, _super);
  106312. /**
  106313. * Creates a new AnaglyphGamepadCamera
  106314. * @param name defines camera name
  106315. * @param position defines initial position
  106316. * @param interaxialDistance defines distance between each color axis
  106317. * @param scene defines the hosting scene
  106318. */
  106319. function AnaglyphGamepadCamera(name, position, interaxialDistance, scene) {
  106320. var _this = _super.call(this, name, position, scene) || this;
  106321. _this.interaxialDistance = interaxialDistance;
  106322. _this.setCameraRigMode(BABYLON.Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH, { interaxialDistance: interaxialDistance });
  106323. return _this;
  106324. }
  106325. /**
  106326. * Gets camera class name
  106327. * @returns AnaglyphGamepadCamera
  106328. */
  106329. AnaglyphGamepadCamera.prototype.getClassName = function () {
  106330. return "AnaglyphGamepadCamera";
  106331. };
  106332. return AnaglyphGamepadCamera;
  106333. }(BABYLON.GamepadCamera));
  106334. BABYLON.AnaglyphGamepadCamera = AnaglyphGamepadCamera;
  106335. })(BABYLON || (BABYLON = {}));
  106336. //# sourceMappingURL=babylon.anaglyphGamepadCamera.js.map
  106337. var BABYLON;
  106338. (function (BABYLON) {
  106339. BABYLON.Node.AddNodeConstructor("AnaglyphUniversalCamera", function (name, scene, options) {
  106340. return function () { return new AnaglyphUniversalCamera(name, BABYLON.Vector3.Zero(), options.interaxial_distance, scene); };
  106341. });
  106342. /**
  106343. * Camera used to simulate anaglyphic rendering (based on UniversalCamera)
  106344. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  106345. */
  106346. var AnaglyphUniversalCamera = /** @class */ (function (_super) {
  106347. __extends(AnaglyphUniversalCamera, _super);
  106348. /**
  106349. * Creates a new AnaglyphUniversalCamera
  106350. * @param name defines camera name
  106351. * @param position defines initial position
  106352. * @param interaxialDistance defines distance between each color axis
  106353. * @param scene defines the hosting scene
  106354. */
  106355. function AnaglyphUniversalCamera(name, position, interaxialDistance, scene) {
  106356. var _this = _super.call(this, name, position, scene) || this;
  106357. _this.interaxialDistance = interaxialDistance;
  106358. _this.setCameraRigMode(BABYLON.Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH, { interaxialDistance: interaxialDistance });
  106359. return _this;
  106360. }
  106361. /**
  106362. * Gets camera class name
  106363. * @returns AnaglyphUniversalCamera
  106364. */
  106365. AnaglyphUniversalCamera.prototype.getClassName = function () {
  106366. return "AnaglyphUniversalCamera";
  106367. };
  106368. return AnaglyphUniversalCamera;
  106369. }(BABYLON.UniversalCamera));
  106370. BABYLON.AnaglyphUniversalCamera = AnaglyphUniversalCamera;
  106371. })(BABYLON || (BABYLON = {}));
  106372. //# sourceMappingURL=babylon.anaglyphUniversalCamera.js.map
  106373. var BABYLON;
  106374. (function (BABYLON) {
  106375. /**
  106376. * StereoscopicInterlacePostProcess used to render stereo views from a rigged camera
  106377. */
  106378. var StereoscopicInterlacePostProcess = /** @class */ (function (_super) {
  106379. __extends(StereoscopicInterlacePostProcess, _super);
  106380. /**
  106381. * Initializes a StereoscopicInterlacePostProcess
  106382. * @param name The name of the effect.
  106383. * @param rigCameras The rig cameras to be appled to the post process
  106384. * @param isStereoscopicHoriz If the rendered results are horizontal or verticle
  106385. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  106386. * @param engine The engine which the post process will be applied. (default: current engine)
  106387. * @param reusable If the post process can be reused on the same frame. (default: false)
  106388. */
  106389. function StereoscopicInterlacePostProcess(name, rigCameras, isStereoscopicHoriz, samplingMode, engine, reusable) {
  106390. var _this = _super.call(this, name, "stereoscopicInterlace", ['stepSize'], ['camASampler'], 1, rigCameras[1], samplingMode, engine, reusable, isStereoscopicHoriz ? "#define IS_STEREOSCOPIC_HORIZ 1" : undefined) || this;
  106391. _this._passedProcess = rigCameras[0]._rigPostProcess;
  106392. _this._stepSize = new BABYLON.Vector2(1 / _this.width, 1 / _this.height);
  106393. _this.onSizeChangedObservable.add(function () {
  106394. _this._stepSize = new BABYLON.Vector2(1 / _this.width, 1 / _this.height);
  106395. });
  106396. _this.onApplyObservable.add(function (effect) {
  106397. effect.setTextureFromPostProcess("camASampler", _this._passedProcess);
  106398. effect.setFloat2("stepSize", _this._stepSize.x, _this._stepSize.y);
  106399. });
  106400. return _this;
  106401. }
  106402. return StereoscopicInterlacePostProcess;
  106403. }(BABYLON.PostProcess));
  106404. BABYLON.StereoscopicInterlacePostProcess = StereoscopicInterlacePostProcess;
  106405. })(BABYLON || (BABYLON = {}));
  106406. //# sourceMappingURL=babylon.stereoscopicInterlacePostProcess.js.map
  106407. var BABYLON;
  106408. (function (BABYLON) {
  106409. BABYLON.Node.AddNodeConstructor("StereoscopicArcRotateCamera", function (name, scene, options) {
  106410. return function () { return new StereoscopicArcRotateCamera(name, 0, 0, 1.0, BABYLON.Vector3.Zero(), options.interaxial_distance, options.isStereoscopicSideBySide, scene); };
  106411. });
  106412. /**
  106413. * Camera used to simulate stereoscopic rendering (based on ArcRotateCamera)
  106414. * @see http://doc.babylonjs.com/features/cameras
  106415. */
  106416. var StereoscopicArcRotateCamera = /** @class */ (function (_super) {
  106417. __extends(StereoscopicArcRotateCamera, _super);
  106418. /**
  106419. * Creates a new StereoscopicArcRotateCamera
  106420. * @param name defines camera name
  106421. * @param alpha defines alpha angle (in radians)
  106422. * @param beta defines beta angle (in radians)
  106423. * @param radius defines radius
  106424. * @param target defines camera target
  106425. * @param interaxialDistance defines distance between each color axis
  106426. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  106427. * @param scene defines the hosting scene
  106428. */
  106429. function StereoscopicArcRotateCamera(name, alpha, beta, radius, target, interaxialDistance, isStereoscopicSideBySide, scene) {
  106430. var _this = _super.call(this, name, alpha, beta, radius, target, scene) || this;
  106431. _this.interaxialDistance = interaxialDistance;
  106432. _this.isStereoscopicSideBySide = isStereoscopicSideBySide;
  106433. _this.setCameraRigMode(isStereoscopicSideBySide ? BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL : BABYLON.Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER, { interaxialDistance: interaxialDistance });
  106434. return _this;
  106435. }
  106436. /**
  106437. * Gets camera class name
  106438. * @returns StereoscopicArcRotateCamera
  106439. */
  106440. StereoscopicArcRotateCamera.prototype.getClassName = function () {
  106441. return "StereoscopicArcRotateCamera";
  106442. };
  106443. return StereoscopicArcRotateCamera;
  106444. }(BABYLON.ArcRotateCamera));
  106445. BABYLON.StereoscopicArcRotateCamera = StereoscopicArcRotateCamera;
  106446. })(BABYLON || (BABYLON = {}));
  106447. //# sourceMappingURL=babylon.stereoscopicArcRotateCamera.js.map
  106448. var BABYLON;
  106449. (function (BABYLON) {
  106450. BABYLON.Node.AddNodeConstructor("StereoscopicFreeCamera", function (name, scene, options) {
  106451. return function () { return new StereoscopicFreeCamera(name, BABYLON.Vector3.Zero(), options.interaxial_distance, options.isStereoscopicSideBySide, scene); };
  106452. });
  106453. /**
  106454. * Camera used to simulate stereoscopic rendering (based on FreeCamera)
  106455. * @see http://doc.babylonjs.com/features/cameras
  106456. */
  106457. var StereoscopicFreeCamera = /** @class */ (function (_super) {
  106458. __extends(StereoscopicFreeCamera, _super);
  106459. /**
  106460. * Creates a new StereoscopicFreeCamera
  106461. * @param name defines camera name
  106462. * @param position defines initial position
  106463. * @param interaxialDistance defines distance between each color axis
  106464. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  106465. * @param scene defines the hosting scene
  106466. */
  106467. function StereoscopicFreeCamera(name, position, interaxialDistance, isStereoscopicSideBySide, scene) {
  106468. var _this = _super.call(this, name, position, scene) || this;
  106469. _this.interaxialDistance = interaxialDistance;
  106470. _this.isStereoscopicSideBySide = isStereoscopicSideBySide;
  106471. _this.setCameraRigMode(isStereoscopicSideBySide ? BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL : BABYLON.Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER, { interaxialDistance: interaxialDistance });
  106472. return _this;
  106473. }
  106474. /**
  106475. * Gets camera class name
  106476. * @returns StereoscopicFreeCamera
  106477. */
  106478. StereoscopicFreeCamera.prototype.getClassName = function () {
  106479. return "StereoscopicFreeCamera";
  106480. };
  106481. return StereoscopicFreeCamera;
  106482. }(BABYLON.FreeCamera));
  106483. BABYLON.StereoscopicFreeCamera = StereoscopicFreeCamera;
  106484. })(BABYLON || (BABYLON = {}));
  106485. //# sourceMappingURL=babylon.stereoscopicFreeCamera.js.map
  106486. var BABYLON;
  106487. (function (BABYLON) {
  106488. BABYLON.Node.AddNodeConstructor("StereoscopicGamepadCamera", function (name, scene, options) {
  106489. return function () { return new StereoscopicGamepadCamera(name, BABYLON.Vector3.Zero(), options.interaxial_distance, options.isStereoscopicSideBySide, scene); };
  106490. });
  106491. /**
  106492. * Camera used to simulate stereoscopic rendering (based on GamepadCamera)
  106493. * @see http://doc.babylonjs.com/features/cameras
  106494. */
  106495. var StereoscopicGamepadCamera = /** @class */ (function (_super) {
  106496. __extends(StereoscopicGamepadCamera, _super);
  106497. /**
  106498. * Creates a new StereoscopicGamepadCamera
  106499. * @param name defines camera name
  106500. * @param position defines initial position
  106501. * @param interaxialDistance defines distance between each color axis
  106502. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  106503. * @param scene defines the hosting scene
  106504. */
  106505. function StereoscopicGamepadCamera(name, position, interaxialDistance, isStereoscopicSideBySide, scene) {
  106506. var _this = _super.call(this, name, position, scene) || this;
  106507. _this.interaxialDistance = interaxialDistance;
  106508. _this.isStereoscopicSideBySide = isStereoscopicSideBySide;
  106509. _this.setCameraRigMode(isStereoscopicSideBySide ? BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL : BABYLON.Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER, { interaxialDistance: interaxialDistance });
  106510. return _this;
  106511. }
  106512. /**
  106513. * Gets camera class name
  106514. * @returns StereoscopicGamepadCamera
  106515. */
  106516. StereoscopicGamepadCamera.prototype.getClassName = function () {
  106517. return "StereoscopicGamepadCamera";
  106518. };
  106519. return StereoscopicGamepadCamera;
  106520. }(BABYLON.GamepadCamera));
  106521. BABYLON.StereoscopicGamepadCamera = StereoscopicGamepadCamera;
  106522. })(BABYLON || (BABYLON = {}));
  106523. //# sourceMappingURL=babylon.stereoscopicGamepadCamera.js.map
  106524. var BABYLON;
  106525. (function (BABYLON) {
  106526. BABYLON.Node.AddNodeConstructor("StereoscopicFreeCamera", function (name, scene, options) {
  106527. return function () { return new StereoscopicUniversalCamera(name, BABYLON.Vector3.Zero(), options.interaxial_distance, options.isStereoscopicSideBySide, scene); };
  106528. });
  106529. /**
  106530. * Camera used to simulate stereoscopic rendering (based on UniversalCamera)
  106531. * @see http://doc.babylonjs.com/features/cameras
  106532. */
  106533. var StereoscopicUniversalCamera = /** @class */ (function (_super) {
  106534. __extends(StereoscopicUniversalCamera, _super);
  106535. /**
  106536. * Creates a new StereoscopicUniversalCamera
  106537. * @param name defines camera name
  106538. * @param position defines initial position
  106539. * @param interaxialDistance defines distance between each color axis
  106540. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  106541. * @param scene defines the hosting scene
  106542. */
  106543. function StereoscopicUniversalCamera(name, position, interaxialDistance, isStereoscopicSideBySide, scene) {
  106544. var _this = _super.call(this, name, position, scene) || this;
  106545. _this.interaxialDistance = interaxialDistance;
  106546. _this.isStereoscopicSideBySide = isStereoscopicSideBySide;
  106547. _this.setCameraRigMode(isStereoscopicSideBySide ? BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL : BABYLON.Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER, { interaxialDistance: interaxialDistance });
  106548. return _this;
  106549. }
  106550. /**
  106551. * Gets camera class name
  106552. * @returns StereoscopicUniversalCamera
  106553. */
  106554. StereoscopicUniversalCamera.prototype.getClassName = function () {
  106555. return "StereoscopicUniversalCamera";
  106556. };
  106557. return StereoscopicUniversalCamera;
  106558. }(BABYLON.UniversalCamera));
  106559. BABYLON.StereoscopicUniversalCamera = StereoscopicUniversalCamera;
  106560. })(BABYLON || (BABYLON = {}));
  106561. //# sourceMappingURL=babylon.stereoscopicUniversalCamera.js.map
  106562. var BABYLON;
  106563. (function (BABYLON) {
  106564. /**
  106565. * VRDistortionCorrectionPostProcess used for mobile VR
  106566. */
  106567. var VRDistortionCorrectionPostProcess = /** @class */ (function (_super) {
  106568. __extends(VRDistortionCorrectionPostProcess, _super);
  106569. /**
  106570. * Initializes the VRDistortionCorrectionPostProcess
  106571. * @param name The name of the effect.
  106572. * @param camera The camera to apply the render pass to.
  106573. * @param isRightEye If this is for the right eye distortion
  106574. * @param vrMetrics All the required metrics for the VR camera
  106575. */
  106576. function VRDistortionCorrectionPostProcess(name, camera, isRightEye, vrMetrics) {
  106577. var _this = _super.call(this, name, "vrDistortionCorrection", [
  106578. 'LensCenter',
  106579. 'Scale',
  106580. 'ScaleIn',
  106581. 'HmdWarpParam'
  106582. ], null, vrMetrics.postProcessScaleFactor, camera, BABYLON.Texture.BILINEAR_SAMPLINGMODE) || this;
  106583. _this._isRightEye = isRightEye;
  106584. _this._distortionFactors = vrMetrics.distortionK;
  106585. _this._postProcessScaleFactor = vrMetrics.postProcessScaleFactor;
  106586. _this._lensCenterOffset = vrMetrics.lensCenterOffset;
  106587. _this.adaptScaleToCurrentViewport = true;
  106588. _this.onSizeChangedObservable.add(function () {
  106589. _this._scaleIn = new BABYLON.Vector2(2, 2 / _this.aspectRatio);
  106590. _this._scaleFactor = new BABYLON.Vector2(.5 * (1 / _this._postProcessScaleFactor), .5 * (1 / _this._postProcessScaleFactor) * _this.aspectRatio);
  106591. _this._lensCenter = new BABYLON.Vector2(_this._isRightEye ? 0.5 - _this._lensCenterOffset * 0.5 : 0.5 + _this._lensCenterOffset * 0.5, 0.5);
  106592. });
  106593. _this.onApplyObservable.add(function (effect) {
  106594. effect.setFloat2("LensCenter", _this._lensCenter.x, _this._lensCenter.y);
  106595. effect.setFloat2("Scale", _this._scaleFactor.x, _this._scaleFactor.y);
  106596. effect.setFloat2("ScaleIn", _this._scaleIn.x, _this._scaleIn.y);
  106597. effect.setFloat4("HmdWarpParam", _this._distortionFactors[0], _this._distortionFactors[1], _this._distortionFactors[2], _this._distortionFactors[3]);
  106598. });
  106599. return _this;
  106600. }
  106601. return VRDistortionCorrectionPostProcess;
  106602. }(BABYLON.PostProcess));
  106603. BABYLON.VRDistortionCorrectionPostProcess = VRDistortionCorrectionPostProcess;
  106604. })(BABYLON || (BABYLON = {}));
  106605. //# sourceMappingURL=babylon.vrDistortionCorrectionPostProcess.js.map
  106606. var BABYLON;
  106607. (function (BABYLON) {
  106608. /**
  106609. * Takes information about the orientation of the device as reported by the deviceorientation event to orient the camera.
  106610. * Screen rotation is taken into account.
  106611. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  106612. */
  106613. var FreeCameraDeviceOrientationInput = /** @class */ (function () {
  106614. /**
  106615. * Instantiates a new input
  106616. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  106617. */
  106618. function FreeCameraDeviceOrientationInput() {
  106619. var _this = this;
  106620. this._screenOrientationAngle = 0;
  106621. this._screenQuaternion = new BABYLON.Quaternion();
  106622. this._alpha = 0;
  106623. this._beta = 0;
  106624. this._gamma = 0;
  106625. this._orientationChanged = function () {
  106626. _this._screenOrientationAngle = (window.orientation !== undefined ? +window.orientation : (window.screen.orientation && (window.screen.orientation)['angle'] ? (window.screen.orientation).angle : 0));
  106627. _this._screenOrientationAngle = -BABYLON.Tools.ToRadians(_this._screenOrientationAngle / 2);
  106628. _this._screenQuaternion.copyFromFloats(0, Math.sin(_this._screenOrientationAngle), 0, Math.cos(_this._screenOrientationAngle));
  106629. };
  106630. this._deviceOrientation = function (evt) {
  106631. _this._alpha = evt.alpha !== null ? evt.alpha : 0;
  106632. _this._beta = evt.beta !== null ? evt.beta : 0;
  106633. _this._gamma = evt.gamma !== null ? evt.gamma : 0;
  106634. };
  106635. this._constantTranform = new BABYLON.Quaternion(-Math.sqrt(0.5), 0, 0, Math.sqrt(0.5));
  106636. this._orientationChanged();
  106637. }
  106638. Object.defineProperty(FreeCameraDeviceOrientationInput.prototype, "camera", {
  106639. /**
  106640. * Define the camera controlled by the input.
  106641. */
  106642. get: function () {
  106643. return this._camera;
  106644. },
  106645. set: function (camera) {
  106646. this._camera = camera;
  106647. if (this._camera != null && !this._camera.rotationQuaternion) {
  106648. this._camera.rotationQuaternion = new BABYLON.Quaternion();
  106649. }
  106650. },
  106651. enumerable: true,
  106652. configurable: true
  106653. });
  106654. /**
  106655. * Attach the input controls to a specific dom element to get the input from.
  106656. * @param element Defines the element the controls should be listened from
  106657. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  106658. */
  106659. FreeCameraDeviceOrientationInput.prototype.attachControl = function (element, noPreventDefault) {
  106660. window.addEventListener("orientationchange", this._orientationChanged);
  106661. window.addEventListener("deviceorientation", this._deviceOrientation);
  106662. //In certain cases, the attach control is called AFTER orientation was changed,
  106663. //So this is needed.
  106664. this._orientationChanged();
  106665. };
  106666. /**
  106667. * Detach the current controls from the specified dom element.
  106668. * @param element Defines the element to stop listening the inputs from
  106669. */
  106670. FreeCameraDeviceOrientationInput.prototype.detachControl = function (element) {
  106671. window.removeEventListener("orientationchange", this._orientationChanged);
  106672. window.removeEventListener("deviceorientation", this._deviceOrientation);
  106673. };
  106674. /**
  106675. * Update the current camera state depending on the inputs that have been used this frame.
  106676. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  106677. */
  106678. FreeCameraDeviceOrientationInput.prototype.checkInputs = function () {
  106679. //if no device orientation provided, don't update the rotation.
  106680. //Only testing against alpha under the assumption thatnorientation will never be so exact when set.
  106681. if (!this._alpha) {
  106682. return;
  106683. }
  106684. BABYLON.Quaternion.RotationYawPitchRollToRef(BABYLON.Tools.ToRadians(this._alpha), BABYLON.Tools.ToRadians(this._beta), -BABYLON.Tools.ToRadians(this._gamma), this.camera.rotationQuaternion);
  106685. this._camera.rotationQuaternion.multiplyInPlace(this._screenQuaternion);
  106686. this._camera.rotationQuaternion.multiplyInPlace(this._constantTranform);
  106687. //Mirror on XY Plane
  106688. this._camera.rotationQuaternion.z *= -1;
  106689. this._camera.rotationQuaternion.w *= -1;
  106690. };
  106691. /**
  106692. * Gets the class name of the current intput.
  106693. * @returns the class name
  106694. */
  106695. FreeCameraDeviceOrientationInput.prototype.getClassName = function () {
  106696. return "FreeCameraDeviceOrientationInput";
  106697. };
  106698. /**
  106699. * Get the friendly name associated with the input class.
  106700. * @returns the input friendly name
  106701. */
  106702. FreeCameraDeviceOrientationInput.prototype.getSimpleName = function () {
  106703. return "deviceOrientation";
  106704. };
  106705. return FreeCameraDeviceOrientationInput;
  106706. }());
  106707. BABYLON.FreeCameraDeviceOrientationInput = FreeCameraDeviceOrientationInput;
  106708. BABYLON.CameraInputTypes["FreeCameraDeviceOrientationInput"] = FreeCameraDeviceOrientationInput;
  106709. })(BABYLON || (BABYLON = {}));
  106710. //# sourceMappingURL=babylon.freeCameraDeviceOrientationInput.js.map
  106711. var BABYLON;
  106712. (function (BABYLON) {
  106713. /**
  106714. * Manage the device orientation inputs (gyroscope) to control an arc rotate camera.
  106715. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  106716. */
  106717. var ArcRotateCameraVRDeviceOrientationInput = /** @class */ (function () {
  106718. /**
  106719. * Instantiate a new ArcRotateCameraVRDeviceOrientationInput.
  106720. */
  106721. function ArcRotateCameraVRDeviceOrientationInput() {
  106722. /**
  106723. * Defines a correction factor applied on the alpha value retrieved from the orientation events.
  106724. */
  106725. this.alphaCorrection = 1;
  106726. /**
  106727. * Defines a correction factor applied on the gamma value retrieved from the orientation events.
  106728. */
  106729. this.gammaCorrection = 1;
  106730. this._alpha = 0;
  106731. this._gamma = 0;
  106732. this._dirty = false;
  106733. this._deviceOrientationHandler = this._onOrientationEvent.bind(this);
  106734. }
  106735. /**
  106736. * Attach the input controls to a specific dom element to get the input from.
  106737. * @param element Defines the element the controls should be listened from
  106738. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  106739. */
  106740. ArcRotateCameraVRDeviceOrientationInput.prototype.attachControl = function (element, noPreventDefault) {
  106741. this.camera.attachControl(element, noPreventDefault);
  106742. window.addEventListener("deviceorientation", this._deviceOrientationHandler);
  106743. };
  106744. /** @hidden */
  106745. ArcRotateCameraVRDeviceOrientationInput.prototype._onOrientationEvent = function (evt) {
  106746. if (evt.alpha !== null) {
  106747. this._alpha = (+evt.alpha | 0) * this.alphaCorrection;
  106748. }
  106749. if (evt.gamma !== null) {
  106750. this._gamma = (+evt.gamma | 0) * this.gammaCorrection;
  106751. }
  106752. this._dirty = true;
  106753. };
  106754. /**
  106755. * Update the current camera state depending on the inputs that have been used this frame.
  106756. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  106757. */
  106758. ArcRotateCameraVRDeviceOrientationInput.prototype.checkInputs = function () {
  106759. if (this._dirty) {
  106760. this._dirty = false;
  106761. if (this._gamma < 0) {
  106762. this._gamma = 180 + this._gamma;
  106763. }
  106764. this.camera.alpha = (-this._alpha / 180.0 * Math.PI) % Math.PI * 2;
  106765. this.camera.beta = (this._gamma / 180.0 * Math.PI);
  106766. }
  106767. };
  106768. /**
  106769. * Detach the current controls from the specified dom element.
  106770. * @param element Defines the element to stop listening the inputs from
  106771. */
  106772. ArcRotateCameraVRDeviceOrientationInput.prototype.detachControl = function (element) {
  106773. window.removeEventListener("deviceorientation", this._deviceOrientationHandler);
  106774. };
  106775. /**
  106776. * Gets the class name of the current intput.
  106777. * @returns the class name
  106778. */
  106779. ArcRotateCameraVRDeviceOrientationInput.prototype.getClassName = function () {
  106780. return "ArcRotateCameraVRDeviceOrientationInput";
  106781. };
  106782. /**
  106783. * Get the friendly name associated with the input class.
  106784. * @returns the input friendly name
  106785. */
  106786. ArcRotateCameraVRDeviceOrientationInput.prototype.getSimpleName = function () {
  106787. return "VRDeviceOrientation";
  106788. };
  106789. return ArcRotateCameraVRDeviceOrientationInput;
  106790. }());
  106791. BABYLON.ArcRotateCameraVRDeviceOrientationInput = ArcRotateCameraVRDeviceOrientationInput;
  106792. BABYLON.CameraInputTypes["ArcRotateCameraVRDeviceOrientationInput"] = ArcRotateCameraVRDeviceOrientationInput;
  106793. })(BABYLON || (BABYLON = {}));
  106794. //# sourceMappingURL=babylon.arcRotateCameraVRDeviceOrientationInput.js.map
  106795. var BABYLON;
  106796. (function (BABYLON) {
  106797. /**
  106798. * This represents all the required metrics to create a VR camera.
  106799. * @see http://doc.babylonjs.com/babylon101/cameras#device-orientation-camera
  106800. */
  106801. var VRCameraMetrics = /** @class */ (function () {
  106802. function VRCameraMetrics() {
  106803. /**
  106804. * Define if the current vr camera should compensate the distortion of the lense or not.
  106805. */
  106806. this.compensateDistortion = true;
  106807. }
  106808. Object.defineProperty(VRCameraMetrics.prototype, "aspectRatio", {
  106809. /**
  106810. * Gets the rendering aspect ratio based on the provided resolutions.
  106811. */
  106812. get: function () {
  106813. return this.hResolution / (2 * this.vResolution);
  106814. },
  106815. enumerable: true,
  106816. configurable: true
  106817. });
  106818. Object.defineProperty(VRCameraMetrics.prototype, "aspectRatioFov", {
  106819. /**
  106820. * Gets the aspect ratio based on the FOV, scale factors, and real screen sizes.
  106821. */
  106822. get: function () {
  106823. return (2 * Math.atan((this.postProcessScaleFactor * this.vScreenSize) / (2 * this.eyeToScreenDistance)));
  106824. },
  106825. enumerable: true,
  106826. configurable: true
  106827. });
  106828. Object.defineProperty(VRCameraMetrics.prototype, "leftHMatrix", {
  106829. /**
  106830. * @hidden
  106831. */
  106832. get: function () {
  106833. var meters = (this.hScreenSize / 4) - (this.lensSeparationDistance / 2);
  106834. var h = (4 * meters) / this.hScreenSize;
  106835. return BABYLON.Matrix.Translation(h, 0, 0);
  106836. },
  106837. enumerable: true,
  106838. configurable: true
  106839. });
  106840. Object.defineProperty(VRCameraMetrics.prototype, "rightHMatrix", {
  106841. /**
  106842. * @hidden
  106843. */
  106844. get: function () {
  106845. var meters = (this.hScreenSize / 4) - (this.lensSeparationDistance / 2);
  106846. var h = (4 * meters) / this.hScreenSize;
  106847. return BABYLON.Matrix.Translation(-h, 0, 0);
  106848. },
  106849. enumerable: true,
  106850. configurable: true
  106851. });
  106852. Object.defineProperty(VRCameraMetrics.prototype, "leftPreViewMatrix", {
  106853. /**
  106854. * @hidden
  106855. */
  106856. get: function () {
  106857. return BABYLON.Matrix.Translation(0.5 * this.interpupillaryDistance, 0, 0);
  106858. },
  106859. enumerable: true,
  106860. configurable: true
  106861. });
  106862. Object.defineProperty(VRCameraMetrics.prototype, "rightPreViewMatrix", {
  106863. /**
  106864. * @hidden
  106865. */
  106866. get: function () {
  106867. return BABYLON.Matrix.Translation(-0.5 * this.interpupillaryDistance, 0, 0);
  106868. },
  106869. enumerable: true,
  106870. configurable: true
  106871. });
  106872. /**
  106873. * Get the default VRMetrics based on the most generic setup.
  106874. * @returns the default vr metrics
  106875. */
  106876. VRCameraMetrics.GetDefault = function () {
  106877. var result = new VRCameraMetrics();
  106878. result.hResolution = 1280;
  106879. result.vResolution = 800;
  106880. result.hScreenSize = 0.149759993;
  106881. result.vScreenSize = 0.0935999975;
  106882. result.vScreenCenter = 0.0467999987;
  106883. result.eyeToScreenDistance = 0.0410000011;
  106884. result.lensSeparationDistance = 0.0635000020;
  106885. result.interpupillaryDistance = 0.0640000030;
  106886. result.distortionK = [1.0, 0.219999999, 0.239999995, 0.0];
  106887. result.chromaAbCorrection = [0.995999992, -0.00400000019, 1.01400006, 0.0];
  106888. result.postProcessScaleFactor = 1.714605507808412;
  106889. result.lensCenterOffset = 0.151976421;
  106890. return result;
  106891. };
  106892. return VRCameraMetrics;
  106893. }());
  106894. BABYLON.VRCameraMetrics = VRCameraMetrics;
  106895. })(BABYLON || (BABYLON = {}));
  106896. //# sourceMappingURL=babylon.vrCameraMetrics.js.map
  106897. var BABYLON;
  106898. (function (BABYLON) {
  106899. BABYLON.Node.AddNodeConstructor("WebVRFreeCamera", function (name, scene) {
  106900. return function () { return new WebVRFreeCamera(name, BABYLON.Vector3.Zero(), scene); };
  106901. });
  106902. BABYLON.Node.AddNodeConstructor("WebVRGamepadCamera", function (name, scene) {
  106903. return function () { return new WebVRFreeCamera(name, BABYLON.Vector3.Zero(), scene); };
  106904. });
  106905. /**
  106906. * This represents a WebVR camera.
  106907. * The WebVR camera is Babylon's simple interface to interaction with Windows Mixed Reality, HTC Vive and Oculus Rift.
  106908. * @example http://doc.babylonjs.com/how_to/webvr_camera
  106909. */
  106910. var WebVRFreeCamera = /** @class */ (function (_super) {
  106911. __extends(WebVRFreeCamera, _super);
  106912. /**
  106913. * Instantiates a WebVRFreeCamera.
  106914. * @param name The name of the WebVRFreeCamera
  106915. * @param position The starting anchor position for the camera
  106916. * @param scene The scene the camera belongs to
  106917. * @param webVROptions a set of customizable options for the webVRCamera
  106918. */
  106919. function WebVRFreeCamera(name, position, scene, webVROptions) {
  106920. if (webVROptions === void 0) { webVROptions = {}; }
  106921. var _this = _super.call(this, name, position, scene) || this;
  106922. _this.webVROptions = webVROptions;
  106923. /**
  106924. * @hidden
  106925. * The vrDisplay tied to the camera. See https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay
  106926. */
  106927. _this._vrDevice = null;
  106928. /**
  106929. * The rawPose of the vrDevice.
  106930. */
  106931. _this.rawPose = null;
  106932. _this._specsVersion = "1.1";
  106933. _this._attached = false;
  106934. _this._descendants = [];
  106935. // Represents device position and rotation in room space. Should only be used to help calculate babylon space values
  106936. _this._deviceRoomPosition = BABYLON.Vector3.Zero();
  106937. /** @hidden */
  106938. _this._deviceRoomRotationQuaternion = BABYLON.Quaternion.Identity();
  106939. _this._standingMatrix = null;
  106940. /**
  106941. * Represents device position in babylon space.
  106942. */
  106943. _this.devicePosition = BABYLON.Vector3.Zero();
  106944. /**
  106945. * Represents device rotation in babylon space.
  106946. */
  106947. _this.deviceRotationQuaternion = BABYLON.Quaternion.Identity();
  106948. /**
  106949. * The scale of the device to be used when translating from device space to babylon space.
  106950. */
  106951. _this.deviceScaleFactor = 1;
  106952. _this._deviceToWorld = BABYLON.Matrix.Identity();
  106953. _this._worldToDevice = BABYLON.Matrix.Identity();
  106954. /**
  106955. * References to the webVR controllers for the vrDevice.
  106956. */
  106957. _this.controllers = [];
  106958. /**
  106959. * Emits an event when a controller is attached.
  106960. */
  106961. _this.onControllersAttachedObservable = new BABYLON.Observable();
  106962. /**
  106963. * Emits an event when a controller's mesh has been loaded;
  106964. */
  106965. _this.onControllerMeshLoadedObservable = new BABYLON.Observable();
  106966. /**
  106967. * Emits an event when the HMD's pose has been updated.
  106968. */
  106969. _this.onPoseUpdatedFromDeviceObservable = new BABYLON.Observable();
  106970. _this._poseSet = false;
  106971. /**
  106972. * If the rig cameras be used as parent instead of this camera.
  106973. */
  106974. _this.rigParenting = true;
  106975. _this._defaultHeight = undefined;
  106976. _this._htmlElementAttached = null;
  106977. _this._detachIfAttached = function () {
  106978. var vrDisplay = _this.getEngine().getVRDevice();
  106979. if (vrDisplay && !vrDisplay.isPresenting && _this._htmlElementAttached) {
  106980. _this.detachControl(_this._htmlElementAttached);
  106981. }
  106982. };
  106983. _this._workingVector = BABYLON.Vector3.Zero();
  106984. _this._oneVector = BABYLON.Vector3.One();
  106985. _this._workingMatrix = BABYLON.Matrix.Identity();
  106986. _this._tmpMatrix = new BABYLON.Matrix();
  106987. _this._cache.position = BABYLON.Vector3.Zero();
  106988. if (webVROptions.defaultHeight) {
  106989. _this._defaultHeight = webVROptions.defaultHeight;
  106990. _this.position.y = _this._defaultHeight;
  106991. }
  106992. _this.minZ = 0.1;
  106993. //legacy support - the compensation boolean was removed.
  106994. if (arguments.length === 5) {
  106995. _this.webVROptions = arguments[4];
  106996. }
  106997. // default webVR options
  106998. if (_this.webVROptions.trackPosition == undefined) {
  106999. _this.webVROptions.trackPosition = true;
  107000. }
  107001. if (_this.webVROptions.controllerMeshes == undefined) {
  107002. _this.webVROptions.controllerMeshes = true;
  107003. }
  107004. if (_this.webVROptions.defaultLightingOnControllers == undefined) {
  107005. _this.webVROptions.defaultLightingOnControllers = true;
  107006. }
  107007. _this.rotationQuaternion = new BABYLON.Quaternion();
  107008. if (_this.webVROptions && _this.webVROptions.positionScale) {
  107009. _this.deviceScaleFactor = _this.webVROptions.positionScale;
  107010. }
  107011. //enable VR
  107012. var engine = _this.getEngine();
  107013. _this._onVREnabled = function (success) { if (success) {
  107014. _this.initControllers();
  107015. } };
  107016. engine.onVRRequestPresentComplete.add(_this._onVREnabled);
  107017. engine.initWebVR().add(function (event) {
  107018. if (!event.vrDisplay || _this._vrDevice === event.vrDisplay) {
  107019. return;
  107020. }
  107021. _this._vrDevice = event.vrDisplay;
  107022. //reset the rig parameters.
  107023. _this.setCameraRigMode(BABYLON.Camera.RIG_MODE_WEBVR, { parentCamera: _this, vrDisplay: _this._vrDevice, frameData: _this._frameData, specs: _this._specsVersion });
  107024. if (_this._attached) {
  107025. _this.getEngine().enableVR();
  107026. }
  107027. });
  107028. if (typeof (VRFrameData) !== "undefined") {
  107029. _this._frameData = new VRFrameData();
  107030. }
  107031. /**
  107032. * The idea behind the following lines:
  107033. * objects that have the camera as parent should actually have the rig cameras as a parent.
  107034. * BUT, each of those cameras has a different view matrix, which means that if we set the parent to the first rig camera,
  107035. * the second will not show it correctly.
  107036. *
  107037. * To solve this - each object that has the camera as parent will be added to a protected array.
  107038. * When the rig camera renders, it will take this array and set all of those to be its children.
  107039. * This way, the right camera will be used as a parent, and the mesh will be rendered correctly.
  107040. * Amazing!
  107041. */
  107042. scene.onBeforeCameraRenderObservable.add(function (camera) {
  107043. if (camera.parent === _this && _this.rigParenting) {
  107044. _this._descendants = _this.getDescendants(true, function (n) {
  107045. // don't take the cameras or the controllers!
  107046. var isController = _this.controllers.some(function (controller) { return controller._mesh === n; });
  107047. var isRigCamera = _this._rigCameras.indexOf(n) !== -1;
  107048. return !isController && !isRigCamera;
  107049. });
  107050. _this._descendants.forEach(function (node) {
  107051. node.parent = camera;
  107052. });
  107053. }
  107054. });
  107055. scene.onAfterCameraRenderObservable.add(function (camera) {
  107056. if (camera.parent === _this && _this.rigParenting) {
  107057. _this._descendants.forEach(function (node) {
  107058. node.parent = _this;
  107059. });
  107060. }
  107061. });
  107062. return _this;
  107063. }
  107064. /**
  107065. * Gets the device distance from the ground in meters.
  107066. * @returns the distance in meters from the vrDevice to ground in device space. If standing matrix is not supported for the vrDevice 0 is returned.
  107067. */
  107068. WebVRFreeCamera.prototype.deviceDistanceToRoomGround = function () {
  107069. if (this._standingMatrix) {
  107070. // Add standing matrix offset to get real offset from ground in room
  107071. this._standingMatrix.getTranslationToRef(this._workingVector);
  107072. return this._deviceRoomPosition.y + this._workingVector.y;
  107073. }
  107074. //If VRDisplay does not inform stage parameters and no default height is set we fallback to zero.
  107075. return this._defaultHeight || 0;
  107076. };
  107077. /**
  107078. * Enables the standing matrix when supported. This can be used to position the user's view the correct height from the ground.
  107079. * @param callback will be called when the standing matrix is set. Callback parameter is if the standing matrix is supported.
  107080. */
  107081. WebVRFreeCamera.prototype.useStandingMatrix = function (callback) {
  107082. var _this = this;
  107083. if (callback === void 0) { callback = function (bool) { }; }
  107084. // Use standing matrix if available
  107085. this.getEngine().initWebVRAsync().then(function (result) {
  107086. if (!result.vrDisplay || !result.vrDisplay.stageParameters || !result.vrDisplay.stageParameters.sittingToStandingTransform || !_this.webVROptions.trackPosition) {
  107087. callback(false);
  107088. }
  107089. else {
  107090. _this._standingMatrix = new BABYLON.Matrix();
  107091. BABYLON.Matrix.FromFloat32ArrayToRefScaled(result.vrDisplay.stageParameters.sittingToStandingTransform, 0, 1, _this._standingMatrix);
  107092. if (!_this.getScene().useRightHandedSystem) {
  107093. if (_this._standingMatrix) {
  107094. _this._standingMatrix.toggleModelMatrixHandInPlace();
  107095. }
  107096. }
  107097. callback(true);
  107098. }
  107099. });
  107100. };
  107101. /**
  107102. * Enables the standing matrix when supported. This can be used to position the user's view the correct height from the ground.
  107103. * @returns A promise with a boolean set to if the standing matrix is supported.
  107104. */
  107105. WebVRFreeCamera.prototype.useStandingMatrixAsync = function () {
  107106. var _this = this;
  107107. return new Promise(function (res, rej) {
  107108. _this.useStandingMatrix(function (supported) {
  107109. res(supported);
  107110. });
  107111. });
  107112. };
  107113. /**
  107114. * Disposes the camera
  107115. */
  107116. WebVRFreeCamera.prototype.dispose = function () {
  107117. this._detachIfAttached();
  107118. this.getEngine().onVRRequestPresentComplete.removeCallback(this._onVREnabled);
  107119. if (this._updateCacheWhenTrackingDisabledObserver) {
  107120. this._scene.onBeforeRenderObservable.remove(this._updateCacheWhenTrackingDisabledObserver);
  107121. }
  107122. _super.prototype.dispose.call(this);
  107123. };
  107124. /**
  107125. * Gets a vrController by name.
  107126. * @param name The name of the controller to retreive
  107127. * @returns the controller matching the name specified or null if not found
  107128. */
  107129. WebVRFreeCamera.prototype.getControllerByName = function (name) {
  107130. for (var _i = 0, _a = this.controllers; _i < _a.length; _i++) {
  107131. var gp = _a[_i];
  107132. if (gp.hand === name) {
  107133. return gp;
  107134. }
  107135. }
  107136. return null;
  107137. };
  107138. Object.defineProperty(WebVRFreeCamera.prototype, "leftController", {
  107139. /**
  107140. * The controller corrisponding to the users left hand.
  107141. */
  107142. get: function () {
  107143. if (!this._leftController) {
  107144. this._leftController = this.getControllerByName("left");
  107145. }
  107146. return this._leftController;
  107147. },
  107148. enumerable: true,
  107149. configurable: true
  107150. });
  107151. Object.defineProperty(WebVRFreeCamera.prototype, "rightController", {
  107152. /**
  107153. * The controller corrisponding to the users right hand.
  107154. */
  107155. get: function () {
  107156. if (!this._rightController) {
  107157. this._rightController = this.getControllerByName("right");
  107158. }
  107159. return this._rightController;
  107160. },
  107161. enumerable: true,
  107162. configurable: true
  107163. });
  107164. /**
  107165. * Casts a ray forward from the vrCamera's gaze.
  107166. * @param length Length of the ray (default: 100)
  107167. * @returns the ray corrisponding to the gaze
  107168. */
  107169. WebVRFreeCamera.prototype.getForwardRay = function (length) {
  107170. if (length === void 0) { length = 100; }
  107171. if (this.leftCamera) {
  107172. // Use left eye to avoid computation to compute center on every call
  107173. return _super.prototype.getForwardRay.call(this, length, this.leftCamera.getWorldMatrix(), this.leftCamera.globalPosition); // Need the actual rendered camera
  107174. }
  107175. else {
  107176. return _super.prototype.getForwardRay.call(this, length);
  107177. }
  107178. };
  107179. /**
  107180. * @hidden
  107181. * Updates the camera based on device's frame data
  107182. */
  107183. WebVRFreeCamera.prototype._checkInputs = function () {
  107184. if (this._vrDevice && this._vrDevice.isPresenting) {
  107185. this._vrDevice.getFrameData(this._frameData);
  107186. this.updateFromDevice(this._frameData.pose);
  107187. }
  107188. _super.prototype._checkInputs.call(this);
  107189. };
  107190. /**
  107191. * Updates the poseControlled values based on the input device pose.
  107192. * @param poseData Pose coming from the device
  107193. */
  107194. WebVRFreeCamera.prototype.updateFromDevice = function (poseData) {
  107195. if (poseData && poseData.orientation) {
  107196. this.rawPose = poseData;
  107197. this._deviceRoomRotationQuaternion.copyFromFloats(poseData.orientation[0], poseData.orientation[1], -poseData.orientation[2], -poseData.orientation[3]);
  107198. if (this.getScene().useRightHandedSystem) {
  107199. this._deviceRoomRotationQuaternion.z *= -1;
  107200. this._deviceRoomRotationQuaternion.w *= -1;
  107201. }
  107202. if (this.webVROptions.trackPosition && this.rawPose.position) {
  107203. this._deviceRoomPosition.copyFromFloats(this.rawPose.position[0], this.rawPose.position[1], -this.rawPose.position[2]);
  107204. if (this.getScene().useRightHandedSystem) {
  107205. this._deviceRoomPosition.z *= -1;
  107206. }
  107207. }
  107208. this._poseSet = true;
  107209. }
  107210. };
  107211. /**
  107212. * WebVR's attach control will start broadcasting frames to the device.
  107213. * Note that in certain browsers (chrome for example) this function must be called
  107214. * within a user-interaction callback. Example:
  107215. * <pre> scene.onPointerDown = function() { camera.attachControl(canvas); }</pre>
  107216. *
  107217. * @param element html element to attach the vrDevice to
  107218. * @param noPreventDefault prevent the default html element operation when attaching the vrDevice
  107219. */
  107220. WebVRFreeCamera.prototype.attachControl = function (element, noPreventDefault) {
  107221. _super.prototype.attachControl.call(this, element, noPreventDefault);
  107222. this._attached = true;
  107223. this._htmlElementAttached = element;
  107224. noPreventDefault = BABYLON.Camera.ForceAttachControlToAlwaysPreventDefault ? false : noPreventDefault;
  107225. if (this._vrDevice) {
  107226. this.getEngine().enableVR();
  107227. }
  107228. window.addEventListener('vrdisplaypresentchange', this._detachIfAttached);
  107229. };
  107230. /**
  107231. * Detaches the camera from the html element and disables VR
  107232. *
  107233. * @param element html element to detach from
  107234. */
  107235. WebVRFreeCamera.prototype.detachControl = function (element) {
  107236. this.getScene().gamepadManager.onGamepadConnectedObservable.remove(this._onGamepadConnectedObserver);
  107237. this.getScene().gamepadManager.onGamepadDisconnectedObservable.remove(this._onGamepadDisconnectedObserver);
  107238. _super.prototype.detachControl.call(this, element);
  107239. this._attached = false;
  107240. this.getEngine().disableVR();
  107241. window.removeEventListener('vrdisplaypresentchange', this._detachIfAttached);
  107242. };
  107243. /**
  107244. * @returns the name of this class
  107245. */
  107246. WebVRFreeCamera.prototype.getClassName = function () {
  107247. return "WebVRFreeCamera";
  107248. };
  107249. /**
  107250. * Calls resetPose on the vrDisplay
  107251. * See: https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay/resetPose
  107252. */
  107253. WebVRFreeCamera.prototype.resetToCurrentRotation = function () {
  107254. //uses the vrDisplay's "resetPose()".
  107255. //pitch and roll won't be affected.
  107256. this._vrDevice.resetPose();
  107257. };
  107258. /**
  107259. * @hidden
  107260. * Updates the rig cameras (left and right eye)
  107261. */
  107262. WebVRFreeCamera.prototype._updateRigCameras = function () {
  107263. var camLeft = this._rigCameras[0];
  107264. var camRight = this._rigCameras[1];
  107265. camLeft.rotationQuaternion.copyFrom(this._deviceRoomRotationQuaternion);
  107266. camRight.rotationQuaternion.copyFrom(this._deviceRoomRotationQuaternion);
  107267. camLeft.position.copyFrom(this._deviceRoomPosition);
  107268. camRight.position.copyFrom(this._deviceRoomPosition);
  107269. };
  107270. // Remove translation from 6dof headset if trackposition is set to false
  107271. WebVRFreeCamera.prototype._correctPositionIfNotTrackPosition = function (matrix, isViewMatrix) {
  107272. if (isViewMatrix === void 0) { isViewMatrix = false; }
  107273. if (this.rawPose && this.rawPose.position && !this.webVROptions.trackPosition) {
  107274. BABYLON.Matrix.TranslationToRef(this.rawPose.position[0], this.rawPose.position[1], -this.rawPose.position[2], this._tmpMatrix);
  107275. if (!isViewMatrix) {
  107276. this._tmpMatrix.invert();
  107277. }
  107278. this._tmpMatrix.multiplyToRef(matrix, matrix);
  107279. }
  107280. };
  107281. /**
  107282. * @hidden
  107283. * Updates the cached values of the camera
  107284. * @param ignoreParentClass ignores updating the parent class's cache (default: false)
  107285. */
  107286. WebVRFreeCamera.prototype._updateCache = function (ignoreParentClass) {
  107287. var _this = this;
  107288. if (!this.rotationQuaternion.equals(this._cache.rotationQuaternion) || !this.position.equals(this._cache.position)) {
  107289. // Update to ensure devicePosition is up to date with most recent _deviceRoomPosition
  107290. if (!this.updateCacheCalled) {
  107291. // make sure it is only called once per loop. this.update() might cause an infinite loop.
  107292. this.updateCacheCalled = true;
  107293. this.update();
  107294. }
  107295. // Set working vector to the device position in room space rotated by the new rotation
  107296. this.rotationQuaternion.toRotationMatrix(this._workingMatrix);
  107297. BABYLON.Vector3.TransformCoordinatesToRef(this._deviceRoomPosition, this._workingMatrix, this._workingVector);
  107298. // Subtract this vector from the current device position in world to get the translation for the device world matrix
  107299. this.devicePosition.subtractToRef(this._workingVector, this._workingVector);
  107300. BABYLON.Matrix.ComposeToRef(this._oneVector, this.rotationQuaternion, this._workingVector, this._deviceToWorld);
  107301. // Add translation from anchor position
  107302. this._deviceToWorld.getTranslationToRef(this._workingVector);
  107303. this._workingVector.addInPlace(this.position);
  107304. this._workingVector.subtractInPlace(this._cache.position);
  107305. this._deviceToWorld.setTranslation(this._workingVector);
  107306. // Set an inverted matrix to be used when updating the camera
  107307. this._deviceToWorld.invertToRef(this._worldToDevice);
  107308. // Update the gamepad to ensure the mesh is updated on the same frame as camera
  107309. this.controllers.forEach(function (controller) {
  107310. controller._deviceToWorld.copyFrom(_this._deviceToWorld);
  107311. _this._correctPositionIfNotTrackPosition(controller._deviceToWorld);
  107312. controller.update();
  107313. });
  107314. }
  107315. if (!ignoreParentClass) {
  107316. _super.prototype._updateCache.call(this);
  107317. }
  107318. this.updateCacheCalled = false;
  107319. };
  107320. /**
  107321. * @hidden
  107322. * Get current device position in babylon world
  107323. */
  107324. WebVRFreeCamera.prototype._computeDevicePosition = function () {
  107325. BABYLON.Vector3.TransformCoordinatesToRef(this._deviceRoomPosition, this._deviceToWorld, this.devicePosition);
  107326. };
  107327. /**
  107328. * Updates the current device position and rotation in the babylon world
  107329. */
  107330. WebVRFreeCamera.prototype.update = function () {
  107331. this._computeDevicePosition();
  107332. // Get current device rotation in babylon world
  107333. BABYLON.Matrix.FromQuaternionToRef(this._deviceRoomRotationQuaternion, this._workingMatrix);
  107334. this._workingMatrix.multiplyToRef(this._deviceToWorld, this._workingMatrix);
  107335. BABYLON.Quaternion.FromRotationMatrixToRef(this._workingMatrix, this.deviceRotationQuaternion);
  107336. if (this._poseSet) {
  107337. this.onPoseUpdatedFromDeviceObservable.notifyObservers(null);
  107338. }
  107339. _super.prototype.update.call(this);
  107340. };
  107341. /**
  107342. * @hidden
  107343. * Gets the view matrix of this camera (Always set to identity as left and right eye cameras contain the actual view matrix)
  107344. * @returns an identity matrix
  107345. */
  107346. WebVRFreeCamera.prototype._getViewMatrix = function () {
  107347. return BABYLON.Matrix.Identity();
  107348. };
  107349. /**
  107350. * This function is called by the two RIG cameras.
  107351. * 'this' is the left or right camera (and NOT (!!!) the WebVRFreeCamera instance)
  107352. */
  107353. WebVRFreeCamera.prototype._getWebVRViewMatrix = function () {
  107354. // Update the parent camera prior to using a child camera to avoid desynchronization
  107355. var parentCamera = this._cameraRigParams["parentCamera"];
  107356. parentCamera._updateCache();
  107357. //WebVR 1.1
  107358. var viewArray = this._cameraRigParams["left"] ? this._cameraRigParams["frameData"].leftViewMatrix : this._cameraRigParams["frameData"].rightViewMatrix;
  107359. BABYLON.Matrix.FromArrayToRef(viewArray, 0, this._webvrViewMatrix);
  107360. if (!this.getScene().useRightHandedSystem) {
  107361. this._webvrViewMatrix.toggleModelMatrixHandInPlace();
  107362. }
  107363. // update the camera rotation matrix
  107364. this._webvrViewMatrix.getRotationMatrixToRef(this._cameraRotationMatrix);
  107365. BABYLON.Vector3.TransformCoordinatesToRef(this._referencePoint, this._cameraRotationMatrix, this._transformedReferencePoint);
  107366. // Computing target and final matrix
  107367. this.position.addToRef(this._transformedReferencePoint, this._currentTarget);
  107368. // should the view matrix be updated with scale and position offset?
  107369. if (parentCamera.deviceScaleFactor !== 1) {
  107370. this._webvrViewMatrix.invert();
  107371. // scale the position, if set
  107372. if (parentCamera.deviceScaleFactor) {
  107373. this._webvrViewMatrix.multiplyAtIndex(12, parentCamera.deviceScaleFactor);
  107374. this._webvrViewMatrix.multiplyAtIndex(13, parentCamera.deviceScaleFactor);
  107375. this._webvrViewMatrix.multiplyAtIndex(14, parentCamera.deviceScaleFactor);
  107376. }
  107377. this._webvrViewMatrix.invert();
  107378. }
  107379. // Remove translation from 6dof headset if trackposition is set to false
  107380. parentCamera._correctPositionIfNotTrackPosition(this._webvrViewMatrix, true);
  107381. parentCamera._worldToDevice.multiplyToRef(this._webvrViewMatrix, this._webvrViewMatrix);
  107382. // Compute global position
  107383. this._workingMatrix = this._workingMatrix || BABYLON.Matrix.Identity();
  107384. this._webvrViewMatrix.invertToRef(this._workingMatrix);
  107385. this._workingMatrix.multiplyToRef(parentCamera.getWorldMatrix(), this._workingMatrix);
  107386. this._workingMatrix.getTranslationToRef(this._globalPosition);
  107387. this._markSyncedWithParent();
  107388. return this._webvrViewMatrix;
  107389. };
  107390. WebVRFreeCamera.prototype._getWebVRProjectionMatrix = function () {
  107391. var parentCamera = this.parent;
  107392. parentCamera._vrDevice.depthNear = parentCamera.minZ;
  107393. parentCamera._vrDevice.depthFar = parentCamera.maxZ;
  107394. var projectionArray = this._cameraRigParams["left"] ? this._cameraRigParams["frameData"].leftProjectionMatrix : this._cameraRigParams["frameData"].rightProjectionMatrix;
  107395. BABYLON.Matrix.FromArrayToRef(projectionArray, 0, this._projectionMatrix);
  107396. //babylon compatible matrix
  107397. if (!this.getScene().useRightHandedSystem) {
  107398. this._projectionMatrix.toggleProjectionMatrixHandInPlace();
  107399. }
  107400. return this._projectionMatrix;
  107401. };
  107402. /**
  107403. * Initializes the controllers and their meshes
  107404. */
  107405. WebVRFreeCamera.prototype.initControllers = function () {
  107406. var _this = this;
  107407. this.controllers = [];
  107408. var manager = this.getScene().gamepadManager;
  107409. this._onGamepadDisconnectedObserver = manager.onGamepadDisconnectedObservable.add(function (gamepad) {
  107410. if (gamepad.type === BABYLON.Gamepad.POSE_ENABLED) {
  107411. var webVrController = gamepad;
  107412. if (webVrController.defaultModel) {
  107413. webVrController.defaultModel.setEnabled(false);
  107414. }
  107415. if (webVrController.hand === "right") {
  107416. _this._rightController = null;
  107417. }
  107418. if (webVrController.hand === "left") {
  107419. _this._leftController = null;
  107420. }
  107421. var controllerIndex = _this.controllers.indexOf(webVrController);
  107422. if (controllerIndex !== -1) {
  107423. _this.controllers.splice(controllerIndex, 1);
  107424. }
  107425. }
  107426. });
  107427. this._onGamepadConnectedObserver = manager.onGamepadConnectedObservable.add(function (gamepad) {
  107428. if (gamepad.type === BABYLON.Gamepad.POSE_ENABLED) {
  107429. var webVrController_1 = gamepad;
  107430. if (!_this.webVROptions.trackPosition) {
  107431. webVrController_1._disableTrackPosition(new BABYLON.Vector3(webVrController_1.hand == "left" ? -0.15 : 0.15, -0.5, 0.25));
  107432. // Cache must be updated before rendering controllers to avoid them being one frame behind
  107433. if (!_this._updateCacheWhenTrackingDisabledObserver) {
  107434. _this._updateCacheWhenTrackingDisabledObserver = _this._scene.onBeforeRenderObservable.add(function () {
  107435. _this._updateCache();
  107436. });
  107437. }
  107438. }
  107439. webVrController_1.deviceScaleFactor = _this.deviceScaleFactor;
  107440. webVrController_1._deviceToWorld.copyFrom(_this._deviceToWorld);
  107441. _this._correctPositionIfNotTrackPosition(webVrController_1._deviceToWorld);
  107442. if (_this.webVROptions.controllerMeshes) {
  107443. if (webVrController_1.defaultModel) {
  107444. webVrController_1.defaultModel.setEnabled(true);
  107445. }
  107446. else {
  107447. // Load the meshes
  107448. webVrController_1.initControllerMesh(_this.getScene(), function (loadedMesh) {
  107449. loadedMesh.scaling.scaleInPlace(_this.deviceScaleFactor);
  107450. _this.onControllerMeshLoadedObservable.notifyObservers(webVrController_1);
  107451. if (_this.webVROptions.defaultLightingOnControllers) {
  107452. if (!_this._lightOnControllers) {
  107453. _this._lightOnControllers = new BABYLON.HemisphericLight("vrControllersLight", new BABYLON.Vector3(0, 1, 0), _this.getScene());
  107454. }
  107455. var activateLightOnSubMeshes_1 = function (mesh, light) {
  107456. var children = mesh.getChildren();
  107457. if (children && children.length !== 0) {
  107458. children.forEach(function (mesh) {
  107459. light.includedOnlyMeshes.push(mesh);
  107460. activateLightOnSubMeshes_1(mesh, light);
  107461. });
  107462. }
  107463. };
  107464. _this._lightOnControllers.includedOnlyMeshes.push(loadedMesh);
  107465. activateLightOnSubMeshes_1(loadedMesh, _this._lightOnControllers);
  107466. }
  107467. });
  107468. }
  107469. }
  107470. webVrController_1.attachToPoseControlledCamera(_this);
  107471. // since this is async - sanity check. Is the controller already stored?
  107472. if (_this.controllers.indexOf(webVrController_1) === -1) {
  107473. //add to the controllers array
  107474. _this.controllers.push(webVrController_1);
  107475. // Forced to add some control code for Vive as it doesn't always fill properly the "hand" property
  107476. // Sometimes, both controllers are set correctly (left and right), sometimes none, sometimes only one of them...
  107477. // So we're overriding setting left & right manually to be sure
  107478. var firstViveWandDetected = false;
  107479. for (var i = 0; i < _this.controllers.length; i++) {
  107480. if (_this.controllers[i].controllerType === BABYLON.PoseEnabledControllerType.VIVE) {
  107481. if (!firstViveWandDetected) {
  107482. firstViveWandDetected = true;
  107483. _this.controllers[i].hand = "left";
  107484. }
  107485. else {
  107486. _this.controllers[i].hand = "right";
  107487. }
  107488. }
  107489. }
  107490. //did we find enough controllers? Great! let the developer know.
  107491. if (_this.controllers.length >= 2) {
  107492. _this.onControllersAttachedObservable.notifyObservers(_this.controllers);
  107493. }
  107494. }
  107495. }
  107496. });
  107497. };
  107498. return WebVRFreeCamera;
  107499. }(BABYLON.FreeCamera));
  107500. BABYLON.WebVRFreeCamera = WebVRFreeCamera;
  107501. })(BABYLON || (BABYLON = {}));
  107502. //# sourceMappingURL=babylon.webVRCamera.js.map
  107503. var BABYLON;
  107504. (function (BABYLON) {
  107505. BABYLON.Node.AddNodeConstructor("DeviceOrientationCamera", function (name, scene) {
  107506. return function () { return new DeviceOrientationCamera(name, BABYLON.Vector3.Zero(), scene); };
  107507. });
  107508. // We're mainly based on the logic defined into the FreeCamera code
  107509. /**
  107510. * This is a camera specifically designed to react to device orientation events such as a modern mobile device
  107511. * being tilted forward or back and left or right.
  107512. */
  107513. var DeviceOrientationCamera = /** @class */ (function (_super) {
  107514. __extends(DeviceOrientationCamera, _super);
  107515. /**
  107516. * Creates a new device orientation camera
  107517. * @param name The name of the camera
  107518. * @param position The start position camera
  107519. * @param scene The scene the camera belongs to
  107520. */
  107521. function DeviceOrientationCamera(name, position, scene) {
  107522. var _this = _super.call(this, name, position, scene) || this;
  107523. _this._quaternionCache = new BABYLON.Quaternion();
  107524. _this.inputs.addDeviceOrientation();
  107525. return _this;
  107526. }
  107527. /**
  107528. * Gets the current instance class name ("DeviceOrientationCamera").
  107529. * This helps avoiding instanceof at run time.
  107530. * @returns the class name
  107531. */
  107532. DeviceOrientationCamera.prototype.getClassName = function () {
  107533. return "DeviceOrientationCamera";
  107534. };
  107535. /**
  107536. * @hidden
  107537. * Checks and applies the current values of the inputs to the camera. (Internal use only)
  107538. */
  107539. DeviceOrientationCamera.prototype._checkInputs = function () {
  107540. _super.prototype._checkInputs.call(this);
  107541. this._quaternionCache.copyFrom(this.rotationQuaternion);
  107542. if (this._initialQuaternion) {
  107543. this._initialQuaternion.multiplyToRef(this.rotationQuaternion, this.rotationQuaternion);
  107544. }
  107545. };
  107546. /**
  107547. * Reset the camera to its default orientation on the specified axis only.
  107548. * @param axis The axis to reset
  107549. */
  107550. DeviceOrientationCamera.prototype.resetToCurrentRotation = function (axis) {
  107551. var _this = this;
  107552. if (axis === void 0) { axis = BABYLON.Axis.Y; }
  107553. //can only work if this camera has a rotation quaternion already.
  107554. if (!this.rotationQuaternion) {
  107555. return;
  107556. }
  107557. if (!this._initialQuaternion) {
  107558. this._initialQuaternion = new BABYLON.Quaternion();
  107559. }
  107560. this._initialQuaternion.copyFrom(this._quaternionCache || this.rotationQuaternion);
  107561. ['x', 'y', 'z'].forEach(function (axisName) {
  107562. if (!axis[axisName]) {
  107563. _this._initialQuaternion[axisName] = 0;
  107564. }
  107565. else {
  107566. _this._initialQuaternion[axisName] *= -1;
  107567. }
  107568. });
  107569. this._initialQuaternion.normalize();
  107570. //force rotation update
  107571. this._initialQuaternion.multiplyToRef(this.rotationQuaternion, this.rotationQuaternion);
  107572. };
  107573. return DeviceOrientationCamera;
  107574. }(BABYLON.FreeCamera));
  107575. BABYLON.DeviceOrientationCamera = DeviceOrientationCamera;
  107576. })(BABYLON || (BABYLON = {}));
  107577. //# sourceMappingURL=babylon.deviceOrientationCamera.js.map
  107578. var BABYLON;
  107579. (function (BABYLON) {
  107580. BABYLON.Node.AddNodeConstructor("VRDeviceOrientationFreeCamera", function (name, scene) {
  107581. return function () { return new VRDeviceOrientationFreeCamera(name, BABYLON.Vector3.Zero(), scene); };
  107582. });
  107583. /**
  107584. * Camera used to simulate VR rendering (based on FreeCamera)
  107585. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  107586. */
  107587. var VRDeviceOrientationFreeCamera = /** @class */ (function (_super) {
  107588. __extends(VRDeviceOrientationFreeCamera, _super);
  107589. /**
  107590. * Creates a new VRDeviceOrientationFreeCamera
  107591. * @param name defines camera name
  107592. * @param position defines the start position of the camera
  107593. * @param scene defines the scene the camera belongs to
  107594. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  107595. * @param vrCameraMetrics defines the vr metrics associated to the camera
  107596. */
  107597. function VRDeviceOrientationFreeCamera(name, position, scene, compensateDistortion, vrCameraMetrics) {
  107598. if (compensateDistortion === void 0) { compensateDistortion = true; }
  107599. if (vrCameraMetrics === void 0) { vrCameraMetrics = BABYLON.VRCameraMetrics.GetDefault(); }
  107600. var _this = _super.call(this, name, position, scene) || this;
  107601. vrCameraMetrics.compensateDistortion = compensateDistortion;
  107602. _this.setCameraRigMode(BABYLON.Camera.RIG_MODE_VR, { vrCameraMetrics: vrCameraMetrics });
  107603. return _this;
  107604. }
  107605. /**
  107606. * Gets camera class name
  107607. * @returns VRDeviceOrientationFreeCamera
  107608. */
  107609. VRDeviceOrientationFreeCamera.prototype.getClassName = function () {
  107610. return "VRDeviceOrientationFreeCamera";
  107611. };
  107612. return VRDeviceOrientationFreeCamera;
  107613. }(BABYLON.DeviceOrientationCamera));
  107614. BABYLON.VRDeviceOrientationFreeCamera = VRDeviceOrientationFreeCamera;
  107615. })(BABYLON || (BABYLON = {}));
  107616. //# sourceMappingURL=babylon.vrDeviceOrientationFreeCamera.js.map
  107617. var BABYLON;
  107618. (function (BABYLON) {
  107619. BABYLON.Node.AddNodeConstructor("VRDeviceOrientationFreeCamera", function (name, scene) {
  107620. return function () { return new VRDeviceOrientationArcRotateCamera(name, 0, 0, 1.0, BABYLON.Vector3.Zero(), scene); };
  107621. });
  107622. /**
  107623. * Camera used to simulate VR rendering (based on ArcRotateCamera)
  107624. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  107625. */
  107626. var VRDeviceOrientationArcRotateCamera = /** @class */ (function (_super) {
  107627. __extends(VRDeviceOrientationArcRotateCamera, _super);
  107628. /**
  107629. * Creates a new VRDeviceOrientationArcRotateCamera
  107630. * @param name defines camera name
  107631. * @param alpha defines the camera rotation along the logitudinal axis
  107632. * @param beta defines the camera rotation along the latitudinal axis
  107633. * @param radius defines the camera distance from its target
  107634. * @param target defines the camera target
  107635. * @param scene defines the scene the camera belongs to
  107636. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  107637. * @param vrCameraMetrics defines the vr metrics associated to the camera
  107638. */
  107639. function VRDeviceOrientationArcRotateCamera(name, alpha, beta, radius, target, scene, compensateDistortion, vrCameraMetrics) {
  107640. if (compensateDistortion === void 0) { compensateDistortion = true; }
  107641. if (vrCameraMetrics === void 0) { vrCameraMetrics = BABYLON.VRCameraMetrics.GetDefault(); }
  107642. var _this = _super.call(this, name, alpha, beta, radius, target, scene) || this;
  107643. vrCameraMetrics.compensateDistortion = compensateDistortion;
  107644. _this.setCameraRigMode(BABYLON.Camera.RIG_MODE_VR, { vrCameraMetrics: vrCameraMetrics });
  107645. _this.inputs.addVRDeviceOrientation();
  107646. return _this;
  107647. }
  107648. /**
  107649. * Gets camera class name
  107650. * @returns VRDeviceOrientationArcRotateCamera
  107651. */
  107652. VRDeviceOrientationArcRotateCamera.prototype.getClassName = function () {
  107653. return "VRDeviceOrientationArcRotateCamera";
  107654. };
  107655. return VRDeviceOrientationArcRotateCamera;
  107656. }(BABYLON.ArcRotateCamera));
  107657. BABYLON.VRDeviceOrientationArcRotateCamera = VRDeviceOrientationArcRotateCamera;
  107658. })(BABYLON || (BABYLON = {}));
  107659. //# sourceMappingURL=babylon.vrDeviceOrientationArcRotateCamera.js.map
  107660. var BABYLON;
  107661. (function (BABYLON) {
  107662. BABYLON.Node.AddNodeConstructor("VRDeviceOrientationGamepadCamera", function (name, scene) {
  107663. return function () { return new VRDeviceOrientationGamepadCamera(name, BABYLON.Vector3.Zero(), scene); };
  107664. });
  107665. /**
  107666. * Camera used to simulate VR rendering (based on VRDeviceOrientationFreeCamera)
  107667. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  107668. */
  107669. var VRDeviceOrientationGamepadCamera = /** @class */ (function (_super) {
  107670. __extends(VRDeviceOrientationGamepadCamera, _super);
  107671. /**
  107672. * Creates a new VRDeviceOrientationGamepadCamera
  107673. * @param name defines camera name
  107674. * @param position defines the start position of the camera
  107675. * @param scene defines the scene the camera belongs to
  107676. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  107677. * @param vrCameraMetrics defines the vr metrics associated to the camera
  107678. */
  107679. function VRDeviceOrientationGamepadCamera(name, position, scene, compensateDistortion, vrCameraMetrics) {
  107680. if (compensateDistortion === void 0) { compensateDistortion = true; }
  107681. if (vrCameraMetrics === void 0) { vrCameraMetrics = BABYLON.VRCameraMetrics.GetDefault(); }
  107682. var _this = _super.call(this, name, position, scene, compensateDistortion, vrCameraMetrics) || this;
  107683. _this.inputs.addGamepad();
  107684. return _this;
  107685. }
  107686. /**
  107687. * Gets camera class name
  107688. * @returns VRDeviceOrientationGamepadCamera
  107689. */
  107690. VRDeviceOrientationGamepadCamera.prototype.getClassName = function () {
  107691. return "VRDeviceOrientationGamepadCamera";
  107692. };
  107693. return VRDeviceOrientationGamepadCamera;
  107694. }(BABYLON.VRDeviceOrientationFreeCamera));
  107695. BABYLON.VRDeviceOrientationGamepadCamera = VRDeviceOrientationGamepadCamera;
  107696. })(BABYLON || (BABYLON = {}));
  107697. //# sourceMappingURL=babylon.vrDeviceOrientationGamepadCamera.js.map
  107698. var BABYLON;
  107699. (function (BABYLON) {
  107700. var VRExperienceHelperGazer = /** @class */ (function () {
  107701. function VRExperienceHelperGazer(scene, gazeTrackerToClone) {
  107702. if (gazeTrackerToClone === void 0) { gazeTrackerToClone = null; }
  107703. this.scene = scene;
  107704. /** @hidden */
  107705. this._pointerDownOnMeshAsked = false;
  107706. /** @hidden */
  107707. this._isActionableMesh = false;
  107708. /** @hidden */
  107709. this._teleportationRequestInitiated = false;
  107710. /** @hidden */
  107711. this._teleportationBackRequestInitiated = false;
  107712. /** @hidden */
  107713. this._rotationRightAsked = false;
  107714. /** @hidden */
  107715. this._rotationLeftAsked = false;
  107716. /** @hidden */
  107717. this._dpadPressed = true;
  107718. /** @hidden */
  107719. this._activePointer = false;
  107720. this._id = VRExperienceHelperGazer._idCounter++;
  107721. // Gaze tracker
  107722. if (!gazeTrackerToClone) {
  107723. this._gazeTracker = BABYLON.Mesh.CreateTorus("gazeTracker", 0.0035, 0.0025, 20, scene, false);
  107724. this._gazeTracker.bakeCurrentTransformIntoVertices();
  107725. this._gazeTracker.isPickable = false;
  107726. this._gazeTracker.isVisible = false;
  107727. var targetMat = new BABYLON.StandardMaterial("targetMat", scene);
  107728. targetMat.specularColor = BABYLON.Color3.Black();
  107729. targetMat.emissiveColor = new BABYLON.Color3(0.7, 0.7, 0.7);
  107730. targetMat.backFaceCulling = false;
  107731. this._gazeTracker.material = targetMat;
  107732. }
  107733. else {
  107734. this._gazeTracker = gazeTrackerToClone.clone("gazeTracker");
  107735. }
  107736. }
  107737. /** @hidden */
  107738. VRExperienceHelperGazer.prototype._getForwardRay = function (length) {
  107739. return new BABYLON.Ray(BABYLON.Vector3.Zero(), new BABYLON.Vector3(0, 0, length));
  107740. };
  107741. /** @hidden */
  107742. VRExperienceHelperGazer.prototype._selectionPointerDown = function () {
  107743. this._pointerDownOnMeshAsked = true;
  107744. if (this._currentHit) {
  107745. this.scene.simulatePointerDown(this._currentHit, { pointerId: this._id });
  107746. }
  107747. };
  107748. /** @hidden */
  107749. VRExperienceHelperGazer.prototype._selectionPointerUp = function () {
  107750. if (this._currentHit) {
  107751. this.scene.simulatePointerUp(this._currentHit, { pointerId: this._id });
  107752. }
  107753. this._pointerDownOnMeshAsked = false;
  107754. };
  107755. /** @hidden */
  107756. VRExperienceHelperGazer.prototype._activatePointer = function () {
  107757. this._activePointer = true;
  107758. };
  107759. /** @hidden */
  107760. VRExperienceHelperGazer.prototype._deactivatePointer = function () {
  107761. this._activePointer = false;
  107762. };
  107763. /** @hidden */
  107764. VRExperienceHelperGazer.prototype._updatePointerDistance = function (distance) {
  107765. if (distance === void 0) { distance = 100; }
  107766. };
  107767. VRExperienceHelperGazer.prototype.dispose = function () {
  107768. this._interactionsEnabled = false;
  107769. this._teleportationEnabled = false;
  107770. if (this._gazeTracker) {
  107771. this._gazeTracker.dispose();
  107772. }
  107773. };
  107774. VRExperienceHelperGazer._idCounter = 0;
  107775. return VRExperienceHelperGazer;
  107776. }());
  107777. var VRExperienceHelperControllerGazer = /** @class */ (function (_super) {
  107778. __extends(VRExperienceHelperControllerGazer, _super);
  107779. function VRExperienceHelperControllerGazer(webVRController, scene, gazeTrackerToClone) {
  107780. var _this = _super.call(this, scene, gazeTrackerToClone) || this;
  107781. _this.webVRController = webVRController;
  107782. // Laser pointer
  107783. _this._laserPointer = BABYLON.Mesh.CreateCylinder("laserPointer", 1, 0.004, 0.0002, 20, 1, scene, false);
  107784. var laserPointerMaterial = new BABYLON.StandardMaterial("laserPointerMat", scene);
  107785. laserPointerMaterial.emissiveColor = new BABYLON.Color3(0.7, 0.7, 0.7);
  107786. laserPointerMaterial.alpha = 0.6;
  107787. _this._laserPointer.material = laserPointerMaterial;
  107788. _this._laserPointer.rotation.x = Math.PI / 2;
  107789. _this._laserPointer.position.z = -0.5;
  107790. _this._laserPointer.isVisible = false;
  107791. _this._laserPointer.isPickable = false;
  107792. if (!webVRController.mesh) {
  107793. // Create an empty mesh that is used prior to loading the high quality model
  107794. var preloadMesh = new BABYLON.Mesh("preloadControllerMesh", scene);
  107795. var preloadPointerPose = new BABYLON.Mesh(BABYLON.PoseEnabledController.POINTING_POSE, scene);
  107796. preloadPointerPose.rotation.x = -0.7;
  107797. preloadMesh.addChild(preloadPointerPose);
  107798. webVRController.attachToMesh(preloadMesh);
  107799. }
  107800. _this._setLaserPointerParent(webVRController.mesh);
  107801. _this._meshAttachedObserver = webVRController._meshAttachedObservable.add(function (mesh) {
  107802. _this._setLaserPointerParent(mesh);
  107803. });
  107804. return _this;
  107805. }
  107806. VRExperienceHelperControllerGazer.prototype._getForwardRay = function (length) {
  107807. return this.webVRController.getForwardRay(length);
  107808. };
  107809. /** @hidden */
  107810. VRExperienceHelperControllerGazer.prototype._activatePointer = function () {
  107811. _super.prototype._activatePointer.call(this);
  107812. this._laserPointer.isVisible = true;
  107813. };
  107814. /** @hidden */
  107815. VRExperienceHelperControllerGazer.prototype._deactivatePointer = function () {
  107816. _super.prototype._deactivatePointer.call(this);
  107817. this._laserPointer.isVisible = false;
  107818. };
  107819. /** @hidden */
  107820. VRExperienceHelperControllerGazer.prototype._setLaserPointerColor = function (color) {
  107821. this._laserPointer.material.emissiveColor = color;
  107822. };
  107823. /** @hidden */
  107824. VRExperienceHelperControllerGazer.prototype._setLaserPointerParent = function (mesh) {
  107825. var makeNotPick = function (root) {
  107826. root.isPickable = false;
  107827. root.getChildMeshes().forEach(function (c) {
  107828. makeNotPick(c);
  107829. });
  107830. };
  107831. makeNotPick(mesh);
  107832. var meshChildren = mesh.getChildren(undefined, false);
  107833. var laserParent = mesh;
  107834. this.webVRController._pointingPoseNode = null;
  107835. for (var i = 0; i < meshChildren.length; i++) {
  107836. if (meshChildren[i].name && meshChildren[i].name.indexOf(BABYLON.PoseEnabledController.POINTING_POSE) >= 0) {
  107837. laserParent = meshChildren[i];
  107838. this.webVRController._pointingPoseNode = laserParent;
  107839. break;
  107840. }
  107841. }
  107842. this._laserPointer.parent = laserParent;
  107843. };
  107844. VRExperienceHelperControllerGazer.prototype._updatePointerDistance = function (distance) {
  107845. if (distance === void 0) { distance = 100; }
  107846. this._laserPointer.scaling.y = distance;
  107847. this._laserPointer.position.z = -distance / 2;
  107848. };
  107849. VRExperienceHelperControllerGazer.prototype.dispose = function () {
  107850. _super.prototype.dispose.call(this);
  107851. this._laserPointer.dispose();
  107852. if (this._meshAttachedObserver) {
  107853. this.webVRController._meshAttachedObservable.remove(this._meshAttachedObserver);
  107854. }
  107855. };
  107856. return VRExperienceHelperControllerGazer;
  107857. }(VRExperienceHelperGazer));
  107858. var VRExperienceHelperCameraGazer = /** @class */ (function (_super) {
  107859. __extends(VRExperienceHelperCameraGazer, _super);
  107860. function VRExperienceHelperCameraGazer(getCamera, scene) {
  107861. var _this = _super.call(this, scene) || this;
  107862. _this.getCamera = getCamera;
  107863. return _this;
  107864. }
  107865. VRExperienceHelperCameraGazer.prototype._getForwardRay = function (length) {
  107866. var camera = this.getCamera();
  107867. if (camera) {
  107868. return camera.getForwardRay(length);
  107869. }
  107870. else {
  107871. return new BABYLON.Ray(BABYLON.Vector3.Zero(), BABYLON.Vector3.Forward());
  107872. }
  107873. };
  107874. return VRExperienceHelperCameraGazer;
  107875. }(VRExperienceHelperGazer));
  107876. /**
  107877. * Helps to quickly add VR support to an existing scene.
  107878. * See http://doc.babylonjs.com/how_to/webvr_helper
  107879. */
  107880. var VRExperienceHelper = /** @class */ (function () {
  107881. /**
  107882. * Instantiates a VRExperienceHelper.
  107883. * Helps to quickly add VR support to an existing scene.
  107884. * @param scene The scene the VRExperienceHelper belongs to.
  107885. * @param webVROptions Options to modify the vr experience helper's behavior.
  107886. */
  107887. function VRExperienceHelper(scene,
  107888. /** Options to modify the vr experience helper's behavior. */
  107889. webVROptions) {
  107890. if (webVROptions === void 0) { webVROptions = {}; }
  107891. var _this = this;
  107892. this.webVROptions = webVROptions;
  107893. // Can the system support WebVR, even if a headset isn't plugged in?
  107894. this._webVRsupported = false;
  107895. // If WebVR is supported, is a headset plugged in and are we ready to present?
  107896. this._webVRready = false;
  107897. // Are we waiting for the requestPresent callback to complete?
  107898. this._webVRrequesting = false;
  107899. // Are we presenting to the headset right now? (this is the vrDevice state)
  107900. this._webVRpresenting = false;
  107901. // Are we presenting in the fullscreen fallback?
  107902. this._fullscreenVRpresenting = false;
  107903. /**
  107904. * Observable raised when entering VR.
  107905. */
  107906. this.onEnteringVRObservable = new BABYLON.Observable();
  107907. /**
  107908. * Observable raised when exiting VR.
  107909. */
  107910. this.onExitingVRObservable = new BABYLON.Observable();
  107911. /**
  107912. * Observable raised when controller mesh is loaded.
  107913. */
  107914. this.onControllerMeshLoadedObservable = new BABYLON.Observable();
  107915. this._useCustomVRButton = false;
  107916. this._teleportationRequested = false;
  107917. this._teleportActive = false;
  107918. this._floorMeshesCollection = [];
  107919. this._rotationAllowed = true;
  107920. this._teleportBackwardsVector = new BABYLON.Vector3(0, -1, -1);
  107921. this._isDefaultTeleportationTarget = true;
  107922. this._teleportationFillColor = "#444444";
  107923. this._teleportationBorderColor = "#FFFFFF";
  107924. this._rotationAngle = 0;
  107925. this._haloCenter = new BABYLON.Vector3(0, 0, 0);
  107926. this._padSensibilityUp = 0.65;
  107927. this._padSensibilityDown = 0.35;
  107928. this._leftController = null;
  107929. this._rightController = null;
  107930. /**
  107931. * Observable raised when a new mesh is selected based on meshSelectionPredicate
  107932. */
  107933. this.onNewMeshSelected = new BABYLON.Observable();
  107934. /**
  107935. * Observable raised when a new mesh is picked based on meshSelectionPredicate
  107936. */
  107937. this.onNewMeshPicked = new BABYLON.Observable();
  107938. /**
  107939. * Observable raised before camera teleportation
  107940. */
  107941. this.onBeforeCameraTeleport = new BABYLON.Observable();
  107942. /**
  107943. * Observable raised after camera teleportation
  107944. */
  107945. this.onAfterCameraTeleport = new BABYLON.Observable();
  107946. /**
  107947. * Observable raised when current selected mesh gets unselected
  107948. */
  107949. this.onSelectedMeshUnselected = new BABYLON.Observable();
  107950. /**
  107951. * Set teleportation enabled. If set to false camera teleportation will be disabled but camera rotation will be kept.
  107952. */
  107953. this.teleportationEnabled = true;
  107954. this._teleportationInitialized = false;
  107955. this._interactionsEnabled = false;
  107956. this._interactionsRequested = false;
  107957. this._displayGaze = true;
  107958. this._displayLaserPointer = true;
  107959. /**
  107960. * If the gaze trackers scale should be updated to be constant size when pointing at near/far meshes
  107961. */
  107962. this.updateGazeTrackerScale = true;
  107963. this._onResize = function () {
  107964. _this.moveButtonToBottomRight();
  107965. if (_this._fullscreenVRpresenting && _this._webVRready) {
  107966. _this.exitVR();
  107967. }
  107968. };
  107969. this._onFullscreenChange = function () {
  107970. if (document.fullscreen !== undefined) {
  107971. _this._fullscreenVRpresenting = document.fullscreen;
  107972. }
  107973. else if (document.mozFullScreen !== undefined) {
  107974. _this._fullscreenVRpresenting = document.mozFullScreen;
  107975. }
  107976. else if (document.webkitIsFullScreen !== undefined) {
  107977. _this._fullscreenVRpresenting = document.webkitIsFullScreen;
  107978. }
  107979. else if (document.msIsFullScreen !== undefined) {
  107980. _this._fullscreenVRpresenting = document.msIsFullScreen;
  107981. }
  107982. else if (document.msFullscreenElement !== undefined) {
  107983. _this._fullscreenVRpresenting = document.msFullscreenElement;
  107984. }
  107985. if (!_this._fullscreenVRpresenting && _this._canvas) {
  107986. _this.exitVR();
  107987. if (!_this._useCustomVRButton) {
  107988. _this._btnVR.style.top = _this._canvas.offsetTop + _this._canvas.offsetHeight - 70 + "px";
  107989. _this._btnVR.style.left = _this._canvas.offsetLeft + _this._canvas.offsetWidth - 100 + "px";
  107990. }
  107991. }
  107992. };
  107993. this._cachedAngularSensibility = { angularSensibilityX: null, angularSensibilityY: null, angularSensibility: null };
  107994. this.beforeRender = function () {
  107995. if (_this._leftController && _this._leftController._activePointer) {
  107996. _this._castRayAndSelectObject(_this._leftController);
  107997. }
  107998. if (_this._rightController && _this._rightController._activePointer) {
  107999. _this._castRayAndSelectObject(_this._rightController);
  108000. }
  108001. if (_this._noControllerIsActive) {
  108002. _this._castRayAndSelectObject(_this._cameraGazer);
  108003. }
  108004. else {
  108005. _this._cameraGazer._gazeTracker.isVisible = false;
  108006. }
  108007. };
  108008. this._onNewGamepadConnected = function (gamepad) {
  108009. if (gamepad.type !== BABYLON.Gamepad.POSE_ENABLED) {
  108010. if (gamepad.leftStick) {
  108011. gamepad.onleftstickchanged(function (stickValues) {
  108012. if (_this._teleportationInitialized && _this.teleportationEnabled) {
  108013. // Listening to classic/xbox gamepad only if no VR controller is active
  108014. if ((!_this._leftController && !_this._rightController) ||
  108015. ((_this._leftController && !_this._leftController._activePointer) &&
  108016. (_this._rightController && !_this._rightController._activePointer))) {
  108017. _this._checkTeleportWithRay(stickValues, _this._cameraGazer);
  108018. _this._checkTeleportBackwards(stickValues, _this._cameraGazer);
  108019. }
  108020. }
  108021. });
  108022. }
  108023. if (gamepad.rightStick) {
  108024. gamepad.onrightstickchanged(function (stickValues) {
  108025. if (_this._teleportationInitialized) {
  108026. _this._checkRotate(stickValues, _this._cameraGazer);
  108027. }
  108028. });
  108029. }
  108030. if (gamepad.type === BABYLON.Gamepad.XBOX) {
  108031. gamepad.onbuttondown(function (buttonPressed) {
  108032. if (_this._interactionsEnabled && buttonPressed === BABYLON.Xbox360Button.A) {
  108033. _this._cameraGazer._selectionPointerDown();
  108034. }
  108035. });
  108036. gamepad.onbuttonup(function (buttonPressed) {
  108037. if (_this._interactionsEnabled && buttonPressed === BABYLON.Xbox360Button.A) {
  108038. _this._cameraGazer._selectionPointerUp();
  108039. }
  108040. });
  108041. }
  108042. }
  108043. else {
  108044. var webVRController = gamepad;
  108045. var controller = new VRExperienceHelperControllerGazer(webVRController, _this._scene, _this._cameraGazer._gazeTracker);
  108046. if (webVRController.hand === "right" || (_this._leftController && _this._leftController.webVRController != webVRController)) {
  108047. _this._rightController = controller;
  108048. }
  108049. else {
  108050. _this._leftController = controller;
  108051. }
  108052. _this._tryEnableInteractionOnController(controller);
  108053. }
  108054. };
  108055. // This only succeeds if the controller's mesh exists for the controller so this must be called whenever new controller is connected or when mesh is loaded
  108056. this._tryEnableInteractionOnController = function (controller) {
  108057. if (_this._interactionsRequested && !controller._interactionsEnabled) {
  108058. _this._enableInteractionOnController(controller);
  108059. }
  108060. if (_this._teleportationRequested && !controller._teleportationEnabled) {
  108061. _this._enableTeleportationOnController(controller);
  108062. }
  108063. };
  108064. this._onNewGamepadDisconnected = function (gamepad) {
  108065. if (gamepad instanceof BABYLON.WebVRController) {
  108066. if (gamepad.hand === "left" && _this._leftController != null) {
  108067. _this._leftController.dispose();
  108068. _this._leftController = null;
  108069. }
  108070. if (gamepad.hand === "right" && _this._rightController != null) {
  108071. _this._rightController.dispose();
  108072. _this._rightController = null;
  108073. }
  108074. }
  108075. };
  108076. this._workingVector = BABYLON.Vector3.Zero();
  108077. this._workingQuaternion = BABYLON.Quaternion.Identity();
  108078. this._workingMatrix = BABYLON.Matrix.Identity();
  108079. this._scene = scene;
  108080. this._canvas = scene.getEngine().getRenderingCanvas();
  108081. // Parse options
  108082. if (webVROptions.createFallbackVRDeviceOrientationFreeCamera === undefined) {
  108083. webVROptions.createFallbackVRDeviceOrientationFreeCamera = true;
  108084. }
  108085. if (webVROptions.createDeviceOrientationCamera === undefined) {
  108086. webVROptions.createDeviceOrientationCamera = true;
  108087. }
  108088. if (webVROptions.laserToggle === undefined) {
  108089. webVROptions.laserToggle = true;
  108090. }
  108091. if (webVROptions.defaultHeight === undefined) {
  108092. webVROptions.defaultHeight = 1.7;
  108093. }
  108094. if (webVROptions.useCustomVRButton) {
  108095. this._useCustomVRButton = true;
  108096. if (webVROptions.customVRButton) {
  108097. this._btnVR = webVROptions.customVRButton;
  108098. }
  108099. }
  108100. if (webVROptions.rayLength) {
  108101. this._rayLength = webVROptions.rayLength;
  108102. }
  108103. this._defaultHeight = webVROptions.defaultHeight;
  108104. if (webVROptions.positionScale) {
  108105. this._rayLength *= webVROptions.positionScale;
  108106. this._defaultHeight *= webVROptions.positionScale;
  108107. }
  108108. this._hasEnteredVR = false;
  108109. // Set position
  108110. if (this._scene.activeCamera) {
  108111. this._position = this._scene.activeCamera.position.clone();
  108112. }
  108113. else {
  108114. this._position = new BABYLON.Vector3(0, this._defaultHeight, 0);
  108115. }
  108116. // Set non-vr camera
  108117. if (webVROptions.createDeviceOrientationCamera || !this._scene.activeCamera) {
  108118. this._deviceOrientationCamera = new BABYLON.DeviceOrientationCamera("deviceOrientationVRHelper", this._position.clone(), scene);
  108119. // Copy data from existing camera
  108120. if (this._scene.activeCamera) {
  108121. this._deviceOrientationCamera.minZ = this._scene.activeCamera.minZ;
  108122. this._deviceOrientationCamera.maxZ = this._scene.activeCamera.maxZ;
  108123. // Set rotation from previous camera
  108124. if (this._scene.activeCamera instanceof BABYLON.TargetCamera && this._scene.activeCamera.rotation) {
  108125. var targetCamera = this._scene.activeCamera;
  108126. if (targetCamera.rotationQuaternion) {
  108127. this._deviceOrientationCamera.rotationQuaternion.copyFrom(targetCamera.rotationQuaternion);
  108128. }
  108129. else {
  108130. this._deviceOrientationCamera.rotationQuaternion.copyFrom(BABYLON.Quaternion.RotationYawPitchRoll(targetCamera.rotation.y, targetCamera.rotation.x, targetCamera.rotation.z));
  108131. }
  108132. this._deviceOrientationCamera.rotation = targetCamera.rotation.clone();
  108133. }
  108134. }
  108135. this._scene.activeCamera = this._deviceOrientationCamera;
  108136. if (this._canvas) {
  108137. this._scene.activeCamera.attachControl(this._canvas);
  108138. }
  108139. }
  108140. else {
  108141. this._existingCamera = this._scene.activeCamera;
  108142. }
  108143. // Create VR cameras
  108144. if (webVROptions.createFallbackVRDeviceOrientationFreeCamera) {
  108145. this._vrDeviceOrientationCamera = new BABYLON.VRDeviceOrientationFreeCamera("VRDeviceOrientationVRHelper", this._position, this._scene);
  108146. this._vrDeviceOrientationCamera.angularSensibility = Number.MAX_VALUE;
  108147. }
  108148. this._webVRCamera = new BABYLON.WebVRFreeCamera("WebVRHelper", this._position, this._scene, webVROptions);
  108149. this._webVRCamera.useStandingMatrix();
  108150. this._cameraGazer = new VRExperienceHelperCameraGazer(function () { return _this.currentVRCamera; }, scene);
  108151. // Create default button
  108152. if (!this._useCustomVRButton) {
  108153. this._btnVR = document.createElement("BUTTON");
  108154. this._btnVR.className = "babylonVRicon";
  108155. this._btnVR.id = "babylonVRiconbtn";
  108156. this._btnVR.title = "Click to switch to VR";
  108157. var css = ".babylonVRicon { position: absolute; right: 20px; height: 50px; width: 80px; background-color: rgba(51,51,51,0.7); background-image: url(data:image/svg+xml;charset=UTF-8,%3Csvg%20xmlns%3D%22http%3A//www.w3.org/2000/svg%22%20width%3D%222048%22%20height%3D%221152%22%20viewBox%3D%220%200%202048%201152%22%20version%3D%221.1%22%3E%3Cpath%20transform%3D%22rotate%28180%201024%2C576.0000000000001%29%22%20d%3D%22m1109%2C896q17%2C0%2030%2C-12t13%2C-30t-12.5%2C-30.5t-30.5%2C-12.5l-170%2C0q-18%2C0%20-30.5%2C12.5t-12.5%2C30.5t13%2C30t30%2C12l170%2C0zm-85%2C256q59%2C0%20132.5%2C-1.5t154.5%2C-5.5t164.5%2C-11.5t163%2C-20t150%2C-30t124.5%2C-41.5q23%2C-11%2042%2C-24t38%2C-30q27%2C-25%2041%2C-61.5t14%2C-72.5l0%2C-257q0%2C-123%20-47%2C-232t-128%2C-190t-190%2C-128t-232%2C-47l-81%2C0q-37%2C0%20-68.5%2C14t-60.5%2C34.5t-55.5%2C45t-53%2C45t-53%2C34.5t-55.5%2C14t-55.5%2C-14t-53%2C-34.5t-53%2C-45t-55.5%2C-45t-60.5%2C-34.5t-68.5%2C-14l-81%2C0q-123%2C0%20-232%2C47t-190%2C128t-128%2C190t-47%2C232l0%2C257q0%2C68%2038%2C115t97%2C73q54%2C24%20124.5%2C41.5t150%2C30t163%2C20t164.5%2C11.5t154.5%2C5.5t132.5%2C1.5zm939%2C-298q0%2C39%20-24.5%2C67t-58.5%2C42q-54%2C23%20-122%2C39.5t-143.5%2C28t-155.5%2C19t-157%2C11t-148.5%2C5t-129.5%2C1.5q-59%2C0%20-130%2C-1.5t-148%2C-5t-157%2C-11t-155.5%2C-19t-143.5%2C-28t-122%2C-39.5q-34%2C-14%20-58.5%2C-42t-24.5%2C-67l0%2C-257q0%2C-106%2040.5%2C-199t110%2C-162.5t162.5%2C-109.5t199%2C-40l81%2C0q27%2C0%2052%2C14t50%2C34.5t51%2C44.5t55.5%2C44.5t63.5%2C34.5t74%2C14t74%2C-14t63.5%2C-34.5t55.5%2C-44.5t51%2C-44.5t50%2C-34.5t52%2C-14l14%2C0q37%2C0%2070%2C0.5t64.5%2C4.5t63.5%2C12t68%2C23q71%2C30%20128.5%2C78.5t98.5%2C110t63.5%2C133.5t22.5%2C149l0%2C257z%22%20fill%3D%22white%22%20/%3E%3C/svg%3E%0A); background-size: 80%; background-repeat:no-repeat; background-position: center; border: none; outline: none; transition: transform 0.125s ease-out } .babylonVRicon:hover { transform: scale(1.05) } .babylonVRicon:active {background-color: rgba(51,51,51,1) } .babylonVRicon:focus {background-color: rgba(51,51,51,1) }";
  108158. css += ".babylonVRicon.vrdisplaypresenting { display: none; }";
  108159. // TODO: Add user feedback so that they know what state the VRDisplay is in (disconnected, connected, entering-VR)
  108160. // css += ".babylonVRicon.vrdisplaysupported { }";
  108161. // css += ".babylonVRicon.vrdisplayready { }";
  108162. // css += ".babylonVRicon.vrdisplayrequesting { }";
  108163. var style = document.createElement('style');
  108164. style.appendChild(document.createTextNode(css));
  108165. document.getElementsByTagName('head')[0].appendChild(style);
  108166. this.moveButtonToBottomRight();
  108167. }
  108168. // VR button click event
  108169. if (this._btnVR) {
  108170. this._btnVR.addEventListener("click", function () {
  108171. if (!_this.isInVRMode) {
  108172. _this.enterVR();
  108173. }
  108174. else {
  108175. _this.exitVR();
  108176. }
  108177. });
  108178. }
  108179. // Window events
  108180. window.addEventListener("resize", this._onResize);
  108181. document.addEventListener("fullscreenchange", this._onFullscreenChange, false);
  108182. document.addEventListener("mozfullscreenchange", this._onFullscreenChange, false);
  108183. document.addEventListener("webkitfullscreenchange", this._onFullscreenChange, false);
  108184. document.addEventListener("msfullscreenchange", this._onFullscreenChange, false);
  108185. document.onmsfullscreenchange = this._onFullscreenChange;
  108186. // Display vr button when headset is connected
  108187. if (webVROptions.createFallbackVRDeviceOrientationFreeCamera) {
  108188. this.displayVRButton();
  108189. }
  108190. else {
  108191. this._scene.getEngine().onVRDisplayChangedObservable.add(function (e) {
  108192. if (e.vrDisplay) {
  108193. _this.displayVRButton();
  108194. }
  108195. });
  108196. }
  108197. // Exiting VR mode using 'ESC' key on desktop
  108198. this._onKeyDown = function (event) {
  108199. if (event.keyCode === 27 && _this.isInVRMode) {
  108200. _this.exitVR();
  108201. }
  108202. };
  108203. document.addEventListener("keydown", this._onKeyDown);
  108204. // Exiting VR mode double tapping the touch screen
  108205. this._scene.onPrePointerObservable.add(function (pointerInfo, eventState) {
  108206. if (_this.isInVRMode) {
  108207. _this.exitVR();
  108208. if (_this._fullscreenVRpresenting) {
  108209. _this._scene.getEngine().switchFullscreen(true);
  108210. }
  108211. }
  108212. }, BABYLON.PointerEventTypes.POINTERDOUBLETAP, false);
  108213. // Listen for WebVR display changes
  108214. this._onVRDisplayChanged = function (eventArgs) { return _this.onVRDisplayChanged(eventArgs); };
  108215. this._onVrDisplayPresentChange = function () { return _this.onVrDisplayPresentChange(); };
  108216. this._onVRRequestPresentStart = function () {
  108217. _this._webVRrequesting = true;
  108218. _this.updateButtonVisibility();
  108219. };
  108220. this._onVRRequestPresentComplete = function (success) {
  108221. _this._webVRrequesting = false;
  108222. _this.updateButtonVisibility();
  108223. };
  108224. scene.getEngine().onVRDisplayChangedObservable.add(this._onVRDisplayChanged);
  108225. scene.getEngine().onVRRequestPresentStart.add(this._onVRRequestPresentStart);
  108226. scene.getEngine().onVRRequestPresentComplete.add(this._onVRRequestPresentComplete);
  108227. window.addEventListener('vrdisplaypresentchange', this._onVrDisplayPresentChange);
  108228. scene.onDisposeObservable.add(function () {
  108229. _this.dispose();
  108230. });
  108231. // Gamepad connection events
  108232. this._webVRCamera.onControllerMeshLoadedObservable.add(function (webVRController) { return _this._onDefaultMeshLoaded(webVRController); });
  108233. this._scene.gamepadManager.onGamepadConnectedObservable.add(this._onNewGamepadConnected);
  108234. this._scene.gamepadManager.onGamepadDisconnectedObservable.add(this._onNewGamepadDisconnected);
  108235. this.updateButtonVisibility();
  108236. //create easing functions
  108237. this._circleEase = new BABYLON.CircleEase();
  108238. this._circleEase.setEasingMode(BABYLON.EasingFunction.EASINGMODE_EASEINOUT);
  108239. if (this.webVROptions.floorMeshes) {
  108240. this.enableTeleportation({ floorMeshes: this.webVROptions.floorMeshes });
  108241. }
  108242. }
  108243. Object.defineProperty(VRExperienceHelper.prototype, "onEnteringVR", {
  108244. /** Return this.onEnteringVRObservable
  108245. * Note: This one is for backward compatibility. Please use onEnteringVRObservable directly
  108246. */
  108247. get: function () {
  108248. return this.onEnteringVRObservable;
  108249. },
  108250. enumerable: true,
  108251. configurable: true
  108252. });
  108253. Object.defineProperty(VRExperienceHelper.prototype, "onExitingVR", {
  108254. /** Return this.onExitingVRObservable
  108255. * Note: This one is for backward compatibility. Please use onExitingVRObservable directly
  108256. */
  108257. get: function () {
  108258. return this.onExitingVRObservable;
  108259. },
  108260. enumerable: true,
  108261. configurable: true
  108262. });
  108263. Object.defineProperty(VRExperienceHelper.prototype, "onControllerMeshLoaded", {
  108264. /** Return this.onControllerMeshLoadedObservable
  108265. * Note: This one is for backward compatibility. Please use onControllerMeshLoadedObservable directly
  108266. */
  108267. get: function () {
  108268. return this.onControllerMeshLoadedObservable;
  108269. },
  108270. enumerable: true,
  108271. configurable: true
  108272. });
  108273. Object.defineProperty(VRExperienceHelper.prototype, "teleportationTarget", {
  108274. /**
  108275. * The mesh used to display where the user is going to teleport.
  108276. */
  108277. get: function () {
  108278. return this._teleportationTarget;
  108279. },
  108280. /**
  108281. * Sets the mesh to be used to display where the user is going to teleport.
  108282. */
  108283. set: function (value) {
  108284. if (value) {
  108285. value.name = "teleportationTarget";
  108286. this._isDefaultTeleportationTarget = false;
  108287. this._teleportationTarget = value;
  108288. }
  108289. },
  108290. enumerable: true,
  108291. configurable: true
  108292. });
  108293. Object.defineProperty(VRExperienceHelper.prototype, "gazeTrackerMesh", {
  108294. /**
  108295. * The mesh used to display where the user is selecting, this mesh will be cloned and set as the gazeTracker for the left and right controller
  108296. * when set bakeCurrentTransformIntoVertices will be called on the mesh.
  108297. * See http://doc.babylonjs.com/resources/baking_transformations
  108298. */
  108299. get: function () {
  108300. return this._cameraGazer._gazeTracker;
  108301. },
  108302. set: function (value) {
  108303. if (value) {
  108304. // Dispose of existing meshes
  108305. if (this._cameraGazer._gazeTracker) {
  108306. this._cameraGazer._gazeTracker.dispose();
  108307. }
  108308. if (this._leftController && this._leftController._gazeTracker) {
  108309. this._leftController._gazeTracker.dispose();
  108310. }
  108311. if (this._rightController && this._rightController._gazeTracker) {
  108312. this._rightController._gazeTracker.dispose();
  108313. }
  108314. // Set and create gaze trackers on head and controllers
  108315. this._cameraGazer._gazeTracker = value;
  108316. this._cameraGazer._gazeTracker.bakeCurrentTransformIntoVertices();
  108317. this._cameraGazer._gazeTracker.isPickable = false;
  108318. this._cameraGazer._gazeTracker.isVisible = false;
  108319. this._cameraGazer._gazeTracker.name = "gazeTracker";
  108320. if (this._leftController) {
  108321. this._leftController._gazeTracker = this._cameraGazer._gazeTracker.clone("gazeTracker");
  108322. }
  108323. if (this._rightController) {
  108324. this._rightController._gazeTracker = this._cameraGazer._gazeTracker.clone("gazeTracker");
  108325. }
  108326. }
  108327. },
  108328. enumerable: true,
  108329. configurable: true
  108330. });
  108331. Object.defineProperty(VRExperienceHelper.prototype, "leftControllerGazeTrackerMesh", {
  108332. /**
  108333. * The gaze tracking mesh corresponding to the left controller
  108334. */
  108335. get: function () {
  108336. if (this._leftController) {
  108337. return this._leftController._gazeTracker;
  108338. }
  108339. return null;
  108340. },
  108341. enumerable: true,
  108342. configurable: true
  108343. });
  108344. Object.defineProperty(VRExperienceHelper.prototype, "rightControllerGazeTrackerMesh", {
  108345. /**
  108346. * The gaze tracking mesh corresponding to the right controller
  108347. */
  108348. get: function () {
  108349. if (this._rightController) {
  108350. return this._rightController._gazeTracker;
  108351. }
  108352. return null;
  108353. },
  108354. enumerable: true,
  108355. configurable: true
  108356. });
  108357. Object.defineProperty(VRExperienceHelper.prototype, "displayGaze", {
  108358. /**
  108359. * If the ray of the gaze should be displayed.
  108360. */
  108361. get: function () {
  108362. return this._displayGaze;
  108363. },
  108364. /**
  108365. * Sets if the ray of the gaze should be displayed.
  108366. */
  108367. set: function (value) {
  108368. this._displayGaze = value;
  108369. if (!value) {
  108370. this._cameraGazer._gazeTracker.isVisible = false;
  108371. if (this._leftController) {
  108372. this._leftController._gazeTracker.isVisible = false;
  108373. }
  108374. if (this._rightController) {
  108375. this._rightController._gazeTracker.isVisible = false;
  108376. }
  108377. }
  108378. },
  108379. enumerable: true,
  108380. configurable: true
  108381. });
  108382. Object.defineProperty(VRExperienceHelper.prototype, "displayLaserPointer", {
  108383. /**
  108384. * If the ray of the LaserPointer should be displayed.
  108385. */
  108386. get: function () {
  108387. return this._displayLaserPointer;
  108388. },
  108389. /**
  108390. * Sets if the ray of the LaserPointer should be displayed.
  108391. */
  108392. set: function (value) {
  108393. this._displayLaserPointer = value;
  108394. if (!value) {
  108395. if (this._rightController) {
  108396. this._rightController._deactivatePointer();
  108397. this._rightController._gazeTracker.isVisible = false;
  108398. }
  108399. if (this._leftController) {
  108400. this._leftController._deactivatePointer();
  108401. this._leftController._gazeTracker.isVisible = false;
  108402. }
  108403. }
  108404. else {
  108405. if (this._rightController) {
  108406. this._rightController._activatePointer();
  108407. }
  108408. if (this._leftController) {
  108409. this._leftController._activatePointer();
  108410. }
  108411. }
  108412. },
  108413. enumerable: true,
  108414. configurable: true
  108415. });
  108416. Object.defineProperty(VRExperienceHelper.prototype, "deviceOrientationCamera", {
  108417. /**
  108418. * The deviceOrientationCamera used as the camera when not in VR.
  108419. */
  108420. get: function () {
  108421. return this._deviceOrientationCamera;
  108422. },
  108423. enumerable: true,
  108424. configurable: true
  108425. });
  108426. Object.defineProperty(VRExperienceHelper.prototype, "currentVRCamera", {
  108427. /**
  108428. * Based on the current WebVR support, returns the current VR camera used.
  108429. */
  108430. get: function () {
  108431. if (this._webVRready) {
  108432. return this._webVRCamera;
  108433. }
  108434. else {
  108435. return this._scene.activeCamera;
  108436. }
  108437. },
  108438. enumerable: true,
  108439. configurable: true
  108440. });
  108441. Object.defineProperty(VRExperienceHelper.prototype, "webVRCamera", {
  108442. /**
  108443. * The webVRCamera which is used when in VR.
  108444. */
  108445. get: function () {
  108446. return this._webVRCamera;
  108447. },
  108448. enumerable: true,
  108449. configurable: true
  108450. });
  108451. Object.defineProperty(VRExperienceHelper.prototype, "vrDeviceOrientationCamera", {
  108452. /**
  108453. * The deviceOrientationCamera that is used as a fallback when vr device is not connected.
  108454. */
  108455. get: function () {
  108456. return this._vrDeviceOrientationCamera;
  108457. },
  108458. enumerable: true,
  108459. configurable: true
  108460. });
  108461. Object.defineProperty(VRExperienceHelper.prototype, "_teleportationRequestInitiated", {
  108462. get: function () {
  108463. var result = this._cameraGazer._teleportationRequestInitiated
  108464. || (this._leftController !== null && this._leftController._teleportationRequestInitiated)
  108465. || (this._rightController !== null && this._rightController._teleportationRequestInitiated);
  108466. return result;
  108467. },
  108468. enumerable: true,
  108469. configurable: true
  108470. });
  108471. // Raised when one of the controller has loaded successfully its associated default mesh
  108472. VRExperienceHelper.prototype._onDefaultMeshLoaded = function (webVRController) {
  108473. if (this._leftController && this._leftController.webVRController == webVRController) {
  108474. if (webVRController.mesh) {
  108475. this._leftController._setLaserPointerParent(webVRController.mesh);
  108476. }
  108477. }
  108478. if (this._rightController && this._rightController.webVRController == webVRController) {
  108479. if (webVRController.mesh) {
  108480. this._rightController._setLaserPointerParent(webVRController.mesh);
  108481. }
  108482. }
  108483. try {
  108484. this.onControllerMeshLoadedObservable.notifyObservers(webVRController);
  108485. }
  108486. catch (err) {
  108487. BABYLON.Tools.Warn("Error in your custom logic onControllerMeshLoaded: " + err);
  108488. }
  108489. };
  108490. Object.defineProperty(VRExperienceHelper.prototype, "isInVRMode", {
  108491. /**
  108492. * Gets a value indicating if we are currently in VR mode.
  108493. */
  108494. get: function () {
  108495. return this._webVRpresenting || this._fullscreenVRpresenting;
  108496. },
  108497. enumerable: true,
  108498. configurable: true
  108499. });
  108500. VRExperienceHelper.prototype.onVrDisplayPresentChange = function () {
  108501. var vrDisplay = this._scene.getEngine().getVRDevice();
  108502. if (vrDisplay) {
  108503. var wasPresenting = this._webVRpresenting;
  108504. this._webVRpresenting = vrDisplay.isPresenting;
  108505. if (wasPresenting && !this._webVRpresenting) {
  108506. this.exitVR();
  108507. }
  108508. }
  108509. else {
  108510. BABYLON.Tools.Warn('Detected VRDisplayPresentChange on an unknown VRDisplay. Did you can enterVR on the vrExperienceHelper?');
  108511. }
  108512. this.updateButtonVisibility();
  108513. };
  108514. VRExperienceHelper.prototype.onVRDisplayChanged = function (eventArgs) {
  108515. this._webVRsupported = eventArgs.vrSupported;
  108516. this._webVRready = !!eventArgs.vrDisplay;
  108517. this._webVRpresenting = eventArgs.vrDisplay && eventArgs.vrDisplay.isPresenting;
  108518. this.updateButtonVisibility();
  108519. };
  108520. VRExperienceHelper.prototype.moveButtonToBottomRight = function () {
  108521. if (this._canvas && !this._useCustomVRButton) {
  108522. this._btnVR.style.top = this._canvas.offsetTop + this._canvas.offsetHeight - 70 + "px";
  108523. this._btnVR.style.left = this._canvas.offsetLeft + this._canvas.offsetWidth - 100 + "px";
  108524. }
  108525. };
  108526. VRExperienceHelper.prototype.displayVRButton = function () {
  108527. if (!this._useCustomVRButton && !this._btnVRDisplayed) {
  108528. document.body.appendChild(this._btnVR);
  108529. this._btnVRDisplayed = true;
  108530. }
  108531. };
  108532. VRExperienceHelper.prototype.updateButtonVisibility = function () {
  108533. if (!this._btnVR || this._useCustomVRButton) {
  108534. return;
  108535. }
  108536. this._btnVR.className = "babylonVRicon";
  108537. if (this.isInVRMode) {
  108538. this._btnVR.className += " vrdisplaypresenting";
  108539. }
  108540. else {
  108541. if (this._webVRready) {
  108542. this._btnVR.className += " vrdisplayready";
  108543. }
  108544. if (this._webVRsupported) {
  108545. this._btnVR.className += " vrdisplaysupported";
  108546. }
  108547. if (this._webVRrequesting) {
  108548. this._btnVR.className += " vrdisplayrequesting";
  108549. }
  108550. }
  108551. };
  108552. /**
  108553. * Attempt to enter VR. If a headset is connected and ready, will request present on that.
  108554. * Otherwise, will use the fullscreen API.
  108555. */
  108556. VRExperienceHelper.prototype.enterVR = function () {
  108557. if (this.onEnteringVRObservable) {
  108558. try {
  108559. this.onEnteringVRObservable.notifyObservers(this);
  108560. }
  108561. catch (err) {
  108562. BABYLON.Tools.Warn("Error in your custom logic onEnteringVR: " + err);
  108563. }
  108564. }
  108565. if (this._scene.activeCamera) {
  108566. this._position = this._scene.activeCamera.position.clone();
  108567. if (this.vrDeviceOrientationCamera) {
  108568. this.vrDeviceOrientationCamera.rotation = BABYLON.Quaternion.FromRotationMatrix(this._scene.activeCamera.getWorldMatrix().getRotationMatrix()).toEulerAngles();
  108569. this.vrDeviceOrientationCamera.angularSensibility = 2000;
  108570. }
  108571. if (this.webVRCamera) {
  108572. var currentYRotation = this.webVRCamera.deviceRotationQuaternion.toEulerAngles().y;
  108573. var desiredYRotation = BABYLON.Quaternion.FromRotationMatrix(this._scene.activeCamera.getWorldMatrix().getRotationMatrix()).toEulerAngles().y;
  108574. var delta = desiredYRotation - currentYRotation;
  108575. var currentGlobalRotation = this.webVRCamera.rotationQuaternion.toEulerAngles().y;
  108576. this.webVRCamera.rotationQuaternion = BABYLON.Quaternion.FromEulerAngles(0, currentGlobalRotation + delta, 0);
  108577. }
  108578. // make sure that we return to the last active camera
  108579. this._existingCamera = this._scene.activeCamera;
  108580. // Remove and cache angular sensability to avoid camera rotation when in VR
  108581. if (this._existingCamera.angularSensibilityX) {
  108582. this._cachedAngularSensibility.angularSensibilityX = this._existingCamera.angularSensibilityX;
  108583. this._existingCamera.angularSensibilityX = Number.MAX_VALUE;
  108584. }
  108585. if (this._existingCamera.angularSensibilityY) {
  108586. this._cachedAngularSensibility.angularSensibilityY = this._existingCamera.angularSensibilityY;
  108587. this._existingCamera.angularSensibilityY = Number.MAX_VALUE;
  108588. }
  108589. if (this._existingCamera.angularSensibility) {
  108590. this._cachedAngularSensibility.angularSensibility = this._existingCamera.angularSensibility;
  108591. this._existingCamera.angularSensibility = Number.MAX_VALUE;
  108592. }
  108593. }
  108594. if (this._webVRrequesting) {
  108595. return;
  108596. }
  108597. // If WebVR is supported and a headset is connected
  108598. if (this._webVRready) {
  108599. if (!this._webVRpresenting) {
  108600. this._webVRCamera.position = this._position;
  108601. this._scene.activeCamera = this._webVRCamera;
  108602. }
  108603. }
  108604. else if (this._vrDeviceOrientationCamera) {
  108605. this._vrDeviceOrientationCamera.position = this._position;
  108606. if (this._scene.activeCamera) {
  108607. this._vrDeviceOrientationCamera.minZ = this._scene.activeCamera.minZ;
  108608. }
  108609. this._scene.activeCamera = this._vrDeviceOrientationCamera;
  108610. this._scene.getEngine().switchFullscreen(true);
  108611. this.updateButtonVisibility();
  108612. }
  108613. if (this._scene.activeCamera && this._canvas) {
  108614. this._scene.activeCamera.attachControl(this._canvas);
  108615. }
  108616. if (this._interactionsEnabled) {
  108617. this._scene.registerBeforeRender(this.beforeRender);
  108618. }
  108619. if (this._displayLaserPointer) {
  108620. [this._leftController, this._rightController].forEach(function (controller) {
  108621. if (controller) {
  108622. controller._activatePointer();
  108623. }
  108624. });
  108625. }
  108626. this._hasEnteredVR = true;
  108627. };
  108628. /**
  108629. * Attempt to exit VR, or fullscreen.
  108630. */
  108631. VRExperienceHelper.prototype.exitVR = function () {
  108632. if (this._hasEnteredVR) {
  108633. if (this.onExitingVRObservable) {
  108634. try {
  108635. this.onExitingVRObservable.notifyObservers(this);
  108636. }
  108637. catch (err) {
  108638. BABYLON.Tools.Warn("Error in your custom logic onExitingVR: " + err);
  108639. }
  108640. }
  108641. if (this._webVRpresenting) {
  108642. this._scene.getEngine().disableVR();
  108643. }
  108644. if (this._scene.activeCamera) {
  108645. this._position = this._scene.activeCamera.position.clone();
  108646. }
  108647. if (this.vrDeviceOrientationCamera) {
  108648. this.vrDeviceOrientationCamera.angularSensibility = Number.MAX_VALUE;
  108649. }
  108650. if (this._deviceOrientationCamera) {
  108651. this._deviceOrientationCamera.position = this._position;
  108652. this._scene.activeCamera = this._deviceOrientationCamera;
  108653. if (this._canvas) {
  108654. this._scene.activeCamera.attachControl(this._canvas);
  108655. }
  108656. // Restore angular sensibility
  108657. if (this._cachedAngularSensibility.angularSensibilityX) {
  108658. this._deviceOrientationCamera.angularSensibilityX = this._cachedAngularSensibility.angularSensibilityX;
  108659. this._cachedAngularSensibility.angularSensibilityX = null;
  108660. }
  108661. if (this._cachedAngularSensibility.angularSensibilityY) {
  108662. this._deviceOrientationCamera.angularSensibilityY = this._cachedAngularSensibility.angularSensibilityY;
  108663. this._cachedAngularSensibility.angularSensibilityY = null;
  108664. }
  108665. if (this._cachedAngularSensibility.angularSensibility) {
  108666. this._deviceOrientationCamera.angularSensibility = this._cachedAngularSensibility.angularSensibility;
  108667. this._cachedAngularSensibility.angularSensibility = null;
  108668. }
  108669. }
  108670. else if (this._existingCamera) {
  108671. this._existingCamera.position = this._position;
  108672. this._scene.activeCamera = this._existingCamera;
  108673. // Restore angular sensibility
  108674. if (this._cachedAngularSensibility.angularSensibilityX) {
  108675. this._existingCamera.angularSensibilityX = this._cachedAngularSensibility.angularSensibilityX;
  108676. this._cachedAngularSensibility.angularSensibilityX = null;
  108677. }
  108678. if (this._cachedAngularSensibility.angularSensibilityY) {
  108679. this._existingCamera.angularSensibilityY = this._cachedAngularSensibility.angularSensibilityY;
  108680. this._cachedAngularSensibility.angularSensibilityY = null;
  108681. }
  108682. if (this._cachedAngularSensibility.angularSensibility) {
  108683. this._existingCamera.angularSensibility = this._cachedAngularSensibility.angularSensibility;
  108684. this._cachedAngularSensibility.angularSensibility = null;
  108685. }
  108686. }
  108687. this.updateButtonVisibility();
  108688. if (this._interactionsEnabled) {
  108689. this._scene.unregisterBeforeRender(this.beforeRender);
  108690. this._cameraGazer._gazeTracker.isVisible = false;
  108691. if (this._leftController) {
  108692. this._leftController._gazeTracker.isVisible = false;
  108693. }
  108694. if (this._rightController) {
  108695. this._rightController._gazeTracker.isVisible = false;
  108696. }
  108697. }
  108698. // resize to update width and height when exiting vr exits fullscreen
  108699. this._scene.getEngine().resize();
  108700. [this._leftController, this._rightController].forEach(function (controller) {
  108701. if (controller) {
  108702. controller._deactivatePointer();
  108703. }
  108704. });
  108705. this._hasEnteredVR = false;
  108706. }
  108707. };
  108708. Object.defineProperty(VRExperienceHelper.prototype, "position", {
  108709. /**
  108710. * The position of the vr experience helper.
  108711. */
  108712. get: function () {
  108713. return this._position;
  108714. },
  108715. /**
  108716. * Sets the position of the vr experience helper.
  108717. */
  108718. set: function (value) {
  108719. this._position = value;
  108720. if (this._scene.activeCamera) {
  108721. this._scene.activeCamera.position = value;
  108722. }
  108723. },
  108724. enumerable: true,
  108725. configurable: true
  108726. });
  108727. /**
  108728. * Enables controllers and user interactions such as selecting and object or clicking on an object.
  108729. */
  108730. VRExperienceHelper.prototype.enableInteractions = function () {
  108731. var _this = this;
  108732. if (!this._interactionsEnabled) {
  108733. this._interactionsRequested = true;
  108734. if (this._leftController) {
  108735. this._enableInteractionOnController(this._leftController);
  108736. }
  108737. if (this._rightController) {
  108738. this._enableInteractionOnController(this._rightController);
  108739. }
  108740. this.raySelectionPredicate = function (mesh) {
  108741. return mesh.isVisible && (mesh.isPickable || mesh.name === _this._floorMeshName);
  108742. };
  108743. this.meshSelectionPredicate = function (mesh) {
  108744. return true;
  108745. };
  108746. this._raySelectionPredicate = function (mesh) {
  108747. if (_this._isTeleportationFloor(mesh) || (mesh.name.indexOf("gazeTracker") === -1
  108748. && mesh.name.indexOf("teleportationTarget") === -1
  108749. && mesh.name.indexOf("torusTeleportation") === -1)) {
  108750. return _this.raySelectionPredicate(mesh);
  108751. }
  108752. return false;
  108753. };
  108754. this._interactionsEnabled = true;
  108755. }
  108756. };
  108757. Object.defineProperty(VRExperienceHelper.prototype, "_noControllerIsActive", {
  108758. get: function () {
  108759. return !(this._leftController && this._leftController._activePointer) && !(this._rightController && this._rightController._activePointer);
  108760. },
  108761. enumerable: true,
  108762. configurable: true
  108763. });
  108764. VRExperienceHelper.prototype._isTeleportationFloor = function (mesh) {
  108765. for (var i = 0; i < this._floorMeshesCollection.length; i++) {
  108766. if (this._floorMeshesCollection[i].id === mesh.id) {
  108767. return true;
  108768. }
  108769. }
  108770. if (this._floorMeshName && mesh.name === this._floorMeshName) {
  108771. return true;
  108772. }
  108773. return false;
  108774. };
  108775. /**
  108776. * Adds a floor mesh to be used for teleportation.
  108777. * @param floorMesh the mesh to be used for teleportation.
  108778. */
  108779. VRExperienceHelper.prototype.addFloorMesh = function (floorMesh) {
  108780. if (!this._floorMeshesCollection) {
  108781. return;
  108782. }
  108783. if (this._floorMeshesCollection.indexOf(floorMesh) > -1) {
  108784. return;
  108785. }
  108786. this._floorMeshesCollection.push(floorMesh);
  108787. };
  108788. /**
  108789. * Removes a floor mesh from being used for teleportation.
  108790. * @param floorMesh the mesh to be removed.
  108791. */
  108792. VRExperienceHelper.prototype.removeFloorMesh = function (floorMesh) {
  108793. if (!this._floorMeshesCollection) {
  108794. return;
  108795. }
  108796. var meshIndex = this._floorMeshesCollection.indexOf(floorMesh);
  108797. if (meshIndex !== -1) {
  108798. this._floorMeshesCollection.splice(meshIndex, 1);
  108799. }
  108800. };
  108801. /**
  108802. * Enables interactions and teleportation using the VR controllers and gaze.
  108803. * @param vrTeleportationOptions options to modify teleportation behavior.
  108804. */
  108805. VRExperienceHelper.prototype.enableTeleportation = function (vrTeleportationOptions) {
  108806. if (vrTeleportationOptions === void 0) { vrTeleportationOptions = {}; }
  108807. if (!this._teleportationInitialized) {
  108808. this._teleportationRequested = true;
  108809. this.enableInteractions();
  108810. if (vrTeleportationOptions.floorMeshName) {
  108811. this._floorMeshName = vrTeleportationOptions.floorMeshName;
  108812. }
  108813. if (vrTeleportationOptions.floorMeshes) {
  108814. this._floorMeshesCollection = vrTeleportationOptions.floorMeshes;
  108815. }
  108816. if (this._leftController != null) {
  108817. this._enableTeleportationOnController(this._leftController);
  108818. }
  108819. if (this._rightController != null) {
  108820. this._enableTeleportationOnController(this._rightController);
  108821. }
  108822. // Creates an image processing post process for the vignette not relying
  108823. // on the main scene configuration for image processing to reduce setup and spaces
  108824. // (gamma/linear) conflicts.
  108825. var imageProcessingConfiguration = new BABYLON.ImageProcessingConfiguration();
  108826. imageProcessingConfiguration.vignetteColor = new BABYLON.Color4(0, 0, 0, 0);
  108827. imageProcessingConfiguration.vignetteEnabled = true;
  108828. this._postProcessMove = new BABYLON.ImageProcessingPostProcess("postProcessMove", 1.0, this._webVRCamera, undefined, undefined, undefined, undefined, imageProcessingConfiguration);
  108829. this._webVRCamera.detachPostProcess(this._postProcessMove);
  108830. this._teleportationInitialized = true;
  108831. if (this._isDefaultTeleportationTarget) {
  108832. this._createTeleportationCircles();
  108833. this._teleportationTarget.scaling.scaleInPlace(this._webVRCamera.deviceScaleFactor);
  108834. }
  108835. }
  108836. };
  108837. VRExperienceHelper.prototype._enableInteractionOnController = function (controller) {
  108838. var _this = this;
  108839. var controllerMesh = controller.webVRController.mesh;
  108840. if (controllerMesh) {
  108841. controller._interactionsEnabled = true;
  108842. if (this.isInVRMode && this._displayLaserPointer) {
  108843. controller._activatePointer();
  108844. }
  108845. if (this.webVROptions.laserToggle) {
  108846. controller.webVRController.onMainButtonStateChangedObservable.add(function (stateObject) {
  108847. // Enabling / disabling laserPointer
  108848. if (_this._displayLaserPointer && stateObject.value === 1) {
  108849. if (controller._activePointer) {
  108850. controller._deactivatePointer();
  108851. }
  108852. else {
  108853. controller._activatePointer();
  108854. }
  108855. if (_this.displayGaze) {
  108856. controller._gazeTracker.isVisible = controller._activePointer;
  108857. }
  108858. }
  108859. });
  108860. }
  108861. controller.webVRController.onTriggerStateChangedObservable.add(function (stateObject) {
  108862. var gazer = controller;
  108863. if (_this._noControllerIsActive) {
  108864. gazer = _this._cameraGazer;
  108865. }
  108866. if (!gazer._pointerDownOnMeshAsked) {
  108867. if (stateObject.value > _this._padSensibilityUp) {
  108868. gazer._selectionPointerDown();
  108869. }
  108870. }
  108871. else if (stateObject.value < _this._padSensibilityDown) {
  108872. gazer._selectionPointerUp();
  108873. }
  108874. });
  108875. }
  108876. };
  108877. VRExperienceHelper.prototype._checkTeleportWithRay = function (stateObject, gazer) {
  108878. // Dont teleport if another gaze already requested teleportation
  108879. if (this._teleportationRequestInitiated && !gazer._teleportationRequestInitiated) {
  108880. return;
  108881. }
  108882. if (!gazer._teleportationRequestInitiated) {
  108883. if (stateObject.y < -this._padSensibilityUp && gazer._dpadPressed) {
  108884. gazer._activatePointer();
  108885. gazer._teleportationRequestInitiated = true;
  108886. }
  108887. }
  108888. else {
  108889. // Listening to the proper controller values changes to confirm teleportation
  108890. if (Math.sqrt(stateObject.y * stateObject.y + stateObject.x * stateObject.x) < this._padSensibilityDown) {
  108891. if (this._teleportActive) {
  108892. this.teleportCamera(this._haloCenter);
  108893. }
  108894. gazer._teleportationRequestInitiated = false;
  108895. }
  108896. }
  108897. };
  108898. VRExperienceHelper.prototype._checkRotate = function (stateObject, gazer) {
  108899. // Only rotate when user is not currently selecting a teleportation location
  108900. if (gazer._teleportationRequestInitiated) {
  108901. return;
  108902. }
  108903. if (!gazer._rotationLeftAsked) {
  108904. if (stateObject.x < -this._padSensibilityUp && gazer._dpadPressed) {
  108905. gazer._rotationLeftAsked = true;
  108906. if (this._rotationAllowed) {
  108907. this._rotateCamera(false);
  108908. }
  108909. }
  108910. }
  108911. else {
  108912. if (stateObject.x > -this._padSensibilityDown) {
  108913. gazer._rotationLeftAsked = false;
  108914. }
  108915. }
  108916. if (!gazer._rotationRightAsked) {
  108917. if (stateObject.x > this._padSensibilityUp && gazer._dpadPressed) {
  108918. gazer._rotationRightAsked = true;
  108919. if (this._rotationAllowed) {
  108920. this._rotateCamera(true);
  108921. }
  108922. }
  108923. }
  108924. else {
  108925. if (stateObject.x < this._padSensibilityDown) {
  108926. gazer._rotationRightAsked = false;
  108927. }
  108928. }
  108929. };
  108930. VRExperienceHelper.prototype._checkTeleportBackwards = function (stateObject, gazer) {
  108931. // Only teleport backwards when user is not currently selecting a teleportation location
  108932. if (gazer._teleportationRequestInitiated) {
  108933. return;
  108934. }
  108935. // Teleport backwards
  108936. if (stateObject.y > this._padSensibilityUp && gazer._dpadPressed) {
  108937. if (!gazer._teleportationBackRequestInitiated) {
  108938. if (!this.currentVRCamera) {
  108939. return;
  108940. }
  108941. // Get rotation and position of the current camera
  108942. var rotation = BABYLON.Quaternion.FromRotationMatrix(this.currentVRCamera.getWorldMatrix().getRotationMatrix());
  108943. var position = this.currentVRCamera.position;
  108944. // If the camera has device position, use that instead
  108945. if (this.currentVRCamera.devicePosition && this.currentVRCamera.deviceRotationQuaternion) {
  108946. rotation = this.currentVRCamera.deviceRotationQuaternion;
  108947. position = this.currentVRCamera.devicePosition;
  108948. }
  108949. // Get matrix with only the y rotation of the device rotation
  108950. rotation.toEulerAnglesToRef(this._workingVector);
  108951. this._workingVector.z = 0;
  108952. this._workingVector.x = 0;
  108953. BABYLON.Quaternion.RotationYawPitchRollToRef(this._workingVector.y, this._workingVector.x, this._workingVector.z, this._workingQuaternion);
  108954. this._workingQuaternion.toRotationMatrix(this._workingMatrix);
  108955. // Rotate backwards ray by device rotation to cast at the ground behind the user
  108956. BABYLON.Vector3.TransformCoordinatesToRef(this._teleportBackwardsVector, this._workingMatrix, this._workingVector);
  108957. // Teleport if ray hit the ground and is not to far away eg. backwards off a cliff
  108958. var ray = new BABYLON.Ray(position, this._workingVector);
  108959. var hit = this._scene.pickWithRay(ray, this._raySelectionPredicate);
  108960. if (hit && hit.pickedPoint && hit.pickedMesh && this._isTeleportationFloor(hit.pickedMesh) && hit.distance < 5) {
  108961. this.teleportCamera(hit.pickedPoint);
  108962. }
  108963. gazer._teleportationBackRequestInitiated = true;
  108964. }
  108965. }
  108966. else {
  108967. gazer._teleportationBackRequestInitiated = false;
  108968. }
  108969. };
  108970. VRExperienceHelper.prototype._enableTeleportationOnController = function (controller) {
  108971. var _this = this;
  108972. var controllerMesh = controller.webVRController.mesh;
  108973. if (controllerMesh) {
  108974. if (!controller._interactionsEnabled) {
  108975. this._enableInteractionOnController(controller);
  108976. }
  108977. controller._interactionsEnabled = true;
  108978. controller._teleportationEnabled = true;
  108979. if (controller.webVRController.controllerType === BABYLON.PoseEnabledControllerType.VIVE) {
  108980. controller._dpadPressed = false;
  108981. controller.webVRController.onPadStateChangedObservable.add(function (stateObject) {
  108982. controller._dpadPressed = stateObject.pressed;
  108983. if (!controller._dpadPressed) {
  108984. controller._rotationLeftAsked = false;
  108985. controller._rotationRightAsked = false;
  108986. controller._teleportationBackRequestInitiated = false;
  108987. }
  108988. });
  108989. }
  108990. controller.webVRController.onPadValuesChangedObservable.add(function (stateObject) {
  108991. if (_this.teleportationEnabled) {
  108992. _this._checkTeleportBackwards(stateObject, controller);
  108993. _this._checkTeleportWithRay(stateObject, controller);
  108994. }
  108995. _this._checkRotate(stateObject, controller);
  108996. });
  108997. }
  108998. };
  108999. VRExperienceHelper.prototype._createTeleportationCircles = function () {
  109000. this._teleportationTarget = BABYLON.Mesh.CreateGround("teleportationTarget", 2, 2, 2, this._scene);
  109001. this._teleportationTarget.isPickable = false;
  109002. var length = 512;
  109003. var dynamicTexture = new BABYLON.DynamicTexture("DynamicTexture", length, this._scene, true);
  109004. dynamicTexture.hasAlpha = true;
  109005. var context = dynamicTexture.getContext();
  109006. var centerX = length / 2;
  109007. var centerY = length / 2;
  109008. var radius = 200;
  109009. context.beginPath();
  109010. context.arc(centerX, centerY, radius, 0, 2 * Math.PI, false);
  109011. context.fillStyle = this._teleportationFillColor;
  109012. context.fill();
  109013. context.lineWidth = 10;
  109014. context.strokeStyle = this._teleportationBorderColor;
  109015. context.stroke();
  109016. context.closePath();
  109017. dynamicTexture.update();
  109018. var teleportationCircleMaterial = new BABYLON.StandardMaterial("TextPlaneMaterial", this._scene);
  109019. teleportationCircleMaterial.diffuseTexture = dynamicTexture;
  109020. this._teleportationTarget.material = teleportationCircleMaterial;
  109021. var torus = BABYLON.Mesh.CreateTorus("torusTeleportation", 0.75, 0.1, 25, this._scene, false);
  109022. torus.isPickable = false;
  109023. torus.parent = this._teleportationTarget;
  109024. var animationInnerCircle = new BABYLON.Animation("animationInnerCircle", "position.y", 30, BABYLON.Animation.ANIMATIONTYPE_FLOAT, BABYLON.Animation.ANIMATIONLOOPMODE_CYCLE);
  109025. var keys = [];
  109026. keys.push({
  109027. frame: 0,
  109028. value: 0
  109029. });
  109030. keys.push({
  109031. frame: 30,
  109032. value: 0.4
  109033. });
  109034. keys.push({
  109035. frame: 60,
  109036. value: 0
  109037. });
  109038. animationInnerCircle.setKeys(keys);
  109039. var easingFunction = new BABYLON.SineEase();
  109040. easingFunction.setEasingMode(BABYLON.EasingFunction.EASINGMODE_EASEINOUT);
  109041. animationInnerCircle.setEasingFunction(easingFunction);
  109042. torus.animations = [];
  109043. torus.animations.push(animationInnerCircle);
  109044. this._scene.beginAnimation(torus, 0, 60, true);
  109045. this._hideTeleportationTarget();
  109046. };
  109047. VRExperienceHelper.prototype._displayTeleportationTarget = function () {
  109048. this._teleportActive = true;
  109049. if (this._teleportationInitialized) {
  109050. this._teleportationTarget.isVisible = true;
  109051. if (this._isDefaultTeleportationTarget) {
  109052. this._teleportationTarget.getChildren()[0].isVisible = true;
  109053. }
  109054. }
  109055. };
  109056. VRExperienceHelper.prototype._hideTeleportationTarget = function () {
  109057. this._teleportActive = false;
  109058. if (this._teleportationInitialized) {
  109059. this._teleportationTarget.isVisible = false;
  109060. if (this._isDefaultTeleportationTarget) {
  109061. this._teleportationTarget.getChildren()[0].isVisible = false;
  109062. }
  109063. }
  109064. };
  109065. VRExperienceHelper.prototype._rotateCamera = function (right) {
  109066. var _this = this;
  109067. if (!(this.currentVRCamera instanceof BABYLON.FreeCamera)) {
  109068. return;
  109069. }
  109070. if (right) {
  109071. this._rotationAngle++;
  109072. }
  109073. else {
  109074. this._rotationAngle--;
  109075. }
  109076. this.currentVRCamera.animations = [];
  109077. var target = BABYLON.Quaternion.FromRotationMatrix(BABYLON.Matrix.RotationY(Math.PI / 4 * this._rotationAngle));
  109078. var animationRotation = new BABYLON.Animation("animationRotation", "rotationQuaternion", 90, BABYLON.Animation.ANIMATIONTYPE_QUATERNION, BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT);
  109079. var animationRotationKeys = [];
  109080. animationRotationKeys.push({
  109081. frame: 0,
  109082. value: this.currentVRCamera.rotationQuaternion
  109083. });
  109084. animationRotationKeys.push({
  109085. frame: 6,
  109086. value: target
  109087. });
  109088. animationRotation.setKeys(animationRotationKeys);
  109089. animationRotation.setEasingFunction(this._circleEase);
  109090. this.currentVRCamera.animations.push(animationRotation);
  109091. this._postProcessMove.animations = [];
  109092. var animationPP = new BABYLON.Animation("animationPP", "vignetteWeight", 90, BABYLON.Animation.ANIMATIONTYPE_FLOAT, BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT);
  109093. var vignetteWeightKeys = [];
  109094. vignetteWeightKeys.push({
  109095. frame: 0,
  109096. value: 0
  109097. });
  109098. vignetteWeightKeys.push({
  109099. frame: 3,
  109100. value: 4
  109101. });
  109102. vignetteWeightKeys.push({
  109103. frame: 6,
  109104. value: 0
  109105. });
  109106. animationPP.setKeys(vignetteWeightKeys);
  109107. animationPP.setEasingFunction(this._circleEase);
  109108. this._postProcessMove.animations.push(animationPP);
  109109. var animationPP2 = new BABYLON.Animation("animationPP2", "vignetteStretch", 90, BABYLON.Animation.ANIMATIONTYPE_FLOAT, BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT);
  109110. var vignetteStretchKeys = [];
  109111. vignetteStretchKeys.push({
  109112. frame: 0,
  109113. value: 0
  109114. });
  109115. vignetteStretchKeys.push({
  109116. frame: 3,
  109117. value: 10
  109118. });
  109119. vignetteStretchKeys.push({
  109120. frame: 6,
  109121. value: 0
  109122. });
  109123. animationPP2.setKeys(vignetteStretchKeys);
  109124. animationPP2.setEasingFunction(this._circleEase);
  109125. this._postProcessMove.animations.push(animationPP2);
  109126. this._postProcessMove.imageProcessingConfiguration.vignetteWeight = 0;
  109127. this._postProcessMove.imageProcessingConfiguration.vignetteStretch = 0;
  109128. this._postProcessMove.samples = 4;
  109129. this._webVRCamera.attachPostProcess(this._postProcessMove);
  109130. this._scene.beginAnimation(this._postProcessMove, 0, 6, false, 1, function () {
  109131. _this._webVRCamera.detachPostProcess(_this._postProcessMove);
  109132. });
  109133. this._scene.beginAnimation(this.currentVRCamera, 0, 6, false, 1);
  109134. };
  109135. VRExperienceHelper.prototype._moveTeleportationSelectorTo = function (hit, gazer, ray) {
  109136. if (hit.pickedPoint) {
  109137. if (gazer._teleportationRequestInitiated) {
  109138. this._displayTeleportationTarget();
  109139. this._haloCenter.copyFrom(hit.pickedPoint);
  109140. this._teleportationTarget.position.copyFrom(hit.pickedPoint);
  109141. }
  109142. var pickNormal = this._convertNormalToDirectionOfRay(hit.getNormal(true, false), ray);
  109143. if (pickNormal) {
  109144. var axis1 = BABYLON.Vector3.Cross(BABYLON.Axis.Y, pickNormal);
  109145. var axis2 = BABYLON.Vector3.Cross(pickNormal, axis1);
  109146. BABYLON.Vector3.RotationFromAxisToRef(axis2, pickNormal, axis1, this._teleportationTarget.rotation);
  109147. }
  109148. this._teleportationTarget.position.y += 0.1;
  109149. }
  109150. };
  109151. /**
  109152. * Teleports the users feet to the desired location
  109153. * @param location The location where the user's feet should be placed
  109154. */
  109155. VRExperienceHelper.prototype.teleportCamera = function (location) {
  109156. var _this = this;
  109157. if (!(this.currentVRCamera instanceof BABYLON.FreeCamera)) {
  109158. return;
  109159. }
  109160. // Teleport the hmd to where the user is looking by moving the anchor to where they are looking minus the
  109161. // offset of the headset from the anchor.
  109162. if (this.webVRCamera.leftCamera) {
  109163. this._workingVector.copyFrom(this.webVRCamera.leftCamera.globalPosition);
  109164. this._workingVector.subtractInPlace(this.webVRCamera.position);
  109165. location.subtractToRef(this._workingVector, this._workingVector);
  109166. }
  109167. else {
  109168. this._workingVector.copyFrom(location);
  109169. }
  109170. // Add height to account for user's height offset
  109171. if (this.isInVRMode) {
  109172. this._workingVector.y += this.webVRCamera.deviceDistanceToRoomGround() * this._webVRCamera.deviceScaleFactor;
  109173. }
  109174. else {
  109175. this._workingVector.y += this._defaultHeight;
  109176. }
  109177. this.onBeforeCameraTeleport.notifyObservers(this._workingVector);
  109178. // Create animation from the camera's position to the new location
  109179. this.currentVRCamera.animations = [];
  109180. var animationCameraTeleportation = new BABYLON.Animation("animationCameraTeleportation", "position", 90, BABYLON.Animation.ANIMATIONTYPE_VECTOR3, BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT);
  109181. var animationCameraTeleportationKeys = [{
  109182. frame: 0,
  109183. value: this.currentVRCamera.position
  109184. },
  109185. {
  109186. frame: 11,
  109187. value: this._workingVector
  109188. }
  109189. ];
  109190. animationCameraTeleportation.setKeys(animationCameraTeleportationKeys);
  109191. animationCameraTeleportation.setEasingFunction(this._circleEase);
  109192. this.currentVRCamera.animations.push(animationCameraTeleportation);
  109193. this._postProcessMove.animations = [];
  109194. var animationPP = new BABYLON.Animation("animationPP", "vignetteWeight", 90, BABYLON.Animation.ANIMATIONTYPE_FLOAT, BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT);
  109195. var vignetteWeightKeys = [];
  109196. vignetteWeightKeys.push({
  109197. frame: 0,
  109198. value: 0
  109199. });
  109200. vignetteWeightKeys.push({
  109201. frame: 5,
  109202. value: 8
  109203. });
  109204. vignetteWeightKeys.push({
  109205. frame: 11,
  109206. value: 0
  109207. });
  109208. animationPP.setKeys(vignetteWeightKeys);
  109209. this._postProcessMove.animations.push(animationPP);
  109210. var animationPP2 = new BABYLON.Animation("animationPP2", "vignetteStretch", 90, BABYLON.Animation.ANIMATIONTYPE_FLOAT, BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT);
  109211. var vignetteStretchKeys = [];
  109212. vignetteStretchKeys.push({
  109213. frame: 0,
  109214. value: 0
  109215. });
  109216. vignetteStretchKeys.push({
  109217. frame: 5,
  109218. value: 10
  109219. });
  109220. vignetteStretchKeys.push({
  109221. frame: 11,
  109222. value: 0
  109223. });
  109224. animationPP2.setKeys(vignetteStretchKeys);
  109225. this._postProcessMove.animations.push(animationPP2);
  109226. this._postProcessMove.imageProcessingConfiguration.vignetteWeight = 0;
  109227. this._postProcessMove.imageProcessingConfiguration.vignetteStretch = 0;
  109228. this._webVRCamera.attachPostProcess(this._postProcessMove);
  109229. this._scene.beginAnimation(this._postProcessMove, 0, 11, false, 1, function () {
  109230. _this._webVRCamera.detachPostProcess(_this._postProcessMove);
  109231. });
  109232. this._scene.beginAnimation(this.currentVRCamera, 0, 11, false, 1, function () {
  109233. _this.onAfterCameraTeleport.notifyObservers(_this._workingVector);
  109234. });
  109235. this._hideTeleportationTarget();
  109236. };
  109237. VRExperienceHelper.prototype._convertNormalToDirectionOfRay = function (normal, ray) {
  109238. if (normal) {
  109239. var angle = Math.acos(BABYLON.Vector3.Dot(normal, ray.direction));
  109240. if (angle < Math.PI / 2) {
  109241. normal.scaleInPlace(-1);
  109242. }
  109243. }
  109244. return normal;
  109245. };
  109246. VRExperienceHelper.prototype._castRayAndSelectObject = function (gazer) {
  109247. if (!(this.currentVRCamera instanceof BABYLON.FreeCamera)) {
  109248. return;
  109249. }
  109250. var ray = gazer._getForwardRay(this._rayLength);
  109251. var hit = this._scene.pickWithRay(ray, this._raySelectionPredicate);
  109252. if (hit) {
  109253. // Populate the contrllers mesh that can be used for drag/drop
  109254. if (gazer._laserPointer) {
  109255. hit.originMesh = gazer._laserPointer.parent;
  109256. }
  109257. this._scene.simulatePointerMove(hit, { pointerId: gazer._id });
  109258. }
  109259. gazer._currentHit = hit;
  109260. // Moving the gazeTracker on the mesh face targetted
  109261. if (hit && hit.pickedPoint) {
  109262. if (this._displayGaze) {
  109263. var multiplier = 1;
  109264. gazer._gazeTracker.isVisible = true;
  109265. if (gazer._isActionableMesh) {
  109266. multiplier = 3;
  109267. }
  109268. if (this.updateGazeTrackerScale) {
  109269. gazer._gazeTracker.scaling.x = hit.distance * multiplier;
  109270. gazer._gazeTracker.scaling.y = hit.distance * multiplier;
  109271. gazer._gazeTracker.scaling.z = hit.distance * multiplier;
  109272. }
  109273. var pickNormal = this._convertNormalToDirectionOfRay(hit.getNormal(), ray);
  109274. // To avoid z-fighting
  109275. var deltaFighting = 0.002;
  109276. if (pickNormal) {
  109277. var axis1 = BABYLON.Vector3.Cross(BABYLON.Axis.Y, pickNormal);
  109278. var axis2 = BABYLON.Vector3.Cross(pickNormal, axis1);
  109279. BABYLON.Vector3.RotationFromAxisToRef(axis2, pickNormal, axis1, gazer._gazeTracker.rotation);
  109280. }
  109281. gazer._gazeTracker.position.copyFrom(hit.pickedPoint);
  109282. if (gazer._gazeTracker.position.x < 0) {
  109283. gazer._gazeTracker.position.x += deltaFighting;
  109284. }
  109285. else {
  109286. gazer._gazeTracker.position.x -= deltaFighting;
  109287. }
  109288. if (gazer._gazeTracker.position.y < 0) {
  109289. gazer._gazeTracker.position.y += deltaFighting;
  109290. }
  109291. else {
  109292. gazer._gazeTracker.position.y -= deltaFighting;
  109293. }
  109294. if (gazer._gazeTracker.position.z < 0) {
  109295. gazer._gazeTracker.position.z += deltaFighting;
  109296. }
  109297. else {
  109298. gazer._gazeTracker.position.z -= deltaFighting;
  109299. }
  109300. }
  109301. // Changing the size of the laser pointer based on the distance from the targetted point
  109302. gazer._updatePointerDistance(hit.distance);
  109303. }
  109304. else {
  109305. gazer._updatePointerDistance();
  109306. gazer._gazeTracker.isVisible = false;
  109307. }
  109308. if (hit && hit.pickedMesh) {
  109309. // The object selected is the floor, we're in a teleportation scenario
  109310. if (this._teleportationInitialized && this._isTeleportationFloor(hit.pickedMesh) && hit.pickedPoint) {
  109311. // Moving the teleportation area to this targetted point
  109312. //Raise onSelectedMeshUnselected observable if ray collided floor mesh/meshes and a non floor mesh was previously selected
  109313. if (gazer._currentMeshSelected && !this._isTeleportationFloor(gazer._currentMeshSelected)) {
  109314. this._notifySelectedMeshUnselected(gazer._currentMeshSelected);
  109315. }
  109316. gazer._currentMeshSelected = null;
  109317. if (gazer._teleportationRequestInitiated) {
  109318. this._moveTeleportationSelectorTo(hit, gazer, ray);
  109319. }
  109320. return;
  109321. }
  109322. // If not, we're in a selection scenario
  109323. //this._teleportationAllowed = false;
  109324. if (hit.pickedMesh !== gazer._currentMeshSelected) {
  109325. if (this.meshSelectionPredicate(hit.pickedMesh)) {
  109326. this.onNewMeshPicked.notifyObservers(hit);
  109327. gazer._currentMeshSelected = hit.pickedMesh;
  109328. if (hit.pickedMesh.isPickable && hit.pickedMesh.actionManager) {
  109329. this.changeGazeColor(new BABYLON.Color3(0, 0, 1));
  109330. this.changeLaserColor(new BABYLON.Color3(0.2, 0.2, 1));
  109331. gazer._isActionableMesh = true;
  109332. }
  109333. else {
  109334. this.changeGazeColor(new BABYLON.Color3(0.7, 0.7, 0.7));
  109335. this.changeLaserColor(new BABYLON.Color3(0.7, 0.7, 0.7));
  109336. gazer._isActionableMesh = false;
  109337. }
  109338. try {
  109339. this.onNewMeshSelected.notifyObservers(hit.pickedMesh);
  109340. }
  109341. catch (err) {
  109342. BABYLON.Tools.Warn("Error in your custom logic onNewMeshSelected: " + err);
  109343. }
  109344. }
  109345. else {
  109346. this._notifySelectedMeshUnselected(gazer._currentMeshSelected);
  109347. gazer._currentMeshSelected = null;
  109348. this.changeGazeColor(new BABYLON.Color3(0.7, 0.7, 0.7));
  109349. this.changeLaserColor(new BABYLON.Color3(0.7, 0.7, 0.7));
  109350. }
  109351. }
  109352. }
  109353. else {
  109354. this._notifySelectedMeshUnselected(gazer._currentMeshSelected);
  109355. gazer._currentMeshSelected = null;
  109356. //this._teleportationAllowed = false;
  109357. this.changeGazeColor(new BABYLON.Color3(0.7, 0.7, 0.7));
  109358. this.changeLaserColor(new BABYLON.Color3(0.7, 0.7, 0.7));
  109359. }
  109360. };
  109361. VRExperienceHelper.prototype._notifySelectedMeshUnselected = function (mesh) {
  109362. if (mesh) {
  109363. this.onSelectedMeshUnselected.notifyObservers(mesh);
  109364. }
  109365. };
  109366. /**
  109367. * Sets the color of the laser ray from the vr controllers.
  109368. * @param color new color for the ray.
  109369. */
  109370. VRExperienceHelper.prototype.changeLaserColor = function (color) {
  109371. if (this._leftController) {
  109372. this._leftController._setLaserPointerColor(color);
  109373. }
  109374. if (this._rightController) {
  109375. this._rightController._setLaserPointerColor(color);
  109376. }
  109377. };
  109378. /**
  109379. * Sets the color of the ray from the vr headsets gaze.
  109380. * @param color new color for the ray.
  109381. */
  109382. VRExperienceHelper.prototype.changeGazeColor = function (color) {
  109383. if (!this._cameraGazer._gazeTracker.material) {
  109384. return;
  109385. }
  109386. this._cameraGazer._gazeTracker.material.emissiveColor = color;
  109387. if (this._leftController) {
  109388. this._leftController._gazeTracker.material.emissiveColor = color;
  109389. }
  109390. if (this._rightController) {
  109391. this._rightController._gazeTracker.material.emissiveColor = color;
  109392. }
  109393. };
  109394. /**
  109395. * Exits VR and disposes of the vr experience helper
  109396. */
  109397. VRExperienceHelper.prototype.dispose = function () {
  109398. if (this.isInVRMode) {
  109399. this.exitVR();
  109400. }
  109401. if (this._postProcessMove) {
  109402. this._postProcessMove.dispose();
  109403. }
  109404. if (this._webVRCamera) {
  109405. this._webVRCamera.dispose();
  109406. }
  109407. if (this._vrDeviceOrientationCamera) {
  109408. this._vrDeviceOrientationCamera.dispose();
  109409. }
  109410. if (!this._useCustomVRButton && this._btnVR.parentNode) {
  109411. document.body.removeChild(this._btnVR);
  109412. }
  109413. if (this._deviceOrientationCamera && (this._scene.activeCamera != this._deviceOrientationCamera)) {
  109414. this._deviceOrientationCamera.dispose();
  109415. }
  109416. if (this._cameraGazer) {
  109417. this._cameraGazer.dispose();
  109418. }
  109419. if (this._leftController) {
  109420. this._leftController.dispose();
  109421. }
  109422. if (this._rightController) {
  109423. this._rightController.dispose();
  109424. }
  109425. if (this._teleportationTarget) {
  109426. this._teleportationTarget.dispose();
  109427. }
  109428. this._floorMeshesCollection = [];
  109429. document.removeEventListener("keydown", this._onKeyDown);
  109430. window.removeEventListener('vrdisplaypresentchange', this._onVrDisplayPresentChange);
  109431. window.removeEventListener("resize", this._onResize);
  109432. document.removeEventListener("fullscreenchange", this._onFullscreenChange);
  109433. document.removeEventListener("mozfullscreenchange", this._onFullscreenChange);
  109434. document.removeEventListener("webkitfullscreenchange", this._onFullscreenChange);
  109435. document.removeEventListener("msfullscreenchange", this._onFullscreenChange);
  109436. document.onmsfullscreenchange = null;
  109437. this._scene.getEngine().onVRDisplayChangedObservable.removeCallback(this._onVRDisplayChanged);
  109438. this._scene.getEngine().onVRRequestPresentStart.removeCallback(this._onVRRequestPresentStart);
  109439. this._scene.getEngine().onVRRequestPresentComplete.removeCallback(this._onVRRequestPresentComplete);
  109440. window.removeEventListener('vrdisplaypresentchange', this._onVrDisplayPresentChange);
  109441. this._scene.gamepadManager.onGamepadConnectedObservable.removeCallback(this._onNewGamepadConnected);
  109442. this._scene.gamepadManager.onGamepadDisconnectedObservable.removeCallback(this._onNewGamepadDisconnected);
  109443. this._scene.unregisterBeforeRender(this.beforeRender);
  109444. };
  109445. /**
  109446. * Gets the name of the VRExperienceHelper class
  109447. * @returns "VRExperienceHelper"
  109448. */
  109449. VRExperienceHelper.prototype.getClassName = function () {
  109450. return "VRExperienceHelper";
  109451. };
  109452. return VRExperienceHelper;
  109453. }());
  109454. BABYLON.VRExperienceHelper = VRExperienceHelper;
  109455. })(BABYLON || (BABYLON = {}));
  109456. //# sourceMappingURL=babylon.vrExperienceHelper.js.map
  109457. var BABYLON;
  109458. (function (BABYLON) {
  109459. /**
  109460. * WebXR Camera which holds the views for the xrSession
  109461. * @see https://doc.babylonjs.com/how_to/webxr
  109462. */
  109463. var WebXRCamera = /** @class */ (function (_super) {
  109464. __extends(WebXRCamera, _super);
  109465. /**
  109466. * Creates a new webXRCamera, this should only be set at the camera after it has been updated by the xrSessionManager
  109467. * @param name the name of the camera
  109468. * @param scene the scene to add the camera to
  109469. */
  109470. function WebXRCamera(name, scene) {
  109471. var _this = _super.call(this, name, BABYLON.Vector3.Zero(), scene) || this;
  109472. // Initial camera configuration
  109473. _this.minZ = 0;
  109474. _this.rotationQuaternion = new BABYLON.Quaternion();
  109475. _this.cameraRigMode = BABYLON.Camera.RIG_MODE_CUSTOM;
  109476. _this.updateUpVectorFromRotation = true;
  109477. _this._updateNumberOfRigCameras(1);
  109478. return _this;
  109479. }
  109480. WebXRCamera.prototype._updateNumberOfRigCameras = function (viewCount) {
  109481. if (viewCount === void 0) { viewCount = 1; }
  109482. while (this.rigCameras.length < viewCount) {
  109483. var newCamera = new BABYLON.TargetCamera("view: " + this.rigCameras.length, BABYLON.Vector3.Zero(), this.getScene());
  109484. newCamera.minZ = 0;
  109485. newCamera.parent = this;
  109486. newCamera.rotationQuaternion = new BABYLON.Quaternion();
  109487. newCamera.updateUpVectorFromRotation = true;
  109488. this.rigCameras.push(newCamera);
  109489. }
  109490. while (this.rigCameras.length > viewCount) {
  109491. var removedCamera = this.rigCameras.pop();
  109492. if (removedCamera) {
  109493. removedCamera.dispose();
  109494. }
  109495. }
  109496. };
  109497. /** @hidden */
  109498. WebXRCamera.prototype._updateForDualEyeDebugging = function (pupilDistance) {
  109499. if (pupilDistance === void 0) { pupilDistance = 0.01; }
  109500. // Create initial camera rigs
  109501. this._updateNumberOfRigCameras(2);
  109502. this.rigCameras[0].viewport = new BABYLON.Viewport(0, 0, 0.5, 1.0);
  109503. this.rigCameras[0].position.x = -pupilDistance / 2;
  109504. this.rigCameras[0].outputRenderTarget = null;
  109505. this.rigCameras[1].viewport = new BABYLON.Viewport(0.5, 0, 0.5, 1.0);
  109506. this.rigCameras[1].position.x = pupilDistance / 2;
  109507. this.rigCameras[1].outputRenderTarget = null;
  109508. };
  109509. /**
  109510. * Updates the cameras position from the current pose information of the XR session
  109511. * @param xrSessionManager the session containing pose information
  109512. * @returns true if the camera has been updated, false if the session did not contain pose or frame data
  109513. */
  109514. WebXRCamera.prototype.updateFromXRSessionManager = function (xrSessionManager) {
  109515. var _this = this;
  109516. // Ensure all frame data is available
  109517. if (!xrSessionManager._currentXRFrame || !xrSessionManager._currentXRFrame.getDevicePose) {
  109518. return false;
  109519. }
  109520. var pose = xrSessionManager._currentXRFrame.getDevicePose(xrSessionManager._frameOfReference);
  109521. if (!pose || !pose.poseModelMatrix) {
  109522. return false;
  109523. }
  109524. // Update the parent cameras matrix
  109525. BABYLON.Matrix.FromFloat32ArrayToRefScaled(pose.poseModelMatrix, 0, 1, WebXRCamera._TmpMatrix);
  109526. if (!this._scene.useRightHandedSystem) {
  109527. WebXRCamera._TmpMatrix.toggleModelMatrixHandInPlace();
  109528. }
  109529. WebXRCamera._TmpMatrix.getTranslationToRef(this.position);
  109530. WebXRCamera._TmpMatrix.getRotationMatrixToRef(WebXRCamera._TmpMatrix);
  109531. BABYLON.Quaternion.FromRotationMatrixToRef(WebXRCamera._TmpMatrix, this.rotationQuaternion);
  109532. this.computeWorldMatrix();
  109533. // Update camera rigs
  109534. this._updateNumberOfRigCameras(xrSessionManager._currentXRFrame.views.length);
  109535. xrSessionManager._currentXRFrame.views.forEach(function (view, i) {
  109536. // Update view/projection matrix
  109537. BABYLON.Matrix.FromFloat32ArrayToRefScaled(pose.getViewMatrix(view), 0, 1, _this.rigCameras[i]._computedViewMatrix);
  109538. BABYLON.Matrix.FromFloat32ArrayToRefScaled(view.projectionMatrix, 0, 1, _this.rigCameras[i]._projectionMatrix);
  109539. if (!_this._scene.useRightHandedSystem) {
  109540. _this.rigCameras[i]._computedViewMatrix.toggleModelMatrixHandInPlace();
  109541. _this.rigCameras[i]._projectionMatrix.toggleProjectionMatrixHandInPlace();
  109542. }
  109543. // Update viewport
  109544. var viewport = xrSessionManager._xrSession.baseLayer.getViewport(view);
  109545. var width = xrSessionManager._xrSession.baseLayer.framebufferWidth;
  109546. var height = xrSessionManager._xrSession.baseLayer.framebufferHeight;
  109547. _this.rigCameras[i].viewport.width = viewport.width / width;
  109548. _this.rigCameras[i].viewport.height = viewport.height / height;
  109549. _this.rigCameras[i].viewport.x = viewport.x / width;
  109550. _this.rigCameras[i].viewport.y = viewport.y / height;
  109551. // Set cameras to render to the session's render target
  109552. _this.rigCameras[i].outputRenderTarget = xrSessionManager._sessionRenderTargetTexture;
  109553. });
  109554. return true;
  109555. };
  109556. WebXRCamera._TmpMatrix = new BABYLON.Matrix();
  109557. return WebXRCamera;
  109558. }(BABYLON.FreeCamera));
  109559. BABYLON.WebXRCamera = WebXRCamera;
  109560. })(BABYLON || (BABYLON = {}));
  109561. //# sourceMappingURL=babylon.webXRCamera.js.map
  109562. var BABYLON;
  109563. (function (BABYLON) {
  109564. /**
  109565. * Manages an XRSession
  109566. * @see https://doc.babylonjs.com/how_to/webxr
  109567. */
  109568. var WebXRSessionManager = /** @class */ (function () {
  109569. /**
  109570. * Constructs a WebXRSessionManager, this must be initialized within a user action before usage
  109571. * @param scene The scene which the session should be created for
  109572. */
  109573. function WebXRSessionManager(scene) {
  109574. this.scene = scene;
  109575. /**
  109576. * Fires every time a new xrFrame arrives which can be used to update the camera
  109577. */
  109578. this.onXRFrameObservable = new BABYLON.Observable();
  109579. /**
  109580. * Fires when the xr session is ended either by the device or manually done
  109581. */
  109582. this.onXRSessionEnded = new BABYLON.Observable();
  109583. /** @hidden */
  109584. this._sessionRenderTargetTexture = null;
  109585. this._tmpMatrix = new BABYLON.Matrix();
  109586. }
  109587. /**
  109588. * Initializes the manager
  109589. * After initialization enterXR can be called to start an XR session
  109590. * @returns Promise which resolves after it is initialized
  109591. */
  109592. WebXRSessionManager.prototype.initializeAsync = function () {
  109593. var _this = this;
  109594. BABYLON.Tools.Warn("The WebXR APIs are still under development and are subject to change in the future.");
  109595. // Check if the browser supports webXR
  109596. this._xrNavigator = navigator;
  109597. if (!this._xrNavigator.xr) {
  109598. return Promise.reject("webXR not supported by this browser");
  109599. }
  109600. // Request the webXR device
  109601. return this._xrNavigator.xr.requestDevice().then(function (device) {
  109602. _this._xrDevice = device;
  109603. return _this.scene.getEngine()._gl.setCompatibleXRDevice(_this._xrDevice);
  109604. });
  109605. };
  109606. /**
  109607. * Enters XR with the desired XR session options, this must be done with a user action (eg. button click event)
  109608. * @param sessionCreationOptions xr options to create the session with
  109609. * @param frameOfReferenceType option to configure how the xr pose is expressed
  109610. * @returns Promise which resolves after it enters XR
  109611. */
  109612. WebXRSessionManager.prototype.enterXRAsync = function (sessionCreationOptions, frameOfReferenceType) {
  109613. var _this = this;
  109614. // initialize session
  109615. return this._xrDevice.requestSession(sessionCreationOptions).then(function (session) {
  109616. _this._xrSession = session;
  109617. // handle when the session is ended (By calling session.end or device ends its own session eg. pressing home button on phone)
  109618. _this._xrSession.addEventListener("end", function () {
  109619. // Remove render target texture and notify frame obervers
  109620. _this._sessionRenderTargetTexture = null;
  109621. // Restore frame buffer to avoid clear on xr framebuffer after session end
  109622. _this.scene.getEngine().restoreDefaultFramebuffer();
  109623. // Need to restart render loop as after the session is ended the last request for new frame will never call callback
  109624. _this.scene.getEngine().customAnimationFrameRequester = null;
  109625. _this.onXRSessionEnded.notifyObservers(null);
  109626. _this.scene.getEngine()._renderLoop();
  109627. }, { once: true });
  109628. _this._xrSession.baseLayer = new XRWebGLLayer(_this._xrSession, _this.scene.getEngine()._gl);
  109629. return _this._xrSession.requestFrameOfReference(frameOfReferenceType);
  109630. }).then(function (frameOfRef) {
  109631. _this._frameOfReference = frameOfRef;
  109632. // Tell the engine's render loop to be driven by the xr session's refresh rate and provide xr pose information
  109633. _this.scene.getEngine().customAnimationFrameRequester = {
  109634. requestAnimationFrame: _this._xrSession.requestAnimationFrame.bind(_this._xrSession),
  109635. renderFunction: function (timestamp, xrFrame) {
  109636. // Store the XR frame in the manager to be consumed by the XR camera to update pose
  109637. _this._currentXRFrame = xrFrame;
  109638. _this.onXRFrameObservable.notifyObservers(null);
  109639. _this.scene.getEngine()._renderLoop();
  109640. }
  109641. };
  109642. // Create render target texture from xr's webgl render target
  109643. _this._sessionRenderTargetTexture = WebXRSessionManager._CreateRenderTargetTextureFromSession(_this._xrSession, _this.scene);
  109644. // Stop window's animation frame and trigger sessions animation frame
  109645. window.cancelAnimationFrame(_this.scene.getEngine()._frameHandler);
  109646. _this.scene.getEngine()._renderLoop();
  109647. });
  109648. };
  109649. /**
  109650. * Stops the xrSession and restores the renderloop
  109651. * @returns Promise which resolves after it exits XR
  109652. */
  109653. WebXRSessionManager.prototype.exitXRAsync = function () {
  109654. return this._xrSession.end();
  109655. };
  109656. /**
  109657. * Fires a ray and returns the closest hit in the xr sessions enviornment, useful to place objects in AR
  109658. * @param ray ray to cast into the environment
  109659. * @returns Promise which resolves with a collision point in the environment if it exists
  109660. */
  109661. WebXRSessionManager.prototype.environmentPointHitTestAsync = function (ray) {
  109662. var _this = this;
  109663. return new Promise(function (res, rej) {
  109664. // Compute left handed inputs to request hit test
  109665. var origin = new Float32Array([ray.origin.x, ray.origin.y, ray.origin.z]);
  109666. var direction = new Float32Array([ray.direction.x, ray.direction.y, ray.direction.z]);
  109667. if (!_this.scene.useRightHandedSystem) {
  109668. origin[2] *= -1;
  109669. direction[2] *= -1;
  109670. }
  109671. // Fire hittest
  109672. _this._xrSession.requestHitTest(origin, direction, _this._frameOfReference)
  109673. .then(function (hits) {
  109674. if (hits.length > 0) {
  109675. BABYLON.Matrix.FromFloat32ArrayToRefScaled(hits[0].hitMatrix, 0, 1.0, _this._tmpMatrix);
  109676. var hitPoint = _this._tmpMatrix.getTranslation();
  109677. if (!_this.scene.useRightHandedSystem) {
  109678. hitPoint.z *= -1;
  109679. }
  109680. res(hitPoint);
  109681. }
  109682. else {
  109683. res(null);
  109684. }
  109685. }).catch(function (e) {
  109686. res(null);
  109687. });
  109688. });
  109689. };
  109690. /**
  109691. * Checks if a session would be supported for the creation options specified
  109692. * @param options creation options to check if they are supported
  109693. * @returns true if supported
  109694. */
  109695. WebXRSessionManager.prototype.supportsSessionAsync = function (options) {
  109696. return this._xrDevice.supportsSession(options).then(function () {
  109697. return true;
  109698. }).catch(function (e) {
  109699. return false;
  109700. });
  109701. };
  109702. /**
  109703. * @hidden
  109704. * Converts the render layer of xrSession to a render target
  109705. * @param session session to create render target for
  109706. * @param scene scene the new render target should be created for
  109707. */
  109708. WebXRSessionManager._CreateRenderTargetTextureFromSession = function (session, scene) {
  109709. // Create internal texture
  109710. var internalTexture = new BABYLON.InternalTexture(scene.getEngine(), BABYLON.InternalTexture.DATASOURCE_UNKNOWN, true);
  109711. internalTexture.width = session.baseLayer.framebufferWidth;
  109712. internalTexture.height = session.baseLayer.framebufferHeight;
  109713. internalTexture._framebuffer = session.baseLayer.framebuffer;
  109714. // Create render target texture from the internal texture
  109715. var renderTargetTexture = new BABYLON.RenderTargetTexture("XR renderTargetTexture", { width: internalTexture.width, height: internalTexture.height }, scene, undefined, undefined, undefined, undefined, undefined, undefined, undefined, undefined, undefined, true);
  109716. renderTargetTexture._texture = internalTexture;
  109717. return renderTargetTexture;
  109718. };
  109719. /**
  109720. * Disposes of the session manager
  109721. */
  109722. WebXRSessionManager.prototype.dispose = function () {
  109723. this.onXRFrameObservable.clear();
  109724. this.onXRSessionEnded.clear();
  109725. };
  109726. return WebXRSessionManager;
  109727. }());
  109728. BABYLON.WebXRSessionManager = WebXRSessionManager;
  109729. })(BABYLON || (BABYLON = {}));
  109730. //# sourceMappingURL=babylon.webXRSessionManager.js.map
  109731. var BABYLON;
  109732. (function (BABYLON) {
  109733. /**
  109734. * States of the webXR experience
  109735. */
  109736. var WebXRState;
  109737. (function (WebXRState) {
  109738. /**
  109739. * Transitioning to being in XR mode
  109740. */
  109741. WebXRState[WebXRState["ENTERING_XR"] = 0] = "ENTERING_XR";
  109742. /**
  109743. * Transitioning to non XR mode
  109744. */
  109745. WebXRState[WebXRState["EXITING_XR"] = 1] = "EXITING_XR";
  109746. /**
  109747. * In XR mode and presenting
  109748. */
  109749. WebXRState[WebXRState["IN_XR"] = 2] = "IN_XR";
  109750. /**
  109751. * Not entered XR mode
  109752. */
  109753. WebXRState[WebXRState["NOT_IN_XR"] = 3] = "NOT_IN_XR";
  109754. })(WebXRState = BABYLON.WebXRState || (BABYLON.WebXRState = {}));
  109755. /**
  109756. * Helper class used to enable XR
  109757. * @see https://doc.babylonjs.com/how_to/webxr
  109758. */
  109759. var WebXRExperienceHelper = /** @class */ (function () {
  109760. /**
  109761. * Creates a WebXRExperienceHelper
  109762. * @param scene The scene the helper should be created in
  109763. */
  109764. function WebXRExperienceHelper(scene) {
  109765. this.scene = scene;
  109766. /**
  109767. * The current state of the XR experience (eg. transitioning, in XR or not in XR)
  109768. */
  109769. this.state = WebXRState.NOT_IN_XR;
  109770. /**
  109771. * Fires when the state of the experience helper has changed
  109772. */
  109773. this.onStateChangedObservable = new BABYLON.Observable();
  109774. this._nonVRCamera = null;
  109775. this._originalSceneAutoClear = true;
  109776. this._supported = false;
  109777. this.camera = new BABYLON.WebXRCamera("", scene);
  109778. this._sessionManager = new BABYLON.WebXRSessionManager(scene);
  109779. this.container = new BABYLON.AbstractMesh("", scene);
  109780. this.camera.parent = this.container;
  109781. }
  109782. WebXRExperienceHelper.prototype._setState = function (val) {
  109783. this.state = val;
  109784. this.onStateChangedObservable.notifyObservers(this.state);
  109785. };
  109786. /**
  109787. * Creates the experience helper
  109788. * @param scene the scene to attach the experience helper to
  109789. * @returns a promise for the experience helper
  109790. */
  109791. WebXRExperienceHelper.CreateAsync = function (scene) {
  109792. var helper = new WebXRExperienceHelper(scene);
  109793. return helper._sessionManager.initializeAsync().then(function () {
  109794. helper._supported = true;
  109795. return helper;
  109796. }).catch(function () {
  109797. return helper;
  109798. });
  109799. };
  109800. /**
  109801. * Exits XR mode and returns the scene to its original state
  109802. * @returns promise that resolves after xr mode has exited
  109803. */
  109804. WebXRExperienceHelper.prototype.exitXRAsync = function () {
  109805. this._setState(WebXRState.EXITING_XR);
  109806. return this._sessionManager.exitXRAsync();
  109807. };
  109808. /**
  109809. * Enters XR mode (This must be done within a user interaction in most browsers eg. button click)
  109810. * @param sessionCreationOptions options for the XR session
  109811. * @param frameOfReference frame of reference of the XR session
  109812. * @returns promise that resolves after xr mode has entered
  109813. */
  109814. WebXRExperienceHelper.prototype.enterXRAsync = function (sessionCreationOptions, frameOfReference) {
  109815. var _this = this;
  109816. if (!this._supported) {
  109817. throw "XR session not supported by this browser";
  109818. }
  109819. this._setState(WebXRState.ENTERING_XR);
  109820. return this._sessionManager.enterXRAsync(sessionCreationOptions, frameOfReference).then(function () {
  109821. // Cache pre xr scene settings
  109822. _this._originalSceneAutoClear = _this.scene.autoClear;
  109823. _this._nonVRCamera = _this.scene.activeCamera;
  109824. // Overwrite current scene settings
  109825. _this.scene.autoClear = false;
  109826. _this.scene.activeCamera = _this.camera;
  109827. _this._sessionManager.onXRFrameObservable.add(function () {
  109828. _this.camera.updateFromXRSessionManager(_this._sessionManager);
  109829. });
  109830. _this._sessionManager.onXRSessionEnded.addOnce(function () {
  109831. // Reset camera rigs output render target to ensure sessions render target is not drawn after it ends
  109832. _this.camera.rigCameras.forEach(function (c) {
  109833. c.outputRenderTarget = null;
  109834. });
  109835. // Restore scene settings
  109836. _this.scene.autoClear = _this._originalSceneAutoClear;
  109837. _this.scene.activeCamera = _this._nonVRCamera;
  109838. _this._sessionManager.onXRFrameObservable.clear();
  109839. _this._setState(WebXRState.NOT_IN_XR);
  109840. });
  109841. _this._setState(WebXRState.IN_XR);
  109842. });
  109843. };
  109844. /**
  109845. * Fires a ray and returns the closest hit in the xr sessions enviornment, useful to place objects in AR
  109846. * @param ray ray to cast into the environment
  109847. * @returns Promise which resolves with a collision point in the environment if it exists
  109848. */
  109849. WebXRExperienceHelper.prototype.environmentPointHitTestAsync = function (ray) {
  109850. return this._sessionManager.environmentPointHitTestAsync(ray);
  109851. };
  109852. /**
  109853. * Updates the global position of the camera by moving the camera's container
  109854. * This should be used instead of modifying the camera's position as it will be overwritten by an xrSessions's update frame
  109855. * @param position The desired global position of the camera
  109856. */
  109857. WebXRExperienceHelper.prototype.setPositionOfCameraUsingContainer = function (position) {
  109858. this.camera.globalPosition.subtractToRef(position, WebXRExperienceHelper._TmpVector);
  109859. this.container.position.subtractInPlace(WebXRExperienceHelper._TmpVector);
  109860. };
  109861. /**
  109862. * Rotates the xr camera by rotating the camera's container around the camera's position
  109863. * This should be used instead of modifying the camera's rotation as it will be overwritten by an xrSessions's update frame
  109864. * @param rotation the desired quaternion rotation to apply to the camera
  109865. */
  109866. WebXRExperienceHelper.prototype.rotateCameraByQuaternionUsingContainer = function (rotation) {
  109867. if (!this.container.rotationQuaternion) {
  109868. this.container.rotationQuaternion = BABYLON.Quaternion.FromEulerVector(this.container.rotation);
  109869. }
  109870. this.container.rotationQuaternion.multiplyInPlace(rotation);
  109871. this.container.position.rotateByQuaternionAroundPointToRef(rotation, this.camera.globalPosition, this.container.position);
  109872. };
  109873. /**
  109874. * Checks if the creation options are supported by the xr session
  109875. * @param options creation options
  109876. * @returns true if supported
  109877. */
  109878. WebXRExperienceHelper.prototype.supportsSessionAsync = function (options) {
  109879. if (!this._supported) {
  109880. return Promise.resolve(false);
  109881. }
  109882. return this._sessionManager.supportsSessionAsync(options);
  109883. };
  109884. /**
  109885. * Disposes of the experience helper
  109886. */
  109887. WebXRExperienceHelper.prototype.dispose = function () {
  109888. this.camera.dispose();
  109889. this.container.dispose();
  109890. this.onStateChangedObservable.clear();
  109891. this._sessionManager.dispose();
  109892. };
  109893. WebXRExperienceHelper._TmpVector = new BABYLON.Vector3();
  109894. return WebXRExperienceHelper;
  109895. }());
  109896. BABYLON.WebXRExperienceHelper = WebXRExperienceHelper;
  109897. })(BABYLON || (BABYLON = {}));
  109898. //# sourceMappingURL=babylon.webXRExperienceHelper.js.map
  109899. var __awaiter = (this && this.__awaiter) || function (thisArg, _arguments, P, generator) {
  109900. return new (P || (P = Promise))(function (resolve, reject) {
  109901. function fulfilled(value) { try { step(generator.next(value)); } catch (e) { reject(e); } }
  109902. function rejected(value) { try { step(generator["throw"](value)); } catch (e) { reject(e); } }
  109903. function step(result) { result.done ? resolve(result.value) : new P(function (resolve) { resolve(result.value); }).then(fulfilled, rejected); }
  109904. step((generator = generator.apply(thisArg, _arguments || [])).next());
  109905. });
  109906. };
  109907. var __generator = (this && this.__generator) || function (thisArg, body) {
  109908. var _ = { label: 0, sent: function() { if (t[0] & 1) throw t[1]; return t[1]; }, trys: [], ops: [] }, f, y, t, g;
  109909. return g = { next: verb(0), "throw": verb(1), "return": verb(2) }, typeof Symbol === "function" && (g[Symbol.iterator] = function() { return this; }), g;
  109910. function verb(n) { return function (v) { return step([n, v]); }; }
  109911. function step(op) {
  109912. if (f) throw new TypeError("Generator is already executing.");
  109913. while (_) try {
  109914. if (f = 1, y && (t = op[0] & 2 ? y["return"] : op[0] ? y["throw"] || ((t = y["return"]) && t.call(y), 0) : y.next) && !(t = t.call(y, op[1])).done) return t;
  109915. if (y = 0, t) op = [op[0] & 2, t.value];
  109916. switch (op[0]) {
  109917. case 0: case 1: t = op; break;
  109918. case 4: _.label++; return { value: op[1], done: false };
  109919. case 5: _.label++; y = op[1]; op = [0]; continue;
  109920. case 7: op = _.ops.pop(); _.trys.pop(); continue;
  109921. default:
  109922. if (!(t = _.trys, t = t.length > 0 && t[t.length - 1]) && (op[0] === 6 || op[0] === 2)) { _ = 0; continue; }
  109923. if (op[0] === 3 && (!t || (op[1] > t[0] && op[1] < t[3]))) { _.label = op[1]; break; }
  109924. if (op[0] === 6 && _.label < t[1]) { _.label = t[1]; t = op; break; }
  109925. if (t && _.label < t[2]) { _.label = t[2]; _.ops.push(op); break; }
  109926. if (t[2]) _.ops.pop();
  109927. _.trys.pop(); continue;
  109928. }
  109929. op = body.call(thisArg, _);
  109930. } catch (e) { op = [6, e]; y = 0; } finally { f = t = 0; }
  109931. if (op[0] & 5) throw op[1]; return { value: op[0] ? op[1] : void 0, done: true };
  109932. }
  109933. };
  109934. var BABYLON;
  109935. (function (BABYLON) {
  109936. /**
  109937. * Button which can be used to enter a different mode of XR
  109938. */
  109939. var WebXREnterExitUIButton = /** @class */ (function () {
  109940. /**
  109941. * Creates a WebXREnterExitUIButton
  109942. * @param element button element
  109943. * @param initializationOptions XR initialization options for the button
  109944. */
  109945. function WebXREnterExitUIButton(
  109946. /** button element */
  109947. element,
  109948. /** XR initialization options for the button */
  109949. initializationOptions) {
  109950. this.element = element;
  109951. this.initializationOptions = initializationOptions;
  109952. }
  109953. /**
  109954. * Overwritable function which can be used to update the button's visuals when the state changes
  109955. * @param activeButton the current active button in the UI
  109956. */
  109957. WebXREnterExitUIButton.prototype.update = function (activeButton) {
  109958. };
  109959. return WebXREnterExitUIButton;
  109960. }());
  109961. BABYLON.WebXREnterExitUIButton = WebXREnterExitUIButton;
  109962. /**
  109963. * Options to create the webXR UI
  109964. */
  109965. var WebXREnterExitUIOptions = /** @class */ (function () {
  109966. function WebXREnterExitUIOptions() {
  109967. }
  109968. return WebXREnterExitUIOptions;
  109969. }());
  109970. BABYLON.WebXREnterExitUIOptions = WebXREnterExitUIOptions;
  109971. /**
  109972. * UI to allow the user to enter/exit XR mode
  109973. */
  109974. var WebXREnterExitUI = /** @class */ (function () {
  109975. function WebXREnterExitUI(scene, options) {
  109976. var _this = this;
  109977. this.scene = scene;
  109978. this._buttons = [];
  109979. this._activeButton = null;
  109980. /**
  109981. * Fired every time the active button is changed.
  109982. *
  109983. * When xr is entered via a button that launches xr that button will be the callback parameter
  109984. *
  109985. * When exiting xr the callback parameter will be null)
  109986. */
  109987. this.activeButtonChangedObservable = new BABYLON.Observable();
  109988. this._overlay = document.createElement("div");
  109989. this._overlay.style.cssText = "z-index:11;position: absolute; right: 20px;bottom: 50px;";
  109990. if (options.customButtons) {
  109991. this._buttons = options.customButtons;
  109992. }
  109993. else {
  109994. var hmdBtn = document.createElement("button");
  109995. hmdBtn.style.cssText = "color: #868686; border-color: #868686; border-style: solid; margin-left: 10px; height: 50px; width: 80px; background-color: rgba(51,51,51,0.7); background-repeat:no-repeat; background-position: center; outline: none;";
  109996. hmdBtn.innerText = "HMD";
  109997. this._buttons.push(new WebXREnterExitUIButton(hmdBtn, { immersive: true, outputContext: options.outputCanvasContext }));
  109998. this._buttons[this._buttons.length - 1].update = function (activeButton) {
  109999. this.element.style.display = (activeButton === null || activeButton === this) ? "" : "none";
  110000. this.element.innerText = activeButton === this ? "EXIT" : "HMD";
  110001. };
  110002. var windowBtn = document.createElement("button");
  110003. windowBtn.style.cssText = hmdBtn.style.cssText;
  110004. windowBtn.innerText = "Window";
  110005. this._buttons.push(new WebXREnterExitUIButton(windowBtn, { immersive: false, environmentIntegration: true, outputContext: options.outputCanvasContext }));
  110006. this._buttons[this._buttons.length - 1].update = function (activeButton) {
  110007. this.element.style.display = (activeButton === null || activeButton === this) ? "" : "none";
  110008. this.element.innerText = activeButton === this ? "EXIT" : "Window";
  110009. };
  110010. this._updateButtons(null);
  110011. }
  110012. var renderCanvas = scene.getEngine().getRenderingCanvas();
  110013. if (renderCanvas && renderCanvas.parentNode) {
  110014. renderCanvas.parentNode.appendChild(this._overlay);
  110015. scene.onDisposeObservable.addOnce(function () {
  110016. _this.dispose();
  110017. });
  110018. }
  110019. }
  110020. /**
  110021. * Creates UI to allow the user to enter/exit XR mode
  110022. * @param scene the scene to add the ui to
  110023. * @param helper the xr experience helper to enter/exit xr with
  110024. * @param options options to configure the UI
  110025. * @returns the created ui
  110026. */
  110027. WebXREnterExitUI.CreateAsync = function (scene, helper, options) {
  110028. var _this = this;
  110029. var ui = new WebXREnterExitUI(scene, options);
  110030. var supportedPromises = ui._buttons.map(function (btn) {
  110031. return helper.supportsSessionAsync(btn.initializationOptions);
  110032. });
  110033. helper.onStateChangedObservable.add(function (state) {
  110034. if (state == BABYLON.WebXRState.NOT_IN_XR) {
  110035. ui._updateButtons(null);
  110036. }
  110037. });
  110038. return Promise.all(supportedPromises).then(function (results) {
  110039. results.forEach(function (supported, i) {
  110040. if (supported) {
  110041. ui._overlay.appendChild(ui._buttons[i].element);
  110042. ui._buttons[i].element.onclick = function () { return __awaiter(_this, void 0, void 0, function () {
  110043. return __generator(this, function (_a) {
  110044. switch (_a.label) {
  110045. case 0:
  110046. if (!(helper.state == BABYLON.WebXRState.IN_XR)) return [3 /*break*/, 2];
  110047. ui._updateButtons(null);
  110048. return [4 /*yield*/, helper.exitXRAsync()];
  110049. case 1:
  110050. _a.sent();
  110051. return [2 /*return*/];
  110052. case 2:
  110053. if (!(helper.state == BABYLON.WebXRState.NOT_IN_XR)) return [3 /*break*/, 4];
  110054. ui._updateButtons(ui._buttons[i]);
  110055. return [4 /*yield*/, helper.enterXRAsync(ui._buttons[i].initializationOptions, "eye-level")];
  110056. case 3:
  110057. _a.sent();
  110058. _a.label = 4;
  110059. case 4: return [2 /*return*/];
  110060. }
  110061. });
  110062. }); };
  110063. }
  110064. });
  110065. return ui;
  110066. });
  110067. };
  110068. WebXREnterExitUI.prototype._updateButtons = function (activeButton) {
  110069. var _this = this;
  110070. this._activeButton = activeButton;
  110071. this._buttons.forEach(function (b) {
  110072. b.update(_this._activeButton);
  110073. });
  110074. this.activeButtonChangedObservable.notifyObservers(this._activeButton);
  110075. };
  110076. /**
  110077. * Disposes of the object
  110078. */
  110079. WebXREnterExitUI.prototype.dispose = function () {
  110080. var renderCanvas = this.scene.getEngine().getRenderingCanvas();
  110081. if (renderCanvas && renderCanvas.parentNode && renderCanvas.parentNode.contains(this._overlay)) {
  110082. renderCanvas.parentNode.removeChild(this._overlay);
  110083. }
  110084. this.activeButtonChangedObservable.clear();
  110085. };
  110086. return WebXREnterExitUI;
  110087. }());
  110088. BABYLON.WebXREnterExitUI = WebXREnterExitUI;
  110089. })(BABYLON || (BABYLON = {}));
  110090. //# sourceMappingURL=babylon.webXREnterExitUI.js.map
  110091. var BABYLON;
  110092. (function (BABYLON) {
  110093. /**
  110094. * Creates a canvas that is added/removed from the webpage when entering/exiting XR
  110095. */
  110096. var WebXRManagedOutputCanvas = /** @class */ (function () {
  110097. /**
  110098. * Initializes the canvas to be added/removed upon entering/exiting xr
  110099. * @param helper the xr experience helper used to trigger adding/removing of the canvas
  110100. * @param canvas The canvas to be added/removed (If not specified a full screen canvas will be created)
  110101. */
  110102. function WebXRManagedOutputCanvas(helper, canvas) {
  110103. var _this = this;
  110104. this._canvas = null;
  110105. /**
  110106. * xrpresent context of the canvas which can be used to display/mirror xr content
  110107. */
  110108. this.canvasContext = null;
  110109. if (!canvas) {
  110110. canvas = document.createElement('canvas');
  110111. canvas.style.cssText = "position:absolute; bottom:0px;right:0px;z-index:10;width:100%;height:100%;background-color: #000000;";
  110112. }
  110113. this._setManagedOutputCanvas(canvas);
  110114. helper.onStateChangedObservable.add(function (stateInfo) {
  110115. if (stateInfo == BABYLON.WebXRState.ENTERING_XR) {
  110116. // The canvas is added to the screen before entering XR because currently the xr session must be initialized while the canvas is added render properly
  110117. _this._addCanvas();
  110118. }
  110119. else if (helper.state == BABYLON.WebXRState.NOT_IN_XR) {
  110120. _this._removeCanvas();
  110121. }
  110122. });
  110123. }
  110124. /**
  110125. * Disposes of the object
  110126. */
  110127. WebXRManagedOutputCanvas.prototype.dispose = function () {
  110128. this._removeCanvas();
  110129. this._setManagedOutputCanvas(null);
  110130. };
  110131. WebXRManagedOutputCanvas.prototype._setManagedOutputCanvas = function (canvas) {
  110132. this._removeCanvas();
  110133. if (!canvas) {
  110134. this._canvas = null;
  110135. this.canvasContext = null;
  110136. }
  110137. else {
  110138. this._canvas = canvas;
  110139. this.canvasContext = this._canvas.getContext('xrpresent');
  110140. }
  110141. };
  110142. WebXRManagedOutputCanvas.prototype._addCanvas = function () {
  110143. if (this._canvas) {
  110144. document.body.appendChild(this._canvas);
  110145. }
  110146. };
  110147. WebXRManagedOutputCanvas.prototype._removeCanvas = function () {
  110148. if (this._canvas && document.body.contains(this._canvas)) {
  110149. document.body.removeChild(this._canvas);
  110150. }
  110151. };
  110152. return WebXRManagedOutputCanvas;
  110153. }());
  110154. BABYLON.WebXRManagedOutputCanvas = WebXRManagedOutputCanvas;
  110155. })(BABYLON || (BABYLON = {}));
  110156. //# sourceMappingURL=babylon.webXRManagedOutputCanvas.js.map
  110157. var BABYLON;
  110158. (function (BABYLON) {
  110159. /**
  110160. * Represents an XR input
  110161. */
  110162. var WebXRController = /** @class */ (function () {
  110163. /**
  110164. * Creates the controller
  110165. * @see https://doc.babylonjs.com/how_to/webxr
  110166. * @param scene the scene which the controller should be associated to
  110167. */
  110168. function WebXRController(scene) {
  110169. this.pointer = new BABYLON.AbstractMesh("controllerPointer", scene);
  110170. }
  110171. /**
  110172. * Disposes of the object
  110173. */
  110174. WebXRController.prototype.dispose = function () {
  110175. if (this.grip) {
  110176. this.grip.dispose();
  110177. }
  110178. this.pointer.dispose();
  110179. };
  110180. return WebXRController;
  110181. }());
  110182. BABYLON.WebXRController = WebXRController;
  110183. /**
  110184. * XR input used to track XR inputs such as controllers/rays
  110185. */
  110186. var WebXRInput = /** @class */ (function () {
  110187. /**
  110188. * Initializes the WebXRInput
  110189. * @param helper experience helper which the input should be created for
  110190. */
  110191. function WebXRInput(helper) {
  110192. var _this = this;
  110193. this.helper = helper;
  110194. /**
  110195. * XR controllers being tracked
  110196. */
  110197. this.controllers = [];
  110198. this._tmpMatrix = new BABYLON.Matrix();
  110199. this._frameObserver = helper._sessionManager.onXRFrameObservable.add(function () {
  110200. if (!helper._sessionManager._currentXRFrame || !helper._sessionManager._currentXRFrame.getDevicePose) {
  110201. return;
  110202. }
  110203. var xrFrame = helper._sessionManager._currentXRFrame;
  110204. var inputSources = helper._sessionManager._xrSession.getInputSources();
  110205. inputSources.forEach(function (input, i) {
  110206. var inputPose = xrFrame.getInputPose(input, helper._sessionManager._frameOfReference);
  110207. if (inputPose) {
  110208. if (_this.controllers.length <= i) {
  110209. _this.controllers.push(new WebXRController(helper.container.getScene()));
  110210. }
  110211. var controller = _this.controllers[i];
  110212. // Manage the grip if it exists
  110213. if (inputPose.gripMatrix) {
  110214. if (!controller.grip) {
  110215. controller.grip = new BABYLON.AbstractMesh("controllerGrip", helper.container.getScene());
  110216. }
  110217. BABYLON.Matrix.FromFloat32ArrayToRefScaled(inputPose.gripMatrix, 0, 1, _this._tmpMatrix);
  110218. if (!controller.grip.getScene().useRightHandedSystem) {
  110219. _this._tmpMatrix.toggleModelMatrixHandInPlace();
  110220. }
  110221. if (!controller.grip.rotationQuaternion) {
  110222. controller.grip.rotationQuaternion = new BABYLON.Quaternion();
  110223. }
  110224. _this._tmpMatrix.decompose(controller.grip.scaling, controller.grip.rotationQuaternion, controller.grip.position);
  110225. }
  110226. // Manager pointer of controller
  110227. BABYLON.Matrix.FromFloat32ArrayToRefScaled(inputPose.targetRay.transformMatrix, 0, 1, _this._tmpMatrix);
  110228. if (!controller.pointer.getScene().useRightHandedSystem) {
  110229. _this._tmpMatrix.toggleModelMatrixHandInPlace();
  110230. }
  110231. if (!controller.pointer.rotationQuaternion) {
  110232. controller.pointer.rotationQuaternion = new BABYLON.Quaternion();
  110233. }
  110234. _this._tmpMatrix.decompose(controller.pointer.scaling, controller.pointer.rotationQuaternion, controller.pointer.position);
  110235. }
  110236. });
  110237. });
  110238. }
  110239. /**
  110240. * Disposes of the object
  110241. */
  110242. WebXRInput.prototype.dispose = function () {
  110243. this.controllers.forEach(function (c) {
  110244. c.dispose();
  110245. });
  110246. this.helper._sessionManager.onXRFrameObservable.remove(this._frameObserver);
  110247. };
  110248. return WebXRInput;
  110249. }());
  110250. BABYLON.WebXRInput = WebXRInput;
  110251. })(BABYLON || (BABYLON = {}));
  110252. //# sourceMappingURL=babylon.webXRInput.js.map
  110253. // Mainly based on these 2 articles :
  110254. // Creating an universal virtual touch joystick working for all Touch models thanks to Hand.JS : http://blogs.msdn.com/b/davrous/archive/2013/02/22/creating-an-universal-virtual-touch-joystick-working-for-all-touch-models-thanks-to-hand-js.aspx
  110255. // & on Seb Lee-Delisle original work: http://seb.ly/2011/04/multi-touch-game-controller-in-javascripthtml5-for-ipad/
  110256. var BABYLON;
  110257. (function (BABYLON) {
  110258. /**
  110259. * Defines the potential axis of a Joystick
  110260. */
  110261. var JoystickAxis;
  110262. (function (JoystickAxis) {
  110263. /** X axis */
  110264. JoystickAxis[JoystickAxis["X"] = 0] = "X";
  110265. /** Y axis */
  110266. JoystickAxis[JoystickAxis["Y"] = 1] = "Y";
  110267. /** Z axis */
  110268. JoystickAxis[JoystickAxis["Z"] = 2] = "Z";
  110269. })(JoystickAxis = BABYLON.JoystickAxis || (BABYLON.JoystickAxis = {}));
  110270. /**
  110271. * Class used to define virtual joystick (used in touch mode)
  110272. */
  110273. var VirtualJoystick = /** @class */ (function () {
  110274. /**
  110275. * Creates a new virtual joystick
  110276. * @param leftJoystick defines that the joystick is for left hand (false by default)
  110277. */
  110278. function VirtualJoystick(leftJoystick) {
  110279. var _this = this;
  110280. if (leftJoystick) {
  110281. this._leftJoystick = true;
  110282. }
  110283. else {
  110284. this._leftJoystick = false;
  110285. }
  110286. VirtualJoystick._globalJoystickIndex++;
  110287. // By default left & right arrow keys are moving the X
  110288. // and up & down keys are moving the Y
  110289. this._axisTargetedByLeftAndRight = JoystickAxis.X;
  110290. this._axisTargetedByUpAndDown = JoystickAxis.Y;
  110291. this.reverseLeftRight = false;
  110292. this.reverseUpDown = false;
  110293. // collections of pointers
  110294. this._touches = new BABYLON.StringDictionary();
  110295. this.deltaPosition = BABYLON.Vector3.Zero();
  110296. this._joystickSensibility = 25;
  110297. this._inversedSensibility = 1 / (this._joystickSensibility / 1000);
  110298. this._onResize = function (evt) {
  110299. VirtualJoystick.vjCanvasWidth = window.innerWidth;
  110300. VirtualJoystick.vjCanvasHeight = window.innerHeight;
  110301. if (VirtualJoystick.Canvas) {
  110302. VirtualJoystick.Canvas.width = VirtualJoystick.vjCanvasWidth;
  110303. VirtualJoystick.Canvas.height = VirtualJoystick.vjCanvasHeight;
  110304. }
  110305. VirtualJoystick.halfWidth = VirtualJoystick.vjCanvasWidth / 2;
  110306. };
  110307. // injecting a canvas element on top of the canvas 3D game
  110308. if (!VirtualJoystick.Canvas) {
  110309. window.addEventListener("resize", this._onResize, false);
  110310. VirtualJoystick.Canvas = document.createElement("canvas");
  110311. VirtualJoystick.vjCanvasWidth = window.innerWidth;
  110312. VirtualJoystick.vjCanvasHeight = window.innerHeight;
  110313. VirtualJoystick.Canvas.width = window.innerWidth;
  110314. VirtualJoystick.Canvas.height = window.innerHeight;
  110315. VirtualJoystick.Canvas.style.width = "100%";
  110316. VirtualJoystick.Canvas.style.height = "100%";
  110317. VirtualJoystick.Canvas.style.position = "absolute";
  110318. VirtualJoystick.Canvas.style.backgroundColor = "transparent";
  110319. VirtualJoystick.Canvas.style.top = "0px";
  110320. VirtualJoystick.Canvas.style.left = "0px";
  110321. VirtualJoystick.Canvas.style.zIndex = "5";
  110322. VirtualJoystick.Canvas.style.msTouchAction = "none";
  110323. // Support for jQuery PEP polyfill
  110324. VirtualJoystick.Canvas.setAttribute("touch-action", "none");
  110325. var context = VirtualJoystick.Canvas.getContext('2d');
  110326. if (!context) {
  110327. throw new Error("Unable to create canvas for virtual joystick");
  110328. }
  110329. VirtualJoystick.vjCanvasContext = context;
  110330. VirtualJoystick.vjCanvasContext.strokeStyle = "#ffffff";
  110331. VirtualJoystick.vjCanvasContext.lineWidth = 2;
  110332. document.body.appendChild(VirtualJoystick.Canvas);
  110333. }
  110334. VirtualJoystick.halfWidth = VirtualJoystick.Canvas.width / 2;
  110335. this.pressed = false;
  110336. // default joystick color
  110337. this._joystickColor = "cyan";
  110338. this._joystickPointerID = -1;
  110339. // current joystick position
  110340. this._joystickPointerPos = new BABYLON.Vector2(0, 0);
  110341. this._joystickPreviousPointerPos = new BABYLON.Vector2(0, 0);
  110342. // origin joystick position
  110343. this._joystickPointerStartPos = new BABYLON.Vector2(0, 0);
  110344. this._deltaJoystickVector = new BABYLON.Vector2(0, 0);
  110345. this._onPointerDownHandlerRef = function (evt) {
  110346. _this._onPointerDown(evt);
  110347. };
  110348. this._onPointerMoveHandlerRef = function (evt) {
  110349. _this._onPointerMove(evt);
  110350. };
  110351. this._onPointerUpHandlerRef = function (evt) {
  110352. _this._onPointerUp(evt);
  110353. };
  110354. VirtualJoystick.Canvas.addEventListener('pointerdown', this._onPointerDownHandlerRef, false);
  110355. VirtualJoystick.Canvas.addEventListener('pointermove', this._onPointerMoveHandlerRef, false);
  110356. VirtualJoystick.Canvas.addEventListener('pointerup', this._onPointerUpHandlerRef, false);
  110357. VirtualJoystick.Canvas.addEventListener('pointerout', this._onPointerUpHandlerRef, false);
  110358. VirtualJoystick.Canvas.addEventListener("contextmenu", function (evt) {
  110359. evt.preventDefault(); // Disables system menu
  110360. }, false);
  110361. requestAnimationFrame(function () { _this._drawVirtualJoystick(); });
  110362. }
  110363. /**
  110364. * Defines joystick sensibility (ie. the ratio beteen a physical move and virtual joystick position change)
  110365. * @param newJoystickSensibility defines the new sensibility
  110366. */
  110367. VirtualJoystick.prototype.setJoystickSensibility = function (newJoystickSensibility) {
  110368. this._joystickSensibility = newJoystickSensibility;
  110369. this._inversedSensibility = 1 / (this._joystickSensibility / 1000);
  110370. };
  110371. VirtualJoystick.prototype._onPointerDown = function (e) {
  110372. var positionOnScreenCondition;
  110373. e.preventDefault();
  110374. if (this._leftJoystick === true) {
  110375. positionOnScreenCondition = (e.clientX < VirtualJoystick.halfWidth);
  110376. }
  110377. else {
  110378. positionOnScreenCondition = (e.clientX > VirtualJoystick.halfWidth);
  110379. }
  110380. if (positionOnScreenCondition && this._joystickPointerID < 0) {
  110381. // First contact will be dedicated to the virtual joystick
  110382. this._joystickPointerID = e.pointerId;
  110383. this._joystickPointerStartPos.x = e.clientX;
  110384. this._joystickPointerStartPos.y = e.clientY;
  110385. this._joystickPointerPos = this._joystickPointerStartPos.clone();
  110386. this._joystickPreviousPointerPos = this._joystickPointerStartPos.clone();
  110387. this._deltaJoystickVector.x = 0;
  110388. this._deltaJoystickVector.y = 0;
  110389. this.pressed = true;
  110390. this._touches.add(e.pointerId.toString(), e);
  110391. }
  110392. else {
  110393. // You can only trigger the action buttons with a joystick declared
  110394. if (VirtualJoystick._globalJoystickIndex < 2 && this._action) {
  110395. this._action();
  110396. this._touches.add(e.pointerId.toString(), { x: e.clientX, y: e.clientY, prevX: e.clientX, prevY: e.clientY });
  110397. }
  110398. }
  110399. };
  110400. VirtualJoystick.prototype._onPointerMove = function (e) {
  110401. // If the current pointer is the one associated to the joystick (first touch contact)
  110402. if (this._joystickPointerID == e.pointerId) {
  110403. this._joystickPointerPos.x = e.clientX;
  110404. this._joystickPointerPos.y = e.clientY;
  110405. this._deltaJoystickVector = this._joystickPointerPos.clone();
  110406. this._deltaJoystickVector = this._deltaJoystickVector.subtract(this._joystickPointerStartPos);
  110407. var directionLeftRight = this.reverseLeftRight ? -1 : 1;
  110408. var deltaJoystickX = directionLeftRight * this._deltaJoystickVector.x / this._inversedSensibility;
  110409. switch (this._axisTargetedByLeftAndRight) {
  110410. case JoystickAxis.X:
  110411. this.deltaPosition.x = Math.min(1, Math.max(-1, deltaJoystickX));
  110412. break;
  110413. case JoystickAxis.Y:
  110414. this.deltaPosition.y = Math.min(1, Math.max(-1, deltaJoystickX));
  110415. break;
  110416. case JoystickAxis.Z:
  110417. this.deltaPosition.z = Math.min(1, Math.max(-1, deltaJoystickX));
  110418. break;
  110419. }
  110420. var directionUpDown = this.reverseUpDown ? 1 : -1;
  110421. var deltaJoystickY = directionUpDown * this._deltaJoystickVector.y / this._inversedSensibility;
  110422. switch (this._axisTargetedByUpAndDown) {
  110423. case JoystickAxis.X:
  110424. this.deltaPosition.x = Math.min(1, Math.max(-1, deltaJoystickY));
  110425. break;
  110426. case JoystickAxis.Y:
  110427. this.deltaPosition.y = Math.min(1, Math.max(-1, deltaJoystickY));
  110428. break;
  110429. case JoystickAxis.Z:
  110430. this.deltaPosition.z = Math.min(1, Math.max(-1, deltaJoystickY));
  110431. break;
  110432. }
  110433. }
  110434. else {
  110435. var data = this._touches.get(e.pointerId.toString());
  110436. if (data) {
  110437. data.x = e.clientX;
  110438. data.y = e.clientY;
  110439. }
  110440. }
  110441. };
  110442. VirtualJoystick.prototype._onPointerUp = function (e) {
  110443. if (this._joystickPointerID == e.pointerId) {
  110444. VirtualJoystick.vjCanvasContext.clearRect(this._joystickPointerStartPos.x - 64, this._joystickPointerStartPos.y - 64, 128, 128);
  110445. VirtualJoystick.vjCanvasContext.clearRect(this._joystickPreviousPointerPos.x - 42, this._joystickPreviousPointerPos.y - 42, 84, 84);
  110446. this._joystickPointerID = -1;
  110447. this.pressed = false;
  110448. }
  110449. else {
  110450. var touch = this._touches.get(e.pointerId.toString());
  110451. if (touch) {
  110452. VirtualJoystick.vjCanvasContext.clearRect(touch.prevX - 44, touch.prevY - 44, 88, 88);
  110453. }
  110454. }
  110455. this._deltaJoystickVector.x = 0;
  110456. this._deltaJoystickVector.y = 0;
  110457. this._touches.remove(e.pointerId.toString());
  110458. };
  110459. /**
  110460. * Change the color of the virtual joystick
  110461. * @param newColor a string that must be a CSS color value (like "red") or the hexa value (like "#FF0000")
  110462. */
  110463. VirtualJoystick.prototype.setJoystickColor = function (newColor) {
  110464. this._joystickColor = newColor;
  110465. };
  110466. /**
  110467. * Defines a callback to call when the joystick is touched
  110468. * @param action defines the callback
  110469. */
  110470. VirtualJoystick.prototype.setActionOnTouch = function (action) {
  110471. this._action = action;
  110472. };
  110473. /**
  110474. * Defines which axis you'd like to control for left & right
  110475. * @param axis defines the axis to use
  110476. */
  110477. VirtualJoystick.prototype.setAxisForLeftRight = function (axis) {
  110478. switch (axis) {
  110479. case JoystickAxis.X:
  110480. case JoystickAxis.Y:
  110481. case JoystickAxis.Z:
  110482. this._axisTargetedByLeftAndRight = axis;
  110483. break;
  110484. default:
  110485. this._axisTargetedByLeftAndRight = JoystickAxis.X;
  110486. break;
  110487. }
  110488. };
  110489. /**
  110490. * Defines which axis you'd like to control for up & down
  110491. * @param axis defines the axis to use
  110492. */
  110493. VirtualJoystick.prototype.setAxisForUpDown = function (axis) {
  110494. switch (axis) {
  110495. case JoystickAxis.X:
  110496. case JoystickAxis.Y:
  110497. case JoystickAxis.Z:
  110498. this._axisTargetedByUpAndDown = axis;
  110499. break;
  110500. default:
  110501. this._axisTargetedByUpAndDown = JoystickAxis.Y;
  110502. break;
  110503. }
  110504. };
  110505. VirtualJoystick.prototype._drawVirtualJoystick = function () {
  110506. var _this = this;
  110507. if (this.pressed) {
  110508. this._touches.forEach(function (key, touch) {
  110509. if (touch.pointerId === _this._joystickPointerID) {
  110510. VirtualJoystick.vjCanvasContext.clearRect(_this._joystickPointerStartPos.x - 64, _this._joystickPointerStartPos.y - 64, 128, 128);
  110511. VirtualJoystick.vjCanvasContext.clearRect(_this._joystickPreviousPointerPos.x - 42, _this._joystickPreviousPointerPos.y - 42, 84, 84);
  110512. VirtualJoystick.vjCanvasContext.beginPath();
  110513. VirtualJoystick.vjCanvasContext.lineWidth = 6;
  110514. VirtualJoystick.vjCanvasContext.strokeStyle = _this._joystickColor;
  110515. VirtualJoystick.vjCanvasContext.arc(_this._joystickPointerStartPos.x, _this._joystickPointerStartPos.y, 40, 0, Math.PI * 2, true);
  110516. VirtualJoystick.vjCanvasContext.stroke();
  110517. VirtualJoystick.vjCanvasContext.closePath();
  110518. VirtualJoystick.vjCanvasContext.beginPath();
  110519. VirtualJoystick.vjCanvasContext.strokeStyle = _this._joystickColor;
  110520. VirtualJoystick.vjCanvasContext.lineWidth = 2;
  110521. VirtualJoystick.vjCanvasContext.arc(_this._joystickPointerStartPos.x, _this._joystickPointerStartPos.y, 60, 0, Math.PI * 2, true);
  110522. VirtualJoystick.vjCanvasContext.stroke();
  110523. VirtualJoystick.vjCanvasContext.closePath();
  110524. VirtualJoystick.vjCanvasContext.beginPath();
  110525. VirtualJoystick.vjCanvasContext.strokeStyle = _this._joystickColor;
  110526. VirtualJoystick.vjCanvasContext.arc(_this._joystickPointerPos.x, _this._joystickPointerPos.y, 40, 0, Math.PI * 2, true);
  110527. VirtualJoystick.vjCanvasContext.stroke();
  110528. VirtualJoystick.vjCanvasContext.closePath();
  110529. _this._joystickPreviousPointerPos = _this._joystickPointerPos.clone();
  110530. }
  110531. else {
  110532. VirtualJoystick.vjCanvasContext.clearRect(touch.prevX - 44, touch.prevY - 44, 88, 88);
  110533. VirtualJoystick.vjCanvasContext.beginPath();
  110534. VirtualJoystick.vjCanvasContext.fillStyle = "white";
  110535. VirtualJoystick.vjCanvasContext.beginPath();
  110536. VirtualJoystick.vjCanvasContext.strokeStyle = "red";
  110537. VirtualJoystick.vjCanvasContext.lineWidth = 6;
  110538. VirtualJoystick.vjCanvasContext.arc(touch.x, touch.y, 40, 0, Math.PI * 2, true);
  110539. VirtualJoystick.vjCanvasContext.stroke();
  110540. VirtualJoystick.vjCanvasContext.closePath();
  110541. touch.prevX = touch.x;
  110542. touch.prevY = touch.y;
  110543. }
  110544. });
  110545. }
  110546. requestAnimationFrame(function () { _this._drawVirtualJoystick(); });
  110547. };
  110548. /**
  110549. * Release internal HTML canvas
  110550. */
  110551. VirtualJoystick.prototype.releaseCanvas = function () {
  110552. if (VirtualJoystick.Canvas) {
  110553. VirtualJoystick.Canvas.removeEventListener('pointerdown', this._onPointerDownHandlerRef);
  110554. VirtualJoystick.Canvas.removeEventListener('pointermove', this._onPointerMoveHandlerRef);
  110555. VirtualJoystick.Canvas.removeEventListener('pointerup', this._onPointerUpHandlerRef);
  110556. VirtualJoystick.Canvas.removeEventListener('pointerout', this._onPointerUpHandlerRef);
  110557. window.removeEventListener("resize", this._onResize);
  110558. document.body.removeChild(VirtualJoystick.Canvas);
  110559. VirtualJoystick.Canvas = null;
  110560. }
  110561. };
  110562. // Used to draw the virtual joystick inside a 2D canvas on top of the WebGL rendering canvas
  110563. VirtualJoystick._globalJoystickIndex = 0;
  110564. return VirtualJoystick;
  110565. }());
  110566. BABYLON.VirtualJoystick = VirtualJoystick;
  110567. })(BABYLON || (BABYLON = {}));
  110568. //# sourceMappingURL=babylon.virtualJoystick.js.map
  110569. var BABYLON;
  110570. (function (BABYLON) {
  110571. BABYLON.Node.AddNodeConstructor("VirtualJoysticksCamera", function (name, scene) {
  110572. return function () { return new VirtualJoysticksCamera(name, BABYLON.Vector3.Zero(), scene); };
  110573. });
  110574. /**
  110575. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  110576. * It is identical to the Free Camera and simply adds by default a virtual joystick.
  110577. * Virtual Joysticks are on-screen 2D graphics that are used to control the camera or other scene items.
  110578. * @see http://doc.babylonjs.com/features/cameras#virtual-joysticks-camera
  110579. */
  110580. var VirtualJoysticksCamera = /** @class */ (function (_super) {
  110581. __extends(VirtualJoysticksCamera, _super);
  110582. /**
  110583. * Intantiates a VirtualJoysticksCamera. It can be useful in First Person Shooter game for instance.
  110584. * It is identical to the Free Camera and simply adds by default a virtual joystick.
  110585. * Virtual Joysticks are on-screen 2D graphics that are used to control the camera or other scene items.
  110586. * @see http://doc.babylonjs.com/features/cameras#virtual-joysticks-camera
  110587. * @param name Define the name of the camera in the scene
  110588. * @param position Define the start position of the camera in the scene
  110589. * @param scene Define the scene the camera belongs to
  110590. */
  110591. function VirtualJoysticksCamera(name, position, scene) {
  110592. var _this = _super.call(this, name, position, scene) || this;
  110593. _this.inputs.addVirtualJoystick();
  110594. return _this;
  110595. }
  110596. /**
  110597. * Gets the current object class name.
  110598. * @return the class name
  110599. */
  110600. VirtualJoysticksCamera.prototype.getClassName = function () {
  110601. return "VirtualJoysticksCamera";
  110602. };
  110603. return VirtualJoysticksCamera;
  110604. }(BABYLON.FreeCamera));
  110605. BABYLON.VirtualJoysticksCamera = VirtualJoysticksCamera;
  110606. })(BABYLON || (BABYLON = {}));
  110607. //# sourceMappingURL=babylon.virtualJoysticksCamera.js.map
  110608. var BABYLON;
  110609. (function (BABYLON) {
  110610. /**
  110611. * Manage the Virtual Joystick inputs to control the movement of a free camera.
  110612. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  110613. */
  110614. var FreeCameraVirtualJoystickInput = /** @class */ (function () {
  110615. function FreeCameraVirtualJoystickInput() {
  110616. }
  110617. /**
  110618. * Gets the left stick of the virtual joystick.
  110619. * @returns The virtual Joystick
  110620. */
  110621. FreeCameraVirtualJoystickInput.prototype.getLeftJoystick = function () {
  110622. return this._leftjoystick;
  110623. };
  110624. /**
  110625. * Gets the right stick of the virtual joystick.
  110626. * @returns The virtual Joystick
  110627. */
  110628. FreeCameraVirtualJoystickInput.prototype.getRightJoystick = function () {
  110629. return this._rightjoystick;
  110630. };
  110631. /**
  110632. * Update the current camera state depending on the inputs that have been used this frame.
  110633. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  110634. */
  110635. FreeCameraVirtualJoystickInput.prototype.checkInputs = function () {
  110636. if (this._leftjoystick) {
  110637. var camera = this.camera;
  110638. var speed = camera._computeLocalCameraSpeed() * 50;
  110639. var cameraTransform = BABYLON.Matrix.RotationYawPitchRoll(camera.rotation.y, camera.rotation.x, 0);
  110640. var deltaTransform = BABYLON.Vector3.TransformCoordinates(new BABYLON.Vector3(this._leftjoystick.deltaPosition.x * speed, this._leftjoystick.deltaPosition.y * speed, this._leftjoystick.deltaPosition.z * speed), cameraTransform);
  110641. camera.cameraDirection = camera.cameraDirection.add(deltaTransform);
  110642. camera.cameraRotation = camera.cameraRotation.addVector3(this._rightjoystick.deltaPosition);
  110643. if (!this._leftjoystick.pressed) {
  110644. this._leftjoystick.deltaPosition = this._leftjoystick.deltaPosition.scale(0.9);
  110645. }
  110646. if (!this._rightjoystick.pressed) {
  110647. this._rightjoystick.deltaPosition = this._rightjoystick.deltaPosition.scale(0.9);
  110648. }
  110649. }
  110650. };
  110651. /**
  110652. * Attach the input controls to a specific dom element to get the input from.
  110653. * @param element Defines the element the controls should be listened from
  110654. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  110655. */
  110656. FreeCameraVirtualJoystickInput.prototype.attachControl = function (element, noPreventDefault) {
  110657. this._leftjoystick = new BABYLON.VirtualJoystick(true);
  110658. this._leftjoystick.setAxisForUpDown(BABYLON.JoystickAxis.Z);
  110659. this._leftjoystick.setAxisForLeftRight(BABYLON.JoystickAxis.X);
  110660. this._leftjoystick.setJoystickSensibility(0.15);
  110661. this._rightjoystick = new BABYLON.VirtualJoystick(false);
  110662. this._rightjoystick.setAxisForUpDown(BABYLON.JoystickAxis.X);
  110663. this._rightjoystick.setAxisForLeftRight(BABYLON.JoystickAxis.Y);
  110664. this._rightjoystick.reverseUpDown = true;
  110665. this._rightjoystick.setJoystickSensibility(0.05);
  110666. this._rightjoystick.setJoystickColor("yellow");
  110667. };
  110668. /**
  110669. * Detach the current controls from the specified dom element.
  110670. * @param element Defines the element to stop listening the inputs from
  110671. */
  110672. FreeCameraVirtualJoystickInput.prototype.detachControl = function (element) {
  110673. this._leftjoystick.releaseCanvas();
  110674. this._rightjoystick.releaseCanvas();
  110675. };
  110676. /**
  110677. * Gets the class name of the current intput.
  110678. * @returns the class name
  110679. */
  110680. FreeCameraVirtualJoystickInput.prototype.getClassName = function () {
  110681. return "FreeCameraVirtualJoystickInput";
  110682. };
  110683. /**
  110684. * Get the friendly name associated with the input class.
  110685. * @returns the input friendly name
  110686. */
  110687. FreeCameraVirtualJoystickInput.prototype.getSimpleName = function () {
  110688. return "virtualJoystick";
  110689. };
  110690. return FreeCameraVirtualJoystickInput;
  110691. }());
  110692. BABYLON.FreeCameraVirtualJoystickInput = FreeCameraVirtualJoystickInput;
  110693. BABYLON.CameraInputTypes["FreeCameraVirtualJoystickInput"] = FreeCameraVirtualJoystickInput;
  110694. })(BABYLON || (BABYLON = {}));
  110695. //# sourceMappingURL=babylon.freeCameraVirtualJoystickInput.js.map
  110696. var BABYLON;
  110697. (function (BABYLON) {
  110698. /**
  110699. * Class used to specify simplification options
  110700. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  110701. */
  110702. var SimplificationSettings = /** @class */ (function () {
  110703. /**
  110704. * Creates a SimplificationSettings
  110705. * @param quality expected quality
  110706. * @param distance distance when this optimized version should be used
  110707. * @param optimizeMesh already optimized mesh
  110708. */
  110709. function SimplificationSettings(
  110710. /** expected quality */
  110711. quality,
  110712. /** distance when this optimized version should be used */
  110713. distance,
  110714. /** already optimized mesh */
  110715. optimizeMesh) {
  110716. this.quality = quality;
  110717. this.distance = distance;
  110718. this.optimizeMesh = optimizeMesh;
  110719. }
  110720. return SimplificationSettings;
  110721. }());
  110722. BABYLON.SimplificationSettings = SimplificationSettings;
  110723. /**
  110724. * Queue used to order the simplification tasks
  110725. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  110726. */
  110727. var SimplificationQueue = /** @class */ (function () {
  110728. /**
  110729. * Creates a new queue
  110730. */
  110731. function SimplificationQueue() {
  110732. this.running = false;
  110733. this._simplificationArray = [];
  110734. }
  110735. /**
  110736. * Adds a new simplification task
  110737. * @param task defines a task to add
  110738. */
  110739. SimplificationQueue.prototype.addTask = function (task) {
  110740. this._simplificationArray.push(task);
  110741. };
  110742. /**
  110743. * Execute next task
  110744. */
  110745. SimplificationQueue.prototype.executeNext = function () {
  110746. var task = this._simplificationArray.pop();
  110747. if (task) {
  110748. this.running = true;
  110749. this.runSimplification(task);
  110750. }
  110751. else {
  110752. this.running = false;
  110753. }
  110754. };
  110755. /**
  110756. * Execute a simplification task
  110757. * @param task defines the task to run
  110758. */
  110759. SimplificationQueue.prototype.runSimplification = function (task) {
  110760. var _this = this;
  110761. if (task.parallelProcessing) {
  110762. //parallel simplifier
  110763. task.settings.forEach(function (setting) {
  110764. var simplifier = _this.getSimplifier(task);
  110765. simplifier.simplify(setting, function (newMesh) {
  110766. task.mesh.addLODLevel(setting.distance, newMesh);
  110767. newMesh.isVisible = true;
  110768. //check if it is the last
  110769. if (setting.quality === task.settings[task.settings.length - 1].quality && task.successCallback) {
  110770. //all done, run the success callback.
  110771. task.successCallback();
  110772. }
  110773. _this.executeNext();
  110774. });
  110775. });
  110776. }
  110777. else {
  110778. //single simplifier.
  110779. var simplifier = this.getSimplifier(task);
  110780. var runDecimation = function (setting, callback) {
  110781. simplifier.simplify(setting, function (newMesh) {
  110782. task.mesh.addLODLevel(setting.distance, newMesh);
  110783. newMesh.isVisible = true;
  110784. //run the next quality level
  110785. callback();
  110786. });
  110787. };
  110788. BABYLON.AsyncLoop.Run(task.settings.length, function (loop) {
  110789. runDecimation(task.settings[loop.index], function () {
  110790. loop.executeNext();
  110791. });
  110792. }, function () {
  110793. //execution ended, run the success callback.
  110794. if (task.successCallback) {
  110795. task.successCallback();
  110796. }
  110797. _this.executeNext();
  110798. });
  110799. }
  110800. };
  110801. SimplificationQueue.prototype.getSimplifier = function (task) {
  110802. switch (task.simplificationType) {
  110803. case SimplificationType.QUADRATIC:
  110804. default:
  110805. return new QuadraticErrorSimplification(task.mesh);
  110806. }
  110807. };
  110808. return SimplificationQueue;
  110809. }());
  110810. BABYLON.SimplificationQueue = SimplificationQueue;
  110811. /**
  110812. * The implemented types of simplification
  110813. * At the moment only Quadratic Error Decimation is implemented
  110814. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  110815. */
  110816. var SimplificationType;
  110817. (function (SimplificationType) {
  110818. /** Quadratic error decimation */
  110819. SimplificationType[SimplificationType["QUADRATIC"] = 0] = "QUADRATIC";
  110820. })(SimplificationType = BABYLON.SimplificationType || (BABYLON.SimplificationType = {}));
  110821. var DecimationTriangle = /** @class */ (function () {
  110822. function DecimationTriangle(vertices) {
  110823. this.vertices = vertices;
  110824. this.error = new Array(4);
  110825. this.deleted = false;
  110826. this.isDirty = false;
  110827. this.deletePending = false;
  110828. this.borderFactor = 0;
  110829. }
  110830. return DecimationTriangle;
  110831. }());
  110832. var DecimationVertex = /** @class */ (function () {
  110833. function DecimationVertex(position, id) {
  110834. this.position = position;
  110835. this.id = id;
  110836. this.isBorder = true;
  110837. this.q = new QuadraticMatrix();
  110838. this.triangleCount = 0;
  110839. this.triangleStart = 0;
  110840. this.originalOffsets = [];
  110841. }
  110842. DecimationVertex.prototype.updatePosition = function (newPosition) {
  110843. this.position.copyFrom(newPosition);
  110844. };
  110845. return DecimationVertex;
  110846. }());
  110847. var QuadraticMatrix = /** @class */ (function () {
  110848. function QuadraticMatrix(data) {
  110849. this.data = new Array(10);
  110850. for (var i = 0; i < 10; ++i) {
  110851. if (data && data[i]) {
  110852. this.data[i] = data[i];
  110853. }
  110854. else {
  110855. this.data[i] = 0;
  110856. }
  110857. }
  110858. }
  110859. QuadraticMatrix.prototype.det = function (a11, a12, a13, a21, a22, a23, a31, a32, a33) {
  110860. var det = this.data[a11] * this.data[a22] * this.data[a33] + this.data[a13] * this.data[a21] * this.data[a32] +
  110861. this.data[a12] * this.data[a23] * this.data[a31] - this.data[a13] * this.data[a22] * this.data[a31] -
  110862. this.data[a11] * this.data[a23] * this.data[a32] - this.data[a12] * this.data[a21] * this.data[a33];
  110863. return det;
  110864. };
  110865. QuadraticMatrix.prototype.addInPlace = function (matrix) {
  110866. for (var i = 0; i < 10; ++i) {
  110867. this.data[i] += matrix.data[i];
  110868. }
  110869. };
  110870. QuadraticMatrix.prototype.addArrayInPlace = function (data) {
  110871. for (var i = 0; i < 10; ++i) {
  110872. this.data[i] += data[i];
  110873. }
  110874. };
  110875. QuadraticMatrix.prototype.add = function (matrix) {
  110876. var m = new QuadraticMatrix();
  110877. for (var i = 0; i < 10; ++i) {
  110878. m.data[i] = this.data[i] + matrix.data[i];
  110879. }
  110880. return m;
  110881. };
  110882. QuadraticMatrix.FromData = function (a, b, c, d) {
  110883. return new QuadraticMatrix(QuadraticMatrix.DataFromNumbers(a, b, c, d));
  110884. };
  110885. //returning an array to avoid garbage collection
  110886. QuadraticMatrix.DataFromNumbers = function (a, b, c, d) {
  110887. return [a * a, a * b, a * c, a * d, b * b, b * c, b * d, c * c, c * d, d * d];
  110888. };
  110889. return QuadraticMatrix;
  110890. }());
  110891. var Reference = /** @class */ (function () {
  110892. function Reference(vertexId, triangleId) {
  110893. this.vertexId = vertexId;
  110894. this.triangleId = triangleId;
  110895. }
  110896. return Reference;
  110897. }());
  110898. /**
  110899. * An implementation of the Quadratic Error simplification algorithm.
  110900. * Original paper : http://www1.cs.columbia.edu/~cs4162/html05s/garland97.pdf
  110901. * Ported mostly from QSlim and http://voxels.blogspot.de/2014/05/quadric-mesh-simplification-with-source.html to babylon JS
  110902. * @author RaananW
  110903. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  110904. */
  110905. var QuadraticErrorSimplification = /** @class */ (function () {
  110906. function QuadraticErrorSimplification(_mesh) {
  110907. this._mesh = _mesh;
  110908. this.syncIterations = 5000;
  110909. this.aggressiveness = 7;
  110910. this.decimationIterations = 100;
  110911. this.boundingBoxEpsilon = BABYLON.Epsilon;
  110912. }
  110913. QuadraticErrorSimplification.prototype.simplify = function (settings, successCallback) {
  110914. var _this = this;
  110915. this.initDecimatedMesh();
  110916. //iterating through the submeshes array, one after the other.
  110917. BABYLON.AsyncLoop.Run(this._mesh.subMeshes.length, function (loop) {
  110918. _this.initWithMesh(loop.index, function () {
  110919. _this.runDecimation(settings, loop.index, function () {
  110920. loop.executeNext();
  110921. });
  110922. }, settings.optimizeMesh);
  110923. }, function () {
  110924. setTimeout(function () {
  110925. successCallback(_this._reconstructedMesh);
  110926. }, 0);
  110927. });
  110928. };
  110929. QuadraticErrorSimplification.prototype.runDecimation = function (settings, submeshIndex, successCallback) {
  110930. var _this = this;
  110931. var targetCount = ~~(this.triangles.length * settings.quality);
  110932. var deletedTriangles = 0;
  110933. var triangleCount = this.triangles.length;
  110934. var iterationFunction = function (iteration, callback) {
  110935. setTimeout(function () {
  110936. if (iteration % 5 === 0) {
  110937. _this.updateMesh(iteration === 0);
  110938. }
  110939. for (var i = 0; i < _this.triangles.length; ++i) {
  110940. _this.triangles[i].isDirty = false;
  110941. }
  110942. var threshold = 0.000000001 * Math.pow((iteration + 3), _this.aggressiveness);
  110943. var trianglesIterator = function (i) {
  110944. var tIdx = ~~(((_this.triangles.length / 2) + i) % _this.triangles.length);
  110945. var t = _this.triangles[tIdx];
  110946. if (!t) {
  110947. return;
  110948. }
  110949. if (t.error[3] > threshold || t.deleted || t.isDirty) {
  110950. return;
  110951. }
  110952. for (var j = 0; j < 3; ++j) {
  110953. if (t.error[j] < threshold) {
  110954. var deleted0 = [];
  110955. var deleted1 = [];
  110956. var v0 = t.vertices[j];
  110957. var v1 = t.vertices[(j + 1) % 3];
  110958. if (v0.isBorder || v1.isBorder) {
  110959. continue;
  110960. }
  110961. var p = BABYLON.Vector3.Zero();
  110962. var n = BABYLON.Vector3.Zero();
  110963. var uv = BABYLON.Vector2.Zero();
  110964. var color = new BABYLON.Color4(0, 0, 0, 1);
  110965. _this.calculateError(v0, v1, p, n, uv, color);
  110966. var delTr = new Array();
  110967. if (_this.isFlipped(v0, v1, p, deleted0, t.borderFactor, delTr)) {
  110968. continue;
  110969. }
  110970. if (_this.isFlipped(v1, v0, p, deleted1, t.borderFactor, delTr)) {
  110971. continue;
  110972. }
  110973. if (deleted0.indexOf(true) < 0 || deleted1.indexOf(true) < 0) {
  110974. continue;
  110975. }
  110976. var uniqueArray = new Array();
  110977. delTr.forEach(function (deletedT) {
  110978. if (uniqueArray.indexOf(deletedT) === -1) {
  110979. deletedT.deletePending = true;
  110980. uniqueArray.push(deletedT);
  110981. }
  110982. });
  110983. if (uniqueArray.length % 2 !== 0) {
  110984. continue;
  110985. }
  110986. v0.q = v1.q.add(v0.q);
  110987. v0.updatePosition(p);
  110988. var tStart = _this.references.length;
  110989. deletedTriangles = _this.updateTriangles(v0, v0, deleted0, deletedTriangles);
  110990. deletedTriangles = _this.updateTriangles(v0, v1, deleted1, deletedTriangles);
  110991. var tCount = _this.references.length - tStart;
  110992. if (tCount <= v0.triangleCount) {
  110993. if (tCount) {
  110994. for (var c = 0; c < tCount; c++) {
  110995. _this.references[v0.triangleStart + c] = _this.references[tStart + c];
  110996. }
  110997. }
  110998. }
  110999. else {
  111000. v0.triangleStart = tStart;
  111001. }
  111002. v0.triangleCount = tCount;
  111003. break;
  111004. }
  111005. }
  111006. };
  111007. BABYLON.AsyncLoop.SyncAsyncForLoop(_this.triangles.length, _this.syncIterations, trianglesIterator, callback, function () { return (triangleCount - deletedTriangles <= targetCount); });
  111008. }, 0);
  111009. };
  111010. BABYLON.AsyncLoop.Run(this.decimationIterations, function (loop) {
  111011. if (triangleCount - deletedTriangles <= targetCount) {
  111012. loop.breakLoop();
  111013. }
  111014. else {
  111015. iterationFunction(loop.index, function () {
  111016. loop.executeNext();
  111017. });
  111018. }
  111019. }, function () {
  111020. setTimeout(function () {
  111021. //reconstruct this part of the mesh
  111022. _this.reconstructMesh(submeshIndex);
  111023. successCallback();
  111024. }, 0);
  111025. });
  111026. };
  111027. QuadraticErrorSimplification.prototype.initWithMesh = function (submeshIndex, callback, optimizeMesh) {
  111028. var _this = this;
  111029. this.vertices = [];
  111030. this.triangles = [];
  111031. var positionData = this._mesh.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  111032. var indices = this._mesh.getIndices();
  111033. var submesh = this._mesh.subMeshes[submeshIndex];
  111034. var findInVertices = function (positionToSearch) {
  111035. if (optimizeMesh) {
  111036. for (var ii = 0; ii < _this.vertices.length; ++ii) {
  111037. if (_this.vertices[ii].position.equals(positionToSearch)) {
  111038. return _this.vertices[ii];
  111039. }
  111040. }
  111041. }
  111042. return null;
  111043. };
  111044. var vertexReferences = [];
  111045. var vertexInit = function (i) {
  111046. if (!positionData) {
  111047. return;
  111048. }
  111049. var offset = i + submesh.verticesStart;
  111050. var position = BABYLON.Vector3.FromArray(positionData, offset * 3);
  111051. var vertex = findInVertices(position) || new DecimationVertex(position, _this.vertices.length);
  111052. vertex.originalOffsets.push(offset);
  111053. if (vertex.id === _this.vertices.length) {
  111054. _this.vertices.push(vertex);
  111055. }
  111056. vertexReferences.push(vertex.id);
  111057. };
  111058. //var totalVertices = mesh.getTotalVertices();
  111059. var totalVertices = submesh.verticesCount;
  111060. BABYLON.AsyncLoop.SyncAsyncForLoop(totalVertices, (this.syncIterations / 4) >> 0, vertexInit, function () {
  111061. var indicesInit = function (i) {
  111062. if (!indices) {
  111063. return;
  111064. }
  111065. var offset = (submesh.indexStart / 3) + i;
  111066. var pos = (offset * 3);
  111067. var i0 = indices[pos + 0];
  111068. var i1 = indices[pos + 1];
  111069. var i2 = indices[pos + 2];
  111070. var v0 = _this.vertices[vertexReferences[i0 - submesh.verticesStart]];
  111071. var v1 = _this.vertices[vertexReferences[i1 - submesh.verticesStart]];
  111072. var v2 = _this.vertices[vertexReferences[i2 - submesh.verticesStart]];
  111073. var triangle = new DecimationTriangle([v0, v1, v2]);
  111074. triangle.originalOffset = pos;
  111075. _this.triangles.push(triangle);
  111076. };
  111077. BABYLON.AsyncLoop.SyncAsyncForLoop(submesh.indexCount / 3, _this.syncIterations, indicesInit, function () {
  111078. _this.init(callback);
  111079. });
  111080. });
  111081. };
  111082. QuadraticErrorSimplification.prototype.init = function (callback) {
  111083. var _this = this;
  111084. var triangleInit1 = function (i) {
  111085. var t = _this.triangles[i];
  111086. t.normal = BABYLON.Vector3.Cross(t.vertices[1].position.subtract(t.vertices[0].position), t.vertices[2].position.subtract(t.vertices[0].position)).normalize();
  111087. for (var j = 0; j < 3; j++) {
  111088. t.vertices[j].q.addArrayInPlace(QuadraticMatrix.DataFromNumbers(t.normal.x, t.normal.y, t.normal.z, -(BABYLON.Vector3.Dot(t.normal, t.vertices[0].position))));
  111089. }
  111090. };
  111091. BABYLON.AsyncLoop.SyncAsyncForLoop(this.triangles.length, this.syncIterations, triangleInit1, function () {
  111092. var triangleInit2 = function (i) {
  111093. var t = _this.triangles[i];
  111094. for (var j = 0; j < 3; ++j) {
  111095. t.error[j] = _this.calculateError(t.vertices[j], t.vertices[(j + 1) % 3]);
  111096. }
  111097. t.error[3] = Math.min(t.error[0], t.error[1], t.error[2]);
  111098. };
  111099. BABYLON.AsyncLoop.SyncAsyncForLoop(_this.triangles.length, _this.syncIterations, triangleInit2, function () {
  111100. callback();
  111101. });
  111102. });
  111103. };
  111104. QuadraticErrorSimplification.prototype.reconstructMesh = function (submeshIndex) {
  111105. var newTriangles = [];
  111106. var i;
  111107. for (i = 0; i < this.vertices.length; ++i) {
  111108. this.vertices[i].triangleCount = 0;
  111109. }
  111110. var t;
  111111. var j;
  111112. for (i = 0; i < this.triangles.length; ++i) {
  111113. if (!this.triangles[i].deleted) {
  111114. t = this.triangles[i];
  111115. for (j = 0; j < 3; ++j) {
  111116. t.vertices[j].triangleCount = 1;
  111117. }
  111118. newTriangles.push(t);
  111119. }
  111120. }
  111121. var newPositionData = (this._reconstructedMesh.getVerticesData(BABYLON.VertexBuffer.PositionKind) || []);
  111122. var newNormalData = (this._reconstructedMesh.getVerticesData(BABYLON.VertexBuffer.NormalKind) || []);
  111123. var newUVsData = (this._reconstructedMesh.getVerticesData(BABYLON.VertexBuffer.UVKind) || []);
  111124. var newColorsData = (this._reconstructedMesh.getVerticesData(BABYLON.VertexBuffer.ColorKind) || []);
  111125. var normalData = this._mesh.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  111126. var uvs = this._mesh.getVerticesData(BABYLON.VertexBuffer.UVKind);
  111127. var colorsData = this._mesh.getVerticesData(BABYLON.VertexBuffer.ColorKind);
  111128. var vertexCount = 0;
  111129. for (i = 0; i < this.vertices.length; ++i) {
  111130. var vertex = this.vertices[i];
  111131. vertex.id = vertexCount;
  111132. if (vertex.triangleCount) {
  111133. vertex.originalOffsets.forEach(function (originalOffset) {
  111134. if (!normalData) {
  111135. return;
  111136. }
  111137. newPositionData.push(vertex.position.x);
  111138. newPositionData.push(vertex.position.y);
  111139. newPositionData.push(vertex.position.z);
  111140. newNormalData.push(normalData[originalOffset * 3]);
  111141. newNormalData.push(normalData[(originalOffset * 3) + 1]);
  111142. newNormalData.push(normalData[(originalOffset * 3) + 2]);
  111143. if (uvs && uvs.length) {
  111144. newUVsData.push(uvs[(originalOffset * 2)]);
  111145. newUVsData.push(uvs[(originalOffset * 2) + 1]);
  111146. }
  111147. else if (colorsData && colorsData.length) {
  111148. newColorsData.push(colorsData[(originalOffset * 4)]);
  111149. newColorsData.push(colorsData[(originalOffset * 4) + 1]);
  111150. newColorsData.push(colorsData[(originalOffset * 4) + 2]);
  111151. newColorsData.push(colorsData[(originalOffset * 4) + 3]);
  111152. }
  111153. ++vertexCount;
  111154. });
  111155. }
  111156. }
  111157. var startingIndex = this._reconstructedMesh.getTotalIndices();
  111158. var startingVertex = this._reconstructedMesh.getTotalVertices();
  111159. var submeshesArray = this._reconstructedMesh.subMeshes;
  111160. this._reconstructedMesh.subMeshes = [];
  111161. var newIndicesArray = this._reconstructedMesh.getIndices(); //[];
  111162. var originalIndices = this._mesh.getIndices();
  111163. for (i = 0; i < newTriangles.length; ++i) {
  111164. t = newTriangles[i]; //now get the new referencing point for each vertex
  111165. [0, 1, 2].forEach(function (idx) {
  111166. var id = originalIndices[t.originalOffset + idx];
  111167. var offset = t.vertices[idx].originalOffsets.indexOf(id);
  111168. if (offset < 0) {
  111169. offset = 0;
  111170. }
  111171. newIndicesArray.push(t.vertices[idx].id + offset + startingVertex);
  111172. });
  111173. }
  111174. //overwriting the old vertex buffers and indices.
  111175. this._reconstructedMesh.setIndices(newIndicesArray);
  111176. this._reconstructedMesh.setVerticesData(BABYLON.VertexBuffer.PositionKind, newPositionData);
  111177. this._reconstructedMesh.setVerticesData(BABYLON.VertexBuffer.NormalKind, newNormalData);
  111178. if (newUVsData.length > 0) {
  111179. this._reconstructedMesh.setVerticesData(BABYLON.VertexBuffer.UVKind, newUVsData);
  111180. }
  111181. if (newColorsData.length > 0) {
  111182. this._reconstructedMesh.setVerticesData(BABYLON.VertexBuffer.ColorKind, newColorsData);
  111183. }
  111184. //create submesh
  111185. var originalSubmesh = this._mesh.subMeshes[submeshIndex];
  111186. if (submeshIndex > 0) {
  111187. this._reconstructedMesh.subMeshes = [];
  111188. submeshesArray.forEach(function (submesh) {
  111189. BABYLON.SubMesh.AddToMesh(submesh.materialIndex, submesh.verticesStart, submesh.verticesCount, /* 0, newPositionData.length/3, */ submesh.indexStart, submesh.indexCount, submesh.getMesh());
  111190. });
  111191. BABYLON.SubMesh.AddToMesh(originalSubmesh.materialIndex, startingVertex, vertexCount, /* 0, newPositionData.length / 3, */ startingIndex, newTriangles.length * 3, this._reconstructedMesh);
  111192. }
  111193. };
  111194. QuadraticErrorSimplification.prototype.initDecimatedMesh = function () {
  111195. this._reconstructedMesh = new BABYLON.Mesh(this._mesh.name + "Decimated", this._mesh.getScene());
  111196. this._reconstructedMesh.material = this._mesh.material;
  111197. this._reconstructedMesh.parent = this._mesh.parent;
  111198. this._reconstructedMesh.isVisible = false;
  111199. this._reconstructedMesh.renderingGroupId = this._mesh.renderingGroupId;
  111200. };
  111201. QuadraticErrorSimplification.prototype.isFlipped = function (vertex1, vertex2, point, deletedArray, borderFactor, delTr) {
  111202. for (var i = 0; i < vertex1.triangleCount; ++i) {
  111203. var t = this.triangles[this.references[vertex1.triangleStart + i].triangleId];
  111204. if (t.deleted) {
  111205. continue;
  111206. }
  111207. var s = this.references[vertex1.triangleStart + i].vertexId;
  111208. var v1 = t.vertices[(s + 1) % 3];
  111209. var v2 = t.vertices[(s + 2) % 3];
  111210. if ((v1 === vertex2 || v2 === vertex2)) {
  111211. deletedArray[i] = true;
  111212. delTr.push(t);
  111213. continue;
  111214. }
  111215. var d1 = v1.position.subtract(point);
  111216. d1 = d1.normalize();
  111217. var d2 = v2.position.subtract(point);
  111218. d2 = d2.normalize();
  111219. if (Math.abs(BABYLON.Vector3.Dot(d1, d2)) > 0.999) {
  111220. return true;
  111221. }
  111222. var normal = BABYLON.Vector3.Cross(d1, d2).normalize();
  111223. deletedArray[i] = false;
  111224. if (BABYLON.Vector3.Dot(normal, t.normal) < 0.2) {
  111225. return true;
  111226. }
  111227. }
  111228. return false;
  111229. };
  111230. QuadraticErrorSimplification.prototype.updateTriangles = function (origVertex, vertex, deletedArray, deletedTriangles) {
  111231. var newDeleted = deletedTriangles;
  111232. for (var i = 0; i < vertex.triangleCount; ++i) {
  111233. var ref = this.references[vertex.triangleStart + i];
  111234. var t = this.triangles[ref.triangleId];
  111235. if (t.deleted) {
  111236. continue;
  111237. }
  111238. if (deletedArray[i] && t.deletePending) {
  111239. t.deleted = true;
  111240. newDeleted++;
  111241. continue;
  111242. }
  111243. t.vertices[ref.vertexId] = origVertex;
  111244. t.isDirty = true;
  111245. t.error[0] = this.calculateError(t.vertices[0], t.vertices[1]) + (t.borderFactor / 2);
  111246. t.error[1] = this.calculateError(t.vertices[1], t.vertices[2]) + (t.borderFactor / 2);
  111247. t.error[2] = this.calculateError(t.vertices[2], t.vertices[0]) + (t.borderFactor / 2);
  111248. t.error[3] = Math.min(t.error[0], t.error[1], t.error[2]);
  111249. this.references.push(ref);
  111250. }
  111251. return newDeleted;
  111252. };
  111253. QuadraticErrorSimplification.prototype.identifyBorder = function () {
  111254. for (var i = 0; i < this.vertices.length; ++i) {
  111255. var vCount = [];
  111256. var vId = [];
  111257. var v = this.vertices[i];
  111258. var j;
  111259. for (j = 0; j < v.triangleCount; ++j) {
  111260. var triangle = this.triangles[this.references[v.triangleStart + j].triangleId];
  111261. for (var ii = 0; ii < 3; ii++) {
  111262. var ofs = 0;
  111263. var vv = triangle.vertices[ii];
  111264. while (ofs < vCount.length) {
  111265. if (vId[ofs] === vv.id) {
  111266. break;
  111267. }
  111268. ++ofs;
  111269. }
  111270. if (ofs === vCount.length) {
  111271. vCount.push(1);
  111272. vId.push(vv.id);
  111273. }
  111274. else {
  111275. vCount[ofs]++;
  111276. }
  111277. }
  111278. }
  111279. for (j = 0; j < vCount.length; ++j) {
  111280. if (vCount[j] === 1) {
  111281. this.vertices[vId[j]].isBorder = true;
  111282. }
  111283. else {
  111284. this.vertices[vId[j]].isBorder = false;
  111285. }
  111286. }
  111287. }
  111288. };
  111289. QuadraticErrorSimplification.prototype.updateMesh = function (identifyBorders) {
  111290. if (identifyBorders === void 0) { identifyBorders = false; }
  111291. var i;
  111292. if (!identifyBorders) {
  111293. var newTrianglesVector = [];
  111294. for (i = 0; i < this.triangles.length; ++i) {
  111295. if (!this.triangles[i].deleted) {
  111296. newTrianglesVector.push(this.triangles[i]);
  111297. }
  111298. }
  111299. this.triangles = newTrianglesVector;
  111300. }
  111301. for (i = 0; i < this.vertices.length; ++i) {
  111302. this.vertices[i].triangleCount = 0;
  111303. this.vertices[i].triangleStart = 0;
  111304. }
  111305. var t;
  111306. var j;
  111307. var v;
  111308. for (i = 0; i < this.triangles.length; ++i) {
  111309. t = this.triangles[i];
  111310. for (j = 0; j < 3; ++j) {
  111311. v = t.vertices[j];
  111312. v.triangleCount++;
  111313. }
  111314. }
  111315. var tStart = 0;
  111316. for (i = 0; i < this.vertices.length; ++i) {
  111317. this.vertices[i].triangleStart = tStart;
  111318. tStart += this.vertices[i].triangleCount;
  111319. this.vertices[i].triangleCount = 0;
  111320. }
  111321. var newReferences = new Array(this.triangles.length * 3);
  111322. for (i = 0; i < this.triangles.length; ++i) {
  111323. t = this.triangles[i];
  111324. for (j = 0; j < 3; ++j) {
  111325. v = t.vertices[j];
  111326. newReferences[v.triangleStart + v.triangleCount] = new Reference(j, i);
  111327. v.triangleCount++;
  111328. }
  111329. }
  111330. this.references = newReferences;
  111331. if (identifyBorders) {
  111332. this.identifyBorder();
  111333. }
  111334. };
  111335. QuadraticErrorSimplification.prototype.vertexError = function (q, point) {
  111336. var x = point.x;
  111337. var y = point.y;
  111338. var z = point.z;
  111339. return q.data[0] * x * x + 2 * q.data[1] * x * y + 2 * q.data[2] * x * z + 2 * q.data[3] * x + q.data[4] * y * y
  111340. + 2 * q.data[5] * y * z + 2 * q.data[6] * y + q.data[7] * z * z + 2 * q.data[8] * z + q.data[9];
  111341. };
  111342. QuadraticErrorSimplification.prototype.calculateError = function (vertex1, vertex2, pointResult, normalResult, uvResult, colorResult) {
  111343. var q = vertex1.q.add(vertex2.q);
  111344. var border = vertex1.isBorder && vertex2.isBorder;
  111345. var error = 0;
  111346. var qDet = q.det(0, 1, 2, 1, 4, 5, 2, 5, 7);
  111347. if (qDet !== 0 && !border) {
  111348. if (!pointResult) {
  111349. pointResult = BABYLON.Vector3.Zero();
  111350. }
  111351. pointResult.x = -1 / qDet * (q.det(1, 2, 3, 4, 5, 6, 5, 7, 8));
  111352. pointResult.y = 1 / qDet * (q.det(0, 2, 3, 1, 5, 6, 2, 7, 8));
  111353. pointResult.z = -1 / qDet * (q.det(0, 1, 3, 1, 4, 6, 2, 5, 8));
  111354. error = this.vertexError(q, pointResult);
  111355. }
  111356. else {
  111357. var p3 = (vertex1.position.add(vertex2.position)).divide(new BABYLON.Vector3(2, 2, 2));
  111358. //var norm3 = (vertex1.normal.add(vertex2.normal)).divide(new Vector3(2, 2, 2)).normalize();
  111359. var error1 = this.vertexError(q, vertex1.position);
  111360. var error2 = this.vertexError(q, vertex2.position);
  111361. var error3 = this.vertexError(q, p3);
  111362. error = Math.min(error1, error2, error3);
  111363. if (error === error1) {
  111364. if (pointResult) {
  111365. pointResult.copyFrom(vertex1.position);
  111366. }
  111367. }
  111368. else if (error === error2) {
  111369. if (pointResult) {
  111370. pointResult.copyFrom(vertex2.position);
  111371. }
  111372. }
  111373. else {
  111374. if (pointResult) {
  111375. pointResult.copyFrom(p3);
  111376. }
  111377. }
  111378. }
  111379. return error;
  111380. };
  111381. return QuadraticErrorSimplification;
  111382. }());
  111383. })(BABYLON || (BABYLON = {}));
  111384. //# sourceMappingURL=babylon.meshSimplification.js.map
  111385. var BABYLON;
  111386. (function (BABYLON) {
  111387. Object.defineProperty(BABYLON.Scene.prototype, "simplificationQueue", {
  111388. get: function () {
  111389. if (!this._simplificationQueue) {
  111390. this._simplificationQueue = new BABYLON.SimplificationQueue();
  111391. var component = this._getComponent(BABYLON.SceneComponentConstants.NAME_SIMPLIFICATIONQUEUE);
  111392. if (!component) {
  111393. component = new SimplicationQueueSceneComponent(this);
  111394. this._addComponent(component);
  111395. }
  111396. }
  111397. return this._simplificationQueue;
  111398. },
  111399. set: function (value) {
  111400. this._simplificationQueue = value;
  111401. },
  111402. enumerable: true,
  111403. configurable: true
  111404. });
  111405. BABYLON.Mesh.prototype.simplify = function (settings, parallelProcessing, simplificationType, successCallback) {
  111406. if (parallelProcessing === void 0) { parallelProcessing = true; }
  111407. if (simplificationType === void 0) { simplificationType = BABYLON.SimplificationType.QUADRATIC; }
  111408. this.getScene().simplificationQueue.addTask({
  111409. settings: settings,
  111410. parallelProcessing: parallelProcessing,
  111411. mesh: this,
  111412. simplificationType: simplificationType,
  111413. successCallback: successCallback
  111414. });
  111415. return this;
  111416. };
  111417. /**
  111418. * Defines the simplification queue scene component responsible to help scheduling the various simplification task
  111419. * created in a scene
  111420. */
  111421. var SimplicationQueueSceneComponent = /** @class */ (function () {
  111422. /**
  111423. * Creates a new instance of the component for the given scene
  111424. * @param scene Defines the scene to register the component in
  111425. */
  111426. function SimplicationQueueSceneComponent(scene) {
  111427. /**
  111428. * The component name helpfull to identify the component in the list of scene components.
  111429. */
  111430. this.name = BABYLON.SceneComponentConstants.NAME_SIMPLIFICATIONQUEUE;
  111431. this.scene = scene;
  111432. }
  111433. /**
  111434. * Registers the component in a given scene
  111435. */
  111436. SimplicationQueueSceneComponent.prototype.register = function () {
  111437. this.scene._beforeCameraUpdateStage.registerStep(BABYLON.SceneComponentConstants.STEP_BEFORECAMERAUPDATE_SIMPLIFICATIONQUEUE, this, this._beforeCameraUpdate);
  111438. };
  111439. /**
  111440. * Rebuilds the elements related to this component in case of
  111441. * context lost for instance.
  111442. */
  111443. SimplicationQueueSceneComponent.prototype.rebuild = function () {
  111444. // Nothing to do for this component
  111445. };
  111446. /**
  111447. * Disposes the component and the associated ressources
  111448. */
  111449. SimplicationQueueSceneComponent.prototype.dispose = function () {
  111450. // Nothing to do for this component
  111451. };
  111452. SimplicationQueueSceneComponent.prototype._beforeCameraUpdate = function () {
  111453. if (this.scene._simplificationQueue && !this.scene._simplificationQueue.running) {
  111454. this.scene._simplificationQueue.executeNext();
  111455. }
  111456. };
  111457. return SimplicationQueueSceneComponent;
  111458. }());
  111459. BABYLON.SimplicationQueueSceneComponent = SimplicationQueueSceneComponent;
  111460. })(BABYLON || (BABYLON = {}));
  111461. //# sourceMappingURL=babylon.meshSimplificationSceneComponent.js.map
  111462. var BABYLON;
  111463. (function (BABYLON) {
  111464. /**
  111465. * Class used to represent a specific level of detail of a mesh
  111466. * @see http://doc.babylonjs.com/how_to/how_to_use_lod
  111467. */
  111468. var MeshLODLevel = /** @class */ (function () {
  111469. /**
  111470. * Creates a new LOD level
  111471. * @param distance defines the distance where this level should star being displayed
  111472. * @param mesh defines the mesh to use to render this level
  111473. */
  111474. function MeshLODLevel(
  111475. /** Defines the distance where this level should star being displayed */
  111476. distance,
  111477. /** Defines the mesh to use to render this level */
  111478. mesh) {
  111479. this.distance = distance;
  111480. this.mesh = mesh;
  111481. }
  111482. return MeshLODLevel;
  111483. }());
  111484. BABYLON.MeshLODLevel = MeshLODLevel;
  111485. })(BABYLON || (BABYLON = {}));
  111486. //# sourceMappingURL=babylon.meshLODLevel.js.map
  111487. var BABYLON;
  111488. (function (BABYLON) {
  111489. /**
  111490. * Defines the root class used to create scene optimization to use with SceneOptimizer
  111491. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  111492. */
  111493. var SceneOptimization = /** @class */ (function () {
  111494. /**
  111495. * Creates the SceneOptimization object
  111496. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  111497. * @param desc defines the description associated with the optimization
  111498. */
  111499. function SceneOptimization(
  111500. /**
  111501. * Defines the priority of this optimization (0 by default which means first in the list)
  111502. */
  111503. priority) {
  111504. if (priority === void 0) { priority = 0; }
  111505. this.priority = priority;
  111506. }
  111507. /**
  111508. * Gets a string describing the action executed by the current optimization
  111509. * @returns description string
  111510. */
  111511. SceneOptimization.prototype.getDescription = function () {
  111512. return "";
  111513. };
  111514. /**
  111515. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  111516. * @param scene defines the current scene where to apply this optimization
  111517. * @param optimizer defines the current optimizer
  111518. * @returns true if everything that can be done was applied
  111519. */
  111520. SceneOptimization.prototype.apply = function (scene, optimizer) {
  111521. return true;
  111522. };
  111523. return SceneOptimization;
  111524. }());
  111525. BABYLON.SceneOptimization = SceneOptimization;
  111526. /**
  111527. * Defines an optimization used to reduce the size of render target textures
  111528. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  111529. */
  111530. var TextureOptimization = /** @class */ (function (_super) {
  111531. __extends(TextureOptimization, _super);
  111532. /**
  111533. * Creates the TextureOptimization object
  111534. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  111535. * @param maximumSize defines the maximum sized allowed for textures (1024 is the default value). If a texture is bigger, it will be scaled down using a factor defined by the step parameter
  111536. * @param step defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  111537. */
  111538. function TextureOptimization(
  111539. /**
  111540. * Defines the priority of this optimization (0 by default which means first in the list)
  111541. */
  111542. priority,
  111543. /**
  111544. * Defines the maximum sized allowed for textures (1024 is the default value). If a texture is bigger, it will be scaled down using a factor defined by the step parameter
  111545. */
  111546. maximumSize,
  111547. /**
  111548. * Defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  111549. */
  111550. step) {
  111551. if (priority === void 0) { priority = 0; }
  111552. if (maximumSize === void 0) { maximumSize = 1024; }
  111553. if (step === void 0) { step = 0.5; }
  111554. var _this = _super.call(this, priority) || this;
  111555. _this.priority = priority;
  111556. _this.maximumSize = maximumSize;
  111557. _this.step = step;
  111558. return _this;
  111559. }
  111560. /**
  111561. * Gets a string describing the action executed by the current optimization
  111562. * @returns description string
  111563. */
  111564. TextureOptimization.prototype.getDescription = function () {
  111565. return "Reducing render target texture size to " + this.maximumSize;
  111566. };
  111567. /**
  111568. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  111569. * @param scene defines the current scene where to apply this optimization
  111570. * @param optimizer defines the current optimizer
  111571. * @returns true if everything that can be done was applied
  111572. */
  111573. TextureOptimization.prototype.apply = function (scene, optimizer) {
  111574. var allDone = true;
  111575. for (var index = 0; index < scene.textures.length; index++) {
  111576. var texture = scene.textures[index];
  111577. if (!texture.canRescale || texture.getContext) {
  111578. continue;
  111579. }
  111580. var currentSize = texture.getSize();
  111581. var maxDimension = Math.max(currentSize.width, currentSize.height);
  111582. if (maxDimension > this.maximumSize) {
  111583. texture.scale(this.step);
  111584. allDone = false;
  111585. }
  111586. }
  111587. return allDone;
  111588. };
  111589. return TextureOptimization;
  111590. }(SceneOptimization));
  111591. BABYLON.TextureOptimization = TextureOptimization;
  111592. /**
  111593. * Defines an optimization used to increase or decrease the rendering resolution
  111594. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  111595. */
  111596. var HardwareScalingOptimization = /** @class */ (function (_super) {
  111597. __extends(HardwareScalingOptimization, _super);
  111598. /**
  111599. * Creates the HardwareScalingOptimization object
  111600. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  111601. * @param maximumScale defines the maximum scale to use (2 by default)
  111602. * @param step defines the step to use between two passes (0.5 by default)
  111603. */
  111604. function HardwareScalingOptimization(
  111605. /**
  111606. * Defines the priority of this optimization (0 by default which means first in the list)
  111607. */
  111608. priority,
  111609. /**
  111610. * Defines the maximum scale to use (2 by default)
  111611. */
  111612. maximumScale,
  111613. /**
  111614. * Defines the step to use between two passes (0.5 by default)
  111615. */
  111616. step) {
  111617. if (priority === void 0) { priority = 0; }
  111618. if (maximumScale === void 0) { maximumScale = 2; }
  111619. if (step === void 0) { step = 0.25; }
  111620. var _this = _super.call(this, priority) || this;
  111621. _this.priority = priority;
  111622. _this.maximumScale = maximumScale;
  111623. _this.step = step;
  111624. _this._currentScale = -1;
  111625. _this._directionOffset = 1;
  111626. return _this;
  111627. }
  111628. /**
  111629. * Gets a string describing the action executed by the current optimization
  111630. * @return description string
  111631. */
  111632. HardwareScalingOptimization.prototype.getDescription = function () {
  111633. return "Setting hardware scaling level to " + this._currentScale;
  111634. };
  111635. /**
  111636. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  111637. * @param scene defines the current scene where to apply this optimization
  111638. * @param optimizer defines the current optimizer
  111639. * @returns true if everything that can be done was applied
  111640. */
  111641. HardwareScalingOptimization.prototype.apply = function (scene, optimizer) {
  111642. if (this._currentScale === -1) {
  111643. this._currentScale = scene.getEngine().getHardwareScalingLevel();
  111644. if (this._currentScale > this.maximumScale) {
  111645. this._directionOffset = -1;
  111646. }
  111647. }
  111648. this._currentScale += this._directionOffset * this.step;
  111649. scene.getEngine().setHardwareScalingLevel(this._currentScale);
  111650. return this._directionOffset === 1 ? this._currentScale >= this.maximumScale : this._currentScale <= this.maximumScale;
  111651. };
  111652. return HardwareScalingOptimization;
  111653. }(SceneOptimization));
  111654. BABYLON.HardwareScalingOptimization = HardwareScalingOptimization;
  111655. /**
  111656. * Defines an optimization used to remove shadows
  111657. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  111658. */
  111659. var ShadowsOptimization = /** @class */ (function (_super) {
  111660. __extends(ShadowsOptimization, _super);
  111661. function ShadowsOptimization() {
  111662. return _super !== null && _super.apply(this, arguments) || this;
  111663. }
  111664. /**
  111665. * Gets a string describing the action executed by the current optimization
  111666. * @return description string
  111667. */
  111668. ShadowsOptimization.prototype.getDescription = function () {
  111669. return "Turning shadows on/off";
  111670. };
  111671. /**
  111672. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  111673. * @param scene defines the current scene where to apply this optimization
  111674. * @param optimizer defines the current optimizer
  111675. * @returns true if everything that can be done was applied
  111676. */
  111677. ShadowsOptimization.prototype.apply = function (scene, optimizer) {
  111678. scene.shadowsEnabled = optimizer.isInImprovementMode;
  111679. return true;
  111680. };
  111681. return ShadowsOptimization;
  111682. }(SceneOptimization));
  111683. BABYLON.ShadowsOptimization = ShadowsOptimization;
  111684. /**
  111685. * Defines an optimization used to turn post-processes off
  111686. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  111687. */
  111688. var PostProcessesOptimization = /** @class */ (function (_super) {
  111689. __extends(PostProcessesOptimization, _super);
  111690. function PostProcessesOptimization() {
  111691. return _super !== null && _super.apply(this, arguments) || this;
  111692. }
  111693. /**
  111694. * Gets a string describing the action executed by the current optimization
  111695. * @return description string
  111696. */
  111697. PostProcessesOptimization.prototype.getDescription = function () {
  111698. return "Turning post-processes on/off";
  111699. };
  111700. /**
  111701. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  111702. * @param scene defines the current scene where to apply this optimization
  111703. * @param optimizer defines the current optimizer
  111704. * @returns true if everything that can be done was applied
  111705. */
  111706. PostProcessesOptimization.prototype.apply = function (scene, optimizer) {
  111707. scene.postProcessesEnabled = optimizer.isInImprovementMode;
  111708. return true;
  111709. };
  111710. return PostProcessesOptimization;
  111711. }(SceneOptimization));
  111712. BABYLON.PostProcessesOptimization = PostProcessesOptimization;
  111713. /**
  111714. * Defines an optimization used to turn lens flares off
  111715. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  111716. */
  111717. var LensFlaresOptimization = /** @class */ (function (_super) {
  111718. __extends(LensFlaresOptimization, _super);
  111719. function LensFlaresOptimization() {
  111720. return _super !== null && _super.apply(this, arguments) || this;
  111721. }
  111722. /**
  111723. * Gets a string describing the action executed by the current optimization
  111724. * @return description string
  111725. */
  111726. LensFlaresOptimization.prototype.getDescription = function () {
  111727. return "Turning lens flares on/off";
  111728. };
  111729. /**
  111730. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  111731. * @param scene defines the current scene where to apply this optimization
  111732. * @param optimizer defines the current optimizer
  111733. * @returns true if everything that can be done was applied
  111734. */
  111735. LensFlaresOptimization.prototype.apply = function (scene, optimizer) {
  111736. scene.lensFlaresEnabled = optimizer.isInImprovementMode;
  111737. return true;
  111738. };
  111739. return LensFlaresOptimization;
  111740. }(SceneOptimization));
  111741. BABYLON.LensFlaresOptimization = LensFlaresOptimization;
  111742. /**
  111743. * Defines an optimization based on user defined callback.
  111744. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  111745. */
  111746. var CustomOptimization = /** @class */ (function (_super) {
  111747. __extends(CustomOptimization, _super);
  111748. function CustomOptimization() {
  111749. return _super !== null && _super.apply(this, arguments) || this;
  111750. }
  111751. /**
  111752. * Gets a string describing the action executed by the current optimization
  111753. * @returns description string
  111754. */
  111755. CustomOptimization.prototype.getDescription = function () {
  111756. if (this.onGetDescription) {
  111757. return this.onGetDescription();
  111758. }
  111759. return "Running user defined callback";
  111760. };
  111761. /**
  111762. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  111763. * @param scene defines the current scene where to apply this optimization
  111764. * @param optimizer defines the current optimizer
  111765. * @returns true if everything that can be done was applied
  111766. */
  111767. CustomOptimization.prototype.apply = function (scene, optimizer) {
  111768. if (this.onApply) {
  111769. return this.onApply(scene, optimizer);
  111770. }
  111771. return true;
  111772. };
  111773. return CustomOptimization;
  111774. }(SceneOptimization));
  111775. BABYLON.CustomOptimization = CustomOptimization;
  111776. /**
  111777. * Defines an optimization used to turn particles off
  111778. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  111779. */
  111780. var ParticlesOptimization = /** @class */ (function (_super) {
  111781. __extends(ParticlesOptimization, _super);
  111782. function ParticlesOptimization() {
  111783. return _super !== null && _super.apply(this, arguments) || this;
  111784. }
  111785. /**
  111786. * Gets a string describing the action executed by the current optimization
  111787. * @return description string
  111788. */
  111789. ParticlesOptimization.prototype.getDescription = function () {
  111790. return "Turning particles on/off";
  111791. };
  111792. /**
  111793. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  111794. * @param scene defines the current scene where to apply this optimization
  111795. * @param optimizer defines the current optimizer
  111796. * @returns true if everything that can be done was applied
  111797. */
  111798. ParticlesOptimization.prototype.apply = function (scene, optimizer) {
  111799. scene.particlesEnabled = optimizer.isInImprovementMode;
  111800. return true;
  111801. };
  111802. return ParticlesOptimization;
  111803. }(SceneOptimization));
  111804. BABYLON.ParticlesOptimization = ParticlesOptimization;
  111805. /**
  111806. * Defines an optimization used to turn render targets off
  111807. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  111808. */
  111809. var RenderTargetsOptimization = /** @class */ (function (_super) {
  111810. __extends(RenderTargetsOptimization, _super);
  111811. function RenderTargetsOptimization() {
  111812. return _super !== null && _super.apply(this, arguments) || this;
  111813. }
  111814. /**
  111815. * Gets a string describing the action executed by the current optimization
  111816. * @return description string
  111817. */
  111818. RenderTargetsOptimization.prototype.getDescription = function () {
  111819. return "Turning render targets off";
  111820. };
  111821. /**
  111822. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  111823. * @param scene defines the current scene where to apply this optimization
  111824. * @param optimizer defines the current optimizer
  111825. * @returns true if everything that can be done was applied
  111826. */
  111827. RenderTargetsOptimization.prototype.apply = function (scene, optimizer) {
  111828. scene.renderTargetsEnabled = optimizer.isInImprovementMode;
  111829. return true;
  111830. };
  111831. return RenderTargetsOptimization;
  111832. }(SceneOptimization));
  111833. BABYLON.RenderTargetsOptimization = RenderTargetsOptimization;
  111834. /**
  111835. * Defines an optimization used to merge meshes with compatible materials
  111836. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  111837. */
  111838. var MergeMeshesOptimization = /** @class */ (function (_super) {
  111839. __extends(MergeMeshesOptimization, _super);
  111840. function MergeMeshesOptimization() {
  111841. var _this = _super !== null && _super.apply(this, arguments) || this;
  111842. _this._canBeMerged = function (abstractMesh) {
  111843. if (!(abstractMesh instanceof BABYLON.Mesh)) {
  111844. return false;
  111845. }
  111846. var mesh = abstractMesh;
  111847. if (mesh.isDisposed()) {
  111848. return false;
  111849. }
  111850. if (!mesh.isVisible || !mesh.isEnabled()) {
  111851. return false;
  111852. }
  111853. if (mesh.instances.length > 0) {
  111854. return false;
  111855. }
  111856. if (mesh.skeleton || mesh.hasLODLevels) {
  111857. return false;
  111858. }
  111859. return true;
  111860. };
  111861. return _this;
  111862. }
  111863. Object.defineProperty(MergeMeshesOptimization, "UpdateSelectionTree", {
  111864. /**
  111865. * Gets or sets a boolean which defines if optimization octree has to be updated
  111866. */
  111867. get: function () {
  111868. return MergeMeshesOptimization._UpdateSelectionTree;
  111869. },
  111870. /**
  111871. * Gets or sets a boolean which defines if optimization octree has to be updated
  111872. */
  111873. set: function (value) {
  111874. MergeMeshesOptimization._UpdateSelectionTree = value;
  111875. },
  111876. enumerable: true,
  111877. configurable: true
  111878. });
  111879. /**
  111880. * Gets a string describing the action executed by the current optimization
  111881. * @return description string
  111882. */
  111883. MergeMeshesOptimization.prototype.getDescription = function () {
  111884. return "Merging similar meshes together";
  111885. };
  111886. /**
  111887. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  111888. * @param scene defines the current scene where to apply this optimization
  111889. * @param optimizer defines the current optimizer
  111890. * @param updateSelectionTree defines that the selection octree has to be updated (false by default)
  111891. * @returns true if everything that can be done was applied
  111892. */
  111893. MergeMeshesOptimization.prototype.apply = function (scene, optimizer, updateSelectionTree) {
  111894. var globalPool = scene.meshes.slice(0);
  111895. var globalLength = globalPool.length;
  111896. for (var index = 0; index < globalLength; index++) {
  111897. var currentPool = new Array();
  111898. var current = globalPool[index];
  111899. // Checks
  111900. if (!this._canBeMerged(current)) {
  111901. continue;
  111902. }
  111903. currentPool.push(current);
  111904. // Find compatible meshes
  111905. for (var subIndex = index + 1; subIndex < globalLength; subIndex++) {
  111906. var otherMesh = globalPool[subIndex];
  111907. if (!this._canBeMerged(otherMesh)) {
  111908. continue;
  111909. }
  111910. if (otherMesh.material !== current.material) {
  111911. continue;
  111912. }
  111913. if (otherMesh.checkCollisions !== current.checkCollisions) {
  111914. continue;
  111915. }
  111916. currentPool.push(otherMesh);
  111917. globalLength--;
  111918. globalPool.splice(subIndex, 1);
  111919. subIndex--;
  111920. }
  111921. if (currentPool.length < 2) {
  111922. continue;
  111923. }
  111924. // Merge meshes
  111925. BABYLON.Mesh.MergeMeshes(currentPool, undefined, true);
  111926. }
  111927. // Call the octree system optimization if it is defined.
  111928. var sceneAsAny = scene;
  111929. if (sceneAsAny.createOrUpdateSelectionOctree) {
  111930. if (updateSelectionTree != undefined) {
  111931. if (updateSelectionTree) {
  111932. sceneAsAny.createOrUpdateSelectionOctree();
  111933. }
  111934. }
  111935. else if (MergeMeshesOptimization.UpdateSelectionTree) {
  111936. sceneAsAny.createOrUpdateSelectionOctree();
  111937. }
  111938. }
  111939. return true;
  111940. };
  111941. MergeMeshesOptimization._UpdateSelectionTree = false;
  111942. return MergeMeshesOptimization;
  111943. }(SceneOptimization));
  111944. BABYLON.MergeMeshesOptimization = MergeMeshesOptimization;
  111945. /**
  111946. * Defines a list of options used by SceneOptimizer
  111947. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  111948. */
  111949. var SceneOptimizerOptions = /** @class */ (function () {
  111950. /**
  111951. * Creates a new list of options used by SceneOptimizer
  111952. * @param targetFrameRate defines the target frame rate to reach (60 by default)
  111953. * @param trackerDuration defines the interval between two checkes (2000ms by default)
  111954. */
  111955. function SceneOptimizerOptions(
  111956. /**
  111957. * Defines the target frame rate to reach (60 by default)
  111958. */
  111959. targetFrameRate,
  111960. /**
  111961. * Defines the interval between two checkes (2000ms by default)
  111962. */
  111963. trackerDuration) {
  111964. if (targetFrameRate === void 0) { targetFrameRate = 60; }
  111965. if (trackerDuration === void 0) { trackerDuration = 2000; }
  111966. this.targetFrameRate = targetFrameRate;
  111967. this.trackerDuration = trackerDuration;
  111968. /**
  111969. * Gets the list of optimizations to apply
  111970. */
  111971. this.optimizations = new Array();
  111972. }
  111973. /**
  111974. * Add a new optimization
  111975. * @param optimization defines the SceneOptimization to add to the list of active optimizations
  111976. * @returns the current SceneOptimizerOptions
  111977. */
  111978. SceneOptimizerOptions.prototype.addOptimization = function (optimization) {
  111979. this.optimizations.push(optimization);
  111980. return this;
  111981. };
  111982. /**
  111983. * Add a new custom optimization
  111984. * @param onApply defines the callback called to apply the custom optimization (true if everything that can be done was applied)
  111985. * @param onGetDescription defines the callback called to get the description attached with the optimization.
  111986. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  111987. * @returns the current SceneOptimizerOptions
  111988. */
  111989. SceneOptimizerOptions.prototype.addCustomOptimization = function (onApply, onGetDescription, priority) {
  111990. if (priority === void 0) { priority = 0; }
  111991. var optimization = new CustomOptimization(priority);
  111992. optimization.onApply = onApply;
  111993. optimization.onGetDescription = onGetDescription;
  111994. this.optimizations.push(optimization);
  111995. return this;
  111996. };
  111997. /**
  111998. * Creates a list of pre-defined optimizations aimed to reduce the visual impact on the scene
  111999. * @param targetFrameRate defines the target frame rate (60 by default)
  112000. * @returns a SceneOptimizerOptions object
  112001. */
  112002. SceneOptimizerOptions.LowDegradationAllowed = function (targetFrameRate) {
  112003. var result = new SceneOptimizerOptions(targetFrameRate);
  112004. var priority = 0;
  112005. result.addOptimization(new MergeMeshesOptimization(priority));
  112006. result.addOptimization(new ShadowsOptimization(priority));
  112007. result.addOptimization(new LensFlaresOptimization(priority));
  112008. // Next priority
  112009. priority++;
  112010. result.addOptimization(new PostProcessesOptimization(priority));
  112011. result.addOptimization(new ParticlesOptimization(priority));
  112012. // Next priority
  112013. priority++;
  112014. result.addOptimization(new TextureOptimization(priority, 1024));
  112015. return result;
  112016. };
  112017. /**
  112018. * Creates a list of pre-defined optimizations aimed to have a moderate impact on the scene visual
  112019. * @param targetFrameRate defines the target frame rate (60 by default)
  112020. * @returns a SceneOptimizerOptions object
  112021. */
  112022. SceneOptimizerOptions.ModerateDegradationAllowed = function (targetFrameRate) {
  112023. var result = new SceneOptimizerOptions(targetFrameRate);
  112024. var priority = 0;
  112025. result.addOptimization(new MergeMeshesOptimization(priority));
  112026. result.addOptimization(new ShadowsOptimization(priority));
  112027. result.addOptimization(new LensFlaresOptimization(priority));
  112028. // Next priority
  112029. priority++;
  112030. result.addOptimization(new PostProcessesOptimization(priority));
  112031. result.addOptimization(new ParticlesOptimization(priority));
  112032. // Next priority
  112033. priority++;
  112034. result.addOptimization(new TextureOptimization(priority, 512));
  112035. // Next priority
  112036. priority++;
  112037. result.addOptimization(new RenderTargetsOptimization(priority));
  112038. // Next priority
  112039. priority++;
  112040. result.addOptimization(new HardwareScalingOptimization(priority, 2));
  112041. return result;
  112042. };
  112043. /**
  112044. * Creates a list of pre-defined optimizations aimed to have a big impact on the scene visual
  112045. * @param targetFrameRate defines the target frame rate (60 by default)
  112046. * @returns a SceneOptimizerOptions object
  112047. */
  112048. SceneOptimizerOptions.HighDegradationAllowed = function (targetFrameRate) {
  112049. var result = new SceneOptimizerOptions(targetFrameRate);
  112050. var priority = 0;
  112051. result.addOptimization(new MergeMeshesOptimization(priority));
  112052. result.addOptimization(new ShadowsOptimization(priority));
  112053. result.addOptimization(new LensFlaresOptimization(priority));
  112054. // Next priority
  112055. priority++;
  112056. result.addOptimization(new PostProcessesOptimization(priority));
  112057. result.addOptimization(new ParticlesOptimization(priority));
  112058. // Next priority
  112059. priority++;
  112060. result.addOptimization(new TextureOptimization(priority, 256));
  112061. // Next priority
  112062. priority++;
  112063. result.addOptimization(new RenderTargetsOptimization(priority));
  112064. // Next priority
  112065. priority++;
  112066. result.addOptimization(new HardwareScalingOptimization(priority, 4));
  112067. return result;
  112068. };
  112069. return SceneOptimizerOptions;
  112070. }());
  112071. BABYLON.SceneOptimizerOptions = SceneOptimizerOptions;
  112072. /**
  112073. * Class used to run optimizations in order to reach a target frame rate
  112074. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  112075. */
  112076. var SceneOptimizer = /** @class */ (function () {
  112077. /**
  112078. * Creates a new SceneOptimizer
  112079. * @param scene defines the scene to work on
  112080. * @param options defines the options to use with the SceneOptimizer
  112081. * @param autoGeneratePriorities defines if priorities must be generated and not read from SceneOptimization property (true by default)
  112082. * @param improvementMode defines if the scene optimizer must run the maximum optimization while staying over a target frame instead of trying to reach the target framerate (false by default)
  112083. */
  112084. function SceneOptimizer(scene, options, autoGeneratePriorities, improvementMode) {
  112085. if (autoGeneratePriorities === void 0) { autoGeneratePriorities = true; }
  112086. if (improvementMode === void 0) { improvementMode = false; }
  112087. var _this = this;
  112088. this._isRunning = false;
  112089. this._currentPriorityLevel = 0;
  112090. this._targetFrameRate = 60;
  112091. this._trackerDuration = 2000;
  112092. this._currentFrameRate = 0;
  112093. this._improvementMode = false;
  112094. /**
  112095. * Defines an observable called when the optimizer reaches the target frame rate
  112096. */
  112097. this.onSuccessObservable = new BABYLON.Observable();
  112098. /**
  112099. * Defines an observable called when the optimizer enables an optimization
  112100. */
  112101. this.onNewOptimizationAppliedObservable = new BABYLON.Observable();
  112102. /**
  112103. * Defines an observable called when the optimizer is not able to reach the target frame rate
  112104. */
  112105. this.onFailureObservable = new BABYLON.Observable();
  112106. if (!options) {
  112107. this._options = new SceneOptimizerOptions();
  112108. }
  112109. else {
  112110. this._options = options;
  112111. }
  112112. if (this._options.targetFrameRate) {
  112113. this._targetFrameRate = this._options.targetFrameRate;
  112114. }
  112115. if (this._options.trackerDuration) {
  112116. this._trackerDuration = this._options.trackerDuration;
  112117. }
  112118. if (autoGeneratePriorities) {
  112119. var priority = 0;
  112120. for (var _i = 0, _a = this._options.optimizations; _i < _a.length; _i++) {
  112121. var optim = _a[_i];
  112122. optim.priority = priority++;
  112123. }
  112124. }
  112125. this._improvementMode = improvementMode;
  112126. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  112127. this._sceneDisposeObserver = this._scene.onDisposeObservable.add(function () {
  112128. _this._sceneDisposeObserver = null;
  112129. _this.dispose();
  112130. });
  112131. }
  112132. Object.defineProperty(SceneOptimizer.prototype, "isInImprovementMode", {
  112133. /**
  112134. * Gets a boolean indicating if the optimizer is in improvement mode
  112135. */
  112136. get: function () {
  112137. return this._improvementMode;
  112138. },
  112139. enumerable: true,
  112140. configurable: true
  112141. });
  112142. Object.defineProperty(SceneOptimizer.prototype, "currentPriorityLevel", {
  112143. /**
  112144. * Gets the current priority level (0 at start)
  112145. */
  112146. get: function () {
  112147. return this._currentPriorityLevel;
  112148. },
  112149. enumerable: true,
  112150. configurable: true
  112151. });
  112152. Object.defineProperty(SceneOptimizer.prototype, "currentFrameRate", {
  112153. /**
  112154. * Gets the current frame rate checked by the SceneOptimizer
  112155. */
  112156. get: function () {
  112157. return this._currentFrameRate;
  112158. },
  112159. enumerable: true,
  112160. configurable: true
  112161. });
  112162. Object.defineProperty(SceneOptimizer.prototype, "targetFrameRate", {
  112163. /**
  112164. * Gets or sets the current target frame rate (60 by default)
  112165. */
  112166. get: function () {
  112167. return this._targetFrameRate;
  112168. },
  112169. /**
  112170. * Gets or sets the current target frame rate (60 by default)
  112171. */
  112172. set: function (value) {
  112173. this._targetFrameRate = value;
  112174. },
  112175. enumerable: true,
  112176. configurable: true
  112177. });
  112178. Object.defineProperty(SceneOptimizer.prototype, "trackerDuration", {
  112179. /**
  112180. * Gets or sets the current interval between two checks (every 2000ms by default)
  112181. */
  112182. get: function () {
  112183. return this._trackerDuration;
  112184. },
  112185. /**
  112186. * Gets or sets the current interval between two checks (every 2000ms by default)
  112187. */
  112188. set: function (value) {
  112189. this._trackerDuration = value;
  112190. },
  112191. enumerable: true,
  112192. configurable: true
  112193. });
  112194. Object.defineProperty(SceneOptimizer.prototype, "optimizations", {
  112195. /**
  112196. * Gets the list of active optimizations
  112197. */
  112198. get: function () {
  112199. return this._options.optimizations;
  112200. },
  112201. enumerable: true,
  112202. configurable: true
  112203. });
  112204. /**
  112205. * Stops the current optimizer
  112206. */
  112207. SceneOptimizer.prototype.stop = function () {
  112208. this._isRunning = false;
  112209. };
  112210. /**
  112211. * Reset the optimizer to initial step (current priority level = 0)
  112212. */
  112213. SceneOptimizer.prototype.reset = function () {
  112214. this._currentPriorityLevel = 0;
  112215. };
  112216. /**
  112217. * Start the optimizer. By default it will try to reach a specific framerate
  112218. * but if the optimizer is set with improvementMode === true then it will run all optimiatiation while frame rate is above the target frame rate
  112219. */
  112220. SceneOptimizer.prototype.start = function () {
  112221. var _this = this;
  112222. if (this._isRunning) {
  112223. return;
  112224. }
  112225. this._isRunning = true;
  112226. // Let's wait for the scene to be ready before running our check
  112227. this._scene.executeWhenReady(function () {
  112228. setTimeout(function () {
  112229. _this._checkCurrentState();
  112230. }, _this._trackerDuration);
  112231. });
  112232. };
  112233. SceneOptimizer.prototype._checkCurrentState = function () {
  112234. var _this = this;
  112235. if (!this._isRunning) {
  112236. return;
  112237. }
  112238. var scene = this._scene;
  112239. var options = this._options;
  112240. this._currentFrameRate = Math.round(scene.getEngine().getFps());
  112241. if (this._improvementMode && this._currentFrameRate <= this._targetFrameRate ||
  112242. !this._improvementMode && this._currentFrameRate >= this._targetFrameRate) {
  112243. this._isRunning = false;
  112244. this.onSuccessObservable.notifyObservers(this);
  112245. return;
  112246. }
  112247. // Apply current level of optimizations
  112248. var allDone = true;
  112249. var noOptimizationApplied = true;
  112250. for (var index = 0; index < options.optimizations.length; index++) {
  112251. var optimization = options.optimizations[index];
  112252. if (optimization.priority === this._currentPriorityLevel) {
  112253. noOptimizationApplied = false;
  112254. allDone = allDone && optimization.apply(scene, this);
  112255. this.onNewOptimizationAppliedObservable.notifyObservers(optimization);
  112256. }
  112257. }
  112258. // If no optimization was applied, this is a failure :(
  112259. if (noOptimizationApplied) {
  112260. this._isRunning = false;
  112261. this.onFailureObservable.notifyObservers(this);
  112262. return;
  112263. }
  112264. // If all optimizations were done, move to next level
  112265. if (allDone) {
  112266. this._currentPriorityLevel++;
  112267. }
  112268. // Let's the system running for a specific amount of time before checking FPS
  112269. scene.executeWhenReady(function () {
  112270. setTimeout(function () {
  112271. _this._checkCurrentState();
  112272. }, _this._trackerDuration);
  112273. });
  112274. };
  112275. /**
  112276. * Release all resources
  112277. */
  112278. SceneOptimizer.prototype.dispose = function () {
  112279. this.stop();
  112280. this.onSuccessObservable.clear();
  112281. this.onFailureObservable.clear();
  112282. this.onNewOptimizationAppliedObservable.clear();
  112283. if (this._sceneDisposeObserver) {
  112284. this._scene.onDisposeObservable.remove(this._sceneDisposeObserver);
  112285. }
  112286. };
  112287. /**
  112288. * Helper function to create a SceneOptimizer with one single line of code
  112289. * @param scene defines the scene to work on
  112290. * @param options defines the options to use with the SceneOptimizer
  112291. * @param onSuccess defines a callback to call on success
  112292. * @param onFailure defines a callback to call on failure
  112293. * @returns the new SceneOptimizer object
  112294. */
  112295. SceneOptimizer.OptimizeAsync = function (scene, options, onSuccess, onFailure) {
  112296. var optimizer = new SceneOptimizer(scene, options || SceneOptimizerOptions.ModerateDegradationAllowed(), false);
  112297. if (onSuccess) {
  112298. optimizer.onSuccessObservable.add(function () {
  112299. onSuccess();
  112300. });
  112301. }
  112302. if (onFailure) {
  112303. optimizer.onFailureObservable.add(function () {
  112304. onFailure();
  112305. });
  112306. }
  112307. optimizer.start();
  112308. return optimizer;
  112309. };
  112310. return SceneOptimizer;
  112311. }());
  112312. BABYLON.SceneOptimizer = SceneOptimizer;
  112313. })(BABYLON || (BABYLON = {}));
  112314. //# sourceMappingURL=babylon.sceneOptimizer.js.map
  112315. var BABYLON;
  112316. (function (BABYLON) {
  112317. /**
  112318. * Gets the outline renderer associated with the scene
  112319. * @returns a OutlineRenderer
  112320. */
  112321. BABYLON.Scene.prototype.getOutlineRenderer = function () {
  112322. if (!this._outlineRenderer) {
  112323. this._outlineRenderer = new OutlineRenderer(this);
  112324. }
  112325. return this._outlineRenderer;
  112326. };
  112327. Object.defineProperty(BABYLON.AbstractMesh.prototype, "renderOutline", {
  112328. get: function () {
  112329. return this._renderOutline;
  112330. },
  112331. set: function (value) {
  112332. if (value) {
  112333. // Lazy Load the component.
  112334. this.getScene().getOutlineRenderer();
  112335. }
  112336. this._renderOutline = value;
  112337. },
  112338. enumerable: true,
  112339. configurable: true
  112340. });
  112341. Object.defineProperty(BABYLON.AbstractMesh.prototype, "renderOverlay", {
  112342. get: function () {
  112343. return this._renderOverlay;
  112344. },
  112345. set: function (value) {
  112346. if (value) {
  112347. // Lazy Load the component.
  112348. this.getScene().getOutlineRenderer();
  112349. }
  112350. this._renderOverlay = value;
  112351. },
  112352. enumerable: true,
  112353. configurable: true
  112354. });
  112355. /**
  112356. * This class is responsible to draw bothe outline/overlay of meshes.
  112357. * It should not be used directly but through the available method on mesh.
  112358. */
  112359. var OutlineRenderer = /** @class */ (function () {
  112360. /**
  112361. * Instantiates a new outline renderer. (There could be only one per scene).
  112362. * @param scene Defines the scene it belongs to
  112363. */
  112364. function OutlineRenderer(scene) {
  112365. /**
  112366. * The name of the component. Each component must have a unique name.
  112367. */
  112368. this.name = BABYLON.SceneComponentConstants.NAME_OUTLINERENDERER;
  112369. /**
  112370. * Defines a zOffset to prevent zFighting between the overlay and the mesh.
  112371. */
  112372. this.zOffset = 1;
  112373. this.scene = scene;
  112374. this._engine = scene.getEngine();
  112375. this.scene._addComponent(this);
  112376. }
  112377. /**
  112378. * Register the component to one instance of a scene.
  112379. */
  112380. OutlineRenderer.prototype.register = function () {
  112381. this.scene._beforeRenderingMeshStage.registerStep(BABYLON.SceneComponentConstants.STEP_BEFORERENDERINGMESH_OUTLINE, this, this._beforeRenderingMesh);
  112382. this.scene._afterRenderingMeshStage.registerStep(BABYLON.SceneComponentConstants.STEP_AFTERRENDERINGMESH_OUTLINE, this, this._afterRenderingMesh);
  112383. };
  112384. /**
  112385. * Rebuilds the elements related to this component in case of
  112386. * context lost for instance.
  112387. */
  112388. OutlineRenderer.prototype.rebuild = function () {
  112389. // Nothing to do here.
  112390. };
  112391. /**
  112392. * Disposes the component and the associated ressources.
  112393. */
  112394. OutlineRenderer.prototype.dispose = function () {
  112395. // Nothing to do here.
  112396. };
  112397. /**
  112398. * Renders the outline in the canvas.
  112399. * @param subMesh Defines the sumesh to render
  112400. * @param batch Defines the batch of meshes in case of instances
  112401. * @param useOverlay Defines if the rendering is for the overlay or the outline
  112402. */
  112403. OutlineRenderer.prototype.render = function (subMesh, batch, useOverlay) {
  112404. var _this = this;
  112405. if (useOverlay === void 0) { useOverlay = false; }
  112406. var scene = this.scene;
  112407. var engine = scene.getEngine();
  112408. var hardwareInstancedRendering = (engine.getCaps().instancedArrays) && (batch.visibleInstances[subMesh._id] !== null) && (batch.visibleInstances[subMesh._id] !== undefined);
  112409. if (!this.isReady(subMesh, hardwareInstancedRendering)) {
  112410. return;
  112411. }
  112412. var mesh = subMesh.getRenderingMesh();
  112413. var material = subMesh.getMaterial();
  112414. if (!material || !scene.activeCamera) {
  112415. return;
  112416. }
  112417. engine.enableEffect(this._effect);
  112418. // Logarithmic depth
  112419. if (material.useLogarithmicDepth) {
  112420. this._effect.setFloat("logarithmicDepthConstant", 2.0 / (Math.log(scene.activeCamera.maxZ + 1.0) / Math.LN2));
  112421. }
  112422. this._effect.setFloat("offset", useOverlay ? 0 : mesh.outlineWidth);
  112423. this._effect.setColor4("color", useOverlay ? mesh.overlayColor : mesh.outlineColor, useOverlay ? mesh.overlayAlpha : material.alpha);
  112424. this._effect.setMatrix("viewProjection", scene.getTransformMatrix());
  112425. // Bones
  112426. if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  112427. this._effect.setMatrices("mBones", mesh.skeleton.getTransformMatrices(mesh));
  112428. }
  112429. mesh._bind(subMesh, this._effect, BABYLON.Material.TriangleFillMode);
  112430. // Alpha test
  112431. if (material && material.needAlphaTesting()) {
  112432. var alphaTexture = material.getAlphaTestTexture();
  112433. if (alphaTexture) {
  112434. this._effect.setTexture("diffuseSampler", alphaTexture);
  112435. this._effect.setMatrix("diffuseMatrix", alphaTexture.getTextureMatrix());
  112436. }
  112437. }
  112438. engine.setZOffset(-this.zOffset);
  112439. mesh._processRendering(subMesh, this._effect, BABYLON.Material.TriangleFillMode, batch, hardwareInstancedRendering, function (isInstance, world) { _this._effect.setMatrix("world", world); });
  112440. engine.setZOffset(0);
  112441. };
  112442. /**
  112443. * Returns whether or not the outline renderer is ready for a given submesh.
  112444. * All the dependencies e.g. submeshes, texture, effect... mus be ready
  112445. * @param subMesh Defines the submesh to check readyness for
  112446. * @param useInstances Defines wheter wee are trying to render instances or not
  112447. * @returns true if ready otherwise false
  112448. */
  112449. OutlineRenderer.prototype.isReady = function (subMesh, useInstances) {
  112450. var defines = [];
  112451. var attribs = [BABYLON.VertexBuffer.PositionKind, BABYLON.VertexBuffer.NormalKind];
  112452. var mesh = subMesh.getMesh();
  112453. var material = subMesh.getMaterial();
  112454. if (material) {
  112455. // Alpha test
  112456. if (material.needAlphaTesting()) {
  112457. defines.push("#define ALPHATEST");
  112458. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  112459. attribs.push(BABYLON.VertexBuffer.UVKind);
  112460. defines.push("#define UV1");
  112461. }
  112462. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  112463. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  112464. defines.push("#define UV2");
  112465. }
  112466. }
  112467. //Logarithmic depth
  112468. if (material.useLogarithmicDepth) {
  112469. defines.push("#define LOGARITHMICDEPTH");
  112470. }
  112471. }
  112472. // Bones
  112473. if (mesh.useBones && mesh.computeBonesUsingShaders) {
  112474. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  112475. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  112476. if (mesh.numBoneInfluencers > 4) {
  112477. attribs.push(BABYLON.VertexBuffer.MatricesIndicesExtraKind);
  112478. attribs.push(BABYLON.VertexBuffer.MatricesWeightsExtraKind);
  112479. }
  112480. defines.push("#define NUM_BONE_INFLUENCERS " + mesh.numBoneInfluencers);
  112481. defines.push("#define BonesPerMesh " + (mesh.skeleton ? mesh.skeleton.bones.length + 1 : 0));
  112482. }
  112483. else {
  112484. defines.push("#define NUM_BONE_INFLUENCERS 0");
  112485. }
  112486. // Instances
  112487. if (useInstances) {
  112488. defines.push("#define INSTANCES");
  112489. attribs.push("world0");
  112490. attribs.push("world1");
  112491. attribs.push("world2");
  112492. attribs.push("world3");
  112493. }
  112494. // Get correct effect
  112495. var join = defines.join("\n");
  112496. if (this._cachedDefines !== join) {
  112497. this._cachedDefines = join;
  112498. this._effect = this.scene.getEngine().createEffect("outline", attribs, ["world", "mBones", "viewProjection", "diffuseMatrix", "offset", "color", "logarithmicDepthConstant"], ["diffuseSampler"], join);
  112499. }
  112500. return this._effect.isReady();
  112501. };
  112502. OutlineRenderer.prototype._beforeRenderingMesh = function (mesh, subMesh, batch) {
  112503. // Outline - step 1
  112504. this._savedDepthWrite = this._engine.getDepthWrite();
  112505. if (mesh.renderOutline) {
  112506. this._engine.setDepthWrite(false);
  112507. this.render(subMesh, batch);
  112508. this._engine.setDepthWrite(this._savedDepthWrite);
  112509. }
  112510. };
  112511. OutlineRenderer.prototype._afterRenderingMesh = function (mesh, subMesh, batch) {
  112512. // Outline - step 2
  112513. if (mesh.renderOutline && this._savedDepthWrite) {
  112514. this._engine.setDepthWrite(true);
  112515. this._engine.setColorWrite(false);
  112516. this.render(subMesh, batch);
  112517. this._engine.setColorWrite(true);
  112518. }
  112519. // Overlay
  112520. if (mesh.renderOverlay) {
  112521. var currentMode = this._engine.getAlphaMode();
  112522. this._engine.setAlphaMode(BABYLON.Engine.ALPHA_COMBINE);
  112523. this.render(subMesh, batch, true);
  112524. this._engine.setAlphaMode(currentMode);
  112525. }
  112526. };
  112527. return OutlineRenderer;
  112528. }());
  112529. BABYLON.OutlineRenderer = OutlineRenderer;
  112530. })(BABYLON || (BABYLON = {}));
  112531. //# sourceMappingURL=babylon.outlineRenderer.js.map
  112532. var BABYLON;
  112533. (function (BABYLON) {
  112534. BABYLON.AbstractMesh.prototype.disableEdgesRendering = function () {
  112535. if (this._edgesRenderer) {
  112536. this._edgesRenderer.dispose();
  112537. this._edgesRenderer = null;
  112538. }
  112539. return this;
  112540. };
  112541. BABYLON.AbstractMesh.prototype.enableEdgesRendering = function (epsilon, checkVerticesInsteadOfIndices) {
  112542. if (epsilon === void 0) { epsilon = 0.95; }
  112543. if (checkVerticesInsteadOfIndices === void 0) { checkVerticesInsteadOfIndices = false; }
  112544. this.disableEdgesRendering();
  112545. this._edgesRenderer = new EdgesRenderer(this, epsilon, checkVerticesInsteadOfIndices);
  112546. return this;
  112547. };
  112548. Object.defineProperty(BABYLON.AbstractMesh.prototype, "edgesRenderer", {
  112549. get: function () {
  112550. return this._edgesRenderer;
  112551. },
  112552. enumerable: true,
  112553. configurable: true
  112554. });
  112555. BABYLON.LinesMesh.prototype.enableEdgesRendering = function (epsilon, checkVerticesInsteadOfIndices) {
  112556. if (epsilon === void 0) { epsilon = 0.95; }
  112557. if (checkVerticesInsteadOfIndices === void 0) { checkVerticesInsteadOfIndices = false; }
  112558. this.disableEdgesRendering();
  112559. this._edgesRenderer = new BABYLON.LineEdgesRenderer(this, epsilon, checkVerticesInsteadOfIndices);
  112560. return this;
  112561. };
  112562. BABYLON.InstancedLinesMesh.prototype.enableEdgesRendering = function (epsilon, checkVerticesInsteadOfIndices) {
  112563. if (epsilon === void 0) { epsilon = 0.95; }
  112564. if (checkVerticesInsteadOfIndices === void 0) { checkVerticesInsteadOfIndices = false; }
  112565. BABYLON.LinesMesh.prototype.enableEdgesRendering.apply(this, arguments);
  112566. return this;
  112567. };
  112568. /**
  112569. * FaceAdjacencies Helper class to generate edges
  112570. */
  112571. var FaceAdjacencies = /** @class */ (function () {
  112572. function FaceAdjacencies() {
  112573. this.edges = new Array();
  112574. this.edgesConnectedCount = 0;
  112575. }
  112576. return FaceAdjacencies;
  112577. }());
  112578. /**
  112579. * This class is used to generate edges of the mesh that could then easily be rendered in a scene.
  112580. */
  112581. var EdgesRenderer = /** @class */ (function () {
  112582. /**
  112583. * Creates an instance of the EdgesRenderer. It is primarily use to display edges of a mesh.
  112584. * Beware when you use this class with complex objects as the adjacencies computation can be really long
  112585. * @param source Mesh used to create edges
  112586. * @param epsilon sum of angles in adjacency to check for edge
  112587. * @param checkVerticesInsteadOfIndices
  112588. * @param generateEdgesLines - should generate Lines or only prepare resources.
  112589. */
  112590. function EdgesRenderer(source, epsilon, checkVerticesInsteadOfIndices, generateEdgesLines) {
  112591. if (epsilon === void 0) { epsilon = 0.95; }
  112592. if (checkVerticesInsteadOfIndices === void 0) { checkVerticesInsteadOfIndices = false; }
  112593. if (generateEdgesLines === void 0) { generateEdgesLines = true; }
  112594. var _this = this;
  112595. /**
  112596. * Define the size of the edges with an orthographic camera
  112597. */
  112598. this.edgesWidthScalerForOrthographic = 1000.0;
  112599. /**
  112600. * Define the size of the edges with a perspective camera
  112601. */
  112602. this.edgesWidthScalerForPerspective = 50.0;
  112603. this._linesPositions = new Array();
  112604. this._linesNormals = new Array();
  112605. this._linesIndices = new Array();
  112606. this._buffers = {};
  112607. this._checkVerticesInsteadOfIndices = false;
  112608. /** Gets or sets a boolean indicating if the edgesRenderer is active */
  112609. this.isEnabled = true;
  112610. this._source = source;
  112611. this._checkVerticesInsteadOfIndices = checkVerticesInsteadOfIndices;
  112612. this._epsilon = epsilon;
  112613. this._prepareRessources();
  112614. if (generateEdgesLines) {
  112615. this._generateEdgesLines();
  112616. }
  112617. this._meshRebuildObserver = this._source.onRebuildObservable.add(function () {
  112618. _this._rebuild();
  112619. });
  112620. this._meshDisposeObserver = this._source.onDisposeObservable.add(function () {
  112621. _this.dispose();
  112622. });
  112623. }
  112624. EdgesRenderer.prototype._prepareRessources = function () {
  112625. if (this._lineShader) {
  112626. return;
  112627. }
  112628. this._lineShader = new BABYLON.ShaderMaterial("lineShader", this._source.getScene(), "line", {
  112629. attributes: ["position", "normal"],
  112630. uniforms: ["worldViewProjection", "color", "width", "aspectRatio"]
  112631. });
  112632. this._lineShader.disableDepthWrite = true;
  112633. this._lineShader.backFaceCulling = false;
  112634. };
  112635. /** @hidden */
  112636. EdgesRenderer.prototype._rebuild = function () {
  112637. var buffer = this._buffers[BABYLON.VertexBuffer.PositionKind];
  112638. if (buffer) {
  112639. buffer._rebuild();
  112640. }
  112641. buffer = this._buffers[BABYLON.VertexBuffer.NormalKind];
  112642. if (buffer) {
  112643. buffer._rebuild();
  112644. }
  112645. var scene = this._source.getScene();
  112646. var engine = scene.getEngine();
  112647. this._ib = engine.createIndexBuffer(this._linesIndices);
  112648. };
  112649. /**
  112650. * Releases the required resources for the edges renderer
  112651. */
  112652. EdgesRenderer.prototype.dispose = function () {
  112653. this._source.onRebuildObservable.remove(this._meshRebuildObserver);
  112654. this._source.onDisposeObservable.remove(this._meshDisposeObserver);
  112655. var buffer = this._buffers[BABYLON.VertexBuffer.PositionKind];
  112656. if (buffer) {
  112657. buffer.dispose();
  112658. this._buffers[BABYLON.VertexBuffer.PositionKind] = null;
  112659. }
  112660. buffer = this._buffers[BABYLON.VertexBuffer.NormalKind];
  112661. if (buffer) {
  112662. buffer.dispose();
  112663. this._buffers[BABYLON.VertexBuffer.NormalKind] = null;
  112664. }
  112665. this._source.getScene().getEngine()._releaseBuffer(this._ib);
  112666. this._lineShader.dispose();
  112667. };
  112668. EdgesRenderer.prototype._processEdgeForAdjacencies = function (pa, pb, p0, p1, p2) {
  112669. if (pa === p0 && pb === p1 || pa === p1 && pb === p0) {
  112670. return 0;
  112671. }
  112672. if (pa === p1 && pb === p2 || pa === p2 && pb === p1) {
  112673. return 1;
  112674. }
  112675. if (pa === p2 && pb === p0 || pa === p0 && pb === p2) {
  112676. return 2;
  112677. }
  112678. return -1;
  112679. };
  112680. EdgesRenderer.prototype._processEdgeForAdjacenciesWithVertices = function (pa, pb, p0, p1, p2) {
  112681. if (pa.equalsWithEpsilon(p0) && pb.equalsWithEpsilon(p1) || pa.equalsWithEpsilon(p1) && pb.equalsWithEpsilon(p0)) {
  112682. return 0;
  112683. }
  112684. if (pa.equalsWithEpsilon(p1) && pb.equalsWithEpsilon(p2) || pa.equalsWithEpsilon(p2) && pb.equalsWithEpsilon(p1)) {
  112685. return 1;
  112686. }
  112687. if (pa.equalsWithEpsilon(p2) && pb.equalsWithEpsilon(p0) || pa.equalsWithEpsilon(p0) && pb.equalsWithEpsilon(p2)) {
  112688. return 2;
  112689. }
  112690. return -1;
  112691. };
  112692. /**
  112693. * Checks if the pair of p0 and p1 is en edge
  112694. * @param faceIndex
  112695. * @param edge
  112696. * @param faceNormals
  112697. * @param p0
  112698. * @param p1
  112699. * @private
  112700. */
  112701. EdgesRenderer.prototype._checkEdge = function (faceIndex, edge, faceNormals, p0, p1) {
  112702. var needToCreateLine;
  112703. if (edge === undefined) {
  112704. needToCreateLine = true;
  112705. }
  112706. else {
  112707. var dotProduct = BABYLON.Vector3.Dot(faceNormals[faceIndex], faceNormals[edge]);
  112708. needToCreateLine = dotProduct < this._epsilon;
  112709. }
  112710. if (needToCreateLine) {
  112711. this.createLine(p0, p1, this._linesPositions.length / 3);
  112712. }
  112713. };
  112714. /**
  112715. * push line into the position, normal and index buffer
  112716. * @protected
  112717. */
  112718. EdgesRenderer.prototype.createLine = function (p0, p1, offset) {
  112719. // Positions
  112720. this._linesPositions.push(p0.x, p0.y, p0.z, p0.x, p0.y, p0.z, p1.x, p1.y, p1.z, p1.x, p1.y, p1.z);
  112721. // Normals
  112722. this._linesNormals.push(p1.x, p1.y, p1.z, -1, p1.x, p1.y, p1.z, 1, p0.x, p0.y, p0.z, -1, p0.x, p0.y, p0.z, 1);
  112723. // Indices
  112724. this._linesIndices.push(offset, offset + 1, offset + 2, offset, offset + 2, offset + 3);
  112725. };
  112726. /**
  112727. * Generates lines edges from adjacencjes
  112728. * @private
  112729. */
  112730. EdgesRenderer.prototype._generateEdgesLines = function () {
  112731. var positions = this._source.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  112732. var indices = this._source.getIndices();
  112733. if (!indices || !positions) {
  112734. return;
  112735. }
  112736. // First let's find adjacencies
  112737. var adjacencies = new Array();
  112738. var faceNormals = new Array();
  112739. var index;
  112740. var faceAdjacencies;
  112741. // Prepare faces
  112742. for (index = 0; index < indices.length; index += 3) {
  112743. faceAdjacencies = new FaceAdjacencies();
  112744. var p0Index = indices[index];
  112745. var p1Index = indices[index + 1];
  112746. var p2Index = indices[index + 2];
  112747. faceAdjacencies.p0 = new BABYLON.Vector3(positions[p0Index * 3], positions[p0Index * 3 + 1], positions[p0Index * 3 + 2]);
  112748. faceAdjacencies.p1 = new BABYLON.Vector3(positions[p1Index * 3], positions[p1Index * 3 + 1], positions[p1Index * 3 + 2]);
  112749. faceAdjacencies.p2 = new BABYLON.Vector3(positions[p2Index * 3], positions[p2Index * 3 + 1], positions[p2Index * 3 + 2]);
  112750. var faceNormal = BABYLON.Vector3.Cross(faceAdjacencies.p1.subtract(faceAdjacencies.p0), faceAdjacencies.p2.subtract(faceAdjacencies.p1));
  112751. faceNormal.normalize();
  112752. faceNormals.push(faceNormal);
  112753. adjacencies.push(faceAdjacencies);
  112754. }
  112755. // Scan
  112756. for (index = 0; index < adjacencies.length; index++) {
  112757. faceAdjacencies = adjacencies[index];
  112758. for (var otherIndex = index + 1; otherIndex < adjacencies.length; otherIndex++) {
  112759. var otherFaceAdjacencies = adjacencies[otherIndex];
  112760. if (faceAdjacencies.edgesConnectedCount === 3) { // Full
  112761. break;
  112762. }
  112763. if (otherFaceAdjacencies.edgesConnectedCount === 3) { // Full
  112764. continue;
  112765. }
  112766. var otherP0 = indices[otherIndex * 3];
  112767. var otherP1 = indices[otherIndex * 3 + 1];
  112768. var otherP2 = indices[otherIndex * 3 + 2];
  112769. for (var edgeIndex = 0; edgeIndex < 3; edgeIndex++) {
  112770. var otherEdgeIndex = 0;
  112771. if (faceAdjacencies.edges[edgeIndex] !== undefined) {
  112772. continue;
  112773. }
  112774. switch (edgeIndex) {
  112775. case 0:
  112776. if (this._checkVerticesInsteadOfIndices) {
  112777. otherEdgeIndex = this._processEdgeForAdjacenciesWithVertices(faceAdjacencies.p0, faceAdjacencies.p1, otherFaceAdjacencies.p0, otherFaceAdjacencies.p1, otherFaceAdjacencies.p2);
  112778. }
  112779. else {
  112780. otherEdgeIndex = this._processEdgeForAdjacencies(indices[index * 3], indices[index * 3 + 1], otherP0, otherP1, otherP2);
  112781. }
  112782. break;
  112783. case 1:
  112784. if (this._checkVerticesInsteadOfIndices) {
  112785. otherEdgeIndex = this._processEdgeForAdjacenciesWithVertices(faceAdjacencies.p1, faceAdjacencies.p2, otherFaceAdjacencies.p0, otherFaceAdjacencies.p1, otherFaceAdjacencies.p2);
  112786. }
  112787. else {
  112788. otherEdgeIndex = this._processEdgeForAdjacencies(indices[index * 3 + 1], indices[index * 3 + 2], otherP0, otherP1, otherP2);
  112789. }
  112790. break;
  112791. case 2:
  112792. if (this._checkVerticesInsteadOfIndices) {
  112793. otherEdgeIndex = this._processEdgeForAdjacenciesWithVertices(faceAdjacencies.p2, faceAdjacencies.p0, otherFaceAdjacencies.p0, otherFaceAdjacencies.p1, otherFaceAdjacencies.p2);
  112794. }
  112795. else {
  112796. otherEdgeIndex = this._processEdgeForAdjacencies(indices[index * 3 + 2], indices[index * 3], otherP0, otherP1, otherP2);
  112797. }
  112798. break;
  112799. }
  112800. if (otherEdgeIndex === -1) {
  112801. continue;
  112802. }
  112803. faceAdjacencies.edges[edgeIndex] = otherIndex;
  112804. otherFaceAdjacencies.edges[otherEdgeIndex] = index;
  112805. faceAdjacencies.edgesConnectedCount++;
  112806. otherFaceAdjacencies.edgesConnectedCount++;
  112807. if (faceAdjacencies.edgesConnectedCount === 3) {
  112808. break;
  112809. }
  112810. }
  112811. }
  112812. }
  112813. // Create lines
  112814. for (index = 0; index < adjacencies.length; index++) {
  112815. // We need a line when a face has no adjacency on a specific edge or if all the adjacencies has an angle greater than epsilon
  112816. var current = adjacencies[index];
  112817. this._checkEdge(index, current.edges[0], faceNormals, current.p0, current.p1);
  112818. this._checkEdge(index, current.edges[1], faceNormals, current.p1, current.p2);
  112819. this._checkEdge(index, current.edges[2], faceNormals, current.p2, current.p0);
  112820. }
  112821. // Merge into a single mesh
  112822. var engine = this._source.getScene().getEngine();
  112823. this._buffers[BABYLON.VertexBuffer.PositionKind] = new BABYLON.VertexBuffer(engine, this._linesPositions, BABYLON.VertexBuffer.PositionKind, false);
  112824. this._buffers[BABYLON.VertexBuffer.NormalKind] = new BABYLON.VertexBuffer(engine, this._linesNormals, BABYLON.VertexBuffer.NormalKind, false, false, 4);
  112825. this._ib = engine.createIndexBuffer(this._linesIndices);
  112826. this._indicesCount = this._linesIndices.length;
  112827. };
  112828. /**
  112829. * Checks wether or not the edges renderer is ready to render.
  112830. * @return true if ready, otherwise false.
  112831. */
  112832. EdgesRenderer.prototype.isReady = function () {
  112833. return this._lineShader.isReady();
  112834. };
  112835. /**
  112836. * Renders the edges of the attached mesh,
  112837. */
  112838. EdgesRenderer.prototype.render = function () {
  112839. var scene = this._source.getScene();
  112840. if (!this.isReady() || !scene.activeCamera) {
  112841. return;
  112842. }
  112843. var engine = scene.getEngine();
  112844. this._lineShader._preBind();
  112845. if (this._source.edgesColor.a !== 1) {
  112846. engine.setAlphaMode(BABYLON.Engine.ALPHA_COMBINE);
  112847. }
  112848. else {
  112849. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  112850. }
  112851. // VBOs
  112852. engine.bindBuffers(this._buffers, this._ib, this._lineShader.getEffect());
  112853. scene.resetCachedMaterial();
  112854. this._lineShader.setColor4("color", this._source.edgesColor);
  112855. if (scene.activeCamera.mode === BABYLON.Camera.ORTHOGRAPHIC_CAMERA) {
  112856. this._lineShader.setFloat("width", this._source.edgesWidth / this.edgesWidthScalerForOrthographic);
  112857. }
  112858. else {
  112859. this._lineShader.setFloat("width", this._source.edgesWidth / this.edgesWidthScalerForPerspective);
  112860. }
  112861. this._lineShader.setFloat("aspectRatio", engine.getAspectRatio(scene.activeCamera));
  112862. this._lineShader.bind(this._source.getWorldMatrix());
  112863. // Draw order
  112864. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, this._indicesCount);
  112865. this._lineShader.unbind();
  112866. };
  112867. return EdgesRenderer;
  112868. }());
  112869. BABYLON.EdgesRenderer = EdgesRenderer;
  112870. })(BABYLON || (BABYLON = {}));
  112871. //# sourceMappingURL=babylon.edgesRenderer.js.map
  112872. var BABYLON;
  112873. (function (BABYLON) {
  112874. /**
  112875. * LineEdgesRenderer for LineMeshes to remove unnecessary triangulation
  112876. */
  112877. var LineEdgesRenderer = /** @class */ (function (_super) {
  112878. __extends(LineEdgesRenderer, _super);
  112879. /**
  112880. * This constructor turns off auto generating edges line in Edges Renderer to make it here.
  112881. * @param source LineMesh used to generate edges
  112882. * @param epsilon not important (specified angle for edge detection)
  112883. * @param checkVerticesInsteadOfIndices not important for LineMesh
  112884. */
  112885. function LineEdgesRenderer(source, epsilon, checkVerticesInsteadOfIndices) {
  112886. if (epsilon === void 0) { epsilon = 0.95; }
  112887. if (checkVerticesInsteadOfIndices === void 0) { checkVerticesInsteadOfIndices = false; }
  112888. var _this = _super.call(this, source, epsilon, checkVerticesInsteadOfIndices, false) || this;
  112889. _this._generateEdgesLines();
  112890. return _this;
  112891. }
  112892. /**
  112893. * Generate edges for each line in LinesMesh. Every Line should be rendered as edge.
  112894. */
  112895. LineEdgesRenderer.prototype._generateEdgesLines = function () {
  112896. var positions = this._source.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  112897. var indices = this._source.getIndices();
  112898. if (!indices || !positions) {
  112899. return;
  112900. }
  112901. var p0 = BABYLON.Tmp.Vector3[0];
  112902. var p1 = BABYLON.Tmp.Vector3[1];
  112903. var len = indices.length - 1;
  112904. for (var i = 0, offset = 0; i < len; i += 2, offset += 4) {
  112905. BABYLON.Vector3.FromArrayToRef(positions, 3 * indices[i], p0);
  112906. BABYLON.Vector3.FromArrayToRef(positions, 3 * indices[i + 1], p1);
  112907. this.createLine(p0, p1, offset);
  112908. }
  112909. // Merge into a single mesh
  112910. var engine = this._source.getScene().getEngine();
  112911. this._buffers[BABYLON.VertexBuffer.PositionKind] = new BABYLON.VertexBuffer(engine, this._linesPositions, BABYLON.VertexBuffer.PositionKind, false);
  112912. this._buffers[BABYLON.VertexBuffer.NormalKind] = new BABYLON.VertexBuffer(engine, this._linesNormals, BABYLON.VertexBuffer.NormalKind, false, false, 4);
  112913. this._ib = engine.createIndexBuffer(this._linesIndices);
  112914. this._indicesCount = this._linesIndices.length;
  112915. };
  112916. return LineEdgesRenderer;
  112917. }(BABYLON.EdgesRenderer));
  112918. BABYLON.LineEdgesRenderer = LineEdgesRenderer;
  112919. })(BABYLON || (BABYLON = {}));
  112920. //# sourceMappingURL=babylon.lineEdgesRenderer.js.map
  112921. var BABYLON;
  112922. (function (BABYLON) {
  112923. // Adds the parser to the scene parsers.
  112924. BABYLON.AbstractScene.AddParser(BABYLON.SceneComponentConstants.NAME_EFFECTLAYER, function (parsedData, scene, container, rootUrl) {
  112925. if (parsedData.effectLayers) {
  112926. if (!container.effectLayers) {
  112927. container.effectLayers = new Array();
  112928. }
  112929. for (var index = 0; index < parsedData.effectLayers.length; index++) {
  112930. var effectLayer = BABYLON.EffectLayer.Parse(parsedData.effectLayers[index], scene, rootUrl);
  112931. container.effectLayers.push(effectLayer);
  112932. }
  112933. }
  112934. });
  112935. BABYLON.AbstractScene.prototype.removeEffectLayer = function (toRemove) {
  112936. var index = this.effectLayers.indexOf(toRemove);
  112937. if (index !== -1) {
  112938. this.effectLayers.splice(index, 1);
  112939. }
  112940. return index;
  112941. };
  112942. BABYLON.AbstractScene.prototype.addEffectLayer = function (newEffectLayer) {
  112943. this.effectLayers.push(newEffectLayer);
  112944. };
  112945. /**
  112946. * Defines the layer scene component responsible to manage any effect layers
  112947. * in a given scene.
  112948. */
  112949. var EffectLayerSceneComponent = /** @class */ (function () {
  112950. /**
  112951. * Creates a new instance of the component for the given scene
  112952. * @param scene Defines the scene to register the component in
  112953. */
  112954. function EffectLayerSceneComponent(scene) {
  112955. /**
  112956. * The component name helpfull to identify the component in the list of scene components.
  112957. */
  112958. this.name = BABYLON.SceneComponentConstants.NAME_EFFECTLAYER;
  112959. this._renderEffects = false;
  112960. this._needStencil = false;
  112961. this._previousStencilState = false;
  112962. this.scene = scene;
  112963. this._engine = scene.getEngine();
  112964. scene.effectLayers = new Array();
  112965. }
  112966. /**
  112967. * Registers the component in a given scene
  112968. */
  112969. EffectLayerSceneComponent.prototype.register = function () {
  112970. this.scene._isReadyForMeshStage.registerStep(BABYLON.SceneComponentConstants.STEP_ISREADYFORMESH_EFFECTLAYER, this, this._isReadyForMesh);
  112971. this.scene._cameraDrawRenderTargetStage.registerStep(BABYLON.SceneComponentConstants.STEP_CAMERADRAWRENDERTARGET_EFFECTLAYER, this, this._renderMainTexture);
  112972. this.scene._beforeCameraDrawStage.registerStep(BABYLON.SceneComponentConstants.STEP_BEFORECAMERADRAW_EFFECTLAYER, this, this._setStencil);
  112973. this.scene._afterRenderingGroupDrawStage.registerStep(BABYLON.SceneComponentConstants.STEP_AFTERRENDERINGGROUPDRAW_EFFECTLAYER_DRAW, this, this._drawRenderingGroup);
  112974. this.scene._afterCameraDrawStage.registerStep(BABYLON.SceneComponentConstants.STEP_AFTERCAMERADRAW_EFFECTLAYER, this, this._setStencilBack);
  112975. this.scene._afterCameraDrawStage.registerStep(BABYLON.SceneComponentConstants.STEP_AFTERCAMERADRAW_EFFECTLAYER_DRAW, this, this._drawCamera);
  112976. };
  112977. /**
  112978. * Rebuilds the elements related to this component in case of
  112979. * context lost for instance.
  112980. */
  112981. EffectLayerSceneComponent.prototype.rebuild = function () {
  112982. var layers = this.scene.effectLayers;
  112983. for (var _i = 0, layers_1 = layers; _i < layers_1.length; _i++) {
  112984. var effectLayer = layers_1[_i];
  112985. effectLayer._rebuild();
  112986. }
  112987. };
  112988. /**
  112989. * Serializes the component data to the specified json object
  112990. * @param serializationObject The object to serialize to
  112991. */
  112992. EffectLayerSceneComponent.prototype.serialize = function (serializationObject) {
  112993. // Effect layers
  112994. serializationObject.effectLayers = [];
  112995. var layers = this.scene.effectLayers;
  112996. for (var _i = 0, layers_2 = layers; _i < layers_2.length; _i++) {
  112997. var effectLayer = layers_2[_i];
  112998. if (effectLayer.serialize) {
  112999. serializationObject.effectLayers.push(effectLayer.serialize());
  113000. }
  113001. }
  113002. };
  113003. /**
  113004. * Adds all the element from the container to the scene
  113005. * @param container the container holding the elements
  113006. */
  113007. EffectLayerSceneComponent.prototype.addFromContainer = function (container) {
  113008. var _this = this;
  113009. if (!container.effectLayers) {
  113010. return;
  113011. }
  113012. container.effectLayers.forEach(function (o) {
  113013. _this.scene.addEffectLayer(o);
  113014. });
  113015. };
  113016. /**
  113017. * Removes all the elements in the container from the scene
  113018. * @param container contains the elements to remove
  113019. */
  113020. EffectLayerSceneComponent.prototype.removeFromContainer = function (container) {
  113021. var _this = this;
  113022. if (!container.effectLayers) {
  113023. return;
  113024. }
  113025. container.effectLayers.forEach(function (o) {
  113026. _this.scene.removeEffectLayer(o);
  113027. });
  113028. };
  113029. /**
  113030. * Disposes the component and the associated ressources.
  113031. */
  113032. EffectLayerSceneComponent.prototype.dispose = function () {
  113033. var layers = this.scene.effectLayers;
  113034. while (layers.length) {
  113035. layers[0].dispose();
  113036. }
  113037. };
  113038. EffectLayerSceneComponent.prototype._isReadyForMesh = function (mesh, hardwareInstancedRendering) {
  113039. var layers = this.scene.effectLayers;
  113040. for (var _i = 0, layers_3 = layers; _i < layers_3.length; _i++) {
  113041. var layer = layers_3[_i];
  113042. if (!layer.hasMesh(mesh)) {
  113043. continue;
  113044. }
  113045. for (var _a = 0, _b = mesh.subMeshes; _a < _b.length; _a++) {
  113046. var subMesh = _b[_a];
  113047. if (!layer.isReady(subMesh, hardwareInstancedRendering)) {
  113048. return false;
  113049. }
  113050. }
  113051. }
  113052. return true;
  113053. };
  113054. EffectLayerSceneComponent.prototype._renderMainTexture = function (camera) {
  113055. this._renderEffects = false;
  113056. this._needStencil = false;
  113057. var layers = this.scene.effectLayers;
  113058. if (layers && layers.length > 0) {
  113059. this._previousStencilState = this._engine.getStencilBuffer();
  113060. for (var _i = 0, layers_4 = layers; _i < layers_4.length; _i++) {
  113061. var effectLayer = layers_4[_i];
  113062. if (effectLayer.shouldRender() &&
  113063. (!effectLayer.camera ||
  113064. (effectLayer.camera.cameraRigMode === BABYLON.Camera.RIG_MODE_NONE && camera === effectLayer.camera) ||
  113065. (effectLayer.camera.cameraRigMode !== BABYLON.Camera.RIG_MODE_NONE && effectLayer.camera._rigCameras.indexOf(camera) > -1))) {
  113066. this._renderEffects = true;
  113067. this._needStencil = this._needStencil || effectLayer.needStencil();
  113068. var renderTarget = effectLayer._mainTexture;
  113069. if (renderTarget._shouldRender()) {
  113070. this.scene.incrementRenderId();
  113071. renderTarget.render(false, false);
  113072. }
  113073. }
  113074. }
  113075. this.scene.incrementRenderId();
  113076. }
  113077. };
  113078. EffectLayerSceneComponent.prototype._setStencil = function (camera) {
  113079. // Activate effect Layer stencil
  113080. if (this._needStencil) {
  113081. this._engine.setStencilBuffer(true);
  113082. }
  113083. };
  113084. EffectLayerSceneComponent.prototype._setStencilBack = function (camera) {
  113085. // Restore effect Layer stencil
  113086. if (this._needStencil) {
  113087. this._engine.setStencilBuffer(this._previousStencilState);
  113088. }
  113089. };
  113090. EffectLayerSceneComponent.prototype._draw = function (renderingGroupId) {
  113091. if (this._renderEffects) {
  113092. this._engine.setDepthBuffer(false);
  113093. var layers = this.scene.effectLayers;
  113094. for (var i = 0; i < layers.length; i++) {
  113095. var effectLayer = layers[i];
  113096. if (effectLayer.renderingGroupId === renderingGroupId) {
  113097. if (effectLayer.shouldRender()) {
  113098. effectLayer.render();
  113099. }
  113100. }
  113101. }
  113102. this._engine.setDepthBuffer(true);
  113103. }
  113104. };
  113105. EffectLayerSceneComponent.prototype._drawCamera = function (camera) {
  113106. if (this._renderEffects) {
  113107. this._draw(-1);
  113108. }
  113109. };
  113110. EffectLayerSceneComponent.prototype._drawRenderingGroup = function (index) {
  113111. if (!this.scene._isInIntermediateRendering() && this._renderEffects) {
  113112. this._draw(index);
  113113. }
  113114. };
  113115. return EffectLayerSceneComponent;
  113116. }());
  113117. BABYLON.EffectLayerSceneComponent = EffectLayerSceneComponent;
  113118. })(BABYLON || (BABYLON = {}));
  113119. //# sourceMappingURL=babylon.effectLayerSceneComponent.js.map
  113120. var __assign = (this && this.__assign) || function () {
  113121. __assign = Object.assign || function(t) {
  113122. for (var s, i = 1, n = arguments.length; i < n; i++) {
  113123. s = arguments[i];
  113124. for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p))
  113125. t[p] = s[p];
  113126. }
  113127. return t;
  113128. };
  113129. return __assign.apply(this, arguments);
  113130. };
  113131. var BABYLON;
  113132. (function (BABYLON) {
  113133. /**
  113134. * The effect layer Helps adding post process effect blended with the main pass.
  113135. *
  113136. * This can be for instance use to generate glow or higlight effects on the scene.
  113137. *
  113138. * The effect layer class can not be used directly and is intented to inherited from to be
  113139. * customized per effects.
  113140. */
  113141. var EffectLayer = /** @class */ (function () {
  113142. /**
  113143. * Instantiates a new effect Layer and references it in the scene.
  113144. * @param name The name of the layer
  113145. * @param scene The scene to use the layer in
  113146. */
  113147. function EffectLayer(
  113148. /** The Friendly of the effect in the scene */
  113149. name, scene) {
  113150. this._vertexBuffers = {};
  113151. this._maxSize = 0;
  113152. this._mainTextureDesiredSize = { width: 0, height: 0 };
  113153. this._shouldRender = true;
  113154. this._postProcesses = [];
  113155. this._textures = [];
  113156. this._emissiveTextureAndColor = { texture: null, color: new BABYLON.Color4() };
  113157. /**
  113158. * The clear color of the texture used to generate the glow map.
  113159. */
  113160. this.neutralColor = new BABYLON.Color4();
  113161. /**
  113162. * Specifies wether the highlight layer is enabled or not.
  113163. */
  113164. this.isEnabled = true;
  113165. /**
  113166. * An event triggered when the effect layer has been disposed.
  113167. */
  113168. this.onDisposeObservable = new BABYLON.Observable();
  113169. /**
  113170. * An event triggered when the effect layer is about rendering the main texture with the glowy parts.
  113171. */
  113172. this.onBeforeRenderMainTextureObservable = new BABYLON.Observable();
  113173. /**
  113174. * An event triggered when the generated texture is being merged in the scene.
  113175. */
  113176. this.onBeforeComposeObservable = new BABYLON.Observable();
  113177. /**
  113178. * An event triggered when the generated texture has been merged in the scene.
  113179. */
  113180. this.onAfterComposeObservable = new BABYLON.Observable();
  113181. /**
  113182. * An event triggered when the efffect layer changes its size.
  113183. */
  113184. this.onSizeChangedObservable = new BABYLON.Observable();
  113185. this.name = name;
  113186. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  113187. var component = this._scene._getComponent(BABYLON.SceneComponentConstants.NAME_EFFECTLAYER);
  113188. if (!component) {
  113189. component = new BABYLON.EffectLayerSceneComponent(this._scene);
  113190. this._scene._addComponent(component);
  113191. }
  113192. this._engine = this._scene.getEngine();
  113193. this._maxSize = this._engine.getCaps().maxTextureSize;
  113194. this._scene.effectLayers.push(this);
  113195. // Generate Buffers
  113196. this._generateIndexBuffer();
  113197. this._genrateVertexBuffer();
  113198. }
  113199. Object.defineProperty(EffectLayer.prototype, "camera", {
  113200. /**
  113201. * Gets the camera attached to the layer.
  113202. */
  113203. get: function () {
  113204. return this._effectLayerOptions.camera;
  113205. },
  113206. enumerable: true,
  113207. configurable: true
  113208. });
  113209. Object.defineProperty(EffectLayer.prototype, "renderingGroupId", {
  113210. /**
  113211. * Gets the rendering group id the layer should render in.
  113212. */
  113213. get: function () {
  113214. return this._effectLayerOptions.renderingGroupId;
  113215. },
  113216. enumerable: true,
  113217. configurable: true
  113218. });
  113219. /**
  113220. * Initializes the effect layer with the required options.
  113221. * @param options Sets of none mandatory options to use with the layer (see IEffectLayerOptions for more information)
  113222. */
  113223. EffectLayer.prototype._init = function (options) {
  113224. // Adapt options
  113225. this._effectLayerOptions = __assign({ mainTextureRatio: 0.5, alphaBlendingMode: BABYLON.Engine.ALPHA_COMBINE, camera: null, renderingGroupId: -1 }, options);
  113226. this._setMainTextureSize();
  113227. this._createMainTexture();
  113228. this._createTextureAndPostProcesses();
  113229. this._mergeEffect = this._createMergeEffect();
  113230. };
  113231. /**
  113232. * Generates the index buffer of the full screen quad blending to the main canvas.
  113233. */
  113234. EffectLayer.prototype._generateIndexBuffer = function () {
  113235. // Indices
  113236. var indices = [];
  113237. indices.push(0);
  113238. indices.push(1);
  113239. indices.push(2);
  113240. indices.push(0);
  113241. indices.push(2);
  113242. indices.push(3);
  113243. this._indexBuffer = this._engine.createIndexBuffer(indices);
  113244. };
  113245. /**
  113246. * Generates the vertex buffer of the full screen quad blending to the main canvas.
  113247. */
  113248. EffectLayer.prototype._genrateVertexBuffer = function () {
  113249. // VBO
  113250. var vertices = [];
  113251. vertices.push(1, 1);
  113252. vertices.push(-1, 1);
  113253. vertices.push(-1, -1);
  113254. vertices.push(1, -1);
  113255. var vertexBuffer = new BABYLON.VertexBuffer(this._engine, vertices, BABYLON.VertexBuffer.PositionKind, false, false, 2);
  113256. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = vertexBuffer;
  113257. };
  113258. /**
  113259. * Sets the main texture desired size which is the closest power of two
  113260. * of the engine canvas size.
  113261. */
  113262. EffectLayer.prototype._setMainTextureSize = function () {
  113263. if (this._effectLayerOptions.mainTextureFixedSize) {
  113264. this._mainTextureDesiredSize.width = this._effectLayerOptions.mainTextureFixedSize;
  113265. this._mainTextureDesiredSize.height = this._effectLayerOptions.mainTextureFixedSize;
  113266. }
  113267. else {
  113268. this._mainTextureDesiredSize.width = this._engine.getRenderWidth() * this._effectLayerOptions.mainTextureRatio;
  113269. this._mainTextureDesiredSize.height = this._engine.getRenderHeight() * this._effectLayerOptions.mainTextureRatio;
  113270. this._mainTextureDesiredSize.width = this._engine.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(this._mainTextureDesiredSize.width, this._maxSize) : this._mainTextureDesiredSize.width;
  113271. this._mainTextureDesiredSize.height = this._engine.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(this._mainTextureDesiredSize.height, this._maxSize) : this._mainTextureDesiredSize.height;
  113272. }
  113273. this._mainTextureDesiredSize.width = Math.floor(this._mainTextureDesiredSize.width);
  113274. this._mainTextureDesiredSize.height = Math.floor(this._mainTextureDesiredSize.height);
  113275. };
  113276. /**
  113277. * Creates the main texture for the effect layer.
  113278. */
  113279. EffectLayer.prototype._createMainTexture = function () {
  113280. var _this = this;
  113281. this._mainTexture = new BABYLON.RenderTargetTexture("HighlightLayerMainRTT", {
  113282. width: this._mainTextureDesiredSize.width,
  113283. height: this._mainTextureDesiredSize.height
  113284. }, this._scene, false, true, BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT);
  113285. this._mainTexture.activeCamera = this._effectLayerOptions.camera;
  113286. this._mainTexture.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  113287. this._mainTexture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  113288. this._mainTexture.anisotropicFilteringLevel = 1;
  113289. this._mainTexture.updateSamplingMode(BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  113290. this._mainTexture.renderParticles = false;
  113291. this._mainTexture.renderList = null;
  113292. this._mainTexture.ignoreCameraViewport = true;
  113293. // Custom render function
  113294. this._mainTexture.customRenderFunction = function (opaqueSubMeshes, alphaTestSubMeshes, transparentSubMeshes, depthOnlySubMeshes) {
  113295. _this.onBeforeRenderMainTextureObservable.notifyObservers(_this);
  113296. var index;
  113297. var engine = _this._scene.getEngine();
  113298. if (depthOnlySubMeshes.length) {
  113299. engine.setColorWrite(false);
  113300. for (index = 0; index < depthOnlySubMeshes.length; index++) {
  113301. _this._renderSubMesh(depthOnlySubMeshes.data[index]);
  113302. }
  113303. engine.setColorWrite(true);
  113304. }
  113305. for (index = 0; index < opaqueSubMeshes.length; index++) {
  113306. _this._renderSubMesh(opaqueSubMeshes.data[index]);
  113307. }
  113308. for (index = 0; index < alphaTestSubMeshes.length; index++) {
  113309. _this._renderSubMesh(alphaTestSubMeshes.data[index]);
  113310. }
  113311. for (index = 0; index < transparentSubMeshes.length; index++) {
  113312. _this._renderSubMesh(transparentSubMeshes.data[index]);
  113313. }
  113314. };
  113315. this._mainTexture.onClearObservable.add(function (engine) {
  113316. engine.clear(_this.neutralColor, true, true, true);
  113317. });
  113318. };
  113319. /**
  113320. * Checks for the readiness of the element composing the layer.
  113321. * @param subMesh the mesh to check for
  113322. * @param useInstances specify wether or not to use instances to render the mesh
  113323. * @param emissiveTexture the associated emissive texture used to generate the glow
  113324. * @return true if ready otherwise, false
  113325. */
  113326. EffectLayer.prototype._isReady = function (subMesh, useInstances, emissiveTexture) {
  113327. var material = subMesh.getMaterial();
  113328. if (!material) {
  113329. return false;
  113330. }
  113331. if (!material.isReadyForSubMesh(subMesh.getMesh(), subMesh, useInstances)) {
  113332. return false;
  113333. }
  113334. var defines = [];
  113335. var attribs = [BABYLON.VertexBuffer.PositionKind];
  113336. var mesh = subMesh.getMesh();
  113337. var uv1 = false;
  113338. var uv2 = false;
  113339. // Alpha test
  113340. if (material && material.needAlphaTesting()) {
  113341. var alphaTexture = material.getAlphaTestTexture();
  113342. if (alphaTexture) {
  113343. defines.push("#define ALPHATEST");
  113344. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind) &&
  113345. alphaTexture.coordinatesIndex === 1) {
  113346. defines.push("#define DIFFUSEUV2");
  113347. uv2 = true;
  113348. }
  113349. else if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  113350. defines.push("#define DIFFUSEUV1");
  113351. uv1 = true;
  113352. }
  113353. }
  113354. }
  113355. // Emissive
  113356. if (emissiveTexture) {
  113357. defines.push("#define EMISSIVE");
  113358. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind) &&
  113359. emissiveTexture.coordinatesIndex === 1) {
  113360. defines.push("#define EMISSIVEUV2");
  113361. uv2 = true;
  113362. }
  113363. else if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  113364. defines.push("#define EMISSIVEUV1");
  113365. uv1 = true;
  113366. }
  113367. }
  113368. if (uv1) {
  113369. attribs.push(BABYLON.VertexBuffer.UVKind);
  113370. defines.push("#define UV1");
  113371. }
  113372. if (uv2) {
  113373. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  113374. defines.push("#define UV2");
  113375. }
  113376. // Bones
  113377. if (mesh.useBones && mesh.computeBonesUsingShaders) {
  113378. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  113379. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  113380. if (mesh.numBoneInfluencers > 4) {
  113381. attribs.push(BABYLON.VertexBuffer.MatricesIndicesExtraKind);
  113382. attribs.push(BABYLON.VertexBuffer.MatricesWeightsExtraKind);
  113383. }
  113384. defines.push("#define NUM_BONE_INFLUENCERS " + mesh.numBoneInfluencers);
  113385. defines.push("#define BonesPerMesh " + (mesh.skeleton ? (mesh.skeleton.bones.length + 1) : 0));
  113386. }
  113387. else {
  113388. defines.push("#define NUM_BONE_INFLUENCERS 0");
  113389. }
  113390. // Morph targets
  113391. var manager = mesh.morphTargetManager;
  113392. var morphInfluencers = 0;
  113393. if (manager) {
  113394. if (manager.numInfluencers > 0) {
  113395. defines.push("#define MORPHTARGETS");
  113396. morphInfluencers = manager.numInfluencers;
  113397. defines.push("#define NUM_MORPH_INFLUENCERS " + morphInfluencers);
  113398. BABYLON.MaterialHelper.PrepareAttributesForMorphTargets(attribs, mesh, { "NUM_MORPH_INFLUENCERS": morphInfluencers });
  113399. }
  113400. }
  113401. // Instances
  113402. if (useInstances) {
  113403. defines.push("#define INSTANCES");
  113404. attribs.push("world0");
  113405. attribs.push("world1");
  113406. attribs.push("world2");
  113407. attribs.push("world3");
  113408. }
  113409. // Get correct effect
  113410. var join = defines.join("\n");
  113411. if (this._cachedDefines !== join) {
  113412. this._cachedDefines = join;
  113413. this._effectLayerMapGenerationEffect = this._scene.getEngine().createEffect("glowMapGeneration", attribs, ["world", "mBones", "viewProjection", "diffuseMatrix", "color", "emissiveMatrix", "morphTargetInfluences"], ["diffuseSampler", "emissiveSampler"], join, undefined, undefined, undefined, { maxSimultaneousMorphTargets: morphInfluencers });
  113414. }
  113415. return this._effectLayerMapGenerationEffect.isReady();
  113416. };
  113417. /**
  113418. * Renders the glowing part of the scene by blending the blurred glowing meshes on top of the rendered scene.
  113419. */
  113420. EffectLayer.prototype.render = function () {
  113421. var currentEffect = this._mergeEffect;
  113422. // Check
  113423. if (!currentEffect.isReady()) {
  113424. return;
  113425. }
  113426. for (var i = 0; i < this._postProcesses.length; i++) {
  113427. if (!this._postProcesses[i].isReady()) {
  113428. return;
  113429. }
  113430. }
  113431. var engine = this._scene.getEngine();
  113432. this.onBeforeComposeObservable.notifyObservers(this);
  113433. // Render
  113434. engine.enableEffect(currentEffect);
  113435. engine.setState(false);
  113436. // VBOs
  113437. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, currentEffect);
  113438. // Cache
  113439. var previousAlphaMode = engine.getAlphaMode();
  113440. // Go Blend.
  113441. engine.setAlphaMode(this._effectLayerOptions.alphaBlendingMode);
  113442. // Blends the map on the main canvas.
  113443. this._internalRender(currentEffect);
  113444. // Restore Alpha
  113445. engine.setAlphaMode(previousAlphaMode);
  113446. this.onAfterComposeObservable.notifyObservers(this);
  113447. // Handle size changes.
  113448. var size = this._mainTexture.getSize();
  113449. this._setMainTextureSize();
  113450. if (size.width !== this._mainTextureDesiredSize.width || size.height !== this._mainTextureDesiredSize.height) {
  113451. // Recreate RTT and post processes on size change.
  113452. this.onSizeChangedObservable.notifyObservers(this);
  113453. this._disposeTextureAndPostProcesses();
  113454. this._createMainTexture();
  113455. this._createTextureAndPostProcesses();
  113456. }
  113457. };
  113458. /**
  113459. * Determine if a given mesh will be used in the current effect.
  113460. * @param mesh mesh to test
  113461. * @returns true if the mesh will be used
  113462. */
  113463. EffectLayer.prototype.hasMesh = function (mesh) {
  113464. if (this.renderingGroupId === -1 || mesh.renderingGroupId === this.renderingGroupId) {
  113465. return true;
  113466. }
  113467. return false;
  113468. };
  113469. /**
  113470. * Returns true if the layer contains information to display, otherwise false.
  113471. * @returns true if the glow layer should be rendered
  113472. */
  113473. EffectLayer.prototype.shouldRender = function () {
  113474. return this.isEnabled && this._shouldRender;
  113475. };
  113476. /**
  113477. * Returns true if the mesh should render, otherwise false.
  113478. * @param mesh The mesh to render
  113479. * @returns true if it should render otherwise false
  113480. */
  113481. EffectLayer.prototype._shouldRenderMesh = function (mesh) {
  113482. return true;
  113483. };
  113484. /**
  113485. * Returns true if the mesh should render, otherwise false.
  113486. * @param mesh The mesh to render
  113487. * @returns true if it should render otherwise false
  113488. */
  113489. EffectLayer.prototype._shouldRenderEmissiveTextureForMesh = function (mesh) {
  113490. return true;
  113491. };
  113492. /**
  113493. * Renders the submesh passed in parameter to the generation map.
  113494. */
  113495. EffectLayer.prototype._renderSubMesh = function (subMesh) {
  113496. var _this = this;
  113497. if (!this.shouldRender()) {
  113498. return;
  113499. }
  113500. var material = subMesh.getMaterial();
  113501. var mesh = subMesh.getRenderingMesh();
  113502. var scene = this._scene;
  113503. var engine = scene.getEngine();
  113504. if (!material) {
  113505. return;
  113506. }
  113507. // Do not block in blend mode.
  113508. if (material.needAlphaBlendingForMesh(mesh)) {
  113509. return;
  113510. }
  113511. // Culling
  113512. engine.setState(material.backFaceCulling);
  113513. // Managing instances
  113514. var batch = mesh._getInstancesRenderList(subMesh._id);
  113515. if (batch.mustReturn) {
  113516. return;
  113517. }
  113518. // Early Exit per mesh
  113519. if (!this._shouldRenderMesh(mesh)) {
  113520. return;
  113521. }
  113522. var hardwareInstancedRendering = (engine.getCaps().instancedArrays) && (batch.visibleInstances[subMesh._id] !== null) && (batch.visibleInstances[subMesh._id] !== undefined);
  113523. this._setEmissiveTextureAndColor(mesh, subMesh, material);
  113524. if (this._isReady(subMesh, hardwareInstancedRendering, this._emissiveTextureAndColor.texture)) {
  113525. engine.enableEffect(this._effectLayerMapGenerationEffect);
  113526. mesh._bind(subMesh, this._effectLayerMapGenerationEffect, BABYLON.Material.TriangleFillMode);
  113527. this._effectLayerMapGenerationEffect.setMatrix("viewProjection", scene.getTransformMatrix());
  113528. this._effectLayerMapGenerationEffect.setFloat4("color", this._emissiveTextureAndColor.color.r, this._emissiveTextureAndColor.color.g, this._emissiveTextureAndColor.color.b, this._emissiveTextureAndColor.color.a);
  113529. // Alpha test
  113530. if (material && material.needAlphaTesting()) {
  113531. var alphaTexture = material.getAlphaTestTexture();
  113532. if (alphaTexture) {
  113533. this._effectLayerMapGenerationEffect.setTexture("diffuseSampler", alphaTexture);
  113534. var textureMatrix = alphaTexture.getTextureMatrix();
  113535. if (textureMatrix) {
  113536. this._effectLayerMapGenerationEffect.setMatrix("diffuseMatrix", textureMatrix);
  113537. }
  113538. }
  113539. }
  113540. // Glow emissive only
  113541. if (this._emissiveTextureAndColor.texture) {
  113542. this._effectLayerMapGenerationEffect.setTexture("emissiveSampler", this._emissiveTextureAndColor.texture);
  113543. this._effectLayerMapGenerationEffect.setMatrix("emissiveMatrix", this._emissiveTextureAndColor.texture.getTextureMatrix());
  113544. }
  113545. // Bones
  113546. if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  113547. this._effectLayerMapGenerationEffect.setMatrices("mBones", mesh.skeleton.getTransformMatrices(mesh));
  113548. }
  113549. // Morph targets
  113550. BABYLON.MaterialHelper.BindMorphTargetParameters(mesh, this._effectLayerMapGenerationEffect);
  113551. // Draw
  113552. mesh._processRendering(subMesh, this._effectLayerMapGenerationEffect, BABYLON.Material.TriangleFillMode, batch, hardwareInstancedRendering, function (isInstance, world) { return _this._effectLayerMapGenerationEffect.setMatrix("world", world); });
  113553. }
  113554. else {
  113555. // Need to reset refresh rate of the main map
  113556. this._mainTexture.resetRefreshCounter();
  113557. }
  113558. };
  113559. /**
  113560. * Rebuild the required buffers.
  113561. * @hidden Internal use only.
  113562. */
  113563. EffectLayer.prototype._rebuild = function () {
  113564. var vb = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  113565. if (vb) {
  113566. vb._rebuild();
  113567. }
  113568. this._generateIndexBuffer();
  113569. };
  113570. /**
  113571. * Dispose only the render target textures and post process.
  113572. */
  113573. EffectLayer.prototype._disposeTextureAndPostProcesses = function () {
  113574. this._mainTexture.dispose();
  113575. for (var i = 0; i < this._postProcesses.length; i++) {
  113576. if (this._postProcesses[i]) {
  113577. this._postProcesses[i].dispose();
  113578. }
  113579. }
  113580. this._postProcesses = [];
  113581. for (var i = 0; i < this._textures.length; i++) {
  113582. if (this._textures[i]) {
  113583. this._textures[i].dispose();
  113584. }
  113585. }
  113586. this._textures = [];
  113587. };
  113588. /**
  113589. * Dispose the highlight layer and free resources.
  113590. */
  113591. EffectLayer.prototype.dispose = function () {
  113592. var vertexBuffer = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  113593. if (vertexBuffer) {
  113594. vertexBuffer.dispose();
  113595. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = null;
  113596. }
  113597. if (this._indexBuffer) {
  113598. this._scene.getEngine()._releaseBuffer(this._indexBuffer);
  113599. this._indexBuffer = null;
  113600. }
  113601. // Clean textures and post processes
  113602. this._disposeTextureAndPostProcesses();
  113603. // Remove from scene
  113604. var index = this._scene.effectLayers.indexOf(this, 0);
  113605. if (index > -1) {
  113606. this._scene.effectLayers.splice(index, 1);
  113607. }
  113608. // Callback
  113609. this.onDisposeObservable.notifyObservers(this);
  113610. this.onDisposeObservable.clear();
  113611. this.onBeforeRenderMainTextureObservable.clear();
  113612. this.onBeforeComposeObservable.clear();
  113613. this.onAfterComposeObservable.clear();
  113614. this.onSizeChangedObservable.clear();
  113615. };
  113616. /**
  113617. * Gets the class name of the effect layer
  113618. * @returns the string with the class name of the effect layer
  113619. */
  113620. EffectLayer.prototype.getClassName = function () {
  113621. return "EffectLayer";
  113622. };
  113623. /**
  113624. * Creates an effect layer from parsed effect layer data
  113625. * @param parsedEffectLayer defines effect layer data
  113626. * @param scene defines the current scene
  113627. * @param rootUrl defines the root URL containing the effect layer information
  113628. * @returns a parsed effect Layer
  113629. */
  113630. EffectLayer.Parse = function (parsedEffectLayer, scene, rootUrl) {
  113631. var effectLayerType = BABYLON.Tools.Instantiate(parsedEffectLayer.customType);
  113632. return effectLayerType.Parse(parsedEffectLayer, scene, rootUrl);
  113633. };
  113634. __decorate([
  113635. BABYLON.serialize()
  113636. ], EffectLayer.prototype, "name", void 0);
  113637. __decorate([
  113638. BABYLON.serializeAsColor4()
  113639. ], EffectLayer.prototype, "neutralColor", void 0);
  113640. __decorate([
  113641. BABYLON.serialize()
  113642. ], EffectLayer.prototype, "isEnabled", void 0);
  113643. __decorate([
  113644. BABYLON.serializeAsCameraReference()
  113645. ], EffectLayer.prototype, "camera", null);
  113646. __decorate([
  113647. BABYLON.serialize()
  113648. ], EffectLayer.prototype, "renderingGroupId", null);
  113649. return EffectLayer;
  113650. }());
  113651. BABYLON.EffectLayer = EffectLayer;
  113652. })(BABYLON || (BABYLON = {}));
  113653. //# sourceMappingURL=babylon.effectLayer.js.map
  113654. var BABYLON;
  113655. (function (BABYLON) {
  113656. BABYLON.AbstractScene.prototype.getHighlightLayerByName = function (name) {
  113657. for (var index = 0; index < this.effectLayers.length; index++) {
  113658. if (this.effectLayers[index].name === name && this.effectLayers[index].getEffectName() === HighlightLayer.EffectName) {
  113659. return this.effectLayers[index];
  113660. }
  113661. }
  113662. return null;
  113663. };
  113664. /**
  113665. * Special Glow Blur post process only blurring the alpha channel
  113666. * It enforces keeping the most luminous color in the color channel.
  113667. */
  113668. var GlowBlurPostProcess = /** @class */ (function (_super) {
  113669. __extends(GlowBlurPostProcess, _super);
  113670. function GlowBlurPostProcess(name, direction, kernel, options, camera, samplingMode, engine, reusable) {
  113671. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.BILINEAR_SAMPLINGMODE; }
  113672. var _this = _super.call(this, name, "glowBlurPostProcess", ["screenSize", "direction", "blurWidth"], null, options, camera, samplingMode, engine, reusable) || this;
  113673. _this.direction = direction;
  113674. _this.kernel = kernel;
  113675. _this.onApplyObservable.add(function (effect) {
  113676. effect.setFloat2("screenSize", _this.width, _this.height);
  113677. effect.setVector2("direction", _this.direction);
  113678. effect.setFloat("blurWidth", _this.kernel);
  113679. });
  113680. return _this;
  113681. }
  113682. return GlowBlurPostProcess;
  113683. }(BABYLON.PostProcess));
  113684. /**
  113685. * The highlight layer Helps adding a glow effect around a mesh.
  113686. *
  113687. * Once instantiated in a scene, simply use the pushMesh or removeMesh method to add or remove
  113688. * glowy meshes to your scene.
  113689. *
  113690. * !!! THIS REQUIRES AN ACTIVE STENCIL BUFFER ON THE CANVAS !!!
  113691. */
  113692. var HighlightLayer = /** @class */ (function (_super) {
  113693. __extends(HighlightLayer, _super);
  113694. /**
  113695. * Instantiates a new highlight Layer and references it to the scene..
  113696. * @param name The name of the layer
  113697. * @param scene The scene to use the layer in
  113698. * @param options Sets of none mandatory options to use with the layer (see IHighlightLayerOptions for more information)
  113699. */
  113700. function HighlightLayer(name, scene, options) {
  113701. var _this = _super.call(this, name, scene) || this;
  113702. _this.name = name;
  113703. /**
  113704. * Specifies whether or not the inner glow is ACTIVE in the layer.
  113705. */
  113706. _this.innerGlow = true;
  113707. /**
  113708. * Specifies whether or not the outer glow is ACTIVE in the layer.
  113709. */
  113710. _this.outerGlow = true;
  113711. /**
  113712. * An event triggered when the highlight layer is being blurred.
  113713. */
  113714. _this.onBeforeBlurObservable = new BABYLON.Observable();
  113715. /**
  113716. * An event triggered when the highlight layer has been blurred.
  113717. */
  113718. _this.onAfterBlurObservable = new BABYLON.Observable();
  113719. _this._instanceGlowingMeshStencilReference = HighlightLayer.GlowingMeshStencilReference++;
  113720. _this._meshes = {};
  113721. _this._excludedMeshes = {};
  113722. _this.neutralColor = HighlightLayer.NeutralColor;
  113723. // Warn on stencil
  113724. if (!_this._engine.isStencilEnable) {
  113725. BABYLON.Tools.Warn("Rendering the Highlight Layer requires the stencil to be active on the canvas. var engine = new BABYLON.Engine(canvas, antialias, { stencil: true }");
  113726. }
  113727. // Adapt options
  113728. _this._options = __assign({ mainTextureRatio: 0.5, blurTextureSizeRatio: 0.5, blurHorizontalSize: 1.0, blurVerticalSize: 1.0, alphaBlendingMode: BABYLON.Engine.ALPHA_COMBINE, camera: null, renderingGroupId: -1 }, options);
  113729. // Initialize the layer
  113730. _this._init({
  113731. alphaBlendingMode: _this._options.alphaBlendingMode,
  113732. camera: _this._options.camera,
  113733. mainTextureFixedSize: _this._options.mainTextureFixedSize,
  113734. mainTextureRatio: _this._options.mainTextureRatio,
  113735. renderingGroupId: _this._options.renderingGroupId
  113736. });
  113737. // Do not render as long as no meshes have been added
  113738. _this._shouldRender = false;
  113739. return _this;
  113740. }
  113741. Object.defineProperty(HighlightLayer.prototype, "blurHorizontalSize", {
  113742. /**
  113743. * Gets the horizontal size of the blur.
  113744. */
  113745. get: function () {
  113746. return this._horizontalBlurPostprocess.kernel;
  113747. },
  113748. /**
  113749. * Specifies the horizontal size of the blur.
  113750. */
  113751. set: function (value) {
  113752. this._horizontalBlurPostprocess.kernel = value;
  113753. },
  113754. enumerable: true,
  113755. configurable: true
  113756. });
  113757. Object.defineProperty(HighlightLayer.prototype, "blurVerticalSize", {
  113758. /**
  113759. * Gets the vertical size of the blur.
  113760. */
  113761. get: function () {
  113762. return this._verticalBlurPostprocess.kernel;
  113763. },
  113764. /**
  113765. * Specifies the vertical size of the blur.
  113766. */
  113767. set: function (value) {
  113768. this._verticalBlurPostprocess.kernel = value;
  113769. },
  113770. enumerable: true,
  113771. configurable: true
  113772. });
  113773. /**
  113774. * Get the effect name of the layer.
  113775. * @return The effect name
  113776. */
  113777. HighlightLayer.prototype.getEffectName = function () {
  113778. return HighlightLayer.EffectName;
  113779. };
  113780. /**
  113781. * Create the merge effect. This is the shader use to blit the information back
  113782. * to the main canvas at the end of the scene rendering.
  113783. */
  113784. HighlightLayer.prototype._createMergeEffect = function () {
  113785. // Effect
  113786. return this._engine.createEffect("glowMapMerge", [BABYLON.VertexBuffer.PositionKind], ["offset"], ["textureSampler"], this._options.isStroke ? "#define STROKE \n" : undefined);
  113787. };
  113788. /**
  113789. * Creates the render target textures and post processes used in the highlight layer.
  113790. */
  113791. HighlightLayer.prototype._createTextureAndPostProcesses = function () {
  113792. var _this = this;
  113793. var blurTextureWidth = this._mainTextureDesiredSize.width * this._options.blurTextureSizeRatio;
  113794. var blurTextureHeight = this._mainTextureDesiredSize.height * this._options.blurTextureSizeRatio;
  113795. blurTextureWidth = this._engine.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(blurTextureWidth, this._maxSize) : blurTextureWidth;
  113796. blurTextureHeight = this._engine.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(blurTextureHeight, this._maxSize) : blurTextureHeight;
  113797. var textureType = 0;
  113798. if (this._engine.getCaps().textureHalfFloatRender) {
  113799. textureType = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  113800. }
  113801. else {
  113802. textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  113803. }
  113804. this._blurTexture = new BABYLON.RenderTargetTexture("HighlightLayerBlurRTT", {
  113805. width: blurTextureWidth,
  113806. height: blurTextureHeight
  113807. }, this._scene, false, true, textureType);
  113808. this._blurTexture.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  113809. this._blurTexture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  113810. this._blurTexture.anisotropicFilteringLevel = 16;
  113811. this._blurTexture.updateSamplingMode(BABYLON.Texture.TRILINEAR_SAMPLINGMODE);
  113812. this._blurTexture.renderParticles = false;
  113813. this._blurTexture.ignoreCameraViewport = true;
  113814. this._textures = [this._blurTexture];
  113815. if (this._options.alphaBlendingMode === BABYLON.Engine.ALPHA_COMBINE) {
  113816. this._downSamplePostprocess = new BABYLON.PassPostProcess("HighlightLayerPPP", this._options.blurTextureSizeRatio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine());
  113817. this._downSamplePostprocess.onApplyObservable.add(function (effect) {
  113818. effect.setTexture("textureSampler", _this._mainTexture);
  113819. });
  113820. this._horizontalBlurPostprocess = new GlowBlurPostProcess("HighlightLayerHBP", new BABYLON.Vector2(1.0, 0), this._options.blurHorizontalSize, 1, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine());
  113821. this._horizontalBlurPostprocess.onApplyObservable.add(function (effect) {
  113822. effect.setFloat2("screenSize", blurTextureWidth, blurTextureHeight);
  113823. });
  113824. this._verticalBlurPostprocess = new GlowBlurPostProcess("HighlightLayerVBP", new BABYLON.Vector2(0, 1.0), this._options.blurVerticalSize, 1, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine());
  113825. this._verticalBlurPostprocess.onApplyObservable.add(function (effect) {
  113826. effect.setFloat2("screenSize", blurTextureWidth, blurTextureHeight);
  113827. });
  113828. this._postProcesses = [this._downSamplePostprocess, this._horizontalBlurPostprocess, this._verticalBlurPostprocess];
  113829. }
  113830. else {
  113831. this._horizontalBlurPostprocess = new BABYLON.BlurPostProcess("HighlightLayerHBP", new BABYLON.Vector2(1.0, 0), this._options.blurHorizontalSize / 2, {
  113832. width: blurTextureWidth,
  113833. height: blurTextureHeight
  113834. }, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, textureType);
  113835. this._horizontalBlurPostprocess.width = blurTextureWidth;
  113836. this._horizontalBlurPostprocess.height = blurTextureHeight;
  113837. this._horizontalBlurPostprocess.onApplyObservable.add(function (effect) {
  113838. effect.setTexture("textureSampler", _this._mainTexture);
  113839. });
  113840. this._verticalBlurPostprocess = new BABYLON.BlurPostProcess("HighlightLayerVBP", new BABYLON.Vector2(0, 1.0), this._options.blurVerticalSize / 2, {
  113841. width: blurTextureWidth,
  113842. height: blurTextureHeight
  113843. }, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, textureType);
  113844. this._postProcesses = [this._horizontalBlurPostprocess, this._verticalBlurPostprocess];
  113845. }
  113846. this._mainTexture.onAfterUnbindObservable.add(function () {
  113847. _this.onBeforeBlurObservable.notifyObservers(_this);
  113848. var internalTexture = _this._blurTexture.getInternalTexture();
  113849. if (internalTexture) {
  113850. _this._scene.postProcessManager.directRender(_this._postProcesses, internalTexture, true);
  113851. }
  113852. _this.onAfterBlurObservable.notifyObservers(_this);
  113853. });
  113854. // Prevent autoClear.
  113855. this._postProcesses.map(function (pp) { pp.autoClear = false; });
  113856. };
  113857. /**
  113858. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  113859. */
  113860. HighlightLayer.prototype.needStencil = function () {
  113861. return true;
  113862. };
  113863. /**
  113864. * Checks for the readiness of the element composing the layer.
  113865. * @param subMesh the mesh to check for
  113866. * @param useInstances specify wether or not to use instances to render the mesh
  113867. * @param emissiveTexture the associated emissive texture used to generate the glow
  113868. * @return true if ready otherwise, false
  113869. */
  113870. HighlightLayer.prototype.isReady = function (subMesh, useInstances) {
  113871. var material = subMesh.getMaterial();
  113872. var mesh = subMesh.getRenderingMesh();
  113873. if (!material || !mesh || !this._meshes) {
  113874. return false;
  113875. }
  113876. var emissiveTexture = null;
  113877. var highlightLayerMesh = this._meshes[mesh.uniqueId];
  113878. if (highlightLayerMesh && highlightLayerMesh.glowEmissiveOnly && material) {
  113879. emissiveTexture = material.emissiveTexture;
  113880. }
  113881. return _super.prototype._isReady.call(this, subMesh, useInstances, emissiveTexture);
  113882. };
  113883. /**
  113884. * Implementation specific of rendering the generating effect on the main canvas.
  113885. * @param effect The effect used to render through
  113886. */
  113887. HighlightLayer.prototype._internalRender = function (effect) {
  113888. // Texture
  113889. effect.setTexture("textureSampler", this._blurTexture);
  113890. // Cache
  113891. var engine = this._engine;
  113892. var previousStencilBuffer = engine.getStencilBuffer();
  113893. var previousStencilFunction = engine.getStencilFunction();
  113894. var previousStencilMask = engine.getStencilMask();
  113895. var previousStencilOperationPass = engine.getStencilOperationPass();
  113896. var previousStencilOperationFail = engine.getStencilOperationFail();
  113897. var previousStencilOperationDepthFail = engine.getStencilOperationDepthFail();
  113898. var previousStencilReference = engine.getStencilFunctionReference();
  113899. // Stencil operations
  113900. engine.setStencilOperationPass(BABYLON.Engine.REPLACE);
  113901. engine.setStencilOperationFail(BABYLON.Engine.KEEP);
  113902. engine.setStencilOperationDepthFail(BABYLON.Engine.KEEP);
  113903. // Draw order
  113904. engine.setStencilMask(0x00);
  113905. engine.setStencilBuffer(true);
  113906. engine.setStencilFunctionReference(this._instanceGlowingMeshStencilReference);
  113907. // 2 passes inner outer
  113908. if (this.outerGlow) {
  113909. effect.setFloat("offset", 0);
  113910. engine.setStencilFunction(BABYLON.Engine.NOTEQUAL);
  113911. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  113912. }
  113913. if (this.innerGlow) {
  113914. effect.setFloat("offset", 1);
  113915. engine.setStencilFunction(BABYLON.Engine.EQUAL);
  113916. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  113917. }
  113918. // Restore Cache
  113919. engine.setStencilFunction(previousStencilFunction);
  113920. engine.setStencilMask(previousStencilMask);
  113921. engine.setStencilBuffer(previousStencilBuffer);
  113922. engine.setStencilOperationPass(previousStencilOperationPass);
  113923. engine.setStencilOperationFail(previousStencilOperationFail);
  113924. engine.setStencilOperationDepthFail(previousStencilOperationDepthFail);
  113925. engine.setStencilFunctionReference(previousStencilReference);
  113926. };
  113927. /**
  113928. * Returns true if the layer contains information to display, otherwise false.
  113929. */
  113930. HighlightLayer.prototype.shouldRender = function () {
  113931. if (_super.prototype.shouldRender.call(this)) {
  113932. return this._meshes ? true : false;
  113933. }
  113934. return false;
  113935. };
  113936. /**
  113937. * Returns true if the mesh should render, otherwise false.
  113938. * @param mesh The mesh to render
  113939. * @returns true if it should render otherwise false
  113940. */
  113941. HighlightLayer.prototype._shouldRenderMesh = function (mesh) {
  113942. // Excluded Mesh
  113943. if (this._excludedMeshes && this._excludedMeshes[mesh.uniqueId]) {
  113944. return false;
  113945. }
  113946. if (!_super.prototype.hasMesh.call(this, mesh)) {
  113947. return false;
  113948. }
  113949. return true;
  113950. };
  113951. /**
  113952. * Sets the required values for both the emissive texture and and the main color.
  113953. */
  113954. HighlightLayer.prototype._setEmissiveTextureAndColor = function (mesh, subMesh, material) {
  113955. var highlightLayerMesh = this._meshes[mesh.uniqueId];
  113956. if (highlightLayerMesh) {
  113957. this._emissiveTextureAndColor.color.set(highlightLayerMesh.color.r, highlightLayerMesh.color.g, highlightLayerMesh.color.b, 1.0);
  113958. }
  113959. else {
  113960. this._emissiveTextureAndColor.color.set(this.neutralColor.r, this.neutralColor.g, this.neutralColor.b, this.neutralColor.a);
  113961. }
  113962. if (highlightLayerMesh && highlightLayerMesh.glowEmissiveOnly && material) {
  113963. this._emissiveTextureAndColor.texture = material.emissiveTexture;
  113964. this._emissiveTextureAndColor.color.set(1.0, 1.0, 1.0, 1.0);
  113965. }
  113966. else {
  113967. this._emissiveTextureAndColor.texture = null;
  113968. }
  113969. };
  113970. /**
  113971. * Add a mesh in the exclusion list to prevent it to impact or being impacted by the highlight layer.
  113972. * @param mesh The mesh to exclude from the highlight layer
  113973. */
  113974. HighlightLayer.prototype.addExcludedMesh = function (mesh) {
  113975. if (!this._excludedMeshes) {
  113976. return;
  113977. }
  113978. var meshExcluded = this._excludedMeshes[mesh.uniqueId];
  113979. if (!meshExcluded) {
  113980. this._excludedMeshes[mesh.uniqueId] = {
  113981. mesh: mesh,
  113982. beforeRender: mesh.onBeforeRenderObservable.add(function (mesh) {
  113983. mesh.getEngine().setStencilBuffer(false);
  113984. }),
  113985. afterRender: mesh.onAfterRenderObservable.add(function (mesh) {
  113986. mesh.getEngine().setStencilBuffer(true);
  113987. }),
  113988. };
  113989. }
  113990. };
  113991. /**
  113992. * Remove a mesh from the exclusion list to let it impact or being impacted by the highlight layer.
  113993. * @param mesh The mesh to highlight
  113994. */
  113995. HighlightLayer.prototype.removeExcludedMesh = function (mesh) {
  113996. if (!this._excludedMeshes) {
  113997. return;
  113998. }
  113999. var meshExcluded = this._excludedMeshes[mesh.uniqueId];
  114000. if (meshExcluded) {
  114001. if (meshExcluded.beforeRender) {
  114002. mesh.onBeforeRenderObservable.remove(meshExcluded.beforeRender);
  114003. }
  114004. if (meshExcluded.afterRender) {
  114005. mesh.onAfterRenderObservable.remove(meshExcluded.afterRender);
  114006. }
  114007. }
  114008. this._excludedMeshes[mesh.uniqueId] = null;
  114009. };
  114010. /**
  114011. * Determine if a given mesh will be highlighted by the current HighlightLayer
  114012. * @param mesh mesh to test
  114013. * @returns true if the mesh will be highlighted by the current HighlightLayer
  114014. */
  114015. HighlightLayer.prototype.hasMesh = function (mesh) {
  114016. if (!this._meshes) {
  114017. return false;
  114018. }
  114019. if (!_super.prototype.hasMesh.call(this, mesh)) {
  114020. return false;
  114021. }
  114022. return this._meshes[mesh.uniqueId] !== undefined && this._meshes[mesh.uniqueId] !== null;
  114023. };
  114024. /**
  114025. * Add a mesh in the highlight layer in order to make it glow with the chosen color.
  114026. * @param mesh The mesh to highlight
  114027. * @param color The color of the highlight
  114028. * @param glowEmissiveOnly Extract the glow from the emissive texture
  114029. */
  114030. HighlightLayer.prototype.addMesh = function (mesh, color, glowEmissiveOnly) {
  114031. var _this = this;
  114032. if (glowEmissiveOnly === void 0) { glowEmissiveOnly = false; }
  114033. if (!this._meshes) {
  114034. return;
  114035. }
  114036. var meshHighlight = this._meshes[mesh.uniqueId];
  114037. if (meshHighlight) {
  114038. meshHighlight.color = color;
  114039. }
  114040. else {
  114041. this._meshes[mesh.uniqueId] = {
  114042. mesh: mesh,
  114043. color: color,
  114044. // Lambda required for capture due to Observable this context
  114045. observerHighlight: mesh.onBeforeRenderObservable.add(function (mesh) {
  114046. if (_this._excludedMeshes && _this._excludedMeshes[mesh.uniqueId]) {
  114047. _this._defaultStencilReference(mesh);
  114048. }
  114049. else {
  114050. mesh.getScene().getEngine().setStencilFunctionReference(_this._instanceGlowingMeshStencilReference);
  114051. }
  114052. }),
  114053. observerDefault: mesh.onAfterRenderObservable.add(this._defaultStencilReference),
  114054. glowEmissiveOnly: glowEmissiveOnly
  114055. };
  114056. mesh.onDisposeObservable.add(function () {
  114057. _this._disposeMesh(mesh);
  114058. });
  114059. }
  114060. this._shouldRender = true;
  114061. };
  114062. /**
  114063. * Remove a mesh from the highlight layer in order to make it stop glowing.
  114064. * @param mesh The mesh to highlight
  114065. */
  114066. HighlightLayer.prototype.removeMesh = function (mesh) {
  114067. if (!this._meshes) {
  114068. return;
  114069. }
  114070. var meshHighlight = this._meshes[mesh.uniqueId];
  114071. if (meshHighlight) {
  114072. if (meshHighlight.observerHighlight) {
  114073. mesh.onBeforeRenderObservable.remove(meshHighlight.observerHighlight);
  114074. }
  114075. if (meshHighlight.observerDefault) {
  114076. mesh.onAfterRenderObservable.remove(meshHighlight.observerDefault);
  114077. }
  114078. delete this._meshes[mesh.uniqueId];
  114079. }
  114080. this._shouldRender = false;
  114081. for (var meshHighlightToCheck in this._meshes) {
  114082. if (this._meshes[meshHighlightToCheck]) {
  114083. this._shouldRender = true;
  114084. break;
  114085. }
  114086. }
  114087. };
  114088. /**
  114089. * Force the stencil to the normal expected value for none glowing parts
  114090. */
  114091. HighlightLayer.prototype._defaultStencilReference = function (mesh) {
  114092. mesh.getScene().getEngine().setStencilFunctionReference(HighlightLayer.NormalMeshStencilReference);
  114093. };
  114094. /**
  114095. * Free any resources and references associated to a mesh.
  114096. * Internal use
  114097. * @param mesh The mesh to free.
  114098. * @hidden
  114099. */
  114100. HighlightLayer.prototype._disposeMesh = function (mesh) {
  114101. this.removeMesh(mesh);
  114102. this.removeExcludedMesh(mesh);
  114103. };
  114104. /**
  114105. * Dispose the highlight layer and free resources.
  114106. */
  114107. HighlightLayer.prototype.dispose = function () {
  114108. if (this._meshes) {
  114109. // Clean mesh references
  114110. for (var id in this._meshes) {
  114111. var meshHighlight = this._meshes[id];
  114112. if (meshHighlight && meshHighlight.mesh) {
  114113. if (meshHighlight.observerHighlight) {
  114114. meshHighlight.mesh.onBeforeRenderObservable.remove(meshHighlight.observerHighlight);
  114115. }
  114116. if (meshHighlight.observerDefault) {
  114117. meshHighlight.mesh.onAfterRenderObservable.remove(meshHighlight.observerDefault);
  114118. }
  114119. }
  114120. }
  114121. this._meshes = null;
  114122. }
  114123. if (this._excludedMeshes) {
  114124. for (var id in this._excludedMeshes) {
  114125. var meshHighlight = this._excludedMeshes[id];
  114126. if (meshHighlight) {
  114127. if (meshHighlight.beforeRender) {
  114128. meshHighlight.mesh.onBeforeRenderObservable.remove(meshHighlight.beforeRender);
  114129. }
  114130. if (meshHighlight.afterRender) {
  114131. meshHighlight.mesh.onAfterRenderObservable.remove(meshHighlight.afterRender);
  114132. }
  114133. }
  114134. }
  114135. this._excludedMeshes = null;
  114136. }
  114137. _super.prototype.dispose.call(this);
  114138. };
  114139. /**
  114140. * Gets the class name of the effect layer
  114141. * @returns the string with the class name of the effect layer
  114142. */
  114143. HighlightLayer.prototype.getClassName = function () {
  114144. return "HighlightLayer";
  114145. };
  114146. /**
  114147. * Serializes this Highlight layer
  114148. * @returns a serialized Highlight layer object
  114149. */
  114150. HighlightLayer.prototype.serialize = function () {
  114151. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  114152. serializationObject.customType = "BABYLON.HighlightLayer";
  114153. // Highlighted meshes
  114154. serializationObject.meshes = [];
  114155. if (this._meshes) {
  114156. for (var m in this._meshes) {
  114157. var mesh = this._meshes[m];
  114158. if (mesh) {
  114159. serializationObject.meshes.push({
  114160. glowEmissiveOnly: mesh.glowEmissiveOnly,
  114161. color: mesh.color.asArray(),
  114162. meshId: mesh.mesh.id
  114163. });
  114164. }
  114165. }
  114166. }
  114167. // Excluded meshes
  114168. serializationObject.excludedMeshes = [];
  114169. if (this._excludedMeshes) {
  114170. for (var e in this._excludedMeshes) {
  114171. var excludedMesh = this._excludedMeshes[e];
  114172. if (excludedMesh) {
  114173. serializationObject.excludedMeshes.push(excludedMesh.mesh.id);
  114174. }
  114175. }
  114176. }
  114177. return serializationObject;
  114178. };
  114179. /**
  114180. * Creates a Highlight layer from parsed Highlight layer data
  114181. * @param parsedHightlightLayer defines the Highlight layer data
  114182. * @param scene defines the current scene
  114183. * @param rootUrl defines the root URL containing the Highlight layer information
  114184. * @returns a parsed Highlight layer
  114185. */
  114186. HighlightLayer.Parse = function (parsedHightlightLayer, scene, rootUrl) {
  114187. var hl = BABYLON.SerializationHelper.Parse(function () { return new HighlightLayer(parsedHightlightLayer.name, scene, parsedHightlightLayer.options); }, parsedHightlightLayer, scene, rootUrl);
  114188. var index;
  114189. // Excluded meshes
  114190. for (index = 0; index < parsedHightlightLayer.excludedMeshes.length; index++) {
  114191. var mesh = scene.getMeshByID(parsedHightlightLayer.excludedMeshes[index]);
  114192. if (mesh) {
  114193. hl.addExcludedMesh(mesh);
  114194. }
  114195. }
  114196. // Included meshes
  114197. for (index = 0; index < parsedHightlightLayer.meshes.length; index++) {
  114198. var highlightedMesh = parsedHightlightLayer.meshes[index];
  114199. var mesh = scene.getMeshByID(highlightedMesh.meshId);
  114200. if (mesh) {
  114201. hl.addMesh(mesh, BABYLON.Color3.FromArray(highlightedMesh.color), highlightedMesh.glowEmissiveOnly);
  114202. }
  114203. }
  114204. return hl;
  114205. };
  114206. /**
  114207. * Effect Name of the highlight layer.
  114208. */
  114209. HighlightLayer.EffectName = "HighlightLayer";
  114210. /**
  114211. * The neutral color used during the preparation of the glow effect.
  114212. * This is black by default as the blend operation is a blend operation.
  114213. */
  114214. HighlightLayer.NeutralColor = new BABYLON.Color4(0, 0, 0, 0);
  114215. /**
  114216. * Stencil value used for glowing meshes.
  114217. */
  114218. HighlightLayer.GlowingMeshStencilReference = 0x02;
  114219. /**
  114220. * Stencil value used for the other meshes in the scene.
  114221. */
  114222. HighlightLayer.NormalMeshStencilReference = 0x01;
  114223. __decorate([
  114224. BABYLON.serialize()
  114225. ], HighlightLayer.prototype, "innerGlow", void 0);
  114226. __decorate([
  114227. BABYLON.serialize()
  114228. ], HighlightLayer.prototype, "outerGlow", void 0);
  114229. __decorate([
  114230. BABYLON.serialize()
  114231. ], HighlightLayer.prototype, "blurHorizontalSize", null);
  114232. __decorate([
  114233. BABYLON.serialize()
  114234. ], HighlightLayer.prototype, "blurVerticalSize", null);
  114235. __decorate([
  114236. BABYLON.serialize("options")
  114237. ], HighlightLayer.prototype, "_options", void 0);
  114238. return HighlightLayer;
  114239. }(BABYLON.EffectLayer));
  114240. BABYLON.HighlightLayer = HighlightLayer;
  114241. })(BABYLON || (BABYLON = {}));
  114242. //# sourceMappingURL=babylon.highlightLayer.js.map
  114243. var BABYLON;
  114244. (function (BABYLON) {
  114245. BABYLON.AbstractScene.prototype.getGlowLayerByName = function (name) {
  114246. for (var index = 0; index < this.effectLayers.length; index++) {
  114247. if (this.effectLayers[index].name === name && this.effectLayers[index].getEffectName() === GlowLayer.EffectName) {
  114248. return this.effectLayers[index];
  114249. }
  114250. }
  114251. return null;
  114252. };
  114253. /**
  114254. * The glow layer Helps adding a glow effect around the emissive parts of a mesh.
  114255. *
  114256. * Once instantiated in a scene, simply use the pushMesh or removeMesh method to add or remove
  114257. * glowy meshes to your scene.
  114258. *
  114259. * Documentation: https://doc.babylonjs.com/how_to/glow_layer
  114260. */
  114261. var GlowLayer = /** @class */ (function (_super) {
  114262. __extends(GlowLayer, _super);
  114263. /**
  114264. * Instantiates a new glow Layer and references it to the scene.
  114265. * @param name The name of the layer
  114266. * @param scene The scene to use the layer in
  114267. * @param options Sets of none mandatory options to use with the layer (see IGlowLayerOptions for more information)
  114268. */
  114269. function GlowLayer(name, scene, options) {
  114270. var _this = _super.call(this, name, scene) || this;
  114271. _this._intensity = 1.0;
  114272. _this._includedOnlyMeshes = [];
  114273. _this._excludedMeshes = [];
  114274. _this.neutralColor = new BABYLON.Color4(0, 0, 0, 1);
  114275. // Adapt options
  114276. _this._options = __assign({ mainTextureRatio: GlowLayer.DefaultTextureRatio, blurKernelSize: 32, mainTextureFixedSize: undefined, camera: null, mainTextureSamples: 1, renderingGroupId: -1 }, options);
  114277. // Initialize the layer
  114278. _this._init({
  114279. alphaBlendingMode: BABYLON.Engine.ALPHA_ADD,
  114280. camera: _this._options.camera,
  114281. mainTextureFixedSize: _this._options.mainTextureFixedSize,
  114282. mainTextureRatio: _this._options.mainTextureRatio,
  114283. renderingGroupId: _this._options.renderingGroupId
  114284. });
  114285. return _this;
  114286. }
  114287. Object.defineProperty(GlowLayer.prototype, "blurKernelSize", {
  114288. /**
  114289. * Gets the kernel size of the blur.
  114290. */
  114291. get: function () {
  114292. return this._horizontalBlurPostprocess1.kernel;
  114293. },
  114294. /**
  114295. * Sets the kernel size of the blur.
  114296. */
  114297. set: function (value) {
  114298. this._horizontalBlurPostprocess1.kernel = value;
  114299. this._verticalBlurPostprocess1.kernel = value;
  114300. this._horizontalBlurPostprocess2.kernel = value;
  114301. this._verticalBlurPostprocess2.kernel = value;
  114302. },
  114303. enumerable: true,
  114304. configurable: true
  114305. });
  114306. Object.defineProperty(GlowLayer.prototype, "intensity", {
  114307. /**
  114308. * Gets the glow intensity.
  114309. */
  114310. get: function () {
  114311. return this._intensity;
  114312. },
  114313. /**
  114314. * Sets the glow intensity.
  114315. */
  114316. set: function (value) {
  114317. this._intensity = value;
  114318. },
  114319. enumerable: true,
  114320. configurable: true
  114321. });
  114322. /**
  114323. * Get the effect name of the layer.
  114324. * @return The effect name
  114325. */
  114326. GlowLayer.prototype.getEffectName = function () {
  114327. return GlowLayer.EffectName;
  114328. };
  114329. /**
  114330. * Create the merge effect. This is the shader use to blit the information back
  114331. * to the main canvas at the end of the scene rendering.
  114332. */
  114333. GlowLayer.prototype._createMergeEffect = function () {
  114334. // Effect
  114335. return this._engine.createEffect("glowMapMerge", [BABYLON.VertexBuffer.PositionKind], ["offset"], ["textureSampler", "textureSampler2"], "#define EMISSIVE \n");
  114336. };
  114337. /**
  114338. * Creates the render target textures and post processes used in the glow layer.
  114339. */
  114340. GlowLayer.prototype._createTextureAndPostProcesses = function () {
  114341. var _this = this;
  114342. var blurTextureWidth = this._mainTextureDesiredSize.width;
  114343. var blurTextureHeight = this._mainTextureDesiredSize.height;
  114344. blurTextureWidth = this._engine.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(blurTextureWidth, this._maxSize) : blurTextureWidth;
  114345. blurTextureHeight = this._engine.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(blurTextureHeight, this._maxSize) : blurTextureHeight;
  114346. var textureType = 0;
  114347. if (this._engine.getCaps().textureHalfFloatRender) {
  114348. textureType = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  114349. }
  114350. else {
  114351. textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  114352. }
  114353. this._blurTexture1 = new BABYLON.RenderTargetTexture("GlowLayerBlurRTT", {
  114354. width: blurTextureWidth,
  114355. height: blurTextureHeight
  114356. }, this._scene, false, true, textureType);
  114357. this._blurTexture1.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  114358. this._blurTexture1.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  114359. this._blurTexture1.updateSamplingMode(BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  114360. this._blurTexture1.renderParticles = false;
  114361. this._blurTexture1.ignoreCameraViewport = true;
  114362. var blurTextureWidth2 = Math.floor(blurTextureWidth / 2);
  114363. var blurTextureHeight2 = Math.floor(blurTextureHeight / 2);
  114364. this._blurTexture2 = new BABYLON.RenderTargetTexture("GlowLayerBlurRTT2", {
  114365. width: blurTextureWidth2,
  114366. height: blurTextureHeight2
  114367. }, this._scene, false, true, textureType);
  114368. this._blurTexture2.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  114369. this._blurTexture2.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  114370. this._blurTexture2.updateSamplingMode(BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  114371. this._blurTexture2.renderParticles = false;
  114372. this._blurTexture2.ignoreCameraViewport = true;
  114373. this._textures = [this._blurTexture1, this._blurTexture2];
  114374. this._horizontalBlurPostprocess1 = new BABYLON.BlurPostProcess("GlowLayerHBP1", new BABYLON.Vector2(1.0, 0), this._options.blurKernelSize / 2, {
  114375. width: blurTextureWidth,
  114376. height: blurTextureHeight
  114377. }, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, textureType);
  114378. this._horizontalBlurPostprocess1.width = blurTextureWidth;
  114379. this._horizontalBlurPostprocess1.height = blurTextureHeight;
  114380. this._horizontalBlurPostprocess1.onApplyObservable.add(function (effect) {
  114381. effect.setTexture("textureSampler", _this._mainTexture);
  114382. });
  114383. this._verticalBlurPostprocess1 = new BABYLON.BlurPostProcess("GlowLayerVBP1", new BABYLON.Vector2(0, 1.0), this._options.blurKernelSize / 2, {
  114384. width: blurTextureWidth,
  114385. height: blurTextureHeight
  114386. }, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, textureType);
  114387. this._horizontalBlurPostprocess2 = new BABYLON.BlurPostProcess("GlowLayerHBP2", new BABYLON.Vector2(1.0, 0), this._options.blurKernelSize / 2, {
  114388. width: blurTextureWidth2,
  114389. height: blurTextureHeight2
  114390. }, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, textureType);
  114391. this._horizontalBlurPostprocess2.width = blurTextureWidth2;
  114392. this._horizontalBlurPostprocess2.height = blurTextureHeight2;
  114393. this._horizontalBlurPostprocess2.onApplyObservable.add(function (effect) {
  114394. effect.setTexture("textureSampler", _this._blurTexture1);
  114395. });
  114396. this._verticalBlurPostprocess2 = new BABYLON.BlurPostProcess("GlowLayerVBP2", new BABYLON.Vector2(0, 1.0), this._options.blurKernelSize / 2, {
  114397. width: blurTextureWidth2,
  114398. height: blurTextureHeight2
  114399. }, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, textureType);
  114400. this._postProcesses = [this._horizontalBlurPostprocess1, this._verticalBlurPostprocess1, this._horizontalBlurPostprocess2, this._verticalBlurPostprocess2];
  114401. this._postProcesses1 = [this._horizontalBlurPostprocess1, this._verticalBlurPostprocess1];
  114402. this._postProcesses2 = [this._horizontalBlurPostprocess2, this._verticalBlurPostprocess2];
  114403. this._mainTexture.samples = this._options.mainTextureSamples;
  114404. this._mainTexture.onAfterUnbindObservable.add(function () {
  114405. var internalTexture = _this._blurTexture1.getInternalTexture();
  114406. if (internalTexture) {
  114407. _this._scene.postProcessManager.directRender(_this._postProcesses1, internalTexture, true);
  114408. internalTexture = _this._blurTexture2.getInternalTexture();
  114409. if (internalTexture) {
  114410. _this._scene.postProcessManager.directRender(_this._postProcesses2, internalTexture, true);
  114411. }
  114412. }
  114413. });
  114414. // Prevent autoClear.
  114415. this._postProcesses.map(function (pp) { pp.autoClear = false; });
  114416. };
  114417. /**
  114418. * Checks for the readiness of the element composing the layer.
  114419. * @param subMesh the mesh to check for
  114420. * @param useInstances specify wether or not to use instances to render the mesh
  114421. * @param emissiveTexture the associated emissive texture used to generate the glow
  114422. * @return true if ready otherwise, false
  114423. */
  114424. GlowLayer.prototype.isReady = function (subMesh, useInstances) {
  114425. var material = subMesh.getMaterial();
  114426. var mesh = subMesh.getRenderingMesh();
  114427. if (!material || !mesh) {
  114428. return false;
  114429. }
  114430. var emissiveTexture = material.emissiveTexture;
  114431. return _super.prototype._isReady.call(this, subMesh, useInstances, emissiveTexture);
  114432. };
  114433. /**
  114434. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  114435. */
  114436. GlowLayer.prototype.needStencil = function () {
  114437. return false;
  114438. };
  114439. /**
  114440. * Implementation specific of rendering the generating effect on the main canvas.
  114441. * @param effect The effect used to render through
  114442. */
  114443. GlowLayer.prototype._internalRender = function (effect) {
  114444. // Texture
  114445. effect.setTexture("textureSampler", this._blurTexture1);
  114446. effect.setTexture("textureSampler2", this._blurTexture2);
  114447. effect.setFloat("offset", this._intensity);
  114448. // Cache
  114449. var engine = this._engine;
  114450. var previousStencilBuffer = engine.getStencilBuffer();
  114451. // Draw order
  114452. engine.setStencilBuffer(false);
  114453. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  114454. // Draw order
  114455. engine.setStencilBuffer(previousStencilBuffer);
  114456. };
  114457. /**
  114458. * Sets the required values for both the emissive texture and and the main color.
  114459. */
  114460. GlowLayer.prototype._setEmissiveTextureAndColor = function (mesh, subMesh, material) {
  114461. var textureLevel = 1.0;
  114462. if (this.customEmissiveTextureSelector) {
  114463. this._emissiveTextureAndColor.texture = this.customEmissiveTextureSelector(mesh, subMesh, material);
  114464. }
  114465. else {
  114466. if (material) {
  114467. this._emissiveTextureAndColor.texture = material.emissiveTexture;
  114468. if (this._emissiveTextureAndColor.texture) {
  114469. textureLevel = this._emissiveTextureAndColor.texture.level;
  114470. }
  114471. }
  114472. else {
  114473. this._emissiveTextureAndColor.texture = null;
  114474. }
  114475. }
  114476. if (this.customEmissiveColorSelector) {
  114477. this.customEmissiveColorSelector(mesh, subMesh, material, this._emissiveTextureAndColor.color);
  114478. }
  114479. else {
  114480. if (material.emissiveColor) {
  114481. this._emissiveTextureAndColor.color.set(material.emissiveColor.r * textureLevel, material.emissiveColor.g * textureLevel, material.emissiveColor.b * textureLevel, 1.0);
  114482. }
  114483. else {
  114484. this._emissiveTextureAndColor.color.set(this.neutralColor.r, this.neutralColor.g, this.neutralColor.b, this.neutralColor.a);
  114485. }
  114486. }
  114487. };
  114488. /**
  114489. * Returns true if the mesh should render, otherwise false.
  114490. * @param mesh The mesh to render
  114491. * @returns true if it should render otherwise false
  114492. */
  114493. GlowLayer.prototype._shouldRenderMesh = function (mesh) {
  114494. return this.hasMesh(mesh);
  114495. };
  114496. /**
  114497. * Add a mesh in the exclusion list to prevent it to impact or being impacted by the glow layer.
  114498. * @param mesh The mesh to exclude from the glow layer
  114499. */
  114500. GlowLayer.prototype.addExcludedMesh = function (mesh) {
  114501. if (this._excludedMeshes.indexOf(mesh.uniqueId) === -1) {
  114502. this._excludedMeshes.push(mesh.uniqueId);
  114503. }
  114504. };
  114505. /**
  114506. * Remove a mesh from the exclusion list to let it impact or being impacted by the glow layer.
  114507. * @param mesh The mesh to remove
  114508. */
  114509. GlowLayer.prototype.removeExcludedMesh = function (mesh) {
  114510. var index = this._excludedMeshes.indexOf(mesh.uniqueId);
  114511. if (index !== -1) {
  114512. this._excludedMeshes.splice(index, 1);
  114513. }
  114514. };
  114515. /**
  114516. * Add a mesh in the inclusion list to impact or being impacted by the glow layer.
  114517. * @param mesh The mesh to include in the glow layer
  114518. */
  114519. GlowLayer.prototype.addIncludedOnlyMesh = function (mesh) {
  114520. if (this._includedOnlyMeshes.indexOf(mesh.uniqueId) === -1) {
  114521. this._includedOnlyMeshes.push(mesh.uniqueId);
  114522. }
  114523. };
  114524. /**
  114525. * Remove a mesh from the Inclusion list to prevent it to impact or being impacted by the glow layer.
  114526. * @param mesh The mesh to remove
  114527. */
  114528. GlowLayer.prototype.removeIncludedOnlyMesh = function (mesh) {
  114529. var index = this._includedOnlyMeshes.indexOf(mesh.uniqueId);
  114530. if (index !== -1) {
  114531. this._includedOnlyMeshes.splice(index, 1);
  114532. }
  114533. };
  114534. /**
  114535. * Determine if a given mesh will be used in the glow layer
  114536. * @param mesh The mesh to test
  114537. * @returns true if the mesh will be highlighted by the current glow layer
  114538. */
  114539. GlowLayer.prototype.hasMesh = function (mesh) {
  114540. if (!_super.prototype.hasMesh.call(this, mesh)) {
  114541. return false;
  114542. }
  114543. // Included Mesh
  114544. if (this._includedOnlyMeshes.length) {
  114545. return this._includedOnlyMeshes.indexOf(mesh.uniqueId) !== -1;
  114546. }
  114547. // Excluded Mesh
  114548. if (this._excludedMeshes.length) {
  114549. return this._excludedMeshes.indexOf(mesh.uniqueId) === -1;
  114550. }
  114551. return true;
  114552. };
  114553. /**
  114554. * Free any resources and references associated to a mesh.
  114555. * Internal use
  114556. * @param mesh The mesh to free.
  114557. * @hidden
  114558. */
  114559. GlowLayer.prototype._disposeMesh = function (mesh) {
  114560. this.removeIncludedOnlyMesh(mesh);
  114561. this.removeExcludedMesh(mesh);
  114562. };
  114563. /**
  114564. * Gets the class name of the effect layer
  114565. * @returns the string with the class name of the effect layer
  114566. */
  114567. GlowLayer.prototype.getClassName = function () {
  114568. return "GlowLayer";
  114569. };
  114570. /**
  114571. * Serializes this glow layer
  114572. * @returns a serialized glow layer object
  114573. */
  114574. GlowLayer.prototype.serialize = function () {
  114575. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  114576. serializationObject.customType = "BABYLON.GlowLayer";
  114577. var index;
  114578. // Included meshes
  114579. serializationObject.includedMeshes = [];
  114580. if (this._includedOnlyMeshes.length) {
  114581. for (index = 0; index < this._includedOnlyMeshes.length; index++) {
  114582. var mesh = this._scene.getMeshByUniqueID(this._includedOnlyMeshes[index]);
  114583. if (mesh) {
  114584. serializationObject.includedMeshes.push(mesh.id);
  114585. }
  114586. }
  114587. }
  114588. // Excluded meshes
  114589. serializationObject.excludedMeshes = [];
  114590. if (this._excludedMeshes.length) {
  114591. for (index = 0; index < this._excludedMeshes.length; index++) {
  114592. var mesh = this._scene.getMeshByUniqueID(this._excludedMeshes[index]);
  114593. if (mesh) {
  114594. serializationObject.excludedMeshes.push(mesh.id);
  114595. }
  114596. }
  114597. }
  114598. return serializationObject;
  114599. };
  114600. /**
  114601. * Creates a Glow Layer from parsed glow layer data
  114602. * @param parsedGlowLayer defines glow layer data
  114603. * @param scene defines the current scene
  114604. * @param rootUrl defines the root URL containing the glow layer information
  114605. * @returns a parsed Glow Layer
  114606. */
  114607. GlowLayer.Parse = function (parsedGlowLayer, scene, rootUrl) {
  114608. var gl = BABYLON.SerializationHelper.Parse(function () { return new GlowLayer(parsedGlowLayer.name, scene, parsedGlowLayer.options); }, parsedGlowLayer, scene, rootUrl);
  114609. var index;
  114610. // Excluded meshes
  114611. for (index = 0; index < parsedGlowLayer.excludedMeshes.length; index++) {
  114612. var mesh = scene.getMeshByID(parsedGlowLayer.excludedMeshes[index]);
  114613. if (mesh) {
  114614. gl.addExcludedMesh(mesh);
  114615. }
  114616. }
  114617. // Included meshes
  114618. for (index = 0; index < parsedGlowLayer.includedMeshes.length; index++) {
  114619. var mesh = scene.getMeshByID(parsedGlowLayer.includedMeshes[index]);
  114620. if (mesh) {
  114621. gl.addIncludedOnlyMesh(mesh);
  114622. }
  114623. }
  114624. return gl;
  114625. };
  114626. /**
  114627. * Effect Name of the layer.
  114628. */
  114629. GlowLayer.EffectName = "GlowLayer";
  114630. /**
  114631. * The default blur kernel size used for the glow.
  114632. */
  114633. GlowLayer.DefaultBlurKernelSize = 32;
  114634. /**
  114635. * The default texture size ratio used for the glow.
  114636. */
  114637. GlowLayer.DefaultTextureRatio = 0.5;
  114638. __decorate([
  114639. BABYLON.serialize()
  114640. ], GlowLayer.prototype, "blurKernelSize", null);
  114641. __decorate([
  114642. BABYLON.serialize()
  114643. ], GlowLayer.prototype, "intensity", null);
  114644. __decorate([
  114645. BABYLON.serialize("options")
  114646. ], GlowLayer.prototype, "_options", void 0);
  114647. return GlowLayer;
  114648. }(BABYLON.EffectLayer));
  114649. BABYLON.GlowLayer = GlowLayer;
  114650. })(BABYLON || (BABYLON = {}));
  114651. //# sourceMappingURL=babylon.glowLayer.js.map
  114652. var BABYLON;
  114653. (function (BABYLON) {
  114654. /**
  114655. * Defines the list of states available for a task inside a AssetsManager
  114656. */
  114657. var AssetTaskState;
  114658. (function (AssetTaskState) {
  114659. /**
  114660. * Initialization
  114661. */
  114662. AssetTaskState[AssetTaskState["INIT"] = 0] = "INIT";
  114663. /**
  114664. * Running
  114665. */
  114666. AssetTaskState[AssetTaskState["RUNNING"] = 1] = "RUNNING";
  114667. /**
  114668. * Done
  114669. */
  114670. AssetTaskState[AssetTaskState["DONE"] = 2] = "DONE";
  114671. /**
  114672. * Error
  114673. */
  114674. AssetTaskState[AssetTaskState["ERROR"] = 3] = "ERROR";
  114675. })(AssetTaskState = BABYLON.AssetTaskState || (BABYLON.AssetTaskState = {}));
  114676. /**
  114677. * Define an abstract asset task used with a AssetsManager class to load assets into a scene
  114678. */
  114679. var AbstractAssetTask = /** @class */ (function () {
  114680. /**
  114681. * Creates a new AssetsManager
  114682. * @param name defines the name of the task
  114683. */
  114684. function AbstractAssetTask(
  114685. /**
  114686. * Task name
  114687. */ name) {
  114688. this.name = name;
  114689. this._isCompleted = false;
  114690. this._taskState = AssetTaskState.INIT;
  114691. }
  114692. Object.defineProperty(AbstractAssetTask.prototype, "isCompleted", {
  114693. /**
  114694. * Get if the task is completed
  114695. */
  114696. get: function () {
  114697. return this._isCompleted;
  114698. },
  114699. enumerable: true,
  114700. configurable: true
  114701. });
  114702. Object.defineProperty(AbstractAssetTask.prototype, "taskState", {
  114703. /**
  114704. * Gets the current state of the task
  114705. */
  114706. get: function () {
  114707. return this._taskState;
  114708. },
  114709. enumerable: true,
  114710. configurable: true
  114711. });
  114712. Object.defineProperty(AbstractAssetTask.prototype, "errorObject", {
  114713. /**
  114714. * Gets the current error object (if task is in error)
  114715. */
  114716. get: function () {
  114717. return this._errorObject;
  114718. },
  114719. enumerable: true,
  114720. configurable: true
  114721. });
  114722. /**
  114723. * Internal only
  114724. * @hidden
  114725. */
  114726. AbstractAssetTask.prototype._setErrorObject = function (message, exception) {
  114727. if (this._errorObject) {
  114728. return;
  114729. }
  114730. this._errorObject = {
  114731. message: message,
  114732. exception: exception
  114733. };
  114734. };
  114735. /**
  114736. * Execute the current task
  114737. * @param scene defines the scene where you want your assets to be loaded
  114738. * @param onSuccess is a callback called when the task is successfully executed
  114739. * @param onError is a callback called if an error occurs
  114740. */
  114741. AbstractAssetTask.prototype.run = function (scene, onSuccess, onError) {
  114742. var _this = this;
  114743. this._taskState = AssetTaskState.RUNNING;
  114744. this.runTask(scene, function () {
  114745. _this.onDoneCallback(onSuccess, onError);
  114746. }, function (msg, exception) {
  114747. _this.onErrorCallback(onError, msg, exception);
  114748. });
  114749. };
  114750. /**
  114751. * Execute the current task
  114752. * @param scene defines the scene where you want your assets to be loaded
  114753. * @param onSuccess is a callback called when the task is successfully executed
  114754. * @param onError is a callback called if an error occurs
  114755. */
  114756. AbstractAssetTask.prototype.runTask = function (scene, onSuccess, onError) {
  114757. throw new Error("runTask is not implemented");
  114758. };
  114759. /**
  114760. * Reset will set the task state back to INIT, so the next load call of the assets manager will execute this task again.
  114761. * This can be used with failed tasks that have the reason for failure fixed.
  114762. */
  114763. AbstractAssetTask.prototype.reset = function () {
  114764. this._taskState = AssetTaskState.INIT;
  114765. };
  114766. AbstractAssetTask.prototype.onErrorCallback = function (onError, message, exception) {
  114767. this._taskState = AssetTaskState.ERROR;
  114768. this._errorObject = {
  114769. message: message,
  114770. exception: exception
  114771. };
  114772. if (this.onError) {
  114773. this.onError(this, message, exception);
  114774. }
  114775. onError();
  114776. };
  114777. AbstractAssetTask.prototype.onDoneCallback = function (onSuccess, onError) {
  114778. try {
  114779. this._taskState = AssetTaskState.DONE;
  114780. this._isCompleted = true;
  114781. if (this.onSuccess) {
  114782. this.onSuccess(this);
  114783. }
  114784. onSuccess();
  114785. }
  114786. catch (e) {
  114787. this.onErrorCallback(onError, "Task is done, error executing success callback(s)", e);
  114788. }
  114789. };
  114790. return AbstractAssetTask;
  114791. }());
  114792. BABYLON.AbstractAssetTask = AbstractAssetTask;
  114793. /**
  114794. * Class used to share progress information about assets loading
  114795. */
  114796. var AssetsProgressEvent = /** @class */ (function () {
  114797. /**
  114798. * Creates a AssetsProgressEvent
  114799. * @param remainingCount defines the number of remaining tasks to process
  114800. * @param totalCount defines the total number of tasks
  114801. * @param task defines the task that was just processed
  114802. */
  114803. function AssetsProgressEvent(remainingCount, totalCount, task) {
  114804. this.remainingCount = remainingCount;
  114805. this.totalCount = totalCount;
  114806. this.task = task;
  114807. }
  114808. return AssetsProgressEvent;
  114809. }());
  114810. BABYLON.AssetsProgressEvent = AssetsProgressEvent;
  114811. /**
  114812. * Define a task used by AssetsManager to load meshes
  114813. */
  114814. var MeshAssetTask = /** @class */ (function (_super) {
  114815. __extends(MeshAssetTask, _super);
  114816. /**
  114817. * Creates a new MeshAssetTask
  114818. * @param name defines the name of the task
  114819. * @param meshesNames defines the list of mesh's names you want to load
  114820. * @param rootUrl defines the root url to use as a base to load your meshes and associated resources
  114821. * @param sceneFilename defines the filename of the scene to load from
  114822. */
  114823. function MeshAssetTask(
  114824. /**
  114825. * Defines the name of the task
  114826. */
  114827. name,
  114828. /**
  114829. * Defines the list of mesh's names you want to load
  114830. */
  114831. meshesNames,
  114832. /**
  114833. * Defines the root url to use as a base to load your meshes and associated resources
  114834. */
  114835. rootUrl,
  114836. /**
  114837. * Defines the filename of the scene to load from
  114838. */
  114839. sceneFilename) {
  114840. var _this = _super.call(this, name) || this;
  114841. _this.name = name;
  114842. _this.meshesNames = meshesNames;
  114843. _this.rootUrl = rootUrl;
  114844. _this.sceneFilename = sceneFilename;
  114845. return _this;
  114846. }
  114847. /**
  114848. * Execute the current task
  114849. * @param scene defines the scene where you want your assets to be loaded
  114850. * @param onSuccess is a callback called when the task is successfully executed
  114851. * @param onError is a callback called if an error occurs
  114852. */
  114853. MeshAssetTask.prototype.runTask = function (scene, onSuccess, onError) {
  114854. var _this = this;
  114855. BABYLON.SceneLoader.ImportMesh(this.meshesNames, this.rootUrl, this.sceneFilename, scene, function (meshes, particleSystems, skeletons) {
  114856. _this.loadedMeshes = meshes;
  114857. _this.loadedParticleSystems = particleSystems;
  114858. _this.loadedSkeletons = skeletons;
  114859. onSuccess();
  114860. }, null, function (scene, message, exception) {
  114861. onError(message, exception);
  114862. });
  114863. };
  114864. return MeshAssetTask;
  114865. }(AbstractAssetTask));
  114866. BABYLON.MeshAssetTask = MeshAssetTask;
  114867. /**
  114868. * Define a task used by AssetsManager to load text content
  114869. */
  114870. var TextFileAssetTask = /** @class */ (function (_super) {
  114871. __extends(TextFileAssetTask, _super);
  114872. /**
  114873. * Creates a new TextFileAssetTask object
  114874. * @param name defines the name of the task
  114875. * @param url defines the location of the file to load
  114876. */
  114877. function TextFileAssetTask(
  114878. /**
  114879. * Defines the name of the task
  114880. */
  114881. name,
  114882. /**
  114883. * Defines the location of the file to load
  114884. */
  114885. url) {
  114886. var _this = _super.call(this, name) || this;
  114887. _this.name = name;
  114888. _this.url = url;
  114889. return _this;
  114890. }
  114891. /**
  114892. * Execute the current task
  114893. * @param scene defines the scene where you want your assets to be loaded
  114894. * @param onSuccess is a callback called when the task is successfully executed
  114895. * @param onError is a callback called if an error occurs
  114896. */
  114897. TextFileAssetTask.prototype.runTask = function (scene, onSuccess, onError) {
  114898. var _this = this;
  114899. scene._loadFile(this.url, function (data) {
  114900. _this.text = data;
  114901. onSuccess();
  114902. }, undefined, false, false, function (request, exception) {
  114903. if (request) {
  114904. onError(request.status + " " + request.statusText, exception);
  114905. }
  114906. });
  114907. };
  114908. return TextFileAssetTask;
  114909. }(AbstractAssetTask));
  114910. BABYLON.TextFileAssetTask = TextFileAssetTask;
  114911. /**
  114912. * Define a task used by AssetsManager to load binary data
  114913. */
  114914. var BinaryFileAssetTask = /** @class */ (function (_super) {
  114915. __extends(BinaryFileAssetTask, _super);
  114916. /**
  114917. * Creates a new BinaryFileAssetTask object
  114918. * @param name defines the name of the new task
  114919. * @param url defines the location of the file to load
  114920. */
  114921. function BinaryFileAssetTask(
  114922. /**
  114923. * Defines the name of the task
  114924. */
  114925. name,
  114926. /**
  114927. * Defines the location of the file to load
  114928. */
  114929. url) {
  114930. var _this = _super.call(this, name) || this;
  114931. _this.name = name;
  114932. _this.url = url;
  114933. return _this;
  114934. }
  114935. /**
  114936. * Execute the current task
  114937. * @param scene defines the scene where you want your assets to be loaded
  114938. * @param onSuccess is a callback called when the task is successfully executed
  114939. * @param onError is a callback called if an error occurs
  114940. */
  114941. BinaryFileAssetTask.prototype.runTask = function (scene, onSuccess, onError) {
  114942. var _this = this;
  114943. scene._loadFile(this.url, function (data) {
  114944. _this.data = data;
  114945. onSuccess();
  114946. }, undefined, true, true, function (request, exception) {
  114947. if (request) {
  114948. onError(request.status + " " + request.statusText, exception);
  114949. }
  114950. });
  114951. };
  114952. return BinaryFileAssetTask;
  114953. }(AbstractAssetTask));
  114954. BABYLON.BinaryFileAssetTask = BinaryFileAssetTask;
  114955. /**
  114956. * Define a task used by AssetsManager to load images
  114957. */
  114958. var ImageAssetTask = /** @class */ (function (_super) {
  114959. __extends(ImageAssetTask, _super);
  114960. /**
  114961. * Creates a new ImageAssetTask
  114962. * @param name defines the name of the task
  114963. * @param url defines the location of the image to load
  114964. */
  114965. function ImageAssetTask(
  114966. /**
  114967. * Defines the name of the task
  114968. */
  114969. name,
  114970. /**
  114971. * Defines the location of the image to load
  114972. */
  114973. url) {
  114974. var _this = _super.call(this, name) || this;
  114975. _this.name = name;
  114976. _this.url = url;
  114977. return _this;
  114978. }
  114979. /**
  114980. * Execute the current task
  114981. * @param scene defines the scene where you want your assets to be loaded
  114982. * @param onSuccess is a callback called when the task is successfully executed
  114983. * @param onError is a callback called if an error occurs
  114984. */
  114985. ImageAssetTask.prototype.runTask = function (scene, onSuccess, onError) {
  114986. var _this = this;
  114987. var img = new Image();
  114988. BABYLON.Tools.SetCorsBehavior(this.url, img);
  114989. img.onload = function () {
  114990. _this.image = img;
  114991. onSuccess();
  114992. };
  114993. img.onerror = function (err) {
  114994. onError("Error loading image", err);
  114995. };
  114996. img.src = this.url;
  114997. };
  114998. return ImageAssetTask;
  114999. }(AbstractAssetTask));
  115000. BABYLON.ImageAssetTask = ImageAssetTask;
  115001. /**
  115002. * Define a task used by AssetsManager to load 2D textures
  115003. */
  115004. var TextureAssetTask = /** @class */ (function (_super) {
  115005. __extends(TextureAssetTask, _super);
  115006. /**
  115007. * Creates a new TextureAssetTask object
  115008. * @param name defines the name of the task
  115009. * @param url defines the location of the file to load
  115010. * @param noMipmap defines if mipmap should not be generated (default is false)
  115011. * @param invertY defines if texture must be inverted on Y axis (default is false)
  115012. * @param samplingMode defines the sampling mode to use (default is BABYLON.Texture.TRILINEAR_SAMPLINGMODE)
  115013. */
  115014. function TextureAssetTask(
  115015. /**
  115016. * Defines the name of the task
  115017. */
  115018. name,
  115019. /**
  115020. * Defines the location of the file to load
  115021. */
  115022. url,
  115023. /**
  115024. * Defines if mipmap should not be generated (default is false)
  115025. */
  115026. noMipmap,
  115027. /**
  115028. * Defines if texture must be inverted on Y axis (default is false)
  115029. */
  115030. invertY,
  115031. /**
  115032. * Defines the sampling mode to use (default is BABYLON.Texture.TRILINEAR_SAMPLINGMODE)
  115033. */
  115034. samplingMode) {
  115035. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  115036. var _this = _super.call(this, name) || this;
  115037. _this.name = name;
  115038. _this.url = url;
  115039. _this.noMipmap = noMipmap;
  115040. _this.invertY = invertY;
  115041. _this.samplingMode = samplingMode;
  115042. return _this;
  115043. }
  115044. /**
  115045. * Execute the current task
  115046. * @param scene defines the scene where you want your assets to be loaded
  115047. * @param onSuccess is a callback called when the task is successfully executed
  115048. * @param onError is a callback called if an error occurs
  115049. */
  115050. TextureAssetTask.prototype.runTask = function (scene, onSuccess, onError) {
  115051. var onload = function () {
  115052. onSuccess();
  115053. };
  115054. var onerror = function (message, exception) {
  115055. onError(message, exception);
  115056. };
  115057. this.texture = new BABYLON.Texture(this.url, scene, this.noMipmap, this.invertY, this.samplingMode, onload, onerror);
  115058. };
  115059. return TextureAssetTask;
  115060. }(AbstractAssetTask));
  115061. BABYLON.TextureAssetTask = TextureAssetTask;
  115062. /**
  115063. * Define a task used by AssetsManager to load cube textures
  115064. */
  115065. var CubeTextureAssetTask = /** @class */ (function (_super) {
  115066. __extends(CubeTextureAssetTask, _super);
  115067. /**
  115068. * Creates a new CubeTextureAssetTask
  115069. * @param name defines the name of the task
  115070. * @param url defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  115071. * @param extensions defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  115072. * @param noMipmap defines if mipmaps should not be generated (default is false)
  115073. * @param files defines the explicit list of files (undefined by default)
  115074. */
  115075. function CubeTextureAssetTask(
  115076. /**
  115077. * Defines the name of the task
  115078. */
  115079. name,
  115080. /**
  115081. * Defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  115082. */
  115083. url,
  115084. /**
  115085. * Defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  115086. */
  115087. extensions,
  115088. /**
  115089. * Defines if mipmaps should not be generated (default is false)
  115090. */
  115091. noMipmap,
  115092. /**
  115093. * Defines the explicit list of files (undefined by default)
  115094. */
  115095. files) {
  115096. var _this = _super.call(this, name) || this;
  115097. _this.name = name;
  115098. _this.url = url;
  115099. _this.extensions = extensions;
  115100. _this.noMipmap = noMipmap;
  115101. _this.files = files;
  115102. return _this;
  115103. }
  115104. /**
  115105. * Execute the current task
  115106. * @param scene defines the scene where you want your assets to be loaded
  115107. * @param onSuccess is a callback called when the task is successfully executed
  115108. * @param onError is a callback called if an error occurs
  115109. */
  115110. CubeTextureAssetTask.prototype.runTask = function (scene, onSuccess, onError) {
  115111. var onload = function () {
  115112. onSuccess();
  115113. };
  115114. var onerror = function (message, exception) {
  115115. onError(message, exception);
  115116. };
  115117. this.texture = new BABYLON.CubeTexture(this.url, scene, this.extensions, this.noMipmap, this.files, onload, onerror);
  115118. };
  115119. return CubeTextureAssetTask;
  115120. }(AbstractAssetTask));
  115121. BABYLON.CubeTextureAssetTask = CubeTextureAssetTask;
  115122. /**
  115123. * Define a task used by AssetsManager to load HDR cube textures
  115124. */
  115125. var HDRCubeTextureAssetTask = /** @class */ (function (_super) {
  115126. __extends(HDRCubeTextureAssetTask, _super);
  115127. /**
  115128. * Creates a new HDRCubeTextureAssetTask object
  115129. * @param name defines the name of the task
  115130. * @param url defines the location of the file to load
  115131. * @param size defines the desired size (the more it increases the longer the generation will be) If the size is omitted this implies you are using a preprocessed cubemap.
  115132. * @param noMipmap defines if mipmaps should not be generated (default is false)
  115133. * @param generateHarmonics specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  115134. * @param gammaSpace specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space, but the standard material would require them in Gamma space) (default is false)
  115135. * @param reserved Internal use only
  115136. */
  115137. function HDRCubeTextureAssetTask(
  115138. /**
  115139. * Defines the name of the task
  115140. */
  115141. name,
  115142. /**
  115143. * Defines the location of the file to load
  115144. */
  115145. url,
  115146. /**
  115147. * Defines the desired size (the more it increases the longer the generation will be)
  115148. */
  115149. size,
  115150. /**
  115151. * Defines if mipmaps should not be generated (default is false)
  115152. */
  115153. noMipmap,
  115154. /**
  115155. * Specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  115156. */
  115157. generateHarmonics,
  115158. /**
  115159. * Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space, but the standard material would require them in Gamma space) (default is false)
  115160. */
  115161. gammaSpace,
  115162. /**
  115163. * Internal Use Only
  115164. */
  115165. reserved) {
  115166. if (noMipmap === void 0) { noMipmap = false; }
  115167. if (generateHarmonics === void 0) { generateHarmonics = true; }
  115168. if (gammaSpace === void 0) { gammaSpace = false; }
  115169. if (reserved === void 0) { reserved = false; }
  115170. var _this = _super.call(this, name) || this;
  115171. _this.name = name;
  115172. _this.url = url;
  115173. _this.size = size;
  115174. _this.noMipmap = noMipmap;
  115175. _this.generateHarmonics = generateHarmonics;
  115176. _this.gammaSpace = gammaSpace;
  115177. _this.reserved = reserved;
  115178. return _this;
  115179. }
  115180. /**
  115181. * Execute the current task
  115182. * @param scene defines the scene where you want your assets to be loaded
  115183. * @param onSuccess is a callback called when the task is successfully executed
  115184. * @param onError is a callback called if an error occurs
  115185. */
  115186. HDRCubeTextureAssetTask.prototype.run = function (scene, onSuccess, onError) {
  115187. var onload = function () {
  115188. onSuccess();
  115189. };
  115190. var onerror = function (message, exception) {
  115191. onError(message, exception);
  115192. };
  115193. this.texture = new BABYLON.HDRCubeTexture(this.url, scene, this.size, this.noMipmap, this.generateHarmonics, this.gammaSpace, this.reserved, onload, onerror);
  115194. };
  115195. return HDRCubeTextureAssetTask;
  115196. }(AbstractAssetTask));
  115197. BABYLON.HDRCubeTextureAssetTask = HDRCubeTextureAssetTask;
  115198. /**
  115199. * This class can be used to easily import assets into a scene
  115200. * @see http://doc.babylonjs.com/how_to/how_to_use_assetsmanager
  115201. */
  115202. var AssetsManager = /** @class */ (function () {
  115203. /**
  115204. * Creates a new AssetsManager
  115205. * @param scene defines the scene to work on
  115206. */
  115207. function AssetsManager(scene) {
  115208. this._isLoading = false;
  115209. this._tasks = new Array();
  115210. this._waitingTasksCount = 0;
  115211. this._totalTasksCount = 0;
  115212. /**
  115213. * Observable called when all tasks are processed
  115214. */
  115215. this.onTaskSuccessObservable = new BABYLON.Observable();
  115216. /**
  115217. * Observable called when a task had an error
  115218. */
  115219. this.onTaskErrorObservable = new BABYLON.Observable();
  115220. /**
  115221. * Observable called when a task is successful
  115222. */
  115223. this.onTasksDoneObservable = new BABYLON.Observable();
  115224. /**
  115225. * Observable called when a task is done (whatever the result is)
  115226. */
  115227. this.onProgressObservable = new BABYLON.Observable();
  115228. /**
  115229. * Gets or sets a boolean defining if the AssetsManager should use the default loading screen
  115230. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  115231. */
  115232. this.useDefaultLoadingScreen = true;
  115233. this._scene = scene;
  115234. }
  115235. /**
  115236. * Add a MeshAssetTask to the list of active tasks
  115237. * @param taskName defines the name of the new task
  115238. * @param meshesNames defines the name of meshes to load
  115239. * @param rootUrl defines the root url to use to locate files
  115240. * @param sceneFilename defines the filename of the scene file
  115241. * @returns a new MeshAssetTask object
  115242. */
  115243. AssetsManager.prototype.addMeshTask = function (taskName, meshesNames, rootUrl, sceneFilename) {
  115244. var task = new MeshAssetTask(taskName, meshesNames, rootUrl, sceneFilename);
  115245. this._tasks.push(task);
  115246. return task;
  115247. };
  115248. /**
  115249. * Add a TextFileAssetTask to the list of active tasks
  115250. * @param taskName defines the name of the new task
  115251. * @param url defines the url of the file to load
  115252. * @returns a new TextFileAssetTask object
  115253. */
  115254. AssetsManager.prototype.addTextFileTask = function (taskName, url) {
  115255. var task = new TextFileAssetTask(taskName, url);
  115256. this._tasks.push(task);
  115257. return task;
  115258. };
  115259. /**
  115260. * Add a BinaryFileAssetTask to the list of active tasks
  115261. * @param taskName defines the name of the new task
  115262. * @param url defines the url of the file to load
  115263. * @returns a new BinaryFileAssetTask object
  115264. */
  115265. AssetsManager.prototype.addBinaryFileTask = function (taskName, url) {
  115266. var task = new BinaryFileAssetTask(taskName, url);
  115267. this._tasks.push(task);
  115268. return task;
  115269. };
  115270. /**
  115271. * Add a ImageAssetTask to the list of active tasks
  115272. * @param taskName defines the name of the new task
  115273. * @param url defines the url of the file to load
  115274. * @returns a new ImageAssetTask object
  115275. */
  115276. AssetsManager.prototype.addImageTask = function (taskName, url) {
  115277. var task = new ImageAssetTask(taskName, url);
  115278. this._tasks.push(task);
  115279. return task;
  115280. };
  115281. /**
  115282. * Add a TextureAssetTask to the list of active tasks
  115283. * @param taskName defines the name of the new task
  115284. * @param url defines the url of the file to load
  115285. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  115286. * @param invertY defines if you want to invert Y axis of the loaded texture (false by default)
  115287. * @param samplingMode defines the sampling mode to use (BABYLON.Texture.TRILINEAR_SAMPLINGMODE by default)
  115288. * @returns a new TextureAssetTask object
  115289. */
  115290. AssetsManager.prototype.addTextureTask = function (taskName, url, noMipmap, invertY, samplingMode) {
  115291. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  115292. var task = new TextureAssetTask(taskName, url, noMipmap, invertY, samplingMode);
  115293. this._tasks.push(task);
  115294. return task;
  115295. };
  115296. /**
  115297. * Add a CubeTextureAssetTask to the list of active tasks
  115298. * @param taskName defines the name of the new task
  115299. * @param url defines the url of the file to load
  115300. * @param extensions defines the extension to use to load the cube map (can be null)
  115301. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  115302. * @param files defines the list of files to load (can be null)
  115303. * @returns a new CubeTextureAssetTask object
  115304. */
  115305. AssetsManager.prototype.addCubeTextureTask = function (taskName, url, extensions, noMipmap, files) {
  115306. var task = new CubeTextureAssetTask(taskName, url, extensions, noMipmap, files);
  115307. this._tasks.push(task);
  115308. return task;
  115309. };
  115310. /**
  115311. *
  115312. * Add a HDRCubeTextureAssetTask to the list of active tasks
  115313. * @param taskName defines the name of the new task
  115314. * @param url defines the url of the file to load
  115315. * @param size defines the size you want for the cubemap (can be null)
  115316. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  115317. * @param generateHarmonics defines if you want to automatically generate (true by default)
  115318. * @param gammaSpace specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space, but the standard material would require them in Gamma space) (default is false)
  115319. * @param reserved Internal use only
  115320. * @returns a new HDRCubeTextureAssetTask object
  115321. */
  115322. AssetsManager.prototype.addHDRCubeTextureTask = function (taskName, url, size, noMipmap, generateHarmonics, gammaSpace, reserved) {
  115323. if (noMipmap === void 0) { noMipmap = false; }
  115324. if (generateHarmonics === void 0) { generateHarmonics = true; }
  115325. if (gammaSpace === void 0) { gammaSpace = false; }
  115326. if (reserved === void 0) { reserved = false; }
  115327. var task = new HDRCubeTextureAssetTask(taskName, url, size, noMipmap, generateHarmonics, gammaSpace, reserved);
  115328. this._tasks.push(task);
  115329. return task;
  115330. };
  115331. /**
  115332. * Remove a task from the assets manager.
  115333. * @param task the task to remove
  115334. */
  115335. AssetsManager.prototype.removeTask = function (task) {
  115336. var index = this._tasks.indexOf(task);
  115337. if (index > -1) {
  115338. this._tasks.splice(index, 1);
  115339. }
  115340. };
  115341. AssetsManager.prototype._decreaseWaitingTasksCount = function (task) {
  115342. this._waitingTasksCount--;
  115343. try {
  115344. if (this.onProgress) {
  115345. this.onProgress(this._waitingTasksCount, this._totalTasksCount, task);
  115346. }
  115347. this.onProgressObservable.notifyObservers(new AssetsProgressEvent(this._waitingTasksCount, this._totalTasksCount, task));
  115348. }
  115349. catch (e) {
  115350. BABYLON.Tools.Error("Error running progress callbacks.");
  115351. console.log(e);
  115352. }
  115353. if (this._waitingTasksCount === 0) {
  115354. try {
  115355. if (this.onFinish) {
  115356. this.onFinish(this._tasks);
  115357. }
  115358. // Let's remove successfull tasks
  115359. var currentTasks = this._tasks.slice();
  115360. for (var _i = 0, currentTasks_1 = currentTasks; _i < currentTasks_1.length; _i++) {
  115361. var task = currentTasks_1[_i];
  115362. if (task.taskState === AssetTaskState.DONE) {
  115363. var index = this._tasks.indexOf(task);
  115364. if (index > -1) {
  115365. this._tasks.splice(index, 1);
  115366. }
  115367. }
  115368. }
  115369. this.onTasksDoneObservable.notifyObservers(this._tasks);
  115370. }
  115371. catch (e) {
  115372. BABYLON.Tools.Error("Error running tasks-done callbacks.");
  115373. console.log(e);
  115374. }
  115375. this._isLoading = false;
  115376. this._scene.getEngine().hideLoadingUI();
  115377. }
  115378. };
  115379. AssetsManager.prototype._runTask = function (task) {
  115380. var _this = this;
  115381. var done = function () {
  115382. try {
  115383. if (_this.onTaskSuccess) {
  115384. _this.onTaskSuccess(task);
  115385. }
  115386. _this.onTaskSuccessObservable.notifyObservers(task);
  115387. _this._decreaseWaitingTasksCount(task);
  115388. }
  115389. catch (e) {
  115390. error("Error executing task success callbacks", e);
  115391. }
  115392. };
  115393. var error = function (message, exception) {
  115394. task._setErrorObject(message, exception);
  115395. if (_this.onTaskError) {
  115396. _this.onTaskError(task);
  115397. }
  115398. _this.onTaskErrorObservable.notifyObservers(task);
  115399. _this._decreaseWaitingTasksCount(task);
  115400. };
  115401. task.run(this._scene, done, error);
  115402. };
  115403. /**
  115404. * Reset the AssetsManager and remove all tasks
  115405. * @return the current instance of the AssetsManager
  115406. */
  115407. AssetsManager.prototype.reset = function () {
  115408. this._isLoading = false;
  115409. this._tasks = new Array();
  115410. return this;
  115411. };
  115412. /**
  115413. * Start the loading process
  115414. * @return the current instance of the AssetsManager
  115415. */
  115416. AssetsManager.prototype.load = function () {
  115417. if (this._isLoading) {
  115418. return this;
  115419. }
  115420. this._isLoading = true;
  115421. this._waitingTasksCount = this._tasks.length;
  115422. this._totalTasksCount = this._tasks.length;
  115423. if (this._waitingTasksCount === 0) {
  115424. this._isLoading = false;
  115425. if (this.onFinish) {
  115426. this.onFinish(this._tasks);
  115427. }
  115428. this.onTasksDoneObservable.notifyObservers(this._tasks);
  115429. return this;
  115430. }
  115431. if (this.useDefaultLoadingScreen) {
  115432. this._scene.getEngine().displayLoadingUI();
  115433. }
  115434. for (var index = 0; index < this._tasks.length; index++) {
  115435. var task = this._tasks[index];
  115436. if (task.taskState === AssetTaskState.INIT) {
  115437. this._runTask(task);
  115438. }
  115439. }
  115440. return this;
  115441. };
  115442. return AssetsManager;
  115443. }());
  115444. BABYLON.AssetsManager = AssetsManager;
  115445. })(BABYLON || (BABYLON = {}));
  115446. //# sourceMappingURL=babylon.assetsManager.js.map
  115447. var BABYLON;
  115448. (function (BABYLON) {
  115449. var serializedGeometries = [];
  115450. var serializeGeometry = function (geometry, serializationGeometries) {
  115451. if (serializedGeometries[geometry.id]) {
  115452. return;
  115453. }
  115454. if (geometry.doNotSerialize) {
  115455. return;
  115456. }
  115457. if (geometry instanceof BABYLON.BoxGeometry) {
  115458. serializationGeometries.boxes.push(geometry.serialize());
  115459. }
  115460. else if (geometry instanceof BABYLON.SphereGeometry) {
  115461. serializationGeometries.spheres.push(geometry.serialize());
  115462. }
  115463. else if (geometry instanceof BABYLON.CylinderGeometry) {
  115464. serializationGeometries.cylinders.push(geometry.serialize());
  115465. }
  115466. else if (geometry instanceof BABYLON.TorusGeometry) {
  115467. serializationGeometries.toruses.push(geometry.serialize());
  115468. }
  115469. else if (geometry instanceof BABYLON.GroundGeometry) {
  115470. serializationGeometries.grounds.push(geometry.serialize());
  115471. }
  115472. else if (geometry instanceof BABYLON.Plane) {
  115473. serializationGeometries.planes.push(geometry.serialize());
  115474. }
  115475. else if (geometry instanceof BABYLON.TorusKnotGeometry) {
  115476. serializationGeometries.torusKnots.push(geometry.serialize());
  115477. }
  115478. else if (geometry instanceof BABYLON._PrimitiveGeometry) {
  115479. throw new Error("Unknown primitive type");
  115480. }
  115481. else {
  115482. serializationGeometries.vertexData.push(geometry.serializeVerticeData());
  115483. }
  115484. serializedGeometries[geometry.id] = true;
  115485. };
  115486. var serializeMesh = function (mesh, serializationScene) {
  115487. var serializationObject = {};
  115488. // Geometry
  115489. var geometry = mesh._geometry;
  115490. if (geometry) {
  115491. if (!mesh.getScene().getGeometryByID(geometry.id)) {
  115492. // Geometry was in the memory but not added to the scene, nevertheless it's better to serialize to be able to reload the mesh with its geometry
  115493. serializeGeometry(geometry, serializationScene.geometries);
  115494. }
  115495. }
  115496. // Custom
  115497. if (mesh.serialize) {
  115498. mesh.serialize(serializationObject);
  115499. }
  115500. return serializationObject;
  115501. };
  115502. var finalizeSingleMesh = function (mesh, serializationObject) {
  115503. //only works if the mesh is already loaded
  115504. if (mesh.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADED || mesh.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_NONE) {
  115505. //serialize material
  115506. if (mesh.material) {
  115507. if (mesh.material instanceof BABYLON.MultiMaterial) {
  115508. serializationObject.multiMaterials = serializationObject.multiMaterials || [];
  115509. serializationObject.materials = serializationObject.materials || [];
  115510. if (!serializationObject.multiMaterials.some(function (mat) { return (mat.id === mesh.material.id); })) {
  115511. serializationObject.multiMaterials.push(mesh.material.serialize());
  115512. var _loop_1 = function (submaterial) {
  115513. if (submaterial) {
  115514. if (!serializationObject.materials.some(function (mat) { return (mat.id === submaterial.id); })) {
  115515. serializationObject.materials.push(submaterial.serialize());
  115516. }
  115517. }
  115518. };
  115519. for (var _i = 0, _a = mesh.material.subMaterials; _i < _a.length; _i++) {
  115520. var submaterial = _a[_i];
  115521. _loop_1(submaterial);
  115522. }
  115523. }
  115524. }
  115525. else {
  115526. serializationObject.materials = serializationObject.materials || [];
  115527. if (!serializationObject.materials.some(function (mat) { return (mat.id === mesh.material.id); })) {
  115528. serializationObject.materials.push(mesh.material.serialize());
  115529. }
  115530. }
  115531. }
  115532. //serialize geometry
  115533. var geometry = mesh._geometry;
  115534. if (geometry) {
  115535. if (!serializationObject.geometries) {
  115536. serializationObject.geometries = {};
  115537. serializationObject.geometries.boxes = [];
  115538. serializationObject.geometries.spheres = [];
  115539. serializationObject.geometries.cylinders = [];
  115540. serializationObject.geometries.toruses = [];
  115541. serializationObject.geometries.grounds = [];
  115542. serializationObject.geometries.planes = [];
  115543. serializationObject.geometries.torusKnots = [];
  115544. serializationObject.geometries.vertexData = [];
  115545. }
  115546. serializeGeometry(geometry, serializationObject.geometries);
  115547. }
  115548. // Skeletons
  115549. if (mesh.skeleton) {
  115550. serializationObject.skeletons = serializationObject.skeletons || [];
  115551. serializationObject.skeletons.push(mesh.skeleton.serialize());
  115552. }
  115553. //serialize the actual mesh
  115554. serializationObject.meshes = serializationObject.meshes || [];
  115555. serializationObject.meshes.push(serializeMesh(mesh, serializationObject));
  115556. }
  115557. };
  115558. /**
  115559. * Class used to serialize a scene into a string
  115560. */
  115561. var SceneSerializer = /** @class */ (function () {
  115562. function SceneSerializer() {
  115563. }
  115564. /**
  115565. * Clear cache used by a previous serialization
  115566. */
  115567. SceneSerializer.ClearCache = function () {
  115568. serializedGeometries = [];
  115569. };
  115570. /**
  115571. * Serialize a scene into a JSON compatible object
  115572. * @param scene defines the scene to serialize
  115573. * @returns a JSON compatible object
  115574. */
  115575. SceneSerializer.Serialize = function (scene) {
  115576. var serializationObject = {};
  115577. SceneSerializer.ClearCache();
  115578. // Scene
  115579. serializationObject.useDelayedTextureLoading = scene.useDelayedTextureLoading;
  115580. serializationObject.autoClear = scene.autoClear;
  115581. serializationObject.clearColor = scene.clearColor.asArray();
  115582. serializationObject.ambientColor = scene.ambientColor.asArray();
  115583. serializationObject.gravity = scene.gravity.asArray();
  115584. serializationObject.collisionsEnabled = scene.collisionsEnabled;
  115585. serializationObject.workerCollisions = scene.workerCollisions;
  115586. // Fog
  115587. if (scene.fogMode && scene.fogMode !== 0) {
  115588. serializationObject.fogMode = scene.fogMode;
  115589. serializationObject.fogColor = scene.fogColor.asArray();
  115590. serializationObject.fogStart = scene.fogStart;
  115591. serializationObject.fogEnd = scene.fogEnd;
  115592. serializationObject.fogDensity = scene.fogDensity;
  115593. }
  115594. //Physics
  115595. if (scene.isPhysicsEnabled()) {
  115596. var physicEngine = scene.getPhysicsEngine();
  115597. if (physicEngine) {
  115598. serializationObject.physicsEnabled = true;
  115599. serializationObject.physicsGravity = physicEngine.gravity.asArray();
  115600. serializationObject.physicsEngine = physicEngine.getPhysicsPluginName();
  115601. }
  115602. }
  115603. // Metadata
  115604. if (scene.metadata) {
  115605. serializationObject.metadata = scene.metadata;
  115606. }
  115607. // Morph targets
  115608. serializationObject.morphTargetManagers = [];
  115609. for (var _i = 0, _a = scene.meshes; _i < _a.length; _i++) {
  115610. var abstractMesh = _a[_i];
  115611. var manager = abstractMesh.morphTargetManager;
  115612. if (manager) {
  115613. serializationObject.morphTargetManagers.push(manager.serialize());
  115614. }
  115615. }
  115616. // Lights
  115617. serializationObject.lights = [];
  115618. var index;
  115619. var light;
  115620. for (index = 0; index < scene.lights.length; index++) {
  115621. light = scene.lights[index];
  115622. if (!light.doNotSerialize) {
  115623. serializationObject.lights.push(light.serialize());
  115624. }
  115625. }
  115626. // Cameras
  115627. serializationObject.cameras = [];
  115628. for (index = 0; index < scene.cameras.length; index++) {
  115629. var camera = scene.cameras[index];
  115630. if (!camera.doNotSerialize) {
  115631. serializationObject.cameras.push(camera.serialize());
  115632. }
  115633. }
  115634. if (scene.activeCamera) {
  115635. serializationObject.activeCameraID = scene.activeCamera.id;
  115636. }
  115637. // Animations
  115638. BABYLON.Animation.AppendSerializedAnimations(scene, serializationObject);
  115639. // Reflection probes
  115640. if (scene.reflectionProbes && scene.reflectionProbes.length > 0) {
  115641. serializationObject.reflectionProbes = [];
  115642. for (index = 0; index < scene.reflectionProbes.length; index++) {
  115643. var reflectionProbe = scene.reflectionProbes[index];
  115644. serializationObject.reflectionProbes.push(reflectionProbe.serialize());
  115645. }
  115646. }
  115647. // Materials
  115648. serializationObject.materials = [];
  115649. serializationObject.multiMaterials = [];
  115650. var material;
  115651. for (index = 0; index < scene.materials.length; index++) {
  115652. material = scene.materials[index];
  115653. if (!material.doNotSerialize) {
  115654. serializationObject.materials.push(material.serialize());
  115655. }
  115656. }
  115657. // MultiMaterials
  115658. serializationObject.multiMaterials = [];
  115659. for (index = 0; index < scene.multiMaterials.length; index++) {
  115660. var multiMaterial = scene.multiMaterials[index];
  115661. serializationObject.multiMaterials.push(multiMaterial.serialize());
  115662. }
  115663. // Environment texture
  115664. if (scene.environmentTexture) {
  115665. serializationObject.environmentTexture = scene.environmentTexture.name;
  115666. }
  115667. // Skeletons
  115668. serializationObject.skeletons = [];
  115669. for (index = 0; index < scene.skeletons.length; index++) {
  115670. var skeleton = scene.skeletons[index];
  115671. if (!skeleton.doNotSerialize) {
  115672. serializationObject.skeletons.push(skeleton.serialize());
  115673. }
  115674. }
  115675. // Transform nodes
  115676. serializationObject.transformNodes = [];
  115677. for (index = 0; index < scene.transformNodes.length; index++) {
  115678. serializationObject.transformNodes.push(scene.transformNodes[index].serialize());
  115679. }
  115680. // Geometries
  115681. serializationObject.geometries = {};
  115682. serializationObject.geometries.boxes = [];
  115683. serializationObject.geometries.spheres = [];
  115684. serializationObject.geometries.cylinders = [];
  115685. serializationObject.geometries.toruses = [];
  115686. serializationObject.geometries.grounds = [];
  115687. serializationObject.geometries.planes = [];
  115688. serializationObject.geometries.torusKnots = [];
  115689. serializationObject.geometries.vertexData = [];
  115690. serializedGeometries = [];
  115691. var geometries = scene.getGeometries();
  115692. for (index = 0; index < geometries.length; index++) {
  115693. var geometry = geometries[index];
  115694. if (geometry.isReady()) {
  115695. serializeGeometry(geometry, serializationObject.geometries);
  115696. }
  115697. }
  115698. // Meshes
  115699. serializationObject.meshes = [];
  115700. for (index = 0; index < scene.meshes.length; index++) {
  115701. var abstractMesh = scene.meshes[index];
  115702. if (abstractMesh instanceof BABYLON.Mesh) {
  115703. var mesh = abstractMesh;
  115704. if (!mesh.doNotSerialize) {
  115705. if (mesh.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADED || mesh.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_NONE) {
  115706. serializationObject.meshes.push(serializeMesh(mesh, serializationObject));
  115707. }
  115708. }
  115709. }
  115710. }
  115711. // Particles Systems
  115712. serializationObject.particleSystems = [];
  115713. for (index = 0; index < scene.particleSystems.length; index++) {
  115714. serializationObject.particleSystems.push(scene.particleSystems[index].serialize());
  115715. }
  115716. // Action Manager
  115717. if (scene.actionManager) {
  115718. serializationObject.actions = scene.actionManager.serialize("scene");
  115719. }
  115720. // Components
  115721. for (var _b = 0, _c = scene._serializableComponents; _b < _c.length; _b++) {
  115722. var component = _c[_b];
  115723. component.serialize(serializationObject);
  115724. }
  115725. return serializationObject;
  115726. };
  115727. /**
  115728. * Serialize a mesh into a JSON compatible object
  115729. * @param toSerialize defines the mesh to serialize
  115730. * @param withParents defines if parents must be serialized as well
  115731. * @param withChildren defines if children must be serialized as well
  115732. * @returns a JSON compatible object
  115733. */
  115734. SceneSerializer.SerializeMesh = function (toSerialize /* Mesh || Mesh[] */, withParents, withChildren) {
  115735. if (withParents === void 0) { withParents = false; }
  115736. if (withChildren === void 0) { withChildren = false; }
  115737. var serializationObject = {};
  115738. SceneSerializer.ClearCache();
  115739. toSerialize = (toSerialize instanceof Array) ? toSerialize : [toSerialize];
  115740. if (withParents || withChildren) {
  115741. //deliberate for loop! not for each, appended should be processed as well.
  115742. for (var i = 0; i < toSerialize.length; ++i) {
  115743. if (withChildren) {
  115744. toSerialize[i].getDescendants().forEach(function (node) {
  115745. if (node instanceof BABYLON.Mesh && (toSerialize.indexOf(node) < 0)) {
  115746. toSerialize.push(node);
  115747. }
  115748. });
  115749. }
  115750. //make sure the array doesn't contain the object already
  115751. if (withParents && toSerialize[i].parent && (toSerialize.indexOf(toSerialize[i].parent) < 0)) {
  115752. toSerialize.push(toSerialize[i].parent);
  115753. }
  115754. }
  115755. }
  115756. toSerialize.forEach(function (mesh) {
  115757. finalizeSingleMesh(mesh, serializationObject);
  115758. });
  115759. return serializationObject;
  115760. };
  115761. return SceneSerializer;
  115762. }());
  115763. BABYLON.SceneSerializer = SceneSerializer;
  115764. })(BABYLON || (BABYLON = {}));
  115765. //# sourceMappingURL=babylon.sceneSerializer.js.map
  115766. var BABYLON;
  115767. (function (BABYLON) {
  115768. BABYLON.AbstractScene.prototype.removeReflectionProbe = function (toRemove) {
  115769. if (!this.reflectionProbes) {
  115770. return -1;
  115771. }
  115772. var index = this.reflectionProbes.indexOf(toRemove);
  115773. if (index !== -1) {
  115774. this.reflectionProbes.splice(index, 1);
  115775. }
  115776. return index;
  115777. };
  115778. BABYLON.AbstractScene.prototype.addReflectionProbe = function (newReflectionProbe) {
  115779. if (!this.reflectionProbes) {
  115780. this.reflectionProbes = [];
  115781. }
  115782. this.reflectionProbes.push(newReflectionProbe);
  115783. };
  115784. /**
  115785. * Class used to generate realtime reflection / refraction cube textures
  115786. * @see http://doc.babylonjs.com/how_to/how_to_use_reflection_probes
  115787. */
  115788. var ReflectionProbe = /** @class */ (function () {
  115789. /**
  115790. * Creates a new reflection probe
  115791. * @param name defines the name of the probe
  115792. * @param size defines the texture resolution (for each face)
  115793. * @param scene defines the hosting scene
  115794. * @param generateMipMaps defines if mip maps should be generated automatically (true by default)
  115795. * @param useFloat defines if HDR data (flaot data) should be used to store colors (false by default)
  115796. */
  115797. function ReflectionProbe(
  115798. /** defines the name of the probe */
  115799. name, size, scene, generateMipMaps, useFloat) {
  115800. if (generateMipMaps === void 0) { generateMipMaps = true; }
  115801. if (useFloat === void 0) { useFloat = false; }
  115802. var _this = this;
  115803. this.name = name;
  115804. this._viewMatrix = BABYLON.Matrix.Identity();
  115805. this._target = BABYLON.Vector3.Zero();
  115806. this._add = BABYLON.Vector3.Zero();
  115807. this._invertYAxis = false;
  115808. /** Gets or sets probe position (center of the cube map) */
  115809. this.position = BABYLON.Vector3.Zero();
  115810. this._scene = scene;
  115811. // Create the scene field if not exist.
  115812. if (!this._scene.reflectionProbes) {
  115813. this._scene.reflectionProbes = new Array();
  115814. }
  115815. this._scene.reflectionProbes.push(this);
  115816. this._renderTargetTexture = new BABYLON.RenderTargetTexture(name, size, scene, generateMipMaps, true, useFloat ? BABYLON.Engine.TEXTURETYPE_FLOAT : BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT, true);
  115817. this._renderTargetTexture.onBeforeRenderObservable.add(function (faceIndex) {
  115818. switch (faceIndex) {
  115819. case 0:
  115820. _this._add.copyFromFloats(1, 0, 0);
  115821. break;
  115822. case 1:
  115823. _this._add.copyFromFloats(-1, 0, 0);
  115824. break;
  115825. case 2:
  115826. _this._add.copyFromFloats(0, _this._invertYAxis ? 1 : -1, 0);
  115827. break;
  115828. case 3:
  115829. _this._add.copyFromFloats(0, _this._invertYAxis ? -1 : 1, 0);
  115830. break;
  115831. case 4:
  115832. _this._add.copyFromFloats(0, 0, 1);
  115833. break;
  115834. case 5:
  115835. _this._add.copyFromFloats(0, 0, -1);
  115836. break;
  115837. }
  115838. if (_this._attachedMesh) {
  115839. _this.position.copyFrom(_this._attachedMesh.getAbsolutePosition());
  115840. }
  115841. _this.position.addToRef(_this._add, _this._target);
  115842. BABYLON.Matrix.LookAtLHToRef(_this.position, _this._target, BABYLON.Vector3.Up(), _this._viewMatrix);
  115843. if (scene.activeCamera) {
  115844. _this._projectionMatrix = BABYLON.Matrix.PerspectiveFovLH(Math.PI / 2, 1, scene.activeCamera.minZ, scene.activeCamera.maxZ);
  115845. scene.setTransformMatrix(_this._viewMatrix, _this._projectionMatrix);
  115846. }
  115847. scene._forcedViewPosition = _this.position;
  115848. });
  115849. this._renderTargetTexture.onAfterUnbindObservable.add(function () {
  115850. scene._forcedViewPosition = null;
  115851. scene.updateTransformMatrix(true);
  115852. });
  115853. }
  115854. Object.defineProperty(ReflectionProbe.prototype, "samples", {
  115855. /** Gets or sets the number of samples to use for multi-sampling (0 by default). Required WebGL2 */
  115856. get: function () {
  115857. return this._renderTargetTexture.samples;
  115858. },
  115859. set: function (value) {
  115860. this._renderTargetTexture.samples = value;
  115861. },
  115862. enumerable: true,
  115863. configurable: true
  115864. });
  115865. Object.defineProperty(ReflectionProbe.prototype, "refreshRate", {
  115866. /** Gets or sets the refresh rate to use (on every frame by default) */
  115867. get: function () {
  115868. return this._renderTargetTexture.refreshRate;
  115869. },
  115870. set: function (value) {
  115871. this._renderTargetTexture.refreshRate = value;
  115872. },
  115873. enumerable: true,
  115874. configurable: true
  115875. });
  115876. /**
  115877. * Gets the hosting scene
  115878. * @returns a Scene
  115879. */
  115880. ReflectionProbe.prototype.getScene = function () {
  115881. return this._scene;
  115882. };
  115883. Object.defineProperty(ReflectionProbe.prototype, "cubeTexture", {
  115884. /** Gets the internal CubeTexture used to render to */
  115885. get: function () {
  115886. return this._renderTargetTexture;
  115887. },
  115888. enumerable: true,
  115889. configurable: true
  115890. });
  115891. Object.defineProperty(ReflectionProbe.prototype, "renderList", {
  115892. /** Gets the list of meshes to render */
  115893. get: function () {
  115894. return this._renderTargetTexture.renderList;
  115895. },
  115896. enumerable: true,
  115897. configurable: true
  115898. });
  115899. /**
  115900. * Attach the probe to a specific mesh (Rendering will be done from attached mesh's position)
  115901. * @param mesh defines the mesh to attach to
  115902. */
  115903. ReflectionProbe.prototype.attachToMesh = function (mesh) {
  115904. this._attachedMesh = mesh;
  115905. };
  115906. /**
  115907. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups
  115908. * @param renderingGroupId The rendering group id corresponding to its index
  115909. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  115910. */
  115911. ReflectionProbe.prototype.setRenderingAutoClearDepthStencil = function (renderingGroupId, autoClearDepthStencil) {
  115912. this._renderTargetTexture.setRenderingAutoClearDepthStencil(renderingGroupId, autoClearDepthStencil);
  115913. };
  115914. /**
  115915. * Clean all associated resources
  115916. */
  115917. ReflectionProbe.prototype.dispose = function () {
  115918. var index = this._scene.reflectionProbes.indexOf(this);
  115919. if (index !== -1) {
  115920. // Remove from the scene if found
  115921. this._scene.reflectionProbes.splice(index, 1);
  115922. }
  115923. if (this._renderTargetTexture) {
  115924. this._renderTargetTexture.dispose();
  115925. this._renderTargetTexture = null;
  115926. }
  115927. };
  115928. /**
  115929. * Converts the reflection probe information to a readable string for debug purpose.
  115930. * @param fullDetails Supports for multiple levels of logging within scene loading
  115931. * @returns the human readable reflection probe info
  115932. */
  115933. ReflectionProbe.prototype.toString = function (fullDetails) {
  115934. var ret = "Name: " + this.name;
  115935. if (fullDetails) {
  115936. ret += ", position: " + this.position.toString();
  115937. if (this._attachedMesh) {
  115938. ret += ", attached mesh: " + this._attachedMesh.name;
  115939. }
  115940. }
  115941. return ret;
  115942. };
  115943. /**
  115944. * Get the class name of the relfection probe.
  115945. * @returns "ReflectionProbe"
  115946. */
  115947. ReflectionProbe.prototype.getClassName = function () {
  115948. return "ReflectionProbe";
  115949. };
  115950. /**
  115951. * Serialize the reflection probe to a JSON representation we can easily use in the resepective Parse function.
  115952. * @returns The JSON representation of the texture
  115953. */
  115954. ReflectionProbe.prototype.serialize = function () {
  115955. var serializationObject = BABYLON.SerializationHelper.Serialize(this, this._renderTargetTexture.serialize());
  115956. serializationObject.isReflectionProbe = true;
  115957. return serializationObject;
  115958. };
  115959. /**
  115960. * Parse the JSON representation of a reflection probe in order to recreate the reflection probe in the given scene.
  115961. * @param parsedReflectionProbe Define the JSON representation of the reflection probe
  115962. * @param scene Define the scene the parsed reflection probe should be instantiated in
  115963. * @param rootUrl Define the root url of the parsing sequence in the case of relative dependencies
  115964. * @returns The parsed reflection probe if successful
  115965. */
  115966. ReflectionProbe.Parse = function (parsedReflectionProbe, scene, rootUrl) {
  115967. var reflectionProbe = null;
  115968. if (scene.reflectionProbes) {
  115969. for (var index = 0; index < scene.reflectionProbes.length; index++) {
  115970. var rp = scene.reflectionProbes[index];
  115971. if (rp.name === parsedReflectionProbe.name) {
  115972. reflectionProbe = rp;
  115973. break;
  115974. }
  115975. }
  115976. }
  115977. reflectionProbe = BABYLON.SerializationHelper.Parse(function () { return reflectionProbe || new ReflectionProbe(parsedReflectionProbe.name, parsedReflectionProbe.renderTargetSize, scene, parsedReflectionProbe._generateMipMaps); }, parsedReflectionProbe, scene, rootUrl);
  115978. reflectionProbe.cubeTexture._waitingRenderList = parsedReflectionProbe.renderList;
  115979. if (parsedReflectionProbe._attachedMesh) {
  115980. reflectionProbe.attachToMesh(scene.getMeshByID(parsedReflectionProbe._attachedMesh));
  115981. }
  115982. return reflectionProbe;
  115983. };
  115984. __decorate([
  115985. BABYLON.serializeAsMeshReference()
  115986. ], ReflectionProbe.prototype, "_attachedMesh", void 0);
  115987. __decorate([
  115988. BABYLON.serializeAsVector3()
  115989. ], ReflectionProbe.prototype, "position", void 0);
  115990. return ReflectionProbe;
  115991. }());
  115992. BABYLON.ReflectionProbe = ReflectionProbe;
  115993. })(BABYLON || (BABYLON = {}));
  115994. //# sourceMappingURL=babylon.reflectionProbe.js.map
  115995. var BABYLON;
  115996. (function (BABYLON) {
  115997. /**
  115998. * Defines the layer scene component responsible to manage any layers
  115999. * in a given scene.
  116000. */
  116001. var LayerSceneComponent = /** @class */ (function () {
  116002. /**
  116003. * Creates a new instance of the component for the given scene
  116004. * @param scene Defines the scene to register the component in
  116005. */
  116006. function LayerSceneComponent(scene) {
  116007. /**
  116008. * The component name helpfull to identify the component in the list of scene components.
  116009. */
  116010. this.name = BABYLON.SceneComponentConstants.NAME_LAYER;
  116011. this.scene = scene;
  116012. this._engine = scene.getEngine();
  116013. scene.layers = new Array();
  116014. }
  116015. /**
  116016. * Registers the component in a given scene
  116017. */
  116018. LayerSceneComponent.prototype.register = function () {
  116019. this.scene._beforeCameraDrawStage.registerStep(BABYLON.SceneComponentConstants.STEP_BEFORECAMERADRAW_LAYER, this, this._drawCameraBackground);
  116020. this.scene._afterCameraDrawStage.registerStep(BABYLON.SceneComponentConstants.STEP_AFTERCAMERADRAW_LAYER, this, this._drawCameraForeground);
  116021. this.scene._beforeRenderTargetDrawStage.registerStep(BABYLON.SceneComponentConstants.STEP_BEFORERENDERTARGETDRAW_LAYER, this, this._drawRenderTargetBackground);
  116022. this.scene._afterRenderTargetDrawStage.registerStep(BABYLON.SceneComponentConstants.STEP_AFTERRENDERTARGETDRAW_LAYER, this, this._drawRenderTargetForeground);
  116023. };
  116024. /**
  116025. * Rebuilds the elements related to this component in case of
  116026. * context lost for instance.
  116027. */
  116028. LayerSceneComponent.prototype.rebuild = function () {
  116029. var layers = this.scene.layers;
  116030. for (var _i = 0, layers_1 = layers; _i < layers_1.length; _i++) {
  116031. var layer = layers_1[_i];
  116032. layer._rebuild();
  116033. }
  116034. };
  116035. /**
  116036. * Disposes the component and the associated ressources.
  116037. */
  116038. LayerSceneComponent.prototype.dispose = function () {
  116039. var layers = this.scene.layers;
  116040. while (layers.length) {
  116041. layers[0].dispose();
  116042. }
  116043. };
  116044. LayerSceneComponent.prototype._draw = function (predicate) {
  116045. var layers = this.scene.layers;
  116046. if (layers.length) {
  116047. this._engine.setDepthBuffer(false);
  116048. for (var _i = 0, layers_2 = layers; _i < layers_2.length; _i++) {
  116049. var layer = layers_2[_i];
  116050. if (predicate(layer)) {
  116051. layer.render();
  116052. }
  116053. }
  116054. this._engine.setDepthBuffer(true);
  116055. }
  116056. };
  116057. LayerSceneComponent.prototype._drawCameraPredicate = function (layer, isBackground, cameraLayerMask) {
  116058. return !layer.renderOnlyInRenderTargetTextures &&
  116059. layer.isBackground === isBackground &&
  116060. ((layer.layerMask & cameraLayerMask) !== 0);
  116061. };
  116062. LayerSceneComponent.prototype._drawCameraBackground = function (camera) {
  116063. var _this = this;
  116064. this._draw(function (layer) {
  116065. return _this._drawCameraPredicate(layer, true, camera.layerMask);
  116066. });
  116067. };
  116068. LayerSceneComponent.prototype._drawCameraForeground = function (camera) {
  116069. var _this = this;
  116070. this._draw(function (layer) {
  116071. return _this._drawCameraPredicate(layer, false, camera.layerMask);
  116072. });
  116073. };
  116074. LayerSceneComponent.prototype._drawRenderTargetPredicate = function (layer, isBackground, cameraLayerMask, renderTargetTexture) {
  116075. return (layer.renderTargetTextures.length > 0) &&
  116076. layer.isBackground === isBackground &&
  116077. (layer.renderTargetTextures.indexOf(renderTargetTexture) > -1) &&
  116078. ((layer.layerMask & cameraLayerMask) !== 0);
  116079. };
  116080. LayerSceneComponent.prototype._drawRenderTargetBackground = function (renderTarget) {
  116081. var _this = this;
  116082. this._draw(function (layer) {
  116083. return _this._drawRenderTargetPredicate(layer, true, _this.scene.activeCamera.layerMask, renderTarget);
  116084. });
  116085. };
  116086. LayerSceneComponent.prototype._drawRenderTargetForeground = function (renderTarget) {
  116087. var _this = this;
  116088. this._draw(function (layer) {
  116089. return _this._drawRenderTargetPredicate(layer, false, _this.scene.activeCamera.layerMask, renderTarget);
  116090. });
  116091. };
  116092. return LayerSceneComponent;
  116093. }());
  116094. BABYLON.LayerSceneComponent = LayerSceneComponent;
  116095. })(BABYLON || (BABYLON = {}));
  116096. //# sourceMappingURL=babylon.layerSceneComponent.js.map
  116097. var BABYLON;
  116098. (function (BABYLON) {
  116099. /**
  116100. * This represents a full screen 2d layer.
  116101. * This can be useful to display a picture in the background of your scene for instance.
  116102. * @see https://www.babylonjs-playground.com/#08A2BS#1
  116103. */
  116104. var Layer = /** @class */ (function () {
  116105. /**
  116106. * Instantiates a new layer.
  116107. * This represents a full screen 2d layer.
  116108. * This can be useful to display a picture in the background of your scene for instance.
  116109. * @see https://www.babylonjs-playground.com/#08A2BS#1
  116110. * @param name Define the name of the layer in the scene
  116111. * @param imgUrl Define the url of the texture to display in the layer
  116112. * @param scene Define the scene the layer belongs to
  116113. * @param isBackground Defines whether the layer is displayed in front or behind the scene
  116114. * @param color Defines a color for the layer
  116115. */
  116116. function Layer(
  116117. /**
  116118. * Define the name of the layer.
  116119. */
  116120. name, imgUrl, scene, isBackground, color) {
  116121. this.name = name;
  116122. /**
  116123. * Define the scale of the layer in order to zoom in out of the texture.
  116124. */
  116125. this.scale = new BABYLON.Vector2(1, 1);
  116126. /**
  116127. * Define an offset for the layer in order to shift the texture.
  116128. */
  116129. this.offset = new BABYLON.Vector2(0, 0);
  116130. /**
  116131. * Define the alpha blending mode used in the layer in case the texture or color has an alpha.
  116132. */
  116133. this.alphaBlendingMode = BABYLON.Engine.ALPHA_COMBINE;
  116134. /**
  116135. * Define a mask to restrict the layer to only some of the scene cameras.
  116136. */
  116137. this.layerMask = 0x0FFFFFFF;
  116138. /**
  116139. * Define the list of render target the layer is visible into.
  116140. */
  116141. this.renderTargetTextures = [];
  116142. /**
  116143. * Define if the layer is only used in renderTarget or if it also
  116144. * renders in the main frame buffer of the canvas.
  116145. */
  116146. this.renderOnlyInRenderTargetTextures = false;
  116147. this._vertexBuffers = {};
  116148. /**
  116149. * An event triggered when the layer is disposed.
  116150. */
  116151. this.onDisposeObservable = new BABYLON.Observable();
  116152. /**
  116153. * An event triggered before rendering the scene
  116154. */
  116155. this.onBeforeRenderObservable = new BABYLON.Observable();
  116156. /**
  116157. * An event triggered after rendering the scene
  116158. */
  116159. this.onAfterRenderObservable = new BABYLON.Observable();
  116160. this.texture = imgUrl ? new BABYLON.Texture(imgUrl, scene, true) : null;
  116161. this.isBackground = isBackground === undefined ? true : isBackground;
  116162. this.color = color === undefined ? new BABYLON.Color4(1, 1, 1, 1) : color;
  116163. this._scene = (scene || BABYLON.Engine.LastCreatedScene);
  116164. var layerComponent = this._scene._getComponent(BABYLON.SceneComponentConstants.NAME_LAYER);
  116165. if (!layerComponent) {
  116166. layerComponent = new BABYLON.LayerSceneComponent(this._scene);
  116167. this._scene._addComponent(layerComponent);
  116168. }
  116169. this._scene.layers.push(this);
  116170. var engine = this._scene.getEngine();
  116171. // VBO
  116172. var vertices = [];
  116173. vertices.push(1, 1);
  116174. vertices.push(-1, 1);
  116175. vertices.push(-1, -1);
  116176. vertices.push(1, -1);
  116177. var vertexBuffer = new BABYLON.VertexBuffer(engine, vertices, BABYLON.VertexBuffer.PositionKind, false, false, 2);
  116178. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = vertexBuffer;
  116179. this._createIndexBuffer();
  116180. // Effects
  116181. this._effect = engine.createEffect("layer", [BABYLON.VertexBuffer.PositionKind], ["textureMatrix", "color", "scale", "offset"], ["textureSampler"], "");
  116182. this._alphaTestEffect = engine.createEffect("layer", [BABYLON.VertexBuffer.PositionKind], ["textureMatrix", "color", "scale", "offset"], ["textureSampler"], "#define ALPHATEST");
  116183. }
  116184. Object.defineProperty(Layer.prototype, "onDispose", {
  116185. /**
  116186. * Back compatibility with callback before the onDisposeObservable existed.
  116187. * The set callback will be triggered when the layer has been disposed.
  116188. */
  116189. set: function (callback) {
  116190. if (this._onDisposeObserver) {
  116191. this.onDisposeObservable.remove(this._onDisposeObserver);
  116192. }
  116193. this._onDisposeObserver = this.onDisposeObservable.add(callback);
  116194. },
  116195. enumerable: true,
  116196. configurable: true
  116197. });
  116198. Object.defineProperty(Layer.prototype, "onBeforeRender", {
  116199. /**
  116200. * Back compatibility with callback before the onBeforeRenderObservable existed.
  116201. * The set callback will be triggered just before rendering the layer.
  116202. */
  116203. set: function (callback) {
  116204. if (this._onBeforeRenderObserver) {
  116205. this.onBeforeRenderObservable.remove(this._onBeforeRenderObserver);
  116206. }
  116207. this._onBeforeRenderObserver = this.onBeforeRenderObservable.add(callback);
  116208. },
  116209. enumerable: true,
  116210. configurable: true
  116211. });
  116212. Object.defineProperty(Layer.prototype, "onAfterRender", {
  116213. /**
  116214. * Back compatibility with callback before the onAfterRenderObservable existed.
  116215. * The set callback will be triggered just after rendering the layer.
  116216. */
  116217. set: function (callback) {
  116218. if (this._onAfterRenderObserver) {
  116219. this.onAfterRenderObservable.remove(this._onAfterRenderObserver);
  116220. }
  116221. this._onAfterRenderObserver = this.onAfterRenderObservable.add(callback);
  116222. },
  116223. enumerable: true,
  116224. configurable: true
  116225. });
  116226. Layer.prototype._createIndexBuffer = function () {
  116227. var engine = this._scene.getEngine();
  116228. // Indices
  116229. var indices = [];
  116230. indices.push(0);
  116231. indices.push(1);
  116232. indices.push(2);
  116233. indices.push(0);
  116234. indices.push(2);
  116235. indices.push(3);
  116236. this._indexBuffer = engine.createIndexBuffer(indices);
  116237. };
  116238. /** @hidden */
  116239. Layer.prototype._rebuild = function () {
  116240. var vb = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  116241. if (vb) {
  116242. vb._rebuild();
  116243. }
  116244. this._createIndexBuffer();
  116245. };
  116246. /**
  116247. * Renders the layer in the scene.
  116248. */
  116249. Layer.prototype.render = function () {
  116250. var currentEffect = this.alphaTest ? this._alphaTestEffect : this._effect;
  116251. // Check
  116252. if (!currentEffect.isReady() || !this.texture || !this.texture.isReady()) {
  116253. return;
  116254. }
  116255. var engine = this._scene.getEngine();
  116256. this.onBeforeRenderObservable.notifyObservers(this);
  116257. // Render
  116258. engine.enableEffect(currentEffect);
  116259. engine.setState(false);
  116260. // Texture
  116261. currentEffect.setTexture("textureSampler", this.texture);
  116262. currentEffect.setMatrix("textureMatrix", this.texture.getTextureMatrix());
  116263. // Color
  116264. currentEffect.setFloat4("color", this.color.r, this.color.g, this.color.b, this.color.a);
  116265. // Scale / offset
  116266. currentEffect.setVector2("offset", this.offset);
  116267. currentEffect.setVector2("scale", this.scale);
  116268. // VBOs
  116269. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, currentEffect);
  116270. // Draw order
  116271. if (!this.alphaTest) {
  116272. engine.setAlphaMode(this.alphaBlendingMode);
  116273. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  116274. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  116275. }
  116276. else {
  116277. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  116278. }
  116279. this.onAfterRenderObservable.notifyObservers(this);
  116280. };
  116281. /**
  116282. * Disposes and releases the associated ressources.
  116283. */
  116284. Layer.prototype.dispose = function () {
  116285. var vertexBuffer = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  116286. if (vertexBuffer) {
  116287. vertexBuffer.dispose();
  116288. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = null;
  116289. }
  116290. if (this._indexBuffer) {
  116291. this._scene.getEngine()._releaseBuffer(this._indexBuffer);
  116292. this._indexBuffer = null;
  116293. }
  116294. if (this.texture) {
  116295. this.texture.dispose();
  116296. this.texture = null;
  116297. }
  116298. // Clean RTT list
  116299. this.renderTargetTextures = [];
  116300. // Remove from scene
  116301. var index = this._scene.layers.indexOf(this);
  116302. this._scene.layers.splice(index, 1);
  116303. // Callback
  116304. this.onDisposeObservable.notifyObservers(this);
  116305. this.onDisposeObservable.clear();
  116306. this.onAfterRenderObservable.clear();
  116307. this.onBeforeRenderObservable.clear();
  116308. };
  116309. return Layer;
  116310. }());
  116311. BABYLON.Layer = Layer;
  116312. })(BABYLON || (BABYLON = {}));
  116313. //# sourceMappingURL=babylon.layer.js.map
  116314. var BABYLON;
  116315. (function (BABYLON) {
  116316. /**
  116317. * Class used to host texture specific utilities
  116318. */
  116319. var TextureTools = /** @class */ (function () {
  116320. function TextureTools() {
  116321. }
  116322. /**
  116323. * Uses the GPU to create a copy texture rescaled at a given size
  116324. * @param texture Texture to copy from
  116325. * @param width defines the desired width
  116326. * @param height defines the desired height
  116327. * @param useBilinearMode defines if bilinear mode has to be used
  116328. * @return the generated texture
  116329. */
  116330. TextureTools.CreateResizedCopy = function (texture, width, height, useBilinearMode) {
  116331. if (useBilinearMode === void 0) { useBilinearMode = true; }
  116332. var scene = texture.getScene();
  116333. var engine = scene.getEngine();
  116334. var rtt = new BABYLON.RenderTargetTexture('resized' + texture.name, { width: width, height: height }, scene, !texture.noMipmap, true, texture._texture.type, false, texture.samplingMode, false);
  116335. rtt.wrapU = texture.wrapU;
  116336. rtt.wrapV = texture.wrapV;
  116337. rtt.uOffset = texture.uOffset;
  116338. rtt.vOffset = texture.vOffset;
  116339. rtt.uScale = texture.uScale;
  116340. rtt.vScale = texture.vScale;
  116341. rtt.uAng = texture.uAng;
  116342. rtt.vAng = texture.vAng;
  116343. rtt.wAng = texture.wAng;
  116344. rtt.coordinatesIndex = texture.coordinatesIndex;
  116345. rtt.level = texture.level;
  116346. rtt.anisotropicFilteringLevel = texture.anisotropicFilteringLevel;
  116347. rtt._texture.isReady = false;
  116348. texture.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  116349. texture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  116350. var passPostProcess = new BABYLON.PassPostProcess("pass", 1, null, useBilinearMode ? BABYLON.Texture.BILINEAR_SAMPLINGMODE : BABYLON.Texture.NEAREST_SAMPLINGMODE, engine, false, BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT);
  116351. passPostProcess.getEffect().executeWhenCompiled(function () {
  116352. passPostProcess.onApply = function (effect) {
  116353. effect.setTexture("textureSampler", texture);
  116354. };
  116355. var internalTexture = rtt.getInternalTexture();
  116356. if (internalTexture) {
  116357. scene.postProcessManager.directRender([passPostProcess], internalTexture);
  116358. engine.unBindFramebuffer(internalTexture);
  116359. rtt.disposeFramebufferObjects();
  116360. passPostProcess.dispose();
  116361. internalTexture.isReady = true;
  116362. }
  116363. });
  116364. return rtt;
  116365. };
  116366. /**
  116367. * Gets an environment BRDF texture for a given scene
  116368. * @param scene defines the hosting scene
  116369. * @returns the environment BRDF texture
  116370. */
  116371. TextureTools.GetEnvironmentBRDFTexture = function (scene) {
  116372. if (!scene._environmentBRDFTexture) {
  116373. var texture = BABYLON.Texture.CreateFromBase64String(this._environmentBRDFBase64Texture, "EnvironmentBRDFTexture", scene, true, false, BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  116374. texture.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  116375. texture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  116376. scene._environmentBRDFTexture = texture;
  116377. }
  116378. return scene._environmentBRDFTexture;
  116379. };
  116380. TextureTools._environmentBRDFBase64Texture = 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8qaCBseMyx4vxPB8iP+RU8A24Kg9R8Qgaj/av8lDBgcwApQ+QdVgW0bKr3+jsk//AztzBKgtv4K+Kj08rl7JFgt9BnCAIsQcD2AsQAolQj0CAGAqhOFCK5u3cA+84dyIJLCPm6buAgoBa5qDoDF6wzUkZ13iSDKKwTamSKZSf29cuzJUwq7LV/wz18RwH2Nl9dKABLArv6bC5B/+9OBGxmsIIR1AQ3w2gk4RECTfwBulgC0rP96/FYJUOv9SzkAB/xuKTBY/qsTgZ0LILF/s/RW9v81ywEwhbeAwUIH6hRwGp+wEOhqoF49fojqQoPlR/+z+/3t77jd3n3rdru999CzEYAQAYJfXACEAqL8W5lQgA5uoJUK9zxBB3ii9ALiYT2AjvuN72wFILP+XdlP8gLKFeg6f5QM3AC+VlMMZ9ABGuN+VePHWL6tHVD23or3tQPo2iWfBRgShDp0ELcBjmIAbwTWqEzIJvLM6kEDEFcD9erxCzg3my4/9p/e7299x+323lu32+oAtjwAhgE7Cazqv7mAvRLQcgG7A9B5AAwHus87CWBYsIKFfe+eCSBgt2J+7QBQ+VsogOU/9fIPBvLhASEF8AHwlhPQ2wVYFhmo/Wby74QyYLcmQAEbbbue2FcnAb28QTmHQKBwNVCvHv8IESw//h/f7299pyIA7QIE/LsTeIbqL59hPUADvHIBG8jBIWgn0L4rsKMj2Noomz8QgZELsCoAAnh0Caj8lup7ib9tX+ZBoKgUmFkWTGJ8S/UHZa/kAHT+QGaeoeQmMUC/CoAzVYAjYDvSNwPCq8fPnINus/zEfwQE8O7tdt8dwGZjIQQQ9Y9cwAB+RQIC4I4MdvvdLL+O//E7LgLykn6q3Efjf6X8bOUfkoNYcQZ8z/KzBUBYCqT/YQgjBuOBHxPs7JHh7JoAy/IzWz+xEtBKBEYg8fIGw+SeQQQ+CzHZP+oWXWPU/8z9y0/+h/f729/5kAN4791X/6/cpl4SCsDfLRQwHEBLCmJFYH92vssNgBPo7D8qv4CekIHpAjKgx1iffGbKb5UAQwdguIAtz2KsEWj7vIQggNON91lYoIFN2mznYKj9UBmwQgXLLcDstRTdBchEFWAWcLP9MgC9cuzM8aXN8lP//v3+9v/uCUDyAM0FIBFADqAjAsgFiAvYwK3/MfAL8InSd/Yfy37Qpyv3OSTgxf8C5vZXPfF3aB2AA3hJGg5LghMOgCUBo8SgEAyC3Irvh5xAwhW0cT1iQBKYWds/QQLdeVUQcrEjeGoiWH7633sggHfWJOAaAkglYL/wLQyQf3tYsCp9CwmgFIgOgIJ/JwMdBuB3cQTDX4z9wR2whN+WE9idh67761p/F/8bpb8O/OotQCsJDhZfji0qT9p0LsCI83X9H8E9KH8iCSiTrQO29bwAAbvlCipPAw4T/oRKQAVElbaMJ472t7jnqnEjrlt+1t+539/6P4oAxLquawIkF7Bb/40M9hAAHcD2GVzABmBYKSgxfyMGAbROCipl1w6gs/8ZF0Cy/UIOOr7vHAIu9iHP/2v77yX9ROUt29+AHVUCnDJgtvSn8wXsnQGzIUAW3F27qFS4z2CrD07wCogqbR8LtGecUwR4vX/5OX/7FQFsOYC9FCiToBGAEAH83ZwA5AM06BspiPKrNQIt/kcg69iffBegNqVXb/wdQgIMC0DltUuQ+L+Bmz0OrNTdK/91+4JVf15SEPMCYRkwEfc3stBxurMS0AoTMKRocaV8cKw6jpcFsdUn2/8qRT8buGeP55HC8vP+5v3+1v99cADvvfNQBZB4dO24Kv5GAntSUOz/+n1wAis4wAnoMAC/N9svSUKsBABgmwPAbQTwWzsW/2vAI6j14h+1CEjnBYZFQWSxj+sEVFyPjgBBrhf+aOtPY39vRaBVJlQ2vyOGIATQsb6etBguDMSQyAF4IMhUAmZANNNnUNSqBDvtzzif6HSWL/wbuwN4eycA4gDEBQgRYPzfSGC3/BYBdOCHxKBHBAJoAbdWfIz1I9XXsf5g9y0yAJB7iUDPCaC6e2EA2ngMGyIHwAgBldncf4ID0EDXVp1NYmbnrclOtyfDhiPOoCO4CEXB/rOBfOZ4yy/8a7sDAALY1gKAfWMEgOovoNdk0IArKr+7gwH02gWQ2L4t/sEEoLL2IQnoFX96HYC4CIz/jcSgAJSVAtu2RPZ/SPRBHkC7AkYEqceC2fqBfdKaCcHAAeAkpKVBCANcElBVgBQRTC4HngHOTJ+rQo2jhEbP6xf/VU4AmBza7L+EAZgLgGSgxP8dGQDwmQOQbS2xp6oEWAnQn1seIEMCJO4fsv8Q2w/JQU0IJMvPiCCT/NPuQP/noJ0rAFBa23VSr1N/vQhIgxzzB9odMMIAkGvFZPF6JkyIlJeFFl6IcRYYX0ciOOOcll/6l+/3t/7fngPYy4BSCmyT0SGAlgvY4/+BAET10fZjUhAWCg2AV8nBEPQ6D6DJgSUAoQ/G+Dr+T9l/pfg0HxAs/e3WBUhbsihIgHKkHGiGCQHYO/UHomDgdd0BcRkZlYtyAFlgZNtlzqkSJcwc1xr/6FjLL/tLPQG8t+YA3tuXBKPiqISgAB//bjZdkoNE/Rs5EAIYXIAKCwYHYJADlvhalp8RgS4PogNwFN8jgo1A2LoALxRw1gA09TbCAjckQHBZlQEFwEoS0Iv1S3mAYFGPlwOIJn+0v+ocPohEsHzRX9gJYM0BvPvwTyoB2gGsP6iEAowANsBJWAAVgRYeAPCb/WdkAKEAttNJwRbzM+UPQI8K36k9Kf3RagBTe2vhj3o8uAFXLxUGxTdXBrK1AIltTZ2JzUe7Lp/Ralvxvrb5kcWP9nv2fwBzIRF4FRFkx/XcwRljHCGm5Vf++fv9re+63d4xCABVRhOAJoOtRCguQKoCmghwv7L/mBPQwB/KfMQhCEF0ym8RAUkIToUAxrP/gxOwSoDGmn9WCjTzASw3kHQA5poA7Q4g3n+MEMAChiadiopXwHZV26usvB43e/7Lr/pznADakmBdDcB8AFj+5ggcF4AhgAlwwyUM6m+pPgF8U3BS6jOdAAkJ3HUAO5C7ZKBT99/IVDsGhwyY3e8qNfhCERXDa5BrlW/ftaoqe265Ar0U+PIQQCUzqwqYBYfnSK4AcuW8sjmHaMzl1/zZnQDeud3eXRcCrfH/ngNYbyxzAKL8nQNAMiC5gI0gBNz42XIBAnAkBACwqDyWByPlp2BPWP7WD0Crs/5ewq+1JaBnWX8rEajbDiVAlbNpwHRyAJ4D6EqECQcQWfxo/0wI4E3wcPJnUbSLXqH5A26qHaD9kb7ssKaj+nV/ZiSALRG4rwhsJLBfUKt/k3yAJMGwEtCFBGD/PTIY4n6d8ANyaEk/Q/nPUv8h+WeRgXYCVgIwSwbK3osKi4PonEGUC2C2Pngc2LL73Xanlj9bBTg7BIgAFe2vuoxZS14B7wy/DCT8xX/qfn/rrYccwLtrElA7AJkgkrDSJUHJfO/Z/wZ4Kx8g4IXyYKfm0i9QfkoSJK5HghALr51Ce2Jwv0ad9BvAj1WCidKfZf1x3UDnvPQ90HYf7o1WfSQMGbOpU1D3H6oCynpjPE7VfSccpoalMEHNdAxFKkDLgDzTRo5ZaXukz1E34f1Gy2/8kzEB6MUlsjCoCwWMEAAdgOcGTECrnECn+JYTgPyABn0U82vwt7hfJft0rK9DAlHooTSolH94GxBUAnTSL/reAbz6UBADt344SDkIJBIT5E62HgnEAwgFmjq3ChFkAJUFd7Zd9fwsdZ89nnX85Tf/8Z0A1hwAOgDJAxBbuU1usboYCoiCKvWX+L/lAUDlNUG0bD8Bt7dviP9Vf0v9LbV3XQCz/3qbZf2d0h8D+JAPYDb/RAfArL1l92W7Z/OjEICpOZvkw7bES0EisET7M0RxRNkzx78qJGj37rf+MUUA+zoAnQjs1gTAhJNyFy4X7kBtkYHKB0ifDMgrLiADfJMESGa/Cwe0/a+CHsmA5QQ8N6ByAzJZh1IhEobOAegsvwaVDhEKDkCre0cielYbau4SQfIZggyIM0DMtMkc6ywnMHMsduzlt/+R+/2tt2+3d8QBiAtQSUBaEVDxPyYB22cEuiYDQgJtLUFk7539ke1vgAeAR05gC3ekbAclwuaEjEVA3XoAAnLpT6sBCuStrUrIpqsBHhkwcBOVTecFJAteCAFSyk/GzapwBOJofwV0mbEQkNX2p/X9HX9IEcB7eyLw3q8IlPgSbV/LBThEIMreQJkhAeYOIsDrsELV8VmIgHX9ITGo1L+BnxGB5wQY6IvKLzZZCKD7nsj8m+sADjoAVHk9ga19tF1CzSk5GO8T9MCUAdpZbSqEUW17lpNYfucfvN/fBgfwLlQBcEnwdkA9cdGiCjCgGrCpZhACDMSA6wL28dewgKl6GzuI963EXwtf1Nr/wQ0YMb+bCJwAPgKc5gPIPeiImeUC4B5J2zbZnGXBQjI4Mdk2HFNPYqv9MNlJCJByAzPPEezIiUAe7a8ANjPWGYpePc52Db/799/vb7/zKgQQAnhvDwH0cwFWLqBluwkRYJ7AqgoMTiHjApTqR9ZfbLxbCbCUX1wOKQGiO8ASn7XdKgMimL2SoG4nkxGVnqk+OoeBDHR4AN87EmCWnlULBGiBuiNJMFC5RJB8HsACRgYwZ7WpEEY2pNEuYOoYv/f37Q7g3dvtnT3+39YC6BBAv3IK1wVA9p8SAYC5gRDBqz53QDasvag/dQboGMCy0zBA7e/CgoTyszX/VeA35QeH1YGc2Hwr2YchGn5mJNGVd8FdoEOIHEBo9VkeQc3cqFJgEkPhxSBHwoIMCVTAlx1vlggq4y+/7/fe72+tDuDdV2XARgD7isDtd95BpZWjKRUov4Acwa6BT5OEsEjICg1aBUAl8DpwA2kgQeCYbHsjL0zygfKbll9XC5xk3zYGgM1yA0IKERGgI2PJQJ20M13CAQfgWv1kEjBj+Yc2zlqAGdWPgBPtrwI2O16FXMrn8Ad+z04AaxVgTwDiasAtBNgnrK4E6HBgSApichCBBHkBCnQNbmb1iTPoSEXlDXCfTv6x0EAA2OUDtCPA70bMT6sAXjVAlf4sIhieC8BYXy0CYk5gIPKCA8CJGzoAI5QYJqoRzx8NAZ6KCLLgzra7igSWP/i79hzA6gCAAMQFrBMNSUCrFypUm+x78k/cQRffY45AqatOGDJy0CDHkh5dDERielFhWvrTIYHO+icy/jK+qe6sCkCAH70erLsXylXMWv5GFowQrLyACISU6HZ0W+RALX0Qz2ug4NgYUWScRNQ+q6IZ8GbaVMCdHS99jX/4dwIBCAmsoNd5AHAB1sRDArByAV1YgLkBnfRDF6AtPbP4LNY32lkOgMX/tPynSKFzC466Y2JP+mT+mk8BOiVAVP2MA9COgH4nQGcgHxyCAe5uMicqARTcJ+QBIlB5+6O+V4E7c9wMCSx/9HfkCEDyAMPDJiQZ2AABqtZUVwG7s+ZWMlCDO/F9iPFZso9l/IkDaMRgxPqe4g8JQa30yg14pdaM7TddgWHxXcUPVgLqvnqyWw6AqrlT0jPV33AekYJb4IlAdfX+6LwR0BVi8Yhg+WO//X5/e68AyLMAawlwCAEwF2BkpTfgqwlu5QU6G45KrdYNsNi9qwAQMgjBnyEDI77XYGcxfjXut1wAhlfSptsGoNHJPab6XkLwTAeAk1MIidp+mJlRJYCqPxCABwizr0aUDl3I/ogEMsDMjJEZp0oYjECWP/HbSA4ACEDWAbA8gJ6MjADWbYP6i5LqvyRROBBABHgjXEAV14k963s7d0koOkm/s+J+FiaERADqbjkAHKNNrsRCoE7lmYsQ0HjlPm+dgMzKRLmQkkgyBJhR/SPWPwPyTJuriWD5U78FHMB7eyJQ5QDaYiBhXL0mgGWumRNQAO/KbieTASMOL8bvVgUSq2/lAvAaOvDiwiEjs6/BThdZ6bUBJNvfuQN0Z+pzVzI09nXqrT3UMRMAACAASURBVJcKg+J6xKAnLao7Tvruc6ZcyBS6EDpUXUIEvgyAz2oTnQuqe+aYzT386d98v69rALZ1AEIAazVgz/4zBzC8aorlAdS2rkIgC4e8v2TxkOsGMLeA45I6vgZ7ygFg4g8JQhOdl+FPZv+ZnRey0CQhE4PtH1TfCBmkXQd+S+1ZXkCTiQZq0gG4sb6qMHSAKFYQHpsIMoDMtKla/syYy5/9Tb0DWGP/7R8QgOUA2NtnzEw3LhRS6hjlA9CK6/gfS4XU5rOk427p9bg02cfATtS9CwGcSsB6/taTf9Zvx0ItvQ2JgH7WgEYyMMA+5AwmHMBMDsAjAhrPTz5M9H4mggy4M65g+XO/YSeAXf1lLYAsBca/24D7MwKdakBIYOUBxKYyJ0BDAeIOTOW2QI75AgVkXNVH7b+VBFTgDisAQda/gd5LrCrlZpa/WXJrEVBk+cGxNWAkqwDMQWiFNq2/zNKgDOi6A2NFICULRAV8rrSN7HgEzmh/NH4G2MZlDi8qXf78Fz8QgNj/thjIcADtvw9HNcgQwGxIwPIGLHTQVj8BfszWmzkAlZsQwFrlPbcCYOUCjBwKKwl6pUBRWyFhukxY7LmO7414X8f61BVY4YLY9iDBhy6BTX6LPJCoPHtcAXelbQRUD+gZEojGZyCvjrv8hV/fOwArBGBLgnFpcGdJYUJ0gNknxLDNCwm8xKEV6xtqPwt4DWpm92kIQICN7bSNF2Xv/pLfUgNd5wxoCEAA34GbqL0VAmhSuMIBuIqv8wGJRUQWmCzAfNIQwV/8tff7O+9BEhBKgEMiUIUAXjLQinMbAAAcCIruFWMVgBPFX28iLhW2Yvzu+JCo06A21wAQm69XRVJwk+RpaiEQCxeQKEDlaWhgtEWQWEqvt7vhwoQDKAFfjR+5hytdgjf20X1HLH/kIpa//GtUCLATgE4CogOQz628IwzslKx0gosuG1bWnuUGotJhyzUYYUIjBSsnoJKVXZnPCAeYo3EBH1UDDIA38CniiBR/CA1I1r5VEQBUg/1XVt8jjG7iWZUD5WEz5UIK8sRagIhYquQQgfqI/a/aeBYKZMOD5a/86r0MCGsApAqQcQDbgTQBMNuqJ70GE/nuOgMSGjDFj7ZZhNABnxBTIxon459Vfa9yYpUEEfRU5RXounEUkJEgGJlEYNb9O2IQ16hsO07y9nk2ETjzJKG4JIKUSlgQKqyDzgzQM22ic/AcxPLXflXSAew30no8eDsJvBGWyhmJsKojQOAOi3R0yRFtPcvuqxo/tf7qeryYv2T/mZqT0IARgfzmG9Eg6erP8Jvr+4Tk4Sk6IwnWfgA/IxsCPhmfKWuk3ugcqENIgLwC+hl1j4Ac7c+CPDNOd4/++q/ccwCRA1iFHkqAtBrA3ICh/J46Yp7AjM+DHIK27t1aA0YIbKGPIisrw59NAOqSH/0NEKyMCBS4qwnAtNpnk4JGnN8pfKYKoIgiA2R2DEYglW1XE8FZQI6AHu1vv8nf+BUPBNDKgFYOgDkAsHdmQhAnkhP74kNDg72OwgMP0CRuN90GW+CTdCwWoVluQKv3EAYQ1cZjuOpv9JXJNyT49KIgliMwlByVu7kJUFwvPBjcQuaxYSuUOBAGZMjGIxEP1BEQn3z/3/oi4gA0CQD4uxAACMBLCKLNjFSPJd3Q7rtJOWu1oZNcHMgmE+8H5T3P3Xj7OlCzCgEeN+sEVDs8Rpu4Ol9ggd1ScuYWkAQIsDv1lrYqB+BZ/2FfsBqQAe3sbZG6Xwn2aGzr3Ja//cuJA8CnAXfr314SajgBkwBwAs6EAwmwWWFChThY0s8iI297B3DDPYRtCLi3Psb2AdRAHrKvqb9BCEyNtaKXS4OkoqAnomXjKUEo9e/GSjqAs0HvAS8C5WzfaNwKES1/95cZDmAlAbIacPudIRcgi4H0oqBuUirgU6WDSVtJsHnJw8gtZNyGWeJLEJNn61vZzYjzo/3dQ0Ea1DgmUXMWAqTAbil9UOaLynttQj+iAzibCCLQRfstUM+ShJiqqP/y937p7gDuex5gBz5bByD23woDMA9ACeCAG8jkCLTis+8ZUhjCAisZOKvwySw/OoWONFWMrmv4ZsWAqX+wrXMGbLkwnMvgIowEIWuHTsV1CTKz978WeViA88IKDzRnA/Ts8TyCcUng7/+SngC2twFZJLBPljIB4IQ1wgA9waPM+rCfJApN9Tae1beOGZ1LO06CEKj7UbF9A7CVB7AShIa9R3Uf1gOwhF9V6S1iEEQFDqFN3my14IJEYNYRTANNERd+PZMMIsXXp7H8g198v68VgHf2uP9dBX5xAtvbgaUUqEqCg/1HKweAlx9vsLeGIlqxchWojCyqY1RCgXK5jxGHofIsD9B+V92nSAgIxCEkgLEGBU8mAaO4PgoVmEJbOQQG1CzIs+08Msg6kAwRzJBOlgiWf/SLRgewksCq8l0YAKBveQAgBGb/t4vDhJQmAwf4a9dQeZPWnJbiHMfgOYeNlAKlx3BFOxs3L6B+LySS8EUg6rzwuEgQ3luBGugDqx/lCzyCGPbtCBBi05M9Io2OFB4hEXgmGLMgzZDEjIvYruUf/0I7BGgkAJWAbY46SUArGThMyAIZVADH2ppEkiCBir2n5xmpu5ME1I5pUH+LYEnFICKEDpiFEADPSSu0JhQX/MphTBFBIYnI3MRjgLviLs48H9OR/JNf4IcAK9bxPwoV9TerAXgj4T0BOJk9MhAQDZOfACUCNgIy0zbTJpPZpyGAQwTiKug7AYkr0L+N991Vf00gpGyHINbK3yZVMQQwVT2xEMh1BEZ/Nvk1EKsKmgXyGeOeTQQdEf/TL3wggNX2b/H//jqwLRGo1gC0HMCeD9AlQPw+WDqZJEZIoCdaNY6OgOmFAVq5u7ae3Y9AHam7sd8kApUsZHaekclAvrv86eoBcwkZkFvrA1hf1wU4Cu4Btu1T/c8G/hWgrxDEmSFDc0D//OdDCEAqADoPIMnA7a8wrv6LpSEFfJlkoQtAdfKShEmAWlUDN7xgOYYE6DPuBY+Lv0W0HRXdK/cN2X6l0jqcsICubbx2AVeFAK7Sy+zV1YDiasAjgH6MvqZth+vXH6sksfyLn/eKAFaw6yoA5gEE9FYScDsZZfsR8CwhSJNb2Tq5UVLsQO0lE5Pk4bqRiBDU/oEcHFVn9X1T4dFZ6TKhYfWZcltqbm6HsZm6D07QKuGRcqQGgEUKSF5N2QySYPutbZkw4SmJwCIIJIXIYSz/8uf2BEDXAWAosN/w7gUhAHwhge7GY2wGBKFtf5oMGKgcl1Cx/wKwKKQY2hWB3oHbqver7ab6J8t/2L9VbaR6sM8auk4gArlRNbBchQnSaBw5RyV7lRCAgSYCerS/otRZwqiMmSECc7x/9XNUDkCvAyB5AAwDtrlBQgG8KegCOsvolQgrgPKcQKTQSReBhOCquBP3a8LTToXF/vpY8ls2J6AdBFH/rNJfov4YDoL6UzVP5gDc8MBJBFbBnwHrWW08EEcqrvhw+5oNBZZ//bMLBCDqb7kAcAJtUQeyOuQDcGIPnzFeJQClSbJqngBULW3xIzKpkBYe3wGxkISn/u5zASwccLbh5NHhht43ELsFcGeFXwfmA1UAdBsZ9YxU/ej+zDkwJ+RtO5Mkmhh9yc+637cKwJ79lxyAlP/kKcC1IqBzAJgL0K4AQwC0m7hgyAsBrAVEaL0HJU6SQKeiyT6dWictOwsTsqW+9ttosAax/pA3AKJBEqEhQLX+T+J2PG9GEIxEPPC6ag/SNzhOtm/fZo3JABYpfLT/KBFU+leUvxHNR37mSAAC/lYBUDkA76EgIYWOAHASKnXHm4/hwaB8pIxIV8oFFpxlziNws/0diSgF91bwuQQmE7QQ+2fUvwO+pf7KkXRA9db6W6QB1+KCHu1qMgTQE70DoTOG24/Y5qMuIEMOFYBXQ4FM++WjP2MnAFUClGTg5gCEAMhy4M4F7JNou/eZ0qBWELD7qO6D0uNkZXmEwKqb4HXI4wzAa8ejLTYSjb5mfXz8jgCvlP86YrhC/ZH4lfpSFU4SgAfMo88TZFxAlRgyY1aI4Iy2zQF87KfbBLCVAAP199YCaBJAV9AlnAxX0NqwnIBSrHSSziAPa/VeJt/ACMp0AY6l1+CNvofqb6h6NikoJMMUHN2apayZNt3YxRwAPa6Tb2iTXj4cVP2MwkdkUQFz5njsGt1tX/rTHghArwHY7P++DBhdwDanYCWgzgPIfh2TtfUB+6QcJhcBedfGUXoGwAaOyXhdKy4rC1rxPAtlymqfjP0x5h6ArVSdARJdiQa6BWC8t3h8RhQ616AnY+cEigRQdREWUZ1NDBnFz4I5Y+OroMf2y5f9VE4ACH50AS4B7OD28gDtxyEVgW6yOIQwWGlg/Uz8bQLXcBoa/AM56Dq8FcMbCTyx/o3ISF3fsvaMWPRv7JLEPht08nC4TyTDb5UNI1VnwO3coaHQFPBKxa0QwAO/G1LAucwA+2oHkDkny2Vs27/8pygCANUXF9D+h2CdC1CA334rcQf7Z7yxsp8qiFpBOKhPQAiW6jIlN9UdzllAKQBjdtxT9eF8HJLQ5xNae6Lska1nSu+pfyMjb3GOlxwEYrHANwA6sO/abdBxyRiPAf4ZoGf6WOA9y0Es/+YnAwHs4JfsP4v/JSEoTgD/is1veYFZEsB+xAp7gDEX0yRU2asQaHX2wD8QjEEsCDKt0pZqM2LpSqaiiNpteCW7mQSgukc4UTWxsH0Z8EaKT/erRGIW/E/pAo6AOdt35+Pxvwf/t0gA8BKQFfzZMiDmAYakoJ4oUB2gE4UtHDLiYQSa9bnsDEhJj4HfdBYHF/V4Vn8gvh3sh9Rfk60ot7c9Uf+Xc80AkDnCNGng+RrnzCa/RS6Z8zXBJDv0ORnf9bHY96Pbov7LV/ykMQfQrQMgVQABvP67//60BKgXA7UTU9Z/mDgk+TeAndjrBtpCBcEF9Wz23on7j1p9TW74mzaH4jgC/Vtri20uDdakzvIDbTL0y1I9Gx+V8CJHgNeTBfIMEXhjz5LDU5HB8pU/ccwByBOAXQ6AxP9sQVBL5EJGF8uByPYDCehJE1UGAuB7JKD3MadA22iFx9DCiPPpeZAFOZWyH46Jk2cDPiZFRX1IvI7XrMdg2fsOvCRsYGMM25QadgC8KAeQIg5BblAajOL26v5Z4DPrb6m95wKWf/cTxhwAPgJskQAu/aUhAIB5+22J9aelQa0uOuFFQoRBCY2Soc4PNBDBMQVAGJ50amqVI8kYOH4F3FTZsyU9EvuLMs4q/NBP3SNT1Y2FPQyQcs0RYYT7JxYTZQgiAmoE/Ki/8E80DgO+RQYe8Nvx/v2P3wng9updALgAyEoEYrY/ejS4katyBegG2OfOEqpSX7s4K0QohgVUpSft+5VgR7BFsb/nEkxScByD/s31pB2IIOMSIETRE9YLF0wiOGMtwcUu4EoyyIAe79uyEsDwIhAsBSrrT6sAuyJ0i4KU6p9CAkpl9boBNuHT7iCw9vThJBJfe8erKrt2IZZjoWSIcTkLCTwVt6oC6nojwLKYvuoWIsUf1DsZRljn7m3PAPcMBY/GqIK8YU/IHTYs/+HHKQLYAd+tBCQkMIQA7L0AQAxo8bbjI1MXPiOIqMJNOgIEly4HmvsUIaUA7oQ0tD/LuBsAzTqC7XosUnAy/MwBZADtKTl1fjhB2aT19j9RCHAGOWTGyII/Gyos//HHAgEo5c8kAbv4X6m+lRDEmy73EtViSEA5pcFOIVTSMHIEAgTLVuvVceXVeFWwO3F+ByIW5zuxv1ZRRqL6d2TK64E1Y/9dIiDWfVB3veqPEcEThAARcDNgPKtNdC6Dw/lPP+Z+fxcWAOHbgM2FQKDsQ/wP+7TSo+qzsiAqk1apLmGoVUor4kTpcCCDALzZen1EQpbNp+QEjgNdiZWxN8t4pCKQUXeLOChZOFacEoFxTmzsYRIjEZwQAnjjRwCL7Hu0PxofLnVc1IM7gzxGE96vWgkAHwUWF8AWAuGDQOyhIAQ/KwPu+9t5KmVvJwXtMHSgE9BQfU0g7oMy2g4byb9ZMFtkwUCMhNDtJ2VDDVoNLBoSEBLpQBYB18kPpElkv9HM1XRzwFB85gzw2BaArX4uoRRAFYG7up+RQYYgKm5i+aof/RACiPK39wAAEbB3ArSq3v4Bl//qpcAa8Nt3QhAM7N0FE7DTSWc4goEUAAwm8Ky1CNYCG69syWr/BJBWLkArvWflL1H/iDwE2I6dH0hKJkeyYtCRFYCThSdZYLuEwo6hCGwGlE9FBsNx//OP2gkAwwBJBBoVgK4SsE8KyQWwuJ8RAoIdCQJvpMXqVnlQA3z4TpRdjsHA1IEo6hss7JFzQQDQYwaE0AHAUmMrSWgAmJKomuRH7D8DmOVWGMAjgHb7T8oBeORR2XcFOcyMyfps2776C/ocwPr7df8rkEMC23xS/0uQLgVm3IBOAHYni1ldneHVcSMJKdbJEYYOQU7BDR+M8VMZeQZUY1tHVNYxlQJnQgJNKNbk9tzGAFovx0CWDXurDkPF1+MVcgBZhzDbbgaoVWdQsftNaIHcNwLQIYCQgCh9SwaC2jfgQ/lPg92qAnQnokIB6gCUcrlVAqNsZqqco+xMtTM2/FTwVxyBofAsvGGgNe25UxqskgxV+ETIkCaCAgFEzkLmqdXuqZ1ARBam6gMAl6/5kSoEUPYfwa/fBNSeBQBi2MZW7wRox8skBgnYTUfgKLeA11O4KDk3gJ0pWzI00BOYxuhOeU9fhwXWqdg/Io7MfuJKKNhBfRrAJisAFJgH1wF4oPYAF4HxyP6oLwN6xhls/f7Lj7jf5dHf9hdeBNoRgJH5L4UB+2TSpBDmBADsCG5U9izYq+Sg25uKqqsJhnJ64JdrcC13Mfan14tAdDL76MhM0qmOFdh2fRxGJBZQoycKI7BkQZ5tFx0v2h+BPw30BrhXH7bweCOA/eWf+kUgFvjxKcChGqAAbuYADCLQ4N5O14j9I/DjftcGe1UDpn7Ogh2LhCrHfyzw098Hwews/aVkkMzkD8qd7JciggNJQItUjoC0CuAjxMLOMzz3r/3h4ADgLcDM+ktOwKwC4HJg9ZmV/RoXWaGBUv1TiYABO8ofWLHwRDLPBd8JCn8quLMWPeMkiPozK5/dNpBCkAPIgnwWiLP9QqAqBc8of6rN1/3wh4VA8gRg9AxARwI7iFgJUCcAKwlBFg50lQIdDoCbMC1rpYKQrBygW+kUMcjkR+CsxvHus/sReCPQRvsR0A74rPCBnXtK6ZVTsdzgYwK+ovaVthE5zCi/8MnydZ+vQgC1AIiFARveINHnJQMbNlHlAbDbiTj7NBmUiYCoNqsiDBNUT+YjoHaSh3Lz3BDBcivedkaSjvqa8X2ypBe+QEQBVl9vBHrmCCi4H7EKcJban00GFcJYvv6H9UlA+i4AXAuAZT/1WWf/LdXv8G6VAQkxlMHPMsJFJ3CJylugstTaU2FPdT3wZpQ9UZ4LiYvU/TswJ1xDRsWZ88v0a0oIFjtDNt7YEQCPEEc0dnX/AwGQ2P9oDkDCAvld9XdP9dEV4I3tbpaenMZ3V2lIn0yCSlv0wyTh1Nkz9p6ppxVGoFU2VV/UOqn+6NKiMbtzdQgmcgRv1P/hJlXdw/C7/dcfajsAifeFDESU27MB+wa5jzoUaOB3LD4SA4v9NVF4LgAnd3ehgeozAHugHianEx6wCR+FG2YeA294whVQYtjvWQRUMw9BlDIkG7b6j4VmVrusOp9s/y0ncJX6R+POAD4kiI0A4L8BQ+Uf3gfg2H/2MBBTfdP+C7vAzdaPAFfIwLSERHVoIoqUBjNKm3EDGVIwx8kAOFLuaL86hkkkxcU/jDgrSh8CUhG9B6iMzc+0iUB7xO6H4EWszLqBb/ghJARgTwKytwI7OYAhBHBcQDYckOtlTmFYABIA3XILbCEJ3QaE1ampsRItHTbsF+mqqpUryCzZzYA/QzJJN+ICPLFqLwPCI/F/aXy5N4YjiRT6akB7BGmd2/INP/ghBGjJPwL+1QnIfGf2X8CuQ4GGEZXoO9UFEOdwhAxYDiCtXE79ngKh2t7LFWTAHwAbSTEKEby2kaqznEHUJ6XmCUJJjaPUdFbFK4CvtI2IprJ/+caVAHQSkD0ObL0MxCgJbnNNqb7+XlX+KATYLlwdky4NZVaRxY/ZcMGLZwNHkCaXCPwZ1bbOBZXNyS0wkJruSKmll1w9CsrHdACzZOBdYwWwYj7CcAhcijf+8o0/KHYAkgzs/u4Trqm+/g7gKYUDRNG7F4jKhTlAbz+SbgNjdz+g0S5yA0wFO5AQAnHVzwOoZ/vPAn8yMeclKSMlPwOspm1nhO2oeRZEM+0qgH8q9d/O8ZtWAig4AMGQuRDIWQ48JAUBkO3eRcDWuQSi+pETQOBSdpxQ/kjJI7IYljkrVXaBlajpZxbqeGrOQEDzGqA8OoywfvdqHP5+IICznEKFSDJOYhjvm35g0QEkFwIh2Bm4w3AgcAJ6MrV5R+y9BpcmCFQl+oOz8MByE0qNu/EK4UDkJBihWHF7Bvz4m5jAJct+I8Wn+6+I1a8YE0k4+OwBtaLwlbYZwIfjrQQwrP4jK/82+6+2y8q/IQmolR2SiNvvqFUc3x/A9jOwESfAgB6BnxGJFR6E9tWbhJ499ey9FUbIhDT6ejadAjwKMbSVtkgxY7kvAOuZjwFn1fvq0CACeAhucGPycejzzT9gdABYERheCLqDUQhh+0qeC2iYNcBvWf4wMWgQhE7+CdHoC04TAlFy0zkY6+41udAJkyANar8JKVIHEBFEspYfOZLIxofkmSEOr82B+H9WvWcIoALaStuILNj+bdtKAF4JUKu+uQpQx/5AFKj6NBwQeiLOYCCxKEegCELb++GHcCoCA2taYHXU0IrtXTJhjsd5kKcDpziDBEEgQZkkg+MBWVigiYjA/T3gZofjGI4kC+azwTszXgTaqwlgHX/5ls97tRRYVL2tADRCgUH1yYKgDofE4nc4VqDG/EGbE0ZiziMIF/yGYlCHYJEKKzviJLaOEWTbQ5CQpN9AAhcoP5JWGaBA8lmyKYHZI+FgldwMeLNhgncNlX0RWczufyAAWQqcjP2tCgACV+Z+t0RYAUmIpAOxEdtHTmDbTybBsHaAnIMmiuHmatcBk9m8iexcEgrqVgP2c6cxvFL+LMii2HkYJ5Er8H6TaeL4ANj/CKSPofiIowcH8P23COBGnwHQhOBVALxHg1l4kCED0mbIEVjqTIhk+4GT26dJIXAF0yGBQR4U6MR5ZNsNTkIRS0mVsa8ir+o4LnF4ZKvPYXKV3xWK/1o4gG/9/ioJKC8E9dyAAXaM75sDANDp+N8LA7p3CyjF1Y5B3xxKEsZ6AVo5SIDYZHMvGRUlqqLseLCSbzunpBVGMsy6hTA0icAWXf9sIjC45irZyPzKuJUjIH4KxR8cwLd+v50A1PMAmOzTnwXTYvkld7Bth5uM+9uBo3yAodKR8uP4HUEQ5dFtGYEM25QCDwQQqVAEzAgcQdx/JvipC4jICX50Cpxk/wzoorCkAsrM8WbHM0WCEGXU9qr9y0oAWwiglH8LCYz1/w3wqvznqr5BDhqsUwuEqg5BkUwHdgOI2yGsx02tHIHcaGd/pMQIbArMRF7hCGAwFMqAxWwTEdys+sO9zJzfjBuoKPVVba8lgGISsFsApElivyE45wdXADdNhwUdlkm8nnYCCeWXY+l439tecgvG5OxuZqSMjnPoJnwWYJETYUoenWOkaBP9M2C2yDML8my72fg/Am2FLKKxZvZvfb7t+77KAWxOwEj8NXUHp7DNb3QBCvwSAnSCq0MAQhiitugOcCzcbsX71qrAri9OXEY21nMGHUu9GnG4oQVncMg2Z8FPSDEFNMcVHemf6ssIidw3a6wsyM9oVwXhUQLwznkQMVIKbQRAV/45RKDJoAHcIQMhiwjUQwjQscer3hYh0BWBxhhCNCzej/ZZx9FuIsolHLbMFUWfAXIUviAY2ecKOUVjMTIoXH8EmAwhRSA/Cuoj/c255pHot33uQw6A5QFku5cLQGAjMSDmLCcw4BImixUaCDCZkntuwGtPCcABCx6nHBJkVDg7qSuvwEoAcQDIBPi9MTIAKyt59rcKyGWWHCr9IvJ4kv2NAII8gIC1Wwqs1wUAoi0yEABrx82UP+sGziCFDsgkHLDyBN1N80gjqCLg+CkQJOPqdn4BUOhEniENVJtE/2x8TduRa/IAmT1WBMSzxomO8yj7P/65r1YCotIPn0m8j28BFpVvwGdkoCRf2/gOd1k3MNgImIEEyBZZYEKJugVrHYEoi3EsTSzu5HEIZCCFyuQPnMIl4If7kgVMtt0hUkOCMj5XgVex7VM2XU3IlEAQxyPDdP0//n3GlYAh+FWs370OXBbbqWSfblNxAlbbsuUPyMLLBeA9YLafTZruB8+AO2vps+32650Flqem4b4T1d881oyreWICqJLL1e2XjQDkjUDkmX+d5WffEVeWE0CBNJU/qfq6f0eQBdVv/Qw1tdyCBWzGsDJGqBIZgiCAzjqK0kQ6A1hnjOGBNUEwIUmd5AAqxyndB0PFw7nkOAY9R5ePf+9XSUBGBAJudAVt234Ttn37xi4ESGyTE0rnAIBtBqwfAD/+Zl68r8nGdA3RykEsy2TtfJYkKsfWk+wM4GavJwnA2fj/CDCPgqzSPwoLov1HSOUVAeBKwGgtgJH80+AfbL8OC9A66Od0gFy0UiuCa+Sjt0cKboYQRGmHsR0w4vmGE0GRltk+AapuIlTbG9dcDh8mxpkCauL6wt/eUcojfY8AUiv0Wd+tc3ogAA/8xsKfDuykTVP2/YO1GlCLNnUCiii0Cpu7LUfgjUf2WTG/JgXLORwFtbkE2VLQRNKPTgiHjNKASBw7PZZ2J0Vnc+Q4ugsk6gAAG0BJREFUVVKKQH/muZxKCp/4Xv3DQGLn0fI3sEerAPVTghAaaFyllgcDi1Asq43t6yzwI2IIKgHiOFKWjZyjZ3XZBMuAOJqYbTJVwwuDfIb/l8FR2cy5VX6Ts0HmZdunz90i7eClJZnjZdoMv1EjAMcFbLiYAT+x8TpX0DCeAHPXxAA5XTug7YiW7on9NPYPwgLtEEKiSNjcTg2y4YSehCeBv+xUZid98ne5khCmwHaQDGeOGfVZVgKwqgAiiBH4U2XAfTCco1qxNcAZxiOAm+J/kSvwEoYU4Anl325ath0hr5BYNPDYq9Sr4LzY+reJfBZZVa/vhPYRGGf2Z/p4bZZPfM++CmCFAF4YIETR/upnApw3AqUJAQ4ShQPD/ovA3wjdANDwwxvKZbVjN45uSwI427eqnIywpsbIKOT7iAAy4Ix+p5kxMn2kzSsCCKoA+AiwJoOOAJTtF8vPSAK3NSFLhAJdPwLuTKiwHc8jhsx+1YaGBSRxJdeadQgWETBVTJNG0mVEE3TbXww9yg6lmPzL/gapawNSitpXgIdcF40783tlzmUd94EAEiVAuc8m+HWOoCH61fxAy19R/mplAElHicqrryeD3wM1fVkpm1gBkOgxHEV0gZA4VnpiFlQ5MzHNNoXjpM+9APBozKuI59BvpgAwJgE/B0KA6CWgrP7vZP4bWcBJZJYEI1FYQuzlAtw8gTFg2jXs12I+diz7gQA9tu/2GaRkOQvrfYapiZgNR6znyMn1zQCkpG7GOZfG0PenQAAZIM6cS2bcq9osnxAC0C6AgH14+Ie9EIQQwoY5FRo0HAbbKY5In3Yf2QtHEGVWiGEAVhHow1cHPHgeJnAZqAIll3GrSUdKBkdyBmQF41WTsxv3LMK6mAAe5bdwSKt6/AcCMEIAmevrbz88A7Dv1CofVQQ66w9ftAJrMdSuAHD46ucIiEGDeRDcKCwgB43KgZYa47l4biIav0QyybjfOufhWGcRiQHK7nivKQFUATcQ+Ylgnhl7+cT3sEOARgDO038dATjZ/w74AKTM9q05AScjBY8YEHRVy4/Kr4mEKZXbRnaSa/IAvR3HISk3CZkkr3AMOPeM3c2SiTtWAfyzgDyz3+xYZ/6e6XPoCMBZ9tuAboB8cALKIbT5x54H2CeVBrkGOHUFHjFQNlBJ6wnVZ+AWgogA3Fg6cVymuJ1zME/kYQdT0CwgXTUpEFdmUodtCgQQjrVf2NXtMuNn2lTu18x4rxyACgO8sp+n+ts+A+Rs+a+0Z1jFfXS/ASLLGQxjJEAYlgpn1FwdN0UazloDD6wR4aQVH4GTPP+ZCUkn/MmhxtWgsu7H7O9x5fkun/hsFQKw5B+AGsGfjfc9UrDIYjukmmjatlv4taoAFduvyccFWYJIvOSdFvIo7s8Avps0ScBaE606VoVUdFvL9byO4Inc2PvhnEcC2CfL+mf7p+P//ar1dgTsEA7AmJ1gFrZ36k36tXEjV8CshFwT3tEsqBPt2rDQNqX68GNl2kfEUQGmpcQR+VSOkQJIQf2vUMorxkxdd1R+hbl6aLzmAMhCnuEZAKPmrxW+EYAFcGtpsLM9dATgUrSiMvLQbSruYArQCaKIAJxyCjgxnGN6hGLuyy55npicFuEcJZSjAD7aPwvOK46TGfPBAej4nz3959T8B8VXYMR5aK4HIACOLD8DLZvzlp2nZiAB1G1+J9pVbD8jrdR6Awts5PymQL+Pf6j6EBCCNVHN/7iV/lgq6XkWCcn1k2NmwX2UxLLHyQBeLkPGXD7x3cccQGbdP1P9UPmt5CAAqiMLOVvD8re2XkjggHXASALUWfAzl4BzKLT0wblk+kdt0vuNc6lMbBPkhtU9tMpRgfUogGaApfmi8lsdPd9S/44ASLyPQEelZwlATQqIPU/56ctB1MtEGI61slP1NybvU4LfELBXmxMZfzZGxnGkQY8HgB9rxkVM9XkK0imqfYUYqgRYAnHBEelxXzkAJwcg4EOFz9p+5hSasBPlZuGCMgIPIkwmiN50RjWg+22zDsFxHRnwR21cEKtzjADvTUx0OzMgjsY2VbEI/iq4ps+L3JiKslfPszJ2pS2exwMBZHMA+8Re709HAGxxELTtnACgWZNIa5ew/APY9c0xngno+qlBXHxfDP7tBlaOwSZjsn+GFLZJciAMOUQYRQI4dKxHBvWVJDAz9vKJz4rXAYjidiHA/sPRtQDWE4LGOwIt1e+2KxvgEsD7DPyotNPqXwQNO84ApIkxI3IJwXryMcPjnUAAVeCd1f6MaxsJgNX9WXjgKbzlCIwyX7vn3jJhpZCUAGBjRBCKTzjukoraOlfbp04iooTk04mFic4I6QiwvQkvp+XlL44cewYkZwF0uDZ1D2Ztu76VR8ZZPv5ZDxpOwwDr+X9P4ZV9b66B2HodRmgXnHEGrc8Tgz98B4GF4wJp0Bud7B+BqDu9fcxMn6hNaT+5llL/IsnNkMNMn9eZUDYC0M/5I2jXzxqowzaw9l1bZzsCl1p9I1zQJCHkhffeVH+HJBgA9HwysZYE4TA/Z/sZziECi+clPAXOKg62y5xLFHJMjZFU2ciVnA30GRJ4jD7Lxz/zVQ5AwFVa/rt3osAv5gIQ3A+25OFuenbefV6AlBLZeBb4U/hMNSLQC8gonPyzx7Xq7gapyObwfKJx4SfIOJmzjveYQM78VlW7PktU2eseCSCI9wegW5Y/SQwakDpksPYLM1juofVTQHFxE71NKGkJQmyGDTyt9qsFGeCYo8N5ZcfJtnMnsvo9smNm2mWBUHU50bFnjvvYY67H6wiAvvLLyQPgk3xWqKCFRZSdAbdti5KBilws8YrcAd70cgxfJYtAYQPI97uPEog62DbxCmNGE7UKJjx2duwz2kVjXLl/hiAihzEz5isCCFYByhzRCj0A37H92xjE1neuwtmP/V1nQBYKWfMbQ40MCKvtD5EMO6ErgBqMGQGBnWa6z37sdPujoUYUipy4f9a+R0A/c9zl277bXgXYRQABjsDUIK0Anym7DiW0m2CCaS0ZHsggafuzYO6GSwCQNkn0CwnojDESYUwFjDjcTL9osVHZTTwigCMgvu77txCAEkCy7s9IAcHI3IIGNoJwIAV0ppmwYD+4xgn9HoCpAuIQl0aDsF9nH0J6KDWo2v5DKk86zxy/QjCZtq9Tm+hcrtq/EUCn9M4LQIYwYL+x5mpABUgK8H0jgmH47IC/U38Sl1fBnwV+GryzuYILwd+GTl5ENPmyzNONkzx2xg7PklP2ujLtHqtNdJxov3YljQBEibW1t7Y34CVW/Wngt3vv9MXxB4sPd5w5CBY+6PESTvihCUzU7JzF68uCwzrnSnKudCx1MZmJUxo/itWTP+bMeWX7PEW7s46ZGSdq00IA+uYfou4DkEG9vX2W7Weqz8gBccjcAQNPRfnNuUjcCQPB6a7BZIMqBI32SfBVjhZNtm6sxPFL48HglX5XtM2OeWa7zFhWm+VbP6NPAgrYXOX3VH8fwFT9qEqg+rvq76izRxQZfEVlQXcOJ4nDBdgZY6TZKoZ6ZpLFo4iq8JZHj1Htf1X7K8bNjDnTZiCAyPLPxvs4LnUEiaW/HaifCPyReEXEkSGfM22/nO82OaKTTyP4QMOLQo/M5NdnfXWf6viZ9pk263Vm2m0hwOoAUK3NxUCBsrvEkFH9YI1AN3+zFYHki0M6UBog8bCDYcth0SUHOgW3pwxyAPiJ9wvMjp6Z7Gzsx+pXPU62/RntGgFYyt/IQVnS9au3DwHL6vc6RIjWASDIBntvOMvsSkAPwBZuuu0HQBuNUwUFPd+LwZ+diFc4kPSxyQ/52H2rx6u0z7bV7ZZvkRyAEddr694BP3IFmXyAE/NHlt8iAv2fjXju1wJ/Cvhq4AzOzDZO58y4mXxClUxObX/4IvqzyU547xqOjnGkf7VvpX2p7bd8eCIJKIpLXAFTfq322jl0feCOee00qC2HYIHfUt408GFgb26n5v0JawVmiOVUgHuDpX6E+GwqEzseLRcnXz3OzDVV+3jtl5UAEKAIOhO40WO+mZifOA5KBEG7DuCJhUADIcDkZPPUJIQDil21/dP4KXYsNs9g46HNgYGrkz1/UucRwHrMo+c527/abwwBdgLoSIAou1bjSNU98jD/81Ct/t7/IyAuRPocAH9F9be2pEM0x+l+tTEag03u11H55Zy2yTZzURUUH2xbBVDmcEfGfOy+yzfrEMBaCrzfTAbsiBwyYcGg/oSEAOu9sKi2oe2fUP3WJQnacN4XbH84lp6VB9xJZoKn25RPPD3yaQ2PAC5zEkfHP9I/03cjAAbgAegHFv9YBMEsPyqsPgcNbNaWgb+bh4QsNLHgjWV9Q4IxZoZFIubxghmWcRWZSVrgj/xwb8Df/VYZMEY/7hVjPBAAgIIqvKHGkfJ3Y0UEsl99+L4AaQcoxLmm593Z4Gfz2pvrw76kg5giBXIiV+EwHDdsEE336/efAaiZszzzuEfHWr7508k7ARXIEMjMGZhKnnkpKGnDxhu2ESWfAX8K0Jn/ZwBmgjn3E7Y/i5uIWDITM3uszFgdYV01cPVEgvZHwXP0dK46fmXc5Zs+nZcBN8BFqn10v7H8V5NMZ7kTVYHBoicBTMkgqaqhC3AaRHiJ9m8TccJZeBM4dUw2wIHrjABVmdjkJ2nDV8eJzuus/VeelzX2RgCDwnuLghxV74CbedQ3Uy5MvBQkUn53P7odreIJUFnzvdueGKdq+b3xLwF2NqE/zRxnweiDNc6VpLD+Uo0AGnjBWg92f6dVur2yNFhA59h4nEfb5+T6fw2MCPxU9ZV8mG3UXKNzn1yjnqIRZtz9RXIpinaIplkiCgd+08D9Bc4ihuUbMQRQkzXrDBAv4UNBcllR+IDK/Ejgb5MZZnVEIJ7V9J4M9EAdEUI7ZqZhVrkzZJawFslTegPvR/gFMiSxEYBW2PX7oPIROWTe+JsIHzoygS/6fDTwjiq/Bv8s8BmJAOfR2x6BxnMW1dDBIyxrTkbnt/VzGqX6PwIgjhxCX0MGXEeO9xh912t4IIAo5nfAj2o0kAaqeDLb341hHNcDf/QEoAvsI8lCA4nW5D/iAE5558ABxR/O/SDCD3a/DCuZ83q/E8HyDZ/mVAF2pCEoKcizdj5DJEIaVfAnlgJXwT/lApxS3wzoM2DLTNSK8mfHE+UvtS/A9apxM6fwlMeW81vJ5WrnsREAA/W2LQHsVMyfGKez/gr8Q1ignEXm8V8PzFXXYIHJUmY2mWbIwPq/EvWEzkzeTJuQNMgg2XEzIJwJb6rjHgp7zjrYI43D3MryX8EBWHZ+VvUtEmGAbseAGUSPWwT/2apvglntOAv0bRwDWRnAXdYmM/BkEvKpgZm8tEeC7nWH6QhgRvVdkColt9rKcT1ioC4gsP0V8LttjUnMwFkBvjXJhu2EFGcBEk3saL8cN5uHmD3PaMpnzzMax9v/GMc4cn5n9N0IANXXBWnmPQCi0Enwb8AO2mbAXwFw1fJXiKQBxLg7FYJAR8aGiyboZfvVwNFxMhN1ZoyZPplzie5hZYzXve3y9RICEBAOZJAEdQnQxpiuG3DWBWA//RnJhu5TdyskFTIDKwBPtU2qfwQGb3/Ut/utEo0TTUxczPSd6ZMF5pVjZ88hanfkHDcCiAC7HSAqFQJthi4icAlU8YMyImPtAcAOmLBtCHzCHikwR6GEvtMnVxQY6ZFD2vMt8TDTjFN5yj5Xgisa29t/BNSV4y5f/6nj04ADABNZfI8kqJor5XcVPwF+D7RybimSgF/PHDNQ5YhAPCC2vkl3EYF6VvlpP7VxZpJW+lTasntbAYLVduYcKse9evzoXJav+9RX6wBkMnUKfgH4U+VFDcTkcmANCAR/SBIF8M+CPOUUCDnijZwB9UyfDlSJmZpo0s3HTPtMm7McRMkNRcgK9s9e18HDDt03AugArx7qMfftQ0XKP+MmvD4U4HguhDi8PpV9mfUGTJFToJdrMGaGNWHO2u46iYCQjgAwC4RsuyxRZoA0c8xo3CvGjI7p3dvla4kD2Dqom06JIOsOEs8A4A9jOZCzwV9yBKpxBtSZNt01JY5h3cwzicA7p84VZGZech1AFhjZdjPneYTIop+iet7ReGed60YAFuBc9T8R/IPiF2N+Rh6RWtM+xEmIw/EmlEckacA6KnsGuL0JaO5LJv2ykztqF+2fBXV23LNApcc5cnyPCM4Yd/kv6ACyoM62q7wSTD+BaDiQlAuYLBNSIBeAGRGBSQbkTlZAf0bb4dySbqQ62TOTNtPGDVkIarJjnkkCR45Z/V1nHMPa5xUBwEQ/TfnhF3DHJC8TYa7gKPhLqg8Hi4Bd3W9ZbDZhzgB3ZYx2bs7szUzsqM3R/Y/pBqJzPZM0HgP4eD0bAaTi/WxeoBDvD6SQIAzG/K1bslJgEUF3o48+XUhi32EiFev8WYKYAjzOPBCDSFkicHj7o75Zlc+MQy4vurS2vzp+9ryvtveZ81i+5lPGMiBT3zRJ7J3Tig9UHvVxHYC6SxmQm22csVwC2q8lcgTbGGRWHQF4tq83KbYxjNkegWAW6NG4mUk84wYyx50Zt3K+FgFUzu2o+9gIIALeVeBHuxmdQxb8VeAP48IAEZCn9zvHsCZQFuDZdvQ4CeWPJudTE0F0fjNOoDLmEQKoHmfmWjRhLF8dOQA1KVygFpKDrwP4B7IwgDkNdOYIDJBlgXt2O7wPenJEE3IG7DN9qhM9Ou8rx5slgMo5zzoT5hY2AjBBfTL48cfZhs6+OhzOvANtArBpR5AA5mEiIHc5GjPrCLLEcIXyW5O3uj07sTNgybTJgjU7Vna8KtEebe/1X/6z5QAmwT+AnL1g9CD4hTzcsMAiDba9mPCLQEv3G2RlTfoMoDNtvEnZ+quBZlR6Buwzx7lCvTMAz7SZIYDsuFlyZCrvnddGAIMDCMDfgbxCFIkKgUcg2q6m1X3/VWj7yTUD7Ec1iSHhLrJEcAT0dLIVKxHRRKwSQQSAq/dH15PdX2030z76LRj4oz7LV2kHQJRqIAgB1GOD31DRChF0bR3lM8GcKO91fYvuwmJr73y8yeQSRlL5zwL1rOJHk/jo/oxyR8e4GtDZ41fPoyeAQhKvVBk4Q/kD8FdIYLvhCTLxQozIAWzDBwCLQB3tj87BnQwTyl8hgkrbzKSNAHD1/gxJZNtkrhfVPLo2rfyV9hsBlMH8RMpfBjn8MpbyZ8asEEEbT/1GFZWOgB/tD13EBcpfBfwVbiCa+FfvrwA7OpfKWLNksZ7D8p8+lFwI9AS2H1U0A1Rp47YlwLTaTwF/7xSB9Oj+I+pfeX15SCYGyWYm5etGAhlQPmabqxwFjrsRgAaO+f0k5ccTcI+dBGuaHJLjReByCSNQ16PAj/qHgIUBKqrN2h7tH6ncFQQRgSoCeLQ/Gj+65gxxasufPSZrt/zHrAN4jcCfBjyG4RPPCZQdgAOuCLgeqUSEFIIeZt0VQD46pjeBryCBCMRX788CNjqPCplYx9wIIHQAB8GfVvwT3gNAgTQBflflme0l7qJCIDMgzwCvtQmcSZpECi82rTiECBTVsWbHi/pl9kdtzgT20bGW/xA5gNcc/K4bOAh8D8DdD3/kPygplhVLoL9Q+TPnESlUFdTV9rPOIgLw0f1HQRv9rjpE8I63EYDpAF5D8LuAP2j5o7GpSkMn/UNXvlfaZtxCa3Oh8lcAWWk7C9yzjpEFmAes2X3ZY2dIKNNm+feWA3hC8FeASNuS9QxZNbeOTfur38i6edkxI2BnVFc7kyPWPnO8yvhntI0m9WOSwBGQRy7g6P4skWwEMDiASfDjzTFdxX5m3f4CYCNyyCzwicZIkQUBv6fiFYWvtDVB9cjKnyWLqrqfBehZsM4CcbZfFrjR+BFRynGWf6cdwCT4GahSJBCAPwJrtx++6GOnQK3icVO5T3p+oAL0qG13fYScvImVAW/p+CoIzYxfPb8qkUSAuIIgZseMzjWzP9NmPb+NABpYXgPwlwAPE02vZjwT8BHJsMn7ZG6AzLoMAM9qU7H5Z6j7GWNkVLd6nCwAFVe2r5HCn7V/+crVAVSeAUALbyjhrPJ7LsIC9NaHKN4lDsBQVtMpOI7CIyg2ebxjzKr/DOgzfSok8NhtI2CeCfQjID3SN7pG3L985cvEOgAE/ZFXfSceCio7AMO1uIShriflFhySqQL2DMKgx0yofwbAnnupALYCpsx5PUaY8H4ILSoAjxzG8hUvi88C7Ee3VB5PjrZJuA02BgVp4EBSwM7E/cn1BBVV90A2tQ86RQCOCCuz/ygRZAF/lETOBLSnypXz9Igssy8igIp7WP7tTgAhcCfVuyOBE8DfLq4A/shVuERhAGsKpBeFBNH/gmRNqogoov2PRQJHj/MYJDBDDkeAPHs8fcxGAJaiVwHMwLZtS4Df7Kst+8HKgQX44fj7hizYz24XKbH8rmjzItAe3R+dU9WmZ53AB5UEZoE8228ggH+TdQAFADMgpQhGAZ0SAlHkSOGj/VZ4MRNCZPvMtuv6JQgqA9gqKWTBmAV3tl32uGcpvgWy6vZZpT8L5CgQlAA85a2qtwZ6RflDB5AEfwT4aL+21Fb7LIhn+kfAzfzHIhVgR22j8zmq/BVQZc61SgKV41fH9n6bWXI4q9/y5SoJiAMfBb9Xm7ccwXB8cQVE7QayIW8groI0s5KwOmYEHm9Cm/suUP+MEp/V5oiaV8B6VdsZEphR9Jk+FXLYCMAE0oTtb2OpCZoBq+kAjLFMsgDP4x33TOsfugohMnJuEUEM56lmRaSIV+/PnP8RwGfHrxzjyrZnksPlBPBlRhlwxrpnwW8CnWXJC0RymBCS5b4zwV5Wf+hwBNhH+lqW9rHdwVF1P9r/dQZ6ljiWlQC0SjIbPLRRilYFv0cC7Yc9WOrLAFWf94y9n+ljnZurdie8YnzquMS9PAUJHAVshqCs63oMsFeuzzvPaB8eZ/lS7QCU4jJVNckgUGurH1XuiVJfilSYFTdUtUIgR0nA67/tU7OjouBll2GEKVnQZ4EWXUPFps8es3KM15EEskoPt3T7KP02AojUO0UCk+CnoCWAzII7Au2w3yG8o6COzoUBioKCnKPrFBjJqRlQcQLVY2WJIjNuBaCvIwlUVX0G0NVjdATwMXEAAYBdEnhC8Ecgc/efGPNH5xFNdhOQRdt/ptpHCh3tj675CFE8JTFUjv2UriFz7GUlgOp/DNKRwUHwdxPfUeMjDoCCq5BfOOoEZvpr2x+BLavolXEyAM6obnTMzHEqoMuc09HxKv2rbTPAVYZO/ydUbXfkKP4/BnecprBuissAAAAASUVORK5CYII=";
  116381. return TextureTools;
  116382. }());
  116383. BABYLON.TextureTools = TextureTools;
  116384. })(BABYLON || (BABYLON = {}));
  116385. //# sourceMappingURL=babylon.textureTools.js.map
  116386. var BABYLON;
  116387. (function (BABYLON) {
  116388. /**
  116389. * The framing behavior (BABYLON.FramingBehavior) is designed to automatically position an ArcRotateCamera when its target is set to a mesh. It is also useful if you want to prevent the camera to go under a virtual horizontal plane.
  116390. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  116391. */
  116392. var FramingBehavior = /** @class */ (function () {
  116393. function FramingBehavior() {
  116394. this._mode = FramingBehavior.FitFrustumSidesMode;
  116395. this._radiusScale = 1.0;
  116396. this._positionScale = 0.5;
  116397. this._defaultElevation = 0.3;
  116398. this._elevationReturnTime = 1500;
  116399. this._elevationReturnWaitTime = 1000;
  116400. this._zoomStopsAnimation = false;
  116401. this._framingTime = 1500;
  116402. /**
  116403. * Define if the behavior should automatically change the configured
  116404. * camera limits and sensibilities.
  116405. */
  116406. this.autoCorrectCameraLimitsAndSensibility = true;
  116407. this._isPointerDown = false;
  116408. this._lastInteractionTime = -Infinity;
  116409. // Framing control
  116410. this._animatables = new Array();
  116411. this._betaIsAnimating = false;
  116412. }
  116413. Object.defineProperty(FramingBehavior.prototype, "name", {
  116414. /**
  116415. * Gets the name of the behavior.
  116416. */
  116417. get: function () {
  116418. return "Framing";
  116419. },
  116420. enumerable: true,
  116421. configurable: true
  116422. });
  116423. Object.defineProperty(FramingBehavior.prototype, "mode", {
  116424. /**
  116425. * Gets current mode used by the behavior.
  116426. */
  116427. get: function () {
  116428. return this._mode;
  116429. },
  116430. /**
  116431. * Sets the current mode used by the behavior
  116432. */
  116433. set: function (mode) {
  116434. this._mode = mode;
  116435. },
  116436. enumerable: true,
  116437. configurable: true
  116438. });
  116439. Object.defineProperty(FramingBehavior.prototype, "radiusScale", {
  116440. /**
  116441. * Gets the scale applied to the radius
  116442. */
  116443. get: function () {
  116444. return this._radiusScale;
  116445. },
  116446. /**
  116447. * Sets the scale applied to the radius (1 by default)
  116448. */
  116449. set: function (radius) {
  116450. this._radiusScale = radius;
  116451. },
  116452. enumerable: true,
  116453. configurable: true
  116454. });
  116455. Object.defineProperty(FramingBehavior.prototype, "positionScale", {
  116456. /**
  116457. * Gets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.
  116458. */
  116459. get: function () {
  116460. return this._positionScale;
  116461. },
  116462. /**
  116463. * Sets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.
  116464. */
  116465. set: function (scale) {
  116466. this._positionScale = scale;
  116467. },
  116468. enumerable: true,
  116469. configurable: true
  116470. });
  116471. Object.defineProperty(FramingBehavior.prototype, "defaultElevation", {
  116472. /**
  116473. * Gets the angle above/below the horizontal plane to return to when the return to default elevation idle
  116474. * behaviour is triggered, in radians.
  116475. */
  116476. get: function () {
  116477. return this._defaultElevation;
  116478. },
  116479. /**
  116480. * Sets the angle above/below the horizontal plane to return to when the return to default elevation idle
  116481. * behaviour is triggered, in radians.
  116482. */
  116483. set: function (elevation) {
  116484. this._defaultElevation = elevation;
  116485. },
  116486. enumerable: true,
  116487. configurable: true
  116488. });
  116489. Object.defineProperty(FramingBehavior.prototype, "elevationReturnTime", {
  116490. /**
  116491. * Gets the time (in milliseconds) taken to return to the default beta position.
  116492. * Negative value indicates camera should not return to default.
  116493. */
  116494. get: function () {
  116495. return this._elevationReturnTime;
  116496. },
  116497. /**
  116498. * Sets the time (in milliseconds) taken to return to the default beta position.
  116499. * Negative value indicates camera should not return to default.
  116500. */
  116501. set: function (speed) {
  116502. this._elevationReturnTime = speed;
  116503. },
  116504. enumerable: true,
  116505. configurable: true
  116506. });
  116507. Object.defineProperty(FramingBehavior.prototype, "elevationReturnWaitTime", {
  116508. /**
  116509. * Gets the delay (in milliseconds) taken before the camera returns to the default beta position.
  116510. */
  116511. get: function () {
  116512. return this._elevationReturnWaitTime;
  116513. },
  116514. /**
  116515. * Sets the delay (in milliseconds) taken before the camera returns to the default beta position.
  116516. */
  116517. set: function (time) {
  116518. this._elevationReturnWaitTime = time;
  116519. },
  116520. enumerable: true,
  116521. configurable: true
  116522. });
  116523. Object.defineProperty(FramingBehavior.prototype, "zoomStopsAnimation", {
  116524. /**
  116525. * Gets the flag that indicates if user zooming should stop animation.
  116526. */
  116527. get: function () {
  116528. return this._zoomStopsAnimation;
  116529. },
  116530. /**
  116531. * Sets the flag that indicates if user zooming should stop animation.
  116532. */
  116533. set: function (flag) {
  116534. this._zoomStopsAnimation = flag;
  116535. },
  116536. enumerable: true,
  116537. configurable: true
  116538. });
  116539. Object.defineProperty(FramingBehavior.prototype, "framingTime", {
  116540. /**
  116541. * Gets the transition time when framing the mesh, in milliseconds
  116542. */
  116543. get: function () {
  116544. return this._framingTime;
  116545. },
  116546. /**
  116547. * Sets the transition time when framing the mesh, in milliseconds
  116548. */
  116549. set: function (time) {
  116550. this._framingTime = time;
  116551. },
  116552. enumerable: true,
  116553. configurable: true
  116554. });
  116555. /**
  116556. * Initializes the behavior.
  116557. */
  116558. FramingBehavior.prototype.init = function () {
  116559. // Do notihng
  116560. };
  116561. /**
  116562. * Attaches the behavior to its arc rotate camera.
  116563. * @param camera Defines the camera to attach the behavior to
  116564. */
  116565. FramingBehavior.prototype.attach = function (camera) {
  116566. var _this = this;
  116567. this._attachedCamera = camera;
  116568. var scene = this._attachedCamera.getScene();
  116569. FramingBehavior.EasingFunction.setEasingMode(FramingBehavior.EasingMode);
  116570. this._onPrePointerObservableObserver = scene.onPrePointerObservable.add(function (pointerInfoPre) {
  116571. if (pointerInfoPre.type === BABYLON.PointerEventTypes.POINTERDOWN) {
  116572. _this._isPointerDown = true;
  116573. return;
  116574. }
  116575. if (pointerInfoPre.type === BABYLON.PointerEventTypes.POINTERUP) {
  116576. _this._isPointerDown = false;
  116577. }
  116578. });
  116579. this._onMeshTargetChangedObserver = camera.onMeshTargetChangedObservable.add(function (mesh) {
  116580. if (mesh) {
  116581. _this.zoomOnMesh(mesh);
  116582. }
  116583. });
  116584. this._onAfterCheckInputsObserver = camera.onAfterCheckInputsObservable.add(function () {
  116585. // Stop the animation if there is user interaction and the animation should stop for this interaction
  116586. _this._applyUserInteraction();
  116587. // Maintain the camera above the ground. If the user pulls the camera beneath the ground plane, lift it
  116588. // back to the default position after a given timeout
  116589. _this._maintainCameraAboveGround();
  116590. });
  116591. };
  116592. /**
  116593. * Detaches the behavior from its current arc rotate camera.
  116594. */
  116595. FramingBehavior.prototype.detach = function () {
  116596. if (!this._attachedCamera) {
  116597. return;
  116598. }
  116599. var scene = this._attachedCamera.getScene();
  116600. if (this._onPrePointerObservableObserver) {
  116601. scene.onPrePointerObservable.remove(this._onPrePointerObservableObserver);
  116602. }
  116603. if (this._onAfterCheckInputsObserver) {
  116604. this._attachedCamera.onAfterCheckInputsObservable.remove(this._onAfterCheckInputsObserver);
  116605. }
  116606. if (this._onMeshTargetChangedObserver) {
  116607. this._attachedCamera.onMeshTargetChangedObservable.remove(this._onMeshTargetChangedObserver);
  116608. }
  116609. this._attachedCamera = null;
  116610. };
  116611. /**
  116612. * Targets the given mesh and updates zoom level accordingly.
  116613. * @param mesh The mesh to target.
  116614. * @param radius Optional. If a cached radius position already exists, overrides default.
  116615. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  116616. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  116617. * @param onAnimationEnd Callback triggered at the end of the framing animation
  116618. */
  116619. FramingBehavior.prototype.zoomOnMesh = function (mesh, focusOnOriginXZ, onAnimationEnd) {
  116620. if (focusOnOriginXZ === void 0) { focusOnOriginXZ = false; }
  116621. if (onAnimationEnd === void 0) { onAnimationEnd = null; }
  116622. mesh.computeWorldMatrix(true);
  116623. var boundingBox = mesh.getBoundingInfo().boundingBox;
  116624. this.zoomOnBoundingInfo(boundingBox.minimumWorld, boundingBox.maximumWorld, focusOnOriginXZ, onAnimationEnd);
  116625. };
  116626. /**
  116627. * Targets the given mesh with its children and updates zoom level accordingly.
  116628. * @param mesh The mesh to target.
  116629. * @param radius Optional. If a cached radius position already exists, overrides default.
  116630. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  116631. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  116632. * @param onAnimationEnd Callback triggered at the end of the framing animation
  116633. */
  116634. FramingBehavior.prototype.zoomOnMeshHierarchy = function (mesh, focusOnOriginXZ, onAnimationEnd) {
  116635. if (focusOnOriginXZ === void 0) { focusOnOriginXZ = false; }
  116636. if (onAnimationEnd === void 0) { onAnimationEnd = null; }
  116637. mesh.computeWorldMatrix(true);
  116638. var boundingBox = mesh.getHierarchyBoundingVectors(true);
  116639. this.zoomOnBoundingInfo(boundingBox.min, boundingBox.max, focusOnOriginXZ, onAnimationEnd);
  116640. };
  116641. /**
  116642. * Targets the given meshes with their children and updates zoom level accordingly.
  116643. * @param meshes The mesh to target.
  116644. * @param radius Optional. If a cached radius position already exists, overrides default.
  116645. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  116646. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  116647. * @param onAnimationEnd Callback triggered at the end of the framing animation
  116648. */
  116649. FramingBehavior.prototype.zoomOnMeshesHierarchy = function (meshes, focusOnOriginXZ, onAnimationEnd) {
  116650. if (focusOnOriginXZ === void 0) { focusOnOriginXZ = false; }
  116651. if (onAnimationEnd === void 0) { onAnimationEnd = null; }
  116652. var min = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  116653. var max = new BABYLON.Vector3(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE);
  116654. for (var i = 0; i < meshes.length; i++) {
  116655. var boundingInfo = meshes[i].getHierarchyBoundingVectors(true);
  116656. BABYLON.Tools.CheckExtends(boundingInfo.min, min, max);
  116657. BABYLON.Tools.CheckExtends(boundingInfo.max, min, max);
  116658. }
  116659. this.zoomOnBoundingInfo(min, max, focusOnOriginXZ, onAnimationEnd);
  116660. };
  116661. /**
  116662. * Targets the bounding box info defined by its extends and updates zoom level accordingly.
  116663. * @param minimumWorld Determines the smaller position of the bounding box extend
  116664. * @param maximumWorld Determines the bigger position of the bounding box extend
  116665. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  116666. * @param onAnimationEnd Callback triggered at the end of the framing animation
  116667. */
  116668. FramingBehavior.prototype.zoomOnBoundingInfo = function (minimumWorld, maximumWorld, focusOnOriginXZ, onAnimationEnd) {
  116669. var _this = this;
  116670. if (focusOnOriginXZ === void 0) { focusOnOriginXZ = false; }
  116671. if (onAnimationEnd === void 0) { onAnimationEnd = null; }
  116672. var zoomTarget;
  116673. if (!this._attachedCamera) {
  116674. return;
  116675. }
  116676. // Find target by interpolating from bottom of bounding box in world-space to top via framingPositionY
  116677. var bottom = minimumWorld.y;
  116678. var top = maximumWorld.y;
  116679. var zoomTargetY = bottom + (top - bottom) * this._positionScale;
  116680. var radiusWorld = maximumWorld.subtract(minimumWorld).scale(0.5);
  116681. if (focusOnOriginXZ) {
  116682. zoomTarget = new BABYLON.Vector3(0, zoomTargetY, 0);
  116683. }
  116684. else {
  116685. var centerWorld = minimumWorld.add(radiusWorld);
  116686. zoomTarget = new BABYLON.Vector3(centerWorld.x, zoomTargetY, centerWorld.z);
  116687. }
  116688. if (!this._vectorTransition) {
  116689. this._vectorTransition = BABYLON.Animation.CreateAnimation("target", BABYLON.Animation.ANIMATIONTYPE_VECTOR3, 60, FramingBehavior.EasingFunction);
  116690. }
  116691. this._betaIsAnimating = true;
  116692. var animatable = BABYLON.Animation.TransitionTo("target", zoomTarget, this._attachedCamera, this._attachedCamera.getScene(), 60, this._vectorTransition, this._framingTime);
  116693. if (animatable) {
  116694. this._animatables.push(animatable);
  116695. }
  116696. // sets the radius and lower radius bounds
  116697. // Small delta ensures camera is not always at lower zoom limit.
  116698. var radius = 0;
  116699. if (this._mode === FramingBehavior.FitFrustumSidesMode) {
  116700. var position = this._calculateLowerRadiusFromModelBoundingSphere(minimumWorld, maximumWorld);
  116701. if (this.autoCorrectCameraLimitsAndSensibility) {
  116702. this._attachedCamera.lowerRadiusLimit = radiusWorld.length() + this._attachedCamera.minZ;
  116703. }
  116704. radius = position;
  116705. }
  116706. else if (this._mode === FramingBehavior.IgnoreBoundsSizeMode) {
  116707. radius = this._calculateLowerRadiusFromModelBoundingSphere(minimumWorld, maximumWorld);
  116708. if (this.autoCorrectCameraLimitsAndSensibility && this._attachedCamera.lowerRadiusLimit === null) {
  116709. this._attachedCamera.lowerRadiusLimit = this._attachedCamera.minZ;
  116710. }
  116711. }
  116712. // Set sensibilities
  116713. if (this.autoCorrectCameraLimitsAndSensibility) {
  116714. var extend = maximumWorld.subtract(minimumWorld).length();
  116715. this._attachedCamera.panningSensibility = 5000 / extend;
  116716. this._attachedCamera.wheelPrecision = 100 / radius;
  116717. }
  116718. // transition to new radius
  116719. if (!this._radiusTransition) {
  116720. this._radiusTransition = BABYLON.Animation.CreateAnimation("radius", BABYLON.Animation.ANIMATIONTYPE_FLOAT, 60, FramingBehavior.EasingFunction);
  116721. }
  116722. animatable = BABYLON.Animation.TransitionTo("radius", radius, this._attachedCamera, this._attachedCamera.getScene(), 60, this._radiusTransition, this._framingTime, function () {
  116723. _this.stopAllAnimations();
  116724. if (onAnimationEnd) {
  116725. onAnimationEnd();
  116726. }
  116727. if (_this._attachedCamera && _this._attachedCamera.useInputToRestoreState) {
  116728. _this._attachedCamera.storeState();
  116729. }
  116730. });
  116731. if (animatable) {
  116732. this._animatables.push(animatable);
  116733. }
  116734. };
  116735. /**
  116736. * Calculates the lowest radius for the camera based on the bounding box of the mesh.
  116737. * @param mesh The mesh on which to base the calculation. mesh boundingInfo used to estimate necessary
  116738. * frustum width.
  116739. * @return The minimum distance from the primary mesh's center point at which the camera must be kept in order
  116740. * to fully enclose the mesh in the viewing frustum.
  116741. */
  116742. FramingBehavior.prototype._calculateLowerRadiusFromModelBoundingSphere = function (minimumWorld, maximumWorld) {
  116743. var size = maximumWorld.subtract(minimumWorld);
  116744. var boxVectorGlobalDiagonal = size.length();
  116745. var frustumSlope = this._getFrustumSlope();
  116746. // Formula for setting distance
  116747. // (Good explanation: http://stackoverflow.com/questions/2866350/move-camera-to-fit-3d-scene)
  116748. var radiusWithoutFraming = boxVectorGlobalDiagonal * 0.5;
  116749. // Horizon distance
  116750. var radius = radiusWithoutFraming * this._radiusScale;
  116751. var distanceForHorizontalFrustum = radius * Math.sqrt(1.0 + 1.0 / (frustumSlope.x * frustumSlope.x));
  116752. var distanceForVerticalFrustum = radius * Math.sqrt(1.0 + 1.0 / (frustumSlope.y * frustumSlope.y));
  116753. var distance = Math.max(distanceForHorizontalFrustum, distanceForVerticalFrustum);
  116754. var camera = this._attachedCamera;
  116755. if (!camera) {
  116756. return 0;
  116757. }
  116758. if (camera.lowerRadiusLimit && this._mode === FramingBehavior.IgnoreBoundsSizeMode) {
  116759. // Don't exceed the requested limit
  116760. distance = distance < camera.lowerRadiusLimit ? camera.lowerRadiusLimit : distance;
  116761. }
  116762. // Don't exceed the upper radius limit
  116763. if (camera.upperRadiusLimit) {
  116764. distance = distance > camera.upperRadiusLimit ? camera.upperRadiusLimit : distance;
  116765. }
  116766. return distance;
  116767. };
  116768. /**
  116769. * Keeps the camera above the ground plane. If the user pulls the camera below the ground plane, the camera
  116770. * is automatically returned to its default position (expected to be above ground plane).
  116771. */
  116772. FramingBehavior.prototype._maintainCameraAboveGround = function () {
  116773. var _this = this;
  116774. if (this._elevationReturnTime < 0) {
  116775. return;
  116776. }
  116777. var timeSinceInteraction = BABYLON.Tools.Now - this._lastInteractionTime;
  116778. var defaultBeta = Math.PI * 0.5 - this._defaultElevation;
  116779. var limitBeta = Math.PI * 0.5;
  116780. // Bring the camera back up if below the ground plane
  116781. if (this._attachedCamera && !this._betaIsAnimating && this._attachedCamera.beta > limitBeta && timeSinceInteraction >= this._elevationReturnWaitTime) {
  116782. this._betaIsAnimating = true;
  116783. //Transition to new position
  116784. this.stopAllAnimations();
  116785. if (!this._betaTransition) {
  116786. this._betaTransition = BABYLON.Animation.CreateAnimation("beta", BABYLON.Animation.ANIMATIONTYPE_FLOAT, 60, FramingBehavior.EasingFunction);
  116787. }
  116788. var animatabe = BABYLON.Animation.TransitionTo("beta", defaultBeta, this._attachedCamera, this._attachedCamera.getScene(), 60, this._betaTransition, this._elevationReturnTime, function () {
  116789. _this._clearAnimationLocks();
  116790. _this.stopAllAnimations();
  116791. });
  116792. if (animatabe) {
  116793. this._animatables.push(animatabe);
  116794. }
  116795. }
  116796. };
  116797. /**
  116798. * Returns the frustum slope based on the canvas ratio and camera FOV
  116799. * @returns The frustum slope represented as a Vector2 with X and Y slopes
  116800. */
  116801. FramingBehavior.prototype._getFrustumSlope = function () {
  116802. // Calculate the viewport ratio
  116803. // Aspect Ratio is Height/Width.
  116804. var camera = this._attachedCamera;
  116805. if (!camera) {
  116806. return BABYLON.Vector2.Zero();
  116807. }
  116808. var engine = camera.getScene().getEngine();
  116809. var aspectRatio = engine.getAspectRatio(camera);
  116810. // Camera FOV is the vertical field of view (top-bottom) in radians.
  116811. // Slope of the frustum top/bottom planes in view space, relative to the forward vector.
  116812. var frustumSlopeY = Math.tan(camera.fov / 2);
  116813. // Slope of the frustum left/right planes in view space, relative to the forward vector.
  116814. // Provides the amount that one side (e.g. left) of the frustum gets wider for every unit
  116815. // along the forward vector.
  116816. var frustumSlopeX = frustumSlopeY * aspectRatio;
  116817. return new BABYLON.Vector2(frustumSlopeX, frustumSlopeY);
  116818. };
  116819. /**
  116820. * Removes all animation locks. Allows new animations to be added to any of the arcCamera properties.
  116821. */
  116822. FramingBehavior.prototype._clearAnimationLocks = function () {
  116823. this._betaIsAnimating = false;
  116824. };
  116825. /**
  116826. * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.
  116827. */
  116828. FramingBehavior.prototype._applyUserInteraction = function () {
  116829. if (this.isUserIsMoving) {
  116830. this._lastInteractionTime = BABYLON.Tools.Now;
  116831. this.stopAllAnimations();
  116832. this._clearAnimationLocks();
  116833. }
  116834. };
  116835. /**
  116836. * Stops and removes all animations that have been applied to the camera
  116837. */
  116838. FramingBehavior.prototype.stopAllAnimations = function () {
  116839. if (this._attachedCamera) {
  116840. this._attachedCamera.animations = [];
  116841. }
  116842. while (this._animatables.length) {
  116843. if (this._animatables[0]) {
  116844. this._animatables[0].onAnimationEnd = null;
  116845. this._animatables[0].stop();
  116846. }
  116847. this._animatables.shift();
  116848. }
  116849. };
  116850. Object.defineProperty(FramingBehavior.prototype, "isUserIsMoving", {
  116851. /**
  116852. * Gets a value indicating if the user is moving the camera
  116853. */
  116854. get: function () {
  116855. if (!this._attachedCamera) {
  116856. return false;
  116857. }
  116858. return this._attachedCamera.inertialAlphaOffset !== 0 ||
  116859. this._attachedCamera.inertialBetaOffset !== 0 ||
  116860. this._attachedCamera.inertialRadiusOffset !== 0 ||
  116861. this._attachedCamera.inertialPanningX !== 0 ||
  116862. this._attachedCamera.inertialPanningY !== 0 ||
  116863. this._isPointerDown;
  116864. },
  116865. enumerable: true,
  116866. configurable: true
  116867. });
  116868. /**
  116869. * The easing function used by animations
  116870. */
  116871. FramingBehavior.EasingFunction = new BABYLON.ExponentialEase();
  116872. /**
  116873. * The easing mode used by animations
  116874. */
  116875. FramingBehavior.EasingMode = BABYLON.EasingFunction.EASINGMODE_EASEINOUT;
  116876. // Statics
  116877. /**
  116878. * The camera can move all the way towards the mesh.
  116879. */
  116880. FramingBehavior.IgnoreBoundsSizeMode = 0;
  116881. /**
  116882. * The camera is not allowed to zoom closer to the mesh than the point at which the adjusted bounding sphere touches the frustum sides
  116883. */
  116884. FramingBehavior.FitFrustumSidesMode = 1;
  116885. return FramingBehavior;
  116886. }());
  116887. BABYLON.FramingBehavior = FramingBehavior;
  116888. })(BABYLON || (BABYLON = {}));
  116889. //# sourceMappingURL=babylon.framingBehavior.js.map
  116890. var BABYLON;
  116891. (function (BABYLON) {
  116892. /**
  116893. * Add a bouncing effect to an ArcRotateCamera when reaching a specified minimum and maximum radius
  116894. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  116895. */
  116896. var BouncingBehavior = /** @class */ (function () {
  116897. function BouncingBehavior() {
  116898. /**
  116899. * The duration of the animation, in milliseconds
  116900. */
  116901. this.transitionDuration = 450;
  116902. /**
  116903. * Length of the distance animated by the transition when lower radius is reached
  116904. */
  116905. this.lowerRadiusTransitionRange = 2;
  116906. /**
  116907. * Length of the distance animated by the transition when upper radius is reached
  116908. */
  116909. this.upperRadiusTransitionRange = -2;
  116910. this._autoTransitionRange = false;
  116911. // Animations
  116912. this._radiusIsAnimating = false;
  116913. this._radiusBounceTransition = null;
  116914. this._animatables = new Array();
  116915. }
  116916. Object.defineProperty(BouncingBehavior.prototype, "name", {
  116917. /**
  116918. * Gets the name of the behavior.
  116919. */
  116920. get: function () {
  116921. return "Bouncing";
  116922. },
  116923. enumerable: true,
  116924. configurable: true
  116925. });
  116926. Object.defineProperty(BouncingBehavior.prototype, "autoTransitionRange", {
  116927. /**
  116928. * Gets a value indicating if the lowerRadiusTransitionRange and upperRadiusTransitionRange are defined automatically
  116929. */
  116930. get: function () {
  116931. return this._autoTransitionRange;
  116932. },
  116933. /**
  116934. * Sets a value indicating if the lowerRadiusTransitionRange and upperRadiusTransitionRange are defined automatically
  116935. * Transition ranges will be set to 5% of the bounding box diagonal in world space
  116936. */
  116937. set: function (value) {
  116938. var _this = this;
  116939. if (this._autoTransitionRange === value) {
  116940. return;
  116941. }
  116942. this._autoTransitionRange = value;
  116943. var camera = this._attachedCamera;
  116944. if (!camera) {
  116945. return;
  116946. }
  116947. if (value) {
  116948. this._onMeshTargetChangedObserver = camera.onMeshTargetChangedObservable.add(function (mesh) {
  116949. if (!mesh) {
  116950. return;
  116951. }
  116952. mesh.computeWorldMatrix(true);
  116953. var diagonal = mesh.getBoundingInfo().diagonalLength;
  116954. _this.lowerRadiusTransitionRange = diagonal * 0.05;
  116955. _this.upperRadiusTransitionRange = diagonal * 0.05;
  116956. });
  116957. }
  116958. else if (this._onMeshTargetChangedObserver) {
  116959. camera.onMeshTargetChangedObservable.remove(this._onMeshTargetChangedObserver);
  116960. }
  116961. },
  116962. enumerable: true,
  116963. configurable: true
  116964. });
  116965. /**
  116966. * Initializes the behavior.
  116967. */
  116968. BouncingBehavior.prototype.init = function () {
  116969. // Do notihng
  116970. };
  116971. /**
  116972. * Attaches the behavior to its arc rotate camera.
  116973. * @param camera Defines the camera to attach the behavior to
  116974. */
  116975. BouncingBehavior.prototype.attach = function (camera) {
  116976. var _this = this;
  116977. this._attachedCamera = camera;
  116978. this._onAfterCheckInputsObserver = camera.onAfterCheckInputsObservable.add(function () {
  116979. if (!_this._attachedCamera) {
  116980. return;
  116981. }
  116982. // Add the bounce animation to the lower radius limit
  116983. if (_this._isRadiusAtLimit(_this._attachedCamera.lowerRadiusLimit)) {
  116984. _this._applyBoundRadiusAnimation(_this.lowerRadiusTransitionRange);
  116985. }
  116986. // Add the bounce animation to the upper radius limit
  116987. if (_this._isRadiusAtLimit(_this._attachedCamera.upperRadiusLimit)) {
  116988. _this._applyBoundRadiusAnimation(_this.upperRadiusTransitionRange);
  116989. }
  116990. });
  116991. };
  116992. /**
  116993. * Detaches the behavior from its current arc rotate camera.
  116994. */
  116995. BouncingBehavior.prototype.detach = function () {
  116996. if (!this._attachedCamera) {
  116997. return;
  116998. }
  116999. if (this._onAfterCheckInputsObserver) {
  117000. this._attachedCamera.onAfterCheckInputsObservable.remove(this._onAfterCheckInputsObserver);
  117001. }
  117002. if (this._onMeshTargetChangedObserver) {
  117003. this._attachedCamera.onMeshTargetChangedObservable.remove(this._onMeshTargetChangedObserver);
  117004. }
  117005. this._attachedCamera = null;
  117006. };
  117007. /**
  117008. * Checks if the camera radius is at the specified limit. Takes into account animation locks.
  117009. * @param radiusLimit The limit to check against.
  117010. * @return Bool to indicate if at limit.
  117011. */
  117012. BouncingBehavior.prototype._isRadiusAtLimit = function (radiusLimit) {
  117013. if (!this._attachedCamera) {
  117014. return false;
  117015. }
  117016. if (this._attachedCamera.radius === radiusLimit && !this._radiusIsAnimating) {
  117017. return true;
  117018. }
  117019. return false;
  117020. };
  117021. /**
  117022. * Applies an animation to the radius of the camera, extending by the radiusDelta.
  117023. * @param radiusDelta The delta by which to animate to. Can be negative.
  117024. */
  117025. BouncingBehavior.prototype._applyBoundRadiusAnimation = function (radiusDelta) {
  117026. var _this = this;
  117027. if (!this._attachedCamera) {
  117028. return;
  117029. }
  117030. if (!this._radiusBounceTransition) {
  117031. BouncingBehavior.EasingFunction.setEasingMode(BouncingBehavior.EasingMode);
  117032. this._radiusBounceTransition = BABYLON.Animation.CreateAnimation("radius", BABYLON.Animation.ANIMATIONTYPE_FLOAT, 60, BouncingBehavior.EasingFunction);
  117033. }
  117034. // Prevent zoom until bounce has completed
  117035. this._cachedWheelPrecision = this._attachedCamera.wheelPrecision;
  117036. this._attachedCamera.wheelPrecision = Infinity;
  117037. this._attachedCamera.inertialRadiusOffset = 0;
  117038. // Animate to the radius limit
  117039. this.stopAllAnimations();
  117040. this._radiusIsAnimating = true;
  117041. var animatable = BABYLON.Animation.TransitionTo("radius", this._attachedCamera.radius + radiusDelta, this._attachedCamera, this._attachedCamera.getScene(), 60, this._radiusBounceTransition, this.transitionDuration, function () { return _this._clearAnimationLocks(); });
  117042. if (animatable) {
  117043. this._animatables.push(animatable);
  117044. }
  117045. };
  117046. /**
  117047. * Removes all animation locks. Allows new animations to be added to any of the camera properties.
  117048. */
  117049. BouncingBehavior.prototype._clearAnimationLocks = function () {
  117050. this._radiusIsAnimating = false;
  117051. if (this._attachedCamera) {
  117052. this._attachedCamera.wheelPrecision = this._cachedWheelPrecision;
  117053. }
  117054. };
  117055. /**
  117056. * Stops and removes all animations that have been applied to the camera
  117057. */
  117058. BouncingBehavior.prototype.stopAllAnimations = function () {
  117059. if (this._attachedCamera) {
  117060. this._attachedCamera.animations = [];
  117061. }
  117062. while (this._animatables.length) {
  117063. this._animatables[0].onAnimationEnd = null;
  117064. this._animatables[0].stop();
  117065. this._animatables.shift();
  117066. }
  117067. };
  117068. /**
  117069. * The easing function used by animations
  117070. */
  117071. BouncingBehavior.EasingFunction = new BABYLON.BackEase(0.3);
  117072. /**
  117073. * The easing mode used by animations
  117074. */
  117075. BouncingBehavior.EasingMode = BABYLON.EasingFunction.EASINGMODE_EASEOUT;
  117076. return BouncingBehavior;
  117077. }());
  117078. BABYLON.BouncingBehavior = BouncingBehavior;
  117079. })(BABYLON || (BABYLON = {}));
  117080. //# sourceMappingURL=babylon.bouncingBehavior.js.map
  117081. var BABYLON;
  117082. (function (BABYLON) {
  117083. /**
  117084. * The autoRotation behavior (BABYLON.AutoRotationBehavior) is designed to create a smooth rotation of an ArcRotateCamera when there is no user interaction.
  117085. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  117086. */
  117087. var AutoRotationBehavior = /** @class */ (function () {
  117088. function AutoRotationBehavior() {
  117089. this._zoomStopsAnimation = false;
  117090. this._idleRotationSpeed = 0.05;
  117091. this._idleRotationWaitTime = 2000;
  117092. this._idleRotationSpinupTime = 2000;
  117093. this._isPointerDown = false;
  117094. this._lastFrameTime = null;
  117095. this._lastInteractionTime = -Infinity;
  117096. this._cameraRotationSpeed = 0;
  117097. this._lastFrameRadius = 0;
  117098. }
  117099. Object.defineProperty(AutoRotationBehavior.prototype, "name", {
  117100. /**
  117101. * Gets the name of the behavior.
  117102. */
  117103. get: function () {
  117104. return "AutoRotation";
  117105. },
  117106. enumerable: true,
  117107. configurable: true
  117108. });
  117109. Object.defineProperty(AutoRotationBehavior.prototype, "zoomStopsAnimation", {
  117110. /**
  117111. * Gets the flag that indicates if user zooming should stop animation.
  117112. */
  117113. get: function () {
  117114. return this._zoomStopsAnimation;
  117115. },
  117116. /**
  117117. * Sets the flag that indicates if user zooming should stop animation.
  117118. */
  117119. set: function (flag) {
  117120. this._zoomStopsAnimation = flag;
  117121. },
  117122. enumerable: true,
  117123. configurable: true
  117124. });
  117125. Object.defineProperty(AutoRotationBehavior.prototype, "idleRotationSpeed", {
  117126. /**
  117127. * Gets the default speed at which the camera rotates around the model.
  117128. */
  117129. get: function () {
  117130. return this._idleRotationSpeed;
  117131. },
  117132. /**
  117133. * Sets the default speed at which the camera rotates around the model.
  117134. */
  117135. set: function (speed) {
  117136. this._idleRotationSpeed = speed;
  117137. },
  117138. enumerable: true,
  117139. configurable: true
  117140. });
  117141. Object.defineProperty(AutoRotationBehavior.prototype, "idleRotationWaitTime", {
  117142. /**
  117143. * Gets the time (milliseconds) to wait after user interaction before the camera starts rotating.
  117144. */
  117145. get: function () {
  117146. return this._idleRotationWaitTime;
  117147. },
  117148. /**
  117149. * Sets the time (in milliseconds) to wait after user interaction before the camera starts rotating.
  117150. */
  117151. set: function (time) {
  117152. this._idleRotationWaitTime = time;
  117153. },
  117154. enumerable: true,
  117155. configurable: true
  117156. });
  117157. Object.defineProperty(AutoRotationBehavior.prototype, "idleRotationSpinupTime", {
  117158. /**
  117159. * Gets the time (milliseconds) to take to spin up to the full idle rotation speed.
  117160. */
  117161. get: function () {
  117162. return this._idleRotationSpinupTime;
  117163. },
  117164. /**
  117165. * Sets the time (milliseconds) to take to spin up to the full idle rotation speed.
  117166. */
  117167. set: function (time) {
  117168. this._idleRotationSpinupTime = time;
  117169. },
  117170. enumerable: true,
  117171. configurable: true
  117172. });
  117173. Object.defineProperty(AutoRotationBehavior.prototype, "rotationInProgress", {
  117174. /**
  117175. * Gets a value indicating if the camera is currently rotating because of this behavior
  117176. */
  117177. get: function () {
  117178. return Math.abs(this._cameraRotationSpeed) > 0;
  117179. },
  117180. enumerable: true,
  117181. configurable: true
  117182. });
  117183. /**
  117184. * Initializes the behavior.
  117185. */
  117186. AutoRotationBehavior.prototype.init = function () {
  117187. // Do notihng
  117188. };
  117189. /**
  117190. * Attaches the behavior to its arc rotate camera.
  117191. * @param camera Defines the camera to attach the behavior to
  117192. */
  117193. AutoRotationBehavior.prototype.attach = function (camera) {
  117194. var _this = this;
  117195. this._attachedCamera = camera;
  117196. var scene = this._attachedCamera.getScene();
  117197. this._onPrePointerObservableObserver = scene.onPrePointerObservable.add(function (pointerInfoPre) {
  117198. if (pointerInfoPre.type === BABYLON.PointerEventTypes.POINTERDOWN) {
  117199. _this._isPointerDown = true;
  117200. return;
  117201. }
  117202. if (pointerInfoPre.type === BABYLON.PointerEventTypes.POINTERUP) {
  117203. _this._isPointerDown = false;
  117204. }
  117205. });
  117206. this._onAfterCheckInputsObserver = camera.onAfterCheckInputsObservable.add(function () {
  117207. var now = BABYLON.Tools.Now;
  117208. var dt = 0;
  117209. if (_this._lastFrameTime != null) {
  117210. dt = now - _this._lastFrameTime;
  117211. }
  117212. _this._lastFrameTime = now;
  117213. // Stop the animation if there is user interaction and the animation should stop for this interaction
  117214. _this._applyUserInteraction();
  117215. var timeToRotation = now - _this._lastInteractionTime - _this._idleRotationWaitTime;
  117216. var scale = Math.max(Math.min(timeToRotation / (_this._idleRotationSpinupTime), 1), 0);
  117217. _this._cameraRotationSpeed = _this._idleRotationSpeed * scale;
  117218. // Step camera rotation by rotation speed
  117219. if (_this._attachedCamera) {
  117220. _this._attachedCamera.alpha -= _this._cameraRotationSpeed * (dt / 1000);
  117221. }
  117222. });
  117223. };
  117224. /**
  117225. * Detaches the behavior from its current arc rotate camera.
  117226. */
  117227. AutoRotationBehavior.prototype.detach = function () {
  117228. if (!this._attachedCamera) {
  117229. return;
  117230. }
  117231. var scene = this._attachedCamera.getScene();
  117232. if (this._onPrePointerObservableObserver) {
  117233. scene.onPrePointerObservable.remove(this._onPrePointerObservableObserver);
  117234. }
  117235. this._attachedCamera.onAfterCheckInputsObservable.remove(this._onAfterCheckInputsObserver);
  117236. this._attachedCamera = null;
  117237. };
  117238. /**
  117239. * Returns true if user is scrolling.
  117240. * @return true if user is scrolling.
  117241. */
  117242. AutoRotationBehavior.prototype._userIsZooming = function () {
  117243. if (!this._attachedCamera) {
  117244. return false;
  117245. }
  117246. return this._attachedCamera.inertialRadiusOffset !== 0;
  117247. };
  117248. AutoRotationBehavior.prototype._shouldAnimationStopForInteraction = function () {
  117249. if (!this._attachedCamera) {
  117250. return false;
  117251. }
  117252. var zoomHasHitLimit = false;
  117253. if (this._lastFrameRadius === this._attachedCamera.radius && this._attachedCamera.inertialRadiusOffset !== 0) {
  117254. zoomHasHitLimit = true;
  117255. }
  117256. // Update the record of previous radius - works as an approx. indicator of hitting radius limits
  117257. this._lastFrameRadius = this._attachedCamera.radius;
  117258. return this._zoomStopsAnimation ? zoomHasHitLimit : this._userIsZooming();
  117259. };
  117260. /**
  117261. * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.
  117262. */
  117263. AutoRotationBehavior.prototype._applyUserInteraction = function () {
  117264. if (this._userIsMoving() && !this._shouldAnimationStopForInteraction()) {
  117265. this._lastInteractionTime = BABYLON.Tools.Now;
  117266. }
  117267. };
  117268. // Tools
  117269. AutoRotationBehavior.prototype._userIsMoving = function () {
  117270. if (!this._attachedCamera) {
  117271. return false;
  117272. }
  117273. return this._attachedCamera.inertialAlphaOffset !== 0 ||
  117274. this._attachedCamera.inertialBetaOffset !== 0 ||
  117275. this._attachedCamera.inertialRadiusOffset !== 0 ||
  117276. this._attachedCamera.inertialPanningX !== 0 ||
  117277. this._attachedCamera.inertialPanningY !== 0 ||
  117278. this._isPointerDown;
  117279. };
  117280. return AutoRotationBehavior;
  117281. }());
  117282. BABYLON.AutoRotationBehavior = AutoRotationBehavior;
  117283. })(BABYLON || (BABYLON = {}));
  117284. //# sourceMappingURL=babylon.autoRotationBehavior.js.map
  117285. var BABYLON;
  117286. (function (BABYLON) {
  117287. /**
  117288. * Options to create the null engine
  117289. */
  117290. var NullEngineOptions = /** @class */ (function () {
  117291. function NullEngineOptions() {
  117292. /**
  117293. * Render width (Default: 512)
  117294. */
  117295. this.renderWidth = 512;
  117296. /**
  117297. * Render height (Default: 256)
  117298. */
  117299. this.renderHeight = 256;
  117300. /**
  117301. * Texture size (Default: 512)
  117302. */
  117303. this.textureSize = 512;
  117304. /**
  117305. * If delta time between frames should be constant
  117306. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  117307. */
  117308. this.deterministicLockstep = false;
  117309. /**
  117310. * Maximum about of steps between frames (Default: 4)
  117311. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  117312. */
  117313. this.lockstepMaxSteps = 4;
  117314. }
  117315. return NullEngineOptions;
  117316. }());
  117317. BABYLON.NullEngineOptions = NullEngineOptions;
  117318. /**
  117319. * The null engine class provides support for headless version of babylon.js.
  117320. * This can be used in server side scenario or for testing purposes
  117321. */
  117322. var NullEngine = /** @class */ (function (_super) {
  117323. __extends(NullEngine, _super);
  117324. function NullEngine(options) {
  117325. if (options === void 0) { options = new NullEngineOptions(); }
  117326. var _this = _super.call(this, null) || this;
  117327. if (options.deterministicLockstep === undefined) {
  117328. options.deterministicLockstep = false;
  117329. }
  117330. if (options.lockstepMaxSteps === undefined) {
  117331. options.lockstepMaxSteps = 4;
  117332. }
  117333. _this._options = options;
  117334. // Init caps
  117335. // We consider we are on a webgl1 capable device
  117336. _this._caps = new BABYLON.EngineCapabilities();
  117337. _this._caps.maxTexturesImageUnits = 16;
  117338. _this._caps.maxVertexTextureImageUnits = 16;
  117339. _this._caps.maxTextureSize = 512;
  117340. _this._caps.maxCubemapTextureSize = 512;
  117341. _this._caps.maxRenderTextureSize = 512;
  117342. _this._caps.maxVertexAttribs = 16;
  117343. _this._caps.maxVaryingVectors = 16;
  117344. _this._caps.maxFragmentUniformVectors = 16;
  117345. _this._caps.maxVertexUniformVectors = 16;
  117346. // Extensions
  117347. _this._caps.standardDerivatives = false;
  117348. _this._caps.astc = null;
  117349. _this._caps.s3tc = null;
  117350. _this._caps.pvrtc = null;
  117351. _this._caps.etc1 = null;
  117352. _this._caps.etc2 = null;
  117353. _this._caps.textureAnisotropicFilterExtension = null;
  117354. _this._caps.maxAnisotropy = 0;
  117355. _this._caps.uintIndices = false;
  117356. _this._caps.fragmentDepthSupported = false;
  117357. _this._caps.highPrecisionShaderSupported = true;
  117358. _this._caps.colorBufferFloat = false;
  117359. _this._caps.textureFloat = false;
  117360. _this._caps.textureFloatLinearFiltering = false;
  117361. _this._caps.textureFloatRender = false;
  117362. _this._caps.textureHalfFloat = false;
  117363. _this._caps.textureHalfFloatLinearFiltering = false;
  117364. _this._caps.textureHalfFloatRender = false;
  117365. _this._caps.textureLOD = false;
  117366. _this._caps.drawBuffersExtension = false;
  117367. _this._caps.depthTextureExtension = false;
  117368. _this._caps.vertexArrayObject = false;
  117369. _this._caps.instancedArrays = false;
  117370. BABYLON.Tools.Log("Babylon.js v" + BABYLON.Engine.Version + " - Null engine");
  117371. // Wrappers
  117372. if (typeof URL === "undefined") {
  117373. URL = {
  117374. createObjectURL: function () { },
  117375. revokeObjectURL: function () { }
  117376. };
  117377. }
  117378. if (typeof Blob === "undefined") {
  117379. Blob = function () { };
  117380. }
  117381. return _this;
  117382. }
  117383. /**
  117384. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  117385. */
  117386. NullEngine.prototype.isDeterministicLockStep = function () {
  117387. return this._options.deterministicLockstep;
  117388. };
  117389. /** @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep */
  117390. NullEngine.prototype.getLockstepMaxSteps = function () {
  117391. return this._options.lockstepMaxSteps;
  117392. };
  117393. /**
  117394. * Sets hardware scaling, used to save performance if needed
  117395. * @see https://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  117396. */
  117397. NullEngine.prototype.getHardwareScalingLevel = function () {
  117398. return 1.0;
  117399. };
  117400. NullEngine.prototype.createVertexBuffer = function (vertices) {
  117401. return {
  117402. capacity: 0,
  117403. references: 1,
  117404. is32Bits: false
  117405. };
  117406. };
  117407. NullEngine.prototype.createIndexBuffer = function (indices) {
  117408. return {
  117409. capacity: 0,
  117410. references: 1,
  117411. is32Bits: false
  117412. };
  117413. };
  117414. NullEngine.prototype.clear = function (color, backBuffer, depth, stencil) {
  117415. if (stencil === void 0) { stencil = false; }
  117416. };
  117417. NullEngine.prototype.getRenderWidth = function (useScreen) {
  117418. if (useScreen === void 0) { useScreen = false; }
  117419. if (!useScreen && this._currentRenderTarget) {
  117420. return this._currentRenderTarget.width;
  117421. }
  117422. return this._options.renderWidth;
  117423. };
  117424. NullEngine.prototype.getRenderHeight = function (useScreen) {
  117425. if (useScreen === void 0) { useScreen = false; }
  117426. if (!useScreen && this._currentRenderTarget) {
  117427. return this._currentRenderTarget.height;
  117428. }
  117429. return this._options.renderHeight;
  117430. };
  117431. NullEngine.prototype.setViewport = function (viewport, requiredWidth, requiredHeight) {
  117432. this._cachedViewport = viewport;
  117433. };
  117434. NullEngine.prototype.createShaderProgram = function (vertexCode, fragmentCode, defines, context) {
  117435. return {
  117436. transformFeedback: null,
  117437. __SPECTOR_rebuildProgram: null,
  117438. isParallelCompiled: false
  117439. };
  117440. };
  117441. NullEngine.prototype.getUniforms = function (shaderProgram, uniformsNames) {
  117442. return [];
  117443. };
  117444. NullEngine.prototype.getAttributes = function (shaderProgram, attributesNames) {
  117445. return [];
  117446. };
  117447. NullEngine.prototype.bindSamplers = function (effect) {
  117448. this._currentEffect = null;
  117449. };
  117450. NullEngine.prototype.enableEffect = function (effect) {
  117451. this._currentEffect = effect;
  117452. if (effect.onBind) {
  117453. effect.onBind(effect);
  117454. }
  117455. if (effect._onBindObservable) {
  117456. effect._onBindObservable.notifyObservers(effect);
  117457. }
  117458. };
  117459. NullEngine.prototype.setState = function (culling, zOffset, force, reverseSide) {
  117460. if (zOffset === void 0) { zOffset = 0; }
  117461. if (reverseSide === void 0) { reverseSide = false; }
  117462. };
  117463. NullEngine.prototype.setIntArray = function (uniform, array) {
  117464. };
  117465. NullEngine.prototype.setIntArray2 = function (uniform, array) {
  117466. };
  117467. NullEngine.prototype.setIntArray3 = function (uniform, array) {
  117468. };
  117469. NullEngine.prototype.setIntArray4 = function (uniform, array) {
  117470. };
  117471. NullEngine.prototype.setFloatArray = function (uniform, array) {
  117472. };
  117473. NullEngine.prototype.setFloatArray2 = function (uniform, array) {
  117474. };
  117475. NullEngine.prototype.setFloatArray3 = function (uniform, array) {
  117476. };
  117477. NullEngine.prototype.setFloatArray4 = function (uniform, array) {
  117478. };
  117479. NullEngine.prototype.setArray = function (uniform, array) {
  117480. };
  117481. NullEngine.prototype.setArray2 = function (uniform, array) {
  117482. };
  117483. NullEngine.prototype.setArray3 = function (uniform, array) {
  117484. };
  117485. NullEngine.prototype.setArray4 = function (uniform, array) {
  117486. };
  117487. NullEngine.prototype.setMatrices = function (uniform, matrices) {
  117488. };
  117489. NullEngine.prototype.setMatrix = function (uniform, matrix) {
  117490. };
  117491. NullEngine.prototype.setMatrix3x3 = function (uniform, matrix) {
  117492. };
  117493. NullEngine.prototype.setMatrix2x2 = function (uniform, matrix) {
  117494. };
  117495. NullEngine.prototype.setFloat = function (uniform, value) {
  117496. };
  117497. NullEngine.prototype.setFloat2 = function (uniform, x, y) {
  117498. };
  117499. NullEngine.prototype.setFloat3 = function (uniform, x, y, z) {
  117500. };
  117501. NullEngine.prototype.setBool = function (uniform, bool) {
  117502. };
  117503. NullEngine.prototype.setFloat4 = function (uniform, x, y, z, w) {
  117504. };
  117505. NullEngine.prototype.setColor3 = function (uniform, color3) {
  117506. };
  117507. NullEngine.prototype.setColor4 = function (uniform, color3, alpha) {
  117508. };
  117509. NullEngine.prototype.setAlphaMode = function (mode, noDepthWriteChange) {
  117510. if (noDepthWriteChange === void 0) { noDepthWriteChange = false; }
  117511. if (this._alphaMode === mode) {
  117512. return;
  117513. }
  117514. this._alphaState.alphaBlend = (mode !== BABYLON.Engine.ALPHA_DISABLE);
  117515. if (!noDepthWriteChange) {
  117516. this.setDepthWrite(mode === BABYLON.Engine.ALPHA_DISABLE);
  117517. }
  117518. this._alphaMode = mode;
  117519. };
  117520. NullEngine.prototype.bindBuffers = function (vertexBuffers, indexBuffer, effect) {
  117521. };
  117522. NullEngine.prototype.wipeCaches = function (bruteForce) {
  117523. if (this.preventCacheWipeBetweenFrames) {
  117524. return;
  117525. }
  117526. this.resetTextureCache();
  117527. this._currentEffect = null;
  117528. if (bruteForce) {
  117529. this._currentProgram = null;
  117530. this._stencilState.reset();
  117531. this._depthCullingState.reset();
  117532. this._alphaState.reset();
  117533. }
  117534. this._cachedVertexBuffers = null;
  117535. this._cachedIndexBuffer = null;
  117536. this._cachedEffectForVertexBuffers = null;
  117537. };
  117538. NullEngine.prototype.draw = function (useTriangles, indexStart, indexCount, instancesCount) {
  117539. };
  117540. NullEngine.prototype.drawElementsType = function (fillMode, indexStart, indexCount, instancesCount) {
  117541. };
  117542. NullEngine.prototype.drawArraysType = function (fillMode, verticesStart, verticesCount, instancesCount) {
  117543. };
  117544. /** @hidden */
  117545. NullEngine.prototype._createTexture = function () {
  117546. return {};
  117547. };
  117548. /** @hidden */
  117549. NullEngine.prototype._releaseTexture = function (texture) {
  117550. };
  117551. NullEngine.prototype.createTexture = function (urlArg, noMipmap, invertY, scene, samplingMode, onLoad, onError, buffer, fallBack, format) {
  117552. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  117553. if (onLoad === void 0) { onLoad = null; }
  117554. if (onError === void 0) { onError = null; }
  117555. if (buffer === void 0) { buffer = null; }
  117556. var texture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_URL);
  117557. var url = String(urlArg);
  117558. texture.url = url;
  117559. texture.generateMipMaps = !noMipmap;
  117560. texture.samplingMode = samplingMode;
  117561. texture.invertY = invertY;
  117562. texture.baseWidth = this._options.textureSize;
  117563. texture.baseHeight = this._options.textureSize;
  117564. texture.width = this._options.textureSize;
  117565. texture.height = this._options.textureSize;
  117566. if (format) {
  117567. texture.format = format;
  117568. }
  117569. texture.isReady = true;
  117570. if (onLoad) {
  117571. onLoad();
  117572. }
  117573. this._internalTexturesCache.push(texture);
  117574. return texture;
  117575. };
  117576. NullEngine.prototype.createRenderTargetTexture = function (size, options) {
  117577. var fullOptions = new BABYLON.RenderTargetCreationOptions();
  117578. if (options !== undefined && typeof options === "object") {
  117579. fullOptions.generateMipMaps = options.generateMipMaps;
  117580. fullOptions.generateDepthBuffer = options.generateDepthBuffer === undefined ? true : options.generateDepthBuffer;
  117581. fullOptions.generateStencilBuffer = fullOptions.generateDepthBuffer && options.generateStencilBuffer;
  117582. fullOptions.type = options.type === undefined ? BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT : options.type;
  117583. fullOptions.samplingMode = options.samplingMode === undefined ? BABYLON.Texture.TRILINEAR_SAMPLINGMODE : options.samplingMode;
  117584. }
  117585. else {
  117586. fullOptions.generateMipMaps = options;
  117587. fullOptions.generateDepthBuffer = true;
  117588. fullOptions.generateStencilBuffer = false;
  117589. fullOptions.type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  117590. fullOptions.samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE;
  117591. }
  117592. var texture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_RENDERTARGET);
  117593. var width = size.width || size;
  117594. var height = size.height || size;
  117595. texture._depthStencilBuffer = {};
  117596. texture._framebuffer = {};
  117597. texture.baseWidth = width;
  117598. texture.baseHeight = height;
  117599. texture.width = width;
  117600. texture.height = height;
  117601. texture.isReady = true;
  117602. texture.samples = 1;
  117603. texture.generateMipMaps = fullOptions.generateMipMaps ? true : false;
  117604. texture.samplingMode = fullOptions.samplingMode;
  117605. texture.type = fullOptions.type;
  117606. texture._generateDepthBuffer = fullOptions.generateDepthBuffer;
  117607. texture._generateStencilBuffer = fullOptions.generateStencilBuffer ? true : false;
  117608. this._internalTexturesCache.push(texture);
  117609. return texture;
  117610. };
  117611. NullEngine.prototype.updateTextureSamplingMode = function (samplingMode, texture) {
  117612. texture.samplingMode = samplingMode;
  117613. };
  117614. NullEngine.prototype.bindFramebuffer = function (texture, faceIndex, requiredWidth, requiredHeight, forceFullscreenViewport) {
  117615. if (this._currentRenderTarget) {
  117616. this.unBindFramebuffer(this._currentRenderTarget);
  117617. }
  117618. this._currentRenderTarget = texture;
  117619. this._currentFramebuffer = texture._MSAAFramebuffer ? texture._MSAAFramebuffer : texture._framebuffer;
  117620. if (this._cachedViewport && !forceFullscreenViewport) {
  117621. this.setViewport(this._cachedViewport, requiredWidth, requiredHeight);
  117622. }
  117623. };
  117624. NullEngine.prototype.unBindFramebuffer = function (texture, disableGenerateMipMaps, onBeforeUnbind) {
  117625. if (disableGenerateMipMaps === void 0) { disableGenerateMipMaps = false; }
  117626. this._currentRenderTarget = null;
  117627. if (onBeforeUnbind) {
  117628. if (texture._MSAAFramebuffer) {
  117629. this._currentFramebuffer = texture._framebuffer;
  117630. }
  117631. onBeforeUnbind();
  117632. }
  117633. this._currentFramebuffer = null;
  117634. };
  117635. NullEngine.prototype.createDynamicVertexBuffer = function (vertices) {
  117636. var vbo = {
  117637. capacity: 1,
  117638. references: 1,
  117639. is32Bits: false
  117640. };
  117641. return vbo;
  117642. };
  117643. NullEngine.prototype.updateDynamicTexture = function (texture, canvas, invertY, premulAlpha, format) {
  117644. if (premulAlpha === void 0) { premulAlpha = false; }
  117645. };
  117646. NullEngine.prototype.areAllEffectsReady = function () {
  117647. return true;
  117648. };
  117649. /**
  117650. * @hidden
  117651. * Get the current error code of the webGL context
  117652. * @returns the error code
  117653. * @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getError
  117654. */
  117655. NullEngine.prototype.getError = function () {
  117656. return 0;
  117657. };
  117658. /** @hidden */
  117659. NullEngine.prototype._getUnpackAlignement = function () {
  117660. return 1;
  117661. };
  117662. /** @hidden */
  117663. NullEngine.prototype._unpackFlipY = function (value) {
  117664. };
  117665. NullEngine.prototype.updateDynamicIndexBuffer = function (indexBuffer, indices, offset) {
  117666. if (offset === void 0) { offset = 0; }
  117667. };
  117668. /**
  117669. * Updates a dynamic vertex buffer.
  117670. * @param vertexBuffer the vertex buffer to update
  117671. * @param data the data used to update the vertex buffer
  117672. * @param byteOffset the byte offset of the data (optional)
  117673. * @param byteLength the byte length of the data (optional)
  117674. */
  117675. NullEngine.prototype.updateDynamicVertexBuffer = function (vertexBuffer, vertices, byteOffset, byteLength) {
  117676. };
  117677. NullEngine.prototype._bindTextureDirectly = function (target, texture) {
  117678. if (this._boundTexturesCache[this._activeChannel] !== texture) {
  117679. this._boundTexturesCache[this._activeChannel] = texture;
  117680. return true;
  117681. }
  117682. return false;
  117683. };
  117684. /** @hidden */
  117685. NullEngine.prototype._bindTexture = function (channel, texture) {
  117686. if (channel < 0) {
  117687. return;
  117688. }
  117689. this._bindTextureDirectly(0, texture);
  117690. };
  117691. /** @hidden */
  117692. NullEngine.prototype._releaseBuffer = function (buffer) {
  117693. buffer.references--;
  117694. if (buffer.references === 0) {
  117695. return true;
  117696. }
  117697. return false;
  117698. };
  117699. NullEngine.prototype.releaseEffects = function () {
  117700. };
  117701. NullEngine.prototype.displayLoadingUI = function () {
  117702. };
  117703. NullEngine.prototype.hideLoadingUI = function () {
  117704. };
  117705. /** @hidden */
  117706. NullEngine.prototype._uploadCompressedDataToTextureDirectly = function (texture, internalFormat, width, height, data, faceIndex, lod) {
  117707. if (faceIndex === void 0) { faceIndex = 0; }
  117708. if (lod === void 0) { lod = 0; }
  117709. };
  117710. /** @hidden */
  117711. NullEngine.prototype._uploadDataToTextureDirectly = function (texture, imageData, faceIndex, lod) {
  117712. if (faceIndex === void 0) { faceIndex = 0; }
  117713. if (lod === void 0) { lod = 0; }
  117714. };
  117715. /** @hidden */
  117716. NullEngine.prototype._uploadArrayBufferViewToTexture = function (texture, imageData, faceIndex, lod) {
  117717. if (faceIndex === void 0) { faceIndex = 0; }
  117718. if (lod === void 0) { lod = 0; }
  117719. };
  117720. /** @hidden */
  117721. NullEngine.prototype._uploadImageToTexture = function (texture, image, faceIndex, lod) {
  117722. if (faceIndex === void 0) { faceIndex = 0; }
  117723. if (lod === void 0) { lod = 0; }
  117724. };
  117725. return NullEngine;
  117726. }(BABYLON.Engine));
  117727. BABYLON.NullEngine = NullEngine;
  117728. })(BABYLON || (BABYLON = {}));
  117729. //# sourceMappingURL=babylon.nullEngine.js.map
  117730. var BABYLON;
  117731. (function (BABYLON) {
  117732. /**
  117733. * This class can be used to get instrumentation data from a Babylon engine
  117734. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  117735. */
  117736. var EngineInstrumentation = /** @class */ (function () {
  117737. /**
  117738. * Instantiates a new engine instrumentation.
  117739. * This class can be used to get instrumentation data from a Babylon engine
  117740. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  117741. * @param engine Defines the engine to instrument
  117742. */
  117743. function EngineInstrumentation(
  117744. /**
  117745. * Define the instrumented engine.
  117746. */
  117747. engine) {
  117748. this.engine = engine;
  117749. this._captureGPUFrameTime = false;
  117750. this._gpuFrameTime = new BABYLON.PerfCounter();
  117751. this._captureShaderCompilationTime = false;
  117752. this._shaderCompilationTime = new BABYLON.PerfCounter();
  117753. // Observers
  117754. this._onBeginFrameObserver = null;
  117755. this._onEndFrameObserver = null;
  117756. this._onBeforeShaderCompilationObserver = null;
  117757. this._onAfterShaderCompilationObserver = null;
  117758. }
  117759. Object.defineProperty(EngineInstrumentation.prototype, "gpuFrameTimeCounter", {
  117760. // Properties
  117761. /**
  117762. * Gets the perf counter used for GPU frame time
  117763. */
  117764. get: function () {
  117765. return this._gpuFrameTime;
  117766. },
  117767. enumerable: true,
  117768. configurable: true
  117769. });
  117770. Object.defineProperty(EngineInstrumentation.prototype, "captureGPUFrameTime", {
  117771. /**
  117772. * Gets the GPU frame time capture status
  117773. */
  117774. get: function () {
  117775. return this._captureGPUFrameTime;
  117776. },
  117777. /**
  117778. * Enable or disable the GPU frame time capture
  117779. */
  117780. set: function (value) {
  117781. var _this = this;
  117782. if (value === this._captureGPUFrameTime) {
  117783. return;
  117784. }
  117785. this._captureGPUFrameTime = value;
  117786. if (value) {
  117787. this._onBeginFrameObserver = this.engine.onBeginFrameObservable.add(function () {
  117788. if (!_this._gpuFrameTimeToken) {
  117789. _this._gpuFrameTimeToken = _this.engine.startTimeQuery();
  117790. }
  117791. });
  117792. this._onEndFrameObserver = this.engine.onEndFrameObservable.add(function () {
  117793. if (!_this._gpuFrameTimeToken) {
  117794. return;
  117795. }
  117796. var time = _this.engine.endTimeQuery(_this._gpuFrameTimeToken);
  117797. if (time > -1) {
  117798. _this._gpuFrameTimeToken = null;
  117799. _this._gpuFrameTime.fetchNewFrame();
  117800. _this._gpuFrameTime.addCount(time, true);
  117801. }
  117802. });
  117803. }
  117804. else {
  117805. this.engine.onBeginFrameObservable.remove(this._onBeginFrameObserver);
  117806. this._onBeginFrameObserver = null;
  117807. this.engine.onEndFrameObservable.remove(this._onEndFrameObserver);
  117808. this._onEndFrameObserver = null;
  117809. }
  117810. },
  117811. enumerable: true,
  117812. configurable: true
  117813. });
  117814. Object.defineProperty(EngineInstrumentation.prototype, "shaderCompilationTimeCounter", {
  117815. /**
  117816. * Gets the perf counter used for shader compilation time
  117817. */
  117818. get: function () {
  117819. return this._shaderCompilationTime;
  117820. },
  117821. enumerable: true,
  117822. configurable: true
  117823. });
  117824. Object.defineProperty(EngineInstrumentation.prototype, "captureShaderCompilationTime", {
  117825. /**
  117826. * Gets the shader compilation time capture status
  117827. */
  117828. get: function () {
  117829. return this._captureShaderCompilationTime;
  117830. },
  117831. /**
  117832. * Enable or disable the shader compilation time capture
  117833. */
  117834. set: function (value) {
  117835. var _this = this;
  117836. if (value === this._captureShaderCompilationTime) {
  117837. return;
  117838. }
  117839. this._captureShaderCompilationTime = value;
  117840. if (value) {
  117841. this._onBeforeShaderCompilationObserver = this.engine.onBeforeShaderCompilationObservable.add(function () {
  117842. _this._shaderCompilationTime.fetchNewFrame();
  117843. _this._shaderCompilationTime.beginMonitoring();
  117844. });
  117845. this._onAfterShaderCompilationObserver = this.engine.onAfterShaderCompilationObservable.add(function () {
  117846. _this._shaderCompilationTime.endMonitoring();
  117847. });
  117848. }
  117849. else {
  117850. this.engine.onBeforeShaderCompilationObservable.remove(this._onBeforeShaderCompilationObserver);
  117851. this._onBeforeShaderCompilationObserver = null;
  117852. this.engine.onAfterShaderCompilationObservable.remove(this._onAfterShaderCompilationObserver);
  117853. this._onAfterShaderCompilationObserver = null;
  117854. }
  117855. },
  117856. enumerable: true,
  117857. configurable: true
  117858. });
  117859. /**
  117860. * Dispose and release associated resources.
  117861. */
  117862. EngineInstrumentation.prototype.dispose = function () {
  117863. this.engine.onBeginFrameObservable.remove(this._onBeginFrameObserver);
  117864. this._onBeginFrameObserver = null;
  117865. this.engine.onEndFrameObservable.remove(this._onEndFrameObserver);
  117866. this._onEndFrameObserver = null;
  117867. this.engine.onBeforeShaderCompilationObservable.remove(this._onBeforeShaderCompilationObserver);
  117868. this._onBeforeShaderCompilationObserver = null;
  117869. this.engine.onAfterShaderCompilationObservable.remove(this._onAfterShaderCompilationObserver);
  117870. this._onAfterShaderCompilationObserver = null;
  117871. this.engine = null;
  117872. };
  117873. return EngineInstrumentation;
  117874. }());
  117875. BABYLON.EngineInstrumentation = EngineInstrumentation;
  117876. })(BABYLON || (BABYLON = {}));
  117877. //# sourceMappingURL=babylon.engineInstrumentation.js.map
  117878. var BABYLON;
  117879. (function (BABYLON) {
  117880. /**
  117881. * This class can be used to get instrumentation data from a Babylon engine
  117882. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#sceneinstrumentation
  117883. */
  117884. var SceneInstrumentation = /** @class */ (function () {
  117885. /**
  117886. * Instantiates a new scene instrumentation.
  117887. * This class can be used to get instrumentation data from a Babylon engine
  117888. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#sceneinstrumentation
  117889. * @param scene Defines the scene to instrument
  117890. */
  117891. function SceneInstrumentation(
  117892. /**
  117893. * Defines the scene to instrument
  117894. */
  117895. scene) {
  117896. var _this = this;
  117897. this.scene = scene;
  117898. this._captureActiveMeshesEvaluationTime = false;
  117899. this._activeMeshesEvaluationTime = new BABYLON.PerfCounter();
  117900. this._captureRenderTargetsRenderTime = false;
  117901. this._renderTargetsRenderTime = new BABYLON.PerfCounter();
  117902. this._captureFrameTime = false;
  117903. this._frameTime = new BABYLON.PerfCounter();
  117904. this._captureRenderTime = false;
  117905. this._renderTime = new BABYLON.PerfCounter();
  117906. this._captureInterFrameTime = false;
  117907. this._interFrameTime = new BABYLON.PerfCounter();
  117908. this._captureParticlesRenderTime = false;
  117909. this._particlesRenderTime = new BABYLON.PerfCounter();
  117910. this._captureSpritesRenderTime = false;
  117911. this._spritesRenderTime = new BABYLON.PerfCounter();
  117912. this._capturePhysicsTime = false;
  117913. this._physicsTime = new BABYLON.PerfCounter();
  117914. this._captureAnimationsTime = false;
  117915. this._animationsTime = new BABYLON.PerfCounter();
  117916. this._captureCameraRenderTime = false;
  117917. this._cameraRenderTime = new BABYLON.PerfCounter();
  117918. // Observers
  117919. this._onBeforeActiveMeshesEvaluationObserver = null;
  117920. this._onAfterActiveMeshesEvaluationObserver = null;
  117921. this._onBeforeRenderTargetsRenderObserver = null;
  117922. this._onAfterRenderTargetsRenderObserver = null;
  117923. this._onAfterRenderObserver = null;
  117924. this._onBeforeDrawPhaseObserver = null;
  117925. this._onAfterDrawPhaseObserver = null;
  117926. this._onBeforeAnimationsObserver = null;
  117927. this._onBeforeParticlesRenderingObserver = null;
  117928. this._onAfterParticlesRenderingObserver = null;
  117929. this._onBeforeSpritesRenderingObserver = null;
  117930. this._onAfterSpritesRenderingObserver = null;
  117931. this._onBeforePhysicsObserver = null;
  117932. this._onAfterPhysicsObserver = null;
  117933. this._onAfterAnimationsObserver = null;
  117934. this._onBeforeCameraRenderObserver = null;
  117935. this._onAfterCameraRenderObserver = null;
  117936. // Before render
  117937. this._onBeforeAnimationsObserver = scene.onBeforeAnimationsObservable.add(function () {
  117938. if (_this._captureActiveMeshesEvaluationTime) {
  117939. _this._activeMeshesEvaluationTime.fetchNewFrame();
  117940. }
  117941. if (_this._captureRenderTargetsRenderTime) {
  117942. _this._renderTargetsRenderTime.fetchNewFrame();
  117943. }
  117944. if (_this._captureFrameTime) {
  117945. BABYLON.Tools.StartPerformanceCounter("Scene rendering");
  117946. _this._frameTime.beginMonitoring();
  117947. }
  117948. if (_this._captureInterFrameTime) {
  117949. _this._interFrameTime.endMonitoring();
  117950. }
  117951. if (_this._captureParticlesRenderTime) {
  117952. _this._particlesRenderTime.fetchNewFrame();
  117953. }
  117954. if (_this._captureSpritesRenderTime) {
  117955. _this._spritesRenderTime.fetchNewFrame();
  117956. }
  117957. if (_this._captureAnimationsTime) {
  117958. _this._animationsTime.beginMonitoring();
  117959. }
  117960. _this.scene.getEngine()._drawCalls.fetchNewFrame();
  117961. _this.scene.getEngine()._textureCollisions.fetchNewFrame();
  117962. });
  117963. // After render
  117964. this._onAfterRenderObserver = scene.onAfterRenderObservable.add(function () {
  117965. if (_this._captureFrameTime) {
  117966. BABYLON.Tools.EndPerformanceCounter("Scene rendering");
  117967. _this._frameTime.endMonitoring();
  117968. }
  117969. if (_this._captureRenderTime) {
  117970. _this._renderTime.endMonitoring(false);
  117971. }
  117972. if (_this._captureInterFrameTime) {
  117973. _this._interFrameTime.beginMonitoring();
  117974. }
  117975. });
  117976. }
  117977. Object.defineProperty(SceneInstrumentation.prototype, "activeMeshesEvaluationTimeCounter", {
  117978. // Properties
  117979. /**
  117980. * Gets the perf counter used for active meshes evaluation time
  117981. */
  117982. get: function () {
  117983. return this._activeMeshesEvaluationTime;
  117984. },
  117985. enumerable: true,
  117986. configurable: true
  117987. });
  117988. Object.defineProperty(SceneInstrumentation.prototype, "captureActiveMeshesEvaluationTime", {
  117989. /**
  117990. * Gets the active meshes evaluation time capture status
  117991. */
  117992. get: function () {
  117993. return this._captureActiveMeshesEvaluationTime;
  117994. },
  117995. /**
  117996. * Enable or disable the active meshes evaluation time capture
  117997. */
  117998. set: function (value) {
  117999. var _this = this;
  118000. if (value === this._captureActiveMeshesEvaluationTime) {
  118001. return;
  118002. }
  118003. this._captureActiveMeshesEvaluationTime = value;
  118004. if (value) {
  118005. this._onBeforeActiveMeshesEvaluationObserver = this.scene.onBeforeActiveMeshesEvaluationObservable.add(function () {
  118006. BABYLON.Tools.StartPerformanceCounter("Active meshes evaluation");
  118007. _this._activeMeshesEvaluationTime.beginMonitoring();
  118008. });
  118009. this._onAfterActiveMeshesEvaluationObserver = this.scene.onAfterActiveMeshesEvaluationObservable.add(function () {
  118010. BABYLON.Tools.EndPerformanceCounter("Active meshes evaluation");
  118011. _this._activeMeshesEvaluationTime.endMonitoring();
  118012. });
  118013. }
  118014. else {
  118015. this.scene.onBeforeActiveMeshesEvaluationObservable.remove(this._onBeforeActiveMeshesEvaluationObserver);
  118016. this._onBeforeActiveMeshesEvaluationObserver = null;
  118017. this.scene.onAfterActiveMeshesEvaluationObservable.remove(this._onAfterActiveMeshesEvaluationObserver);
  118018. this._onAfterActiveMeshesEvaluationObserver = null;
  118019. }
  118020. },
  118021. enumerable: true,
  118022. configurable: true
  118023. });
  118024. Object.defineProperty(SceneInstrumentation.prototype, "renderTargetsRenderTimeCounter", {
  118025. /**
  118026. * Gets the perf counter used for render targets render time
  118027. */
  118028. get: function () {
  118029. return this._renderTargetsRenderTime;
  118030. },
  118031. enumerable: true,
  118032. configurable: true
  118033. });
  118034. Object.defineProperty(SceneInstrumentation.prototype, "captureRenderTargetsRenderTime", {
  118035. /**
  118036. * Gets the render targets render time capture status
  118037. */
  118038. get: function () {
  118039. return this._captureRenderTargetsRenderTime;
  118040. },
  118041. /**
  118042. * Enable or disable the render targets render time capture
  118043. */
  118044. set: function (value) {
  118045. var _this = this;
  118046. if (value === this._captureRenderTargetsRenderTime) {
  118047. return;
  118048. }
  118049. this._captureRenderTargetsRenderTime = value;
  118050. if (value) {
  118051. this._onBeforeRenderTargetsRenderObserver = this.scene.onBeforeRenderTargetsRenderObservable.add(function () {
  118052. BABYLON.Tools.StartPerformanceCounter("Render targets rendering");
  118053. _this._renderTargetsRenderTime.beginMonitoring();
  118054. });
  118055. this._onAfterRenderTargetsRenderObserver = this.scene.onAfterRenderTargetsRenderObservable.add(function () {
  118056. BABYLON.Tools.EndPerformanceCounter("Render targets rendering");
  118057. _this._renderTargetsRenderTime.endMonitoring(false);
  118058. });
  118059. }
  118060. else {
  118061. this.scene.onBeforeRenderTargetsRenderObservable.remove(this._onBeforeRenderTargetsRenderObserver);
  118062. this._onBeforeRenderTargetsRenderObserver = null;
  118063. this.scene.onAfterRenderTargetsRenderObservable.remove(this._onAfterRenderTargetsRenderObserver);
  118064. this._onAfterRenderTargetsRenderObserver = null;
  118065. }
  118066. },
  118067. enumerable: true,
  118068. configurable: true
  118069. });
  118070. Object.defineProperty(SceneInstrumentation.prototype, "particlesRenderTimeCounter", {
  118071. /**
  118072. * Gets the perf counter used for particles render time
  118073. */
  118074. get: function () {
  118075. return this._particlesRenderTime;
  118076. },
  118077. enumerable: true,
  118078. configurable: true
  118079. });
  118080. Object.defineProperty(SceneInstrumentation.prototype, "captureParticlesRenderTime", {
  118081. /**
  118082. * Gets the particles render time capture status
  118083. */
  118084. get: function () {
  118085. return this._captureParticlesRenderTime;
  118086. },
  118087. /**
  118088. * Enable or disable the particles render time capture
  118089. */
  118090. set: function (value) {
  118091. var _this = this;
  118092. if (value === this._captureParticlesRenderTime) {
  118093. return;
  118094. }
  118095. this._captureParticlesRenderTime = value;
  118096. if (value) {
  118097. this._onBeforeParticlesRenderingObserver = this.scene.onBeforeParticlesRenderingObservable.add(function () {
  118098. BABYLON.Tools.StartPerformanceCounter("Particles");
  118099. _this._particlesRenderTime.beginMonitoring();
  118100. });
  118101. this._onAfterParticlesRenderingObserver = this.scene.onAfterParticlesRenderingObservable.add(function () {
  118102. BABYLON.Tools.EndPerformanceCounter("Particles");
  118103. _this._particlesRenderTime.endMonitoring(false);
  118104. });
  118105. }
  118106. else {
  118107. this.scene.onBeforeParticlesRenderingObservable.remove(this._onBeforeParticlesRenderingObserver);
  118108. this._onBeforeParticlesRenderingObserver = null;
  118109. this.scene.onAfterParticlesRenderingObservable.remove(this._onAfterParticlesRenderingObserver);
  118110. this._onAfterParticlesRenderingObserver = null;
  118111. }
  118112. },
  118113. enumerable: true,
  118114. configurable: true
  118115. });
  118116. Object.defineProperty(SceneInstrumentation.prototype, "spritesRenderTimeCounter", {
  118117. /**
  118118. * Gets the perf counter used for sprites render time
  118119. */
  118120. get: function () {
  118121. return this._spritesRenderTime;
  118122. },
  118123. enumerable: true,
  118124. configurable: true
  118125. });
  118126. Object.defineProperty(SceneInstrumentation.prototype, "captureSpritesRenderTime", {
  118127. /**
  118128. * Gets the sprites render time capture status
  118129. */
  118130. get: function () {
  118131. return this._captureSpritesRenderTime;
  118132. },
  118133. /**
  118134. * Enable or disable the sprites render time capture
  118135. */
  118136. set: function (value) {
  118137. var _this = this;
  118138. if (value === this._captureSpritesRenderTime) {
  118139. return;
  118140. }
  118141. this._captureSpritesRenderTime = value;
  118142. if (!this.scene.spriteManagers) {
  118143. return;
  118144. }
  118145. if (value) {
  118146. this._onBeforeSpritesRenderingObserver = this.scene.onBeforeSpritesRenderingObservable.add(function () {
  118147. BABYLON.Tools.StartPerformanceCounter("Sprites");
  118148. _this._spritesRenderTime.beginMonitoring();
  118149. });
  118150. this._onAfterSpritesRenderingObserver = this.scene.onAfterSpritesRenderingObservable.add(function () {
  118151. BABYLON.Tools.EndPerformanceCounter("Sprites");
  118152. _this._spritesRenderTime.endMonitoring(false);
  118153. });
  118154. }
  118155. else {
  118156. this.scene.onBeforeSpritesRenderingObservable.remove(this._onBeforeSpritesRenderingObserver);
  118157. this._onBeforeSpritesRenderingObserver = null;
  118158. this.scene.onAfterSpritesRenderingObservable.remove(this._onAfterSpritesRenderingObserver);
  118159. this._onAfterSpritesRenderingObserver = null;
  118160. }
  118161. },
  118162. enumerable: true,
  118163. configurable: true
  118164. });
  118165. Object.defineProperty(SceneInstrumentation.prototype, "physicsTimeCounter", {
  118166. /**
  118167. * Gets the perf counter used for physics time
  118168. */
  118169. get: function () {
  118170. return this._physicsTime;
  118171. },
  118172. enumerable: true,
  118173. configurable: true
  118174. });
  118175. Object.defineProperty(SceneInstrumentation.prototype, "capturePhysicsTime", {
  118176. /**
  118177. * Gets the physics time capture status
  118178. */
  118179. get: function () {
  118180. return this._capturePhysicsTime;
  118181. },
  118182. /**
  118183. * Enable or disable the physics time capture
  118184. */
  118185. set: function (value) {
  118186. var _this = this;
  118187. if (value === this._capturePhysicsTime) {
  118188. return;
  118189. }
  118190. if (!this.scene.onBeforePhysicsObservable) {
  118191. return;
  118192. }
  118193. this._capturePhysicsTime = value;
  118194. if (value) {
  118195. this._onBeforePhysicsObserver = this.scene.onBeforePhysicsObservable.add(function () {
  118196. BABYLON.Tools.StartPerformanceCounter("Physics");
  118197. _this._physicsTime.beginMonitoring();
  118198. });
  118199. this._onAfterPhysicsObserver = this.scene.onAfterPhysicsObservable.add(function () {
  118200. BABYLON.Tools.EndPerformanceCounter("Physics");
  118201. _this._physicsTime.endMonitoring();
  118202. });
  118203. }
  118204. else {
  118205. this.scene.onBeforePhysicsObservable.remove(this._onBeforePhysicsObserver);
  118206. this._onBeforePhysicsObserver = null;
  118207. this.scene.onAfterPhysicsObservable.remove(this._onAfterPhysicsObserver);
  118208. this._onAfterPhysicsObserver = null;
  118209. }
  118210. },
  118211. enumerable: true,
  118212. configurable: true
  118213. });
  118214. Object.defineProperty(SceneInstrumentation.prototype, "animationsTimeCounter", {
  118215. /**
  118216. * Gets the perf counter used for animations time
  118217. */
  118218. get: function () {
  118219. return this._animationsTime;
  118220. },
  118221. enumerable: true,
  118222. configurable: true
  118223. });
  118224. Object.defineProperty(SceneInstrumentation.prototype, "captureAnimationsTime", {
  118225. /**
  118226. * Gets the animations time capture status
  118227. */
  118228. get: function () {
  118229. return this._captureAnimationsTime;
  118230. },
  118231. /**
  118232. * Enable or disable the animations time capture
  118233. */
  118234. set: function (value) {
  118235. var _this = this;
  118236. if (value === this._captureAnimationsTime) {
  118237. return;
  118238. }
  118239. this._captureAnimationsTime = value;
  118240. if (value) {
  118241. this._onAfterAnimationsObserver = this.scene.onAfterAnimationsObservable.add(function () {
  118242. _this._animationsTime.endMonitoring();
  118243. });
  118244. }
  118245. else {
  118246. this.scene.onAfterAnimationsObservable.remove(this._onAfterAnimationsObserver);
  118247. this._onAfterAnimationsObserver = null;
  118248. }
  118249. },
  118250. enumerable: true,
  118251. configurable: true
  118252. });
  118253. Object.defineProperty(SceneInstrumentation.prototype, "frameTimeCounter", {
  118254. /**
  118255. * Gets the perf counter used for frame time capture
  118256. */
  118257. get: function () {
  118258. return this._frameTime;
  118259. },
  118260. enumerable: true,
  118261. configurable: true
  118262. });
  118263. Object.defineProperty(SceneInstrumentation.prototype, "captureFrameTime", {
  118264. /**
  118265. * Gets the frame time capture status
  118266. */
  118267. get: function () {
  118268. return this._captureFrameTime;
  118269. },
  118270. /**
  118271. * Enable or disable the frame time capture
  118272. */
  118273. set: function (value) {
  118274. this._captureFrameTime = value;
  118275. },
  118276. enumerable: true,
  118277. configurable: true
  118278. });
  118279. Object.defineProperty(SceneInstrumentation.prototype, "interFrameTimeCounter", {
  118280. /**
  118281. * Gets the perf counter used for inter-frames time capture
  118282. */
  118283. get: function () {
  118284. return this._interFrameTime;
  118285. },
  118286. enumerable: true,
  118287. configurable: true
  118288. });
  118289. Object.defineProperty(SceneInstrumentation.prototype, "captureInterFrameTime", {
  118290. /**
  118291. * Gets the inter-frames time capture status
  118292. */
  118293. get: function () {
  118294. return this._captureInterFrameTime;
  118295. },
  118296. /**
  118297. * Enable or disable the inter-frames time capture
  118298. */
  118299. set: function (value) {
  118300. this._captureInterFrameTime = value;
  118301. },
  118302. enumerable: true,
  118303. configurable: true
  118304. });
  118305. Object.defineProperty(SceneInstrumentation.prototype, "renderTimeCounter", {
  118306. /**
  118307. * Gets the perf counter used for render time capture
  118308. */
  118309. get: function () {
  118310. return this._renderTime;
  118311. },
  118312. enumerable: true,
  118313. configurable: true
  118314. });
  118315. Object.defineProperty(SceneInstrumentation.prototype, "captureRenderTime", {
  118316. /**
  118317. * Gets the render time capture status
  118318. */
  118319. get: function () {
  118320. return this._captureRenderTime;
  118321. },
  118322. /**
  118323. * Enable or disable the render time capture
  118324. */
  118325. set: function (value) {
  118326. var _this = this;
  118327. if (value === this._captureRenderTime) {
  118328. return;
  118329. }
  118330. this._captureRenderTime = value;
  118331. if (value) {
  118332. this._onBeforeDrawPhaseObserver = this.scene.onBeforeDrawPhaseObservable.add(function () {
  118333. _this._renderTime.beginMonitoring();
  118334. BABYLON.Tools.StartPerformanceCounter("Main render");
  118335. });
  118336. this._onAfterDrawPhaseObserver = this.scene.onAfterDrawPhaseObservable.add(function () {
  118337. _this._renderTime.endMonitoring(false);
  118338. BABYLON.Tools.EndPerformanceCounter("Main render");
  118339. });
  118340. }
  118341. else {
  118342. this.scene.onBeforeDrawPhaseObservable.remove(this._onBeforeDrawPhaseObserver);
  118343. this._onBeforeDrawPhaseObserver = null;
  118344. this.scene.onAfterDrawPhaseObservable.remove(this._onAfterDrawPhaseObserver);
  118345. this._onAfterDrawPhaseObserver = null;
  118346. }
  118347. },
  118348. enumerable: true,
  118349. configurable: true
  118350. });
  118351. Object.defineProperty(SceneInstrumentation.prototype, "cameraRenderTimeCounter", {
  118352. /**
  118353. * Gets the perf counter used for camera render time capture
  118354. */
  118355. get: function () {
  118356. return this._cameraRenderTime;
  118357. },
  118358. enumerable: true,
  118359. configurable: true
  118360. });
  118361. Object.defineProperty(SceneInstrumentation.prototype, "captureCameraRenderTime", {
  118362. /**
  118363. * Gets the camera render time capture status
  118364. */
  118365. get: function () {
  118366. return this._captureCameraRenderTime;
  118367. },
  118368. /**
  118369. * Enable or disable the camera render time capture
  118370. */
  118371. set: function (value) {
  118372. var _this = this;
  118373. if (value === this._captureCameraRenderTime) {
  118374. return;
  118375. }
  118376. this._captureCameraRenderTime = value;
  118377. if (value) {
  118378. this._onBeforeCameraRenderObserver = this.scene.onBeforeCameraRenderObservable.add(function (camera) {
  118379. _this._cameraRenderTime.beginMonitoring();
  118380. BABYLON.Tools.StartPerformanceCounter("Rendering camera " + camera.name);
  118381. });
  118382. this._onAfterCameraRenderObserver = this.scene.onAfterCameraRenderObservable.add(function (camera) {
  118383. _this._cameraRenderTime.endMonitoring(false);
  118384. BABYLON.Tools.EndPerformanceCounter("Rendering camera " + camera.name);
  118385. });
  118386. }
  118387. else {
  118388. this.scene.onBeforeCameraRenderObservable.remove(this._onBeforeCameraRenderObserver);
  118389. this._onBeforeCameraRenderObserver = null;
  118390. this.scene.onAfterCameraRenderObservable.remove(this._onAfterCameraRenderObserver);
  118391. this._onAfterCameraRenderObserver = null;
  118392. }
  118393. },
  118394. enumerable: true,
  118395. configurable: true
  118396. });
  118397. Object.defineProperty(SceneInstrumentation.prototype, "drawCallsCounter", {
  118398. /**
  118399. * Gets the perf counter used for draw calls
  118400. */
  118401. get: function () {
  118402. return this.scene.getEngine()._drawCalls;
  118403. },
  118404. enumerable: true,
  118405. configurable: true
  118406. });
  118407. Object.defineProperty(SceneInstrumentation.prototype, "textureCollisionsCounter", {
  118408. /**
  118409. * Gets the perf counter used for texture collisions
  118410. */
  118411. get: function () {
  118412. return this.scene.getEngine()._textureCollisions;
  118413. },
  118414. enumerable: true,
  118415. configurable: true
  118416. });
  118417. /**
  118418. * Dispose and release associated resources.
  118419. */
  118420. SceneInstrumentation.prototype.dispose = function () {
  118421. this.scene.onAfterRenderObservable.remove(this._onAfterRenderObserver);
  118422. this._onAfterRenderObserver = null;
  118423. this.scene.onBeforeActiveMeshesEvaluationObservable.remove(this._onBeforeActiveMeshesEvaluationObserver);
  118424. this._onBeforeActiveMeshesEvaluationObserver = null;
  118425. this.scene.onAfterActiveMeshesEvaluationObservable.remove(this._onAfterActiveMeshesEvaluationObserver);
  118426. this._onAfterActiveMeshesEvaluationObserver = null;
  118427. this.scene.onBeforeRenderTargetsRenderObservable.remove(this._onBeforeRenderTargetsRenderObserver);
  118428. this._onBeforeRenderTargetsRenderObserver = null;
  118429. this.scene.onAfterRenderTargetsRenderObservable.remove(this._onAfterRenderTargetsRenderObserver);
  118430. this._onAfterRenderTargetsRenderObserver = null;
  118431. this.scene.onBeforeAnimationsObservable.remove(this._onBeforeAnimationsObserver);
  118432. this._onBeforeAnimationsObserver = null;
  118433. this.scene.onBeforeParticlesRenderingObservable.remove(this._onBeforeParticlesRenderingObserver);
  118434. this._onBeforeParticlesRenderingObserver = null;
  118435. this.scene.onAfterParticlesRenderingObservable.remove(this._onAfterParticlesRenderingObserver);
  118436. this._onAfterParticlesRenderingObserver = null;
  118437. if (this._onBeforeSpritesRenderingObserver) {
  118438. this.scene.onBeforeSpritesRenderingObservable.remove(this._onBeforeSpritesRenderingObserver);
  118439. this._onBeforeSpritesRenderingObserver = null;
  118440. }
  118441. if (this._onAfterSpritesRenderingObserver) {
  118442. this.scene.onAfterSpritesRenderingObservable.remove(this._onAfterSpritesRenderingObserver);
  118443. this._onAfterSpritesRenderingObserver = null;
  118444. }
  118445. this.scene.onBeforeDrawPhaseObservable.remove(this._onBeforeDrawPhaseObserver);
  118446. this._onBeforeDrawPhaseObserver = null;
  118447. this.scene.onAfterDrawPhaseObservable.remove(this._onAfterDrawPhaseObserver);
  118448. this._onAfterDrawPhaseObserver = null;
  118449. if (this._onBeforePhysicsObserver) {
  118450. this.scene.onBeforePhysicsObservable.remove(this._onBeforePhysicsObserver);
  118451. this._onBeforePhysicsObserver = null;
  118452. }
  118453. if (this._onAfterPhysicsObserver) {
  118454. this.scene.onAfterPhysicsObservable.remove(this._onAfterPhysicsObserver);
  118455. this._onAfterPhysicsObserver = null;
  118456. }
  118457. this.scene.onAfterAnimationsObservable.remove(this._onAfterAnimationsObserver);
  118458. this._onAfterAnimationsObserver = null;
  118459. this.scene.onBeforeCameraRenderObservable.remove(this._onBeforeCameraRenderObserver);
  118460. this._onBeforeCameraRenderObserver = null;
  118461. this.scene.onAfterCameraRenderObservable.remove(this._onAfterCameraRenderObserver);
  118462. this._onAfterCameraRenderObserver = null;
  118463. this.scene = null;
  118464. };
  118465. return SceneInstrumentation;
  118466. }());
  118467. BABYLON.SceneInstrumentation = SceneInstrumentation;
  118468. })(BABYLON || (BABYLON = {}));
  118469. //# sourceMappingURL=babylon.sceneInstrumentation.js.map
  118470. var BABYLON;
  118471. (function (BABYLON) {
  118472. /**
  118473. * @hidden
  118474. **/
  118475. var _TimeToken = /** @class */ (function () {
  118476. function _TimeToken() {
  118477. this._timeElapsedQueryEnded = false;
  118478. }
  118479. return _TimeToken;
  118480. }());
  118481. BABYLON._TimeToken = _TimeToken;
  118482. })(BABYLON || (BABYLON = {}));
  118483. //# sourceMappingURL=babylon.timeToken.js.map
  118484. var BABYLON;
  118485. (function (BABYLON) {
  118486. /**
  118487. * Background material defines definition.
  118488. * @hidden Mainly internal Use
  118489. */
  118490. var BackgroundMaterialDefines = /** @class */ (function (_super) {
  118491. __extends(BackgroundMaterialDefines, _super);
  118492. /**
  118493. * Constructor of the defines.
  118494. */
  118495. function BackgroundMaterialDefines() {
  118496. var _this = _super.call(this) || this;
  118497. /**
  118498. * True if the diffuse texture is in use.
  118499. */
  118500. _this.DIFFUSE = false;
  118501. /**
  118502. * The direct UV channel to use.
  118503. */
  118504. _this.DIFFUSEDIRECTUV = 0;
  118505. /**
  118506. * True if the diffuse texture is in gamma space.
  118507. */
  118508. _this.GAMMADIFFUSE = false;
  118509. /**
  118510. * True if the diffuse texture has opacity in the alpha channel.
  118511. */
  118512. _this.DIFFUSEHASALPHA = false;
  118513. /**
  118514. * True if you want the material to fade to transparent at grazing angle.
  118515. */
  118516. _this.OPACITYFRESNEL = false;
  118517. /**
  118518. * True if an extra blur needs to be added in the reflection.
  118519. */
  118520. _this.REFLECTIONBLUR = false;
  118521. /**
  118522. * True if you want the material to fade to reflection at grazing angle.
  118523. */
  118524. _this.REFLECTIONFRESNEL = false;
  118525. /**
  118526. * True if you want the material to falloff as far as you move away from the scene center.
  118527. */
  118528. _this.REFLECTIONFALLOFF = false;
  118529. /**
  118530. * False if the current Webgl implementation does not support the texture lod extension.
  118531. */
  118532. _this.TEXTURELODSUPPORT = false;
  118533. /**
  118534. * True to ensure the data are premultiplied.
  118535. */
  118536. _this.PREMULTIPLYALPHA = false;
  118537. /**
  118538. * True if the texture contains cooked RGB values and not gray scaled multipliers.
  118539. */
  118540. _this.USERGBCOLOR = false;
  118541. /**
  118542. * True if highlight and shadow levels have been specified. It can help ensuring the main perceived color
  118543. * stays aligned with the desired configuration.
  118544. */
  118545. _this.USEHIGHLIGHTANDSHADOWCOLORS = false;
  118546. /**
  118547. * True to add noise in order to reduce the banding effect.
  118548. */
  118549. _this.NOISE = false;
  118550. /**
  118551. * is the reflection texture in BGR color scheme?
  118552. * Mainly used to solve a bug in ios10 video tag
  118553. */
  118554. _this.REFLECTIONBGR = false;
  118555. _this.IMAGEPROCESSING = false;
  118556. _this.VIGNETTE = false;
  118557. _this.VIGNETTEBLENDMODEMULTIPLY = false;
  118558. _this.VIGNETTEBLENDMODEOPAQUE = false;
  118559. _this.TONEMAPPING = false;
  118560. _this.TONEMAPPING_ACES = false;
  118561. _this.CONTRAST = false;
  118562. _this.COLORCURVES = false;
  118563. _this.COLORGRADING = false;
  118564. _this.COLORGRADING3D = false;
  118565. _this.SAMPLER3DGREENDEPTH = false;
  118566. _this.SAMPLER3DBGRMAP = false;
  118567. _this.IMAGEPROCESSINGPOSTPROCESS = false;
  118568. _this.EXPOSURE = false;
  118569. // Reflection.
  118570. _this.REFLECTION = false;
  118571. _this.REFLECTIONMAP_3D = false;
  118572. _this.REFLECTIONMAP_SPHERICAL = false;
  118573. _this.REFLECTIONMAP_PLANAR = false;
  118574. _this.REFLECTIONMAP_CUBIC = false;
  118575. _this.REFLECTIONMAP_PROJECTION = false;
  118576. _this.REFLECTIONMAP_SKYBOX = false;
  118577. _this.REFLECTIONMAP_SKYBOX_TRANSFORMED = false;
  118578. _this.REFLECTIONMAP_EXPLICIT = false;
  118579. _this.REFLECTIONMAP_EQUIRECTANGULAR = false;
  118580. _this.REFLECTIONMAP_EQUIRECTANGULAR_FIXED = false;
  118581. _this.REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED = false;
  118582. _this.INVERTCUBICMAP = false;
  118583. _this.REFLECTIONMAP_OPPOSITEZ = false;
  118584. _this.LODINREFLECTIONALPHA = false;
  118585. _this.GAMMAREFLECTION = false;
  118586. _this.RGBDREFLECTION = false;
  118587. _this.EQUIRECTANGULAR_RELFECTION_FOV = false;
  118588. // Default BJS.
  118589. _this.MAINUV1 = false;
  118590. _this.MAINUV2 = false;
  118591. _this.UV1 = false;
  118592. _this.UV2 = false;
  118593. _this.CLIPPLANE = false;
  118594. _this.CLIPPLANE2 = false;
  118595. _this.CLIPPLANE3 = false;
  118596. _this.CLIPPLANE4 = false;
  118597. _this.POINTSIZE = false;
  118598. _this.FOG = false;
  118599. _this.NORMAL = false;
  118600. _this.NUM_BONE_INFLUENCERS = 0;
  118601. _this.BonesPerMesh = 0;
  118602. _this.INSTANCES = false;
  118603. _this.SHADOWFLOAT = false;
  118604. _this.rebuild();
  118605. return _this;
  118606. }
  118607. return BackgroundMaterialDefines;
  118608. }(BABYLON.MaterialDefines));
  118609. /**
  118610. * Background material used to create an efficient environement around your scene.
  118611. */
  118612. var BackgroundMaterial = /** @class */ (function (_super) {
  118613. __extends(BackgroundMaterial, _super);
  118614. /**
  118615. * Instantiates a Background Material in the given scene
  118616. * @param name The friendly name of the material
  118617. * @param scene The scene to add the material to
  118618. */
  118619. function BackgroundMaterial(name, scene) {
  118620. var _this = _super.call(this, name, scene) || this;
  118621. /**
  118622. * Key light Color (multiply against the environement texture)
  118623. */
  118624. _this.primaryColor = BABYLON.Color3.White();
  118625. _this._primaryColorShadowLevel = 0;
  118626. _this._primaryColorHighlightLevel = 0;
  118627. /**
  118628. * Reflection Texture used in the material.
  118629. * Should be author in a specific way for the best result (refer to the documentation).
  118630. */
  118631. _this.reflectionTexture = null;
  118632. /**
  118633. * Reflection Texture level of blur.
  118634. *
  118635. * Can be use to reuse an existing HDR Texture and target a specific LOD to prevent authoring the
  118636. * texture twice.
  118637. */
  118638. _this.reflectionBlur = 0;
  118639. /**
  118640. * Diffuse Texture used in the material.
  118641. * Should be author in a specific way for the best result (refer to the documentation).
  118642. */
  118643. _this.diffuseTexture = null;
  118644. _this._shadowLights = null;
  118645. /**
  118646. * Specify the list of lights casting shadow on the material.
  118647. * All scene shadow lights will be included if null.
  118648. */
  118649. _this.shadowLights = null;
  118650. /**
  118651. * Helps adjusting the shadow to a softer level if required.
  118652. * 0 means black shadows and 1 means no shadows.
  118653. */
  118654. _this.shadowLevel = 0;
  118655. /**
  118656. * In case of opacity Fresnel or reflection falloff, this is use as a scene center.
  118657. * It is usually zero but might be interesting to modify according to your setup.
  118658. */
  118659. _this.sceneCenter = BABYLON.Vector3.Zero();
  118660. /**
  118661. * This helps specifying that the material is falling off to the sky box at grazing angle.
  118662. * This helps ensuring a nice transition when the camera goes under the ground.
  118663. */
  118664. _this.opacityFresnel = true;
  118665. /**
  118666. * This helps specifying that the material is falling off from diffuse to the reflection texture at grazing angle.
  118667. * This helps adding a mirror texture on the ground.
  118668. */
  118669. _this.reflectionFresnel = false;
  118670. /**
  118671. * This helps specifying the falloff radius off the reflection texture from the sceneCenter.
  118672. * This helps adding a nice falloff effect to the reflection if used as a mirror for instance.
  118673. */
  118674. _this.reflectionFalloffDistance = 0.0;
  118675. /**
  118676. * This specifies the weight of the reflection against the background in case of reflection Fresnel.
  118677. */
  118678. _this.reflectionAmount = 1.0;
  118679. /**
  118680. * This specifies the weight of the reflection at grazing angle.
  118681. */
  118682. _this.reflectionReflectance0 = 0.05;
  118683. /**
  118684. * This specifies the weight of the reflection at a perpendicular point of view.
  118685. */
  118686. _this.reflectionReflectance90 = 0.5;
  118687. /**
  118688. * Helps to directly use the maps channels instead of their level.
  118689. */
  118690. _this.useRGBColor = true;
  118691. /**
  118692. * This helps reducing the banding effect that could occur on the background.
  118693. */
  118694. _this.enableNoise = false;
  118695. _this._fovMultiplier = 1.0;
  118696. /**
  118697. * Enable the FOV adjustment feature controlled by fovMultiplier.
  118698. */
  118699. _this.useEquirectangularFOV = false;
  118700. _this._maxSimultaneousLights = 4;
  118701. /**
  118702. * Number of Simultaneous lights allowed on the material.
  118703. */
  118704. _this.maxSimultaneousLights = 4;
  118705. /**
  118706. * Keep track of the image processing observer to allow dispose and replace.
  118707. */
  118708. _this._imageProcessingObserver = null;
  118709. /**
  118710. * Due to a bug in iOS10, video tags (which are using the background material) are in BGR and not RGB.
  118711. * Setting this flag to true (not done automatically!) will convert it back to RGB.
  118712. */
  118713. _this.switchToBGR = false;
  118714. // Temp values kept as cache in the material.
  118715. _this._renderTargets = new BABYLON.SmartArray(16);
  118716. _this._reflectionControls = BABYLON.Vector4.Zero();
  118717. _this._white = BABYLON.Color3.White();
  118718. _this._primaryShadowColor = BABYLON.Color3.Black();
  118719. _this._primaryHighlightColor = BABYLON.Color3.Black();
  118720. // Setup the default processing configuration to the scene.
  118721. _this._attachImageProcessingConfiguration(null);
  118722. _this.getRenderTargetTextures = function () {
  118723. _this._renderTargets.reset();
  118724. if (_this._diffuseTexture && _this._diffuseTexture.isRenderTarget) {
  118725. _this._renderTargets.push(_this._diffuseTexture);
  118726. }
  118727. if (_this._reflectionTexture && _this._reflectionTexture.isRenderTarget) {
  118728. _this._renderTargets.push(_this._reflectionTexture);
  118729. }
  118730. return _this._renderTargets;
  118731. };
  118732. return _this;
  118733. }
  118734. Object.defineProperty(BackgroundMaterial.prototype, "_perceptualColor", {
  118735. /**
  118736. * Experimental Internal Use Only.
  118737. *
  118738. * Key light Color in "perceptual value" meaning the color you would like to see on screen.
  118739. * This acts as a helper to set the primary color to a more "human friendly" value.
  118740. * Conversion to linear space as well as exposure and tone mapping correction will be applied to keep the
  118741. * output color as close as possible from the chosen value.
  118742. * (This does not account for contrast color grading and color curves as they are considered post effect and not directly
  118743. * part of lighting setup.)
  118744. */
  118745. get: function () {
  118746. return this.__perceptualColor;
  118747. },
  118748. set: function (value) {
  118749. this.__perceptualColor = value;
  118750. this._computePrimaryColorFromPerceptualColor();
  118751. this._markAllSubMeshesAsLightsDirty();
  118752. },
  118753. enumerable: true,
  118754. configurable: true
  118755. });
  118756. Object.defineProperty(BackgroundMaterial.prototype, "primaryColorShadowLevel", {
  118757. /**
  118758. * Defines the level of the shadows (dark area of the reflection map) in order to help scaling the colors.
  118759. * The color opposite to the primary color is used at the level chosen to define what the black area would look.
  118760. */
  118761. get: function () {
  118762. return this._primaryColorShadowLevel;
  118763. },
  118764. set: function (value) {
  118765. this._primaryColorShadowLevel = value;
  118766. this._computePrimaryColors();
  118767. this._markAllSubMeshesAsLightsDirty();
  118768. },
  118769. enumerable: true,
  118770. configurable: true
  118771. });
  118772. Object.defineProperty(BackgroundMaterial.prototype, "primaryColorHighlightLevel", {
  118773. /**
  118774. * Defines the level of the highliights (highlight area of the reflection map) in order to help scaling the colors.
  118775. * The primary color is used at the level chosen to define what the white area would look.
  118776. */
  118777. get: function () {
  118778. return this._primaryColorHighlightLevel;
  118779. },
  118780. set: function (value) {
  118781. this._primaryColorHighlightLevel = value;
  118782. this._computePrimaryColors();
  118783. this._markAllSubMeshesAsLightsDirty();
  118784. },
  118785. enumerable: true,
  118786. configurable: true
  118787. });
  118788. Object.defineProperty(BackgroundMaterial.prototype, "reflectionStandardFresnelWeight", {
  118789. /**
  118790. * Sets the reflection reflectance fresnel values according to the default standard
  118791. * empirically know to work well :-)
  118792. */
  118793. set: function (value) {
  118794. var reflectionWeight = value;
  118795. if (reflectionWeight < 0.5) {
  118796. reflectionWeight = reflectionWeight * 2.0;
  118797. this.reflectionReflectance0 = BackgroundMaterial.StandardReflectance0 * reflectionWeight;
  118798. this.reflectionReflectance90 = BackgroundMaterial.StandardReflectance90 * reflectionWeight;
  118799. }
  118800. else {
  118801. reflectionWeight = reflectionWeight * 2.0 - 1.0;
  118802. this.reflectionReflectance0 = BackgroundMaterial.StandardReflectance0 + (1.0 - BackgroundMaterial.StandardReflectance0) * reflectionWeight;
  118803. this.reflectionReflectance90 = BackgroundMaterial.StandardReflectance90 + (1.0 - BackgroundMaterial.StandardReflectance90) * reflectionWeight;
  118804. }
  118805. },
  118806. enumerable: true,
  118807. configurable: true
  118808. });
  118809. Object.defineProperty(BackgroundMaterial.prototype, "fovMultiplier", {
  118810. /**
  118811. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  118812. * Best used when trying to implement visual zoom effects like fish-eye or binoculars while not adjusting camera fov.
  118813. * Recommended to be keep at 1.0 except for special cases.
  118814. */
  118815. get: function () {
  118816. return this._fovMultiplier;
  118817. },
  118818. set: function (value) {
  118819. if (isNaN(value)) {
  118820. value = 1.0;
  118821. }
  118822. this._fovMultiplier = Math.max(0.0, Math.min(2.0, value));
  118823. },
  118824. enumerable: true,
  118825. configurable: true
  118826. });
  118827. /**
  118828. * Attaches a new image processing configuration to the PBR Material.
  118829. * @param configuration (if null the scene configuration will be use)
  118830. */
  118831. BackgroundMaterial.prototype._attachImageProcessingConfiguration = function (configuration) {
  118832. var _this = this;
  118833. if (configuration === this._imageProcessingConfiguration) {
  118834. return;
  118835. }
  118836. // Detaches observer.
  118837. if (this._imageProcessingConfiguration && this._imageProcessingObserver) {
  118838. this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);
  118839. }
  118840. // Pick the scene configuration if needed.
  118841. if (!configuration) {
  118842. this._imageProcessingConfiguration = this.getScene().imageProcessingConfiguration;
  118843. }
  118844. else {
  118845. this._imageProcessingConfiguration = configuration;
  118846. }
  118847. // Attaches observer.
  118848. if (this._imageProcessingConfiguration) {
  118849. this._imageProcessingObserver = this._imageProcessingConfiguration.onUpdateParameters.add(function (conf) {
  118850. _this._computePrimaryColorFromPerceptualColor();
  118851. _this._markAllSubMeshesAsImageProcessingDirty();
  118852. });
  118853. }
  118854. };
  118855. Object.defineProperty(BackgroundMaterial.prototype, "imageProcessingConfiguration", {
  118856. /**
  118857. * Gets the image processing configuration used either in this material.
  118858. */
  118859. get: function () {
  118860. return this._imageProcessingConfiguration;
  118861. },
  118862. /**
  118863. * Sets the Default image processing configuration used either in the this material.
  118864. *
  118865. * If sets to null, the scene one is in use.
  118866. */
  118867. set: function (value) {
  118868. this._attachImageProcessingConfiguration(value);
  118869. // Ensure the effect will be rebuilt.
  118870. this._markAllSubMeshesAsTexturesDirty();
  118871. },
  118872. enumerable: true,
  118873. configurable: true
  118874. });
  118875. Object.defineProperty(BackgroundMaterial.prototype, "cameraColorCurvesEnabled", {
  118876. /**
  118877. * Gets wether the color curves effect is enabled.
  118878. */
  118879. get: function () {
  118880. return this.imageProcessingConfiguration.colorCurvesEnabled;
  118881. },
  118882. /**
  118883. * Sets wether the color curves effect is enabled.
  118884. */
  118885. set: function (value) {
  118886. this.imageProcessingConfiguration.colorCurvesEnabled = value;
  118887. },
  118888. enumerable: true,
  118889. configurable: true
  118890. });
  118891. Object.defineProperty(BackgroundMaterial.prototype, "cameraColorGradingEnabled", {
  118892. /**
  118893. * Gets wether the color grading effect is enabled.
  118894. */
  118895. get: function () {
  118896. return this.imageProcessingConfiguration.colorGradingEnabled;
  118897. },
  118898. /**
  118899. * Gets wether the color grading effect is enabled.
  118900. */
  118901. set: function (value) {
  118902. this.imageProcessingConfiguration.colorGradingEnabled = value;
  118903. },
  118904. enumerable: true,
  118905. configurable: true
  118906. });
  118907. Object.defineProperty(BackgroundMaterial.prototype, "cameraToneMappingEnabled", {
  118908. /**
  118909. * Gets wether tonemapping is enabled or not.
  118910. */
  118911. get: function () {
  118912. return this._imageProcessingConfiguration.toneMappingEnabled;
  118913. },
  118914. /**
  118915. * Sets wether tonemapping is enabled or not
  118916. */
  118917. set: function (value) {
  118918. this._imageProcessingConfiguration.toneMappingEnabled = value;
  118919. },
  118920. enumerable: true,
  118921. configurable: true
  118922. });
  118923. Object.defineProperty(BackgroundMaterial.prototype, "cameraExposure", {
  118924. /**
  118925. * The camera exposure used on this material.
  118926. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  118927. * This corresponds to a photographic exposure.
  118928. */
  118929. get: function () {
  118930. return this._imageProcessingConfiguration.exposure;
  118931. },
  118932. /**
  118933. * The camera exposure used on this material.
  118934. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  118935. * This corresponds to a photographic exposure.
  118936. */
  118937. set: function (value) {
  118938. this._imageProcessingConfiguration.exposure = value;
  118939. },
  118940. enumerable: true,
  118941. configurable: true
  118942. });
  118943. Object.defineProperty(BackgroundMaterial.prototype, "cameraContrast", {
  118944. /**
  118945. * Gets The camera contrast used on this material.
  118946. */
  118947. get: function () {
  118948. return this._imageProcessingConfiguration.contrast;
  118949. },
  118950. /**
  118951. * Sets The camera contrast used on this material.
  118952. */
  118953. set: function (value) {
  118954. this._imageProcessingConfiguration.contrast = value;
  118955. },
  118956. enumerable: true,
  118957. configurable: true
  118958. });
  118959. Object.defineProperty(BackgroundMaterial.prototype, "cameraColorGradingTexture", {
  118960. /**
  118961. * Gets the Color Grading 2D Lookup Texture.
  118962. */
  118963. get: function () {
  118964. return this._imageProcessingConfiguration.colorGradingTexture;
  118965. },
  118966. /**
  118967. * Sets the Color Grading 2D Lookup Texture.
  118968. */
  118969. set: function (value) {
  118970. this.imageProcessingConfiguration.colorGradingTexture = value;
  118971. },
  118972. enumerable: true,
  118973. configurable: true
  118974. });
  118975. Object.defineProperty(BackgroundMaterial.prototype, "cameraColorCurves", {
  118976. /**
  118977. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  118978. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  118979. * These are similar to controls found in many professional imaging or colorist software. The global controls are applied to the entire image. For advanced tuning, extra controls are provided to adjust the shadow, midtone and highlight areas of the image;
  118980. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  118981. */
  118982. get: function () {
  118983. return this.imageProcessingConfiguration.colorCurves;
  118984. },
  118985. /**
  118986. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  118987. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  118988. * These are similar to controls found in many professional imaging or colorist software. The global controls are applied to the entire image. For advanced tuning, extra controls are provided to adjust the shadow, midtone and highlight areas of the image;
  118989. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  118990. */
  118991. set: function (value) {
  118992. this.imageProcessingConfiguration.colorCurves = value;
  118993. },
  118994. enumerable: true,
  118995. configurable: true
  118996. });
  118997. Object.defineProperty(BackgroundMaterial.prototype, "hasRenderTargetTextures", {
  118998. /**
  118999. * Gets a boolean indicating that current material needs to register RTT
  119000. */
  119001. get: function () {
  119002. if (this._diffuseTexture && this._diffuseTexture.isRenderTarget) {
  119003. return true;
  119004. }
  119005. if (this._reflectionTexture && this._reflectionTexture.isRenderTarget) {
  119006. return true;
  119007. }
  119008. return false;
  119009. },
  119010. enumerable: true,
  119011. configurable: true
  119012. });
  119013. /**
  119014. * The entire material has been created in order to prevent overdraw.
  119015. * @returns false
  119016. */
  119017. BackgroundMaterial.prototype.needAlphaTesting = function () {
  119018. return true;
  119019. };
  119020. /**
  119021. * The entire material has been created in order to prevent overdraw.
  119022. * @returns true if blending is enable
  119023. */
  119024. BackgroundMaterial.prototype.needAlphaBlending = function () {
  119025. return ((this.alpha < 0) || (this._diffuseTexture != null && this._diffuseTexture.hasAlpha));
  119026. };
  119027. /**
  119028. * Checks wether the material is ready to be rendered for a given mesh.
  119029. * @param mesh The mesh to render
  119030. * @param subMesh The submesh to check against
  119031. * @param useInstances Specify wether or not the material is used with instances
  119032. * @returns true if all the dependencies are ready (Textures, Effects...)
  119033. */
  119034. BackgroundMaterial.prototype.isReadyForSubMesh = function (mesh, subMesh, useInstances) {
  119035. var _this = this;
  119036. if (useInstances === void 0) { useInstances = false; }
  119037. if (subMesh.effect && this.isFrozen) {
  119038. if (this._wasPreviouslyReady) {
  119039. return true;
  119040. }
  119041. }
  119042. if (!subMesh._materialDefines) {
  119043. subMesh._materialDefines = new BackgroundMaterialDefines();
  119044. }
  119045. var scene = this.getScene();
  119046. var defines = subMesh._materialDefines;
  119047. if (!this.checkReadyOnEveryCall && subMesh.effect) {
  119048. if (defines._renderId === scene.getRenderId()) {
  119049. return true;
  119050. }
  119051. }
  119052. var engine = scene.getEngine();
  119053. // Lights
  119054. BABYLON.MaterialHelper.PrepareDefinesForLights(scene, mesh, defines, false, this._maxSimultaneousLights);
  119055. defines._needNormals = true;
  119056. // Textures
  119057. if (defines._areTexturesDirty) {
  119058. defines._needUVs = false;
  119059. if (scene.texturesEnabled) {
  119060. if (scene.getEngine().getCaps().textureLOD) {
  119061. defines.TEXTURELODSUPPORT = true;
  119062. }
  119063. if (this._diffuseTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  119064. if (!this._diffuseTexture.isReadyOrNotBlocking()) {
  119065. return false;
  119066. }
  119067. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._diffuseTexture, defines, "DIFFUSE");
  119068. defines.DIFFUSEHASALPHA = this._diffuseTexture.hasAlpha;
  119069. defines.GAMMADIFFUSE = this._diffuseTexture.gammaSpace;
  119070. defines.OPACITYFRESNEL = this._opacityFresnel;
  119071. }
  119072. else {
  119073. defines.DIFFUSE = false;
  119074. defines.DIFFUSEHASALPHA = false;
  119075. defines.GAMMADIFFUSE = false;
  119076. defines.OPACITYFRESNEL = false;
  119077. }
  119078. var reflectionTexture = this._reflectionTexture;
  119079. if (reflectionTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  119080. if (!reflectionTexture.isReadyOrNotBlocking()) {
  119081. return false;
  119082. }
  119083. defines.REFLECTION = true;
  119084. defines.GAMMAREFLECTION = reflectionTexture.gammaSpace;
  119085. defines.RGBDREFLECTION = reflectionTexture.isRGBD;
  119086. defines.REFLECTIONBLUR = this._reflectionBlur > 0;
  119087. defines.REFLECTIONMAP_OPPOSITEZ = this.getScene().useRightHandedSystem ? !reflectionTexture.invertZ : reflectionTexture.invertZ;
  119088. defines.LODINREFLECTIONALPHA = reflectionTexture.lodLevelInAlpha;
  119089. defines.EQUIRECTANGULAR_RELFECTION_FOV = this.useEquirectangularFOV;
  119090. defines.REFLECTIONBGR = this.switchToBGR;
  119091. if (reflectionTexture.coordinatesMode === BABYLON.Texture.INVCUBIC_MODE) {
  119092. defines.INVERTCUBICMAP = true;
  119093. }
  119094. defines.REFLECTIONMAP_3D = reflectionTexture.isCube;
  119095. switch (reflectionTexture.coordinatesMode) {
  119096. case BABYLON.Texture.EXPLICIT_MODE:
  119097. defines.REFLECTIONMAP_EXPLICIT = true;
  119098. break;
  119099. case BABYLON.Texture.PLANAR_MODE:
  119100. defines.REFLECTIONMAP_PLANAR = true;
  119101. break;
  119102. case BABYLON.Texture.PROJECTION_MODE:
  119103. defines.REFLECTIONMAP_PROJECTION = true;
  119104. break;
  119105. case BABYLON.Texture.SKYBOX_MODE:
  119106. defines.REFLECTIONMAP_SKYBOX = true;
  119107. defines.REFLECTIONMAP_SKYBOX_TRANSFORMED = !reflectionTexture.getReflectionTextureMatrix().isIdentity();
  119108. break;
  119109. case BABYLON.Texture.SPHERICAL_MODE:
  119110. defines.REFLECTIONMAP_SPHERICAL = true;
  119111. break;
  119112. case BABYLON.Texture.EQUIRECTANGULAR_MODE:
  119113. defines.REFLECTIONMAP_EQUIRECTANGULAR = true;
  119114. break;
  119115. case BABYLON.Texture.FIXED_EQUIRECTANGULAR_MODE:
  119116. defines.REFLECTIONMAP_EQUIRECTANGULAR_FIXED = true;
  119117. break;
  119118. case BABYLON.Texture.FIXED_EQUIRECTANGULAR_MIRRORED_MODE:
  119119. defines.REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED = true;
  119120. break;
  119121. case BABYLON.Texture.CUBIC_MODE:
  119122. case BABYLON.Texture.INVCUBIC_MODE:
  119123. default:
  119124. defines.REFLECTIONMAP_CUBIC = true;
  119125. break;
  119126. }
  119127. if (this.reflectionFresnel) {
  119128. defines.REFLECTIONFRESNEL = true;
  119129. defines.REFLECTIONFALLOFF = this.reflectionFalloffDistance > 0;
  119130. this._reflectionControls.x = this.reflectionAmount;
  119131. this._reflectionControls.y = this.reflectionReflectance0;
  119132. this._reflectionControls.z = this.reflectionReflectance90;
  119133. this._reflectionControls.w = 1 / this.reflectionFalloffDistance;
  119134. }
  119135. else {
  119136. defines.REFLECTIONFRESNEL = false;
  119137. defines.REFLECTIONFALLOFF = false;
  119138. }
  119139. }
  119140. else {
  119141. defines.REFLECTION = false;
  119142. defines.REFLECTIONFRESNEL = false;
  119143. defines.REFLECTIONFALLOFF = false;
  119144. defines.REFLECTIONBLUR = false;
  119145. defines.REFLECTIONMAP_3D = false;
  119146. defines.REFLECTIONMAP_SPHERICAL = false;
  119147. defines.REFLECTIONMAP_PLANAR = false;
  119148. defines.REFLECTIONMAP_CUBIC = false;
  119149. defines.REFLECTIONMAP_PROJECTION = false;
  119150. defines.REFLECTIONMAP_SKYBOX = false;
  119151. defines.REFLECTIONMAP_SKYBOX_TRANSFORMED = false;
  119152. defines.REFLECTIONMAP_EXPLICIT = false;
  119153. defines.REFLECTIONMAP_EQUIRECTANGULAR = false;
  119154. defines.REFLECTIONMAP_EQUIRECTANGULAR_FIXED = false;
  119155. defines.REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED = false;
  119156. defines.INVERTCUBICMAP = false;
  119157. defines.REFLECTIONMAP_OPPOSITEZ = false;
  119158. defines.LODINREFLECTIONALPHA = false;
  119159. defines.GAMMAREFLECTION = false;
  119160. defines.RGBDREFLECTION = false;
  119161. }
  119162. }
  119163. defines.PREMULTIPLYALPHA = (this.alphaMode === BABYLON.Engine.ALPHA_PREMULTIPLIED || this.alphaMode === BABYLON.Engine.ALPHA_PREMULTIPLIED_PORTERDUFF);
  119164. defines.USERGBCOLOR = this._useRGBColor;
  119165. defines.NOISE = this._enableNoise;
  119166. }
  119167. if (defines._areLightsDirty) {
  119168. defines.USEHIGHLIGHTANDSHADOWCOLORS = !this._useRGBColor && (this._primaryColorShadowLevel !== 0 || this._primaryColorHighlightLevel !== 0);
  119169. }
  119170. if (defines._areImageProcessingDirty && this._imageProcessingConfiguration) {
  119171. if (!this._imageProcessingConfiguration.isReady()) {
  119172. return false;
  119173. }
  119174. this._imageProcessingConfiguration.prepareDefines(defines);
  119175. }
  119176. // Misc.
  119177. BABYLON.MaterialHelper.PrepareDefinesForMisc(mesh, scene, false, this.pointsCloud, this.fogEnabled, this._shouldTurnAlphaTestOn(mesh), defines);
  119178. // Values that need to be evaluated on every frame
  119179. BABYLON.MaterialHelper.PrepareDefinesForFrameBoundValues(scene, engine, defines, useInstances);
  119180. // Attribs
  119181. if (BABYLON.MaterialHelper.PrepareDefinesForAttributes(mesh, defines, false, true, false)) {
  119182. if (mesh) {
  119183. if (!scene.getEngine().getCaps().standardDerivatives && !mesh.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  119184. mesh.createNormals(true);
  119185. BABYLON.Tools.Warn("BackgroundMaterial: Normals have been created for the mesh: " + mesh.name);
  119186. }
  119187. }
  119188. }
  119189. // Get correct effect
  119190. if (defines.isDirty) {
  119191. defines.markAsProcessed();
  119192. scene.resetCachedMaterial();
  119193. // Fallbacks
  119194. var fallbacks = new BABYLON.EffectFallbacks();
  119195. if (defines.FOG) {
  119196. fallbacks.addFallback(0, "FOG");
  119197. }
  119198. if (defines.POINTSIZE) {
  119199. fallbacks.addFallback(1, "POINTSIZE");
  119200. }
  119201. BABYLON.MaterialHelper.HandleFallbacksForShadows(defines, fallbacks, this._maxSimultaneousLights);
  119202. if (defines.NUM_BONE_INFLUENCERS > 0) {
  119203. fallbacks.addCPUSkinningFallback(0, mesh);
  119204. }
  119205. //Attributes
  119206. var attribs = [BABYLON.VertexBuffer.PositionKind];
  119207. if (defines.NORMAL) {
  119208. attribs.push(BABYLON.VertexBuffer.NormalKind);
  119209. }
  119210. if (defines.UV1) {
  119211. attribs.push(BABYLON.VertexBuffer.UVKind);
  119212. }
  119213. if (defines.UV2) {
  119214. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  119215. }
  119216. BABYLON.MaterialHelper.PrepareAttributesForBones(attribs, mesh, defines, fallbacks);
  119217. BABYLON.MaterialHelper.PrepareAttributesForInstances(attribs, defines);
  119218. var uniforms = ["world", "view", "viewProjection", "vEyePosition", "vLightsType",
  119219. "vFogInfos", "vFogColor", "pointSize",
  119220. "vClipPlane", "vClipPlane2", "vClipPlane3", "vClipPlane4", "mBones",
  119221. "vPrimaryColor", "vPrimaryColorShadow",
  119222. "vReflectionInfos", "reflectionMatrix", "vReflectionMicrosurfaceInfos", "fFovMultiplier",
  119223. "shadowLevel", "alpha",
  119224. "vBackgroundCenter", "vReflectionControl",
  119225. "vDiffuseInfos", "diffuseMatrix",
  119226. ];
  119227. var samplers = ["diffuseSampler", "reflectionSampler", "reflectionSamplerLow", "reflectionSamplerHigh"];
  119228. var uniformBuffers = ["Material", "Scene"];
  119229. if (BABYLON.ImageProcessingConfiguration) {
  119230. BABYLON.ImageProcessingConfiguration.PrepareUniforms(uniforms, defines);
  119231. BABYLON.ImageProcessingConfiguration.PrepareSamplers(samplers, defines);
  119232. }
  119233. BABYLON.MaterialHelper.PrepareUniformsAndSamplersList({
  119234. uniformsNames: uniforms,
  119235. uniformBuffersNames: uniformBuffers,
  119236. samplers: samplers,
  119237. defines: defines,
  119238. maxSimultaneousLights: this._maxSimultaneousLights
  119239. });
  119240. var onCompiled = function (effect) {
  119241. if (_this.onCompiled) {
  119242. _this.onCompiled(effect);
  119243. }
  119244. _this.bindSceneUniformBuffer(effect, scene.getSceneUniformBuffer());
  119245. };
  119246. var join = defines.toString();
  119247. subMesh.setEffect(scene.getEngine().createEffect("background", {
  119248. attributes: attribs,
  119249. uniformsNames: uniforms,
  119250. uniformBuffersNames: uniformBuffers,
  119251. samplers: samplers,
  119252. defines: join,
  119253. fallbacks: fallbacks,
  119254. onCompiled: onCompiled,
  119255. onError: this.onError,
  119256. indexParameters: { maxSimultaneousLights: this._maxSimultaneousLights }
  119257. }, engine), defines);
  119258. this.buildUniformLayout();
  119259. }
  119260. if (!subMesh.effect || !subMesh.effect.isReady()) {
  119261. return false;
  119262. }
  119263. defines._renderId = scene.getRenderId();
  119264. this._wasPreviouslyReady = true;
  119265. return true;
  119266. };
  119267. /**
  119268. * Compute the primary color according to the chosen perceptual color.
  119269. */
  119270. BackgroundMaterial.prototype._computePrimaryColorFromPerceptualColor = function () {
  119271. if (!this.__perceptualColor) {
  119272. return;
  119273. }
  119274. this._primaryColor.copyFrom(this.__perceptualColor);
  119275. // Revert gamma space.
  119276. this._primaryColor.toLinearSpaceToRef(this._primaryColor);
  119277. // Revert image processing configuration.
  119278. if (this._imageProcessingConfiguration) {
  119279. // Revert Exposure.
  119280. this._primaryColor.scaleToRef(1 / this._imageProcessingConfiguration.exposure, this._primaryColor);
  119281. }
  119282. this._computePrimaryColors();
  119283. };
  119284. /**
  119285. * Compute the highlights and shadow colors according to their chosen levels.
  119286. */
  119287. BackgroundMaterial.prototype._computePrimaryColors = function () {
  119288. if (this._primaryColorShadowLevel === 0 && this._primaryColorHighlightLevel === 0) {
  119289. return;
  119290. }
  119291. // Find the highlight color based on the configuration.
  119292. this._primaryColor.scaleToRef(this._primaryColorShadowLevel, this._primaryShadowColor);
  119293. this._primaryColor.subtractToRef(this._primaryShadowColor, this._primaryShadowColor);
  119294. // Find the shadow color based on the configuration.
  119295. this._white.subtractToRef(this._primaryColor, this._primaryHighlightColor);
  119296. this._primaryHighlightColor.scaleToRef(this._primaryColorHighlightLevel, this._primaryHighlightColor);
  119297. this._primaryColor.addToRef(this._primaryHighlightColor, this._primaryHighlightColor);
  119298. };
  119299. /**
  119300. * Build the uniform buffer used in the material.
  119301. */
  119302. BackgroundMaterial.prototype.buildUniformLayout = function () {
  119303. // Order is important !
  119304. this._uniformBuffer.addUniform("vPrimaryColor", 4);
  119305. this._uniformBuffer.addUniform("vPrimaryColorShadow", 4);
  119306. this._uniformBuffer.addUniform("vDiffuseInfos", 2);
  119307. this._uniformBuffer.addUniform("vReflectionInfos", 2);
  119308. this._uniformBuffer.addUniform("diffuseMatrix", 16);
  119309. this._uniformBuffer.addUniform("reflectionMatrix", 16);
  119310. this._uniformBuffer.addUniform("vReflectionMicrosurfaceInfos", 3);
  119311. this._uniformBuffer.addUniform("fFovMultiplier", 1);
  119312. this._uniformBuffer.addUniform("pointSize", 1);
  119313. this._uniformBuffer.addUniform("shadowLevel", 1);
  119314. this._uniformBuffer.addUniform("alpha", 1);
  119315. this._uniformBuffer.addUniform("vBackgroundCenter", 3);
  119316. this._uniformBuffer.addUniform("vReflectionControl", 4);
  119317. this._uniformBuffer.create();
  119318. };
  119319. /**
  119320. * Unbind the material.
  119321. */
  119322. BackgroundMaterial.prototype.unbind = function () {
  119323. if (this._diffuseTexture && this._diffuseTexture.isRenderTarget) {
  119324. this._uniformBuffer.setTexture("diffuseSampler", null);
  119325. }
  119326. if (this._reflectionTexture && this._reflectionTexture.isRenderTarget) {
  119327. this._uniformBuffer.setTexture("reflectionSampler", null);
  119328. }
  119329. _super.prototype.unbind.call(this);
  119330. };
  119331. /**
  119332. * Bind only the world matrix to the material.
  119333. * @param world The world matrix to bind.
  119334. */
  119335. BackgroundMaterial.prototype.bindOnlyWorldMatrix = function (world) {
  119336. this._activeEffect.setMatrix("world", world);
  119337. };
  119338. /**
  119339. * Bind the material for a dedicated submeh (every used meshes will be considered opaque).
  119340. * @param world The world matrix to bind.
  119341. * @param subMesh The submesh to bind for.
  119342. */
  119343. BackgroundMaterial.prototype.bindForSubMesh = function (world, mesh, subMesh) {
  119344. var scene = this.getScene();
  119345. var defines = subMesh._materialDefines;
  119346. if (!defines) {
  119347. return;
  119348. }
  119349. var effect = subMesh.effect;
  119350. if (!effect) {
  119351. return;
  119352. }
  119353. this._activeEffect = effect;
  119354. // Matrices
  119355. this.bindOnlyWorldMatrix(world);
  119356. // Bones
  119357. BABYLON.MaterialHelper.BindBonesParameters(mesh, this._activeEffect);
  119358. var mustRebind = this._mustRebind(scene, effect, mesh.visibility);
  119359. if (mustRebind) {
  119360. this._uniformBuffer.bindToEffect(effect, "Material");
  119361. this.bindViewProjection(effect);
  119362. var reflectionTexture = this._reflectionTexture;
  119363. if (!this._uniformBuffer.useUbo || !this.isFrozen || !this._uniformBuffer.isSync) {
  119364. // Texture uniforms
  119365. if (scene.texturesEnabled) {
  119366. if (this._diffuseTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  119367. this._uniformBuffer.updateFloat2("vDiffuseInfos", this._diffuseTexture.coordinatesIndex, this._diffuseTexture.level);
  119368. BABYLON.MaterialHelper.BindTextureMatrix(this._diffuseTexture, this._uniformBuffer, "diffuse");
  119369. }
  119370. if (reflectionTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  119371. this._uniformBuffer.updateMatrix("reflectionMatrix", reflectionTexture.getReflectionTextureMatrix());
  119372. this._uniformBuffer.updateFloat2("vReflectionInfos", reflectionTexture.level, this._reflectionBlur);
  119373. this._uniformBuffer.updateFloat3("vReflectionMicrosurfaceInfos", reflectionTexture.getSize().width, reflectionTexture.lodGenerationScale, reflectionTexture.lodGenerationOffset);
  119374. }
  119375. }
  119376. if (this.shadowLevel > 0) {
  119377. this._uniformBuffer.updateFloat("shadowLevel", this.shadowLevel);
  119378. }
  119379. this._uniformBuffer.updateFloat("alpha", this.alpha);
  119380. // Point size
  119381. if (this.pointsCloud) {
  119382. this._uniformBuffer.updateFloat("pointSize", this.pointSize);
  119383. }
  119384. if (defines.USEHIGHLIGHTANDSHADOWCOLORS) {
  119385. this._uniformBuffer.updateColor4("vPrimaryColor", this._primaryHighlightColor, 1.0);
  119386. this._uniformBuffer.updateColor4("vPrimaryColorShadow", this._primaryShadowColor, 1.0);
  119387. }
  119388. else {
  119389. this._uniformBuffer.updateColor4("vPrimaryColor", this._primaryColor, 1.0);
  119390. }
  119391. }
  119392. this._uniformBuffer.updateFloat("fFovMultiplier", this._fovMultiplier);
  119393. // Textures
  119394. if (scene.texturesEnabled) {
  119395. if (this._diffuseTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  119396. this._uniformBuffer.setTexture("diffuseSampler", this._diffuseTexture);
  119397. }
  119398. if (reflectionTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  119399. if (defines.REFLECTIONBLUR && defines.TEXTURELODSUPPORT) {
  119400. this._uniformBuffer.setTexture("reflectionSampler", reflectionTexture);
  119401. }
  119402. else if (!defines.REFLECTIONBLUR) {
  119403. this._uniformBuffer.setTexture("reflectionSampler", reflectionTexture);
  119404. }
  119405. else {
  119406. this._uniformBuffer.setTexture("reflectionSampler", reflectionTexture._lodTextureMid || reflectionTexture);
  119407. this._uniformBuffer.setTexture("reflectionSamplerLow", reflectionTexture._lodTextureLow || reflectionTexture);
  119408. this._uniformBuffer.setTexture("reflectionSamplerHigh", reflectionTexture._lodTextureHigh || reflectionTexture);
  119409. }
  119410. if (defines.REFLECTIONFRESNEL) {
  119411. this._uniformBuffer.updateFloat3("vBackgroundCenter", this.sceneCenter.x, this.sceneCenter.y, this.sceneCenter.z);
  119412. this._uniformBuffer.updateFloat4("vReflectionControl", this._reflectionControls.x, this._reflectionControls.y, this._reflectionControls.z, this._reflectionControls.w);
  119413. }
  119414. }
  119415. }
  119416. // Clip plane
  119417. BABYLON.MaterialHelper.BindClipPlane(this._activeEffect, scene);
  119418. BABYLON.MaterialHelper.BindEyePosition(effect, scene);
  119419. }
  119420. if (mustRebind || !this.isFrozen) {
  119421. if (scene.lightsEnabled) {
  119422. BABYLON.MaterialHelper.BindLights(scene, mesh, this._activeEffect, defines, this._maxSimultaneousLights, false);
  119423. }
  119424. // View
  119425. this.bindView(effect);
  119426. // Fog
  119427. BABYLON.MaterialHelper.BindFogParameters(scene, mesh, this._activeEffect, true);
  119428. // image processing
  119429. if (this._imageProcessingConfiguration) {
  119430. this._imageProcessingConfiguration.bind(this._activeEffect);
  119431. }
  119432. }
  119433. this._uniformBuffer.update();
  119434. this._afterBind(mesh, this._activeEffect);
  119435. };
  119436. /**
  119437. * Dispose the material.
  119438. * @param forceDisposeEffect Force disposal of the associated effect.
  119439. * @param forceDisposeTextures Force disposal of the associated textures.
  119440. */
  119441. BackgroundMaterial.prototype.dispose = function (forceDisposeEffect, forceDisposeTextures) {
  119442. if (forceDisposeEffect === void 0) { forceDisposeEffect = false; }
  119443. if (forceDisposeTextures === void 0) { forceDisposeTextures = false; }
  119444. if (forceDisposeTextures) {
  119445. if (this.diffuseTexture) {
  119446. this.diffuseTexture.dispose();
  119447. }
  119448. if (this.reflectionTexture) {
  119449. this.reflectionTexture.dispose();
  119450. }
  119451. }
  119452. this._renderTargets.dispose();
  119453. if (this._imageProcessingConfiguration && this._imageProcessingObserver) {
  119454. this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);
  119455. }
  119456. _super.prototype.dispose.call(this, forceDisposeEffect);
  119457. };
  119458. /**
  119459. * Clones the material.
  119460. * @param name The cloned name.
  119461. * @returns The cloned material.
  119462. */
  119463. BackgroundMaterial.prototype.clone = function (name) {
  119464. var _this = this;
  119465. return BABYLON.SerializationHelper.Clone(function () { return new BackgroundMaterial(name, _this.getScene()); }, this);
  119466. };
  119467. /**
  119468. * Serializes the current material to its JSON representation.
  119469. * @returns The JSON representation.
  119470. */
  119471. BackgroundMaterial.prototype.serialize = function () {
  119472. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  119473. serializationObject.customType = "BABYLON.BackgroundMaterial";
  119474. return serializationObject;
  119475. };
  119476. /**
  119477. * Gets the class name of the material
  119478. * @returns "BackgroundMaterial"
  119479. */
  119480. BackgroundMaterial.prototype.getClassName = function () {
  119481. return "BackgroundMaterial";
  119482. };
  119483. /**
  119484. * Parse a JSON input to create back a background material.
  119485. * @param source The JSON data to parse
  119486. * @param scene The scene to create the parsed material in
  119487. * @param rootUrl The root url of the assets the material depends upon
  119488. * @returns the instantiated BackgroundMaterial.
  119489. */
  119490. BackgroundMaterial.Parse = function (source, scene, rootUrl) {
  119491. return BABYLON.SerializationHelper.Parse(function () { return new BackgroundMaterial(source.name, scene); }, source, scene, rootUrl);
  119492. };
  119493. /**
  119494. * Standard reflectance value at parallel view angle.
  119495. */
  119496. BackgroundMaterial.StandardReflectance0 = 0.05;
  119497. /**
  119498. * Standard reflectance value at grazing angle.
  119499. */
  119500. BackgroundMaterial.StandardReflectance90 = 0.5;
  119501. __decorate([
  119502. BABYLON.serializeAsColor3()
  119503. ], BackgroundMaterial.prototype, "_primaryColor", void 0);
  119504. __decorate([
  119505. BABYLON.expandToProperty("_markAllSubMeshesAsLightsDirty")
  119506. ], BackgroundMaterial.prototype, "primaryColor", void 0);
  119507. __decorate([
  119508. BABYLON.serializeAsColor3()
  119509. ], BackgroundMaterial.prototype, "__perceptualColor", void 0);
  119510. __decorate([
  119511. BABYLON.serialize()
  119512. ], BackgroundMaterial.prototype, "_primaryColorShadowLevel", void 0);
  119513. __decorate([
  119514. BABYLON.serialize()
  119515. ], BackgroundMaterial.prototype, "_primaryColorHighlightLevel", void 0);
  119516. __decorate([
  119517. BABYLON.expandToProperty("_markAllSubMeshesAsLightsDirty")
  119518. ], BackgroundMaterial.prototype, "primaryColorHighlightLevel", null);
  119519. __decorate([
  119520. BABYLON.serializeAsTexture()
  119521. ], BackgroundMaterial.prototype, "_reflectionTexture", void 0);
  119522. __decorate([
  119523. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  119524. ], BackgroundMaterial.prototype, "reflectionTexture", void 0);
  119525. __decorate([
  119526. BABYLON.serialize()
  119527. ], BackgroundMaterial.prototype, "_reflectionBlur", void 0);
  119528. __decorate([
  119529. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  119530. ], BackgroundMaterial.prototype, "reflectionBlur", void 0);
  119531. __decorate([
  119532. BABYLON.serializeAsTexture()
  119533. ], BackgroundMaterial.prototype, "_diffuseTexture", void 0);
  119534. __decorate([
  119535. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  119536. ], BackgroundMaterial.prototype, "diffuseTexture", void 0);
  119537. __decorate([
  119538. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  119539. ], BackgroundMaterial.prototype, "shadowLights", void 0);
  119540. __decorate([
  119541. BABYLON.serialize()
  119542. ], BackgroundMaterial.prototype, "_shadowLevel", void 0);
  119543. __decorate([
  119544. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  119545. ], BackgroundMaterial.prototype, "shadowLevel", void 0);
  119546. __decorate([
  119547. BABYLON.serializeAsVector3()
  119548. ], BackgroundMaterial.prototype, "_sceneCenter", void 0);
  119549. __decorate([
  119550. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  119551. ], BackgroundMaterial.prototype, "sceneCenter", void 0);
  119552. __decorate([
  119553. BABYLON.serialize()
  119554. ], BackgroundMaterial.prototype, "_opacityFresnel", void 0);
  119555. __decorate([
  119556. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  119557. ], BackgroundMaterial.prototype, "opacityFresnel", void 0);
  119558. __decorate([
  119559. BABYLON.serialize()
  119560. ], BackgroundMaterial.prototype, "_reflectionFresnel", void 0);
  119561. __decorate([
  119562. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  119563. ], BackgroundMaterial.prototype, "reflectionFresnel", void 0);
  119564. __decorate([
  119565. BABYLON.serialize()
  119566. ], BackgroundMaterial.prototype, "_reflectionFalloffDistance", void 0);
  119567. __decorate([
  119568. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  119569. ], BackgroundMaterial.prototype, "reflectionFalloffDistance", void 0);
  119570. __decorate([
  119571. BABYLON.serialize()
  119572. ], BackgroundMaterial.prototype, "_reflectionAmount", void 0);
  119573. __decorate([
  119574. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  119575. ], BackgroundMaterial.prototype, "reflectionAmount", void 0);
  119576. __decorate([
  119577. BABYLON.serialize()
  119578. ], BackgroundMaterial.prototype, "_reflectionReflectance0", void 0);
  119579. __decorate([
  119580. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  119581. ], BackgroundMaterial.prototype, "reflectionReflectance0", void 0);
  119582. __decorate([
  119583. BABYLON.serialize()
  119584. ], BackgroundMaterial.prototype, "_reflectionReflectance90", void 0);
  119585. __decorate([
  119586. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  119587. ], BackgroundMaterial.prototype, "reflectionReflectance90", void 0);
  119588. __decorate([
  119589. BABYLON.serialize()
  119590. ], BackgroundMaterial.prototype, "_useRGBColor", void 0);
  119591. __decorate([
  119592. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  119593. ], BackgroundMaterial.prototype, "useRGBColor", void 0);
  119594. __decorate([
  119595. BABYLON.serialize()
  119596. ], BackgroundMaterial.prototype, "_enableNoise", void 0);
  119597. __decorate([
  119598. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  119599. ], BackgroundMaterial.prototype, "enableNoise", void 0);
  119600. __decorate([
  119601. BABYLON.serialize()
  119602. ], BackgroundMaterial.prototype, "_maxSimultaneousLights", void 0);
  119603. __decorate([
  119604. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  119605. ], BackgroundMaterial.prototype, "maxSimultaneousLights", void 0);
  119606. __decorate([
  119607. BABYLON.serializeAsImageProcessingConfiguration()
  119608. ], BackgroundMaterial.prototype, "_imageProcessingConfiguration", void 0);
  119609. return BackgroundMaterial;
  119610. }(BABYLON.PushMaterial));
  119611. BABYLON.BackgroundMaterial = BackgroundMaterial;
  119612. })(BABYLON || (BABYLON = {}));
  119613. //# sourceMappingURL=babylon.backgroundMaterial.js.map
  119614. var __assign = (this && this.__assign) || function () {
  119615. __assign = Object.assign || function(t) {
  119616. for (var s, i = 1, n = arguments.length; i < n; i++) {
  119617. s = arguments[i];
  119618. for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p))
  119619. t[p] = s[p];
  119620. }
  119621. return t;
  119622. };
  119623. return __assign.apply(this, arguments);
  119624. };
  119625. var BABYLON;
  119626. (function (BABYLON) {
  119627. /**
  119628. * The Environment helper class can be used to add a fully featuread none expensive background to your scene.
  119629. * It includes by default a skybox and a ground relying on the BackgroundMaterial.
  119630. * It also helps with the default setup of your imageProcessing configuration.
  119631. */
  119632. var EnvironmentHelper = /** @class */ (function () {
  119633. /**
  119634. * constructor
  119635. * @param options
  119636. * @param scene The scene to add the material to
  119637. */
  119638. function EnvironmentHelper(options, scene) {
  119639. var _this = this;
  119640. this._errorHandler = function (message, exception) {
  119641. _this.onErrorObservable.notifyObservers({ message: message, exception: exception });
  119642. };
  119643. this._options = __assign({}, EnvironmentHelper._getDefaultOptions(), options);
  119644. this._scene = scene;
  119645. this.onErrorObservable = new BABYLON.Observable();
  119646. this._setupBackground();
  119647. this._setupImageProcessing();
  119648. }
  119649. /**
  119650. * Creates the default options for the helper.
  119651. */
  119652. EnvironmentHelper._getDefaultOptions = function () {
  119653. return {
  119654. createGround: true,
  119655. groundSize: 15,
  119656. groundTexture: this._groundTextureCDNUrl,
  119657. groundColor: new BABYLON.Color3(0.2, 0.2, 0.3).toLinearSpace().scale(3),
  119658. groundOpacity: 0.9,
  119659. enableGroundShadow: true,
  119660. groundShadowLevel: 0.5,
  119661. enableGroundMirror: false,
  119662. groundMirrorSizeRatio: 0.3,
  119663. groundMirrorBlurKernel: 64,
  119664. groundMirrorAmount: 1,
  119665. groundMirrorFresnelWeight: 1,
  119666. groundMirrorFallOffDistance: 0,
  119667. groundMirrorTextureType: BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT,
  119668. groundYBias: 0.00001,
  119669. createSkybox: true,
  119670. skyboxSize: 20,
  119671. skyboxTexture: this._skyboxTextureCDNUrl,
  119672. skyboxColor: new BABYLON.Color3(0.2, 0.2, 0.3).toLinearSpace().scale(3),
  119673. backgroundYRotation: 0,
  119674. sizeAuto: true,
  119675. rootPosition: BABYLON.Vector3.Zero(),
  119676. setupImageProcessing: true,
  119677. environmentTexture: this._environmentTextureCDNUrl,
  119678. cameraExposure: 0.8,
  119679. cameraContrast: 1.2,
  119680. toneMappingEnabled: true,
  119681. };
  119682. };
  119683. Object.defineProperty(EnvironmentHelper.prototype, "rootMesh", {
  119684. /**
  119685. * Gets the root mesh created by the helper.
  119686. */
  119687. get: function () {
  119688. return this._rootMesh;
  119689. },
  119690. enumerable: true,
  119691. configurable: true
  119692. });
  119693. Object.defineProperty(EnvironmentHelper.prototype, "skybox", {
  119694. /**
  119695. * Gets the skybox created by the helper.
  119696. */
  119697. get: function () {
  119698. return this._skybox;
  119699. },
  119700. enumerable: true,
  119701. configurable: true
  119702. });
  119703. Object.defineProperty(EnvironmentHelper.prototype, "skyboxTexture", {
  119704. /**
  119705. * Gets the skybox texture created by the helper.
  119706. */
  119707. get: function () {
  119708. return this._skyboxTexture;
  119709. },
  119710. enumerable: true,
  119711. configurable: true
  119712. });
  119713. Object.defineProperty(EnvironmentHelper.prototype, "skyboxMaterial", {
  119714. /**
  119715. * Gets the skybox material created by the helper.
  119716. */
  119717. get: function () {
  119718. return this._skyboxMaterial;
  119719. },
  119720. enumerable: true,
  119721. configurable: true
  119722. });
  119723. Object.defineProperty(EnvironmentHelper.prototype, "ground", {
  119724. /**
  119725. * Gets the ground mesh created by the helper.
  119726. */
  119727. get: function () {
  119728. return this._ground;
  119729. },
  119730. enumerable: true,
  119731. configurable: true
  119732. });
  119733. Object.defineProperty(EnvironmentHelper.prototype, "groundTexture", {
  119734. /**
  119735. * Gets the ground texture created by the helper.
  119736. */
  119737. get: function () {
  119738. return this._groundTexture;
  119739. },
  119740. enumerable: true,
  119741. configurable: true
  119742. });
  119743. Object.defineProperty(EnvironmentHelper.prototype, "groundMirror", {
  119744. /**
  119745. * Gets the ground mirror created by the helper.
  119746. */
  119747. get: function () {
  119748. return this._groundMirror;
  119749. },
  119750. enumerable: true,
  119751. configurable: true
  119752. });
  119753. Object.defineProperty(EnvironmentHelper.prototype, "groundMirrorRenderList", {
  119754. /**
  119755. * Gets the ground mirror render list to helps pushing the meshes
  119756. * you wish in the ground reflection.
  119757. */
  119758. get: function () {
  119759. if (this._groundMirror) {
  119760. return this._groundMirror.renderList;
  119761. }
  119762. return null;
  119763. },
  119764. enumerable: true,
  119765. configurable: true
  119766. });
  119767. Object.defineProperty(EnvironmentHelper.prototype, "groundMaterial", {
  119768. /**
  119769. * Gets the ground material created by the helper.
  119770. */
  119771. get: function () {
  119772. return this._groundMaterial;
  119773. },
  119774. enumerable: true,
  119775. configurable: true
  119776. });
  119777. /**
  119778. * Updates the background according to the new options
  119779. * @param options
  119780. */
  119781. EnvironmentHelper.prototype.updateOptions = function (options) {
  119782. var newOptions = __assign({}, this._options, options);
  119783. if (this._ground && !newOptions.createGround) {
  119784. this._ground.dispose();
  119785. this._ground = null;
  119786. }
  119787. if (this._groundMaterial && !newOptions.createGround) {
  119788. this._groundMaterial.dispose();
  119789. this._groundMaterial = null;
  119790. }
  119791. if (this._groundTexture) {
  119792. if (this._options.groundTexture != newOptions.groundTexture) {
  119793. this._groundTexture.dispose();
  119794. this._groundTexture = null;
  119795. }
  119796. }
  119797. if (this._skybox && !newOptions.createSkybox) {
  119798. this._skybox.dispose();
  119799. this._skybox = null;
  119800. }
  119801. if (this._skyboxMaterial && !newOptions.createSkybox) {
  119802. this._skyboxMaterial.dispose();
  119803. this._skyboxMaterial = null;
  119804. }
  119805. if (this._skyboxTexture) {
  119806. if (this._options.skyboxTexture != newOptions.skyboxTexture) {
  119807. this._skyboxTexture.dispose();
  119808. this._skyboxTexture = null;
  119809. }
  119810. }
  119811. if (this._groundMirror && !newOptions.enableGroundMirror) {
  119812. this._groundMirror.dispose();
  119813. this._groundMirror = null;
  119814. }
  119815. if (this._scene.environmentTexture) {
  119816. if (this._options.environmentTexture != newOptions.environmentTexture) {
  119817. this._scene.environmentTexture.dispose();
  119818. }
  119819. }
  119820. this._options = newOptions;
  119821. this._setupBackground();
  119822. this._setupImageProcessing();
  119823. };
  119824. /**
  119825. * Sets the primary color of all the available elements.
  119826. * @param color the main color to affect to the ground and the background
  119827. */
  119828. EnvironmentHelper.prototype.setMainColor = function (color) {
  119829. if (this.groundMaterial) {
  119830. this.groundMaterial.primaryColor = color;
  119831. }
  119832. if (this.skyboxMaterial) {
  119833. this.skyboxMaterial.primaryColor = color;
  119834. }
  119835. if (this.groundMirror) {
  119836. this.groundMirror.clearColor = new BABYLON.Color4(color.r, color.g, color.b, 1.0);
  119837. }
  119838. };
  119839. /**
  119840. * Setup the image processing according to the specified options.
  119841. */
  119842. EnvironmentHelper.prototype._setupImageProcessing = function () {
  119843. if (this._options.setupImageProcessing) {
  119844. this._scene.imageProcessingConfiguration.contrast = this._options.cameraContrast;
  119845. this._scene.imageProcessingConfiguration.exposure = this._options.cameraExposure;
  119846. this._scene.imageProcessingConfiguration.toneMappingEnabled = this._options.toneMappingEnabled;
  119847. this._setupEnvironmentTexture();
  119848. }
  119849. };
  119850. /**
  119851. * Setup the environment texture according to the specified options.
  119852. */
  119853. EnvironmentHelper.prototype._setupEnvironmentTexture = function () {
  119854. if (this._scene.environmentTexture) {
  119855. return;
  119856. }
  119857. if (this._options.environmentTexture instanceof BABYLON.BaseTexture) {
  119858. this._scene.environmentTexture = this._options.environmentTexture;
  119859. return;
  119860. }
  119861. var environmentTexture = BABYLON.CubeTexture.CreateFromPrefilteredData(this._options.environmentTexture, this._scene);
  119862. this._scene.environmentTexture = environmentTexture;
  119863. };
  119864. /**
  119865. * Setup the background according to the specified options.
  119866. */
  119867. EnvironmentHelper.prototype._setupBackground = function () {
  119868. if (!this._rootMesh) {
  119869. this._rootMesh = new BABYLON.Mesh("BackgroundHelper", this._scene);
  119870. }
  119871. this._rootMesh.rotation.y = this._options.backgroundYRotation;
  119872. var sceneSize = this._getSceneSize();
  119873. if (this._options.createGround) {
  119874. this._setupGround(sceneSize);
  119875. this._setupGroundMaterial();
  119876. this._setupGroundDiffuseTexture();
  119877. if (this._options.enableGroundMirror) {
  119878. this._setupGroundMirrorTexture(sceneSize);
  119879. }
  119880. this._setupMirrorInGroundMaterial();
  119881. }
  119882. if (this._options.createSkybox) {
  119883. this._setupSkybox(sceneSize);
  119884. this._setupSkyboxMaterial();
  119885. this._setupSkyboxReflectionTexture();
  119886. }
  119887. this._rootMesh.position.x = sceneSize.rootPosition.x;
  119888. this._rootMesh.position.z = sceneSize.rootPosition.z;
  119889. this._rootMesh.position.y = sceneSize.rootPosition.y;
  119890. };
  119891. /**
  119892. * Get the scene sizes according to the setup.
  119893. */
  119894. EnvironmentHelper.prototype._getSceneSize = function () {
  119895. var _this = this;
  119896. var groundSize = this._options.groundSize;
  119897. var skyboxSize = this._options.skyboxSize;
  119898. var rootPosition = this._options.rootPosition;
  119899. if (!this._scene.meshes || this._scene.meshes.length === 1) { // 1 only means the root of the helper.
  119900. return { groundSize: groundSize, skyboxSize: skyboxSize, rootPosition: rootPosition };
  119901. }
  119902. var sceneExtends = this._scene.getWorldExtends(function (mesh) {
  119903. return (mesh !== _this._ground && mesh !== _this._rootMesh && mesh !== _this._skybox);
  119904. });
  119905. var sceneDiagonal = sceneExtends.max.subtract(sceneExtends.min);
  119906. if (this._options.sizeAuto) {
  119907. if (this._scene.activeCamera instanceof BABYLON.ArcRotateCamera &&
  119908. this._scene.activeCamera.upperRadiusLimit) {
  119909. groundSize = this._scene.activeCamera.upperRadiusLimit * 2;
  119910. skyboxSize = groundSize;
  119911. }
  119912. var sceneDiagonalLenght = sceneDiagonal.length();
  119913. if (sceneDiagonalLenght > groundSize) {
  119914. groundSize = sceneDiagonalLenght * 2;
  119915. skyboxSize = groundSize;
  119916. }
  119917. // 10 % bigger.
  119918. groundSize *= 1.1;
  119919. skyboxSize *= 1.5;
  119920. rootPosition = sceneExtends.min.add(sceneDiagonal.scale(0.5));
  119921. rootPosition.y = sceneExtends.min.y - this._options.groundYBias;
  119922. }
  119923. return { groundSize: groundSize, skyboxSize: skyboxSize, rootPosition: rootPosition };
  119924. };
  119925. /**
  119926. * Setup the ground according to the specified options.
  119927. */
  119928. EnvironmentHelper.prototype._setupGround = function (sceneSize) {
  119929. var _this = this;
  119930. if (!this._ground || this._ground.isDisposed()) {
  119931. this._ground = BABYLON.Mesh.CreatePlane("BackgroundPlane", sceneSize.groundSize, this._scene);
  119932. this._ground.rotation.x = Math.PI / 2; // Face up by default.
  119933. this._ground.parent = this._rootMesh;
  119934. this._ground.onDisposeObservable.add(function () { _this._ground = null; });
  119935. }
  119936. this._ground.receiveShadows = this._options.enableGroundShadow;
  119937. };
  119938. /**
  119939. * Setup the ground material according to the specified options.
  119940. */
  119941. EnvironmentHelper.prototype._setupGroundMaterial = function () {
  119942. if (!this._groundMaterial) {
  119943. this._groundMaterial = new BABYLON.BackgroundMaterial("BackgroundPlaneMaterial", this._scene);
  119944. }
  119945. this._groundMaterial.alpha = this._options.groundOpacity;
  119946. this._groundMaterial.alphaMode = BABYLON.Engine.ALPHA_PREMULTIPLIED_PORTERDUFF;
  119947. this._groundMaterial.shadowLevel = this._options.groundShadowLevel;
  119948. this._groundMaterial.primaryColor = this._options.groundColor;
  119949. this._groundMaterial.useRGBColor = false;
  119950. this._groundMaterial.enableNoise = true;
  119951. if (this._ground) {
  119952. this._ground.material = this._groundMaterial;
  119953. }
  119954. };
  119955. /**
  119956. * Setup the ground diffuse texture according to the specified options.
  119957. */
  119958. EnvironmentHelper.prototype._setupGroundDiffuseTexture = function () {
  119959. if (!this._groundMaterial) {
  119960. return;
  119961. }
  119962. if (this._groundTexture) {
  119963. return;
  119964. }
  119965. if (this._options.groundTexture instanceof BABYLON.BaseTexture) {
  119966. this._groundMaterial.diffuseTexture = this._options.groundTexture;
  119967. return;
  119968. }
  119969. var diffuseTexture = new BABYLON.Texture(this._options.groundTexture, this._scene, undefined, undefined, undefined, undefined, this._errorHandler);
  119970. diffuseTexture.gammaSpace = false;
  119971. diffuseTexture.hasAlpha = true;
  119972. this._groundMaterial.diffuseTexture = diffuseTexture;
  119973. };
  119974. /**
  119975. * Setup the ground mirror texture according to the specified options.
  119976. */
  119977. EnvironmentHelper.prototype._setupGroundMirrorTexture = function (sceneSize) {
  119978. var wrapping = BABYLON.Texture.CLAMP_ADDRESSMODE;
  119979. if (!this._groundMirror) {
  119980. this._groundMirror = new BABYLON.MirrorTexture("BackgroundPlaneMirrorTexture", { ratio: this._options.groundMirrorSizeRatio }, this._scene, false, this._options.groundMirrorTextureType, BABYLON.Texture.BILINEAR_SAMPLINGMODE, true);
  119981. this._groundMirror.mirrorPlane = new BABYLON.Plane(0, -1, 0, sceneSize.rootPosition.y);
  119982. this._groundMirror.anisotropicFilteringLevel = 1;
  119983. this._groundMirror.wrapU = wrapping;
  119984. this._groundMirror.wrapV = wrapping;
  119985. this._groundMirror.gammaSpace = false;
  119986. if (this._groundMirror.renderList) {
  119987. for (var i = 0; i < this._scene.meshes.length; i++) {
  119988. var mesh = this._scene.meshes[i];
  119989. if (mesh !== this._ground &&
  119990. mesh !== this._skybox &&
  119991. mesh !== this._rootMesh) {
  119992. this._groundMirror.renderList.push(mesh);
  119993. }
  119994. }
  119995. }
  119996. }
  119997. this._groundMirror.clearColor = new BABYLON.Color4(this._options.groundColor.r, this._options.groundColor.g, this._options.groundColor.b, 1);
  119998. this._groundMirror.adaptiveBlurKernel = this._options.groundMirrorBlurKernel;
  119999. };
  120000. /**
  120001. * Setup the ground to receive the mirror texture.
  120002. */
  120003. EnvironmentHelper.prototype._setupMirrorInGroundMaterial = function () {
  120004. if (this._groundMaterial) {
  120005. this._groundMaterial.reflectionTexture = this._groundMirror;
  120006. this._groundMaterial.reflectionFresnel = true;
  120007. this._groundMaterial.reflectionAmount = this._options.groundMirrorAmount;
  120008. this._groundMaterial.reflectionStandardFresnelWeight = this._options.groundMirrorFresnelWeight;
  120009. this._groundMaterial.reflectionFalloffDistance = this._options.groundMirrorFallOffDistance;
  120010. }
  120011. };
  120012. /**
  120013. * Setup the skybox according to the specified options.
  120014. */
  120015. EnvironmentHelper.prototype._setupSkybox = function (sceneSize) {
  120016. var _this = this;
  120017. if (!this._skybox || this._skybox.isDisposed()) {
  120018. this._skybox = BABYLON.Mesh.CreateBox("BackgroundSkybox", sceneSize.skyboxSize, this._scene, undefined, BABYLON.Mesh.BACKSIDE);
  120019. this._skybox.onDisposeObservable.add(function () { _this._skybox = null; });
  120020. }
  120021. this._skybox.parent = this._rootMesh;
  120022. };
  120023. /**
  120024. * Setup the skybox material according to the specified options.
  120025. */
  120026. EnvironmentHelper.prototype._setupSkyboxMaterial = function () {
  120027. if (!this._skybox) {
  120028. return;
  120029. }
  120030. if (!this._skyboxMaterial) {
  120031. this._skyboxMaterial = new BABYLON.BackgroundMaterial("BackgroundSkyboxMaterial", this._scene);
  120032. }
  120033. this._skyboxMaterial.useRGBColor = false;
  120034. this._skyboxMaterial.primaryColor = this._options.skyboxColor;
  120035. this._skyboxMaterial.enableNoise = true;
  120036. this._skybox.material = this._skyboxMaterial;
  120037. };
  120038. /**
  120039. * Setup the skybox reflection texture according to the specified options.
  120040. */
  120041. EnvironmentHelper.prototype._setupSkyboxReflectionTexture = function () {
  120042. if (!this._skyboxMaterial) {
  120043. return;
  120044. }
  120045. if (this._skyboxTexture) {
  120046. return;
  120047. }
  120048. if (this._options.skyboxTexture instanceof BABYLON.BaseTexture) {
  120049. this._skyboxMaterial.reflectionTexture = this._options.skyboxTexture;
  120050. return;
  120051. }
  120052. this._skyboxTexture = new BABYLON.CubeTexture(this._options.skyboxTexture, this._scene, undefined, undefined, undefined, undefined, this._errorHandler);
  120053. this._skyboxTexture.coordinatesMode = BABYLON.Texture.SKYBOX_MODE;
  120054. this._skyboxTexture.gammaSpace = false;
  120055. this._skyboxMaterial.reflectionTexture = this._skyboxTexture;
  120056. };
  120057. /**
  120058. * Dispose all the elements created by the Helper.
  120059. */
  120060. EnvironmentHelper.prototype.dispose = function () {
  120061. if (this._groundMaterial) {
  120062. this._groundMaterial.dispose(true, true);
  120063. }
  120064. if (this._skyboxMaterial) {
  120065. this._skyboxMaterial.dispose(true, true);
  120066. }
  120067. this._rootMesh.dispose(false);
  120068. };
  120069. /**
  120070. * Default ground texture URL.
  120071. */
  120072. EnvironmentHelper._groundTextureCDNUrl = "https://assets.babylonjs.com/environments/backgroundGround.png";
  120073. /**
  120074. * Default skybox texture URL.
  120075. */
  120076. EnvironmentHelper._skyboxTextureCDNUrl = "https://assets.babylonjs.com/environments/backgroundSkybox.dds";
  120077. /**
  120078. * Default environment texture URL.
  120079. */
  120080. EnvironmentHelper._environmentTextureCDNUrl = "https://assets.babylonjs.com/environments/environmentSpecular.env";
  120081. return EnvironmentHelper;
  120082. }());
  120083. BABYLON.EnvironmentHelper = EnvironmentHelper;
  120084. })(BABYLON || (BABYLON = {}));
  120085. //# sourceMappingURL=babylon.environmentHelper.js.map
  120086. var BABYLON;
  120087. (function (BABYLON) {
  120088. /** Internal class used to store shapes for emitters */
  120089. var ParticleSystemSetEmitterCreationOptions = /** @class */ (function () {
  120090. function ParticleSystemSetEmitterCreationOptions() {
  120091. }
  120092. return ParticleSystemSetEmitterCreationOptions;
  120093. }());
  120094. /**
  120095. * Represents a set of particle systems working together to create a specific effect
  120096. */
  120097. var ParticleSystemSet = /** @class */ (function () {
  120098. function ParticleSystemSet() {
  120099. /**
  120100. * Gets the particle system list
  120101. */
  120102. this.systems = new Array();
  120103. }
  120104. Object.defineProperty(ParticleSystemSet.prototype, "emitterNode", {
  120105. /**
  120106. * Gets the emitter node used with this set
  120107. */
  120108. get: function () {
  120109. return this._emitterNode;
  120110. },
  120111. enumerable: true,
  120112. configurable: true
  120113. });
  120114. /**
  120115. * Creates a new emitter mesh as a sphere
  120116. * @param options defines the options used to create the sphere
  120117. * @param renderingGroupId defines the renderingGroupId to use for the sphere
  120118. * @param scene defines the hosting scene
  120119. */
  120120. ParticleSystemSet.prototype.setEmitterAsSphere = function (options, renderingGroupId, scene) {
  120121. if (this._emitterNode) {
  120122. this._emitterNode.dispose();
  120123. }
  120124. this._emitterCreationOptions = {
  120125. kind: "Sphere",
  120126. options: options,
  120127. renderingGroupId: renderingGroupId
  120128. };
  120129. var emitterMesh = BABYLON.MeshBuilder.CreateSphere("emitterSphere", { diameter: options.diameter, segments: options.segments }, scene);
  120130. emitterMesh.renderingGroupId = renderingGroupId;
  120131. var material = new BABYLON.StandardMaterial("emitterSphereMaterial", scene);
  120132. material.emissiveColor = options.color;
  120133. emitterMesh.material = material;
  120134. for (var _i = 0, _a = this.systems; _i < _a.length; _i++) {
  120135. var system = _a[_i];
  120136. system.emitter = emitterMesh;
  120137. }
  120138. this._emitterNode = emitterMesh;
  120139. };
  120140. /**
  120141. * Starts all particle systems of the set
  120142. * @param emitter defines an optional mesh to use as emitter for the particle systems
  120143. */
  120144. ParticleSystemSet.prototype.start = function (emitter) {
  120145. for (var _i = 0, _a = this.systems; _i < _a.length; _i++) {
  120146. var system = _a[_i];
  120147. if (emitter) {
  120148. system.emitter = emitter;
  120149. }
  120150. system.start();
  120151. }
  120152. };
  120153. /**
  120154. * Release all associated resources
  120155. */
  120156. ParticleSystemSet.prototype.dispose = function () {
  120157. for (var _i = 0, _a = this.systems; _i < _a.length; _i++) {
  120158. var system = _a[_i];
  120159. system.dispose();
  120160. }
  120161. this.systems = [];
  120162. if (this._emitterNode) {
  120163. this._emitterNode.dispose();
  120164. this._emitterNode = null;
  120165. }
  120166. };
  120167. /**
  120168. * Serialize the set into a JSON compatible object
  120169. * @returns a JSON compatible representation of the set
  120170. */
  120171. ParticleSystemSet.prototype.serialize = function () {
  120172. var result = {};
  120173. result.systems = [];
  120174. for (var _i = 0, _a = this.systems; _i < _a.length; _i++) {
  120175. var system = _a[_i];
  120176. result.systems.push(system.serialize());
  120177. }
  120178. if (this._emitterNode) {
  120179. result.emitter = this._emitterCreationOptions;
  120180. }
  120181. return result;
  120182. };
  120183. /**
  120184. * Parse a new ParticleSystemSet from a serialized source
  120185. * @param data defines a JSON compatible representation of the set
  120186. * @param scene defines the hosting scene
  120187. * @param gpu defines if we want GPU particles or CPU particles
  120188. * @returns a new ParticleSystemSet
  120189. */
  120190. ParticleSystemSet.Parse = function (data, scene, gpu) {
  120191. if (gpu === void 0) { gpu = false; }
  120192. var result = new ParticleSystemSet();
  120193. var rootUrl = BABYLON.ParticleHelper.BaseAssetsUrl + "/textures/";
  120194. scene = scene || BABYLON.Engine.LastCreatedScene;
  120195. for (var _i = 0, _a = data.systems; _i < _a.length; _i++) {
  120196. var system = _a[_i];
  120197. result.systems.push(gpu ? BABYLON.GPUParticleSystem.Parse(system, scene, rootUrl, true) : BABYLON.ParticleSystem.Parse(system, scene, rootUrl, true));
  120198. }
  120199. if (data.emitter) {
  120200. var options = data.emitter.options;
  120201. switch (data.emitter.kind) {
  120202. case "Sphere":
  120203. result.setEmitterAsSphere({
  120204. diameter: options.diameter,
  120205. segments: options.segments,
  120206. color: BABYLON.Color3.FromArray(options.color)
  120207. }, data.emitter.renderingGroupId, scene);
  120208. break;
  120209. }
  120210. }
  120211. return result;
  120212. };
  120213. return ParticleSystemSet;
  120214. }());
  120215. BABYLON.ParticleSystemSet = ParticleSystemSet;
  120216. })(BABYLON || (BABYLON = {}));
  120217. //# sourceMappingURL=babylon.particleSystemSet.js.map
  120218. var BABYLON;
  120219. (function (BABYLON) {
  120220. /**
  120221. * This class is made for on one-liner static method to help creating particle system set.
  120222. */
  120223. var ParticleHelper = /** @class */ (function () {
  120224. function ParticleHelper() {
  120225. }
  120226. /**
  120227. * Create a default particle system that you can tweak
  120228. * @param emitter defines the emitter to use
  120229. * @param capacity defines the system capacity (default is 500 particles)
  120230. * @param scene defines the hosting scene
  120231. * @param useGPU defines if a GPUParticleSystem must be created (default is false)
  120232. * @returns the new Particle system
  120233. */
  120234. ParticleHelper.CreateDefault = function (emitter, capacity, scene, useGPU) {
  120235. if (capacity === void 0) { capacity = 500; }
  120236. if (useGPU === void 0) { useGPU = false; }
  120237. var system;
  120238. if (useGPU) {
  120239. system = new BABYLON.GPUParticleSystem("default system", { capacity: capacity }, scene);
  120240. }
  120241. else {
  120242. system = new BABYLON.ParticleSystem("default system", capacity, scene);
  120243. }
  120244. system.emitter = emitter;
  120245. system.particleTexture = new BABYLON.Texture("https://www.babylonjs.com/assets/Flare.png", system.getScene());
  120246. system.createConeEmitter(0.1, Math.PI / 4);
  120247. // Particle color
  120248. system.color1 = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  120249. system.color2 = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  120250. system.colorDead = new BABYLON.Color4(1.0, 1.0, 1.0, 0.0);
  120251. // Particle Size
  120252. system.minSize = 0.1;
  120253. system.maxSize = 0.1;
  120254. // Emission speed
  120255. system.minEmitPower = 2;
  120256. system.maxEmitPower = 2;
  120257. // Update speed
  120258. system.updateSpeed = 1 / 60;
  120259. system.emitRate = 30;
  120260. return system;
  120261. };
  120262. /**
  120263. * This is the main static method (one-liner) of this helper to create different particle systems
  120264. * @param type This string represents the type to the particle system to create
  120265. * @param scene The scene where the particle system should live
  120266. * @param gpu If the system will use gpu
  120267. * @returns the ParticleSystemSet created
  120268. */
  120269. ParticleHelper.CreateAsync = function (type, scene, gpu) {
  120270. if (gpu === void 0) { gpu = false; }
  120271. if (!scene) {
  120272. scene = BABYLON.Engine.LastCreatedScene;
  120273. }
  120274. var token = {};
  120275. scene._addPendingData(token);
  120276. return new Promise(function (resolve, reject) {
  120277. if (gpu && !BABYLON.GPUParticleSystem.IsSupported) {
  120278. scene._removePendingData(token);
  120279. return reject("Particle system with GPU is not supported.");
  120280. }
  120281. BABYLON.Tools.LoadFile(ParticleHelper.BaseAssetsUrl + "/systems/" + type + ".json", function (data, response) {
  120282. scene._removePendingData(token);
  120283. var newData = JSON.parse(data.toString());
  120284. return resolve(BABYLON.ParticleSystemSet.Parse(newData, scene, gpu));
  120285. }, undefined, undefined, undefined, function (req, exception) {
  120286. scene._removePendingData(token);
  120287. return reject("An error occured while the creation of your particle system. Check if your type '" + type + "' exists.");
  120288. });
  120289. });
  120290. };
  120291. /**
  120292. * Static function used to export a particle system to a ParticleSystemSet variable.
  120293. * Please note that the emitter shape is not exported
  120294. * @param systems defines the particle systems to export
  120295. * @returns the created particle system set
  120296. */
  120297. ParticleHelper.ExportSet = function (systems) {
  120298. var set = new BABYLON.ParticleSystemSet();
  120299. for (var _i = 0, systems_1 = systems; _i < systems_1.length; _i++) {
  120300. var system = systems_1[_i];
  120301. set.systems.push(system);
  120302. }
  120303. return set;
  120304. };
  120305. /**
  120306. * Gets or sets base Assets URL
  120307. */
  120308. ParticleHelper.BaseAssetsUrl = "https://assets.babylonjs.com/particles";
  120309. return ParticleHelper;
  120310. }());
  120311. BABYLON.ParticleHelper = ParticleHelper;
  120312. })(BABYLON || (BABYLON = {}));
  120313. //# sourceMappingURL=babylon.particleHelper.js.map
  120314. var BABYLON;
  120315. (function (BABYLON) {
  120316. /**
  120317. * Display a 360 degree video on an approximately spherical surface, useful for VR applications or skyboxes.
  120318. * As a subclass of TransformNode, this allow parenting to the camera or multiple videos with different locations in the scene.
  120319. * This class achieves its effect with a VideoTexture and a correctly configured BackgroundMaterial on an inverted sphere.
  120320. * Potential additions to this helper include zoom and and non-infinite distance rendering effects.
  120321. */
  120322. var VideoDome = /** @class */ (function (_super) {
  120323. __extends(VideoDome, _super);
  120324. /**
  120325. * Create an instance of this class and pass through the parameters to the relevant classes, VideoTexture, StandardMaterial, and Mesh.
  120326. * @param name Element's name, child elements will append suffixes for their own names.
  120327. * @param urlsOrVideo defines the url(s) or the video element to use
  120328. * @param options An object containing optional or exposed sub element properties
  120329. */
  120330. function VideoDome(name, urlsOrVideo, options, scene) {
  120331. var _this = _super.call(this, name, scene) || this;
  120332. _this._useDirectMapping = false;
  120333. // set defaults and manage values
  120334. name = name || "videoDome";
  120335. options.resolution = (Math.abs(options.resolution) | 0) || 32;
  120336. options.clickToPlay = Boolean(options.clickToPlay);
  120337. options.autoPlay = options.autoPlay === undefined ? true : Boolean(options.autoPlay);
  120338. options.loop = options.loop === undefined ? true : Boolean(options.loop);
  120339. options.size = Math.abs(options.size) || (scene.activeCamera ? scene.activeCamera.maxZ * 0.48 : 1000);
  120340. if (options.useDirectMapping === undefined) {
  120341. _this._useDirectMapping = true;
  120342. }
  120343. else {
  120344. _this._useDirectMapping = options.useDirectMapping;
  120345. }
  120346. _this._setReady(false);
  120347. // create
  120348. var tempOptions = { loop: options.loop, autoPlay: options.autoPlay, autoUpdateTexture: true, poster: options.poster };
  120349. var material = _this._material = new BABYLON.BackgroundMaterial(name + "_material", scene);
  120350. var texture = _this._videoTexture = new BABYLON.VideoTexture(name + "_texture", urlsOrVideo, scene, false, _this._useDirectMapping, BABYLON.Texture.TRILINEAR_SAMPLINGMODE, tempOptions);
  120351. _this._mesh = BABYLON.Mesh.CreateSphere(name + "_mesh", options.resolution, options.size, scene, false, BABYLON.Mesh.BACKSIDE);
  120352. texture.onLoadObservable.addOnce(function () {
  120353. _this._setReady(true);
  120354. });
  120355. // configure material
  120356. material.useEquirectangularFOV = true;
  120357. material.fovMultiplier = 1.0;
  120358. material.opacityFresnel = false;
  120359. if (_this._useDirectMapping) {
  120360. texture.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  120361. texture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  120362. material.diffuseTexture = texture;
  120363. }
  120364. else {
  120365. texture.coordinatesMode = BABYLON.Texture.FIXED_EQUIRECTANGULAR_MIRRORED_MODE; // matches orientation
  120366. texture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  120367. material.reflectionTexture = texture;
  120368. }
  120369. // configure mesh
  120370. _this._mesh.material = material;
  120371. _this._mesh.parent = _this;
  120372. // optional configuration
  120373. if (options.clickToPlay) {
  120374. scene.onPointerUp = function () {
  120375. _this._videoTexture.video.play();
  120376. };
  120377. }
  120378. return _this;
  120379. }
  120380. Object.defineProperty(VideoDome.prototype, "videoTexture", {
  120381. /**
  120382. * Gets the video texture being displayed on the sphere
  120383. */
  120384. get: function () {
  120385. return this._videoTexture;
  120386. },
  120387. enumerable: true,
  120388. configurable: true
  120389. });
  120390. Object.defineProperty(VideoDome.prototype, "fovMultiplier", {
  120391. /**
  120392. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  120393. * Also see the options.resolution property.
  120394. */
  120395. get: function () {
  120396. return this._material.fovMultiplier;
  120397. },
  120398. set: function (value) {
  120399. this._material.fovMultiplier = value;
  120400. },
  120401. enumerable: true,
  120402. configurable: true
  120403. });
  120404. /**
  120405. * Releases resources associated with this node.
  120406. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  120407. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  120408. */
  120409. VideoDome.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {
  120410. if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }
  120411. this._videoTexture.dispose();
  120412. this._mesh.dispose();
  120413. this._material.dispose();
  120414. _super.prototype.dispose.call(this, doNotRecurse, disposeMaterialAndTextures);
  120415. };
  120416. return VideoDome;
  120417. }(BABYLON.TransformNode));
  120418. BABYLON.VideoDome = VideoDome;
  120419. })(BABYLON || (BABYLON = {}));
  120420. //# sourceMappingURL=babylon.videoDome.js.map
  120421. var BABYLON;
  120422. (function (BABYLON) {
  120423. /**
  120424. * Display a 360 degree photo on an approximately spherical surface, useful for VR applications or skyboxes.
  120425. * As a subclass of TransformNode, this allow parenting to the camera with different locations in the scene.
  120426. * This class achieves its effect with a Texture and a correctly configured BackgroundMaterial on an inverted sphere.
  120427. * Potential additions to this helper include zoom and and non-infinite distance rendering effects.
  120428. */
  120429. var PhotoDome = /** @class */ (function (_super) {
  120430. __extends(PhotoDome, _super);
  120431. /**
  120432. * Create an instance of this class and pass through the parameters to the relevant classes, Texture, StandardMaterial, and Mesh.
  120433. * @param name Element's name, child elements will append suffixes for their own names.
  120434. * @param urlsOfPhoto defines the url of the photo to display
  120435. * @param options defines an object containing optional or exposed sub element properties
  120436. * @param onError defines a callback called when an error occured while loading the texture
  120437. */
  120438. function PhotoDome(name, urlOfPhoto, options, scene, onError) {
  120439. if (onError === void 0) { onError = null; }
  120440. var _this = _super.call(this, name, scene) || this;
  120441. _this._useDirectMapping = false;
  120442. /**
  120443. * Observable raised when an error occured while loading the 360 image
  120444. */
  120445. _this.onLoadErrorObservable = new BABYLON.Observable();
  120446. // set defaults and manage values
  120447. name = name || "photoDome";
  120448. options.resolution = (Math.abs(options.resolution) | 0) || 32;
  120449. options.size = Math.abs(options.size) || (scene.activeCamera ? scene.activeCamera.maxZ * 0.48 : 1000);
  120450. if (options.useDirectMapping === undefined) {
  120451. _this._useDirectMapping = true;
  120452. }
  120453. else {
  120454. _this._useDirectMapping = options.useDirectMapping;
  120455. }
  120456. _this._setReady(false);
  120457. // create
  120458. var material = _this._material = new BABYLON.BackgroundMaterial(name + "_material", scene);
  120459. _this._mesh = BABYLON.Mesh.CreateSphere(name + "_mesh", options.resolution, options.size, scene, false, BABYLON.Mesh.BACKSIDE);
  120460. // configure material
  120461. material.opacityFresnel = false;
  120462. material.useEquirectangularFOV = true;
  120463. material.fovMultiplier = 1.0;
  120464. _this.photoTexture = new BABYLON.Texture(urlOfPhoto, scene, true, !_this._useDirectMapping, undefined, undefined, function (message, exception) {
  120465. _this.onLoadErrorObservable.notifyObservers(message || "Unknown error occured");
  120466. if (onError) {
  120467. onError(message, exception);
  120468. }
  120469. });
  120470. _this.photoTexture.onLoadObservable.addOnce(function () {
  120471. _this._setReady(true);
  120472. });
  120473. // configure mesh
  120474. _this._mesh.material = material;
  120475. _this._mesh.parent = _this;
  120476. return _this;
  120477. }
  120478. Object.defineProperty(PhotoDome.prototype, "photoTexture", {
  120479. /**
  120480. * Gets or sets the texture being displayed on the sphere
  120481. */
  120482. get: function () {
  120483. return this._photoTexture;
  120484. },
  120485. set: function (value) {
  120486. if (this._photoTexture === value) {
  120487. return;
  120488. }
  120489. this._photoTexture = value;
  120490. if (this._useDirectMapping) {
  120491. this._photoTexture.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  120492. this._photoTexture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  120493. this._material.diffuseTexture = this._photoTexture;
  120494. }
  120495. else {
  120496. this._photoTexture.coordinatesMode = BABYLON.Texture.FIXED_EQUIRECTANGULAR_MIRRORED_MODE; // matches orientation
  120497. this._photoTexture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  120498. this._material.reflectionTexture = this._photoTexture;
  120499. }
  120500. },
  120501. enumerable: true,
  120502. configurable: true
  120503. });
  120504. Object.defineProperty(PhotoDome.prototype, "fovMultiplier", {
  120505. /**
  120506. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  120507. * Also see the options.resolution property.
  120508. */
  120509. get: function () {
  120510. return this._material.fovMultiplier;
  120511. },
  120512. set: function (value) {
  120513. this._material.fovMultiplier = value;
  120514. },
  120515. enumerable: true,
  120516. configurable: true
  120517. });
  120518. /**
  120519. * Releases resources associated with this node.
  120520. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  120521. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  120522. */
  120523. PhotoDome.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {
  120524. if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }
  120525. this._photoTexture.dispose();
  120526. this._mesh.dispose();
  120527. this._material.dispose();
  120528. this.onLoadErrorObservable.clear();
  120529. _super.prototype.dispose.call(this, doNotRecurse, disposeMaterialAndTextures);
  120530. };
  120531. return PhotoDome;
  120532. }(BABYLON.TransformNode));
  120533. BABYLON.PhotoDome = PhotoDome;
  120534. })(BABYLON || (BABYLON = {}));
  120535. //# sourceMappingURL=babylon.photoDome.js.map
  120536. var BABYLON;
  120537. (function (BABYLON) {
  120538. /** @hidden */
  120539. var _OcclusionDataStorage = /** @class */ (function () {
  120540. function _OcclusionDataStorage() {
  120541. /** @hidden */
  120542. this.occlusionInternalRetryCounter = 0;
  120543. /** @hidden */
  120544. this.isOcclusionQueryInProgress = false;
  120545. /** @hidden */
  120546. this.isOccluded = false;
  120547. /** @hidden */
  120548. this.occlusionRetryCount = -1;
  120549. /** @hidden */
  120550. this.occlusionType = BABYLON.AbstractMesh.OCCLUSION_TYPE_NONE;
  120551. /** @hidden */
  120552. this.occlusionQueryAlgorithmType = BABYLON.AbstractMesh.OCCLUSION_ALGORITHM_TYPE_CONSERVATIVE;
  120553. }
  120554. return _OcclusionDataStorage;
  120555. }());
  120556. BABYLON.Engine.prototype.createQuery = function () {
  120557. return this._gl.createQuery();
  120558. };
  120559. BABYLON.Engine.prototype.deleteQuery = function (query) {
  120560. this._gl.deleteQuery(query);
  120561. return this;
  120562. };
  120563. BABYLON.Engine.prototype.isQueryResultAvailable = function (query) {
  120564. return this._gl.getQueryParameter(query, this._gl.QUERY_RESULT_AVAILABLE);
  120565. };
  120566. BABYLON.Engine.prototype.getQueryResult = function (query) {
  120567. return this._gl.getQueryParameter(query, this._gl.QUERY_RESULT);
  120568. };
  120569. BABYLON.Engine.prototype.beginOcclusionQuery = function (algorithmType, query) {
  120570. var glAlgorithm = this._getGlAlgorithmType(algorithmType);
  120571. this._gl.beginQuery(glAlgorithm, query);
  120572. return this;
  120573. };
  120574. BABYLON.Engine.prototype.endOcclusionQuery = function (algorithmType) {
  120575. var glAlgorithm = this._getGlAlgorithmType(algorithmType);
  120576. this._gl.endQuery(glAlgorithm);
  120577. return this;
  120578. };
  120579. BABYLON.Engine.prototype._createTimeQuery = function () {
  120580. var timerQuery = this.getCaps().timerQuery;
  120581. if (timerQuery.createQueryEXT) {
  120582. return timerQuery.createQueryEXT();
  120583. }
  120584. return this.createQuery();
  120585. };
  120586. BABYLON.Engine.prototype._deleteTimeQuery = function (query) {
  120587. var timerQuery = this.getCaps().timerQuery;
  120588. if (timerQuery.deleteQueryEXT) {
  120589. timerQuery.deleteQueryEXT(query);
  120590. return;
  120591. }
  120592. this.deleteQuery(query);
  120593. };
  120594. BABYLON.Engine.prototype._getTimeQueryResult = function (query) {
  120595. var timerQuery = this.getCaps().timerQuery;
  120596. if (timerQuery.getQueryObjectEXT) {
  120597. return timerQuery.getQueryObjectEXT(query, timerQuery.QUERY_RESULT_EXT);
  120598. }
  120599. return this.getQueryResult(query);
  120600. };
  120601. BABYLON.Engine.prototype._getTimeQueryAvailability = function (query) {
  120602. var timerQuery = this.getCaps().timerQuery;
  120603. if (timerQuery.getQueryObjectEXT) {
  120604. return timerQuery.getQueryObjectEXT(query, timerQuery.QUERY_RESULT_AVAILABLE_EXT);
  120605. }
  120606. return this.isQueryResultAvailable(query);
  120607. };
  120608. BABYLON.Engine.prototype.startTimeQuery = function () {
  120609. var caps = this.getCaps();
  120610. var timerQuery = caps.timerQuery;
  120611. if (!timerQuery) {
  120612. return null;
  120613. }
  120614. var token = new BABYLON._TimeToken();
  120615. this._gl.getParameter(timerQuery.GPU_DISJOINT_EXT);
  120616. if (caps.canUseTimestampForTimerQuery) {
  120617. token._startTimeQuery = this._createTimeQuery();
  120618. timerQuery.queryCounterEXT(token._startTimeQuery, timerQuery.TIMESTAMP_EXT);
  120619. }
  120620. else {
  120621. if (this._currentNonTimestampToken) {
  120622. return this._currentNonTimestampToken;
  120623. }
  120624. token._timeElapsedQuery = this._createTimeQuery();
  120625. if (timerQuery.beginQueryEXT) {
  120626. timerQuery.beginQueryEXT(timerQuery.TIME_ELAPSED_EXT, token._timeElapsedQuery);
  120627. }
  120628. else {
  120629. this._gl.beginQuery(timerQuery.TIME_ELAPSED_EXT, token._timeElapsedQuery);
  120630. }
  120631. this._currentNonTimestampToken = token;
  120632. }
  120633. return token;
  120634. };
  120635. BABYLON.Engine.prototype.endTimeQuery = function (token) {
  120636. var caps = this.getCaps();
  120637. var timerQuery = caps.timerQuery;
  120638. if (!timerQuery || !token) {
  120639. return -1;
  120640. }
  120641. if (caps.canUseTimestampForTimerQuery) {
  120642. if (!token._startTimeQuery) {
  120643. return -1;
  120644. }
  120645. if (!token._endTimeQuery) {
  120646. token._endTimeQuery = this._createTimeQuery();
  120647. timerQuery.queryCounterEXT(token._endTimeQuery, timerQuery.TIMESTAMP_EXT);
  120648. }
  120649. }
  120650. else if (!token._timeElapsedQueryEnded) {
  120651. if (!token._timeElapsedQuery) {
  120652. return -1;
  120653. }
  120654. if (timerQuery.endQueryEXT) {
  120655. timerQuery.endQueryEXT(timerQuery.TIME_ELAPSED_EXT);
  120656. }
  120657. else {
  120658. this._gl.endQuery(timerQuery.TIME_ELAPSED_EXT);
  120659. }
  120660. token._timeElapsedQueryEnded = true;
  120661. }
  120662. var disjoint = this._gl.getParameter(timerQuery.GPU_DISJOINT_EXT);
  120663. var available = false;
  120664. if (token._endTimeQuery) {
  120665. available = this._getTimeQueryAvailability(token._endTimeQuery);
  120666. }
  120667. else if (token._timeElapsedQuery) {
  120668. available = this._getTimeQueryAvailability(token._timeElapsedQuery);
  120669. }
  120670. if (available && !disjoint) {
  120671. var result = 0;
  120672. if (caps.canUseTimestampForTimerQuery) {
  120673. if (!token._startTimeQuery || !token._endTimeQuery) {
  120674. return -1;
  120675. }
  120676. var timeStart = this._getTimeQueryResult(token._startTimeQuery);
  120677. var timeEnd = this._getTimeQueryResult(token._endTimeQuery);
  120678. result = timeEnd - timeStart;
  120679. this._deleteTimeQuery(token._startTimeQuery);
  120680. this._deleteTimeQuery(token._endTimeQuery);
  120681. token._startTimeQuery = null;
  120682. token._endTimeQuery = null;
  120683. }
  120684. else {
  120685. if (!token._timeElapsedQuery) {
  120686. return -1;
  120687. }
  120688. result = this._getTimeQueryResult(token._timeElapsedQuery);
  120689. this._deleteTimeQuery(token._timeElapsedQuery);
  120690. token._timeElapsedQuery = null;
  120691. token._timeElapsedQueryEnded = false;
  120692. this._currentNonTimestampToken = null;
  120693. }
  120694. return result;
  120695. }
  120696. return -1;
  120697. };
  120698. BABYLON.Engine.prototype._getGlAlgorithmType = function (algorithmType) {
  120699. return algorithmType === BABYLON.AbstractMesh.OCCLUSION_ALGORITHM_TYPE_CONSERVATIVE ? this._gl.ANY_SAMPLES_PASSED_CONSERVATIVE : this._gl.ANY_SAMPLES_PASSED;
  120700. };
  120701. Object.defineProperty(BABYLON.AbstractMesh.prototype, "isOcclusionQueryInProgress", {
  120702. get: function () {
  120703. return this._occlusionDataStorage.isOcclusionQueryInProgress;
  120704. },
  120705. enumerable: false,
  120706. configurable: true
  120707. });
  120708. Object.defineProperty(BABYLON.AbstractMesh.prototype, "_occlusionDataStorage", {
  120709. get: function () {
  120710. if (!this.__occlusionDataStorage) {
  120711. this.__occlusionDataStorage = new _OcclusionDataStorage();
  120712. }
  120713. return this.__occlusionDataStorage;
  120714. },
  120715. enumerable: false,
  120716. configurable: true
  120717. });
  120718. Object.defineProperty(BABYLON.AbstractMesh.prototype, "isOccluded", {
  120719. get: function () {
  120720. return this._occlusionDataStorage.isOccluded;
  120721. },
  120722. set: function (value) {
  120723. this._occlusionDataStorage.isOccluded = value;
  120724. },
  120725. enumerable: true,
  120726. configurable: true
  120727. });
  120728. Object.defineProperty(BABYLON.AbstractMesh.prototype, "occlusionQueryAlgorithmType", {
  120729. get: function () {
  120730. return this._occlusionDataStorage.occlusionQueryAlgorithmType;
  120731. },
  120732. set: function (value) {
  120733. this._occlusionDataStorage.occlusionQueryAlgorithmType = value;
  120734. },
  120735. enumerable: true,
  120736. configurable: true
  120737. });
  120738. Object.defineProperty(BABYLON.AbstractMesh.prototype, "occlusionType", {
  120739. get: function () {
  120740. return this._occlusionDataStorage.occlusionType;
  120741. },
  120742. set: function (value) {
  120743. this._occlusionDataStorage.occlusionType = value;
  120744. },
  120745. enumerable: true,
  120746. configurable: true
  120747. });
  120748. Object.defineProperty(BABYLON.AbstractMesh.prototype, "occlusionRetryCount", {
  120749. get: function () {
  120750. return this._occlusionDataStorage.occlusionRetryCount;
  120751. },
  120752. set: function (value) {
  120753. this._occlusionDataStorage.occlusionRetryCount = value;
  120754. },
  120755. enumerable: true,
  120756. configurable: true
  120757. });
  120758. // We also need to update AbstractMesh as there is a portion of the code there
  120759. BABYLON.AbstractMesh.prototype._checkOcclusionQuery = function () {
  120760. var dataStorage = this._occlusionDataStorage;
  120761. if (dataStorage.occlusionType === BABYLON.AbstractMesh.OCCLUSION_TYPE_NONE) {
  120762. dataStorage.isOccluded = false;
  120763. return false;
  120764. }
  120765. var engine = this.getEngine();
  120766. if (engine.webGLVersion < 2) {
  120767. dataStorage.isOccluded = false;
  120768. return false;
  120769. }
  120770. if (!engine.isQueryResultAvailable) { // Occlusion query where not referenced
  120771. dataStorage.isOccluded = false;
  120772. return false;
  120773. }
  120774. if (this.isOcclusionQueryInProgress && this._occlusionQuery) {
  120775. var isOcclusionQueryAvailable = engine.isQueryResultAvailable(this._occlusionQuery);
  120776. if (isOcclusionQueryAvailable) {
  120777. var occlusionQueryResult = engine.getQueryResult(this._occlusionQuery);
  120778. dataStorage.isOcclusionQueryInProgress = false;
  120779. dataStorage.occlusionInternalRetryCounter = 0;
  120780. dataStorage.isOccluded = occlusionQueryResult === 1 ? false : true;
  120781. }
  120782. else {
  120783. dataStorage.occlusionInternalRetryCounter++;
  120784. if (dataStorage.occlusionRetryCount !== -1 && dataStorage.occlusionInternalRetryCounter > dataStorage.occlusionRetryCount) {
  120785. dataStorage.isOcclusionQueryInProgress = false;
  120786. dataStorage.occlusionInternalRetryCounter = 0;
  120787. // if optimistic set isOccluded to false regardless of the status of isOccluded. (Render in the current render loop)
  120788. // if strict continue the last state of the object.
  120789. dataStorage.isOccluded = dataStorage.occlusionType === BABYLON.AbstractMesh.OCCLUSION_TYPE_OPTIMISTIC ? false : dataStorage.isOccluded;
  120790. }
  120791. else {
  120792. return false;
  120793. }
  120794. }
  120795. }
  120796. var scene = this.getScene();
  120797. if (scene.getBoundingBoxRenderer) {
  120798. var occlusionBoundingBoxRenderer = scene.getBoundingBoxRenderer();
  120799. if (!this._occlusionQuery) {
  120800. this._occlusionQuery = engine.createQuery();
  120801. }
  120802. engine.beginOcclusionQuery(dataStorage.occlusionQueryAlgorithmType, this._occlusionQuery);
  120803. occlusionBoundingBoxRenderer.renderOcclusionBoundingBox(this);
  120804. engine.endOcclusionQuery(dataStorage.occlusionQueryAlgorithmType);
  120805. this._occlusionDataStorage.isOcclusionQueryInProgress = true;
  120806. }
  120807. return dataStorage.isOccluded;
  120808. };
  120809. })(BABYLON || (BABYLON = {}));
  120810. //# sourceMappingURL=babylon.engine.occlusionQuery.js.map
  120811. var BABYLON;
  120812. (function (BABYLON) {
  120813. /**
  120814. * Class used to generate noise procedural textures
  120815. */
  120816. var NoiseProceduralTexture = /** @class */ (function (_super) {
  120817. __extends(NoiseProceduralTexture, _super);
  120818. /**
  120819. * Creates a new NoiseProceduralTexture
  120820. * @param name defines the name fo the texture
  120821. * @param size defines the size of the texture (default is 256)
  120822. * @param scene defines the hosting scene
  120823. * @param fallbackTexture defines the texture to use if the NoiseProceduralTexture can't be created
  120824. * @param generateMipMaps defines if mipmaps must be generated (true by default)
  120825. */
  120826. function NoiseProceduralTexture(name, size, scene, fallbackTexture, generateMipMaps) {
  120827. if (size === void 0) { size = 256; }
  120828. if (scene === void 0) { scene = BABYLON.Engine.LastCreatedScene; }
  120829. var _this = _super.call(this, name, size, "noise", scene, fallbackTexture, generateMipMaps) || this;
  120830. _this._time = 0;
  120831. /** Gets or sets a value between 0 and 1 indicating the overall brightness of the texture (default is 0.2) */
  120832. _this.brightness = 0.2;
  120833. /** Defines the number of octaves to process */
  120834. _this.octaves = 3;
  120835. /** Defines the level of persistence (0.8 by default) */
  120836. _this.persistence = 0.8;
  120837. /** Gets or sets animation speed factor (default is 1) */
  120838. _this.animationSpeedFactor = 1;
  120839. _this.autoClear = false;
  120840. _this._updateShaderUniforms();
  120841. return _this;
  120842. }
  120843. NoiseProceduralTexture.prototype._updateShaderUniforms = function () {
  120844. var scene = this.getScene();
  120845. if (!scene) {
  120846. return;
  120847. }
  120848. this._time += scene.getAnimationRatio() * this.animationSpeedFactor * 0.01;
  120849. this.setFloat("brightness", this.brightness);
  120850. this.setFloat("persistence", this.persistence);
  120851. this.setFloat("timeScale", this._time);
  120852. };
  120853. NoiseProceduralTexture.prototype._getDefines = function () {
  120854. return "#define OCTAVES " + (this.octaves | 0);
  120855. };
  120856. /** Generate the current state of the procedural texture */
  120857. NoiseProceduralTexture.prototype.render = function (useCameraPostProcess) {
  120858. this._updateShaderUniforms();
  120859. _super.prototype.render.call(this, useCameraPostProcess);
  120860. };
  120861. /**
  120862. * Serializes this noise procedural texture
  120863. * @returns a serialized noise procedural texture object
  120864. */
  120865. NoiseProceduralTexture.prototype.serialize = function () {
  120866. var serializationObject = {};
  120867. serializationObject.customType = "BABYLON.NoiseProceduralTexture";
  120868. serializationObject.brightness = this.brightness;
  120869. serializationObject.octaves = this.octaves;
  120870. serializationObject.persistence = this.persistence;
  120871. serializationObject.animationSpeedFactor = this.animationSpeedFactor;
  120872. serializationObject.size = this.getSize().width;
  120873. serializationObject.generateMipMaps = this._generateMipMaps;
  120874. return serializationObject;
  120875. };
  120876. /**
  120877. * Creates a NoiseProceduralTexture from parsed noise procedural texture data
  120878. * @param parsedTexture defines parsed texture data
  120879. * @param scene defines the current scene
  120880. * @param rootUrl defines the root URL containing noise procedural texture information
  120881. * @returns a parsed NoiseProceduralTexture
  120882. */
  120883. NoiseProceduralTexture.Parse = function (parsedTexture, scene, rootUrl) {
  120884. var texture = new NoiseProceduralTexture(parsedTexture.name, parsedTexture.size, scene, undefined, parsedTexture.generateMipMaps);
  120885. texture.brightness = parsedTexture.brightness;
  120886. texture.octaves = parsedTexture.octaves;
  120887. texture.persistence = parsedTexture.persistence;
  120888. texture.animationSpeedFactor = parsedTexture.animationSpeedFactor;
  120889. return texture;
  120890. };
  120891. return NoiseProceduralTexture;
  120892. }(BABYLON.ProceduralTexture));
  120893. BABYLON.NoiseProceduralTexture = NoiseProceduralTexture;
  120894. })(BABYLON || (BABYLON = {}));
  120895. //# sourceMappingURL=babylon.noiseProceduralTexture.js.map
  120896. var __assign = (this && this.__assign) || function () {
  120897. __assign = Object.assign || function(t) {
  120898. for (var s, i = 1, n = arguments.length; i < n; i++) {
  120899. s = arguments[i];
  120900. for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p))
  120901. t[p] = s[p];
  120902. }
  120903. return t;
  120904. };
  120905. return __assign.apply(this, arguments);
  120906. };
  120907. var BABYLON;
  120908. (function (BABYLON) {
  120909. /**
  120910. * This can helps recording videos from BabylonJS.
  120911. * This is based on the available WebRTC functionalities of the browser.
  120912. *
  120913. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_video
  120914. */
  120915. var VideoRecorder = /** @class */ (function () {
  120916. /**
  120917. * Create a new VideoCapture object which can help converting what you see in Babylon to
  120918. * a video file.
  120919. * @param engine Defines the BabylonJS Engine you wish to record
  120920. * @param options Defines options that can be used to customized the capture
  120921. */
  120922. function VideoRecorder(engine, options) {
  120923. if (options === void 0) { options = null; }
  120924. if (!VideoRecorder.IsSupported(engine)) {
  120925. throw "Your browser does not support recording so far.";
  120926. }
  120927. var canvas = engine.getRenderingCanvas();
  120928. if (!canvas) {
  120929. throw "The babylon engine must have a canvas to be recorded";
  120930. }
  120931. this._canvas = canvas;
  120932. this._canvas.isRecording = false;
  120933. this._options = __assign({}, VideoRecorder._defaultOptions, options);
  120934. var stream = this._canvas.captureStream(this._options.fps);
  120935. this._mediaRecorder = new MediaRecorder(stream, { mimeType: this._options.mimeType });
  120936. this._mediaRecorder.ondataavailable = this._handleDataAvailable.bind(this);
  120937. this._mediaRecorder.onerror = this._handleError.bind(this);
  120938. this._mediaRecorder.onstop = this._handleStop.bind(this);
  120939. }
  120940. /**
  120941. * Returns wehther or not the VideoRecorder is available in your browser.
  120942. * @param engine Defines the Babylon Engine to check the support for
  120943. * @returns true if supported otherwise false
  120944. */
  120945. VideoRecorder.IsSupported = function (engine) {
  120946. var canvas = engine.getRenderingCanvas();
  120947. return (!!canvas && typeof canvas.captureStream === "function");
  120948. };
  120949. Object.defineProperty(VideoRecorder.prototype, "isRecording", {
  120950. /**
  120951. * True wether a recording is already in progress.
  120952. */
  120953. get: function () {
  120954. return !!this._canvas && this._canvas.isRecording;
  120955. },
  120956. enumerable: true,
  120957. configurable: true
  120958. });
  120959. /**
  120960. * Stops the current recording before the default capture timeout passed in the startRecording
  120961. * functions.
  120962. */
  120963. VideoRecorder.prototype.stopRecording = function () {
  120964. if (!this._canvas || !this._mediaRecorder) {
  120965. return;
  120966. }
  120967. if (!this.isRecording) {
  120968. return;
  120969. }
  120970. this._canvas.isRecording = false;
  120971. this._mediaRecorder.stop();
  120972. };
  120973. /**
  120974. * Starts recording the canvas for a max duration specified in parameters.
  120975. * @param fileName Defines the name of the file to be downloaded when the recording stop. If null no automatic download will start and you can rely on the promise to get the data back.
  120976. * @param maxDuration Defines the maximum recording time in seconds.
  120977. * It default to 7 seconds. A value of zero will not stop automatically, you would need to call stopRecording manually.
  120978. * @return a promise callback at the end of the recording with the video data in Blob.
  120979. */
  120980. VideoRecorder.prototype.startRecording = function (fileName, maxDuration) {
  120981. var _this = this;
  120982. if (fileName === void 0) { fileName = "babylonjs.webm"; }
  120983. if (maxDuration === void 0) { maxDuration = 7; }
  120984. if (!this._canvas || !this._mediaRecorder) {
  120985. throw "Recorder has already been disposed";
  120986. }
  120987. if (this.isRecording) {
  120988. throw "Recording already in progress";
  120989. }
  120990. if (maxDuration > 0) {
  120991. setTimeout(function () {
  120992. _this.stopRecording();
  120993. }, maxDuration * 1000);
  120994. }
  120995. this._fileName = fileName;
  120996. this._recordedChunks = [];
  120997. this._resolve = null;
  120998. this._reject = null;
  120999. this._canvas.isRecording = true;
  121000. this._mediaRecorder.start(this._options.recordChunckSize);
  121001. return new Promise(function (resolve, reject) {
  121002. _this._resolve = resolve;
  121003. _this._reject = reject;
  121004. });
  121005. };
  121006. /**
  121007. * Releases internal resources used during the recording.
  121008. */
  121009. VideoRecorder.prototype.dispose = function () {
  121010. this._canvas = null;
  121011. this._mediaRecorder = null;
  121012. this._recordedChunks = [];
  121013. this._fileName = null;
  121014. this._resolve = null;
  121015. this._reject = null;
  121016. };
  121017. VideoRecorder.prototype._handleDataAvailable = function (event) {
  121018. if (event.data.size > 0) {
  121019. this._recordedChunks.push(event.data);
  121020. }
  121021. };
  121022. VideoRecorder.prototype._handleError = function (event) {
  121023. this.stopRecording();
  121024. if (this._reject) {
  121025. this._reject(event.error);
  121026. }
  121027. else {
  121028. throw new event.error();
  121029. }
  121030. };
  121031. VideoRecorder.prototype._handleStop = function () {
  121032. this.stopRecording();
  121033. var superBuffer = new Blob(this._recordedChunks);
  121034. if (this._resolve) {
  121035. this._resolve(superBuffer);
  121036. }
  121037. window.URL.createObjectURL(superBuffer);
  121038. if (this._fileName) {
  121039. BABYLON.Tools.Download(superBuffer, this._fileName);
  121040. }
  121041. };
  121042. VideoRecorder._defaultOptions = {
  121043. mimeType: "video/webm",
  121044. fps: 25,
  121045. recordChunckSize: 3000
  121046. };
  121047. return VideoRecorder;
  121048. }());
  121049. BABYLON.VideoRecorder = VideoRecorder;
  121050. })(BABYLON || (BABYLON = {}));
  121051. //# sourceMappingURL=babylon.videoRecorder.js.map
  121052. var BABYLON;
  121053. (function (BABYLON) {
  121054. BABYLON.Scene.prototype.createDefaultLight = function (replace) {
  121055. if (replace === void 0) { replace = false; }
  121056. // Dispose existing light in replace mode.
  121057. if (replace) {
  121058. if (this.lights) {
  121059. for (var i = 0; i < this.lights.length; i++) {
  121060. this.lights[i].dispose();
  121061. }
  121062. }
  121063. }
  121064. // Light
  121065. if (this.lights.length === 0) {
  121066. new BABYLON.HemisphericLight("default light", BABYLON.Vector3.Up(), this);
  121067. }
  121068. };
  121069. BABYLON.Scene.prototype.createDefaultCamera = function (createArcRotateCamera, replace, attachCameraControls) {
  121070. if (createArcRotateCamera === void 0) { createArcRotateCamera = false; }
  121071. if (replace === void 0) { replace = false; }
  121072. if (attachCameraControls === void 0) { attachCameraControls = false; }
  121073. // Dispose existing camera in replace mode.
  121074. if (replace) {
  121075. if (this.activeCamera) {
  121076. this.activeCamera.dispose();
  121077. this.activeCamera = null;
  121078. }
  121079. }
  121080. // Camera
  121081. if (!this.activeCamera) {
  121082. var worldExtends = this.getWorldExtends();
  121083. var worldSize = worldExtends.max.subtract(worldExtends.min);
  121084. var worldCenter = worldExtends.min.add(worldSize.scale(0.5));
  121085. var camera;
  121086. var radius = worldSize.length() * 1.5;
  121087. // empty scene scenario!
  121088. if (!isFinite(radius)) {
  121089. radius = 1;
  121090. worldCenter.copyFromFloats(0, 0, 0);
  121091. }
  121092. if (createArcRotateCamera) {
  121093. var arcRotateCamera = new BABYLON.ArcRotateCamera("default camera", -(Math.PI / 2), Math.PI / 2, radius, worldCenter, this);
  121094. arcRotateCamera.lowerRadiusLimit = radius * 0.01;
  121095. arcRotateCamera.wheelPrecision = 100 / radius;
  121096. camera = arcRotateCamera;
  121097. }
  121098. else {
  121099. var freeCamera = new BABYLON.FreeCamera("default camera", new BABYLON.Vector3(worldCenter.x, worldCenter.y, -radius), this);
  121100. freeCamera.setTarget(worldCenter);
  121101. camera = freeCamera;
  121102. }
  121103. camera.minZ = radius * 0.01;
  121104. camera.maxZ = radius * 1000;
  121105. camera.speed = radius * 0.2;
  121106. this.activeCamera = camera;
  121107. var canvas = this.getEngine().getRenderingCanvas();
  121108. if (attachCameraControls && canvas) {
  121109. camera.attachControl(canvas);
  121110. }
  121111. }
  121112. };
  121113. BABYLON.Scene.prototype.createDefaultCameraOrLight = function (createArcRotateCamera, replace, attachCameraControls) {
  121114. if (createArcRotateCamera === void 0) { createArcRotateCamera = false; }
  121115. if (replace === void 0) { replace = false; }
  121116. if (attachCameraControls === void 0) { attachCameraControls = false; }
  121117. this.createDefaultLight(replace);
  121118. this.createDefaultCamera(createArcRotateCamera, replace, attachCameraControls);
  121119. };
  121120. BABYLON.Scene.prototype.createDefaultSkybox = function (environmentTexture, pbr, scale, blur, setGlobalEnvTexture) {
  121121. if (pbr === void 0) { pbr = false; }
  121122. if (scale === void 0) { scale = 1000; }
  121123. if (blur === void 0) { blur = 0; }
  121124. if (setGlobalEnvTexture === void 0) { setGlobalEnvTexture = true; }
  121125. if (!environmentTexture) {
  121126. BABYLON.Tools.Warn("Can not create default skybox without environment texture.");
  121127. return null;
  121128. }
  121129. if (setGlobalEnvTexture) {
  121130. if (environmentTexture) {
  121131. this.environmentTexture = environmentTexture;
  121132. }
  121133. }
  121134. // Skybox
  121135. var hdrSkybox = BABYLON.Mesh.CreateBox("hdrSkyBox", scale, this);
  121136. if (pbr) {
  121137. var hdrSkyboxMaterial = new BABYLON.PBRMaterial("skyBox", this);
  121138. hdrSkyboxMaterial.backFaceCulling = false;
  121139. hdrSkyboxMaterial.reflectionTexture = environmentTexture.clone();
  121140. if (hdrSkyboxMaterial.reflectionTexture) {
  121141. hdrSkyboxMaterial.reflectionTexture.coordinatesMode = BABYLON.Texture.SKYBOX_MODE;
  121142. }
  121143. hdrSkyboxMaterial.microSurface = 1.0 - blur;
  121144. hdrSkyboxMaterial.disableLighting = true;
  121145. hdrSkyboxMaterial.twoSidedLighting = true;
  121146. hdrSkybox.infiniteDistance = true;
  121147. hdrSkybox.material = hdrSkyboxMaterial;
  121148. }
  121149. else {
  121150. var skyboxMaterial = new BABYLON.StandardMaterial("skyBox", this);
  121151. skyboxMaterial.backFaceCulling = false;
  121152. skyboxMaterial.reflectionTexture = environmentTexture.clone();
  121153. if (skyboxMaterial.reflectionTexture) {
  121154. skyboxMaterial.reflectionTexture.coordinatesMode = BABYLON.Texture.SKYBOX_MODE;
  121155. }
  121156. skyboxMaterial.disableLighting = true;
  121157. hdrSkybox.infiniteDistance = true;
  121158. hdrSkybox.material = skyboxMaterial;
  121159. }
  121160. hdrSkybox.isPickable = false;
  121161. return hdrSkybox;
  121162. };
  121163. BABYLON.Scene.prototype.createDefaultEnvironment = function (options) {
  121164. if (BABYLON.EnvironmentHelper) {
  121165. return new BABYLON.EnvironmentHelper(options, this);
  121166. }
  121167. return null;
  121168. };
  121169. BABYLON.Scene.prototype.createDefaultVRExperience = function (webVROptions) {
  121170. if (webVROptions === void 0) { webVROptions = {}; }
  121171. return new BABYLON.VRExperienceHelper(this, webVROptions);
  121172. };
  121173. BABYLON.Scene.prototype.createDefaultXRExperienceAsync = function () {
  121174. var _this = this;
  121175. return BABYLON.WebXRExperienceHelper.CreateAsync(this).then(function (helper) {
  121176. var outputCanvas = new BABYLON.WebXRManagedOutputCanvas(helper);
  121177. return BABYLON.WebXREnterExitUI.CreateAsync(_this, helper, { outputCanvasContext: outputCanvas.canvasContext })
  121178. .then(function (ui) {
  121179. new BABYLON.WebXRInput(helper);
  121180. return helper;
  121181. });
  121182. });
  121183. };
  121184. })(BABYLON || (BABYLON = {}));
  121185. //# sourceMappingURL=babylon.sceneHelpers.js.map
  121186. BABYLON.Effect.ShadersStore={"defaultVertexShader":"#include<__decl__defaultVertex>\n\n#define CUSTOM_VERTEX_BEGIN\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<helperFunctions>\n#include<bonesDeclaration>\n\n#include<instancesDeclaration>\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<bumpVertexDeclaration>\n#include<clipPlaneVertexDeclaration>\n#include<fogVertexDeclaration>\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n#include<morphTargetsVertexGlobalDeclaration>\n#include<morphTargetsVertexDeclaration>[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<logDepthDeclaration>\n#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_VERTEX_MAIN_BEGIN\nvec3 positionUpdated=position;\n#ifdef NORMAL \nvec3 normalUpdated=normal;\n#endif\n#ifdef TANGENT\nvec4 tangentUpdated=tangent;\n#endif\n#include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]\n#ifdef REFLECTIONMAP_SKYBOX\n#ifdef REFLECTIONMAP_SKYBOX_TRANSFORMED\nvPositionUVW=(reflectionMatrix*vec4(position,1.0)).xyz;\n#else\nvPositionUVW=position;\n#endif\n#endif \n#define CUSTOM_VERTEX_UPDATE_POSITION\n#define CUSTOM_VERTEX_UPDATE_NORMAL\n#include<instancesVertex>\n#include<bonesVertex>\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<bumpVertex>\n#include<clipPlaneVertex>\n#include<fogVertex>\n#include<shadowsVertex>[0..maxSimultaneousLights]\n#ifdef VERTEXCOLOR\n\nvColor=color;\n#endif\n#include<pointCloudVertex>\n#include<logDepthVertex>\n#define CUSTOM_VERTEX_MAIN_END\n}\n","defaultPixelShader":"#include<__decl__defaultFragment>\n#if defined(BUMP) || !defined(NORMAL)\n#extension GL_OES_standard_derivatives : enable\n#endif\n#define CUSTOM_FRAGMENT_BEGIN\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<helperFunctions>\n\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n#include<lightsFragmentFunctions>\n#include<shadowsFragmentFunctions>\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#ifdef ALPHATEST\nuniform float alphaCutOff;\n#endif\n\n#include<fresnelFunction>\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<reflectionFunction>\n#endif\n#include<imageProcessingDeclaration>\n#include<imageProcessingFunctions>\n#include<bumpFragmentFunctions>\n#include<clipPlaneFragmentDeclaration>\n#include<logDepthDeclaration>\n#include<fogFragmentDeclaration>\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\n#include<clipPlaneFragment>\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<bumpFragment>\n#ifdef TWOSIDEDLIGHTING\nnormalW=gl_FrontFacing ? normalW : -normalW;\n#endif\n#ifdef DIFFUSE\nbaseColor=texture2D(diffuseSampler,vDiffuseUV+uvOffset);\n#ifdef ALPHATEST\nif (baseColor.a<alphaCutOff)\ndiscard;\n#endif\n#ifdef ALPHAFROMDIFFUSE\nalpha*=baseColor.a;\n#endif\n#define CUSTOM_FRAGMENT_UPDATE_ALPHA\nbaseColor.rgb*=vDiffuseInfos.y;\n#endif\n#include<depthPrePass>\n#ifdef VERTEXCOLOR\nbaseColor.rgb*=vColor.rgb;\n#endif\n#define CUSTOM_FRAGMENT_UPDATE_DIFFUSE\n\nvec3 baseAmbientColor=vec3(1.,1.,1.);\n#ifdef AMBIENT\nbaseAmbientColor=texture2D(ambientSampler,vAmbientUV+uvOffset).rgb*vAmbientInfos.y;\n#endif\n#define CUSTOM_FRAGMENT_BEFORE_LIGHTS\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<lightFragment>[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) {\nrefractionColor=textureCube(refractionCubeSampler,refractionVector).rgb;\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;\n#endif\n#ifdef IS_REFRACTION_LINEAR\nrefractionColor=toGammaSpace(refractionColor);\n#endif\nrefractionColor*=vRefractionInfos.x;\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;\n#else\nreflectionColor=textureCube(reflectionCubeSampler,vReflectionUVW).rgb;\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;\n#endif\n#ifdef IS_REFLECTION_LINEAR\nreflectionColor=toGammaSpace(reflectionColor);\n#endif\nreflectionColor*=vReflectionInfos.x;\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#define CUSTOM_FRAGMENT_BEFORE_FOG\ncolor.rgb=max(color.rgb,0.);\n#include<logDepthFragment>\n#include<fogFragment>\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\n#define CUSTOM_FRAGMENT_BEFORE_FRAGCOLOR\ngl_FragColor=color;\n}\n","pbrVertexShader":"precision highp float;\n#include<__decl__pbrVertex>\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 MAINUV1\nvarying vec2 vMainUV1;\n#endif\n#ifdef MAINUV2\nvarying vec2 vMainUV2; \n#endif \n#ifdef VERTEXCOLOR\nattribute vec4 color;\n#endif\n#include<helperFunctions>\n#include<bonesDeclaration>\n\n#include<instancesDeclaration>\n#if defined(ALBEDO) && ALBEDODIRECTUV == 0\nvarying vec2 vAlbedoUV;\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(REFLECTIVITY) && REFLECTIVITYDIRECTUV == 0\nvarying vec2 vReflectivityUV;\n#endif\n#if defined(MICROSURFACEMAP) && MICROSURFACEMAPDIRECTUV == 0\nvarying vec2 vMicroSurfaceSamplerUV;\n#endif\n#if defined(BUMP) && BUMPDIRECTUV == 0\nvarying vec2 vBumpUV;\n#endif\n\nvarying vec3 vPositionW;\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#if defined(USESPHERICALFROMREFLECTIONMAP) && defined(USESPHERICALINVERTEX)\nvarying vec3 vEnvironmentIrradiance;\n#include<harmonicsFunctions>\n#endif\n#endif\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n#include<bumpVertexDeclaration>\n#include<clipPlaneVertexDeclaration>\n#include<fogVertexDeclaration>\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n#include<morphTargetsVertexGlobalDeclaration>\n#include<morphTargetsVertexDeclaration>[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<logDepthDeclaration>\nvoid main(void) {\nvec3 positionUpdated=position;\n#ifdef NORMAL\nvec3 normalUpdated=normal;\n#endif\n#ifdef TANGENT\nvec4 tangentUpdated=tangent;\n#endif\n#include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]\n#ifdef REFLECTIONMAP_SKYBOX\n#ifdef REFLECTIONMAP_SKYBOX_TRANSFORMED\nvPositionUVW=(reflectionMatrix*vec4(positionUpdated,1.0)).xyz;\n#else\nvPositionUVW=positionUpdated;\n#endif\n#endif \n#include<instancesVertex>\n#include<bonesVertex>\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#if defined(USESPHERICALFROMREFLECTIONMAP) && defined(USESPHERICALINVERTEX)\nvec3 reflectionVector=vec3(reflectionMatrix*vec4(vNormalW,0)).xyz;\n#ifdef REFLECTIONMAP_OPPOSITEZ\nreflectionVector.z*=-1.0;\n#endif\nvEnvironmentIrradiance=environmentIrradianceJones(reflectionVector);\n#endif\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(ALBEDO) && ALBEDODIRECTUV == 0 \nif (vAlbedoInfos.x == 0.)\n{\nvAlbedoUV=vec2(albedoMatrix*vec4(uv,1.0,0.0));\n}\nelse\n{\nvAlbedoUV=vec2(albedoMatrix*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(REFLECTIVITY) && REFLECTIVITYDIRECTUV == 0 \nif (vReflectivityInfos.x == 0.)\n{\nvReflectivityUV=vec2(reflectivityMatrix*vec4(uv,1.0,0.0));\n}\nelse\n{\nvReflectivityUV=vec2(reflectivityMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n#if defined(MICROSURFACEMAP) && MICROSURFACEMAPDIRECTUV == 0 \nif (vMicroSurfaceSamplerInfos.x == 0.)\n{\nvMicroSurfaceSamplerUV=vec2(microSurfaceSamplerMatrix*vec4(uv,1.0,0.0));\n}\nelse\n{\nvMicroSurfaceSamplerUV=vec2(microSurfaceSamplerMatrix*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\n#include<bumpVertex>\n\n#include<clipPlaneVertex>\n\n#include<fogVertex>\n\n#include<shadowsVertex>[0..maxSimultaneousLights]\n\n#ifdef VERTEXCOLOR\nvColor=color;\n#endif\n\n#ifdef POINTSIZE\ngl_PointSize=pointSize;\n#endif\n\n#include<logDepthVertex>\n}","pbrPixelShader":"#if defined(BUMP) || !defined(NORMAL) || defined(FORCENORMALFORWARD) || defined(SPECULARAA)\n#extension GL_OES_standard_derivatives : enable\n#endif\n#ifdef LODBASEDMICROSFURACE\n#extension GL_EXT_shader_texture_lod : enable\n#endif\n#ifdef LOGARITHMICDEPTH\n#extension GL_EXT_frag_depth : enable\n#endif\nprecision highp float;\n#include<__decl__pbrFragment>\nuniform vec4 vEyePosition;\nuniform vec3 vAmbientColor;\nuniform vec4 vCameraInfos;\n\nvarying vec3 vPositionW;\n#ifdef MAINUV1\nvarying vec2 vMainUV1;\n#endif \n#ifdef MAINUV2 \nvarying vec2 vMainUV2;\n#endif \n#ifdef NORMAL\nvarying vec3 vNormalW;\n#if defined(USESPHERICALFROMREFLECTIONMAP) && defined(USESPHERICALINVERTEX)\nvarying vec3 vEnvironmentIrradiance;\n#endif\n#endif\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n\n#ifdef ALBEDO\n#if ALBEDODIRECTUV == 1\n#define vAlbedoUV vMainUV1\n#elif ALBEDODIRECTUV == 2\n#define vAlbedoUV vMainUV2\n#else\nvarying vec2 vAlbedoUV;\n#endif\nuniform sampler2D albedoSampler;\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 REFLECTIVITY\n#if REFLECTIVITYDIRECTUV == 1\n#define vReflectivityUV vMainUV1\n#elif REFLECTIVITYDIRECTUV == 2\n#define vReflectivityUV vMainUV2\n#else\nvarying vec2 vReflectivityUV;\n#endif\nuniform sampler2D reflectivitySampler;\n#endif\n#ifdef MICROSURFACEMAP\n#if MICROSURFACEMAPDIRECTUV == 1\n#define vMicroSurfaceSamplerUV vMainUV1\n#elif MICROSURFACEMAPDIRECTUV == 2\n#define vMicroSurfaceSamplerUV vMainUV2\n#else\nvarying vec2 vMicroSurfaceSamplerUV;\n#endif\nuniform sampler2D microSurfaceSampler;\n#endif\n\n#ifdef REFRACTION\n#ifdef REFRACTIONMAP_3D\n#define sampleRefraction(s,c) textureCube(s,c)\nuniform samplerCube refractionSampler;\n#ifdef LODBASEDMICROSFURACE\n#define sampleRefractionLod(s,c,l) textureCubeLodEXT(s,c,l)\n#else\nuniform samplerCube refractionSamplerLow;\nuniform samplerCube refractionSamplerHigh;\n#endif\n#else\n#define sampleRefraction(s,c) texture2D(s,c)\nuniform sampler2D refractionSampler;\n#ifdef LODBASEDMICROSFURACE\n#define sampleRefractionLod(s,c,l) texture2DLodEXT(s,c,l)\n#else\nuniform samplerCube refractionSamplerLow;\nuniform samplerCube refractionSamplerHigh;\n#endif\n#endif\n#endif\n\n#ifdef REFLECTION\n#ifdef REFLECTIONMAP_3D\n#define sampleReflection(s,c) textureCube(s,c)\nuniform samplerCube reflectionSampler;\n#ifdef LODBASEDMICROSFURACE\n#define sampleReflectionLod(s,c,l) textureCubeLodEXT(s,c,l)\n#else\nuniform samplerCube reflectionSamplerLow;\nuniform samplerCube reflectionSamplerHigh;\n#endif\n#else\n#define sampleReflection(s,c) texture2D(s,c)\nuniform sampler2D reflectionSampler;\n#ifdef LODBASEDMICROSFURACE\n#define sampleReflectionLod(s,c,l) texture2DLodEXT(s,c,l)\n#else\nuniform samplerCube reflectionSamplerLow;\nuniform samplerCube reflectionSamplerHigh;\n#endif\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<reflectionFunction>\n#endif\n#ifdef ENVIRONMENTBRDF\nuniform sampler2D environmentBrdfSampler;\n#endif\n\n#ifndef FROMLINEARSPACE\n#define FROMLINEARSPACE;\n#endif\n#include<imageProcessingDeclaration>\n#include<helperFunctions>\n#include<imageProcessingFunctions>\n\n#include<shadowsFragmentFunctions>\n#include<pbrFunctions>\n#include<harmonicsFunctions>\n#include<pbrLightFunctions>\n#include<bumpFragmentFunctions>\n#include<clipPlaneFragmentDeclaration>\n#include<logDepthDeclaration>\n\n#include<fogFragmentDeclaration>\nvoid main(void) {\n#include<clipPlaneFragment>\n\n\nvec3 viewDirectionW=normalize(vEyePosition.xyz-vPositionW);\n#ifdef NORMAL\nvec3 normalW=normalize(vNormalW);\n#else\nvec3 normalW=normalize(cross(dFdx(vPositionW),dFdy(vPositionW)))*vEyePosition.w;\n#endif\n#include<bumpFragment>\n#ifdef SPECULARAA\nvec3 nDfdx=dFdx(normalW.xyz);\nvec3 nDfdy=dFdy(normalW.xyz);\nfloat slopeSquare=max(dot(nDfdx,nDfdx),dot(nDfdy,nDfdy));\n\nfloat geometricRoughnessFactor=pow(clamp(slopeSquare ,0.,1.),0.333);\n\nfloat geometricAlphaGFactor=sqrt(slopeSquare);\n#else\nfloat geometricRoughnessFactor=0.;\n#endif\n#if defined(FORCENORMALFORWARD) && defined(NORMAL)\nvec3 faceNormal=normalize(cross(dFdx(vPositionW),dFdy(vPositionW)))*vEyePosition.w;\n#if defined(TWOSIDEDLIGHTING)\nfaceNormal=gl_FrontFacing ? faceNormal : -faceNormal;\n#endif\nnormalW*=sign(dot(normalW,faceNormal));\n#endif\n#if defined(TWOSIDEDLIGHTING) && defined(NORMAL)\nnormalW=gl_FrontFacing ? normalW : -normalW;\n#endif\n\n\nvec3 surfaceAlbedo=vAlbedoColor.rgb;\n\nfloat alpha=vAlbedoColor.a;\n#ifdef ALBEDO\nvec4 albedoTexture=texture2D(albedoSampler,vAlbedoUV+uvOffset);\n#if defined(ALPHAFROMALBEDO) || defined(ALPHATEST)\nalpha*=albedoTexture.a;\n#endif\nsurfaceAlbedo*=toLinearSpace(albedoTexture.rgb);\nsurfaceAlbedo*=vAlbedoInfos.y;\n#endif\n\n#ifdef OPACITY\nvec4 opacityMap=texture2D(opacitySampler,vOpacityUV+uvOffset);\n#ifdef OPACITYRGB\nalpha=getLuminance(opacityMap.rgb);\n#else\nalpha*=opacityMap.a;\n#endif\nalpha*=vOpacityInfos.y;\n#endif\n#ifdef VERTEXALPHA\nalpha*=vColor.a;\n#endif\n#if !defined(LINKREFRACTIONTOTRANSPARENCY) && !defined(ALPHAFRESNEL)\n#ifdef ALPHATEST\nif (alpha<ALPHATESTVALUE)\ndiscard;\n#ifndef ALPHABLEND\n\nalpha=1.0;\n#endif\n#endif\n#endif\n#include<depthPrePass>\n#ifdef VERTEXCOLOR\nsurfaceAlbedo*=vColor.rgb;\n#endif\n\nvec3 ambientOcclusionColor=vec3(1.,1.,1.);\n#ifdef AMBIENT\nvec3 ambientOcclusionColorMap=texture2D(ambientSampler,vAmbientUV+uvOffset).rgb*vAmbientInfos.y;\n#ifdef AMBIENTINGRAYSCALE\nambientOcclusionColorMap=vec3(ambientOcclusionColorMap.r,ambientOcclusionColorMap.r,ambientOcclusionColorMap.r);\n#endif\nambientOcclusionColor=mix(ambientOcclusionColor,ambientOcclusionColorMap,vAmbientInfos.z);\n#endif\n#ifdef UNLIT\nvec3 diffuseBase=vec3(1.,1.,1.);\n#else\n\nfloat microSurface=vReflectivityColor.a;\nvec3 surfaceReflectivityColor=vReflectivityColor.rgb;\n#ifdef METALLICWORKFLOW\nvec2 metallicRoughness=surfaceReflectivityColor.rg;\n#ifdef REFLECTIVITY\nvec4 surfaceMetallicColorMap=texture2D(reflectivitySampler,vReflectivityUV+uvOffset);\n#ifdef AOSTOREINMETALMAPRED\nvec3 aoStoreInMetalMap=vec3(surfaceMetallicColorMap.r,surfaceMetallicColorMap.r,surfaceMetallicColorMap.r);\nambientOcclusionColor=mix(ambientOcclusionColor,aoStoreInMetalMap,vReflectivityInfos.z);\n#endif\n#ifdef METALLNESSSTOREINMETALMAPBLUE\nmetallicRoughness.r*=surfaceMetallicColorMap.b;\n#else\nmetallicRoughness.r*=surfaceMetallicColorMap.r;\n#endif\n#ifdef ROUGHNESSSTOREINMETALMAPALPHA\nmetallicRoughness.g*=surfaceMetallicColorMap.a;\n#else\n#ifdef ROUGHNESSSTOREINMETALMAPGREEN\nmetallicRoughness.g*=surfaceMetallicColorMap.g;\n#endif\n#endif\n#endif\n#ifdef MICROSURFACEMAP\nvec4 microSurfaceTexel=texture2D(microSurfaceSampler,vMicroSurfaceSamplerUV+uvOffset)*vMicroSurfaceSamplerInfos.y;\nmetallicRoughness.g*=microSurfaceTexel.r;\n#endif\n\nmicroSurface=1.0-metallicRoughness.g;\n\nvec3 baseColor=surfaceAlbedo;\n\n\nconst vec3 DefaultSpecularReflectanceDielectric=vec3(0.04,0.04,0.04);\n\nsurfaceAlbedo=mix(baseColor.rgb*(1.0-DefaultSpecularReflectanceDielectric.r),vec3(0.,0.,0.),metallicRoughness.r);\n\nsurfaceReflectivityColor=mix(DefaultSpecularReflectanceDielectric,baseColor,metallicRoughness.r);\n#else\n#ifdef REFLECTIVITY\nvec4 surfaceReflectivityColorMap=texture2D(reflectivitySampler,vReflectivityUV+uvOffset);\nsurfaceReflectivityColor*=toLinearSpace(surfaceReflectivityColorMap.rgb);\nsurfaceReflectivityColor*=vReflectivityInfos.y;\n#ifdef MICROSURFACEFROMREFLECTIVITYMAP\nmicroSurface*=surfaceReflectivityColorMap.a;\nmicroSurface*=vReflectivityInfos.z;\n#else\n#ifdef MICROSURFACEAUTOMATIC\nmicroSurface*=computeDefaultMicroSurface(microSurface,surfaceReflectivityColor);\n#endif\n#ifdef MICROSURFACEMAP\nvec4 microSurfaceTexel=texture2D(microSurfaceSampler,vMicroSurfaceSamplerUV+uvOffset)*vMicroSurfaceSamplerInfos.y;\nmicroSurface*=microSurfaceTexel.r;\n#endif\n#endif\n#endif\n#endif\n\nmicroSurface=clamp(microSurface,0.,1.);\n\nfloat roughness=1.-microSurface;\n\n#ifdef ALPHAFRESNEL\n#if defined(ALPHATEST) || defined(ALPHABLEND)\n\n\n\nfloat opacityPerceptual=alpha;\n#ifdef LINEARALPHAFRESNEL\nfloat opacity0=opacityPerceptual;\n#else\nfloat opacity0=opacityPerceptual*opacityPerceptual;\n#endif\nfloat opacity90=fresnelGrazingReflectance(opacity0);\nvec3 normalForward=faceforward(normalW,-viewDirectionW,normalW);\n\nalpha=fresnelSchlickEnvironmentGGX(clamp(dot(viewDirectionW,normalForward),0.0,1.0),vec3(opacity0),vec3(opacity90),sqrt(microSurface)).x;\n#ifdef ALPHATEST\nif (alpha<ALPHATESTVALUE)\ndiscard;\n#ifndef ALPHABLEND\n\nalpha=1.0;\n#endif\n#endif\n#endif\n#endif\n\n\nfloat NdotVUnclamped=dot(normalW,viewDirectionW);\nfloat NdotV=clamp(NdotVUnclamped,0.,1.)+0.00001;\nfloat alphaG=convertRoughnessToAverageSlope(roughness);\n#ifdef SPECULARAA\n\n\nalphaG+=(0.75*geometricAlphaGFactor);\n#endif\n\n#ifdef REFRACTION\nvec4 environmentRefraction=vec4(0.,0.,0.,0.);\nvec3 refractionVector=refract(-viewDirectionW,normalW,vRefractionInfos.y);\n#ifdef REFRACTIONMAP_OPPOSITEZ\nrefractionVector.z*=-1.0;\n#endif\n\n#ifdef REFRACTIONMAP_3D\nrefractionVector.y=refractionVector.y*vRefractionInfos.w;\nvec3 refractionCoords=refractionVector;\nrefractionCoords=vec3(refractionMatrix*vec4(refractionCoords,0));\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;\n#endif\n#ifdef LODINREFRACTIONALPHA\nfloat refractionLOD=getLodFromAlphaG(vRefractionMicrosurfaceInfos.x,alphaG,NdotVUnclamped);\n#else\nfloat refractionLOD=getLodFromAlphaG(vRefractionMicrosurfaceInfos.x,alphaG,1.0);\n#endif\n#ifdef LODBASEDMICROSFURACE\n\nrefractionLOD=refractionLOD*vRefractionMicrosurfaceInfos.y+vRefractionMicrosurfaceInfos.z;\n#ifdef LODINREFRACTIONALPHA\n\n\n\n\n\n\n\n\n\nfloat automaticRefractionLOD=UNPACK_LOD(sampleRefraction(refractionSampler,refractionCoords).a);\nfloat requestedRefractionLOD=max(automaticRefractionLOD,refractionLOD);\n#else\nfloat requestedRefractionLOD=refractionLOD;\n#endif\nenvironmentRefraction=sampleRefractionLod(refractionSampler,refractionCoords,requestedRefractionLOD);\n#else\nfloat lodRefractionNormalized=clamp(refractionLOD/log2(vRefractionMicrosurfaceInfos.x),0.,1.);\nfloat lodRefractionNormalizedDoubled=lodRefractionNormalized*2.0;\nvec4 environmentRefractionMid=sampleRefraction(refractionSampler,refractionCoords);\nif(lodRefractionNormalizedDoubled<1.0){\nenvironmentRefraction=mix(\nsampleRefraction(refractionSamplerHigh,refractionCoords),\nenvironmentRefractionMid,\nlodRefractionNormalizedDoubled\n);\n}else{\nenvironmentRefraction=mix(\nenvironmentRefractionMid,\nsampleRefraction(refractionSamplerLow,refractionCoords),\nlodRefractionNormalizedDoubled-1.0\n);\n}\n#endif\n#ifdef RGBDREFRACTION\nenvironmentRefraction.rgb=fromRGBD(environmentRefraction);\n#endif\n#ifdef GAMMAREFRACTION\nenvironmentRefraction.rgb=toLinearSpace(environmentRefraction.rgb);\n#endif\n\nenvironmentRefraction.rgb*=vRefractionInfos.x;\n#endif\n\n#ifdef REFLECTION\nvec4 environmentRadiance=vec4(0.,0.,0.,0.);\nvec3 environmentIrradiance=vec3(0.,0.,0.);\nvec3 reflectionVector=computeReflectionCoords(vec4(vPositionW,1.0),normalW);\n#ifdef REFLECTIONMAP_OPPOSITEZ\nreflectionVector.z*=-1.0;\n#endif\n\n#ifdef REFLECTIONMAP_3D\nvec3 reflectionCoords=reflectionVector;\n#else\nvec2 reflectionCoords=reflectionVector.xy;\n#ifdef REFLECTIONMAP_PROJECTION\nreflectionCoords/=reflectionVector.z;\n#endif\nreflectionCoords.y=1.0-reflectionCoords.y;\n#endif\n#if defined(LODINREFLECTIONALPHA) && !defined(REFLECTIONMAP_SKYBOX)\nfloat reflectionLOD=getLodFromAlphaG(vReflectionMicrosurfaceInfos.x,alphaG,NdotVUnclamped);\n#else\nfloat reflectionLOD=getLodFromAlphaG(vReflectionMicrosurfaceInfos.x,alphaG,1.);\n#endif\n#ifdef LODBASEDMICROSFURACE\n\nreflectionLOD=reflectionLOD*vReflectionMicrosurfaceInfos.y+vReflectionMicrosurfaceInfos.z;\n#ifdef LODINREFLECTIONALPHA\n\n\n\n\n\n\n\n\n\nfloat automaticReflectionLOD=UNPACK_LOD(sampleReflection(reflectionSampler,reflectionCoords).a);\nfloat requestedReflectionLOD=max(automaticReflectionLOD,reflectionLOD);\n#else\nfloat requestedReflectionLOD=reflectionLOD;\n#endif\nenvironmentRadiance=sampleReflectionLod(reflectionSampler,reflectionCoords,requestedReflectionLOD);\n#else\nfloat lodReflectionNormalized=clamp(reflectionLOD/log2(vReflectionMicrosurfaceInfos.x),0.,1.);\nfloat lodReflectionNormalizedDoubled=lodReflectionNormalized*2.0;\nvec4 environmentSpecularMid=sampleReflection(reflectionSampler,reflectionCoords);\nif(lodReflectionNormalizedDoubled<1.0){\nenvironmentRadiance=mix(\nsampleReflection(reflectionSamplerHigh,reflectionCoords),\nenvironmentSpecularMid,\nlodReflectionNormalizedDoubled\n);\n}else{\nenvironmentRadiance=mix(\nenvironmentSpecularMid,\nsampleReflection(reflectionSamplerLow,reflectionCoords),\nlodReflectionNormalizedDoubled-1.0\n);\n}\n#endif\n#ifdef RGBDREFLECTION\nenvironmentRadiance.rgb=fromRGBD(environmentRadiance);\n#endif\n#ifdef GAMMAREFLECTION\nenvironmentRadiance.rgb=toLinearSpace(environmentRadiance.rgb);\n#endif\n\n#ifdef USESPHERICALFROMREFLECTIONMAP\n#if defined(NORMAL) && defined(USESPHERICALINVERTEX)\nenvironmentIrradiance=vEnvironmentIrradiance;\n#else\nvec3 irradianceVector=vec3(reflectionMatrix*vec4(normalW,0)).xyz;\n#ifdef REFLECTIONMAP_OPPOSITEZ\nirradianceVector.z*=-1.0;\n#endif\nenvironmentIrradiance=environmentIrradianceJones(irradianceVector);\n#endif\n#endif\n\nenvironmentRadiance.rgb*=vReflectionInfos.x;\nenvironmentRadiance.rgb*=vReflectionColor.rgb;\nenvironmentIrradiance*=vReflectionColor.rgb;\n#endif\n\n\n\nfloat reflectance=max(max(surfaceReflectivityColor.r,surfaceReflectivityColor.g),surfaceReflectivityColor.b);\nfloat reflectance90=fresnelGrazingReflectance(reflectance);\nvec3 specularEnvironmentR0=surfaceReflectivityColor.rgb;\nvec3 specularEnvironmentR90=vec3(1.0,1.0,1.0)*reflectance90;\n\nvec3 diffuseBase=vec3(0.,0.,0.);\n#ifdef SPECULARTERM\nvec3 specularBase=vec3(0.,0.,0.);\n#endif\n#ifdef LIGHTMAP\nvec3 lightmapColor=texture2D(lightmapSampler,vLightmapUV+uvOffset).rgb;\n#ifdef GAMMALIGHTMAP\nlightmapColor=toLinearSpace(lightmapColor);\n#endif\nlightmapColor*=vLightmapInfos.y;\n#endif\nlightingInfo info;\npointLightingInfo pointInfo;\nspotLightingInfo spotInfo;\nfloat shadow=1.; \nfloat NdotL=-1.;\n#include<lightFragment>[0..maxSimultaneousLights]\n\n#if defined(ENVIRONMENTBRDF) && !defined(REFLECTIONMAP_SKYBOX)\n\nvec2 brdfSamplerUV=vec2(NdotV,roughness);\n\nvec4 environmentBrdf=texture2D(environmentBrdfSampler,brdfSamplerUV);\nvec3 specularEnvironmentReflectance=specularEnvironmentR0*environmentBrdf.x+environmentBrdf.y;\n#ifdef RADIANCEOCCLUSION\n#ifdef AMBIENTINGRAYSCALE\nfloat ambientMonochrome=ambientOcclusionColor.r;\n#else\nfloat ambientMonochrome=getLuminance(ambientOcclusionColor);\n#endif\nfloat seo=environmentRadianceOcclusion(ambientMonochrome,NdotVUnclamped);\nspecularEnvironmentReflectance*=seo;\n#endif\n#ifdef HORIZONOCCLUSION\n#ifdef BUMP\n#ifdef REFLECTIONMAP_3D\nfloat eho=environmentHorizonOcclusion(-viewDirectionW,normalW);\nspecularEnvironmentReflectance*=eho;\n#endif\n#endif\n#endif\n#else\n\nvec3 specularEnvironmentReflectance=fresnelSchlickEnvironmentGGX(NdotV,specularEnvironmentR0,specularEnvironmentR90,sqrt(microSurface));\n#endif\n\n#ifdef REFRACTION\nvec3 refractance=vec3(0.0,0.0,0.0);\nvec3 transmission=vec3(1.0,1.0,1.0);\n#ifdef LINKREFRACTIONTOTRANSPARENCY\n\ntransmission*=(1.0-alpha);\n\n\nvec3 mixedAlbedo=surfaceAlbedo;\nfloat maxChannel=max(max(mixedAlbedo.r,mixedAlbedo.g),mixedAlbedo.b);\nvec3 tint=clamp(maxChannel*mixedAlbedo,0.0,1.0);\n\nsurfaceAlbedo*=alpha;\n\nenvironmentIrradiance*=alpha;\n\nenvironmentRefraction.rgb*=tint;\n\nalpha=1.0;\n#endif\n\nvec3 bounceSpecularEnvironmentReflectance=(2.0*specularEnvironmentReflectance)/(1.0+specularEnvironmentReflectance);\nspecularEnvironmentReflectance=mix(bounceSpecularEnvironmentReflectance,specularEnvironmentReflectance,alpha);\n\ntransmission*=1.0-specularEnvironmentReflectance;\n\nrefractance=transmission;\n#endif\n\n\n\n\nsurfaceAlbedo.rgb=(1.-reflectance)*surfaceAlbedo.rgb;\n\n#ifdef REFLECTION\nvec3 finalIrradiance=environmentIrradiance;\nfinalIrradiance*=surfaceAlbedo.rgb;\n#endif\n\n#ifdef SPECULARTERM\nvec3 finalSpecular=specularBase;\nfinalSpecular=max(finalSpecular,0.0);\n\nvec3 finalSpecularScaled=finalSpecular*vLightingIntensity.x*vLightingIntensity.w;\n#endif\n\n#ifdef REFLECTION\nvec3 finalRadiance=environmentRadiance.rgb;\nfinalRadiance*=specularEnvironmentReflectance;\n\nvec3 finalRadianceScaled=finalRadiance*vLightingIntensity.z;\n#endif\n\n#ifdef REFRACTION\nvec3 finalRefraction=environmentRefraction.rgb;\nfinalRefraction*=refractance;\n#endif\n\n#ifdef ALPHABLEND\nfloat luminanceOverAlpha=0.0;\n#if defined(REFLECTION) && defined(RADIANCEOVERALPHA)\nluminanceOverAlpha+=getLuminance(finalRadianceScaled);\n#endif\n#if defined(SPECULARTERM) && defined(SPECULAROVERALPHA)\nluminanceOverAlpha+=getLuminance(finalSpecularScaled);\n#endif\n#if defined(RADIANCEOVERALPHA) || defined(SPECULAROVERALPHA)\nalpha=clamp(alpha+luminanceOverAlpha*luminanceOverAlpha,0.,1.);\n#endif\n#endif\n#endif\n\nvec3 finalDiffuse=diffuseBase;\nfinalDiffuse.rgb+=vAmbientColor;\nfinalDiffuse*=surfaceAlbedo.rgb;\nfinalDiffuse=max(finalDiffuse,0.0);\n\nvec3 finalEmissive=vEmissiveColor;\n#ifdef EMISSIVE\nvec3 emissiveColorTex=texture2D(emissiveSampler,vEmissiveUV+uvOffset).rgb;\nfinalEmissive*=toLinearSpace(emissiveColorTex.rgb);\nfinalEmissive*=vEmissiveInfos.y;\n#endif\n\n#ifdef AMBIENT\nvec3 ambientOcclusionForDirectDiffuse=mix(vec3(1.),ambientOcclusionColor,vAmbientInfos.w);\n#else\nvec3 ambientOcclusionForDirectDiffuse=ambientOcclusionColor;\n#endif\n\n\n\nvec4 finalColor=vec4(\nfinalDiffuse*ambientOcclusionForDirectDiffuse*vLightingIntensity.x +\n#ifndef UNLIT\n#ifdef REFLECTION\nfinalIrradiance*ambientOcclusionColor*vLightingIntensity.z +\n#endif\n#ifdef SPECULARTERM\n\n\nfinalSpecularScaled +\n#endif\n#ifdef REFLECTION\n\n\nfinalRadianceScaled +\n#endif\n#ifdef REFRACTION\nfinalRefraction*vLightingIntensity.z +\n#endif\n#endif\nfinalEmissive*vLightingIntensity.y,\nalpha);\n\n#ifdef LIGHTMAP\n#ifndef LIGHTMAPEXCLUDED\n#ifdef USELIGHTMAPASSHADOWMAP\nfinalColor.rgb*=lightmapColor;\n#else\nfinalColor.rgb+=lightmapColor;\n#endif\n#endif\n#endif\n\nfinalColor=max(finalColor,0.0);\n#include<logDepthFragment>\n#include<fogFragment>(color,finalColor)\n#ifdef IMAGEPROCESSINGPOSTPROCESS\n\n\nfinalColor.rgb=clamp(finalColor.rgb,0.,30.0);\n#else\n\nfinalColor=applyImageProcessing(finalColor);\n#endif\n#ifdef PREMULTIPLYALPHA\n\nfinalColor.rgb*=finalColor.a;\n#endif\ngl_FragColor=finalColor;\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n}\n","rgbdEncodePixelShader":"\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\n#include<helperFunctions>\nvoid main(void) \n{\ngl_FragColor=toRGBD(texture2D(textureSampler,vUV).rgb);\n}","rgbdDecodePixelShader":"\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\n#include<helperFunctions>\nvoid main(void) \n{\ngl_FragColor=vec4(fromRGBD(texture2D(textureSampler,vUV)),1.0);\n}","spritesVertexShader":"\nattribute vec4 position;\nattribute vec4 options;\nattribute vec4 cellInfo;\nattribute vec4 color;\n\nuniform vec2 textureInfos;\nuniform mat4 view;\nuniform mat4 projection;\n\nvarying vec2 vUV;\nvarying vec4 vColor;\n#include<fogVertexDeclaration>\nvoid main(void) { \nvec3 viewPos=(view*vec4(position.xyz,1.0)).xyz; \nvec2 cornerPos;\nfloat angle=position.w;\nvec2 size=vec2(options.x,options.y);\nvec2 offset=options.zw;\nvec2 uvScale=textureInfos.xy;\ncornerPos=vec2(offset.x-0.5,offset.y-0.5)*size;\n\nvec3 rotatedCorner;\nrotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);\nrotatedCorner.y=cornerPos.x*sin(angle)+cornerPos.y*cos(angle);\nrotatedCorner.z=0.;\n\nviewPos+=rotatedCorner;\ngl_Position=projection*vec4(viewPos,1.0); \n\nvColor=color;\n\nvec2 uvOffset=vec2(abs(offset.x-cellInfo.x),1.0-abs(offset.y-cellInfo.y));\nvUV=(uvOffset+cellInfo.zw)*uvScale;\n\n#ifdef FOG\nvFogDistance=viewPos;\n#endif\n}","spritesPixelShader":"uniform bool alphaTest;\nvarying vec4 vColor;\n\nvarying vec2 vUV;\nuniform sampler2D diffuseSampler;\n\n#include<fogFragmentDeclaration>\nvoid main(void) {\nvec4 color=texture2D(diffuseSampler,vUV);\nif (alphaTest) \n{\nif (color.a<0.95)\ndiscard;\n}\ncolor*=vColor;\n#include<fogFragment>\ngl_FragColor=color;\n}","particlesVertexShader":"\nattribute vec3 position;\nattribute vec4 color;\nattribute float angle;\nattribute vec2 size;\n#ifdef ANIMATESHEET \nattribute float cellIndex;\n#endif\n#ifndef BILLBOARD \nattribute vec3 direction;\n#endif\n#ifdef BILLBOARDSTRETCHED\nattribute vec3 direction; \n#endif\n#ifdef RAMPGRADIENT\nattribute vec4 remapData;\n#endif\nattribute vec2 offset;\n\nuniform mat4 view;\nuniform mat4 projection;\nuniform vec2 translationPivot;\n#ifdef ANIMATESHEET \nuniform vec3 particlesInfos; \n#endif\n\nvarying vec2 vUV;\nvarying vec4 vColor;\n#ifdef RAMPGRADIENT\nvarying vec4 remapRanges;\n#endif\n#if defined(CLIPPLANE) || defined(CLIPPLANE2) || defined(CLIPPLANE3) || defined(CLIPPLANE4)\nuniform mat4 invView;\n#endif\n#include<clipPlaneVertexDeclaration>\n#ifdef BILLBOARD\nuniform vec3 eyePosition; \n#endif\nvec3 rotate(vec3 yaxis,vec3 rotatedCorner) {\nvec3 xaxis=normalize(cross(vec3(0.,1.0,0.),yaxis));\nvec3 zaxis=normalize(cross(yaxis,xaxis));\nvec3 row0=vec3(xaxis.x,xaxis.y,xaxis.z);\nvec3 row1=vec3(yaxis.x,yaxis.y,yaxis.z);\nvec3 row2=vec3(zaxis.x,zaxis.y,zaxis.z);\nmat3 rotMatrix=mat3(row0,row1,row2);\nvec3 alignedCorner=rotMatrix*rotatedCorner;\nreturn position+alignedCorner; \n}\n#ifdef BILLBOARDSTRETCHED\nvec3 rotateAlign(vec3 toCamera,vec3 rotatedCorner) {\nvec3 normalizedToCamera=normalize(toCamera);\nvec3 normalizedCrossDirToCamera=normalize(cross(normalize(direction),normalizedToCamera));\nvec3 crossProduct=normalize(cross(normalizedToCamera,normalizedCrossDirToCamera));\nvec3 row0=vec3(normalizedCrossDirToCamera.x,normalizedCrossDirToCamera.y,normalizedCrossDirToCamera.z);\nvec3 row1=vec3(crossProduct.x,crossProduct.y,crossProduct.z);\nvec3 row2=vec3(normalizedToCamera.x,normalizedToCamera.y,normalizedToCamera.z);\nmat3 rotMatrix=mat3(row0,row1,row2);\nvec3 alignedCorner=rotMatrix*rotatedCorner;\nreturn position+alignedCorner; \n}\n#endif\nvoid main(void) { \nvec2 cornerPos;\ncornerPos=(vec2(offset.x-0.5,offset.y-0.5)-translationPivot)*size+translationPivot;\n#ifdef BILLBOARD \n\nvec3 rotatedCorner;\n#ifdef BILLBOARDY \nrotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);\nrotatedCorner.z=cornerPos.x*sin(angle)+cornerPos.y*cos(angle);\nrotatedCorner.y=0.;\nvec3 yaxis=position-eyePosition;\nyaxis.y=0.;\nvec3 worldPos=rotate(normalize(yaxis),rotatedCorner);\nvec3 viewPos=(view*vec4(worldPos,1.0)).xyz; \n#elif defined(BILLBOARDSTRETCHED)\nrotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);\nrotatedCorner.y=cornerPos.x*sin(angle)+cornerPos.y*cos(angle);\nrotatedCorner.z=0.;\nvec3 toCamera=position-eyePosition; \nvec3 worldPos=rotateAlign(toCamera,rotatedCorner);\nvec3 viewPos=(view*vec4(worldPos,1.0)).xyz; \n#else\nrotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);\nrotatedCorner.y=cornerPos.x*sin(angle)+cornerPos.y*cos(angle);\nrotatedCorner.z=0.;\nvec3 viewPos=(view*vec4(position,1.0)).xyz+rotatedCorner; \n#endif\n#ifdef RAMPGRADIENT\nremapRanges=remapData;\n#endif\n\ngl_Position=projection*vec4(viewPos,1.0); \n#else\n\nvec3 rotatedCorner;\nrotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);\nrotatedCorner.z=cornerPos.x*sin(angle)+cornerPos.y*cos(angle);\nrotatedCorner.y=0.;\nvec3 yaxis=normalize(direction);\nvec3 worldPos=rotate(yaxis,rotatedCorner);\ngl_Position=projection*view*vec4(worldPos,1.0); \n#endif \nvColor=color;\n#ifdef ANIMATESHEET\nfloat rowOffset=floor(cellIndex/particlesInfos.z);\nfloat columnOffset=cellIndex-rowOffset*particlesInfos.z;\nvec2 uvScale=particlesInfos.xy;\nvec2 uvOffset=vec2(offset.x ,1.0-offset.y);\nvUV=(uvOffset+vec2(columnOffset,rowOffset))*uvScale;\n#else\nvUV=offset;\n#endif\n\n#if defined(CLIPPLANE) || defined(CLIPPLANE2) || defined(CLIPPLANE3) || defined(CLIPPLANE4)\nvec4 worldPos=invView*vec4(viewPos,1.0);\n#endif\n#include<clipPlaneVertex>\n}","particlesPixelShader":"\nvarying vec2 vUV;\nvarying vec4 vColor;\nuniform vec4 textureMask;\nuniform sampler2D diffuseSampler;\n#include<clipPlaneFragmentDeclaration>\n#include<imageProcessingDeclaration>\n#include<helperFunctions>\n#include<imageProcessingFunctions>\n#ifdef RAMPGRADIENT\nvarying vec4 remapRanges;\nuniform sampler2D rampSampler;\n#endif\nvoid main(void) {\n#include<clipPlaneFragment>\nvec4 textureColor=texture2D(diffuseSampler,vUV);\nvec4 baseColor=(textureColor*textureMask+(vec4(1.,1.,1.,1.)-textureMask))*vColor;\n#ifdef RAMPGRADIENT\nfloat alpha=baseColor.a;\nfloat remappedColorIndex=clamp((alpha-remapRanges.x)/remapRanges.y,0.0,1.0);\nvec4 rampColor=texture2D(rampSampler,vec2(1.0-remappedColorIndex,0.));\nbaseColor.rgb*=rampColor.rgb;\n\nfloat finalAlpha=baseColor.a;\nbaseColor.a=clamp((alpha*rampColor.a-remapRanges.z)/remapRanges.w,0.0,1.0);\n#endif\n#ifdef BLENDMULTIPLYMODE\nfloat sourceAlpha=vColor.a*textureColor.a;\nbaseColor.rgb=baseColor.rgb*sourceAlpha+vec3(1.0)*(1.0-sourceAlpha);\n#endif\n\n\n#ifdef IMAGEPROCESSINGPOSTPROCESS\nbaseColor.rgb=toLinearSpace(baseColor.rgb);\n#else\n#ifdef IMAGEPROCESSING\nbaseColor.rgb=toLinearSpace(baseColor.rgb);\nbaseColor=applyImageProcessing(baseColor);\n#endif\n#endif\ngl_FragColor=baseColor;\n}","colorVertexShader":"\nattribute vec3 position;\n#ifdef VERTEXCOLOR\nattribute vec4 color;\n#endif\n#include<bonesDeclaration>\n\n#include<instancesDeclaration>\nuniform mat4 viewProjection;\n\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\nvoid main(void) {\n#include<instancesVertex>\n#include<bonesVertex>\ngl_Position=viewProjection*finalWorld*vec4(position,1.0);\n#ifdef VERTEXCOLOR\n\nvColor=color;\n#endif\n}","colorPixelShader":"#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#else\nuniform vec4 color;\n#endif\nvoid main(void) {\n#ifdef VERTEXCOLOR\ngl_FragColor=vColor;\n#else\ngl_FragColor=color;\n#endif\n}","gpuRenderParticlesVertexShader":"#version 300 es\nuniform mat4 view;\nuniform mat4 projection;\nuniform vec2 translationPivot;\n\nin vec3 position;\nin float age;\nin float life;\nin vec3 size;\n#ifndef BILLBOARD\nin vec3 initialDirection;\n#endif\n#ifdef BILLBOARDSTRETCHED\nin vec3 direction;\n#endif\nin float angle;\n#ifdef ANIMATESHEET\nin float cellIndex;\n#endif\nin vec2 offset;\nin vec2 uv;\nout vec2 vUV;\nout vec4 vColor;\n#if defined(CLIPPLANE) || defined(CLIPPLANE2) || defined(CLIPPLANE3) || defined(CLIPPLANE4)\nuniform mat4 invView;\n#endif\n#include<clipPlaneVertexDeclaration2>\n#ifdef COLORGRADIENTS\nuniform sampler2D colorGradientSampler;\n#else\nuniform vec4 colorDead;\nin vec4 color;\n#endif\n#ifdef ANIMATESHEET\nuniform vec3 sheetInfos;\n#endif\n#ifdef BILLBOARD\nuniform vec3 eyePosition; \n#endif\nvec3 rotate(vec3 yaxis,vec3 rotatedCorner) {\nvec3 xaxis=normalize(cross(vec3(0.,1.0,0.),yaxis));\nvec3 zaxis=normalize(cross(yaxis,xaxis));\nvec3 row0=vec3(xaxis.x,xaxis.y,xaxis.z);\nvec3 row1=vec3(yaxis.x,yaxis.y,yaxis.z);\nvec3 row2=vec3(zaxis.x,zaxis.y,zaxis.z);\nmat3 rotMatrix=mat3(row0,row1,row2);\nvec3 alignedCorner=rotMatrix*rotatedCorner;\nreturn position+alignedCorner;\n}\n#ifdef BILLBOARDSTRETCHED\nvec3 rotateAlign(vec3 toCamera,vec3 rotatedCorner) {\nvec3 normalizedToCamera=normalize(toCamera);\nvec3 normalizedCrossDirToCamera=normalize(cross(normalize(direction),normalizedToCamera));\nvec3 crossProduct=normalize(cross(normalizedToCamera,normalizedCrossDirToCamera));\nvec3 row0=vec3(normalizedCrossDirToCamera.x,normalizedCrossDirToCamera.y,normalizedCrossDirToCamera.z);\nvec3 row1=vec3(crossProduct.x,crossProduct.y,crossProduct.z);\nvec3 row2=vec3(normalizedToCamera.x,normalizedToCamera.y,normalizedToCamera.z);\nmat3 rotMatrix=mat3(row0,row1,row2);\nvec3 alignedCorner=rotMatrix*rotatedCorner;\nreturn position+alignedCorner; \n}\n#endif\nvoid main() {\n#ifdef ANIMATESHEET\nfloat rowOffset=floor(cellIndex/sheetInfos.z);\nfloat columnOffset=cellIndex-rowOffset*sheetInfos.z;\nvec2 uvScale=sheetInfos.xy;\nvec2 uvOffset=vec2(uv.x ,1.0-uv.y);\nvUV=(uvOffset+vec2(columnOffset,rowOffset))*uvScale;\n#else \nvUV=uv;\n#endif\nfloat ratio=age/life;\n#ifdef COLORGRADIENTS\nvColor=texture(colorGradientSampler,vec2(ratio,0));\n#else\nvColor=color*vec4(1.0-ratio)+colorDead*vec4(ratio);\n#endif\nvec2 cornerPos=(offset-translationPivot)*size.yz*size.x+translationPivot;\n#ifdef BILLBOARD\nvec4 rotatedCorner;\nrotatedCorner.w=0.;\n#ifdef BILLBOARDY \nrotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);\nrotatedCorner.z=cornerPos.x*sin(angle)+cornerPos.y*cos(angle);\nrotatedCorner.y=0.;\nvec3 yaxis=position-eyePosition;\nyaxis.y=0.;\nvec3 worldPos=rotate(normalize(yaxis),rotatedCorner.xyz);\nvec4 viewPosition=(view*vec4(worldPos,1.0)); \n#elif defined(BILLBOARDSTRETCHED)\nrotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);\nrotatedCorner.y=cornerPos.x*sin(angle)+cornerPos.y*cos(angle);\nrotatedCorner.z=0.;\nvec3 toCamera=position-eyePosition; \nvec3 worldPos=rotateAlign(toCamera,rotatedCorner.xyz);\nvec4 viewPosition=(view*vec4(worldPos,1.0)); \n#else\n\nrotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);\nrotatedCorner.y=cornerPos.x*sin(angle)+cornerPos.y*cos(angle);\nrotatedCorner.z=0.;\n\nvec4 viewPosition=view*vec4(position,1.0)+rotatedCorner;\n#endif\n#else\n\nvec3 rotatedCorner;\nrotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);\nrotatedCorner.y=0.;\nrotatedCorner.z=cornerPos.x*sin(angle)+cornerPos.y*cos(angle);\nvec3 yaxis=normalize(initialDirection);\nvec3 worldPos=rotate(yaxis,rotatedCorner);\n\nvec4 viewPosition=view*vec4(worldPos,1.0); \n#endif\ngl_Position=projection*viewPosition;\n\n#if defined(CLIPPLANE) || defined(CLIPPLANE2) || defined(CLIPPLANE3) || defined(CLIPPLANE4)\nvec4 worldPos=invView*viewPosition;\n#endif \n#include<clipPlaneVertex>\n}","gpuRenderParticlesPixelShader":"#version 300 es\nuniform sampler2D textureSampler;\nin vec2 vUV;\nin vec4 vColor;\nout vec4 outFragColor;\n#include<clipPlaneFragmentDeclaration2> \n#include<imageProcessingDeclaration>\n#include<helperFunctions>\n#include<imageProcessingFunctions>\nvoid main() {\n#include<clipPlaneFragment> \nvec4 textureColor=texture(textureSampler,vUV);\noutFragColor=textureColor*vColor;\n#ifdef BLENDMULTIPLYMODE\nfloat alpha=vColor.a*textureColor.a;\noutFragColor.rgb=outFragColor.rgb*alpha+vec3(1.0)*(1.0-alpha); \n#endif \n\n\n#ifdef IMAGEPROCESSINGPOSTPROCESS\noutFragColor.rgb=toLinearSpace(outFragColor.rgb);\n#else\n#ifdef IMAGEPROCESSING\noutFragColor.rgb=toLinearSpace(outFragColor.rgb);\noutFragColor=applyImageProcessing(outFragColor);\n#endif\n#endif\n}\n","gpuUpdateParticlesVertexShader":"#version 300 es\n#define PI 3.14159\nuniform float currentCount;\nuniform float timeDelta;\nuniform float stopFactor;\nuniform mat4 emitterWM;\nuniform vec2 lifeTime;\nuniform vec2 emitPower;\nuniform vec2 sizeRange;\nuniform vec4 scaleRange;\n#ifndef COLORGRADIENTS\nuniform vec4 color1;\nuniform vec4 color2;\n#endif\nuniform vec3 gravity;\nuniform sampler2D randomSampler;\nuniform sampler2D randomSampler2;\nuniform vec4 angleRange;\n#ifdef BOXEMITTER\nuniform vec3 direction1;\nuniform vec3 direction2;\nuniform vec3 minEmitBox;\nuniform vec3 maxEmitBox;\n#endif\n#ifdef POINTEMITTER\nuniform vec3 direction1;\nuniform vec3 direction2;\n#endif\n#ifdef HEMISPHERICEMITTER\nuniform float radius;\nuniform float radiusRange;\nuniform float directionRandomizer;\n#endif\n#ifdef SPHEREEMITTER\nuniform float radius;\nuniform float radiusRange;\n#ifdef DIRECTEDSPHEREEMITTER\nuniform vec3 direction1;\nuniform vec3 direction2;\n#else\nuniform float directionRandomizer;\n#endif\n#endif\n#ifdef CYLINDEREMITTER\nuniform float radius;\nuniform float height;\nuniform float radiusRange;\n#ifdef DIRECTEDCYLINDEREMITTER\nuniform vec3 direction1;\nuniform vec3 direction2;\n#else\nuniform float directionRandomizer;\n#endif\n#endif\n#ifdef CONEEMITTER\nuniform vec2 radius;\nuniform float coneAngle;\nuniform vec2 height;\nuniform float directionRandomizer;\n#endif\n\nin vec3 position;\nin float age;\nin float life;\nin vec4 seed;\nin vec3 size;\n#ifndef COLORGRADIENTS\nin vec4 color;\n#endif\nin vec3 direction;\n#ifndef BILLBOARD\nin vec3 initialDirection;\n#endif\n#ifdef ANGULARSPEEDGRADIENTS\nin float angle;\n#else\nin vec2 angle;\n#endif\n#ifdef ANIMATESHEET\nin float cellIndex;\n#ifdef ANIMATESHEETRANDOMSTART\nin float cellStartOffset;\n#endif\n#endif\n#ifdef NOISE\nin vec3 noiseCoordinates1;\nin vec3 noiseCoordinates2;\n#endif\n\nout vec3 outPosition;\nout float outAge;\nout float outLife;\nout vec4 outSeed;\nout vec3 outSize;\n#ifndef COLORGRADIENTS\nout vec4 outColor;\n#endif\nout vec3 outDirection;\n#ifndef BILLBOARD\nout vec3 outInitialDirection;\n#endif\n#ifdef ANGULARSPEEDGRADIENTS\nout float outAngle;\n#else\nout vec2 outAngle;\n#endif\n#ifdef ANIMATESHEET\nout float outCellIndex;\n#ifdef ANIMATESHEETRANDOMSTART\nout float outCellStartOffset;\n#endif\n#endif\n#ifdef NOISE\nout vec3 outNoiseCoordinates1;\nout vec3 outNoiseCoordinates2;\n#endif\n#ifdef SIZEGRADIENTS\nuniform sampler2D sizeGradientSampler;\n#endif \n#ifdef ANGULARSPEEDGRADIENTS\nuniform sampler2D angularSpeedGradientSampler;\n#endif \n#ifdef VELOCITYGRADIENTS\nuniform sampler2D velocityGradientSampler;\n#endif\n#ifdef LIMITVELOCITYGRADIENTS\nuniform sampler2D limitVelocityGradientSampler;\nuniform float limitVelocityDamping;\n#endif\n#ifdef DRAGGRADIENTS\nuniform sampler2D dragGradientSampler;\n#endif\n#ifdef NOISE\nuniform vec3 noiseStrength;\nuniform sampler2D noiseSampler;\n#endif\n#ifdef ANIMATESHEET\nuniform vec3 cellInfos;\n#endif\nvec3 getRandomVec3(float offset) {\nreturn texture(randomSampler2,vec2(float(gl_VertexID)*offset/currentCount,0)).rgb;\n}\nvec4 getRandomVec4(float offset) {\nreturn texture(randomSampler,vec2(float(gl_VertexID)*offset/currentCount,0));\n}\nvoid main() {\nfloat newAge=age+timeDelta; \n\nif (newAge>=life && stopFactor != 0.) {\nvec3 position;\nvec3 direction;\n\nvec4 randoms=getRandomVec4(seed.x);\n\noutLife=lifeTime.x+(lifeTime.y-lifeTime.x)*randoms.r;\noutAge=mod(newAge,outLife);\n\noutSeed=seed;\n\n#ifdef SIZEGRADIENTS \noutSize.x=texture(sizeGradientSampler,vec2(0,0)).r;\n#else\noutSize.x=sizeRange.x+(sizeRange.y-sizeRange.x)*randoms.g;\n#endif\noutSize.y=scaleRange.x+(scaleRange.y-scaleRange.x)*randoms.b;\noutSize.z=scaleRange.z+(scaleRange.w-scaleRange.z)*randoms.a; \n#ifndef COLORGRADIENTS\n\noutColor=color1+(color2-color1)*randoms.b;\n#endif\n\n#ifndef ANGULARSPEEDGRADIENTS \noutAngle.y=angleRange.x+(angleRange.y-angleRange.x)*randoms.a;\noutAngle.x=angleRange.z+(angleRange.w-angleRange.z)*randoms.r;\n#else\noutAngle=angleRange.z+(angleRange.w-angleRange.z)*randoms.r;\n#endif \n\n#ifdef POINTEMITTER\nvec3 randoms2=getRandomVec3(seed.y);\nvec3 randoms3=getRandomVec3(seed.z);\nposition=vec3(0,0,0);\ndirection=direction1+(direction2-direction1)*randoms3;\n#elif defined(BOXEMITTER)\nvec3 randoms2=getRandomVec3(seed.y);\nvec3 randoms3=getRandomVec3(seed.z);\nposition=minEmitBox+(maxEmitBox-minEmitBox)*randoms2;\ndirection=direction1+(direction2-direction1)*randoms3; \n#elif defined(HEMISPHERICEMITTER)\nvec3 randoms2=getRandomVec3(seed.y);\nvec3 randoms3=getRandomVec3(seed.z);\n\nfloat phi=2.0*PI*randoms2.x;\nfloat theta=acos(2.0*randoms2.y-1.0);\nfloat randX=cos(phi)*sin(theta);\nfloat randY=cos(theta);\nfloat randZ=sin(phi)*sin(theta);\nposition=(radius-(radius*radiusRange*randoms2.z))*vec3(randX,abs(randY),randZ);\ndirection=position+directionRandomizer*randoms3; \n#elif defined(SPHEREEMITTER)\nvec3 randoms2=getRandomVec3(seed.y);\nvec3 randoms3=getRandomVec3(seed.z);\n\nfloat phi=2.0*PI*randoms2.x;\nfloat theta=acos(2.0*randoms2.y-1.0);\nfloat randX=cos(phi)*sin(theta);\nfloat randY=cos(theta);\nfloat randZ=sin(phi)*sin(theta);\nposition=(radius-(radius*radiusRange*randoms2.z))*vec3(randX,randY,randZ);\n#ifdef DIRECTEDSPHEREEMITTER\ndirection=direction1+(direction2-direction1)*randoms3;\n#else\n\ndirection=position+directionRandomizer*randoms3;\n#endif\n#elif defined(CYLINDEREMITTER)\nvec3 randoms2=getRandomVec3(seed.y);\nvec3 randoms3=getRandomVec3(seed.z);\n\nfloat yPos=(randoms2.x-0.5)*height;\nfloat angle=randoms2.y*PI*2.;\nfloat inverseRadiusRangeSquared=((1.-radiusRange)*(1.-radiusRange));\nfloat positionRadius=radius*sqrt(inverseRadiusRangeSquared+(randoms2.z*(1.-inverseRadiusRangeSquared)));\nfloat xPos=positionRadius*cos(angle);\nfloat zPos=positionRadius*sin(angle);\nposition=vec3(xPos,yPos,zPos);\n#ifdef DIRECTEDCYLINDEREMITTER\ndirection=direction1+(direction2-direction1)*randoms3;\n#else\n\nangle=angle+((randoms3.x-0.5)*PI);\ndirection=vec3(cos(angle),randoms3.y-0.5,sin(angle));\ndirection=normalize(direction);\n#endif\n#elif defined(CONEEMITTER)\nvec3 randoms2=getRandomVec3(seed.y);\nfloat s=2.0*PI*randoms2.x;\n#ifdef CONEEMITTERSPAWNPOINT\nfloat h=0.00001;\n#else\nfloat h=randoms2.y*height.y;\n\nh=1.-h*h; \n#endif\nfloat lRadius=radius.x-radius.x*randoms2.z*radius.y;\nlRadius=lRadius*h;\nfloat randX=lRadius*sin(s);\nfloat randZ=lRadius*cos(s);\nfloat randY=h*height.x;\nposition=vec3(randX,randY,randZ); \n\nif (abs(cos(coneAngle)) == 1.0) {\ndirection=vec3(0.,1.0,0.);\n} else {\nvec3 randoms3=getRandomVec3(seed.z);\ndirection=position+directionRandomizer*randoms3;\n}\n#else \n\nposition=vec3(0.,0.,0.);\n\ndirection=2.0*(getRandomVec3(seed.w)-vec3(0.5,0.5,0.5));\n#endif\nfloat power=emitPower.x+(emitPower.y-emitPower.x)*randoms.a;\noutPosition=(emitterWM*vec4(position,1.)).xyz;\nvec3 initial=(emitterWM*vec4(direction,0.)).xyz;\noutDirection=initial*power;\n#ifndef BILLBOARD \noutInitialDirection=initial;\n#endif\n#ifdef ANIMATESHEET \noutCellIndex=cellInfos.x;\n#ifdef ANIMATESHEETRANDOMSTART\noutCellStartOffset=randoms.a*outLife;\n#endif \n#endif\n#ifdef NOISE\noutNoiseCoordinates1=noiseCoordinates1;\noutNoiseCoordinates2=noiseCoordinates2;\n#endif\n} else {\nfloat directionScale=timeDelta;\noutAge=newAge;\nfloat ageGradient=newAge/life;\n#ifdef VELOCITYGRADIENTS\ndirectionScale*=texture(velocityGradientSampler,vec2(ageGradient,0)).r;\n#endif\n#ifdef DRAGGRADIENTS\ndirectionScale*=1.0-texture(dragGradientSampler,vec2(ageGradient,0)).r;\n#endif\noutPosition=position+direction*directionScale;\noutLife=life;\noutSeed=seed;\n#ifndef COLORGRADIENTS \noutColor=color;\n#endif\n#ifdef SIZEGRADIENTS\noutSize.x=texture(sizeGradientSampler,vec2(ageGradient,0)).r;\noutSize.yz=size.yz;\n#else\noutSize=size;\n#endif \n#ifndef BILLBOARD \noutInitialDirection=initialDirection;\n#endif\nvec3 updatedDirection=direction+gravity*timeDelta;\n#ifdef LIMITVELOCITYGRADIENTS\nfloat limitVelocity=texture(limitVelocityGradientSampler,vec2(ageGradient,0)).r;\nfloat currentVelocity=length(updatedDirection);\nif (currentVelocity>limitVelocity) {\nupdatedDirection=updatedDirection*limitVelocityDamping;\n}\n#endif\noutDirection=updatedDirection;\n#ifdef NOISE\nvec3 localPosition=outPosition-emitterWM[3].xyz;\nfloat fetchedR=texture(noiseSampler,vec2(noiseCoordinates1.x,noiseCoordinates1.y)*vec2(0.5)+vec2(0.5)).r;\nfloat fetchedG=texture(noiseSampler,vec2(noiseCoordinates1.z,noiseCoordinates2.x)*vec2(0.5)+vec2(0.5)).r;\nfloat fetchedB=texture(noiseSampler,vec2(noiseCoordinates2.y,noiseCoordinates2.z)*vec2(0.5)+vec2(0.5)).r;\nvec3 force=vec3(2.*fetchedR-1.,2.*fetchedG-1.,2.*fetchedB-1.)*noiseStrength;\noutDirection=outDirection+force*timeDelta;\noutNoiseCoordinates1=noiseCoordinates1;\noutNoiseCoordinates2=noiseCoordinates2;\n#endif \n#ifdef ANGULARSPEEDGRADIENTS\nfloat angularSpeed=texture(angularSpeedGradientSampler,vec2(ageGradient,0)).r;\noutAngle=angle+angularSpeed*timeDelta;\n#else\noutAngle=vec2(angle.x+angle.y*timeDelta,angle.y);\n#endif\n#ifdef ANIMATESHEET \nfloat offsetAge=outAge;\nfloat dist=cellInfos.y-cellInfos.x;\n#ifdef ANIMATESHEETRANDOMSTART\noutCellStartOffset=cellStartOffset;\noffsetAge+=cellStartOffset;\n#endif \nfloat ratio=clamp(mod(offsetAge*cellInfos.z,life)/life,0.,1.0);\noutCellIndex=float(int(cellInfos.x+ratio*dist));\n#endif\n}\n}","gpuUpdateParticlesPixelShader":"#version 300 es\nvoid main() {\ndiscard;\n}\n","postprocessVertexShader":"\nattribute vec2 position;\nuniform vec2 scale;\n\nvarying vec2 vUV;\nconst vec2 madd=vec2(0.5,0.5);\nvoid main(void) { \nvUV=(position*madd+madd)*scale;\ngl_Position=vec4(position,0.0,1.0);\n}","passPixelShader":"\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\nvoid main(void) \n{\ngl_FragColor=texture2D(textureSampler,vUV);\n}","passCubePixelShader":"\nvarying vec2 vUV;\nuniform samplerCube textureSampler;\nvoid main(void) \n{\nvec2 uv=vUV*2.0-1.0;\n#ifdef POSITIVEX\ngl_FragColor=textureCube(textureSampler,vec3(1.001,uv.y,uv.x));\n#endif\n#ifdef NEGATIVEX\ngl_FragColor=textureCube(textureSampler,vec3(-1.001,uv.y,uv.x));\n#endif\n#ifdef POSITIVEY\ngl_FragColor=textureCube(textureSampler,vec3(uv.y,1.001,uv.x));\n#endif\n#ifdef NEGATIVEY\ngl_FragColor=textureCube(textureSampler,vec3(uv.y,-1.001,uv.x));\n#endif\n#ifdef POSITIVEZ\ngl_FragColor=textureCube(textureSampler,vec3(uv,1.001));\n#endif\n#ifdef NEGATIVEZ\ngl_FragColor=textureCube(textureSampler,vec3(uv,-1.001));\n#endif\n}","shadowMapVertexShader":"\nattribute vec3 position;\n#ifdef NORMAL\nattribute vec3 normal;\nuniform vec3 lightData;\n#endif\n#include<bonesDeclaration>\n#include<morphTargetsVertexGlobalDeclaration>\n#include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]\n\n#include<instancesDeclaration>\n#include<helperFunctions>\nuniform mat4 viewProjection;\nuniform vec3 biasAndScale;\nuniform vec2 depthValues;\nvarying float vDepthMetric;\n#ifdef ALPHATEST\nvarying vec2 vUV;\nuniform mat4 diffuseMatrix;\n#ifdef UV1\nattribute vec2 uv;\n#endif\n#ifdef UV2\nattribute vec2 uv2;\n#endif\n#endif\nvoid main(void)\n{\nvec3 positionUpdated=position;\n#include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]\n#include<instancesVertex>\n#include<bonesVertex>\nvec4 worldPos=finalWorld*vec4(positionUpdated,1.0);\n\n#ifdef NORMAL\nmat3 normalWorld=mat3(finalWorld);\n#ifdef NONUNIFORMSCALING\nnormalWorld=transposeMat3(inverseMat3(normalWorld));\n#endif\nvec3 worldNor=normalize(normalWorld*normal);\n#ifdef DIRECTIONINLIGHTDATA\nvec3 worldLightDir=normalize(-lightData.xyz);\n#else\nvec3 directionToLight=lightData.xyz-worldPos.xyz;\nvec3 worldLightDir=normalize(directionToLight);\n#endif\nfloat ndl=dot(worldNor,worldLightDir);\nfloat sinNL=sqrt(1.0-ndl*ndl);\nfloat normalBias=biasAndScale.y*sinNL;\nworldPos.xyz-=worldNor*normalBias;\n#endif\n\ngl_Position=viewProjection*worldPos;\n#ifdef DEPTHTEXTURE\n\ngl_Position.z+=biasAndScale.x*gl_Position.w;\n#endif\n\nvDepthMetric=((gl_Position.z+depthValues.x)/(depthValues.y))+biasAndScale.x;\n#ifdef ALPHATEST\n#ifdef UV1\nvUV=vec2(diffuseMatrix*vec4(uv,1.0,0.0));\n#endif\n#ifdef UV2\nvUV=vec2(diffuseMatrix*vec4(uv2,1.0,0.0));\n#endif\n#endif\n}","shadowMapPixelShader":"#ifndef FLOAT\nvec4 pack(float depth)\n{\nconst vec4 bit_shift=vec4(255.0*255.0*255.0,255.0*255.0,255.0,1.0);\nconst vec4 bit_mask=vec4(0.0,1.0/255.0,1.0/255.0,1.0/255.0);\nvec4 res=fract(depth*bit_shift);\nres-=res.xxyz*bit_mask;\nreturn res;\n}\n#endif\nvarying float vDepthMetric;\n#ifdef ALPHATEST\nvarying vec2 vUV;\nuniform sampler2D diffuseSampler;\n#endif\nuniform vec3 biasAndScale;\nuniform vec2 depthValues;\nvoid main(void)\n{\n#ifdef ALPHATEST\nif (texture2D(diffuseSampler,vUV).a<0.4)\ndiscard;\n#endif\nfloat depth=vDepthMetric;\n#ifdef ESM\ndepth=clamp(exp(-min(87.,biasAndScale.z*depth)),0.,1.);\n#endif\n#ifdef FLOAT\ngl_FragColor=vec4(depth,1.0,1.0,1.0);\n#else\ngl_FragColor=pack(depth);\n#endif\n}","depthBoxBlurPixelShader":"\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\n\nuniform vec2 screenSize;\nvoid main(void)\n{\nvec4 colorDepth=vec4(0.0);\nfor (int x=-OFFSET; x<=OFFSET; x++)\nfor (int y=-OFFSET; y<=OFFSET; y++)\ncolorDepth+=texture2D(textureSampler,vUV+vec2(x,y)/screenSize);\ngl_FragColor=(colorDepth/float((OFFSET*2+1)*(OFFSET*2+1)));\n}","proceduralVertexShader":"\nattribute vec2 position;\n\nvarying vec2 vPosition;\nvarying vec2 vUV;\nconst vec2 madd=vec2(0.5,0.5);\nvoid main(void) { \nvPosition=position;\nvUV=position*madd+madd;\ngl_Position=vec4(position,0.0,1.0);\n}","depthVertexShader":"\nattribute vec3 position;\n#include<bonesDeclaration>\n\n#include<instancesDeclaration>\nuniform mat4 viewProjection;\nuniform vec2 depthValues;\n#if defined(ALPHATEST) || defined(NEED_UV)\nvarying vec2 vUV;\nuniform mat4 diffuseMatrix;\n#ifdef UV1\nattribute vec2 uv;\n#endif\n#ifdef UV2\nattribute vec2 uv2;\n#endif\n#endif\nvarying float vDepthMetric;\nvoid main(void)\n{\n#include<instancesVertex>\n#include<bonesVertex>\ngl_Position=viewProjection*finalWorld*vec4(position,1.0);\nvDepthMetric=((gl_Position.z+depthValues.x)/(depthValues.y));\n#if defined(ALPHATEST) || defined(BASIC_RENDER)\n#ifdef UV1\nvUV=vec2(diffuseMatrix*vec4(uv,1.0,0.0));\n#endif\n#ifdef UV2\nvUV=vec2(diffuseMatrix*vec4(uv2,1.0,0.0));\n#endif\n#endif\n}","depthPixelShader":"#ifdef ALPHATEST\nvarying vec2 vUV;\nuniform sampler2D diffuseSampler;\n#endif\nvarying float vDepthMetric;\nvoid main(void)\n{\n#ifdef ALPHATEST\nif (texture2D(diffuseSampler,vUV).a<0.4)\ndiscard;\n#endif\ngl_FragColor=vec4(vDepthMetric,vDepthMetric*vDepthMetric,0.0,1.0);\n}","geometryVertexShader":"precision highp float;\nprecision highp int;\n#include<bonesDeclaration>\n#include<instancesDeclaration>\nattribute vec3 position;\nattribute vec3 normal;\n#if defined(ALPHATEST) || defined(NEED_UV)\nvarying vec2 vUV;\nuniform mat4 diffuseMatrix;\n#ifdef UV1\nvarying vec2 uv;\n#endif\n#ifdef UV2\nvarying vec2 uv2;\n#endif\n#endif\n\nuniform mat4 viewProjection;\nuniform mat4 view;\nvarying vec3 vNormalV;\nvarying vec4 vViewPos;\n#ifdef POSITION\nvarying vec3 vPosition;\n#endif\n#ifdef VELOCITY\nuniform mat4 previousWorldViewProjection;\nvarying vec4 vCurrentPosition;\nvarying vec4 vPreviousPosition;\n#endif\nvoid main(void)\n{\n#include<instancesVertex>\n#include<bonesVertex>\nvec4 pos=vec4(finalWorld*vec4(position,1.0));\nvNormalV=normalize(vec3((view*finalWorld)*vec4(normal,0.0)));\nvViewPos=view*pos;\n#ifdef POSITION\nvPosition=pos.xyz/pos.w;\n#endif\n#ifdef VELOCITY\nvCurrentPosition=viewProjection*finalWorld*vec4(position,1.0);\nvPreviousPosition=previousWorldViewProjection*vec4(position,1.0);\n#endif\ngl_Position=viewProjection*finalWorld*vec4(position,1.0);\n#if defined(ALPHATEST) || defined(BASIC_RENDER)\n#ifdef UV1\nvUV=vec2(diffuseMatrix*vec4(uv,1.0,0.0));\n#endif\n#ifdef UV2\nvUV=vec2(diffuseMatrix*vec4(uv2,1.0,0.0));\n#endif\n#endif\n}","geometryPixelShader":"#extension GL_EXT_draw_buffers : require\nprecision highp float;\nprecision highp int;\nvarying vec3 vNormalV;\nvarying vec4 vViewPos;\n#ifdef POSITION\nvarying vec3 vPosition;\n#endif\n#ifdef VELOCITY\nvarying vec4 vCurrentPosition;\nvarying vec4 vPreviousPosition;\n#endif\n#ifdef ALPHATEST\nvarying vec2 vUV;\nuniform sampler2D diffuseSampler;\n#endif\n#include<mrtFragmentDeclaration>[RENDER_TARGET_COUNT]\nvoid main() {\n#ifdef ALPHATEST\nif (texture2D(diffuseSampler,vUV).a<0.4)\ndiscard;\n#endif\ngl_FragData[0]=vec4(vViewPos.z/vViewPos.w,0.0,0.0,1.0);\n\ngl_FragData[1]=vec4(normalize(vNormalV),1.0);\n\n#ifdef POSITION\ngl_FragData[POSITION_INDEX]=vec4(vPosition,1.0);\n#endif\n#ifdef VELOCITY\nvec2 a=(vCurrentPosition.xy/vCurrentPosition.w)*0.5+0.5;\nvec2 b=(vPreviousPosition.xy/vPreviousPosition.w)*0.5+0.5;\nvec2 velocity=(a-b)*0.5+0.5;\nvelocity*=0.5+0.5;\nvelocity=vec2(pow(velocity.x,3.0),pow(velocity.y,3.0));\ngl_FragData[VELOCITY_INDEX]=vec4(velocity,0.0,1.0);\n#endif\n}","ssaoPixelShader":"\nuniform sampler2D textureSampler;\nvarying vec2 vUV;\n#ifdef SSAO\nuniform sampler2D randomSampler;\nuniform float randTextureTiles;\nuniform float samplesFactor;\nuniform vec3 sampleSphere[SAMPLES];\nuniform float totalStrength;\nuniform float radius;\nuniform float area;\nuniform float fallOff;\nuniform float base;\nvec3 normalFromDepth(float depth,vec2 coords)\n{\nvec2 offset1=vec2(0.0,radius);\nvec2 offset2=vec2(radius,0.0);\nfloat depth1=texture2D(textureSampler,coords+offset1).r;\nfloat depth2=texture2D(textureSampler,coords+offset2).r;\nvec3 p1=vec3(offset1,depth1-depth);\nvec3 p2=vec3(offset2,depth2-depth);\nvec3 normal=cross(p1,p2);\nnormal.z=-normal.z;\nreturn normalize(normal);\n}\nvoid main()\n{\nvec3 random=normalize(texture2D(randomSampler,vUV*randTextureTiles).rgb);\nfloat depth=texture2D(textureSampler,vUV).r;\nvec3 position=vec3(vUV,depth);\nvec3 normal=normalFromDepth(depth,vUV);\nfloat radiusDepth=radius/depth;\nfloat occlusion=0.0;\nvec3 ray;\nvec3 hemiRay;\nfloat occlusionDepth;\nfloat difference;\nfor (int i=0; i<SAMPLES; i++)\n{\nray=radiusDepth*reflect(sampleSphere[i],random);\nhemiRay=position+sign(dot(ray,normal))*ray;\nocclusionDepth=texture2D(textureSampler,clamp(hemiRay.xy,vec2(0.001,0.001),vec2(0.999,0.999))).r;\ndifference=depth-occlusionDepth;\nocclusion+=step(fallOff,difference)*(1.0-smoothstep(fallOff,area,difference));\n}\nfloat ao=1.0-totalStrength*occlusion*samplesFactor;\nfloat result=clamp(ao+base,0.0,1.0);\ngl_FragColor.r=result;\ngl_FragColor.g=result;\ngl_FragColor.b=result;\ngl_FragColor.a=1.0;\n}\n#endif\n","ssao2PixelShader":"\nprecision highp float;\nuniform sampler2D textureSampler;\nuniform float near;\nuniform float far;\nuniform float radius;\nfloat scales[16]=float[16](\n0.1,\n0.11406250000000001,\n0.131640625,\n0.15625,\n0.187890625,\n0.2265625,\n0.272265625,\n0.325,\n0.384765625,\n0.4515625,\n0.525390625,\n0.60625,\n0.694140625,\n0.7890625,\n0.891015625,\n1.0\n);\nvarying vec2 vUV;\nfloat perspectiveDepthToViewZ( const in float invClipZ,const in float near,const in float far ) {\nreturn ( near*far )/( ( far-near )*invClipZ-far );\n}\nfloat viewZToPerspectiveDepth( const in float viewZ,const in float near,const in float far ) {\nreturn ( near*far/viewZ+far)/( far-near );\n}\nfloat viewZToOrthographicDepth( const in float viewZ,const in float near,const in float far ) {\nreturn ( viewZ+near )/( near-far );\n}\n#ifdef SSAO\nuniform sampler2D randomSampler;\nuniform sampler2D normalSampler;\nuniform float randTextureTiles;\nuniform float samplesFactor;\nuniform vec3 sampleSphere[SAMPLES];\nuniform float totalStrength;\nuniform float base;\nuniform float xViewport;\nuniform float yViewport;\nuniform float maxZ;\nuniform float minZAspect;\nuniform vec2 texelSize;\nuniform mat4 projection;\nvoid main()\n{\nvec3 random=texture2D(randomSampler,vUV*randTextureTiles).rgb;\nfloat depth=texture2D(textureSampler,vUV).r;\nfloat depthSign=depth/abs(depth);\ndepth=depth*depthSign;\nvec3 normal=texture2D(normalSampler,vUV).rgb; \nfloat occlusion=0.0;\nfloat correctedRadius=min(radius,minZAspect*depth/near);\nvec3 vViewRay=vec3((vUV.x*2.0-1.0)*xViewport,(vUV.y*2.0-1.0)*yViewport,depthSign);\nvec3 origin=vViewRay*depth;\nvec3 rvec=random*2.0-1.0;\nrvec.z=0.0;\n\nfloat dotProduct=dot(rvec,normal);\nrvec=1.0-abs(dotProduct)>1e-2 ? rvec : vec3(-rvec.y,0.0,rvec.x);\nvec3 tangent=normalize(rvec-normal*dot(rvec,normal));\nvec3 bitangent=cross(normal,tangent);\nmat3 tbn=mat3(tangent,bitangent,normal);\nfloat difference;\nfor (int i=0; i<SAMPLES; ++i) {\n\nvec3 samplePosition=scales[(i+int(random.x*16.0)) % 16]*tbn*sampleSphere[(i+int(random.y*16.0)) % 16];\nsamplePosition=samplePosition*correctedRadius+origin;\n\nvec4 offset=vec4(samplePosition,1.0);\noffset=projection*offset;\noffset.xyz/=offset.w;\noffset.xy=offset.xy*0.5+0.5;\nif (offset.x<0.0 || offset.y<0.0 || offset.x>1.0 || offset.y>1.0) {\ncontinue;\n}\n\nfloat sampleDepth=abs(texture2D(textureSampler,offset.xy).r);\n\ndifference=depthSign*samplePosition.z-sampleDepth;\nfloat rangeCheck=1.0-smoothstep(correctedRadius*0.5,correctedRadius,difference);\nocclusion+=(difference>=0.0 ? 1.0 : 0.0)*rangeCheck;\n}\nocclusion=occlusion*(1.0-smoothstep(maxZ*0.75,maxZ,depth));\nfloat ao=1.0-totalStrength*occlusion*samplesFactor;\nfloat result=clamp(ao+base,0.0,1.0);\ngl_FragColor=vec4(vec3(result),1.0);\n}\n#endif\n#ifdef BILATERAL_BLUR\nuniform sampler2D depthSampler;\nuniform float outSize;\nuniform float samplerOffsets[SAMPLES];\nvec4 blur9(sampler2D image,vec2 uv,float resolution,vec2 direction) {\nvec4 color=vec4(0.0);\nvec2 off1=vec2(1.3846153846)*direction;\nvec2 off2=vec2(3.2307692308)*direction;\ncolor+=texture2D(image,uv)*0.2270270270;\ncolor+=texture2D(image,uv+(off1/resolution))*0.3162162162;\ncolor+=texture2D(image,uv-(off1/resolution))*0.3162162162;\ncolor+=texture2D(image,uv+(off2/resolution))*0.0702702703;\ncolor+=texture2D(image,uv-(off2/resolution))*0.0702702703;\nreturn color;\n}\nvec4 blur13(sampler2D image,vec2 uv,float resolution,vec2 direction) {\nvec4 color=vec4(0.0);\nvec2 off1=vec2(1.411764705882353)*direction;\nvec2 off2=vec2(3.2941176470588234)*direction;\nvec2 off3=vec2(5.176470588235294)*direction;\ncolor+=texture2D(image,uv)*0.1964825501511404;\ncolor+=texture2D(image,uv+(off1/resolution))*0.2969069646728344;\ncolor+=texture2D(image,uv-(off1/resolution))*0.2969069646728344;\ncolor+=texture2D(image,uv+(off2/resolution))*0.09447039785044732;\ncolor+=texture2D(image,uv-(off2/resolution))*0.09447039785044732;\ncolor+=texture2D(image,uv+(off3/resolution))*0.010381362401148057;\ncolor+=texture2D(image,uv-(off3/resolution))*0.010381362401148057;\nreturn color;\n}\nvec4 blur13Bilateral(sampler2D image,vec2 uv,float resolution,vec2 direction) {\nvec4 color=vec4(0.0);\nvec2 off1=vec2(1.411764705882353)*direction;\nvec2 off2=vec2(3.2941176470588234)*direction;\nvec2 off3=vec2(5.176470588235294)*direction;\nfloat compareDepth=abs(texture2D(depthSampler,uv).r);\nfloat sampleDepth;\nfloat weight;\nfloat weightSum=30.0;\ncolor+=texture2D(image,uv)*30.0;\nsampleDepth=abs(texture2D(depthSampler,uv+(off1/resolution)).r);\nweight=clamp(1.0/( 0.003+abs(compareDepth-sampleDepth)),0.0,30.0);\nweightSum+=weight;\ncolor+=texture2D(image,uv+(off1/resolution))*weight;\nsampleDepth=abs(texture2D(depthSampler,uv-(off1/resolution)).r);\nweight=clamp(1.0/( 0.003+abs(compareDepth-sampleDepth)),0.0,30.0);\nweightSum+=weight;\ncolor+=texture2D(image,uv-(off1/resolution))*weight;\nsampleDepth=abs(texture2D(depthSampler,uv+(off2/resolution)).r);\nweight=clamp(1.0/( 0.003+abs(compareDepth-sampleDepth)),0.0,30.0);\nweightSum+=weight;\ncolor+=texture2D(image,uv+(off2/resolution))*weight;\nsampleDepth=abs(texture2D(depthSampler,uv-(off2/resolution)).r);\nweight=clamp(1.0/( 0.003+abs(compareDepth-sampleDepth)),0.0,30.0);\nweightSum+=weight;\ncolor+=texture2D(image,uv-(off2/resolution))*weight;\nsampleDepth=abs(texture2D(depthSampler,uv+(off3/resolution)).r);\nweight=clamp(1.0/( 0.003+abs(compareDepth-sampleDepth)),0.0,30.0);\nweightSum+=weight;\ncolor+=texture2D(image,uv+(off3/resolution))*weight;\nsampleDepth=abs(texture2D(depthSampler,uv-(off3/resolution)).r);\nweight=clamp(1.0/( 0.003+abs(compareDepth-sampleDepth)),0.0,30.0);\nweightSum+=weight;\ncolor+=texture2D(image,uv-(off3/resolution))*weight;\nreturn color/weightSum;\n}\nvoid main()\n{\n#if EXPENSIVE\nfloat compareDepth=abs(texture2D(depthSampler,vUV).r);\nfloat texelsize=1.0/outSize;\nfloat result=0.0;\nfloat weightSum=0.0;\nfor (int i=0; i<SAMPLES; ++i)\n{\n#ifdef BILATERAL_BLUR_H\nvec2 direction=vec2(1.0,0.0);\nvec2 sampleOffset=vec2(texelsize*samplerOffsets[i],0.0);\n#else\nvec2 direction=vec2(0.0,1.0);\nvec2 sampleOffset=vec2(0.0,texelsize*samplerOffsets[i]);\n#endif\nvec2 samplePos=vUV+sampleOffset;\nfloat sampleDepth=abs(texture2D(depthSampler,samplePos).r);\nfloat weight=clamp(1.0/( 0.003+abs(compareDepth-sampleDepth)),0.0,30000.0);\nresult+=texture2D(textureSampler,samplePos).r*weight;\nweightSum+=weight;\n}\nresult/=weightSum;\ngl_FragColor.rgb=vec3(result);\ngl_FragColor.a=1.0;\n#else\nvec4 color;\n#ifdef BILATERAL_BLUR_H\nvec2 direction=vec2(1.0,0.0);\ncolor=blur13Bilateral(textureSampler,vUV,outSize,direction);\n#else\nvec2 direction=vec2(0.0,1.0);\ncolor=blur13Bilateral(textureSampler,vUV,outSize,direction);\n#endif\ngl_FragColor.rgb=vec3(color.r);\ngl_FragColor.a=1.0;\n#endif\n}\n#endif\n","ssaoCombinePixelShader":"uniform sampler2D textureSampler;\nuniform sampler2D originalColor;\nuniform vec4 viewport;\nvarying vec2 vUV;\nvoid main(void) {\nvec4 ssaoColor=texture2D(textureSampler,viewport.xy+vUV*viewport.zw);\nvec4 sceneColor=texture2D(originalColor,vUV);\ngl_FragColor=sceneColor*ssaoColor;\n}\n","lensHighlightsPixelShader":"\nuniform sampler2D textureSampler; \n\nuniform float gain;\nuniform float threshold;\nuniform float screen_width;\nuniform float screen_height;\n\nvarying vec2 vUV;\n\nvec4 highlightColor(vec4 color) {\nvec4 highlight=color;\nfloat luminance=dot(highlight.rgb,vec3(0.2125,0.7154,0.0721));\nfloat lum_threshold;\nif (threshold>1.0) { lum_threshold=0.94+0.01*threshold; }\nelse { lum_threshold=0.5+0.44*threshold; }\nluminance=clamp((luminance-lum_threshold)*(1.0/(1.0-lum_threshold)),0.0,1.0);\nhighlight*=luminance*gain;\nhighlight.a=1.0;\nreturn highlight;\n}\nvoid main(void)\n{\nvec4 original=texture2D(textureSampler,vUV);\n\nif (gain == -1.0) {\ngl_FragColor=vec4(0.0,0.0,0.0,1.0);\nreturn;\n}\nfloat w=2.0/screen_width;\nfloat h=2.0/screen_height;\nfloat weight=1.0;\n\nvec4 blurred=vec4(0.0,0.0,0.0,0.0);\n#ifdef PENTAGON\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-0.84*w,0.43*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(0.48*w,-1.29*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(0.61*w,1.51*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-1.55*w,-0.74*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.71*w,-0.52*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-0.94*w,1.59*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-0.40*w,-1.87*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.62*w,1.16*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.09*w,0.25*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.46*w,-1.71*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(0.08*w,2.42*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-1.85*w,-1.89*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(2.89*w,0.16*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.29*w,1.88*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(0.40*w,-2.81*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.54*w,2.26*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.60*w,-0.61*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(2.31*w,-1.30*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-0.83*w,2.53*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-1.12*w,-2.48*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(2.60*w,1.11*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.82*w,0.99*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.50*w,-2.81*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(0.85*w,3.33*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.94*w,-1.92*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(3.27*w,-0.53*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-1.95*w,2.48*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-0.23*w,-3.04*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(2.17*w,2.05*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.97*w,-0.04*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(2.25*w,-2.00*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-0.31*w,3.08*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-1.94*w,-2.59*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(3.37*w,0.64*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-3.13*w,1.93*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.03*w,-3.65*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.60*w,3.17*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-3.14*w,-1.19*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(3.00*w,-1.19*h)));\n#else\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-0.85*w,0.36*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(0.52*w,-1.14*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(0.46*w,1.42*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-1.46*w,-0.83*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.79*w,-0.42*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-1.11*w,1.62*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-0.29*w,-2.07*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.69*w,1.39*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.28*w,0.12*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.65*w,-1.69*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-0.08*w,2.44*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-1.63*w,-1.90*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(2.55*w,0.31*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.13*w,1.52*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(0.56*w,-2.61*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.38*w,2.34*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.64*w,-0.81*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(2.53*w,-1.21*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-1.06*w,2.63*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-1.00*w,-2.69*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(2.59*w,1.32*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.82*w,0.78*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.57*w,-2.50*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(0.54*w,2.93*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.39*w,-1.81*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(3.01*w,-0.28*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.04*w,2.25*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-0.02*w,-3.05*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(2.09*w,2.25*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-3.07*w,-0.25*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(2.44*w,-1.90*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-0.52*w,3.05*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-1.68*w,-2.61*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(3.01*w,0.79*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.76*w,1.46*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.05*w,-2.94*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.21*w,2.88*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.84*w,-1.30*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(2.98*w,-0.96*h)));\n#endif\nblurred/=39.0;\ngl_FragColor=blurred;\n\n}","depthOfFieldPixelShader":"\n\n\n\n\nuniform sampler2D textureSampler;\nuniform sampler2D highlightsSampler;\nuniform sampler2D depthSampler;\nuniform sampler2D grainSampler;\n\nuniform float grain_amount;\nuniform bool blur_noise;\nuniform float screen_width;\nuniform float screen_height;\nuniform float distortion;\nuniform bool dof_enabled;\n\nuniform float screen_distance; \nuniform float aperture;\nuniform float darken;\nuniform float edge_blur;\nuniform bool highlights;\n\nuniform float near;\nuniform float far;\n\nvarying vec2 vUV;\n\n#define PI 3.14159265\n#define TWOPI 6.28318530\n#define inverse_focal_length 0.1 \n\nvec2 centered_screen_pos;\nvec2 distorted_coords;\nfloat radius2;\nfloat radius;\n\nvec2 rand(vec2 co)\n{\nfloat noise1=(fract(sin(dot(co,vec2(12.9898,78.233)))*43758.5453));\nfloat noise2=(fract(sin(dot(co,vec2(12.9898,78.233)*2.0))*43758.5453));\nreturn clamp(vec2(noise1,noise2),0.0,1.0);\n}\n\nvec2 getDistortedCoords(vec2 coords) {\nif (distortion == 0.0) { return coords; }\nvec2 direction=1.0*normalize(centered_screen_pos);\nvec2 dist_coords=vec2(0.5,0.5);\ndist_coords.x=0.5+direction.x*radius2*1.0;\ndist_coords.y=0.5+direction.y*radius2*1.0;\nfloat dist_amount=clamp(distortion*0.23,0.0,1.0);\ndist_coords=mix(coords,dist_coords,dist_amount);\nreturn dist_coords;\n}\n\nfloat sampleScreen(inout vec4 color,const in vec2 offset,const in float weight) {\n\nvec2 coords=distorted_coords;\nfloat angle=rand(coords*100.0).x*TWOPI;\ncoords+=vec2(offset.x*cos(angle)-offset.y*sin(angle),offset.x*sin(angle)+offset.y*cos(angle));\ncolor+=texture2D(textureSampler,coords)*weight;\nreturn weight;\n}\n\nfloat getBlurLevel(float size) {\nreturn min(3.0,ceil(size/1.0));\n}\n\nvec4 getBlurColor(float size) {\nvec4 col=texture2D(textureSampler,distorted_coords);\nif (size == 0.0) { return col; }\n\n\nfloat blur_level=getBlurLevel(size);\nfloat w=(size/screen_width);\nfloat h=(size/screen_height);\nfloat total_weight=1.0;\nvec2 sample_coords;\ntotal_weight+=sampleScreen(col,vec2(-0.50*w,0.24*h),0.93);\ntotal_weight+=sampleScreen(col,vec2(0.30*w,-0.75*h),0.90);\ntotal_weight+=sampleScreen(col,vec2(0.36*w,0.96*h),0.87);\ntotal_weight+=sampleScreen(col,vec2(-1.08*w,-0.55*h),0.85);\ntotal_weight+=sampleScreen(col,vec2(1.33*w,-0.37*h),0.83);\ntotal_weight+=sampleScreen(col,vec2(-0.82*w,1.31*h),0.80);\ntotal_weight+=sampleScreen(col,vec2(-0.31*w,-1.67*h),0.78);\ntotal_weight+=sampleScreen(col,vec2(1.47*w,1.11*h),0.76);\ntotal_weight+=sampleScreen(col,vec2(-1.97*w,0.19*h),0.74);\ntotal_weight+=sampleScreen(col,vec2(1.42*w,-1.57*h),0.72);\nif (blur_level>1.0) {\ntotal_weight+=sampleScreen(col,vec2(0.01*w,2.25*h),0.70);\ntotal_weight+=sampleScreen(col,vec2(-1.62*w,-1.74*h),0.67);\ntotal_weight+=sampleScreen(col,vec2(2.49*w,0.20*h),0.65);\ntotal_weight+=sampleScreen(col,vec2(-2.07*w,1.61*h),0.63);\ntotal_weight+=sampleScreen(col,vec2(0.46*w,-2.70*h),0.61);\ntotal_weight+=sampleScreen(col,vec2(1.55*w,2.40*h),0.59);\ntotal_weight+=sampleScreen(col,vec2(-2.88*w,-0.75*h),0.56);\ntotal_weight+=sampleScreen(col,vec2(2.73*w,-1.44*h),0.54);\ntotal_weight+=sampleScreen(col,vec2(-1.08*w,3.02*h),0.52);\ntotal_weight+=sampleScreen(col,vec2(-1.28*w,-3.05*h),0.49);\n}\nif (blur_level>2.0) {\ntotal_weight+=sampleScreen(col,vec2(3.11*w,1.43*h),0.46);\ntotal_weight+=sampleScreen(col,vec2(-3.36*w,1.08*h),0.44);\ntotal_weight+=sampleScreen(col,vec2(1.80*w,-3.16*h),0.41);\ntotal_weight+=sampleScreen(col,vec2(0.83*w,3.65*h),0.38);\ntotal_weight+=sampleScreen(col,vec2(-3.16*w,-2.19*h),0.34);\ntotal_weight+=sampleScreen(col,vec2(3.92*w,-0.53*h),0.31);\ntotal_weight+=sampleScreen(col,vec2(-2.59*w,3.12*h),0.26);\ntotal_weight+=sampleScreen(col,vec2(-0.20*w,-4.15*h),0.22);\ntotal_weight+=sampleScreen(col,vec2(3.02*w,3.00*h),0.15);\n}\ncol/=total_weight; \n\nif (darken>0.0) {\ncol.rgb*=clamp(0.3,1.0,1.05-size*0.5*darken);\n}\n\n\n\n\nreturn col;\n}\nvoid main(void)\n{\n\ncentered_screen_pos=vec2(vUV.x-0.5,vUV.y-0.5);\nradius2=centered_screen_pos.x*centered_screen_pos.x+centered_screen_pos.y*centered_screen_pos.y;\nradius=sqrt(radius2);\ndistorted_coords=getDistortedCoords(vUV); \nvec2 texels_coords=vec2(vUV.x*screen_width,vUV.y*screen_height); \nfloat depth=texture2D(depthSampler,distorted_coords).r; \nfloat distance=near+(far-near)*depth; \nvec4 color=texture2D(textureSampler,vUV); \n\n\nfloat coc=abs(aperture*(screen_distance*(inverse_focal_length-1.0/distance)-1.0));\n\nif (dof_enabled == false || coc<0.07) { coc=0.0; }\n\nfloat edge_blur_amount=0.0;\nif (edge_blur>0.0) {\nedge_blur_amount=clamp((radius*2.0-1.0+0.15*edge_blur)*1.5,0.0,1.0)*1.3;\n}\n\nfloat blur_amount=max(edge_blur_amount,coc);\n\nif (blur_amount == 0.0) {\ngl_FragColor=texture2D(textureSampler,distorted_coords);\n}\nelse {\n\ngl_FragColor=getBlurColor(blur_amount*1.7);\n\nif (highlights) {\ngl_FragColor.rgb+=clamp(coc,0.0,1.0)*texture2D(highlightsSampler,distorted_coords).rgb;\n}\nif (blur_noise) {\n\nvec2 noise=rand(distorted_coords)*0.01*blur_amount;\nvec2 blurred_coord=vec2(distorted_coords.x+noise.x,distorted_coords.y+noise.y);\ngl_FragColor=0.04*texture2D(textureSampler,blurred_coord)+0.96*gl_FragColor;\n}\n}\n\nif (grain_amount>0.0) {\nvec4 grain_color=texture2D(grainSampler,texels_coords*0.003);\ngl_FragColor.rgb+=(-0.5+grain_color.rgb)*0.30*grain_amount;\n}\n}\n","standardPixelShader":"uniform sampler2D textureSampler;\nvarying vec2 vUV;\n#if defined(PASS_POST_PROCESS)\nvoid main(void)\n{\nvec4 color=texture2D(textureSampler,vUV);\ngl_FragColor=color;\n}\n#endif\n#if defined(DOWN_SAMPLE_X4)\nuniform vec2 dsOffsets[16];\nvoid main(void)\n{\nvec4 average=vec4(0.0,0.0,0.0,0.0);\naverage=texture2D(textureSampler,vUV+dsOffsets[0]);\naverage+=texture2D(textureSampler,vUV+dsOffsets[1]);\naverage+=texture2D(textureSampler,vUV+dsOffsets[2]);\naverage+=texture2D(textureSampler,vUV+dsOffsets[3]);\naverage+=texture2D(textureSampler,vUV+dsOffsets[4]);\naverage+=texture2D(textureSampler,vUV+dsOffsets[5]);\naverage+=texture2D(textureSampler,vUV+dsOffsets[6]);\naverage+=texture2D(textureSampler,vUV+dsOffsets[7]);\naverage+=texture2D(textureSampler,vUV+dsOffsets[8]);\naverage+=texture2D(textureSampler,vUV+dsOffsets[9]);\naverage+=texture2D(textureSampler,vUV+dsOffsets[10]);\naverage+=texture2D(textureSampler,vUV+dsOffsets[11]);\naverage+=texture2D(textureSampler,vUV+dsOffsets[12]);\naverage+=texture2D(textureSampler,vUV+dsOffsets[13]);\naverage+=texture2D(textureSampler,vUV+dsOffsets[14]);\naverage+=texture2D(textureSampler,vUV+dsOffsets[15]);\naverage/=16.0;\ngl_FragColor=average;\n}\n#endif\n#if defined(BRIGHT_PASS)\nuniform vec2 dsOffsets[4];\nuniform float brightThreshold;\nvoid main(void)\n{\nvec4 average=vec4(0.0,0.0,0.0,0.0);\naverage=texture2D(textureSampler,vUV+vec2(dsOffsets[0].x,dsOffsets[0].y));\naverage+=texture2D(textureSampler,vUV+vec2(dsOffsets[1].x,dsOffsets[1].y));\naverage+=texture2D(textureSampler,vUV+vec2(dsOffsets[2].x,dsOffsets[2].y));\naverage+=texture2D(textureSampler,vUV+vec2(dsOffsets[3].x,dsOffsets[3].y));\naverage*=0.25;\nfloat luminance=length(average.rgb);\nif (luminance<brightThreshold) {\naverage=vec4(0.0,0.0,0.0,1.0);\n}\ngl_FragColor=average;\n}\n#endif\n#if defined(TEXTURE_ADDER)\nuniform sampler2D otherSampler;\nuniform sampler2D lensSampler;\nuniform float exposure;\nvoid main(void)\n{\nvec3 colour=texture2D(textureSampler,vUV).rgb;\ncolour*=exposure;\nvec3 X=max(vec3(0.0,0.0,0.0),colour-0.004);\nvec3 retColor=(X*(6.2*X+0.5))/(X*(6.2*X+1.7)+0.06);\ncolour=retColor*retColor;\ncolour+=colour*texture2D(lensSampler,vUV).rgb;\nvec4 finalColor=vec4(colour.rgb,1.0)+texture2D(otherSampler,vUV);\ngl_FragColor=finalColor;\n}\n#endif\n#if defined(VLS)\n#define PI 3.1415926535897932384626433832795\nuniform mat4 shadowViewProjection;\nuniform mat4 lightWorld;\nuniform vec3 cameraPosition;\nuniform vec3 sunDirection;\nuniform vec3 sunColor;\nuniform vec2 depthValues;\nuniform float scatteringCoefficient;\nuniform float scatteringPower;\nuniform sampler2D shadowMapSampler;\nuniform sampler2D positionSampler;\nfloat computeScattering(float lightDotView)\n{\nfloat result=1.0-scatteringCoefficient*scatteringCoefficient;\nresult/=(4.0*PI*pow(1.0+scatteringCoefficient*scatteringCoefficient-(2.0*scatteringCoefficient)*lightDotView,1.5));\nreturn result;\n}\nvoid main(void)\n{\n\nvec3 worldPos=texture2D(positionSampler,vUV).rgb;\nvec3 startPosition=cameraPosition;\nvec3 rayVector=worldPos-startPosition;\nfloat rayLength=length(rayVector);\nvec3 rayDirection=rayVector/rayLength;\nfloat stepLength=rayLength/NB_STEPS;\nvec3 stepL=rayDirection*stepLength;\nvec3 currentPosition=startPosition;\nvec3 accumFog=vec3(0.0);\nfor (int i=0; i<int(NB_STEPS); i++)\n{\nvec4 worldInShadowCameraSpace=shadowViewProjection*vec4(currentPosition,1.0);\nfloat depthMetric=(worldInShadowCameraSpace.z+depthValues.x)/(depthValues.y);\nfloat shadowPixelDepth=clamp(depthMetric,0.0,1.0);\nworldInShadowCameraSpace.xyz/=worldInShadowCameraSpace.w;\nworldInShadowCameraSpace.xyz=0.5*worldInShadowCameraSpace.xyz+vec3(0.5);\nfloat shadowMapValue=texture2D(shadowMapSampler,worldInShadowCameraSpace.xy).r;\nif (shadowMapValue>shadowPixelDepth)\naccumFog+=sunColor*computeScattering(dot(rayDirection,sunDirection));\ncurrentPosition+=stepL;\n}\naccumFog/=NB_STEPS;\nvec3 color=accumFog*scatteringPower;\ngl_FragColor=vec4(color*exp(color) ,1.0);\n}\n#endif\n#if defined(VLSMERGE)\nuniform sampler2D originalSampler;\nvoid main(void)\n{\ngl_FragColor=texture2D(originalSampler,vUV)+texture2D(textureSampler,vUV);\n}\n#endif\n#if defined(LUMINANCE)\nuniform vec2 lumOffsets[4];\nvoid main()\n{\nfloat average=0.0;\nvec4 color=vec4(0.0);\nfloat maximum=-1e20;\nvec3 weight=vec3(0.299,0.587,0.114);\nfor (int i=0; i<4; i++)\n{\ncolor=texture2D(textureSampler,vUV+ lumOffsets[i]);\n\nfloat GreyValue=dot(color.rgb,vec3(0.33,0.33,0.33));\n\n#ifdef WEIGHTED_AVERAGE\nfloat GreyValue=dot(color.rgb,weight);\n#endif\n#ifdef BRIGHTNESS\nfloat GreyValue=max(color.r,max(color.g,color.b));\n#endif\n#ifdef HSL_COMPONENT\nfloat GreyValue=0.5*(max(color.r,max(color.g,color.b))+min(color.r,min(color.g,color.b)));\n#endif\n#ifdef MAGNITUDE\nfloat GreyValue=length(color.rgb);\n#endif\nmaximum=max(maximum,GreyValue);\naverage+=(0.25*log(1e-5+GreyValue));\n}\naverage=exp(average);\ngl_FragColor=vec4(average,maximum,0.0,1.0);\n}\n#endif\n#if defined(LUMINANCE_DOWN_SAMPLE)\nuniform vec2 dsOffsets[9];\nuniform float halfDestPixelSize;\n#ifdef FINAL_DOWN_SAMPLER\nvec4 pack(float value) {\nconst vec4 bit_shift=vec4(255.0*255.0*255.0,255.0*255.0,255.0,1.0);\nconst vec4 bit_mask=vec4(0.0,1.0/255.0,1.0/255.0,1.0/255.0);\nvec4 res=fract(value*bit_shift);\nres-=res.xxyz*bit_mask;\nreturn res;\n}\n#endif\nvoid main()\n{\nvec4 color=vec4(0.0);\nfloat average=0.0;\nfor (int i=0; i<9; i++)\n{\ncolor=texture2D(textureSampler,vUV+vec2(halfDestPixelSize,halfDestPixelSize)+dsOffsets[i]);\naverage+=color.r;\n}\naverage/=9.0;\n#ifdef FINAL_DOWN_SAMPLER\ngl_FragColor=pack(average);\n#else\ngl_FragColor=vec4(average,average,0.0,1.0);\n#endif\n}\n#endif\n#if defined(HDR)\nuniform sampler2D textureAdderSampler;\nuniform float averageLuminance;\nvoid main()\n{\nvec4 color=texture2D(textureAdderSampler,vUV);\nvec4 adjustedColor=color/averageLuminance;\ncolor=adjustedColor;\ncolor.a=1.0;\ngl_FragColor=color;\n}\n#endif\n#if defined(LENS_FLARE)\n#define GHOSTS 3\nuniform sampler2D lensColorSampler;\nuniform float strength;\nuniform float ghostDispersal;\nuniform float haloWidth;\nuniform vec2 resolution;\nuniform float distortionStrength;\nfloat hash(vec2 p)\n{\nfloat h=dot(p,vec2(127.1,311.7));\nreturn -1.0+2.0*fract(sin(h)*43758.5453123);\n}\nfloat noise(in vec2 p)\n{\nvec2 i=floor(p);\nvec2 f=fract(p);\nvec2 u=f*f*(3.0-2.0*f);\nreturn mix(mix(hash(i+vec2(0.0,0.0)),\nhash(i+vec2(1.0,0.0)),u.x),\nmix(hash(i+vec2(0.0,1.0)),\nhash(i+vec2(1.0,1.0)),u.x),u.y);\n}\nfloat fbm(vec2 p)\n{\nfloat f=0.0;\nf+=0.5000*noise(p); p*=2.02;\nf+=0.2500*noise(p); p*=2.03;\nf+=0.1250*noise(p); p*=2.01;\nf+=0.0625*noise(p); p*=2.04;\nf/=0.9375;\nreturn f;\n}\nvec3 pattern(vec2 uv)\n{\nvec2 p=-1.0+2.0*uv;\nfloat p2=dot(p,p);\nfloat f=fbm(vec2(15.0*p2))/2.0;\nfloat r=0.2+0.6*sin(12.5*length(uv-vec2(0.5)));\nfloat g=0.2+0.6*sin(20.5*length(uv-vec2(0.5)));\nfloat b=0.2+0.6*sin(17.2*length(uv-vec2(0.5)));\nreturn (1.0-f)*vec3(r,g,b);\n}\nfloat luminance(vec3 color)\n{\nreturn dot(color.rgb,vec3(0.2126,0.7152,0.0722));\n}\nvec4 textureDistorted(sampler2D tex,vec2 texcoord,vec2 direction,vec3 distortion)\n{\nreturn vec4(\ntexture2D(tex,texcoord+direction*distortion.r).r,\ntexture2D(tex,texcoord+direction*distortion.g).g,\ntexture2D(tex,texcoord+direction*distortion.b).b,\n1.0\n);\n}\nvoid main(void)\n{\nvec2 uv=-vUV+vec2(1.0);\nvec2 ghostDir=(vec2(0.5)-uv)*ghostDispersal;\nvec2 texelSize=1.0/resolution;\nvec3 distortion=vec3(-texelSize.x*distortionStrength,0.0,texelSize.x*distortionStrength);\nvec4 result=vec4(0.0);\nfloat ghostIndice=1.0;\nfor (int i=0; i<GHOSTS; ++i)\n{\nvec2 offset=fract(uv+ghostDir*ghostIndice);\nfloat weight=length(vec2(0.5)-offset)/length(vec2(0.5));\nweight=pow(1.0-weight,10.0);\nresult+=textureDistorted(textureSampler,offset,normalize(ghostDir),distortion)*weight*strength;\nghostIndice+=1.0;\n}\nvec2 haloVec=normalize(ghostDir)*haloWidth;\nfloat weight=length(vec2(0.5)-fract(uv+haloVec))/length(vec2(0.5));\nweight=pow(1.0-weight,10.0);\nresult+=textureDistorted(textureSampler,fract(uv+haloVec),normalize(ghostDir),distortion)*weight*strength;\nresult*=texture2D(lensColorSampler,vec2(length(vec2(0.5)-uv)/length(vec2(0.5))));\ngl_FragColor=result;\n}\n#endif\n#if defined(LENS_FLARE_COMPOSE)\nuniform sampler2D otherSampler;\nuniform sampler2D lensDirtSampler;\nuniform sampler2D lensStarSampler;\nuniform mat4 lensStarMatrix;\nvoid main(void)\n{\nvec2 lensFlareCoords=(lensStarMatrix*vec4(vUV,1.0,1.0)).xy;\nvec4 lensMod=texture2D(lensDirtSampler,vUV);\nlensMod+=texture2D(lensStarSampler,vUV);\nvec4 result=texture2D(textureSampler,vUV)*lensMod;\ngl_FragColor=texture2D(otherSampler,vUV)+result;\n}\n#endif\n#if defined(DEPTH_OF_FIELD)\nuniform sampler2D otherSampler;\nuniform sampler2D depthSampler;\nuniform float distance;\nvoid main(void)\n{\nvec4 sharp=texture2D(otherSampler,vUV);\nvec4 blur=texture2D(textureSampler,vUV);\nfloat dist=clamp(texture2D(depthSampler,vUV).r*distance,0.0,1.0);\nfloat factor=0.0;\nif (dist<0.05)\nfactor=1.0;\nelse if (dist<0.1)\nfactor=20.0*(0.1-dist);\nelse if (dist<0.5)\nfactor=0.0;\nelse\nfactor=2.0*(dist-0.5);\nfactor=clamp(factor,0.0,0.90);\ngl_FragColor=mix(sharp,blur,factor);\n}\n#endif\n#if defined(MOTION_BLUR)\nuniform mat4 inverseViewProjection;\nuniform mat4 prevViewProjection;\nuniform vec2 screenSize;\nuniform float motionScale;\nuniform float motionStrength;\nuniform sampler2D depthSampler;\nvoid main(void)\n{\nvec2 texelSize=1.0/screenSize;\nfloat depth=texture2D(depthSampler,vUV).r;\nvec4 cpos=vec4(vUV*2.0-1.0,depth,1.0);\ncpos=cpos*inverseViewProjection;\nvec4 ppos=cpos*prevViewProjection;\nppos.xyz/=ppos.w;\nppos.xy=ppos.xy*0.5+0.5;\nvec2 velocity=(ppos.xy-vUV)*motionScale*motionStrength;\nfloat speed=length(velocity/texelSize);\nint nSamples=int(clamp(speed,1.0,MAX_MOTION_SAMPLES));\nvec4 result=texture2D(textureSampler,vUV);\nfor (int i=1; i<int(MAX_MOTION_SAMPLES); ++i) {\nif (i>=nSamples)\nbreak;\nvec2 offset1=vUV+velocity*(float(i)/float(nSamples-1)-0.5);\nresult+=texture2D(textureSampler,offset1);\n}\ngl_FragColor=result/float(nSamples);\n}\n#endif\n","fxaaVertexShader":"\nattribute vec2 position;\nuniform vec2 texelSize;\n\nvarying vec2 vUV;\nvarying vec2 sampleCoordS;\nvarying vec2 sampleCoordE;\nvarying vec2 sampleCoordN;\nvarying vec2 sampleCoordW;\nvarying vec2 sampleCoordNW;\nvarying vec2 sampleCoordSE;\nvarying vec2 sampleCoordNE;\nvarying vec2 sampleCoordSW;\nconst vec2 madd=vec2(0.5,0.5);\nvoid main(void) { \nvUV=(position*madd+madd);\nsampleCoordS=vUV+vec2( 0.0,1.0)*texelSize;\nsampleCoordE=vUV+vec2( 1.0,0.0)*texelSize;\nsampleCoordN=vUV+vec2( 0.0,-1.0)*texelSize;\nsampleCoordW=vUV+vec2(-1.0,0.0)*texelSize;\nsampleCoordNW=vUV+vec2(-1.0,-1.0)*texelSize;\nsampleCoordSE=vUV+vec2( 1.0,1.0)*texelSize;\nsampleCoordNE=vUV+vec2( 1.0,-1.0)*texelSize;\nsampleCoordSW=vUV+vec2(-1.0,1.0)*texelSize;\ngl_Position=vec4(position,0.0,1.0);\n}","fxaaPixelShader":"uniform sampler2D textureSampler;\nuniform vec2 texelSize;\nvarying vec2 vUV;\nvarying vec2 sampleCoordS;\nvarying vec2 sampleCoordE;\nvarying vec2 sampleCoordN;\nvarying vec2 sampleCoordW;\nvarying vec2 sampleCoordNW;\nvarying vec2 sampleCoordSE;\nvarying vec2 sampleCoordNE;\nvarying vec2 sampleCoordSW;\nconst float fxaaQualitySubpix=1.0;\nconst float fxaaQualityEdgeThreshold=0.166;\nconst float fxaaQualityEdgeThresholdMin=0.0833;\nconst vec3 kLumaCoefficients=vec3(0.2126,0.7152,0.0722);\n#define FxaaLuma(rgba) dot(rgba.rgb,kLumaCoefficients)\nvoid main(){\nvec2 posM;\nposM.x=vUV.x;\nposM.y=vUV.y;\nvec4 rgbyM=texture2D(textureSampler,vUV,0.0);\nfloat lumaM=FxaaLuma(rgbyM);\nfloat lumaS=FxaaLuma(texture2D(textureSampler,sampleCoordS,0.0));\nfloat lumaE=FxaaLuma(texture2D(textureSampler,sampleCoordE,0.0));\nfloat lumaN=FxaaLuma(texture2D(textureSampler,sampleCoordN,0.0));\nfloat lumaW=FxaaLuma(texture2D(textureSampler,sampleCoordW,0.0));\nfloat maxSM=max(lumaS,lumaM);\nfloat minSM=min(lumaS,lumaM);\nfloat maxESM=max(lumaE,maxSM);\nfloat minESM=min(lumaE,minSM);\nfloat maxWN=max(lumaN,lumaW);\nfloat minWN=min(lumaN,lumaW);\nfloat rangeMax=max(maxWN,maxESM);\nfloat rangeMin=min(minWN,minESM);\nfloat rangeMaxScaled=rangeMax*fxaaQualityEdgeThreshold;\nfloat range=rangeMax-rangeMin;\nfloat rangeMaxClamped=max(fxaaQualityEdgeThresholdMin,rangeMaxScaled);\n#ifndef MALI\nif(range<rangeMaxClamped) \n{\ngl_FragColor=rgbyM;\nreturn;\n}\n#endif\nfloat lumaNW=FxaaLuma(texture2D(textureSampler,sampleCoordNW,0.0));\nfloat lumaSE=FxaaLuma(texture2D(textureSampler,sampleCoordSE,0.0));\nfloat lumaNE=FxaaLuma(texture2D(textureSampler,sampleCoordNE,0.0));\nfloat lumaSW=FxaaLuma(texture2D(textureSampler,sampleCoordSW,0.0));\nfloat lumaNS=lumaN+lumaS;\nfloat lumaWE=lumaW+lumaE;\nfloat subpixRcpRange=1.0/range;\nfloat subpixNSWE=lumaNS+lumaWE;\nfloat edgeHorz1=(-2.0*lumaM)+lumaNS;\nfloat edgeVert1=(-2.0*lumaM)+lumaWE;\nfloat lumaNESE=lumaNE+lumaSE;\nfloat lumaNWNE=lumaNW+lumaNE;\nfloat edgeHorz2=(-2.0*lumaE)+lumaNESE;\nfloat edgeVert2=(-2.0*lumaN)+lumaNWNE;\nfloat lumaNWSW=lumaNW+lumaSW;\nfloat lumaSWSE=lumaSW+lumaSE;\nfloat edgeHorz4=(abs(edgeHorz1)*2.0)+abs(edgeHorz2);\nfloat edgeVert4=(abs(edgeVert1)*2.0)+abs(edgeVert2);\nfloat edgeHorz3=(-2.0*lumaW)+lumaNWSW;\nfloat edgeVert3=(-2.0*lumaS)+lumaSWSE;\nfloat edgeHorz=abs(edgeHorz3)+edgeHorz4;\nfloat edgeVert=abs(edgeVert3)+edgeVert4;\nfloat subpixNWSWNESE=lumaNWSW+lumaNESE;\nfloat lengthSign=texelSize.x;\nbool horzSpan=edgeHorz>=edgeVert;\nfloat subpixA=subpixNSWE*2.0+subpixNWSWNESE;\nif (!horzSpan)\n{\nlumaN=lumaW;\n}\nif (!horzSpan) \n{\nlumaS=lumaE;\n}\nif (horzSpan) \n{\nlengthSign=texelSize.y;\n}\nfloat subpixB=(subpixA*(1.0/12.0))-lumaM;\nfloat gradientN=lumaN-lumaM;\nfloat gradientS=lumaS-lumaM;\nfloat lumaNN=lumaN+lumaM;\nfloat lumaSS=lumaS+lumaM;\nbool pairN=abs(gradientN)>=abs(gradientS);\nfloat gradient=max(abs(gradientN),abs(gradientS));\nif (pairN)\n{\nlengthSign=-lengthSign;\n}\nfloat subpixC=clamp(abs(subpixB)*subpixRcpRange,0.0,1.0);\nvec2 posB;\nposB.x=posM.x;\nposB.y=posM.y;\nvec2 offNP;\noffNP.x=(!horzSpan) ? 0.0 : texelSize.x;\noffNP.y=(horzSpan) ? 0.0 : texelSize.y;\nif (!horzSpan) \n{\nposB.x+=lengthSign*0.5;\n}\nif (horzSpan)\n{\nposB.y+=lengthSign*0.5;\n}\nvec2 posN;\nposN.x=posB.x-offNP.x*1.5;\nposN.y=posB.y-offNP.y*1.5;\nvec2 posP;\nposP.x=posB.x+offNP.x*1.5;\nposP.y=posB.y+offNP.y*1.5;\nfloat subpixD=((-2.0)*subpixC)+3.0;\nfloat lumaEndN=FxaaLuma(texture2D(textureSampler,posN,0.0));\nfloat subpixE=subpixC*subpixC;\nfloat lumaEndP=FxaaLuma(texture2D(textureSampler,posP,0.0));\nif (!pairN) \n{\nlumaNN=lumaSS;\n}\nfloat gradientScaled=gradient*1.0/4.0;\nfloat lumaMM=lumaM-lumaNN*0.5;\nfloat subpixF=subpixD*subpixE;\nbool lumaMLTZero=lumaMM<0.0;\nlumaEndN-=lumaNN*0.5;\nlumaEndP-=lumaNN*0.5;\nbool doneN=abs(lumaEndN)>=gradientScaled;\nbool doneP=abs(lumaEndP)>=gradientScaled;\nif (!doneN) \n{\nposN.x-=offNP.x*3.0;\n}\nif (!doneN) \n{\nposN.y-=offNP.y*3.0;\n}\nbool doneNP=(!doneN) || (!doneP);\nif (!doneP) \n{\nposP.x+=offNP.x*3.0;\n}\nif (!doneP)\n{\nposP.y+=offNP.y*3.0;\n}\nif (doneNP)\n{\nif (!doneN) lumaEndN=FxaaLuma(texture2D(textureSampler,posN.xy,0.0));\nif (!doneP) lumaEndP=FxaaLuma(texture2D(textureSampler,posP.xy,0.0));\nif (!doneN) lumaEndN=lumaEndN-lumaNN*0.5;\nif (!doneP) lumaEndP=lumaEndP-lumaNN*0.5;\ndoneN=abs(lumaEndN)>=gradientScaled;\ndoneP=abs(lumaEndP)>=gradientScaled;\nif (!doneN) posN.x-=offNP.x*12.0;\nif (!doneN) posN.y-=offNP.y*12.0;\ndoneNP=(!doneN) || (!doneP);\nif (!doneP) posP.x+=offNP.x*12.0;\nif (!doneP) posP.y+=offNP.y*12.0;\n}\nfloat dstN=posM.x-posN.x;\nfloat dstP=posP.x-posM.x;\nif (!horzSpan)\n{\ndstN=posM.y-posN.y;\n}\nif (!horzSpan) \n{\ndstP=posP.y-posM.y;\n}\nbool goodSpanN=(lumaEndN<0.0) != lumaMLTZero;\nfloat spanLength=(dstP+dstN);\nbool goodSpanP=(lumaEndP<0.0) != lumaMLTZero;\nfloat spanLengthRcp=1.0/spanLength;\nbool directionN=dstN<dstP;\nfloat dst=min(dstN,dstP);\nbool goodSpan=directionN ? goodSpanN : goodSpanP;\nfloat subpixG=subpixF*subpixF;\nfloat pixelOffset=(dst*(-spanLengthRcp))+0.5;\nfloat subpixH=subpixG*fxaaQualitySubpix;\nfloat pixelOffsetGood=goodSpan ? pixelOffset : 0.0;\nfloat pixelOffsetSubpix=max(pixelOffsetGood,subpixH);\nif (!horzSpan)\n{\nposM.x+=pixelOffsetSubpix*lengthSign;\n}\nif (horzSpan)\n{\nposM.y+=pixelOffsetSubpix*lengthSign;\n}\n#ifdef MALI\nif(range<rangeMaxClamped) \n{\ngl_FragColor=rgbyM;\n}\nelse\n{\ngl_FragColor=texture2D(textureSampler,posM,0.0);\n}\n#else\ngl_FragColor=texture2D(textureSampler,posM,0.0);\n#endif\n}","chromaticAberrationPixelShader":"\nuniform sampler2D textureSampler; \n\nuniform float chromatic_aberration;\nuniform float radialIntensity;\nuniform vec2 direction;\nuniform vec2 centerPosition;\nuniform float screen_width;\nuniform float screen_height;\n\nvarying vec2 vUV;\nvoid main(void)\n{\nvec2 centered_screen_pos=vec2(vUV.x-centerPosition.x,vUV.y-centerPosition.y);\nvec2 directionOfEffect=direction;\nif(directionOfEffect.x == 0. && directionOfEffect.y == 0.){\ndirectionOfEffect=normalize(centered_screen_pos);\n}\nfloat radius2=centered_screen_pos.x*centered_screen_pos.x\n+centered_screen_pos.y*centered_screen_pos.y;\nfloat radius=sqrt(radius2);\nvec4 original=texture2D(textureSampler,vUV);\n\nvec3 ref_indices=vec3(-0.3,0.0,0.3);\nfloat ref_shiftX=chromatic_aberration*pow(radius,radialIntensity)*directionOfEffect.x/screen_width;\nfloat ref_shiftY=chromatic_aberration*pow(radius,radialIntensity)*directionOfEffect.y/screen_height;\n\nvec2 ref_coords_r=vec2(vUV.x+ref_indices.r*ref_shiftX,vUV.y+ref_indices.r*ref_shiftY*0.5);\nvec2 ref_coords_g=vec2(vUV.x+ref_indices.g*ref_shiftX,vUV.y+ref_indices.g*ref_shiftY*0.5);\nvec2 ref_coords_b=vec2(vUV.x+ref_indices.b*ref_shiftX,vUV.y+ref_indices.b*ref_shiftY*0.5);\noriginal.r=texture2D(textureSampler,ref_coords_r).r;\noriginal.g=texture2D(textureSampler,ref_coords_g).g;\noriginal.b=texture2D(textureSampler,ref_coords_b).b;\noriginal.a=clamp(texture2D(textureSampler,ref_coords_r).a+texture2D(textureSampler,ref_coords_g).a+texture2D(textureSampler,ref_coords_b).a,0.,1.);\ngl_FragColor=original;\n}","grainPixelShader":"#include<helperFunctions>\n\nuniform sampler2D textureSampler; \n\nuniform float intensity;\nuniform float animatedSeed;\n\nvarying vec2 vUV;\nvoid main(void)\n{\ngl_FragColor=texture2D(textureSampler,vUV);\nvec2 seed=vUV*(animatedSeed);\nfloat grain=dither(seed,intensity);\n\nfloat lum=getLuminance(gl_FragColor.rgb);\nfloat grainAmount=(cos(-PI+(lum*PI*2.))+1.)/2.;\ngl_FragColor.rgb+=grain*grainAmount;\ngl_FragColor.rgb=max(gl_FragColor.rgb,0.0);\n}","sharpenPixelShader":"\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\nuniform vec2 screenSize;\nuniform vec2 sharpnessAmounts;\nvoid main(void)\n{\nvec2 onePixel=vec2(1.0,1.0)/screenSize;\nvec4 color=texture2D(textureSampler,vUV);\nvec4 edgeDetection=texture2D(textureSampler,vUV+onePixel*vec2(0,-1)) +\ntexture2D(textureSampler,vUV+onePixel*vec2(-1,0)) +\ntexture2D(textureSampler,vUV+onePixel*vec2(1,0)) +\ntexture2D(textureSampler,vUV+onePixel*vec2(0,1)) -\ncolor*4.0;\ngl_FragColor=max(vec4(color.rgb*sharpnessAmounts.y,color.a)-(sharpnessAmounts.x*vec4(edgeDetection.rgb,0)),0.);\n}","kernelBlurVertexShader":"\nattribute vec2 position;\n\nuniform vec2 delta;\n\nvarying vec2 sampleCenter;\n#include<kernelBlurVaryingDeclaration>[0..varyingCount]\nconst vec2 madd=vec2(0.5,0.5);\nvoid main(void) { \nsampleCenter=(position*madd+madd);\n#include<kernelBlurVertex>[0..varyingCount]\ngl_Position=vec4(position,0.0,1.0);\n}","kernelBlurPixelShader":"\nuniform sampler2D textureSampler;\nuniform vec2 delta;\n\nvarying vec2 sampleCenter;\n#ifdef DOF\nuniform sampler2D circleOfConfusionSampler;\nuniform vec2 cameraMinMaxZ;\nfloat sampleDistance(const in vec2 offset) {\nfloat depth=texture2D(circleOfConfusionSampler,offset).g; \nreturn cameraMinMaxZ.x+(cameraMinMaxZ.y-cameraMinMaxZ.x)*depth; \n}\nfloat sampleCoC(const in vec2 offset) {\nfloat coc=texture2D(circleOfConfusionSampler,offset).r; \nreturn coc; \n}\n#endif\n#include<kernelBlurVaryingDeclaration>[0..varyingCount]\n#ifdef PACKEDFLOAT\nvec4 pack(float depth)\n{\nconst vec4 bit_shift=vec4(255.0*255.0*255.0,255.0*255.0,255.0,1.0);\nconst vec4 bit_mask=vec4(0.0,1.0/255.0,1.0/255.0,1.0/255.0);\nvec4 res=fract(depth*bit_shift);\nres-=res.xxyz*bit_mask;\nreturn res;\n}\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\nvoid main(void)\n{\nfloat computedWeight=0.0;\n#ifdef PACKEDFLOAT \nfloat blend=0.;\n#else\nvec4 blend=vec4(0.);\n#endif\n#ifdef DOF\nfloat sumOfWeights=CENTER_WEIGHT; \nfloat factor=0.0;\n\n#ifdef PACKEDFLOAT\nblend+=unpack(texture2D(textureSampler,sampleCenter))*CENTER_WEIGHT;\n#else\nblend+=texture2D(textureSampler,sampleCenter)*CENTER_WEIGHT;\n#endif\n#endif\n#include<kernelBlurFragment>[0..varyingCount]\n#include<kernelBlurFragment2>[0..depCount]\n#ifdef PACKEDFLOAT\ngl_FragColor=pack(blend);\n#else\ngl_FragColor=blend;\n#endif\n#ifdef DOF\ngl_FragColor/=sumOfWeights;\n#endif\n}","depthOfFieldMergePixelShader":"uniform sampler2D textureSampler;\nvarying vec2 vUV;\nuniform sampler2D circleOfConfusionSampler;\nuniform sampler2D blurStep0;\n#if BLUR_LEVEL>0\nuniform sampler2D blurStep1;\n#endif\n#if BLUR_LEVEL>1\nuniform sampler2D blurStep2;\n#endif\nvoid main(void)\n{\nfloat coc=texture2D(circleOfConfusionSampler,vUV).r;\n#if BLUR_LEVEL == 0\nvec4 original=texture2D(textureSampler,vUV);\nvec4 blurred0=texture2D(blurStep0,vUV);\ngl_FragColor=mix(original,blurred0,coc);\n#endif\n#if BLUR_LEVEL == 1\nif(coc<0.5){\nvec4 original=texture2D(textureSampler,vUV);\nvec4 blurred1=texture2D(blurStep1,vUV);\ngl_FragColor=mix(original,blurred1,coc/0.5);\n}else{\nvec4 blurred0=texture2D(blurStep0,vUV); \nvec4 blurred1=texture2D(blurStep1,vUV);\ngl_FragColor=mix(blurred1,blurred0,(coc-0.5)/0.5);\n}\n#endif\n#if BLUR_LEVEL == 2\nif(coc<0.33){\nvec4 original=texture2D(textureSampler,vUV);\nvec4 blurred2=texture2D(blurStep2,vUV);\ngl_FragColor=mix(original,blurred2,coc/0.33);\n}else if(coc<0.66){\nvec4 blurred1=texture2D(blurStep1,vUV);\nvec4 blurred2=texture2D(blurStep2,vUV);\ngl_FragColor=mix(blurred2,blurred1,(coc-0.33)/0.33);\n}else{\nvec4 blurred0=texture2D(blurStep0,vUV);\nvec4 blurred1=texture2D(blurStep1,vUV);\ngl_FragColor=mix(blurred1,blurred0,(coc-0.66)/0.34);\n}\n#endif\n}\n","circleOfConfusionPixelShader":"\nuniform sampler2D depthSampler;\n\nvarying vec2 vUV;\n\nuniform vec2 cameraMinMaxZ;\n\nuniform float focusDistance;\nuniform float cocPrecalculation;\nvoid main(void)\n{\nfloat depth=texture2D(depthSampler,vUV).r;\nfloat pixelDistance=(cameraMinMaxZ.x+(cameraMinMaxZ.y-cameraMinMaxZ.x)*depth)*1000.0; \nfloat coc=abs(cocPrecalculation* ((focusDistance-pixelDistance)/pixelDistance));\ncoc=clamp(coc,0.0,1.0);\ngl_FragColor=vec4(coc,depth,coc,1.0);\n}\n","bloomMergePixelShader":"uniform sampler2D textureSampler;\nuniform sampler2D bloomBlur;\nvarying vec2 vUV;\nuniform float bloomWeight;\nvoid main(void)\n{\ngl_FragColor=texture2D(textureSampler,vUV);\nvec3 blurred=texture2D(bloomBlur,vUV).rgb;\ngl_FragColor.rgb=gl_FragColor.rgb+(blurred.rgb*bloomWeight); \n}\n","extractHighlightsPixelShader":"#include<helperFunctions>\n\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\nuniform float threshold;\nuniform float exposure;\nvoid main(void) \n{\ngl_FragColor=texture2D(textureSampler,vUV);\nfloat luma=getLuminance(gl_FragColor.rgb*exposure);\ngl_FragColor.rgb=step(threshold,luma)*gl_FragColor.rgb;\n}","refractionPixelShader":"\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\nuniform sampler2D refractionSampler;\n\nuniform vec3 baseColor;\nuniform float depth;\nuniform float colorLevel;\nvoid main() {\nfloat ref=1.0-texture2D(refractionSampler,vUV).r;\nvec2 uv=vUV-vec2(0.5);\nvec2 offset=uv*depth*ref;\nvec3 sourceColor=texture2D(textureSampler,vUV-offset).rgb;\ngl_FragColor=vec4(sourceColor+sourceColor*ref*colorLevel,1.0);\n}","blackAndWhitePixelShader":"\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\nuniform float degree;\nvoid main(void) \n{\nvec3 color=texture2D(textureSampler,vUV).rgb;\nfloat luminance=dot(color,vec3(0.3,0.59,0.11)); \nvec3 blackAndWhite=vec3(luminance,luminance,luminance);\ngl_FragColor=vec4(color-((color-blackAndWhite)*degree),1.0);\n}","convolutionPixelShader":"\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\nuniform vec2 screenSize;\nuniform float kernel[9];\nvoid main(void)\n{\nvec2 onePixel=vec2(1.0,1.0)/screenSize;\nvec4 colorSum =\ntexture2D(textureSampler,vUV+onePixel*vec2(-1,-1))*kernel[0] +\ntexture2D(textureSampler,vUV+onePixel*vec2(0,-1))*kernel[1] +\ntexture2D(textureSampler,vUV+onePixel*vec2(1,-1))*kernel[2] +\ntexture2D(textureSampler,vUV+onePixel*vec2(-1,0))*kernel[3] +\ntexture2D(textureSampler,vUV+onePixel*vec2(0,0))*kernel[4] +\ntexture2D(textureSampler,vUV+onePixel*vec2(1,0))*kernel[5] +\ntexture2D(textureSampler,vUV+onePixel*vec2(-1,1))*kernel[6] +\ntexture2D(textureSampler,vUV+onePixel*vec2(0,1))*kernel[7] +\ntexture2D(textureSampler,vUV+onePixel*vec2(1,1))*kernel[8];\nfloat kernelWeight =\nkernel[0] +\nkernel[1] +\nkernel[2] +\nkernel[3] +\nkernel[4] +\nkernel[5] +\nkernel[6] +\nkernel[7] +\nkernel[8];\nif (kernelWeight<=0.0) {\nkernelWeight=1.0;\n}\ngl_FragColor=vec4((colorSum/kernelWeight).rgb,1);\n}","filterPixelShader":"\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\nuniform mat4 kernelMatrix;\nvoid main(void)\n{\nvec3 baseColor=texture2D(textureSampler,vUV).rgb;\nvec3 updatedColor=(kernelMatrix*vec4(baseColor,1.0)).rgb;\ngl_FragColor=vec4(updatedColor,1.0);\n}","volumetricLightScatteringPixelShader":"uniform sampler2D textureSampler;\nuniform sampler2D lightScatteringSampler;\nuniform float decay;\nuniform float exposure;\nuniform float weight;\nuniform float density;\nuniform vec2 meshPositionOnScreen;\nvarying vec2 vUV;\nvoid main(void) {\nvec2 tc=vUV;\nvec2 deltaTexCoord=(tc-meshPositionOnScreen.xy);\ndeltaTexCoord*=1.0/float(NUM_SAMPLES)*density;\nfloat illuminationDecay=1.0;\nvec4 color=texture2D(lightScatteringSampler,tc)*0.4;\nfor(int i=0; i<NUM_SAMPLES; i++) {\ntc-=deltaTexCoord;\nvec4 dataSample=texture2D(lightScatteringSampler,tc)*0.4;\ndataSample*=illuminationDecay*weight;\ncolor+=dataSample;\nilluminationDecay*=decay;\n}\nvec4 realColor=texture2D(textureSampler,vUV);\ngl_FragColor=((vec4((vec3(color.r,color.g,color.b)*exposure),1))+(realColor*(1.5-0.4)));\n}\n","volumetricLightScatteringPassPixelShader":"#if defined(ALPHATEST) || defined(NEED_UV)\nvarying vec2 vUV;\n#endif\n#if defined(ALPHATEST)\nuniform sampler2D diffuseSampler;\n#endif\nvoid main(void)\n{\n#if defined(ALPHATEST)\nvec4 diffuseColor=texture2D(diffuseSampler,vUV);\nif (diffuseColor.a<0.4)\ndiscard;\n#endif\ngl_FragColor=vec4(0.0,0.0,0.0,1.0);\n}\n","colorCorrectionPixelShader":"\nuniform sampler2D textureSampler; \nuniform sampler2D colorTable; \n\nvarying vec2 vUV;\n\nconst float SLICE_COUNT=16.0; \n\nvec4 sampleAs3DTexture(sampler2D textureSampler,vec3 uv,float width) {\nfloat sliceSize=1.0/width; \nfloat slicePixelSize=sliceSize/width; \nfloat sliceInnerSize=slicePixelSize*(width-1.0); \nfloat zSlice0=min(floor(uv.z*width),width-1.0);\nfloat zSlice1=min(zSlice0+1.0,width-1.0);\nfloat xOffset=slicePixelSize*0.5+uv.x*sliceInnerSize;\nfloat s0=xOffset+(zSlice0*sliceSize);\nfloat s1=xOffset+(zSlice1*sliceSize);\nvec4 slice0Color=texture2D(textureSampler,vec2(s0,uv.y));\nvec4 slice1Color=texture2D(textureSampler,vec2(s1,uv.y));\nfloat zOffset=mod(uv.z*width,1.0);\nvec4 result=mix(slice0Color,slice1Color,zOffset);\nreturn result;\n}\nvoid main(void)\n{\nvec4 screen_color=texture2D(textureSampler,vUV);\ngl_FragColor=sampleAs3DTexture(colorTable,screen_color.rgb,SLICE_COUNT);\n}","tonemapPixelShader":"\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\n\nuniform float _ExposureAdjustment;\n#if defined(HABLE_TONEMAPPING)\nconst float A=0.15;\nconst float B=0.50;\nconst float C=0.10;\nconst float D=0.20;\nconst float E=0.02;\nconst float F=0.30;\nconst float W=11.2;\n#endif\nfloat Luminance(vec3 c)\n{\nreturn dot(c,vec3(0.22,0.707,0.071));\n}\nvoid main(void) \n{\nvec3 colour=texture2D(textureSampler,vUV).rgb;\n#if defined(REINHARD_TONEMAPPING)\nfloat lum=Luminance(colour.rgb); \nfloat lumTm=lum*_ExposureAdjustment;\nfloat scale=lumTm/(1.0+lumTm); \ncolour*=scale/lum;\n#elif defined(HABLE_TONEMAPPING)\ncolour*=_ExposureAdjustment;\nconst float ExposureBias=2.0;\nvec3 x=ExposureBias*colour;\nvec3 curr=((x*(A*x+C*B)+D*E)/(x*(A*x+B)+D*F))-E/F;\nx=vec3(W,W,W);\nvec3 whiteScale=1.0/(((x*(A*x+C*B)+D*E)/(x*(A*x+B)+D*F))-E/F);\ncolour=curr*whiteScale;\n#elif defined(OPTIMIZED_HEJIDAWSON_TONEMAPPING)\ncolour*=_ExposureAdjustment;\nvec3 X=max(vec3(0.0,0.0,0.0),colour-0.004);\nvec3 retColor=(X*(6.2*X+0.5))/(X*(6.2*X+1.7)+0.06);\ncolour=retColor*retColor;\n#elif defined(PHOTOGRAPHIC_TONEMAPPING)\ncolour=vec3(1.0,1.0,1.0)-exp2(-_ExposureAdjustment*colour);\n#endif\ngl_FragColor=vec4(colour.rgb,1.0);\n}","displayPassPixelShader":"\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\nuniform sampler2D passSampler;\nvoid main(void)\n{\ngl_FragColor=texture2D(passSampler,vUV);\n}","highlightsPixelShader":"\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\nconst vec3 RGBLuminanceCoefficients=vec3(0.2126,0.7152,0.0722);\nvoid main(void) \n{\nvec4 tex=texture2D(textureSampler,vUV);\nvec3 c=tex.rgb;\nfloat luma=dot(c.rgb,RGBLuminanceCoefficients);\n\n\ngl_FragColor=vec4(pow(c,vec3(25.0-luma*15.0)),tex.a); \n}","imageProcessingPixelShader":"\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\n#include<imageProcessingDeclaration>\n#include<helperFunctions>\n#include<imageProcessingFunctions>\nvoid main(void)\n{\nvec4 result=texture2D(textureSampler,vUV);\n#ifdef IMAGEPROCESSING\n#ifndef FROMLINEARSPACE\n\nresult.rgb=toLinearSpace(result.rgb);\n#endif\nresult=applyImageProcessing(result);\n#else\n\n#ifdef FROMLINEARSPACE\nresult=applyImageProcessing(result);\n#endif\n#endif\ngl_FragColor=result;\n}","motionBlurPixelShader":"\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\nuniform sampler2D velocitySampler;\nuniform float motionStrength;\nuniform float motionScale;\nuniform vec2 screenSize;\nvoid main(void)\n{\n#ifdef GEOMETRY_SUPPORTED\nvec2 texelSize=1.0/screenSize;\nvec2 velocityColor=texture2D(velocitySampler,vUV).rg;\nvec2 velocity=vec2(pow(velocityColor.r,1.0/3.0),pow(velocityColor.g,1.0/3.0))*2.0-1.0;\nvelocity*=motionScale*motionStrength;\nfloat speed=length(velocity/texelSize);\nint samplesCount=int(clamp(speed,1.0,SAMPLES));\nvelocity=normalize(velocity)*texelSize;\nfloat hlim=float(-samplesCount)*0.5+0.5;\nvec4 result=texture2D(textureSampler,vUV);\nfor (int i=1; i<int(SAMPLES); ++i)\n{\nif (i>=samplesCount)\nbreak;\nvec2 offset=vUV+velocity*(hlim+float(i));\nresult+=texture2D(textureSampler,offset);\n}\ngl_FragColor=result/float(samplesCount);\n#else\ngl_FragColor=texture2D(textureSampler,vUV);\n#endif\n}\n","lensFlareVertexShader":"\nattribute vec2 position;\n\nuniform mat4 viewportMatrix;\n\nvarying vec2 vUV;\nconst vec2 madd=vec2(0.5,0.5);\nvoid main(void) { \nvUV=position*madd+madd;\ngl_Position=viewportMatrix*vec4(position,0.0,1.0);\n}","lensFlarePixelShader":"\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\n\nuniform vec4 color;\nvoid main(void) {\nvec4 baseColor=texture2D(textureSampler,vUV);\ngl_FragColor=baseColor*color;\n}","anaglyphPixelShader":"\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\nuniform sampler2D leftSampler;\nvoid main(void)\n{\nvec4 leftFrag=texture2D(leftSampler,vUV);\nleftFrag=vec4(1.0,leftFrag.g,leftFrag.b,1.0);\nvec4 rightFrag=texture2D(textureSampler,vUV);\nrightFrag=vec4(rightFrag.r,1.0,1.0,1.0);\ngl_FragColor=vec4(rightFrag.rgb*leftFrag.rgb,1.0);\n}","stereoscopicInterlacePixelShader":"const vec3 TWO=vec3(2.0,2.0,2.0);\nvarying vec2 vUV;\nuniform sampler2D camASampler;\nuniform sampler2D textureSampler;\nuniform vec2 stepSize;\nvoid main(void)\n{\nbool useCamB;\nvec2 texCoord1;\nvec2 texCoord2;\nvec3 frag1;\nvec3 frag2;\n#ifdef IS_STEREOSCOPIC_HORIZ\nuseCamB=vUV.x>0.5;\ntexCoord1=vec2(useCamB ? (vUV.x-0.5)*2.0 : vUV.x*2.0,vUV.y);\ntexCoord2=vec2(texCoord1.x+stepSize.x,vUV.y);\n#else\nuseCamB=vUV.y>0.5;\ntexCoord1=vec2(vUV.x,useCamB ? (vUV.y-0.5)*2.0 : vUV.y*2.0);\ntexCoord2=vec2(vUV.x,texCoord1.y+stepSize.y);\n#endif\n\nif (useCamB){\nfrag1=texture2D(textureSampler,texCoord1).rgb;\nfrag2=texture2D(textureSampler,texCoord2).rgb;\n}else{\nfrag1=texture2D(camASampler ,texCoord1).rgb;\nfrag2=texture2D(camASampler ,texCoord2).rgb;\n}\ngl_FragColor=vec4((frag1+frag2)/TWO,1.0);\n}","vrDistortionCorrectionPixelShader":"\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\nuniform vec2 LensCenter;\nuniform vec2 Scale;\nuniform vec2 ScaleIn;\nuniform vec4 HmdWarpParam;\nvec2 HmdWarp(vec2 in01) {\nvec2 theta=(in01-LensCenter)*ScaleIn; \nfloat rSq=theta.x*theta.x+theta.y*theta.y;\nvec2 rvector=theta*(HmdWarpParam.x+HmdWarpParam.y*rSq+HmdWarpParam.z*rSq*rSq+HmdWarpParam.w*rSq*rSq*rSq);\nreturn LensCenter+Scale*rvector;\n}\nvoid main(void)\n{\nvec2 tc=HmdWarp(vUV);\nif (tc.x <0.0 || tc.x>1.0 || tc.y<0.0 || tc.y>1.0)\ngl_FragColor=vec4(0.0,0.0,0.0,0.0);\nelse{\ngl_FragColor=texture2D(textureSampler,tc);\n}\n}","glowBlurPostProcessPixelShader":"\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\n\nuniform vec2 screenSize;\nuniform vec2 direction;\nuniform float blurWidth;\n\nfloat getLuminance(vec3 color)\n{\nreturn dot(color,vec3(0.2126,0.7152,0.0722));\n}\nvoid main(void)\n{\nfloat weights[7];\nweights[0]=0.05;\nweights[1]=0.1;\nweights[2]=0.2;\nweights[3]=0.3;\nweights[4]=0.2;\nweights[5]=0.1;\nweights[6]=0.05;\nvec2 texelSize=vec2(1.0/screenSize.x,1.0/screenSize.y);\nvec2 texelStep=texelSize*direction*blurWidth;\nvec2 start=vUV-3.0*texelStep;\nvec4 baseColor=vec4(0.,0.,0.,0.);\nvec2 texelOffset=vec2(0.,0.);\nfor (int i=0; i<7; i++)\n{\n\nvec4 texel=texture2D(textureSampler,start+texelOffset);\nbaseColor.a+=texel.a*weights[i];\n\nfloat luminance=getLuminance(baseColor.rgb);\nfloat luminanceTexel=getLuminance(texel.rgb);\nfloat choice=step(luminanceTexel,luminance);\nbaseColor.rgb=choice*baseColor.rgb+(1.0-choice)*texel.rgb;\ntexelOffset+=texelStep;\n}\ngl_FragColor=baseColor;\n}","glowMapGenerationPixelShader":"#ifdef ALPHATEST\nvarying vec2 vUVDiffuse;\nuniform sampler2D diffuseSampler;\n#endif\n#ifdef EMISSIVE\nvarying vec2 vUVEmissive;\nuniform sampler2D emissiveSampler;\n#endif\nuniform vec4 color;\nvoid main(void)\n{\n#ifdef ALPHATEST\nif (texture2D(diffuseSampler,vUVDiffuse).a<0.4)\ndiscard;\n#endif\n#ifdef EMISSIVE\ngl_FragColor=texture2D(emissiveSampler,vUVEmissive)*color;\n#else\ngl_FragColor=color;\n#endif\n}","glowMapGenerationVertexShader":"\nattribute vec3 position;\n#include<bonesDeclaration>\n#include<morphTargetsVertexGlobalDeclaration>\n#include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]\n\n#include<instancesDeclaration>\nuniform mat4 viewProjection;\nvarying vec4 vPosition;\n#ifdef UV1\nattribute vec2 uv;\n#endif\n#ifdef UV2\nattribute vec2 uv2;\n#endif\n#ifdef ALPHATEST\nvarying vec2 vUVDiffuse;\nuniform mat4 diffuseMatrix;\n#endif\n#ifdef EMISSIVE\nvarying vec2 vUVEmissive;\nuniform mat4 emissiveMatrix;\n#endif\nvoid main(void)\n{\nvec3 positionUpdated=position;\n#include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]\n#include<instancesVertex>\n#include<bonesVertex>\n#ifdef CUBEMAP\nvPosition=finalWorld*vec4(positionUpdated,1.0);\ngl_Position=viewProjection*finalWorld*vec4(position,1.0);\n#else\nvPosition=viewProjection*finalWorld*vec4(positionUpdated,1.0);\ngl_Position=vPosition;\n#endif\n#ifdef ALPHATEST\n#ifdef DIFFUSEUV1\nvUVDiffuse=vec2(diffuseMatrix*vec4(uv,1.0,0.0));\n#endif\n#ifdef DIFFUSEUV2\nvUVDiffuse=vec2(diffuseMatrix*vec4(uv2,1.0,0.0));\n#endif\n#endif\n#ifdef EMISSIVE\n#ifdef EMISSIVEUV1\nvUVEmissive=vec2(emissiveMatrix*vec4(uv,1.0,0.0));\n#endif\n#ifdef EMISSIVEUV2\nvUVEmissive=vec2(emissiveMatrix*vec4(uv2,1.0,0.0));\n#endif\n#endif\n}","glowMapMergePixelShader":"\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\n#ifdef EMISSIVE\nuniform sampler2D textureSampler2;\n#endif\n\nuniform float offset;\nvoid main(void) {\nvec4 baseColor=texture2D(textureSampler,vUV);\n#ifdef EMISSIVE\nbaseColor+=texture2D(textureSampler2,vUV);\nbaseColor*=offset;\n#else\nbaseColor.a=abs(offset-baseColor.a);\n#ifdef STROKE\nfloat alpha=smoothstep(.0,.1,baseColor.a);\nbaseColor.a=alpha;\nbaseColor.rgb=baseColor.rgb*alpha;\n#endif\n#endif\ngl_FragColor=baseColor;\n}","glowMapMergeVertexShader":"\nattribute vec2 position;\n\nvarying vec2 vUV;\nconst vec2 madd=vec2(0.5,0.5);\nvoid main(void) {\nvUV=position*madd+madd;\ngl_Position=vec4(position,0.0,1.0);\n}","lineVertexShader":"\nattribute vec3 position;\nattribute vec4 normal;\n\nuniform mat4 worldViewProjection;\nuniform float width;\nuniform float aspectRatio;\nvoid main(void) {\nvec4 viewPosition=worldViewProjection*vec4(position,1.0);\nvec4 viewPositionNext=worldViewProjection*vec4(normal.xyz,1.0);\nvec2 currentScreen=viewPosition.xy/viewPosition.w;\nvec2 nextScreen=viewPositionNext.xy/viewPositionNext.w;\ncurrentScreen.x*=aspectRatio;\nnextScreen.x*=aspectRatio;\nvec2 dir=normalize(nextScreen-currentScreen);\nvec2 normalDir=vec2(-dir.y,dir.x);\nnormalDir*=width/2.0;\nnormalDir.x/=aspectRatio;\nvec4 offset=vec4(normalDir*normal.w,0.0,0.0);\ngl_Position=viewPosition+offset;\n}","linePixelShader":"uniform vec4 color;\nvoid main(void) {\ngl_FragColor=color;\n}","outlineVertexShader":"\nattribute vec3 position;\nattribute vec3 normal;\n#include<bonesDeclaration>\n\nuniform float offset;\n#include<instancesDeclaration>\nuniform mat4 viewProjection;\n#ifdef ALPHATEST\nvarying vec2 vUV;\nuniform mat4 diffuseMatrix;\n#ifdef UV1\nattribute vec2 uv;\n#endif\n#ifdef UV2\nattribute vec2 uv2;\n#endif\n#endif\n#include<logDepthDeclaration>\nvoid main(void)\n{\nvec3 offsetPosition=position+normal*offset;\n#include<instancesVertex>\n#include<bonesVertex>\ngl_Position=viewProjection*finalWorld*vec4(offsetPosition,1.0);\n#ifdef ALPHATEST\n#ifdef UV1\nvUV=vec2(diffuseMatrix*vec4(uv,1.0,0.0));\n#endif\n#ifdef UV2\nvUV=vec2(diffuseMatrix*vec4(uv2,1.0,0.0));\n#endif\n#endif\n#include<logDepthVertex>\n}\n","outlinePixelShader":"#ifdef LOGARITHMICDEPTH\n#extension GL_EXT_frag_depth : enable\n#endif\nuniform vec4 color;\n#ifdef ALPHATEST\nvarying vec2 vUV;\nuniform sampler2D diffuseSampler;\n#endif\n#include<logDepthDeclaration>\nvoid main(void) {\n#ifdef ALPHATEST\nif (texture2D(diffuseSampler,vUV).a<0.4)\ndiscard;\n#endif\n#include<logDepthFragment>\ngl_FragColor=color;\n}","layerVertexShader":"\nattribute vec2 position;\n\nuniform vec2 scale;\nuniform vec2 offset;\nuniform mat4 textureMatrix;\n\nvarying vec2 vUV;\nconst vec2 madd=vec2(0.5,0.5);\nvoid main(void) { \nvec2 shiftedPosition=position*scale+offset;\nvUV=vec2(textureMatrix*vec4(shiftedPosition*madd+madd,1.0,0.0));\ngl_Position=vec4(shiftedPosition,0.0,1.0);\n}","layerPixelShader":"\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\n\nuniform vec4 color;\nvoid main(void) {\nvec4 baseColor=texture2D(textureSampler,vUV);\n#ifdef ALPHATEST\nif (baseColor.a<0.4)\ndiscard;\n#endif\ngl_FragColor=baseColor*color;\n}","backgroundVertexShader":"precision highp float;\n#include<__decl__backgroundVertex>\n#include<helperFunctions>\n\nattribute vec3 position;\n#ifdef NORMAL\nattribute vec3 normal;\n#endif\n#include<bonesDeclaration>\n\n#include<instancesDeclaration>\n\nvarying vec3 vPositionW;\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n#ifdef UV1\nattribute vec2 uv;\n#endif\n#ifdef UV2\nattribute vec2 uv2;\n#endif\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#include<clipPlaneVertexDeclaration>\n#include<fogVertexDeclaration>\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n#ifdef REFLECTIONMAP_SKYBOX\nvarying vec3 vPositionUVW;\n#endif\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvarying vec3 vDirectionW;\n#endif\nvoid main(void) {\n#ifdef REFLECTIONMAP_SKYBOX\n#ifdef REFLECTIONMAP_SKYBOX_TRANSFORMED\nvPositionUVW=(reflectionMatrix*vec4(position,1.0)).xyz;\n#else\nvPositionUVW=position;\n#endif\n#endif \n#include<instancesVertex>\n#include<bonesVertex>\ngl_Position=viewProjection*finalWorld*vec4(position,1.0);\nvec4 worldPos=finalWorld*vec4(position,1.0);\nvPositionW=vec3(worldPos);\n#ifdef NORMAL\nmat3 normalWorld=mat3(finalWorld);\n#ifdef NONUNIFORMSCALING\nnormalWorld=transposeMat3(inverseMat3(normalWorld));\n#endif\nvNormalW=normalize(normalWorld*normal);\n#endif\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvDirectionW=normalize(vec3(finalWorld*vec4(position,0.0)));\n#ifdef EQUIRECTANGULAR_RELFECTION_FOV\nmat3 screenToWorld=inverseMat3(mat3(finalWorld*viewProjection));\nvec3 segment=mix(vDirectionW,screenToWorld*vec3(0.0,0.0,1.0),abs(fFovMultiplier-1.0));\nif (fFovMultiplier<=1.0) {\nvDirectionW=normalize(segment);\n} else {\nvDirectionW=normalize(vDirectionW+(vDirectionW-segment));\n}\n#endif\n#endif\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\n#include<clipPlaneVertex>\n\n#include<fogVertex>\n\n#include<shadowsVertex>[0..maxSimultaneousLights]\n\n#ifdef VERTEXCOLOR\nvColor=color;\n#endif\n\n#ifdef POINTSIZE\ngl_PointSize=pointSize;\n#endif\n}\n","backgroundPixelShader":"#ifdef TEXTURELODSUPPORT\n#extension GL_EXT_shader_texture_lod : enable\n#endif\nprecision highp float;\n#include<__decl__backgroundFragment>\n#define RECIPROCAL_PI2 0.15915494\n\nuniform vec3 vEyePosition;\n\nvarying vec3 vPositionW;\n#ifdef MAINUV1\nvarying vec2 vMainUV1;\n#endif \n#ifdef MAINUV2 \nvarying vec2 vMainUV2; \n#endif \n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\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\n#ifdef REFLECTION\n#ifdef REFLECTIONMAP_3D\n#define sampleReflection(s,c) textureCube(s,c)\nuniform samplerCube reflectionSampler;\n#ifdef TEXTURELODSUPPORT\n#define sampleReflectionLod(s,c,l) textureCubeLodEXT(s,c,l)\n#else\nuniform samplerCube reflectionSamplerLow;\nuniform samplerCube reflectionSamplerHigh;\n#endif\n#else\n#define sampleReflection(s,c) texture2D(s,c)\nuniform sampler2D reflectionSampler;\n#ifdef TEXTURELODSUPPORT\n#define sampleReflectionLod(s,c,l) texture2DLodEXT(s,c,l)\n#else\nuniform samplerCube reflectionSamplerLow;\nuniform samplerCube reflectionSamplerHigh;\n#endif\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<reflectionFunction>\n#endif\n\n#ifndef FROMLINEARSPACE\n#define FROMLINEARSPACE;\n#endif\n\n#ifndef SHADOWONLY\n#define SHADOWONLY;\n#endif\n#include<imageProcessingDeclaration>\n\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n#include<helperFunctions>\n#include<lightsFragmentFunctions>\n#include<shadowsFragmentFunctions>\n#include<imageProcessingFunctions>\n#include<clipPlaneFragmentDeclaration>\n\n#include<fogFragmentDeclaration>\n#ifdef REFLECTIONFRESNEL\n#define FRESNEL_MAXIMUM_ON_ROUGH 0.25\nvec3 fresnelSchlickEnvironmentGGX(float VdotN,vec3 reflectance0,vec3 reflectance90,float smoothness)\n{\n\nfloat weight=mix(FRESNEL_MAXIMUM_ON_ROUGH,1.0,smoothness);\nreturn reflectance0+weight*(reflectance90-reflectance0)*pow(clamp(1.0-VdotN,0.,1.),5.0);\n}\n#endif\nvoid main(void) {\n#include<clipPlaneFragment>\nvec3 viewDirectionW=normalize(vEyePosition-vPositionW);\n\n#ifdef NORMAL\nvec3 normalW=normalize(vNormalW);\n#else\nvec3 normalW=vec3(0.0,1.0,0.0);\n#endif\n\nfloat shadow=1.;\nfloat globalShadow=0.;\nfloat shadowLightCount=0.;\n#include<lightFragment>[0..maxSimultaneousLights]\n#ifdef SHADOWINUSE\nglobalShadow/=shadowLightCount;\n#else\nglobalShadow=1.0;\n#endif\n\nvec4 reflectionColor=vec4(1.,1.,1.,1.);\n#ifdef REFLECTION\nvec3 reflectionVector=computeReflectionCoords(vec4(vPositionW,1.0),normalW);\n#ifdef REFLECTIONMAP_OPPOSITEZ\nreflectionVector.z*=-1.0;\n#endif\n\n#ifdef REFLECTIONMAP_3D\nvec3 reflectionCoords=reflectionVector;\n#else\nvec2 reflectionCoords=reflectionVector.xy;\n#ifdef REFLECTIONMAP_PROJECTION\nreflectionCoords/=reflectionVector.z;\n#endif\nreflectionCoords.y=1.0-reflectionCoords.y;\n#endif\n#ifdef REFLECTIONBLUR\nfloat reflectionLOD=vReflectionInfos.y;\n#ifdef TEXTURELODSUPPORT\n\nreflectionLOD=reflectionLOD*log2(vReflectionMicrosurfaceInfos.x)*vReflectionMicrosurfaceInfos.y+vReflectionMicrosurfaceInfos.z;\nreflectionColor=sampleReflectionLod(reflectionSampler,reflectionCoords,reflectionLOD);\n#else\nfloat lodReflectionNormalized=clamp(reflectionLOD,0.,1.);\nfloat lodReflectionNormalizedDoubled=lodReflectionNormalized*2.0;\nvec4 reflectionSpecularMid=sampleReflection(reflectionSampler,reflectionCoords);\nif(lodReflectionNormalizedDoubled<1.0){\nreflectionColor=mix(\nsampleReflection(reflectionSamplerHigh,reflectionCoords),\nreflectionSpecularMid,\nlodReflectionNormalizedDoubled\n);\n} else {\nreflectionColor=mix(\nreflectionSpecularMid,\nsampleReflection(reflectionSamplerLow,reflectionCoords),\nlodReflectionNormalizedDoubled-1.0\n);\n}\n#endif\n#else\nvec4 reflectionSample=sampleReflection(reflectionSampler,reflectionCoords);\nreflectionColor=reflectionSample;\n#endif\n#ifdef RGBDREFLECTION\nreflectionColor.rgb=fromRGBD(reflectionColor);\n#endif\n#ifdef GAMMAREFLECTION\nreflectionColor.rgb=toLinearSpace(reflectionColor.rgb);\n#endif\n#ifdef REFLECTIONBGR\nreflectionColor.rgb=reflectionColor.bgr;\n#endif\n\nreflectionColor.rgb*=vReflectionInfos.x;\n#endif\n\nvec3 diffuseColor=vec3(1.,1.,1.);\nfloat finalAlpha=alpha;\n#ifdef DIFFUSE\nvec4 diffuseMap=texture2D(diffuseSampler,vDiffuseUV);\n#ifdef GAMMADIFFUSE\ndiffuseMap.rgb=toLinearSpace(diffuseMap.rgb);\n#endif\n\ndiffuseMap.rgb*=vDiffuseInfos.y;\n#ifdef DIFFUSEHASALPHA\nfinalAlpha*=diffuseMap.a;\n#endif\ndiffuseColor=diffuseMap.rgb;\n#endif\n\n#ifdef REFLECTIONFRESNEL\nvec3 colorBase=diffuseColor;\n#else\nvec3 colorBase=reflectionColor.rgb*diffuseColor;\n#endif\ncolorBase=max(colorBase,0.0);\n\n#ifdef USERGBCOLOR\nvec3 finalColor=colorBase;\n#else\n#ifdef USEHIGHLIGHTANDSHADOWCOLORS\nvec3 mainColor=mix(vPrimaryColorShadow.rgb,vPrimaryColor.rgb,colorBase);\n#else\nvec3 mainColor=vPrimaryColor.rgb;\n#endif\nvec3 finalColor=colorBase*mainColor;\n#endif\n\n#ifdef REFLECTIONFRESNEL\nvec3 reflectionAmount=vReflectionControl.xxx;\nvec3 reflectionReflectance0=vReflectionControl.yyy;\nvec3 reflectionReflectance90=vReflectionControl.zzz;\nfloat VdotN=dot(normalize(vEyePosition),normalW);\nvec3 planarReflectionFresnel=fresnelSchlickEnvironmentGGX(clamp(VdotN,0.0,1.0),reflectionReflectance0,reflectionReflectance90,1.0);\nreflectionAmount*=planarReflectionFresnel;\n#ifdef REFLECTIONFALLOFF\nfloat reflectionDistanceFalloff=1.0-clamp(length(vPositionW.xyz-vBackgroundCenter)*vReflectionControl.w,0.0,1.0);\nreflectionDistanceFalloff*=reflectionDistanceFalloff;\nreflectionAmount*=reflectionDistanceFalloff;\n#endif\nfinalColor=mix(finalColor,reflectionColor.rgb,clamp(reflectionAmount,0.,1.));\n#endif\n#ifdef OPACITYFRESNEL\nfloat viewAngleToFloor=dot(normalW,normalize(vEyePosition-vBackgroundCenter));\n\nconst float startAngle=0.1;\nfloat fadeFactor=clamp(viewAngleToFloor/startAngle,0.0,1.0);\nfinalAlpha*=fadeFactor*fadeFactor;\n#endif\n\n#ifdef SHADOWINUSE\nfinalColor=mix(finalColor*shadowLevel,finalColor,globalShadow);\n#endif\n\nvec4 color=vec4(finalColor,finalAlpha);\n#include<fogFragment>\n#ifdef IMAGEPROCESSINGPOSTPROCESS\n\n\ncolor.rgb=clamp(color.rgb,0.,30.0);\n#else\n\ncolor=applyImageProcessing(color);\n#endif\n#ifdef PREMULTIPLYALPHA\n\ncolor.rgb*=color.a;\n#endif\n#ifdef NOISE\ncolor.rgb+=dither(vPositionW.xy,0.5);\ncolor=max(color,0.0);\n#endif\ngl_FragColor=color;\n}\n","noisePixelShader":"\n\nuniform float brightness;\nuniform float persistence;\nuniform float timeScale;\n\nvarying vec2 vUV;\n\nvec2 hash22(vec2 p)\n{\np=p*mat2(127.1,311.7,269.5,183.3);\np=-1.0+2.0*fract(sin(p)*43758.5453123);\nreturn sin(p*6.283+timeScale);\n}\nfloat interpolationNoise(vec2 p)\n{\nvec2 pi=floor(p);\nvec2 pf=p-pi;\nvec2 w=pf*pf*(3.-2.*pf);\nfloat f00=dot(hash22(pi+vec2(.0,.0)),pf-vec2(.0,.0));\nfloat f01=dot(hash22(pi+vec2(.0,1.)),pf-vec2(.0,1.));\nfloat f10=dot(hash22(pi+vec2(1.0,0.)),pf-vec2(1.0,0.));\nfloat f11=dot(hash22(pi+vec2(1.0,1.)),pf-vec2(1.0,1.));\nfloat xm1=mix(f00,f10,w.x);\nfloat xm2=mix(f01,f11,w.x);\nfloat ym=mix(xm1,xm2,w.y); \nreturn ym;\n}\nfloat perlinNoise2D(float x,float y)\n{\nfloat sum=0.0;\nfloat frequency=0.0;\nfloat amplitude=0.0;\nfor(int i=0; i<OCTAVES; i++)\n{\nfrequency=pow(2.0,float(i));\namplitude=pow(persistence,float(i));\nsum=sum+interpolationNoise(vec2(x*frequency,y*frequency))*amplitude;\n}\nreturn sum;\n}\n\nvoid main(void)\n{\nfloat x=abs(vUV.x);\nfloat y=abs(vUV.y);\nfloat noise=brightness+(1.0-brightness)*perlinNoise2D(x,y);\ngl_FragColor=vec4(noise,noise,noise,1.0);\n}\n"};
  121187. BABYLON.Effect.IncludesShadersStore={"depthPrePass":"#ifdef DEPTHPREPASS\ngl_FragColor=vec4(0.,0.,0.,1.0);\nreturn;\n#endif","bonesDeclaration":"#if NUM_BONE_INFLUENCERS>0\n#ifdef BONETEXTURE\nuniform sampler2D boneSampler;\nuniform float boneTextureWidth;\n#else\nuniform mat4 mBones[BonesPerMesh];\n#endif \nattribute vec4 matricesIndices;\nattribute vec4 matricesWeights;\n#if NUM_BONE_INFLUENCERS>4\nattribute vec4 matricesIndicesExtra;\nattribute vec4 matricesWeightsExtra;\n#endif\n#ifdef BONETEXTURE\nmat4 readMatrixFromRawSampler(sampler2D smp,float index)\n{\nfloat offset=index*4.0; \nfloat dx=1.0/boneTextureWidth;\nvec4 m0=texture2D(smp,vec2(dx*(offset+0.5),0.));\nvec4 m1=texture2D(smp,vec2(dx*(offset+1.5),0.));\nvec4 m2=texture2D(smp,vec2(dx*(offset+2.5),0.));\nvec4 m3=texture2D(smp,vec2(dx*(offset+3.5),0.));\nreturn mat4(m0,m1,m2,m3);\n}\n#endif\n#endif","instancesDeclaration":"#ifdef INSTANCES\nattribute vec4 world0;\nattribute vec4 world1;\nattribute vec4 world2;\nattribute vec4 world3;\n#else\nuniform mat4 world;\n#endif","pointCloudVertexDeclaration":"#ifdef POINTSIZE\nuniform float pointSize;\n#endif","bumpVertexDeclaration":"#if defined(BUMP) || defined(PARALLAX)\n#if defined(TANGENT) && defined(NORMAL) \nvarying mat3 vTBN;\n#endif\n#endif\n","clipPlaneVertexDeclaration":"#ifdef CLIPPLANE\nuniform vec4 vClipPlane;\nvarying float fClipDistance;\n#endif\n#ifdef CLIPPLANE2\nuniform vec4 vClipPlane2;\nvarying float fClipDistance2;\n#endif\n#ifdef CLIPPLANE3\nuniform vec4 vClipPlane3;\nvarying float fClipDistance3;\n#endif\n#ifdef CLIPPLANE4\nuniform vec4 vClipPlane4;\nvarying float fClipDistance4;\n#endif","fogVertexDeclaration":"#ifdef FOG\nvarying vec3 vFogDistance;\n#endif","morphTargetsVertexGlobalDeclaration":"#ifdef MORPHTARGETS\nuniform float morphTargetInfluences[NUM_MORPH_INFLUENCERS];\n#endif","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","logDepthDeclaration":"#ifdef LOGARITHMICDEPTH\nuniform float logarithmicDepthConstant;\nvarying float vFragmentDepth;\n#endif","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","instancesVertex":"#ifdef INSTANCES\nmat4 finalWorld=mat4(world0,world1,world2,world3);\n#else\nmat4 finalWorld=world;\n#endif","bonesVertex":"#if NUM_BONE_INFLUENCERS>0\nmat4 influence;\n#ifdef BONETEXTURE\ninfluence=readMatrixFromRawSampler(boneSampler,matricesIndices[0])*matricesWeights[0];\n#if NUM_BONE_INFLUENCERS>1\ninfluence+=readMatrixFromRawSampler(boneSampler,matricesIndices[1])*matricesWeights[1];\n#endif \n#if NUM_BONE_INFLUENCERS>2\ninfluence+=readMatrixFromRawSampler(boneSampler,matricesIndices[2])*matricesWeights[2];\n#endif \n#if NUM_BONE_INFLUENCERS>3\ninfluence+=readMatrixFromRawSampler(boneSampler,matricesIndices[3])*matricesWeights[3];\n#endif \n#if NUM_BONE_INFLUENCERS>4\ninfluence+=readMatrixFromRawSampler(boneSampler,matricesIndicesExtra[0])*matricesWeightsExtra[0];\n#endif \n#if NUM_BONE_INFLUENCERS>5\ninfluence+=readMatrixFromRawSampler(boneSampler,matricesIndicesExtra[1])*matricesWeightsExtra[1];\n#endif \n#if NUM_BONE_INFLUENCERS>6\ninfluence+=readMatrixFromRawSampler(boneSampler,matricesIndicesExtra[2])*matricesWeightsExtra[2];\n#endif \n#if NUM_BONE_INFLUENCERS>7\ninfluence+=readMatrixFromRawSampler(boneSampler,matricesIndicesExtra[3])*matricesWeightsExtra[3];\n#endif \n#else \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 \n#endif\nfinalWorld=finalWorld*influence;\n#endif","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","clipPlaneVertex":"#ifdef CLIPPLANE\nfClipDistance=dot(worldPos,vClipPlane);\n#endif\n#ifdef CLIPPLANE2\nfClipDistance2=dot(worldPos,vClipPlane2);\n#endif\n#ifdef CLIPPLANE3\nfClipDistance3=dot(worldPos,vClipPlane3);\n#endif\n#ifdef CLIPPLANE4\nfClipDistance4=dot(worldPos,vClipPlane4);\n#endif","fogVertex":"#ifdef FOG\nvFogDistance=(view*worldPos).xyz;\n#endif","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","pointCloudVertex":"#ifdef POINTSIZE\ngl_PointSize=pointSize;\n#endif","logDepthVertex":"#ifdef LOGARITHMICDEPTH\nvFragmentDepth=1.0+gl_Position.w;\ngl_Position.z=log2(max(0.000001,vFragmentDepth))*logarithmicDepthConstant;\n#endif","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}\nfloat dither(vec2 seed,float varianceAmount) {\nfloat rand=getRand(seed);\nfloat dither=mix(-varianceAmount/255.0,varianceAmount/255.0,rand);\nreturn dither;\n}\n\nconst float rgbdMaxRange=255.0;\nvec4 toRGBD(vec3 color) {\nfloat maxRGB=max(0.0000001,max(color.r,max(color.g,color.b)));\nfloat D=max(rgbdMaxRange/maxRGB,1.);\nD=clamp(floor(D)/255.0,0.,1.);\n\nvec3 rgb=color.rgb*D;\n\nrgb=toGammaSpace(rgb);\nreturn vec4(rgb,D); \n}\nvec3 fromRGBD(vec4 rgbd) {\n\nrgbd.rgb=toLinearSpace(rgbd.rgb);\n\nreturn rgbd.rgb/rgbd.a;\n}","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};\n#if defined(SHADOWPCSS{X})\nuniform highp sampler2DShadow shadowSampler{X};\nuniform highp sampler2D depthSampler{X};\n#elif defined(SHADOWPCF{X})\nuniform highp sampler2DShadow shadowSampler{X};\n#else\nuniform sampler2D shadowSampler{X};\n#endif\nuniform mat4 lightMatrix{X};\n#endif\nuniform vec4 shadowsInfo{X};\nuniform vec2 depthValues{X};\n#endif\n#ifdef SPOTLIGHT{X}\nuniform vec4 vLightDirection{X};\nuniform vec4 vLightFalloff{X};\n#elif defined(POINTLIGHT{X})\nuniform vec4 vLightFalloff{X};\n#elif defined(HEMILIGHT{X})\nuniform vec3 vLightGround{X};\n#endif\n#ifdef PROJECTEDLIGHTTEXTURE{X}\nuniform mat4 textureProjectionMatrix{X};\nuniform sampler2D projectionLightSampler{X};\n#endif\n#endif","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}\nvec3 computeProjectionTextureDiffuseLighting(sampler2D projectionLightSampler,mat4 textureProjectionMatrix){\nvec4 strq=textureProjectionMatrix*vec4(vPositionW,1.0);\nstrq/=strq.w;\nvec3 textureColor=texture2D(projectionLightSampler,strq.xy).rgb;\nreturn textureColor;\n}","lightUboDeclaration":"#ifdef LIGHT{X}\nuniform Light{X}\n{\nvec4 vLightData;\nvec4 vLightDiffuse;\nvec3 vLightSpecular;\n#ifdef SPOTLIGHT{X}\nvec4 vLightDirection;\nvec4 vLightFalloff;\n#elif defined(POINTLIGHT{X})\nvec4 vLightFalloff;\n#elif defined(HEMILIGHT{X})\nvec3 vLightGround;\n#endif\nvec4 shadowsInfo;\nvec2 depthValues;\n} light{X};\n#ifdef PROJECTEDLIGHTTEXTURE{X}\nuniform mat4 textureProjectionMatrix{X};\nuniform sampler2D projectionLightSampler{X};\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};\n#if defined(SHADOWPCSS{X})\nuniform highp sampler2DShadow shadowSampler{X};\nuniform highp sampler2D depthSampler{X};\n#elif defined(SHADOWPCF{X})\nuniform highp sampler2DShadow shadowSampler{X};\n#else\nuniform sampler2D shadowSampler{X};\n#endif\nuniform mat4 lightMatrix{X};\n#endif\n#endif\n#endif","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 REFLECTION\nuniform mat4 reflectionMatrix;\n#endif\n#ifdef POINTSIZE\nuniform float pointSize;\n#endif\n","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#if defined(USE_LOCAL_REFLECTIONMAP_CUBIC) && defined(REFLECTIONMAP_CUBIC)\nuniform vec3 vReflectionPosition;\nuniform vec3 vReflectionSize; \n#endif\n#endif\n#ifdef REFLECTIONFRESNEL\nuniform vec4 reflectionLeftColor;\nuniform vec4 reflectionRightColor;\n#endif\n#endif","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;\nvec3 vReflectionPosition;\nvec3 vReflectionSize;\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};","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 computeShadowWithPoissonSamplingCube(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))<depth) visibility-=0.25;\nif (unpack(textureCube(shadowSampler,directionToLight+poissonDisk[1]*mapSize))<depth) visibility-=0.25;\nif (unpack(textureCube(shadowSampler,directionToLight+poissonDisk[2]*mapSize))<depth) visibility-=0.25;\nif (unpack(textureCube(shadowSampler,directionToLight+poissonDisk[3]*mapSize))<depth) visibility-=0.25;\n#else\nif (textureCube(shadowSampler,directionToLight+poissonDisk[0]*mapSize).x<depth) visibility-=0.25;\nif (textureCube(shadowSampler,directionToLight+poissonDisk[1]*mapSize).x<depth) visibility-=0.25;\nif (textureCube(shadowSampler,directionToLight+poissonDisk[2]*mapSize).x<depth) visibility-=0.25;\nif (textureCube(shadowSampler,directionToLight+poissonDisk[3]*mapSize).x<depth) visibility-=0.25;\n#endif\nreturn min(1.0,visibility+darkness);\n}\nfloat computeShadowWithESMCube(vec3 lightPosition,samplerCube shadowSampler,float darkness,float depthScale,vec2 depthValues)\n{\nvec3 directionToLight=vPositionW-lightPosition;\nfloat depth=length(directionToLight);\ndepth=(depth+depthValues.x)/(depthValues.y);\nfloat shadowPixelDepth=clamp(depth,0.,1.0);\ndirectionToLight=normalize(directionToLight);\ndirectionToLight.y=-directionToLight.y;\n#ifndef SHADOWFLOAT\nfloat shadowMapSample=unpack(textureCube(shadowSampler,directionToLight));\n#else\nfloat shadowMapSample=textureCube(shadowSampler,directionToLight).x;\n#endif\nfloat esm=1.0-clamp(exp(min(87.,depthScale*shadowPixelDepth))*shadowMapSample,0.,1.-darkness); \nreturn esm;\n}\nfloat computeShadowWithCloseESMCube(vec3 lightPosition,samplerCube shadowSampler,float darkness,float depthScale,vec2 depthValues)\n{\nvec3 directionToLight=vPositionW-lightPosition;\nfloat depth=length(directionToLight);\ndepth=(depth+depthValues.x)/(depthValues.y);\nfloat shadowPixelDepth=clamp(depth,0.,1.0);\ndirectionToLight=normalize(directionToLight);\ndirectionToLight.y=-directionToLight.y;\n#ifndef SHADOWFLOAT\nfloat shadowMapSample=unpack(textureCube(shadowSampler,directionToLight));\n#else\nfloat shadowMapSample=textureCube(shadowSampler,directionToLight).x;\n#endif\nfloat esm=clamp(exp(min(87.,-depthScale*(shadowPixelDepth-shadowMapSample))),darkness,1.);\nreturn esm;\n}\nfloat computeShadow(vec4 vPositionFromLight,float depthMetric,sampler2D shadowSampler,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);\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 computeShadowWithPoissonSampling(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))<shadowPixelDepth) visibility-=0.25;\nif (unpack(texture2D(shadowSampler,uv+poissonDisk[1]*mapSize))<shadowPixelDepth) visibility-=0.25;\nif (unpack(texture2D(shadowSampler,uv+poissonDisk[2]*mapSize))<shadowPixelDepth) visibility-=0.25;\nif (unpack(texture2D(shadowSampler,uv+poissonDisk[3]*mapSize))<shadowPixelDepth) visibility-=0.25;\n#else\nif (texture2D(shadowSampler,uv+poissonDisk[0]*mapSize).x<shadowPixelDepth) visibility-=0.25;\nif (texture2D(shadowSampler,uv+poissonDisk[1]*mapSize).x<shadowPixelDepth) visibility-=0.25;\nif (texture2D(shadowSampler,uv+poissonDisk[2]*mapSize).x<shadowPixelDepth) visibility-=0.25;\nif (texture2D(shadowSampler,uv+poissonDisk[3]*mapSize).x<shadowPixelDepth) visibility-=0.25;\n#endif\nreturn computeFallOff(min(1.0,visibility+darkness),clipSpace.xy,frustumEdgeFalloff);\n}\nfloat computeShadowWithESM(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=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#ifdef WEBGL2\n\nfloat computeShadowWithPCF1(vec4 vPositionFromLight,float depthMetric,sampler2DShadow shadowSampler,float darkness,float frustumEdgeFalloff)\n{\nif (depthMetric>1.0 || depthMetric<0.0) {\nreturn 1.0;\n}\nvec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;\nvec3 uvDepth=vec3(0.5*clipSpace.xyz+vec3(0.5));\nfloat shadow=texture2D(shadowSampler,uvDepth);\nshadow=mix(darkness,1.,shadow);\nreturn computeFallOff(shadow,clipSpace.xy,frustumEdgeFalloff);\n}\n\n\n\nfloat computeShadowWithPCF3(vec4 vPositionFromLight,float depthMetric,sampler2DShadow shadowSampler,vec2 shadowMapSizeAndInverse,float darkness,float frustumEdgeFalloff)\n{\nif (depthMetric>1.0 || depthMetric<0.0) {\nreturn 1.0;\n}\nvec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;\nvec3 uvDepth=vec3(0.5*clipSpace.xyz+vec3(0.5));\nvec2 uv=uvDepth.xy*shadowMapSizeAndInverse.x; \nuv+=0.5; \nvec2 st=fract(uv); \nvec2 base_uv=floor(uv)-0.5; \nbase_uv*=shadowMapSizeAndInverse.y; \n\n\n\n\nvec2 uvw0=3.-2.*st;\nvec2 uvw1=1.+2.*st;\nvec2 u=vec2((2.-st.x)/uvw0.x-1.,st.x/uvw1.x+1.)*shadowMapSizeAndInverse.y;\nvec2 v=vec2((2.-st.y)/uvw0.y-1.,st.y/uvw1.y+1.)*shadowMapSizeAndInverse.y;\nfloat shadow=0.;\nshadow+=uvw0.x*uvw0.y*texture2D(shadowSampler,vec3(base_uv.xy+vec2(u[0],v[0]),uvDepth.z));\nshadow+=uvw1.x*uvw0.y*texture2D(shadowSampler,vec3(base_uv.xy+vec2(u[1],v[0]),uvDepth.z));\nshadow+=uvw0.x*uvw1.y*texture2D(shadowSampler,vec3(base_uv.xy+vec2(u[0],v[1]),uvDepth.z));\nshadow+=uvw1.x*uvw1.y*texture2D(shadowSampler,vec3(base_uv.xy+vec2(u[1],v[1]),uvDepth.z));\nshadow=shadow/16.;\nshadow=mix(darkness,1.,shadow);\nreturn computeFallOff(shadow,clipSpace.xy,frustumEdgeFalloff);\n}\n\n\n\nfloat computeShadowWithPCF5(vec4 vPositionFromLight,float depthMetric,sampler2DShadow shadowSampler,vec2 shadowMapSizeAndInverse,float darkness,float frustumEdgeFalloff)\n{\nif (depthMetric>1.0 || depthMetric<0.0) {\nreturn 1.0;\n}\nvec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;\nvec3 uvDepth=vec3(0.5*clipSpace.xyz+vec3(0.5));\nvec2 uv=uvDepth.xy*shadowMapSizeAndInverse.x; \nuv+=0.5; \nvec2 st=fract(uv); \nvec2 base_uv=floor(uv)-0.5; \nbase_uv*=shadowMapSizeAndInverse.y; \n\n\nvec2 uvw0=4.-3.*st;\nvec2 uvw1=vec2(7.);\nvec2 uvw2=1.+3.*st;\nvec3 u=vec3((3.-2.*st.x)/uvw0.x-2.,(3.+st.x)/uvw1.x,st.x/uvw2.x+2.)*shadowMapSizeAndInverse.y;\nvec3 v=vec3((3.-2.*st.y)/uvw0.y-2.,(3.+st.y)/uvw1.y,st.y/uvw2.y+2.)*shadowMapSizeAndInverse.y;\nfloat shadow=0.;\nshadow+=uvw0.x*uvw0.y*texture2D(shadowSampler,vec3(base_uv.xy+vec2(u[0],v[0]),uvDepth.z));\nshadow+=uvw1.x*uvw0.y*texture2D(shadowSampler,vec3(base_uv.xy+vec2(u[1],v[0]),uvDepth.z));\nshadow+=uvw2.x*uvw0.y*texture2D(shadowSampler,vec3(base_uv.xy+vec2(u[2],v[0]),uvDepth.z));\nshadow+=uvw0.x*uvw1.y*texture2D(shadowSampler,vec3(base_uv.xy+vec2(u[0],v[1]),uvDepth.z));\nshadow+=uvw1.x*uvw1.y*texture2D(shadowSampler,vec3(base_uv.xy+vec2(u[1],v[1]),uvDepth.z));\nshadow+=uvw2.x*uvw1.y*texture2D(shadowSampler,vec3(base_uv.xy+vec2(u[2],v[1]),uvDepth.z));\nshadow+=uvw0.x*uvw2.y*texture2D(shadowSampler,vec3(base_uv.xy+vec2(u[0],v[2]),uvDepth.z));\nshadow+=uvw1.x*uvw2.y*texture2D(shadowSampler,vec3(base_uv.xy+vec2(u[1],v[2]),uvDepth.z));\nshadow+=uvw2.x*uvw2.y*texture2D(shadowSampler,vec3(base_uv.xy+vec2(u[2],v[2]),uvDepth.z));\nshadow=shadow/144.;\nshadow=mix(darkness,1.,shadow);\nreturn computeFallOff(shadow,clipSpace.xy,frustumEdgeFalloff);\n}\nconst vec3 PoissonSamplers32[64]=vec3[64](\nvec3(0.06407013,0.05409927,0.),\nvec3(0.7366577,0.5789394,0.),\nvec3(-0.6270542,-0.5320278,0.),\nvec3(-0.4096107,0.8411095,0.),\nvec3(0.6849564,-0.4990818,0.),\nvec3(-0.874181,-0.04579735,0.),\nvec3(0.9989998,0.0009880066,0.),\nvec3(-0.004920578,-0.9151649,0.),\nvec3(0.1805763,0.9747483,0.),\nvec3(-0.2138451,0.2635818,0.),\nvec3(0.109845,0.3884785,0.),\nvec3(0.06876755,-0.3581074,0.),\nvec3(0.374073,-0.7661266,0.),\nvec3(0.3079132,-0.1216763,0.),\nvec3(-0.3794335,-0.8271583,0.),\nvec3(-0.203878,-0.07715034,0.),\nvec3(0.5912697,0.1469799,0.),\nvec3(-0.88069,0.3031784,0.),\nvec3(0.5040108,0.8283722,0.),\nvec3(-0.5844124,0.5494877,0.),\nvec3(0.6017799,-0.1726654,0.),\nvec3(-0.5554981,0.1559997,0.),\nvec3(-0.3016369,-0.3900928,0.),\nvec3(-0.5550632,-0.1723762,0.),\nvec3(0.925029,0.2995041,0.),\nvec3(-0.2473137,0.5538505,0.),\nvec3(0.9183037,-0.2862392,0.),\nvec3(0.2469421,0.6718712,0.),\nvec3(0.3916397,-0.4328209,0.),\nvec3(-0.03576927,-0.6220032,0.),\nvec3(-0.04661255,0.7995201,0.),\nvec3(0.4402924,0.3640312,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.)\n);\nconst vec3 PoissonSamplers64[64]=vec3[64](\nvec3(-0.613392,0.617481,0.),\nvec3(0.170019,-0.040254,0.),\nvec3(-0.299417,0.791925,0.),\nvec3(0.645680,0.493210,0.),\nvec3(-0.651784,0.717887,0.),\nvec3(0.421003,0.027070,0.),\nvec3(-0.817194,-0.271096,0.),\nvec3(-0.705374,-0.668203,0.),\nvec3(0.977050,-0.108615,0.),\nvec3(0.063326,0.142369,0.),\nvec3(0.203528,0.214331,0.),\nvec3(-0.667531,0.326090,0.),\nvec3(-0.098422,-0.295755,0.),\nvec3(-0.885922,0.215369,0.),\nvec3(0.566637,0.605213,0.),\nvec3(0.039766,-0.396100,0.),\nvec3(0.751946,0.453352,0.),\nvec3(0.078707,-0.715323,0.),\nvec3(-0.075838,-0.529344,0.),\nvec3(0.724479,-0.580798,0.),\nvec3(0.222999,-0.215125,0.),\nvec3(-0.467574,-0.405438,0.),\nvec3(-0.248268,-0.814753,0.),\nvec3(0.354411,-0.887570,0.),\nvec3(0.175817,0.382366,0.),\nvec3(0.487472,-0.063082,0.),\nvec3(-0.084078,0.898312,0.),\nvec3(0.488876,-0.783441,0.),\nvec3(0.470016,0.217933,0.),\nvec3(-0.696890,-0.549791,0.),\nvec3(-0.149693,0.605762,0.),\nvec3(0.034211,0.979980,0.),\nvec3(0.503098,-0.308878,0.),\nvec3(-0.016205,-0.872921,0.),\nvec3(0.385784,-0.393902,0.),\nvec3(-0.146886,-0.859249,0.),\nvec3(0.643361,0.164098,0.),\nvec3(0.634388,-0.049471,0.),\nvec3(-0.688894,0.007843,0.),\nvec3(0.464034,-0.188818,0.),\nvec3(-0.440840,0.137486,0.),\nvec3(0.364483,0.511704,0.),\nvec3(0.034028,0.325968,0.),\nvec3(0.099094,-0.308023,0.),\nvec3(0.693960,-0.366253,0.),\nvec3(0.678884,-0.204688,0.),\nvec3(0.001801,0.780328,0.),\nvec3(0.145177,-0.898984,0.),\nvec3(0.062655,-0.611866,0.),\nvec3(0.315226,-0.604297,0.),\nvec3(-0.780145,0.486251,0.),\nvec3(-0.371868,0.882138,0.),\nvec3(0.200476,0.494430,0.),\nvec3(-0.494552,-0.711051,0.),\nvec3(0.612476,0.705252,0.),\nvec3(-0.578845,-0.768792,0.),\nvec3(-0.772454,-0.090976,0.),\nvec3(0.504440,0.372295,0.),\nvec3(0.155736,0.065157,0.),\nvec3(0.391522,0.849605,0.),\nvec3(-0.620106,-0.328104,0.),\nvec3(0.789239,-0.419965,0.),\nvec3(-0.545396,0.538133,0.),\nvec3(-0.178564,-0.596057,0.)\n);\n\n\n\n\n\nfloat computeShadowWithPCSS(vec4 vPositionFromLight,float depthMetric,sampler2D depthSampler,sampler2DShadow shadowSampler,float shadowMapSizeInverse,float lightSizeUV,float darkness,float frustumEdgeFalloff,int searchTapCount,int pcfTapCount,vec3[64] poissonSamplers)\n{\nif (depthMetric>1.0 || depthMetric<0.0) {\nreturn 1.0;\n}\nvec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;\nvec3 uvDepth=vec3(0.5*clipSpace.xyz+vec3(0.5));\nfloat blockerDepth=0.0;\nfloat sumBlockerDepth=0.0;\nfloat numBlocker=0.0;\nfor (int i=0; i<searchTapCount; i ++) {\nblockerDepth=texture(depthSampler,uvDepth.xy+(lightSizeUV*shadowMapSizeInverse*PoissonSamplers32[i].xy)).r;\nif (blockerDepth<depthMetric) {\nsumBlockerDepth+=blockerDepth;\nnumBlocker++;\n}\n}\nif (numBlocker<1.0) {\nreturn 1.0;\n}\nfloat avgBlockerDepth=sumBlockerDepth/numBlocker;\n\nfloat AAOffset=shadowMapSizeInverse*10.;\n\n\nfloat penumbraRatio=((depthMetric-avgBlockerDepth)+AAOffset);\nfloat filterRadius=penumbraRatio*lightSizeUV*shadowMapSizeInverse;\nfloat random=getRand(vPositionFromLight.xy);\nfloat rotationAngle=random*3.1415926;\nvec2 rotationVector=vec2(cos(rotationAngle),sin(rotationAngle));\nfloat shadow=0.;\nfor (int i=0; i<pcfTapCount; i++) {\nvec3 offset=poissonSamplers[i];\n\noffset=vec3(offset.x*rotationVector.x-offset.y*rotationVector.y,offset.y*rotationVector.x+offset.x*rotationVector.y,0.);\nshadow+=texture2D(shadowSampler,uvDepth+offset*filterRadius);\n}\nshadow/=float(pcfTapCount);\n\nshadow=mix(shadow,1.,depthMetric-avgBlockerDepth);\n\nshadow=mix(darkness,1.,shadow);\n\nreturn computeFallOff(shadow,clipSpace.xy,frustumEdgeFalloff);\n}\nfloat computeShadowWithPCSS16(vec4 vPositionFromLight,float depthMetric,sampler2D depthSampler,sampler2DShadow shadowSampler,float shadowMapSizeInverse,float lightSizeUV,float darkness,float frustumEdgeFalloff)\n{\nreturn computeShadowWithPCSS(vPositionFromLight,depthMetric,depthSampler,shadowSampler,shadowMapSizeInverse,lightSizeUV,darkness,frustumEdgeFalloff,16,16,PoissonSamplers32);\n}\nfloat computeShadowWithPCSS32(vec4 vPositionFromLight,float depthMetric,sampler2D depthSampler,sampler2DShadow shadowSampler,float shadowMapSizeInverse,float lightSizeUV,float darkness,float frustumEdgeFalloff)\n{\nreturn computeShadowWithPCSS(vPositionFromLight,depthMetric,depthSampler,shadowSampler,shadowMapSizeInverse,lightSizeUV,darkness,frustumEdgeFalloff,16,32,PoissonSamplers32);\n}\nfloat computeShadowWithPCSS64(vec4 vPositionFromLight,float depthMetric,sampler2D depthSampler,sampler2DShadow shadowSampler,float shadowMapSizeInverse,float lightSizeUV,float darkness,float frustumEdgeFalloff)\n{\nreturn computeShadowWithPCSS(vPositionFromLight,depthMetric,depthSampler,shadowSampler,shadowMapSizeInverse,lightSizeUV,darkness,frustumEdgeFalloff,32,64,PoissonSamplers64);\n}\n#endif\n#endif\n","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","reflectionFunction":"#ifdef USE_LOCAL_REFLECTIONMAP_CUBIC\nvec3 parallaxCorrectNormal( vec3 vertexPos,vec3 origVec,vec3 cubeSize,vec3 cubePos ) {\n\nvec3 invOrigVec=vec3(1.0,1.0,1.0)/origVec;\nvec3 halfSize=cubeSize*0.5;\nvec3 intersecAtMaxPlane=(cubePos+halfSize-vertexPos)*invOrigVec;\nvec3 intersecAtMinPlane=(cubePos-halfSize-vertexPos)*invOrigVec;\n\nvec3 largestIntersec=max(intersecAtMaxPlane,intersecAtMinPlane);\n\nfloat distance=min(min(largestIntersec.x,largestIntersec.y),largestIntersec.z);\n\nvec3 intersectPositionWS=vertexPos+origVec*distance;\n\nreturn intersectPositionWS-cubePos;\n}\n#endif\nvec3 computeReflectionCoords(vec4 worldPos,vec3 worldNormal)\n{\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvec3 direction=normalize(vDirectionW);\nfloat lon=atan(direction.z,direction.x);\nfloat lat=acos(direction.y);\nvec2 sphereCoords=vec2(lon,lat)*RECIPROCAL_PI2*2.0;\nfloat s=sphereCoords.x*0.5+0.5;\nfloat t=sphereCoords.y; \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=normalize(reflect(cameraToVertex,worldNormal));\nfloat lon=atan(r.z,r.x);\nfloat lat=acos(r.y);\nvec2 sphereCoords=vec2(lon,lat)*RECIPROCAL_PI2*2.0;\nfloat s=sphereCoords.x*0.5+0.5;\nfloat t=sphereCoords.y; \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=normalize(worldPos.xyz-vEyePosition.xyz);\n\nvec3 coords=reflect(viewDir,worldNormal);\n#ifdef USE_LOCAL_REFLECTIONMAP_CUBIC\ncoords=parallaxCorrectNormal(worldPos.xyz,coords,vReflectionSize,vReflectionPosition);\n#endif\ncoords=vec3(reflectionMatrix*vec4(coords,0));\n#ifdef INVERTCUBICMAP\ncoords.y*=-1.0;\n#endif\nreturn coords;\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}","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","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\n#ifdef TONEMAPPING_ACES\n\n\n\n\n\nconst mat3 ACESInputMat=mat3(\nvec3(0.59719,0.07600,0.02840),\nvec3(0.35458,0.90834,0.13383),\nvec3(0.04823,0.01566,0.83777)\n);\n\nconst mat3 ACESOutputMat=mat3(\nvec3( 1.60475,-0.10208,-0.00327),\nvec3(-0.53108,1.10813,-0.07276),\nvec3(-0.07367,-0.00605,1.07602)\n);\nvec3 RRTAndODTFit(vec3 v)\n{\nvec3 a=v*(v+0.0245786)-0.000090537;\nvec3 b=v*(0.983729*v+0.4329510)+0.238081;\nreturn a/b;\n}\nvec3 ACESFitted(vec3 color)\n{\ncolor=ACESInputMat*color;\n\ncolor=RRTAndODTFit(color);\ncolor=ACESOutputMat*color;\n\ncolor=clamp(color,0.0,1.0);\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\n#ifdef TONEMAPPING_ACES\nresult.rgb=ACESFitted(result.rgb);\n#else\nconst float tonemappingCalibration=1.590579;\nresult.rgb=1.0-exp2(-tonemappingCalibration*result.rgb);\n#endif\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}","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#ifdef OBJECTSPACE_NORMALMAP\nuniform mat4 normalMatrix;\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; i<iMaxSamples; i++)\n{\ncurrSampledHeight=texture2D(bumpSampler,vBumpUV+vCurrOffset).w;\n\nif (currSampledHeight>currRayHeight)\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","clipPlaneFragmentDeclaration":"#ifdef CLIPPLANE\nvarying float fClipDistance;\n#endif\n#ifdef CLIPPLANE2\nvarying float fClipDistance2;\n#endif\n#ifdef CLIPPLANE3\nvarying float fClipDistance3;\n#endif\n#ifdef CLIPPLANE4\nvarying float fClipDistance4;\n#endif","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","clipPlaneFragment":"#ifdef CLIPPLANE\nif (fClipDistance>0.0)\n{\ndiscard;\n}\n#endif\n#ifdef CLIPPLANE2\nif (fClipDistance2>0.0)\n{\ndiscard;\n}\n#endif\n#ifdef CLIPPLANE3\nif (fClipDistance3>0.0)\n{\ndiscard;\n}\n#endif\n#ifdef CLIPPLANE4\nif (fClipDistance4>0.0)\n{\ndiscard;\n}\n#endif","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\n#ifdef OBJECTSPACE_NORMALMAP\nnormalW=normalize(texture2D(bumpSampler,vBumpUV).xyz*2.0-1.0);\nnormalW=normalize(mat3(normalMatrix)*normalW); \n#else\nnormalW=perturbNormal(TBN,vBumpUV+uvOffset);\n#endif\n#endif","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}\nspotInfo=computeSpotLightingInfo(light{X}.vLightData);\n#ifdef LIGHT_FALLOFF_GLTF{X}\nspotInfo.attenuation=computeDistanceLightFalloff_GLTF(spotInfo.lightDistanceSquared,light{X}.vLightFalloff.y);\nspotInfo.attenuation*=computeDirectionalLightFalloff_GLTF(light{X}.vLightDirection.xyz,spotInfo.directionToLightCenterW,light{X}.vLightFalloff.z,light{X}.vLightFalloff.w);\n#elif defined(LIGHT_FALLOFF_PHYSICAL{X})\nspotInfo.attenuation=computeDistanceLightFalloff_Physical(spotInfo.lightDistanceSquared);\nspotInfo.attenuation*=computeDirectionalLightFalloff_Physical(light{X}.vLightDirection.xyz,spotInfo.directionToLightCenterW,light{X}.vLightDirection.w);\n#elif defined(LIGHT_FALLOFF_STANDARD{X})\nspotInfo.attenuation=computeDistanceLightFalloff_Standard(spotInfo.lightOffset,light{X}.vLightFalloff.x);\nspotInfo.attenuation*=computeDirectionalLightFalloff_Standard(light{X}.vLightDirection.xyz,spotInfo.directionToLightCenterW,light{X}.vLightDirection.w,light{X}.vLightData.w);\n#else\nspotInfo.attenuation=computeDistanceLightFalloff(spotInfo.lightOffset,spotInfo.lightDistanceSquared,light{X}.vLightFalloff.x,light{X}.vLightFalloff.y);\nspotInfo.attenuation*=computeDirectionalLightFalloff(light{X}.vLightDirection.xyz,spotInfo.directionToLightCenterW,light{X}.vLightDirection.w,light{X}.vLightData.w,light{X}.vLightFalloff.z,light{X}.vLightFalloff.w);\n#endif\ninfo=computeSpotLighting(spotInfo,viewDirectionW,normalW,light{X}.vLightDirection,light{X}.vLightDiffuse.rgb,light{X}.vLightDiffuse.a,roughness,NdotV,specularEnvironmentR0,specularEnvironmentR90,geometricRoughnessFactor,NdotL);\n#elif defined(POINTLIGHT{X})\npointInfo=computePointLightingInfo(light{X}.vLightData);\n#ifdef LIGHT_FALLOFF_GLTF{X}\npointInfo.attenuation=computeDistanceLightFalloff_GLTF(pointInfo.lightDistanceSquared,light{X}.vLightFalloff.y);\n#elif defined(LIGHT_FALLOFF_PHYSICAL{X})\npointInfo.attenuation=computeDistanceLightFalloff_Physical(pointInfo.lightDistanceSquared);\n#elif defined(LIGHT_FALLOFF_STANDARD{X})\npointInfo.attenuation=computeDistanceLightFalloff_Standard(pointInfo.lightOffset,light{X}.vLightFalloff.x);\n#else\npointInfo.attenuation=computeDistanceLightFalloff(pointInfo.lightOffset,pointInfo.lightDistanceSquared,light{X}.vLightFalloff.x,light{X}.vLightFalloff.y);\n#endif\ninfo=computePointLighting(pointInfo,viewDirectionW,normalW,light{X}.vLightDiffuse.rgb,light{X}.vLightDiffuse.a,roughness,NdotV,specularEnvironmentR0,specularEnvironmentR90,geometricRoughnessFactor,NdotL);\n#elif defined(HEMILIGHT{X})\ninfo=computeHemisphericLighting(viewDirectionW,normalW,light{X}.vLightData,light{X}.vLightDiffuse.rgb,light{X}.vLightSpecular,light{X}.vLightGround,roughness,NdotV,specularEnvironmentR0,specularEnvironmentR90,geometricRoughnessFactor,NdotL);\n#elif defined(DIRLIGHT{X})\ninfo=computeDirectionalLighting(viewDirectionW,normalW,light{X}.vLightData,light{X}.vLightDiffuse.rgb,light{X}.vLightSpecular,light{X}.vLightDiffuse.a,roughness,NdotV,specularEnvironmentR0,specularEnvironmentR90,geometricRoughnessFactor,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#elif defined(HEMILIGHT{X})\ninfo=computeHemisphericLighting(viewDirectionW,normalW,light{X}.vLightData,light{X}.vLightDiffuse.rgb,light{X}.vLightSpecular,light{X}.vLightGround,glossiness);\n#elif 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#ifdef PROJECTEDLIGHTTEXTURE{X}\ninfo.diffuse*=computeProjectionTextureDiffuseLighting(projectionLightSampler{X},textureProjectionMatrix{X});\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#elif defined(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#elif defined(SHADOWPOISSON{X})\n#if defined(SHADOWCUBE{X})\nshadow=computeShadowWithPoissonSamplingCube(light{X}.vLightData.xyz,shadowSampler{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.x,light{X}.depthValues);\n#else\nshadow=computeShadowWithPoissonSampling(vPositionFromLight{X},vDepthMetric{X},shadowSampler{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\n#elif defined(SHADOWPCF{X})\n#if defined(SHADOWLOWQUALITY{X})\nshadow=computeShadowWithPCF1(vPositionFromLight{X},vDepthMetric{X},shadowSampler{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#elif defined(SHADOWMEDIUMQUALITY{X})\nshadow=computeShadowWithPCF3(vPositionFromLight{X},vDepthMetric{X},shadowSampler{X},light{X}.shadowsInfo.yz,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#else\nshadow=computeShadowWithPCF5(vPositionFromLight{X},vDepthMetric{X},shadowSampler{X},light{X}.shadowsInfo.yz,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\n#elif defined(SHADOWPCSS{X})\n#if defined(SHADOWLOWQUALITY{X})\nshadow=computeShadowWithPCSS16(vPositionFromLight{X},vDepthMetric{X},depthSampler{X},shadowSampler{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#elif defined(SHADOWMEDIUMQUALITY{X})\nshadow=computeShadowWithPCSS32(vPositionFromLight{X},vDepthMetric{X},depthSampler{X},shadowSampler{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#else\nshadow=computeShadowWithPCSS64(vPositionFromLight{X},vDepthMetric{X},depthSampler{X},shadowSampler{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,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#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","logDepthFragment":"#ifdef LOGARITHMICDEPTH\ngl_FragDepthEXT=log2(vFragmentDepth)*logarithmicDepthConstant*0.5;\n#endif","fogFragment":"#ifdef FOG\nfloat fog=CalcFogFactor();\ncolor.rgb=fog*color.rgb+(1.0-fog)*vFogColor;\n#endif","pbrVertexDeclaration":"uniform mat4 view;\nuniform mat4 viewProjection;\n#ifdef ALBEDO\nuniform mat4 albedoMatrix;\nuniform vec2 vAlbedoInfos;\n#endif\n#ifdef AMBIENT\nuniform mat4 ambientMatrix;\nuniform vec4 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#ifdef REFLECTIVITY \nuniform vec3 vReflectivityInfos;\nuniform mat4 reflectivityMatrix;\n#endif\n#ifdef MICROSURFACEMAP\nuniform vec2 vMicroSurfaceSamplerInfos;\nuniform mat4 microSurfaceSamplerMatrix;\n#endif\n#ifdef BUMP\nuniform vec3 vBumpInfos;\nuniform mat4 bumpMatrix;\n#endif\n#ifdef POINTSIZE\nuniform float pointSize;\n#endif\n\n#ifdef REFRACTION\nuniform vec4 vRefractionInfos;\nuniform mat4 refractionMatrix;\nuniform vec3 vRefractionMicrosurfaceInfos;\n#endif\n\n#ifdef REFLECTION\nuniform vec2 vReflectionInfos;\nuniform mat4 reflectionMatrix;\nuniform vec3 vReflectionMicrosurfaceInfos;\n#endif\n","pbrFragmentDeclaration":"uniform vec3 vReflectionColor;\nuniform vec4 vAlbedoColor;\n\nuniform vec4 vLightingIntensity;\nuniform vec4 vReflectivityColor;\nuniform vec3 vEmissiveColor;\n\n#ifdef ALBEDO\nuniform vec2 vAlbedoInfos;\n#endif\n#ifdef AMBIENT\nuniform vec4 vAmbientInfos;\n#endif\n#ifdef BUMP\nuniform vec3 vBumpInfos;\nuniform vec2 vTangentSpaceParams;\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 REFLECTIVITY\nuniform vec3 vReflectivityInfos;\n#endif\n#ifdef MICROSURFACEMAP\nuniform vec2 vMicroSurfaceSamplerInfos;\n#endif\n\n#if defined(REFLECTIONMAP_SPHERICAL) || defined(REFLECTIONMAP_PROJECTION) || defined(REFRACTION)\nuniform mat4 view;\n#endif\n\n#ifdef REFRACTION\nuniform vec4 vRefractionInfos;\nuniform mat4 refractionMatrix;\nuniform vec3 vRefractionMicrosurfaceInfos;\n#endif\n\n#ifdef REFLECTION\nuniform vec2 vReflectionInfos;\nuniform mat4 reflectionMatrix;\nuniform vec3 vReflectionMicrosurfaceInfos;\n#if defined(USE_LOCAL_REFLECTIONMAP_CUBIC) && defined(REFLECTIONMAP_CUBIC)\nuniform vec3 vReflectionPosition;\nuniform vec3 vReflectionSize; \n#endif\n#endif","pbrUboDeclaration":"layout(std140,column_major) uniform;\nuniform Material\n{\nuniform vec2 vAlbedoInfos;\nuniform vec4 vAmbientInfos;\nuniform vec2 vOpacityInfos;\nuniform vec2 vEmissiveInfos;\nuniform vec2 vLightmapInfos;\nuniform vec3 vReflectivityInfos;\nuniform vec2 vMicroSurfaceSamplerInfos;\nuniform vec4 vRefractionInfos;\nuniform vec2 vReflectionInfos;\nuniform vec3 vReflectionPosition;\nuniform vec3 vReflectionSize; \nuniform vec3 vBumpInfos;\nuniform mat4 albedoMatrix;\nuniform mat4 ambientMatrix;\nuniform mat4 opacityMatrix;\nuniform mat4 emissiveMatrix;\nuniform mat4 lightmapMatrix;\nuniform mat4 reflectivityMatrix;\nuniform mat4 microSurfaceSamplerMatrix;\nuniform mat4 bumpMatrix;\nuniform vec2 vTangentSpaceParams;\nuniform mat4 refractionMatrix;\nuniform mat4 reflectionMatrix;\nuniform vec3 vReflectionColor;\nuniform vec4 vAlbedoColor;\nuniform vec4 vLightingIntensity;\nuniform vec3 vRefractionMicrosurfaceInfos;\nuniform vec3 vReflectionMicrosurfaceInfos;\nuniform vec4 vReflectivityColor;\nuniform vec3 vEmissiveColor;\nuniform float pointSize;\n};\nuniform Scene {\nmat4 viewProjection;\nmat4 view;\n};","pbrFunctions":"\n#define RECIPROCAL_PI2 0.15915494\n#define FRESNEL_MAXIMUM_ON_ROUGH 0.25\n\nconst float kRougnhessToAlphaScale=0.1;\nconst float kRougnhessToAlphaOffset=0.29248125;\nfloat convertRoughnessToAverageSlope(float roughness)\n{\n\nconst float kMinimumVariance=0.0005;\nfloat alphaG=square(roughness)+kMinimumVariance;\nreturn alphaG;\n}\n\nfloat smithVisibilityG1_TrowbridgeReitzGGX(float dot,float alphaG)\n{\nfloat tanSquared=(1.0-dot*dot)/(dot*dot);\nreturn 2.0/(1.0+sqrt(1.0+alphaG*alphaG*tanSquared));\n}\nfloat smithVisibilityG_TrowbridgeReitzGGX_Walter(float NdotL,float NdotV,float alphaG)\n{\nreturn smithVisibilityG1_TrowbridgeReitzGGX(NdotL,alphaG)*smithVisibilityG1_TrowbridgeReitzGGX(NdotV,alphaG);\n}\n\n\nfloat normalDistributionFunction_TrowbridgeReitzGGX(float NdotH,float alphaG)\n{\n\n\n\nfloat a2=square(alphaG);\nfloat d=NdotH*NdotH*(a2-1.0)+1.0;\nreturn a2/(PI*d*d);\n}\nvec3 fresnelSchlickGGX(float VdotH,vec3 reflectance0,vec3 reflectance90)\n{\nreturn reflectance0+(reflectance90-reflectance0)*pow(clamp(1.0-VdotH,0.,1.),5.0);\n}\nvec3 fresnelSchlickEnvironmentGGX(float VdotN,vec3 reflectance0,vec3 reflectance90,float smoothness)\n{\n\nfloat weight=mix(FRESNEL_MAXIMUM_ON_ROUGH,1.0,smoothness);\nreturn reflectance0+weight*(reflectance90-reflectance0)*pow(clamp(1.0-VdotN,0.,1.),5.0);\n}\n\nvec3 computeSpecularTerm(float NdotH,float NdotL,float NdotV,float VdotH,float roughness,vec3 reflectance0,vec3 reflectance90,float geometricRoughnessFactor)\n{\nroughness=max(roughness,geometricRoughnessFactor);\nfloat alphaG=convertRoughnessToAverageSlope(roughness);\nfloat distribution=normalDistributionFunction_TrowbridgeReitzGGX(NdotH,alphaG);\nfloat visibility=smithVisibilityG_TrowbridgeReitzGGX_Walter(NdotL,NdotV,alphaG);\nvisibility/=(4.0*NdotL*NdotV); \nfloat specTerm=max(0.,visibility*distribution)*NdotL;\nvec3 fresnel=fresnelSchlickGGX(VdotH,reflectance0,reflectance90);\nreturn fresnel*specTerm;\n}\nfloat computeDiffuseTerm(float NdotL,float NdotV,float VdotH,float roughness)\n{\n\n\nfloat diffuseFresnelNV=pow(clamp(1.0-NdotL,0.000001,1.),5.0);\nfloat diffuseFresnelNL=pow(clamp(1.0-NdotV,0.000001,1.),5.0);\nfloat diffuseFresnel90=0.5+2.0*VdotH*VdotH*roughness;\nfloat fresnel =\n(1.0+(diffuseFresnel90-1.0)*diffuseFresnelNL) *\n(1.0+(diffuseFresnel90-1.0)*diffuseFresnelNV);\nreturn fresnel*NdotL/PI;\n}\nfloat adjustRoughnessFromLightProperties(float roughness,float lightRadius,float lightDistance)\n{\n#if defined(USEPHYSICALLIGHTFALLOFF) || defined(USEGLTFLIGHTFALLOFF)\n\nfloat lightRoughness=lightRadius/lightDistance;\n\nfloat totalRoughness=clamp(lightRoughness+roughness,0.,1.);\nreturn totalRoughness;\n#else\nreturn roughness;\n#endif\n}\nfloat computeDefaultMicroSurface(float microSurface,vec3 reflectivityColor)\n{\nconst float kReflectivityNoAlphaWorkflow_SmoothnessMax=0.95;\nfloat reflectivityLuminance=getLuminance(reflectivityColor);\nfloat reflectivityLuma=sqrt(reflectivityLuminance);\nmicroSurface=reflectivityLuma*kReflectivityNoAlphaWorkflow_SmoothnessMax;\nreturn microSurface;\n}\n\n\nfloat fresnelGrazingReflectance(float reflectance0) {\nfloat reflectance90=clamp(reflectance0*25.0,0.0,1.0);\nreturn reflectance90;\n}\n\n\n#define UNPACK_LOD(x) (1.0-x)*255.0\nfloat getLodFromAlphaG(float cubeMapDimensionPixels,float alphaG,float NdotV) {\nfloat microsurfaceAverageSlope=alphaG;\n\n\n\n\n\n\nmicrosurfaceAverageSlope*=sqrt(abs(NdotV));\nfloat microsurfaceAverageSlopeTexels=microsurfaceAverageSlope*cubeMapDimensionPixels;\nfloat lod=log2(microsurfaceAverageSlopeTexels);\nreturn lod;\n}\nfloat environmentRadianceOcclusion(float ambientOcclusion,float NdotVUnclamped) {\n\n\nfloat temp=NdotVUnclamped+ambientOcclusion;\nreturn clamp(square(temp)-1.0+ambientOcclusion,0.0,1.0);\n}\nfloat environmentHorizonOcclusion(vec3 view,vec3 normal) {\n\nvec3 reflection=reflect(view,normal);\nfloat temp=clamp( 1.0+1.1*dot(reflection,normal),0.0,1.0);\nreturn square(temp);\n}","harmonicsFunctions":"#ifdef USESPHERICALFROMREFLECTIONMAP\nuniform vec3 vSphericalX;\nuniform vec3 vSphericalY;\nuniform vec3 vSphericalZ;\nuniform vec3 vSphericalXX_ZZ;\nuniform vec3 vSphericalYY_ZZ;\nuniform vec3 vSphericalZZ;\nuniform vec3 vSphericalXY;\nuniform vec3 vSphericalYZ;\nuniform vec3 vSphericalZX;\nvec3 quaternionVectorRotation_ScaledSqrtTwo(vec4 Q,vec3 V){\nvec3 T=cross(Q.xyz,V);\nT+=Q.www*V;\nreturn cross(Q.xyz,T)+V;\n}\nvec3 environmentIrradianceJones(vec3 normal)\n{\n\n\n\n\n\n\n\n\n\nfloat Nx=normal.x;\nfloat Ny=normal.y;\nfloat Nz=normal.z;\nvec3 C1=vSphericalZZ.rgb;\nvec3 Cx=vSphericalX.rgb;\nvec3 Cy=vSphericalY.rgb;\nvec3 Cz=vSphericalZ.rgb;\nvec3 Cxx_zz=vSphericalXX_ZZ.rgb;\nvec3 Cyy_zz=vSphericalYY_ZZ.rgb;\nvec3 Cxy=vSphericalXY.rgb;\nvec3 Cyz=vSphericalYZ.rgb;\nvec3 Czx=vSphericalZX.rgb;\nvec3 a1=Cyy_zz*Ny+Cy;\nvec3 a2=Cyz*Nz+a1;\nvec3 b1=Czx*Nz+Cx;\nvec3 b2=Cxy*Ny+b1;\nvec3 b3=Cxx_zz*Nx+b2;\nvec3 t1=Cz*Nz+C1;\nvec3 t2=a2*Ny+t1;\nvec3 t3=b3*Nx+t2;\nreturn t3;\n}\n#endif","pbrLightFunctions":"\nstruct lightingInfo\n{\nvec3 diffuse;\n#ifdef SPECULARTERM\nvec3 specular;\n#endif\n};\nstruct pointLightingInfo\n{\nvec3 lightOffset;\nfloat lightDistanceSquared;\nfloat attenuation;\n};\nstruct spotLightingInfo\n{\nvec3 lightOffset;\nfloat lightDistanceSquared;\nvec3 directionToLightCenterW;\nfloat attenuation;\n};\nfloat computeDistanceLightFalloff_Standard(vec3 lightOffset,float range)\n{\nreturn max(0.,1.0-length(lightOffset)/range);\n}\nfloat computeDistanceLightFalloff_Physical(float lightDistanceSquared)\n{\nreturn 1.0/((lightDistanceSquared+0.001));\n}\nfloat computeDistanceLightFalloff_GLTF(float lightDistanceSquared,float inverseSquaredRange)\n{\nconst float minDistanceSquared=0.01*0.01;\nfloat lightDistanceFalloff=1.0/(max(lightDistanceSquared,minDistanceSquared));\nfloat factor=lightDistanceSquared*inverseSquaredRange;\nfloat attenuation=clamp(1.0-factor*factor,0.,1.);\nattenuation*=attenuation;\n\nlightDistanceFalloff*=attenuation;\nreturn lightDistanceFalloff;\n}\nfloat computeDistanceLightFalloff(vec3 lightOffset,float lightDistanceSquared,float range,float inverseSquaredRange)\n{ \n#ifdef USEPHYSICALLIGHTFALLOFF\nreturn computeDistanceLightFalloff_Physical(lightDistanceSquared);\n#elif defined(USEGLTFLIGHTFALLOFF)\nreturn computeDistanceLightFalloff_GLTF(lightDistanceSquared,inverseSquaredRange);\n#else\nreturn computeDistanceLightFalloff_Standard(lightOffset,range);\n#endif\n}\nfloat computeDirectionalLightFalloff_Standard(vec3 lightDirection,vec3 directionToLightCenterW,float cosHalfAngle,float exponent)\n{\nfloat falloff=0.0;\nfloat cosAngle=max(0.000000000000001,dot(-lightDirection,directionToLightCenterW));\nif (cosAngle>=cosHalfAngle)\n{\nfalloff=max(0.,pow(cosAngle,exponent));\n}\nreturn falloff;\n}\nfloat computeDirectionalLightFalloff_Physical(vec3 lightDirection,vec3 directionToLightCenterW,float cosHalfAngle)\n{\nconst float kMinusLog2ConeAngleIntensityRatio=6.64385618977; \n\n\n\n\n\nfloat concentrationKappa=kMinusLog2ConeAngleIntensityRatio/(1.0-cosHalfAngle);\n\n\nvec4 lightDirectionSpreadSG=vec4(-lightDirection*concentrationKappa,-concentrationKappa);\nfloat falloff=exp2(dot(vec4(directionToLightCenterW,1.0),lightDirectionSpreadSG));\nreturn falloff;\n}\nfloat computeDirectionalLightFalloff_GLTF(vec3 lightDirection,vec3 directionToLightCenterW,float lightAngleScale,float lightAngleOffset)\n{\n\n\n\nfloat cd=dot(-lightDirection,directionToLightCenterW);\nfloat falloff=clamp(cd*lightAngleScale+lightAngleOffset,0.,1.);\n\nfalloff*=falloff;\nreturn falloff;\n}\nfloat computeDirectionalLightFalloff(vec3 lightDirection,vec3 directionToLightCenterW,float cosHalfAngle,float exponent,float lightAngleScale,float lightAngleOffset)\n{\n#ifdef USEPHYSICALLIGHTFALLOFF\nreturn computeDirectionalLightFalloff_Physical(lightDirection,directionToLightCenterW,cosHalfAngle);\n#elif defined(USEGLTFLIGHTFALLOFF)\nreturn computeDirectionalLightFalloff_GLTF(lightDirection,directionToLightCenterW,lightAngleScale,lightAngleOffset);\n#else\nreturn computeDirectionalLightFalloff_Standard(lightDirection,directionToLightCenterW,cosHalfAngle,exponent);\n#endif\n}\npointLightingInfo computePointLightingInfo(vec4 lightData) {\npointLightingInfo result;\nresult.lightOffset=lightData.xyz-vPositionW;\nresult.lightDistanceSquared=dot(result.lightOffset,result.lightOffset);\nreturn result;\n}\nspotLightingInfo computeSpotLightingInfo(vec4 lightData) {\nspotLightingInfo result;\nresult.lightOffset=lightData.xyz-vPositionW;\nresult.directionToLightCenterW=normalize(result.lightOffset);\nresult.lightDistanceSquared=dot(result.lightOffset,result.lightOffset);\nreturn result;\n}\nlightingInfo computePointLighting(pointLightingInfo info,vec3 viewDirectionW,vec3 vNormal,vec3 diffuseColor,float lightRadius,float roughness,float NdotV,vec3 reflectance0,vec3 reflectance90,float geometricRoughnessFactor,out float NdotL) {\nlightingInfo result;\nfloat lightDistance=sqrt(info.lightDistanceSquared);\nvec3 lightDirection=normalize(info.lightOffset);\n\nroughness=adjustRoughnessFromLightProperties(roughness,lightRadius,lightDistance);\n\nvec3 H=normalize(viewDirectionW+lightDirection);\nNdotL=clamp(dot(vNormal,lightDirection),0.00000000001,1.0);\nfloat VdotH=clamp(dot(viewDirectionW,H),0.0,1.0);\nfloat diffuseTerm=computeDiffuseTerm(NdotL,NdotV,VdotH,roughness);\nresult.diffuse=diffuseTerm*diffuseColor*info.attenuation;\n#ifdef SPECULARTERM\n\nfloat NdotH=clamp(dot(vNormal,H),0.000000000001,1.0);\nvec3 specTerm=computeSpecularTerm(NdotH,NdotL,NdotV,VdotH,roughness,reflectance0,reflectance90,geometricRoughnessFactor);\nresult.specular=specTerm*diffuseColor*info.attenuation;\n#endif\nreturn result;\n}\nlightingInfo computeSpotLighting(spotLightingInfo info,vec3 viewDirectionW,vec3 vNormal,vec4 lightDirection,vec3 diffuseColor,float lightRadius,float roughness,float NdotV,vec3 reflectance0,vec3 reflectance90,float geometricRoughnessFactor,out float NdotL) {\nlightingInfo result;\n\nfloat lightDistance=sqrt(info.lightDistanceSquared);\nroughness=adjustRoughnessFromLightProperties(roughness,lightRadius,lightDistance);\n\nvec3 H=normalize(viewDirectionW+info.directionToLightCenterW);\nNdotL=clamp(dot(vNormal,info.directionToLightCenterW),0.000000000001,1.0);\nfloat VdotH=clamp(dot(viewDirectionW,H),0.0,1.0);\nfloat diffuseTerm=computeDiffuseTerm(NdotL,NdotV,VdotH,roughness);\nresult.diffuse=diffuseTerm*diffuseColor*info.attenuation;\n#ifdef SPECULARTERM\n\nfloat NdotH=clamp(dot(vNormal,H),0.000000000001,1.0);\nvec3 specTerm=computeSpecularTerm(NdotH,NdotL,NdotV,VdotH,roughness,reflectance0,reflectance90,geometricRoughnessFactor);\nresult.specular=specTerm*diffuseColor*info.attenuation;\n#endif\nreturn result;\n}\nlightingInfo computeDirectionalLighting(vec3 viewDirectionW,vec3 vNormal,vec4 lightData,vec3 diffuseColor,vec3 specularColor,float lightRadius,float roughness,float NdotV,vec3 reflectance0,vec3 reflectance90,float geometricRoughnessFactor,out float NdotL) {\nlightingInfo result;\nfloat lightDistance=length(-lightData.xyz);\nvec3 lightDirection=normalize(-lightData.xyz);\n\nroughness=adjustRoughnessFromLightProperties(roughness,lightRadius,lightDistance);\n\nvec3 H=normalize(viewDirectionW+lightDirection);\nNdotL=clamp(dot(vNormal,lightDirection),0.00000000001,1.0);\nfloat VdotH=clamp(dot(viewDirectionW,H),0.0,1.0);\nfloat diffuseTerm=computeDiffuseTerm(NdotL,NdotV,VdotH,roughness);\nresult.diffuse=diffuseTerm*diffuseColor;\n#ifdef SPECULARTERM\n\nfloat NdotH=clamp(dot(vNormal,H),0.000000000001,1.0);\nvec3 specTerm=computeSpecularTerm(NdotH,NdotL,NdotV,VdotH,roughness,reflectance0,reflectance90,geometricRoughnessFactor);\nresult.specular=specTerm*diffuseColor;\n#endif\nreturn result;\n}\nlightingInfo computeHemisphericLighting(vec3 viewDirectionW,vec3 vNormal,vec4 lightData,vec3 diffuseColor,vec3 specularColor,vec3 groundColor,float roughness,float NdotV,vec3 reflectance0,vec3 reflectance90,float geometricRoughnessFactor,out float NdotL) {\nlightingInfo result;\n\n\n\nNdotL=dot(vNormal,lightData.xyz)*0.5+0.5;\nresult.diffuse=mix(groundColor,diffuseColor,NdotL);\n#ifdef SPECULARTERM\n\nvec3 lightVectorW=normalize(lightData.xyz);\nvec3 H=normalize(viewDirectionW+lightVectorW);\nfloat NdotH=clamp(dot(vNormal,H),0.000000000001,1.0);\nNdotL=clamp(NdotL,0.000000000001,1.0);\nfloat VdotH=clamp(dot(viewDirectionW,H),0.0,1.0);\nvec3 specTerm=computeSpecularTerm(NdotH,NdotL,NdotV,VdotH,roughness,reflectance0,reflectance90,geometricRoughnessFactor);\nresult.specular=specTerm*diffuseColor;\n#endif\nreturn result;\n}\nvec3 computeProjectionTextureDiffuseLighting(sampler2D projectionLightSampler,mat4 textureProjectionMatrix){\nvec4 strq=textureProjectionMatrix*vec4(vPositionW,1.0);\nstrq/=strq.w;\nvec3 textureColor=texture2D(projectionLightSampler,strq.xy).rgb;\nreturn toLinearSpace(textureColor);\n}","clipPlaneVertexDeclaration2":"#ifdef CLIPPLANE\nuniform vec4 vClipPlane;\nout float fClipDistance;\n#endif\n#ifdef CLIPPLANE2\nuniform vec4 vClipPlane2;\nout float fClipDistance2;\n#endif\n#ifdef CLIPPLANE3\nuniform vec4 vClipPlane3;\nout float fClipDistance3;\n#endif\n#ifdef CLIPPLANE4\nuniform vec4 vClipPlane4;\nout float fClipDistance4;\n#endif","clipPlaneFragmentDeclaration2":"#ifdef CLIPPLANE\nin float fClipDistance;\n#endif\n#ifdef CLIPPLANE2\nin float fClipDistance2;\n#endif\n#ifdef CLIPPLANE3\nin float fClipDistance3;\n#endif\n#ifdef CLIPPLANE4\nin float fClipDistance4;\n#endif","mrtFragmentDeclaration":"#if __VERSION__>=200\nlayout(location=0) out vec4 glFragData[{X}];\n#endif\n","bones300Declaration":"#if NUM_BONE_INFLUENCERS>0\n#ifdef BONETEXTURE\nuniform sampler2D boneSampler;\n#else\nuniform mat4 mBones[BonesPerMesh];\n#endif \nin vec4 matricesIndices;\nin vec4 matricesWeights;\n#if NUM_BONE_INFLUENCERS>4\nin vec4 matricesIndicesExtra;\nin vec4 matricesWeightsExtra;\n#endif\n#ifdef BONETEXTURE\nmat4 readMatrixFromRawSampler(sampler2D smp,float index)\n{\nmat4 result;\nfloat offset=index*4.0; \nfloat dx=1.0/boneTextureWidth;\nresult[0]=texture(smp,vec2(dx*(offset+0.5),0.));\nresult[1]=texture(smp,vec2(dx*(offset+1.5),0.));\nresult[2]=texture(smp,vec2(dx*(offset+2.5),0.));\nresult[3]=texture(smp,vec2(dx*(offset+3.5),0.));\nreturn result;\n}\n#endif\n#endif","instances300Declaration":"#ifdef INSTANCES\nin vec4 world0;\nin vec4 world1;\nin vec4 world2;\nin vec4 world3;\n#else\nuniform mat4 world;\n#endif","kernelBlurFragment":"#ifdef DOF\nfactor=sampleCoC(sampleCoord{X}); \ncomputedWeight=KERNEL_WEIGHT{X}*factor;\nsumOfWeights+=computedWeight;\n#else\ncomputedWeight=KERNEL_WEIGHT{X};\n#endif\n#ifdef PACKEDFLOAT\nblend+=unpack(texture2D(textureSampler,sampleCoord{X}))*computedWeight;\n#else\nblend+=texture2D(textureSampler,sampleCoord{X})*computedWeight;\n#endif","kernelBlurFragment2":"#ifdef DOF\nfactor=sampleCoC(sampleCenter+delta*KERNEL_DEP_OFFSET{X});\ncomputedWeight=KERNEL_DEP_WEIGHT{X}*factor;\nsumOfWeights+=computedWeight;\n#else\ncomputedWeight=KERNEL_DEP_WEIGHT{X};\n#endif\n#ifdef PACKEDFLOAT\nblend+=unpack(texture2D(textureSampler,sampleCenter+delta*KERNEL_DEP_OFFSET{X}))*computedWeight;\n#else\nblend+=texture2D(textureSampler,sampleCenter+delta*KERNEL_DEP_OFFSET{X})*computedWeight;\n#endif","kernelBlurVaryingDeclaration":"varying vec2 sampleCoord{X};","kernelBlurVertex":"sampleCoord{X}=sampleCenter+delta*KERNEL_OFFSET{X};","backgroundVertexDeclaration":"uniform mat4 view;\nuniform mat4 viewProjection;\nuniform float shadowLevel;\n#ifdef DIFFUSE\nuniform mat4 diffuseMatrix;\nuniform vec2 vDiffuseInfos;\n#endif\n#ifdef REFLECTION\nuniform vec2 vReflectionInfos;\nuniform mat4 reflectionMatrix;\nuniform vec3 vReflectionMicrosurfaceInfos;\nuniform float fFovMultiplier;\n#endif\n#ifdef POINTSIZE\nuniform float pointSize;\n#endif","backgroundFragmentDeclaration":" uniform vec4 vPrimaryColor;\n#ifdef USEHIGHLIGHTANDSHADOWCOLORS\nuniform vec4 vPrimaryColorShadow;\n#endif\nuniform float shadowLevel;\nuniform float alpha;\n#ifdef DIFFUSE\nuniform vec2 vDiffuseInfos;\n#endif\n#ifdef REFLECTION\nuniform vec2 vReflectionInfos;\nuniform mat4 reflectionMatrix;\nuniform vec3 vReflectionMicrosurfaceInfos;\n#endif\n#if defined(REFLECTIONFRESNEL) || defined(OPACITYFRESNEL)\nuniform vec3 vBackgroundCenter;\n#endif\n#ifdef REFLECTIONFRESNEL\nuniform vec4 vReflectionControl;\n#endif\n#if defined(REFLECTIONMAP_SPHERICAL) || defined(REFLECTIONMAP_PROJECTION) || defined(REFRACTION)\nuniform mat4 view;\n#endif","backgroundUboDeclaration":"layout(std140,column_major) uniform;\nuniform Material\n{\nuniform vec4 vPrimaryColor;\nuniform vec4 vPrimaryColorShadow;\nuniform vec2 vDiffuseInfos;\nuniform vec2 vReflectionInfos;\nuniform mat4 diffuseMatrix;\nuniform mat4 reflectionMatrix;\nuniform vec3 vReflectionMicrosurfaceInfos;\nuniform float fFovMultiplier;\nuniform float pointSize;\nuniform float shadowLevel;\nuniform float alpha;\n#if defined(REFLECTIONFRESNEL) || defined(OPACITYFRESNEL)\nuniform vec3 vBackgroundCenter;\n#endif\n#ifdef REFLECTIONFRESNEL\nuniform vec4 vReflectionControl;\n#endif\n};\nuniform Scene {\nmat4 viewProjection;\nmat4 view;\n};"};
  121188. var globalObject = (typeof global !== 'undefined') ? global : ((typeof window !== 'undefined') ? window : this);
  121189. globalObject["BABYLON"] = BABYLON;
  121190. //backwards compatibility
  121191. if(typeof earcut !== 'undefined') {
  121192. globalObject["Earcut"] = {
  121193. earcut: earcut
  121194. };
  121195. }
  121196. return BABYLON;
  121197. });